New Essay in Clarkesworld Magazine: “Frodo is Dead: Worldbuilding and The Science of Magic”

I’ve said this before: magic should not be science. Magic can be systematic and internally consistent, but it shouldn’t be reduced to a human tool, like astronomy or chemistry. A lot of writers and worldbuilders don’t seem to understand the difference–didn’t Arthur C. Clarke famously say that “Any sufficiently advanced technology is indistinguishable from magic?”

But there is a difference. That’s what my new essay is about.

In this essay, titled “Frodo is Dead” I wanted to show how basing magic off of science, ration, and the Enlightenment philosophies that informed them inevitably leads to a breakdown of its fantasy world by turning it into a mirror of our world.

You can read the essay here on Clarkesworld!

THE OCCULT READING LIST VOL. 3: Three Body Problem, Language as Magic, and New Retro Wave

This is Vol. 3 of the Occult Reading list, where I collect all the interesting stories and strange pieces of trivia I’ve picked up over the past week from books, articles, and webpages. Also included are the songs that have been on repeat for me this week.

Guaranteed to make you more interesting at parties.

Disclaimer: There’s no conspiracy between me and New Retro Wave–I just listen to their songs all the goddamn time. But if they want to talk sponsorship deals, I’m down to sell out and get some of that sweet 80’s merch.

Trevor Something, give me a call. We’ll work something out.

“It’s like people only do things because they get paid. And that’s just really sad.”

 

occult triangle lab three body problem fantasy sci-fiTHE Three Body Problem by Cixin Liu

This is the Hugo Award-winning sci-fi book by Cixin Liu, translated by Ken Liu. It’s garnered some unreal praise, and I finally got around to reading it. So far, I’m 200 pages in and I’m not a fan. Putting aside the difficulties of translation, the plot and pacing are where the book comes up seriously short. So far, the plot has been a very choppy clockwork affair, with the main character essentially shuttling himself from place to place, listening to exposition, then periodically popping in to the VR world of Three Body. Every exposition scene happens almost back-to-back, with Wang Miao acting as a plot-automaton who decides, “hey, let’s give this person a call,” followed immediately by “let’s visit this person,” and then “they told me to visit this person, so let’s go here and speak to this person.” Rather than Jack Bauer in 24, who is propelled from place to place by desperation, gunfire, and a constant stream of new discoveries, the countdown Wang faces doesn’t drive the action, and the only thing Wang needs to do is go to places so people can talk at him. There’s no tension or challenge to ferreting out the information he needs, and the plot comes off as a series of mechanical scenes strung together without much attempt at subtlety or tension. The scene in which Wang discovers the murder of Shen Yufei and listens to the revelations of her husband are the worst perpetrators of this.

On top of the lackluster plotting, the video game world of Three Body ends up being a bizarre, pseudo-metaphorical dream sequence. Unlike Neal Stephenson’s Metaverse in Snow Crash or William Gibson’s Grid in Neuromancer, the rules and logic of the virtual world are opaque and confusing. Characters can randomly speed up the passage of time as it suits them, the logic and mechanics behind player dehydration are completely unexplained (do they go into spectator mode? Log out?), and it’s not even clear if the entities Wang is encountering are NPCs or players. The most baffling question is about advancement: the game revolves around trying to predict the movements of the sun, but a succession of players (if they’re indeed human players) seem to put forth antiquated versions of the solar system. No human player but the protagonist seems to contribute to the game or its advancement but the protagonist, who always arrives at exactly the right time to see the key developments.

I haven’t finished the book yet, but already I’m feeling like The Three Body Problem is going to be a monumental disappointment.

occult triangle lab tor fantasy magic language7 Different Ways Fantasy Has Used Language as Magic

This is a nice survey of how different fantasy series have used language as the basis for magic systems (a topic I’ve written about in relation to both binary and poetry). It deals with the big-name franchises, including LoTR and Harry Potter, but also The Spellwright Trilogy and video games like Skyrim and Treasure of the Rudras.

I still remember opening up a book in Morrowind after clearing out a den of necromancers and reading about the Nords shouting down their enemies’ walls with the magic of their voices, and how the most powerful had to be gagged to keep their voices from destroying everything around them. At the time, I thought “They could never turn that into a real magic system. It’s cool flavor, though.”

So it was an awe-inspiring bash to the head to find out that that little, innocuous passage from the early 2000s was kept in mind across the development of Oblivion and brought to glorious fruition in a fully realized magical language and system in Skyrim. Next, I want to see the snake people from that one hidden continent!

occult triangle lab V.E. Schwab darker shade of magicNo Mother Tongue: Language in the world of Magic

This is a cool little post from V.E. Schwab, author of A Darker Shade of Magic and A Gathering of Shadows, both of which I own (thanks, publishing friends!). Schwab touches on the difficulty of composing languages for a fantasy world, as well as the promise: she explains how the poetry and sound of language can reveal something about the nature of the world and its speakers, and how it can immerse a reader in the world of the story by forcing them “to learn as they go, just as travelers would, when passing through a foreign land.”

Schwab also touches on the dangers of fantasy languages: “Used poorly, fictional languages can feel like a wall, preventing all but the well-versed from feeling included in a world.” I’ve seen this pretty often, and it comes from the tricky management of a learning curve within the narrative, by which a reader learns about the world, the culture, and the events of the book. Introducing too much foreign information leads to alienation and frustration, like a mother spelling out words so she can speak over the head of a toddler. “Don’t you know what a ba’aleth is, reader? No? It’s very important.”

Fuck that noise.

Thoughts on Nomenclature in Fictional Worlds

This is just a couple thoughts from Eric Honour, who has a page on Medium. It’s mostly some criticism on the simplicity and lack of verisimilitude that characterizes language and naming in fantasy. One thing he touches on is how monolithic language and names become when the creator just sits down and pushes two words together like a caveman, like “Iron Walker” or (my personal pet peeve term from Dune) “lasgun”. But one particular insight from Eric struck me:

“This is something that turns me off about a lot of fantasy. It’s also something that I can see is difficult to navigate — having multiple names for things is more realistic, but also can feel like it’s overwhelming the reader. Real-life historical names are full of metonymy and misapplication and the shifting sands of living language, and that’s a level of complexity that might not even be advantageous to a fictional world. But not even making the attempt feels sort of lazy.”

Something that the articles from Tor and V.E. Schwab also touch on is that language shifts and changes to reflect its culture and its world. To create a language, or even naming conventions for armies, you have to think about how words and people use and abuse terminology. A great example is military slang and acronyms like FUBAR, SNAFU, BDU, and MOPP, or the backronyms of gang culture. There’s something more than the denotative meaning of words, a kind of vitality to them, and that’s what a lot of fantasy writers gloss over.

“Just Like You (Hazy Mountains Remix)” by Chromatics

One of my top three favorites from the world of New Retro Wave, Just Like You is one of those haunting love songs that evokes the kind of otherworldly, illusory lover that ELO sang about in Yours Truly, 2095, or even the twisted virtual love in Bad Religion’s I Love My ComputerIt’s a song wrapped up in nostalgia and ethereal, lovesick illusions, and the reverb clings to your mind like cobwebs. Most disturbing (or enticing) of all is the idea of a doppleganger, a lover who “looks just like you/he even says the same things/he even wears the same clothes,” who ultimately “loves like you used to.”

“The Glory” by Reapers

The Glory is another of my top three favorites from the good folks over at New Retro Wave (THERE IS NO SPONSORSHIP DEAL), and one of my favorite songs, period. The contrast between the low, dirge-like like chanting and the full-throated, almost plaintive rock-and-roll yelling of the chorus gives the whole song a sense of loss and bitterness. The lyrics, which seem to be an ode to death, end up making it the perfect song for people interested in the dark side of the 80’s.

Like me.

hellraiserbox

My New Essay in Clarkesworld Magazine: Paradise Lost

Yesterday my new essay, Paradise Lost: A History of Fantasy and the Otherworld, was published online in the July Issue of the Hugo Award-winning Clarkesworld Magazine! This marks the culmination of a conversation that started four or five years ago, when I was standing in my driveway at night with my friend Joel Clapp.

We had just finished a game of D&D, and I was telling Joel about “the candlelit world,” a theory I had about what made the fantasy genre unique. I said that fantasy was defined by folktales and myths, which came from a world lit by candlelight. Humans lived within the flickering circle of their lights, and the great, unknown world loomed out in the dark. Looking up at the fifty-foot pine trees in the dark, I said there were two sides to that unknown world: horror and wonder. There were wondrous adventures to be had in the unknown, paradises to be found and treasures beyond imagination, but also nightmares, unspeakable horrors, and death.

I grew up in Washington State, surrounded by forests and the outdoors. There, the immensity of the world seems to hit home a lot harder than here in New York. The sheer vastness of it, the oldness of it, boggles the mind. There’s a sense that you could explore for years and never scratch the surface of it. It evokes Jon Krakaeur’s  Into the Wild, but what I thought of when I looked out into the rolling dark forests were the stories in Time-Life’s Enchanted World series.

The 2013 article I wrote for Clarkesworld was titled The Candlelit World, spoke about myths and the woods, but it only spoke about the horror and darkness–its subtitle was The Dark Roots of Myth and Fantasy. It drew heavily on H.P. Lovecraft and his essay, “Supernatural Horror in Literature,” and It was the first chance I got to speak about my view of fantasy. Now, three years later, I finally get to tell the other half.

Clarkesworld Magazine is one my favorite fantasy short fiction magazines, and I’m so excited to have another piece go out to their readers (as well as you!). If you get a chance, read some of their stories and donate to Neil Clark and his wonderful team on Patreon.