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"From the ashes a fire shall be woken,
A light from the shadows shall spring;
Renewed shall be blade that was broken,
The crownless again shall be king...

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Simba's Elixir is his return as King, bringing stability for the Pridelands.

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Aragorn's reign was marked by great harmony and prosperity within Gondor and Arnor, and by a great renewal of cooperation and communication among Men, Elves, and Dwarves, fostered by his vigorous rebuilding campaign following the war.

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Arthur's Elixir can be represented by his inumerous conquests and the prosperity he brought to the Kingdom of Camelot and his Kingdom.

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King Arthur is expected to return once his kingdom most needs him again.

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Simba's reward can be seen when he defeats Scar and reclaims his throne.

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Simba is now accepted as king of the Pridelands.

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King Arthur's body is brought to Avalon by Sir Lancelot, where he will await ressurection.

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Upon Sauron's defeat, Aragorn was crowned as King Elessar, a name given to him by Galandriel.

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Aragorn's reward can be seen with the restored blade Andúril, the flame of the West.

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Simba's road back is his own return as King, represented by the rain that falls after Scar's defeat, bringing prosperity and balance to his Kingdom.

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Arthur's reward is the retrieval of the Holy Grail by Sir Galahad, Bors de Gannis, and Sir Percivale. Which brought his empire to its peak, or his famous sword Excalibur.

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Simba, Nala, Timon and Pumbaa must return to the Pridelands to confront his uncle Scar and retake the Pridelands.

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As the new king, Aragorn marches towards Sauron's Black Gate to distract his forces, allowing Frodo to destroy the Ring.

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Arthur is betrayed by his Queen and his best Knight, Sir Lancelot, and the Kingdom is split. In the chaos, his son Mordred takes control, and is eventually killed by Arthur, but not before landing the King a killing blow.

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One of Arthur's caves can be seen when the Emperor of Rome demands tribute from King Arthur. Or when he defeats the Saxons to protect his people.

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Aragorn must accept his role as King of Gondor and demand the Army of the Dead repay their debt to his kingdom.

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Simba's crossing can be seen in his new life with Timon and Pumbaa, or when he goes adventuring in the Shadowlands.

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Merlin and his knights remain his allies, while his enemiees are Morgan Le Fay and his son Mordred.

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The fellowship of the Ring is formed to destroy the ring and end Sauron's existence.

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Simba meets Nala, Timon and Pumbaa. His enemies are Scar and the Hyenas.

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King Arthur's crossing starts with the formation of the round table.

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Aragorn's crossing starts in Rivendell, where he becomes a member of the Fellowship of the Ring.

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Simba seeks his father's advice before returning to his kingdom.

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After Arthur pulls the sword from the stone, Merlin comes to him and tells him of his birth.

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Rafiki mentors Simba on his way to becoming a king.

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Gandalf leads the group to Rivendell in order to destroy the ring.

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Some knights do not believe that Arthur pulled the Sword out, forcing him to do it again.

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Aragorn does not refuse his call to help the Hobbits, but is hesitant to accpet his role as King later on.

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Simba's refusal happens when he leaves the kingdom after his father's death and refuses to return.

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Arthur is told to get a sword for his brother, and pulls it from the Stone.

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Aragorn gets called a few times, the first being to help the Hobbits scape the Nazghul.

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Simba's Call to adventure starts with his own birth, as he is a Prince.

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Aragorn is introduced as a Ranger known as Strider, in the realm of Middle Earth.

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Arthur is raised by his step Father Sir Ector. In a semi-fictional Kingdom of Britain.

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Simba's Home and Future Domain.

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The true Hero returns with an Elixir to share with others or heal a wounded land. The Elixir can be a great treasure or magic potion. It could be love, wisdom, or simply the experience of surviving the Special World.

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The Hero is reborn or transformed with the attributes of his

Ordinary self in addition to the lessons and insights from the characters that he has met along the road.

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The Hero must finally recommit to completing the Journey and accept the Road Back to the Ordinary World.

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The Hero’s Reward

comes in many forms: a magical sword, an elixir, greater knowledge or insight, reconciliation with a lover.

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The Hero engages in the Ordeal, the central life-or-death crisis, during which he faces his greatest fear,

confronts this most difficult challenge, and experiences “death”.

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The Hero must make the preparations needed to Approach the Inmost Cave that leads to the Journey’s heart, or central Ordeal.

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Having crossed the Threshold, the Hero faces Tests, encounters Allies, confronts Enemies, and learns the rules of the Special World.

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Crossing the Threshold signifies that the Hero is prepared to cross the gateway that separates the Ordinary World from the Special World.

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The Hero Meets a Mentor to gain confidence, insight, advice, training, or magical gifts to overcome the initial fears and face the threshold of the adventure.

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A Hero Refuses the Journey because of fears and insecurities that have surfaced from the Call to Adventure.

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The Call to Adventure sets the story rolling by disrupting the comfort of the Hero’s Ordinary World.

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The Ordinary World allows us to get to know the Hero and identify with him before the Journey begins.

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A look at Campbell's Hero's Journey through the eyes of three kings.