The Hero's Journey: 12 Stages with Examples

Table of contents
  1. What is the hero's journey?
  2. What are the 12 stages of the hero's journey?
  3. How does the hero's journey compare with the three-act structure?
  4. Does every story need all 12 hero's journey stages?
  5. Hero's journey template (fill in your own)
  6. Try it on storygenerator.io
  7. Frequently asked questions about the hero's journey
  8. Read next

A farm kid stares at two suns and wishes his life would start. A hobbit hates the idea of leaving his armchair. A girl volunteers to take her sister's place in a deadly game. Different worlds, same shape. These stories all follow the hero's journey stages, a pattern so common that you can use it as a map for your own plot. Want to test it fast? An AI story generator can draft a quest story you can check against all 12 stages.

Quick answer: The hero's journey is a story pattern in which a hero leaves their ordinary world, faces trials in an unfamiliar one, wins a reward and returns home changed. Christopher Vogler's popular 12 hero's journey stages, adapted from Joseph Campbell's monomyth, run from the Ordinary World to the Return with the Elixir.

Key takeaways

  • Joseph Campbell described the monomyth in The Hero with a Thousand Faces (1949).
  • Christopher Vogler condensed Campbell's ideas into the 12 stages most writers use today.
  • The 12 stages fall into three phases: departure, initiation and return.
  • The stages fit neatly over the three-act structure.
  • Use the stages as a checklist, not a cage. Skip or reorder what your story doesn't need.

What is the hero's journey?

The hero's journey is a recurring story pattern in which a hero is called away from everyday life, faces tests and a great ordeal, and returns transformed with something that helps others. It's also called the monomyth.

The idea comes from American mythology scholar Joseph Campbell. In his 1949 book The Hero with a Thousand Faces, he compared myths from many cultures and described a shared pattern with 17 stages grouped into departure, initiation and return. George Lucas has said that reading Campbell helped him see the classical patterns in his early drafts of Star Wars.

Decades later, story consultant Christopher Vogler wrote a short memo for Hollywood colleagues, "A Practical Guide to The Hero with a Thousand Faces." He later expanded it into the book The Writer's Journey: Mythic Structure for Writers, which boiled Campbell's stages down to 12 that screenwriters and novelists could use. The 12 stages in this guide follow Vogler's version.

The hero's journey is one way to structure a plot. For the bigger picture, see our complete guide to what a plot is, including Freytag's pyramid and the main plot types.

What are the 12 stages of the hero's journey?

The 12 stages of the hero's journey are the Ordinary World, Call to Adventure, Refusal of the Call, Meeting the Mentor, Crossing the Threshold, Tests, Allies and Enemies, Approach to the Inmost Cave, the Ordeal, the Reward, the Road Back, the Resurrection and the Return with the Elixir.

Each stage below has a short definition, an example from Star Wars: A New Hope (1977) and an example from an original story written for this guide, about a young mapmaker named Ivy. (Spoiler warning: the Star Wars examples cover the whole film, including the ending.)

The hero's journey as a circle

The stages are often drawn as a clock face, with the familiar world on top and the special world below.

Clock positionStagePhaseWorld
12 o'clock1. Ordinary WorldDepartureFamiliar
1 o'clock2. Call to AdventureDepartureFamiliar
2 o'clock3. Refusal of the CallDepartureFamiliar
3 o'clock4. Meeting the MentorDepartureFamiliar
4 o'clock5. Crossing the ThresholdInitiationSpecial
5 o'clock6. Tests, Allies, EnemiesInitiationSpecial
6 o'clock7. Approach to the Inmost CaveInitiationSpecial
7 o'clock8. The OrdealInitiationSpecial
8 o'clock9. The RewardInitiationSpecial
9 o'clock10. The Road BackReturnSpecial
10 o'clock11. The ResurrectionReturnSpecial
11 o'clock12. Return with the ElixirReturnFamiliar

Image note for the page: add a circular diagram with the 12 stages placed like a clock, the top half labelled "Ordinary world" and the bottom half "Special world." Suggested alt text: "Circular diagram of the 12 hero's journey stages from Ordinary World to Return with the Elixir."

1. The Ordinary World

The Ordinary World is the hero's normal life before the adventure, shown so readers can see what will change. Give the hero a want and a flaw.

  • Star Wars: Luke Skywalker is stuck on his uncle's farm on Tatooine, longing for something bigger.
  • Ivy: Ivy copies other people's maps in a dusty shop and has never left her valley.

2. The Call to Adventure

The Call to Adventure is the event or message that invites the hero to leave the ordinary world. It presents a problem, a challenge or an opportunity.

  • Star Wars: Luke finds Princess Leia's hidden message asking Obi-Wan Kenobi for help.
  • Ivy: A dying traveler hands Ivy a map of a river no one has charted, and begs her to finish it.

3. Refusal of the Call

The Refusal of the Call is the moment the hero hesitates or says no, usually out of fear or duty. The refusal shows the stakes and makes the hero human.

  • Star Wars: Luke tells Obi-Wan he can't go, because he's needed on the farm.
  • Ivy: Ivy hides the map under her bed. Mapmakers who go upriver don't come back.

4. Meeting the Mentor

Meeting the Mentor is the stage where the hero gains advice, training or a gift from a wiser figure. The mentor prepares the hero but can't go all the way with them.

  • Star Wars: Obi-Wan gives Luke his father's lightsaber and tells him about the Force.
  • Ivy: Her retired teacher, Old Bram, gives her a compass that "points to what you've forgotten."

5. Crossing the Threshold

Crossing the Threshold is the point where the hero commits and enters the special world, leaving the familiar behind.

  • Star Wars: After finding his aunt and uncle killed, Luke leaves with Obi-Wan for Mos Eisley.
  • Ivy: Ivy pushes her small boat past the last village dock and into the fog.

6. Tests, Allies and Enemies

Tests, Allies and Enemies is the stage where the hero learns the rules of the new world, makes friends, meets rivals and faces early challenges.

  • Star Wars: Luke meets Han Solo and Chewbacca, survives the cantina and starts training with the Force.
  • Ivy: Ivy teams up with a sharp-tongued ferry girl, Wren, and outwits river smugglers who want the map.

7. Approach to the Inmost Cave

The Approach to the Inmost Cave is the stage where the hero nears the place of greatest danger and prepares for the big challenge.

  • Star Wars: The Millennium Falcon is pulled into the Death Star.
  • Ivy: The map leads to a canyon where the river disappears underground.

8. The Ordeal

The Ordeal is the central crisis, where the hero faces their greatest fear or a life-or-death test. Often something or someone seems to die, and the hero is changed by it.

  • Star Wars: The heroes nearly die in the trash compactor, and Obi-Wan is struck down by Darth Vader.
  • Ivy: In the dark tunnel, Ivy's boat flips and Wren is swept away. Ivy must find the path using only the compass.

9. The Reward

The Reward is what the hero gains after surviving the ordeal: an object, knowledge, a relationship or new confidence.

  • Star Wars: The group escapes with Leia and the Death Star plans.
  • Ivy: Ivy finds Wren alive on a ledge, and she discovers the river's true source: a lake her valley has needed for years.

10. The Road Back

The Road Back is the stage where the hero heads home and the consequences of the ordeal catch up with them.

  • Star Wars: The Empire tracks the Falcon to the rebel base, and the Death Star moves in.
  • Ivy: The smugglers have followed them and plan to dam the lake and sell its water.

11. The Resurrection

The Resurrection is the final, highest-stakes test, where the hero must use everything they've learned. It's the climax of the story.

  • Star Wars: In the trench run, Luke trusts the Force, switches off his targeting computer and destroys the Death Star.
  • Ivy: Ivy draws a false map that leads the smugglers into the canyon, then guides her village's people to the lake by the true route.

12. Return with the Elixir

The Return with the Elixir is the stage where the hero comes home changed, bringing something that helps their community. The "elixir" can be a treasure, a cure, or simply wisdom.

  • Star Wars: Luke, Han and Chewbacca are honored at the rebel base.
  • Ivy: Ivy returns as the valley's first true mapmaker, and her river map hangs in the shop she once only copied in.

How does the hero's journey compare with the three-act structure?

The hero's journey fits inside the three-act structure, with more detail in the middle. The departure stages match Act 1, the initiation stages match Act 2, and the return stages match Act 3.

Three-act structureHero's journey stages
Act 1: Setup1 Ordinary World, 2 Call to Adventure, 3 Refusal, 4 Mentor, 5 Crossing the Threshold
Act 2: Confrontation6 Tests, Allies, Enemies; 7 Approach; 8 Ordeal (near the midpoint); 9 Reward
Act 3: Resolution10 Road Back, 11 Resurrection (climax), 12 Return with the Elixir

Our guide to the three-act structure breaks down the beats and percentages for each act.

Does every story need all 12 hero's journey stages?

No story needs all 12 hero's journey stages. Vogler himself presented the stages as a flexible guide. Many stories skip the refusal, merge the mentor into an ally, or move the ordeal later.

Honest advice: if a stage feels forced, cut it. The pattern shines in quests, fantasy and coming-of-age stories. If you're writing fantasy, our guide on how to write a fantasy story shows how to pair the hero's journey with worldbuilding.

Hero's journey template (fill in your own)

Write a sentence or two per stage, and skip any your story doesn't need.

  1. Ordinary World: My hero is ______, living ______, and secretly wants ______.
  2. Call to Adventure: Their life is disrupted when ______.
  3. Refusal of the Call: They hesitate because ______.
  4. Meeting the Mentor: ______ helps them by ______.
  5. Crossing the Threshold: They commit by ______ and enter ______.
  6. Tests, Allies, Enemies: They meet ______ (ally) and ______ (enemy), and learn ______.
  7. Approach: They prepare to face ______ at ______.
  8. The Ordeal: Their greatest test is ______, and they lose ______.
  9. The Reward: They gain ______.
  10. The Road Back: Heading home, ______ threatens them.
  11. The Resurrection: In the final test, they ______ using what they learned.
  12. Return with the Elixir: They come home with ______, and their world changes because ______.

Need ideas for the blanks? The story plot generator can hand you a premise and conflict to start from. For fantasy quests, the fantasy story generator is a good match.

Try it on storygenerator.io

Want to see the hero's journey stages in a finished story? Open the free AI story generator and choose:

  • Genre: Fantasy or Adventure
  • Length: Long (about 1,300 words)
  • Tone: Serious or Poetic
  • Point of view: Third person
  • Reader age: Middle grade or Teens
  • Prompt idea: "A young mapmaker who has never left her valley must chart a river that no one has ever returned from."

Label each stage you find, then copy the story into your own document and add any that are missing.

Frequently asked questions about the hero's journey

Who created the hero's journey?

Joseph Campbell described the hero's journey, which he called the monomyth, in his 1949 book The Hero with a Thousand Faces. He drew on myths from many cultures and outlined 17 stages. Christopher Vogler later adapted Campbell's work into the 12-stage version that most screenwriters and novelists use today.

What is the difference between Campbell's 17 stages and Vogler's 12 stages?

Campbell's 17 stages describe patterns in myths and include stages like the Belly of the Whale and Atonement with the Father. Vogler's 12 stages simplify and rename them for modern storytellers, focusing on practical beats such as Meeting the Mentor and the Ordeal. Both share the same three phases: departure, initiation and return.

What are the three phases of the hero's journey?

The three phases of the hero's journey are departure, initiation and return. In departure, the hero leaves the ordinary world. In initiation, they face trials, an ordeal and a reward in the special world. In return, they come home changed and share what they gained. These phases line up loosely with a story's three acts.

Is the hero's journey only for fantasy stories?

No, the hero's journey works in many genres, not just fantasy. Sports films, coming-of-age novels, romances and even comedies use it. The special world can be a new school, a new job or a new relationship rather than a magical land. What matters is that the hero leaves comfort behind and returns changed.

What is the elixir in the hero's journey?

The elixir is whatever the hero brings home that helps their ordinary world after the adventure. It can be a physical object, like a cure or treasure, or something inner, like wisdom, love or courage. The elixir shows that the hero's struggle mattered to more people than just the hero.

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