Professional Documents
Culture Documents
1 – The Ordinary World: they exist in a world that is considered uneventful but those who live
there. Often the heroes are considered odd in the ordinary world and possess some ability or
characteristic that makes them feel out-of-place.
2 – The Call to Adventure: For their journey to begin, they must be called away from the ordinary
world. Heroes must be removed from their typical environment.
3 – Refusal of the Quest: heroes are faced with a choice of accepting or denying the quest. When
they don’t accept their destinies right away, the stage is set for disaster. A refusal of the quest only
brings trouble. (heroes who refuse their quest often become characters in need of rescue or in
some cases, the villain of another hero’s journey)
4 – Accepting the Call: Once the adventure is accepted, the heroes advance into the next part of
their journey
5 - Entering the Unknown: the heroes enter a world they have never experienced before
(supernatural creatures, breathtaking sights, constant threat of death. This outside world has its
own rules, quickly learning to respect these rules.
6 – Supernatural Aid: doesn’t mean magical BUT most of the time it is. Supernatural simply
means “above the laws of nature”. This supernatural character often gives them the means to
complete the quest. It can be wisdom or magical powers, but it is always something the hero
needs to succeed. They give heroes what they need to finish the quest – not finish for them.
7 – Talisman: a special (and often magical) item that assists the heroes on their quest.
8 – Allies/Helpers: without the assistance of their companions and helpers along the way, most
heroes would fail miserably.
9 – Tests & The Supreme Ordeal: progress through a series of tests, a set of obstacles
10 – Reward And the Journey Home: typically, there is a reward given to the heroes for passing
the supreme ordeal. The reward is for the heroes’ endurance and strength. After the reward is
firmly in their hand, all is left is for them to return home (the journey home may not be so smooth
sailing)
11 – Master of Two Worlds/ Restoring the World: life-changing. By achieving victory, they have
changed or preserved their original world. Grown in spirit and strength
Morality
Bruce Wayne – Batman
Hero/Villains (Balance)
Batman returns from retirement.
Feminism
Carrie Kelley and Ellen Yindel both take positions of power. Neither is a damsel in distress, but
both take action to get what they want.
Carrie Kelley, a teenager, saves up her lunch money to buy her costume to be robin and goes in
search of Batman.
Yindel’s first action as police commissioner is to issue a warrant for Batman’s arrest. She is
unafraid and not intimidated by the Batman.
10/5/23 - Lecture: Elements of Dystopian Literature
Dystopias: Definition and Characteristics Utopia: A place, state, or condition that is ideally perfect in
respect of politics, laws, customs, and conditions.
Dystopia: A futuristic, imagined universe in which oppressive societal control and the illusion of a perfect
society are maintained through corporate, bureaucratic, technological, moral, or totalitarian control.
Dystopias, through an exaggerated worst-case scenario, make a criticism about a current trend, societal
norm, or political system.
Characteristics of a Dystopian Society
● Propaganda is used to control the citizens of society.
● Information, independent thought, and freedom are restricted.
● A figurehead or concept is worshipped by the citizens of the society.
● Citizens are perceived to be under constant surveillance.
● Citizens have a fear of the outside world.
● Citizens live in a dehumanized state.
● The natural world is banished and distrusted.
● Citizens conform to uniform expectations. Individuality and dissent are bad.
● The society is an illusion of a perfect utopian world.