Themes for World Foundations

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The Search for Redemption Temple Patterns Creation Garden Fall Long Journey Final Judgment and Triumph The Monomyth Moral Revelation The Search for a Just Society Themes for World Foundations

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Themes for World Foundations. The Search for Redemption Temple Patterns Creation Garden Fall Long Journey Final Judgment and Triumph The Monomyth Moral Revelation The Search for a Just Society. THE MONOMYTH. The Hero’s Journey. Monomyth defined. - PowerPoint PPT Presentation

Transcript of Themes for World Foundations

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The Search for RedemptionTemple Patterns

CreationGardenFallLong JourneyFinal Judgment and Triumph

The MonomythMoral RevelationThe Search for a Just Society

Themes for World Foundations

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The Hero’s Journey

THE MONOMYTH

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A myth is a cultural phenomenon that attempts, through narrative, to account for a deep and pervasive belief, which, because it is almost invariably of ancient origin and usually deals with origins themselves, is shrouded in mystery, but which the culture holds as true notwithstanding the lack of documentary evidence to support it.

A monomyth is, generally, a metamyth or archetypal story; and, specifically, a cross-cultural myth—one that recurs across time, space, cultures and systems of beliefs.

The more pervasive or widely dispersed a monomyth, the more ancient its origin is likely to be and the more comprehensive its explanatory power is perceived to be.

Perhaps the most widely held monomyth is that of “The Long Journey” associated with personal redemption.

“The Long Journey” monomyth has, chiefly, three stages, which are the subect of the remainder of this presentation: ① Departure/Separation,② Initiation/Challenge, and ③ Return/Restoration.

Monomyth defined

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The hero finds him or herself in a world of adventure that is not the same as the “real” world

of the reader.

Stage One: The Departure

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An accident, or blunder, reveals to the hero an alternative “world,” one in which supernatural forces are at work. The hero usually does not understand these forces at first, but must come to respect them and work with them if he or she is to complete the journey successfully.

The Call to Adventure

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The first encounter on the journey often involves a protective figure (sometimes female figure, sometimes an old man, etc.). This individual customarily provides the hero with special items (an amulet, a ring, or perhaps even a magic flute) to aid the hero in surmounting the forces he or she will soon encounter.

Supernatural Assistance

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The hero, (sometimes in the company of a fellowship of travelers) encounters a guardian, or custodian, that protects the entrance into the adventure. According to Campbell, this custodian guards the four possible directions that bind together the limits of the hero’s life-horizon. The world beyond the threshold is both unknown AND dangerous.

Crossing the Threshold

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A form of “birth” symbolizes a transition into a world of adventure. The hero may be swallowed into a realm of darkness, and appears to have died.

The “Belly of the Whale”

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The hero must successfully meet and defeat several challenges, which are often mortal.

Stage Two: The Initiation

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Through this series of challenges the hero discovers that a superhuman or even divine power is assisting her. This power is often manifested through artifacts of power discovered in Stage One (amulets, rings, flutes, etc.).

The Road of Trials

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The hero journeys to the very edge of the world of adventure, and encounters the Goddess of the World. The Goddess reveals the purposes of the hero’s trial. In some variations, the hero may even marry the Goddess, uniting the power of earth to the power of the heavens.

The Goddess

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The Goddess is occasionally revealed as an impure influence. Often the hero is considered “defiled” if he gives in to her will. He can no longer rest in a state of innocence for the Goddess is revealed as also being potentially the Queen of Sin. Keep in mind that the Goddess and the Queen do NOT need to be the same person in the myth. Multiple individuals might represent the dual aspects of Goddess/Temptress.

The Temptress

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The hero must endure the wrath of a father figure, whose power holds the hero captive “over the Pit of Hell, much as one holds a spider …over the fire.” The father figure’s wrath burns (figuratively, or literally) the hero.

Father Figure and Atonement

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The powers of the father figure may reveal underlying compassion and pity. The hero becomes like the father figure when adopting these qualities. The father figure often moves abroad in disguise, appearing in the hero’s hour of need.

Apotheosis

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The hero acquires, reveals, sometimes steals, or actually becomes the Ultimate Boon that will bless all humanity (if the hero can escape back into the world of “reality”). The hero’s ability to transcend all challenges builds the strength of character necessary to benefit his or her entire community, nation, planet, universe, etc. The hero often has some transcendental vision of a higher reality in which all experiences, all symbols, all divinities are understood. The hero achieves and realizes a higher state of being, with the ability to sing the Song of Nature, bringing new life from what was once dead.

The Ultimate Boon

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The hero, having completed the journey successfully, must find a way back into the mundane

world.

Stage Three: The Return

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The hero enjoys the new reality far too much to return. The new reality may include a Golden Fleece, a beautiful princess awakened with a kiss, or the enjoyment of true love.

Refusal to Return

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The father figure and the Goddess bless the hero and give him some way of returning (a magic potion, a magic carpet, or even a flying bicycle!). If the hero has to steal a trophy from the guardian, the return often involves a spirited chase, which can (in the case of magical beanstalks and giants, for example) prove comical.

The Magic Flight

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The hero is lost to the mundane world. He or She must search for and find the threshold back into “our” world. Often, the hero must simply realize that the two worlds are really one and the same (click your heals three times and say “There’s no place like home”).

Crossing the Return Threshold

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The hero, now imbued with virtue, strength and power, can move to and from both worlds at will.

Master of Both Worlds

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This variation is sometimes called the “resurrection.” In effect, the mundane world “collects” the hero from the invisible realm.

Rescue

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The hero, returned to the original world, is now the dispenser of divine power (grace). An age of justice is ushered in.

Grace

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A myth is a cultural phenomenon that attempts, through narrative, to account for a deep and pervasive belief, which, because it is almost invariably of ancient origin and usually dealing with origins themselves, is shrouded in mystery, but which the culture holds as true notwithstanding the lack of documentary evidence to support it.

The more pervasive or widely dispersed a monomyth, the more ancient its origin is likely to be and the more comprehensive its explanatory power is perceived to be.

The archetypal monomyth of The Long Journey consists essentially of three stages: Departure/Separation Initiation/Challenge Return/Restoration

Each stage can exhibit a range of optional variations.

Summary