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12 Cards in this Set
- Front
- Back
Ordinary World |
This is where the Hero's exists before his present story begins. |
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Call to Adventure |
The Hero's adventure begins when he receives a call to action. |
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Refusal Of the call |
Although the Hero may be eager to accept the quest, at this stage he will have fears that need overcoming. |
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Meeting the mentor |
At this crucial turning point where the Hero desperately needs guidance he meets a mentor figure who gives him something he needs. |
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Crossing the Threshold |
The Hero is now ready to act upon his call to adventure and truly begin his quest, whether it be physical, spiritual or emotional. |
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Test,Allies and Enemies |
Now finally out of his comfort zone the Hero is confronted with an ever more difficult series of challenges that test him in a variety of ways.
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Approach To The Inmost Cave |
The inmost cave may represent many things in the Hero's story such as an actual location in which lies a terrible danger oran inner conflict which up until now the Hero has not had to face. |
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Ordeal |
The Supreme Ordeal may be a dangerous physical test or a deep inner crisis that the Hero must face in order to survive or for the world in which the Hero lives to continue to exist. |
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Reward |
After defeating the enemy, surviving death and finally overcoming his greatest personal challenge, the Hero is ultimately transformed into a new state, emerging from battle as a stronger person and often with a prize.
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The Road Back |
This stage in the Hero's journey represents a reverse echo of the Call to Adventure in which the Hero had to cross the first threshold. |
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Resurresction |
This is the climax in which the Hero must have his final and most dangerous encounter with death. |
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Return with the Elixir |
This is the final stage of the Hero's journey in which he returns home to his Ordinary World. |