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.
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.
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.
A character (or item) that issues challenges and announces coming change. Heralds serve to motivate the hero into action.
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.
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.
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.
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 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 (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.
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.
The hero has committed to his task, and enters the special world. Often he is met by a threshold guardian.
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.
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 hero faces danger, often a life-or-death moment that is either physical or psychological.
After surviving, our hero takes possession of the object, typically a treasure, weapon, knowledge, token, or reconciliation.
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.
One final test is required for the purification and rebirth of the hero. Alternatively, it may be a miraculous transformation.
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.