High fantasy

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High fantasy, or epic fantasy, is a subgenre of fantasy [1] defined by the epic nature of its setting or by the epic stature of its characters, themes, or plot. [2] High fantasy is set in an alternative, fictional ("secondary") world, rather than the "real" or "primary" world. [2] 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. [3] [4] [5] [6]

Contents

Characteristics

The romances of William Morris, such as The Well at the World's End , set in an imaginary medieval world, are sometimes regarded as the first examples of high fantasy. [7] The works of J. R. R. Tolkien—especially The Lord of the Rings —are regarded as archetypal works of high fantasy. [7] The term "high fantasy" was coined by Lloyd Alexander in a 1971 essay, "High Fantasy and Heroic Romance", which was originally given at the New England Round Table of Children's Librarians in October 1969. [2]

The Well at the World's End (1896) by William Morris is an early example of high fantasy fiction. The Well at the World's End MET DP322256.jpg
The Well at the World's End (1896) by William Morris is an early example of high fantasy fiction.

Many high fantasy stories are told from the viewpoint of one main hero. Often, much of the plot revolves around their heritage or mysterious nature, along with a world-threatening problem. In many novels the hero is an orphan or unusual sibling, and frequently portrayed with an extraordinary talent for magic or combat. They begin the story young, if not as an actual child, or are portrayed as being very weak and/or useless. [8]

The hero often begins as a childlike figure, but matures rapidly, experiencing a considerable gain in fighting/problem-solving abilities along the way. [9]

The progress of the story leads to the character's learning the nature of the unknown forces against them, that they constitute a force with great power and malevolence. The villains in such stories are usually completely evil and unrelatable. [10]

"High fantasy" often serves as a broad term to include a number of different flavors of the fantasy genre, including heroic fantasy, epic fantasy, mythic fantasy, dark fantasy, and wuxia. [11] It typically is not considered to include the sword and sorcery genre. [12]

Themes

High fantasy has often been defined by its themes and messages. [13] "Good versus evil" is a common one in high fantasy, and defining the character of evil is often an important theme in a work of high fantasy, [14] such as The Lord of the Rings. The importance of the concept of good and evil can be regarded as the distinguishing mark between high fantasy and sword and sorcery. [12] In many works of high fantasy, this conflict marks a deep concern with moral issues; in other works, the conflict is a power struggle, with, for instance, wizards behaving irresponsibly whether they are "good" or "evil". [15]

Game settings

Role-playing games such as Dungeons & Dragons with campaign settings like Dragonlance [16] by Tracy Hickman and Margaret Weis and Forgotten Realms by Ed Greenwood [17] are a common basis for many fantasy books and many other authors continue to contribute to the settings. [18]

See also

Related Research Articles

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Fantasy films are films that belong to the fantasy genre with fantastic themes, usually magic, supernatural events, mythology, folklore, or exotic fantasy worlds. The genre is considered a form of speculative fiction alongside science fiction films and horror films, although the genres do overlap. Fantasy films often have an element of magic, myth, wonder, escapism, and the extraordinary.

<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">Fantasy world</span> Imaginary world created for fictional media

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Dragonlance is a shared universe created by Laura and Tracy Hickman, and expanded by Tracy Hickman and Margaret Weis under the direction of TSR, Inc. into a series of fantasy novels. The Hickmans conceived Dragonlance while driving in their car on the way to TSR for a job interview. Tracy Hickman met his future writing partner Margaret Weis at TSR, and they gathered a group of associates to play the Dungeons & Dragons role-playing game. The adventures during that game inspired a series of gaming modules, a series of novels, licensed products such as board games, and lead miniature figures.

<span class="mw-page-title-main">Campaign setting</span> Fictional environment setting for a role-playing game

A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A campaign is a series of individual adventures, and a campaign setting is the world in which such adventures and campaigns take place. Usually a campaign setting is designed for a specific game or a specific genre of game. There are numerous campaign settings available both in print and online. In addition to published campaign settings available for purchase, many game masters create their own settings, often referred to as "homebrew" settings or worlds.

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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.

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<i>Dragonlance Adventures</i>

Dragonlance Adventures is a 128-page hardcover book for the Dragonlance campaign setting for the first edition of the Advanced Dungeons & Dragons fantasy role-playing game.

<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.

<span class="mw-page-title-main">Magician (fantasy)</span> Magicians appearing in fantasy fiction

A magician, also known as an archimage, mage, magus, magic-user, spellcaster, enchanter/enchantress, sorcerer/sorceress, warlock, witch, or wizard, is someone who uses or practices magic derived from supernatural, occult, or arcane sources. Magicians enjoy a rich history in mythology, legends, fiction, and folklore, and are common figures in works of fantasy, such as fantasy literature and role-playing games.

<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.

Epic is a narrative genre characterised by its length, scope, and subject matter. The defining characteristics of the genre are mostly derived from its roots in ancient epics. The epic is no longer limited to the traditional medium of oral poetry, but has expanded to include modern mediums including film, theater, television shows, novels, and video games.

<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:

This is a complete list of works by American science fiction and fantasy author Margaret Weis.

References

  1. "Defining the Genre: High Fantasy". fandomania. 11 May 2011. Archived from the original on 22 March 2019. Retrieved 8 August 2016. High Fantasy is probably one of the most recognizable subgenres of Fantasy.
  2. 1 2 3 Brian Stableford, The A to Z of Fantasy Literature, (p. 198), Scarecrow Press, Plymouth. 2005. ISBN   0-8108-6829-6
  3. Buss, Kathleen; Karnowski, Lee (2000). Reading and Writing Literary Genres . International Reading Assoc. p.  114. ISBN   978-0-87207-257-2.
  4. Perry, Phyllis Jean (2003). Teaching Fantasy Novels. Libraries Unlimited. p. vi. ISBN   978-1-56308-987-9.
  5. Gamble, Nikki; Yates, Sally (2008). Exploring Children's Literature. SAGE Publications Ltd. pp. 102–103. ISBN   978-1-4129-3013-0.
  6. C.W. Sullivan has a slightly more complex definition in "High Fantasy", chapter 24 of the International Companion Encyclopedia of Children's Literature by Peter Hunt and Sheila G. Bannister Ray (Routledge, 1996 and 2004), chapter 24.
  7. 1 2 Dozois, Gardner (1997). "Preface". Modern Classics of Fantasy . New York: St. Martin's Press. pp.  xvi–xvii. ISBN   031215173X.
  8. Michael Moorcock (2004). Wizardry & Wild Romance: A Study of Epic Fantasy. MonkeyBrain. p. 84. ISBN   1-932265-07-4.
  9. MasterClass (26 May 2022). "High Fantasy Books: 6 Characteristics of High Fantasy". MasterClass.
  10. Patricia A. McKillip, "Writing High Fantasy", p 53, Philip Martin, ed., The Writer's Guide to Fantasy Literature: From Dragon's Lair to Hero's Quest, ISBN   0-87116-195-8
  11. Crawford, Jeremy; Perkins, Christopher; Wyatt, James, eds. (December 2014). Dungeon Master's Guide. Washington, United States: Wizards of the Coast. pp. 38–41. ISBN   978-0-7869-6562-5.
  12. 1 2 Joseph A. McCullough V, "The Demarcation of Sword and Sorcery Archived 10 October 2008 at the Wayback Machine "
  13. Wolfgang, Baur (2012). "How Real is Your World? On History and Setting". In Silverstein, Janna (ed.). Kobold Guide to Worldbuilding. Kobold Press. p. 27.
  14. Tom Shippey, J.R.R. Tolkien: Author of the Century, p 120, ISBN   0-618-25759-4
  15. Ursula K. Le Guin, "The Question I Get Asked Most Often" p 274, The Wave in the Mind, ISBN   1-59030-006-8
  16. "Dragonlance homepage". Archived from the original on 4 March 2006. Retrieved 2 March 2006.
  17. Snow, Cason (2008). "Dragons in the stacks: an introduction to role-playing games and their value to libraries". Collection Building. 27 (2): 63–70. doi:10.1108/01604950810870218. For Dungeons and Dragons, both TSR and WotC produced additional settings that can be used with the core rules, two of the most popular being the magic-punk Eberron ... and the high fantasy Forgotten Realms Campaign Setting.
  18. "Most role-playing games draw upon a universe based in high fantasy; this literary genre, half-way between traditional fantasy ..." Squedin, S., & Papillon, S. (2008). U.S. Patent Application 12/198,391.