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A Hero's Journey: Percy Jackson: The Making of a Myth

Percy Jackson has his own Hero's Journey, just like the great heroes of old. He is, after all, a demigod born of Poseidon.

The Making of a Myth Podcast Pt 1

The Making of a Myth Podcast Pt 2

Percy Jackson and the Olympians

Joseph Campbell and Carl Jung's archetypes in Harry Potter

The Archetypes

HERO

A hero willingly sacrifices their needs for others. They are actively learning and doing, and undergo transformation. They are flawed beings that have universal qualities. 

MENTOR

A teacher or trainer who aids the hero by teaching and protecting them. The mentor motivates the hero to overcome their fears and also prepares them for the journey.

THRESHOLD GUARDIAN

A character who serves to keep the unworthy from entering. They cluster around thresholds, and can be overcome by being passed or made into an ally. These guardians serve to test the hero's character and commitment to the journey.

HERALD

A character (or item) that issues challenges and announces coming change. Heralds serve to motivate the hero into action. 

SHADOW

This aspect represents the "dark side;" villains, antagonists, and enemies. These characters often do not think of themselves as villains and serve to challenge the hero. By being a worthy opponent they create conflict to bring out the hero's best. 

TRICKSTER

The embodiment of mischief, this character desires to create change. They serve to ground the hero by pointing out their follies and serve as comic relief. Tricksters are frequently a catalyst who causes healthy transformations. 

SHAPESHIFTER

A shifting or unstable character, often of the opposite sex. They mislead the hero and act as a catalyst of change by bringing in doubt and suspense.

The Steps Of A Hero's Journey

THE ORDINARY WORLD

This is the original world of the hero, which "suffers from a symbolic deficiency." The hero is lacking something, or something is taken from him. 

THE CALL TO ADVENTURE

The hero is given a challenge, problem, or adventure. Often it appears as a blunder, or chance. This stage establishes the goal of the hero.

THE REFUSAL OF THE CALL

The (often) reluctant hero has to be set along the correct path. He must weigh the consequences and be excited by a stronger motivation to proceed further.

MEETING WITH THE MENTOR

The hero encounters a wise figure who prepares him for the journey. This figure (or item) gives advice, guidance, or an item, but cannot go with the hero. 

CROSSING THE THRESHOLD

The hero has committed to his task, and enters the special world. Often he is met by a threshold guardian. 

TESTS, ALLIES, AND ENEMIES

In the special world, the hero learns the new rules by meeting people and obtaining new information. There is often a "local watering hole" component. This is where the true characteristics of the hero are revealed. 

APPROACH TO THE INNERMOST CAVE

Now our hero, and often his allies, have come to the edge of the dangerous place where the "object of the quest" is hidden. This stage often is the land of the dead. 

THE SUPREME ORDEAL

The hero faces danger, often a life-or-death moment that is either physical or psychological. 

REWARD, OR SEIZING THE SWORD

After surviving, our hero takes possession of the object, typically a treasure, weapon, knowledge, token, or reconciliation. 

THE ROAD BACK

The hero must now deal with the consequences of their actions. They may be pursued by remaining forces. They now face the decision to return to the ordinary world. 

RESURRECTION

One final test is required for the purification and rebirth of the hero. Alternatively, it may be a miraculous transformation.

RETURN WITH THE ELIXIR

The triumphant hero returns to the ordinary world bearing the elixir. Common elixirs are treasure, love, freedom, wisdom, or knowledge. A defeated hero is doomed to repeat the lesson.