LESSON 3 - Readying the Crew
"Companions are chosen for you by the Management. You will normally meet them for the first time at the outset of the Tour." - Diana Wynne Jones
Traveling alone is not uncommon among various characters. In fact, to get to places faster, one usually attempts to travel alone, with no one to hinder the journey. There are certainly characters of note capable of moving from one location to another. But one has to note the fact that these Lone Travelers are skilled enough to warrant the solo journey. They've survived this long because there's something about them that keeps them alive, whether magical powers or combat mastery.
But for those just starting out and paving their way into Fantasyland, it's much better to travel in groups. In fact, if you've recently stopped at a City or Town or somewhere with People (or Small Folk/Fae Folk/Non-People Folk), then I highly suggest you linger long enough to find several members to travel with to ensure your survival.
But for those just starting out and paving their way into Fantasyland, it's much better to travel in groups. In fact, if you've recently stopped at a City or Town or somewhere with People (or Small Folk/Fae Folk/Non-People Folk), then I highly suggest you linger long enough to find several members to travel with to ensure your survival.
Possible additions to your party
Magic Users should be foremost on your list. If you are not yourself a Master Sorcerer/Sorceress or a burgeoning student of magic, then Fantasyland will become all the more difficult to scale if you do not retain the help of someone knowledgeable and skilled in the world's magic. Magic Users come in many forms, sometimes as young men and women with a tendency to cast spells in the background, sometimes child prodigies with dark pasts and even darker futures. Often they are humorous wise old men who tell stories and travel long distances with heroes who head to a particular goal. Frankly, the old geezers are probably your best bet; they get underestimated a lot. If you get really lucky, you might even find yourself a combination magic user, warrior and sorcerer in one package. Do avoid Necromancers, though, they're more likely to ensure your death than your survival.
Thieves and Other Shady Folk are not trustworthy beings, especially if you are walking down a dark alley or crowded street and are not minding your satchel. They often litter Fantasyland by the hordes, probably because they have existed for centuries and have since organized themselves into guilds across the lands (how they manage this is my guess). There may seem to be no particular use for thieves in an adventure through Fantasyland, but often Street Urchins and Guides with Nimble Fingers spring from this group. Like the elderly Magic Users, Street Urchins tend to be underestimated for their age, and they almost always find ways to survive a situation (by running away or disappearing delicately into shadow). Guides with Nimble Fingers tend to be adept in opening doors and leading you into paths you never thought existed. This group should not be interchanged with Assassins and Spies (more on this in Term 2).
Warrior Folk and Knights survive through sheer force of physical acumen. Unlike Magic Users and Thieves, both of which are brought solely for the support they provide, Warriors are expected to be at the forefront of the journey. They win fights/duels/confrontations, handle various sorts of weaponry, and hunt for wild game during long, inn-less journeys. They tend to be gifted in the art of combat, sometimes possessing innate magical abilities, like wolf-senses and hawk-eyes, and all those other animal-like skills that heighten senses. Occasionally, they're even gifted with magic, though a number of them tend to hate this combination; Warriors are often proud and honor-bound, and to them, magic kind feels like cheating.
Warrior Folk and Knights survive through sheer force of physical acumen. Unlike Magic Users and Thieves, both of which are brought solely for the support they provide, Warriors are expected to be at the forefront of the journey. They win fights/duels/confrontations, handle various sorts of weaponry, and hunt for wild game during long, inn-less journeys. They tend to be gifted in the art of combat, sometimes possessing innate magical abilities, like wolf-senses and hawk-eyes, and all those other animal-like skills that heighten senses. Occasionally, they're even gifted with magic, though a number of them tend to hate this combination; Warriors are often proud and honor-bound, and to them, magic kind feels like cheating.
Were-Folk and People with Strange Powers are not to be confused with Magic Users. These men and women are valued because their abilities work outside the realm of spell-casting magic, probably because they're Halflings with Fey or Cursed or Divine Blood. This often makes anyone from this group both a benefit and a liability. True, their powers are something that could prove useful to your survival, to a point where they can surpass Warriors and Magic Users. But often this boost in ability comes at a price you might not be willing to pay. Blood pacts should never be sworn, and be especially careful with women whose abilities manifest at a single touch.
Best Friends and Loyal Companions are, for lack of any other use, necessary in preserving your mental constitution. They are typically the moral compasses for main characters, and provide some comic relief, should the Warrior or Magic User or Thief be too serious for words (and honestly, wouldn't you want a great conversationalist going with you?). Perhaps this friendship might even grow to love, though I'm sure you'll deal with those types of feelings after the adventure, since, you know, you're trying to survive a dangerous fantasy world. Careful, though. If you get too close, there is a chance that one of you might die to save someone's life. And if your goal is to survive Fantasyland, then guess who's dead first?
Best Friends and Loyal Companions are, for lack of any other use, necessary in preserving your mental constitution. They are typically the moral compasses for main characters, and provide some comic relief, should the Warrior or Magic User or Thief be too serious for words (and honestly, wouldn't you want a great conversationalist going with you?). Perhaps this friendship might even grow to love, though I'm sure you'll deal with those types of feelings after the adventure, since, you know, you're trying to survive a dangerous fantasy world. Careful, though. If you get too close, there is a chance that one of you might die to save someone's life. And if your goal is to survive Fantasyland, then guess who's dead first?
Fantasies used
David Eddings' The Belgariad
Terry Goodkind's The Sword of Truth
Lloyd Alexander's Chronicles of Prydain
Tamora Pierce's Song of the Lioness
G.R.R. Martin's A Song of Ice and Fire
Terry Goodkind's The Sword of Truth
Lloyd Alexander's Chronicles of Prydain
Tamora Pierce's Song of the Lioness
G.R.R. Martin's A Song of Ice and Fire
For Assignment 3, click here!