The Animal Sidekick

Introduction

Zorro on Tornado, against the moonThe hero of a story is frequently attended by a loyal beast of some sort.  Pirate captains have their parrots.  Roy Rogers had his sturdy steed Trigger, and Zorro relies on his horse Tornado—a mount he went to some pains to acquire, for example, in The Mask of Zorro (1998).  Ron Stoppable, sidekick to teenage hero Kim Possible, had his own companion in a naked mole-rat, Rufus.  The Stark siblings in Game of Thrones (I finally got around to watching the first episode last week) each have a direwolf.  For those who remember the 1950s TV series, we might also instance Timmy and Lassie (though in that case arguably Lassie was the lead and Timmy the accessory; she did get top billing).

In fantasy and science fiction, however, such accompanying creatures often get a significant upgrade.  A F&SF character’s animal assistant may be enough of an independent character to be a genuine companion, rather than merely a pet—occasionally rising almost to the level of the more familiar human sidekick.

Quasi-Intelligent Companions

Science fiction and fantasy elements allow for semi-sentient or semi-intelligent versions of what would otherwise be considered pets.  They’re not equal to their human masters—at least not as a rule (see below)—but they’re not just brute animals either.

Defiant Agents coverAndre Norton’s SF novel The Defiant Agents (1962) provides a good example.  When a group of Native American colonists is sent to found a habitation on a far-off planet, with them is a pair of enhanced coyotes.  Norton gives the backstory this way:

. . . The coyote had not only adapted to the country of the white sands; he had evolved into something which could not be dismissed as an animal, clever and cunning, but limited to beast range.  Six cubs had been brought back on the first expedition, coyote in body, their developing minds different.  The grandchildren of those cubs were now in the ship’s cages, their mutated senses alert . . . Sent to Topaz as eyes and ears for less keenly endowed humans, they were not completely under the domination of man.  (ch. 2, p. 19)

Anne McCaffrey’s Dragonriders of Pern give us perhaps the classic case.  The planet Pern is protected by men and women riding flying dragons.  The dragons breathe fire to destroy an alien organic “Thread” that falls from the sky and, if allowed to spread, would multiply to consume the planet.  Moreover, the dragons can teleport from place to place by “going between.”  (Despite the fantasy tropes, the Pern stories are actually science fiction.)  Dragons and their human riders bond for life at the dragons’ birth and communicate telepathically; the bond is so complete that if one partner dies, the other is likely to die as well.

Dragonflight coverA crucial fact is that McCaffrey’s dragons talk.  Speech is a key sign of intelligence.  We might imagine getting an answer back when we speak to a beloved horse or dog; we might wish for such a relationship—but in F&SF that wish can be realized.

Nonetheless, even though it’s the dragons who do most of the work against Thread, they are the subordinate members of the pairings.  They are immature compared to their humans—halfway to the unspeaking beast, as it were.  One of the main characters reflects that “[d]ragon instinct was limited to here-and-now, with no ability to control or anticipate.  Mankind existed in partnership with them to supply wisdom and order . . .”  (Dragonflight (1968), part II, p. 133)

Nonetheless, speech isn’t always necessary to show that a creature is more than an animal.  In particular, if we’re dealing with alien creatures whose thought processes are different from ours, it may be hard to tell how their degree of intelligence compares.

In Alan E. Nourse’s Star Surgeon (1959), the main character is Dal Timgar, an alien Garvian who has just graduated from medical school on Earth.  Like all Garvians, Dal has a symbiotic partner, a fuzzy ball of mutable protoplasm referred to simply as “Fuzzy,” normally found sitting on Dal’s shoulder.  The Garvians and their Fuzzies (not to be confused with H. Beam Piper’s Fuzzies) have the same kind of interdependence as McCaffrey’s dragonriders:  they can’t live without each other.  While Dal’s Fuzzy certainly seems to be a person of sorts, he doesn’t talk.  His telepathic bond with Dal does not express itself in words.  But that bond is a central part of the story.

The Tropes

The animal sidekick gives rise to a number of classifications on TV Tropes.  The broadest is perhaps Loyal Animal Companion, which spans the range from mere pets to non-human peers.  In this last group, where the two are essentially equals—the Non-Human Sidekick—the “Film–Animation” subgroup includes a list of the animal helpers found in most of the Disney fairy-tale films, such as the talking mice in Cinderella (1950).  (Note, though, that in the more realistic 2015 live-action version, the mice don’t talk and are more like pets.)

Daenerys Targaryen, mounted on dragonThe symbiotic relationships described above are captured under the title Bond Creatures, with a separate page devoted to dragon-riders generally—including Daenerys Targaryen of Game of Thrones.  Witches’ or wizards’ familiars, like Svartalf in Poul Anderson’s Operation Chaos, appear under The Familiar.

There’s also a page for Mons, of which the famous Pokémon are probably the most widely-known.  A human master may have many Pokémon, but Pikachu, for instance, does seem to be a boon companion and not just a fighting pet—although in the animated series his speech (like Groot’s) is limited to variations on his own name.  Note that the upcoming movie version is quite different:  in this movie Pikachu talks and is a complete person—even, apparently, the lead.

The Sidekick’s Contribution

The Beast Master, coverAnimal sidekicks can aid their principals in many ways.  Some you can ride, like McCaffrey’s dragons or Gandalf’s steed Shadowfax; there’s yet another Tropes page for the Sapient Steed (including the robotic horse Fess in Christopher Stasheff’s Warlock of Gramarye series).  Some act primarily as scouts, as noted for the Norton coyotes above; so also the Falcon’s avian companion Redwing in Marvel comics (sadly reduced to a robotic drone in the movies).  The enhanced or mutated otters in James Schmitz’s The Demon Breed (1968) do some scouting, and can also carry bombs and perform other basic actions; they talk back to main character Nile Etland, though in a simplified way.  Norton’s The Beast Master (1959) features a whole team of animals who assist main character Hosteen Storm, a Native American like The Defiant Agent’s Travis Fox.

The animal companion may also be able to fight alongside you, in ways a human could not match.  We’ve already looked at the dragons of Pern; we should also mention the treecats of David Weber’s Honor Harrington series, who have averted at least one assassination by being unexpectedly formidable in an emergency.  Owen Grady’s team of raptors in Jurassic World is equally capable.

Ascension of the Sidekick

Frequently, animal sidekicks tend to be a little childlike and essentially innocent.  They’re depicted as simpler than their human sponsors.  The nonhuman creature may be quite bloodthirsty or deadly, but it’s in an innocent way.  We don’t hold animals responsible for being savage; that’s just the way they are.  The more animal sidekicks lack the full intelligence and moral agency of a person, the more they get the benefit of animal innocence.

But sometimes it turns out that the seeming animal is more than it appears.  It may develop that the “sidekick” is really the equal of the human partner—in intelligence, in culture, in overall personhood.  At that point, we pass from subordinate to peer, and the relationship may shift to something more like that of a buddy movie.

Treecat with Stephanie HarringtonThis is true of Weber’s treecats:  as the series progressed, they were revealed to be about as intelligent as humans, though without advanced science.  The Pernese dragons have also shifted gradually in that direction; in particular, Ruth, the eponymous character of The White Dragon (1978), is depicted as a “sport,” human-like in personality and mental capabilities.

Sticking with the dragonrider model, we see a similar progression in the How to Train Your Dragon movies.  These dragons have always been pretty smart; but the third episode, released in the U.S. in February 2019, gives them a culture and even a governmental structure of their own.

Heinlein was fond of this twist.  He used it in Red Planet (1949), where Willis the “Martian roundhead,” originally the main character’s pet, turns out to be an immature form of the regular civilized Martians and a particularly important individual.  Similarly, in The Star Beast (1954), the main character’s monstrous “pet” Lummox turns out to be a very young royal child of the sophisticated and formidable Hroshii species.

James Schmitz’s first story about Telzey Amberdon, “Novice” (1962, appearing in The Universe Against Her and volume one of the Eric Flint Hub compilation), presents Telzey with a telepathic “pet” named Tick-Tock who is revealed to be one of the indigenous “crest cats”—predators so dangerous that, while humans have been hunting them, the crest cats view themselves as hunting the humans on an equal basis.  (Since Telzey is a formidable character herself, even at age fifteen, the team-up really is a union of equals.)

Role in the Story

Telzey Amberdon with Tick-TockThe animal sidekick’s unique abilities or powers, noted above, afford one explanation for its appearance in a story.  Such a companion can allow characters to do things they couldn’t do on their own, whether it’s adding to their fighting strength, reading other characters’ minds, or teleporting to other places and times.  The sidekick is a helper and an ally.

An animal companion provides such assistance in a different way than a human companion would.  In creating a new separate species, a writer can establish limitations in intelligence or otherwise that place the sidekick firmly in a secondary role.  We are rightly uncomfortable putting other humans in such a permanent sidekick position; it creates a fundamental tension with the fact of basic human equality.  (It would take us too far afield here to go into the variations of human ancillary characters—the superhero’s assistant; the military servant or “batman,” as with Honor Harrington or James Christian Falkenberg or Jack Aubrey; Jeeves the “gentleman’s personal gentleman.”)

An animal ancillary character can provide companionship—empathy, psychological support—for the main character without invoking the kinds of interactions that are inevitable when other human beings are involved.  Instead, the relationship between the principal and the sidekick can explore other kinds of interactions, more analogous to those of parent and child, or teacher and student, than those of peers.

In compiling this survey, I’ve noticed that a lot of the stories are older, often dating from the mid-twentieth century.  It may be that this isn’t an accident.  Contemporary thinking leans strongly toward an assumption of equality among all kinds of beings, reaching out to postulate humanlike rights for (e.g.) whales or chimpanzees.  The whole notion of a permanently subordinate or secondary being may be particularly repugnant to many of today’s readers.

On the other hand, coming from the animal side rather than the human-surrogate side, there may be something to the simple wish to communicate on more of a mutual basis with the other creatures that share the world with us.  Wouldn’t we all like to be able to talk to our horse, dog, cat?

Tolkien, On Fairy-Stories, coverIn his essay On Fairy-Stories (1939), Tolkien points out that fantasy satisfies “the desire to converse with other living things.  On this desire, as ancient as the Fall, is largely founded the talking of beasts and creatures in fairy-tales . . .”  If we can’t talk with our actual dogs and cats, we can imagine similarly situated beings with whom we can.  And if they include flying dragons and wily coyotes, so much the better.

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Mind Powers

Mental powers are a staple of both science fiction and fantasy—and even quasi-SF genres like paranormal romance.  The idea’s like the traditional iceberg:  easy to put into a story, but with some major assumptions lurking under the surface.

The Physical and the Non-Physical

In SF, it became fashionable to use the invented term “psionics” to refer to powers of the mind.  The term seems to have originated by analogy to “electronics,” giving it a scientific (or pseudo-scientific) cast, and using the Greek letter psi, the first character of psyche, “soul” or “mind.”  Sometimes simply “psi” is used, as in “psi powers.”  It’s a useful coinage.

There are two broad approaches to psionics.  One treats mental power as acting purely on other minds—what we can loosely call nonphysical:  for example, telepathy.  The other approach allows mental powers to act directly on matter:  the most familiar example is telekinesis, moving things by mind power.

Note that distinguishing “physical” from “nonphysical” already involves some pretty big assumptions—but we’ll get to that.

Mind-to-Mind

Professor Xavier using telepathyQuite a few science fiction stories postulate mental powers that have only mental effects, such as talking mind-to-mind.

The “Lens” worn by the “Lensmen” of E.E. Smith’s classic series is essentially a psionic amplifier.  It gives the wearer telepathic abilities.  This is extremely useful in making contact with unfamiliar species—especially in interstellar law enforcement, with instant communication an essential for “lawmen” that might be pursuing criminals into unknown regions of space.  The Lens also serves as a means of identification that cannot be faked, since an individual’s custom-made Lens will kill anyone who touches it if it’s not in contact with the designated wearer.

But Lensmen can’t make things physically happen by mind power alone; they have to use the conventional space-opera gear of ray guns and such.  The Lensmen can communicate mentally; they can influence or even take over the mind of another person; they can erase or implant memories.  But a Lensman can’t lift objects and throw them around without flexing his muscles in classic action-hero fashion.

There are some odd borderline cases.  The main character, Kimball Kinnison, gains a “sense of perception,” allowing him to perceive nearby objects without using the standard five senses.  He can “see” through solid objects, for example.  That does involve interaction with inanimate matter, of course; but the interaction is all one way—he can’t affect the things he perceives.

Now, a contemporary scientist physicist would find this paradoxical, since it’s fundamental to quantum physics that you can’t perceive an object without interacting with it—bouncing photons off it to see with, for example.  But the Lensman stories were planned out in the 1940s, when we were not so acutely aware of quantum-type theories of perception.  The anomaly does illustrate the difference between these two theories of knowledge:  one in which the knower is the passive recipient of information, and the other in which knowledge is always the product of interaction.

James Schmitz, The Hub - Dangerous Territory, coverJames H. Schmitz’s numerous stories set against the background of the interstellar “Federation of the Hub” use a similar theory of psionics.  Telzey Amberdon, one of the main characters, can communicate telepathically with nonhuman creatures such as her massive “pet,” the crest cat TT (who turns to be a formidably intelligent being in his own right).  Hub psis like Telzey can influence other minds and can be extremely dangerous—whether in a good cause or a bad.  But physical objects aren’t affected.

A similar sort of psionics is assumed in A.E. van Vogt’s classic mutation novel Slan, and in one of my childhood favorites, Star Rangers (The Last Planet), by Andre Norton.  For a more well-known example, the movie Independence Day showed the inimical aliens using mind control to speak through a captive human to communicate with other humans.  But to properly destroy humanity, they used conventional physical weapons.  (Well, “conventional” as science fiction goes; the alien weapons were dismayingly novel for the embattled Earthlings.)

Fantasy, too, can feature purely mental abilities.  There are references in The Lord of the Rings to the ability of elves and wizards to speak mind-to-mind.  (This was shown more explicitly, as I recall, in the movie versions of The Hobbit.)  An analogue might even be found in ghost stories.  Ghosts are often portrayed as acting only through influence on human minds, whether through terror or telepathy—as in A Christmas Carol:  the various spirits do not act except on Scrooge’s own consciousness.

Sometimes telepathy is imagined as “hearing” only what people verbalize—what’s put into words; for example, in Al Macy’s novels about mind-reading detective Eric Beckman.  In other cases, telepathy allows direct access to other people’s feelings and inchoate thoughts, somehow getting behind the speech-forming function.  The notion that one can think without words would itself be anathema to many a twentieth-century linguistic philosopher—consider the linguistic relativism or “Sapir-Whorf hypothesis” so adroitly used in the movie Arrival.  The difference raises basic questions about the relation between speech and thought, and how thinking works.

The divide between mental and physical powers gets further eroded when the story includes telepathic machines.  The Psychology Service in Schmitz’s Hub routinely uses mechanical detectors to monitor psis.  In Slan, “Porgrave broadcasters” can send “recordings” telepathically.  Even aside from the Lens itself, which is a quasi-living physical device, the Lensman series eventually gives us machine-generated mental screens, analogous to the physical force-fields of space-opera lore.  If psionics were confined to minds alone, how can machines handle it?

I’ve spoken loosely about this sort of mind-on-mind power as “nonphysical”; but that involves a very significant assumption—that the mind is not a physical thing.  If the mind were wholly reducible to the brain, there would be no reason in principle why mind powers would only affect matter in the form of other brains.  By analogy, microwaves can be used for communications, but also for cooking dinner.  On this assumption, mind powers would constitute just another kind of physical force, the analogy often being a different “wavelength” of energy.  Second Stage Lensman refers to the “frequency-range of thought” (ch.14), and Smith’s Skylark series presents thought as a “sixth-order wave”—whatever that may be.

Mind Over Matter

We’ve gotten so used to things like telekinesis nowadays that the mind-only abilities discussed above may seem oddly constrained to us.

Vader uses the Force to fling objects at Luke (Empire)The original Star Wars film, A New Hope, showed us that the Force could mediate mental communication, even with the dead (“Use the Force, Luke”), and some degree of mind-control or mental influence (“These aren’t the droids you’re looking for”).  But it was only in the sequel that we saw that it could also enable telekinesis.  I still recall the moment when Luke, ice-cemented to the ceiling in the wampaa’s cave, strains fruitlessly to reach his light-saber—then relaxes and closes his eyes; and I thought with some excitement, so, we’re going to get telekinesis too!  By the end of the episode, we’re watching Darth Vader use mental power to throw objects to distract Luke and keep him off-balance.  You can even use this matter-moving power to move yourself, or in effect to fly without wings—as we saw in one memorable scene in The Last Jedi.

Yoda lifts the X-wing (Empire Strikes Back)By now this sort of mind-over-matter is familiar territory.  But there are still aspects that aren’t obvious on the surface.  For one thing, telekinesis is apparently reactionless.  It’s unclear whether it obeys Newton’s laws of motion, under which action requires an equal and opposite reaction.  It would have been a great comic scene in Empire when Yoda impressively lifts Luke’s X-wing fighter into the air—and Luke had looked over to see Yoda rapidly sinking into the muck, with the entire weight of the X-wing bearing down on his diminutive form.

The simplest fantasy version of telekinesis is the poltergeist, an immaterial spirit which (rather bafflingly) is capable of throwing around physical objects.  Levitation, whether of oneself or of something else, is a commonplace for magicians.  In fantasy, however, mental powers tend to bleed over into magical powers, which we don’t think of in quite the same way—although one way of conceiving magic is as a kind of mind over matter.

There are other kinds of (fictional) mental interactions with matter, over and above mere movement.  A common trope is the ability to start fires, or “pyrokinesis,” as in Stephen King’s Firestarter.  This might be interpreted as a subtle form of telekinesis—since heat consists of motion at the molecular level, maybe a telekinetic could create heat by causing an object’s molecules to move faster.  Such an explanation leaves open the question of where the added energy is coming from; but that’s an issue common to any form of telekinesis.  There may be a certain nerdy satisfaction in supposing that a physically puny specimen like, er, yours truly could throw things around by sheer power of mind, even though one’s muscles aren’t up to it.  But whether things are moving by mind or by muscle, there has to be energy coming from somewhere.

The Golden Torc, second volume of Julian May's Saga of Pliocene Exile, coverThere are other things you can do with matter besides just moving it around.  Julian May’s Saga of Pliocene Exile, and related stories, postulate “metapsychic powers” that include “creativity,” allowing metapsychics to change the form of matter and thus materialize or convert physical objects.  Other stories imagine psionic abilities to “read” the history of an object or a place.

Teleportation—instantaneous movement from one place to another—represents a kind of in-between.  Physical objects are obviously affected, but the physical object in question is typically the practitioner’s own body, and perhaps other objects physically connected (such as clothing—but clothing doesn’t always come along, depending on the story, which can be inconvenient).  Does it count if your mind affects only your own body—the one locus where even theories that sharply separate mind and matter have to assume some crossover between the two?

Jean Grey (Marvel Girl) using telekinesisThere’s a long tradition of mental powers in comic books too.  But given the visual nature of the medium, physically effective mental powers tend to predominate over the purely mental.  We do see some of the latter—pure telepathy in Marvel’s Professor Xavier or DC’s Saturn Girl.  But much more popular is Marvel Girl (Jean Grey), whose telekinetic powers make for much more striking imagery.

Minds and Bodies

Considering these two approaches to mind powers raises the philosophical question of whether minds affect matter only in and through a person’s body, or can do so independently.

If we exclude direct physical effects from the scope of (fictional) mental powers, this suggests parallel realms, with thought proceeding on one level while physical actions occur on another, linked only through the minds of humans or other intelligent beings.  It’s almost a Cartesian approach (that is, a theory similar to that of René Descartes) of mind-body dualism, and sinks roots into the long-standing debates over the “mind-body problem.”

The “sense of perception” concept, similarly, functions as if there were two independent metaphysical levels, mental and physical, and this mental sense could allow a person to go “around” the physical senses and inspect an object directly.  The philosophical notion of intentionality (not to be confused with the usual sense of “intentional” or deliberate) is adaptable to such non-sensory knowledge.  But the trend in both philosophy and physics over the last couple hundred years has been to focus on the physical connection between the knower and the known.

It’s become a standard assumption that we can’t know or do anything without a physical connection.  Anything else seems “unscientific.”  What’s interesting is that we seem to be willing to accept the now-unpopular postulate of non-physical knowledge and events when we’re dealing with fiction.

Of course, it’s also possible to meld the two back together by taking the position that mental powers really only reflect physical events taking place at a level we can’t yet detect—as with Smith’s “frequency range.”  But that isn’t the only way to conceive of the relationship.  There is still a certain imaginative appeal, at least, to the notion that mind can act independent of the constraints of the physical body.

I think such stories are helpful.  We’re apt to rush to conclude “science has proven” that the mind equals the brain and the brain is just a particularly subtle form of matter.  Science has not, in fact, proven any such thing.  The physical sciences assume, understandably, that only physics is involved.  But they have by no means demonstrated that all observable phenomena can be wholly explained by physics.  The arguments on this subject are still live.  We should still apply sound standards of evidence, and not leap to conclusions—but that applies in both directions, whether to materialism or to its alternatives.

In other words, there may still be more things in heaven and earth than are dreamt of in our physics, and one of the uses of speculative stories is to help us keep an open mind on these subjects.

The Missing Mentor

[Discussing stories in detail inevitably involves some spoilers.
The ones in this post, however, should be fairly mild.
]

Gandalf, polygon art portrait

Image from desktopimages.org

The wise old mentor is a staple, not only in fantasy, but in all kinds of stories.  From a narrative point of view, though, these mentor figures are rather an inconvenience – which is why they so frequently go missing.

Gandalf the Grey, the very archetype of the mentor in an adventuring party, is kept offstage by other engagements for much of The Hobbit.  In The Lord of the Rings Tolkien goes so far as to have him perish (not permanently, to be sure).

In the Harry Potter stories, Albus Dumbledore tends to be curiously inactive – he’s not around when the crises occur – though this changes over the course of the series, until he’s fully engaged toward the end.

Professor X, of the X-Men, is generally confined to a wheelchair, which keeps him out of the action.  In the first couple of X-Men movies, he’s also hors de combat much of the time.

Gordon Ashe, the main character’s mentor in Andre Norton’s Time Traders­ series, often happens to be sick or injured.

And of course Obi-Wan Kenobi dies about a third of the way through Star Wars:  A New Hope – even if he keeps popping up periodically through the three original episodes as a Force ghost.

Why does a writer introduce these characters, only to shuffle them offstage as soon as possible?  Consider what the mentor contributes:

  1. Power.  The mentor is often a fully-developed version of what the hero is becoming, as in Star Wars.  If not, like Gandalf, he is typically a powerful figure in his own right.
  2. Knowledge.  Gandalf knows how to terminate trolls and how to open the doors of Moria (Frodo helps in the movie, but not the book).  Mr. Miyagi in The Karate Kid (1984) know how to train in karate.  Obi-Wan knows where to find Yoda.
  3. Wisdom.  The mentor often advises the hero about life – not specific information, but how to live in a more global sense.  “Do, or do not; there is no try.”  “All we have to decide is what to do with the time that is given us.”  “Man who catch fly with chopstick accomplish anything.”

Here’s where the problems start to arise.  If the mentor is a powerful figure, why isn’t the mentor out fighting the battle, rather than sending the hapless (hero) apprentice?  The more impressive the mentor’s abilities, the harder it is to avoid having the mentor displace the hero.  With the mentor in action, things would be too easy for the main characters.  (There’s a parallel problem in children’s adventure stories – how to get the children away from parents and other caregivers so they have to act on their own.)

Knowledge poses a lesser problem, but a good storyteller still rations the mentor’s advice closely.  It makes for better drama if the hero doesn’t quite know what to do and isn’t fully trained.  (The tagline for the first World of Warcraft game expansion was:  “YOU ARE NOT PREPARED!”)  Luke Skywalker is more thrilling as a brash but vulnerable neophyte facing Darth Vader than he would have been as a fully seasoned Jedi knight.  The writer may prefer to have the hero not fully informed – if only to enable a shocking surprise at the right moment.

The problems are not as severe with the mentor’s third role, as dispenser of wisdom – though it still falls to the hero to implement the teacher’s wise counsel, when the crisis comes.

Authors thus expend a lot of effort to keep mentors out of the action, leaving the heroes on their own to apply what they have learned – or fail to do so.

Gandalf dies in Moria; he returns, but by that time he’s cut off from Frodo and Sam, who most need his guidance.  (“Its name was Cirith Ungol . . . Aragorn could perhaps have told them that name and its significance; Gandalf would have warned them.”  The Two Towers, ch. IV.3)  Gandalf is present, however, for the big battle scenes, and is ready to take on the Witch-King at Minas Tirith.  In effect, Tolkien has held Gandalf’s might in reserve:  as the enemies get bigger and worse over the course of the story, it makes sense to bring the powerful mentor back in, to even the scales.  We see the same kind of progression in Harry Potter, where Dumbledore takes a more direct hand as the story goes on (though he’s removed to make the final battle more challenging).

In the Silver Age comics, the wheelchair was enough to keep Professor Xavier out of the action most of the time.  In the movies, his range and power is vastly expanded, and he has to be rendered comatose to keep him out of the fray.

George Lucas managed to eat his cake and still have it.  He opts for the drastic solution by killing off Obi-Wan for good.  But Obi-Wan’s continuation as a ghost allows him to keep providing occasional advice – not to mention retconned explanations (“From a certain point of view”).

E.E. Smith’s classic Lensman series gives us an entire species, the Arisians, as mentors.  One character, a “fusion” of four Arisians, is actually known as Mentor.  Smith crafts his story to produce fairly subtle and plot-central reasons for keeping the Arisians out of the main conflicts.  At first they need to conceal their existence from their Eddorian adversaries.  Later, they need to keep their vast powers under wraps so as not to undermine the confidence and self-reliance of the Galactic Patrol.  But the Arisians do emerge in time for the climactic battle – which could not be won without both the Arisians and the Patrol (and the Children of the Lens, but that’s another story).

The mentor isn’t always missing in action.  A writer can engage the mentor figure in the story, if proper caution is employed to dodge the above problems.  For example, the social conditions of The Karate Kid mean that Mr. Miyagi can’t simply obliterate the adversaries.  He has to equip Daniel to fight a duel, in which third parties aren’t allowed to intervene.

Another way of handling it is to have the hero and mentor fighting on separate tracks.  Thus, in The Mask of Zorro (1998), the older Zorro is supposed to be dead and has to stay in disguise for most of the story.  But during the climax he is revealed and takes on his old nemesis, while the new Zorro is saving lives and fighting his own opposite number.

One of the reasons the absent mentor appeals to us, I think, is that it reflects something we experience in real life.  As we grow older, we do leave our mentors behind.  Generally, we outlive them – and sometimes feel inadequate without the advice and assistance of those who seemed towering figures in our youth.  Yet, just as in a story, this is necessary if we are to grow up.  In the end we succeed our mentors, and become the heroes of our own stories — and, in turn, mentors to the next generation.