Writing “Race” in Fantasy

Every aspiring fantasy author or worldbuilder must eventually answer the question of what kind of sentient beings will populate his or her world. At that juncture (again) myself, I thought I’d write my way through the problem(s). I’ve agonized over and over again in designing Avar Narn about what “races” (they should really be called “species,” I think) would occupy that world. I’ve made changes and undone them, remade them and tweaked them over and over and (I hope) I’m ready to finally make the decision once and for all. We’ll see at the end of this post.

So what are the problems about “race” in fantasy works?

(1) Ideas of race have meaning and are problematic. Since you’re on the internet to read this, I’m going to assume that you’re aware of how big a deal race currently is in our world (and in the U.S. in particular). How we discuss and think about race is important, and it’s quite easy to make a misstep.

From one perspective, having various races (I’m just gonna say species from now on) in your fantasy world can do a lot for you.

First, the genre is called “fantasy”—readers want to see the fantastic. It’s part of the fun. Second, you have an instant source of potential conflict (and therefore plot) when you have groups of people (in this case fantastic species) who are unlike one another.

If we want to be highbrow, the encounters between different species allow us to look at “otherness” (to borrow the academic term) in a lot of interesting ways—we can analyze and critique how we (by our culture, our ideologies or our very humanity) define and react to the Other. We can, if we want to be heavy-handed, even talk about specific races race-relation issues in the real world through the metaphor of created fantastic species. To be honest, I’m not sure how you could portray enslavement in a written work and not have an American reader not think about the historical slavery of blacks, and the line between what is said about slavery in general and what is a specific commentary on the experience of a particular people is blurry at best.

At the same time, when we create a fantasy species, we have to bring them to life and individuate them. It’s no use saying “these people are like humans, but they’re blue and have an extra eye.” If our differences are only cosmetic, readers will be understandably disappointed in the lost opportunity. But defining peoples and cultures is difficult, and it’s tempting to resort to shorthand: “These guys are like Tolkien’s orcs, but they’re more intelligence and have a culture like ancient Egypt.” Time constraints and a desire to give the reader quick access to understanding of a story push us in this direction. But there’s a trap here—this sort of cribbing can easily drive us to base our fantastic species off of racial stereotypes.

Even Tolkien was guilty of this. He later acknowledged without reservation that the dwarves in his stories had a lot in common with European Jews. Re-read the stories (or re-watch the movies) and think about that—Tolkien’s dwarves have big noses, are geographically displaced, are often greedy and selfish. If the dwarves weren’t such beloved characters, we’d really see some elements of anti-Semitism here. I’m not saying that Tolkien was anti-Semitic; I have no idea about the answer there. But if it’s possible to say that his portrayal of the dwarves perpetuated negative Jewish stereotypes (mostly medieval ones that somehow persist in this case), something negative has been accomplished through writing, and that’s to be avoided.

(2) Clichés. Look at some of the most popular works of current fantasy fiction (A Song of Ice and Fire and The Name of the Wind both come to mind) and you’ll see settings in which you will not find elves and dwarves and Hobbits. There are several reasons for this.

If you want to have fantastic species in a setting or story, ask yourself, “why?” really. Can you tell the same type of story (or even the exact same story) with humans instead of different species? In most cases, the answer is “yes.” If there’s an Occam’s Razor of writing, maybe this is where it best fits—don’t put things in the story you don’t need. That advice sounds really good, but that doesn’t mean I can bring myself to follow it, necessarily. Sometimes there are things I want a story to have.

The more important reason, I think, that there’s a current move away from fantastic species in modern fantasy, or at least the “standard” species (elves, dwarves, halflings, etc.) is that the portrayals of these species has become hackneyed. We’ve had the same pointy-eared elves and pseudo-Norse dwarves for seventy years and, after a while, that starts to lose its fantastic luster.

This is partially a result of Tolkien’s looming presence over the genre—if you’re not doing it like him you’re not doing it right—but it’s also a result of the influence of Dungeons and Dragons. Multiple generations of fans of fantasy have grown up with the roleplaying game’s definition of elves and dwarves (influenced, of course, by Tolkien) setting the standard. We writers now must worry that, if we change the stereotype, readers will say, “that’s not what orcs are like!” while established writers (and many readers) also say, “if you’re using the same old stereotypes, you’re not writing something worthwhile.” I don’t think that the latter statement is necessarily true, but the risk of writing overly-derivative works certainly increases with the use of the “stock” fantasy species. As an aside on that note, perhaps we could argue that the “stock” species should be thought of in the same line as Commedia dell’Arte: as stereotypes that allow us to quickly pull in the reader and get on with the story. After all, avoiding an infodump is usually a good thing.

To be clear, there are modern writers doing wonderful things with (at least mostly) traditional stereotypes. The books of The Witcher world contain elves and dwarves but manage to depict them in a believable and relatable conflict with humanity (that disturbingly resembles a race-war, because it is one). Of course this works especially well for Sapkowski in the larger context of taking traditional fairy tales and twisting them for his own purposes.

(3) It’s impossible to get inside the head of ultimately alien creatures. As humans, we simply cannot fathom what it would be to be a thousand-year-old elf with confidence in her immortality. How differently we would view the world.

To be fair, that’s a surmountable obstacle. We also cannot create a character who is actually every bit as complex and idiosyncratic as a real person. But we can create the illusion of the same. The same principle applies to writing about fantasy species (or alternatively, alien cultures in sci-fi settings)—we can create the illusion of unfathomable otherness.

Though crafting the illusion is possible, it’s nevertheless very difficult. It requires great care and thought to do well, otherwise you end up with phenotypically-variant humans and nothing more.

It’s not enough to give them a culture based on human cultures, I think. If you’re going to create species that really deserve to be something other than humans, they should really feel different, probably even uncomfortable (but not necessarily frightening).

(4) Complicated Relationships. I grew up a big fan of the Shadowrun setting. One of the things that bugged me about it though, is how they treated race. By this, I don’t mean the fact that there were Orks and Trolls and Elves and Dwarves, but about the ethnic differences we tend to mean when we use the word “race” in modern context. The Shadowrun rationale was just too simplistic.

The explanation went something like this: “Twentieth-century racism is a thing of the past. People don’t care about someone’s skin color anymore when the troll over there can crush you with his bare hands.” In other words, the existence of the alternative species of the Shadowrun world had completely subsumed “traditional” racism.

There’s no reason to believe that that would be the case even if people in our world were to suddenly turn into elves and such. There’d still be plenty of “good ol’ fashioned racism” to go round.

This is just an example of a problem that’s really inherent to all fantasy writing–the need to balance complexity with both the writer’s time and energy and the importance to the story.

(5) Monocultures. This relates closely to (4). Humans have a diversity of very different cultures, ideologies and values, but fantasy species tend to be portrayed as monolithic. This practice is most prevalent, at least in my experience, in roleplaying games. A setting may have many different human cultures for players to choose from for their characters, but only one for any character of a non-human species. Sometimes there are two or three options, but these are not terribly fleshed out and are based more on in-game bonuses than real cultural differences. The ad absurdum example, of course, is early D&D, where you could have either a class (magic user, thief, fighting man) or a “race” (like elf). That’s right, all elves are so similar that they need only the name of their species to define their abilities.

The point is, believable species must have individuation between groups and between individuals. If you’re using elves in your fantasy world, they shouldn’t all be flower-loving hippies (or, even more offensive, all be evil if they happen to have black skin). It takes extra time, yes, but if you’re going to be using fantastic species in your writing, they ought to be diverse like humans are diverse (or there had better be a good reason why they have a monolithic culture).

(Potential) Solutions

(1) Avoid the subject altogether. Just don’t use fantastic sentient creatures. Throw in all the griffons and gargoyles and what not that you want, but leave the thinking, feeling characters human.

(2) Cheat. Here’s what I mean: in Avar Narn, several of the fantastic species used to be human—they were reformed, accidentally or on purpose, willingly or not, by magic. That’s happened long ago enough that they’ve developed somewhat alien perspectives on existence and certainly cultures that vary from those of most human cultures, but it leaves within them a core of humanity that somewhat eases the problem of creating an entirely alien culture—humans will definitely be able to relate to these beings on some level, but not completely. One of the reasons that I’ve chosen this path for some (but not all) of the fantastic species in Avar Narn is that it reinforces one of the setting’s themes—the horrible things that humans would do to themselves if given the power to reshape the world through magic.

(3) Be defiant. Just say, “Damn the torpedoes; full speed ahead!” and use the traditional fantasy “races” in your stories or setting. If you write those peoples in a believable and interesting way, and especially if the other aspects of your stories are well done, you won’t have to worry about most people complaining. Ignore the ones who complain anyway.

(4) Use alternate mythologies. Tolkien was a philologist, a student of (ancient) languages. He had spent a long time studying Old English and Old Norse, and he drew from Germanic mythology to create his elves and dwarves. But there are many other cultural mythologies from which could be drawn a plethora of new and interesting species to populate your fantasy world. There are plenty of authors, published and not, taking this tack, though, so move quick (this is what Miéville did in Perdido Street Station and the books that follow, for instance).

(5) Use Archetypes. Here I mean Jungian or Campbellian archetypes. I’m not sure that I buy into the whole “monomyth” thing, and I’m a little skeptical about there being a collective unconscious from which we separately derive the same concepts (fascinating as that idea is—especially for fantasy writers). But there are some very common “places” occupied in various mythologies around the world—there are “hidden folk” in both Scandinavia and Southeast Asian countries, smith creatures in all manner of cultures, creatures to be sought for wisdom in many mythologies. So, find those common themes and, instead of drawing upon an existing mythology to find your fantastic species, create your own that fits the motif. Both dwarves and giants are associated with smithing in various European cultures, so what other type of creature might fit there?

(6) Do the twist. Take a traditional fantasy race and tweak it until it’s either an interesting and innovative take on the species or no longer resembles the original concept.

(7) Use biology. Look to how organisms develop and change based on environment and use that to create your fantastic creatures. There’s a caveat here, though—you’re creating a world that readers will be willing to suspend disbelief for, not an alternative science textbook (unless, of course, that’s your postmodern, avant garde sort of writing style), so use what you need and maintain plausibility to the extent you can, but don’t worry too much about having things perfect. And avoid the math. For the love of God, avoid the math.

(8) Create from scratch. This is not “create ex nihilo,” which humans are incapable of doing. But, if you take your building blocks from less-visited wells, you can create something that feels different and unique.

(9) Relax. At the end of the day, the important question is not whether you include or exclude elves in your fantasy—it’s whether you craft a world that seems to make sense (that is at least internally consistent and plausible-seeming based on human experience), craft species and characters that are entertaining and interesting to read about, and tell stories that draw the reader in and make him not want to finish. Can you do that with stories that include elves? Yes. Can you do it with stories that have unique fantasy species? Of course. Could you do either badly, absolutely. So suck it up, figure out what you want to have in your world, do your homework to create diverse and interesting inhabitants for your setting, and get writing.

Have I made my own decisions now? Not exactly, but at least I’ve given myself the kick in the pants I needed to make my final decisions and let it ride.

Avar Narn

Avar Narn Hand-drawn B&W Complete.png

As most aspiring fantasy writers do, I think, I have had for over a decade a fantasy world being built inside my head. For more than a decade, I’ve called that world Avar Narn.

There have been major changes and reworkings to the world over time, and it is currently under what I hope is its last set of major revisions before I’m content enough (emphasis on enough–I’ve discovered, if only recently, that if I wait for it to be perfect it will never go anywhere) to start writing seriously within the setting for publication. In fact, I hope to soon finish editing on a few short stories set within the Avar that will be posted to the blog.

Avar Narn is an eclectic place, influenced as it is by a wide range of authors. It’s neither Tolkien nor Martin, but the influence of both are undeniable. There’s definitely a streak of Miéville (one of my favorites for so many reasons) and, I think, some tone if not theme borrowed (stolen, really) from Mark Smylie’s Artesia graphic novels and setting. Undoubtedly, my long experience with various roleplaying game settings has formed some of my opinions about what makes a good fantasy setting. I could go on, but it’s perhaps best to let it stand on its own rather than to list a bunch of people whose works I can strive for but about whom I make no pretentious affectation of emulating.

Like Tolkien and Lewis, my faith is an important factor in the design of the world. Unlike those fine gentlemen, I prefer my theological assertions to be a bit less heavy-handed. I do not want to use the Biblical narratives as the core of my plots, nor do I want my works to come across as a form of thinly-veiled apologetics. My hope is that the ways my faith influences my worldview will come out in the types of stories I tell and the style in which I tell them–speaking to the human condition as I understand it without making the story an argument of faith.

I have lofty goals, as fantasy writers should; it will be for readers to judge how well I achieve those goals. Foremost must be the telling of great stories that delight and inspire the reader to think about life and existence. Along with this is the desire to participate in that ephemeral but satisfying practice of mythopoeia.

I am not an artist by any means, although my latest pursuits in world-building have given me the desire to become one. I’ve acquired a small Wacom tablet, some decent drawing pencils, an artist’s sketchbook, a subscription to an online drawing class and several instructional books. As my first significant effort, I’ve created the above hand-drawn map of the area of Avar Narn where most of my stories for the foreseeable future will take place. It’s not bad as a first attempt, though it could be much better and I learned a lot while doing it.

I’ll likely be posting more about Avar Narn soon, along with the promised short stories. For now though, I hope this map takes you back to your childhood, looking at the maps in the Hobbit and the Lord of the Rings, or those of other fantasy stories, in wonder and excitement. It does me.

Worldbuilding: An Education

Before I went to law school, many people (all lawyers, so understand the bias) told me that formal legal training is the best education you can get, regardless of whether you practice law. Law school was an excellent education; one that I’d never wish on anyone.

Still, I think that there is a better education to be found in the world—particularly with the availability of the internet, e-books (free through your library) and other high-speed, low-drag materials. That education is the art and practice of building fantastic worlds.

For me, most of the things that stick best with me are the things I learned for myself, through my own motivation, initiative and follow-through. This likely has something to do with increased investment and meaning in the subject matter because of the intrinsic motivation to study it, but the reason why the subjects I seek out to study seem to be better retained don’t really matter. I do believe, though, that we live in an age where, with resolve and resourcefulness, one can learn almost anything without setting foot in a classroom. Snorre, our exchange student last year, learned to play guitar by watching YouTube; by the end of his stay he could play Hendrix, Zeppelin and B.B. King.

Worldbuilding has become a more mainstream (though not really mainstream) hobby in recent decades. This has to do in part with the internet allowing people with similar interests to easily find one another, the increase in popularity in roleplaying games (probably the greatest single motivator of worldbuilders), the move of the fantasy and sci-fi genres into mainstream culture and, as I’m doing here, the relative modern ease of getting your ideas and creations to the world.

For many, as for myself, worldbuilding started as a means to an end—I wanted a setting to write stories in and to run my roleplaying games in (although I’ve found that, since the two mediums have broadly different goals, the same setting isn’t necessarily suitable for both). Once you start, however, the seduction of creation for its own delight may easily take over. There are some who will admit that they build worlds simply because they love the creation of fantastic peoples and places; these are an honest bunch who probably derive the most pleasure from worldbuilding, enjoying the thing for what it is.

But this post isn’t about how to derive pleasure from worldbuilding (although, with all the writing that is done nowadays on the subject, why does no one talk about this?); it’s about the education worldbuilding gives you.

Quite simply, building a world requires some knowledge of everything. You need at least passable understanding of language, culture, religion, history, geography and cartography, psychology, mythology and folklore and the sciences to create a world for which people are willing to suspend disbelief. Start there, and you’ll quickly find the things you’re really interested in. For me, it’s history, literature, legend, religion and historical occult beliefs (things which, conveniently—or perhaps causally—I studied formally); these are the subject about which you will seek to become something of an expert to make your world “stand out.”

Then there are all the beautiful rabbit trails of things that you could probably fudge and have a reasonably believable fantasy world but which add much to the world if they’re well-incorporated: astronomy, anthropology, archeology, warfare and military history, the attributes of fringe social groups, specific interesting human histories, the art of writing itself, the geo-sciences (including advanced geography, weather and climatology and much more), technology and almost other possible realm of human knowledge.

If you catch the bug to build a world of your own, you’ll find yourself asking many questions that spur research: Why does this sort of thing happen? How does this work? What would this kind of society be like? How would this event change the world? Or, as I found myself asking this morning: Where is it that swamps usually form?

The task in and of itself is a daunting one—not simply because of its scope, but also because of the thorough and excellent work that others are doing and displaying on the internet. The real bugbear, of course, is Tolkien, who has caused us to mistakenly believe that a created world is only a good one if we have invented and codified each of the world’s languages, written down detailed histories of all of the peoples (the History of Middle Earth edited by Tolkien’s son is twelve volumes) and that everything must be clearly defined and described in writing for posterity. We have to keep in mind that, realistically, Tolkien was a worldbuilder for worldbuilding’s sake; his stories, though beloved, were derivative of his worldbuilding. He did not build Middle-Earth so that he could publish books.

If, like Tolkien, our worldbuilding is really for our own pleasure, it can be as detailed or shallow as we like, as fanciful or as serious and deeply believable (for fantasy, of course) as suits us. We can write as much or as little of it down as we want to keep and share. All the extra work of cataloguing and consigning to words our creation is optional. We need only go so far if (1) we enjoy doing so or (2) we have a specific use for the created world that would benefit from writing down its details for later reference.

Given that, anyone can be a worldbuilder without an over-investment of time and energy. You can craft your world while driving in the car, standing in line, waiting for something, working out or doing all manner of other thing. If you don’t want to write it down, worldbuilding is simply an advanced game of “What if?” you play in your head.

Most of the greatest advice I’ve ever received in my life I got as an off-hand statement from someone else, probably because that person had so incorporated the idea into his mindset that it seemed too obvious to need special attention called to it. While studying medieval and Renaissance literature at UT Austin, Professor Frank Wigham advise his class to “be interested in everything.” I’ve tried to follow this advice since and have found that the pursuit of some knowledge of as many subjects as I can manage has thoroughly enriched my mental life—for the knowledge of itself, for the new ways in how I see the interrelation of things and ideas and for the strange ways an understanding of one subject helps one to think about other subjects.

This is the reason I recommend the hobby of worldbuilding to everyone; the practice gives you some tangible reward for taking in interest in all aspects of existence. If you haven’t done it before, give it a try. This time next week you might be spending hours following rabbit trails through Wikipedia as you research little-known cultures and peoples (look up the women-warriors of Dahomey, for instance), visiting the library (in person or electronically) to find deeper and more nuanced sources than what you get from the internet, imagining places for you to play in imaginatively for years to come. You will become interested in everything, and better for it.