Remember those fairy tales you met as a child? Maybe you read them avidly, maybe you attempted to avoid them altogether. Diana Paxson points out that fairy tales hold, in their events, many clues for journeying. This seems to me especially the case for tales where the hero or heroine is on a quest, in unfamiliar territory. Some examples: the tales of the 'fool', the youngest son who will win the princess' hand; Grimm's tale of the girl who fell down a well and returned laden with gold (her greedy step-sister being less fortunate); the young woman who befriends a magic beast who later becomes human; the young knight whose horse is able to get him out of trouble so that he can complete her quest.
In this short account I'm attempting to distill some rules from these tales. I'll follow it up with a retelling of one of them, though this may take a little time.
In the tales, the adventurer is on unknown ground. Seemingly-impossible tasks are set. Help comes from strange quarters. And, there are the examples of those who don't meet requirements, the elder brothers who fail because of their self-seeking natures and unwillingness to share what they have; the step-sister who travels only from greed, and does not give help when asked; and those who think that talking to animals is beneath them.
The king has made a proclamation that only the one who fulfils an impossible task can marry the princess. Our hero's two brothers use this as a way to get out of the house. Off they go with their packed lunches, and refuse to give any to the bird, the squirrel, or the old man who asks for a share. They disappear from the story. The third son, a boy known for his kindness, finally goes also, with dreams and visions in his head, though his mother warns that he's the fool of the world who will give up whatever he has, if someone asks.
He shares his food, and talks to the old man, telling him his dream of making a flying ship, thus fulfilling the impossible task. The man gives advice, which the boy follows: a set of procedures, followed by the injunction that when he has his ship, he must take on board those he meets on the way. In completing the procedures the boy falls asleep and wakes to find the ship before him.
In his journey to the palace, he meets several very strange-looking people, each of whom has a particular attribute or skill, and invites them on board. Arrived at the palace, the king sets a serious of further 'impossible tasks', each of which is overheard by one of the strange friends, and performed by another of these friends. Eventually the king has no more tasks, the princess makes her wishes known, and the marriage takes place.
This story has almost all the ingredients met with in journeying: it lacks a defined 'animal ally', instead including the series of strange people. It lacks any threat from the creatures met -- the threats all come from the king with his increasingly-difficult demands.
The envious step-sister also makes the journey, throwing a spindle into the well and jumping in after it, running past the oven and the apple-tree and also taking service with Mother Holle, but not completing her tasks. Her reward on returning is a shower of sticky pitch.
There are other stories in which the heroine or hero ventures into dangerous situations, with trolls, monstrous beasts, and so forth. Sometimes companions may be endangered and it is up to the hero to rescue them. Often the skills stressed are those of listening and consulting, then finding a way round (often told this by a being whom the heroine has previously helped.) At other times the hero is himself in danger and is rescued by calling to a being who has promised to come when called -- the horse who breaks down the door with her hooves, the eagle who swoops down when the heroine waves her feather, and so forth.
Here's what I've digested from these and other stories.
Now, a few caveats: There are stories in which the unwitting hero/ine is offered help with strings attached (often from a fair-seeming character) and doesn't check out the conditions. If possible, check these out first! Also there are stories in which a character is taken somewhere with the promise that they will see wonderful things or learn something new. This promise may not be all it seems: often the hero/ine is rescued by a friend or ally -- ask your animal ally whether you should go, and make sure he/she/it knows how to reach you.
And there are stories in which the heroine eats or drinks, and is then bound to serve, or often falls asleep . . . remember Snow White eating a poisoned apple?
And a different kind of caveat. If someone asks for your help, any reward they later give is up to them. Bargaining is usually not a good idea: they will take you literally, and may fail to give help when it's most needed because you have set conditions.
One final rule: If you need help, call for it!
Finally however: the journey in the 'quest' fairytales may be predictable to the hearer, but to the woman or man of the story it is strange, unusual, and amazing, often puzzling and perplexing. No rules are absolute, including those on this page, except for maybe one: go and read the stories.
(My apologies if this all sounds like Dungeons and Dragons (a sort-of reversed version). They used the same sources. . . the fairy tales and folktales of Europe, and from around the world.)
Copyright © 'Ragnheid', 1999.