LESSON 1 - ALWAYS CARRY A MAP
"Find the map. No tour of Fantasyland is complete without one." - Diana Wynne Jones
It is a guaranteed and accepted fact that without a map, you are likely to get as lost in the world of Fantasyland as a mouse in a maze with no cheese for guidance. If you traipse over a mountain you could very well unveil an angry griffin sitting atop its nest of eggs. Spelunk through an unsuspecting cave and you might find yourself running back out just to avoid the dragon's hot fiery breath as it swirls fast upon you. There may be mischievous sirens in a particular sea, a troll king in a particular nation, a madam ogre running a particular inn. The forests are rife with poisonous berries that could slay Snow White a dozen times over, and drinking upon the nearby river-waters could turn you into a toad. Forever.
What you need is the know-how to avoid getting yourself mauled, clawed, enchanted, and chased away. A guide to beating back the dangerous forces at hand. Without proper planning and tools, your chances of survival in the grueling world of fantasy is as minuscule as a light switch suddenly sprouting a horn and flying off into the reaches of untraveled space (but hey, it could happen).
So clearly the best way to start your adventure into Fantasyland is to find a map.
Maps are essential to your travels. Whether you are beginning in your hometown or stepping off into the next town, you may still want a map that covers both bases as well as the surrounding countryside. In fact, I suggest toting with you a set of several maps. This may seem cumbersome, but likely you're carrying a Satchel of Disproportionate Size, so stuffing a few pieces of paper in there should be nothing, right?**
What you need is the know-how to avoid getting yourself mauled, clawed, enchanted, and chased away. A guide to beating back the dangerous forces at hand. Without proper planning and tools, your chances of survival in the grueling world of fantasy is as minuscule as a light switch suddenly sprouting a horn and flying off into the reaches of untraveled space (but hey, it could happen).
So clearly the best way to start your adventure into Fantasyland is to find a map.
Maps are essential to your travels. Whether you are beginning in your hometown or stepping off into the next town, you may still want a map that covers both bases as well as the surrounding countryside. In fact, I suggest toting with you a set of several maps. This may seem cumbersome, but likely you're carrying a Satchel of Disproportionate Size, so stuffing a few pieces of paper in there should be nothing, right?**
What you can find in a map of Fantasyland:
- Surrounding kingdoms you never really thought existed outside of your already-large nation. Hey, maybe you want to go there, maybe you don't, and maybe you have no choice but to eventually make it past that Impassable Desert and out onto the Land of Ev. Certainly, if you plan to conquer Fantasyland, it would help to know your neighbors.
- Neighboring lands have unwavering--or mercenary--loyalties to a particular overlord. It is a proven fact that Fantasyland disputes tend to be dealt with as medievally as possible, which means avoiding conflict on your road of travel is usually a good idea. Knowing when you've crossed that Riverrun border to Casterly Rock may very well save your life. I mean, how embarrassing would it be if you suddenly started praising Fish in a Den of Lions?
- The North, which is a very, very cold place to be. Remember to dress appropriately for such harsh weather conditions. There is no telling how many battles--magical or non-magical, mental or physical--you may have to fight over that wall. And just to make it clear, walls in the north tend to be as tall as they come. Scaling it is a bad idea, but if you're really desperate to see the other side, be my guest. Just try not to slip on the ice coming down on the other side.
- Weird-sounding names that may or may not have apostrophes and letters put together that are difficult to pronounce. Worry not, likely people you've met on the way to an unpronounceable city won't know how to say it as well. You can probably get away with pointing at the direction of the city, and calling it "That City There" and they'll know exactly what you're talking about. Still, it helps to know what the signs on the road are pointing to, yeah?
- The Islands, usually a place filled with mystic and exotic characters, like wizards and sorcerers and such. They're magical places, islands. Sometimes they're even forgotten and nobody bothers to sail to them unless there's a magical object to be had or a rare resource to be obtained. If you eventually find a Boat That Takes You Places, you can travel to those mystical islands. Just make sure not to step on the toes of any gods. They seem to get possessive over their small paradises away from home.
- Mysterious Unmapped Regions. These are the most dangerous because there hasn't been any type of exploration yet. Should you decide to go boldly, I suggest marking your travels upon your map and filling in the blank spaces. You might help a fellow traveler out eventually. Or, you know, keep that knowledge locked away somewhere and laugh at the other travelers for being so unprepared. That is, if you survive your journey from the mysteriously unmapped.
All in all, maps are good for you. They tell you exactly where you need to go, where you want to go, and where you are definitely going for want of other places to go to. While they do not delve into historical and political detail, a familiarity with the geography can get you a long way. You will know where the dragons possibly hide their gold, where the healing ponds are, and where the Lady Who Grants Wishes is said to be located. Should you decide to conquer Fantasyland, you might even be able to find strategic pathways and ideal terrains for your troops and magical creatures.
**A Note: In the event of dragonfire--which is likely to happen in Fantasyland--multiple copies of maps could very well help you in the long run, unless the dragon's completely wiped out your satchel, which might be a different problem entirely. Of course, the dragon may have likely burned you in the process as well, so by that point, worrying about having extra copies of maps is a moot point.
Fantasies used
L. Frank Baum's The Wizard of Oz
G. R. R. Martin's A Song of Ice and Fire
Jim Butcher's Codex Aleria
Kristin Cashore's Bitterblue
Terry Pratchett's Discworld
G. R. R. Martin's A Song of Ice and Fire
Jim Butcher's Codex Aleria
Kristin Cashore's Bitterblue
Terry Pratchett's Discworld
For Assignment 1, click here!