Trope Tuesday: Forbidden Zone

For the next few Trope Tuesday posts, I’m going to pick apart some of the tropes I’m playing with in my latest WIP, Sons of the Starfarers.  One of the things I love to do when brainstorming a new story is to use tvtropes like a menu, finding the tropes that best fit my story ideas and combining them with other tropes to get even more ideas.

It’s not often hard to spot the forbidden zone in a fantastical world.  Perhaps it has an ominous name (bonus points if it has the word “doom” in it), or perhaps there’s some sort of sign saying “do not enter.” Either way, this is definitely a place where no one goes, and no one is supposed to go.

Of course, you can pretty much guarantee that the main characters are going to go there.  It’s like the forbidden fruit: the very fact that it’s off limits makes it more alluring.  If genre blindness is in effect, someone will probably make the mistake of saying “what could possibly go wrong?

There are many reasons why the zone may be forbidden.  Perhaps it’s a death world, where the characters will soon find themselves running for their lives.  Perhaps it’s not quite so dangerous, but once you go, you can never come back.  Or perhaps all the warnings were lies, and the so-called forbidden zone is actually the place that the characters needed to get to all along.  If that’s the case, then the mentor was probably a broken pedestal or the Svengali.

In any case, the forbidden zone definitely lies in the realm of adventure.  Depending on how soon or how late in the story the characters go there, it may lie just on the other side of the threshold, at the bottom of the belly of the whale, or at the very heart of the character’s nadir.

The Mines of Moria, the Toxic Jungle, Area 51, the Elephant Graveyard, and the Fire Swamp are all classic examples.  In C.S. Lewis’s Space Trilogy, Earth itself is a forbidden zone to all the other inhabitants of the solar system, which is why it’s called the silent planet.

In real life, there are plenty of these as well.  Just look at the DMZ on the Korean Peninsula, or the fallout zone around Chernobyl.  When I was living in Georgia, Abkhazia was off limits to the TLG volunteers, meaning that if you went there (and the Ministry of Education found out about it) it was grounds for immediate firing.  Of course, that only encouraged some of my TLG friends to go there even more–remember the forbidden fruit?  Others waited until their contracts were over and practically made a tour of the many forbidden zones of the Caucasus, including Nagorny Karabakh, which one friend described as safer than Philadelphia.

I’ve toyed with this trope in my own work, but never too explicitly.  The best example is probably the alien ghost ship from Genesis Earth.  It’s not exactly forbidden, since there’s no one around to tell Mike not to go there, but Terra definitely doesn’t want him to go.  Earlier in the same book, she forbids him from entering her workspace in the observatory, which leads to some complications and a major reveal when he inevitably does.  In the Gaia Nova series, the Outer Reaches qualify as a forbidden zone, since the only people who live out there are murderous barbarians like the Hameji.

In my new series, Sons of the Starfarers, the first book starts out with a forbidden zone–a derelict space colony, where everyone has died of an unknown cause.  Since the nearest settlement is light-years away (and because Aaron is perhaps too curious for his own good), that’s where Isaac and Aaron go.  What they find there propels the rest of the book–and quite possibly the rest of the series.

Check back next week for more!

Trope Tuesday: I Choose To Stay

The hero’s journey can be divided into three basic phases: departure, intiation, and return.  In the departure phase, the hero receives the call to adventure and eventually leaves the familiar world.  In the initiation phase, the hero passes through a series of tests and trials eventually leading up to the climax and final confrontation with the Big Bad (if there is one).  But after the hero wins and receives the ultimate boon (aka MacGuffin), there’s nothing left except to go back home and share that boon with the rest of mankind.

Except…after having such an awesome adventure, he just doesn’t wanna.

Joseph Campbell called this stage the Refusal of the Return.  It’s a lot like the Refusal of the Call in the departure phase, except in reverse: instead of being reluctant to cross the threshold of adventure into the unfamilar world, the hero doesn’t want to cross the threshold in the opposite direction going back home.  Campbell put it this way:

When the hero-quest has been accomplished…the adventurer still must return with his life-transmuting trophy. The full round, the norm of the monomyth, requires that the hero shall now begin the labor of bringing the runes of wisdom, the Golden Fleece, or his sleeping princess, back into the kingdom of humanity, where the boon may redound to the renewing of the community, the nation, the planet or the ten thousand worlds.

But the responsibility has been frequently refused. Even Gautama Buddha, after his triumph, doubted whether the message of realization could be communicated, and saints are reported to have died while in the supernal ecstasy. Numerous indeed are the heroes fabled to have taken up residence forever in the blessed isle of the unaging Goddess of Immortal Being.

Anyone who’s ever been two years old should know the feeling.  You’re at the playground, having fun, when out of the blue your mom says that it’s time to go.  So what do you do?  Throw a hissy fit, of course!  Grab onto the cold hard steel of the swingset, and don’t let go until she drags you kicking and screaming all the way to the car.

The hero may have fallen with the new world the moment he left his home behind, but he might also have hated it initially.  In stories where the hero actually does stay, this allows the author to give him a character arc: at first, he hated the new world, but gradually he warmed up to it, until by the end he was changed so much by the adventure that he decided to settle down there.

In milieu stories (see Orson Scott Card’s MICE quotient), this often manifests as Going Native, while in stories that are more plot or character driven, it’s more likely to manifest as Can’t Stay Normal.  When the hero eventually comes around and goes home anyway, it frequently morphs into Stranger in a Familiar Land.  The polar opposite is But Now I Must Go, though that trope tends to apply more to side characters than the main protagonist.

Ultimately, however, adventures are like stories: they all have a beginning, a middle, and an end.  The hero may want it to keep on going forever, but that is not this trope.  Even if the hero does stay in the lands of adventure, those lands eventually become his new home.  It just can’t be avoided.

For that reason, there’s an important element of bittersweetness to this stage of the hero’s journey–one which, if done well, can add a crowning moment of heartwarming or turn the story into a real tear jerker.  Or both, actually.  It all depends on how invested the reader is in the story by the end.  If the reader feels like she’s been right there with the hero all this time, then you can expect the tears to flow no matter which way he ultimately goes.

I pretty much played this trope straight in Genesis Earth.  Most of my other books feature a Refusal of the Return moment of one kind or another, but the hero usually ends up going home anyway.  If there even is a home to return to, of course.  I don’t know why, but a lot of my stories are about characters who are searching for home.  Maybe that’s because at heart, I’m still a wanderer.  It will be interesting to see how that changes over the coming years.

The song at the top, by the way, is from Disney’s Tarzan, a movie which plays this trope straighter than most.  In fact, this trope is practically Disney’s bread and butter.

Trope Tuesday: MacGuffin

The Holy Grail of MacGuffins. Literally.

So the hero has crossed the threshold of adventure, thwarted the trickster, evaded the vamp, and met with the goddess.  He may have lost his mentor and descended into the deepest dungeon, but by calling on the supernatural aid he received at the beginning of the quest, he has passed the final test, found atonement with his father, and come back stronger than he ever was before.

So now that that’s all done, what’s left?  Just one thing, really–he has to receive the ultimate boon, or in other words, get the MacGuffin that he came out questing for in the first place.

A MacGuffin is an object whose main (sometimes only) purpose in a story is to motivate the plot.  It is usually something that everyone is chasing after, whether it be a ticking time bomb, a briefcase full of money, a priceless artifact, or some sort of superweapon.  Basically, it can be almost anything–that’s kind of the point.  If you can replace an object with something completely different that serves the exact same plot purpose–for example, a priceless stolen Picasso with a priceless stolen Dead Sea scroll–then it’s a MacGuffin.

Like it or not, MacGuffins are everywhere in fiction.  It’s such a prevalent trope, it even has its own Wikipedia page.  One of the most famous examples, at least in the Western literary tradition, is the Holy Grail.  Another example is the One Ring from Lord of the Rings–it could just as easily be a bracelet, or earring, or any other wearable artifact (though admittedly, if it were a necklace and Gollum had to bite off Frodo’s head, that would change the story quite a bit).  The MacGuffin page on tvtropes lists nearly 30 subtropes, from Egg MacGuffin to I’m Dying, Please Take My MacGuffin.

So what does this have to do with the hero’s journey?  The last phase of the initiation cycle (basically, all the stuff between the departure and return) is known as the Ultimate Boon.  It not only represents the achievement of the hero’s quest, it represents receiving something to bring to the people back home.  As Joseph Campbell pointed out:

The gods and goddesses then are to be understood as embodiments and custodians of the elixir of Imperishable Being, but not themselves the Ultimate in its primary state. What the hero seeks through his intercourse with them is therefore not finally themselves, but their grace, i.e., the power of their sustaining substance…This is the miraculous energy of the thunderbolts of Zeus, Yahweh, and the Supreme Buddha, the fertility of the rain of Viracocha, the virtue announced by the bell rung in the Mass at the consecration, and the light of the ultimate illumination of the saint and sage. Its guardians dare release it only to the duly proven.

According to Vogler, the hero has to return home with something to benefit himself or the community–otherwise, the whole journey has been a waste of time.  Before entering the return phase, then, the hero has to receive the object of his quest.

At this point, it’s worth pointing out that tropes are neither good nor bad.  Just because a story revolves around a MacGuffin doesn’t automatically make it cheap or formulaic.  Tropes themselves are value neutral–what matters is how you, as the author, use them.  Some of the greatest and most inspiring stories of all time make heavy use of MacGuffins.

Because the MacGuffin is a plot-centric trope, when you really understand how it works, you can do some interesting writerly things with it.  Michael Moorcock, for example, used this trope to formulate a method for writing a novel in just three days.  Would you like to be able to write a novel in three days?  Gosh, I’d like to.  And before you write that off as formulaic crap, remember, it wasn’t just anyone who came up with this method–it was Michael Moorcock.

In my own work, the best example of this trope would have to be Stella from Bringing Stella Home.  As you might have gathered from the title, Stella serves as a MacGuffin for her brother James (specifically, in The President’s Daughter flavor).  She does have her own character arc, of course, but as far as James’s storyline is concerned, she could just as well be his mother, or cousin, or <insert kidnapped loved one here>.  I did a similar thing in Stars of Blood and Glory, an as-yet-unpublished sequel to Bringing Stella Home, but it should be coming out in January or February of next year so you’ll have a chance to read it then.

Trope Tuesday: Came Back Strong

This trope, also kown as apotheosis, is by far my favorite part of the hero’s journey.

Up to this point, the hero has faced a lot of tests and trials.  Some of them he’s passed, some of them he hasn’t, but the setbacks haven’t yet been enough to stop him.  Sure, the costs have been high–he may have lost a friend or mentor, for example–but at least he’s still in the game.  Then, just as he experiences the power of love (meeting with the goddess) and reconciles with the ultimate power in his life (atonement with the father), what happens?

He dies.

This may be literal or metaphorical, physical or spiritual–but whatever form it takes, the hero has to lose something significant, up to and including…well, everything.  After all, there are so many things worse than death.  While all the other failures up to this point left him more or less intact, this one completely shatters him–and in the process, transforms him.

Like a phoenix rising from the ashes, the hero comes back from the dead, often with a level in badass.  By dying, he gains that last piece of knowledge, experience, or resolve that he needs to defeat the big bad and gain the ultimate boon of his quest.  Whoever or whatever he was before, that person wasn’t strong enough to pass the test–but now, he is.

When done well, this is a stand-and-cheer moment of the best possible kind.  It’s the culmination of everything the hero has gone through, not just in terms of plot, but character as well.  Years from now, you might forget everything else in the story–even the parts that you loved–but you’ll remember how you felt when you got to this part.

One of my favorite examples of this trope is in the clip I posted from the Matrix.  Seriously, when Neo realizes that he is The One, that is one of the best moments in all of cinema.  The Empire Strikes Back also has a moment like this, though since the movie is essentially a tragedy, there’s a lot more emphasis on Luke’s death (falling through the gas mine shaft after confronting Darth Vader) than his resurrection (getting a new hand and reuniting with his friends).  The oldest examples, of course, come from mythology–Odin gained the ability to use magic by sacrificing himself on Yggdrasil, and before returning to Ithaca, Odysseus first had to journey to Hades to pay his old friend Agamemnon a visit.

So as writers, how are we supposed to get this trope right?  I’m by no means an expert, but my gut instinct tells me that the way to nail it is to be as excited about this moment in the story as we want our readers to be when we get to that point.  Even though storytelling is ostensibly just making stuff up, it’s not something you can fake–if you aren’t excited about your own story, how do you expect your readers to even care?

Fortunately, this is often the part of the story that drives us to write everything else.  There have definitely been times when I could hardly wait to get through the other stuff and finally write the chapter where this happens.  Bringing Stella Home was a big one–and that’s all I can say, at the risk of giving spoilers.  Star Wanderers is another one, though it wasn’t until I was midway through Fidelity that it really came to me.  Desert Stars was more of a Heroic Second Wind, which is basically Came Back Stronger without the death.  However, there was definitely a transformation, both for Mira and Jalil.

So yeah, I really, really, REALLY love this trope.  When done well, it’s one of those things that can turn a run-of-the-mill adventure story into something both soul-searching and powerful.  You can definitely expect to see me play with it a lot in the future.

Trope Tuesday: Well Done Son Guy

What happens when this trope goes horribly, horribly wrong.

So the hero gets the call to adventure, initially turns it down, meets a mentor figure who gives him some sort of supernatural aid, crosses the threshold of adventure, faces a series of tests and trials, loses his mentor, experiences the power of love…and then what?  Well, if we’re playing the hero’s journey straight, the next step is atonement with the father, also known as well done son guy.

Before passing the ultimate test, the hero must first confront the force that holds the ultimate power in his life.  This is often some sort of father figure, though it can also be a close friend or a rival.  Often, the main reason the hero set out on the journey in the first place was because he felt a need to prove himself and gain the respect of this figure.  For that reason, the climax often involves some sort of reconciliation or closure between these two characters.

In discussing this trope, Joseph Campbell said the following:

Atonement consists in no more than the abandonment of that self-generated double monster—the dragon thought to be God (superego) and the dragon thought to be Sin (repressed id). But this requires an abandonment of the attachment to ego itself, and that is what is difficult. One must have a faith that the father is merciful, and then a reliance on that mercy…

The problem of the hero going to meet the father is to open his soul beyond terror to such a degree that he will be ripe to understand how the sickening and insane tragedies of this vast and ruthless cosmos are completely validated in the majesty of Being. The hero transcends life with its peculiar blind spot and for a moment rises to a glimpse of the source. He beholds the face of the father, understands—and the two are atoned.

While this may, on the surface, seem just like a simple “I’m proud of you” moment, the full significance goes much deeper.  This is the moment where the hero finally receives validation for all his struggles, where he realizes that everything he’s been through has been worth it.  It’s a tremendous moment, and an important element of any story that follows the hero’s journey paradigm.

The reason why the hero’s journey resonates so strongly throughout our culture is because it powerfully and effectively fulfills one of the major purposes of all story–to help us better understand ourselves, the world we live in, and what it means to be human.  For that reason, this trope is one of the things that can either make or break a story.  When done well, it can turn the work into a classic.  When done poorly, it can make us wish we had our money back.

I’d talk about this trope in my own work, but I don’t want to give any spoilers.  In Bringing Stella Home, there’s something of a gender inversion, as the title would imply.  In fact, there’s a gender inversion in Star Wanderers as well, though you’ll have to wait until part IV to read it.  In Desert Stars, it’s more of a personal moment, but the whole novel is a lot more intimate and personal than a save the world type of adventure.

Trope Tuesday: Supernatural Aid

Getting back to our discussion of the Hero’s Journey, I think it’s important to briefly touch on one of the earlier stages: supernatural aid.  At some point between refusal of the call and crossing the threshold of adventure, the hero typically encounters a mentor figure from the unfamiliar world who gives him something supernatural or otherworldly to help him on his quest.  While the mentor often dies (as we saw last week), the supernatural aid that the mentor gives later proves to be a key to defeating the big bad and passing the ultimate test.

Often, this is an actual object.  In Lord of the Rings, for example, Galadriel gives each member of the fellowship a specific object.  She gives Sam a magical vial, which he uses later to defeat Shelob and save Frodo and the ring.  In The Lion, The Witch, and the Warderobe, Aslan gives each of the kids a weapon item specially suited to their characters (except Edmund, who was a prisoner of the queen at the time).  In Star Wars IV: A New Hope, Obi Wan gives Luke his father’s lightsaber–though for the purposes of this trope, we can also count his special training with the force, since Luke doesn’t use the lightsaber until episode V.

In discussing this trope, Joseph Campbell said the following:

Having responded to his own call, and continuing to follow courageously as the consequences unfold, the hero finds all the forces of the unconscious at his side. Mother Nature herself supports the mighty task. And in so far as the hero’s act coincides with that for which his society is ready, he seems to ride on the great rhythm of the historical process.

So if the mentor is supposed to die (or get put on a bus) in order for the hero to stand on his own feet, why does the hero need some kind of supernatural aid?  Isn’t that just cheating?

Not exactly.  Often, the aid is itself part of the ultimate test, and the hero doesn’t figure out how to use it properly until after he’s already experienced everything from the adventure that he needs.  The silver slippers from The Wizard of Oz are a good example of this.  So is AURYN from The Neverending Story.  The hero doesn’t fall back on the supernatural aid until after he’s completed his growth arc.

That’s not the only reason, though.  In order for the adventure to have meaning and impact, the stakes have to be really high.  Having some sort of mysterious character from the outside world grant the hero something supernatural is a great way to do this, especially at the beginning.  If the hero is part of something bigger than himself–saving the world, for example–then it makes sense that he would get some kind of help from the people depending on him, especially if those people have something supernaturally powerful to give.

The Force from Star Wars is one of my favorite examples of supernatural aid.  I hear that when episode IV debuted in the theaters, the crowds jumped up and screamed when Obi Wan said “use the force, Luke!” in the clip at the top of the post.  Just because it’s so awesome, here’s the full scene (more or less):

“Remember–the force will be with you. Always.”

Trope Tuesday: The Vamp

Also known as the temptress or the seductress, the vamp is one of the more dangerous characters the hero meets on his journey.  A devastating beauty who is as evil as she is sexy, she uses her feminine wiles to exploit men’s flaws to her own advantage.  If the hero falls for her, he will be destroyed.

Unlike the femme fatale, her more neutral counterpart, she is completely evil and cannot be redeemed.  This is because her role in the story demands it.  She generally makes her first appearance in the initiation phase of the hero’s journey, after the hero sets out on the adventure but before he masters the unfamiliar world.  In many cases, she represents a leave your quest test or a secret test of character.

Joseph Campbell thought this character was so important that he dedicated an entire phase of the monomyth to her:

When it suddenly dawns on us…that everything we think or do is necessarily tainted with the odor of the flesh, then, not uncommonly, there is experienced a moment of revulsion: life, the acts of life, the organs of life, woman in particular as the great symbol of life, become intolerable to the pure, the pure, pure soul. The seeker of the life beyond life must press beyond (the woman), surpass the temptations of her call, and soar to the immaculate ether beyond.

As such, the vamp represents the more carnal elements of the hero’s nature, which he must reject or overcome in order to be transformed.  Confronting her is an important part of the story because it gives him an opportunity to recognize his flaws and master them.  It isn’t easy, though–the vamp is an extremely deceptive character, and often plays tricks like the wounded gazelle gambit to confuse the hero and gain his sympathy.

While often a female character, there are a few male examples of this character.  Mr. Wickham from Pride and Prejudice is one of the more obvious ones.  Basically, the vamp can be of any gender, so long as s/he is someone the main character finds sexually enticing.  Because of the traditionally male-centric nature of the hero’s journey, however, she’s almost always female.

Also, I think it’s important to add that it’s not just the vamp’s sexiness that makes her evil, it’s the way that she uses it to manipulate and undermine the hero.  If she starts out evil but has a heel-face turn later in the story, she doesn’t fulfill this trope.  Likewise, if falling for her wouldn’t make the hero fail, then she doesn’t fulfill the trope either.

I’ve played with this trope a little bit in my own work, but not in a big way yet.  Heloise from Star Wanderers: Fidelity (Part II) probably fits this trope the best, though her appearance is fairly brief.  Tamu from Bringing Stella Home might appear superficially to be one, but she’s actually more of a fair weather mentor for Stella (and has good reasons for choosing the life of a Hameji consort).  And of course, Mira from Desert Stars doesn’t fit this trope at all, seeing how much she changes by the end.

Trope Tuesday: The Trickster

After the hero crosses the threshold of adventure and finally sets out on his journey, he passes through a long phase that Campbell called “the road of trials.” This is often where the meat of the story happens, but it doesn’t fit squarely into any one trope because of all the possible directions where the story can go.  For that reason, I think it’s more useful to think in terms of who the hero meets, not what the hero does.

The Trickster is often (though not always) one of the first characters the hero encounters upon entering the lands of adventure.  He is almost always male, though sometimes he can change shapes and even sexes (for example, Loki, who turned into a mare and conceived Odin’s horse).  His role in the story, though, can range from mentor (Merlin, Yoda, Mary Poppins) to bad guy (the Joker, the Homonculi, Grand Admiral Thrawn) to the hero himself (Prometheus, Bugs Bunny, Bilbo Baggins).

Obviously, the Trickster is a very slippery character.  You can tell who he is, though, by whether he meets these two basic criteria:

  • completely unpredictable
  • not beholden to any authority

In this way, the Trickster often stands in stark contrast to the people of the ordinary world that the hero left behind.  Which makes sense–having just crossed the threshold of adventure, the hero needs to leave his old mentality behind and be exposed to new experiences and ideas.  For that reason, the Trickster’s antics often serve to teach the hero an Aesop, helping him to learn and grow.

That doesn’t mean that the Trickser is harmless.  Quite the contrary–he’s a dirty, lying cheat, capable of taking any disguise and throwing the victims of his pranks into any moral quandary just for laughs.  He’s not necessarily a jerkass–he may even be more of an ally than an enemy–but he definitely is not to be trusted.

Like most things associated with the hero’s journey, the amazing thing is just how prevalent this trope is.  It’s even cropped up in some of my own work.  For example, in Bringing Stella Home, Ilya Ayvazyan is a trickster of the playful hacker variety.  In Star Wanderers, Samson is a blithe spirit who doesn’t necessarily have Jeremiah’s best interests at heart…though his girlfriend (the one at Alpha Oriana) is a lot more sinister.  I’m not sure if anyone fits this trope in Desert Stars, but you could probably make a case for Lena or Amina–or better yet, Ibrahim.

Of all the major character archetypes, though, the Trickster is the one I feel like I know the least about.  If you have anything else to add, I would like to hear it!

Trope Tuesday: Belly of the Whale

The last stage in the departure phase of the hero’s journey is called the Belly of the Whale, after the Biblical story of Jonah.  After receiving the call and passing the threshold to the land of adventure, the hero faces what may quite possibly be the darkest hour of his life and dies in some way to the home he has just left behind.

I know what you’re thinking: “Huh? Why does the hero die at the beginning of the story?  Isn’t that supposed to happen later?” Well…yes, it does, but the symbolic death at this point is important, too.  At its core, the hero’s journey is a story of transformation and growth.  When the hero comes back from the lands of adventure, he isn’t the same person he was when he first left–he’s been changed in some way.  And in order for that change to take place, the hero needs to let go of who he was and move forward.

Joseph Campbell describes it like this:

The idea that the passage of the magical threshold is a transit into a sphere of rebirth is symbolized in the worldwide womb image of the belly of the whale. The hero, instead of conquering or conciliating the power of the threshold, is swallowed into the unknown and would appear to have died. This popular motif gives emphasis to the lesson that the passage of the threshold is a form of self-annihilation. Instead of passing outward, beyond the confines of the visible world, the hero goes inward, to be born again.

Of course, the death and rebirth doesn’t have to be literal (though it can be, as it was with Dionysus).  The point is to show that the hero has fully crossed the threshold, cutting all his ties with home and burning his ships on the shores of the land of adventure.  Once the hero passes through the belly of the whale, there’s no going back–it’s all or nothing now.

So how common is this trope really?  Actually, it occurs more often than you might think.  In Harry Potter and the Sorcerer’s Stone, it happens when Harry boards the Hogwarts Express and realizes he’s leaving his old world completely behind.  It happens in The Lion, the Witch, and the Wardrobe when Peter and the others decide to go after Mr. Tumnas instead of returning to their own world through the wardrobe.  It happens in Star Wars IV when the Millennium Falcon gets sucked into the Death Star, and in Final Fantasy IV when Cecil washes up in Mysidia.

The main theme running through all these examples is that adventures are hard.  If they were easy, anyone could go on them–and no one would be changed by them.  They may be fun, and they’re definitely worth it, but to set out on one, you always have to give up something close to you–and that’s hard.

Trope Tuesday: Threshold Guardians

In an indirect way, this guy pretty much saved the galaxy.

So the hero gets the call, refuses it at first (or jumps at it, as the case may be), but one way or another he eventually sets out on the adventure.  As he soon discovers, though, one does not simply walk into Mordor.  Adventures are not the sort of thing that anyone can do, and in order to prove his mettle, he first has to pass a few tests and confront some sort of challenge.  Only then can the adventure really begin.

At the edge of the familiar world lies a threshold, the boundary separating the peaceful, boring land of the hero’s home from the dangerous and exciting lands of adventure.  The threshold might be literal, such as the wall in Stardust and Sabriel, or it might be more symbolic, such as the field in Lord of the Rings that marks the furthest that Samwise has ever gone.  Either way, the threshold is often the site of the hero’s first significant challenge–and the one who offers that challenge is the threshold guardian.

According to Joseph Campbell:

The ‘threshold guardian’…[stands] for the limits of the hero’s present sphere, or life horizon. Beyond them is darkness, the unknown and danger…The adventure is always and everywhere a passage beyond the veil of the known into the unknown; the powers that watch at the boundary are dangerous; to deal with them is risky; yet for anyone with competence and courage the danger fades.

In terms of story, the purpose of the threshold guardian is not to present some impossible test or to pose some sort of world-altering threat.  Rather, they exist to mark the boundary between the familiar world and the unfamiliar, and to show how the hero is different from all the other people who chose to stay at home instead.  In other words, their main purpose is to kick-start the adventure.

For example, in Star Wars Episode IV: A New Hope, the threshold guardians are the Tusken Raiders who roam the Jundland Wastes surrounding Luke Skywalker’s home.  Venturing out into the wastes is dangerous–yet Luke does it, to bring back R2D2 after the droid runs away.

When R2D2 warns Luke that the Tuskens are approaching, Luke doesn’t run away from them–he crawls to the top of the ridge to get a better look.  This leads to his first real encounter with danger, and almost gets him killed.  Fortunately, Obi Wan Kenobi rescues him and takes him home, telling him about the ways of the force and presenting him with his father’s lightsaber.  The adventure is off to a good start.

If Luke had never ventured out into the Jundland Wastes, or if he had run from the Tuskens at the first sign of danger, he never would have been rescued by Obi Wan, never would have learned about his father, never would have left his home and probably would have died when the Imperials attacked his uncle’s homestead.  If the Tuskens had never attacked him, he would have loaded R2D2 into the speeder and gone back home, never meeting Obi Wan as well.  Without the Tusken Raiders, the whole story never would have happened.

In Harry Potter and the Sorceror’s Stone, Draco Malfoy plays a similar role.  If Harry Potter had joined House Slytherin, Voldemort would probably have taken over before the end of the first book.  Instead, the early animosity between Draco and Harry’s newfound friends pushed him to take sides, setting the stage for everything else that was to come.

The threshold guardians don’t always have to take an adversarial role.  In a lot of stories, defeating the guardian means winning an ally, even sometimes a best friend.  That’s what happens when Robin Hood spars with Little John–in fact, the trope is subverted because Little John actually wins.  Or perhaps the whole thing was a secret test of character, because it’s Robin Hood’s good-natured reaction to losing that wins Little John over.

Not every instance of the hero’s journey has a threshold guardian, but many of them do.  It’s a clear and compelling way to mark the threshold between home and adventure, which is present in every hero’s journey, simply by definition.  When done well, it’s a great way to show what makes the hero different from all the other would-be adventurers who chose to stay home.