The Tough Guide to Fantasyland
Diana Wynne Jones
Top 10 Best Quotes
“Horses are of a breed unique to Fantasyland. They are capable of galloping full-tilt all day without a rest. Sometimes they do not require food or water. They never cast shoes, go lame or put their hooves down holes, except when the Management deems it necessary, as when the forces of the Dark Lord are only half an hour behind. They never otherwise stumble. Nor do they ever make life difficult for Tourists by biting or kicking their riders or one another. They never resist being mounted or blow out so that their girths slip, or do any of the other things that make horses so chancy in this world. For instance, they never shy and seldom whinny or demand sugar at inopportune moments. But for some reason you cannot hold a conversation while riding them. If you want to say anything to another Tourist (or vice versa), both of you will have to rein to a stop and stand staring out over a valley while you talk. Apart from this inexplicable quirk, horses can be used just like bicycles, and usually are. Much research into how these exemplary animals come to exist has resulted in the following: no mare ever comes into season on the Tour and no stallion ever shows an interest in a mare; and few horses are described as geldings. It therefore seems probable that they breed by pollination. This theory seems to account for everything, since it is clear that the creatures do behave more like vegetables than mammals. Nomads appears to have a monopoly on horse-breeding. They alone possess the secret of how to pollinate them.”
“Settle for what you can get, but first ask for the World.”
“Slender Youth. A tour companion who may be either a lost prince or a girl/princess in disguise. In the latter case it is tactful to pretend you think she is a boy. She/he will be ignorant, hasty and shy, and will need hauling out of trouble quite a lot. But she/he will grow up in the course of the Tour. In fact she/he will be the only Companion who will change in any way. Quite often, she/he will soon exhibit a very useful talent for magic and end up by hauling everyone else out of trouble. But this will not be until midway through your second brochure.”
“SAGE. A wise and Holy man who died a long time ago. No one modern qualifies.”
“Female Mercenary. This will be a companion on your Tour. She is usually tall, thin and wiry, silent, and neurotic. Sex scares her. This is because she either came from a nunnery or was raped as a child. Or both. Somehow this inspired her to become a mercenary and she is very good at her job. You can rely on her absolutely in a fight. She can usually kill two people at once while guarding your back in between. The rest of the time, she will irritate you with lots of punctilious weapons cleaning and a perpetual insistence that a proper watch be kept. Mostly, she will have no magic talents, but sometimes, in an emergency, she will come up with a gift or vision. You will end up grudgingly admiring her.”
“Doras II was a somewhat absentminded king, It is said, when Death came to summon him, Doras granted Death the usual formal audience and then dismissed him from his presence. Death was too embarrassed to return until many years later- Ka'a Orto'o, Gnomic Utterances”
“Small Man can be a very funny or a very tiresome Tour Companion, depending on how this kind of thing grabs you. He gambles, he drinks too much and he always runs away. Since the Rules allow him to make Jokes, he will excuse his behaviour in a variety of comical ways. Physically he is stunted and not at all handsome, although he usually dresses flamboyantly. He tends to wear hats with feathers in. You will discover he is very vain. But, if you can avoid smacking him, you will come to tolerate if not love him. He will contrive, in some cowardly way, to play a major part in saving the world.”
“Settle for what you can get, but first ask for the World. - Ka'a Ort'o, Gnomic Utterances, Civ”
“NUNNERIES: The Rule is that any Nunnery you approach, particularly if you are in dire need of rest, Healing, or provisions, will prove to have been recently sacked. You will find the place a smoking ruin littered with corpses. You will be shocked and wonder who could have done such a thing. Your natural curiosity will shorty be satisfied, because there is a further Rule that there will be one survivor, either a very young NOVICE or a very old nun, who will give you a graphic account of the raping and burning and the names of the perpetrators. If old, she will then die, thus saving you from having to take her along and feed her from your dwindling provisions; if a Novice, she will either die likewise or prove to be not as nunnish as you at first thought, in which case you may be glad to have her along.”
“City of Wizards is normally quite a GOOD thing, since only Good WIZARDS seem able to live together. . . .There have been cities of EVIL Wizards in the past. You will occasionally come across the sites of these, reduced to a glassy slag during the ultimate disagreement.”
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Book Keywords:
archetypes, humor, city, horses, fantasy, disagreement, harmony, wizards, good, evil