A quest serves as a plot device in mythology and fiction: a difficult journey towards a goal, often symbolic or allegorical, which word, that refers to the sequence of events inside a story which affect other events through the principle of cause and effect?
abe7f9aa33ececb5bf80f9c437da7646
Quest A quest serves as a plot device in mythology and fiction: a difficult journey towards a goal, often symbolic or allegorical. Tales of quests figure prominently in the folklore of every nation and ethnic culture. In literature, the object of a quest requires great exertion on the part of the hero, who must overcome many obstacles, typically including much travel. The aspect of travel allows the storyteller to showcase exotic locations and cultures (an objective of the narrative, not of the character). The object of a quest may also have supernatural properties, often leading the protagonist into other worlds and dimensions. The moral of a quest tale often centers on the changed character of the hero.
62f1c3fe4ef3b544ce3e3cbcea87a339
Plot (narrative) Plot refers to the sequence of events inside a story which affect other events through the principle of cause and effect. The causal events of a plot can be thought of as a series of sentences linked by "and so". Plots can vary from simple structures such as in a traditional ballad to complex interwoven structures sometimes referred to as an "imbroglio". The term "plot" can serve as a verb and refer to a character planning future actions in the story.
ac5d00b02889a367603f9bda946c96f2
Medieval fantasy Medieval fantasy is a subgenre of fantasy that encompasses the Middle Ages and sometimes simply represents fictitious versions of historic events. This subgenre is common among role-playing games, text-based roleplaying, and high-fantasy literature. It can include various elements of Middle Ages European culture and society, including a monarchical government, feudal social structure, medieval warfare, and mythical entities common in European folklore. In Denmark Peter Hesseloe is currently (as of august 2017) working on a roleplaying game system and API with same name: Medieval Fantasy.
8a15264fd428c2d1c565f48f7e8ab19a
Questing Questing is a game played across a community or geographic place. Originally coined in the USA, it is similar to the concept of letterboxing where clues lead to sealed boxes to be found in a type of treasure hunt.
2d7577a9b6687098fddf23e28ec7e28e
Historical fiction Historical fiction is a literary genre in which the plot takes place in a setting located in the past. Historical fiction can be an umbrella term; though commonly used as a synonym for describing the historical novel; the term can be applied to works in other narrative formats, such as those in the performing and visual arts like theatre, opera, cinema and television, as well as video games and graphic novels.
89f56822d5409024754fced6586593b3
Tragedy Tragedy (from the Greek: τραγῳδία , "tragōidia" ) is a form of drama based on human suffering that invokes an accompanying catharsis or pleasure in audiences. While many cultures have developed forms that provoke this paradoxical response, the term "tragedy" often refers to a specific tradition of drama that has played a unique and important role historically in the self-definition of Western civilisation. That tradition has been multiple and discontinuous, yet the term has often been used to invoke a powerful effect of cultural identity and historical continuity—"the Greeks and the Elizabethans, in one cultural form; Hellenes and Christians, in a common activity," as Raymond Williams puts it.
8b96cc60c6c28af4266afa314f6d1028
Antenarrative Antenarrative is the process by which retrospective narrative is linked to living story. While aspects of this process have been studied by other disciplines under other names for centuries, the term "antenarrative", coined by David Boje in 2001, has four primary uses. The first two uses of antenarrative are as the before(ante)-narrative, existing as story is turned to narrative, and a bet (ante) narrative, placed in hopes that something will become a retrospective narrative. The other two uses are spiral and rhizome antenarratives.
8c8a0879af23b0632528dbb4bcf49f82
Flood myth A flood myth or deluge myth is a narrative in which a great flood, usually sent by a deity or deities, destroys civilization, often in an act of divine retribution. Parallels are often drawn between the flood waters of these myths and the primeval waters found in certain creation myths, as the flood waters are described as a measure for the cleansing of humanity, in preparation for rebirth. Most flood myths also contain a culture hero, who "represents the human craving for life".
b58eecc9c3fd34205d12bda6ee689eb2
Character (arts) A character (sometimes known as a fictional character) is a person or other being in a narrative work of art (such as a novel, play, television series, or film). The character may be entirely fictional or based on a real-life person, in which case the distinction of a "fictional" versus "real" character may be made. Derived from the ancient Greek word χαρακτήρ, the English word dates from the Restoration, although it became widely used after its appearance in "Tom Jones" in 1749. From this, the sense of "a part played by an actor" developed. Character, particularly when enacted by an actor in the theatre or cinema, involves "the illusion of being a human person." In literature, characters guide readers through their stories, helping them to understand plots and ponder themes. Since the end of the 18th century, the phrase "in character" has been used to describe an effective impersonation by an actor. Since the 19th century, the art of creating characters, as practiced by actors or writers, has been called characterisation.
d6431a80fe8cf243bb409c01e5890db6
Heptalogy A heptalogy (from Greek ἑπτα- "hepta-", "seven" and -λογία "-logia", "discourse") is a compound literary or narrative work that is made up of seven distinct works. Whilst not in wide usage, it has been used to describe such examples as the "Harry Potter" series of books. The only term in common usage for a certain number of books, films, etc., is trilogy.
9ce7ed22e0a14a6b3910826f4c28b72a
Characterization Characterization or characterisation is the representation of persons (or other beings or creatures) in narrative and dramatic works of art. This representation may include direct methods like the attribution of qualities in description or commentary, and indirect (or "dramatic") methods inviting readers to infer qualities from characters' actions, dialogue, or appearance. Such a personage is called a character. Character is a literary element.
60ea520e6e29eba50f128f1a4b4531b6
Wheel of fire In a literary context, the Wheel of Fire may refer to the chain of tortuous or dire consequences that result from a single action.
f386143fa03a1dc6af0ef0ebd54a8142
Eucatastrophe Eucatastrophe is a term coined by English writer J. R. R. Tolkien which refers to the sudden turn of events at the end of a story which ensures that the protagonist does not meet some terrible, impending, and very plausible and probable doom. Tolkien formed the word by affixing the Greek prefix "eu", meaning "good", to "catastrophe", the word traditionally used in classically inspired literary criticism to refer to the "unraveling" or conclusion of a drama's plot. For Tolkien, the term appears to have had a thematic meaning that went beyond its literal etymological meaning in terms of form. In his definition as outlined in his 1947 essay "On Fairy-Stories", eucatastrophe is a fundamental part of his conception of mythopoeia. Though Tolkien's interest is in myth, it is also connected to the gospel; Tolkien calls the Incarnation of Christ the eucatastrophe of "human history" and the Resurrection the eucatastrophe of the Incarnation.
c6f76a08747790fbcb673611397d7dee
Fictionalism Fictionalism is the view in philosophy according to which statements that appear to be descriptions of the world should not be construed as such, but should instead be understood as cases of "make believe", of pretending to treat something as literally true (a "useful fiction"). Two important strands of fictionalism are modal fictionalism developed by Gideon Rosen, which states that possible worlds, regardless of whether they exist or not, may be a part of a useful discourse, and mathematical fictionalism advocated by Hartry Field, which states that talk of numbers and other mathematical objects is nothing more than a convenience for doing science. Also in meta-ethics, there is an equivalent position called moral fictionalism (championed by Richard Joyce). Many modern versions of fictionalism are influenced by the work of Kendall Walton in aesthetics.
516c39fa9015376c6e4b6e25e1c4826d
Sentient weapon A sentient weapon is a common plot device in many works of fantasy, mythology, and science fiction, and is related to the classic motif of the magic sword. Sentient weapons may be human, robotic, or magical (as is the case with any non-technological weapons, such as a sword), but not all magic weapons are sentient. A sentient weapon may experience a moral conflict from its specific nature as a weapon, or may function as the villain, which, through its intelligence, is able to gain power. Another possibility is that it assists the wielder, or is merely neutral.
a6909649598eb10478ac472453c5df1c
Homer Homer (Ancient Greek: Ὅμηρος ] , "Hómēros") is the name ascribed by the ancient Greeks to the legendary author of the "Iliad" and the "Odyssey", two epic poems which are the central works of ancient Greek literature. The "Iliad" is set during the Trojan War, the ten-year siege of the city of Troy by a coalition of Greek states. It focuses on a quarrel between King Agamemnon and the warrior Achilles lasting a few weeks during the last year of the war. The "Odyssey" focuses on the journey home of Odysseus, king of Ithaca, after the fall of Troy.
0b0b50d9c42387b993addbc287c60972
Hamartia The term hamartia derives from the Greek ἁμαρτία, from ἁμαρτάνειν "hamartánein", which means "to miss the mark" or "to err". It is most often associated with Greek tragedy, although it is also used in Christian theology. "Hamartia" as it pertains to dramatic literature was first used by Aristotle in his "Poetics". In tragedy, hamartia is commonly understood to refer to the protagonist’s error or flaw that leads to a chain of plot actions culminating in a reversal from their good fortune to bad. What qualifies as the error or flaw can include an error resulting from ignorance, an error of judgement, a flaw in character, or a wrong-doing. The spectrum of meanings has invited debate among critics and scholars, and different interpretations among dramatists.
c8d401ceff74ef3f3e8e1a28e1f8b627
Tragedy (event) A tragedy is an event of great loss, usually of human life. Such an event is said to be "tragic". Traditionally the event would require "some element of moral failure, some flaw in character, or some extraordinary combination of elements" to be tragic.
206f23f2f1f4167cd6aa691dc0c76ee9
Quest (disambiguation) A quest is a journey toward a goal.
3a17fb662a945072c44a17f8353b09be
Deus ex machina Deus ex machina (] : or ; plural: "dei ex machina") is a Latin calque . The term has evolved to mean a plot device whereby a seemingly unsolvable problem is suddenly and abruptly resolved by the inspired and unexpected intervention of some new event, character, ability or object. Its function can be to resolve an otherwise irresolvable plot situation, to surprise the audience, to bring the tale to a happy ending, or act as a comedic device.
0ec1b7e0a6c56a7d9a041727632c1901
Quest (Anderson novelette) "Quest" is a science fiction novelette by American writer Poul Anderson, about the consequences of an extraterrestrial scoutship landing in Medieval England. It is a sequel to Anderson's 1960 novel "The High Crusade". Poul Anderson described the original as "one of the most popular things I've ever done, going through many book editions in several languages." "Quest", originally appeared in "Ares" magazine in the same issue that saw the original publication of" The High Crusade" wargame. The novelette was included in two collections of Anderson's short work, "Space Folk" and "Going for Infinity", before being added to the Baen Books fiftieth anniversary edition of "The High Crusade".
ed2d4da1bfe5b753fbf398a48b6e6b85
Interactive fiction Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of Interactive narratives or Interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text-only", however, Graphical text adventure games, where the text is accompanied by graphics (still images, animations or video) still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles.