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A Story By Any
Other Name
As acclaimed fantasy writer and folklorist Josepha Sherman so cogently
put it in Once Upon a Galaxy, her excellent treatment of the role
oral tradition and folk stories have played in the development of
modern fantasy and science fiction literature, the realms of fantasy
and science fiction literature owe as much to the oral tales of past
generations as they do to their own literary adherents and protagonists.
Journeys and epic voyages abound within the pages of traditional folk
stories and narratives. Among the more notable of these are: the seven
magnificent voyages of Sindbad from the Arabian Nights; the voyage
of the children of Puna from Polynesian myth and legend; the voyages
of Prince Maddoc; the legendary Saint Brendan, and the Celtic maritime
hero Muledon from Welsh and Irish folklore and history, and the journey
of Jason and his Argonauts to retrieve the Golden Fleece hidden away
in Colchis at the opposite end of the world from Jasons Greek
homeland. Some journeys become so popular a folkloric device that they become
part of international tradition. One such is the tale of a young man,
usually the youngest of three brothers, who must journey to a distant
royal court to win himself a wife, aided by a ship that can sail on
land and sea, accompanied by extraordinary crew of helpers with magical
powers. The tale is known across the world, and the hero goes by many
names: TiJean in Quebec, Jack in Nova Scotia and the southern
Appalachians, Ivan in Russia, Per in Norway and the baldheaded
Kelloglan in distant Turkey. This type of tale is often known as the
ship on land and sea, the strong helpers, or how six traveled through
the world to seek their fortune, as retold in numerous versions. The
extraordinary powers of the helpers may include drinking and eating,
marksmanship, running, listening, and in the Turkish variant even
the ability to put enemies to sleep through music and being able to
read the thoughts of others at a distance. Some journeys are undertaken in order to rescue a close friend or
loved one from some peril, usually of an otherworldly nature. In the
British ballad, Orfeo, the king undertakes a journey to the realm
under the hill, in order to rescue his queen who has been kidnapped
by that realms ruler. Orfeo plays his harp so sweetly that the
underworld monarch can deny him nothing, including the return of his
queen to the world of mortal men. This tale is the British retelling
of the Greek myth Orpheus and Eurydice, save that Orpheus wanted to
return his wife from the realm of the dead and would have succeeded
had he not broken Hades injunction against looking behind him
as he emerged from Hades realm. There is a tale from Albania
in which a woodcutter must entertain a journey to the world of ghosts
in order to rescue his brother who has been kidnapped to become the
husband of the ghost kings daughter. In order to rescue the
lad, the woodcutter engages the spectral monarch in an all night riddle
contest that he wins just as dawn strikes, thus ending the power of
the ghost king. In a Welsh tale, a shepherd dared invade the realm
of Awawn, the lord of death and darkness, in order to steal the monarchs
golden crown as part of a larger quest to please the monarch of Gwynedd.
Many tales tell how a lowly hero must enter a distant or shadowy realm
in order to retrieve or steal a valuable item or part of a fabled
treasure. It might be a Faerie cup, a magical sword, or even a royal
sceptre as in a Breton legend in which a peasant enters the Faerie
realm to steal the crown of the Faerie queen in order to satisfy the
demands of his future wife. If journeys and epic voyages are numerous in the world of folklore
and legend, then it is equally true that the realm of oral literature
is filled with travelers and wanderers who themselves often become
the centerpiece of a particular story or legend. Some of these travelers
are doomed to perpetually wander, never resting, always going from
place to place, to fulfill some command, search for a loved one, or
serve some other need or compulsion that keeps them afoot forever
with no chance to rest from their labors. Among these perpetual wanderers
are: the Flying Dutchman of maritime lore, the wandering Jew, the
smith, who, after being expelled from both heaven and hell, must wander
the shadows forever, the three Nephytes from Mormon tradition, and
perhaps the two best examples from modern folklore, the vanishing
hitchhiker and the traveling salesman. In the Hispanic tradition, especially within Mexico and the American
southwest, the spectral figure of La Llorona, the weeping woman, is
always present, as she wanders the world in desolation and sorrow,
either seeking her own dead children, or else taking revenge upon
the children of hapless mortals foolish enough to get in her way or
disobey an injunction from an elder or parent. During the 1960s
a clever little fantasy story was published in which a strange fellow
shows up at a party and claims to be the avatar of every traveling
salesman who ever lived, doomed to wander the earth forever, visiting
a million farmhouses, sleeping with a million farmers daughters,
and never selling one blessed item. When he is asked what he carries
in his travelling case, he gives a one word answer: bricks. In an
episode of the British science fiction cult series, Dr. Who, the wandering
timelord encounters an astral Flying Dutchman, a tramp freighter
who must wander the lanes of space until the end of time itself. The late folklorist and scholar, Richard Dorson, once said that a
good story never dies, and that if it did, it probably was not a good
tale to begin with; he then went on to state that good stories get
retold; they change, evolve into new forms, and continue on down that
special road all good stories take. What, after all, was the 1950s
science fiction classic film, Forbidden Planet, but a futuristic retelling
of William Shakespeares Tempest? What, after all, was Star Wars
but Arthurian romance dressed up with special technical effects, with
chargers and lances replaced by star fighters and light sabres? What,
after all, was the classic Treasure of Sierra Madre but a cinematic
reworking of the Pardoners tale from Geoffrey Chaucers
Canterbury Tales from six centuries ago. Frodo Bagginss quest
to Mordor to destroy the ring of Sauran was told a thousand years
ago by Teutonic and Scandinavian storytellers and skalds about Siegfrieds
quest to destroy the cursed ring of gold from the evil treasure horde
of the Rhine maidens. Modern popular characters, such as Superman,
Spiderman, and Bugs Bunny, have had their oral and folkloric counterparts
and antecedents for centuries and past generations. But then thats
the way it is, has been, and always will be whenever and wherever
a good yarn is concerned. So let us end where we began, with Captain Janeways ship and crew attempting to make their way back home to the Alpha Quadrant. Whether they ultimately succeed is as much up to the popularity of the series with the public as it is with the whims of the moguls at Paramount, what perils will Voyager encounter trying to get back home: futuristic Cyclops, Sirens, and Circe, or even stranger interstellar terrors in the vast void of space. And what will Captain Janeway find if indeed she does make it back? Homer may not be a member of Voyagers crew, but surely his spirit hovers over them all as they try to get back home. published in WIP Summer 1996 |
Special Features Why I Hate Lady Ragnell Alan Irvine's article and the rebuttal it engendered. Variations on Storycrafting: Thomas the Rymer
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