Novels by William G. Tedford

 

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Mythic Story Structure

Stages of the Journey:

Ordinary World: The opening of any story must hook the reader or viewer, set the tone of the story, suggest where it's going, and get across a mass of information without slowing the pace.

The Call to Adventure: The Ordinary World of most heroes is static, but unstable. The seeds of change and growth are planted, and it takes only a little new energy to germinate them.

Refusal of the Call: This hesitation at the threshold signals the audience that the adventure is a danger-filled, high stakes gamble.

Meeting with the Mentor: Hero gains the supplies, knowledge, and confidence needed to overcome fear and commence the adventure.

Crossing the First Threshold: Irrevocable leap of faith into the Special World in response to a galvanizing event.

Tests, Allies, Enemies: Trials, tempering, orientation, preparation.

Supreme Ordeal: Defeat of the nemesis, transformation by conquering personal weakness, and initial victory.

Reward: Acquisition of the thing most needed or desired.

The Road Back: Retaliation or pursuit by vanquished nemesis.

Resurrection: Soul-searching and demonstration of the ability to use newfound insights and skills to strike the final blow against a villain similarly tempered by battle.

Return with the Elixir: Denouement with unexpected twists.

The Ordinary World: The opening of any story must hook the reader or viewer, set the tone of the story, suggest where it's going, and get across a mass of information without slowing the pace. Heroes may have no obvious missing piece, flaw, or wound. They may merely be restless, uneasy, and out of sync with their environment or culture. They may have been getting by, trying to adjust to unhealthy conditions by using various coping mechanisms or crutches such as emotional or chemical dependencies. They may have deluded themselves that everything is all right. But sooner or later, some now force enters the story to make it clear they can no longer mark time. That new energy is the Call to Adventure.

The Call to Adventure: The Ordinary World of most heroes is a static but unstable condition. The seeds of change and growth are planted, and it takes only a little new energy to germinate them. That new energy in countless ways in myths and fairy tales, is what Joseph Campbell termed the Call to Adventure. The Call to Adventure may come in the form of a message or a messenger, may simply be a stirring within the hero, a messenger from the unconscious, bearing news that it's time for change, or the hero may just get fed up with things as they are. A string of accidents or coincidences may be the message that calls a hero to adventure, the mysterious force of synchronicity, or simple temptation, an invitation or challenge to face the unknown delivered by a Herald, or Mentor serving as Herald. Initially, heroes often have trouble distinguishing whether a Enemy or an Ally lies behind the Herald's mask, or the hero is unaware there is anything wrong with their Ordinary World, in a state of denial, using an arsenal of crutches, addictions and defense mechanisms. These supports are kicked away, announcing that the world of the hero is unstable and must be put back into healthy balance by action, by taking risks, by undertaking the adventure. The Call to Adventure may also be dire warnings of doom for tragic heroes.

Reluctant heroes have to be called repeatedly as they try to avoid responsibility. More willing heroes answer to inner calls and need no external urging. These gung-ho heroes are rare, and most heroes must be prodded, cajoled, wheedled, tempted, or shanghaied into adventure. Most heroes put up a good fight and entertain us by their efforts to escape the Call to Adventure. These struggles are the work of the reluctant hero or as Campbell called it, the Refusal of the Call.

Refusal of the Call: The problem of the hero now becomes how to respond to the Call to Adventure. Put yourself in the hero's shoes and you can see that it's a difficult passage. You're being asked to say yes to a great unknown, to an adventure that will be exciting but also dangerous and even life-threatening. It wouldn't be a real adventure otherwise. You stand at a threshold of fear, and an understandable reaction would be to hesitate or even refuse the Call, at least temporarily. This halt on the road before he journey has really started serves an important dramatic function of signaling he audience that the adventure is risky. It's not a frivolous undertaking but a danger-filled, high stakes gamble in which the hero might lose fortune or life.

The pause to weigh the consequences makes the commitment to the adventure a real choice in which the hero, after this period of hesitation or refusal, is willing to stake her life against the possibility of winning the goal. It also forces the hero to examine the quest carefully and perhaps redefine its objectives.

Refusal of the Call is usually a negative moment in the hero's progress, a dangerous moment in which the adventure might go astray or never get off the ground at all. However, there are some special cases in which refusing the Call is a wise and positive move on the part of the hero. When the Call is a temptation to evil or a summons to disaster, the hero is smart to say no. It's not unusual for a Mentor to change masks and perform the function of a Threshold Guardian. Some Mentors guide the hero deeper into the adventure; others block the hero's path on an adventure society might not approve of-- an illicit, unwise, or dangerous path. Such a Mentor/Threshold Guardian becomes a powerful hero embodiment of society or culture, warning not to go outside the accepted bounds. Heroes inevitably violate limits set by Mentors or Threshold Guardians, symbol of human curiosity, the powerful drive to know all the hidden things, all the secrets.

A hero hesitates at the threshold to experience the fear, to let the audience know the formidability of the challenges ahead. But eventually fear is overcome or set aside, often with the help of wise, protective forces or magical gifts, representing the energy of the next stage, Meeting with the Mentor.

Meeting with the Mentor: Sometimes it's not a bad idea to refuse a Call until you've had time to prepare for the "zone unknown" that lies ahead. In mythology and folklore that preparation might be done with the help of the wise, protective figure of the Mentor, whose many services to the hero include protecting, guiding, teaching, testing, training, and providing magical gifts. Meeting with the Mentor is the stage of the Hero's journey in which the hero gains the supplies, knowledge, and confidence needed to overcome fear and commence the adventure. Even if there is no actual character performing the many functions of the Mentor archetype, heroes almost always make contact with some source of wisdom before committing to the adventure. Audiences seem to enjoy relationships in which the wisdom and experience of one generation is passed on to the next. Everyone has had a relationship with a Mentor or role model. The audience is extremely familiar with the Mentor archetype. To combat clichés and keep your writing fresh and surprising, defy the archetypes. Stand them on their heads, turn them inside out. Be aware of the archetype's existence, and the audience's familiarity with it.

Writers should bear in mind that they are Mentors of a kind to their readers, shamans who travel to other worlds and bring back stories to heal their people. Like Mentors, they teach with their stories ad give of their experience, passion, observation, and enthusiasm. Writers, like shamans and Mentors, provide metaphors by which people guide their lives- a most valuable gift and a grave responsibility for the writer.

It's often the energy of the Mentor archetype that gets a hero past fear and sends her to the brink of adventure, at the next stage of the Hero's Journey, the First Threshold.

Crossing the First Threshold: The call has been heard, doubts and fears have been expressed and allayed, and all due preparations have been made. Crossing the First Threshold is an act of the will in which the hero commits whole-heartedly to the adventure. Heroes typically don't just accept the advice and gifts of their Mentors and then charge into the adventure. Often their final commitment is brought about through some external force which changes the course or intensity of the story. A villain may kill, harm, threaten, or kidnap someone close to the hero, sweeping aside all hesitation. Rough weather may force the sailing of a ship. The hero may run out of options, or discover that a difficult choice must be made. heroes come to decision points where their very sours are at sake, where they must decide, "Do I go on living my life as I always have, or will I risk everything in the effort to grow and change?

As you approach the threshold you're likely to encounter beings who try to block your way, Threshold Guardians. The task for heroes at this point is often to figure out some way around or through these guardians. Sometimes this step merely signifies we have reached the border of the two worlds. We must take the leap of faith into the unknown or else the adventure will never really begin. The Crossing takes a certain kind of courage from the hero, a leap of faith. Like jumping out of an airplane, the act is irrevocable. There is no turning back now. The leap is made on faith, the trust that somehow we'll land safely. The leap of faith may turn into a crisis of faith as romantic illusions about the Special World are shattered by first contact with it. The passage may be exhausting, frustrating, disorienting.

Tests, Allies, Enemies: Now the hero fully enters the mysterious, exciting Special World which Joseph Campbell called "a dream landscape of curiously fluid, ambiguous forms, where he must survive a succession of trials." The most important function of this period of adjustment to the Special World is testing, to prepare the hero for greater ordeals ahead using a series of trials and challenges. many Mentors accompany their heroes this far into the adventure, coaching them for the big rounds ahead. This world is usually dominated by a villain or Shadow who is careful to surround his world with traps, barricades and checkpoints. It's common for heroes to fall into traps here or trip the Shadow's security alarms. Another function of this stage is the making of Allies or Enemies. The new rules of the Special World must be learned quickly by the hero and the audience. The phase of Tests, Allies and Enemies in stories is useful for "getting to know you" scenes where the characters get acquainted with each other and the audience learns more about them. This stage also allows the hero to accumulate power and information in preparation for the next stage, Approach to the Inmost Cave.

Approach to the Inmost Cave: Heroes, having made the adjustment to the Special World, now go on to seek its heart. They pass into an intermediate region between the border and the very center of the Hero's Journey. On the way they find another mysterious zone with its own Threshold Guardians, agendas, and tests. This is the Approach to the Inmost Cave, where soon they will encounter supreme wonder and terror. Heroes at this point are like mountaineers who have raised themselves to a base camp by he labors of Testing, and are about to make the final assault on the highest peak.

As heroes near the gates of a citadel deep within the Special World, they may take time to make plans, do reconnaissance on the enemy, reorganize or thin out the group, fortify and arm themselves. They face a serious of obstacles and challenges that will bond them as a group, and prepare them for the life-and-death struggle yet to come. Heroes may have disheartening setbacks at this stage while approaching the supreme goal. Such reversals of fortune are called dramatic complications. Though they may seem to tear us apart, they are only a further test of our willingness to proceed. They also allow us to put ourselves back together in a more effective form for traveling in this unfamiliar terrain.

Another function of the Approach stage is to up the stakes and rededicate the team to its mission. The audience may need to be reminded of the "ticking clock" or the "time bomb" of the story. The urgency and life-and-death quality of the issue need to be underscored.

Approach stage is also a time to reorganize a group: to promote some members, sort out living, dead, and wounded, assign special missions, and so on. Archetypal masks may need to be changed as characters are made to perform new functions.

The sense that the heroes must face some things without the help of protective spirits is reminiscent of many mythic tales of trips to the underworld. Human heroes often have to go it alone on a mission from the gods. They must travel to the land of the dead where the gods themselves are afraid to walk. There are some places where our Mentors can't go and we are on our own.

Heroes can expect the villain's headquarters to be defended with animal-like ferocity. At some point it may be necessary to use force to break through the final veil to the Inmost Cave. The hero's own resistance and fear may have to be overcome by a violent act of will. No mater how heroes try to escape their fate, sooner or later the exits are closed off and the life-and-death issue must be faced.

The Approach encompasses all the final preparations for the Supreme Ordeal. It often brings heroes to a stronghold of the opposition, a defended center where every lesson and Ally of the journey so far comes into play. New perceptions are put to the test, and the final obstacles to reaching the heart are overcome, so that the Supreme Ordeal may begin.

The Supreme Ordeal: Here the fortunes of the hero hit bottom in a direct confrontation with his greatest fear. The simple secret of the Supreme Ordeal is this: Heroes must die so that they can be reborn. The dramatic movement that audiences enjoy more than any other is death and rebirth. In some way in every story, heroes face death. Most of the time, they magically survive this death and are literally or symbolically reborn to reap the consequence of having cheated death. They have passed the main test of being a hero. Heroes don't just visit death and come home. They return changed, transformed. No one can go through an experience at the edge of death without being changed in some way.

The Supreme Ordeal is a major nerve ganglion of the story. Many threads of the hero's history lead in, and many threads of possibility and change lead out the other side. It should not be confused with the climax of the Hero's Journey. The Ordeal is usually the central event of the story. Let's call it the crisis to differentiate it from the climax.

A crisis is an event that separates the two halves of the story. After crossing this zone, which is often the borderland of death, the hero is literally or metaphorically reborn and nothing will ever be the same. The reality of a death-and-rebirth crisis may depend upon point of view. A witness is often an important part of this stage, someone standing nearby who sees the hero appear to die, momentarily mourns the death, and is elated when the hero is revived.

The Supreme Ordeal in myths signifies the death of the ego. The hero is now fully part of the cosmos, dead to the old, limited vision of things and reborn into a new consciousness of connections. The old boundaries of the Self have been transcended or annihilated. In some sense the hero has become a god with the divine ability to soar above the normal limits of death and see the broader view of the connectedness of all things. The Greeks called this a moment of apotheosis, a step up from enthusiasm where you merely have the god in you. In a state of apotheosis you are the god. Tasting death lets you sit in God's chair for awhile.

Reward: With the crisis of the Supreme Ordeal passed, heroes now experience the consequences of surviving death. When hunters have survived death and brought down their game, it's natural to want to celebrate. Energy has been exhausted in the struggle, and needs to be replenished. These scenes serve important functions for the audience. They allow us to catch our breath after an exciting battle or ordeal. The characters might recap the story so far, giving us a chance to review the story and get a glimpse of how they perceive it.

The aftermath of a Supreme Ordeal may be an opportunity for a love scene. Heroes don't really become heroes until the crisis; until then they are just trainees. They don't really deserve to be loved until they have shown their willingness to sacrifice. At this point a true hero has earned a love scene, or a "sacred marriage" of some kind.

Heroes may find that surviving death grants new powers or better perceptions-- death's ability to sharpen the perception of life.

Facing death has life-changing consequences which heroes experience by Seizing the Sword, but after experiencing their Reward fully, heroes must turn back to the quest. There are more ordeals ahead, and it's time to pack up and face them, on the next stage of the Hero's Journey, the Road Back.

The Road Back: In psychological terms this stage represents the resolve of the hero to return to the Ordinary World and implement the lessons learned in the Special World. This can be far from easy. The hero has reason to fear that the wisdom and magic of the Ordeal may evaporate in the harsh light of common day. The Road Back marks a time when heroes rededicate themselves to the adventure. A plateau of comfort has been reached and heroes must be pried off that plateau, either by their own inner resolve or by an external force.

The Road Back is a turning point, another threshold crossing. Like the First Threshold, it may cause a change in the aim of the story. A story about achieving some goal becomes a story of escape; a focus on physical danger shifts to emotional risks. The propellant that boosts the story out of he depths of the Special World may be a new development or piece of information that drastically redirects the story. The rocket fuel may be fear of retaliation or pursuit. Heroes often learn that villains or Shadows who are not completely defeated in the crisis can rise up, stronger than before. The psychological meaning of such counterattacks is that neuroses, flaws, habits, desires, or addictions we have challenged may retreat for a time, but can rebound in a last-ditch defense or a desperate attack before being vanquished forever.

The Resurrection: Now comes one of the trickiest and most challenging passages for the hero and the writer. For a story to feel complete, the audience needs to experience an additional moment of death and rebirth; similar to the Supreme Ordeal, but subtly different. This is the climax, not the crisis; the last and most dangerous meeting with death. Heroes have to undergo a final purging and purification before reentering the Ordinary World. Once more they must change. The trick for writers is to show the change in their characters, in behavior or appearance, rather than by just talking about it. Writers mist find ways to demonstrate that their heroes have been through a Resurrection. The danger is usually on the broadest scale of the entire story. The threat is not just to the hero, but to the whole world. In other words, the stakes are at their highest. Stories may need more than one climax, or a series of rolling climaxes. Individual subplots may require separate climaxes.

A climax should provide the feeling of catharsis, a purifying emotional release, or an emotional breakthrough. In psychoanalysis, catharsis is a technique of relieving anxiety or depression by bringing unconscious material to the surface. The same is true, in a away, of storytelling. The climax you are trying to trigger in your hero and audience is the moment when they are the most conscious, when they have reached the highest point on a ladder of awareness. You are trying to raise the consciousness of both the hero and the participating audience. A catharsis can bring about a sudden expansion of awareness, a peak experience of higher consciousness.

Resurrection is the hero's final exam, her chance to show what she has learned. Heroes are totally purged by final sacrifice or deeper experience of the mysteries of life and death. Some don't make it past this dangerous point, but those who survive go on to close the circle of the Hero's Journey when they Return with the Elixir.

Return with the Elixir: Having survived all the ordeals, having lived through death, heroes return to their starting place, go home, or continue the journey. But they always proceed with a sense that they are commencing a new life, one that will be forever different because of the road just traveled. If they are true heroes, they Return with the Elixir from the Special World; brining something to share with others, or something with the power to heal a wounded land.

Another name for the Return is denouement, a French word meaning "untying" or "unknotting". (noue means knot.) A story is like a weaving in which the lives of the characters are interwoven into a coherent design. The plot lines are knotted together to create conflict and tension, and usually it's desirable to release the tension and resolve the conflicts by untying these knots. We also speak of "tying up the loose ends" of a story in a denouement. Whether tying up or untying, these phrases point to the idea that a story is a weaving and that it must be finished properly or it will seem tangled or ragged. That's why it's important in the Return to deal with subplots and all the issues and questions you've raised in the story. It's all right for a Return to raise new questions-- in fact that may be highly desirable- but all the old questions should be addressed or at least restated. Usually writers strive to create a feeling of closing the circle on all these storylines and themes.

A Return can fall flat if everything is resolved too neatly or just as expected. A good Return should untie the plot threads but with a certain amount of surprise. It should be done with a little taste of the unexpected, a sudden revelation.

It's easy to blow it in the Return. Many stories fall apart in the final moments. The Return is too abrupt, prolonged, unfocussed, unsurprising, or unsatisfying. The mood or chain of thought the author has created just evaporates and the whole effort is wasted. Another pitfall is that writers fail to bring all the elements together at the Return. It's common for writers to leave subplot threads dangling. The final function of Return is to conclude the story decisively. The story should end with the emotional equivalent of a punctuation mark.

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Copyright © 2007 by William G. Tedford - All rights reserved