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The Tough Guide to Fantasyland: The Essential Guide to Fantasy Travel Paperback – Illustrated, October 5, 2006
| Diana Wynne Jones (Author) Find all the books, read about the author, and more. See search results for this author |
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Imagine that all fantasy novels—the ones featuring dragons, knights, wizards, and magic—are set in the same place. That place is called Fantasyland. The Tough Guide to Fantasyland is your travel guide, a handbook to everything you might find: Evil, the Dark Lord, Stew, Boots (but not Socks), and what passes for Economics and Ecology. Both a hilarious send-up of the cliches of the genre and an indispensable guide for writers, The Tough Guide to Fantasyland has been nearly impossible to find for years. Now this cult classic is back, and readers can experience Diana Wynne Jones at her very best: incisive, funny, and wildly imaginative. This is the definitive edition of The Tough Guide, featuring a new map, an entirely new design, and additional material written for it by Diana Wynne Jones.
World Fantasy Award Finalist
A Hugo Award Finalist (Nonfiction)
- Reading age12 years and up
- Print length234 pages
- LanguageEnglish
- Grade level7 and up
- Lexile measure990L
- Dimensions8.2 x 5.5 x 0.6 inches
- PublisherFirebird
- Publication dateOctober 5, 2006
- ISBN-100142407224
- ISBN-13978-0142407226
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- Publisher : Firebird; Revised and Updated ed. edition (October 5, 2006)
- Language : English
- Paperback : 234 pages
- ISBN-10 : 0142407224
- ISBN-13 : 978-0142407226
- Reading age : 12 years and up
- Lexile measure : 990L
- Grade level : 7 and up
- Item Weight : 9.6 ounces
- Dimensions : 8.2 x 5.5 x 0.6 inches
- Best Sellers Rank: #359,901 in Books (See Top 100 in Books)
- #449 in Teen & Young Adult Humorous Fiction
- #553 in Travel Writing Reference
- #2,273 in Fiction Satire
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About the author

In a career spanning four decades, award-winning author Diana Wynne Jones wrote more than forty books of fantasy for young readers. Characterized by magic, multiple universes, witches and wizards—and a charismatic nine-lived enchanter—her books were filled with unlimited imagination, dazzling plots, and an effervescent sense of humor that earned her legendary status in the world of fantasy. From the very beginning, Diana Wynne Jones’s books garnered literary accolades: her novel Dogsbody was a runner-up for the 1975 Carnegie Medal, and Charmed Life won the esteemed Guardian children’s fiction prize in 1977. Since then, in addition to being translated into more than twenty languages, her books have earned a wide array of honors—including two Boston Globe-Horn Book Award Honors—and appeared on countless best-of-the-year lists. Her work also found commercial success: in 1992 the BBC adapted her novel Archer’s Goon into a six-part miniseries, and her best-selling Howl’s Moving Castle was made into an animated film by Japanese director Hayao Miyazaki in 2004. The film was nominated for an Academy Award in 2006, and became one of the most financially successful Japanese films in history. The author herself has also been honored with many prestigious awards for the body of her work. She was given the British Fantasy Society’s Karl Edward Wagner Award in 1999 for having made a significant impact on fantasy, received a D.Lit from Bristol University in 2006, and won the Lifetime Achievement Award at the World Fantasy Convention in 2007.
Born just outside London in 1934, Diana Wynne Jones had a childhood that was “very vivid and often very distressing”—one that became the fertile ground where her tremendous imagination took root. When the raids of World War II reached London in 1939, the five-year-old girl and her two younger sisters were torn from their suburban life and sent to Wales to live with their grandparents. This was to be the first of many migrations, one of which brought her family to Lane Head, a large manor in the author-populated Lake District and former residence of John Ruskin’s secretary, W.G. Collingwood. This time marked an important moment in Diana Wynne Jones’s life, where her writing ambitions were magnified by, in her own words, “early marginal contacts with the Great.” She confesses to having “offending Arthur Ransome by making a noise on the shore beside his houseboat,” erasing a stack of drawings by the late Ruskin himself in order to reuse the paper, and causing Beatrix Potter (who also lived nearby) to complain about her and her sister’s behavior. “It struck me,” Jones said, “that the Great were remarkably touchy and unpleasant, and I thought I would like to be the same, without the unpleasantness.” Prompted by her penny-pinching father’s refusal to buy the children any books, Diana Wynne Jones wrote her first novel at age twelve and entertained her sisters with readings of her stories. Those early stories—and much of her future work—were inspired by a limited but crucial foundation of classics: Malory’s Morte D’Arthur, The Arabian Nights, and Epics and Romances of the Middle Ages. Fantasy was Jones’s passion from the start, despite receiving little support from her often neglectful parents. This passion was fueled further during her tenure at St. Anne’s College in Oxford, where lectures by J. R. R. Tolkien and C. S. Lewis increased her fascination with myth and legend. She married Medievalist John Burrow in 1956; the couple have three sons and six grandchildren.
After a decade of rejections, Diana Wynne Jones’s first novel, Changeover, was published in 1970. In 1973, she joined forces with her lifelong literary agent, Laura Cecil, and in the four decades to follow, Diana Wynne Jones wrote prodigiously, sometimes completing three titles in a single year. Along the way she gained a fiercely loyal following; many of her admirers became successful authors themselves, including Newbery Award winners Robin McKinley and Neil Gaiman, and Newbery Honor Book author Megan Whalen Turner. A conference dedicated solely to her work was held at the University of West England, Bristol, in 2009. Diana Wynne Jones continued to write during her battle with lung cancer, which ultimately took her life in March 2011. Her last book, Earwig and the Witch, will be published by Greenwillow Books in 2012.
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Written much like any other Tough Guide this book is really nice as a collectable of Jones' work. But as a tour guide style book, it's not really meant to be read as a typical book. It's more like world-building material, but with the snark and sass that I have come to love from Jones. Really, it would make a great functioning prop in any fantasy tabletop RPG, but with a slightly playful/comical aspect.
I really wouldn't suggest this book for kids. Not because of the material. The material is suitable for young adults. But it's the format in which it's written. It has more appeal for people who are familiar with travel and are fans of fantasy; more or less adults.
As an example (a random selection): "Scurvy. Despite a diet consisting entirely of STEW and WAYBREAD, supplemented by only the occasional FISH, you will not suffer from this or any other deficiency disease. It is possible that, while on your tour, you absorb vitamin C through the pores of your skin."
However I ignored this feeling and skimmed through the book and read a few sections; in this glossary styled book. Only to find that this published author forgot to add a middle and end to her book. Now yes you can argue this is not a story so it doesn't need a beginning, middle, or end, but this is one of the first rules I learned when I decided I wanted to be a writer and that was every book has a beginning, middle, and end.
Jones gives you a single word; case in point, Dragons. She then gives a description of this creature in contemporary fantasy as it relates to cliché:
DRAGONS-- are very large scale beings with wings and long spiky tails, capable of breathing fire through their mouths. They can be almost any colour or combination of colours, though green, red, and black are preferred...
~Diana Jones, Tough Guide to Fantasyland - page 53, section D; beginning description
DRAGONS-- ...Even then, the relationship is likely to be a bit edgy. This is because dragons can, if they want, eat people.
~Diana Jones, Tough Guide to Fantasyland - page 53, section D; ending description
If you own the book you can easily read the full two paragraphs and see it has a beginning, but it lacks a middle and end. She has introduced an idea, Dragons are Cliché. Now this may be suitable for some people who read it, but I bought it cause I was told every fantasy writer should own it (cliché in itself). So I expected a published author to have a beginning, middle, and end, but Jones didn't. She introduced an idea and left it at that. Using the DRAGONS as an example this is how I would have done it:
========================
DRAGONS -- these beasts in Fantasyland come in many styles, forms, and behaviors. Favorable to being green, red, and black (can come in many colors if needed) these beats of Fantasyland will be hard to find or as easy as women in brothels (see BROTHELS). These beats will usually attack farmers or villagers and always win, but fall to the victim of a knight (see KNIGHT) or our hero (see HERO and HEROINE). At some point these beats will attack a large city (see CITY) and a King (see KING) will send our hero on a journey to kill the beast. When our said hero finds the lair (see LAIR and CAVE) of these beats he may run into smaller versions (babies or child like) to finally find the behemoth waiting in the far depths of it's lair. Perhaps our hero will also take a wrong turn to find a giant spider (see Giant Spiders) in which case if the hero brought any companion one or all will die leaving our hero to face the dragon (perhaps even another Giant Spider; that may speak human tongue, again) alone. Some of these beats may be able to speak to special people (see Gifted People) through their minds or even in a glass ball or some special liquid. Magic (see MAGIC) may also be preeminent to Dragons so killing them off will remove Magic from Fantasyland (sometimes). Our trusty Hero may require a special weapon; magical, enchanted, or made of a specific material before he can slay the dragon (see SLAY).
However no matter how cliché these beats seem a few contemporary authors of Fantasyland have found that not all dragons need to be born by means of an egg. Lawrence Watt Evan in his trilogy, `The Obsidian Chronicles' (see OBSIDIAN and CHRONICLES) uses the concept of humans as a host for these beats to burst out of humans all Alien like. The remains of dragons will also seem to be non existent or burn up like a vampire never leaving a trace of the beast. However there are a few Fantasylands where the author decided to go against the norm. Case in point, George R. R. Martin, `A Song of Ice and Fire' where the only known dragons are skulls in the Kings castle (see CASTLE). It is a small insignificant thing, but it is a touch to dragons to help them not seem to cliché to the reader
===================
Now in my example I am missing an end, but I am just proving a point, not writing a book here. So please bare with me. From my example we have a beginning and middle. In the beginning I introduce an idea, Dragons are cliché. In the second paragraph I take that idea (the middle) show examples of contemporary authors who have added their own ideas to help make dragons seem not so cliché. Now if I had written an end I would introduce ideas or options that have not been used a lot or at all (say like dragons give live births instead of eggs).
In the end `The Tough Guide to Fantasyland' is not even complete. Looking through it, it also is missing a lot of events, names, places, or words common to Fantasy, but are not mentioned (like CHRONICLES for example). Jones had the right idea, but this book needs to be rewritten as it lacks needful information for aspiring writers and is missing many Fantasy terms.
If you've ever yelled at the stupidity of characters, groaned at deus ex machina situations or scowled at a cliche, this is the book for you.
Arranged as a "Travel Guide", this book takes you from A-Z, listing almost everything you could encounter in fantasy novels dating as far back as Robert E. Howard or Tolkien and as recent as the works of George RR Martin (ok, not so recent from him) or Robert Jordan/Sanderson.
As such, this is not so much a book that you read from cover to cover, as it is one that you are supposed to reference at random.
Ordinarily I'd find a book such as this rather pointless, except that A) There is some humor to be found and B) The author is very perceptive about quite a few things.
As for the humor aspect of this book, I only came across one part that had me laughing out loud. Want to hear it? Sure you do. It was the fake "Tough Guide" listed at the beginning of the book as "Gandalf's Tough Guide (includes instructions on how to lead Tourists into Dark Places and then leave them stranded."
Too true.
But the author really showed perception by explaining things like the following:
With so little mention of cows, where does all the leather come from?
Why are the only spiders in fantasy novels the size of houses?
Where do all these fancy silk clothes come from?
What is so special about tents and secrets?
Why are some fantasy structures bigger on the inside than on the outside and vice versa?
Why is stew the primary meal?
Where did the building materials for all these giant stone castles and towers come from?
If you're not one of those fantasy purists and can tolerate your favorite genre being put under the microscope (or magic crystal), I think there's a certain amount of enjoyment ahead.









