Mythology & Folklore: Unit 3 - The Heroic Mono-myth in Mythology and Folklore

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Legend

A legend is a story that has been passed down for many generations. Also believed to be historical by the culture where it originated, but it cannot actually be proven. The Legend of King Arthur is an example.

Saga

A long narrative based loosely on a great historical event or that tells of legends and myths. The Norse and Icelandic people primarily recorded their stories as sagas. The most famous are those of Odin and Thor, who battled giants and trolls.

Epic

A poem, sometimes in the form of a song, which tells the story of a hero's mighty deeds and adventures. The Epic of Gilgamesh is the world's oldest epic myth, it dates all the way back to ancient Babylon.

Folk Tale

A simpler story that's regional in nature. The characteristics of folk hero's are exaggerated, as are their deeds.

Archetype

A universal symbolic pattern.

Herald

Announces the call to adventure and his arrival signifies that change is imminent. In religious text, this person are often seen in the forms of angels. Typically appear in the beginning of the journey, and announce a challenge or explain the quest at hand to a hero. They reemerge throughout they story to deliver messages or pass judgment.

Seven Archetypes

Common to the hero monomyth that represent the characters a hero will come in contact with during his journey. Each type is exemplified by different creatures, gods, animals, or beings representing the culture that the myth originated from.

Buddha

Came through a dream of a white elephant. (Conceived in a miraculous manner.)

Meeting with the Mentor

During this time of indecisiveness, a mentor often appears. This mentor can be an internal voice, a god, or a special person like King Arthur's adviser, Merlin. This mentor may reveal to the hero who he truly is, help him to see his potential, and give him valuable information, magical gifts, or advice that he will need on his quest. The end result of this meeting is that the hero gains the confidence he needs to begin his journey.

Resurrection

Final showdown between life and death. The hero has returned to the ordinary world and now must battle for not only his life, but that of others or that of the world itself. To win this final battle, he must use everything he has learned on his journey. His actions will prove that he's a true hero as he's willing to sacrifice his own good and his desires for the benefit of others, even to the point of his own death if necessary. He may have help from his allies, but he must be the one to deliver the finishing blow.

Test, Allies, Enemies

In this stage, the hero tests the waters of the new world and seeks to figure out its rules. He will begin to face tests and trials that give him an opportunity to try out his strength and powers. He'll begin to figure out who his allies and foes are. His arch nemesis might be revealed at this time as well. The hero may continue on the quest alone, or be joined by a sidekick. Other men might rally around the hero and help him on his quest.

Trickster

Like to stir things up. Their physical antics or verbal tricks often cause chaos and trouble. Often represented by animals, such as Ananse, the spider of African lore, and the Norse god Loki, who can assume many shapes.

Hero

Main character of the story, called upon to sacrifice himself in some way by leaving the regular world to embark on a quest. May do this willingly or with great reluctance. Must overcome all the obstacles along the journey to fulfill his destiny and restore balance. It's usually in narrative form, so the story is told from his point of view.

Call to Adventure

Occurs when the hero's ordinary world is shaken in some way and he is called upon to restore it. The call can come in many ways: as a message from the gods, with the introduction of a villain, or it can be preceded by ominous weather or events. The reason for the call can take several forms. Sometimes the forces of the universe have been disrupted and must be put back into balance, often, something must be found. It might be the answer to a universal question, an item, and sometimes a question. Once the call to adventure has been presented, the hero must then choose if he will remain where he is or answer the call.

Laozi

Of Daoist legend, entered the world by means of a shooting star. (Conceived in a miraculous manner.)

Heros

Often marked as special even before they're born. Their coming is often foretold by seers, oracles, and prophets. They're often conceived in some miraculous manner. Often born during dark times when a hero is desperately needed by the people. This is often the time of great oppression of those in power. Hero's across the world share certain characteristics beginning in birth. Their lineage is often noble or linked to the gods, making them demi-gods like the mighty Hercules, son of Zeus. Their introduction to the world immediately in danger. The threat often comes from a jealous father, or a king who is afraid that the child will grow up to steal his crown.

Shadow

Represented by the hero's enemies and villains. It's force bent on destroying the hero and keeping him from completing the quest. Represents our fears and hidden desires.

Hero Journey

Once a hero becomes an adult, he often goes through a time of isolation in order to prepare for his destiny. It's circular in nature, and the hero ends up where he started at the end of the quest. Rarely does he return the same person, rather, his character has been forged by the difficulties he overcame on his journey, and he has emerged from his trials as a true hero.

Reward

Once the hero has survived the mental and physical trials associated with his quest, he can finally obtain his reward. May be a special item in the form of a weapon, treasure, or magic potion. May also be emotional in nature, like being reunited with those the hero loves. The reward may also take form of enlightenment, knowledge, or wisdom. The treasures may be freely given to the hero, or he might have to steal them away. If it's stolen, there will be a chase as the hero races back to his world.

Shapeshifter

Pose as allies and have their true intentions until opportune moment presents itself during the quest. Their betrayal usually catches the heroes completely off guard.

Threshold Guardian

Stands between heroes and the special world. They test the heroes resolve and make them prove their worth. Heroes may not begin their quest unless they get past them.

Kutoyls

The Native American hero who emerged from a drop of buffalo blood. (Conceived in a miraculous manner.)

Refusal of the Call

The hero doesn't always jump at the chance for an adventure. He may refuse the call or even run from it. Sometimes this is due to his own insecurities about his own abilities as a leader, or the fear of failure. Other times, he might not want to leave that which is familiar and comfortable.

The Road Back

The final leg of the hero's journey, where the stakes rise. He must fight his way back to the ordinary world and he often needs a catalyst to push back through. Force may take the form of a chase to retrieve the reward from the villain or a race against time. Often a chain of events that must be stopped has been set into motion.

Return with the Elixir

The hero's return to the regular world with the elixir (or reward) marks the final stage of the journey. The quest is over. The hero shares the elixir with humankind and brings knowledge to the people or healing to a broken land. Sometimes it's the hero's own death that brings about greater awareness, and inspires the people of the regular world to rally and bring about change.

Approach to the inmost Cave

The inmost cave represents the path to the heart of the journey: the hero's final battle. He and his men must regroup; they may mourn their dead, regain their strength, and make their final strategic plans. The hero will often give a speech at this time to spur his men to greatness and help them move past their own fear.

Mentor

They help heroes in some way. Often train them and motivate them to move past their fears and insecurities, and 'push' them towards the threshold. Often give the hero knowledge or a gift that will be of great importance later on in the story. The noble centaur Chiron mentored Jason, Achilles, and Hercules.

Ordeal

This is the hero's 'title fight'. It's the moment of suspense when all may be lost for the hero, and its the pivotal stage of the journey. He must overcome his greatest fears, and confront either his own death or the death of someone or something he loves. Often the hero must descend into the underworld. In the hero monomyth, death is the avenue for the metaphorical or physical rebirth of the hero. The hero may face off against the known villain or be betrayed by the shapeshifter during this ordeal.

Ordinary World

This is the hero's home, and where his journey will begin and end. During this part of the story, the reader gets to know the character and learn who he is.

Crossing the Threshold

This is the point of no return, the sign that the hero has committed to the journey ahead and all that it might require of him. Signifies that the hero has finally committed to the journey. This is the hero's entryway into the special world where their destiny awaits them.

Moses

Was born while the Israelite's were enslaved by the Egyptians, and would later lead them to freedom. (Born during a dark time.)


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