Posts Tagged ‘Worlds’

As has been mentioned previously, I took it upon myself last month to reread all fifteen volumes of Katharine Kerr’s excellent Deverry series – or rather, to reread the first thirteen books in preparation for broaching the final two. Reaching the end of a story you’ve been following since adolescence is always a precarious act: for any number of reasons, the potential for betrayal and disappointment is enormous. I won’t lie, internets. I was nervous. But despite those fears, the ending made me cry, the plot was skillfully was closed out, and I walked away with a feeling of profound satisfaction. Roald Dahl once wrote that “no book ever ends when it’s full of your friends”, and I’ve never felt this to be truer than in the case of Deverry, if only because the entire premise is one of reincarnated characters – as long as they keep being born, their stories will always continue. In final paragraphs appended to the glossaries and pronunciation guides of almost every volume, as well as in quick asides throughout the narrative proper, Katharine Kerr has adopted the voice of Cadda Cerrmor (as the last book names her) – a writer inhabiting modern-day Deverry who she credits as the ‘real’ author. It’s a small detail, but one which lends a wonderful balance to things. Through all its twisting timelines, the series is as much about the history of Deverry itself as it is the myriad lives of the characters, and by providing a glimpse of that country’s future, Kerr has imbued it, not just with a sense of lineage, but potentiality.

In that sense, there’s tremendous significance in the small details which help to close out the series. Though Branna’s invention of the spinning wheel and Neb’s discovery of germs might seem like small things when placed alongside dragons and the end of the Horsekin war, we still experience a little frisson of excitement on hearing them mentioned:  a recognition of the seeds of modernity, and an unshakable sense that Deverry is one of those rare worlds which keeps on turning even in the absence of a reader. Though there are battles, false goddesses and magic aplenty in Kerr’s series, we’re never fooled into thinking that the fate of all Deverry hangs on any one of them – or rather, if it does, then not in the traditional way.

The stock premise of epic fantasy – defeating the Dark Lord to save the kingdom – has always sat awkwardly with me, if only because it so often comes to feel as though the world in question only exists as a setting for that one battle, and not as a realm in its own right. Tolkien, as always, gets something of a free pass for having invented the trope, but even in his case, the whole point of Middle Earth’s elaborate backstory is that everything has already happened: the climactic battle with Sauron is literally the last hurrah of a world in decline, a handover between a magical, imagined past and our own, human future. But where Tolkien was fully cognisant of the shape of his own story, many subsequent authors copied his pattern without, perhaps, a full appreciation for its consequences. Ultimate confrontations with ancient evil are fine, to be sure, but they don’t lend much to the idea of a world which, left to its own devices, will just be a world: one where good and evil are intermingled in everyday human activity, rather than being the sole province of warring gods and their acolytes.

The different cultures and races present in Deverry, while seemingly cast in traditional molds – humans, elves, dwarves, dragons, shapeshifters and hordes – are each dealt with in respectful, original ways. Though the elves have long since lost their fabled cities and are reduced to living as nomadic plainsdwellers, Kerr doesn’t fall into the trap of making their previous civilisation a perfect one, even though we still mourn its loss. Rigidly maintained caste systems and a fearsome body of magician-priests stood side by side with beautiful architecture and advanced magics, contrasting sharply with the comparative egalitarianism of their nomadic descendants. Though an elven royal family has been maintained even down the long years of exile, it has never held any special power, being more a ceremonial acknowledgement than anything else. As the elves grow settled again, reuniting with their lost colonies and living openly alongside humankind, there’s a sense of genuine loss: not just for the end of an era, but in the slow, encroaching return to their old monarchy, as Prince Dar becomes increasingly important in response to the Deverrian respect for kings.

At the other end of the scale, the Horsekin and Gel da’Thae, while cast as the villains both historically and in the more present struggles, are never reduced to the role of bogymen. Though undeniably savage in parts, their culture is whole and internally consistent, and as much damaged by their past actions in some respects as was the elven civilisation they destroyed. The bard Meer is a beautiful example of this, not only because he’s a genuinely compelling character, but because his blind devotion to false  lore confronts us with the damage that results when knowledge is lost or destroyed, or when actions are undertaken in ignorance. To a greater or lesser extent, all the cultures of Deverry suffer this particular affliction. Records have been lost, oral traditions have become mired in half-truth, and the steadfast commitment of one character or another to their chosen way of life is always threatened when they encounter other cultures. Just as the shapeshifting Drwgi contrast the dwarves both elementally and in terms of identity, so too do the differing human communities – the free, isolated families of the Rhiddaer, the feudalistic Deverrians and the democratic yet slave-trading Bardekians – contrast each other. Though some practices and thoughts are held almost universally in contempt or esteem, there are always exceptions. Despite what the characters might believe, nothing is fixed.

This sentiment comes out particularly in how the series handles religion. Just as Raena and Rocca, devout priestesses of Alshandra, display pure, heartfelt faith in a being who, unbeknownst to them, only ever pretended to be a goddess, Meer’s trust in his sacred traditions provides a sharp counterpoint to the faith of Deverry men and women, whose deities, if not actually malevolent entities in disguise, were still only ever a product of belief, and not the other way around. Though the only true zealots we ever encounter are devotees of either Alshandra or Aranrhodda, we’re nonetheless forced to ask ourselves why we find their beliefs so discomforting. It’s not just the content of the rituals which matters, nor even, to a certain extent, the violence with which those beliefs are pursued. Rather, it’s our knowledge of whether particular beliefs are true, beneficial, benign, false and/or hostile which ultimately shape our reactions. The dweomer of the Light is both true and beneficial- representing the great Light that shines behind all the gods – while the worship of most established deities, if ultimately false, is still benign. Aranrodda’s worship is equally false, but hostile, concerning itself with vengeance and malfeasance; the same is true of Alshandra, but to a much greater extent. At the far end of the continuum is the dark dweomer, being both true – the actual counterpoint to the Light – and hostile in its practices. As Deverry is a fantastic place, we are in a uniquely objective position when it comes to passing such judgement on the beliefs of other people. In the real world, of course, things are never so simple – but then, the people of Deverry are all real in their own minds: they cannot judge as we do, and so act largely in ignorance of truths they cannot possibly know.

Sexuality – particularly as relates to feminism – is another main theme of the books. Though there is no one definition of strength, many of the strongest characters are female, almost all of whom must struggle to follow their own desires in opposition to various cultural demands. A throwaway Cadda Cerrmor line in one of the later books, noting that the stories are set in a time before women learned to control their pregnancies through the dweomer, pointedly underlines the reality of life without contraception. If the series can be said to contain a dearth of women who are willing mothers, this is only because we’re witnessing a society in which willingness has absolutely nothing to do with motherhood, even for those who embrace it. Lacking any control over their own pregnancies in a society where producing heirs is paramount, women have children as a matter of course: not only is doing otherwise almost impossible, but wanting to remain childless is unthinkable. By focusing on women who actively challenge this mentality, Kerr might seem to modern women, who have a choice in childbearing, to be pushing an agenda: but in fact, she only demonstrates the process by which they came to have that choice. However we might judge a character like Dallandra, for instance, we cannot help but be pierced with rage and sympathy at the plight of Bellyra, a fiercely intelligent queen driven to suicide by a combination of royal imprisonment, a well-meaning but careless husband and, significantly, post natal depression.

Though possessed of original magic, brilliant characterisation and memorable storytelling, in the end, it’s the worldbuilding, history and cultural commentary I love most about Deverry. By creating a world with a unique sense of its own past, present and future, Katharine Kerr has succeeded in building a real place – a sprawling, fascinating realm adjacent to our own, and made accessible through the mother roads of mythology, imagination and truth.

There’s an interesting post by Matthew David Surridge over at Black Gate about defining epic fantasy, and an equally interesting response by author N.K. Jemisin. Being as how this is a subject near and dear to my heart, I can’t help but contribute some thoughts of my own. Surridge concludes his article with the following definition:

“An epic fantasy is a very long and fundamentally serious story set mostly or entirely in a fantastic secondary world, typically defined by the existence of magic and often fleshed out with maps, appendices, and other paratextual devices; it’s usually an encylopedic, stylistically direct, structurally uncomplicated story in which characters notable for their active agency combat a defined evil, often by forming an alliance, and generally are involved with a world-transformative event.”

It’s a comprehensive definition, and the article itself makes some very good points – and yet, I can’t quite bring myself to agree, because the more I think about it, the more it feels like a definition of one particular type of epic fantasy, and not the genre as a whole. To begin with, I’d like to consider Surridge’s suggestion that epic fantasy is fundamentally serious: that the world and story cannot be comedic. At first glance, this struck me as a reasonable requirement – until I remembered Redwall, a lengthy series of books created by the recently deceased Brian Jacques. Given that Surridge is willing to include William Horwood’s Duncton Wood in his epic canon – which, insofar as animal protagonists are concerned, falls within the same thematic territory as Redwall – Jacques’s work becomes a very interesting test case. For starters, and perhaps most importantly, it is indisputably aimed at young adults. One thing never discussed as part of Surridge’s definition was whether a series should be excluded on the basis of being YA, presumably because most people consider the answer, whatever they think it is, to go without saying, and perhaps also because, if we accept his requirement (I don’t) that epics be not only written in trilogies at a minimum, but trilogies with a combined minimum wordage of 250,000, then most YA books are automatically disqualified.

But Redwall, which runs to more than 20 stories set in the same world, is a definite contender. The vast majority of novels feature overlapping characters – that is to say, characters who appear in more than one book – and at least four whole volumes are dedicated to the lives of historical characters whose exploits underpin the mythology of all later adventures. Paratextual elements abound in the form of poetry, songs and maps. The crisis and conflict of each book is always a world-transformative event, the evil is always well-defined, quests are quested and alliances are most definitely made. And yet the series is also defined by its humour. The hares of Salamandastron, who count among the fiercest warriors in Jacques’s world, are innately comical creatures, affecting the mannerisms and speech patterns of the British aristocracy to such a degree that many of them, sans the fact of their species, wouldn’t be out of place in a P.G. Wodehouse novel. Though the lead villains are always dastardly, their vermin armies of rats, ferrets, stoats and foxes are equally as prone to slapstick and fearful blubbering as they are to ruthless brutality. Comedy is built in to the bones of Redwall, not only as a means of softening characters and concepts that might otherwise be too frightening for younger readers, but because Jacques actively chose to write stories that were equally as capable of eliciting laughter as they were tears.

Beyond the comedy question, and with an eye to further unpicking the Black Gate article, Maria V. Snyder’s excellent Poison Study series stands as strong contender for the notion of YA epic fantasy – as, quite arguably, do the works of Tamora Pierce. But rather than build my definition only in accordance with existing titles, I’ll stop here and consider the question in abstract. The one aspect of Surridge’s definition with which I wholeheartedly agreed was the requirement that epic stories be set either mainly or entirely in a secondary world, one which is frequently (but not necessarily) typified by the presence of magic. In fact, I would go so far as to make it the starting point for my own definition, minus his clarifying remark that most such worlds are similar to medieval Europe. But in order to do that, I must first ask a different question: what are the other fantasy genres, and how are they different from epic? Surridge makes passing mention of heroic fantasy and gritty fantasy, and high fantasy is certainly a known term, but all of these share the secondary world qualification, and having chosen that single factor as a building block, I’ve brought myself to a place where any novel can constitute epic fantasy, regardless of scope, focus or direction, provided it belongs to a secondary world.

This makes for a helpful starting point: nothing more. Because, as tempting as it might sometimes be to have done with the whole question of fantastic subgenres by autocratically declaring everything set in a magical, non-earth world to be epic fantasy, with any other label like heroic or gritty relegated to the nomenclature of individual taste, doing so would be both an oversimplification of epic (hah!) proportions and a gross unfairness to writers who want to find their own, distinct use for secondary worlds. Were I to stop now, for instance, Catherynne M. Valente’s breathtaking Palimpsest would end up categorised as epic fantasy, which it isn’t. And here we encounter the real crux of the matter: a dilemma I’m tempted to refer to as the shelving problem. As things stand, even specialty SFF bookshops will have very few sections, despite the large number of admissible genres. Fantasy, SF and Horror will be honoured with their very own shelves, as, increasingly, will Paranormal Romance – though since coming to the UK, I’ve seen more than one bookstore boasting a Dark Fantasy section, which seems to be a rough equivalent. But the thing about shelving books is that, regardless of content, you cannot put them in two places at once*. Obviously, this is a stricture that applies only in the physical world, and not to definitional debates. And yet, when we think about genre, there is a tendency to behave as if the former principle – the shelving problem – is still the most important consideration; as though, in shaping our notions of genre, we must establish our definition after the fashion of international borders, trying to control not only what goes in, but what can be taken out.

This is not an entirely illogical endeavour, as shown by the above flirtation with an exclusively secondary world definition of epic fantasy. Cast the net too wide, and you end up trying to argue that black is white just because homogeneity is easier to describe. But by the same token, the borders of genre cannot be rigid things. Enforce them too stringently in accordance with too specific a set of principles, and last week’s debate is the inevitable result. Because ultimately, the most common conventions of genre should not be mistaken for the genre itself. The fact that many epic fantasies run to multiple volumes and hundreds of thousands of words, for instance, does not mean that length must be a defining characteristic of epic fantasy. To steal from scientific parlance, that is an instance of confusing correlation with causation. Definitions should not hinge on establishing what is most common; rather, they should ask what is most indispensable.

And so – tentatively, as I am not a perfect, all-seeing, all-tapdancing omniscient – I would suggest that epic fantasy can be defined by the following conditions:

1. Any story which is set, either mostly or totally, in a secondary world; and

2. Which is concerned, either mostly or totally, with the politics and/or history of that world; and

3. Whose arc and resolution, either mostly or totally, involves the use of either magic or technology specific to that world; and

4. Whose characters, either mostly or totally, are instrumental in bringing about the conclusion.

Of all those points, the one I’m least confident in is 3. To my knowledge, I’ve never read a fantasy novel that lacked for magic of some description, or whose fantastic elements weren’t justified by some type of mythic, unobtanium-fueled or genius-dreamed technology. However, that is not to say that such a novel is a thematic impossibility, and if one was written that still met the criteria for 1, 2 and 4, I would be hard-pressed not to term it epic fantasy. For me, the question of whether magic is a necessary component of genre lies right on the borderland between a common characteristic and an indispensable characteristic. For now, I’m working with the assumption that it’s slightly more the latter than the former, but in the end, given that the act of creating a secondary world is automatically an engagement with the fantastic, regardless of whether that world functions exclusively according to the laws of Earth science, I could be persuaded otherwise.

So, that’s my two cents. What’s yours?

*Unless you’ve got multiple copies, but that’s not really the point.