Refusal of the Call
- It’s natural for heroes to first react by trying to dodge the adventure. Is this trip really necessary?
- Heroes most commonly Refuse the Call by stating a weak list of excuses in their ordinary world but overcome this because of the urgency of the quest.
Persistent Refusal Leads to Tragedy
- This can be disastrous for the hero, a lot of consequences can be the result of the refusal
- Heroes may have to choose between conflicting calls from different levels of adventure.
- A positive refusal can come in the form of a hero resisting the temptation to be, or do something, evil.
Artist As Hero
- Another positive refusal can be if the artist is hero. We, as artists, can face contradictory calls.
- We must sometimes refuse the Call of the world to follow the winder Call of artistic expression
- These heroes who accept or sought out the Call to Adventure can be called ‘seekers’.
- However the fear and doubt represented by the Refusal of the Call will find expression even in the stories of willing heroes through other characters giving warnings
- Threshold Guardians are powerful figures who ‘raise the banner’ (Vogler and Montez, 2007) of fear and doubt, questioning the hero’s worthiness to be in the game.
- They can block the heroes journey before it’s even begun.
The Secret Door
- Human Curiosity drives heroes to inevitably violate limits set by Mentors and Threshold Guardians.
- They will do what they are told not to do.
- It is symbolism for the powerful drive that humans have to know all secrets and hidden things.
- An example of this is in Beauty and the Beast when Belle is told not to go into the rose room yet she still does.