Ergodica: House of Leaves, Puzzle Boxes, and Experimental Literature

When I first heard about House of Leaves, I was excited. People told me it was maddening, mind-bending, the kind of thing meant to unhinge you from reality, using everything from metanarratives to typography to convey the insanity of its eponymous house. The book was meant to be a labyrinthine book about labyrinths, a story whose format was part of the narrative. That idea, that the form of a story could be part of the story, a kind of origami flower that opened as you read it, opened up new horizons in my imagination.

Then I sat down and read House of Leaves.

I couldn’t finish it. There was typographical trickery galore and some really tremendous 71vmj-9dzylpieces of metanarrative, but Johnny Truant’s invasive footnotes, evocative of someone else’s mind invading the story, had no substance to them, nothing that fit together with the dry scholarly passages about the Navidson Record and the drama of the expeditions into the heart of the house. And that’s my main critique of most of the book: these fantastic, inventive typographical tricks didn’t come together as a cohesive whole to evoke the story it was telling. Instead, it ended up as mostly white noise, a bunch of jigsaw pieces glued onto a very compelling nucleus, the house, whose borders and boundaries can’t be contained in space, time, or (potentially) the book itself.

In the end, what made me put down the book was sheer disinterest. It hurts the narrative flow to include the kind of ergodic lit puzzles that House of Leaves throws out: reading upside-down and slantways, combing through footnotes and inlaid text boxes, reading pages with only one word on them, following margin-notes (ala Ship of Theseus). But I would gladly read a book that uses all the same tricks as long as I felt like it was all adding up to something. I didn’t give a fuck about Johnny Truant and his drug-fueled casual sex episodes. About halfway through the book, I realized that all these strands were a mess, not a tapestry, and it sucked my resolve to keep navigating all the puzzles.

61vy5clgs5l-_sy344_bo1204203200_ A good counterexample of a piece of experimental literature that did its job well is Trillium, the graphic novel with Jeff Lemire. It takes a lot of skill to make a reader just flip a book upside down, but Trillium gave an amazing narrative reason to do just that: at one point in the book, the narrative splits into two parallel universes, and so the panels are actually running parallel to one another, but flipped so you don’t read both timelines at once. This makes you focus on one at a time while also getting little peripheral glimpses of what’s to come. It’s genius, and it works because it’s coherent, intuitive to navigate, and grounded in the narrative. You know why it’s happening, how to read it, and what it means for the story.

House of Leaves may read like Harry Plinkett’s jigsaw puzzle challenge, but it still did something original and tremendously thought-provoking by giving an idea of what ergodic literature could do and be. The very idea of it inspires me, and despite the frustrations and disillusionment, I wanted to do something like it. But there were three things to keep in mind if I was going to fool around with ergodic literature:

  1. The structure and format of the story would have to be grounded in the story
  2. The way the reader navigates or decodes the text would have to be intuitive and immersive, meaning that it was easy to grasp and brought people deeper into the story
  3. The structure and format needed to have a good flow, making it easy to jump in and out of

I came up with the idea of a “corpse” book, a story that was physically split into six separate books, like a torso with the limbs severed off. It would be, in practice, a constellation of short stories that illuminate a central novel, all united by invisible threads. You would start with all of the books, beginning by reading the central book, the torso, but periodically follow the narrative into one of the other limb books, then return. Each of the limbs would shed more light on the central book, but would be its own contained story and narrative.

The idea? Create a story about immortality, truth, and godhood whose structure and interconnections would mirror the Kabbalah Tree of Life and the Sephiroth, and whose story has to be unlocked like Hellraiser’s puzzle box, one piece at a time.

occult triangle lab sketches
Corpse book: central book in center, limb books in periphery

To be continued…

The Crownless King

‘The crownless king’ is a necromantic concept I’ve had in my head for a couple years now, waiting to be woven into a story. It’s meant to be an honorific, a title, an honor. It came partly from Kabbalah, from the Tree of Sephiroth: the highest sephirot is Keter, the Crown, which is equated with the head of God, the King of Creation. 

The ‘crownless king’ came up in one story, but the draft was never finished. The story was about chiromancy, the magic of altering and manipulating the human body. Here’s an excerpt from the story, which deals with the concept.

Let me know what you think in the comments.

— Chris

###

Samal looked down at the bailing knife in his hand, held it up to the light, and tilted it. He held it out to Iz.

“Hold this.”

One by one, he began unbuttoning his coats, jackets, and shirts, until the illuminated, tattooed skin of his chest was bare. When he was finished, Samal sighed.

“When I was growing up, there were seven hallmarks to a wizard: a name, a song, a card, a craft, a hand, a tongue, and tired feet. For Muzin, there were tattoos added in.”

Samal made eight points on his chest with his fingers, each one touching a different star. “The eight points of the world, the eight ports…the seven hallmarks and the tattoos show you’re bona-fide.” Samal shook his head slowly. “Real bona-fide wizards don’t die.”

Iz was staring at him. Samal could see his mind working.

“I’ve seen friends of mine take a bullet to the lung and keep laughing. One of them walked out of a hostel without his jaw. They knew the amount of blood in their bodies down to the thimble, and they could weave muscle faster than yarn. The only way to get seven hallmarks was to be a stitcher, bones, blood, or tissue. Now we’re back to just that. There’s only one hallmark left now, and it’s the crownless king. You ever heard of the crownless king?”

Iz shook his head slowly. The knife was getting tighter in his hand. Samal put both hands on his head.

“A crownless king is when you can take away a person’s head, sever it from the spine, and the person doesn’t die. They don’t drain blood, they don’t need air, they don’t eat food. Their body is perfect, no matter where you cut it. There have been twenty-two crownless kings in our age. My teacher was one of them.” Samal nodded to Iz. “Now, I’ll show you how to harvest muscle.”

Samal pointed at one of the stars on his chest. “You’re going to open me from the north to the south star. Half an inch deep. That’s this much.”

Samal held up a half-inch between his thumb and forefinger.

“If you cut too deep, it won’t matter to me. Just take your time.”

Iz’s body stiffened up, and his shoulders rose, but he didn’t say anything. His neck jerked to the side, then his arm, all the way down his body, like a puppeteer tugging on each joint. Then he stepped forward with the knife. With careful precision, he laid one hand on Samal’s chest and inserted the blade into the skin. With steady pressure, he dragged the tip down Samal’s sternum, watching the tip of the knife with rapt attention. Samal could feel the cold sensation of metal parting the skin, and almost shivered at the smoothness and ease: either Iz had a practiced hand at carving, or he was half-asleep.

Then it was finished. A thin line divided Samal’s chest, cutting the tattoos in half. He took the knife and made two more long cuts, perpendicular to the first, creating a tall ‘I’. He peeled back both wings of skin and revealed the wet, red muscle of his chest. Iz stared like was looking toward the horizon.

“No blood,” Iz said softly. “None of it’s spilling out.”

“It’s hemostasis. Instant clotting, and the rest flows along the flesh like a magnet. You did a good job, too. Half-inch.”

Samal sighed, and the muscles bulged outward with his diaphragm.

“You have to be careful with this, especially in the cold. All the heat escapes, and diseases can get right into the flesh. You have to be very careful.”

Samal reached in and made two incisions on either side of a length of muscle, about three inches long. With the tip of the knife, he lifted out the strand and set it in his other hand.

“When you’ve got a body like mine, it heals very quickly, but I have to eat food, drink, and rest. I’ll get this strand back in two days. Now, bring me your bowl.”

Iz brought him the little bowl of water, and Samal set the strand of muscle in it.

“You’re going to grow this strand, just like my body will grow it. I’ll give you the powder, and you sing to it. In a few days, it’s going to grow into a sheet. When it’s ready, you can start using it again. And when you’re finished with the skull, I’ll show you how to harvest your own muscle.”

Iz took the bowl. “How long did it take your teacher to become a crownless king?”

“It took him eighty-two years, I think.”

“Is he still alive?”

Samal bit his lip and exhaled through his nose. “No.”

“What killed him?”

“He killed himself.”

Worldbuilding: Morrowind and Vvardenfell

Back in 2012, I was sitting with a group of fantasy writers at a conference in Seattle. Everyone had begun rolling off their favorite authors, and soon there were choruses of ah, yes and mmm. I just sat there silently with a glass of ice water. Most of my writing career had been a conscious detour around names like Robert Jordan, R.A. Salvatore, and Terry Brooks. But despite being the biggest cynic at any given table, I still love fantasy. So when everyone was finished gushing, I put in my two cents. And what I was saying, in effect, was “I don’t care where you get it. Get ‘Morrowind’ tattooed somewhere on your body.”

World-building is one of those things that set fantasy and sci-fi authors apart from any other writer: it asks for the skills of a cartographer, meteorologist, folklorist, geologist, linguist, political scientist, economist, and ecologist, then brings it all to bear on a story. Morrowind employed all of that to characterize the continent of Vvardenfell. And it’s one of the few pieces of fantasy I really believe in.

For those who haven’t heard of it, Morrowind was an award-winning, open-world fantasy game released in 2002 for PC and Xbox. There’s been a recent upsurge of people claiming that video games should be considered a form of art. I’m not here to argue for or against that. Over the course of my life, I’ve bought a little over a dozen video games, and I’ve only finished about three. But there’s a point where something brings so much to the table, so much imagination and depth, that it deserves to be studied. The greatest point in its favor, besides being a fully developed world, is that Morrowind avoids the conventions of the genre and reminds you that this is fantasy, where the horizons are endless. If you’re not a fan of video games, you don’t need to be. You just need a legal pad and a pen to take notes.

So let’s talk about world-building.

The geography of the continent of Vvardenfell is tremendously diverse, and right off the bat, that’s a good thing—mainstream fantasy is dominated by the shadow of medieval Europe: huge tracts of forest, grassy countryside, and snowy mountain ranges that conveniently divide kingdoms along their bases. The climate is almost always shades of England, except maybe an ‘exotic’ Caribbean tropic region or a ‘faraway’ Middle East or China analogue.

Vvardenfell, however, unifies a whole range of climates and landscapes into one cohesive setting. It’s a volcanic island with ash-blown badlands surrounding its mountain, wet jungles on the west coast, vast grazing lands in the northeast, and a fertile archipelago in the south. In each region, there’s a specific set of animals, landforms, and plants that characterize it, just like real biomes. In the Ascadian Isles archipelago, the tiny, scattered islands mean predatory, salmon-like slaughterfish and island-hopping, either by swimming or boat. In the long lava canyons around the titanic Red Mountain, ash storms can create white-out conditions, making it easy to get lost and even easier to be ambushed by the tribal Ashlanders (and the god-forsaken cliffracers).

All of this demonstrates that it’s possible to create a varied, fascinating landscape for your stories, giving your reader more than just backdrop, but immersion. Travelling through Vvardenfell was one of the main attractions of the game, and crossing the continent was a story all in itself: walking under mushroom trees and through wastelands of standing stones made you feel as if you were on an adventure. There was a sense of Vvardenfell’s desolation, danger, and beauty, and a good portion of your time could be spent just appreciating it all. This kind of care put into a setting ignites a reverence for the world and an investment in the story.
Geography also enhanced Morrowind’s culture: instead of making different regions into cookie-cutter cultural blocs, giving the Ascadian Isles people one token set of beliefs, the Bitter Coast people a totally different set, and so on, the whole continent had a strong sense of identity. The Dunmer, the elven residents of Vvardenfell, are the same curt, xenophobic, tradition-focused race regardless of where they live. Cultural diversity is fantastic in a setting, but it’s also interesting to see a single race adapt their way of life to different lanscapes and still retain their customs and heritage; it gives them depth and durability.

That being said, Morrowind is spiderwebbed with deep divisions: there are three Great Houses in Vvardenfell, representing three very different sides of the Dunmer people. House Telvanni, which controls the northeast part of the continent, is almost a rogue state: it annexes territory secretly and often abandons treaties when it suits them. Most of the power in the House is held by wizard-lords, who live in elaborate mushroom towers and hold huge slave populations. House Redoran is built around preserving the ancient Dunmer heritage, and heavily resembles samurai in their devotion to honor, proper behavior, and adherence to a warrior code. They are also the most pious House, with a close partnership with the Dunmer religion, the Tribunal Temple. House Hlaalu is an interesting beast: made up of the merchant class, the House has embraced a more pragmatic and tolerant view of other cultures because of their trading practices, but their facade masks close connections with the criminal underworld and the highly racist Camonna Tong gang.

The Great Houses offer an alternative to the usual plots of political intrigue. Instead of fighting over an emperor’s throne, the Houses are in conflict with one another over territory and resources. They are not separate countries; on the surface, all of them are loyal to Vvardenfell’s godking, Vivec. Outright war is never declared, trade is never cut off, and members of different houses are free to move through one another’s territories, but everyone on the street knows that spying, closed-door negotiations, and even covert raids are taking place on a regular basis. Expansion is the prize.

If tensions rise too high, the Houses have a ritualized form of warfare: they call on an impartial organization of assassins, called the Morag Tong, to kill members of other Houses. The interesting thing is that this kind of murder is a legal and open practice. At the scene of an assassination, the Tong member can show an Honorable Writ to demonstrate that he is a legitimate combatant, and according to the rules of warfare, no one can punish or capture him.

What this adds up to is a highly diverse but coherent set of conflicts, contained within one continent and one people: the Dunmer have a shared history, a shared faith, and a shared homeland, but the Great Houses divide them along ideological, economic, and cultural lines. The best part is that the Houses are fighting for their constituents—it’s the common people’s interests and beliefs that drive them. The battles are over slavery, adherence to tradition, or settling new lands, so the politics and intrigue are more akin to a Malcolm X rally than a Richard the Third-style genealogy map.

Then there’s the economy. Economics is not money. It’s what people are eating, how people are employed, what people make their houses out of, who makes the boats, and who rises to power. It all depends on the flow of materials, educated craftsmen, and influence. Every reader of Dune knows the old saying about the spice and the universe.

The economy of Morrowind can be broken down to four things: kwama, saltrice, mining and smuggling. Kwama are like giant domesticated ants, which live in extended burrows and produce eggs, which are then harvested and sold as one of the main foodstuffs of the continent. Saltrice is a common crop raised by farmers, and serves a purpose similar to flour. Mining consists of ebony, precious gems, and volcanic glass, all of which come from the volcanism of Red Mountain. Smuggling is endemic throughout the island, with coasts dotted by caves and secret docks, and offers a way to transport goods at lower prices. With these four elements alone, you have a blueprint of Dunmer society.

People need saltrice and kwama to survive. “Miners” need to be employed to work in the kwama tunnels, and farmers need land to raise saltrice. So cities like Balmora grow up near the kwama mines, where many people are employed as miners. Slave plantations are created for saltrice, creating a whole tradition of slavery in the Dunmer culture. Beasts of burden, the dinosaur-like guar, become domesticated to transport these goods, which mean there are guar breeders and guar thieves. Meanwhile, the families who control the ebony mines are growing rich from exporting it, and with their money they’re funding their Houses, which use the money to arm their soldiers and improve their cities. Because of this, Houses become dependent on the expansion of their mines. At the same time, smugglers are importing and exporting goods underneath the nose of the government, creating a whole underground market of low-cost goods for the poorer villages and fostering criminal elements near the coasts. Anti-government sentiments are created, and the coast becomes an anarchical Wild West. Every world should have an economy this dynamic, this exciting. All it takes is some farmers, miners, and smugglers.

But there’s something even more exciting: religion. Morrowind’s Tribunal Temple is a great model for a theocratic state and a living religion: Vvardenfell is ruled by the Tribunal, three earthly deities who have delivered the Dunmer people from demons, droughts, and invading races and live in giant palaces throughout the land. There’s a whole series of books and shrines inside the game that detail the chief god Vivec’s historic travels and saintly acts, which range from reviving the Dunmer with his tears after horrible ash storms to working as a beast of burden in a field to help a poor farmer. He and his Tribunal are living heroes to the Dunmer, and serve as the de facto rulers of the continent.

What makes this unique is that this religion lies at the heart of the Dunmer: their history is tied up in it, their heritage is tied up in it, and the rule of Vivec is an earthly one. Vvardenfell is, to the eyes of the Dunmer, the living kingdom of God. It’s also a land where the divine enemies of the Tribunal, collectively referred to as the House of Troubles, spawn monsters, summon earthquakes, and spread madness, so the Tribunal Temple is also a holy army and a bulwark against destruction and chaos. Religion in most fantasy settings is usually some reflection of the Christian religion: unseen divine powers surrounded by a far-off and highly elaborate Church. In the common lives of people in those settings, religion is either absent or an oddity that sets someone apart. In Vvardenfell, the Dunmer religion is woven into the communities and the daily life of its people, in the same ways that make religions like Islam or Buddhism so fascinating. It’s also part of a war for their survival, their lands, and their way of life, fought against demonic forces and foreign races.

But all of this barely scratches the surface. Morrowind had, by far, one of the most alien fantasy settings I’ve ever seen: giant, magical floating jellyfish were raised for leather, men riding twenty-foot-tall fleas ferried you around the continent, the Redoran capital was built inside the carapace of a huge, extinct species of crab, and the scattered, bizarre Daedric ruins were the epitome of H.P. Lovecraft’s vision of non-Euclidean architecture, complete with unpronounceable names like “Ashalmimilkala.” It was wildly imaginative, but all of it had such a strong internal logic that it made the mushroom trees and jellyfish leather seem natural. Everything was so tightly woven that you couldn’t help but believe in it. So, if you’re committed to building an engaging, unique world for your stories, look it up. The more you learn, the more you can hear it whispering “This is what you came for. This is fantasy.”

And that Morrowind tattoo starts making more and more sense.

The Occult Triangle Lab Review: The Eye of the World by Robert Jordan

wot01_theeyeoftheworldLet me put something in perspective.

If you read Neuromancer, you remember the surreal paradise of Straylight, the space station Case and the crew travel to. You remember McCoy Pauley, the “Flatline,” his accent, and his bizarre dead man’s laugh. You remember the sequence when Case jacks into the matrix to take on the T.A. AI. And if you’re like me, you remember the last line, “He never saw Molly again.”

The entire story of Neuromancer took place in 270 pages. All of its minutely detailed worldbuilding, its revelations about Riviera and Wintermute, and Case’s struggles to get over Linda Lee are encapsulated in those 270 pages.

Page 270 is where I stopped reading The Eye of the World from sheer disinterest. There were no characters I cared about, no aspects of the world that captured my imagination, and nothing in the plot that made me keep turning pages. In the space of 270 pages, the same length that entire masterpieces of fantasy/sci-fi have been written, nothing of substance had even appeared to give me a reason to finish the book.

Let’s go deeper here.

Wizard of Earthsea. If you read the first book in the Earthsea series, you know Ged becomes Ogion’s apprentice, travels to Roke, stays a year in Kurremkarmerruk’s tower learning runes, builds a rivalry with Jasper, unleashes a gebbeth on the world, fights a clan of dragons to a stand-still, finds the Ring of Erreth Akbe on an abandoned sandbar, and travels to the end of the world to confront his own death in 183 pages.

The Fellowship of the Ring. By page 200 in The Fellowship of the Ring, Frodo and his friends have already made it through the Old Forest, the Barrow-Downs, and the encounter with the Ringwraith on the road. They’ve encountered Elves on their travels, watched Bilbo disappear, and Frodo has learned about the diabolical nature of the Ring and the stakes of destroying it.

In 270 pages or less, each of these stories accomplished what Eye of the World did not: present an engaging cast of characters, the beginnings of an interesting, well-paced plot, and  a reason to care about any of it. You could say everyone’s tastes are different, and that if I didn’t like it, that has everything to do with me and little to do with the story. As a writer, I disagree.

To borrow from Harry Plinkett’s Star Wars prequel reviews, a litmus test that every character in fiction should be able to pass is to have someone describe them without explaining their appearance, their job, or role in the plot of the story. What’s their personality, their character? What do they want, and what drives them as a person? Taking a step beyond that, are the character’s desires or goals driving the story and their actions in it? What will they get at the end of it all, what’s their “payoff”? All of these are roundabout ways of saying “Why should I care about this story and what happens in it?”

I couldn’t answer any of these questions about the characters or the plot of The Eye of the World because, as in most D&D campaigns, the story lurches forward because The Plot requires it to. This isn’t a story about people struggling for something, this is a puppet show. Set on a pair of rails, the characters have to play along with no agency and no motivation beyond staying alive, nothing personal at stake.

I’ll make a note here about Egwene, who develops the desire to become an Aes Sedai after Moraine reveals her ability to channel. Egwene has a personal stake in getting to Tar Valon: she wants to become special and learn the extent of her abilities. But Egwene’s presence on the journey to Tar Valon is so incidental, so badly rationalized as “a part of the Pattern,” that it renders her whole role in the plot moot.

But what frustrates me almost as much as the characters and plot is the insistence on the part of fans that The Eye of the World represents good, even great worldbuilding. As I’ve said before, good worldbuilding has very little to do with depth or complexity and everything to do with how it immerses readers in the story at hand. Looking at H.P. Lovecraft’s Mountains of Madness, the overwhelming detail of the expedition’s gear and supplies ends up grounding you a scientific mindset that makes everything afterward, from the frozen city to the ice to the shoggoths, all the more credulous and frightening. Instead, The Eye of the World alternates between spending page after page describing mind-numbing, mundane  medieval farming life and reeling off long expositions about this world’s history and lore, the most egregious example being Moraine’s recounting of the heritage of Edmond’s Field. There is nothing immediate and applicable about these details, like Neuromancer’s complex descriptions of the technology Case is using, and nothing vivid and interesting that reminds me I’m in a fantasy world, like Case’s wanderings through Night City.

Someone might argue that Jordan’s writing, the prose of the book, is what makes everything hang together. I read 1100 pages of Neal Stephenson’s Cryptonomicon almost on the strength of the writing alone. If anyone sits down and compares the writing in Eye of the World to a random chapter in Cryptonomicon (even the one with the Captain Crunch), the difference in sheer vividness will be immediately clear.

So, to sum it all up: I don’t think The Eye of the World is a good fantasy book.  I don’t think it represents what fantasy should be, or what a book should do. If it can’t give me one good reason to keep reading it in the span of pages that other books have told entire stories, I think it’s safe to say that it’s not a good book overall.

[Stands up, pushes chair back]

I’m going to go back to my triangles now. Let me know what you think below in the comments.

The Occult Triangle Lab Review: Cryptonomicon by Neal Stephenson

816Nobody needs me to say that Cryptonomicon is relentlessly witty, written with wonderful, vivid prose, immersed in layers of fascinating concepts and technology, and absolutely vertigo-inducing in scope. These are all the elements that kept me coming back, despite the book having a page count higher than War and Peace. I just wish that there had been a plot to hold all of it up and make it into a coherent story, rather than a series of interesting digressions.

60% of the way through the book, I found myself aggressively skimming chapters, looking for keywords: The Crypt, Arethusa, Waterhouse, The Dentist, Root, Wing, anything that signaled that something significant was happening. But the book is directionless in the most essential way, with all of the beautifully rendered subplots either tapering off or limply hanging together on a single nail, which ends up being the cache of gold. Bobby Shaftoe is a notable exception here, but his death just begs the question: what does all this add up to? How do all these characters, all these lives, all these small stories, add up to something significant? And the answer ends up being a shrug.

So the loving detail given to elements like Ordo and Pontifex ends up feeling like indulgence. I put a lot of thought into the mechanics and minutiae behind the magic systems and worlds in my stories—I wrote an entire article on this blog about data compression, binary code, and metaphysics to help flesh out the idea of “true names” when used in magic, so I’m familiar with the thrill of discovering the depths of nerdy esoterica. But at the end of every one of those esoterica-based articles, I feel compelled to write a disclaimer: this is not what makes a story good. Well-written characters, emotional stakes, and strong plotting make a story good.

Compare that to Cryptonomicon, where there’s an appendix that explains the modulo 26 Pontifex encoding system in detail. It’s a story element whose only function was to confirm what Randy already knew: that his computer was under surveillance. But damn it if we don’t follow Randy’s entire decoding process, and then get a special primer at the end of the book on how it’s the coolest, most practical way anyone can encode messages with a deck of cards. This is what frustrates me most about Cryptonomicon.

But I’ll say this again: I wish I could write half as well as Neal Stephenson. Every sentence has something to admire, respect, even drool over. The dialogue is fantastic, and the characterization is vivid enough for me to write psych evaluations and Christmas lists for the characters. But when it comes to a final judgment on Cryptonomicon, as a story, I just have to shrug.

RATING: 66.66666/100.00

Narcomancy: Morphine, Lucid Dreaming, and Binaural Beats

READ PART 1 HERE

If Captain Jack has taught me anything, it’s that sometimes you’ve got to dream a little dream. He doesn’t have much advice about how to build a magic system around dreams, though. N.K. Jemisin already uses the term ‘narcomancy,’ meaning dream magic, in her Dreamblood series, but after sketching out the magic system for the new story I’m working on, I found my narcomancy resembled William Gibson’s Neuromancer more than Killing Moon.

In a similar way to Case in Neuromancer, the narcomancers in my story operate by immersing themselves in an alternate reality and working from the inside. The reality in this case isn’t a Matrix, but a dreamscape that stretches across the world, with dreams and dreamers showing up as brainwave patterns, tuned to certain frequencies like bands of radio stations, each frequency representing a different stage of sleep—alpha, theta, delta, or REM.

I got the idea of imaging brainwaves as radio bands from Kevin Mitnick’s memoir, Ghost in the Wires, which explains (sometimes tediously) how he and many other hackers started out as ham radio operators. There was one repeater frequency, 147.435, that they called “the animal house,” a channel that was open for anyone to scream into, spread rumors, or meet random people. I liked the idea of tuning a radio into a certain frequency and hearing people’s dreams from all over the world, sort of like John Cheever’s The Enormous Radio. The idea for a worldwide dreamscape also came partly from Serial Experiments Lain, which touched on the Schumann resonance as a means to create a worldwide consciousness using the Earth’s magnetic field, then merge reality and the Wired into one. These ideas are really interesting to me, partly because they straddle the line between real scientific phenomena and fantasy.

The dreamscape, as I’m imagining it, can be visualized as having several different bands, or layers, each one corresponding to a different sleep stage:

dreamscape diagram

Part of the job of the narcomancers in the story is to find “bands” of dreamers in delta sleep and begin trying to trigger them into moving into REM sleep, where they can start manipulating their dreams. REM stage sleep is also known as paradoxical sleep, because it closely resembles the waking state of brain activity. It’s strongly associated with vivid dreaming, and it’s usually in this stage that you have real trouble distinguishing reality from dreaming.

REM stage sleep is also when a sleeper’s eyes begin to move rapidly behind their lids, hence the name: Rapid Eye Movement (REM). Imagining someone’s eyes moving hyper-fast, as if trying to keep up with thousands of flashing images, made me think of the mentats in Dune, who have a similar association with eyes. Their blue-tinted mélange-addicted eyes signaled their superhuman ability to think and process facts like computers, and in a similar way, I imagined  a sleeping narcomancer attaining an almost superhuman level of consciousness during REM, allowing them to deal with huge amounts of sensory input and making them able to pull off a performances.

REM stage sleep, like every kind of sleep, comes in cycles, with the brain diving and rising through the different stages several times over the course of one night. As the night goes on, REM stages become more frequent:

sleep-cycles

This brought me to another idea: sort of like a bank heist, what if narcomancers could only operate during their REM sleep, in 40-50 minute periods? It would almost be like a high that would wear off in time, forcing them to operate quickly, get in, play their music, and get out before their REM abilities wore off.

But there would have to be another hurdle for narcomancers to help distinguish them from regular dreamers: lucid dreaming. When I dream, it usually feels like I’m in a trance, like I’m watching myself doing things from somewhere slightly removed from my body with no real conscious control (Fun fact: sleep paralysis, a possible side effect of being woken up from REM sleep, often causes this same feeling, called bodily dissociation, also known as ‘having an out-of-body experience’). How could narcomancers, and musician narcomancers, hope to operate something akin to a mental DJ set when their mind isn’t working at top capacity? The only way to attain that kind of conscious acuity would have to be through lucid dreaming, where one would be able to recognize that they’re dreaming, then think and act as if they were awake.

To answer the question of how to attain lucid dreaming, I turned to 1980’s drug culture. Since the story was originally inspired by the rave-like EDM concerts of bands like Daft Punk, I turned to one aspect of rave culture: party drugs. So I invented a liquid, opium-derived product with a lot of similarities to morphine, which is apropos since morphine derives its name from Morpheus, the god of dreams. It’s also the kick-ass main character of Neil Gaiman’s Sandman series, but that’s another story entirely. Sezumi, this fictional drug, would have one new feature apart from morphine: it would allow lucid dreaming once it put someone to sleep.

But another aspect of narcomancy, one of the key elements of manipulating dreams, comes from a unique phenomenon that’s also connected to lucid dreaming: binaural tones. Caused by playing two high-frequency notes with slight difference in their frequencies, binaural tones are sine waves that cause the brainwaves of the listeners to begin to synch with the binaural frequencies, meaning that you can ‘tune’ your brainwaves to certain patterns, such as theta or delta rhythms. This would be tremendously useful for a narcomancer who has to move between different stages of sleep, but there’s another use for it that makes it the central skill of narcomancy when paired with lucid dreaming: synching your brain waves with the brain waves of dreamers, then manipulating them.

Consider it a very primitive form of hacking, to use the Neuromancer analogy again. While lucid and on your REM high (with a 40-minute window) you find a frequency band with many dreamers’ brain waves operating on that wavelength, then start using binaural beats to manipulate them into attaining REM stage, then fine-tune your brainwaves to match theirs. Once you’re on the same frequency, you’re the only lucid person around, while everyone else is operating on the subconscious level. From there, you can begin manipulate and shape the dreams into something like reality-bending art, using music as your tool.

 

Dreamwave: Fantasy Writing, Quantum Theory, and Daft Punk

Almost two years ago, Rolling Stone ran an interview with Daft Punk, who I’ve had an ongoing obsession with for the past five years. Before I started college, I had already built my own prototype of Guy-Manuel’s gold helmet. They’re triangulists after my own heart.

daft punk conspiracy illuminati

Besides sweeping the 2014 Grammy awards with Random Access Memories, the two are famous for the visuals of their ALIVE 2007 concert tour, playing live remixes from a 24-foot-tall aluminum pyramid covered in screens, flanked by giant honeycombed triangular panels that synched images with the music. ALIVE 2007 elevated kaleidoscopic sensory overload to an art form, and to be in the crowd, looking up at glinting figures enshrined in a monolithic pyramid of sight and sound, it must have been surreal.

At home in their Paris studio, though, Daft Punk showed the Rolling Stone interviewer another side of their work:

“He moves toward the room’s centerpiece: a massive modular synthesizer roughly four feet tall and six feet wide. “This is a custom system, new and handmade for us by a guy in Canada,” he says. Bolted into four dishwasher-size wooden cases are dozens of oscillators, noise generators and envelope followers; above these are Borg filters, Boogie filters, step sequencers and a vintage oscilloscope. Blinking lights, silver switches and 933 different knobs sprout from the facade within an overgrowth of red, gray and yellow cables…

Bang­alter shows me a little magic on the fly. He tweaks an oscillator on the massive synthesizer, and a piercing drone rings out. He drops to a knee, runs a cable from an output into an input, turns a knob a millimeter. Scratchy distortion musses the edges of the signal. He fiddles some more, and the drone flips into a hypnotic hiccup, then down into a mighty house-music thud. Bang­alter beams like a kid with a chemistry set.”

To me, there’s something magical about this moment in the article. To anyone who’s seen a studio mixing board, an old-school modular synthesizer, or even the exposed circuits of a motherboard, there’s something mystical about the person who has the knowledge to create wonders out of those hidden patterns.

And there’s something fascinating to me about the connections between music, mathematics, and reality. A couple months ago, I decided to write a story that would involve all three. It started, as most of my story ideas do, with psychotropic drugs: if listening to music on substances like LSD and MDMA transported your mind to a higher level of consciousness (as claimed in the 70s), what happens when your body gets used to that high? What happens to the people who are looking for an even higher level of mental ecstasy? Is there a way to get to an ever higher level than Timothy Leary’s Eight-Circuit Model of Consciousness? We’ve already gotten to a point that concerts like Tomorrowland and ALIVE 2007 have become surreal bacchanals, but there’s one step farther, one that takes you outside of reality altogether: dreams.

DREAMS AND BRAINWAVES

I wanted to write a story about two musicians who would play their music in a dream-city, sort of like the bathhouse from Spirited Away. Instead of spirits, through, the city would be filled with dreamers and ghosts. The two musicians would bend dreams into intense, nightmarish raves and push the limits until they finally came to ultimate transcendental state: breaking the barrier between reality and dreaming. But to build the framework of a story around these ideas, I had to figure out the mechanics. Here’s how my thoughts began.
There are patterns called “sinusoidal waves,” which you’re probably familiar with as regular sine waves, the rolling hills of an oscilloscope. There are also non-sinusoidal waves, which are more jagged or irregular, like a sawtooth wave or a square wave, or not smoothly repeating. But all kinds of waves can be expressed as graphs of points over time, and summed up by their amplitude, frequency, period, etc. All of these characteristics, then, can be compressed into simple patterns, like the equation F(t) = Asin(Bt – C) + D.

Human thoughts and emotions can be expressed as brain waves, which fall into several different categories based on their characteristics: these include alpha, beta, gamma, theta, and delta waves. Neural oscillations can indicate someone’s mood, their conscious and unconscious thoughts. Theta waves are of particular interest because they’re the brainwaves associated with dreaming. There are even patterns called “K-complexes” and “sleep spindles” that can reveal what kind of thoughts or stimuli the dreamer is experiencing during a dream. What’s really interesting is that theta waves have a specific rhythm, between 4 and 7 hz, or 60-106 beats per minute (techno or drum and bass music, on the other hand, has a bpm of around 120-160). Depending on who you talk to, listening to another kind of rhythm, binaural beats, allows sleepers to attain lucid dreaming, in which they’re able to consciously control aspects of their dreams.

Both binaural beats and theta waves, however, are just that: rhythms, waves. The same as sound. Synthesizers, which have a lot of similarities to medieval church pipe organs, can stretch sound waves, or oscillations, and change them into any pitch desired. Along with changing the ADSR envelope of a sound (the short attack and release of a piccolo, or the decay and sustain of a piano), a synthesizer can simulate almost any instrument. With the right kind of techniques, maybe theta waves (and by extension, dreams) could be warped and altered like the oscillations of a synthesizer. Music and dreaming, then, would have no real distinction: all of the experiences of dreams, whether that be strange mish-mashes of memories, the sexual excitement of a wet dream, or the anxiety and dread of a nightmare, could be played like a giant synthesizer, or some kind of mood organ (thanks, Phillip K. Dick).

QUANTUM WAVES AND THE ULTIMATE HIGH

So, anyway, the sensory, emotional, and auditory experiences of an ecstatic dream-rave can be controlled and manipulated via the same medium: waves. It all comes down to how you want to manipulate them. I like the idea of a theremin.

Now, here’s where we take a step onto a higher level, where we start to hit the Timothy Leary-type stuff. If (and this is a big “if”) all of the information present in our brain activity is the basis of what it means to be human, and that activity can be expressed as the non sinusoidal waves of brain waves, and someone had the ability to control the shape and patterns of those waves, you might have the ability to tune your brain waves to the de Broglie wavelength.

Back in the early 20th century, a physicist named de Broglie hypothesized that particles, like electrons, could behave like waves instead of solid matter. In fact, after some experiments with double-slits and electrons, all “solid” matter was proven to have a wavelength associated it, as predicted by quantum theory. Going a step further, it was proven that matter and energy are manifestations of the same thing. So the question becomes: can you take human consciousness, which behaves like a wave, and free it from the matter of the brain? Maybe, if you could take lucid control of your brainwaves, you could escape the flesh of your body using de Broglie wavelength as bridge to make the leap from matter to pure energy, then back to a wave. And that’s about as transcendental as you can get: becoming music itself, escaping your body to explore a world of infinite waves, transcending human thought to see the underlying patterns of the universe, partying with the fucking rhythm of the four seasons as your four-on-the-floor beats.

What party could beat that?

Some people party to feel alive. Some people are eternally searching for that higher level. Maybe, one night, on some dancefloor, they’ll find it. Me, I just want to make it last forever.

READ PART 2 HERE

High Resolution: Worldbuilding and the Small Details

I have a fascination with the metal buttons on pay phones, the pixels on old Zenith televisions, the writing on IV drip bags, and the lettering on manhole covers. I walk around New York with my hands running over metal railings and my eyes sweeping over the small details. Every stairway in the New York subway system has a letter and number designation written on a small plaque below one of the steps. Every restaurant in the city has a health rating in the window. And at the intersection of Madison and 30th Street is a Toynbee Tile.

Sometimes I sit on the wooden benches in the subway and imagine being the last man on Earth, confined to the island of Manhattan. I imagine crawling over every inch of it, studying a single patch of street asphalt with the same intensity as the Mona Lisa. There’s that scene in Ferris Bueller’s Day Off, where Cameron is looking at A Sunday Afternoon on La Grand Jatte, and he keeps looking closer and closer at the little girl, and the camera keeps zooming in on her face until it’s nothing but a bunch of colored dots.

Art has low resolution. Life, on the other hand, has infinite resolution.

There is a school of writing that says your job as a writer, first and foremost, is to notice things. This is what I was taught. It’s the same school of thought that stresses concrete details in every line of your writing, so that every dimension of your story is vivid, tactile, textured, and beautifully, truthfully rendered. All those candy wrappers and weeds poking through the sidewalk are your material as a writer, because they evoke the realness of everyday life. And that’s your job as a writer: to render life as realistically as possible. And you learn to do that by noticing the small details.

If you read American Psycho, 30% of the book is taken up in a meticulous catalogue of the colors, cuts, and brands of every character’s suit, tie, shoe, dress, cuff links and handkerchief. In fact, much of Patrick Bateman’s life seems to be taken up in the pursuit of an encyclopedic knowledge of style, fashion, and taste. This isn’t just because Patrick is a psychopath. It’s because all that matters in his social circles is the minutiae: the length of your coat sleeves, what you order at restaurants, and what kind of stereo you have. As you read, you begin to learn the language of affluence as if it’s a foreign culture, with Patrick as your guide. You get immersed in his world, his mindset, through the small details. So when the murders begin, they feel that much more surreal.

This kind of writing is based around the ideal of ‘verisimilitude,’ which is the appearance or quality of being real and believable. It’s what allows us to become immersed in a story, and, for a while, believe that it’s real. Many writers today do it by mining everyday life for those small, concrete details: smells, sights, textures. Those details immerse the reader in the story, and allow the illusion of fiction to happen.

So imagine you’re telling a story in a time, place, and universe that doesn’t exist. Imagine you’re writing second-world fantasy.

Maybe now you can understand how fucked you are. You don’t get to immediately pull from a shared pool of experiences. You don’t get to see your world laid out in front of you every waking minute, in all its minute detail. No, instead you have to steal, jury-rig, and cut from whole cloth the sights, sounds, and textures that will immerse your readers.

Watch a weather forecast, look at a street map of your town, or pick up an English-to-French Dictionary, and you’ll realize how hard it is to make up a world from scratch, down to the smallest details. But the real world is a good jumping off point. Learn about Zoroaster, the Zen poet Basho, and the economic collapse of Detroit. Then begin to work your way down to the feeling of varnished wood on your fingertips as you run your hand over the ribs of a suit of samurai armor, which is called the do. Find out what the little recycling number is on your box of cereal, and what that means about its composition. Stay up all night and watch the sunrise alone, and remember how it felt.

I think to make a good secondary world you have to be a whole universe boiled into one person, but if you do it right, you’ll never stop learning. About the stars, about music, about human history—fantasy is about bringing back stories from the bounds of imagination, and writing it is your excuse to explore it. What you’ll find, I think, is that you will begin noticing the small details around you, the pay phones and manhole covers, and admiring them as works of art, just as much as Beowulf is. There’s beauty in the small details.

And I think the advice given to writers, oftentimes, is the same advice given to those who want to make the most out of their life. Kafka wasn’t very upbeat, but he was always telling people to chase the sublime, to dive into what they feared the most in order to uncover what they needed to live. And there’s a quote by someone, maybe Picasso, that every piece of art is a self-portrait. I think that makes sense for writing fantasy, because if you’re going to write it well, it’s going to be ingrained in the way you live and the way you look at things.

Still, people will ask why you spend so much time building worlds, cultures, and metaphysics for worlds that don’t exist. What’s the use of these stories, or fantasy at all? There’s a scene in Wizard of Earthsea, when Ged picks up a plant called fourfoil, and asks the mage Ogion what its use is. Ogion replies,

“When you know the fourfoil in all its seasons root and leaf and flower, by sight and scent and seed then you may learn its true name, knowing its being; which is more than its use. What, after all, is the use of you? Or of myself? Is Gont Mountain useful, or the Open Sea?”

I imagine kneeling down on a sidewalk in New York and picking up a sprig of fourfoil growing out of the seam between the cement and a building. There is no use for fourfoil, but in that moment, with fifty-story buildings looming all around me and planes flying overhead and dozens of people walking by me to get to a bar or Grand Central, I see a spark of another time, another place in its tiny leaves.

If I can immerse people in a story, what is the use of reality?

Worldbuilding: True Names, Binary, and Mathematics as Magic

worldbuilding occult triangle lab

This weekend, I decided to sit down and flesh out the notation and structure of magic in my world. One of the key problems I ran into is how to represent something’s ‘true name’. Ursula LeGuin and other fantasy writers have built magic systems based around invoking something’s ‘true name,’ which can be spoken aloud in order to gain power over the named thing. For example, Ged from Wizard of Earthsea learns the true name for ‘sparrowhawk’ and is subsequently able to call down a sparrowhawk from the sky by speaking its true name. During Ged’s time at Roke, the school for wizards, he meticulously learns thousands of true names, delving down into the names for the smallest thistles. Humans in Wizard of Earthsea also have true names, which they keep secret from all but their closest friends.

Looking at how true names work in Wizard of Earthsea, it seems like humans and animals follow different naming rules: there is only one person with the true name ‘Ged,’ but the true name for ‘thistle’ seems to apply to all thistles equally—they don’t get unique names. This issue comes up in Earthsea as well: when Ged learns the true name for ‘goat,’ he speaks it aloud and causes goats to gather around him. He gets scared and yells it again, trying to make the goats go away, but it causes the goats to crowd closer around him. How did Ged’s invocation of ‘goat’ affect several goats, while his later invocation of ‘sparrowhawk’ only called down the single sparrowhawk? How does a wizard narrow his invocation to a single target, or specific group of targets?

TAXONOMY, TRUE NAMES, and NAMING A THOUSAND THINGS

Think about it: giving each person a unique ‘true name’ is relatively simple, but giving every grain of sand and tree a unique ‘true name’ becomes overwhelming. If all discrete objects and people are supposed to have separate existences, everything must have a distinct metaphysical identifier, or ID. You couldn’t target a specific person or thing with a spell unless they had some kind of identifier that set them apart from all other possible targets. But with all the trees, rocks, oceans, and birds in existence, the names given to each discrete thing would become very long and complicated in order to ensure that they were unique. This is a problem of taxonomy.

This is the first problem: coming up with a naming system that has the potential to offer everything in existence a unique identifier. The second problem is notation: how does a magician represent these names? What kind of notation would allow those complex names to be compressed into something manageable when trying to write or speak them?

These questions made me look into binary notation—computers can create symbols, images, and sounds based on binary instructions of 1’s and 0’s. Everything in the universe, except for irrational shit like pi, has the potential to be represented in binary. You could say the universe itself is made up of opposites, like Leibniz claimed. The same idea is represented in the I-Ching, which uses binary in a form of divination. So binary will be the metaphysical basis for representing my universe numerically and alphabetically. But binary numbers are extremely long because they only use two bits of information, so there has to be a way to compress them. The answer, I decided, is hexadecimal and octal numbers (octal because the I-Ching uses an octal structure, and I’d like to incorporate it into my magic system at some point), as well as ASCII to translate the binary into letters.

But how would magicians themselves translate the ASCII-like binary numbers into letters or sounds? I decided to draw on Vocaloids, which have specific encodings for each phoneme, or distinct sound, in their language. Using the Vocaloids as a template, magicians could become text-to-speech translators, converting ASCII binary representations of true names into alphabetical, spoken, and written versions of the names. All true names, then, would have a numerical significance to them as well as a linguistic significance.

THE SOLUTION: 40-BIT NAMES and Data Compression

This is my idea: I would like to use an eight-letter “functional name” that uses 8 of 40 possible letters for everything in my world. The functional name is the true name of a person or thing, expressible in writing or speech. Each of the 40 possible letters used to create that name, however, can be represented as an eight-digit binary number, just like ASCII. This means that each eight-letter name would be represented as a 64-digit binary number.

Now, I want my names to be compatible with the I-Ching, which uses octal notation, and I want to know the maximum number of digits in the octal number used to represent an 8-letter name that uses 40 possible letters. Using all 27 of the lowercase ASCII designations of the alphabet and 13 of the uppercase, I found that the octal number for any name using eight letters would have 21 digits max, and the hexadecimal number for the name would have 16 digits max. This helps me convert names into a format that the I-Ching can translate into bagua.

Here’s a summary of the different numerical and alphabetical representations of a true name:

Binary representation of true name:
01100001 01101011 01110101 01110010 01100001 01101110 01100010 01101111

Octal representation of true name:
605533527114133462000

Hexadecimal representation of true name:
616B7572616E6400

Functional name:
Akuranbo

Each of these conversions, from binary to octal to hex to the eight-letter name, represents a sort of data compression. The next step, which will take a lot more thought, is how the functional name “Akuranbo” can be translated into a single, compact symbol by translating its syllables into strokes or shapes.

Binary and magic: “All I see is blonde, redhead, brunette…”

The next question is whether magicians are really seeing 1’s and 0’s when they discover someone’s true name, like Neo in the Matrix. The answer would be no. In a metaphysical sense, everything can be expressed as binary, but there are hundreds of ways to express something or someone’s true name in my system, which is still under construction. These include expressing something’s name as a song (which expresses those 1’s and 0’s in rhythm and pitch, tempo and frequencies), expressing something’s name as movement (expressing the information in body motions, like a dance or the hand signs in Naruto). There is an almost infinite number of ways to analyze and represent someone’s true name, all of which are based on information that can be expressed in binary.

At the same time, I’m thinking that wizards and magicians in my world can immerse themselves in esoteric mathematics, discovering magical patterns using theory, similar to how astronomers can discover black holes using gravity and mass calculations. Considering how everything, from chemistry to music, can be expressed in mathematical terms, there will be mathematics woven into every aspect of my magic (like how geometry is woven into spell maps). One of the tools I’m looking forward to implementing in my world is the I-Ching, which turns a random binary system (flipping coins, essentially) into groupings of six bits (hexagrams), which can be translated into a table that converts hexagrams into one of 64 meanings. Imagine a magician taking stock of the state of world using an I-Ching-like system, predicting weather or earthquakes, or even human actions based off of things like the butterfly effect.

Even more interesting, imagine being a wizard who is trying to discover the true name of an enemy. When their very essence is contained in everything they do, every drop of blood and spit, you could take someone’s blood and begin to decode it, like finding DNA. You could begin to learn their essence through their speech, their movements, and begin to mimic them until you started to see their behavior consolidate into patterns that can expressed in graphs or functions, then dig into those numbers until you start finding the numbers that make up their name. This is all extremely high-level stuff for a wizard, near-impossible to master, but for the right kind of magician, the right kind of mind, approaching reality as a giant, dynamic math equation could yield tremendous insight…or absolute insanity.

Wonder vs. reductionism: Magic is not chemistry

One last thing. When anyone builds a magic system, there’s the tendency to treat it like a science. That makes sense, since you’re trying to create a system, which means there have to be solid rules and limits, and science is a collection of rules that describe the functioning of nature. Within a story, however, magic has to become more than just dry chemistry or physics—magic, I think, should reflect the nature and truths of your world, and the themes that appear in your stories. There’s a great scene in Hogfather by Terry Pratchett where Death gives Susan the ultimate challenge:

TAKE THE UNIVERSE AND GRIND IT DOWN TO THE FINEST POWDER AND SIEVE IT THROUGH THE FINEST SIEVE AND THEN SHOW ME ONE ATOM OF JUSTICE, ONE MOLECULE OF MERCY.

What Death is trying to say is that there is no meaning in the universe if we look at it from a purely logical, scientific point of view. But worldbuilding and fantasy have the ability to turn the very structure of the universe into a grand tapestry of meaning. What does it mean that magic in Wizard of Earthsea is based on names? To me, it means that humans in Earthsea are trying to catalog and control the world around them by turning the unknown into the known, which means that encounters with the unclassifiable and unknown, like the Nameless Gods of The Tombs of Atuan and the gibbeth in Wizard or Earthsea, are loaded with dread and meaning—these are things that are outside the bounds of magical naming and human understanding.

All of the rules and laws in a magic system don’t have to be explained, as long as they remain consistent behind the scenes. At the same time, having that ‘back-end’ of a complex, fleshed-out magic system allows your reader to start figuring out the limits and possibilities of magic, which creates a sense of realism and immersion. It also gives you limits to explore, test, and exploit, just as your characters would do—and that’s exciting.

Just don’t fuck with this guy.

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Don Quixote and Evan Puschak’s “Middle Earth and the Perils of Worldbuilding”

Hail. I am I, Don Quixote.

The meaning of the story of Don Quixote changes depending on the teller, but it begins with Alonso Quixano, an old man who reads so many stories about knights and dragons that he loses his ability to distinguish between fiction and reality. In his delirium, he sets out as Don Quixote, knight-errant.

There are some windmills in there, too.

What a lot of people don’t realize is that Don Quixote, upon its publication, signaled the death of the chivalric romance, the same books that told tales of knights and magicians, giants, chivalry, and virtue. Don Quixote was a clever, vicious satire in addition to being one of the greatest novels of all time, and its rise put the chivalric romance out of fashion. It also started a debate: what effect do books have on people’s minds?

I was watching a video by Evan Puschak about worldbuilding in fantasy yesterday. In it, he makes a couple of suggestions about the nature of fantasy novels, world-building, and the relationship between authors and readers. These, I think, were his main points:

  • Reading is not the author telling the reader a story—reading is a game in which the author makes implications and the reader uses their interpretive toolbox to create their own interpretation of the story.
  • Worldbuilding in fantasy novels today is largely based on a passive mindset within the reader because the reader is dependent on the author for the truth about their world.
  • Fantasy readers’ intense desire to learn about an author’s fantasy world is dangerous because that obsession acclimates readers to passively accepting other forms of ‘worldbuilding,’ including political ideologies.
  • Fantasy novels like Viriconium that challenge readers’ assumptions and make them question their preconceptions about literature and the world are valuable because they cause readers to abandon a passive mindset.

Evan’s video ends on the note that we should seek out impish, challenging books that don’t conform to our ideas about fantasy and make us question our relationship to the novel.

I agree with some of Evan’s points and I disagree with most, but it’s not really the points Evan makes in the video that I want to talk about. I want to talk about the ideas that lie beneath them, because those are the ideas that I really disagree with.

Running underneath Evan’s suggestions are concepts like the death of the author, Sausserean theories of symbol and language, sociology, Marxist literary criticism, and the Hegelian idea of the dialectic. I want to explain what these are, and what they mean to me when it comes to fantasy and writing.

YOU ARE ALONSO QUIXANO

When Evan says worldbuilding is dangerous, he uses a line of thought that’s influenced by sociology and Marxist literary criticism, which views humans as objects that are primarily shaped by their society and culture, constantly subject to different ‘ideologies.’ Ideologies are sets of ideas meant to manipulate people into certain behaviors, and are generated by those in power to control the populace. Evan compares George R.R. Martin’s worldbuilding to the commercial and political ‘worldbuilding’ of L’oreal and Fox News, and claims that if you readily accept the former kind, it’s easy to accept the latter.

The main idea of the video, which is subtitled the ‘perils of worldbuilding,’ isn’t about whether or not fantasy worldbuilding is the same as the commercials and commentary of shampoo companies and news networks—it’s about the Marxist idea that you, as a person, are solely the product of your society and culture, and that you are so vulnerable to be conditioned to accept certain ideas that worldbuilding in fantasy novels is dangerous to you. The books you read are acting on your subconscious, constantly rewriting your thoughts without your knowledge and guiding your decision-making in the future. Before you entertain the ideas in the video, you have to accept that premise.

obey_consume

FRODO LIVES, BUT GOD IS DEAD

Evan also shifts the definition of how a novel works in his video, claiming that a story is created through a reader’s interpretation of the author’s writing. This is different from what we usually expect the relationship between reader and author to be: the author comes up with an idea for a story and tries to convey it as best they can to the reader. Evan is substituting a model of reading that stems from a concept called “the death of the author,” in which the reader, not the author, is the person who decides the meaning of the story. The reader does this by looking at the story through any number of different lenses—these can be socio-political, religious, economic, or racial.

What Evan is finding problems with specifically, however, is worldbuilding within fantasy. It’s a corruption of the relationship between reader and text, he claims, to have a dimension of the story that is not up for interpretation—in this case, the geography, history, and magic of the fantasy world, which is all understood and explained solely by the author. That, to Evan and his theoretical background, is a problem.

This is because Evan’s body of literary theory, called critical theory, is also influenced by Friedrich Nietzsche, an existentialist philosopher who rejected any philosophies that claimed to have a monopoly on truth and morality, and instead claimed that we all must find own definition of morality and our own way to live our lives. One of Nietzsche’s famous claims was that God was dead, meaning that in this new, modern era, appeals to universal truths, like religion or Kant’s philosophy of deontology, had proven to be irreparable failures, and that we had entered a new era of unparalleled freedom, unbeholden to any external authorities.

This comes all the way back to authors being the source of truth about their own books. Evan and critical theory reject authors as being the final authority on their own works, because in their view, there is no such thing as ‘truth,’ only interpretations.

middle earth

THE IMPOSSIBLE DREAM

Finally, Evan’s encouragement to seek out books that make us question our assumptions about fantasy and novels themselves (as well as his championing of Viriconium) comes from an idea called ‘the dialectic.’

The dialectic is a way to chart the growth and development of ideas, and begins with a thesis, or the proposal of an idea. Then a negative reaction comes, called the antithesis, which disagrees with the first idea. The two come into conflict, and create a synthesis, from which a new idea is taken. Then the process starts all over again. The dialectic, according to critical theory, should be a model for the way we live and think: everything we accept should be treated as a thesis to be questioned, negated, deconstructed, and rebuilt anew.

The directive to constantly challenge yourself and your preconceptions, to unsettle or overturn the established order, and especially to pursue books that do not conform to the usual structure of a novel comes from the idea of the dialectic. On the surface, this seems to be the essence of open-mindedness and the progressive ideal—question, debate, discover!—but the problem is that there is no goal or ideal that the dialectic is striving for. Every thesis must be attacked simply for being a thesis. More than that, we should not strive to find something true and eternal and constant—we should pursue constant change, never allowing ourselves to build a dogma. The dialectic is change for change’s sake–there is no utopia it’s trying to achieve, no final goal.

What is the goal of writing and reading, then? To deconstruct and question the definition of reading and writing, and build a new model. The cycle will then begin again. Like the dialectic itself, books and reading are not avenues to truth, catharsis, understanding, or meaning–they’re ends in themselves, to be explored, destroyed, and reconstructed.

In the mindset of the dialectic, it’s quixotic to believe in any kind of truth or any purpose to reading and writing beyond being an exercise in thesis and antithesis: everything is just grist for the mills.

MADDEST OF ALL

I wrote a manifesto for why I write a while ago. It starts like this:

“I don’t know if it’s a characteristic of this age or a sign that we’ve come to a fuller understanding of life, but nothing seems certain today. The more you pull the string of who you are, who you love, what you should do and why, the more string keeps coming. There has to be something solid to hold onto, something that’s undeniably true. And what I inevitably come back to is the knowledge that if we are all lost, we are lost together. Writing is a way to bring people solace by showing them that, ‘in the face of all aridity and disenchantment’, there is solace in each other and wonder in being alive.”

And it ends like this:

“I want my [stories] to soak into their mind until little black drops of it start dripping onto their soul. There’s too much in our hearts that never gets to see the light of day: terror, sorrow, joy, desperation, and wonder. When a story begins to awaken these feelings, it reminds the reader that, dear God, life has some sort of power running underneath all these crosswalks and Wednesdays and rent payments. It’s like waking up from a dream and seeing the world for the first time, unfurling in all its terrible and asymmetric beauty.”

Writing, to me, is about creating something that illuminates people’s lives. That comes from my belief that there are truths that can unite people, and some human condition that we share, and that I, as a person, can create stories that evoke that human condition. This belief stands in opposition to the philosophy that drives Evan’s assertions about fantasy writing and worldbuilding, and it goes against many of the critics who are trickling into the sci-fi and fantasy genre, many of whom are influenced in some way or another by critical theory.

This, for me, isn’t just a conversation about literary theory; this is a discussion about how we view the world and what guides our lives. That’s why I care. I’ve told my side, now it’s up to you to go out, read some more, think some more, and decide what you believe in.

I’ll end with a clip from Man of La Mancha, a movie that shows another side of Don Quixote, the novel that killed knights and magic. This scene shows a fictional Miguel Cervantes and his answer to why he writes.

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