1. A Quester: This is the character who embarks on the journey, usually driven by a need or desire. They may be a hero, an ordinary person, or even a group of people.
2. A Place to Go: The quest always involves a destination, whether physical or metaphorical. The destination may be a physical location, a state of being, or a piece of knowledge.
3. A stated Reason to Go There: There's a reason behind the journey, a goal or purpose that drives the quester forward.
4. Challenges and Trials: Obstacles and trials that test the quester's courage, resilience, and resolve are essential to the quest. These may be physical challenges, moral dilemmas, or internal struggles.
5. The Real Reason to Go: Often, the stated reason for the quest is not the real one. The true purpose might be self-discovery, growth, or a deeper understanding of themselves or the world.
Foster emphasizes that quests are rarely about the stated goal; they are primarily about the journey itself. The challenges encountered and the inner transformation of the quester are what make the story meaningful.
Keep in mind that Foster's book is about understanding literary devices and patterns. While the "5 Characteristics of a Quest" provide a useful framework, remember that writers often play with these conventions, subverting expectations and creating their own unique versions of the classic quest narrative.