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A common story template that involves a hero who goes on an adventure, and in a decisive crisis wins a victory, and then comes home changed or transformed.

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Ordinary World/          Call to Adventure

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Ordinary World/          Call to Adventure

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

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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 current circumstances.

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The hero ultimately decides to accept, and the hero traverses the threshold to the unknown, where he faces tasks or trials, either alone or with the assistance of helpers.

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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 him later in his quest. Meeting the person that can help them in their journey.

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The hero experiences many challenges along his journey, but often finds allies to go along with the obstacle to help them.

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The Hero is met with many tests along the journey, ultimately leading to a supreme ordeal that the hero will have to overcome to accomplish his goal.

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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.

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Reward and                   the Journey Home

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Reward and                   the Journey Home

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After the hero defeats this great ordeal, he is met with the reward he has been chasing. He then returns home, retaining the wisdom gained on the quest and integrate that wisdom into his/her daily life.

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Along the way, the hero may meet temptation, often in female form. This offers the hero short-term relief or gratification but giving in to this urge would cause the mission to fail and prove the hero unworthy.

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Shadows are villains in the story. They exist to create threat and conflict, and to give the hero something to struggle against.

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The guardian, or threshold guardian, tests the hero before they face great challenges. They can appear at any stage of the story, but they always block an entrance or border of some kind.

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The shapeshifter blurs the line between ally and enemy. Often they begin as an ally, then betray the hero at a critical moment.

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The trickster adds fun and humor to the story. When times are gloomy or emotionally tense, the trickster gives the audience a welcome break.

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The hero has to learn how to survive in the new world incredibly fast, so the mentor appears to give them a fighting chance. This mentor will describe how the new world operates, and instruct the hero in using any innate abilities they possess. The mentor will also gift the hero with equipment, because a level one hero never has any decent weapons or armor.

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The ally is someone who supports the hero, their go to person. The loyalty and admiration allies have for the hero tells the audience that they are worthy of the trials ahead.

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The hero is the audience’s personal tour guide on the adventure that is the story. It’s critical that the audience can relate to them, because they experience the story through their eyes.

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The herald appears near the beginning to announce the need for change in the hero’s life. They are the catalyst that sets the whole adventure in motion. While they often bring news of a threat in a distant land, they can also simply show a dissatisfied hero a tempting glimpse of a new life.