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mitochondrion

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  1. http://en.wikipedia.org/wiki/Quest
  2. The Wikimedia Foundation's 2009 steward election has started. Please vote. [Hide] [Help us with translations!] Quest From Wikipedia, the free encyclopedia Jump to: navigation, search "Soria Moria" by Theodor Kittelsen: a hero glimpses the end of his quest. Fantasy Fantasy media * Fantastic art * Fantasy anime * Fantasy art * Fantasy artists * Fantasy authors * Fantasy comics * Fantasy fiction magazine * Fantasy films * Fantasy literature * Fantasy television * Fantasy webcomics Genre studies * History of fantasy o Sources of fantasy * Fantasy subgenres * Fantastique * Fantasy tropes and conventions o Quests o Magic item * Fantasy races * Fantasy worlds * Legendary creatures * Lovecraftianism * Magician (fantasy) * Magic (fantasy) * Tolkienology Categories * Fantasy * Fantasy television * Fantasy subgenres * Fantasy tropes This box: view talk edit This article discusses significance-laden journeys. For other meanings see Quest (disambiguation) In mythology and literature a quest a journey towards a goal serves as a plot device and (frequently) as a symbol. Quests appear in the folklore of every nation[1] and also figure prominently in non-national cultures. In literature, the objects of quests require great exertion on the part of the hero, and the overcoming of many obstacles, typically including much travel. This travel also allows the storyteller to showcase exotic locations and cultures (an objective of the narrator, not of the character).[2] Contents [hide] * 1 Quest objects * 2 Literary analysis * 3 Historical examples * 4 Modern literature * 5 Role-playing games * 6 See also * 7 Further reading * 8 References [edit] Quest objects The Knight at the Crydonias by Viktor Vasnetsov The hero normally aims to obtain something or someone by the quest, and with this object to return home.[3] The object can be something new, that fulfills a lack in his life, or something that was stolen away from him. It can also be a lack in the life of, or something stolen from, someone with authority to dispatch him.[4] Sometimes the hero has no desire to return. Sir Galahad's quest for the Holy Grail is to find it, not return with it. A return may, indeed, be impossible: Aeneas quests for a homeland, having lost Troy at the beginning of Virgil's Aeneid he does not return to Troy to re-found it but settles in Italy (to become an ancestor of the Romans). If the hero does return after the culmination of the quest, he may face false heroes who attempt to pass themselves off as him,[5] or his initial response may be a rejection of that return, as Joseph Campbell describes in his critical analysis of quest literature, The Hero With a Thousand Faces. If someone dispatchs the hero on a quest, the overt reason may be false, with the dispatcher actually sending him on the difficult quest in hopes of his death in the attempt, or in order to remove him from the scene for a time, but the story often unfolds just as if the claim were sincere, except that the tale usually ends with the dispatcher being unmasked and punished.[6] Stories with such false quest-objects include the legends of Jason and Perseus, the fairy tales The Dancing Water, the Singing Apple, and the Speaking Bird, Go I Know Not Whither and Fetch I Know Not What, and the story of Beren and Lúthien in J. R. R. Tolkien's Silmarillion. The quest object may, indeed, function only as a convenient reason for the hero's journey. Such objects are termed MacGuffins. When a hero is on a quest for several objects that are only a convenient reason for his journey, they are termed plot coupons. [edit] Literary analysis The quest, in the form of the Hero's Journey, plays a central roles in the Monomyth described by Joseph Campbell; the hero sets forth from the world of common day into a land of adventures, tests, and magical rewards. [edit] Historical examples An early quest story tells the tale of Gilgamesh, who seeks a secret to eternal life after the tragic death of Enkidu, including the search for an emerald. Another ancient quest tale, Homer's Odyssey, tells of Odysseus, whom the gods have cursed to wander and suffer for many years before Athena persuades the Olympians to allow him to return home. Recovering the Golden Fleece is the object of the travels of Jason and the Argonauts in the Argonautica. Psyche, having lost Cupid, hunted through the world for him, and was set tasks by Venus, including a descent into the underworld. Many fairy tales depict the hero or heroine setting out on a quest, such as: * East of the Sun and West of the Moon where the heroine seeks her husband * The Seven Ravens where the heroine seeks her transformed brothers * The Story of the Youth Who Went Forth to Learn What Fear Was * The Golden Bird where the prince sets out to find the golden bird for his father Other characters may set out with no more definite aim that to "seek their fortune", or even be cast out instead of voluntarily leaving, but learn of something that could aid them along the way and so have their journey transformed from aimless wandering into a quest.[7] Other characters can also set forth on quests the hero's two older brothers commonly do but the hero is distinguished by his success. "Vision of the Holy Grail" (1890) by William Morris Many medieval romances sent knights out on quests. The term "Knight-errant" sprang from this, as errant meant "roving" or "wandering". Sir Thomas Malory included many in Le Morte d'Arthur. The most famous -- perhaps the most famous quest in western literature -- centers on the Holy Grail in Arthurian legend. This story cycle recounts multiple quests, in multiple variants, telling stories both of the heroes who succeed, like Percival (in Wolfram von Eschenbach's Parzival) or Sir Galahad (in the Queste del Saint Graal), and also the heroes who fail, like Sir Lancelot. This often sent them into a bewildering forest. Despite many references to its pathlessness, the forest repeatedly confronts knights with forks and crossroads, of a labyrinthine complexity.[8] The significiance of their encounters is often explained to the knights -- particularly those searching for the Holy Grail -- by hermits acting as wise old men -- or women.[9] Still, despite their perils and chances of error, such forests, being the location where the knight can obtain the end of his quest, are places where the knights may become worthy; one romance has a maiden urging Sir Lancelot on his quest for the Holy Grail, "which quickens with life and greenness like the forest."[10] So consistently did knights quest that Miguel de Cervantes set his Don Quixote on mock quests in a parody of chivalric tales. Nevertheless, while Don Quixote was a fool, he was and remains a hero of chivalry. [edit] Modern literature Quests continued in modern literature. Analysis can interpret many (perhaps most) stories as a quest in which the main character is seeking something that he desires,[11] but the literal structure of a journey seeking something is, itself, still common. Quests often appear in fantasy literature,[12] as in Rasselas by Samuel Johnson, or The Wonderful Wizard of Oz, where Dorothy, the Scarecrow, the Tin Woodman, and the Cowardly Lion go on a quest for the way back to Kansas, brains, a heart, and courage respectively.[13] A familiar modern literary quest is Frodo Baggins's quest to destroy the One Ring in The Lord of the Rings.[14] The One Ring, its baleful power, the difficult method which is the only way to destroy it, and the spiritual and psychological torture it wreaks on its Bearer J. R. R. Tolkien uses all these elements to tell a meaningful tale of friendship and the inner struggle with temptation, against a background of epic and supernatural warfare. The Catcher in the Rye is often thought of as a quest plot, detailing Holden's search not for a tangible object but for a sense of purpose or reason. Some writers, however, may devise arbitrary quests for items without any importance beyond being the object of the quest. These items are known as MacGuffins, which is sometimes merely used to compare quests and is not always a derogatory term. Writers may also motivate characters to pursue these objects by meanings of a prophecy that decrees it, rather than have them discover that it could assist them, for reasons that are given. [edit] Role-playing games Main article: Quest (Gaming) The quest provides a basic plot in role-playing games. A quest in a role-playing game may begin with an announcement that the heroes must assemble some artifact, which has been broken into several pieces, each of which has a challenge the heroes must overcome. The carefully designed quest may allow the heroes to shine and show the qualities that make them heroic. In literature as well as games, side-quests often serve to develop character depth and reveal the world setting. These miniature plots may or may not have to do with the story's focus (being hereafter called the main quest), such as a romantic interest or providing help to other characters. In Robert Jordan's The Wheel of Time, for example, the major quest is the binding or destruction of the dark one, with side quests being the securing of political power, romantic interests, and the growth of personal strength or power. Often these side quests are stepping stones to the completion of the final goal. In the beginning of the game, the player may need to learn how to effectively play the game, and the character may lack the abilities or equipment to embark on the main quest. The game may provide side-quests of a menial nature which have little to no bearing on the main quest, including such actions as finding a lost book, finding a lost child, or ridding a basement of rats. Luckily, the gamer quickly passes through this level. This may also be a tutorial teaching the basics of gameplay with relatively little danger to the character in contrast to what shall cross their paths when their adventure begins. In regards to the Monomyth, the player may is unlikely to have defeated the guardian at this stage. Another form of side quest consists of distraction or minigame. This includes activities such as fishing, raising pets, roleplaying social activities, buying drinks at a bar, dancing and horseback archery. [edit] See also * Monomyth [edit] Further reading * Vladimir Propp, Morphology of the Folk Tale [edit] References 1. ^ Josepha Sherman, Once upon a Galaxy p 142 ISBN 0-87483-387-6 2. ^ Michael O. Riley, Oz and Beyond: The Fantasy World of L. Frank Baum, p 178-9, ISBN 0-7006-0832-X 3. ^ W. H. Auden, "The Quest Hero", Understanding the Lord of the Rings: The Best of Tolkien Criticism, p35 ISBN 0-618-42253-6 4. ^ Vladimir Propp, Morphology of the Folk Tale, p 36, ISBN 0-292-78376-0 5. ^ Vladimir Propp, Morphology of the Folk Tale, p60, ISBN 0-292-78376-0 6. ^ Vladimir Propp, Morphology of the Folk Tale, p77 ISBN 0-292-78376-0 7. ^ Maria Tatar, The Hard Facts of the Grimms' Fairy Tales, p63, ISBN 0-691-06722-8 8. ^ Penelope Reed Doob, The Idea of the Labyrinth: from Classical Antiquity through the Middle Ages, p 177, ISBN 0-8014-8000-0 9. ^ Penelope Reed Doob, The Idea of the Labyrinth: from Classical Antiquity through the Middle Ages, p 179-81, ISBN 0-8014-8000-0 10. ^ Penelope Reed Doob, The Idea of the Labyrinth: from Classical Antiquity through the Middle Ages, p 181, ISBN 0-8014-8000-0 11. ^ Robert McKee, Story: Substance, Structure, Style, and the Principles of Screenwriting, p 196-7 ISBN 0-06-039168-5 12. ^ John Grant and John Clute, The Encyclopedia of Fantasy, "Quest ", p 796 ISBN 0-312-19869-8 13. ^ L. Frank Baum, Michael Patrick Hearn, The Annotated Wizard of Oz, p 126-7, ISBN 0-517-500868 14. ^ W. H. Auden, "The Quest Hero", Understanding the Lord of the Rings: The Best of Tolkien Criticism, p45 ISBN 0-618-42253-6 \ Retrieved from "http://en.wikipedia.org/wiki/Quest" Categories: Narratology | Mythemes | Fantasy tropes | Fiction | Plot | Plot devices Views * Article * Discussion * Edit this page * History Personal tools * Log in / create account Navigation * Main page * Contents * Featured content * Current events * Random article Search Interaction * About Wikipedia * Community portal * Recent changes * Contact Wikipedia * Donate to Wikipedia * Help Toolbox * What links here * Related changes * Upload file * Special pages * Printable version * Permanent link * Cite this page Languages * ?esky * Deutsch * Español * ????? * Galego * Italiano * Nederlands * Polski * ?????????? Powered by MediaWiki Wikimedia Foundation * This page was last modified on 6 February 2009, at 10:02. * All text is available under the terms of the GNU Free Documentation License. (See Copyrights for details.) Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a U.S. registered 501©(3) tax-deductible nonprofit charity. * Privacy policy * About Wikipedia * Disclaimers
  3. also, you'd be far better off buying oaks than cutting them, they're like 20gp each. unless you make less than say, 40k an hour, cutting oaks is a bad choice.
  4. you could do any moneymaking method you so desire, my friend.
  5. burthorpe your task and get another one
  6. camping at dusties would take like, 2 days, tops.
  7. Be nice. This isn't very good critiquing...Not at all. It's...A start. Needs rhyming, more coherence, perhaps some more emotion and a good meaning behind it? Again, it's a start. Nice attempt. my critiquing is better than the poem.
  8. 4x 100k exp lamps lump of dragon metal 5k gp some other silly quest-related thing
  9. hahahahahahahahahahahaha. you can't be serious.
  10. awesome400, are you serious? lol. you can't divide by zero. pretty basic maths there dude. smaller the denominator, bigger the number doesn't work when you can't actually divide by the [bleep]ing number, you dolt. also, i'd probably invest in a dictionary if you don't know that retort's a word.
  11. get both to seventy, that's a decent pop.
  12. also: do trees with you money you make :D
  13. that font colour is disturbingly hard to read
  14. lunar staff + fairy rings + brimhaven mine + whistles = win cba going into more detail
  15. you got pretty far in the game without getting bored of not talking to people.
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