As modern humans we are all familiar with the Quest story. The nature of the quest story is explained succinctly by Michael Foley in his pop-psychology book The Age of Absurdity:
There is a rich and unbroken tradition of quest literature running from The Epic of Gilgamesh in 1000 BCE to The Wizard of Oz in the twentieth century. The scholar of myth, Joseph Campbell, has shown how the quest saga has been important in every period and culture and always has the same basic structure, though local details may vary. Each saga begins with a hero receiving a call to adventure which makes him abandon his familiar, safe environment to venture into the dangerous unknown. There, he undergoes a series of tests and trials, negotiates many difficulties and slays many monsters. As a reward he wins a magical prize — a Golden Fleece, a princess, holy water, a sacred flame or an elixir of eternal life. Finally he brings the prize back from the kingdom of dread to redeem his community.
Likewise, the Quest Story has been very popular in children’s fiction.
This narrative hasn’t always been the dominant one; the Quest Story started with The Epic of Gilgamesh. Before that, stories tended to star female characters, because they were about the birth of the world, and in order for things to come into existence, our ancestors believed that a female being was necessary. If you’ve never read The Epic of Gilgamesh, here’s Foley’s summary:
The hero, Gilgamesh, a Mesopotamian king, becomes disenchanted with his kingdom and life and departs on a quest, which involves dealing with ferocious lions, scorpion men and a beautiful goddess who attempts to detain him with surprisingly modern temptations: ‘Day and night be frolicsome and gay; let thy clothes be handsome, thy head shampooed, thy body bathed.’ Nevertheless, the hero persists in his quest and, diving to the bottom of a deep sea, plucks the plant of immortality. But the ending has a nasty twist that would have to be changed in any movie version: when Gilgamesh lies down to rest a serpent steals the plant, eats it and attains eternal youth. In mythology the snake is always the villain.
Some writers argue a case for a departure from these old stories, as have others before him. (See Marjery Hourihan: The Centrality of The Adventure Story) But can we ever really get away from this narrative? Foley says we’re all living the narrative. By ‘abstract seeker’ he’s talking about people who say they ‘want to travel’, but if you were to ask them to where, and for what purpose? they would be hard-pressed to say why — instead, the modern imperative is to be constantly on the move.
Campbell argues that these narratives symbolize an essentially inward journey—the hero breaks free from the conventional thinking of his time, ventures out into the dark of speculative thought, finds the creative power to change himself and wishes to share this with others. The prize won after much uncertainty and danger is knowledge. “The hero is the one who comes to know.” So the narrative has four stages: departure, trial, prize, return; these are the same as the goals of the abstract seeker: detachment, difficulty, understanding, transformation.