The Hero's Quest
The classic archetype of "The Hero's Quest" is a series of ten steps that bring the protagonist through their journey. This epic quest begins with an epic hero at home as an ordinary person. Then, a call to adventure takes the hero away from home and embarks them on a journey of some kind. Next, there is typically a refusal of the call where the hero starts to doubt them self and starts to question their journey. The hero always ends up continuing the journey and for assistance, they usually receive some sort of supernatural aid. All hero's have sidekicks to help them overcome challenges. Finally during the climax, the epic hero accomplishes their goal and receives a reward. In the end, the conflict is revolved and everything returns the way it was before.
The Hero's Quest
- The Ordinary World- Ulysses home in Ithaca.
- The Call to Adventure- Ulysses is asked to invade Troy.
- Refusal of the Call- N/A
- Accepting the Call- N/A
- Entering the Unknown- Ulysses invades Troy and many other islands throughout the Mediterranean Sea.
- Supernatural Aid & Magical Items- Ino's Veil; Athene's Fog; Moly
- Allies & Friends- Ulysses' crew; Ghosts; Keeper of the Winds; Athene; Eumaeus
- Tests to Prove worthiness of the Quest & Moments of Doubt- The entire journey back is full of doubt on whether or not Ulysses will be able to make it back to Ithica.
- Reward & Journey Home- Being able to see his son, wife, and palace.
- Order & Power is Restored- Ulysses is once again, Ruler of Ithaca.