alanajoli: (british mythology)
In an earlier entry, I mentioned being asked about sacred objects and passed along the questions for general consumption. I did not post my own answers, since I didn't want to pollute anyone else's brainstorm. However, Randy Hoyt from Journey to the Sea and others mentioned wanting to know what I'd come up with, so here's my original answer, in all its brainstormy glory.

1. An object given to a hero to see the future.

Persian king Jamshid was said to own a seven-ringed wine cup, which was filled with an elixir of immortality and allowed him to see the future.

A dangerous location in Welsh mythology is Cadair Idris in the Snowdon mountains. The location is said to look like the seat of a giant (Idris being the giant in question). Men who spend the night there are either given the gift of prophecy, blessed with the gift of poetry (which is sometimes the same thing), or go stark raving mad.

This one isn't given to a hero, sadly, but is interesting -- Tezcatlipoca, one of the four creator gods of the Aztecs, is also called "Smoking Mirror." He's related to obsidian (which is what the Aztecs used to make mirrors), but he's also often depicted with a mirror in place of the foot he lost during the creation of the world. There's an association between the mirror and seeing all of the world, or seeing the future, depending on the source.

2. An object given to a hero that allows him/her to step into a new world/realm.

I can mostly think of fairy tales that fulfill this sort of requirement, as far as objects go -- and even then, it's usually a boat or a horse or some other vehicle with the potential to cross between the world of men and the world of the fae/the dead/some particularly difficult to reach location. In "East of the Sun, West of the Moon," for example, the heroine is given a horse; in at least one of the stories in 1000 Nights and One Night, there's a flying horse that travels faster than any living creature (and may be mechanical, if I remember correctly); and one of the Thirteen Treasures of Britain (from Welsh tradition) is the chariot of Morgan Mwynfawr, which could instantly transport the driver to the location of his desire. There's also the flying carpet, which does similar things, but doesn't really cross *realms* -- just makes travel to human-world locations much faster.

3. A structure/entrance that acted as a gateway to a new world.

There are three major categories I can think of for this -- it's a trope that appears pretty frequently. In the British Isles, particularly (and probably along parts of continental Europe), fairy hills are all over the place. They're typically sites where archaeologists have found ruins of hill forts, and such, but local tradition dictates that the hills are entrances into the Other world. One of my favorite of these is Glastonbury Tor, which is topped by St. Michael's Tower and is beautifully iconic.

The second category are caves, which can connect either to the Other world in that same fairy sort of tradition, or to the land of the dead. I believe Orpheus begins his journey to Hades in a cave, and I know there are cave entrances in Ireland that have a connection to the Other world. There are urban legend sites that mention associations between caves and the opening to the world of the dead in Latin America, as well, but I don't know how good the mythological basis is for that.

The third category is just the shoreline. At World's End, in Cornwall, for example, at certain times you're supposed to be able to look out and see the drowned land of Lyonesse, apparently accessible through the mist if one could just get there. Odysseus in the Odyssey communes with the spirits of the dead, consulting with Tiresias, after having beached his vessel. Shoreline is liminal space -- space where things aren't quite one thing or another -- so the idea of the shore as a crossing point from one world into the next is a pretty common theme. (To use Jungian analysis, it's also the place where the conscious meets the unconscious!)

For a stretch, you could say that a pok-ta-pok court (the Mayan ballgame playing ground) is an entrance into the underworld, as well, given the way that the gods of the underworld tend to summon people from one of those courts. Along those lines -- as far as a stretch goes -- there are lots of man made sites, such as tholoi or some pyramids, that are built with the intention of transporting a *spirit* to the other world. The Treasury of Atreus is a very cool looking one of these.

4. An object given to a hero to help him/her find his/her way out of the labyrinth (or a general state of confusion or blindness).

The easiest of these, is, of course, Ariadne's thread, which Theseus used to find his way back out of the Labyrinth of Crete. Fairy tales offer other options, as well -- the traditional marbles, bread crumbs, or pebbles that children or heroes leave behind them to find their way back. There are also stories about various liquids enabling a person who smeared them on his eyes to see the Other world -- dragon's blood, fairy spit, etc., etc., -- but a lot of those are literary conventions, I think.

5. An object used in storytelling ceremonies that gives the holder permission to speak to the group.

This seems to me to be most commonly a Native North American tradition, and, of course, the most common item is the "talking stick," which I'm sure you're familiar with! Some things I've read posit that the "peace pipe," feathers, or even wampum belts could be used for this same function.

--

A few of the things that readers mentioned in comments that I hadn't: Orpheus's lyre, herms or hermae as crossing points between worlds, traditional fortune telling devices such as crystal balls and tarot cards, the Tree of the Knowledge of Good and Evil (as an effective transport from Eden to the human realm), Coyote running toward a village with a firestick in his mouth and being chased by smoke spirits, pools of water and caves of prophecy, and literary examples like the AURYN amulet from The Neverending Story, the palantiri from The Lord of the Rings, and Adaon's brooch from The Black Cauldron.

I've asked to see the eventual logo that sparked these questions for the design team in the first place, and should I be allowed to, I'll share it here. In the mean time, what fun hunting for mythic objects!
alanajoli: (Default)
Quick reminder: tomorrow is the last day to enter this week's contest. The Blue Fairy Book could be yours!

Randy Hoyt, the editor of Journey to the Sea, and I have been talking back and forth for awhile about some of the concepts that come up in my blog entries here, particularly, recently, the difference between what a thing *is* and what a thing *means.*

Let's start again.

In our modern consciousness, we tend to think first about what a thing is -- its physical components, its solid substance -- without thinking much about any sort of cosmic significance the object might have. I immediately recognize my cell phone as my cell phone -- it's plastic parts in a pretty green color that I picked because it was the "green" environmental phone and is also lime green. It's back lit, has a screen, has some programs in it. It has the function of being a device for communication, something I completely take for granted these days, as compared to when I was in college and calling home was still an expensive thing to the point that I bought phone cards that had cheaper rates after 9 p.m.

In a more mythic consciousness, at least the type depicted by Owen Barfield in Saving the Appearance, all of those features are far less relevant than what a thing means. Meaning is kind of a vague and bogus (V&B) word, so I'll try to describe a little better, again relying on the master. Barfield writes that a mythic consciousness doesn't think of metaphors the same way a modern consciousness does. When they talk about blood as life, or the stars guiding fate, they're not being poetical. Real blood isn't those cells wandering through your body passing oxygen around. Real blood is life force, is family, is connection, is all of those things that blood symbolizes in a modern consciousness. The symbol, in this context, is the real meaning -- not the physical liquid that shows up when I cut myself. (In a more mythic consciousness, I'd first identify my cellphone's most important quality: it is my bridge to those who are far away, the cord that allows me to connect beyond the local distances.)

Randy wrote some mythic interpretation of Neil Gaiman's Batman comics, collected in What Ever Happened to the Caped Crusader, which hinges on the idea of subjective vs. factual experience. It ties in very nicely to the ideas he and I have been batting about, some of which I touch on, very briefly, in my photo essay on Arthurian sites that will be up on Journey to the Sea on Saturday. He's also written and published some great essays on the idea of "myth beyond words" (in an issue to which I contributed) and wrote a great essay on mythos vs. logos, which I think is worth a read.

In the meantime, Randy brings you Batman!

--

In the last year or two, I have become fascinated with storytelling mediums that use more than just words to communicate narratives or recall them to mind. The great myths and legends of humanity have long been depicted in non-narrative works of art like marble statues, stained-glass windows, and totem poles. I have recently become fascinated with a much newer form of narrative art: the comic book.



Comic books combine images and words to tell stories. These could be stories of any kind, though stories about superheroes seem to have dominated the medium. My recent interest in comics got sparked late last year when I heard that Neil Gaiman was writing two new comic books about Batman. I knew Neil Gaiman as an award-winning fantasy and science-fiction novelist, but I had just discovered that he began his writing career with comic books. (His popular comic series The Sandman, seventy-five issues that ran from 1989-1996, has been reprinted in eleven volumes that are still in print.)



Gaiman was slated to write his two new issues about Batman's death, which certainly surprised me at first. But Batman would have to die, I suppose, and his death would be an important part of the overall Batman story. The two Gaiman comics came out in the spring, and I could not have been more impressed with them. The setting is Batman's funeral. The wide range of guests at the funeral includes Alfred, Commissioner Gordon, the Penguin, and even Superman. Batman's spirit is somehow there, as well, observing his own funeral.



Some of the guests come forward to pay their respects. Catwoman speaks first, recounting their meeting and describing how Batman died in her pet shop. Alfred speaks next, describing how young Bruce responded to his parents' murder and how that led to his death -- but I should quickly point out that Alfred's story is completely different than Catwoman's story! Seven other characters also tell different stories of Batman's untimely death throughout the two issues.



Gaiman's comics resonated with my interest in and study of myth on two counts:



  • First, storytellers throughout history have incorporated elements from other stories into their own or retold existing stories with alterations to produce new versions. Gaiman is telling a new story that obviously incorporates existing characters and events created by others. But Gaiman is also re-imagining some of these existing narrative elements. Alfred's story in particular is wickedly clever, in which Alred reveals that he was somehow the Joker. (I believe this story is original to Gaiman. But since I'm not familiar with all the existing Batman stories, please correct me if I'm wrong.)



  • Second, the approach to the world that produces myth and art often concerns itself with the subjective experiences of meaning and significance rather than with objective facts. By using a frame narrative to place the accounts of Batman's death into the mouths of characters in the story, Gaiman puts the emphasis on these subjective experiences. All nine stories discuss what Batman's death might mean or signify, and they all ring "true" in their own way -- even if they could not all be factually accurate.



You can find these two new issues at your local comic shop by asking for Batman #686 and Detective Comics #853. DC Comics last month released a hardcover book containing these two issues (along with three earlier Batman comics written by Gaiman), which is available at Amazon and other booksellers. I would highly recommend these two issues, even if, like me, you have had little previous exposure to comics.

alanajoli: (Default)
...and I'm back! Thanksgiving and the following week have been very busy here as we've moved and have been unpacking boxes and trying to find the floor under our piles of books. But this week, I had a real live guest blogger, so I had to make sure to return by Friday!

I had the opportunity to meet and chat with Randy Hoyt, who introduced me to the idea of "freelance scholarship," at MythCon this year. Randy had started an electronic journal for myth related articles called Journey to the Sea, which he was happy to tell me about, and which I've been following devotedly since. In the current issue, I also had the privilege of being a contributor--after seeing what I'd been writing about here, Randy asked me to talk a bit about mythology and role playing games. (The discussion after the article has been as much fun for me as writing the article itself!)

Without further ado, here is Randy's guest blog, discussing what drew him to start Journey to the Sea.

--

My first memorable encounter with mythology came in my eighth grade world history class. We read many different creation myths, and the differences and similarities among them fascinated me. I remember in that class developing a particular fondness for the stories and rituals of ancient Egypt: I even briefly wanted to be an Egyptologist when I grew up. I have since spent considerable time since getting acquainted with the gods and goddesses of Greek and Norse mythology, the adventures and battles in the epic poems of ancient India, the delightful legends of Native American tricksters like Raven and Coyote, and many more stories from other great mythological traditions around the world.

Although I first discovered what anthropologists would describe as "myths" in middle school, a similar reaction had been evoked in me earlier by another type of narrative: fantasy fiction. I read quite a bit as a child, but stories like Redwall and The Chronicles of Narnia had a much greater impact on me than more realistic novels. These fantasy stories carried me away to other worlds, to long-forgotten pasts of legends and magic, and filled me with powerful images of joy and heroism, of sorrow and loss, of longing and hope. My imagination was overwhelmed when I finally saw Star Wars in high school, years after most of my peers, and I knew that I would never be the same after my time in that galaxy far, far away.

I have continued to be delighted and nourished by these stories over the years, all of which I classify as "mythic narratives" or "myths." A little over a year ago, after reading a couple of books on mythology by Joseph Campbell, I decided to put forth greater effort in reading, studying, and writing about these stories. Being a web developer by trade, it was natural for me to channel that effort into a new web site called "Journey to the Sea" that I describe as "an online myth magazine." Since launching the site last summer, I have been publishing new issues monthly; each issue contains three or four semi-scholarly articles from various contributors about mythic stories.

In the first six issues, the articles have already covered a wide array of very interesting material: disobedience against the divine in such stories as Paradise Lost and the Greek story of how the turtle got its shell, magic in the imagined America of Orson Scott Card's Alvin Maker series, and the appearance of secular Aesopic fables in the religious writings of the Sufi master Rumi. The latest issue looks at a variety of works like stained-glass windows and comic books that use more than just words to communicate myths or to recall them to mind, and Alana has contributed an excellent article to that issue titled "Games As Interactive Storytelling." I hope you'll come by and visit the site at [http://www.journeytothesea.com]; I'm sure you'll discover exciting new myths or find some new ways to look at myths you thought you already knew.
alanajoli: (cowboys and aliens - daiyu)
There have been a couple of really interesting posts lately, both in livejournals I read ([livejournal.com profile] irysangel and [livejournal.com profile] sartorias) and in other blogs (Genreville) about what we carry with us as readers when we approach a work of fiction. Sometimes we as readers demand a happy ending, or "good writing" (whatever that means). Sometimes we have expectations that a work of fiction will stay true to its beginnings--in the case of John Leavitt's interesting Genreville post, that means urban fantasy that sticks close to the private investigator noir tradition, rather than fantasy roots. While a novel may not demand decisions from its readers like a role playing game does, there's a high degree of interactivity even in the printed page. Readers supply a whole lot of what goes on in a scene. My mother used to tell me she had trouble reading as a kid, because she'd imagine so many details of each scene, it would take her forever to get on with the reading instead of the imagining.

It makes me wonder a bit about the nature of sub-creation, which I've been reading and writing about a bit lately (thanks to the article [livejournal.com profile] randyhoyt had me ponder about earlier this month). Tolkien's description of sub-creation is quite clearly the act of an artist, or the person involved in the act of presenting a secondary creation to an audience. But I wonder, as that audience, how much sub-creation effort we expend ourselves. I've heard some writing teachers talk about students who see words simply as data. They take in the information, but don't do what my mother did as a child--they bring no imagination to it. I suspect that good writing--that a good work of sub-creation--requires not only investment from the artist, but from the audience as well. The give and take required there is a much more intricate balance than people who write off genre fiction on the whole (or really, any form of art--like the abstract visual works that I can't really claim to understand, or some forms of poetry that I don't "get") allow for.
alanajoli: (Default)
October is my favorite month, so I'm a little sheepish that I entirely missed it here at livejournal. We managed to fill our social schedule to the gills and then collapse thereafter because we were quite exhausted with the hullaballoo, and as I'm sure many of you lj users know, once you stop blogging, getting back in the habit is a challenge.

But here I am, back in action. Over the past month I have (in no particular order):

* turned 29
* applied for a grant for my library
* applied for a grant for myself
* turned in my first ever history article
* had a visit from first-reader Arielle
* had a birthday party, complete with red velvet cake
* had a murder mystery party
* played some role playing games
* worked on writing assignments
* read most of The Immortals series by Joy Nash, Robin Popp, and Jennifer Ashley
* gone to a wedding
* gone to a Halloween party as Death from the Sandman (see below)
* cut my hair
* visited urgent care only once (much better than last month where I was in and out)
* had a cold
* watched The Muppet Movie
* actually relaxed a little bit
* missed a deadline on an essay that I'll be getting to fellow lj user [livejournal.com profile] randyhoyt in the next few days :)
* watched Ironman with friends
* watched Hero with friends who are also LotRO pushers
* run the second session of my 4e Mythic Greece game
* voted
* read a really cute article in PW about a fifth grade class's votes for literary characters
* played through Knights of the Old Republic again
* various and sundry other things that I'm forgetting off the top of my head

Also, on a completely different note, the area behind my apartment today, usually a parking lot, looked like a wuxia movie set. The ground is covered in yellow leaves, which are the same color as the trees from which they fell. I was ready for someone to do some wushu in my yard, just because the colors were perfect.

And now, me as Death:



I hope you've all had a good month! I'll be catching up on blogs slowly, so if I missed a big life change for anyone, I'm very sorry. I'm sure I'll catch on as blog posts continue.
alanajoli: (Default)
A couple of quick notes before we get to the guest blog today (the first in awhile, I know!). First is that the e-book of Serenity Adventures is now available at Drive Thru RPG as an e-book. I have word that the book is off to print as well, getting words actually embedded on paper, and it will soon exist in tangible format. In the meantime, the Drive Thru RPG version has a sample available, so go check it out!

Second note: you may have heard that several Americans were detained this week in China for documenting a pro-Tibetan protest. Among these journalists was my good friend Brian Conley, the founder of Alive in Baghdad. The news is that these independent journalists are going to be held for 10 days before being deported (so we're only a week away from them coming home). While I know that Brian would prefer for people to focus on the people who are suffering from constant oppression rather than his plight, I wanted to take this moment to mention them here on the blog, and encourage people to follow this story in the news--and if you feel so moved, see what you can do to help.

Third note: I've noticed that deadlines manage to become more and more brutal the longer I try to pretend they're not there. I've beaten one, have another on Monday, and then have until mid-September until my next firm (LFR) deadline. We'll see if this gives me a chance to catch up on my soft deadlines!

And now, for the introduction. Karen Armstrong is a freelance scholar well known for her writings about religion, as well as two memoirs about her experiences finding faith and losing it. <lj user=randyhoyt>, who I was delighted to meet at MythCon last weekend (and whose online magazine Journey to the Sea you'll be hearing about quite a bit on this blog in the future), expanded my knowledge of Armstrong over the course of a very informative conversation: in short, she is not only a bestselling writer and engaging scholar of monotheism, but a woman with a deep story of her own, which look forward to reading. The most pertinent of her works to this blog is her A Short History of Myth, from which this (also short) excerpt is taken. I have taken the liberty of replacing her "imagination" with "Imagination" in my mind (referring to Barfield's work, and I suspect Coleridge's), but it can be read well either way.

I hope you enjoy it!

--

Another peculiar characteristic of the human mind is its ability to have ideas and experiences that we cannot explain rationally. We have imagination, a faculty that enables us to think of something that is not immediately present, and that, when we first conceive it, has no objective existence. The imagination is the faculty that produces religion and mythology. Today mythical thinking has fallen into disrepute; we often dismiss it as irrational and self-indulgent. But the imagination is also the faculty that has enabled scientists to bring new knowledge to light and to invent technology that has made us immeasurably more effective. The imagination of scientists has enabled us to travel through outer space and walk on the moon, feats that were once only possible in the realm of myth. Mythology and science both extend the scope of human beings. Like science and technology, mythology, as we shall see, is not about opting out of this world, but about enabling us to live more intensely within it.

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Alana Joli Abbott

November 2023

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