The Departure Of Campbells Archetype English Literature Essay

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The Departure phase commences with the call to adventure. The call to adventure can be any number of things, whether it be a war encroaching on the heroes current domain requiring him to move and find new refuge or the hero realizing that they are filled with extreme hunger and that they need to obtain food. In Blizzard's Warcraft III the call to adventure takes place when the Hero, Thrall the Son of Durotan, is sleeping. He dreams of a vast army of his people charging towards their sworn enemy, the humans. Thrall's troops are about to engage in battle when fire begins to rain from the sky. Out of the fire emerges flaming colossi, which destroy both armies and begin to ravage the land which Thrall holds dear. Thrall's dream is then directed towards a crow, which shape shifts into a mysterious prophet who tells Thrall that a great threat to his people, the Burning Legion, has returned to the world of Azeroth. The prophet advises Thrall to take his people out of the Eastern Kingdoms to the western shores of Kalimdor, where they will be able to live safely. Thrall awakes in terror, only to notice a crow perched on his window. As the crow flies away, Thrall hears a faint voice saying "Seek me out".

Following the call to adventure is the refusal to call. This is the phase of the departure in which the hero is unable to carry out his quest. The refusal to call could be because of the hero's reluctance to leave his comfort zone, because of another person not letting the hero leave, or the hero not possessing something he needs in order to leave. The refusal to call could also be created by a variety of other causes. In Thrall's case the refusal to call is due to multiple problems. Thrall has sought out the Prophet, and has found trust enough in him that he has rallied his troops in preparation for the trip across the sea to Kalimdor. After sending word of the orc's plans to vacate the Eastern Kingdoms to his brother Grom Hellscream, leader of the Warsong clan, Thrall is left to ponder how he is to take his men over the great sea in lack of ships. After a week the Warsong clan has not shown up at Thrall's encampment. Thrall consults his orcish scouts who believe that the nearby human camp has intercepted and captured the Warsong clan. Thrall now has to engage the humans to save the Warsong in addition to finding some ships in order to take his men to Kalimdor.

The third phase of the departure is the hero's crossing of the first threshold. This is where the hero begins to make decisions and take control of their own heroic destiny. This stage could be represented by anything that entails the hero leaving his comfort zone on his own accord. In Thrall's case it was his choice to search the human encampment for the Warsong. Thrall rallied his best warriors, led by himself, and stormed the human's base. After the slaughter of many human troops the orc party arrived at the prison of the town, finding none other than Grom and the Warsong clan locked inside. The orcs destroyed all of the cells holding their brethren captive. United, the orcs nearly leveled what was left of the human encampment.

The final phase of the departure stage is called the belly of the whale. This stage represents the hero making the final choice to completely depart from his comfort zone. It also shows the hero's acceptance of their journey and the changes that will ensue in them. At this point in Thralls quest the orcs had finished destroying the Humans base. Thrall and Grom patrolled the area and found a large fleet of human ships. Thrall made the decision that the orcs would abandon their life in the Eastern Kingdoms and find new refuge in Kalimdor. With that, all of the orc people boarded Thrall's new fleet and began their journey across the great sea and through the whirling maelstrom.

Another large part of the departure stage is the implementation of helpers and guides. These are supernatural aids set in place to help guide the hero along his quest path and to ensure that he can overcome any difficulty he may find. A helper would be a person that grants knowledge to the hero, as well as some power that the hero has access too. A guide is similar to the helper, besides the fact that the knowledge would directly effect the direction the hero should take in his quest. Thrall meets both a helper and guide in his adventure. The guide is obviously the prophet Thrall sees in his dream and confronts in real life. Without the prophet's warning to Thrall the orcs would be damned to a death by the hand of the burning legion. Thrall's helper is a bit less obviously his shamanistic powers. They grant him the ability to protect himself and his warriors, though they also keep his mind clear and thoughtful. Without his Shaman's wisdom Thrall would have never had any faith in the Prophet. Additionally, without the power to cast spells like Chain lightning and Far sight Thrall would have never been able to destroy the human's Encampment without his men suffering many casualties.

The second stage of Campbell's monomyth is the initiation. The initiation begins with the hero commencing in a road of trials. This is the portion of the journey where the hero hones his skill to become more powerful, wise, and worthy not only of the title hero, but also of the ultimate boon. The name road of trials is implemented to signify that this phase is usually lengthy and containing multiple tests of the hero's true strength. The road of trials for Thrall began on the alien shores of Kalimdor. After passing through the whirling maelstrom in the middle of the great sea he had lost most of his fleet. Naturally he began searching for survivors immediately after landing. Thrall had another goal as well, he was in search of the prophet for further guidance on this new continent. The land also contained new species which Thrall had never seen before. The violent centaur of Kalimdor quickly made themselves enemies of the orcish horde, waging many battles with Thrall's dwindling number of men. Alliances were made in this new land as well though, as Thrall met a very wise being, Cairne Bloodhoof. Cairne and his people, the Tauren, agreed to help Thrall in search of his people in return for the orcs protection from the savage centaur while the Tauren migrated to the lush, fertile lands of Mulgore. Cairne also informed Thrall that the prophet he was seeking was taking refuge in the Base of mount Hyjal. Thrall and Cairne soon became close friends and powerful allies. Cairne and Thrall began to work their way to the north, where Cairne and Thrall parted ways. Thrall continued traveling north toward Mount Hyjal for a week before finding more orcs. Thrall found Grom and his clan battling humans who had set up towns near the base of Mount Hyjal. Thrall ordered Grom to cease his attacks so that the orcs may peacefully pass by the humans but Grom refused to listen. He recklessly began destroying the towns, resulting in many orc casualties. After the battle was over, Thrall sent Grom to Ashenvale to harvest lumber for the orc expedition. Thrall believed that due to Grom's uncontrollable bloodlust he was a liability and unfit for battle. Afterwards, Thrall and his men boarded goblin zeppelins to fly to the base of Mount Hyjal.

After the Road of Trials comes the hero's meeting with the goddess. The goddess represents an tremendous, precious love, often shared between mother and child. This stage reveals the hero's true love and perfect match within the book. Unfortunately, Thrall never experiences a meeting with any goddess and lacks any love interest entirely.

The initiation is continues with the confronting temptation phase. In this phase our hero is tempted to stray away from his adventure by something that he desires. Some common sources of temptation include a love interest, or the promise of power, wealth, or evil. Thrall himself never confronts temptation within his quest to find the prophet, rather his brother Grom does. After being sent into Ashenvale and harvesting copious amounts of lumber, Grom angers the demigod Cenarius, protector of the forest. Cenarius emerges from the forest to repair the damage the orc have done to his beloved forest. In one motion, the harvested clean fields of Ashenvale became lush green forests again. Cenarius returned to the wood after instructing the Night Elves to destroy the orcs. The constant barrage of Night elf archers from the wood proved to be too much for Grom to handle. Nearly being defeated, a band of troll witchdoctors and orc shamans alerted Grom of a strong presence of other worldly power emanating from a nearby path in the forest. Grom decided to investigate, hoping that it would be the answer to his current predicament. Through the clearing was a still fountain which the orc Shamans identified was the source of the powerful aura they were detecting. Grom resolved to drink deep from the fountain, with hopes of being enriched by it's magical waters. While many of the Warsong orcs encouraged him to drink, Grom's Troll witchdoctors advised against it, claiming that the fountain was instilled with voodoo and filled with bad juju. Grom's thirst for power exceeded his good judgment and despite the witchdoctor's warnings drank from the fountain, instantly empowering him and the entire Warsong clan though also instilling in them a powerful thirst for blood. With their insatiable hunger for carnage the insane Warsong clan began an awesome slaughter of the Night Elves. Seeking to protect his brethren, Cenarius emerged from the wood once again. This time, however, Grom Murdered the Demigod while ranks of Elves watched in horror from the safety of the wood. With the death of Cenarius the pit lord, Mannoroth, revealed himself to the Warsong. Mannoroth told the Warsong that he now owned them by right as Grom had drank the blood that Mannoroth purposely spilled into the fountain in order to curse the irrational clan of orcs by renewing the century old bloodlust.

The fourth phase of the initiation phase is the hero's seeking of atonement. In this phase, the hero comes to terms with past actions and seek penance for what they have done. This is the confrontation of the being that holds the most power in the hero's life. All preceding stages have been setting up for this stage, and all of the stages after reflect how the seeking atonement stage was carried out. It becomes apparent at this stage in the game's lore that there have been two heroes all along, Thrall and Grom, both of which need to seek atonement. Thrall was required to seek atonement with his long time enemies, the humans, while Grom needed to seek atonement from his orc people for irrationally cursing them with the bloodlust. After reuniting with Cairne and traveling through the tunnels in the base of Mount Hyjal, Thrall found the Prophet along with an extremely powerful human mage, Jaina Proudmoore. After Thrall and Jaina began to quarrel the Prophet interrupted them, informing each the two that He had brought them both to Kalimdor because they need to stand up to the burning legion together. Thrall needed to seek atonement for all of the trouble he had caused for the humans, one of the greatest threats to the orcs, and agree to a truce with Jaina. Thrall, in collaboration with both Jaina and Cairne formulate a plan to destroy the burning legion and banish them from the world of Azeroth once and for all. The team would also have to lift the curse of bloodlust from Grom and the Warsong orcs. With the three behemoth races teamed up together, they began preparing for the final assault on the burning legion. In this assault Thrall was able to capture his cursed brother in a soul gem provided by Jaina and transport him to a haven where Jaina with the help of powerful elf priests and orc shamans were able to purge Grom of his bloodlust. Almost immediately after being rescued from his blood maddened state Grom realized what he had done to the orc people. He was in deep regret over his actions, but Thrall had no sympathy. He told Grom that he had been an irrational idiot, and that he needed to prepare for battle. The two then set out to destroy Mannoroth and free the orcs from the bloodlust.

The apotheosis is the stage where the hero undergoes a transformation into their destined form. This is when the hero owns up to their responsibilities and takes full control over their heroic duties. In this stage Thrall and Grom hunt down Mannoroth and corner him in a canyon. Mannoroth brags of how he is undefeatable by the puny orcs and how their fate is forever sealed as his sole property. Thrall, enraged beyond belief at Mannoroth's audacity in saying this lets out a terrifying war cry. With that, Thrall proceeded to channel all of his power into his weapon, the Doomhammer, and swing it at Mannoroth in hopes of destroying the foul beast. Though Thrall's attempt was valorous, he was only able to scar one of Mannoroth's wings. The pit lord half sarcastically congratulated Thrall for his impressive feat before attacking Thrall and knocking him unconscious. As Grom watched Mannoroth walk over to his friend, he was filled with power. Grom would not let Thrall die due to a mistake of his own. Grom gripped his axe, Gorehowl, and prepared to make the ultimate sacrifice for his people. Catching Mannoroth off guard, he was able to slice open the pit lord's chest at the cost of being hit by Mannoroth and thrown across the valley. Grom was seriously hurt when Thrall limped over to him. As Grom lay dying he told Thrall that due to Mannoroth's death he was finally free of the accursed bloodlust. Thrall responded, telling Grom that he had not only freed himself but in his sacrifice he had saved Thrall and freed all of the Warsong orcs. Grom was finally transformed into a righteous hero, one who is remembered famously throughout orc history. Thrall, seeing his dear friend's death and taking his sacrifice to heart, had been sobered. Thrall promised to lead all of the orc clans together with valor, courage, and acumen.

The ultimate boon is presented with the closing of the initiation phase. The ultimate boon is the hero's ultimate goal in sight, or the prize he set out for finally being within reach. problem is that at this stage the hero is unable to properly utilize their because they still have something to accomplish while they see their journey to the very end. The ultimate boon for Thrall is the freedom of his people on land they can call their own. Thrall is granted his boon after the death of Grom because his people were now on his in right and did not have to suffer from violent tendencies and impaired judgement. Though the lifting of the bloodlust was extremely important to Thrall, he still required something more before he could appreciate his boon. Thrall needed to find land in which he and his orc brothers could live and prosper without worry of constant attacks from humans or undead. This would be achieved by defeating the undead at Mount Hyjal and removing the Burning legion from Kalimdor.

The final stage of Campbell's archetype, the return, ironically begins with the refusal of the return phase. In this phase the hero is reluctant to return to their old home, or to complete the circumstances that would enable the hero to return home. The hero could not want to give up their gained heroic status because they feel accomplished or happy with where they are. Thrall's refusal was because he felt he had unfinished business at Mount Hyjal. Thrall kept his troops at the summit of the mountain to help the Humans and Night Elves fight off the burning legion. In the great battle many casualties occurred but in defending the mountain they were able to defeat Archimonde, the leader of the burning legion, for good. With Archimonde finally gone from the world of Azeroth, the Orcs, Night Elves, and Humans all went their separate ways.

Phase two of the final stage is the rescue from without. Many heroes need somewhat of a push in the right direction after experiencing the refusal of return. This "push" could come in many forms, whether being self supplied or carried by allies of the hero. Some common forms of the rescue from without would be a literal rescue from some sort of prison, bestowing encouragement, or the hero pondering their return themselves. Thrall was left confused after the battle at Hyjal, for he still had no where to take his brethren. Cairne sensed Thrall's anguish and confusion and decided to help the young war chief. Cairne asked Thrall to guide he and his Tauren people to Mulgore, where Cairne had set up a prosperous and safe village for his people already, and informed Thrall that he and the Orcs were welcome to live in harmony with the Tauren people. In doing so Cairne had a cunning plan. Asking for guidance was merely Cairne gaining an opportunity to guide Thrall himself. Cairne decided told Thrall of a different route they would take to Mulgore, one with unclaimed land. The wise Tauren chief knew that this beautiful landscape would interest the war chief, mediating his problem.

The magic flight takes place almost immediately after the rescue from without. The magic flight is a pivotal event that triggers a speedy return of the hero to their home. The flight could be symbolized by the event, not the actual flight home. In Thrall's case the magic flight was both literal and figurative. Thrall was prepared to build refuge in Mulgore and live near his friend, and brought with the escort his finest craftsmen, for they would be building their first permanent settlement in Kalimdor. During the escort though, Cairne's plan proved to work wonderfully. Thrall took comfort in the warm plains of the Barrens. He loved the strength and large amounts of elemental energy he could feel swelling when he stood in the land. Thrall then decided to manifest a large portion of the Barrens in the name of the Orcs and call it Durotar in honor of his Father, Durotan. Cairne bid the young war chief goodbye and left to the plains of Mulgore while Thrall and his craftsmen began to set the foundation of the Orcish capital city. Thrall sent word to his men at Hyjal that the Orcs now had their own land to live and prosper in freely and sent Goblin zeppelins for his men to use to transport themselves and their belongings to Durotar and begin work on the new Capital city.

The next phase of the return is the crossing of the return threshold. This is when the hero completes his goal and is able to finally return home. The hero remains home, recognized as a hero and claims great respect. In Thrall's case, crossing the threshold was finishing up construction on their city, Orgrimmar, named by Thrall in honor of Orgrim Doomhammer, the Orc war chief that was in power before Thrall. Thrall was extremely proud of his accomplishments and all of his people, for they had seen terrible war and were still brotherly, supportive of each other, and even genial. When Orgrimmar was finished, Thrall was able to finally inhabit his home, confident in his freedom and his people.

At this point in the archetype the hero becomes a master of two worlds. This means that, quite simply, the hero is recognized as a hero within the two worlds he has lived. Thrall has achieved heroic fame unlike any other. Thrall constantly lives at home, ruling over the horde as it's war chief. He garners a great deal of respect in his position and also holds a very large amount of power over the horde and his Orc people. The other races Thrall fought with also recognize him as a hero. Stories have been told of Thrall's mighty courage and intellect even in the land of humans. Thrall is truly recognized and respected as a hero.

The last phase in Campbell's archetype is the hero gaining the freedom to live. This is the hero's power to go between their home world and the world of adventure by choice. The hero can return to their land of adventure and continue to pillage, discover, or carry out whatever adventures were left to be had or alternatively live a safe and happy life in their home. Thrall most definitely has the freedom to live, as he has fought in countless wars to ensure the safety of his people after founding Orgrimmar and taking his seat on the war chief's throne. While Thrall is not involved in some sort of adventure he can be found sitting on his throne meditating upon any problems within the horde. The return to adventure is always lingering for Thrall. He is the most powerful Shaman alive and extremely important for the balance of power in Azeroth. The best example of Thrall's freedom to live comes much later in Thrall's life, many years after Warcraft III ends. Thrall shows that he is the truly the master of two worlds by temporarily relinquishing his place as war chief of the horde in order to mature his shamanistic powers and return to adventure to repair damage that has befallen Azeroth after the events of the shattering during the return of the fearsome dragon Deathwing.

Though the archetype is defined as a pattern that many myths and works from history follow, nearly every work has it's own originality within the stages. For example, Huck Finn's call to adventure would not be the same as Thrall's. Within the three works of Warcraft III, The Adventures of Huckleberry Finn, and The Secret life of Bees there is a great amount of differences between how the stages unfold for each hero.