ABSTRACT

This chapter considers some aspects of textuality, focusing on stories, then turning to discourse. "Story" is often used broadly to refer to all normative or textually guided elements of the simulation by the implied reader. The storyworld has two components. First, there is the setting, the place and time in which the events occur. Second, there are characters, the human or non-human agents that initiate or experience events. The chapter also considers these components of the storyworld before turning to the story in the narrow sense. Setting of course interacts not only with features of discourse, but with character and story elements as well. There is a rich literature on character that bears on both recipient response and character emotion. The sacrificial narrative is guided by the emotion systems of guilt and moral disgust, as well as anger, wonder, and in many cases, hunger.