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▪ Also known as the Monomyth,

▪ the Hero's Journey is the canvas upon which nearly every story is painted.
▪ THE BEGINNING - STATUS QUO
▪ CALL TO ADVENTURE
▪ REFUSE THE CALL SUPERNATURAL AID, FINDING "HELPERS“
▪ CROSSING THE THRESHOLD
▪ BELLY OF THE WHALE
▪ ROAD OF TRIALS
▪ THE ABYSS, DARK NIGHT OF THE SOUL
▪ TRANSFORMATION
▪ ATONEMENT
▪ GIFT OF THE GODDESS
▪ RETURN
▪ in order for an adventure to have any sense of progress, we need to see what
the world is like right now.
▪ In the beginning, our heroes either state or are explicitly told their WANTS
and NEEDS for the story.
▪ Our heroes don't go out searching for adventure. They are called to it, usually
by a mysterious newcomer.
▪ Without fail, the hero will ignore or outright refuse the first call.
▪ He doesn't think he is capable of taking on the immense challenges ahead.
Refusing the call can even be a momentary decision.
▪ When the hero finally decides to take the call, it usually comes with a bit of
supernatural aid...if just to kick things off. This is also where the supporting
cast is introduced.
▪ The hero leaves home for the first time.
▪ Crossing the threshold can be a physical thing, like entering new areas, or a
metaphorical thing.
▪ It is about being overwhelmed by the reality of the adventure.
▪ Basically, it is the final separation from the hero's known world and self.
▪ The trials are represented as a series of small victories and defeats.
▪ Each step forward is also a step backward, but the protagonist is constantly
learning and growing.
▪ The confrontation. The hero meets up with the villain in a massive
battle...and loses!
▪ The Abyss is marked by a metaphorical—or even literal— death of the
protagonist.
▪ The hero has been tested in the most grueling way possible...and now they
are transformed.
▪ The death of the villain.
▪ Atonement can mean many things, but it is usually the team/family coming
together in the 11th hour for the final victory.
▪ It is the moment the hero believes everything they were told by their mentor
(or rejects it outright) in order to win the day.
▪ With the villain defeated, the hero receives a gift. This can be a magical
amulet, a cool medal, or a delicious sandwich.
▪ It isn't what the hero was questing for (more often than not), but rather what
they needed all along.
▪ Finally, the hero returns home...but everything is different.
▪ A compelling narrative
▪ Building unique and appealing characters
▪ Convincing universe
▪ This isn’t talking about the plot of your book, but rather the purpose.

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