Wednesday 16 October 2013

The 17 Parts of the Mono myth and the 3 stages thereof… and more to think about...

Nothing about marketing - but something about story telling - which is a big part of marketing... 

I pop it here as today I have been thinking about where I am in the story of my life. 

A great man died last week - whilst I was away on holiday a TRUE LEGEND passed away - where it all began for me Jay Conrad Levinson. The father of Guerrilla Marketing. 

Was his book the call to adventure? I don't know - Thank you, Jay




Anyhoo.... this is all by James Campbell and great stuff.
It was Joseph Campbell who , in the 1940's,  first brought to the public's attention the Mythic and Archetypal principles embedded in the structure of stories.  

The 17 Parts of the Mono myth and the 3 stages thereof…



Departure:


The Call to Adventure

The hero begins in a mundane situation of normality from which some information is received that acts as a call to head off into the unknown.

Refusal of the Call

Often when the call is given, the future hero first refuses to heed it. This may be from a sense of duty or obligation, fear, insecurity, a sense of inadequacy, or any of a range of reasons that work to hold the person in his or her current circumstances.

Supernatural Aid

Once the hero has committed to the quest, consciously or unconsciously, his guide and magical helper appears, or becomes known. More often than not, this supernatural mentor will present the hero with one or more talismans or artifacts that will aid them later in their quest.

The Crossing of the First Threshold

This is the point where the person actually crosses into the field of adventure, leaving the known limits of his or her world and venturing into an unknown and dangerous realm where the rules and limits are not known.

Belly of The Whale

The belly of the whale represents the final separation from the hero's known world and self. By entering this stage, the person shows willingness to undergo a metamorphosis.



Initiation:


The Road of Trials

The road of trials is a series of tests, tasks, or ordeals that the person must undergo to begin the transformation. Often the person fails one or more of these tests, which often occur in threes.

The Meeting With the Goddess

This is the point when the person experiences a love that has the power and significance of the all-powerful, all encompassing, unconditional love that a fortunate infant may experience with his or her mother. This is a very important step in the process and is often represented by the person finding the other person that he or she loves most completely.

Woman as Temptress

In this step, the hero faces those temptations, often of a physical or pleasurable nature, that may lead him or her to abandon or stray from his or her quest, which does not necessarily have to be represented by a woman. Woman is a metaphor for the physical or material temptations of life, since the hero-knight was often tempted by lust from his spiritual journey.

Atonement with the Father

In this step the person must confront and be initiated by whatever holds the ultimate power in his or her life. In many myths and stories this is the father, or a father figure who has life and death power. This is the center point of the journey. All the previous steps have been moving into this place, all that follow will move out from it. Although this step is most frequently symbolized by an encounter with a male entity, it does not have to be a male; just someone or thing with incredible power.

Apotheosis

When someone dies a physical death, or dies to the self to live in spirit, he or she moves beyond the pairs of opposites to a state of divine knowledge, love, compassion and bliss. A more mundane way of looking at this step is that it is a period of rest, peace and fulfilment before the hero begins the return.

The Ultimate Boon

The ultimate boon is the achievement of the goal of the quest. It is what the person went on the journey to get. All the previous steps serve to prepare and purify the person for this step, since in many myths the boon is something transcendent like the elixir of life itself, or a plant that supplies immortality, or the holy grail.



Return


Refusal of the Return

Having found bliss and enlightenment in the other world, the hero may not want to return to the ordinary world to bestow the boon onto his fellow man.

The Magic Flight

Sometimes the hero must escape with the boon, if it is something that the gods have been jealously guarding. It can be just as adventurous and dangerous returning from the journey as it was to go on it.

Rescue from Without

Just as the hero may need guides and assistants to set out on the quest, oftentimes he or she must have powerful guides and rescuers to bring them back to everyday life, especially if the person has been wounded or weakened by the experience.

The Crossing of the Return Threshold

The trick in returning is to retain the wisdom gained on the quest, to integrate that wisdom into a human life, and then maybe figure out how to share the wisdom with the rest of the world.

Master of Two Worlds

This step is usually represented by a transcendental hero like Jesus or Gautama Buddha. For a human hero, it may mean achieving a balance between the material and spiritual. The person has become comfortable and competent in both the inner and outer worlds.

Freedom to Live

Mastery leads to freedom from the fear of death, which in turn is the freedom to live. This is sometimes referred to as living in the moment, neither anticipating the future nor regretting the past.

 So to recap the Hero's journey

  1. Heroes are introduced in the ORDINARY WORLD, where
  2. they receive the CALL TO ADVENTURE.
  3. They are RELUCTANT at first or REFUSE THE CALL, but 
  4. are encouraged by a MENTOR to
  5. CROSS THE FIRST THRESHOLD and enter the Special World, where
  6. they encounter TESTS, ALLIES, AND ENEMIES.
  7. They APPROACH THE INMOST CAVE, crossing a second threshold
  8. where they endure the ORDEAL.
  9. They take possession of their REWARD and
  10. are pursued on THE ROAD BACK to the Ordinary World.
  11. They cross the third threshold, experience a RESURRECTION, and are transformed  by the experience.
  12. They RETURN WITH THE ELIXIR, a boon or treasure to benefit the Ordinary World.

And for a little more thinking - the characters that join the hero...

The Seven Archetypes:

  1. Hero:  "The Hero is the protagonist or central character, whose primary purpose is to separate from the ordinary world and sacrifice himself for the service of the Journey at hand - to answer the challenge, complete the quest and restore the Ordinary World's balance.  We experience the Journey through the eyes of the Hero."
  2. Mentor:  "The Mentor provides motivation, insights and training to help the Hero."
  3. Threshold Guardian:  "Threshold Guardians protect the Special World and its secrets from the Hero, and provide essential tests to prove a Hero's commitment and worth."
  4. Herald:  "Herald characters issue challenges and announce the coming of significant change.  They can make their appearance anytime during a Journey, but often appear at the beginning of the Journey to announce a Call to Adventure.  A character may wear the Herald's mask to make an announcement or judgment, report a news flash, or simply deliver a message."
  5. Shapeshifter:  "The Shapeshifter's mask misleads the Hero by hiding a character's intentions and loyalties."
  6. Shadow:  "The Shadow can represent our darkest desires, our untapped resources, or even rejected qualities.  It can also symbolize our greatest fears and phobias.  Shadows may not be all bad, and may reveal admirable, even redeeming qualities.  The Hero's enemies and villains often wear the Shadow mask. This physical force is determined to destroy the Hero and his cause."
  7. Trickster:  "Tricksters relish the disruption of the status quo, turning the Ordinary World into chaos with their quick turns of phrase and physical antics.  Although they may not change during the course of their Journeys, their world and its inhabitants are transformed by their antics.  The Trickster uses laughter [and ridicule] to make characters see the absurdity of the situation, and perhaps force a change."
 Perhaps we / you can think about who in your life has / is being each one. 

And for a more fun look at the above.... here you go :) 

http://www.youtube.com/watch?v=yZxs_jGN7Pg

the characters explained with puppets... 

and the stages - for us all in a lovely animation - http://www.youtube.com/watch?v=Hhk4N9A0oCA&list=TL2W_SQ-k7GPhiUkyONvYntBHQtQiW3j9e  


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