Often heroes are unaware there is anything wrong with their Ordinary World and don't see any need for change. They may be in a state of denial. They have been just barely getting by, using an arsenal of crutches, addictions, and defense mechanisms. The job of the Herald is to kick away these supports, announcing that the world of the hero is unstable and must be put back into healthy balance by action, by taking risks, by undertaking the adventure.
RECONNAISSANCE
The Russian fairy-tale scholar Vladimir Propp identified a common early phase in a story, called reconnaissance. A villain makes a survey of the hero's territory, perhaps asking around the neighborhood if there are any children living there, or seeking information about the hero. This information-gathering can be a Call to Adventure, alerting the audience and the hero that something is afoot and the struggle is about to begin.
DISORIENTATION AND DISCOMFORT
The Call to Adventure can often be unsettling and disorienting to the hero. Heralds sometimes sneak up on heroes, appearing in one guise to gain a hero's confidence and then shifting shape to deliver the Call. Alfred Hitchcock provides a potent example in Notorious. Here the hero is playgirl Ingrid Bergman, whose father has been sentenced as a Nazi spy. The Call to Adventure comes from a Herald in the form of Cary Grant, who plays an American agent trying to enlist her aid in infiltrating a Nazi spy ring.
First he charms his way into her life by pretending to be a playboy interested only in booze, fast cars, and her. But after she accidentally discovers he's a "copper," he shifts to the mask of Herald to deliver a deeply challenging Call to Adventure.
Bergman wakes up in bed, hung over from their night of partying. Grant, standing in the doorway, orders her to drink a bubbly bromide to settle her stomach. It doesn't taste good but he makes her drink it anyway. It symbolizes the new energy of the adventure, which tastes like poison compared to the addictions she's been used to, but which ultimately will be good medicine for her.
In this scene Grant leans in a doorway, silhouetted like some dark angel. From Bergman's point of view, this Herald could be an angel or a devil. The devilish possibility is suggested by his name, revealed for the first time as "Devlin." As he advances into the room to deliver the Call to Adventure, Hitchcock follows him in a dizzying point-of-view shot that reflects the hung-over state of the hero, Bergman, as she lies in bed. Grant seems to walk on the ceiling. In the symbolic language of film the shot expresses his change of position from playboy to Herald, and its disorienting effect on the hero. Grant gives the Call, a patriotic invitation to infiltrate a Nazi spy ring. As it is delivered, Grant is seen right side up and in full light for the first time, representing the Call's sobering effect on Bergman's character.
As they talk, a crown-like, artificial hairpiece slides from Bergman's head, showing that her fairy tale existence as a deluded, addicted princess must now come to an end. Simultaneously on the soundtrack can be heard the distant call of a train leaving town, suggesting the beginning of a long journey. In this sequence Hitchcock has used every symbolic element at his command to signal that a major threshold of change is approaching. The Call to Adventure is disorienting and distasteful to the hero, but necessary for her growth.
LACK OR NEED
A Call to Adventure may come in the form of a loss or subtraction from the hero's life in the Ordinary World. The adventure of the movie Quest for Fire is set in motion when a Stone Age tribe's last scrap of fire, preserved in a bone fire-cage, is extinguished. Members of the tribe begin to die of cold and hunger because of this loss. The hero receives his Call to Adventure when one of the women puts the fire-cage in front of him, signalling without words that the loss must be made up by undertaking the adventure.
The Call could be the kidnapping of a loved one or the loss of anything precious, such as health, security, or love.
NO MORE OPTIONS
In some stories, the Call to Adventure may be the hero simply running out of options. The coping mechanisms no longer work, other people get fed up with the hero, or the hero is placed in increasingly dire straits until the only way left is to jump into the adventure. In Sister Act, Whoopi Goldberg's character witnesses a mob murder and has to go into hiding as a nun. Her options are limited — pretend to be a nun or die. Other heroes don't even get that much choice — they are simply "shanghaied" into adventure, conked on the head to wake up far out at sea, committed to adventure whether they like it or not.
WARNINGS FOR TRAGIC HEROES
Not all Calls to Adventure are positive summonses to high adventure. They may also be dire warnings of doom for tragic heroes. In Shakespeare's Julius Caesar, a character cries out the warning, "Beware the Ides of March." In Moby Dick, the crew is warned by a crazy old man that their adventure will turn into a disaster.
MORE THAN ONE CALL: CALL WAITING
Since many stories operate on more than one level, a story can have more than one Call to Adventure. A sprawling epic such as Red River has a need for several scenes of this type. John Wayne's character Tom Dunson receives a Call of the heart, when his lover urges him to stay with her or take her with him on his quest. Dunson himself
issues another Call to physical adventure when he invites his cowboys to join him on the first great cattle drive after the Civil War.
Romancing the Stone issues a complex Call to Adventure to its hero Joan Wilder when she receives a phone call from her sister who has been kidnapped by thugs in Colombia. The simple Call of physical adventure is set up by the need to rescue the sister, but another Call is being made on a deeper level in this scene. Joan opens an envelope which her sister's husband has mailed to her and finds a map to the treasure mine of El Corazon, "The Heart," suggesting that Joan is also being called to an adventure of the heart.
THE WIZARD OF OZ
Dorothy's vague feelings of unease crystallize when Miss Gulch arrives and spitefully takes away Toto. A conflict is set up between two sides struggling for control of Dorothy's soul. A repressive Shadow energy is trying to bottle up the good-natured intuitive side. But the instinctive Toto escapes. Dorothy follows her instincts, which are issuing her a Call to Adventure, and runs away from home. She feels painted into a corner by a lack of sympathy from Aunt Em, her surrogate mother, who has scolded her. She sets out to respond to the Call, under a sky churning with the clouds of change.
The Call to Adventure is a process of selection. An unstable situation arises in a society and someone volunteers or is chosen to take responsibility. Reluctant heroes have to be called repeatedly as they try to avoid responsibility. More willing heroes answer to inner calls and need no external urging. They have selected themselves for adventure. These gung-ho heroes are rare, and most heroes must be prodded, cajoled, wheedled, tempted, or shanghaied into adventure. Most heroes put up a good fight and entertain us by their efforts to escape the Call to Adventure. These struggles are the work of the reluctant hero or as Campbell called it, the Refusal of the Call.
QUESTIONING THE JOURNEY
1. What is the Call to Adventure in Citizen Kane? High Noon? Fatal Attraction? Basic Instinct? Moby Dick? Who or what delivers the Call? What archetypes are manifested by the deliverer?
2. What Calls to Adventure have you received, and how did you respond to them? Have you ever had to deliver a Call to Adventure to someone else?
3. Can a story exist without some kind of Call to Adventure? Can you think of stories that don't have a Call?
4. In your own story, would it make a difference if the Call were moved to another point in the script? How long can you delay the Call and is this desirable?
5. What is the ideal place for the Call? Can you do without it?
6. Have you found an interesting way to present the Call or twist it around so it's not a cliche?
7. Your story may require a succession of Calls. Who is being called to what level of adventure?
The problem of the hero now becomes how to respond to the Call to Adventure. Put yourself in the hero's shoes and you c
an see that it's a difficult passage. You're being asked to say yes to a great unknown, to an adventure that will be exciting but also dangerous and even life-threatening. It wouldn't be a real adventure otherwise. You stand at a threshold of fear, and an understandable reaction would be to hesitate or even refuse the Call, at least temporarily.
Gather your gear, fellow Seeker. Think ahead to possible dangers, and reflect on past disasters. The specter of the unknown walks among us, halting our progress at the threshold. Some of us turn down the quest, some hesitate, some are tugged at by families who fear for our lives and don't want us to go. You hear people mutter that the journey is foolhardy, doomed from the start. You feel fear constricting your breathing and making your heart race. Should you stay with the Home Tribe, and let others risk their necks in the quest? Are you cut out to be a Seeker?
This halt on the road before the journey has really started serves an important dramatic function of signalling the audience that the adventure is risky. It's not a frivolous undertaking but a danger-filled, high-stakes gamble in which the hero might lose fortune or life. The pause to weigh the consequences makes the commitment to the adventure a real choice in which the hero, after this period of hesitation or refusal, is willing to stake her life against the possibility of winning the goal. It also forces the hero to examine the quest carefully and perhaps redefine its objectives.
AVOIDANCE
It's natural for heroes to first react by trying to dodge the adventure. Even Christ, in the Garden of Gethsemane on the eve of the Crucifixion, prayed "Let this cup pass from me." He was simply checking to see if there was any way of avoiding the ordeal. Is this trip really necessary?
Even the most heroic of movie heroes will sometimes hesitate, express reluctance, or flatly refuse the Call. Rambo, Rocky, and innumerable John Wayne characters turn away from the offered adventure at first. A common grounds for Refusal is past experience. Heroes claim to be veterans of past adventures which have taught them the folly of such escapades. You won't catch them getting into the same kind of trouble again. The protest continues until the hero's Refusal is overcome, either by some stronger motivation (such as the death or kidnapping of a friend or relative) which raises the stakes, or by the hero's inborn taste for adventure or sense of honor.
Detectives and lovers may refuse the Call at first, referring to experiences which have made them sadder but wiser. There is charm in seeing a hero's reluctance overcome, and the stiffer the Refusal, the more an audience enjoys seeing it worn down.
EXCUSES
Heroes most commonly Refuse the Call by stating a laundry list of weak excuses. In a transparent attempt to delay facing their inevitable fate, they say they would undertake the adventure, if not for a pressing series of engagements. These are temporary roadblocks, usually overcome by the urgency of the quest.
PERSISTENT REFUSAL LEADS TO TRAGEDY
Persistent Refusal of the Call can be disastrous. In the Bible, Lot's wife is turned to a pillar of salt for denying God's Call to leave her home in Sodom and never look back. Looking backward, dwelling in the past, and denying reality are forms of Refusal.
Continued denial of a high Calling is one of the marks of a tragic hero. At the beginning of Red River, Tom Dunson refuses a Call to an adventure of the heart and begins a slide into almost certain doom. He continues to refuse Calls to open his heart, and is on the path of a tragic hero. It's only when he finally accepts the Call in Act Three that he is redeemed and spared the tragic hero's fate.
CONFLICTING CALLS
Actually Tom Dunson faces two Calls to Adventure at once. The Call to the heart's adventure comes from his sweetheart, but the one he answers is the Call of his male ego, telling him to strike out alone on a macho path. Heroes may have to choose between conflicting Calls from different levels of adventure. The Refusal of the Call is a time to articulate the hero's difficult choices.
POSITIVE REFUSALS
Refusal of the Call is usually a negative moment in the hero's progress, a dangerous moment in which the adventure might go astray or never get off the ground at all. However, there are some special cases in which refusing the Call is a wise and positive move on the part of the hero. When the Call is a temptation to evil or a summons to disaster, the hero is smart to say no. The Three Little Pigs wisely refused to open the door to the Big Bad Wolf's powerful arguments. In Death Becomes Her, Bruce Willis' character receives several powerful Calls to drink a magic potion of immortality. Despite an alluring sales pitch by Isabella Rossellini, he Refuses the Call and saves his own soul.
ARTIST AS HERO
Another special case in which Refusal of the Call can be positive is that of the artist as hero. We writers, poets, painters, and musicians face difficult, contradictory Calls.
We must fully immerse ourselves in the world to find the material for our art. But we must also at times withdraw from the world, going alone to actually make the art. Like many heroes of story, we receive conflicting Calls, one from the outer world, one from our own insides, and we must choose or make compromises. To answer a higher Call to express ourselves, we artists may have to refuse the Call of what Joseph Campbell terms "the blandishments of the world."
When you are getting ready to undertake a great adventure, the Ordinary World knows somehow and clings to you. It sings its sweetest, most insistent song, like the Sirens trying to draw Odysseus and his crew onto the rocks. Countless distractions tempt you off track as you begin to work. Odysseus had to stop up the ears of his men with wax so they wouldn't be lured onto the rocks by the Sirens' bewitching song.
However, Odysseus first had his men tie him to the mast, so he could hear the Sirens but would be unable to steer the ship into danger. Artists sometimes ride through life like Odysseus lashed to the mast, with all senses deeply experiencing the song of life, but also voluntarily bound to the ship of their art. They are refusing the powerful Call of the world, in order to follow the wider Call of artistic expression.
WILLING HEROES
While many heroes express fear, reluctance, or refusal at this stage, others don't hesitate or voice any fear. They are willing heroes who have accepted or even sought out the Call to Adventure. Propp calls them "seekers" as opposed to "victimized heroes." However, the fear and doubt represented by the Refusal of the Call will find expression even in the stories of willing heroes. Other characters will express the fear, warning the hero and the audience of what may happen on the road ahead.
A willing hero like John Dunbar from Dances with Wolves may be past the fear of personal death. He has already sought out death in the first sequence of the movie as he rides suicidally in front of Rebel rifles and is miraculously spared. He seeks out the adventure of the West willingly, without refusal or reluctance. But the danger and harshness of the prairie is made clear to the audience through the fate of other characters who represent Refusal of the Call. One is the mad, pathetic Army officer who gives Dunbar his scribbled "orders." He shows a possible fate for Dunbar. The frontier is so strange and challenging that it can drive some people insane. The officer has been unable to accept the reality of this world, has retreated into denial and fantasy, and refuses the frontier's Call by shooting himself.
The other character who bears the energy of Refusal is the scroungy wagon driver who escorts Dunbar to his deserted post. He expresses nothing but fear of the Indians and the prairie, and wants Dunbar to Refuse the Call, abandon his enterprise, and return to civilization. The driver ends up being brutally killed by the Indians, showing the audience another possible fate for Dunbar. Though there is no Refusal by the hero himself, the danger of the adventure is acknowledged and dramatized through another character.
THRESHOLD GUARDIANS
Heroes who overcome their fear and commit to an adventure may still be tested by powerful figures who raise the banner of fear and doubt, questioning the hero's very worthiness to be in the game. They are Threshold Guardians, blocking the heroes before the adventure has even begun.
 
; In Romancing the Stone, Joan Wilder accepts the Call and is totally committed to the adventure for the sake of her sister in Colombia. However, the moment of fear, the way station of Refusal, is still elaborately acknowledged in a scene with her agent, who wears the fearful mask of a Threshold Guardian. A tough, cynical woman, she forcefully underlines the dangers and tries to talk Joan out of going. Like a witch pronouncing a curse, she declares that Joan is not up to the task of being a hero. Joan even agrees with her, but is now motivated by the danger to her sister. She is committed to the adventure. Though Joan herself does not Refuse the Call, the fear, doubt, and danger have still been made clear to the audience.
Joan's agent demonstrates how a character may switch masks to show aspects of more than one archetype. She appears at first to be a Mentor and friend to Joan, an ally in her profession and her dealings with men. But this Mentor turns into a fierce Threshold Guardian, blocking the way into the adventure with stern warnings. She's like an overprotective parent, not allowing the daughter to learn through her own mistakes. Her function at this point is to test the hero's commitment to the adventure.
This character serves another important function. She poses a dramatic question for the audience. Is Joan truly heroic enough to face and survive the adventure? This doubt is more interesting than knowing that the hero will rise to every occasion. Such questions create emotional suspense for the audience, who watch the hero's progress with uncertainty hanging in the back of their minds. Refusal of the Call often serves to raise such doubts.
It's not unusual for a Mentor to change masks and perform the function of a Threshold Guardian. Some Mentors guide the hero deeper into the adventure; others block the hero's path on an adventure society might not approve of — an illicit, unwise, or dangerous path. Such a Mentor/Threshold Guardian becomes a powerful embodiment of society or culture, warning the hero not to go outside the accepted bounds. In Beverly Hills Cop, Eddie Murphy's Detroit police boss stands in his way, orders him off the case, and draws a line which Murphy is not supposed to cross. Of course Murphy does cross the line, immediately.
The Writer's Journey Page 12