Fantasy world

Last updated
"The Nix as a brook horse" by Theodor Kittelsen: folklore transformed into a fantasy world Theodor Kittelsen - Nokken som hvit hest.jpg
"The Nix as a brook horse" by Theodor Kittelsen: folklore transformed into a fantasy world

A fantasy world or fictional world is a world created for fictional media, such as literature, film or games. Typical fantasy worlds feature magical abilities. Some worlds may be a parallel world connected to Earth via magical portals or items (like Narnia); an imaginary universe hidden within ours (like Wizarding World); a fictional Earth set in the remote past (like Middle-earth) or future (like Dying Earth); an alternative version of our History (like Lyra's world); or an entirely independent world set in another part of the universe (like the Star Wars Galaxy). [1]

Contents

Many fantasy worlds draw heavily on real world history, geography, sociology, mythology, and folklore.

Plot function

The setting of a fantasy work is often of great importance to the plot and characters of the story. The setting itself can be imperiled by the evil of the story, suffer a calamity, and be restored by the transformation the story brings about. [2] Stories that use the setting as merely a backdrop for the story have been criticized for their failure to use it fully. [3]

Even when the land itself is not in danger, it is often used symbolically, for thematic purposes, and to underscore moods. [4] For readers, fantasy worlds offer a "place...[where] assumptions and desires [about the genre] are confirmed" and emotional satisfaction that comes from various elements of the world fulfill readers' expectations for quality. [5]

History

Early fantasy worlds appeared as fantasy lands, part of the same planet but separated by geographical barriers. For example, Oz, though a fantasy world in every way, is described as part of this world. [6]

Although medieval peasants who seldom if ever traveled far from their villages could not conclusively say that it was impossible that, for example, an ogre could live a day's travel away, distant continents were necessary from the Renaissance onwards for such fantastic speculation to be plausible, until finally, further exploration rendered all such terrestrial fantasy lands implausible. [7]

Even within the span of mere decades, Oz, which had been situated in a desert in the United States when first written about in 1900, [6] was relocated to a spot in the Pacific Ocean. [8]

An early example of the fantasy land/world concept can be seen in the One Thousand and One Nights (Arabian Nights), where places of which little was known, but where the occurrence of marvels was thus more credible, had to be set "long ago" or "far away". This is a process that continues and finally culminates in the fantasy world having little connection, if any, to actual times and places. [9] A more recent example of a fantasy land with definite connections to the actual world is Austin Tappan Wright's Islandia. Islandia's remoteness and aura of mystery, as well as its preservation of an arcadian society, are explained by means of a law that allows only limited contact with foreigners.

Dream frames were also once common for encasing the fantasy world with an explanation of its marvels. Such a dream frame was added to the story of The Wonderful Wizard of Oz for the movie version; in the book, Oz is clearly defined as an actual place. [10] H.P. Lovecraft made active use of the dream frame, creating elaborate geographies accessible to humans only when they were asleep and dreaming. These dream settings have been criticized, [11] and are far less frequent today.

This change is part of a general trend toward more self-consistent and substantive fantasy worlds. [12] This has also altered the nature of the plots; earlier works often feature a solitary individual whose adventures in the fantasy world are of personal significance, and where the world clearly exists to give scope to these adventures, and later works more often feature characters in a social web, where their actions are to save the world and those in it from peril. [13]

Common elements

The most common fantasy world is one based on medieval Europe, and has been since William Morris used it in his early fantasy works, such as The Well at the World's End . [14] and particularly since the 1954 publication of J.R.R. Tolkien's The Lord of the Rings . Such a world is often called "pseudo-medieval"—particularly when the writer has snatched up random elements from the era, which covered a thousand years and a continent, and thrown them together without consideration for their compatibility, or even introduced ideas not so much based on the medieval era as on romanticized views of it. When these worlds are copied not so much from history as from other fantasy works, there is a heavy tendency to uniformity and lack of realism. [15] The full width and breadth of the medieval era is seldom drawn upon. Governments, for instance, tend to be uncompromisingly feudal-based, or evil empires or oligarchies, usually corrupt, while there was far more variety of rule in the actual Middle Ages. [16] Fantasy worlds also tend to be economically medieval, and disproportionately pastoral. [17]

Careful world-building plus meticulous attention to detail is often cited as the reason why certain fantasy works are deeply convincing and contain a magical sense of place. [18] Heavy and faithful use of real-world setting for inspiration, as in Barry Hughart's Bridge of Birds , clearly derived from China, or Lloyd Alexander's use of real-world cultures such as Welsh for The Chronicles of Prydain or Indian for The Iron Ring , make the line between fantasy worlds and alternate histories fuzzy. The use of cultural elements, and still more history and geography, from actual settings, pushes a work toward alternative history.

Conversely, the creation by an author of an imaginary country—such as Ruritania or Graustark—does not automatically transform that imaginary country into a fantasy world, even if the location would be impossible in reality owing to a lack of land to contain it; but such Ruritanian romances may be pushed toward the category of fantasy worlds by the introduction of figures such as witches and wise women, where it is not clear if their magic is effectual. [19]

According to Lin Carter in Imaginary Worlds: the Art of Fantasy , fantasy worlds, by their nature, contain some element of magic (paranormal). This element may be the creatures in it (dragons, unicorns, genies and so on) or the magical abilities of the people inhabiting the world. These are often drawn from mythology and folklore, frequently that of the historical country also used for inspiration. [20]

Constructed worlds

Fantasy worlds created through a process called world building are known as a constructed world. Constructed worlds elaborate and make self-consistent the setting of fantasy work. Worldbuilding often relies on materials and concepts taken from the real world.

Despite the use of magic or other fantastic elements such as dragons, the world is normally presented as one that would function normally, one in which people could actually live, making economic, historical, and ecological sense. It is considered a flaw to have, for example, pirates living in lands far from trade routes, or to assign prices for a night's stay in an inn that would equate to several years’ income.

Furthermore, the fantastic elements should ideally operate according to self-consistent rules of their own; for example, if wizards' spells sap their strength, a wizard who does not appear to suffer this must either be putting up a facade or have an alternative explanation. This distinguishes fantasy worlds from Surrealism and even from such dream worlds as are found in Alice's Adventures in Wonderland and Through the Looking-Glass .

Examples

Due to the fuzzy boundary between fantasy and science fiction, it is sometimes difficult to make a hard-and-fast distinction between "fantasy worlds" and planets in science fiction. For example, the worlds of Barsoom, Darkover, Gor, and the Witch World combine elements of both genres and fantasy worlds may have nonexistent, powerful technology. [21]

Fairytale and comic fantasy

Fairytale fantasy may ignore the normal world-building in order to present a world operating by the same logic as the fairytales from which they are derived, though other works in this subgenre develop their worlds fully. Comic fantasy may ignore all possible logic in search of humor, particularly if it is parodying other fantasies' faulty world-building, as in Diana Wynne Jones's Dark Lord of Derkholm , or the illogic of the setting is integral to the comedy, as in L. Sprague de Camp's Solomon's Stone , where the fantasy world is populated by the heroic and glamorous figures that people daydream about being, resulting in a severe shortage of workers in the more mundane, day-to-day industries. Most other subgenres of fantasy suffer if the world-building is neglected.[ citation needed ]

Retreat of magic

Rather than creating their own fantasy world, many authors choose to set their novels in Earth's past. In order to explain the absence of miraculous elements, authors may introduce "a retreat of magic" (sometimes called "thinning") that explains why the magic and other fantastic elements no longer appear: [22] For example, in The Lord of the Rings , the destruction of the One Ring defeated Sauron, but also destroyed the power of the Three Rings of the elves, resulting in them sailing to the West at the end of the story. A contemporary fantasy necessarily takes place in what purports to be the real world, and not a fantasy world. It may, however, include references to such a retreat. J. K. Rowling's Fantastic Beasts and Where to Find Them explains that wizards eventually decided to conceal all magical creatures and artifacts from non-magic users.

Role-playing games

Dungeons & Dragons , the first major role-playing game, has created several detailed and commercially successful fantasy worlds (called "campaign settings"), with established characters, locations, histories, and sociologies. The Forgotten Realms is perhaps the most extensively developed of these worlds.

See also

Notes

  1. John Grant and John Clute, The Encyclopedia of Fantasy, "Imaginary lands", pp. 495–5 ISBN   0-312-19869-8
  2. John Grant and John Clute, The Encyclopedia of Fantasy , "Land", p. 558 ISBN   0-312-19869-8
  3. John Grant and John Clute, The Encyclopedia of Fantasy , "Fantasyland", p. 341 ISBN   0-312-19869-8
  4. Michael Moorcock, Wizardry & Wild Romance: A Study of Epic Fantasy pp. 72–3 ISBN   1-932265-07-4
  5. Meyer, Michael (2008). The Bedford Introduction to Literature: Reading, Thinking, Writing (8th ed.). Boston: Bedford. p. 25. ISBN   978-0-312-47200-9.
  6. 1 2 John Grant and John Clute, The Encyclopedia of Fantasy, "Oz", p. 739 ISBN   0-312-19869-8
  7. C. S. Lewis, "On Science Fiction", Of Other Worlds, p. 68 ISBN   0-15-667897-7
  8. L. Frank Baum, Michael Patrick Hearn, The Annotated Wizard of Oz, p. 99, ISBN   0-517-50086-8
  9. John Grant and John Clute, The Encyclopedia of Fantasy, "Arabian fantasy", p 52 ISBN   0-312-19869-8
  10. L. Frank Baum, Michael Patrick Hearn, The Annotated Wizard of Oz, p 96, ISBN   0-517-50086-8
  11. J.R.R. Tolkien, "On Fairy-Stories", p. 14, The Tolkien Reader, Ballantine Books, New York 1966
  12. Colin Manlove, Christian Fantasy: from 1200 to the Present p 210 ISBN   0-268-00790-X
  13. Colin Manlove, Christian Fantasy: from 1200 to the Present p. 211–2 ISBN   0-268-00790-X
  14. Diana Waggoner, The Hills of Faraway: A Guide to Fantasy, p 37, ISBN   0-689-10846-X
  15. John Grant, "Gulliver Unravels: Generic Fantasy and the Loss of Subversion"
  16. Alec Austin, "Quality in Epic Fantasy" Archived 2014-08-08 at the Wayback Machine
  17. Jane Yolen, "Introduction" p viii After the King: Stories in Honor of J.R.R. Tolkien, ed, Martin H. Greenberg, ISBN   0-312-85175-8
  18. Philip Martin, The Writer's Guide to Fantasy Literature: From Dragon's Lair to Hero's Quest, p. 113, ISBN   0-87116-195-8
  19. L. Sprague de Camp, Literary Swordsmen and Sorcerers: The Makers of Heroic Fantasy, p. 6 ISBN   0-87054-076-9
  20. Carter, Lin, Imaginary Worlds, the Art of Fantasy. Ballantine, 1973.
  21. Brian Attebery, The Fantasy Tradition in American Literature, pp. 166–7, ISBN   0-253-35665-2
  22. John Grant and John Clute, The Encyclopedia of Fantasy , "Thinning", p. 942 ISBN   0-312-19869-8

Related Research Articles

High fantasy, or epic fantasy, is a subgenre of fantasy defined by the epic nature of its setting or by the epic stature of its characters, themes, or plot. High fantasy is set in an alternative, fictional ("secondary") world, rather than the "real" or "primary" world. This secondary world is usually internally consistent, but its rules differ from those of the primary world. By contrast, low fantasy is characterized by being set on Earth, the primary or real world, or a rational and familiar fictional world with the inclusion of magical elements.

<span class="mw-page-title-main">Sword and sorcery</span> Genre of fantasy fiction

Sword and sorcery (S&S) or heroic fantasy is a subgenre of fantasy characterized by sword-wielding heroes engaged in exciting and violent adventures. Elements of romance, magic, and the supernatural are also often present. Unlike works of high fantasy, the tales, though dramatic, focus on personal battles rather than world-endangering matters. Sword and sorcery commonly overlaps with heroic fantasy. The genre originated from the early-1930s works of Robert E. Howard. The term "sword and sorcery" was coined by Fritz Leiber in the May 1961 issue of the fantasy fanzine Amra, to describe Howard and the stories that were influenced by his works. In parallel with "sword and sorcery", the term "heroic fantasy" is used, although it is a more loosely defined genre.

<span class="mw-page-title-main">Fictional universe</span> Self-consistent fictional setting with elements that may differ from the real world

A fictional universe is the internally consistent fictional setting used in a narrative work or work of art, most commonly associated with works of fantasy and science fiction. Fictional universes appear in novels, comics, films, television shows, video games, art, and other creative works.

<span class="mw-page-title-main">Children's fantasy</span> Childrens literature with fantasy elements

Children's fantasy is children's literature with fantasy elements: fantasy intended for young readers. It may also mean fantasy read by children, regardless of the intended audience.

<span class="mw-page-title-main">Historical fantasy</span> Genre of fiction

Historical fantasy is a category of fantasy and genre of historical fiction that incorporates fantastic elements into a more "realistic" narrative. There is much crossover with other subgenres of fantasy; those classed as Arthurian, Celtic, or Dark Ages could just as easily be placed in historical fantasy. Stories fitting this classification generally take place prior to the 20th century.

<span class="mw-page-title-main">Fantasy literature</span> Literature set in an imaginary universe

Fantasy literature is literature set in an imaginary universe, often but not always without any locations, events, or people from the real world. Magic, the supernatural and magical creatures are common in many of these imaginary worlds. Fantasy literature may be directed at both children and adults.

<span class="mw-page-title-main">Fantasy trope</span> Type of literary tropes that occur in fantasy fiction

A fantasy trope is a specific type of literary trope that occurs in fantasy fiction. Worldbuilding, plot, and characterization have many common conventions, many of them having ultimately originated in myth and folklore. J. R. R. Tolkien's legendarium for example, was inspired from a variety of different sources including Germanic, Finnish, Greek, Celtic and Slavic myths. Literary fantasy works operate using these tropes, while others use them in a revisionist manner, making the tropes over for various reasons such as for comic effect, and to create something fresh.

Low fantasy, or intrusion fantasy, is a subgenre of fantasy fiction in which magical events intrude on an otherwise-normal world. The term thus contrasts with high fantasy stories, which take place in fictional worlds that have their own sets of rules and physical laws.

<span class="mw-page-title-main">History of fantasy</span>

Elements of the supernatural and the fantastic were an element of literature from its beginning. The modern genre is distinguished from tales and folklore which contain fantastic elements, first by the acknowledged fictitious nature of the work, and second by the naming of an author. Works in which the marvels were not necessarily believed, or only half-believed, such as the European romances of chivalry and the tales of the Arabian Nights, slowly evolved into works with such traits. Authors like George MacDonald (1824–1905) created the first explicitly fantastic works.

Worldbuilding is the process of constructing an imaginary world or setting, sometimes associated with a fictional universe. Developing the world with coherent qualities such as a history, geography, culture and ecology is a key task for many science fiction or fantasy writers. Worldbuilding often involves the creation of geography, a backstory, flora, fauna, inhabitants, technology and often if writing speculative fiction, different peoples. This may include social customs as well as invented languages for the world.

Magic in Middle-earth is the use of supernatural power in J. R. R. Tolkien's fictional Middle-earth. Tolkien distinguishes ordinary magic from witchcraft, the latter always deceptive, stating that either type could be used for good or evil.

<span class="mw-page-title-main">Enchanted forest</span> Motif in folklore and mythology

In folklore and fantasy, an enchanted forest is a forest under, or containing, enchantments. Such forests are described in the oldest folklore from regions where forests are common, and occur throughout the centuries to modern works of fantasy. They represent places unknown to the characters, and situations of liminality and transformation. The forest can feature as a place of threatening danger, or one of refuge, or a chance at adventure.

<span class="mw-page-title-main">Early history of fantasy</span>

Elements of the supernatural and the fantastic were an element of literature from its beginning, though the idea of a distinct genre, in the modern sense, is less than two centuries old.

<span class="mw-page-title-main">Magic in fiction</span> Magic depicted in fictional stories

Magic in fiction is the endowment of characters or objects in works of fiction or fantasy with powers that do not naturally occur in the real world.

<span class="mw-page-title-main">Middle-earth</span> Continent in Tolkiens legendarium

Middle-earth is the setting of much of the English writer J. R. R. Tolkien's fantasy. The term is equivalent to the Miðgarðr of Norse mythology and Middangeard in Old English works, including Beowulf. Middle-earth is the human-inhabited world, that is, the central continent of the Earth, in Tolkien's imagined mythological past. Tolkien's most widely read works, The Hobbit and The Lord of the Rings, are set entirely in Middle-earth. "Middle-earth" has also become a short-hand term for Tolkien's legendarium, his large body of fantasy writings, and for the entirety of his fictional world.

<span class="mw-page-title-main">Fantasy</span> Genre of speculative fiction

Fantasy is a genre of speculative fiction involving magical elements, typically set in a fictional universe and usually inspired by mythology or folklore. The term "fantasy" can also be used to describe a "work of this genre", usually literary.

<span class="mw-page-title-main">Fantasy cartography</span> Study and creation of maps of imagined places or events

Fantasy cartography,fictional map-making, or geofiction is a type of map design that visually presents an imaginary world or concept, or represents a real-world geography in a fantastic style. Fantasy cartography usually manifests from worldbuilding and often corresponds to narratives within the fantasy and science fiction genres. Stefan Ekman says that, "a [regular] map re-presents what is already there; a fictional map is often primary – to create the map means, largely, to create the world of the map."

<span class="mw-page-title-main">Outline of fantasy</span> Overview of and topical guide to fantasy

The following outline is provided as an overview of and topical guide to fantasy:

<span class="mw-page-title-main">Tolkien and the medieval</span> J. R. R. Tolkiens use of medieval literature

J. R. R. Tolkien was attracted to medieval literature, and made use of it in his writings, both in his poetry, which contained numerous pastiches of medieval verse, and in his Middle-earth novels where he embodied a wide range of medieval concepts.

<span class="mw-page-title-main">Tolkien's impact on fantasy</span> A fantasy authors effect on literary genre

Although fantasy had long existed in various forms around the world before his time, J. R. R. Tolkien has been called the "father of fantasy". His novel The Lord of the Rings, published in 1954–5, enormously influenced fantasy writing, establishing in particular the form of high or epic fantasy, set in a secondary or fantasy world in an act of mythopoeia. The book was distinctive at the time for its considerable length, its "epic" feel with a cast of heroic characters, its wide geography, and its battles. It involved an extensive history behind the action, an impression of depth, multiple sentient races and monsters, and powerful talismans. The story is a quest, with multiple subplots. The novel's success demonstrated that the genre was commercially distinct and viable.

References