Monomythical Structure

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Interpretation One

  1. The Call to Adventure: The adventure begins with the hero receiving a call to action, such as a threat to the peace of the community, or the hero simply falls into or blunders into it. The call is often announced to the hero by another character who acts as a "herald". The herald, often represented as dark or terrifying and judged evil by the world, may call the character to adventure simply by the crisis of his appearance.
  2. Refusal of the Call: In some stories, the hero initially refuses the call to adventure. When this happens, the hero may suffer somehow, and may eventually choose to answer, or may continue to decline the call.
  3. Supernatural Aid: After the hero has accepted the call, he encounters a protective figure (often elderly) who provides special tools and advice for the adventure ahead, such as an amulet or a weapon.
  4. The Crossing of the First Threshold: The hero must cross the threshold between the world he is familiar with and that which he is not. Often this involves facing a "threshold guardian", an entity that works to keep all within the protective confines of the world but must be encountered in order to enter the new zone of experience.
  5. The Belly of the Whale: The hero, rather than passing a threshold, passes into the new zone by means of rebirth. Appearing to have died by being swallowed or having their flesh scattered, the hero is transformed and becomes ready for the adventure ahead.
  6. The Road of Trials: Once past the threshold, the hero encounters a dream landscape of ambiguous and fluid forms. The hero is challenged to survive a succession of obstacles and, in so doing, amplifies his consciousness. The hero is helped covertly by the supernatural helper or may discover a benign power supporting him in his passage.
  7. The Meeting with the Goddess: The ultimate trial is often represented as a marriage between the hero and a queenlike, or mother-like figure. This represents the hero's mastery of life (represented by the feminine) as well as the totality of what can be known. When the hero is female, this becomes a male figure.
  8. Woman as the Temptress: His awareness expanded, the hero may fixate on the disunity between truth and his subjective outlook, inherently tainted by the flesh. This is often represented with revulsion or rejection of a female figure.
  9. Atonement with the Father: The hero reconciles the tyrant and merciful aspects of the father-like authority figure to understand himself as well as this figure.
  10. Apotheosis: The hero's ego is disintegrated in a breakthrough expansion of consciousness. Quite frequently the hero's idea of reality is changed; the hero may find an ability to do new things or to see a larger point of view, allowing the hero to sacrifice himself.
  11. The Ultimate Boon: The hero is now ready to obtain that which he has set out, an item or new awareness that, once he returns, will benefit the society that he has left
  12. 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.
  13. The Magic Flight: When the boon's acquirement (or the hero's return to the world) comes against opposition, a chase or pursuit may ensue before the hero returns.
  14. Rescue from Without: The hero may need to be rescued by forces from the ordinary world. This may be because the hero has refused to return or because he is successfully blocked from returning with the boon. The hero loses his ego.
  15. The Crossing of the Return Threshold: The hero returns to the world of common day and must accept it as real.
  16. Master of the Two Worlds: Because of the boon or due to his experience, the hero may now perceive both the divine and human worlds.
  17. Freedom to Live: The hero bestows the boon to his fellow man


Interpretation Two

Somewhat more detailed than number one.

  1. Inciting Incident: Can be separate and distinct from the Call to Adventure. Can be used as a tool to introduce the antagonism, develop context, polarisation and more
  2. Ordinary World: Where we learn crucial details about the Hero, his or her True Nature, capabilities and more
  3. Call to Adventure: Where the Hero is incited to leave the Ordinary World, move toward resolving the Antagonism; often brought by a Herald; where we learn further details of the Antagonism and more
  4. Interdiction / Refusal of the Call: There are resistances, obstacles or other impediments to following the Call to Adventure and the eventual overcoming of them. Doves, Interdictors and Interdictions are not uncommon. The Hero is pushed, pulled, forced, antagonised [or similar] forward.
  5. Supernatural Aid: A Mentor or Supernatural Aid provides guidance, magical aids and more. It is not uncommon for the Hero to encounter multiple Mentors at various stages of the Journey; most commonly there is a Threshold Mentor and a Transformation Mentor
  6. First Threshold: The First Threshold has many functions. Elements include warnings, a place of No Return, Physical Marker of the Crossing.
    • Outer, Middle and Inner Caves of the Great Cave [also present at other stages], where Trials, Enemies and Allies, Facing the Mirror, Death and Rebirth occur.
    • Forced Out: It is not unusual for the Hero to be forced out of the First Threshold.
    • If not Forced Out then Pulled Forward.
  7. Belly of the Whale: This is a form of Netherworld, where the Hero cannot go back yet may not have fully committed to the Trials and Transformation. A number of significant story elements may occur here, including resistance, Physical Change and Separation from the Old Self, New World, Mentor's Guidance, Indecision
  8. Physical Separation: Where the Hero is [often] forced, pushed or pulled into the World of the Trials and Transformation
  9. Transformation Mentor: The Transformation Mentor may be the same or separate and distinct from the Supernatural Aid. One responsibility of the Transformation Mentor is to guide the Hero through the Trials and Transformation
  10. Trials, Transformation and The Great Cave Complex: The Hero, reluctantly or willingly, begins Trials and Transformation. Transformation can include metamorphosis, growth, learning or similar. Some distinction is relevant as mature heroes learn and grow as opposed to completely metamorphose. A good understanding of Transformation can carry the screenwriter through the major sections of a screenplay. Elements include Resistance, Familiarisation, Temptations
    • The Great Cave. This stage of the Journey encompasses nine to twelve major parts of the Great Cave Complex. Outer, Middle and Inner Caves represent the three stages of an Initiation - also known as separation, transition, and incorporation or similar. Often four stages may be explicit: separation, transition, incorporation and demonstration.
  11. Meeting the Oracle and Ideal: Where the Hero learns of an Ideal, the Sword and the need to Seize it. The Sword is the tangible representation of the Ideal. The Ideal can (often) be described as altruistic as the hero will (often) have to disregard his own self. Implicit in the Ideal is the concept of sacrifice.
  12. Divergence: Where the Hero is consciously or not, willingly or not, separated from all or many crucial allies or enemies, where ideals diverge and more
  13. Journey to the Sword: Includes obstcales, dangers, foreboding, pessimism, entering a New World and more
  14. Seizing the Sword, Outer and Inner Chambers: Seizing the Sword will often involve significant self-sacrifice. It will (often) lie at the heart of the Antagonist's World and consequently the Journey to it is dangerous, is embarked upon against the greatest of odds, lies deep underground, in the dark, in an uncomfortable environment, is guarded by the Antagonist's Lieutenants (Guardians of the Sword) and so on. The Ideal is often, but not necessarily, love of some kind. The Sword if often, but not necesarily, a female.
  15. Night Sea Journey: The Hero is tempted, forced, pulled or pushed (often, but not necessarily, by a woman, the Ideal or the Sword) into (physically, metaphorically, symbolically or literarily) a submergence, descent or situation - where s/he will undergo a Near Death Experience, after which s/he will be Reborn and Rewarded. It is also not unusual for the hero at this stage to be held hostage in a dungeon type situation and tortured.
  16. Death or Near Death Experience: Often, but not necessarily, the NDE lies at the heart of the Antagonism. It is also not uncommon for another character to undergo the NDE and for the Hero be Reborn as a result. It is also not uncommon for the NDE to be alluded to, referred to or implied. It is not unusual for a battle to occur with a Serpent like creature and for it to occur Underwater. The symbolism of the both Serpent and Underwater Submergence is obvious. It is not unusual for the hero to escape from a near death situation only to be confronted by more of the similar.
  17. Rebirth: The rebirth may be expressed in multiple manners such as Physical Expression, Change of Clothing, a conscious Goodbye to the Old Self and more
  18. Reward: A reward of some type. Often a tangible manifestation of the New Self. It is not uncommon for the Reward to be the conquest of the Hero's Romantic Challenge. An Explicit Rebirth may itself be the Reward.
  19. Convergence: It is here that those whom were previously separated most commonly return. Ideals converge. That which caused the earlier divergence is resolved and more
  20. Shape Shifter Revealed and The Red Herring: Where the Shape Shifter's True Nature is often revealed; where Red Herrings are played out.
  21. Atonement with the Father: The Hero confronts that which is the greatest barrier to the Apotheosis. This will often be related to one of the Four Core Challenges: the Inner Challenge, the Romantic Challenge, the Outer Challenge or the Greater Antagonism. In antiquity, the knowledge and strength of people were absorbed through the eating of their flesh and the drinking of their blood. Symbolically, the father is internalised. It is not unusual to encounter death here. This is separate and distinct from the near death and rebirth of the hero in the “woman as temptress” stage.
  22. Apotheosis: It is the breaking out of previous restraints and restrictions. This is one reason it follows the Atonement with the Father, the Atonement can be seen as the confrontation with that that has been limiting or a guiding force. Every Hero has a seminal insight , an illumination, an epiphany - the Apotheosis.
  23. Ultimate Boon: The Ultimate Boon is concerned with breaking through personal limitations . Post the Apotheosis, the hero does this with ease, encounters no delaying obstacles and makes no mistake. One effect of this is Synergy. When the hero and his allies break through the limitations of their egos, they begin to effectively work together to the same goal. Physical limitations, including people are surpassed or removed. Blocks that hindered the Hero disappear. It is not uncommon for stories to end here.
  24. Disgust and Refusal of the Return: Post the Boon, the hero is disgusted / repelled by or with a Former or New Self. He refuses to return to it or resistance to move away from that Self gathers force. Practically, there is refusal or negation on some level. Refusal to leave something valuable behind. Forced not to or inability to partake in a Final Battle. Refusal Feigned.
  25. Magic Flight: The Hero departs with the Boon in hand. The Antagonism or the Old World will not simply allow the Hero to leave. It will be snapping at the Hero's heels. The Hero will not be able to rid the Antagonism easily. On his Return (if the Hero is able to escape the Antagonist's pursuit), he may not be recognised, he may be ridiculed or he may be given elevated status. This is the curse of the Wizened One . On his Return, many sponsors – kings and important people who have encouraged his venture, may greet him. Or they may disown him.
  26. Rescue from Without: The Magic Flight will be halted, there is resistance to the Final Confrontation, something will pull the Hero back or similar.
  27. Crossing the Return Threshold: The Hero will venture to a dangerous place. The overwhelming magnitude of the task will be noted. Before facing the Antagonist, the Hero may be given an Impossible Dilemma.
  28. Final Conflict: The confrontation follows a familiar and similar pattern across genres. It encompasses time pressure, impossible dilemma, polarization, final antagonism, surpassing peers, false heroes, forced hand-to-hand and more.
  29. Master of the Two Worlds: In the Final Conflict , the Hero is often losing, at a disadvantage or similar. An Unbearable Antagonism, Supreme Motivation or other options cause the Hero to transform into his now True New Self. The Hero becomes the Master of this New World / Self and the Old World / Self. As Master of both Worlds and Selves, the Hero can travel easily between them. There are Multiple (often three or four) Catharses.
  30. Freedom to Live: Physical expressions of joy and relaxation mark the end of the antagonism and the conquest of challenges.
  31. AfterLife Act: Once the Hero has conquered his Antagonisms and or Challenges, his or her story may not end. The Reign, The Fall, the New Journey, The Ascendance, rise to Supernatural Aid or Mentor status, The Death, The Legend, The Rebirth and more all are often appended to the beginning or ending of stories.


Volume Arcs

Issue Monomyth Phase
Style 1 Style 2a Style 2b
1 Inciting Incident, Ordinary World
2 Call to Adventure
3 Interdiction / Refusal, Supernatural Aid
4 First Threshold
5 Belly of the Whale
6 Physical Separation, Transformation Mentor
7 Trials, Transformation, The Great Cave
8 Meeting the Oracle / Ideal, Divergence
9 Journey to the Sword
10 Seizing the Sword / Outer & Inner Chambers, Night Sea Journey
11 Death/Near-Death Experience
12 Rebirth
13 Reward, Convergeance
14 Shape Shifter Revealed, Red Herring
15 Atonement with Father, Apotheosis
16 Ultimate Boon
17 Disgust, Refusal of Return
18 Magic Flight, Rescue from Without
19 The Crossing of the Return Threshold
20 Final Conflict
21 Master of the Two Worlds
22 Freedom to Live


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