Mark J. P. Wolf Exploring Imaginary Worlds Essays On Media, Structure, and Subcreation
Mark J. P. Wolf Exploring Imaginary Worlds Essays On Media, Structure, and Subcreation
From The Brothers Karamazov to Star Trek to Twin Peaks, this collection
explores a variety of different imaginary worlds both historic and
contemporary.
Featuring contributions from an interdisciplinary and international group
of scholars, each essay looks at a particular imaginary world in-depth, and
world-building issues associated with that world. Together, the essays
explore the relationship between the worlds and the media in which they
appear as they examine imaginary worlds in literature, television, film,
computer games, and theatre, with many existing across multiple media
simultaneously. The book argues that the media incarnation of a world
affects world structure and poses unique obstacles to the act of world-
building. The worlds discussed include Nazar, Barsetshire,
Skotopogonievsk, the Vorkosigan Universe, Grover’s Corners,
Gormenghast, Collinsport, Daventry, Dune, the Death Gate Cycle universe,
Twin Peaks, and the Star Trek galaxy.
A follow-up to Mark J. P. Wolf’s field-defining book Building Imaginary
Worlds, this collection will be of critical interest to students and scholars of
popular culture, subcreation studies, transmedia studies, literature, and
beyond.
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CONTENTS
List of Contributors
Foreword
Acknowledgments
Introduction
Mark J. P. Wolf
Worlds of Words
Transmedia Worlds
9 The Softer Side of Dune: The Impact of the Social Sciences on World-
Building
Kara Kennedy
Index
CONTRIBUTORS
Scott Adams was born in Miami, Florida, and is now living in Platteville,
Wisconsin. Scott was the first person known to create the first commercial
adventure-style game for personal computers with his first game,
Adventureland (1978). His company, Adventure International, released
games for many major computer platforms throughout the 1980s. Adams
worked as a senior programmer for AVISTA in Platteville until 2016. Scott
founded Clopas, the “PLAY the game! LIVE the adventure! CREATE your
story!” company in 2017, with his wife of 30 years, Roxanne. Scott and
Team Clopas are currently working on Adventureland XL, a Conversational
Adventure™ game, in celebration of the original’s 40th anniversary, with a
holiday 2019 release. [[email protected]]
Lily Alexander, PhD, has taught in New York since 2003, including at
NYU and Hunter College, CUNY. She has a Master’s degree in Drama and
Film, and a dual doctorate in Anthropology and Comparative Cultural
Studies. Her research interests include symbolic anthropology, semiotics of
culture, creative algorithms, and evolution of consciousness. She has taught
world mythology, history and theory of narrative media, comparative
literature, genre studies, science fiction, comedy, story structure,
screenwriting, interactive storytelling, and world-building. She has
presented at 40+ conferences, including the MIT Media in Transition series
and the forum Cognitive Futures. She wrote for the History Channel,
henryjenkins.org, The Journal of Narrative Theory, Cinema Journal, and
Cinema Art. Her publications also appeared in Italy, France, the
Netherlands, Canada, Russia, and Israel. She contributed to book
collections Filmbuilding (2001), Revisiting Imaginary Worlds (2017), and
The Routledge Companion to Imaginary Worlds (2017). Lily Alexander
authored a book set, Fictional Worlds: Traditions in Narrative and the Age
of Visual Culture (2013/2014). Her website is: storytellingonscreen.com.
[[email protected]]
Helen Conrad O’Briain was born in Wheeling, West Virginia, but has
lived most of her adult life in Dublin where she is adjunct Professor of Old
English and Old Norse at Trinity College. She has published on
Augustinian theology in early insular Latin literature, the Middle English
“Breton” Lais, and Trinity Vergil incunabula, as well as on the works of M.
R. James, Dorothy Sayers, and Phyllis McGinley. She is the author, with
Laura Cleaver, of the forthcoming catalog of Trinity and Chester Beatty
Psalter manuscripts. [[email protected]]
Scott Adams is author of the Scott Adams series of adventure games and
co-founder of Adventure International and Clopas LLC. Born in Miami,
Florida, and now living in Platteville, Wisconsin, Adams was the first
person known to create an adventure-style game for personal computers
with his first game, Adventureland. His company, Adventure International,
released games for many major computer platforms throughout the 1980s.
Adams worked as a senior programmer for AVISTA in Platteville until
2016. Scott founded Clopas, the “PLAY the game! LIVE the adventure!
CREATE your story!” company in 2017, with his wife of 30 years,
Roxanne. Scott and Team Clopas are currently working on Adventureland
XL, a Conversational Adventure™ game, in celebration of the original’s
40th anniversary, aiming for a holiday release 2019. Adams’s works include
the classic Adventure game series of 14 games: Adventure #1 —
Adventureland (1978), Adventure #2 — Pirate Adventure (1979), Adventure
#3 — Secret Mission (1979), Adventure #4 — Voodoo Castle (1979),
Adventure #5 — The Count (1979), Adventure #6 — Strange Odyssey
(1979), Adventure #7 — Mystery Fun House (1979), Adventure #8 —
Pyramid of Doom (1979), Adventure #9 — Ghost Town (1980), Adventure
#10 — Savage Island, Part I (1980), Adventure #11 — Savage Island, Part
II (1981), Adventure #12 — Golden Voyage (1981), Adventure #13 —
Sorcerer of Claymorgue Castle (1984), and Adventure #14 — Return to
Pirate’s Isle (1984), as well as Return To Pirate Island 2 (2001), The
Inheritance (2013), and Escape the Gloomer (2018), a game set in the
Redwall Universe of Brian Jacques.
ACKNOWLEDGMENTS
An anthology like this is only possible because of all the people who enjoy
writing and reading about imaginary worlds, and I am grateful to see this
interdisciplinary area of study increasing in academia over the years. I
would like to thank video game designer Scott Adams for his Foreword,
and for all the work he has done to advance world-building in text
adventure games. A hearty thanks go to all the contributors, Lily Alexander,
Helen Conrad-O’Briain, Christopher Hanson, Andrew Higgins, Jennifer
Harwood-Smith, Matt Hills, Edward James, Kara Kennedy, Lars Konzack,
Edward O’Hare, and William Proctor for their participation and great
essays, and for the on-line conversations we have had regarding imaginary
worlds. I am also grateful for the enthusiasm and encouragement of Erica
Wetter at Routledge, and the anonymous book proposal reviewers for their
thoughtful and thorough reviews. Thanks also to my wife Diane and my
sons Michael, Christian, and Francis, who put up with me during the time
while I was working on this book. And, as always, thanks be to God, the
Creator of all subcreators.
INTRODUCTION
Mark J. P. Wolf
I find it amusing, and secretly pleasing, that I have so many fans who
are interested in the history. I’m not sure if they would so eagerly
study real history, you know? In school perhaps they’re bored with all
the Henrys in English history, but they’ll gladly follow the Targaryen
dynasty.
—George R. R. Martin1
It is probably true that there are fans in a number of fandoms — those of the
worlds of Tolkien, Star Wars, Star Trek, and others — who know the
histories of their favorite imaginary worlds better than that of the real-world
country they live in. Of course, one of the major differences between the
history of a secondary world versus the history of the Primary World is that
the former is always finite, and thus there exists the possibility of knowing
it all; a mastery that is simply not possible when it comes to real-world
history. The bigger the world, the greater the challenge, perhaps, but an
imaginary world is always finite, despite all the gaps and missing pieces
that allow fans to endlessly speculate and extrapolate a world. Rather than
create a feeling of being unfinished, gaps and missing pieces invite
participation and speculation, examination of a world’s many details, and
many return visits.
Our ability to explore an imaginary world varies greatly from author to
author, medium to medium, and world to world. Some authors, particularly
in the area of literature, see the world in which their story is set as merely
the background for it; we are given only as much of the background world
as is needed to advance the story, and no more. Indeed, this kind of
narrative-centric outlook is even often taught to authors, who are told to
keep moving the story along, like a horse with blinders being driven at full
gallop. Others are more leisurely and give their readers a little time to look
around and experience their worlds, building more of it than what is strictly
needed just for the story. Some, like Austin Tappan Wright, enjoy world-
building so much that their worlds are arguably just as important as the
stories set in them, which, of course, are often inseparable, as it should be.
In fact, Wright so enjoyed world-building that his original draft of Islandia
(1942) was around 2,300 pages or so when he died in 1931, not including
another 135,000-word document about the world’s history, and more
appendices as well. It was Wright’s widow who transcribed her husband’s
novel, cutting it down by about a third of its length, before finally getting it
published 11 years after his death. Plenty of fantasy and science fiction
authors have included appendices, glossaries, timelines, maps, and so forth
with their novels, enriching the experience of the visitors who wish to visit
them.
The medium used to represent a world also has a great impact on the
visitor’s experience. In audiovisual media, we often get to see a wealth of
detail, some only tantalizing glimpses of wide and distant vistas that only
hint at all the things that lay beyond the scope of the story being told; paths
untrodden and places unseen which give rise to speculation as to what we
may find there if we are ever allowed to return for further exploration.
Some fans, unwilling to wait or frustrated at the limits of their visits, turn to
fan fiction, exploring the potential offered by a world. Interactive media,
like video games or virtual reality, go one step further than film and
television, by allowing the audience to navigate the world themselves, often
not without goals, challenges, obstacles, and nemeses. These vicarious
experiences may explain why video games have displaced more traditional
media like film and television, though they both have certainly continued to
flourish as well.
Finally, some worlds are made with exploration in mind, regardless of
the media in which they appear; plenty of world data detail is available, in
every imaginable form, narrative and nonnarrative, through word, image,
sound, object, and interaction, and every kind of object and experience one
can offer (and often sell) to an audience. Naturally, it is these kinds of
worlds, going beyond the stories set in them, which are most enjoyably and
fruitfully explored, and are thus the kind to be examined in detail in an
anthology like this one.
As a follow-up to my book Revisiting Imaginary Worlds (itself a follow-
up to Building Imaginary Worlds), Exploring Imaginary Worlds is not only
the exploration of imaginary worlds in general, but also the exploration of
particular, individual worlds, a different one for each essay in this
collection. Nazar, Barsetshire, Skotoprigonyevsk, the Vorkosigan universe,
Grover’s Corners, Gormenghast, Collinsport, Daventry, Arrakis, Chelestra,
Twin Peaks, and the Star Trek universe are a wide range of locales, but they
all share one thing in common; they began in someone’s imagination and
grew from there. Together, these essays explore the relationship between
these worlds and the media in which they appear. Some are made entirely of
words, while others are designed to appear in audiovisual form, whether on
stage, movie screen, television screen, computer monitor (with
interactivity), or across multiple media venues simultaneously. Different
media incarnations also affect world structures, posing different obstacles to
further world-building of the world due to the varying requirement of
different media venues, and the capabilities of different time periods during
which the world-building occurred.
The essays present in this collection are each about a particular
imaginary world, ranging in time from Ludvig Holberg’s novel of 1741 to
the Star Trek of 2019. After the Introduction, which examines what it means
to explore an imaginary worlds, and the various pleasures and lessons it can
provide, we have 15 essays arranged in 3 sections, each with a different
focus. The first section, “Worlds of Words”, looks at the earliest form of
world experiences, literary worlds, which arose out of books, each written
by authors who had to rely on words alone for the building of their worlds.
The worlds examined here include Nazar, the world of Ludvig Holberg’s
Niels Klim’s Underground Travels (1741) which is the subject of Lars
Konzack’s essay. This is followed by Helen Conrad O’Briain’s study of
Barsetshire, the imaginary British county which was invented by Anthony
Trollope, and has been added to by other authors over the next hundred
years or so, placing it among the early transauthorial worlds. Next, Lily
Alexander looks at what she refers to as the “Journeyworld” of
Dostoevsky’s The Brothers Karamazov (1880), the symbolic, mythological
world through which the characters travel. Finally, Edward James looks at
the creation of the Vorkosigan Universe in the novels of Lois McMaster
Bujold, who has continued adding planets to her world over her long career.
The second section, “Worlds across Media”, expands out to worlds
which are depicted in audiovisual form; my own essay looks at world-
building on the theatrical stage and particularly in Thornton Wilder’s Our
Town (1938), examining the difficulties of world-building on the stage and
how Wilder succeeds in producing an immersive world. Edward O’Hare’s
essay on Mervin Peake’s Gormenghast examines its world, which has been
adapted into various media, relating it to the themes of tradition and
disintegration, and the desire to escape from history. Next, Andrew Higgins
writes about the television series Dark Shadows (1966–1971) which was
remade as a feature film of the same name in 2012, and the Gothic world-
building taking place in it. The last essay of the section is on Daventry, a
video game world from the King’s Quest series of computer games (1980–
2016), which Christopher Hanson examines.
The third section, “Transmedia Worlds”, begins with Kara Kennedy’s
examination of the impact of the social sciences on world-building in Frank
Herbert’s Dune universe, followed by Jennifer Harwood-Smith’s take on
the topic of balance and interconnectivity in the worlds of Margaret Weis
and Tracy Hickman’s The Death Gate Cycle. The last two essays examine
the recent extension of two long-running television franchises, which began
on television and spread to other media; Matt Hills explores the
continuation of David Lynch and Mark Frost’s Twin Peaks franchise, after a
hiatus of nearly a quarter century, while William Proctor looks at the
problems faced by the new reboot of Star Trek, and their solutions and
repositioning of the franchise and the perils of prequelization. Finally, the
Appendix, “On Measuring and Comparing Imaginary Worlds”, is a
reflection on the attempt to compare subcreated worlds with each other,
how one might go about doing it, the problems encountered, and what may
be possible.
Of course, the essays presented here have many overlapping concerns
and together they provide the reader an exploration of world-building
examples that extend over several hundred years, and through multiple
media incarnations, including literature, plays, movies, television shows,
video games, comics, trading cards, and more. Together, the essays
demonstrate a wide yet related range of approaches and concerns found
within Subcreation Studies, providing the reader analyses of worlds and the
world-building used to create them. As their contributor biographies reveal,
the distinguished set of contributors whose work is collected here come
from interdisciplinary backgrounds which include the theory, history, and
practice of world-building, the variety of which further enriches the
explorations found in this volume.
While these essays may function like travelogues, introducing the worlds
they survey, they naturally cannot convey more than a glimpse of the
worlds they discuss, so they should be seen as invitations encouraging
readers to make their own excursions into these worlds, perhaps enjoying
them from a new perspective if they are already familiar with them, or
enjoying them entirely as first-time visitors. Either way, it is hoped that
these essays will not only aid readers in the exploration of imaginary
worlds, but will perhaps even inspire them to explore other worlds, or even
the potential of imaginary worlds, through attempts at building their own.
Note
1 As quoted in Gilmore, M., “George R. R. Martin: The Rolling Stone Interview”, Rolling Stone,
April 23, 2014, available at https://www.rollingstone.com/culture/culture-news/george-r-r-
martin-the-rolling-stone-interview-242487/.
Worlds of Words
1
THE JOURNEY OF NIELS KLIM TO
THE WORLD UNDERGROUND BY
LUDVIG HOLBERG
Subcreation and Social Criticism
Lars Konzack
Summary
The novel has autobiographical inclinations because the author, Ludvig
Holberg, just like Niels Klim, grew up in Bergen and came to Denmark to
study at the University of Copenhagen. However, the similarities stop there.
In the year 1664, Klim examines a cave in a mountain. With a rope around
his waist, he is slowly descending into the unknown until the rope breaks
(Figure 1.1).
FIGURE 1.1 Map of the underground world.
Klim falls, but suddenly comes to a halt. He does not crash down on the
planet Nazar orbiting the sun at the center of the Earth. Instead, he finds
himself floating between Earth’s crust and the planet. The gravitational
forces catch Klim and he finds himself orbiting the planet. A griffin attacks
him and after a fight, they plunge down onto the planet Nazar. He ends up
in the land of Potu (Utop(ia) backwards). Attacked by an ox, he climbs up a
tree, which to his surprise, is able to speak and even move around. They are
sentient tree-like beings with faces right below the braches and with up to
six arms. Klim is taken into custody accused attempted rape of the mayor’s
wife. It becomes apparent that it has been a misunderstanding and Klim is
sentenced to learn the native language.
Potu is the land of reason, a realm of sentient and very sensible trees, and
comes closest to a perfect state in the eyes of Holberg. It is also the part of
the novel with the most coherent subcreation, introducing the reader to how
the Potuan society and the planet Nazar work. The subcreation of Nazar
presents a planet with one language of which the reader only gets a small
sample of words and phrases, geographical knowledge, education, the laws
of Potu, and the Potuans’ relationship to religion.
The planet is scarcely 600 miles all around the globe. The roads have
milestones with clear markings of distances. We also learn that there are
different kinds of tree inhabitants on the planet such as oak, lime, poplar,
thorn, and pine trees.
Before his banishment, Klim comes to be the messenger for the King
and Queen and is later asked to visit the whole planet because he has the
ability move much faster than the trees. Although, they also think he is too
hasty and he gets the nickname “Skabba” that means “overhasty”. The
Potuans’ value measured consideration rather than rushed decisions and
project making. Klim visits 27 provinces of different species of sentient
trees, turning his explorations into a book. The book becomes popular and
Klim hopes to advance in society. Following his success, he becomes
ambitious and proposes that women should become second-class citizens.
The Potuans reject his suggestion and exile him from Nazar to the
firmament, the underside of the Earth’s interior.
Klim arrives at the City of Martinia, the habitants of which are
intelligent monkeys. Again, he learns the native language. Contrary to the
Potuans, the Martinians are quick-witted and superficial. They view him as
dimwitted and sluggish and name him “Kakidoran” meaning “slow” or
“hebetated”. Nevertheless, Klim becomes an instant success when he
introduces the French fashion of wigs. Now a respectable nobleman, Klim
lives in luxury among High Society. His luck, however, changes after a
couple of years when the president’s wife falls in love with him. He rejects
her and she accuses him of trying to seduce her. In order to save his life
Klim pleads guilty and subsequently sentenced to become a galley slave on
a trading voyage to the Mezendorian islands.
On this journey as a galley slave, he encounters Music-land in which
everyone is a musical instrument and then arrives shortly at Pyglossia,
where the Pyglossians disgustingly communicate by breaking wind. During
this voyage, Klim come across a range of other peculiar beings and
wondrous civilizations.
Following a disastrous shipwreck, Klim ends up among a savage human
tribe named Quama (the only savages mentioned in the entire book) and
turns them into his army. He introduces guns and gunpowder into the
underworld and sets out to conquer the entire firmament, and in the course
of this empire building, he marries a deceased emperors’ daughter and
becomes a tyrannical ruler. During his campaign he rejects the offer of
marrying an emperor’s daughter, a beautiful lioness, because he is already
married. Finally, the people rebel against him and he flees into a cavern and
returns to Norway where he originally came from.
Niels Klim has been away for 12 years. An old friend of Klim’s listens to
his story and advises him not to go public with his adventures in the wake
of religious persecution. He therefore decides to keep quiet about his
exploits and settles down as a custodian, marries a merchant’s daughter,
Magdalena, and has three sons, Christian, Jesper, and Caspar. His friend
later publishes Klim’s manuscript posthumously.
There are also seas and rivers which bear vessels, whose oars seem to
be moved by a kind of magic impulse, for they are not worked by the
labour of the arm, but by machines like our clockwork. The nature of
this device I cannot explain, as being not well versed in mechanics;
and besides these trees contrive everything with such subtlety, that no
mortal without the eyes of Argus or the power of divination can arrive
at the secret.
(Holberg, 2004 (original: 1741/1745), p. 48)
This would, of course, not be science fiction in the world of today, since
boat and ship technology have moved far beyond what Klim describes.
Nevertheless, it was science fiction back in the 18th century. The
mechanical boat is a way to present the Potuans as a highly sophisticated
race, but it does not become a central artifact of the story and as such, it is
merely a prop (Lewis, 1966; Wolfe, 2011). Then again, the technology is
described as if it seems to be some kind of magic, no mortal may grasp its
secret, and the power of divination is needed to understand it. Do these
descriptions indicate wizardry rather than technology? Now, it is unclear
how this vessel actually functions but the important thing is that it works
like a clockwork and therefore probably some kind of automaton or
mechanical device (Fitting, 2017). The technology is so advanced that Klim
fails to fully realize its nature. As Arthur C. Clarke once stated, “Any
sufficiently advanced technology is indistinguishable from magic” (Clarke,
1984, p. 36). In this sense, this technology is not wizardry, but to Klim it
almost seems like magic and accordingly, he applies supernatural
metaphors in order to fathom these underworld wonders.
Another technology in The Journey of Niels Klim to the World
Underground is guns and gunpowder. This technology has the opposite
quality. While it was, and still is, a fairly common technology in Europe
where Klim comes from, it is a weird and almost magical technology to the
inhabitants of the firmament. Subsequently, it is not science fiction to Klim,
Holberg, or the reader, yet the introduction of guns and gunpowder is like
science fiction to the underworld. Such a what-if-scenario is also used in
Mark Twain’s A Connecticut Yankee in King Arthur’s Court (1889) in
which guns and gunpowder similarly are brought in by the fictional
character Hank Morgan coming from the United States in the 19th century
where guns and gunpowder do exist, to 6th-century England where it
certainly does not.
Still, the griffin, a mythical creature, ought not to fit into science fiction;
one would think that would be a trope of sheer fantasy. On the contrary, the
encounter with the griffin works as a proof that the griffin was in fact not a
mythical creature, because there was a scientific and not a supernatural
explanation to its existence. The real reason behind the myth, according to
Klim, was that it actually existed in the underground of Earth. Of course,
this only works within the parameters of the imaginary world, but then
again, that is true of any science fiction, presenting new astonishing ideas.
There are two reasons as to why Holberg’s novel is uniquely interesting
in science fiction history. The first reason is that it is a journey to another
planet with sentient life, which was still at the time a rare theme in
literature. Christiaan Huygens (1629–1695) had only a few decades earlier
written a treatise, Cosmotheoros (1698), about the possibility of life on
other planets. The second and most important reason is that it is the first
significant novel exploring the concept of a Hollow Earth as suggested by
the English astronomer Edmond Halley (1656–1742) in 1692 (Fara, 2007).
This kind of science fiction is what C. S. Lewis refers to as “scientific, but
speculative” (Lewis, 1966, p. 63) rather than the fiction of Engineers.
So what genre is The Journey of Niels Klim? To Holberg it was a
fictional travel narrative in the tradition of satirical utopian fiction. To Peter
Fitting it is threefold, subsequently as utopia, satire, and fantasy. In
addition, it is equally conceivable to interpret the novel as fantasy fiction
and, in retrospect, as early science fiction. Rather than choosing one of the
above as the true genre, different perspectives on Holberg’s novel open up
the work in different ways, although depending on the purpose, some
interpretations may be more or less useful. One more way to open up this
work is to take a closer look at its social criticism and satire.
Social Satire
There is plenty of social satire in The Journey of Niels Klim to the World
Underground. Holberg satirizes so extensively that it would be too much to
try and cover (and uncover) all of it. This, then, is a look at the social satire
of Denmark and France, misogyny, and scholars.
To begin with the scholars, Niels Klim is ridiculed for being too
conceited about his academic credentials. His dreams of quick career
progress are questioned. First, by the Potuans who think he is overhasty,
then by the Martinians who find him too slow and dimwitted, and finally,
when he ends up as a malevolent tyrant. All of these are examples of how
his ambitions are too huge for his own good.
In the Philosophical Region, they are supposed to value science and
philosophy, but they are out of this world. A man absorbed in his own
thoughts beats Niels Klim up because he took him for a pillar. He is nearly
dissected out of curiosity, had he not been helped by a woman who wants to
have sex with him because the philosophers are no good when it comes to
the needs of a woman. These are just some of the many accounts of
ridiculing scholars and academics.
There is a recurring motif of Niels Klim meeting women. At first, he
climbs up in a tree that turns out to be female, only later to be judged by
another female tree. In the Kingdom of Kokleku, Niels Klim encounters a
tree society in which gender roles are reversed and the males cook and
perform all the domestic duties, if they are not prostitutes for women. He
hears about the Queen’s harem with 300 attractive young fellows locked up
for life. He hurries away, and later he flees the woman that saved him from
being dissected by the philosophers. In Martinia, the wife of the President
tries to seduce him; after he rejects her, she turns against him and tells
everyone the lie that he tried to seduce her. Later, he marries a deceased
emperor’s daughter, denies marrying another daughter of an emperor, but
ends up remarrying Magdalena back in Norway anyway. As what should
now be obvious, Niels Klim has many encounters with women. Of course,
the most central is his hubris when, in Nazar, he turns against women and
wants them to be second-class citizens, a change from gender equality to a
Patriarchal society, and for this he receives the punishment of banishment to
the firmament, the inner surface of Earth.
Niels Klim tries his best but mostly fail in the end. Even his dream
scenario of becoming an emperor fails. A Napoleonic figure before
Napoleon, he is an anti-hero, a tragedy, a failed scholar that ends up as a
custodian without the courage to tell the public about his greatest
adventures.
Holberg satirizes Denmark as well. The Mardak Province is inhabited by
the narrow-minded and stubborn cypresses who would rather insist on
deceitful orthodoxy than learn anything new. Neophytes without
qualifications, other than the trait of being obstinate, get high-ranking
positions. The name “Mardak” bears a strong resemblance to (and is almost
an anagram of) Denmark (Danish: Danmark), and is accordingly considered
a criticism of Denmark in the 18th century (Bredsdorff and Kjældgaard,
2010).
The most unusual thing about the inhabitants of Mardak is that they all
have very special eyes. Some have oblong eyes and to them everything
appear oblong; some have square eyes, or very small eyes, some have two
eyes turned in opposite directions, there are even some with three eyes, four
eyes, and eyes that occupy the whole forehead, and finally some have only
a single eye in the neck. The symbolism is clear; the Danes do not see
anything clearly.
Martinia on the firmament, inhabited by the monkey-people, is an
allegory of France in the 18th century (Paludan, 1878). They are the
opposite of the utopian Potuans. The Martinians are superficial and are far
too hasty. Klim think of them as fools because they make rash decisions.
Their state is a great council selected from an old nobility. Their religion
has more than 200 speculations concerning the form and being of God, and
almost 400 speculations as to the nature and qualities of the soul, and many
theological seminars and preachers. There are many project-makers coming
up with foolish ideas, praised for their boldness even though they cannot
deliver. This is Holberg’s nightmarish dystopia, satirizing hurried decision-
making, irrationality, nobility, project-makers, and theologians such as the
French Pietists.
Adaptation
When one thinks of Jonathan Swift’s Gulliver’s Travels, there are plenty of
movies going back to Georges Méliès’s Gulliver’s Travels among the
Lilliputians and the Giants from 1902. The same cannot be said for Niels
Klim; Hollywood has overlooked Holberg’s novel. In 1984, DR (Danish
television) produced a Danish three-part television adaptation Niels Klims
underjordiske rejse (Niels Klim’s Underworld Journey). The television
series was theatrical and amateurish. No other film or television series has
been produced based on The Journey of Niels Klim to the World
Underground.
Conclusion
Ludvig Holberg’s The Journey of Niels Klim to the World Underground
from 1741 acts both as an allegorical social criticism of 18th-century
kingdoms and as a subcreated world in its own right, depicting an
interesting journey to a fantastic Hollow Earth world. Originally written in
Latin and published in Saxony, the work was part of the European
Enlightenment, and Holberg presents a harsh criticism of misogyny, social
injustice, and religion in 18th-century Europe.
The Journey of Niels Klim to the World Underground is interesting
because it is a travel narrative in the satirical utopian genre, like Swift’s
Gulliver’s Travels. The novel is important because it is an example of either
proto-science fiction or early science fiction, depending on one’s science
fiction perspective. It is an even more important work because it has a rare
18th-century journey to another planet, and because it is the most
significant work presenting an imaginative subcreation of a Hollow Earth. It
may also have included the inspiration for Tolkien’s Ents.
As if this was not enough, the book represents an Enlightenment-age
social reformation based on a radical notion of social justice, a century
before Karl Marx, and it was a counteraction to 18th-century Pietism in
Denmark. Holberg’s utopia, built upon rationality and meritocracy, has far-
reaching consequences, with the notion that society is fundamentally
different without nobility, with a progressive respect for workers and
families, and, on top of that, with a depiction of true gender equality, too.
For all of the above reasons Ludvig Holberg’s The Journey of Niels Klim
to the World Underground is a remarkable literary work, but because there
are no Hollywood movies nor popular television series adapted from it, the
Scandinavian novel is mostly forgotten.
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dem man hader, Copenhagen, Denmark: Gyldendal, 2010.
Clarke, Arthur C., Profiles of the Future, New York: Holt, Rinehart, and Winston, 1984.
de Sousa, Elisabete M., “Niels Klim: Project Makers in a World Upside Down” in Katalin Nun and
Jon Stewart, editors, Volume 16, Tome II: Kierkegaard’s Literary Figures and Motifs: Gulliver to
Zerlina, New York: Routledge, 2015, pages 65–72.
Fara, Patricia, “Hidden Depths: Halley, Hell and Other People”, Studies in History and Philosophy of
Science, Volume 38, Issue 3, September 2007, pages 570–583.
Fitting, Peter, “Buried Treasures: Reconsidering Holberg’s Niels Klim in the World Underground”,
Utopian Studies, Volume 7, Issue 2, 1996, pages 93–112.
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Companion to Imaginary Worlds, New York: Routledge, 2017, pages 339–343.
Hawes, Clement, “Three Times Round the Globe: Gulliver and Colonial Discourse”, Cultural
Critique, No. 18, Spring 1991, pages 187–214.
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Holberg, Ludvig, The Journey of Niels Klim to the World Underground, Lincoln: University of
Nebraska Press, 2004 (original: 1741/1745).
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Comedy, Satire, Vienna, Austria: Hollitzer Wissenschaftsverlag, 2018.
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1972.
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Anything in Common?” in Brett M. Rogers and Benjamin Eldon Stevens, editors, Classical
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Harcourt Brace Jovanovich, 1966, pages 59–73.
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Tolkien’s Ents in Ludvig Holberg’s Journey of Niels Klim to the World Underground”, Tolkien
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Wesleyan University Press, 2011.
2
‘A LITTLE BIT OF ENGLAND
WHICH I HAVE MYSELF
CREATED’
Creating Barsetshire across Forms, Genres, Time,
and Authors
Today Barsetshire and its cathedral town of Barchester are best known as
the setting of a much-loved BBC costume drama, The Barchester
Chronicles (1982) starring, among others, Susan Hampshire and a young
Alan Rickman near the beginning of his career. The two novels the series
dramatized, The Warden (1855) and Barchester Towers (1857) are,
however, much more than the first in a series of interconnected novels by
the prolific Anthony Trollope. They delineated with real depth the
landscape and society of a more than what-if corner of England. Barsetshire
was so well and surely drawn, so suited to narratives revolving around the
tensions between preservation and change, it became, on a certain level, as
material and authentic as any real-world English region, and as popular a
setting for such narratives, as any of them.
Trollope was followed across genres and succeeding decades by M. R.
James, Ronald Knox, and, most prolifically, Angela Thirkell, and, lest we
think no train still runs to Barchester (on a Sunday or otherwise, and
leaving aside the distinct possibility that that noteworthy preparatory school
for young ladies, Saint Trinian’s, lies within striking distance), in the 21st
century by American author, Charlie Lovett, who re-imagines Barsetshire in
an almost fantasy mode.
There has been considerable critical work on the “Irish Great House” and
on Virginia Woolf, who wrote both as a novelist and as a critic, dissecting
the creation of meaning and atmosphere, which is at the heart of the act of
world-building.9 But such studies are not consciously situated within world-
building. One might suggest the more overtly artificial nature of the setting,
and the artifice generating it, in Science Fiction and Fantasy, even the
selection of reality upon which that artifice works, blunt the reader’s and
critic’s alertness to the less obvious, apparently less selective or
manipulative approach of other narrative modes. This, in turn, flattens its
recognition in those other narratives and their settings in an assumption of a
high level of fidelity to the mundane10 instead of seeing in them first and
foremost, as worlds of artifice in a necessarily symbiotic relationship with
character and action. This is despite the recognition, even in the sciences,
that
This is, perhaps, particularly true of the “realistic” novel, even though
Gaston Bachelard laid the groundwork for such a study, across both poetry
and prose, as long ago as 1958 in his La poétique de l’espace.12
Nevertheless, it is obvious that the aims and methods of world-building
criticism have growing relevance outside of popular literature as in J. P.
Mallory’s reference to it in the magisterial summation of his In Search of
the Irish Dreamtime (2016)13:
In the end the early Irish literati created a Secondary World that they
passed off as the Irish Iron Age. That they did a superb job is evident
in the centuries of scholars who have argued whether this imagined
world was a real document from Ireland’s prehistoric past.14
Much, then, has been recognized, but not, perhaps, its full implication as
integrated into a lively conceptualization of world-building. Where the
setting is clearly non-mundane or where the circumstances or needs of the
narrative require elements which the audience will identify as not of the
mundane, even when the setting ostensibly is our own world, the critical
arena is situated within a discussion of world-building. The closer it is
perceived that the narrative exists in an environment and in social
categories and mores within the writer’s and reader’s experience, then the
less likely it is to be consciously read within the distinct critical approach
given to world-building, the less likely its construction and implications for
the text as a whole are given their due.
Such scholarly disinterest, although culturally comprehensible, simply
by its apparent lack of engagement with world-building in other modes and
genres, skews and blunts our understanding of all fictional worlds. If we do
not approach all narratives with a sensitivity toward setting as integral to
the author’s purpose, we arguably misread all of them since they exist in a
continuum whether their connection is made and perceived consciously or
not. The art and influence of narrative placement, consciously or
unconsciously, flows, from one narrative to another across time, genre, and
mode directly, indirectly, rediscovered and recapitulated. Tempe is
everywhere, in every time15 and the walls of windy Troy rise in unexpected
places. We may even suggest that a greater sensitivity to setting,
particularly in the realistic novel, is perhaps an ethical necessity. A reader’s
acceptance of the reality and meaningfulness of a book’s internal world
does not stay within the book’s covers. We bring back to the mundane
souvenirs from each journey, however brief, to secondary creations. Our
time in such worlds almost invariably spills over into expectations of the
mundane realities of time, place, and society. At times, insidious
expectations based on the internalizing of literary world-building can have
potency in the real world, as has been demonstrated of Western
Orientalizing texts. The use of literary texts as primary sources for social
historians and others (and we may suggest a pertinent example in Scotland’s
reference to Barchester Towers16) will profit from a sophisticated
explication of such texts as invented within the original and present sense of
the word, however closely their originators strove to make them mirrors of
the mundane. The very act of verbalizing, of seizing on what to the author
is most salient to his or her purpose, is no different in its aims — or even, it
may be argued, in its essential techniques to high fantasy or the most outré
science fiction.
By widening the remit of world-building analysis, the reader and scholar
become more sensitive to the effect of a text retreating in time from its
present audience as compared to that of its original one. This is a constant
practice among scholars of older literatures who strive to rescue the text
from anachronistic readings and misinterpretation. Scotland’s reference to
Barchester, as mentioned above, for example, considerably sharpens and
underscores the relevance of Trollope’s ecclesiastical politics in the
Barchester series by insisting on the importance of radical changes in the
Anglican episcopacy during the period of The Warden (1855) and
Barchester Towers (1857); changes, as it happened, through what we may
heartlessly call “natural wastage” so sweeping, that the New York Times in
November, 1863, republished a contemporary English article on the
subject.17 Temporal distance seems to cast an afterglow of the romantic,
even of the quaint, on circumstances and situations which scorched hearts
and destroyed lives when those narratives were written. What was once the
harsh reality of the marriage mart in Austen’s England, or the bitter battles
of the ecclesiastical and secular, the Evangelicals and the Oxford
movement, in Trollope’s time, become, for those who have experienced
neither, merely charming chaffing, much ado about nothing. As the 19th
century retreats deeper into the past, readers, too, lose the sense of their
original, sometimes extreme, modernity for their original audience. Railway
timetables and the telegraph would have given the original readers a sense
of the frenetic activity invading the slow episcopal calm of Barchester. The
combined power of telegraph and newspaper,18 the new speed of
communication which may not be clearly communication in any real sense
to the characters living with them, is woven into the setting of characters
who find it difficult to communicate, who misunderstand and in their turn
are misunderstood at every turn.19 Rather than the quaint, the original
reader would have recognized the playing out of exasperation and
dislocation, and at times, apparently mindless energy. The world Trollope
builds is one moving at different speeds, socially and regionally, in a
country and society that had convinced at least a part of itself, as societies
usually do, that there was an orderly past social world, where change came
slowly with time to assimilate and transmute every change into a stable and
traditional society. Thirkell, Trollope’s most prolific and arguably most
sympathetic continuator, herself, however sentimentalized her world-
building might be, creates from the mundane a similar world in flux, albeit
ironically one looking back to the dreaded future of the Trollope novels.
She, the daughter of a classicist, must have written with Aeneid, Book 1,
line 462: sunt lacrimae rerum et mentem mortalia tangent (there are tears in
all that is and mortality touches thought)20 constantly before her.
As we shall see, much of the same strategies apply to the creation of the
place, which she calls at the end of her essay “the most vital novelistic
‘organism’ British readers had ever seen”,31 that these characters inhabit.
Creating a multiple-volume Barsetshire, or working within that already-
created literary reality, offers not just a general form, but one as large as a
shire’s topography32 and society, offering at the same time places as
particular and specific as St. Ewold’s parsonage in Barchester Towers,33
created more by the Grantlys’s reaction to it than by any specific details,
except the miserable proportions of a dining room of 16 by 15 feet.34
Trollope himself wrote in his autobiography:
In the course of the job I visited Salisbury, and whilst wandering there
one midsummer evening round the purlieus of the cathedral I
conceived the story of The Warden, — from whence came that series
of novels of which Barchester, with its bishops, deans, and
archdeacon, was the central site.35
Trollope begins The Warden with an intellectually daring insight into his
creative process:
The Revd Septimus Harding was, a few years since, a beneficed
clergyman residing in the cathedral town of — , let us call it
Barchester. Were we to name Wells or Salisbury, Exeter Hereford or
Gloucester, it might be presumed that something personal was
intended; and as this tale will refer mainly to the cathedral dignitaries
of the town in question, we are anxious that no personality may be
suspected. Let us presume that Barchester is a quiet town in the West
of England, more remarkable for the beauty of its cathedral and the
antiquity of its monuments, than for any commercial prosperity, that
the west end is the cathedral close, and that the aristocracy of
Barchester are the bishop, dean, and canons, with their respective
wives and daughters.46
From this opening paragraph, Trollope focuses on what he sees as the heart
of the invention in which he is engaging and expects his readers to
recognize and engage with its artifice. That invention is not merely of
human characters, but of society and environment. It is important to
recognize here Trollope begins his fiction with exactly the attitude of which
his contemporary critics complained. His unabashed recognition, his
drawing attention to the fictive nature, even if it suggests it is only fictive
for a certain meaning of fictive, is focused on Barsetshire — on his world-
building, his setting as much as his character. It is in such terms that
Hawthorne appreciated Trollope, writing it was, “as if some giant had hewn
a great lump out of the earth and put it under a glass case, with all its
inhabitants going about their daily business”.47
Barsetshire is announced essentially as being in a symbiotic relationship,
in all its elements, with the mundane. It is itself the totality of the characters
which exist within it, social creatures moving through a socio-political and
natural geography. They constitute a society which is above all dominated
by an ecclesiastical hierarchy, not by merchants or by squires, not by
industrialists or noblemen. Although couched in terms of real people who
might be discommoded by a fully “real” setting, it is clear it is also insisting
on the exemplary (as well as fictive) nature of his characters and narrative.
Trollope is asking his readers to work with him, to integrate their
experience of the mundane with his, in a shared act of creation. He expects
his readers to bring a certain knowledge of places like Barchester, some of
which he names, and, in fact, to bring certain attitudes and assumptions
concerning such places to the story he is about to tell them. It is not an
economic powerhouse, like the cities of the north of England, with their
rapid growth and constant innovation in every aspect of human life. It is,
frankly, quaint. Barchester could only exist in the south and west of
London. It could never be several train stops from the town of Dicken’s
Hard Times (1854).48 It is a world characterized best in the opening
landscape of the hospital, the road, and the river, a passage which equally
exemplifies the movement of good prose which he knew was as important
as in poetry:49
Although the walk is never taken, the thought of such a walk says much
about the characters, but even more about their world and the audience’s
approach to their own. This is a description whose most salient features —
fosse, place names, and saint — would be almost unimaginable in Trollope,
although St. Ewold, as the titular saint of Mr. Arabin’s first parish, figures at
least as a name in Barchester Towers. This is the world of the English
Place-Name Society, of the renewed interest in Anglo-Saxon saints founded
on emergence of medieval studies and philology, fostered by the Anglo-
Catholic wing of the Anglican Church. It is Trollope’s Barchester, but it is
one now seen, at least here, through the lens of works like Alfred Watkins’s
The Old Straight Track (1925),59 and Kipling’s Puck of Pook’s Hill (1906)
and Rewards and Fairies (1910), two books which had an enormous
influence on readerly expectations of presentations of the English
countryside in the generations immediately following their publication.
Countryside rambles, pivoting at significant vistas, are a mainstay of
Thirkell’s positioning of buildings, characterization, and motivation within
her invented ecumene. It is not a question of where she employs them but
where she does not. She does not, however, use only the traditional walk to
introduce her vistas of land and life. In The Headmistress (1944), Elsa
Belton and Captain Hornby, sorting through family history by way of a very
full attic, see from the roof of Alcot House the Saturday world of Harefield
and, led by the sound of bells, walk around the roof widdershins to the west
side of the house, to the sight of Elsa’s not quite irredeemably lost home:
And away up on the hill beyond was Elsa’s home, almost a silhouette
now with the sun behind it, its great front like a screen of stone. On a
piece of level ground at one side some girls were playing netball.60
This is a world and its social history in miniature: the distance and elevation
reduced by a setting sun to a featureless outline, its wall now only a screen,
and the heedless and innocent usurpers there “at one side” because they can
never truly be in that world as it was. That Elsa moves, leading her Scots
lover widdershins, anticlockwise,61 around this panorama, through her
world, is telling. It is unlucky and wrongheaded, but it is also, in English
and Scottish tradition, the direction into Fairie. Captain Hornby, falling in
love, is another Childe Rowland.62
In Barsetshire, the land and the people are not only one, the land and the
built environment are one in that, again and again, houses are the shape or
shaping of the people who inhabit them. While never reaching the pitch of
John Buchan’s “little wicked house” in Fullcircle (1920)63 houses do define
and mold people. They can even be locked in a reciprocal, reinforcing
relationship with their inhabitants. Although it is possible for houses,
particularly houses that are truly homes, to be “though hideous . . . warm
and comfortable”,64 that is usually not the case.
The most obvious example of unfortunate house design, deriving from
and intensifying the faults of its inhabitants, must be the Tebbens’s Lamb’s
Piece.65 Mrs. Tebben is an academic without being a scholar. This house,
“altogether Mrs. Tebben’s doing”,66 “who in some ways had never
developed spiritually since the days of cocoa-parties in a bed-sitting-room
at college”67 is, along with the Tebbens’ home life, first introduced in
August Folly (1936) with an extended discussion of the non-provision of a
proper study for her truly scholarly medievalist/civil servant husband:
Mr. Tebben would have preferred the lower story, from which he
could escape straight into the garden and away down the valley into
the woods, if pressed by enemies, but Mrs. Tebben, who liked to have
her household under her eye, decided to take a piece off the dining
room. The result was two rooms, both too small for human
habitation.68
The Trollope reader coming to Thirkell, as many must have done in the
1930s, must have recalled the unfortunate dining room at St Ewold’s
parsonage, and been thankful Archdeacon Grantly had been gathered to his
fathers before there was any possibility he would be invited to dine with the
Tebbens.
The description of Gilbert Tebben’s misery over the effect his wife’s
architectural notions have on his bookish life is perhaps the surest, albeit
ironic, sign of the depth of his love for Mrs. Tebben, particularly as her idea
of a good meal seems to be one which will provide left-overs. Mrs.
Tebben’s self-designed summer house is a projection of her own ramshackle
life and character, re-enforcing the very things in her personality and
behavior which makes a happy integration into the life to which she aspires
difficult.
Unfortunate architecture is not, however, always the modern and
inconvenient, although again it is a sad, but honest reflection on the
personality for whom it was built. The Garden House, which would today
probably be the only part of the Belton’s Harefield Park in which the
National Trust would be interested, has an escapable wrongness extending
over the generations, built in folly and maintained in folly:
A species of pleasure house or folly, built by the Nabob in his old age
under the influence (we regret to say) of a French lady of great charm
and beauty who was no better than she should be. . . It had also
afforded scope for the undoubted gifts of the French architect and
decorator . . . An exotic among dog violets and daisies, a bird of
paradise among barndoor fowls, its delicate rococo graces had looked
homesick and out of place from the very beginning. Now heavily
overshadowed, by two drooping willows; a cottage orne with a
pagoda roof . . . Mr Belton’s grandfather had spent a good deal of
money in putting it into repair in the last flare of gaiety at the end of
the nineteenth century, but he would have done better to put his
money back into the estate[.]69
Just such decisions bring their descendants from Harefield Park to Arcot
house. James Thurber called his home in Cornwall, Connecticut, “The
Great Good Place”. Thirkell would have recognized him as a kindred spirit
in understanding the importance of the house in which one elects to live. It
is a characteristic of her novels that houses are not merely signs or
exemplifications of an ethical/aesthetic sense, but can become characters in
their own right. This empowerment of the built environment is perhaps
most powerful in The Headmistress (1944). Miss Sparling and Arcot House
are arguably the two most beautifully drawn, most sympathetic characters
in The Headmistress, perhaps in all of Thirkell’s novels. Miss Sparling, the
headmistress of the Hosiers Girls Foundation School, is the antithesis of
Mrs. Tebben. She is very much the true scholar, a classicist who will
eventually win more than the grudging admiration of that near-caricature of
an Oxford don, Mr. Caron. She also demonstrates her innate delicacy in
terms of a house and the meaning of home:
And to Mr. Belton she had shown that not only did she realize that
lady’s prior claim, in the eyes of abstract justice, to her own drawing
room, but at the same time apologized to her for usurping it and
thanked her for her friendly and generous attitude.70
And she is almost as quietly perfect as Arcot House on the south side of the
High Street in Harefield,
Her “heir, a nephew who didn’t in the least want to live there”73 is the
human counterpart of the house, a sensibly sized, warm, aesthetically
pleasing 18th-century house at the heart of the community. Captain Hornby
will have much the same effect on the Belton’s daughter, Elsa, as the house
has on her parents. The Beltons themselves, however much they have
intermarried into the upper levels of county society, are still the descendants
of a late 18th-century nabob whose Harfield Park, “a plain-faced Palladian
house”,74 is a hopeless, uncomfortable money pit, even though it represents
their place in society. Hornby and Arcot House seem to bring the Beltons,
simply by their balance and sense, house and man’s participation somehow
in a Georgian apogee of England, into a proper understanding of
themselves, their essential love not so much of the house as of the land, and
a strengthened sense of being in the right place.
It would require a far longer and more detailed study than this to
properly define and appreciate the balance between world-building,
character description, and speech acts (including internal monologs) in
Thirkell’s novels. Their interaction is fundamental to Thirkell’s creation of
the narrative artifact. The impression the reader will probably bring from a
Thirkell narrative is that of a rough equivalency among them. Whether
there is truth in this approximation, whether it differs (and for what reasons)
from novel to novel, or if we can speak of a real change in them over time,
these questions require more than an intuitive response. Is there a difference
in presentation of the natural and built world between the pre-World War II
novels and those written during World War II, or indeed, is there yet another
change between their war and postwar presentation portraits? Thirkell
brought Barsetshire through the 1930s and 1940s into the postwar world,
leaving it superficially in flux, but still profoundly conservative in its
outlooks and methods of accommodating change and assimilating new
blood into its society with men and women like Sam and Heather Adams.
This conservatism is alive in the characters’ behavior, conversations, and
internal musings, within a built environment within a natural, largely
agrarian one. But from the curving embrace of the river from the opening
pages of The Warden to the long lost, but now rediscovered spring in the
Cathedral Close of The Lost Book of the Grail, it is from the Earth, always
threatened, always defended, that its essential continuity derives. It is only
through an act of sustained world-building, not derivative in a negative
sense, but reflective and deepened, that such a world and its activities are
created. This is perhaps what has given the authors following Trollope into
Barsetshire their desire to continue its life, this desire to demonstrate, in a
sustaining environment, not the pettiness, but the small heroisms of fighting
“the long defeat”. Having once recognized, with them, what lies behind
such an act and its importance to the narrative as a whole, it may be
possible to recognize and read other novelistic lands, both on and off the
map.
Notes
The quote in the essay’s title is from M. Sadleir, Trollope, (London, 1945),
p. 417.
1 The last volume of Balzac’s series appeared five years before the publication of The Warden. The
following essay will not address the possibility of the influence of the Medieval and Renaissance
development of the so-called “Matters of Britain” or the fictional and historical influence of the
Troy legend across European literatures, although the phenomenon has much in common with
present-day sequels, prequels, and continuations both in and out of fan fiction.
2 See the opening of Ellen Moody, “Mapping Trollope; or the Geographies of Power”, posted
2013/05 from the Victorian Web, http://www.victorianweb.org/authors/trollope/moody3.html
3 Thomas Babington MacCaulay, The History of England from the Accession of James the Second,
5 volumes, London, England: Longmans, published between 1848 and 1861. The first volume
gives a condensed history of England to 1685: MacCauley’s History of England from the
Accession of James II, 4 volumes, Introduction by Douglas Jerrold Dent: London and New York:
Dutton, 1953, vol. 1, pp. 1–208.
4 MacCaulay, vol. 1, pp. 209–320. The growing broadening of historical narrative has followed to
some extent the broadening of focus available in the novel while the novel has absorbed some of
the methods of the history in its extended observation.
5 Richard, Mullen, Trollope: A Victorian in his World, Savannah, Georgia: Frederic C. Bell, 1990,
p. 177.
6 Ellen Moody, “Mapping Trollope; or the Geographies of Power”, posted 2013/05 from the
Victorian Web, http://www.victorianweb.org/authors/trollope/moody3.html
7 Mieke Bal, Narratology: Introduction to the Theory of Narrative, 3rd edition, Toronto, New
York, and London: University of Toronto Press, 2009, pp. 35–48; 133–145; 219–224.
8 Op cit. p. 35.
9 Adele Cassigneul, “Virginia Woolf’s Ruined House, A Literary Complex” in Etudes
Britanniques Contemporaines, vol. 55 (2018), pp. 13–26, available at
https://journals.openedition.org/ebc/1315
10 For the purposes of this study, mundane shall be taken to mean the daily perception of the Earth
as it is experienced by the greater part of its human inhabitants, together with scientific
descriptions of its physical appearance and processes.
11 Kenneth L. Taylor, “The Beginnings of a Geological Naturalist: Desmarest, the Printed Word,
and Nature”, Earth Sciences History 20, 2001, pp. 44–61, reprinted in The Earth Sciences in the
Enlightenment: Studies on the Early Development of Geology, Variorum Collected Series 883,
Aldershot: Ashgate, 2008, p. 2.
12 Gaston Bachelard, La poétique de l’espace, Paris, France: Presses Universitaires de France,
1958.
13 J. P. Mallory, In Search of the Irish Dreamtime: Archaeology and Early Irish Literature, Thames
and Hudson: London, 2016, pp. 288–289, referencing Mark J. P. Wolf, Building Imaginary
Worlds: The Theory and History of Subcreation, New York and London: Routledge, 2012. I
would like to thank Dr. Padraig S. O’Briain for drawing this passage to my attention.
14 Mallory, In Search of the Irish Dreamtime, p. 289.
15 William Empson, Some Versions of the Pastoral, 1935.
16 Nigel Scotland, Good and Proper Me: Lord Palmerston and the Bench of Bishops, Cambridge:
James Clarke & Co. LTD, 2000, see in particular p. 21.
17 “The Episcopal Appointments of Lord Palmerston” (from an English paper), The New York
Times, Nov. 15, 1863, available at https://www.nytimes.com/1863/11/15/archives/the-episcopal-
appointments-of-lord-palmerston.html
18 See Mr. Arabin to Mrs. Bold, Anthony Trollope, Barchester Towers, with an afterword by Ned
Halley, Collector’s Library, London, 2013, pp. 260–261
19 See, in particular, the conversations which take place at Plumstead in Barchester Towers.
20 P. Vergili Maronis Opera, ed. R. A. B. Mynors, Oxford, England: Clarendon Press, 1969, p. 117;
the translation (somewhat free) is my own.
21 I use the term “serial novel” not as it is often used to denote a novel, usually 19th century, which
appeared first in parts, usually in a magazine, but rather a series of novels which share a setting
and a cast of characters who move in and out of prominence in the continuing narrative of that
place. Pratchett’s Discworld series is an example.
22 Discussed briefly in Bal, Narratology, p. 139.
23 The use of “shire” here is doubly purposeful. Obviously, Trollope and his followers invent and
develop a shire, but it may also be illuminating to compare particularly Thirkell’s development
of Barsetshire with Tolkien’s Shire, as developed through The Hobbit (1937) and The Lord of the
Rings (1954–1955).
24 It could be argued that this linking of narrative and setting is an active element in the medieval
Matter of Britain and to a lesser extent in the Icelandic sagas. The extent to which either may
have influenced Trollope may be assumed to be negligible. It is more likely he might have been
influenced by multi-volume histories, such as Thomas Babungton Macaulay’s The History of
England from the Accession of James the Second (1848), of which his biographer wrote of “the
famous third chapter of the History, which may be said to have introduced the study of social
history”, G. R. Potter, Macaulay (London, England: Longmans, Green & Co., 1959), p. 29.
25 Mary Poovey, “Trollope’s Barsetshire series” in Carolyn Dever and Lisa Niles, editors, The
Cambridge Companion to Anthony Trollope, Cambridge, England: Cambridge University Press,
2011, p. 31.
26 Poovey, “Trollope’s Barsetshire series”, pp. 33–38.
27 See Stephen Oettermann, The Panorama: History of a Mass Medium, Cambridge,
Massachusetts: The MIT Press, 1997, available at http://www.tate.org.uk/art/artworks/frith-the-
derby-day-n00615.
28 Compare this to Terry Pratchett’s Discworld series.
29 Poovey, “Trollope’s Barsetshire series”, p. 37.
30 Poovey, “Trollope’s Barsetshire series”, p. 39.
31 Poovey, “Trollope’s Barsetshire series”, p. 43.
32 The importance of this created topography is the subject of much of Moody’s study, see above,
footnote 7.
33 Trollope, Barchester Towers, pp. 256–265.
34 Trollope, Barchester Towers, p. 263.
35 Anthony Trollope, An Autobiography, Chapter 5, available at
http://www.gutenberg.org/files/5978/5978-h/5978-h.htm.
36 Cynthia Snowden, Going to Barsetshire: A Companion to the Barsetshire Novels of Angel
Thirkell, privately published, 2000, p. xi.
37 Its location is perhaps best approached through the times of railway journeys to London.
38 M. R. James, editor, Collected Ghost Stories, with introduction and notes by Daryl Jones,
Oxford: Oxford University Press, 2011, pp. 165–178.
39 Charlie Lovett, The Lost Book of the Grail or A Visitor’s Guide to Barchester Cathedral, New
York: Viking, 2017.
40 See the thumbnail sketch of Adams in Snowden, Going to Barsetshire, pp. 3, 4.
41 Lovett, The Lost Book of the Grail, pp. 316, 317.
42 Trollope, Barchester Towers, pp. 273–277.
43 Robert Tracy, “Trollope Redux: the Later Novels” in Carolyn Dever and Lisa Niles, eds., The
Cambridge Companion to Anthony Trollope, Cambridge, England: Cambridge University Press,
2011, pp. 58–70, at p. 58.
44 Trollope, Barchester Towers, pp. 258, 259.
45 Trollope, Barchester Towers, p. 255.
46 Anthony Trollope, The Warden, London, England: Collector’s Library, CRW Publishing Ltd.,
2013, p. 9.
47 (Cowley, M. (Editor) (1978). The Portable Hawthorne. p. 688.) Hawthorne asks his publisher,
James T. Fields, in February 1860; The Victorian Dreams of the Real: Conventions and Ideology:
Conventions and Ideology, Audrey Jaffe, Oxford, 2016, p. 27. It should be noted, however, this is
still an American’s assessment. On the American construction of a largely literary England, see
Helen, Conrad-O’Briain, “Bookland: Building England in a Time Travel Universe in Connie
Willis’s To Say Nothing of the Door”in Mark, J. P. Wolf, ed., Revisiting Imaginary Worlds: A
Subcreation Studies Anthology, New York and London: Routledge, 2017,pp. 310–330.
48 First published as a serial in Household from April 1, 1854–August 12, 1854. Published as a
book by LondonEngland: Bradbury and Evans, 1854.
49 Anthony Trollope, An Autobiography, Chapter 12, available at
http://www.gutenberg.org/files/5978/5978-h/5978-h.htm, June 2, 2018.
50 Trollope, The Warden, pp. 14–15.
51 Edmund Spenser, The Faerie Queen, Book 7, Canto 6, stanza 48. Lines 424–426.
52 Trollope, Barchester Towers, p. 273.
53 See Penelope Fritzer, Aesthetics and Nostalgia in the Barsetshire Novels of Angela Thirkell, The
Angela Thirkell Society of America, SanDiego, 2009.
54 Spenser, The Faerie Queen, Book 7, Canto 7, stanza 2, ll 541–549.
55 Angela Thirkell, The Headmistress, London: Hamish Hamilton, 1944, p. 11; they will go skating,
of course, with most of the village and girl’s school now in Harefield Park, and someone will go
through the ice and someone will save them, and everyone, almost, will be the better for it.
56 Angela Thirkell, Peace Breaks Out, London, England: Hamish Hamilton, 1946, pp. 17, 18, 26,
27. Mr. Scatcherd and his landscape, however, run in and out of the novel.
57 See. In particular Thirkell, Peace Breaks Out, p. 13.
58 Thirkell, Peace Breaks Out, pp. 11, 12.
59 Alfred Watkins, The Od Straight Track: Is Mounds, Beacons, Moats, Sites and Mark Stones,
London, England: Abacus, 1974.
60 Thirkell, The Headmistress, pp. 119–121, quotation from p. 121.
61 Thirkell, The Headmistress, 119.
62 Jacqueline Simpson and Steve Roud, A Dictionary of English Folklore, Oxford University Press:
Oxford, 2003, p. 389. See also Joseph Jacobs, “Childe Rowland”, Folklore, vol. 2, 1892, pp.
183–197; in particular, p. 193.
63 John Buchan, The Complete Short Stories, edited by Andrew Lownie, 3 volumes, London,
England: Thistle Publishing, 1996–1997, vol. 3, pp. 344–58.
64 Angela Thirkell, Growing Up, London, England: Hamish Hamilton, 1943, reprinted in 1947, p.
41.
65 Angela Thirkell, August Folly, North Dakota: Penguin, 1949, p. 19. Originally published by
Hamish Hamilton in London, 1936
66 Thirkell, August Folly, p. 10.
67 Thirkell, August Folly, p. 14.
68 Thirkell, August Folly, pp. 10, 11.
69 Thirkell, The Headmistress, pp. 112–114.
70 Thirkell, The Headmistress,p. 147.
71 Thirkell, The Headmistress, p. 7.
72 Thirkell, The Headmistress,p. 20.
73 Thirkell, The Headmistress, p. 7.
74 Thirkell, The Headmistress, p. 5.
3
MYTHOPOETIC SUSPENSE,
ESCHATOLOGY AND MISTERIUM
World-Building Lessons from Dostoevsky
Lily Alexander
What’s in a Name?
The inquisitive reader, who suspects that the word karma resonates with the
title, is right. A careful examiner of Dostoevsky’s fictional worlds notices
his numerous tale-telling signs in naming. The ritual origin of naming is in
the “mystical” linking of a person to powerful natural forces or spirits, with
the purpose of establishing rewarding and safeguarding identification (as in
naming European cities Berlin and Bern to ensure their citizens’ protection
and ritual empowerment expected in the Bear-totem era). Authors often use
a name to (subliminally) reveal a hidden truth about its bearer.
Karamazov, Karamzin, and Karamazin are real Russian surnames (of the
Turkic linguistic roots). Yet, the writer chose a family name with a
revelatory message about his protagonists. The surname Karamazov
unsurprisingly shares etymological roots with the concept of karma (via
Indo-European linguistic connections). The Russian noun kara means the
(deserved) punishment from the higher powers (pagan gods, God, or fate)
for committed sins and crimes. The verb mazat means to paint, draw, chart,
and also to stain or pollute. The family name Karamazov, therefore, may be
interpreted as “the fate is drawn or tarnished” or possibly “to draw/taint
one’s fate with this person’s choices or actions”. The name explicitly points
to the “karmic” meaning and the spiritual purpose of the novel. The
protagonists are the brothers whose futures are being determined and drawn
(on the scrolls of their timeless legacy, on some invisible tablets of
Providence). Hence, the novel’s title is linked to such notions as Fortune,
also highlighting that it is our life choices that shape our futures. “Fate is
predetermined” is echoed in the family name Karamazov. Yet the novel
implies that by means of decisions and actions people draw their own
destiny; while the gods are watching.
Just by naming the family and casting his characters, Dostoevsky lets the
air and shadows from mythological realms into his storyworld. His cast of
characters, entangled in tragedy and mystery, includes the antihero father;
his sons; the four women who fatefully influenced the lives of the
Karamazov men; the town’s spiritual mentor; the locals and officials;
several “weird” enigmatic types; as well as God and the Devil. Fyodor
Dostoevsky’s arch-villain is Fyodor Karamazov. The story’s villain and the
author teasingly “exchange masks”: they wear the same name, which in this
context sounds tragic-ironic: the “gift from God” Theodoros (Fyodor in
Russian). It is hard to overlook the fact that of all possible names, the
author gave his antagonist his own name, with a whiff of self-irony (“How
far is Everyman from society’s antiheroes?” is a lingering question).11
A few more tale-telling names have a Greek origin (Zosima, Dmitry,
Katerina, Grusha, Alexei, and Ilya). In other novels, many names and
surnames are symbolic. In Crime and Punishment, Rodion Raskolnikov’s
given name means “he is born” while his surname means “split man”;
Sonya, Sophia the Wise, Razymikhin means “sensible”); in Poor Folk
(1846), there is Devyshkin (“girlish, gentle like a girl”); in The Idiot (1869),
there is Myshkin (“little mouse”), Nastasia (“eternally growing”), and
Rogozhin (“cheap rug”). Let’s look at other connotations with the potential
symbolism bursting forth into the TBK plot functionality. Zosima, spiritual
mentor, means life and the living (Forever?). Dmitry, the brother to be
framed and sentenced, is the Earthly Man, the offspring of the Nature-
goddess Demetra, and his love Agrafena “feet first”, the walking, wanderer
on the earth. Ivan is symbolic of the Russian Everyman and the folktales’
Ivan the Fool. Alexei is the defender of man (a short version of Alexander).
Katerina the Pure (vs. the Impure) connotes purification and catharsis (as in
Mary Douglas’s Purity and Danger: An Analysis of Concepts of Pollution
and Taboo (1966)). Ilya is from the Hebrew Eliah, the son of God.
It is worthwhile to further analyze what significance, if any, naming may
have in this novel; and how names abet the storyworld’s complex system of
meanings. Through nearly all the names in his novels, Dostoevsky adds
some symbolically elevated perspective on a character’s nature or path in
the world. Importantly, the novel generates its own narrative hermeneutics,
which is grounded, implicitly, in the deep layers of existing symbolic
systems, ascending from mythologies and religions. The game of decoding
and meaning-making in TBK goes much deeper than the “whodunit?”.
Notes
1 This imaginary dystopian locale resonates with the Glupov-town of Mikhail Saltykov-
Shchedrin’s The History of a Town (1870), a grotesque satire, politically risky novel relating the
tragic-farcical chronicles of the fictitious Foolsville or Stupid Town, a caricature of the Russian
Empire, with its sequence of monstrous rulers tormenting their hapless populations. This neo-
mytheme also connotes Kurt Vonnegut’s Slaughterhouse Five (1969).
2 In his body of work, Bakhtin proposed and employed a notion of Great Time (Bolshoe vremya).
This (metaphorical) concept implies symbolic-axiological eternity. The enormous, infinite realm
of time is conceived by Bakhtin as populated by archetypal mythic figures and serving as a
precious reserve of the most important values and perspectives on the world. What is interesting
for the study of mythopoesis is that Bakhtin alludes that this enigmatic realm of Great Time is
implicitly but actively present in all (best) narratives of humankind as a latent, deeply embedded
POV. A philosophical anthropologist and predecessor of the semiotics of culture Bakhtin
developed his own conceptual apparatus which integrates a poetic and a philosophical language.
His conceptual system was enthusiastically reemployed by “the Bakhtin industry” in the
humanities of the 1990s, particularly, in France, the United Kingdom, and the United States. See:
M. M. Bakhtin, Rabelais and His World, translated by Hélène Iswolsky, Cambridge,
Massachusetts: The MIT Press, 1968; M. M. Bakhtin, The Dialogic Imagination: Four Essays,
edited by Michael Holquist, translated by Caryl Emerson and Michael Holquist, Austin, Texas,
and London, England: University of Texas Press, 1981.
3 Ivan Turgenev’s classical novel Fathers and Sons (1862) had initially shaped the public
discussion on intergenerational ideological tensions in Russia; shortly thereafter Dostoevsky
began to write TBK.
4 For the seminal international collection, Oedipus: A Folklore Casebook (1995), on the archetypal
myth, its co-editor, Alan Dundes, the leading American theorist of folklore, commissioned the
translation of the influential work by Propp, the founding father of narratology and the structural
studies of plot. See Allan Dundes and Lowell Edmunds, editors, Oedipus: A Folklore Casebook.
Madison, Wisconsin: University of Wisconsin Press, 1995.
5 See Dmitry Bykov, Who Killed Fyodor Pavlovich, Audiobook lecture, Moscow, Russia: Litres,
2019. Bykov suggests that TBK was largely inspired by Charles Dickens’s similarly unfinished
experiment, The Mystery of Edwin Drood (1870).
6 See Lily Alexander, Fictional Worlds: Traditions in Narrative and the Age of Visual Culture,
Charleston, South Carolina: CreateSpace, 2013, and Lily Alexander, “The Hero’s Journey” and
“Mythology” in The Routledge Companion to Imaginary Worlds, edited by Mark J. P. Wolf, New
York, New York: Routledge, 2017, pages 11–20 and 115–126.
7 Mikhail Bakhtin, Problems of Dostoevsky’s Poetics, edited and translated by Caryl Emerson,
Minneapolis, Minnesota: University of Minnesota Press, 1984. This now-classical work on
polyphony in Dostoevsky and its anti-totalitarian ideas, first published in 1928, landed Bakhtin
in the exile under Stalin, after he miraculously escaped a concentration camp sentence in 1928,
with secret help from the Minister of Culture, Anatoly Lunacharsky. While Bakhtin spent 30
years behind the Ural Mountains (in Kazakhstan and Mordovia), banned from entering the
European part of the Soviet Union, Dostoevsky, his subject and mentor, was largely banned from
educational institutions during the Soviet era, with the exception of Crime and Punishment,
taught as a moralizing parable.
8 Yuri Marmeladov, Dostoevsky’s Secret Code: The Allegory of Elijah the Prophet, Coronado,
California: Coronar Press, 1987.
9 Lucien Levy-Bruhl was the first explorer of mythological consciousness. While at the brink of
World War II, the anthropologist admitted having regret for employed “politically incorrect”
terminology; his rich and original theoretical heritage is currently being effectively reevaluated
in view of recent studies on the diverse forms of cognition and consciousness. See his book
Primitive Mentality (1922).
10 The pioneer of initiation studies, and the first to discover “the hero’s journey” ritual paradigm,
was Arnold Van Gennep, with his book Rites of Passage (1909), Chicago, Illinois: University of
Chicago Press, 2nd edition, 2019.
11 It is another example of Dostoevsky’s “carnivalesque” humor, as outlined by Bakhtin (1928)
1984. The book “Problems of Dostoevsky’s Poetics” by Mikhail Bakhtin was first published in
1928; translated into English in 1984.
12 Olga Fridenberg, Image & Concept: Mythopoetic Roots of Literature, London and New York:
Routledge, (1955) 1997.
13 Mikhail Bakhtin, The Dialogic Imagination: Four Essays, edited by Michael Holquist, translated
by Caryl Emerson and Michael Holquist, Austin, Texas, and London, England: University of
Texas Press, 1981.
14 See Vladimir Toporov, Myth, Ritual, Symbol, Image, (in Russian), Moscow, Russia: Progress,
1995. While Toporov was not the first to discover that Dostoevsky used the word “vdrug”
(suddenly) hundreds of times throughout his fictional worlds, he does a comprehensive overview
of this discovery and its significance.
15 Victor W. Turner, The Ritual Process: Structure and Anti-Structure (1969), Piscataway, New
Jersey: Aldine Transaction, 1995 paperback; and Victor W. Turner, The Forest of Symbols:
Aspects of Ndembu Ritual, Ithaca, New York: Cornell University Press, (1967) 1970.
16 See: Vladimir Propp, The Morphology of Folk Tale, Minneapolis, Minnesota: University of
Minnesota Press, (1928) 1984; Victor W. Turner, The Anthropology of Performance, New York,
New York: PAJ Publications, 1987; Victor W. Turner, From Ritual to Theatre: The Human
Seriousness of Play, New York, New York: PAJ Books, 1982. Also see Lily Alexander, “The
Hero’s Journey” in The Routledge Companion to Imaginary Worlds. Specifically, on Greco-
Roman mysteries, see the works from Classical Studies, for example: Walter Burkert, Ancient
Mystery Cults, Cambridge, Massachusetts: Harvard University Press, 1987; Jaime Alvar
Ezquerra, Romanising Oriental Gods: Myth, Salvation, and Ethics in the Cults of Cybele, Isis,
and Mithras, Leiden, The Netherlands: Brill Publishers, 2008; and Hugh Bowden, Mystery Cults
of the Ancient World, Princeton: Princeton University Press, 2010.
17 The Baroque generated crime fiction, as per Bakhtin (1981) and Gilles Deleuze, The Fold:
Leibniz and the Baroque, Minneapolis, Minnesota: University of Minnesota Press, 1992.
18 The 19th-century literary group known as Symbolists include Belgian/Flemish writer Maurice
Maeterlinck, and the French authors Charles Baudelaire, Arthur Rimbaud, and Stéphane
Mallarmé.
19 One such misterium-experiment, Vespers or The All-Night Virgil (1915) by Sergei Rakhmaninov
(Mass for Unaccompanied Chorus) was recently performed in New York in St. Paul the Apostle
Church, in February 2018.
4
BUILDING THE VORKOSIGAN
UNIVERSE
Edward James
Lois McMaster Bujold is one of the most popular writers in the world of
science fiction and fantasy. The Hugo Award for Best Novel, based on a
popular vote among science fiction fans, has been won by her four times,
more than anyone else apart from Robert A. Heinlein; three of the wins
were for novels in the Vorkosigan sequence. The Hugo Award for Best
Series was created recently, and she won it in the first two years it ran: in
2017 for the Vorkosigan Saga and in 2018 for The World of Five Gods.
Apart from her early novel The Spirit Ring (1992), which was set in a
fantasy version of Renaissance Italy, all her published books have been set
in one of three created universes. The World of Five Gods books,
sometimes called the Chalion series, so far consists of three novels and six
novellas, set in a secondary fantasy world, which features not only magic
but also the active participation of gods. The Sharing Knife sequence,
which Bujold calls the “Wide Green World”, currently consists of four
novels (or one long novel in four parts), and one long novella (or short
novel). This is mostly interpreted as a fantasy set in a version of the
American Midwest; I have argued elsewhere that it fits just as well in the
long American tradition of post-apocalyptic science fiction, in which people
live in a rural post-industrial world where “wild talents” such as telekinesis
develop.1 And, finally, the series with which she made her name, the
Vorkosigan Saga, whose first novels were published in 1986 and the most
recent addition (the novella The Flowers of Vashnoi) in 2018: currently it
runs to 16 novels and five short stories or novellas. It is set in a future in
which humans from Old Earth have colonized numerous planets, and in
which control of the wormholes which allow interstellar travel is crucial for
ambitious planetary governments. The Vorkosigans are a leading family on
one of those ambitious planets: Barrayar.
After the first few novels in the series it was generally categorized as
“space opera”, because of its affinity with the science-fictional subgenre
known for its “colourful action-adventure stories of interplanetary or
interstellar conflict”.2 However, with Mirror Dance (1994) and Memory
(1996), the books had started transforming into something much more
interesting. Miles Vorkosigan, whose adventures as a self-styled Admiral
had occupied much of the attention in the earlier books, reconciled himself
to abandoning his career commanding a space fleet, and in the rest of the
books a spaceship became just a convenient way to travel rather than a
locale for action. The later books vary between political thrillers, comedies
of manners (A Civil Campaign (1999) was even subtitled A Comedy of
Biology and Manners) and detective novels. Miles Vorkosigan’s new career
as Imperial Auditor — essentially a plenipotentiary investigator — allowed
the series to escape the label “space opera”, but also to add a new
dimension of plotting and character development. The appeal of the
Vorkosigan novels to its fans is largely the result of Bujold’s attention to
character, and of her ability to place them in interesting ethical dilemmas.
Before considering world-building in the Vorkosigan series, it is worth
taking a brief look at how she did it in the Chalion books, as it is both a
contrast and an interesting comparison. In both cases, the building blocks
were to be found in our world. In the case of Chalion, the inspiration was a
university course on medieval Spanish history which Bujold attended
several years before she began writing the series. Chalion is a deliberately
distorted and distorting image of the kingdom of Castile, in the generation
before the marriage of Isabella of Castile and Ferdinand of Aragon paved
the way for the creation of modern Spain. There is systematic distortion.
The points of the compass have been reversed, to begin with: the Roknari
princedoms to the north correspond to the Muslim kingdoms in the south of
Spain or North Africa, with a dash of Viking. Darthaca in the south
corresponds to France. Bujold’s own map, at www.dendarii.com, shows
clearly that Chalion itself lies within an upside-down Spain, to its south,
with a mountain frontier separating it from Darthaca. Other forms of
disorientation were applied, such as using the word roya instead of “king”
or royesse instead of “princess”. Some of the characters in the first two
novels, The Curse of Chalion (2001) and Paladin of Souls (2003) clearly
have their parallels in 15th-century Spain: Ferdinand and Isabella become
Bergon of Ibra (Aragon) and Iselle of Chalion (Castile). The counterpart to
Juan’s favorite Alvaro de Luna is Arvol dy Lutez, and Juana la Loca,
Joanna the Mad, has two incarnations in Chalion, either Ista or Catillara.
The world seems well-planned compared to the Vorkosigan universe, which
seems to have gradually accreted, but Bujold remarked that stealing it from
history wholesale “saves a lot of steps”.3 The really original part, which
makes Chalion special, is the creation of the polytheistic theology; and
there Bujold owes nothing to medieval Spain. With the Vorkosigan
sequence, of course, Bujold is mostly dealing with alien planets (though in
Brothers in Arms (1989) we do visit an Old Earth which has been seriously
affected by climate change and a rise in sea level). There are some nods in
the direction of the scientific details with which science fiction writers
traditionally dealt with imaginary planets. Thus, the Barrayaran day is 26.7
Old Earth hours long; Sergyar has slightly less gravity than Beta Colony;
Beta Colony has an atmosphere too poisonous and solar output too extreme
for people to live on the largely desert surface for long; you need breathing
apparatus to leave the domed cities of Komarr. Bujold is not particularly
interested in alien zoology; her first novel introduced us to vicious six-
legged crab-like predators and vampire balloons, but such exotica are not
found again, although their presence in great numbers is mentioned in
Gentleman Jole and the Red Queen (2015). There we briefly visit the
Department of Biology at the University of Kareenberg (on Sergyar), which
has a team that classifies and catalogs about 2,000 new species a year. Jole
ventures to remark that it sounds impressive. “Does it?” is the response. “At
this rate, we should have Sergyar’s entire biome mapped in about, oh,
roughly five thousand years” (p. 206).
Bujold does recognize that environments can have a direct impact on the
way those human societies develop, however. Beta Colony, for instance,
had a high level of social cohesion in part because it was settled by slower-
than-light generation ships, meaning that the colonists had a long time to
develop cooperative systems in a closed environment. And once the planet
was settled, that tendency was strengthened. Because the surface is so
hostile, Betans live underground, and continue to restrict reproduction just
as they had done in the even more cramped conditions of the generation
ships. A desire to be protected from the environment was in part responsible
for the near-universal use of the uterine replicator — an ideal environment
for the development of a fetus during its first nine months of growth. But on
the whole, environments do not play a large role in Bujold’s narratives,
particularly for Barrayar, where the majority of plots unfold: to all intents
and purposes, the landscape of Barrayar is indistinguishable from that of
North America. On the whole, Bujold is much more interested in
constructing imaginary societies than in imagining exotic planetary
environments.
I am going to split my discussion of Bujold’s creation of the Vorkosigan
Universe into two. First, I am going to look at the historical inspirations for
her planetary cultures; and second, I will examine the way in which she
slowly creates these cultures over multiple novels, or, at least, slowly
reveals them to her readers. John Lennard, who has written on Bujold,
suggests that there are two types of imaginative writers: the icebergs and the
searchlights. Tolkien was an iceberg, in that much of what he wrote about
Middle Earth — the languages, the history — did not appear in The Lord of
the Rings (1954–1955) at all, but remained beneath the surface, in his notes
and his memory. Much of this work was completed even before the
publication of The Hobbit (1937). Bujold is a searchlight: “imagining only
what necessarily fell within protagonists’ experience.”4 The Vorkosigan
Universe (or Vorkosiverse, as some fans with no feeling for the English
language call it) was created over several decades, with new parts being
created when needed.
There are multiple forms of world-building involved. Our first
protagonist is from Beta Colony, and in the first novel, Shards of Honor
(1986), she meets her future husband, who is from Barrayar; they meet on
the newly discovered planet that is later named Sergyar. In the very first
novel, therefore, we are introduced, however superficially, to three different
planets. In the sequence as a whole we get to know — again, sometimes
superficially — some nine planets (including Old Earth) and three space
stations. Three of the novels — Barrayar (1991), Cetaganda (1995), and
Komarr (1998) — are named after the planet on which the action takes
place. Beta Colony and Barrayar are exceptions in Bujold’s world-building,
in that the Vorkosigan family members who are the protagonists of most of
the early novels are so intimately connected with them: all our focalizing
characters are either Barrayaran or Betan. (The exceptions are Ethan of
Athos (1986) and Falling Free (1988), which is set at least 200 years before
all the others.) The first novel, Shards of Honor (1986), which establishes
the narrative background for what follows, is focalized through Cordelia
Naismith, a Betan, and the next few novels are focalized through her son
Miles, whose parentage is mixed and who is portrayed as a Barrayaran who
often sees things through Betan eyes. He has spent some time on Beta
Colony as a teenager, and even manages to maintain the Betan side of his
personality by masquerading as a Betan, Admiral Miles Naismith. This
masquerade lasts for six books, and it is only in Memory (1996) that he
finally gives up his Betan persona and resigns himself to taking up his
father’s role as a Barrayaran aristocrat. Even so, he has imbibed enough of
his mother’s attitudes, and traveled enough, to be very different in his views
from the average Barrayaran.
I have suggested that the differences between Beta Colony and Barrayar
might be seen as representing different facets of American society, “which
may very loosely be regarded as its progressive, egalitarian, and democratic
aspects faced with the conservative and hierarchical”.5 But it is more
helpful to think of all the varying cultures of the Vorkosigan Universe as
having elements of applicability to contemporary Earth cultures; there is no
direct relationship to any one of them. Bujold’s cultural creations are
intended to force us to think about our own world, which is why I called the
chapter in my book on Bujold which discussed her various cultures
“Cultural Critique”.
Beta Colony is, in fact, the only extraterrestrial planet to be colonized
directly from the United States. It is technologically predominant within the
Vorkosigan Universe, both in military and medical technology, which is
why the Betan dollar — and that is the word Bujold uses — is the strongest
currency in the Vorkosigan universe. Like America too, or like America’s
vision of itself, Beta Colony is very egalitarian. One of its earliest
appearances in the narrative is when the Barrayaran Aral Vorkosigan makes
fun of the Betan military’s tendency to argue rather than to obey: “You are
no better trained than children at a picnic. If your ranks denote anything but
pay scale, it’s not apparent to me” (Shards of Honor, p. 11).6 There is no
hereditary aristocracy, and an elected president, though “I didn’t vote for
him” becomes almost a catch phrase in Cordelia’s mind. The egalitarianism
brings with it a political transparency unknown on Barrayar: Betan public
ceremonies are all seen on “holovid” (3D television), and commented on at
length. And with egalitarianism also comes a lack of deference. Miles, in
his Betan guise, is instructed by a Barrayaran officer on the respect owed to
a Barrayaran count: with the Betan half of his mind, Miles translates this
into “Call him sir, don’t wipe your nose on your sleeve, and none of your
damned Betan egalitarian backchat, either” (The Vor Game, p. 320;
Bujold’s italics).
Along with egalitarianism came universal civil rights. An important
element in the Vorkosigan family is the equal rights given to clones, thanks
to which Mark, Miles’s clone, becomes recognized as his legal brother.
Hermaphrodites, created by Betan science, have civil rights too; to Bel
Thorne, who becomes a significant character in the Vorkosigan Saga, Miles
reveals that he is not pure Betan by showing unconscious inability to accept
hermaphrodites as naturally as Betans do. Criminals have civil rights too:
crime is a disease, to be treated as such, by therapy. Aral gives the
Barrayaran response: “at least we kill a man cleanly, all at once, instead of
in bits, over years. . . Beheading. It’s supposed to be almost painless.”
“How do they know?” asks the Betan Cordelia (Barrayar, p. 122). Betan
medical technology gave the Vorkosigan Universe the uterine replicator, but
also gave its citizens much longer lives: “all Betans expect to live to be 120.
. . they think it’s one of their civil rights” (Warrior’s Apprentice, p. 47).
Betans have a right to live without poverty, and with proper medical care.
For Cordelia, the definition of poverty is “not owning a comconsole” (a
personal computer with Internet access); and is horrified that for
Barrayarans poverty may mean having no access to shelter, food, clothing
or medical care.
Betan sexual customs are more relaxed than those elsewhere in the
Universe. Sexual availability is advertised by clothing, or lack of it, or, for
girls and women, the wearing of earrings. Cordelia is fitted with a
contraceptive device at the age of 14, at the same time that her hymen was
cut and her ears pierced; the event was celebrated by a coming-out party
(Barrayar, p. 154). Because of the general permissiveness (and an aversion
toward exploitation of any kind), the sexual role of prostitutes in fulfilled by
Licenses Practical Sexuality Therapists (LPSTs)— men, women, and
hermaphrodites who have gained licenses after a period of training.
To some Barrayarans, particularly women, Beta Colony appears almost
utopian. Women seem to be treated as real equals, unlike the subordinated
women of Barrayar. Cordelia becomes a role model for Elena Bothari — a
Barrayaran daughter of a soldier forbidden by Barrayaran custom from
going into the military — not just because Cordelia had chosen to go into
the military, but because she had choice. However, Bujold has exercised her
own choice to show Beta Colony as falling short of any utopian ideals. As
early as Shards of Honor, we see that Betan security forces can be as
amoral and ruthless as their Barrayaran or Cetagandan equivalents. Elena
Bothari, on the point of visiting Beta Colony, is enchanted by the notion of
“Betan freedom”. Miles has to correct her. Betans do not have “freedom” in
the abstract. They cannot have children without applying for a license first.
And because they live on a planet with a hostile planetary environment,
Betans “‘put up with rules we’d never tolerate at home. You should see
everyone fall into place during a power outage drill, or a sandstorm alarm.
They have no margin for — I don’t know how to put it. Social failures?’”
(Warrior’s Apprentice, p. 53). Despite the caveats, Betans stand for a level
of freedom which has been aspired to, but never attained, by American
radicals or utopians. In the two early books, with Cordelia as focalizer, we
are inclined toward her evaluation of the levels of Betan civility and
Barrayaran barbarism. And then, with some shock, the non-vegetarian
reader realizes that Cordelia finds Barrayaran primitive cooking procedures,
which involve taking protein “from the bodies of real dead animals”, really
disgusting (Barrayar, p. 79); and all of a sudden we realize we are
barbarians too.
Beta Colony seems to reflect many of the ideals of the United States, in
however distorted a fashion. One might then presume that Barrayar reflects
European ideals, or at least the attitudes common in Europe in the 19th
century, since most of its colonists were of Russian, Greek, French, or
British origin. One of the main themes underlying the whole Vorkosigan
Saga, however, is that these attitudes are changing quite fast, under the
influence of Beta Colony and other galactic powers. There is an historical
event that was largely responsible for Barrayaran backwardness: the Time
of Isolation. It is a reference to the historical event that was largely
responsible for this backwardness. After the first 50,000 colonists had
arrived on Barrayar — the Firsters — the wormhole through which they
had come closed down. Their easy route to the rest of the human-settled
Galaxy had disappeared, and the Firsters had to fend for themselves. The
emergent terraforming program collapsed; imported Earth species broke
loose, and largely wiped out native flora and fauna; and the Barrayarans did
not share in Galactic scientific advances for 700 years. The Time of
Isolation only ended just over a hundred years before the birth of Miles
Vorkosigan, and revival and recovery was then set back by the
Cetagandans, who invaded and attempted to colonize Barrayar, taking
advantage of the newly opened wormhole. There is tangible evidence
remaining on Barrayar of the wars fought with the Cetagandans, in the
shape of areas devastated by nuclear attacks, whose radiation levels still
exclude human habitation. In the past, mutations were a direct result of this
pollution, and mutants were ruthlessly eliminated; now, in Vorkosigan time,
the problem is rather how to stop people killing mutants, as we see in the
novella The Mountains of Mourning (1989). The latest novella in the
sequence, The Flowers of Vashnoi (2018), shows the attempt to cleanse
affected areas of their radiation.
The Firsters had been drawn from various ethnic groups on Earth.
Russians seem the predominant group, and many of the aristocrats have
surnames derived from Russian. The name Vorkosigan was inspired by the
name of Alexei Kosygin, a leading Soviet politician in the post-Khrushchev
era. All aristocratic families have names preceded by the Vor suffix: when
devising the Vor system for Barrayar, Bujold had not known that Vor was
Russian for thief, although now she finds it strangely appropriate. Although
most of the Vor names recall Russian origins, there are Vorsmythes,
Vormuirs, Vorgustafsons, and Vorvilles. Most of these appear in the
background, but two aristocrats presumably from a French tradition appear
in the narrative: Etienne Vorsoisson and René Vorbretten. Other than the
Russians, the group that maintains its sense of identity the most are Greeks,
mostly associated with rural areas. Lady Alys Vorpatril diplomatically
remarks that a particular custom has died out “except in some of the
backcountry districts in certain language groups”, and frowns when her son
Ivan adds “she means the Greekie hicks” (A Civil Campaign, p. 41).
Crucial to the story arc of the Vorkosigan Saga as a whole is the role of
Cordelia in importing Betan ideas to Barrayar and thus bringing about a
change in Barrayaran society. One of the sub-plots of later Vorkosigan
novels concerns the impact of uterine replicators on Barrayaran society, as a
direct result of Cordelia’s decision to import them: indeed, her son Miles
would never have survived as a fetus without the uterine replicator. But the
uterine replicator is just a symbol of the scientific and other advances which
could be made on Barrayar with the judicious introduction of scientific
techniques and social change. Aral is not averse to such changes, and
change is greatly facilitated by Emperor Gregor, who as a child saw a lot of
Aral and Cordelia, the Regent and Regent-consort. There are several
rebellions led by conservatives when Aral as Regent tried to push through
reforms; but the rebellions fail, and slow progressive reform does take
place. One example: he makes it easier for ordinary Barrayarans to switch
their oaths to a different district count, thus giving incentives to counts to
actually attract new residents, by offering lower taxes, for instance. And the
reforms continue after Aral resigns as Regent. In CryoBurn (2010), the
novel which in terms of internal chronology is the penultimate one, Miles
Vorkosigan is in charge of a committee designed to make the laws on
reproductive technology as up-to-date as those in the rest of the Galaxy.
Barrayar appears so European in its make-up that it is a slight shock to
realize that the inspiration for Barrayaran society comes actually from
Japan. The clue was in the phrase Time of Isolation. “Isolation” is a word
frequently used for the period in Japanese history between the 1630s and
1853: in that year four American warships arrived off Edo/Tokyo in order to
force an ending to the maritime restrictions that had largely isolated Japan
from the rest of the world. Bujold has explained that although the
Barrayarans have the European culture inherited from the first settlers, in
terms of history and “the shape of their culture”, it was Meiji Japan which
provided the inspiration. She wrote: “It had its own time of isolation; it had
its development of a military caste; and it had its very traumatic re-opening
to the outside world.”7 She added that Japan did not almost immediately
suffer an invasion (as Barrayar did from Cetaganda); but Russia has been
invaded many times. “It is a blending of these two histories, of Japan and of
Russia, with various and sometimes logical results — not always salutary
results, but always logical results.”8 The young Emperor Gregor, then,
stands in for the young Emperor Meiji, who in his long reign between 1868
and 1912 introduced reforms, many of which involved implanting in
Western ideas in Japan, and built up the Western-style military forces that
inflicted stunning defeats on China in 1894–1895 and above all on Russia
in 1904–1905.
The second major culture in the Vorkosigan universe that owes
something to Japanese culture and history is that of Cetaganda. We learn
about this mostly in Cetaganda (1996), which recounts the visit of the
young Miles Vorkosigan and his cousin Ivan Vorpatril to the Imperial
Palace on Eta Ceta IV, from which the Empire’s eight major worlds, and
various other dependent planets, are governed. We learn nothing about
ordinary Cetagandans: only about the two different levels of the aristocracy,
and about the ba, who are the neuter servants of the upper aristocracy. The
lower-level aristocrats are the only ones whom most outsiders encounter:
the ghem, whose men form the core of the armies that established the
Empire, but who have, in recent years, met with a number of political
reverses. Ghem warriors are distinguished from each other by bizarre and
colorful patterns painted on their faces, which relate to their status and/or
their grouping within the armed forces. The ghem are to be found in
security positions on Eta Ceta IV itself: Miles finds Ghem-Colonel Benin,
who interviews Miles in connection with a murder, to be not unlike a senior
security man on Barrayar — in other words, a type that Miles had met many
times before, and whom he therefore found both congenial and predictable.
Benin wears face paint that indicates his Imperial allegiance rather than his
clan: “a white base with intricate black curves and red accents that Miles
thought of as the bleeding-zebra look” (Cetaganda, p. 116). Miles predicts,
correctly, a promotion in Benin’s future; and thinks that perhaps Benin
would be rewarded by having his genes taken up for inclusion in the
genome of the upper aristocracy.
Genetic manipulation is at the heart of the Cetagandan system. Ghem
ladies vie against each other in producing exotic creations, though using
genetic material from animals and plants rather than humans. Miles and
Ivan attend an exhibition of these creations (Cetaganda pp. 164–166), and
Ivan is attacked by a hyperactive climbing rose. When he encounters a tree
from which small kittens hang in pods, he assumes that they are glued in,
and rashly attempts to rescue one: it dies in his hand as soon as he picks it.
More fundamental, but equally questionable, genetic engineering is carried
on by the haut, the upper level of the aristocracy, who seem to be invisible
most of the time as far as ordinary Cetagandans are concerned. The haut are
themselves the result of a program of genetic improvement — of eugenics
— over several centuries. There is a question as to whether they are actually
human any longer, but their long-term goal is certainly to create a post-
human species. It was already flagged in Ethan of Athos, and alluded to in
Cetaganda, that the Cetagandans might experiment with the importation of
genes for telepathy into the genome. The genetic work is carried on by the
Star Crèche, an all-female and all-haut group of scientists, ultimately under
the control of the Emperor, but in practice under the direct control of the
mother of the Emperor, or the mother of his heir. The Star Crèche controls
the genome of the haut very strictly, allowing it to develop in part by the
insertion of promising ghem genes. Each year, the Star Crèche on Eta Ceta
IV send out haut fetuses to the eight planetary governors and their consorts
(who are all themselves haut women closely associated with the Star
Crèche). The story behind Cetaganda is the plan to decentralize this system,
and to allow the consorts to take charge of genetic developments on their
planet; however, one of the planetary governors wants to subvert this plan,
and centralize matters on himself, with the help of senior ghem; Diplomatic
Immunity (2002) revolves around a different attempt to subvert the genetic
plans of the Star Crèche.
Cetaganda is immediately reminiscent of traditional Japanese culture:
there is an Emperor; there is an apparently rigid aristocratic or caste system,
and a military class; ceremony is an important part of aristocratic life; and
there is high respect given (by aristocrats at least) to every aspect of art and
aesthetics. Bujold has said that it was partly the Japan of Lady Murasaki
Shikibu, who wrote the Tale of Genji in the early 11th century which lay
behind Cetaganda (which might explain the importance of haut women in
Cetagandan culture), but some elements were taken from Imperial China of
the late Manchu period. There are no apparent clues from Cetagandan
names, however. If the name of Ruyst Millisor, the first Cetagandan we
meet in the Vorkosigan saga, has any ethnic origins it would appear to be
European rather than Asian. Other names we encounter (in Cetaganda) are
Fletchir Giaja, the Emperor; Lisbet Degtiar, his mother; Ilsum Kety; Dag
Benin; and so on. They look very much like the made-up names of people
in a Jack Vance space opera. If there is a specific Earth culture from which
Cetagandans are intended to derive, it is concealed in points of detail.
Indeed, that may be the purpose: after all, it is the policy of the Cetagandan
Empire to develop and indeed evolve away from its primitive Earth roots, in
the direction of the post-human.
There are other cultures that Bujold creates, for Komarr such as the
Kibou-daini (another culture heavily influenced by Japanese culture), but
perhaps one more is worth mentioning in detail here: Jackson’s Whole.
Bujold’s cultural worlds frequently force us to think about our own world
by taking facets of it and exaggerating or extrapolating them to extremes.
Jackson’s Whole is a nightmare world in which free-market capitalism has
been allowed to develop without any legal restraints. Bujold has
commented: “Everybody says they want a world with no government.
Here’s a world with no government. How do you like it?”9 It is run, if at all,
by a relatively small number of desperately competing Great Houses, most
of whose fortune is based on what other worlds would probably regard as
criminal activities. A century or two before Miles’s time it was little better
than a base for space pirates. Since then it has “senesced”, as Miles puts it,
into a collection of syndicates which are “almost as structured and staid as
little governments”, and Miles wonders whether one day they will all
succumb to “the creeping tide of integrity”. Miles lists the main houses,
when he first comes across them, in the story “Labyrinth”:
While Miles’s clone brother Mark was himself being grown on Jackson’s
Whole, he learns about House Bharaputra’s life extension business,
whereby wealthy people have their brains, with their personalities and
memories, transplanted into the bodies of young clones in order to extend
their lives. The operation is not always successful, as a certain percentage
of the patients die: “Yeah, thought Miles, starting with 100% of the clones,
whose brains are flushed to make room. . .” (Borders of Infinity, pp. 116–
117). Jackson’s Whole is, of course, very useful to the rest of the galaxy,
because it does offer services and products that are unavailable elsewhere.
Jackson’s Whole has many skills; it is merely that those do not include any
sense of corporate or medical ethics. Bio-engineering is particularly
advanced on the planet, and in the course of the Vorkosigan books we meet
a number of its products. Miles’s clone-double Mark heads the list, but
there is also Sergeant Taura, who is constructed to be the ultimate warrior:
when she dies, she says that she wants her ashes to be buried anywhere in
the universe — anywhere except Jackson’s Whole. Gupta, whom we meet
in Diplomatic Immunity, is an amphibian human, with gills and webbed
extremities, created by House Dyan on Jackson’s Whole. Jackson’s Whole
also creates slaves, either by conditioning or by genetic manipulation: they
are called jeeveses (possibly Bujold’s only direct Wodehouse reference).
“They’re said to pine if they are separated from their master or mistress,
and sometimes even die if he or she dies” (Captain Vorpatril’s Alliance, p.
41). The jeeves is a symbol of the creative, yet totally exploitative and
immoral, spirit of uncontrolled capitalism on Jackson’s Whole.
For the second part of this paper I want to look at the way in which
Bujold introduces her planetary cultures. She does not use some of the
familiar methods: brief extracts from a text-book or scientific manual or
long expositions within the text (the “as-you-know-Bob” technique which
used to be common in early science fiction). She drops slow hints, and
misdirections, and then (usually by visiting the planet in question) fills in
the details. It allows her to invent the details as she goes along, of course,
but also enables readers to find out about other cultures in a slow and
natural way. I shall take examples from the way in which she builds up the
readers’ knowledge of Beta Colony, Barrayar, and Cetaganda.
The first three Vorkosigan books all appeared in 1986: Shards of Honor
(June), The Warrior’s Apprentice (August), and Ethan of Athos (December).
None are direct sequels. The first deals with the meeting of Cordelia
Naismith, from Beta Colony, and Lord Aral Vorkosigan, from Barrayar, and
ends shortly after their marriage. The Warrior’s Apprentice describes the
early years of their son Miles (the main protagonist for eight of the novels),
and the origins of his career in space. Ethan of Athos has Elli Quinn, one of
Miles’s officers sent on a mission to Kline Station; as the book’s title
suggests, she is not the main protagonist, and Miles does not appear at all.
Ethan of Athos is an interesting book, and deals in passing with Athos,
possibly the only planet in popular science fiction inhabited solely by gay
males, but in terms of the building of the Vorkosigan Universe, the other
two are much more significant, and introduce us to the two most important
characters in the whole saga — Cordelia Naismith and her son Miles
Vorkosigan — and to the worlds they inhabit.
Shards of Honor begins with Cordelia Naismith on the surface of an
unnamed planet, with just one comparative detail: “the gravity of this planet
was slightly lower than their home world of Beta Colony” (p. 3). They are
in the mountains. There is forest, and dense vegetation; beyond rocky
mountains with a central peak “crowned by glittering ice” (p. 4). The sun
shone in a turquoise sky, onto banks of white clouds below the mountains
and onto the grasses and flowers. So far there is little that could not be a
description of Earth (Bujold is in fact not good at visual descriptions of
otherness). They discover that their camp has been destroyed while they
were away. “Aliens?” (p. 5), queries Cordelia. And then “Multiple choice,
take your pick — Nuovo Brasilians, Barrayarans, Cetagandans, could be
any of that crowd” (p. 6). There are actually no intelligent aliens in the
Vorkosigan Universe, and no further reference to them throughout the
Vorkosigan Saga; indeed, as far as I can see Nuovo Brasilians are not
mentioned again either. But we have learned for the first time that there are
rival political groups in space (two of these are going to be important later
in the series). Before the end of Chapter One, Cordelia realizes that the
aggressors are Barrayarans, has met Captain Aral Vorkosigan, and
discovered that he commands a Barrayaran war cruiser, and we learn that
she is in command of a scientific team under the auspices of the Betan
Astronomical Survey. From the beginning, Betans are categorized as
peaceful, and Barrayarans as aggressive; and Cordelia and Aral have a
conversation that shows the contempt of the Barrayaran military officer for
the lack of discipline and military training of the Betans. Before the end of
the chapter, we have discovered that Betans are sympathetic to the injured
or disabled; the Barrayaran suggests putting the wounded Betan out of his
misery. Another crucial piece of information comes in Chapter Two. Aral
has been talking about his family. His maternal grandmother turns out to be
Betan; the grandfather met her while serving as Barrayaran ambassador on
Beta Colony. “‘Outsiders — you Betans particularly — have this odd vision
of Barrayar as some monolith, but we are a fundamentally divided society.
My government is always fighting these centrifugal tendencies’” (p. 33).
Aral is addressing Cordelia, of course; but Bujold might well be addressing
her readers. It had long been one of the failings of space opera to imagine
that each planet, if inhabited by an intelligent species, had one language and
one culture. Star Trek was a major offender, and Bujold had been an
enthusiastic fan as a teenager (she was co-founder of a fanzine, StarDate,
which was possibly only the second fanzine in the United States to be
devoted to a single TV show).10
The world-building of the two main planets of Beta Colony and Barrayar
is conducted mainly in terms of comparisons and contrasts between the two,
and above all in Shards of Honor. Much of it is stems from conversations
between Cordelia and Aral, although we do also see the inner thoughts of
Cordelia, on whom the narrative focalizes in both Shards of Honor and its
immediate sequel Barrayar. Sometimes we learn about Barrayar from odd
facts that Cordelia dredges up from her memory. Interestingly, the dialog
between Beta Colony and Barrayar does not end when, with The Warrior’s
Apprentice, Miles Vorkosigan takes on the focalizing role, because, as we
have seen, he belongs in both cultural worlds.
In terms of world-building, however, it is a slow build-up of information,
which continues throughout the series. One crucial fact about Beta Colony,
for instance, is as far as I can see, not mentioned until the most recently
published Vorkosigan novel, Gentleman Jole and the Red Queen (2015): it
is revealed that on Beta Colony, unlike Barrayar, there are no clearly
distinguished ethnic groups: “the Betans had been using gene cleaning and
rearranging for generations, which meant anyone’s ancestors could be
anything” (p. 25).
Our knowledge of Barrayar increases once Cordelia actually arrives
there, which does not happen until two chapters before the end of Shards of
Honor. There are some verbal descriptions of the countryside and of the
capital city, but, as before, much of what we learn about Barrayarans comes
through Cordelia’s reaction to them when she meets them: first Sergeant
Bothari and Aral’s father, Count Piotr, and then Prime Minister Vortala and
Emperor Ezar. This increased density of reality continues in the novel
which is the direct sequel, Barrayar. But that sequel (really the second half
of one long novel) did not arrive until 1991, by which time the
conscientious reader has already learned a lot more about Barrayar through
Miles’s eyes, in the four Miles-centered novels which intervened.
Part of the learning process is through the device of a travelog: that is, as
the protagonist travels about the planet, we learn more. Although Cordelia
ventures into the countryside in Barrayar (thanks to a revolt which causes
her to go into hiding), we had already seen something of the countryside
beyond the boundaries of aristocratic villas through the eyes of Miles. The
true state of Barrayaran backwardness, for instance, is not really apparent
until Miles is sent, for his own education as much as anything else, on a
mission deep into the countryside, in “The Mountains of Mourning”, a
novella in the Vorkosigan sequence.11 He is sent as “the Voice” of his
father, Count Aral Vorkosigan, to Silvy Vale, to investigate the murder of an
infant with a hare-lip. That he himself is a cripple, whose growth was
stunted by being poisoned in the womb, is very relevant. Country people
regarded him with horror as a “mutie”, a mutant. (Disability and people’s
reaction to disability are major themes throughout Bujold’s work.) He, in
his turn, is horrified at the poverty, and at the absence of an electrical
supply, but above all at the backward attitudes of these people from the
“backbeyond”. The dead baby was “only a mutie” (p. 55). Miles sees the
ignorance of the hill-folk not as their fault, but as shaming the Vorkosigans.
It is an event crucial to his own education, and for his preparation as the
future Count.
Cetaganda has been introduced slowly too. As we have seen, in Shards
of Honor, Cordelia at first wonders whether her encampment had been
destroyed by Cetagandans. Later in that novel, we learn two further things
about the Cetagandans: that Aral’s grandfather was an ambassador to Beta
Colony before the First Cetagandan War (p. 32), and that the old Emperor
Ezar had fought in the war as the military apprentice to Aral’s father (p.
234). The Warrior’s Apprentice adds more details, with Miles’s grandfather
reminiscing about fighting the Cetagandans in the Dendarii mountains, in
Vorkosigan territory (p. 14), and Aral himself remembering the Third
Cetagandan War. The city of Vorkosigan Vashnoi was destroyed by a
Cetagandan nuclear bomb (p. 67); Miles pledges the worthless real estate to
a Betan in return for a spaceship. And, much later in the same novel,
“Admiral” Miles Naismith discovers that he has recruited into his
mercenary force “two dozen Cetagandan ghem-fighters, variously dressed,
but all with full formal face paint freshly applied, looking like an array of
Chinese temple demons” (p. 212). A certain amount of tension follows, but
no more information, and no explanation of that word ghem.
This slow drip of information reaches a different level in the third novel
published in the Vorkosigan Universe, Ethan of Athos. The action takes
place almost entirely on Kline Station, a space station, and the protagonist
Ethan is being chased by a Cetagandan counter-intelligence team led by
ghem-colonel Millisor. And it is here, at the very end, that Commander Elli
Quinn, acting for Miles Vorkosigan, shows us that Miles has an interest in
Cetaganda. (It is not for another ten years that Bujold would publish
Cetaganda, revealing that Miles had visited Cetaganda on a diplomatic
mission before the events of Ethan of Athos.) Quinn refers to Cetaganda as
“a typical male-dominated totalitarian state, only slightly mitigated by their
rather peculiar artistic cultural peculiarities” (p. 65), which is because Miles
has not told the details of his mission, or (more likely) because Bujold had
not yet worked out the complexities of Cetagandan society. But we do learn
a crucial fact about Cetaganda here, that Cetaganda only reinforces: that
they have a serious interest in genetic engineering. Millisor was in charge of
security for a military-sponsored genetics project, and “Millisor and his
merry men have been chasing something around the galaxy ever since,
blowing people away with the careless abandon of either homicidal
lunatics, or men scared out of their wits” (p. 65).
We learn little about Cetagandans in subsequent books, except that they
are clearly the villains who can be blamed for anything, such as the
kidnapping of Miles, and his subsequent cloning (in Mirror Dance [1994]).
In 1987 Bujold published “The Borders of Infinity”, in which Miles
organizes an escape from a brutal Cetagandan prison; in Brothers in Arms
(1989) Miles has to dodge Cetagandans in London (of all places); and in
The Vor Game (1990) he foils a Cetagandan invasion of Vervain. Cetaganda
only comes to the forefront in Cetaganda (1996). This contains a scene
which retrofits the action very carefully in relation to the previous novels.
Miles overhears a mysterious communication from ghem-colonel Millisor,
who is in pursuit of some very important missing genetic material (p. 153).
Clearly this is before the events of Ethan of Athos, but only just before:
Miles has time to send Commander Quinn to follow Millisor as far as Kline
Station to discover what has been lost, and thus to meet Ethan of Athos.
Miles is 22 when he and his cousin Ivan Vorpatril are sent to a state funeral
on Cetaganda to represent Emperor Gregor. He already shows the talents
for which he was a few years later appointed as Imperial Auditor, solving a
murder and getting mixed up in Cetaganda’s internal politics, and coming
out of it, to his embarrassment, with a Cetagandan Imperial Order of Merit.
When, ten years later in Vorkosigan time, Miles, his wife Ekaterin, and the
Betan hermaphrodite Bel Thorne, all help save Cetaganda’s bacon for them
a second time, in Diplomatic Immunity (2002), only Ekaterin and Bel get
the Imperial Order of Merit; Miles is asked to donate a genetic sample to
the banks of the Star Crèche, the highest honor that Cetagandan can
conceive. That Miles is aiding the traditional enemies of Barrayar is certain;
that he does it for reasons of Barrayaran policy is also clear. Miles’s main
worry is that the haut would lose control over the ghem in this struggle for
genetic power. The ghem have an aggressive expansionist past, while the
haut were much more concerned with their genetic project than with
extending the Cetagandan Empire.
We began by seeing Cetaganda as yet a rather brutal militaristic society
intent upon expanding across the Galaxy, and ended by realizing it is a
complex, tiered society, devoted to artistic and scientific endeavors, which
is ultimately under the control of a secretive group of aristocratic women.
Bujold has worked this sort of switch before: Barrayar initially appeared as
similarly brutal and militaristic, and it was only gradually that it was
revealed to be a complex and many-layered society with much to admire.
Do not judge people or societies until you have grown to know them might
be one of the lessons of the Vorkosigan Universe.
Notes
1 Edward James, Lois McMaster Bujold (Modern Masters of Science Fiction), Chicago and
Springfield: University of Illinois Press, 2015, pp. 62–72. Parts of this chapter are drawn and
repurposed from this book, with permission of the publisher.
2 Brian M. Stableford and David Langford, “Space Opera” in The Encyclopedia of Science
Fiction. edited by John Clute, David Langford, Peter Nicholls, and Graham Sleight. Gollancz, 21
May 2019, available at http://www.sf-encyclopedia.com/entry/space_opera.
3 James, Bujold, p. 53.
4 J. Lennard, “(Absent) Gods and Sharing Knives: The Purposes of Lois McMaster Bujold’s
Fantastic Ir/Religions” in Lois McMaster Bujold: Essays on a Modern Master on Science Fiction
and Fantasy (Critical Explorations in Science Fiction and Fantasy, p. 37), edited by Janet
Brennan Croft (Jefferson, NC: McFarland, 2013), pp. 172–194, at 176.
5 James, Bujold, p. 75.
6 All quotations come from the first editions listed above.
7 Bujold, Dreamweaver’s Dilemma: Short Stories and Essays, edited by Suford Lewis
(Framingham, MA: NESFA Press, 1995), p. 210.
8 Bujold, Dreamweaver’s Dilemma, p. 211.
9 Dreamweaver’s Dilemma, p. 212.
10 James, Bujold, p. 6.
11 Published in Analog May 1989, and later forming part of Borders of Infinity (also 1989). It won
both the main science fiction awards, for Best Novella, in 1990: it was the first of her seven
Hugo Awards, and the second of her three Nebula Awards.
Audiovisual Worlds
5
OUR WORLD
World-Building in Thornton Wilder’s Our Town
Mark J. P. Wolf
Imaginary worlds have been around as long as storytelling itself, and have
appeared in every medium that stories have, though the possibilities and
peculiarities of each medium directly affect what kind of world-building
can be done in it. While literature, film, television, and video games have
evolved greatly over time and have increased their capabilities as venues for
imaginary worlds, the theater stage has remained a more difficult place to
world-build, especially when compared to other audiovisual media. Popular
worlds from other media have been adapted to the stage, but far fewer
worlds have originated onstage, without pre-existing incarnations of them
in other media to carry the burden of exposition and introduce worlds that
will already be well known to the audience by the time they appear in the
theater. Thus, plays which are the origin of new, detailed worlds are few and
far between.
Thornton Wilder’s Pulitzer-Prize-winning Our Town (1938), arguably
one of the greatest plays of the 20th century, presents a fictional town, and
perhaps no stage play attempts as much world-building as Our Town does.
Nor does any play depend on world-building so much for the exploration of
its theme and its philosophical outlook; the fictional town of Grover’s
Corners itself is the play’s main character, as the title indicates. Though
loosely based on Peterborough, New Hampshire, where Wilder wrote part
of the play as a fellow of the MacDowell Colony, an artists’ retreat center,
Grover’s Corners is a place all its own, with its own geography, history, and
families of residents, all described and built up in the imagination of the
audience during the course of the play’s performance which is usually
between two and three hours on average. Before examining the world-
building present in the play itself, however, we should consider the
relationship between world-building and theater in general.
The Stage Manager of Our Town guides us through the play, tying the
infrastructures together into a world, and acting as the author’s onstage
world-building alter ego, even to the extent of setting out the furniture as
the play opens, before he says anything. In his opening lines, he sets up the
two of the three main infrastructures of the play’s imaginary world,
geography (space), and history (time): “The name of the town is Grover’s
Corners, New Hampshire, just across the Massachusetts line: latitude 42
degrees 40 minutes; longitude 70 degrees 37 minutes. The First Act shows a
day in our town. The day is May 7, 1901. The time is just before dawn”.
Both of these facts, locating us precisely in space and time, turn out to have
something curious and contradictory about them, as we shall see. The
sections that follow will examine these two infrastructures, along with the
third one, genealogy (characters), separately, so as to be able to show how
each of them is used to build the world of the play.3
Geography (Space)
While most authors are vague as to the precise locations of their imaginary
worlds, in order to keep them inaccessible, Wilder begins with what appears
to be great precision: Grover’s Corners is in New Hampshire, “just across
the Massachusetts line” at the coordinates “latitude 42 degrees 40 minutes;
longitude 70 degrees 37 minutes”. These coordinates, however, are not even
in the United States, but in rural Kazakhstan, in the Zhualy district in the
southern part of the country. For a location in North America, the longitude
coordinate should be −70° (not positive 70); but even then, 42° 40′, −70°
37′ is not on land but in the Atlantic Ocean, in Sandy Bay just north of the
coast off of Rockport, Massachusetts. The precision of these coordinates
gives the location the concreteness of a real place, and at the same time the
coordinates could not have been checked by the audience as they sat in the
theater, at least in 1938, when the play debuted. The Stage Manager then
goes on to lay out the whole town for the audience, with stage directions
indicating where he points:
The sky is beginning to show some streaks of light over in the East
there, behind our mount’in. The morning star always gets wonderful
bright the minute before it has to go, — doesn’t it? [He stares at it for
a moment, then goes upstage.] Well, I’d better show you how our
town lies. Up here — [That is: parallel with the back wall.] is Main
Street. Way back there is the railway station; tracks go that way.
Polish Town’s across the tracks, and some Canuck families. [Toward
the left.] Over there is the Congregational Church; across the street’s
the Presbyterian. Methodist and Unitarian are over there. Baptist is
down in the holla’ by the river. Catholic Church is over beyond the
tracks. Here’s the Town Hall and Post Office combined; jail’s in the
basement. Bryan once made a speech from these very steps here.
Along here’s a row of stores. Hitching posts and horse blocks in front
of them. First automobile’s going to come along in about five years —
belonged to Banker Cartwright, our richest citizen. . . lives in the big
white house up on the hill. Here’s the grocery store and here’s Mr.
Morgan’s drugstore. Most everybody in town manages to look into
those two stores once a day. Public School’s over yonder. High
School’s still farther over. Quarter of nine mornings, noontimes, and
three o’clock afternoons, the hull town can hear the yelling and
screaming from those schoolyards. [He approaches the table and
chairs downstage right.] This is our doctor’s house, Doc Gibbs’. This
is the back door.
At this point, before the action begins, the town’s geography is laid out in a
series of tightening concentric circles, beginning with the coordinates
situating it in the world overall, with each location or set of locations
providing the context surrounding the next one presented, with the level of
detail also increasing, The quote above begins with the distant mountain as
a backdrop beyond everything, then moves closer to the outskirts of town
“across the tracks”, gradually drawing into the more central part of town
(the Town Hall and Post Office). After this description, he indicates the
Gibbs’s house and yard, and the Webbs’s house and yard. After this quote,
we are told what is growing in Mrs. Gibbs’s garden, “This is Mrs. Gibbs’
garden. Corn . . . peas . . . beans . . . hollyhocks . . . heliotrope . . . and a lot
of burdock”, and Mrs. Webb’s garden, which is “Just like Mrs. Gibbs’, only
it’s got a lot of sunflowers, too”. The concentric circles of description,
growing in detail as we approach the center, focuses the audience on the
area of the town being represented onstage, after we are able to imagine
what lies beyond it.
After the scene at the Gibbs’s house, the Stage Manager brings out
Professor Willard, who gives more geographic detail, beyond what we
might expect to get about the town. Professor Willard: “Grover’s Corners
lies on the old Pleistocene granite of the Appalachian range. I may say it’s
some of the oldest land in the world. We’re very proud of that. A shelf of
Devonian basalt crosses it with vestiges of Mesozoic shale, and some
sandstone outcroppings; but that’s all more recent: two hundred, three
hundred million years old. Some highly interesting fossils have been found .
. . I may say: unique fossils . . . two miles out of town, in Silas Peckham’s
cow pasture”. We learn about the literal bedrock upon which the town was
built, giving it a figurative and literal foundation within the play.
At the beginning of Act Three, we are in the graveyard at the top of a
hill, and once again the Stage Manager gives us a situating description,
which builds the world around us:
You come up here, on a fine afternoon and you can see range on range
of hills awful blue they are up there by Lake Sunapee and Lake
Winnipesaukee . . . and way up, if you’ve got a glass, you can see the
White Mountains and Mt. Washington — where North Conway and
Conway is. And, of course, our favorite mountain, Mt. Monadnock, ‘s
right here — and all these towns that lie around it: Jaffrey, ‘n East
Jaffrey, ‘n Peterborough, ‘n Dublin; and [Then pointing down in the
audience] there, quite a ways down, is Grover’s Corners.
While no stage directions are given for all the other locations (several of
which are real), the only one given is for Grover’s Corners, which is
literally where the audience is sitting. At this point, then, the audience can
be said to be in Grover’s Corners, viewing the graveyard from the point of
view of the town (although the Stage Manager also says the graveyard is
“an important part of Grover’s Corners”, which would seem to include it in
the town as well). Later during Act Three, the left half of the stage will
become Main Street and the Webbs’s home in the scene in which Emily
goes back to her 12th birthday, but the initial positioning which brings the
audience’s own location into the town adds to the immersion already
established in other ways.
All these details — and Our Town is constantly giving us concrete
details and instances that represent universal, general things, and concepts
for which we substitute our own lives’ specific details — together present a
rich, full world onstage and in our imagination, which overlaps our own
Primary World situation. The way these details are presented, using the
concentric circles described above, along with positioning just described,
has the overall effect of locating us in the center of the world, even as we
are viewing it, just as Jane Crofut’s letter is addressed to The Crofut Farm;
Grover’s Corners; Sutton County; New Hampshire; the United States;
Continent of North America; Western Hemisphere; the Earth; the Solar
System; the Universe; the Mind of God.4 The play also uses similar world-
building strategies when it comes to history and time.
History (Time)
On the stage it is always now; the personages are standing on that
razor-edge, between the past and the future, which is the essential
character of conscious being; the words are rising to their lips in
immediate spontaneity.
—Thornton Wilder, Writers at Work Interview, 19585
This time nine years have gone by, friends — summer, 1913. Gradual
changes in Grover’s Corners. Horses are getting rarer. Farmers coming
into town in Fords. Everybody locks their house doors now at night.
Ain’t been any burglars in town yet, but everybody’s heard about ‘em.
You’d be surprised, though — on the whole, things don’t change
much around here.
And they’ve asked a friend of mine what they should put in the
cornerstone for people to dig up. . . a thousand years from now. . . . Of
course, they’ve put in a copy of the New York Times and a copy of Mr.
Webb’s Sentinel. . . . We're kind of interested in this because some
scientific fellas have found a way of painting all that reading matter
with a glue — a silicate glue — that’ll make it keep a thousand — two
thousand years.
The discussion of the silicate glue that will preserve the paper, keeping it
intact for perhaps as long as 2,000 years, could be seen as implying that the
capsule’s contents could remain on display in a museum for another 1,000
years, bringing the timeline to an end as late as the year 3901. Finally, there
is the last item mentioned that will be put into the time capsule; according
to the Stage Manager, in Act One:
And even in Greece and Rome, all we know about the real life of the
people is what we can piece together out of the joking poems and the
comedies they wrote for the theatre back then.
So I’m going to have a copy of this play put in the cornerstone and
the people a thousand years from now'll know a few simple facts
about us — more than the Treaty of Versailles and the Lindbergh
flight.
See what I mean?
So — people a thousand years from now — this is the way we were
in the provinces north of New York at the beginning of the twentieth
century. — This is the way we were: in our growing up and in our
marrying and in our living and in our dying.
A copy of the very play being “performed for (or read by) the audience.” is
one of the written works being placed in the time capsule; interestingly,
written works are the only things mentioned as the capsule’s contents. That
Our Town itself will be included means that the last remaining vestiges of
Grover’s Corners, apart from the time capsule itself, as an object, will be
the very play the audience has now; we are, in a way, like that future
audience, since that is all we presently have to represent the town. Finally,
the people mentioned by the Stage Manager brings us to the third main
infrastructure of imaginary worlds, which is that of characters, and the webs
of relationships which give them their context.
Genealogy (Characters)
Just as the play gives us a broad but limited background geographically and
historically, we likewise get similar information on the background of the
people of Grover’s Corners. Again, it is Professor Willard who establishes
the deep background in Act One:
We are also told that the earliest tombstones in cemetery on the mountain,
from 1670 to 1680, contain the names of Grovers, Cartwrights, Gibbses,
and Herseys. The first surname, Grover, provides a possible origin of the
town’s own name, tying it closer to its inhabitants. The last three names are
names which reappear in the present-day portions of the play, showing that
the families have remained in the area; the Cartwrights are said to have had
the first automobile in town, and it is also their new bank building which
will contain the time capsule, so they are expected to be around for some
time.
The Gibbs and Hersey families, of course, have intermarried; we find out
that Hersey is the maiden name of Frank Gibbs’s wife Julia. Julia’s
grandmother is mentioned as Grandma Wentworth, and another Wentworth,
no doubt a descendent or relative, is said to be coming to visit the Gibbs’s
house at 11:00 am on May 7, 1901. We also discover more genealogical
connections throughout the play; Julia’s cousin is Hester Wilcox, Julia’s
sister is Carey, and Carey’s son is Samuel Craig. Frank and Julia Gibbs, of
course, have a son, George, and a daughter, Rebecca. George has an Uncle
Luke, who is mentioned four times, along with the fact that George wants to
work on his farm and that his uncle may one day give it over to him.
The other major family of the play is the Webb family; Charles and
Myrtle Webb, who have a daughter, Emily, and a son, Wally. We are told
Emily and Wally have an Aunt Carrie and an Aunt Norah, though through
which of their parents they are related is not indicated. George and Emily
marry, uniting the play’s main two families, and have two children of their
own, neither of which is named; Emily dies after giving birth to the second
one, and the first is a boy who is born four years earlier. Thus we have
traced three generations of family, and a number of collateral relations as
well. Apart from that, there are other indications of relationships, even to
characters we may not meet; for example, Mrs. Soames mentions Mr.
Soames, Mrs. Goruslawski is the mother of twins, and Joe Crowell, Jr. and
his brother Si Crowell must be the sons of Joe Crowell, Sr. Likewise, the
play is rich in background detail as well; over the course of the three acts,
we are given no less than three dozen surnames of the town’s inhabitants:
Carter, Cartwright, Corcoran, Craig, Crofut, Crowell, Ellis, Fairchild,
Ferguson, Forrest, Foster, Gibbs, Goruslawski, Greenough, Grover, Gruber,
Hawkins, Hersey, Huckins, Lockhart, McCarty, Morgan, Newsome,
Peckham, Slocum, Soames, Stimson, Stoddard, Todd, Trowbridge, Warren,
Webb, Wentworth, Wilcox, Wilkins, and Willard.9
The genealogical background places the characters in the context of
families from which they have descended; George and Emily’s children can
trace their roots to the Gibbs, Webb, and Hersey families, perhaps even
back to those whose graves are marked by the early tombstones. The
background details, and events we have witnessed, give us a familiarity that
the play encourages; not only does the Stage Manager speak to us directly,
but occasionally characters address the audience, including Professor
Willard, Charles Webb when he answers questions posed by the faux
audience members during the question-and-answer session in Act One, and
Mrs. Soames at George and Emily’s wedding in Act Two, as her chatter
(addressing us and her neighbors) drowns out the clergyman. By Act Three,
we are seeing the graveyard from the point of view of Grover’s Corners (as
mentioned earlier), and the Stage Manager shows us various graves and
says “Here’s your friend, Mrs. Gibbs” and “And Mrs. Soames who enjoyed
the wedding so — you remember?”, the first comment casually supposing
familiarity and a relationship, while the second comment suggests a
nostalgic recollection of an event from the past, both comments
encouraging our emotional involvement with the play’s characters and
history.
And through the intimate knowledge of the characters, along with the
town’s geography and history, by the end of the play the audience will
likely have established a close connection and familiarity with the town
itself; indeed, it is not just “their town”, but “Our Town”. After that, it is
merely another step to consider our own hometown, its history, layout, and
inhabitants, the comparisons causing us to reflect on the universal and
eternal qualities that the play is discussing.
The adaptation of Our Town raises other questions and issues pertaining to
the adaptation of an imaginary world originating on the theatrical stage to
various media; for example, the interaction with the faux audience
members, which helps bring the audience into closer connection with the
town, will likely be lost. So far, Our Town has been adapted to radio in 1939
and 1940; film in 1940; television in 1955, 1977, and 2003; ballet in 1994;
and opera in 2009. The operatic version of the play, the 1955 television
adaptation, and the stage adaptation called Grover’s Corners (1987) were
all musical adaptations of the play, demonstrating its flexibility and
continuing durability. The play itself continues to appear onstage, and in
1989 it won the Drama Desk Award for Outstanding Revival and Tony
Award for Best Revival. In 2017, Our Town was even performed in
American Sign Language and English, by the Deaf West Theater and
Pasadena Playhouse in California.
While theater places its own limitations on world-building, it also
provides an immediacy and presence which other media do not. Perhaps
playwrights have still not fully made use of the unique world-building
possibilities that the live theater stage can provide, although Our Town has
arguably made the best use of them so far.12 By cleverly managing to
include a large amount of world data which, while perhaps not immediately
pertinent to the advancement of the storyline, is still necessary to the world-
building needed to give Grover’s Corners its detail and verisimilitude, Our
Town demonstrates that the stage can deliver unique imaginary worlds that
become our world as we attend the performances occurring there.
Notes
1 Malcolm Cowley, Writers at Work: The Paris Review Interviews, New York, New York: Penguin
Books, 1958, page 108.
2 Takuji Nosé, “Speech System of the Stage Manager in Thornton Wilder’s Pullman Car
Hiawatha”, On-line Proceedings of the Annual Conference of the Poetics and Linguistics
Association (PALA), 2008, available at
https://www.pala.ac.uk/uploads/2/5/1/0/25105678/nose2008.pdf.
3 Elsewhere I have written extensively about the infrastructures of imaginary worlds; see Mark J.
P. Wolf, Building Imaginary Worlds: The Theory and History of Subcreation, New York:
Routledge, 2012.
4 There is no “Sutton County” in New Hampshire; Sutton is a town in Merrimack County, New
Hampshire, which is made up of the villages of Sutton Mills, North Sutton, South Sutton, and
East Sutton; see https://en.wikipedia.org/wiki/Sutton,_New_Hampshire.
5 Malcolm Cowley, Writers at Work: The Paris Review Interviews, New York: Penguin Books,
1958, page 108.
6 Moonrise on May 7, 1901, according to the Keisan Online Calculator, available at
https://keisan.casio.com/exec/system/1224689365.
7 Sunrise on May 7, 1901, according to the Keisan Online Calculator, available at
https://keisan.casio.com/exec/system/1224686065.
8 Richard McGuire’s “Here” began as a six-page comic strip in Raw, Volume 2, #1, in 1989, and
was expanded to the book-length work Here from Pantheon Books in 2014.
9 Assuming that Professor Willard and Professor Gruber, who have researched Grover’s Corners,
are also residents; but the play does not specify exactly one way or the other.
10 From The Letters of Gertrude Stein and Thornton Wilder, edited by Edward Burns and Ulla E.
Dydo, with William Rice, New Haven and London: Yale University Press, 1996, page 256.
Available at https://books.google.com/books?
id=SHOPenESaHQC&pg=PA256&lpg=PA256&dq=%22different+relation+is+established.+In+t
he+theatre,+they+are+halfway+abstractions+in+an+allegory,%22&source=bl&ots=ctEokyiIXa&
sig= b8Cd7b0Bm1cMTMItawIFeeuCwnc&hl=en&sa=X&ved=2ahUKEwi7-
_iStpzeAhXM7VMKHctGBdsQ6AEwAXoECAgQAQ#v=onepage&q=%22different%20relatio
n%20is%20established.%20In%20the%20theatre%2C%20they%20are%20halfway%20abstracti
ons%20in%20an%20allegory%2C%22&f=false.
11 From Donna Kornhaber, Hitchcock’s Diegetic Imagination: Thornton Wilder, Shadow of a Doubt,
and Hitchcock’s Mise-en-Scène, November 2, 2015, e-book, available at
https://books.google.com/books?id=z-
vZCgAAQBAJ&pg=PT12&dq=the+idea+will+be+imparted+anyway&hl=en&sa=X&ved=0ahU
KEwiGy5-RubjeAh
Wuc98KHYxDBwEQ6AEIMzAC#v=onepage&q=turns%20pivotally&f=false.
12 Due to the errors regarding the chronology, it would appear Wilder did not lay out all of his
events on a consistent timeline, the way world-builders would do today. Still, the timeline is
fairly detailed compared to the existing imaginary world chronologies of its time, especially in
theater, and holds together well enough for the purpose of the story.
6
“SUCKLED ON SHADOWS”
States of Decay in Mervyn Peake’s Gormenghast
Novels
Edward O’Hare
Steerpike, when he had reached the spine of the roof, sat astride it and
regained his breath for the second time. He was surrounded by lakes
of fading daylight.
He could see how the ridge on which he sat led in a wide curve to
where in the west it was broken by the first of four towers. Beyond
them the swoop of a roof continued to complete a half circle far to his
right. This was ended by a high lateral wall. Stone steps led from the
ridge to the top of the wall, from which might be approached, along a
cat-walk, an area the size of a field, surrounding which, though at a
lower level, were the heavy, rotting structures of adjacent roofs and
towers, and between these could be seen other roofs far away, and
other towers.
Steerpike’s eyes, following the rooftops, came at last to the parapet
surrounding this area. He could not, of course, from where he was
guess at the stone sky-field itself, lying as it did a league away and
well above his eye level, but as the main massing of Gormenghast
arose to the west, he began to crawl in that direction along the sweep
of the ridge.
It was over an hour before Steerpike came to where only the
surrounding parapet obstructed his view of the stone sky-field. As he
climbed this parapet with tired, tenacious limbs he was unaware that
only a few seconds of time and a few blocks of vertical stone divided
him from seeing what had not been seen for over four hundred years.
Scrabbling one knee over the topmost stones he heaved himself over
the rough wall. When he lifted his head wearily to see what his next
obstacle might be, he saw before him, spreading over an area of four
square acres, a desert of grey stone slabs. The parapet on which he
was now sitting bolt upright surrounded the whole area, and swinging
his legs over he dropped the four odd feet to the ground. As he
dropped and then leaned back to support himself against the wall, a
crane arose at a far corner of the stone field and, with a slow beating
of its wings, drifted over the distant battlements and dropped out of
sight. The sun was beginning to set in a violet haze and the stone field,
save for the tiny figure of Steerpike, spread out emptily, the cold slabs
catching the prevailing tint of the sky. Between the slabs there was
dark moss and the long, coarse necks of seedling grasses. Steerpike’s
greedy eyes devoured the arena. What use could it be put to?21
The long beams of sunlight, which were reflected from the moist walls
in a shimmering haze, had pranked the chef’s body with patches of
ghost-light. The effect from below was that of a dappled volume of
warm vague whiteness and of a grey that dissolved into swamps of
midnight — of a volume that towered and dissolved among the rafters.
As occasion merited he supported himself against the stone pillar at
his side and as he did so patches of light shifted across the degraded
whiteness of the stretched uniform he wore. When Mr Flay had first
eyed him, the cook’s head had been entirely in shadow. Upon it the
tall cap of office rose coldly, a vague topsail half lost in a fitful sky. In
the total effect there was indeed something of the galleon.28
Doubling his body he opens the door the merest fraction of an inch
and applies his eye to the fissure. As he bends, the shimmering folds
of the silk about his belly hiss and whisper like the voice of far and
sinister waters or like some vast, earthless ghost-cat sucking its own
breath. His eye, moving around the panel of the door, is like
something detached, self-sufficient, and having no need of the
voluminous head that follows it nor for that matter of the mountainous
masses undulating to the crutch, and the soft, trunk-like legs. So alive
is it, this eye, quick as an adder, veined like a blood-alley. What need
is there for all the cumulus of dull, surrounding clay — the slow white
hinterland that weighs behind it as it swivels among the doughy,
circumscribing wodges like a marble of raddled ice?29
Notes
The essay’s title, “Suckled on Shadows” comes from Mervyn Peake, Gormenghast in The
Gormenghast Trilogy, London, England: Vintage, 1999, p. 373.
1 Quoted in Estelle Daniel, The Art of Gormenghast: The Making of a Television Fantasy, London,
England: HarperCollins, 2000, page 41.
2 Quoted in G. Peter Winnington, Vast Alchemies: The Life and Work of Mervyn Peake, London,
England: Peter Owen Publishers, 2000, page 168.
3 Ibid.
4 Ibid.
5 Ibid.
6 Ibid.
7 Ibid, page 185.
8 Ibid, page 186.
9 Ibid.
10 Ibid.
11 Ibid.
12 In August 2019 it was announced that Neil Gaiman would be one of the executive producers of a
major new adaptation of all five Gormenghast texts to be made by the American television
network Showtime.
13 Originally published alongside novellas by William Golding and John Wyndham in the
anthology Sometime, Never: Three Tales of Imagination, London, England: Eyre and
Spottiswoode, 1956.
14 Kingsley Amis was most disparaging about Peake’s work. In his critical monograph New Maps
of Hell: A Survey of Science Fiction, London, England: Penguin, 2012, page 153, he dismisses
him in his typically pugnacious and unsupported fashion as “a bad fantasy writer of maverick
status”.
15 G. Peter Winnington, “Inside the Mind of Mervyn Peake” in Etudes de Lettres, Lausanne,
Switzerland: University of Lausanne Press, Series VI, Vol. 2, No. 1, January–March, 1979, page
3.
16 Ibid.
17 Mendlesohn, Farah, Rhetorics of Fantasy, Middletown, Connecticut: Wesleyan University Press,
2008, page 59.
18 Ibid.
19 Ibid.
20 Ibid, page xxi.
21 Mervyn Peake, Titus Groan in The Gormenghast Trilogy, page 91.
22 Miéville, China, Introduction to The Illustrated Gormenghast Trilogy, London, England:
Vintage, 2011, page ix.
23 Ibid.
24 John Clute and John Grant, editors, The Encyclopaedia of Fantasy, available at http://sf-
encyclopedia.uk/fe.php?nm=peake_mervyn.
25 Ibid.
26 Vast Alchemies, page 98.
27 Ibid, page 59.
28 The Gormenghast Trilogy, page 20.
29 Ibid, page 262.
30 Quoted in John Watney, Mervyn Peake, London, England: Michael Joseph, 1976, page 106.
31 Ibid.
32 Ibid.
33 Quoted in The Art of Gormenghast, page 42.
34 Peake also observed how human identity could be interconnected with a sense of place when he
lived as part of an artists’ colony on the Channel Island of Sark for three years. The island’s tiny
population, which had almost no interaction with the outside world, resembles the isolated
existence of the inhabitants of Gormenghast. Peake’s years on the island, spent amidst the
rugged, windswept majesty of its landscape, were some of the happiest of his life.
35 Peake provides a terrific metaphor for the Groan’s peculiar form of attachment to Gormenghast
in Titus Groan, when the Earl ponders the question “How could he love this place? He was part
of it. He could not imagine a world outside it; and the idea of loving Gormenghast would have
shocked him. To have asked him of his feelings for his hereditary home would be like asking a
man what his feelings were towards his own hand or his own throat”, The Gormenghast Trilogy,
page 42.
36 The Encyclopaedia of Fantasy.
37 Quoted in The Art of Gormenghast, page 29.
38 Ibid.
39 The Gormenghast Trilogy, page 44.
40 Ibid.
41 Ibid, page 45.
42 Vast Alchemies, page 43.
43 Ibid.
44 Ibid.
45 Anthony Burgess, Introduction to Titus Groan, London, England: Penguin, 1968, page 9.
Burgess’s reverence for Peake’s novel remained undiminished since he included it in his personal
selection of the most important works of fiction in English of the past half century almost 20
years later in his book 99 Novels: The Best in English Since 1939, London, England: Summit
Books, 1985.
46 Ibid.
47 Ibid, page 13.
48 Ibid.
49 Ibid, page 9.
50 Ibid, page 11.
51 Ibid.
52 Among them Miéville, Mendlesohn, and Winnington, who all propose that Gormenghast Castle
has so many distinctive qualities that it rightfully constitutes the main character of the sequence.
53 The Gormenghast Trilogy, page 7.
54 Peake’s novels abound with wicked black humor. Especially hilarious are the chapters of
Gormenghast set in the academy run by the benevolent but ineffectual Professor Bellgrove and
his cadre of freakish oddballs. In this school, Titus meets such characters as the ancient
Headmaster Deadyawn, who is catapulted to his demise from his own mobile high chair, and the
venerable Idealist philosopher “The Leader”, whose Berkeleyan theory that material reality and
physical sensations are illusory is disproven when his beard goes up in flames and he perishes.
The comedic highlight of the sequence, however, is Bellgrove’s courtship of Irma Prunesquallor
at her disastrous garden party.
55 The Gormenghast Trilogy, page 89.
56 This chameleonic aspect of the character was captured tremendously in actor Jonathan Rhys
Meyer’s performance in the BBC miniseries based on Peake’s novels broadcast in 2000. His
startling physical resemblance to Peake’s drawings of Steerpike was also uncanny.
57 The Gormenghast Trilogy, page 127.
58 Ibid.
59 Fortunately, if belatedly, this view has begun to alter in recent years. Roger Luckhurst in Science
Fiction (Cambridge: Polity Press, 2005), David Louis Edelman in his Introduction to Titus Alone
(New York: The Overlook Press, Peter Mayer Publishers, 2011) and Michael Moorcock in
“Breaking Free: An Introduction to Mervyn Peake’s Titus Alone” in Michael Moorcock and Allan
Kausch, editors, London Peculiar and Other Nonfiction (London: PM Press, 2012) offer much
more perceptive and sympathetic readings of this text.
60 The exact nature of the medical condition which killed Peake over ten years and left the
Gormenghast sequence incomplete remains the subject of speculation. It has variously been
diagnosed as Alzheimer’s disease, Parkinson’s disease, and different forms of encephalitis, but
contemporary research has postulated that Peake may have suffered from dementia with Lewy
bodies, an extreme form of premature aging. His mental and physical deterioration was only
accelerated by the medications, electroconvulsive therapy, and brain surgery he was prescribed.
Peake was 57 when he died, but the last photographs of him show a man who looks thirty years
older. Maeve Gilmore wrote a poignant account of her last years with her husband’s entitled A
World Away (London: Gollancz, 1970).
61 At the outbreak of the conflict Peake volunteered his services as a war artist. Despite being
refused, he developed a project of his own, The Works of Adolf Hitler, a series of intensely
horrific paintings supposedly by the Nazi leader showing scenes of carnage, misery, and anguish.
These were purchased by the Ministry of Information for propaganda purposes but, no doubt due
to their macabre content, were never used.
62 Winnington states that although there were 30,000 living prisoners of various nationalities in
Bergen-Belsen when it was liberated by British troops on April 15, 1945, approximately one
hundred survivors were still dying each day from typhus and the effects of starvation when Peake
reached the camp a month later; see Vast Alchemies, page 179. Peake’s son Sebastian movingly
summed up the effect of this experience on his father when he eloquently wrote that he “suffered
and later died as a result of seeing manifest the antithesis of joy, love, and beauty. How can his
experience of the camp not have created an eternal helplessness of the soul?” Quoted in The Art
of Gormenghast, page 28.
7
THE GOTHIC WORLD-BUILDING
OF DARK SHADOWS
Andrew Higgins
In 1966, American television saw the birth of two very different worlds.
The more well-known of these was first seen on September 6, 1966 when
the episode “The Man Trap” of the original series of Star Trek (1966–1968)
appeared on the NBC television network; introducing a world that has
grown into one of the most popular transmedial science fiction franchises.
However, slightly earlier that summer — on June 27, 1966 — daytime
television was introduced to a very different world with the first episode of
the gothic soap opera Dark Shadows (1966–1971). Like its science fiction
counterpart, the unique story-world of Dark Shadows was initially created
through over one thousand daily television episodes and then added to and
expanded by several motion pictures, novelizations, comic books, games,
original music compositions, television and film reboots, audio dramas, and
even bubble gum trading cards. All of these texts, in their broadest sense,
were received, interacted with and, in some cases, creatively developed by a
multi-generational group of viewers and an active fan base. Therefore, the
gothic world-building of Dark Shadows typifies Henry Jenkins’s concept of
transmedia storytelling as “narrative material spread across works
appearing in different media, resulting in a narrative that spans multiple
media” (2006, pp. 95–96). In this essay, I will explore how the gothic story-
world of Dark Shadows came and continues to exist, by focusing on three
key phases of its development, concluding with how this world, like the
Star Trek story-world, continues to endure and grow today over 55 years
after its first broadcast.
She was about 19, and she was on a train reading a letter that stopped
in a dark, isolated town. She got off the train and started walking and
walking. Finally, she came to a huge, forbidding house. She turned
and slowly walked up the long path towards the house. At the door,
she lifted a huge brass knocker and gently tapped it three times. I
heard a dog howl, then just as the door creaked open — I woke up!
(Benshoff, 2011, p. 11)
The following day, Curtis told his wife Norma about the dream and she
thought it would make a good basis for a new television show pointing out
that it had a gothic feeling — “something eerie and threatening”
(Thompson, 2009, p. 56). Curtis pitched the idea as a television series to
ABC Network officials who green-lit it for production. At the time, the
ABC Network was considered the third network in terms of ratings and
perceived quality of shows (Benshoff, 2011, p. 8). This network was
looking for interesting shows that would attract new and different audiences
from the two rival networks of CBS and NBC. One strategy that ABC
development executive Harve Bennett, who would later go on to write and
produce several of the Star Trek franchise films, employed was to
commission and develop television shows with supernatural themes such as
One Step Beyond (1959–1961) and The Outer Limits (1963–1965) and
especially one of their biggest hits of this era, Bewitched (1964–1972), a
comedy in which a mortal man marries a good witch played by Elizabeth
Montgomery. Another commissioning success by ABC at this time was
Batman (1966–1968), featuring Adam West and Burt Ward as the dynamic
duo fighting a host of celebrity criminals. Therefore, ABC’s green-lighting
of Curtis’s eerie show concept was in line with Bennett’s strategy. Curtis
assembled a group of writers led by Art Wallace, Sam Hall, and Gordon
Russell to come up with a narrative outline for this new television show
which was initially to be called “Shadows on the Wall” (Scott, 2000, p. 18).
For the narrative, Wallace drew heavily from a teleplay he had worked on
entitled The House which had appeared as an episode in the television
anthology show GoodYear Playhouse in 1957. The House was about a
reclusive woman living in an old house set in New England fishing village
(ibid). The name of this new show went through several phases, with other
suggested names of “The House on Widow’s Hill” and “Terror at
Collinwood”, until Curtis stumbled upon the name “Dark Shadows” when
he told a technician developing the lighting for the show to “go out to a
museum and film some dark shadows” (44).
The show would be set in the fictional seaside village of Collinsport in
the real state of Maine. The main focal point of this town was the brooding
mansion high a top Widow’s Hill (Curtis’s huge forbidding house), which
was initially called “Collins House” but was changed to the more gothic-
sounding name of “Collinwood”, ancestral home to the Collins family.
Unlike Batman and Bewitched, Dark Shadows was conceived and
broadcast as a daytime soap opera. The “soap opera” television format had
been introduced to this new medium in the 1950s; coming from the radio
soap operas of the 1930s and 1940s (Benshoff, 2011, p. 10). These early
radio dramas were actually produced and owned by soap manufactures
(hence the name “soap opera”), such as Lux and Proctor & Gamble, and
were used to sell soap and washing products to the housewives who would
tune into the shows on a daily basis while doing the housework. At the start
of its development, Dark Shadows was very much targeted to a similar
audience but, as will be explored, as the tone of the narrative changed from
just eerie and suggestive of the gothic to actual supernatural and horror, the
audience target would change to younger viewers (including students and
the counterculture hippies of the late 1960s and early 1970s). A
characteristic of the narrative structure of the soap opera (or daytime drama)
that makes it an important candidate for in-depth world-building is the
opportunity to offer open-ended diegetically braided narratives developed
over a long period of time. For the viewer, the overall story-world unfolds
almost in real-time on a daily basis and therefore the depth and complexity
of the narrative arc of key storylines are enriched through the actual time
the narrative is given to develop and grow. For the Dark Shadows story-
world, this narrative richness would be enhanced with the eventual
introduction of such fantastic elements as time travel (to the past and the
future of the then-present time) and, later in the series, parallel time (in the
past, present, and future of alternative Dark Shadow worlds). This
combination of the traditional daytime drama narrative structure as well as
the addition of fantastical and supernatural elements into the story-world
resulted in “a unique diegetic world, one that allowed for gothic and
romantic frissons as well as more specialized meta-textual pleasures based
on performance, character, and narrative” (Benshoff, 2011, p. 68).
Collinwood and its collection of gothic characters was introduced to
television audiences through the eyes of an orphaned young woman
inspired by Curtis’s initial dream vision as well as such characters from
traditional gothic literature as Jane Eyre. In the first episode, we learn that
the reason this character is on a train is due to her being invited to
Collinwood from the orphanage she had been left in as child in New York
City. This invitation has come from the reclusive matriarch of Collinwood,
Elizabeth Collins Stoddard (played by the Hollywood screen actress Joan
Bennett) to work as a governess for young David Collins, son of Elizabeth’s
brother Roger Collins. An early storyline of the show, never resolved in the
original television series, was whether Elizabeth was really the estranged
mother of the young governess. In the original “Shadows on the Wall”
treatment, the name of the governesses was Sheila March but this was
changed to the much more regal and older sounding name of Victoria
Winters (Scott, 1995, p. 15).
Starting with the first episode, Curtis subverted the traditional opening
narration of past radio and television soap operas in which the voice of the
sponsor would attempt to sell the soap or cleaning product to the listeners
before the episode began. In the case of Dark Shadows, an actor from the
episode would deliver a voice-over narration as a teaser for the episode to
follow. This would position the Dark Shadows world-building narrative as a
tale being told — the television equivalent of the Gothic text trope of the
entry into a journal or chronicle; as in the entries made by Jonathan Harker
in his journal at the beginning of Bram Stoker’s Dracula (1897). For the
first years of the show, the opening narrator would be spoken by the
focalizing portal character of the governess Victoria Winters who, like the
viewing audience, was being introduced to this strange eerie world of the
Collins family. This opening narration from the first episode typifies what
Benshoff characterizes as “set[ting] the gothic [sic] mood, as she often
describes ongoing events in sinister and foreboding terms” (2011, p. 38).
“And now observe”, Professor Hulling continued. “One lays the six
wands parallel and brings them close together. Then he sees, formed
by the markings on their sides interspersed with blanks, one of the
sixty-four possible Chinese geometric hexagrams.” Drawing the
flattened wands together he pointed to the figure they described…. To
get the best result one makes his mind a perfect blank, and
concentrating on the door which has no lock or key or latch, and opens
only of its own accord.
(Quinn, 1939, p. 36)1
Another example of the writer’s use of supernatural fiction was the sudden
intrusion at the end of the 1895 time-travel sequence of a race of
supernatural creatures called “Leviathans”; evil beings who ruled the earth
before humans came into existence. In this sequence, the Leviathans seize
the mind of Barnabas Collins in the past and put him under their power, so
that he travels back to the present with the “naga box” which contains the
essence of a new Leviathan creature who will be born in the present and
through rapid growth become a new leader for the Leviathans. Their
ultimate goal is to repopulate the world with new Leviathan creatures. This
creature has two essences, one a horrific monster that is never seen on
camera — presented to the viewers as very heavy evil breathing — and the
other a human boy who quickly grows through several manifestations into
the Leviathan leader Jeb Hawkes. Jeb Hawkes is to marry and have a child
with Elizabeth Collins’s daughter Carolyn Stoddard, whose estranged father
pledged her to the Leviathans in the past. The Leviathans are clearly based
on the works of the writer H. P. Lovecraft (1890–1937), especially his tale
The Dunwich Horror (1929) which also first appeared in Weird Tales and
forms part of the cycle of Lovecraft’s Chthulu mythos. The Dunwich
Horror is set in the fictional town of Dunwich, Massachusetts (not far from
Maine) and tells how the Old One cosmic entity Yog-Sothoth invaded earth
through a portal and impregnated a woman, Lavinia Whateley. From this
unnatural union, she gives birth to twins, one of whom is William Whateley,
who looks human but grows at an astonishing rate. The other is an invisible
monster who is kept hidden in the Whateley farmhouse. In the Dark
Shadows world, the character of Jeb Hawkes was modeled on both these
sons with the writers meshing the human and monster state into one
character.
While inventive with lots of twists and turns, the “Leviathan” sequence
was not all together popular with Dark Shadows fans and when ratings
started to slip, the storyline was quickly modified to a new sequence that
moved the world of Collinwood even further along the spectrum of Wolf’s
“secondariness”. In his attempt to escape the vengeance of the Leviathans,
Barnabas Collins finds a room in the abandoned East Wing of Collinwood
that at times through a time warp would become a portal to another
alternate time-band (actually multiple time-bands) where familiar characters
living in the present and past had made different choices in their lives and
thus led different lives than the ones they had in the “Primary” one.
The concept of “parallel time” and “alternative universes” had been
depicted in science fiction starting with the works of Francis Stevens
(1883–1948) and Murray Leinster (1896–1975); especially in his short story
“Sidewise in Time” which first appeared in the pulp publication Astounding
Stories in June 1934 and continued to be depicted in stories by such authors
as L. Sprague de Camp, Larry Niven, and Frederik Pohl. Although a more
probable influence may have come from Star Trek (1966–1968) with the
broadcast in October 1967 of the now-iconic episode “Mirror Mirror”, in
which, through a transporter malfunction, the crew of the Enterprise are
switched with their evil counterparts from a parallel universe (a storyline
that continues into the more recent Star Trek text, Star Trek: Discovery
(2017-present) with the Terran World). In the case of Dark Shadows, it is
now Barnabas Collins who becomes the focalizing character and first sees
these counterparts in this parallel version of Collinwood and then
eventually becomes a part of it. This new narrative device opened up Dark
Shadows narratives to new storylines and formed new relationships among
the familiar characters. Parallel-time storylines would include a recasting of
Daphne du Maurier’s Rebecca (1938) with the witch Angelique cast in the
role of the first Mrs. de Winter, Stevenson’s Strange Case of Dr. Jekyll and
Mr. Hyde (1886), Shirley Jackson’s The Lottery (1948), and for the last six
months of the show, set in a parallel 19th century, Emily Bronte’s
Wuthering Heights (1847). This would be the only sequence in which
Jonathan Frid would play a different character than Barnabas Collins. In
this ending sequence of the original television series, Frid would play the
Heathcliff-like character of Bramwell Collins, the son of a parallel-time
Barnabas Collins, who in this time-band never became a vampire, married
Josette, and had a son played by Frid himself.
While the narrative texts of the 1,225 episodes established the core of the
first phase of the Dark Shadows story-world, the world gestalt was also
built through a series of paratextual elements over several types of media.
One of the earliest of these was a series of thirty-three Dark Shadows
novelizations written by William Edward Daniel Ross under the female
pen-name Marilyn Ross. These gothic texts were published by the
Paperback Library starting several months after the premiere of the
television show in December, 1966 through to 1972. Almost all of these
novels were part of a shared continuity separate from the history supplied in
the original television series, offering the reader a combination of known
places and characters and new ones. Given the popularity of Barnabas
Collins on the television show, a majority of these novels became focused
on him (with images from the show of Jonathan Frid appearing on the
covers) and several of them followed the formula of a heroine arriving at
Collinwood and falling in love with Barnabas not realizing he is a vampire.
The heroine is plunged into some supernatural danger (usually evident from
the title of each novel) from which Barnabas has to rescue her and is
subsequently forced to leave her due to his vampire curse. Quentin Collins
was introduced in Barnabas Collins and Quentin’s Demon (published in
February 1970). Like the television show, Ross used Gothic and horror
tropes for some of these stories. In Barnabas Collins vs The Warlock
(1969), Ross also drew upon Henry James’s Turn of the Screw (1898), as
the writers of the television show did to introduce Quentin Collins. In
Barnabas, Quentin and The Mummy’s Curse (April 1970), Ross drew upon
the horror mummy trope which had not been used in the television show.
Edgar Allan Poe’s short story The Premature Burial (1844) was re-told in
Barnabas, Quentin and The Crystal Coffin (July 1970). In Barnabas,
Quentin and the Body Snatchers (February 1971), Ross paid homage to
Jack Finney’s science fiction novel The Body Snatchers (1955). The last
volume in this series, Barnabas, Quentin and the Vampire Beauty (March
1972), was about a woman wanting to become a vampire to keep her
beauty; suggesting shades of the 15th-century Hungarian noblewoman and
serial killer Elizabeth Bathory.
The story-world was also extended through a line of comics. From 1969
to 1976, Gold Key comics released a series of thirty-five comics which
were later republished in 2010 as collections through Hermes Press. Like
the books, many of these early comics focused on the popular character of
Barnabas Collins (with, again, a picture of Jonathan Frid as Barnabas on the
cover). In May 1971, Issue 9, “Creatures in Torment”, the other popular
character of Quentin Collins, who suffered the curse of the werewolf, was
added. In the June 1973 issue “Quentin the Vampire” (Issue 20), Quentin
Collins mistakenly takes a serum that turns him into a vampire (which
never happened on the television show). As with the Ross novelizations, the
writers of the comic series took the characters and story situations into new
scenarios, thus expanding the story-world of Dark Shadows through these
imaginative texts. Probably one of the most interesting of these is Issue 31,
“The Doom of Hellgi Kolnisson” (April 1975), in which Barnabas becomes
part of a Norse saga and fights fiendish wizards. The cover art for this issue
shows a large wizard zapping Barnabas with some mystical force and
Viking warriors attacking him.
There were also two board games that invited interaction and
participation with the world of Dark Shadows. The first one of these came
out in 1966, the first year of the television show and was a fairly typical
board game with players drawing cards from two coffin spaces to move
around the board made up of a drawn image of the exterior of Collinwood.
While the board and the pieces suggest Gothic and horror elements from the
Dark Shadows world (e.g., bats, wolves, spiders, gravestones), there are no
images of characters from the show in the game. Therefore this game
recreates some of the narrative elements of the world without any specific
reference to characters (or actors) from the television show. The second
game, brought out by Milton Bradley in 1968, was much more focused on
the character of Barnabas Collins with a picture of Jonathan Frid on the
cover. To promote this game, Milton Bradley produced a special television
commercial (https://youtu.be/rvzwVpV8yRM) featuring Frid with a group
of kids playing this game in the drawing room set. The goal of this game is
to assemble glow-in-the-dark pieces of a skeleton on a gallows. Included
with the game was a very early example of how fans could interact with the
Dark Shadows world — a set of glow-in-the-dark Barnabas vampire fangs.
The inside box of the game cautioned “the toy fangs are not part of the
game. They are placed over the teeth of a player to play the role of
Barnabas Collins. They should be washed before a player uses them” (cited
from Benshoff, 2011, p. 87). The television commercial also featured a boy
becoming a vampire like Barnabas with these fangs.
Another key aural world-building element that became very popular
during the show’s original run was its music and the themes that came out
of Robert Cobert’s haunting scores. An album Original Music from Dark
Shadows was released in 1969 and made it to number 18 on the Billboard
record charts (Benshoff, 2011, p. 89). Included in this collection was the
instrumental piece known as “Quentin’s Theme” — first heard in the
diegetic world to signify the appearance of Quentin as a ghost and would go
on in the show to become his leitmotiv. This theme became a hit single
reaching number 13 on Billboard’s “Hot One Hundred Singles” chart (ibid).
Later, this theme was re-released with a haunting, sexually charged
narration by the actor David Selby as Quentin (“Shadows of the night /
Falling silently / Echoes of the past / Calling me to you”). A similar
instrumental with narrative, “I Barnabas”, was released soon after with
Jonathan Frid’s narration of Barnabas from his coffin opining “I feel your
yearning, I know that you want me, I know that you need me” (Benshoff,
2011, p. 89). In both these cases, the theme of the narration was an
invitation for the listener to engage with the Gothic romantic characters of
Quentin and Barnabas, a paratext that not only helped build the story-world
but also invited interaction and engagement with its listeners.
Other paratextual items that added to the world gestalt of the first phase
of the Dark Shadows world included lunch boxes with images from the
television show and two lines of Dark Shadows bubble gum trading cards.
These cards were first manufactured in 1968 by the Philadelphia Gum
Corporation and featured all the actors and actresses from the show,
sometimes with an autograph from them, and on the backs of the cards,
pieces of a puzzle picture from the show that encouraged users to find the
other pieces to make the overall image.
While the television show was still on the air, MGM produced the first
major motion picture set in the story-world of Dark Shadows. House of
Dark Shadows directed by Dan Curtis was released in September 1970 and
revisited the introduction of the Barnabas Collins storyline, this time in a
more self-contained form with Barnabas being very much the evil vampire
who after turning practically everyone in the cast into vampires (including
Roger Collins) is killed off at the end of the film. Although, in the final
moment of the film, a bat suddenly appears in the shot and flies away
(HODS script, p. 118), thus keeping the door open for another cinematic
appearance by Barnabas. Victoria Winters does not appear, as she had been
written out of the television show, and certain actors, such as Laura Parker
as Angelique, did not appear as she was busy at the time the movie was
being shot with her own storylines for the television show. Indeed, the
writers had to come up with a way to have Barnabas re-chained in his coffin
in parallel time on the television show so Jonathan Frid could be free to do
the filming for the movie. The follow-up to House of Dark Shadows was
Night of Dark Shadows (1971), which is more of an original self-contained
story featuring the characters of Quentin and Angelique (Frid did not want
to appear in the second film as Barnabas and by this time was portraying his
non-vampire son Bramwell). Like the television series, the storyline draws
from some key Gothic sources including Rebecca and Poe’s The Fall of the
House of Usher (1839). Other actors from the television series appeared in
new roles, so, like the use of time travel and parallel time on the television
show, viewers would be familiar with the faces on the screen in new
character roles set in the story-world. The plot around the possession of
Quentin by the ghost of the witch Angelique was, unfortunately, heavily
edited by MGM from Curtis’s original version (Curtis was forced to excise
32 minutes of footage from the original 129 minutes and then another 4
minutes of graphic scenes for the film to be given a PG rating) and there
have been efforts over the years by the Dark Shadows fandom to find and
restore the original “director’s cut” of this film.
Back in the 1960s, for 30 minutes a day, we [fans] had the chance to
share the lives of the Collins family and their friends and enemies.
Those small, daily segments of time infiltrated our minds. Characters
and situations seeped into our consciousness, giving us insights which
developed into fan-written stories and novels, that filled blanks,
answered questions, rationalized plot discrepancies, and created back-
stories concerning major and often minor characters in the Dark
Shadows universe. (54)
In 1983 the first fan-organized Dark Shadows festival was held in Newark,
New Jersey, which included panels and Q&A with members of the original
cast and production team. These annual festivals would continue (to this
present day) in Los Angeles and New York City. In 1988, a stage play based
on the 1795 timeline of Dark Shadows was presented by Dance Theatre
Workshop in New York City. In 1989, MPI Home Video started releasing
the television episodes on VHS followed in 2002 with their release on DVD
which included for the first time the pre-Barnabas episodes not seen since
the first broadcasts in 1966–1967. These releases also included new footage
of interviews with the actors and teams who put together the original series
offering new insights into the creation of the first phase of the world of
Dark Shadows and an introduction to a new generation of the shows’
original storylines.
In 1990, NBC, one of the original rival networks of ABC, produced the
first reboot to Dark Shadows again directed by Dan Curtis. This was a
slicker re-telling of the Barnabas storyline, now played by English actor
Ben Cross, for a prime-time audience used to dramas like Dallas (1978–
1991) and Dynasty (1981–1989). It again used the character of Victoria
Winters as the focalizing point and followed the original television storyline
fairly loyally — although the character of the witch Angelique was
introduced a lot earlier as the story of the curse of Barnabas Collins was
now known (as opposed to in the original series, when it was being
developed through the creation of the Barnabas/Josette/Angelique 1795
storyline). The timing of the revival series (as it came to become known)
was not ideal as the events of the First Gulf War caused constant
interruptions and rescheduling. Twelve episodes of the show were aired and
then it was canceled. There were plans to introduce the character of Quentin
Collins in the second season. In conjunction with this reboot, a new series
of comics were published by Innovation for eight issues from 1992 to 1993,
which used the familiar “My name is Victoria Winters” introductory
opening in the first panel of each issue.
Phase 3: The Return to Collinwood
In 2004, there was another attempt to reboot Dark Shadows for prime-time
television on the WB Network, and a one-hour pilot featuring Alec
Newman, as Barnabas was commissioned and shot. However, the pilot was
not picked up and the show was never publicly broadcast.
More significantly for the actual world-building of Dark Shadows, in
that same year, a dozen of the original actors for the television series
performed a new audio sequel, Return to Collinwood (2004) onstage at the
Dark Shadows Festival in Brooklyn, New York, and then agreed to record it
for distribution. The script was written by Jamison Selby, the son of David
Selby (Quentin Collins) who himself was named from a character in Dark
Shadows. This was released by MPI Video and, instead of rebooting old
storylines, added a new narrative layer to the story-world; resuming the
television show’s narrative after the death of Elisabeth Collins Stoddard
(the actress Joan Bennett passed away in 1990) with the main focus of the
story being characters coming back to Collinwood to hear the reading of her
last will and testament. It was only in Return to Collinwood that we learn
that Victoria Winters was indeed Elizabeth’s estranged daughter out of
wedlock. The success of the sales of this audio recording suggested there
was a market for new Dark Shadows stories which could be acted out by
original members of the cast. After working with Dan Curtis Productions on
the copyright and licensing in 2006, Big Finish Productions in the United
Kingdom (known for their continuing line of Dr. Who audio dramas using
some of this extended story-world’s original actors) started producing these
audio dramas featuring original and new cast members in new stories set in
the world of Dark Shadows. With the drama The House of Despair, an
entire new storyline set after the television series began. Two sequences
were produced from 2004 to 2010, and then in 2016 to celebrate the 50th
anniversary of the show, a third full audio drama (“Blood and Fire”) was
issued again using many members of the original cast and the revival series.
Concurrent to this another series of “Dramatic Readings” were issued that
usually involved two to three cast members (either actors from the original
series with new ones) in one-off dramas around some of main storylines of
the original show (e.g., The Leviathans, the Trask story arc, etc.). In 2010,
Jonathan Frid was persuaded to reprise his role as Barnabas Collins in a
special audio drama The Night Whispers, where he teamed up with John
Karlen as his servant Willie Loomis. These audio dramas which continue to
expand the Dark Shadows world also feature the pairing of characters in
new situations. For example, starting with episode “The Vodoo Amulet”,
the private detective Tony Peterson joins forces with the witch Cassandra
Collins to solve a murder mystery in New Orleans. This X-Files-like pairing
would be repeated in “The Phantom Bride” (May 2013, where they posed
as husband and wife!) and “The Devil Cat” (May 2014, set in England) and
has gone on to create three seasons of The Tony and Cassandra Mysteries
with 12 episodes so far. Two characters, practically adversaries in the
original series, have now come together in new roles in the story-world.
There has also been a 13-part original series called Bloodlust, which
introduced a new story arc to Collinwood and will be followed up in 2019
with another series called Bloodline. Dark Shadows fans have worked to
join all these narratives braids together in a world-building Dark Shadows
consistent chronology on the Dark Shadows Fandom Wiki, at
https://darkshadows.fandom.com/wiki/Chronology_(audio_dramas).
In addition to performing in the Dark Shadows Big Finish audio dramas,
Lara Parker, who played the witch Angelique on the original television
series, has gone on to expand the world through another series of novels
published first by HarperCollins and then Tor Books set in the story-world.
In Angelique’s Descent (1998), she told her own character’s backstory and
added more narrative depth and insight into Angelique’s initial relationship
with Barnabas Collins. We learn that Angelique was raised in the
mysterious world of voodoo witchcraft and pledged her soul to the devil to
become immortal. There is also a stunning story twist about who
Angelique’s parents were, which changes the dynamic between her and her
rival for Barnabas’s love Josette. In The Salem Branch (2006), Parker
returns to the present of the end of the television series, 1971, when
Barnabas has been cured of his vampirism and is about to marry his curer,
Dr. Julia Hoffman. A mysterious woman comes to Collinwood with a
daughter who proves to be a reincarnation of the form Angelique took in
Salem during the notorious witch trials. Like the television series, this novel
uses time travel as one of its key plot devices. In Wolf Moon Rising (2013),
Parker added more depth and story elements to the Quentin Collins
narrative and again set part of it in the late 1920s, expanding the timeline
for the story-world. In her most recent novel, Heiress of Collinwood (2016),
Parker adds more narrative depth to the story of Victoria Winters and her
true link to the Collins family. In addition to Lara Parker, authors Steven
Mark Rainey and Elizabeth Massie wrote Dreams of the Dark (1999),
another original story which introduced a rival vampire Thomas Rathburn
who was made a vampire during the American Civil War and comes to
Collinwood and becomes attracted to Victoria Winters, making him the
enemy of Barnabas Collins. Another veteran actress of the show, Kathryn
Leigh Scott, is both an author and publisher, and in addition to writing
books about the history of the Dark Shadows broadcasts, also wrote the
intertextual novel Dark Passages (2012) about a female vampire who
comes to New York in the 1960s to become an actress on the cult television
series Dark Passages, only to face her nemesis, a three-hundred-year-old
witch bent on destroying her. In addition to being a brilliant inventive story,
Scott also used it to relay her experience with some of the actors and
actresses on the original television show through the lens of fictional
characters.
From 2011 to 2013, Dynamite Comics began publishing a new line of
Dark Shadows using continuity from the original series for twenty-three
issues. As before, these stories focused on the Barnabas character who in
this narrative becomes a very dark, evil character, who amasses a vampire
army to take over Collinwood and in the last issue, causes the residents of
Collinwood to flee forever. In 2012, Dynamite started a second line of
comics, this time with a crossover with the “Vampirella” franchise.
Vampirella is a super-heroine created by Forrest J. Ackerman and costume
designer Trina Robins. In this narrative, Barnabas goes to New York and
meets the sexy Vampirella in a seedy underworld of clubs. Barnabas and
Vampirella join forces to find the “Big Apple Butcher” who turns out to be
the interestingly named Lady Bathory, who herself has teamed up with Jack
the Ripper to wreak havoc on New York City. In issue 2 of this series,
Quentin Collins, still suffering the werewolf curse, joins in on the search. In
2013, Dynamite published a new series focusing on the origins of Barnabas
Collins and revisiting the 1795 storyline from the show — marketed as “a
retelling of the classic Dark Shadows history”.
In 2012, two dedicated fans of the original television series — the actor
Johnny Depp and film director Tim Burton — set out to tell the story of
Dark Shadows reimagined again for the big screen. While this new highly
anticipated cinematic adaptation was not all together favorably received and
tended to treat the familiar Barnabas being unchained now in the 21st
century for laughs (more Love at First Bite (1979) than Dark Shadows!) it
did pay homage to the original series by having four of the original cast,
including the last appearance of Jonathan Frid, appear with Depp in
Collinwood as cameos in the film. On the set at Pinewood Studios, Johnny
Depp turned to Frid and said “We would not be here without you” (Scott,
2012, p. 30).
Conclusion
In the documentary Master of Shadows: The Gothic World of Dan Curtis
(2019) by MPI Video, the actress Whoopi Goldberg, one of the many fans
who grew up with the show, characterized the Dark Shadows story-world
narrative as “it wasn’t your Mom’s gothic romance, it was your gothic
romance”. Through its imaginative re-use of tropes drawn from Gothic and
horror stories as well as weird literature and pulp fiction, Dark Shadows
created an engaging and interactive story-world that appeared on many
different media platforms, and was consumed by a multi-generational fan
base with a desire to both learn more and engage in their own building of
the world through fan interaction and original story-making. Current Dark
Shadows writer Stuart Maning believes that it is the strength of the
narratives in concert with the continuing soap opera format that has built,
and continues to expand, this story-world;
Dark Shadows has endured because of its characters and that original,
brilliant cast of actors. The soap opera format will always be about
worlds without end, and with the right stories, any character’s journey
can be infinite. Five decades on, those personalities still burn brightly,
and it’s a privilege to guide them through new adventures.
(Scott, 2012, p. 195)
And like the Star Trek universe that was created in the same year, the
world- building of Dark Shadows continues with more planned audio
dramas from Big Finish, a new line of unabridged audio books from
Audible of the original Marilyn Ross novelizations read by Kathryn Leigh
Scott and through social media and the dedication of a fan base that
continues to actively engage with this world and introduce new people into
it — over fifty years after Dan Curtis had his dream of a young woman on a
train heading to a huge, forbidding house — into the eerie and gothic world
of Dark Shadows.
Note
1 The author is grateful to writer and scholar Douglas A. Anderson for finding this Weird Tale for
him.
Bibliography
Benshoff, Harry M (2011), Dark Shadows: TV Milestone Series. Detroit, Michigan: Wayne State
University Press.
Hall, Sam and Russell Gordon (1970), House of Dark Shadows HODS (Shooting Script).
Hamrick, Craig (2003), Barnabas and Company: The Cast of the TV Classic Dark Shadows. New
York: I Universe Star.
Jenkins, Henry (1992), Textural Poachers: Television Fans and Participatory Culture. New York:
Routledge
Jenkins, Henry (2006), Convergence Culture: When Old and Media Collide. New York: New York
University Press.
Quinn, Seabury, “The Door Without a Key”, Weird Tales, September 1939, pages 33–54.
Resch, Kathleen (1991), Dark Shadows in the Afternoon. New York: Image Pub.
Scott, Kathryn Leigh (1986), My Scrapbook Memories of Dark Shadows. Los Angeles, California:
Pomegranate Press.
Scott, Kathryn Leigh (ed.) (1990), The Dark Shadows Companion. Universal City, California:
Pomegranate Press.
Scott, Kathryn Leigh and Pierson, Jim (2000), The Dark Shadows Almanac. Beverly Hills,
California: Pomegranate Press.
Scott, Kathryn Leigh and Pierson, Jim (2012), Dark Shadows: Return to Collinwood. Beverly Hills,
California: Pomegranate Press.
Thompson, Jeff (2009), The Television Horrors of Dan Curtis. Jefferson, North Carolina: McFarland.
Wolf, Mark J.P. (2012), Building Imaginary Worlds: The Theory and History of Subcreation. New
York: Routledge.
8
DAVENTRY AND THE WORLDS OF
KING’S QUEST
Christopher Hanson
Multiples of Daventry
It is difficult to construct a definitive and singular map of Daventry, due to
the inconsistencies in, and resulting incoherence of, the various versions of
it. One reason for this is a result of Sierra’s own practices in updating its
games. Several titles within the original King’s Quest series were released in
multiple versions. These iterations extend beyond ports to different
platforms, and include versions which incorporated newer technologies.
Both the systems used by the game developers and the capabilities of the
platforms themselves changed significantly over the course of the game
series. And, as the success of the series grew, interest in the earlier games
was rekindled. As a result of these and other factors, there exist multiple
versions of the earlier games, with varying differences between each in their
representations of Daventry.
Sierra’s earlier adventure games were made using a development tool
called AGI, the acronym for Adventure Game Interpreter. AGI was
developed in conjunction with IBM in creating the 1984 IBM PCJr version
of the original King’s Quest game, and it facilitated the porting of the game
to similar platforms of the time such as the Apple II, the Amiga, the Atari
ST, the Macintosh, and other IBM PCs. Used by Sierra from 1984 to 1989,
AGI-based versions of each of the games appeared in the series up to King’s
Quest IV: The Perils of Rosella (1988). However, as newer computers,
higher resolution graphics, and improved sound capabilities emerged during
the 1980s, the limitations of AGI’s underlying technologies (such as its
absence of mouse support) became increasingly apparent. Sierra developed
SCI, the Sierra Creative Interpreter, as a replacement for AGI. SCI allowed
for games with significantly increased graphical resolution and the use of
other emergent multimedia technologies such as sound cards. Two versions
of King’s Quest IV were developed, one in AGI for older machines and one
in SCI which featured significant visual and aural improvements.
The original King’s Quest has been released multiple times with notable
differences between some versions. In the original 1984 version, the game
manual spells the protagonist’s name as “Grahame” and provides a
cartoonish representation of this protagonist and other characters in the
game.36 Sierra released multiple versions of this game between 1984 and
1987, and then released a new version of the game made using SCI in 1990
called King’s Quest: Quest for the Crown. This later version changed
aspects of the game including puzzles, character dialog, and some layout
aspects of in-game elements.
Different versions of these games range from minor improvements to
graphics and sounds to the development of more complex backstory and
other narrative alterations. The changes made to 1990 SCI remake of the
first game were substantial enough to the point that fans do not necessarily
consider it part of the world of Daventry’s canon.37 Fans have also remade
this first game as Tierra Entertainment’s King’s Quest I: Quest for the
Crown VGA (2001). This unofficial remake was then improved upon and
re-released in a licensed version in 2009 by AGD Interactive (formerly
Tierra), adding Enhanced Edition to the title. Notably, these fan remakes
also update the graphics, sound, and other elements but stay closer to the
original game than Sierra’s 1990 SCI remake. Other fan games such as
AGD Interactive’s King’s Quest II: Romancing the Stones (2002) and King’s
Quest III Redux: To Heir is Human (2011) are based on the original games,
but are positioned as “retelling” and re-imagining the events of the original
games while also updating them to use a graphical interface.
Daventry’s Author(s)
Among the numerous complexities in mapping the space of the fictional
world(s) of King’s Quest are those that relate to issues of authorship and
ownership. On the one hand, Roberta Williams can clearly be considered
the primary creator of these imaginary worlds. Her King’s Quest games
established the world of Daventry and its characters, just as her earlier
Wizard and the Princess created the world of Serenia. On the other hand,
however, numerous others are involved in building the world of Daventry,
including those associated with the development of the main series games,
the writers of supplementary materials that accompanied the games, authors
of commissioned “official” paratexts such as game guides, and fans who
play roles in the compiling of these sources and the building of Daventry.
Beyond these fictional worlds, the early original King’s Quest games
established other key components for the franchise and broader adventure
game genre, including thematic tendencies, and the interrelated domains of
play mechanics and the incorporation of technological advancements.38
That is, while the characters and settings spawn multiple games and
transmedia articulations, the various texts that build and expand upon these
worlds also share narrational tropes and themes, and even occasionally
recycle puzzles from earlier Sierra games. Furthermore, games within the
series iteratively build upon the first games’ text parser interface to
integrate technologies such as color, sound, higher-definition graphics, and
mouse-driven control schemes. In a sense, these games build their
imaginary worlds both in content and in form.
Although Roberta Williams can be considered the primary designer of
the King’s Quest series, several industrial and cultural factors must be
recognized in the authorship of these games and the world of Daventry. As
with the vast majority of digital games, the creation of any single title in the
King’s Quest series was the result of a collaborative process between
multiple people. Roberta Williams is unmistakably the driving force behind
the series, but the actual implementation of each game inevitably required
multiple developers to supplement Williams’s design, including
programmers, artists, and so on. Furthermore, technological capacities of
personal computers developed rapidly in the series’ initial years of
development (1980–1998), spanning from the “prequel” Wizard and the
Princess to the ninth game, King’s Quest: Mask of Eternity, evolving from
monochrome terminals to multimedia computers capable of playing
complex sound effects, music, and video. Attendant to these expanding
expressive capabilities was the growth of development teams, adding
composers, animators, and actors.
The closest to single authorship in the series may well be the earliest
game, Wizard and the Princess, in which only Roberta and Ken Williams
are credited. In describing the development process for Hi-Res Adventure
#1: Mystery House (1980), Ken Williams recounts, “Roberta wanted
pictures of every room in the house and would write the story and draw the
pictures, write the program”.39 Using an Apple II with a monochrome
monitor, the Williamses created the first text adventure to include
supplemental graphics.40 Wizard and the Princess, the second game in the
Hi-Res Adventure series, had the same development team of two, but added
color to the in-game illustrations. The development team size would grow
considerably by the first official game of King’s Quest I for the IBM PCJr,
which features a development team of five identified in the in-game credits:
Roberta Williams, Charles Tingley and Ken MacNeill (programming), and
Doug MacNeill and Greg Rowland (artwork). These development teams
would grow considerably over time and eventually, mushrooming to dozens
of people in the credits for Mask of Eternity.
Furthermore, multiple designers and writers were involved in the
creation of some of the games. While King’s Quest V: Absence Makes the
Heart Go Yonder! (1990) credits only Roberta Williams as its designer, later
games in the series list multiple designers and writers.41 King’s Quest VI:
Heir Today, Gone Tomorrow (1992) credits Roberta Williams and Jane
Jensen as writing and designing the game.42 Furthering this trend, King’s
Quest VII: The Princeless Bride (1994) lists Lorelei Shannon before
Roberta Williams under “Designed [b]y”, and credits only Shannon as its
writer.43 The final official sequel in this series, King’s Quest: Mask of
Eternity (1998) once again credits Roberta Williams first, under
“Designer/Writer”, but next lists Mark Seibert as “Producer/Director/Co-
Designer”.44
The original games were supplemented by other paratexts, including
materials supplied with the games and guides such as The Official Book of
King’s Quest and The King’s Quest Companion, as discussed above. Three
“official” novels were also released from 1995 to 1996, ostensibly taking
place within the world of Daventry: The Floating Castle (1995) by Craig
Mills, and The Kingdom of Sorrow (1996) and See No Weevil (1996), both
by Kenyon Morr. However, Roberta Williams was not directly involved in
these licensed works, which take place in between the events of the games
but also introduce confusing elements to the world of Daventry.
In 2015, the series was “rebooted” by game developers The Odd
Gentlemen as King’s Quest: Adventures of Graham. The reboot was initially
released episodically, with separate six separate “Chapters”, concluding in
2016. These games take many elements such as characters and settings
from the original games’ world of Daventry, but stray considerably from the
original series. Fans thus refer to this iteration of Daventry as “reboot
canon” or “TOG canon” (an acronym for the development team).”
Fan Works
There is clear evidence that fan engagement with Daventry began shortly
after the original games reached players’ hands. Sierra On-Line published
its own magazine, which began as the Sierra Newsletter and changed its
name upon the acquisition of Dynamix, Inc., before eventually being
renamed InterAction. Fan art inspired by the King’s Quest games can be
found in the earliest issues of the newsletter, in particular in the “Sierra
Cartoon Corner”, which invited readers to submit cartoons about Sierra
products. This includes a cartoon by a fan in which a television is shut off in
favor of King’s Quest in the second issue of the Newsletter. Active fan
engagement in the imaginary worlds of King’s Quest can be found in the
next issue, in which a cartoon by Adam Paul depicts Gwydion, the player-
controlled protagonist of King’s Quest III: To Heir is Human (1986), and
jokingly imagines the hero contemplating the game’s “flying spell” puzzle
after brushing away a dead fly.45 Fan re-imaginings of the characters and
settings of King’s Quest became regular features in the pages of later issues
of the Newsletter.
Fan participation in Daventry has expanded far beyond these
contributions, however. In addition to fan-driven remakes and re-
imaginings of the original games by Tierra Entertainment/AGD Interactive
above, fans have produced wholly original games such as Interactive
Fantasies King’s Quest ZZT (1997). These fan engagements illustrate
multiple aspects of the world-building that these games perform, and clearly
demonstrate the existence of a committed fanbase eager to participate in the
worlds of Daventry, Serenia, and the other fictional lands of King’s Quest
beyond merely the games themselves. The fan cartoons and art also riff off
the King’s Quest games’ uses of characters from fables, fairy tales, and
other works of literature, as well as the tendency of other Sierra games to
utilize characters from the King’s Quest games via cameos or joking
references. Such playful intertextual references play a critical part in this
aspect of world-building, as they provide numerous points of entry for fans
to re-imagine and build upon the worlds of the games.
Parallel Universes
The multiplicities of Daventry may be contradictory, but they also mesh
well with the suggestions made in the original games and paratexts that
Daventry operates in a “parallel universe”. This positioning of Daventry
acknowledges its function within a “multiverse” of numerous parallel
universes, which intersect with and inform one another. This suggestion is
posited by The Companion, which offers “novelizations” (actually more the
length of book chapters or short stories) of the games of the series and
further builds out the fictional backgrounds of the games’ imaginary
worlds. These stories are dramatic accounts of the events of the games and
themselves are positioned as artifacts from the diegetic world of the games.
The story “The Eye Between the Worlds” introduces “Derek
Karlavaegen”, the fictional narrator of this and other stories in The
Companion. The epigraph suggests that the story was “Compiled from
Messages to this World from the World of Daventry, as Sent by Derek
Karlavaegen”.46 Karlavaegen describes himself as “a writer here [in
Daventry], scribing stories about the current events of the day, which are
then published for the information and amusement of whoever cares to read
them”.47 The character of Karlavaegen was introduced in the paratext of the
Companion, but then becomes a character in King’s Quest VI: Heir Today,
Gone Tomorrow (1992) and also the fictional narrator of the short book
Guidebook to the Land of the Green Isles, which was written by Jane Jensen
and packaged with the game. While some of the included materials
packaged with the games and other licensed material stray from the world
of Daventry represented in the games, other materials such as Jensen’s
Guidebook function to bridge the game between paratexts and the games
themselves.
In The Companion, Karlavaegen explains how he discovered the “Eye
Between the Worlds”, which allows him to communicate directly to the
reader, outside of Daventry and in the real world. Karlavaegen notes that
the world of Daventry intersects with the real world through a structure of
“multiverses”, in which Daventry exists as a “fantasy adventure — a made-
up story intended as entertainment for people”.48 The implication is that the
magical imaginary world of Daventry is akin to a dream in the real world
but is actually a real place. Furthermore, Daventry is realized in the real
world via imagination and other mechanisms. Karlavaegen states, “our
worlds touch together in a place shared by the head in this study and in
certain of your machines”, obliquely referring to the computers upon which
the King’s Quest games run.49
As in many Sierra games, King’s Quest would also break the fourth wall
with some frequency. Intertextual references are abundant in Sierra games,
with characters, locations, and other elements from what might appear to be
entirely separate worlds intersecting. For example, a Daventry-themed
virtual pinball board can be found in Dynamix’s Take a Break! Pinball
(1993).50 In some versions of King’s Quest II, looking into a hole in a rock
would let the avatar see elements from either the Space Quest games or a
preview of King’s Quest III. Al Lowe, the designer of Sierra’s Leisure Suit
Larry series also conducts a fictional interview with Daventy’s character of
Rosella in The Official Book of Leisure Suit Larry.51 Such intertextual
references support the fan theory of a Sierra multiverse, which allows for
character crossovers (often in the form of hidden Easter eggs).52
Conclusion
While the King’s Quest series unmistakably draws from a number of
influences in myth and popular culture, Roberta Williams has
acknowledged Andrew Lang’s Fairy Book series as being among the most
prominent.53 Lang was a literary critic and pioneer in cultural anthropology,
helped to legitimize folklore studies as a discipline, and is credited with
compiling a number of folklore works.54 Among the most influential works
of his oeuvre are a subset of a dozen volumes of these which became
known as the “Color[ed]” Fairy Books, as each were named for a different
color, and were published between 1889 and 1910. These books collected
folk tales and myths from a myriad of sources, publishing many for the first
time in the English language. While the books clearly sought to profit from
the contemporary British interest in fairy tales, they simultaneously helped
to concretize the cultural function of fairy tales and folklore.55
Notably, Lang’s books were largely compiled from other sources, taking
their source material from the myths of a number of different countries.
Furthermore, as Andrea Day demonstrates, most of the work of collecting,
editing, and translating the majority of Fairy Books was actually performed
by his wife, Leonora Blanche “Nora” (Alleyne) Lang, but were instead
attributed to Andrew Lang himself.56 Day observes that while Andrew
Lang acknowledges that much of the series was “wholly” the result of
Lang’s wife’s labor in the preface to The Lilac Fairy Book (1910), Lang
endeavored to minimize Nora’s work as being done under his supervision,
“subordinating his wife’s intellect to his own”.57
It seems fitting that Roberta Williams was influenced so heavily by these
books in her storytelling, and in the recombinant nature of the world of
Daventry. As Molly Clark Hillard argues in her analysis of Lang’s work,
“All authorship is, of course, a collective endeavor between forms and
across time”.58 The remediation of these fairy tales is evident across all of
the King’s Quest games, and is apparent in the ways in which players were
encouraged to play. The instruction manual for one of the 1984 versions
commands the player to “Look to the fables and fairy tales of yore for
clues”.59 When recounting the influence of Lang’s Fairy Books on her,
Roberta Williams responds to a question about whether these stories and
books were written by different authors: “I don’t even remember. Probably
a lot of them are the same old fairy tales, just rewritten”.60 Like the fairy
tales from which it draws, the palimpsestic world of Daventry is one which
has been — and remains — prone to revision.
Notes
1 DeWitt, “Wizard and the Princess: Computer Fantasy Comes True,” 23.
2 Williams, “Introduction,” 3.
3 Williams, 4.
4 Williams, 4.
5 Trivette, The Official Book of King’s Quest: Daventry and Beyond, 6.
6 King’s Quest: Mask of Eternity Instruction Manual, 28, 29.
7 In a subsequent 1982 port for the IBM PC, the game was retitled Adventure in Serenia.
8 Williams and Williams, Wizard and the Princess: Hi-Res Adventure #2 Instruction Manual, 4.
9 Williams and Williams, 4.
10 Jenkins, “Game Design as Narrative Architecture,” 121, 122.
11 “Then and Now (Sierra’s 15th Anniversary),” 45.
12 Spear, The King’s Quest Companion, 1991, 442, 443.
13 Spear, 448.
14 Spear, 435–524.
15 Spear, 506.
16 Spear, 455, 456.
17 Spear, The King’s Quest Companion, 1997, 32.
18 Spear, 33.
19 Spear, The King’s Quest Companion, 1991, 455.
20 Spear, 506.
21 “Daventry Continent”.
22 Clark and Williams, “The Coinless Arcade — Rediscovered,” 87.
23 Jimmy Maher notes this includes games such as Ultima (Richard Garriott/Origin Systems, 1981)
and Wizardy: Proving Grounds of the Mad Overlord (Sir-Tech, 1981), which began to use the
second side of a double-sided floppy disk. For more, see Maher, “Time Zone The Digital
Antiquarian”.
24 These advertised the game as “Multi-Disk Hi-Res Adventure by On-Line Productions” and aped
the style of film poster down to the rating of “UA: Ultimate Adventure” several decades before
the Entertainment Software Ratings Board (ESRB) instituted game ratings in the United States.
25 King’s Quest Instruction Manual, 11.
26 Trivette, The Official Book of King’s Quest: Daventry and Beyond, 41.
27 Trivette, 41.
28 Spear, The King’s Quest Companion, 1991, 324.
29 King’s Quest IBM PCJr Instruction Manual, 22.
30 It should be noted that this four-directional wraparound would actually not be a globe, but would
actually be more akin to a non-Euclidean shape. See Wolf, “Theorizing Navigable Space in
Video Games”.
31 Spear, The King’s Quest Companion, 1991, 62, 63.
32 Spear, 400.
33 King’s Quest Instruction Manual, 1.
34 Childs, King’s Quest II: Romancing the Throne Instruction Manual, 1.
35 Wilson, Roberta Williams interview.
36 King’s Quest IBM PCJr Instruction Manual.
37 “King’s Quest I”.
38 Anastasia Salter has argued for the consideration of adventure games in relationship to
interactive books: see Salter, What Is Your Quest? Laine Nooney, however, has suggested the
utility removing the notion of “genre” in analyzing Sierra’s adventure games; see Nooney, “Let’s
Begin Again: Sierra On-Line and the Origins of the Graphical Adventure Game”.
39 Williams, “Introduction,” 5.
40 At the time, the development team and the staff of On-Line Systems consisted of the same two
people. The Williamses thus also served as their own distributors, personally delivering copies of
the game, packaged in plastic bags, to software stores on US West Coast.
41 King’s Quest V: Absence Makes the Heart Go Yonder! Instruction Manual, 1.
42 Jensen, Guidebook to the Land of the Green Isles, 52.
43 King’s Quest VII: The Princeless Bride Instruction Manual, 11.
44 King’s Quest: Mask of Eternity Instruction Manual, 39.
45 “Sierra Cartoon Contest”.
46 Spear, The King’s Quest Companion, 1997, 1.
47 Spear, 2.
48 Spear, 5.
49 Spear, 5.
50 Sierra acquired Dynamix in 1990, so this game was released under Sierra’s ownership.
51 Roberts and Lowe, The Official Book of Leisure Suit Larry.
52 “Multiverse”.
53 DeWitt, “Wizard and the Princess: Computer Fantasy Comes True,” 23.
54 Hensley, “What Is a Network? (And Who Is Andrew Lang?),” 8.
55 Hillard, “Trysting Genres: Andrew Lang’s Fairy Tale Methodologies,” 9–13.
56 Day, “‘Almost Wholly the Work of Mrs. Lang’: Nora Lang, Literary Labour, and the Fairy
Books”.
57 Day, 401.
58 Hillard, “Trysting Genres: Andrew Lang’s Fairy Tale Methodologies,” 7.
59 King’s Quest Instruction Manual, 10.
60 DeWitt, “Wizard and the Princess: Computer Fantasy Comes True,” 23.
Bibliography
Childs, Annette, King’s Quest II: Romancing the Throne Instruction Manual, Coarsegold, CA: Sierra
On-Line, 1985.
Clark, Pamela, and Gregg Williams, “The Coinless Arcade – Rediscovered”, Byte Magazine,
December 1982.
“Daventry Continent” in King’s Quest Omnipedia. Fandom/Wikia, March 5, 2019, available at
https://kingsquest.fandom.com/wiki/Daventry_continent.
Day, Andrea. “‘Almost Wholly the Work of Mrs. Lang’: Nora Lang, Literary Labour, and the Fairy
Books”, Women’s Writing, 26, No. 4 (2019), pages 400–420, available at
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(November 1983) pages 23–25.
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Jenkins, Henry. “Game Design as Narrative Architecture” in First Person: New Media as Story,
Performance, and Game, edited by Noah Wardrip-Fruin and Pat Harrigan, pages 118–30.
Cambridge, MA: MIT Press, 2004.
Jensen, Jane. Guidebook to the Land of the Green Isles. Coarsegold, CA: Sierra On-Line, 1992.
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King’s Quest Instruction Manual. Coarsegold, CA: Sierra On-Line, 1984.
King’s Quest: Mask of Eternity Instruction Manual. Sierra Studios, 1998.
King’s Quest V: Absence Makes the Heart Go Yonder! Instruction Manual. Coarsegold, CA: Sierra
On-Line, 1990.
King’s Quest VII: The Princeless Bride Instruction Manual. Bellevue, WA: Sierra On-Line, 1994.
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Salter, Anastasia Marie. What Is Your Quest?: From Adventure Games to Interactive Books. Iowa
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Spear, Peter. The King’s Quest Companion. Fourth Edition. Berkeley, CA: Osborne McGraw-Hill,
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Transmedia Worlds
9
THE SOFTER SIDE OF DUNE
The Impact of the Social Sciences on World-Building
Kara Kennedy
Within the space of a mere few lines, the novel sets out several important
aspects of the universe: there was some kind of holy war related to a
commandment against certain machines, this engendered a focus on
developing humans, there exist training schools with this focus, and
Mentats represent an example of trained humans. Though terms are left
unexplained, the name Great Revolt immediately suggests a reaction
against something that was strong enough to cause humans to no longer
value machines so highly. By presenting Mohiam’s responses as matter-of-
fact and logical, the novel prompts the reader to absorb the brief history
lesson as an adequate explanation for why a universe would have both
space travel and an injunction on advanced machinery. Since there is no
reason given to doubt the information, it quickly becomes part of the history
of this universe (even though a discerning reader might question the extent
to which Mohiam’s bias as a member of the Bene Gesserit affects her
understanding of the order’s origins).
The inclusion of further information about the Butlerian Jihad and the
Great Revolt only in the appendices adds to the sense that this historical
context is factual data that can sit outside of the main narrative. If the reader
wishes to know more about the struggle between humans and machines that
Mohiam alludes to, they are required to consult the appendices and use their
imagination to expand upon the limited information given there. The
placing of this information in the appendices can constitute a technique of
effective world-building, since “[s]uch additional information can change
the audience’s experience, understanding, and immersion in a story, giving
a deeper significance to characters, events, and details” (Wolf, 2012, p. 2).
In “Appendix II: The Religion of Dune”, the Butlerian Jihad is described as
two generations of chaos and violence during which the “god of machine-
logic was overthrown among the masses and a new concept was raised:
‘Man may not be replaced’” (Dune, p. 502). In Terminology of the
Imperium, it is defined as “the crusade against computers, thinking
machines, and conscious robots”, also known as the Great Revolt, and its
chief commandment is the one found in the Orange Catholic Bible: “Thou
shalt not make a machine in the likeness of a human mind” (Dune, p. 521).
Based on these descriptions, the Butlerian Jihad and the Great Revolt
appear to be synonymous terms for a campaign of at least several decades
against anything that replicated the workings of the human mind. The
presentation of the material in a short, encyclopedic-like format gives the
illusion of it consisting of historical facts and prompts the reader to imagine
what the crusade involved and how advanced societies had become before
destroying their technology. In addition, for the reader familiar with Samuel
Butler’s Erewhon (1872), the name “Butlerian Jihad” itself hints at an
intertextual connection between the destruction of inventions in Butler’s
satirical novel and similar occurrences in Dune. Yet none of this
information interrupts the main storyline, as if it consists of facts that only
the reader needs to be educated about. There is no need for characters to
discuss it, because it is part of the fabric of their lives. In this way, the lack
of emphasis on the history plays a role in normalizing historical events and
enables the reader to immerse themselves in an alternative universe.
The fictional historical context is critical to setting up one of the
foundational themes underlying the novel: that humans should be
prioritized over machines and other technologies. Mohiam’s explanation
clearly connects the aversion to machines with the development of groups
that specialize in training humans to gain extraordinary abilities. Her
insistence on the importance of the human, emphasized by the continual
italicization of the word in this scene, justifies why so many characters are
“highly trained”, as C. N. Manlove notes (p. 87). It appears that humans
would rather rely on their own enhancements than risk going down the path
of enslavement, chaos, and death again. Just as when someone loses or
damages one of their five senses and the others must adapt and strengthen,
so too the characters in this universe have compensated for the loss of
thinking machines by strengthening their own abilities. Mohiam later notes
that the training schools that survive are those of the Bene Gesserit and the
Spacing Guild, implying that their ranks are composed of humans with
extra-developed minds and special talents. This establishes these groups as
both long-lived and the ones most concerned with developing human
potential. This pro-human, anti-technology theme gives Herbert space to
extrapolate from the social sciences in order to develop new orders whose
skills are plausible without technological assistance.
The lack of advanced technology makes the Spacing Guild a necessary
part of the Imperium as the only means by which travel between planets is
possible. Based on Mohiam’s limited descriptions of the Guild, the reader
knows that it is a “secretive” group that “emphasizes pure mathematics”
and maintains a “monopoly on interstellar transport” (Dune, pp. 12, 23). It
appears to have focused on training humans to pilot ships and enable
planetary travel without computational assistance. This is logical and
understandable given the historical context provided, for without interstellar
travel humans would be cut off from one another. The implication is that the
Guild has capitalized on a gap left by the war against machines, which is
supported by the appendix’s description of it as “the second mental-physical
training school [. . . .] after the Butlerian Jihad” whose “monopoly on space
travel and transport and upon international banking is taken as the
beginning point of the Imperial Calendar” (Dune, p. 520). Specially trained
pilots constitute a necessity in a universe averse to auto-pilot capabilities,
and it is likely that they would leverage the demand for their services to
extend their control to other areas as well.
Although the enhancements that the Guild cultivates are kept secret from
other characters and thus the reader, the text implies that they are gained
naturally through tapping into the potential of the human psyche with the
aid of the spice known as melange. Melange is an addictive substance
“chiefly noted for its geriatric properties” that can also provide access to
new forms of consciousness and “prophetic powers” (Dune, p. 523). A
conversation between Duke Leto and Paul reveals that a possible reason for
the Guild’s secrecy is that their navigators are more than ordinary pilots —
that “they’ve mutated and don’t look. … human anymore” (Dune, p. 46). As
Paul himself begins to change and reach a higher plane of consciousness
when exposed to higher concentrations of the spice on Dune, he realizes
that his strangeness is like that of the navigators and prescience is indeed
possible. Here the connection between piloting and mutations becomes
clearer: Guild navigators appear able to guide spaceships due to prescient
abilities unlocked by the spice, in essence a powerful drug. The reader is
left to fill in the gaps while wondering how humans discovered these
abilities and how they were able to become skilled enough to safely pilot
entire ships through space.
The indication that a drug is an integral part of the Guildsmen’s
operations signals that access to expanded consciousness may one day lead
the human psyche to new, previously unbelievable achievements. Herbert
was writing at the beginning of a period that would become known for a
heightened interest and experimentation in drugs. As discussed in Robert C.
Cottrell’s Sex, Drugs, and Rock ‘n’ Roll: The Rise of America’s 1960s
Counterculture (2015), college students were leaving school to join LSD
cults, Timothy Leary at the Harvard Psychedelic Project was studying
whether psilocybin might be used for psychiatric disorder treatment, and the
CIA was conducting experiments on hallucinogens in relation to gaining an
advantage over foreign adversaries. Herbert himself had a few experiences
with hallucinogenic drugs, and though he did not advocate their use, he was
comfortable with using them in the novel as a means to heightened
awareness and perception (O’Reilly, 1981, pp. 82–83). Without having to
go into detail, Herbert relied on popular conceptions of drugs being a way
to facilitate a person’s access to different levels of consciousness in order to
develop his world. Thus, he hints at an explanation for how Guild pilots can
eschew technology and rely on themselves to guide spaceships through the
universe by suggesting that it is part of the mysterious abilities related to the
spice. In this way, the characterization of the Guild demonstrates how an
aspect relating to psychological study can be utilized and enable an author
to bypass the need to include hard scientific explanations.
The ban on thinking machines, computers, and robots makes the order of
Mentats another necessary component of the Imperium, one that fulfills the
need for the computational processing of data and other feats of logic. As
with the Spacing Guild, Mohiam’s brief mention of the Mentats serves to
both introduce them and prompt the reader to imagine how they might have
developed enough skills to fill the gap left in the wake of the Butlerian
Jihad. Presumably, without the ability to rely on machines with data
processing capabilities, humans had to learn how to memorize and process
information in a way that resulted in useful, reliable predictions and
calculations. With such skills, the Mentats would then be in a position to
assist others with decision-making and other data-driven tasks. Indeed, the
reader sees both the Atreides and Harkonnen families employing Mentats
who can store seemingly large amounts of data and use it to make
projections. Although Baron Harkonnen describes his Mentat, Piter de
Vries, to his nephew in an almost dehumanizing way — “This is a Mentat,
Feyd. It has been trained and conditioned to perform certain duties” — he
still clearly values de Vries’s skills (Dune, p. 18). After the Baron
commands him to “[f]unction as a Mentat”, de Vries outlines possible
scenarios and probabilities relating to enemy movements and provides an
analysis of the plan to displace the Atreides family (Dune, p. 18). Duke
Leto is also shown consulting with his Mentat, Thufir Hawat, as they
strategize about how to manage finances, outmaneuver their enemies, and
consolidate their power. As David Miller writes, “All the major power
brokers need a Mentat to guide their machinations” (p. 19). There is every
indication that these leaders rely on this assistance and that it is normal that
humans are performing the work of computers. Although little information
is given about Mentat training or motivations, such detail is unnecessary
because the reason why humans would need to adapt themselves to fulfill
the role of a computer has already been established.
Viewed within the context of the so-called cognitive revolution begun in
the 1950s, Mentats’ abilities reflect an extrapolation of then-contemporary
psychological research into the capabilities of the human brain. The 1950s
saw an increasing interest in theories of the mind, with topics such as
artificial intelligence, perception, and information theory being discussed
by experimental psychologists who were dissatisfied with the limitations of
behaviorism (Miller, 2003, p. 142). Earlier work was revived, such as the
theories of perception developed by Gestalt psychologists, who had
theorized that “the way the parts are seen is determined by the configuration
of the whole, rather than vice versa” (Gardner, 1985, p. 112). In their view,
people who could look at the whole picture and have the “capacity to grasp
the basic fundamental relations” were partaking in more intelligent
processes than those making piecemeal associations (Gardner, 1985, p.
113). The cognitive revolution led to cognitive scientists theorizing about
the mind and how memory works. In part, this was spurred by
advancements in computing. As Howard Gardner explains in The Mind’s
New Science: A History of the Cognitive Revolution (1985), “There is little
doubt that the invention of computers in the 1930s and 1940s, and
demonstrations of ‘thinking’ in the computer in the 1950s, were powerfully
liberating to scholars concerned with explaining the human mind” (Gardner,
1985, p. 40). The significance to psychology was that psychologists became
more willing to consider how the mind processed and represented
information, since the brain could be considered a powerful computer based
on its operation via the principles of logic (Gardner, 1985, p. 19). This
involved a recognition of the human mind as being more complex with
more capabilities than had previously been thought. Such recognition, as it
permeated into society’s understanding of human potential, would serve to
make the abilities of the Mentats seem potentially realizable.
Thus, rather than depict the outsourcing of logical functions, Dune keeps
dominion over computational thinking in the minds of humans in a
plausible way. Herbert’s grandmother, Mary Herbert, apparently provided
the inspiration for this type of human whiz with computation, being an
uneducated woman who nevertheless had an aptitude for figures and a
remarkable memory (O’Reilly, 1981, p. 12; Herbert, 2003, p. 34). Indeed,
the original computers were people, with the term referring to a human who
solved equations; it was only after 1945 that it began to refer to machines
that could solve complex mathematical problems (Ceruzzi, 2003, p. 1). It
should also be noted that not only were computers still in the early stages of
development at the time Herbert was researching for and writing Dune, but
there was an increasing level of exasperation in the United States regarding
automation and the related alienation of workers consigned to attending
machines (Lepore, 2018, pp. 558–559). It is significant, then, that the
Mentats’ skills highlight the strength of the mind and show that society can
function without relying on external computers. Their characterization as
being capable of great feats of logic flows on from the emphasis in the
novel on human over technological development. They appear to have
abilities that a human could develop in the future, allowing them to
contribute to the reader’s understanding of a world where cognitive
development has improved to the point where humans are relied upon to act
as computers.
However, in an environment full of skepticism about anything
reminiscent of thinking machines, the Mentats are at times critiqued and
even dehumanized for their logical thinking patterns. Both the Bene
Gesserit and Baron Harkonnen harbor an attitude of caution toward
Mentats, indicated by the language they use in dialog with and about
Mentats. As shown in the passage above, Mohiam suggests to Paul that the
Atreides’ Mentat is an object worth studying — a human who fills some of
the gap left by the destruction of computers. Another Bene Gesserit woman,
Jessica, who is Paul’s mother, tells Hawat directly that his “projections of
logic onto all affairs is unnatural, but suffered to continue for its usefulness”
(Dune, p. 153). Although she seems to question his very humanity with this
choice of the words “suffered” and “unnatural”, she clearly does see value
in Mentat training because she has permitted Paul to undergo the training in
the hope that he might gain an additional skill. The notion that Mentats are
constrained by their adherence to logic also appears in the descriptions of
the Baron’s Mentat performing his duties. While functioning as a Mentat,
de Vries proceeds to straighten his body and “assum[es] an odd attitude of
dignity — as though it were another mask, but this time clothing his entire
body” (Dune, p. 18). His posture and demonstration of detailed analysis
signal that he is a special type of human — one trained to be more than a
mere calculator. Yet he is shown disconnected from his body while in the
Mentat trance, indicating that the Mentats embrace a mind-body split to the
point that they lose some of their humanity. The clearest indication that a
critical attitude toward Mentats is justifiable comes through the dramatic
irony that Hawat is completely wrong about the identity of the traitor to the
Atreides family, yet smugly believes until the very end of the novel that he
knows best: “‘I’ve always prided myself on seeing things the way they truly
are,’ Thufir Hawat said. ‘That’s the curse of being a Mentat. You can’t stop
analyzing your data’” (Dune, p. 207). More so than other enhanced groups,
Mentats reflect the problems with technology insofar as they are similar to
computers in their reliance on data and quantifiable measurements. The
presence of this group both reinforces the fictional historical context and
enables an examination of potential consequences of humans becoming
more like machines.
The emphasis on the development of the human is also noticeably
illustrated in the all-female order of the Bene Gesserit, whose members
showcase an impressive array of abilities that seem to fill a natural void left
in the absence of advanced technology. The Bene Gesserit are considerably
better developed characters than those in the other enhanced groups, largely
because Jessica is such a prominent figure with a wide skillset displayed
throughout the novel. However, there is little elaboration on their training,
prompting the reader to imagine the kind of intense education likely
required for women to gain their abilities. Like the Mentats, the Bene
Gesserit act as close advisors, but they also possess a special ability to
truthsay, or detect whether or not people are lying based on their speech.
Especially in a world without lie-detector technology, such truthsaying is a
valuable skill, particularly in the realm of politics. Its effectiveness is shown
through several examples of the Baron Harkonnen and others ensuring they
do not take any action that would entail them being revealed as liars by a
Truthsayer. Another role the Bene Gesserit hold is that of administrators of
the test for humanness, which appears necessary to ensure that people can
rise above their animal instincts as thinking creatures and never again be
enslaved by machines. One of the most mysterious items in the novel is the
black box that Mohiam uses for Paul’s test: a box which stimulates nerves
to feel pain but does no physical damage to the body. What might seem like
an extreme measure — her holding a poisoned needle known as a gom
jabbar at his neck and forcing him to endure the nerve pain or else die —
fits within the reader’s emerging understanding of the precautions humans
must take against falling back into letting their instincts or machines
override their own reasoning. Yet the Bene Gesserit themselves have
exploited the existence of human weakness by mastering the ability to
control others via two main mechanisms: the religious propaganda of the
Missionaria Protectiva and the controlling intonations of the Voice, which
adds additional complexity to their characterization. The Bene Gesserit also
have developed precise control over their bodily functions, to the point that
they can manipulate reproduction, tap into the memories of their female
ancestors, and engage in hand-to-hand combat on a level unparalleled in the
Imperium. In an environment without artificial reproduction, computer
memory, or advanced weaponry, women have taken it upon themselves to
expand their abilities to excel at virtually everything they do.
The above examples demonstrate that the Bene Gesserit are primarily
concerned with control: control of their own minds and bodies as well as
those of others around them. What makes them function well as characters
in the world of Dune is that this control seems achievable based on an
extrapolation from contemporary explorations into the social sciences of
psychology, linguistics, and sociology.
Dune is permeated by ideas and concepts from psychology, and the
incorporation of elements from this field in the characterization of the Bene
Gesserit facilitates the reader’s belief in these women being able to perceive
and respond to their environment in extraordinary ways. Psychology was a
burgeoning field in the 20th century, containing a variety of theories about
how the mind and body function and how much control a person can
exercise over their thoughts and behaviors. In fact, Herbert took a keen
interest in psychology and was influenced by his friendship with two
psychologists, Ralph and Irene Slattery, “who gave a crucial boost to his
thinking” regarding Freudian and Jungian psychoanalysis (O’Reilly, 1981,
p. 18). Although psychology is considered a social science, more than other
disciplines it “self-consciously modelled itself upon successful sciences
such as physics, chemistry, and biology” (Greenwood, 2015, p. 6). In this
way, psychologists attempted to gain legitimacy for their investigations into
the often-subjective realm of human cognition, emotion, and behavior,
including the study of “sensation, perception, emotion, memory, dreaming,
learning, language, and thought” (Greenwood, 2015, p. 16). Looking at the
Bene Gesserit, the reader sees a group that has created a whole training
system to bring order to these seemingly instinctive and uncontrollable
aspects.
The Bene Gesserit’s training system and approach to life, known as the
Bene Gesserit Way, is an amalgamation of elements from psychology and
Eastern traditions as well as the Jesuit religious order, which their name
signals (Kennedy, 2016, p. 101). The term “Way” signals a link with the
Way in Taoism and a striving for balance in life. Following the Way
involves the Bene Gesserit gaining skills in Gestalt psychology and the
“minutiae of observation”, to the point of being able to perceive the
slightest details and analyze their significance as a whole (Dune, p. 5). Like
the Mentats, the Bene Gesserit appear to be able to take a big-picture view
based on their gathering of small bits of data. But they also learn to gain
control of every muscle and nerve in the body through training in prana-
bindu, prana standing for “prana-musculature” and bindu for “bindu-
nervature” (Dune, pp. 526, 514). It is implied that this training is what
enables Jessica to best the armed Fremen leader Stilgar in hand-to-hand
combat, which makes her superior fighting abilities believable not only for
herself as an individual, but also for the Bene Gesserit as the group who
trained her. Use of the Sanskrit words prana and bindu reinforces the link
with Eastern philosophic traditions and suggests the possibility that some of
these abilities may already have been achieved in a land unfamiliar to the
reader. There is also a link with Eastern traditions in the appearance of
biofeedback, the technique whereby a person can self-regulate or control
functions normally regulated by the body’s autonomic nervous system at an
unconscious level (“Biofeedback”). Although biofeedback was named and
recognized in the United States in the 20th century, there are thousands of
years of yogic practice that demonstrate a similar autonomic control (Peper
and Shaffer, 2010, pp. 142–143). Biofeedback appears to be an important
aspect of the Bene Gesserit’s prana-bindu skillset, as demonstrated by
Jessica when she is shown “compos[ing] herself in bindu suspension to
reduce her oxygen needs” after being covered in a sandslide (Dune, p. 249).
This establishes that a woman’s control of her nerves and muscles extends
to their unconscious movements as well and becomes significant to
explaining how a woman is able to manipulate fertilization and choose
whether to become pregnant and what the sex of her fetus will be. Thus,
rather than the reader dismissing the Bene Gesserit’s reproductive control
(and breeding program) as fantastical, they are more likely to instead
speculate about the details and make connections to advancements in
reproductive control and technology in the real world.
A more obvious element from psychology in the characterization of the
Bene Gesserit is that of the collective unconscious, a concept from Jungian
psychology that provides at least a layer of plausibility to the presence of
Other Memory. In a world without computer memory, it follows that
humans must rely on themselves to remember their histories and pass on
stories and ideas to their community, whether through oral or written
means. But the Bene Gesserit have gone one step further and discovered a
way to make a psychic connection with their ancestors and thus gain access
to their own bank of ancestral memory. In Dune, this concept is described
through Jessica’s point of view when she ingests the Fremen’s poisonous
Water of Life as part of the ceremony to become a Reverend Mother.
Somehow going inside her own psyche, she encounters the psyche of the
dying Reverend Mother Ramallo, whom she is physically touching, and
Ramallo transfers her memories and those of her Fremen ancestors into
Jessica’s mind: “The experiences poured in on Jessica — birth, life, death
— important matters and unimportant, an outpouring of single-view time”;
“And the memory-mind encapsulated within her opened itself to Jessica,
permitting a view down a wide corridor to other Reverend Mothers until
there seemed no end to them” (Dune, pp. 357–358). Both individually and
as a group, the Bene Gesserit benefit from the guidance of Reverend
Mothers “who have, through poison, joined the collective memory of all
their female ancestors” (Miller, 1980, p. 20). Although Herbert keeps the
descriptions surrounding Other Memory opaque and at times inconsistent,
there remains a clear parallel with the collective unconscious and the
relevancy of genetics. In Jung’s view, the collective unconscious is a part of
the unconscious that contains memories, instincts, and experiences that are
shared among humans (Colman, 2015). Such racial memory is distinct from
the personal unconscious and presumably inherited through genetics
(Kellerman, 2009, p. 9). By drawing on Jungian concepts in his
characterization of Other Memory, Herbert places it on a psychoanalytical
foundation such that even if readers disagree with the tenets, they are likely
to be familiar with it as a potentially believable idea with some adherents.
The exercising of control over the unconscious is also a critical factor in
the Bene Gesserit’s roles as Truthsayers and users of the Voice, whose
techniques combine ideas from psychology and linguistics into a
conceivable way of influencing others. In an interview, Herbert once
explained that a low level of vocal control was already possible by knowing
a few details about someone and altering one’s language and tone, so it was
not too far of an extrapolation for him to show that greater vocal control
might be achievable in the future (O’Reilly, 1981, p. 61). One of the key
influences on Herbert was the pseudo-scientific field of general semantics,
what O’Reilly describes as “a philosophy and training method developed in
the 1930s by Alfred Korzybski” that revolves around problems with
people’s use of language and the unconscious assumptions built into it
(O’Reilly, 1981, p. 59). By incorporating it into Dune through the Bene
Gesserit’s “technology of consciousness”, Herbert speculates that people
can train themselves into new linguistic habits and even use their new
perception of verbal and nonverbal cues to influence others (O’Reilly, 1981,
p. 62). The Bene Gesserit’s truthsaying ability relies on their skill at
perceiving a variety of small vocal cues in others’ speech to determine
whether others believe what they are saying. Any reader familiar with
someone who is highly perceptive and hard to deceive can see this ability as
realistic for a group with an advanced understanding of the psyche and its
connections with language. The Bene Gesserit’s ability to use the Voice is
more complex, demanding that they first register others’ speech patterns
and then speak back to them in a customized tone that commands them to
obey. The Voice appears to work on an unconscious level since most
subjects are unaware when it is used on them and obey instinctively. Like
Other Memory, the Voice is never fully explained, but there is enough detail
to enable the reader to see that it is a kind of psychological trick that plays
on the unconscious and would require a sophisticated level of linguistic
skill. This leads to a measure of irony wherein the Bene Gesserit are
administrators of the test for humanness, which rewards humans for rising
above their instincts, yet also users of the Voice, which manipulates humans
at a level below their conscious control.
The test for humanness illustrates an aspect of Herbert’s concern with
sociology, the study of societies and how they develop and function. This
test appears to be a critical component of the world of the novel because it
acts as a gatekeeper for people who are unable to control their bodily urges
and instincts. Paul must endure intense pain in order to prove he is human:
“It mounted slowly: heat upon heat upon heat. … upon heat. [ … ] His
world emptied of everything except that hand immersed in agony [ … ]. He
thought he could feel skin curling black on that agonized hand, the flesh
crisping and dropping away until only charred bones remained” (Dune, p.
9). Yet although the first key conflict in the novel revolves around this test,
there is very little information given about how it functions in the society at
large. Through Jessica’s mentioning of it to Stilgar, the reader knows it is a
part of the Fremen’s society as well, but they are left to speculate beyond
this about whether it is mandatory for everyone in the Imperium, how many
people fail, and when the Bene Gesserit developed the nerve induction box.
What is clear is that the Bene Gesserit use the test as part of their shaping of
society. Both Jessica and Paul are shown as never forgetting their memories
of that test, reminding the reader, in turn, why society has had to develop in
such a way as to have a test for humanness, namely because of the Butlerian
Jihad. Presumably, people who fail the test are more susceptible to letting
themselves be enslaved by machines and therefore must be removed from
society at an early age. Without this historical context present, the test
might seem nonsensical or depraved; instead, it follows on from the
reader’s understanding of this world and appears to be a way of determining
a person’s likelihood of resisting their baser instincts should the need arise.
The careful attention to crafting a society which could reasonably be
expected to have accepted such a test as a necessary precaution enhances
the world-building of Dune and demonstrates the usefulness of drawing on
sociological understandings in such an endeavor.
Overall, the lack of emphasis on aspects from traditionally “hard”
scientific fields such as physics and mathematics makes it believable that an
all-female group that largely eschews technology could maintain such a
powerful hold over society. As can be seen, the Bene Gesserit’s control
often is exerted behind the scenes. However, the portrayal of their wide-
ranging influence and authority demonstrates that they possess a great deal
of “soft” power, having responded to, and taken advantage of, the suspicion
around technology to develop themselves into extraordinary humans. In
part through their mastery of psychology and linguistics, they are shown
having found a niche in manipulating politics, running a secret breeding
program, acting as lie detectors and banks of ancestral memory, and
engaging in hand-to-hand combat, without these abilities seeming
fantastical or illogical in their world.
Complementary to the historical context of the Butlerian Jihad is the
medieval, feudal-like setting, which reinforces that this world is one lacking
in advanced technology. From the first few pages the reader becomes aware
of the existence of the Padishah Emperor, Castle Caladan, Jessica as a Bene
Gesserit Lady, and Duke Leto as the leader of one of the Great Houses of
the Landsraad. These proper nouns provide a strong signal that the
characters live under some kind of feudal regime with a hierarchy of rulers,
titles for nobility, fiefs, and medieval castles as residences. Castle Caladan
is described as an “ancient pile of stones” that has been in the Atreides
family for twenty-six generations, evoking an image of a European fortress
built on a hill whose ownership is safeguarded through long dynastic
lineages (Dune, p. 3). When the term “faufreluches class system” appears, it
also indicates that there is an old but familiar political system in play, rather
than a heretofore unknown new one. Even without checking the appendices
for the definition — “the rigid rule of class distinction enforced by the
Imperium. ‘A place for every man and every man in his place’” — the
reader can imagine people being part of an imperial system where their role
in the order is largely pre-determined (Dune, p. 518). Although such a
system would not necessarily need to be lacking in technology, it makes for
a more comfortable fit to have societies eschewing technology set in an
environment reminiscent of a medieval period during which feudalism was
prominent. The setting invokes a feeling of technological simplicity and
court intrigue, as well as allowing all of the stereotypes about this historical
period to surface. The Middle Ages are still popularly considered to be a
period of “ignorance, superstition” and stifled development, despite
challenges to this narrative by more recent historians (Power, 2006, p. 16).
Therefore, the evocation of this period is important to the relatively quick
establishment of a world in which it is believable that technological
advancement has been halted and humans have had to develop themselves
to have a functional society.
By placing all of these new orders — Spacing Guild, Mentats, Bene
Gesserit — in this setting, Herbert successfully maintains a link with real-
world institutions and enables the reader’s expectations to adjust to a
framework different from the futuristic, “hard”, high-tech one available in
other science fiction narratives. Skills valuable in popular conceptions of
the period of feudalism are valuable in this world as well. The reader sees
Paul being trained in swordfighting and both Paul and Jessica defeating
enemies in hand-to-hand combat with abilities gained through their prana-
bindu training. Although body shield technology does exist, because of the
potential for shields to attract sandworms or explode if they are hit by a
lasgun, they are less useful on Dune and so those who can attack or defend
themselves competently without them have a distinct advantage. At one
point, Paul must defeat an assassination weapon, a hunter-seeker, by relying
on his wits and honed reflexes when his shield is out of reach (Dune, pp.
67–68). Atomic weapons also exist and the major houses have their own
personal stores, but there is an injunction against their use: as Paul states,
“The language of the Great Convention is clear enough: ‘Use of atomics
against humans shall be cause for planetary obliteration’” (Dune, p. 450).
When Paul decides to use them against a planetary feature instead, the
explosion is given little narrative description, which serves to deemphasize
the technology. Indeed, after the explosion, the focus turns to the Fremen
riding the sandworms, reminiscent of knights charging into battle: “Out of
the sand haze came an orderly mass of flashing shapes — great rising
curves with crystal spokes that resolved into the gaping mouths of
sandworms, a massed wall of them, each with troops of Fremen riding to
the attack. They came in a hissing wedge, robes whipping in the wind as
they cut through the melee on the plain” (Dune, p. 464). The reader
continually sees that it is the development and strengthening of humans’
own abilities that are beneficial in this world, more so than even powerful
technological instruments. The choice of this historic setting, then, as
opposed to something based on more modern conceptions of federations of
states or democratic structures, makes it more likely that readers will accept
the novel’s focus on the human.
References
Becher, Tony; and Paul R. Trowler, Academic Tribes and Territories: Intellectual Enquiry and the
Culture of Disciplines, The Society for Research into Higher Education and Open University
Press, 2001.
“Biofeedback” in Robert Hine and Elizabeth Martin, editors, A Dictionary of Biology, Oxford,
England: Oxford University Press, 2015.
Butler, Samuel, Erewhon: or, Over the Range, London, England: Trübner & Co., 1872.
Ceruzzi, Paul, A History of Modern Computers, 2nd edition, Cambridge, Massachusetts: The MIT
Press, 2003.
Colman, Andrew M., “Collective unconscious”, A Dictionary of Psychology, 4th edition, Oxford,
England: Oxford University Press, 2015.
Cottrell, Robert C., Sex, Drugs, and Rock ‘n’ Roll: The Rise of America’s 1960s Counterculture,
Lanham, Maryland: Rowman & Littlefield Publishers, 2015.
Gardner, Howard, The Mind’s New Science: A History of the Cognitive Revolution, New York, New
York: Basic Books, 1985.
Greenwood, John D., A Conceptual History of Psychology, Cambridge, England: Cambridge
University Press, 2015.
Gunn, James, “The Readers of Hard Science Fiction” in George E. Slusser and Eric S. Rabkin,
editors, Hard Science Fiction, Carbondale, Illinois: Southern Illinois University Press, 1986, pp.
70–81.
Herbert, Brian, Dreamer of Dune: The Biography of Frank Herbert, New York, New York: Tom
Doherty Associates, 2003.
Herbert, Frank, Dune, 1965, New York, New York: Penguin Random House, 1984.
Kellerman, Henry, “Collective unconscious”, Dictionary of Psychopathology, New York, New York:
Columbia University Press, 2009.
Kennedy, Kara. “Epic World-Building: Names and Cultures in Dune”, Names, Vol. 64, No. 2, 2016,
pp. 99–108.
Lepore, Jill, These Truths: A History of the United States, New York, New York: W.W. Norton &
Company, 2018.
Manlove, C. N., Science Fiction: Ten Explorations, Kent, Ohio: Kent State University Press, 1986.
Miller, David, Frank Herbert, Mercer Island, Washington: Starmont House, 1980.
Miller, George A., “The Cognitive Revolution: A Historical Perspective”, Trends in Cognitive
Sciences, Vol. 7, No. 3, 2003, pp. 141–144.
Nicholls, Peter, “Hard SF” in John Clute, David Langford, Peter Nicholls, and Graham Sleight,
editors, The Encyclopedia of Science Fiction, London, England: Gollancz, 2015, available at
http://www.sf-encyclopedia.com/entry/hard_sf.
Nicholls, Peter, “Soft Sciences” in John Clute, David Langford, Peter Nicholls, and Graham Sleight,
editors, The Encyclopedia of Science Fiction, London, England: Gollancz, 2015, available at
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No. 4, 2010, pp. 142–147.
Power, Daniel, The Central Middle Ages: Europe 950–1320, Oxford, England: Oxford University
Press, 2006.
Wolf, Mark J. P., Building Imaginary Worlds: The Theory and History of Subcreation, New York,
New York: Routledge, 2012.
10
EARTH, AIR, FIRE, AND WATER
Balance and Interconnectivity in the Fractured
Worlds of Margaret Weis and Tracy Hickman’s The
Death Gate Cycle
Jennifer Harwood-Smith
The opening prologue of Margaret Weis and Tracy Hickman’s Death Gate
Cycle series, published from 1990 to 1994, is entirely in the voice of an as-
yet unnamed leader of an as-yet unnamed people, plotting to send a man
named Haplo to the “Realm of the Sky”, with orders to find their ancient
enemies and not to betray their people.2 There is a great deal to unpack in
only three pages; the language suggests that the speaker is from a race that
was imprisoned by ancient enemies, that the jailers —and, indeed, anyone
who can confirm the prisoners’ crimes— are long gone or dead, and
perhaps most chilling of all, that vengeance will soon fall upon the other
worlds. However, more questions are raised than answered, as is the case
with the maps that precede the prologue,3 which make sense only once the
reader learns in Chapter One that Arianus, the Realm of the Sky, is a series
of floating islands. It is this strange and mysterious beginning, with its
difficult to interpret maps, that introduces the reader to the sundered worlds,
the Sartan who created it, and the Patryn who are seeking their revenge.
Over seven books,4 the reader learns how a catastrophe on Earth sparked
the appearance of elves, dwarves, and two races of demi-gods, first the
Sartan and then the Patryn, the animosity between the demi-gods, the
Sundering of the Earth into four elemental worlds by the Sartan to prevent
the Patryn taking power, and the consequences that followed, including the
near-extinction of the Sartan race and the trapping of the Patryn people in a
semi-sentient prison gone mad. It is also a story of the Patryn Haplo and the
Sartan Alfred forming a friendship as a direct result of exploring the various
worlds and their own history, finding the balance between their peoples that
could have prevented the Sundering. (Haplo is originally a spy sent by the
Patryn leader Xar to learn about the other worlds, report back on the Sartan,
and help Xar in his plan to recreate the Earth. He is accompanied for much
of the narrative by a dog which is actually a portion of his soul he
subconsciously partitioned to keep himself alive. Alfred is one of the Sartan
who were sent to Arianus to guide the humans, elves, and dwarves who live
there. He was the only survivor of a mysterious event that killed all other
Sartan on Arianus, and so spent centuries pretending to be a clumsy
human).
Running through the narrative is a deep interest in interconnectivity,
balance, and the consequences of disrupting such a balance. In fact,
interconnectivity is considered to be the foundation of the universe, as
explained in the first Appendix of the series in Dragon Wing (1990), where
reality is defined as the point where two waves of possibility meet.5 The
runic magic used by the Sartan and the Patryn is the manipulation of the
waves of possibility to alter reality.6 In Elven Star (1990), Patryn magic is
further explained as the ability to understand an object, represent it with a
rune, and how even poorly drawn runes will balance themselves (though
not always behaving as expected), and the difficulty in exerting too much
control through runic magic.7 While both these Appendices are quite
technical —as is fitting with documents which are meant to represent
archival evidence, as will be discussed later— they can be ultimately
understood to describe a system where a user of magic, understanding the
structure of an item and its associated rune, can choose from all possibilities
a new reality, and bring it into being for the duration of a spell. Consider the
battle in Serpent Mage (1992), where Haplo’s “steel chain still hung in the
air. Haplo instantly rearranged the magic, altered the sigla’s form into that
of a spear, and hurled it straight at Samah’s breast. A shield appeared in
Samah’s left hand. The spear struck the shield; the chain of Haplo’s magic
began to fall apart”.8 This battle shows both the extent and the limits of
possibility magic; while Haplo can change a chain into a spear, he must
rewrite the spell first. However, he cannot have the spear act any differently
from a real spear, thus a shield is sufficient to stop it. This exchange further
shows the balance between the performance of magic; for the Sartan, runes
are sung or signed, where for the Patryn, they must be spoken and written,
and so Samah can create a shield out of thin air, where Haplo’s chain
originally came from the runes tattooed all over his body.9 However, despite
their differences, both forms of rune magic are actually complementary,
strengthening each other when used together, as seen when Haplo and
Alfred finally use their magic together.10 This is reinforced by the
explanation of the Wave provided at the end of the series:
‘All of us, drops in the ocean, forming the Wave. Usually we keep the
Wave in balance - water lapping gently on the shoreline, hula girls
swaying in the sand,’ said Zifnab dreamily. ‘But sometimes we throw
the Wave out of kilter. Tsunami. Tidal disturbances. Hula girls washed
out to sea. But the Wave will always act to correct itself.
Unfortunately’ - he sighed - ‘that sometimes sends water foaming up
in the opposite direction’.11
For the Death Gate universe, balance is not merely a desire but an
inevitability, and chaos and order are mere tools to ensure this. The rise of
the Sartan necessitated the rise of the Patryn, and, as will be seen
throughout this essay, this secondary creation will not allow for imbalance
or disconnection for long. The need for interconnectivity is also highlighted
by the use of portals; the worlds of Air, Fire, Earth, and Water are reached
by a portal called Death’s Gate, which also reaches both the Nexus and the
Labyrinth. In the Labyrinth, gates are not only physical structures for
escaping, but also temporal markers, as they are used to tell time, albeit
unevenly at first.12 However, Weis and Hickman do not only use balance
and interconnectivity in the narrative of The Death Gate Cycle, but also in
their use of four discrete world-building techniques: textual world-building,
footnotes, Appendices, and maps. To fully appreciate just how much
balance permeates this subcreation, it is necessary to explore the balance
Weis and Hickman have created in how the reader engages with the
subcreation. However, it is first necessary to discuss the core of The Death
Gate Cycle, the very thing that allows its various worlds to be explored, and
that which both disrupts and restores balance: the portal.
When a speculative fiction text introduces a portal, that device often
becomes the driving force of the subcreation. From the rabbit hole in Lewis
Carroll’s Alice’s Adventures in Wonderland (1865) to the free standing
portal doors in Stephen King’s The Dark Tower series, the portal becomes
the linchpin of the series, driving the narrative and either assisting or
hindering the characters. In The Dark Tower II: The Drawing of the Three
(1987), portal doors along a beach are used to find and extract the
companions Roland Deschain will need on his quest to the Dark Tower, but
they also serve as signifiers in other texts. In the Haven (2010–2015)
episode “Lost and Found”, the appearance of a free standing portal door
acts as an indicator to an audience familiar with King’s other works that
Haven is not just a King text, but also a Dark Tower text.13 Farah
Mendlesohn describes the portal fantasy as being “about entry, transition,
and exploration. . . it denies the taken for granted and positions both
protagonist and reader as naïve”.14 Rarely is such denial of the reader’s
expectations of reality more extreme than in The Death Gate Cycle. The
history of the Earth in the Death Gate Cycle already crosses into fantasy, as
a world that, after a nuclear catastrophe, saw the rise (or return, as some
claimed) of elves and dwarves, and the Sartan and the Patryn.15 However,
when Weis and Hickman introduced the series (with Lord Xar’s words
above), this Earth is long gone, sundered and replaced by four primary
realms, along with the Patryns’ prison the Labyrinth, and the Nexus. What
each of these worlds shares is Death’s Gate, designed to allow two-way
travel between the various worlds (this differs from the one-way conduits in
the series, which are intended for the transport of energy, supplies, and
perhaps prisoners).16
Death’s Gate itself is barred when the series begins, shut down by the
Sartan leader Samah when he became afraid of the dragon-snakes which
appeared on the world of water, Chelestra after the Sundering.17 Passage
through Death’s Gate is an experience that is at first difficult to understand;
in Fire Sea (1991), Haplo’s journal entry informs the reader that, in each
journey through Death’s Gate, he has lost consciousness: “One moment I
was awake, looking forward to entering the small dark hole that seemed far
too tiny to contain my ship. The next moment I was safely in the Nexus”.18
Indeed, it is only when Haplo is accompanied by Alfred that he actually
experiences the interior of Death’s Gate. At the heart of the portal which
links all the worlds, Weis and Hickman built in interconnectivity and
balance; both Alfred the Sartan and Haplo the Patryn lose consciousness
when travelling through Death’s Gate alone, but together they remain
awake, to experience the dichotomies of it together, from moving too
slowly and too fast at once, to their bodies exploding and imploding at the
same time, and hearing screams when deaf, among other experiences:
“‘Death’s Gate. A place that exists and yet does not exist. It has substance
and is ephemeral. Time is measured marching ahead going backward. Its
light is so bright that I am plunged into darkness’”.19 Death’s Gate, then,
exists in a quantum state and appears to respond in some way to the
animosity and polarity between the ancient enemies, as their journey
through Death’s Gate forces both men to swap consciousness for a short
time, with each seeing the most traumatic event in the other’s life.20 While
Death’s Gate itself does not appear to be sentient, it would appear that it
abhors extremes and sought to balance how each saw the other; from then
on in the series, Haplo did not see Alfred merely as his jailor, and in
Serpent Mage, Alfred gives a moving speech about the love and loyalty the
Patryn have for each other.21
However, as with all elements in The Death Gate Cycle, Death’s Gate is
also balanced by the Seventh Gate, the physical/magical location which
allowed the Sartan to cast the spells for the Sundering of the worlds. It is
also the place where a higher power can be felt, the one which controls the
Wave and brings balance where it is needed.22 Where Death’s Gate is a
corridor where all possibilities exist at once, the Seventh Gate is room
which is “a hole in the fabric of magic wherein the possibility exists that no
possibilities exist”.23 Where Death’s Gate is a maelstrom of chaos, the
Seventh Gate is calm, “a room with seven marble walls, covered by a
domed ceiling. A globe suspended from the ceiling cast a soft, white glow. .
. the words of warning remained inscribed on the walls: Any who bring
violence into this chamber will find it visited upon themselves”.24 The
Seventh Gate is a null place, with doors leading to each of the worlds of
Air, Water, Fire, and Stone, the Labyrinth, the Nexus, and finally, Death’s
Gate itself.25 While Samah, the architect of the Sundering, claimed to have
created Death’s Gate, it could be surmised that he did not design the chaos
of it, but that it was instead the Wave correcting itself; in this universe of
balance, the null possibility of the Seventh Gate could not exist without its
counterpart. However, these two portals created the greatest imbalance in
the series, between the living and the dead, as the existence of Death’s Gate
prevents the souls of the dead from leaving. This led to the Kenkari elves of
Arianus storing the souls of their dead, and the necromancy which trapped
the Sartan dead on Abarrach. Indeed, the trapping of souls by Death’s Gate
could be seen as the counteraction to the Sartans’ violence against Earth in
the Seventh Gate, as the raising of the dead on Abarrach likely killed Sartan
on all the other worlds. (Even Alfred is not sure that this was the cause of
the death of his fellow Sartan on Arianus, but it seems a likely explanation).
By closing Death’s Gate at the end of the series, the gate to the afterlife is
opened.26 The sacrifice for this spiritual travel is that the four worlds of Air,
Water, Fire, and Stone are no longer physically accessible; however, this too
is a restoration of balance, as will be explored later in this essay.
Having understood the groundwork of how magic and movement work
in The Death Gate Cycle, it is important to understand how Weis and
Hickman use the techniques of world-building to facilitate the reader’s
understanding of this world. It is telling that much of the information on
how magic and Death’s Gate operate does not come from the text, but
rather from the Appendices. This is related to the structure of the novels; in
The Seventh Gate (1991), Appendix I reveals that the series has not been
written for a human reader, but rather is a history for the Sartan and the
Patryn who now live together in the Nexus and the Labyrinth.27 The text is
intended to be structured as an historical account, and so the means Weis
and Hickman use to engage the reader become part of the subcreation itself,
beginning with textual world-building.
Textual world-building is perhaps most common across all fiction which
engages in world-building. The first line of Stephen King’s The Dark Tower
I: The Gunslinger reads: “The man in black fled across the desert, and the
gunslinger followed”.28 This is narrative, but it is also the reader’s first
glimpse of End-world, of a desert and a world where gunslingers still
existed. At this point, the reader is unaware of who the villains and heroes
are, or why one is chasing the other. It is not until The Dark Tower IV:
Wizard and Glass (1997) that the relationship is fully understood; in fact,
King halts the quest narrative for an entire book to fully explain the nature
of the man in black’s betrayal of the gunslinger.29 This is perhaps the
greatest weakness of textual world-building; as Mark J. P. Wolf points out:
One of the cardinal rules often given to new writers has to do with
narrative economy; they are told to pare down their prose and remove
anything that does not actively advance the story. World-building,
however, often results in data, exposition, and digressions that provide
information about a world, slowing down narrative or even bringing it
to a halt temporarily, yet much of the excess detail and descriptive
richness can be an important part of the audience’s experience.30
Slowly, gently thrusting aside the dog, Alfred rose to his feet. Walking
to the center of the room, he lifted his arms into the air and began to
move in a solemn and strangely graceful —for his ungainly body—
dance. . .
The air around him began to shimmer as his dancing continued. He
was tracing the runes in the air with his hands and drawing them on
the floor with his feet.49
The key to rune (or runic) magic is that the harmonic wave that
weaves a possibility into existence must be created with as much
simultaneity as possible. This means that the various motions, signs,
words, thoughts and elements that go into making up the harmonic
wave must be completed as close together as possible.50
‘Thank you, Lord of the Nexus, for casting the spell to tear down the
worlds,’ said the serpent, its head rearing upward. ‘It was, I admit, a
plan we had not considered. But it will work out well for us. We will
feed off the turmoil and chaos for eons to come. And your people,
trapped forever in the Labyrinth.’70
However, the serpent does not realize that the Seventh Gate is a place of
equilibrium, so its attempts to unbalance the world cannot succeed there.71
Once the green dragons of Pryan enter the Labyrinth, they act as the counter
to the serpents they were meant to be, with the battle between the Sartan
and Patryn ending with a truce between a necromancer Sartan and a half-
Sartan, half-Patryn resident of the Labyrinth. Therefore, by their actions in
sealing the Sartan, Patryn, serpents, and dragons into the Nexus and the
Labyrinth, Alfred and Haplo not only create the potential for balance
between their own peoples, but also give this potential to the mensch. With
no demi-gods to claim their right to rule over them, the mensch have the
opportunity to find their own balance.
The exploration of the worlds of The Death Gate Cycle is ultimately an
exploration of hope; the Wave is both a force for good, and a preserver of
free will; it gave the Sartan the choice to fight for balance, but the freedom
not to, a choice which they themselves denied the mensch. However, the
Wave also used both a Sartan and a Patryn to begin the process of restoring
balance; the dead would be free to move on, the mensch could solve their
own problems, and the Sartan and Patryn found peace at last, by joining
each other in their magics. The four elemental worlds remained connected
by conduits that would allow them to function, because no one element
could survive on its own. As with the peoples and magic of the series, the
worlds functioned best when they worked together, even if it took
thousands of years to create the balance between them.
Notes
1 Weis, W., and Hickman, T., The Death Gate Cycle Volume 1: Dragon Wing, New York: Bantam
Spectra, 1990, page 2.
2 Ibid., pages 1–3.
3 Ibid., pages vii–x.
4 The Death Gate Cycle Volume 1: Dragon Wing (1990), The Death Gate Cycle Volume 2: Elven
Star (1990), The Death Gate Cycle Volume 3: Fire Sea (1991), The Death Gate Cycle Volume 4:
Serpent Mage (1992), The Death Gate Cycle Volume 5: The Hand of Chaos (1993), The Death
Gate Cycle Volume 6: Into the Labyrinth (1993), and The Death Gate Cycle Volume 7: The
Seventh Gate (1994), New York: Bantam Spectra.
5 Weis and Hickman, The Death Gate Cycle Volume 1: Dragon Wing, pages 418–419.
6 Ibid., page 419.
7 Weis, W., and Hickman, T., The Death Gate Cycle Volume 2: Elven Star, New York: Bantam
Spectra, 1990, pages 361–367.
8 Weis , W., and Hickman, T., The Death Gate Cycle Volume 4: Serpent Mage, New York: Bantam
Spectra, 1992, page 377.
9 Ibid.
10 Weis, W., and Hickman, T., The Death Gate Cycle Volume 7: The Seventh Gate, New York:
Bantam Spectra, 1994, pages 300–301.
11 Ibid., page 308.
12 Weis and Hickman, The Death Gate Cycle Volume 1: Dragon Wing, page 142.
13 “Lost and Found”, Haven, Season 4, Episode 5, 2013, Syfy channel.
14 Farah Mendlesohn, Rhetorics of Fantasy, Middletown, Connecticut: Wesleyan University Press,
2008, page 2.
15 Weis and Hickman, The Death Gate Cycle Volume 4: Serpent Mage, page 296.
16 Weis, W., and Hickman, T., The Death Gate Cycle Volume 5: The Hand of Chaos, New York:
Bantam Spectra, 1993, pages 454–456.
17 Weis and Hickman, The Death Gate Cycle Volume 7: The Seventh Gate, pages 325–326.
18 Weis, W., and Hickman, T., The Death Gate Cycle Volume 3: Fire Sea, New York: Bantam
Spectra, 1991, pages 1–2.
19 Ibid., pages 62–64.
20 Ibid., pages 64–69.
21 Weis and Hickman, The Death Gate Cycle Volume 4: Serpent Mage, pages 228–229.
22 Ibid., page 239.
23 Weis and Hickman, The Death Gate Cycle Volume 7: The Seventh Gate, page 321.
24 Ibid., page 233.
25 Ibid., page 238.
26 Ibid., page 306.
27 Ibid., page 334.
28 King, Stephen, The Dark Tower I: The Gunslinger, Hampton Falls, New Hampshire: Donald M.
Grant, 1982.
29 King, Stephen, The Dark Tower IV: Wizard and Glass, Hampton Falls, New Hampshire: Donald
M. Grant, 1997.
30 Wolf, Mark J. P., Building Imaginary Worlds: The Theory and History of Subcreation, New York:
Routledge, 2012. page 29.
31 Prucher, J., Brave New Words: The Oxford Dictionary of Science Fiction, Oxford, England:
Oxford University Press, 2007, page 98.
32 Weis and Hickman, The Death Gate Cycle Volume 1: Dragon Wing, pages 1–2.
33 Mendlesohn, Rhetorics of Fantasy, page 13.
34 Weis and Hickman, The Death Gate Cycle Volume 1: Dragon Wing, page 147.
35 Mendlesohn, Rhetorics of Fantasy, page 167.
36 Pratchett, Terry, Monstrous Regiment: A Discworld Novel, London, England: Doubleday, 2003,
page 181.
37 Clarke, S., Jonathan Strange & Mr Norrell, London, England: Bloomsbury Publishing, 2004,
page 3.
38 Ibid., page 14.
39 Ibid.
40 Weis and Hickman, The Death Gate Cycle Volume 1: Dragon Wing, page 7.
41 Ibid.
42 Ibid., page 8.
43 Ibid., page 14.
44 Ibid., pages 4–17.
45 Weis and Hickman, The Death Gate Cycle Volume 5: The Hand of Chaos, page 189.
46 Weis and Hickman, The Death Gate Cycle Volume 1: Dragon Wing, page 14.
47 Weis and Hickman, The Death Gate Cycle Volume 5: The Hand of Chaos, pages 268–288.
48 Weis and Hickman, The Death Gate Cycle Volume 4: Serpent Mage, pages 427–436.
49 Weis and Hickman, The Death Gate Cycle Volume 1: Dragon Wing, page 397.
50 Ibid., page 422.
51 Mendlesohn, Rhetorics of Fantasy, page 14.
52 Weis and Hickman, The Death Gate Cycle Volume 3: Fire Sea. New York: Bantam Spectra. p.
71–72.
53 Ibid. p. vi–vii.
54 Weis and Hickman, The Death Gate Cycle Volume 5: The Hand of Chaos, page 453.
55 Weis and Hickman, The Death Gate Cycle Volume 7: The Seventh Gate, page 330.
56 Weis and Hickman, The Death Gate Cycle Volume 4: Serpent Mage, pages 297–298.
57 Weis and Hickman, The Death Gate Cycle Volume 7: The Seventh Gate, page 330.
58 Weis and Hickman, The Death Gate Cycle Volume 4: Serpent Mage, pages 338–342.
59 Ibid., pages 338–340.
60 Ibid., page 340.
61 Ibid., page 341.
62 Ibid., pages 341–342.
63 Ibid., page 239.
64 Weis and Hickman, The Death Gate Cycle Volume 7: The Seventh Gate, page 326.
65 Ibid., page 326-328
66 Weis and Hickman, The Death Gate Cycle Volume 4: Serpent Mage, pages 9–11.
67 Ibid., page 127.
68 Ibid., pages 228–229.
69 Weis and Hickman, The Death Gate Cycle Volume 7: The Seventh Gate, page 100.
70 Ibid., pages 274–275.
71 Ibid., page 285.
11
WELCOME TO THE “SECOND-
STAGE” LYNCHVERSE
Twin Peaks: The Return and the Impossibility of
Return Vs. Getting a Return
Matt Hills
Such details are not central to Twin Peaks’s established meanings and
mythology, perhaps, but they nevertheless challenge the fan cultural capital
and knowledge amassed by attentive fans over the years, threatening to
undermine the “epistemological economy” (Hastie, 2007, p. 81) of Twin
Peaks’s fan-created guides and wikis. Rather than reinforcing a sense of one
coherent or canonical imaginary world which can be mapped by its fandom,
and iterated by its creators, Twin Peaks starts to dissolve here into multiple
versions. In fact, this “world-haemorrhaging” (Fisher, 2016, p. 58) is even
more starkly portrayed in The Return, which sent
Nor does The Final Dossier restore any sense of final narrative determinacy
after the cliffhanger ending of Part 18. As McCarthy concludes, “in keeping
with the spirit of Twin Peaks, Frost. . . manages to retain mysteries that
audiences were hoping would be solved. Whether Cooper changed the
timeline when he went back in time to rescue Laura Palmer or just changed
people’s memories is still an open question” (2019, p. 180). Insofar as The
Return and its transmedia tie-in fictions fit together, then, it is through a
mode of “ontological subsidence” (Fisher, 2016, p. 58) where reader-
viewers apparently cannot be sure of the settled events of Twin Peaks’s
narrative, and where the ontological status of different timelines or
multiversal possibilities also cannot be definitively confirmed. As Daniel
Neofetou suggests in Good Day Today: David Lynch Destabilizes the
Spectator (2012), “Lynch’s films. . . could often be said to have syuzhets
without fabulas, with their scenes composed in a manner which would
appear to elucidate a diegetic reality, but which never does so to a
satisfactorily coherent degree” (2012, pp. 11–12). By contrast, in 1990s
Twin Peaks
And yet The Return does problematize the “coherent and quotidian”
timespaces of Twin Peaks the town, both by suggesting that Laura Palmer
was never murdered after all, and by returning an older, adult Laura
―known as Carrie Page in what seems to be an alternative reality― to
what had been the Palmer’s house. In a stunning final cliffhanger,
Carrie/Laura hears Sarah Palmer (Grace Zabriskie) calling her and responds
with a terrified scream. Elsewhere, The Return has implied that Sarah is
herself possessed by a dark elemental force, known as Judy, which is
opposed to the light and life-force represented by Laura (Lowry, 2019, p.
46; Hallam, 2018, p. 118), all of which contextualizes this enigmatic ending
as part of a recurrent supernatural struggle. But this reading remains
fragmentary and ambiguous, just as it remains unclear how the different
timelines and versions of “quotidian” Twin Peaks relate to one another,
given that the events of 1990s Twin Peaks seem to be somehow bleeding
over into the “Carrie Page” version of this reality. When Agent
Cooper/Richard asks “what year is this?” then he is expressing a level of
doubt about the ontology of the timespace he has entered. Pondering when
he is also raises the associated, unspoken question of just where he is,
leaving the fabula ―or what should be an objectively agreed-upon or
derivable sequence of narrative events― opaque at best. Rebecca Williams
also notes that Lynch has form in this regard, arguing that “Brand Lynch”
(Todd, 2012, p. 108) means that
Lynch’s involvement [in The Return] does not necessarily provide the
reassurance and security that we may expect; given his authorial status
as someone who provides shock and surprise, as a creator of forms of
cinematic ontological insecurity, fans cannot necessarily expect
anything certain. As [Linda Ruth] Williams notes, Lynch’s “marketing
catchphrase is Expect the Unexpected” (2005: 40). Twin Peaks’
predilection for mystery and uncertainty ―for representing the
uncanny and often attempting to shock and disorient the viewer― is
well-known.
(Williams, 2016, p. 59)
The entire tableau is a warning to fans: be sure to watch the glass box
extremely carefully, using all of the tools at your disposal, even when
it appears that nothing is happening… or you will miss the most
important, indelible, and unique images that the show has to offer.
This premiere episode allegory tells us that not adopting the kind of
online forensic fandom that characterized only the most ardent
viewers of the original run is the way of narrative death… And yet,
that metaphor builds into it the antagonism and tricksterism fans had
already come to know and love: watch closely, Lynch seems to say,
but also prepare to be bored for long stretches of time.
(McAvoy, 2019, p. 91; see also Hawkes, 2019, p. 153)
This golden orb fits into a pattern established in other moments of The
Return, where “light signaling love typically turns to gold. . . For instance,
when Carl joins the grieving mother at the side of the road he watches her
child’s spirit, a yellow light, float into the air (Season 3, Ep. 6). The same
golden orb is seen when Dido and the Fireman ostensibly send Laura down
to earth—a golden orb of light” (Lowry, 2019, p. 46). The representation of
BOB and Laura as cast into Twin Peaks’s everyday world in this way
suggests that they are part of an ongoing epic struggle between elemental
forces of light and dark, or good and evil, which long predates the events of
Twin Peaks Season One, and possibly even predates the atomic bomb’s
testing (Ewins, 2018, p. 36). As Ashlee Joyce notes, this calls into question
any cultural-political reading of Part 8 which sees
the idea of the bomb as the birth of evil. . . [N]uclear war might not in
fact be a starting point for evil but, instead, merely its latest iteration. .
. . [T]he idea of BOB/Judy as ancient entities that connect the evil of
the bomb to something much older. . . reinforces. . . [an] “apolitical”
posture that. . . downplays the specific politics of nuclear armament.
(Joyce, 2019, p. 25)
By moving back to 1945 and 1956, and moving far outside the town of
Twin Peaks, The Return is able to open up a new set of storyworld
questions and answers. Joyce argues that, in fact, Part 8’s “visuals offer a
key to the entire Twin Peaks mythology (or at least as close to a key as fans
of David Lynch can ever hope to expect). For audiences of Lynch’s work,
this is what we crave” (2019, p. 13). This is not so different from the
narrative maneuvers of Twin Peaks Season Two where, as Marc Dolan has
pointed out,
And likewise, by opening out its account of BOB and Laura, The Return is
able to reshape its imaginary world into a seemingly timeless and
potentially recurrent battle between elemental forces —with another cycle
of struggles between Judy and Laura (in the guise of Carrie Page)
apparently beginning at the end of Part 18. Yet this also preserves the
series’ prior narrative events and fan cultural capital or accumulated
knowledge regarding established Lynchian continuity. Adding Judy
centrally into the imaginary world, and showing Sarah Palmer as possessed
by this entity, supplements the paternal evil of Leland Palmer/BOB with a
maternal demonic presence, suggesting a particularly dark, twisted version
of gender inclusivity and enhanced female agency. The fact that Sarah
Palmer kills a vile, misogynistic male in Part 14 also fuels this reading. In
any case, this new “backstory” (Metz, 2017, online) or “origin story”
(Hallam, 2018, p. 118) sets out new ontological rules for the imaginary
world of Twin Peaks rather than merely disrupting its previous incarnation.
Writing in the Routledge Companion to Imaginary Worlds, Benjamin J.
Robertson rightly observes that any “discussion of backstory requires not
only recognition of its importance to what takes place in a given world in
the form of narrative, but the underlying conditions of that narrative, the
ontology and epistemology of the world itself” (2018, pp. 38–39). To this
end, he argues that “backstory” and “origin story” should be run together
for imaginary worlds with fantastical aspects, representing “parts of the
stories that explain “where they come from” not only in a psychological or
sociological sense [as backstory does], but in an ontological one. That is,
origin stories make clear that subsequent stories are authorized. . . because
the world. . . operates in such a way” (Robertson, 2017, p. 39). It may thus
be no accident that scholars have hesitated over describing Part 8 as
“backstory” or “origin story”, since it offers up both new narrative
background and a reshaped ontology for Twin Peaks as a whole. Although
The Return has already established that the Black Lodge can intersect with
“ordinary” life, as “Black Lodge residents roam America” (Hawkes, 2019,
p. 156) in a more thorough-going encroachment than that shown across
Seasons One and Two, Part 8 goes beyond this by setting out one possible
“birth of the Black Lodge” (Ewins, 2018, p. 36), as well as depicting a
realm where “the Fireman and Dido reside somewhere in the heavens,
above Blue Pine mountain, and are able both to ascend (and pull other
people up) to their domain, and to descend (and send others down) to earth”
(Lowry, 2019, p. 42). And as the cliffhanger to Part 18 also reveals, via
Sarah Palmer’s/Judy’s distorted cry of “Laura”, this battle between forces,
apparently overseen by the Fireman and Dido, can bleed between and
across alternative realities. Consequently, Lindsay Hallam’s analysis of this
conclusion argues that “Carrie’s scream is her realisation of her true
identity, but also the realisation of her role as ‘the one’ to defeat Judy. . .
.The fight will continue” (2018, p. 119). Whether the ending of The Return
is interpreted as a matter of tragic eternal recurrence, or as an ongoing and
open-ended struggle, it nevertheless implies that the imaginary world of
Twin Peaks has not been entirely dissolved into ambiguity and multiplicity.
Rather, a female-centered battle between Judy/Sarah and Laura, or mother-
spirit and daughter-energy, has shifted into narrative centrality, with the
issue of paternal abuse/BOB’s presence seemingly being brought to a halt
via the showdown between Freddie Sykes (Jake Wardle) and BOB in Part
17 (Fradley and Riley, 2019, p. 207).
On this account, Twin Peaks fandom is neither univocally trolled
(McAvoy, 2019, p. 97), targeted for fan disservice (Hills, 2018, p. 317), nor
punished (Anderson, 2019, p. 189) by The Return. Although elements of the
season may feature lengthy detours, fan knowledge and attentive viewing
are ultimately rewarded by Lynch and Frost. The show’s imaginary world is
explored afresh, and by going backwards to go forwards, The Return is able
to layer in newly identified supernatural forces and new character
backstories —that is, a reshaped world ontology— which nonetheless
remain continuous and coherent with established lore. For example,
“Diane” moves from being an off-screen, unseen figure implied in the
narrative world, to becoming not only a flesh-and-blood character (played
by Laura Dern), but also a “tulpa” or un-natural doppelganger of the same
ontological order as “Mr. C”, Cooper’s evil double. The Return consistently
plays with, and across, a broader canvas than either Seasons One and Two,
or even Fire Walk With Me, straying far beyond the boundaries of Twin
Peaks the town, and placing the Black Lodge and “ordinary” reality into a
longer timeframe and a multidimensional (yet policed or overseen) array of
timelines.
Lynch’s use of film/TV “art” discourses (Thompson, 2003, p. 115) are
also intensified by Part 8, which has been described as “by far the weirdest
episode of television ever made. . . and unmistakably a work of arthouse
storytelling. No one will ever try to make an episode like this ever again,
and rightly so. It’s a masterpiece” (Heritage, 2019). But rather than viewing
“second-stage” Lynch as opposed to franchise world-building via notions of
artistic status, I would argue that both franchise-based and “TV art” aspects
of The Return work together to affirm fans’ cultural capital.
Dana Polan has argued that television art and its reception are precisely
“a sociological phenomenon” (2007, p. 261). Polan emphasizes how
television shows positioned and lauded as “masterpieces” involve tapping
“into an audience that has been trained (through, for example, years of high
school and college courses in literary study as theme-hunting) to understand
cultural work as hermeneutic – as meaning-making” (2007, p. 265). The
artistic distinction of shows such as The Return is thus simultaneously a
marketing strategy aimed at reaching a specific audience/consumer
demographic. As a result, a “class of viewers comes to constitute itself as
veritable cultural mediators between the show itself and a broader public
that, it is felt, need to be instructed about the true –and deeper– meaning
within that show” (Polan, 2007, p. 267).
Expanding Twin Peaks’ imaginary world via an ever more intensive
“art” discourse and through reshaping its hyperdiegetic ontology (Hills,
2002, pp. 137–138) means opening that world into “ever more complex bits
of background information, . . . [that] turn. . . the narrative space of the
series into a game. . . in which there are always new permutations” (Polan,
2007, p. 277). But the game of treating The Return as a puzzle to be
translated into “philosophical meaning” (Polan, 2007, p. 280) strives to
align fan cultural capital (knowledge of the imaginary world’s details which
has value within fandom) with cultural capital itself (knowledge recognized
more widely as having cultural status). As Hadas Weiss has recently argued,
the accumulation of such “capital is even more recognizable a component
of the middle-class ideology than property in its material incarnation,
because it resonates so well with the spirit of investment” (Weiss, 2019, p.
95). The “art” of The Return, vividly figured through Part 8, but also keenly
and recurrently coded through the figures of Dougie Jones and Audrey
Horne, and introduced partly through the glass box of Part 1, thus positions
viewers in a powerfully middle-class “ideology” which “describes our
proclivity. . . to . . .identify as self-determining investors of work, time, as
resources”, and where “human capital is its most intimate manifestation”
(Weiss, 2019, p. 118). Indeed, only “by continuing to watch, listen, read and
learn –that is, by reinvesting– can we hope to nod knowingly at the next
cultural reference” (Weiss, 2019, pp. 104–105).
Fan knowledge, on this account, is a form of classed investment in
television- as-culture; the knowing fan imagines herself to be a self-
determining investor in the imaginary world, which promises a return in
terms of (fan-)cultural recognition. As Beverley Skeggs has suggested,
“sub-cultural capital could be seen as a form of mis-recognition of a version
of middle-class. . . distinction-making” (2004, p. 150), and the same might
be said for Twin Peaks’s fan cultural capital. If the show languished for
nearly three decades as a “dusty” and largely inactive franchise (Johnson,
2013, p. 28), then bringing it back as a “second-stage” Lynchian artwork
made the newly expanded imaginary world, retooled via “backstory” and
ontological “origin story”, a rich source of cultural capital for long-term
fans.
Twin Peaks: The Return may well have frustrated certain
imagined/projected versions of narrative fan service and franchised
nostalgia, but at the level of world-building, it gave fans a clear return on
their long-accumulated and perhaps dormant fan cultural capital. This was
(re)shaped as the once more industrially/critically recognized cultural
capital of a media artwork —that is, David Lynch’s latest “film”. Here,
exploring an imaginary world all over again meant going backwards to go
forwards, in Marc Dolan’s terms (1995, p. 42), allowing Lynch and Frost to
make a performative show of not delivering a standardized, franchised
product whilst still respecting fans’ (classed) investments in the artistic
world of Twin Peaks, and hence revising and expanding its ontological
scope without wholly displacing prior fan knowledge. Part 8 remains the
most visible blending of these protocols, since it is both the apotheosis of
Lynchian and aestheticized/experimental Twin Peaks, at the same time as
coherently expanding the imaginary world in a manner that could be
subsequently affirmed by commodity tie-ins such as The Final Dossier
(Frost, 2017), and which proffered a canonical return on fans’ speculations
about BOB and the Black Lodge. By seeming not to serve fans, Part 8 could
self-reflexively adopt a position as art and hence as a space of “emerging”
cultural capital (Savage, 2015, p. 113) rather than target-marketed
commerce. Yet by representing a newly epic struggle between hyperdiegetic
forces of light and dark, Laura and BOB, it also fused cultural capital with
fan cultural capital, recognizing and rewarding fan theorizations which may
have run over many years. Parts 17 and 18, taken together, also make
visible this interplay between the cultural capital of “TV art” (e.g., Part 18’s
cliffhanger and multiversal ambiguities) and the fan cultural capital of
world-based expectations (e.g., the showdown with BOB in Part 17).
Analyzing the successful return of Twin Peaks means highlighting how
its imaginary world became acutely twinned, providing enough “backstory”
and “origin story” to reassure fans that the storyworld they’d wrestled with
over time remained canonically validated, and also providing just enough
“trolling” to reassure followers of the Lynchverse that Lynch was pursuing
his own artworld vision —with co-creator Mark Frost— rather than
commercially reviving a franchise. If it makes sense, therefore, to discuss
“Brand Lynch” (Todd, 2012, p. 108) then this is surely an anti-brand brand,
overseeing an anti-franchise franchise, and an approach to world-building
that fuses subversive world-hemorrhaging with more conventional world-
(re)shaping.
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Twin Peaks: The Return”, Television & New Media, Volume 19, Issue 4, 2018, pp. 310–327.
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June 29, 2018, available at https://www.newyorker.com/culture/culture-desk/donald-trumps-
america-and-the-visions-of-david-lynch.
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York and London, England: Routledge.
12
THE FAULT IN OUR STAR TREK
(Dis)Continuity Mapping, Textual Conservationism,
and the Perils of Prequelization
William Proctor
The show will have many of the same problems Enterprise had —
trying to create a show for modern sensibilities that can act as a
plausible predecessor to something made in the 60s. This affects
everything from aesthetics to storylines to characterization [. . .] But
this show, fitting into the prime universe just ten years before Shatner-
Kirk turns up, is going to be a real head-scratcher if it doesn’t align
neatly with the blinking lights and space Nazis of the original series.
Am I the only one who thinks this is a mistake?
For some fans, the notion that a new Trek series would again function
retroactively —looking backwards rather than into the future— became
cause for concern.
I’m not a fan of the decision to go pre TOS either and I just want them
to move forward. Many people including myself wanted the series to
pick up 50–100 years post Nemesis and go from there, but we all
know that’s not happening now. I’m a lot less excited now that pre
TOS is official, but I’m still happy for a new show. We’ll see what
happens. . .
That “previously on Star Trek” with clips from “The Cage” (1965)
and the MTV-like transitions, then the cut to Pike’s face — like,
WHUHHH? How are we meant to process the different film quality,
costumes, Talosian makeup, and the actors? I mean, audiences are
already complaining that we’re supposed to take the aesthetic change
on faith, and now it’s rubbed in our collective faces. It would’ve been
more consistent (additional cost, but cheap relative to DSC’s movie-
quality expenses) to re-shoot with new-Pike, new-Spock and new-
Number One in new-quarry.
This “solution” is not credible. It also doesn’t fix lots of stuff, like the
wrong insignia, holographic communications, beyond-weird Klingons,
non-pregnant tribbles, and an unrecognizable NCC-1701 [the USS
Enterprise]. Glad they’re outa’ here though. Here’s hoping they’ve
traveled into the future just a minute before the sun goes supernova.
For many textual conservationists, Discovery simply does not meet the
criteria as far as world-building goes, not only related to continuity as a
mode of logical and structured storytelling, but also regarding canonical
fidelity in its various forms and guises: from the series’ aesthetic,
technological, and visual designs (uniforms, Starships, spore-drive) to
generic and narrative incongruities (“beyond-weird Klingons”, ship-to-ship
transporting, no “blinking lights and space Nazis”).
Conversely, some fans believe that Discovery is “obsessed with canon”,
as one fan put it. “Discovery is trying to tie in as much old Trek stuff as
possible, e.g., Mirror Universe, Spock’s family, the Enterprise and Pike and
Number One, Talos IV, Section 31, the Borg (probably) and time travel. Too
much!” We could also include the way that Discovery’s opening theme
music begins and ends with samples lifted from the TOS theme, as well as
the mobilization of other audio cues and sound effects from TOS. We could
describe such audio linkages as examples of sonic fidelity, a faithfulness
that has been tested with the use of audio signifiers from both TNG and the
Kelvin films (TNG is set over a century after Discovery, the Kelvin films
are located in a parallel universe). “There’s absolutely no continuity in this
dang show”, complained one fan, “and they’re just using sonic iconography
without any care”.
From both positions, then, Discovery’s relationship to canonical
continuity is troublesome. Although this essay has focused on textual
conservationists’ response to canonical continuity, many fans appear to be
satisfied with the series, and embrace it is a welcome addition to the fifty-
plus year franchise, illustrating that Star Trek fandom, as with other media
fan cultures, is neither a “coherent culture or community”, but “a network
of networks, or a loose affiliation of sub-subcultures, all specializing in
different modes of fan activity”, activities that bring different modes of
engagement and affective nodes and nuances.63
Notes
1 Roberta Pearson and Máire Messenger Davies, Star Trek and American Television, Berkeley,
California: California University Press, 2014, page 5.
2 Matt Hills, Fan Cultures, London, England: Routledge, 2002.
3 Mark J. P. Wolf, Building Imaginary Worlds: The Theory and History of Subcreation, New York
and London, England: Routledge, 2012, page 43.
4 Ibid.
5 Mark Clark, Star Trek FAQ 2.0, Milwaukee, Wisconsin: Applause Theatre and Cinema Books,
2013, page 375.
6 Gerry Canavan, “Hokey Religions: Star Wars and Star Trek in the Age of Reboots”,
Extrapolation,58(2–3), 2017, page 167.
7 Adam Kotsko, “The Inertia of Tradition in Star Trek: Case Studies in Neglected Corners of the
‘Canon’”, Science Fiction and Television, 9(3), 2016, page 347.
8 Matt Hills, “From ‘Multiverse’ to ‘Abramsverse’: Blade Runner, Star Trek, Multiplicity, and the
Authorizing of Cult//SF Worlds” in J. P. Telotte and Gerard Duchovnay, editors, Science Fiction
Double-Feature: The Science Fiction Film as Cult Text, Liverpool, England: Liverpool
University Press, 2017, page 32.
9 Canavan, “Hokey Religions: Star Wars and Star Trek in the Age of Reboots”, page 167.
10 Kotsko, “The Inertia of Tradition in Star Trek: Case Studies in Neglected Corners of the
‘Canon’”, page 349.
11 Hills, Fan Cultures, page 28.
12 Wolf, Building Imaginary Worlds: The Theory and History of Subcreation, page 36.
13 Jack Braitch, “User-Generated Discontent”, Cultural Studies, 25(4–5), 2011, page 624.
14 For example, see Carolyn Jess-Cooke, Film Sequels: Theory and Practice from Hollywood to
Bollywood, Edinburgh, Scotland: Edinburgh University Press, 2009; Stuart Henderson, The
Hollywood Sequel: History and Form, 1911-2010, London, England: BFI/ Palgrave, 2010.
15 M. J. Clarke, “The Strict Maze of Media Tie-In Novels”, Communication, Culture and Critique,
2, 2009, page 435.
16 Liam Burke, The Comic Book Film Adaptation: Exploring Modern Hollywood’s Leading Genre,
Jackson, Mississippi: University of Mississippi Press, page 163.
17 Sam Ford, “Fan Studies: Grappling with an Undisciplined’ Discipline”, Journal of Fandom
Studies, 2(1), 2014, page 65.
18 Derek Johnson, “Fan-tagonisms: Factions, Institutions, and Constitutive Hegemonies of
Fandom” in Jonathan Gray, Cornell Sandvoss, and C. Lee Harrington, editors, Fandom:
Identities and Communities in a Mediated World, New York, New York: New York University
Press.
19 David Greven, “The Twilight of Identity: Enterprise, Neoconservatism, and the Death of Star
Trek”, Jump Cut: A Review of Contemporary Media, No. 50, available at
https://www.ejumpcut.org/archive/jc50.2008/StarTrekEnt/.
20 Duncan Barrett and Michèlle Barrett, Star Trek: The Human Frontier, London, England:
Routledge, 2016, page 261.
21 Sue Short, Cult Telefantasy Series, Jefferson, North Carolina: McFarlane & Company, page 181.
22 Hills, “From ‘Multiverse’ to ‘Abramsverse’: Blade Runner, Star Trek, Multiplicity, and the
Authorizing of Cult//SF Worlds”, page 30.
23 Lincoln Geraghty, Living with Star Trek: American Culture and the Star Trek Universe, London,
England: I. B. Taurus, 2007, page 37.
24 Kotsko, “The Inertia of Tradition in Star Trek: Case Studies in Neglected Corners of the
‘Canon’”, page 348.
25 Ibid., page 352.
26 George Kovacs, “Moral and Mortal in Star Trek: The Original Series” in B. M. Rogers and B. E.
Stevens, editors, Classical Traditions in Science Fiction, New York and Oxford: Oxford
University Press, 2015, page 202 (my italics).
27 Sue Short, Cult Telefantasy Series, page 181.
28 Wolf, Building Imaginary Worlds: The Theory and History of Subcreation, page 380.
29 Will Brooker, Using the Force: Creativity, Community, and Star Wars Fans, London, England:
Continuum, 2002.
30 William Proctor, “Trans-Worldbuilding in the Stephen King Universe” in Matthew Freeman and
William Proctor, editors, Global Convergence Cultures: Transmedia Earth, 2018, London,
England: Routledge.
31 Andrew Friedenthal, Retcon Game: Retroactive Continuity and the Hyperlinking of America,
Jackson, Mississippi: University of Mississippi Press, 2017, Kindle Edition.
32 William Proctor, Reboot Culture: Comics, Film, Transmedia, London, England: Palgrave,
forthcoming.
33 Wolf, Building Imaginary Worlds: The Theory and History of Subcreation, page 273.
34 William Proctor, “‘I’ve seen a lot of talk about the #blackstormtrooper outrage, but not a single
example of anyone complaining’: The Force Awakens, Canonical Fidelity, and Non-Toxic Fan
Practices”, Participations: International Journal of Audience and Reception Studies, 15(1),
2018, available at https://www.participations.org/Volume%2015/Issue%201/10.pdf
35 Paul Booth, Digital Fandom: New Media Studies, New York: Peter Lang, 2010, pages 103–127.
36 See http://www.ex-astris-scientia.org/.
37 See http://www.ex-astris-scientia.org/inconsistencies/enterprise_continuity.htm.
38 Ibid.
39 Matt Hills, “The expertise of a digital fandom as a ‘community of practice’: Exploring the
narrative universe of Doctor Who”, Convergence: The International Journal of Research into
New Media Technologies, 21(3), page 361.
40 See https://obsession-inc.dreamwidth.org/82589.html.
41 Vivi Theodoropoulou, “The Anti-Fan Within the Fan: Awe and Envy in Sport Fandom” in
Jonathan Gray, Cornell Sandvoss, and C. Lee Harrington, editors, Fandom: Identities and
Communities in a Mediated World, New York: New York University Press, pages 316–328.
42 Ibid., 316.
43 Henry Jenkins, Convergence Culture, New York, New York: New York University Press, 2008,
page 258.
44 Matt Hills, “The expertise of a digital fandom as a ‘community of practice’”, pages 360–374.
45 See https://www.syfy.com/syfywire/star_trek_producer_reveal.
46 Ina Rae Hark, “Franchise Fatigue?: The Marginalization of the Television Series After The Next
Generation” in Lincoln Geraghty, editor, The Influence of Star Trek on Television, Film and
Culture, Jefferson, North Carolina: McFarlane & Company, 2007, page 31.
47 Karen Anijar, “A Very Trek Christmas: Goodbye” in Lincoln Geraghty, editor, The Influence of
Star Trek on Television, Film and Culture, Jefferson, North Carolina: McFarlane & Company,
2007, page 231.
48 Pearson and Davies, Star Trek and American Television, page 81.
49 See http://www.nytimes.com/2005/05/01/arts/television/01itzk.html?_r=0.
50 Aaron Taylor, “Avengers disassemble! Transmedia superhero franchises and cultic
management”, Journal of Adaptation in Film and Performance, 7:2, 2014, page 182, author’s
italics.
51 Matthew Freeman, “The Wonderful Game of Oz and Tarzan Jigsaws: Commodifying Transmedia
in Early Twentieth Century Culture”, Intensities: The Journal of Cult Media, 7, 2014, page 44–
54.
52 Kotsko, “The Inertia of Star Trek”, page 347.
53 Briatch, “User Generated Discontent”.
54 See https://www.quora.com/Where-is-Sybok-in-Star-Trek-Discovery.
55 See https://screencrush.com/star-trek-discovery-canon-movies-books/.
56 See https://www.inverse.com/article/37357-star-trek-discovery-canon-changes-tos-tng.
57 See https://uk.ign.com/articles/2017/08/02/whats-canon-and-whats-not-in-star-trek-discovery.
58 According to Wolf, an ‘interquel’ is a “narrative sequence element that fits chronologically in
between two already-existing narrative elements in the same sequence.” Wolf, Building
Imaginary Worlds: The Theory and History of Subcreation, page 377.
59 Ibid.
60 Hills, “From ‘Multiverse’ to ‘Abramsverse’”, page 32.
61 See https://screenrant.com/star-trek-discovery-franchise-future-no-prequels/.
62 See https://variety.com/2017/tv/news/star-trek-discovery-akiva-goldsman-1202569789/.
63 Matt Hills, “From Fan Culture/ Community to the Fan World: Possible Pathways and Ways of
Having Done Fandom”, Palabra Clave, 20 (4), 2017, page 860.
64 See https://deadline.com/2017/09/star-trek-discovery-draws-9-6-million-viewers-sunday-
premiere-1202176478/.
65 See https://deadline.com/2017/09/star-trek-discovery-cbs-all-access-record-sign-ups-
1202176110/.
66 See https://comicbook.com/startrek/2019/04/21/star-trek-discovery-captain-pike-spinoff-alex-
kurtzman/.
APPENDIX
ON MEASURING AND
COMPARING IMAGINARY
WORLDS
Mark J. P. Wolf
Spatiotemporal Size
The most common way to compare locations in the empirical, Primary
World is by size; the geographic sizes of countries, in square miles or
kilometers; the surface areas and circumferences of planets, population
numbers, and so on. Imaginary worlds, however, cannot be compared as
easily, however, because they are often not described statistically by their
authors; for example, Tolkien never specified the population nor the exact
square mileage of Gondor (though cartographer Karen Wynn Fonstad has
estimated it at 716,426 square miles).2 Beyond that, there is also the
question of how much of a world is actually used, with story events
occurring in it. A world can have vast deserts and seas, but few or no
inhabitants, and likewise little or no narrative activity; or, on the other hand,
one could have a very small area (like Barsetshire or Lake Wobegon) which
has a rich geography and history, and events covered by multiple works.
The world of Georges Perec’s Life: A User’s Manual (1978) is only an
apartment block in Paris at 11 rue Simon-Crubellier, but it is described in
hundreds of page of exhaustive detail; and although the descriptions all
occur frozen in time on June 23, 1975, shortly before 8:00 pm, the events
discussed in flashbacks span over a 100 years, with around 100 interwoven
subplots based on the apartment building’s many residents. Likewise,
Richard McGuire’s graphic novel Here (2014) takes place all in one
location, a small plot of land on which a room of a house is built, but covers
the events happening there from millions of years before humans appeared
on earth to thousands of years after the present day, with all of its hundreds
of individual moments presented out of order and often visually
overlapping each other. Both Perec and McGuire present worlds which are
very small spatially, but which contain a great degree of detail and history,
whereas other worlds might be vast, stretching across galaxies, but still only
be the settings for short stories of science fiction.
And then, in the medium of video games, there are procedurally
generated worlds, like those of Minecraft (2009) and No Man’s Sky (2016),
which are so large that a player could not even hope to explore them within
multiple human lifetimes. It has been claimed that a Minecraft world can be
made of up to “Two hundred sixty-two quadrillion, one hundred and forty-
four trillion blocks”3 and that if each block is said to be a cubic meter, that
the surface area of a Minecraft world is around four billion square
kilometers (compared to the Earth’s approximately 510 million square-
kilometer surface).4 No Man’s Sky is even bigger, with
18,446,744,073,709,551,616 procedurally generated planets that you can
actually fly to, land on, and explore (meaning that if you visited one per
second, it would take you 585 billion years to see them all). If we were to
measure the land area of all these worlds, we would have to conclude that
No Man’s Sky has the largest world, at least geographically; but the vast
majority of these worlds also have no history or narrative associated with
them, either. Dwarf Fortress (2006), on the other hand, procedurally
generates landscapes along with characters who live there, generating
histories for each of them which include such things as who they battled
and where they traveled.
Compared to hand-crafted worlds, procedurally generated worlds are
often criticized for being too repetitive, with world elements that are
oversimplified, and little more than recombinations of the same elements.
They reveal the value of hand-crafted worlds, where a human author makes
things that have meaning and are interrelated with other objects and events.
Authors write histories that are driven by causality, as opposed to being
merely lists of disconnected events. While procedural-generation methods
are ever-improving, it is still difficult even for human beings to create
interesting stories and characters consistently over time; so it seems
unlikely that such things will ever be automated well. And there is only so
much that a given author can create within a given timeframe. That brings
us to our next method of comparison, that of counting world data.
Notes
1 Websites like Gapminder.org are particularly good at visualizing data in this manner.
2 See Karen Wynn Fonstad, The Atlas of Middle-earth, Revised Edition, Boston, Massachusetts:
Houghton Mifflin Company, 1991, page 191.
3 See Jeremy Peel, “Just how big is a Minecraft world? Big, as it turns out”, PCGamesN.com,
February 3, 2013, available at https://www.pcgamesn.com/minecraft/just-how-big-minecraft-
world-big-it-turns-out.
4 See Sarah Fallon, “How Big is Minecraft? Really, Really, Really Big”, WIRED.com, May 27,
2015, available at https://www.wired.com/2015/05/data-effect-minecraft/.
5 For a list of world infrastructures and their descriptions, see chapter three of Mark J. P. Wolf,
Building Imaginary Worlds: The Theory and History of Subcreation, New York, Routledge,
2012.
6 This would itself be an interesting thing to try to measure along a spectrum, though it is beyond
the scope of this essay.
INDEX
Bachelard, Gaston 23
backstory 197–199, 202, 204, 208, 211
Baggins, Bilbo 211
Bakhtin, Mikhail 46–47, 55–56, 62, 64–66
Bal, Mieke 22
ballet 98
Balzac, Honoré 22, 26
Bannerworth, Marmaduke 124
Barnabas Collins and Quentin’s Demon (novel) 128
Barnabas Collins vs. The Warlock (novel) 128
Barnabas, Quentin and the Body Snatchers (novel) 128
Barnabas, Quentin and The Crystal Coffin (novel) 128
Barnabas, Quentin and The Mummy’s Curse (novel) 128
Barnabas, Quentin and the Vampire Beauty (novel) 128
baroque 52, 58, 62, 66
Barquentine 111
Barrayar 67, 70–74, 76–79
Barrie, James M. 86
Barsetshire 2–3, 227
Barthes, Roland 225
Bathory, Elisabeth 128, 134
Batman (TV series) 120–121
Batman and Robin 209
Belle of Amherst, The 86
Bennett, Joan 121, 125, 133
Bergen-Belsen Concentration Camp 115
de Bergerac, Cyrano 11
Berman, Rick 207, 210, 214–215
Berrigan, Don 86
Bessie (cow) 91
Beta Colony 69, 70–72, 76–77
Betjeman J. 101
Bewitched (TV series) 120–121, 125
Big Finish Audio Dramas 133
Birds, The (play) 86
Black Lodge (Twin Peaks) 192, 194, 199, 200, 202, 203
Black Ops 222
Blake, W. 106
Bleak House 108–110
Blue Whale 122
BOB (Twin Peaks) 192, 197–200, 202
body 159–161, 167–168
Body Snatchers, The (novel) 128
Book of Sir John Mandeville, The 10
Borges, Jorge Luis 50
Boston, Massachusetts 91
Bouchard, Angelique 125, 127, 130, 132–134
Bowen, E. 101
Boy in Darkness 102
Braga, Brannon 207, 210, 214–215
Broadway 96
Bronte, Emily 127
Brook, Peter 61
brother as theme, motif, symbolism 42, 45, 48, 52–54, 57–58
Brothers Karamazov, The 3, 40–66
Buchan, John 33
Buffalo, New York 91, 93
Building Imaginary Worlds 2, 98
Bujold, Lois McMaster 3, 67–82
Bunyan, John 106
Burgess, Anthony 101, 110, 111
Burnham, Michael 215–219
Burns, Edward 97–98
Burton, Tim 135
Butler, Samuel 163
Butlerian Jihad 159–165, 171
Bykov, Dmitry 40, 45, 46, 65
Earth 227
East Jaffrey, Massachusetts 89
East Sutton, Massachusetts 98
Echo Base 230
egalitarianism 70–71
Eisenstein, Sergei 62
ekphrasis 226
El Greco 106
11 rue Simon-Crubellier 227
Elven Star 176, 186
Elves 176, 178, 182, 185–186
Elvish 185
Elven 186
Kenkari Elves 179
Empire Strikes Back, The 230
enigma, as content and form 43–44, 52, 58, 64
Enlightenment 13, 18
“Enterprise Continuity Problems” (webpage) 212
entertainment stepping stones 215
Equilan 184
Escape the Gloomer xvi
eschatology, eschatological 40, 43, 55–59, 60–61, 64
estrangement, making strange 43, 49; see also astonishment
ethics 45, 56, 65
Eureka Springs, Arkansas 86
Europe 93
Evreinov, Nikolai 62
Ex Astris Scienta 212
Macbeth 61
MacCaulay, Thomas Babington 22
MacDowell County 85
magic 11–13, 175, 177, 179, 181, 183, 185, 188
Patryn 176, 182–183,
possibility magic 177, 183
rune/runic 176–177, 183
Sartan 183
Magic Realism 41, 43–44, 46, 61–62; see also Fantastic Realism
Mallory, J. P. 23
“Man Trap, The” (TV episode) 119
Maning, Stewart 135
maps see world-building techniques
March, Shelia 121
Marlowe, Christopher 106
Marquez, Gabriel Garcia 50
Martin, George R. R. 1
Martin-Green, Sonequa 216
Marvel Cinematic Universe 215
Marx, Karl 15
Marxist/Marxism 15–16
Mary Sue, The 217
Massachusetts 88
Massachusetts Tech 91
Massie, Elizabeth 134
Master of Shadows: The Gothic World of Dan Curtis (documentary) 135
Mathematics 232
McAvoy, David 196, 197, 200, 204
McGuire, Richard 93, 98, 227
McMahan, Mike 221
measuring worlds 225–232
media, the 41–43, 49, 60, 62
Medon, Tion 231
Méliès, Georges 18
Memory Alpha 209
Memory Beta 209
“Menagerie, The” (TV episode) 219
Mendlesohn, Farah 103, 178, 180–181, 183
mensch 185–188
Merrimack County 98
Metamorphosis 46, 61
metaphor 44, 45, 47, 51, 52, 62–64
metatheatrical devices 87
Meyer, Nicolas 222
Meyerhold, Vsevolod 61
Micromégas 11
Midsummer Night’s Dream, A 61
Miéville, China 105
Millay, Diana 123–124
Millennium Falcon 230
Mills, Craig 149
mind 159–161, 163, 165–168
Minecraft 227, 232
“Mirror, Mirror” (TV episode) 127
Mirror Universe 218, 220, 222
misterium 40, 43, 59–64, 66
modernism 52, 61, 63
Molière 15
Moody, Ellen 22
moonrise 90, 98
Moorcock, M. 101
morality 41, 43, 45, 50, 55–58, 60–61, 64–65
Morgan, C. 101
Morr, Kenyon 149
Morris, William 106
Mount, Anson 222
movies 130, 135
audio dramas 132–133
comics 128, 132, 134
fandom 130–133
reboots 130–131
MPI Video 132, 135
Mt. Monadnock 89
Mt. Washington 89
Mudd, Harry “Harcourt Fenton” 218
“Mudd’s Women” (TV episode) 218
multiple authors see authorship
multiverse 150–151
mundemes 225
murder mystery 45, 47–48, 50, 54
Muzzlehatch 115
Myst 228
mystery as book, genre 40, 43–45, 47–48, 51–52
Mystery House 138, 148
mytheme 42, 54, 57, 64
mythologeme 42, 47
mythopoesis 40, 42–46, 49, 62, 64
Oberammergau, Germany 86
O’Brien, K. 101
Odd Gentlemen, The 137, 149
Odyssey, The 10, 45
Oedipus 45, 57, 64
Official Book of King’s Quest, The 143–145
One Step Beyond (TV Show) 120
On-Line Systems see Sierra
ontology 212
opera 98
Orci, Robert 207, 215
origin story 198–199, 202
Original Music from Dark Shadows (audio recording) 129
Orquiloa, John 218
Our Town 3, 85–99
Outer Limits, The (TV Show) 120
overlaid worlds 123
R. U. R. (play) 86
Rabelais, François 46
radio 97, 229
radio plays 86
Rainey, Steven Mark 134
Raw (comics) 98
reader, framing perspective on narrative 41, 43, 47–50, 52–53
realism 41, 43–44, 46, 59, 61–62
Realm of the Sky 176; see also Arianus
Rebecca (novel) 127, 130
rebirth 55, 63
recognition 45, 49, 54, 57; see also anagnorisis
Reddit 209
Redwall Universe xvi
religion 41–42, 47, 49–50, 56
Remark, Erich Maria 55
Renaissance 44, 62, 63
resonance 40, 44, 47, 52–53, 64
retroactive continuity (retcon) 211–212, 216
Return to Collinwood 132–133, 136
Return To Pirate Island 2 xvi
revelation 43, 46, 51–52, 58, 60, 64
Revisiting Imaginary Worlds 2
Rick and Morty 221
riddle 41, 43, 45, 47–49, 51, 58
Ride-a-Cock-Horse 107
Rime of the Ancient Mariner 105
ritual 43, 47–48, 51–55, 58, 60–63, 65
rivers 30–31
Rockport, Massachusetts 88
Roddenberry, Gene 210, 214, 219
Romanticism 42, 52, 61, 62
Rome 94
Root, Luther 212–213
Ross, Marilyn (William Edward Daniel Ross) 128
Rossetti, D. G. 106
Rowling, J. K. 211
runes 176–177, 183
Russell, Gordon 120
Russia 72, 73, 74
Rymer, James Malcolm 124
S/Z 225
Salem Branch, The (novel) 134
salience 230–231
Saltykov-Shchedrin, Mikhail 64
Samah (Sartan) 177–179, 185–187
Sandy Bay 88
Sarek 217
Sartan 175–180, 182–188
satire 7, 10, 13, 16
Schneider, Bernd 212
Schumacher, Joel 209
science fiction 7, 11–13, 18
Scorsese, Martin 40
Scott, Kathryn Leigh 123, 125, 134
Scott, Ridley 211
Screen Rant 218
secondariness 123–124, 127
secondary world 177, 181; see also subcreation
secret knowledge 43, 47, 48, 50–51, 54, 65
Section 31, 221
Selby, David 126, 129, 132
self-reflexivity 87
Sellers, Peter 101
semantics 42–44, 51, 56, 58
Sentinel 94
Sepulchrave, Lord 102, 106, 111
Sergyar 69–70
series novels 21–22
Serpent Mage 177, 179, 185
serpents 187–188; see also dragon snakes
Seventh Gate 179, 187–188
Seventh Gate, The 179, 182, 185
Shadows on the Wall 120–121
Shakespeare, William 41, 86
shame, as narrative theme 44, 54–55
Shannon, Lorelei 149
Sharing Knife series 67
Shatner, William 216
Shelley, Mary 11
showrunners 208, 210, 214, 217–218, 220
Sideways in Time (short story) 127
Sierra 137–139, 146–149
Sierra Creative Interpreter (SCI) 147, 149
Sierra Newsletter 149
Sierra On-Line see Sierra
sigla 177
Skotoprigonyevsk 2
Skywalker, Anakin 231
Skywalker, Luke 230
Slaughterhouse Five 64
slavery, slaves 76
Soames family 96
soap opera 121–122, 135
social justice 15–16, 18
social sciences 159–161, 163
sociology 168, 171
soft sciences see social sciences
Solaris 228
Solo, Han 230
Soloviev, Vladimir 62
Somnium 11
sonic fidelity 221
Sourdust 111
South Sutton 98
space opera 68
Spanish history 68
Spear, Peter 141
Spearfish, South Dakota 86
Spirited Away 56
spiritual: center 62
mentor 42–43
modality 62
nature 63
purpose 42
process 63
quality 61
spiritual quest 47
Spock 208, 216, 218–220
St. John in Exile 86
stage 2, 85
Stage Manager (character) 87–91, 93–95, 98
Star Trek 1–4, 206–224, 228
Star Trek (2009) 207–208, 215, 217
Star Trek (TV series) 119–120, 127, 135
Star Trek: Beyond 208
Star Trek: Deep Space Nine 207, 211–212, 214, 217–218
Star Trek: Discovery 207–209, 215–222
Star Trek: Enterprise 207–211, 213–218, 220–221
Star Trek V: The Final Frontier 216
Star Trek: Generations 212
Star Trek: Into Darkness 208
Star Trek: Lower Decks 221
Star Trek: The Motion Picture 208
Star Trek: Nemesis 208, 216, 218
Star Trek: The Next Generation 207, 211–212, 214, 217–218
Star Trek: The Original Series 207–208, 210–211, 214, 216–221
Star Trek II: The Wrath of Khan 222
Star Trek: Voyager 207, 211, 214, 217
Star Wars 1, 211, 228, 231
Starfleet 213, 220, 222
Steerpike 102, 112–113, 116
Stevens, Frances 127
Stevenson, Robert Louis 42, 106, 127
Stewart, Patrick 221
Sting 101
Stoddard, Joe 93, 96
Stoker, Bram 122
storyworld 41–44, 46–48, 50, 52–54, 56, 58–59, 209
Strange Case of Dr Jekyll and Mr Hyde, The (novella) 42, 127
Strindberg, August 62
subcreation 177–178, 180, 185; see also secondary world
Subcreation Studies 4, 232
subcultural capital 212
submersible sales brochure 182
Sundering 176, 178–179, 186–187
suspense 40–41, 43, 48, 49, 64
Sutton County 98
Sutton Mills 98
Swelter 106–107, 112–113
Swift, Jonathan 7, 10–11, 15, 18
Sybok 216–217
symbolic anthropology 49, 54–55, 60
symbolic, the 50, 53–55
algorithm 63
community 44
discourse 43
elements 47
expression 56
frameworks 43, 49, 51
image 50
image-symbols 49
levels 43, 48, 54
logic 41
meaning 50
operating systems 43
orbits 44
process 63
resonances 47
resolution 45
systems 42
value 44
Symbolism, an artistic movement 62–64
symbolism: archaic 49
secret symbols 51
symbolic-axiological 64
symbolic brothers and twins 57
symbolic ecosystem 56
symbolic naming 53
syndication 131
Under-River 115
Underworld 9, 12–13
USA mirrored in fiction 70–71
user experience time 228–229
USS Discovery (spaceship) 215
USS Enterprise (spaceship) 208, 218–220, 222
uterine replicators 73
Utopia 7, 10, 13–18, 110
Zhualy district 88
Zifnab (Sartan) 177
from
Z-Access
https://wikipedia.org/wiki/Z-Library
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