The Professional Hero

Glory Road

A couple of comments by Kevin Wade Johnson in connection with my last blog post (now a long way back!) triggered a line of thought about heroes and the hero business.

Glory Road cover

Robert A. Heinlein’s 1963 novel Glory Road looks like a swashbuckling fantasy at first blush, but it turns into something entirely different.  Our hero, E.C. “Oscar” Gordon, kicking around the world after leaving the military, is recruited by an incredibly gorgeous woman to assist her with a quest that involves traveling to other universes and swordfighting.  This is just the kind of adventure he was craving.

As Kevin observes, the first three-quarters of the book are action-adventure, with sizable side dishes of comedy, scandalous liaisons, and cynical social commentary.  At that point the quest is fully resolved—at page 208 out of 288, in my copy.  What, then, occupies the rest of the book?

Gordon returns with “Star,” the beautiful woman he’s now married, to her home universe.  It turns out she’s the empress of a multiuniversal polity that is in some respects a high-tech Utopia.  All Gordon has to do is relax, allow himself to be fêted by the population, and sleep with anyone he finds interesting (the late Heinlein’s polyamory is fully on display here).

He hates it.

What Utopia doesn’t satisfy is Gordon’s lust for adventure.  He doesn’t want to be a dilettante or a “kept man.”  He wants wonder, excitement, the stimulus of danger.  He likes being a hero, with all the occasional discomforts and perils of that role. The placid happy ending of a retired hero holds no attraction for Gordon.

It’s unclear whether Star feels the same way.  She’s willing to consider going in on a kind of adventuring “business” with her slightly tarnished knight.  But first, she says, she’d have to train a replacement for her unique position—and that would take many years.

The solution is for Gordon to head off again on the Glory Road without Star.  He’ll pop back in now and then, but not to take up residence in the Twenty Universes utopia on a permanent basis.  He and Star will remain in love with each other, perhaps, in some sense of the term—but not in a sense that requires fidelity on either’s part.  In Heinlein’s polyamorous world-view, passing romantic involvements are just part of the adventure:  “Knights errant spend their nights erring” (p. 271).  Gordon’s happy ending is the continuing adventure.

The Unsettled Adventurer

This idea comes up from time to time in adventure stories:  the hero (or heroine) who seeks out danger and isn’t content without it.  John Carter of Mars displays a little of this, though in the violent world of Barsoom, he seems to be able to get his fill of trouble while still remaining home-based with the enthralling Dejah Thoris in her city of Helium.  There’s something like this idea in the conclusion of The Good Place—boredom with utopia—as we’ve seen.

The really extreme case can be found in an old-time fantasy by E.R. Eddison, The Worm Ouroboros (1922).  The swashbuckling nobles of Eddison’s imagined world fight the good fight against their sinister enemies, the Witchlanders.  At the end of the novel, those adversaries are conclusively defeated.  Cue the victory feast.  And yet . . . Our Heroes are not quite satisfied.  Things just won’t be as interesting without the Witchlanders constantly scheming and warring against them.  At the very end, the heroes’ fanciful wish is somehow granted:  a herald announces the arrival of an emissary from the bad guys—the same event with which the novel opened.  (Hence the title:  the legendary serpent that swallows its own tail.)

The Series Protagonist

I’ve previously expressed some doubts about whether happy endings really need to be static and boring—so let’s not adopt the Glory Road doctrine too hastily.  (In its extreme form, Eddison’s circular epic, one may feel the opposite dissatisfaction in the sense that all the heroes’ striving and suffering has been for nothing.)  But these examples highlight a difference among types of action heroes.

In a long-running action series, unless a hero is improbably falling into one adventure after another against their will, we have to assume that the hero likes what they’re doing.  James Bond seems to be pretty content with his secret-agent life.  Indiana Jones yearns for opportunities to climb out the window of his stuffy professorial office and strike out on some treasure-hunting chase—even at an advanced age, as we’ve recently seen.  Captain Kirk, who’d been promoted to admiral by the beginning of Star Trek II, isn’t suited for a desk job.  At the end of the three-movie cycle he’s demoted to captain again—ostensibly as a punishment for flagrant violations of Starfleet regs, but we’re to see this as a step forward for him, his best destiny.  Yoda accuses Luke of this kind of unrest in The Empire Strikes Back:  “Adventure! Excitement!  A Jedi craves not these things.”

The same is true of almost all superheroes.  Retirement is almost unheard-of.  The occasional counter-example makes for an interesting tale precisely because it runs against type:  Hank Pym in the Marvel Cinematic Universe, Jack-in-the-Box in Astro City.  In a somewhat similar way, continuing campaigns in Dungeons & Dragons or similar games tend to assume the existence of a class of professional adventurers who enter willingly into a life of battle and treasure-hunting, as distinct from an assembled-for-one-purpose group like the Fellowship of the Ring.

This character trait does make things convenient for the writers.  They have a believable rationale for the main character’s continuing adventures.  Otherwise, after a while it would start to seem implausible for one person to keep getting drawn into danger purely by accident.

The Hero By Trade

The Star Trek captains, and other officers, illustrate a type of case where the character really is a professional hero—one who’s taken up a profession or vocation where danger and challenge, and hence the opportunity for heroism, come with the territory.  Anyone pursuing a military or quasi-military career fills that bill.  Honor Harrington, for example, reflects more than once that she’s good at war; it’s her calling, what she was born to do.  Professional police officers, firefighters, or rescue workers—first responders generally—also fall into this category.  (John McClane of Die Hard fame, mentioned above, is in a danger-prone profession, though it’s probably rare for a cop to run into the kinds of major crises he does.)  Unsung heroes like medical personnel may find themselves in the same position.  They may not categorize what they’re doing as heroism (it looks better on them if they don’t); but they are putting themselves “in harm’s way” where acts of heroism are constantly called for.

This is why military SF lends itself so easily to long-running series like Honor Harrington’s.  (The same is true outside the SF genres, as we can see, for example, in Patrick O’Brian’s Aubrey/Maturin sea stories.)  The same is true of private detectives, secret agents, and the like.

The Reluctant Hero

But not all heroes are professional heroes.  An equally perennial favorite is the reluctant or accidental hero—the person who answers the call to adventure, but does wish to return to a peaceful life afterward.

Jim Butcher’s Introduction to Jim Butcher & Kerrie L. Hughes, Heroic Hearts (NY:  Ace Books, 2022), puts it this way:

Real heroes . . . [are] the everyday humans who happen to be standing there when something bad happens, and when there is a sudden need for skill, courage, or intelligence.  They’re the regular people in irregular circumstances who find themselves considering others first and standing up to do whatever needs to be done.”  (p. xi)

Some do manage to go back to their ordinary lives after the crisis has passed.  Cincinnatus, and George Washington, are famous for pulling off the transition:  they took over the reins of the state when they had to, but willingly ceded power afterwards.  On a more modest scale, the “citizen soldier” concept, as in the American National Guard, aims at the same thing.  It’s part of the mystique of the American World War II armies, the so-called “Greatest Generation” model.  You rise up to serve when necessary, but happily return to civilian life when it’s done.  Contemporary discussions are more likely to emphasize post-traumatic stress disorder (PTSD) and the difficulty of the return to civilian life; but it remains an ideal with considerable drawing power.

In fiction, the contrast between heroic acts and ordinary life provides rich soil in which to grow interesting stories and characters.  Tolkien, for example, gives us some characters who do manage the return to everyday existence—Sam Gamgee—and others who find it impossible, such as Frodo.  Of course Frodo does in the end find peace in Valinor, but that requires a literal removal from the circles of the world, a transcendence not available to the average hobbit-in-the-street. 

The situations can become fairly complex.  In the Song of Roland, after the heroic deeds of the story are finished, a weary Charlemagne at the end finds himself called back unwillingly to new conflicts.  In the TV series Chuck, the eponymous Chuck Bartowski is initially appalled to find himself embroiled in spy activities, but the sheer coolness of it all grows on him, and by the fifth season he wants to start his own secret-agent business.  Scott Lang (Ant-Man) at the beginning of Quantumania is resting comfortably on his laurels, and has to be dragged back into action in the name of helping others.

Detectives in mystery stories fall into both camps.  We have professional private eyes like Sherlock Holmes and Nero Wolfe.  But then we also have amateurs like Chesterton’s Father Brown and Agatha Christie’s Miss Marple, who always just seem to be in the right place at the right time.

The Author’s Choice

If we want to write a heroic adventure story, one of the early decisions we have to make is what kind of hero we want to feature.  Sometimes the tale may call for someone who’s automatically in a position to encounter danger, like a military officer.  Sometimes we may prefer to drag the hero into action against their wishes, or by happenstance.  The whole point of Roger Thornhill’s predicament in North by Northwest, for example, is that he has no desire to become involved in skulduggery and is baffled by the strange things that are happening to him.  Like so many other accidental heroes, however, he rises to the occasion.  This is a narrative arc that may be both more interesting and more inspiring than that of the professional hero; because most of us live relatively ordinary lives and can only hope that if called upon, we too could become the kind of hero we admire.

Ends of Eras

Part of the journey is the end.
—Tony Stark

“The Saga Comes To An End”

We have a lot of extended stories coming to a close this year.  At this writing, eleven years of Marvel Cineverse movies have concluded with Avengers:  Endgame.  It won’t by any means be the last Marvel movie—we’ll see many of these characters again—but the overall story that began with Iron Man in 2008 has reached its end.  The TV series Game of Thrones released its finale on May 19, 2019.  In December, we anticipate the conclusion of the Star Wars trilogy of trilogies (The Rise of Skywalker).

On the book side, David Weber’s Honor Harrington series (she first appeared in 1992) arrived at a conclusion of sorts with Uncompromising Honor (2018).  There are plotlines still unfinished, and Honor herself may reappear in later stories, but it seems clear her personal narrative arc has closed.

Even a blog post by the FCC’s General Counsel, of all things, has given a nod to this convergence of endings.

I’m going to assume it’s coincidence that these sagas of different lengths are finishing up together.  It does seem like a good moment, however, to reflect on what the resolution of these stories says to us.

(Miraculously, this post seems to have managed to avoid any actual spoilers for Endgame.  But please note that the links, if you follow them, are full of spoilers.)

 “A really long story”

The fact that we have all these long-running series, by itself, brings up some topics that are familiar in this blog.  For instance, it confirms that readers and viewers of our own era are not as lacking in attention span as pundits might claim.  An article by Douglas Wolk, the weekend of Endgame’s release, was titled:  “Americans crave complex ideas.  Just look at the Marvel universe.”

Wolk credits Stan Lee and Jack Kirby, back in the 1960s, with bringing extended stories spanning multiple magazines to comic books.  He notes also that such vast tapestries draw us together by giving us shared topics to talk about:  “to be drawn into conversation to understand them better”—to share reactions, insights, theories about stories that “mean more to us together than alone.”  I can testify to this, as a veteran of many an animated office conversation on what was so good about Captain Marvel or whether people were satisfied with the ending of GoT.

A wide-ranging story also satisfies our appetite for visiting a fully-realized world.  This is the value of what Tolkien called “Escape” in his pivotal essay On Fairy-Stories—the refreshing sense of leaving our ordinary world temporarily behind to immerse oneself in a new and different world.  It was Tolkien who (in the Foreword to The Lord of the Rings) gave his primary motive as “the desire of a tale-teller to try his hand at a really long story”—but who is also one of the great worldbuilders.

The Craving for Epics

But these aspects mostly reflect the sheer size of the saga.  More to the point, perhaps, is that many of us also share an appetite for what we might call the epic:  a mighty struggle in which one side is clearly fighting for something worthwhile, and gains some success, as distinct from a tragedy.

Not everyone has this taste:  some of us prefer more limited stories about individual people’s fates (for example, in the romance genre), or stories that disdain the whole good-versus-evil business as insufficiently gray.  And some massive sagas fit the epic pattern better than others.  Game of Thrones is notorious for its ambivalent characters and refusal to grant unambiguous victories.  Still, from what I hear, the finale did at least bring the Westeros civil war to an end, and (mirabile dictu) many of the more decent characters survived.

Mark Ruffalo (who plays the Hulk), discussing the Avengers movies, said:

You also see the power of storytelling.  One thing I think about these movies that’s really exciting is they’re forward-leaning in the narrative of good versus evil.  We’re able to transcend some of the divisive narratives that are happening now.  (Quoted in Anthony Brezican, “All for One,” Entertainment, April 19/26, 2019, p. 20.)

It’s fascinating to hear a good-versus-evil narrative described as “forward-leaning,” after so many years in which such stories have been derided as passé.  But the remark has further implications.  It matters how things come out in the end—good, bad, or mixed.  And this means there has to be an ending in which some kind of resolution occurs.

Letting a Story End

I can’t really evaluate a story until I’ve seen how it comes out.  I’ve seen stories that were pretty off-putting in the early stages, but managed to redeem themselves at the end.  And I’ve seen some that seemed promising, but ended in a way that ruined everything that had come before.  One is reminded of the ancient adage about a human life:  “Call no man happy before his death, for by how he ends, a man is known” (Sirach 11:28; Aristotle discusses a similar statement by Solon in Nicomachean Ethics I.10).  Since a person’s life is a story, the connection makes sense.

That a story needs an ending might seem a truism if it weren’t that we have lots of stories that don’t end.  For example, comic books and soap operas (“daytime drama”) go on indefinitely, as long as people are willing to read or watch.  The occasional subversion of this pattern is noteworthy for its rarity—for example, the story in Kurt Busiek’s Astro City comic where a costumed hero called Jack-in-the-Box, himself a son who has taken on his father’s hero identity, deliberately trains a successor to take over the role (“Father’s Day,” in Astro City:  Family Album (1999)).

In more conventional literature and movies, we find other timeless, perpetual characters.  The irascible detective Nero Wolfe figured in tales spanning the period from 1934 to 1975, without major changes in his age or situation, despite the major changes in world events and American culture over that time.  The character’s fixity is actually kind of appealing; it seemed odd when a later Wolfe book written by Robert Goldsborough shows Wolfe’s sidekick Archie Goodwin using a computer in place of his trusty typewriter.  Similarly, P.G. Wodehouse’s Bertie Wooster survived innumerable scrapes and confusions from 1923 through 1974, with similarly unsettling chronological consequences (Bertie encounters a protest march in one of the later books).  In the movies, James Bond has eternal life, though actors may come and go.

Dragonflight coverBut barring these iconic perennial characters, a series that goes on indefinitely without an ending—or past its ending—is in danger of becoming humdrum.  When Anne McCaffrey started her Dragonriders of Pern series in 1967, the charcters were fighting the periodically recurring scourge of “Thread,” but aspired to find a way to end it once and for all.  In All the Weyrs of Pern (1991), they actually accomplished that goal.  That wasn’t the end of the stories; almost twenty other Dragonrider books have been published since by McCaffrey and her children.  But I found that I lost a good deal of my interest once the driving force of the original plot ended.  It was always pleasant to visit Pern, but the motivation of an ongoing plot was absent.

This may be a personal predilection; it may account for why I have difficulty staying interested in a TV series for very long.  The exceptions occur where the ongoing character or story arcs are sufficiently compelling to keep me engaged.  The Good Place, for example, achieves this by turning into a quite different kind of story in each of the three seasons so far, but with continuing characters who still seem to be reaching toward an end.  Chuck succeeded in a somewhat similar way, but the original premise was clearly played out by the last half-season; it was a good thing the series ended when it did.  When even a major movie comes across as “just another episode,” that’s a buzz-killer for me.

Closure and Continuation

Theatre critic Ann Hornaday focused on the virtues of conclusion in an excellent article upon the release of Endgame.  One such virtue arises from the very existence of an overall arc, and the associated worldbuilding:  “When contemporary experience seems to be composed of narratively nonsensical shocks to the system, the attraction of coherent, well-constructed alternative realities cannot be underestimated.”  Moreover, a good long story can engender a powerful sense of fulfillment, of achievement, from the closure of an appropriate ending.  It’s worth keeping mind that the word “end” means not just where something stops, but also a goal toward which we strive.  A fitting close is a good thing even if the ending also involves dealing with death—“absence and interior loss,” as Hornaday puts it.

As noted above, the conclusion of an iconic hero’s story is unusual enough that to see such a character retire and reach an end is both somber and refreshing.  We hate to see them go, but if they’ve lived a full life, we feel a kind of elegiac nostalgia.

This works best when the world goes on, but new characters take over—just as in real life.  It won’t surprise anyone that some of the heroes in Endgame do reach their ends; others continue.  Honor Harrington retires, but her successors will carry on while she finally enjoys the fruits of a well-earned victory.  As readers and viewers, we ought to be willing to let a beloved character go.  This reluctant release may be echoed in the story itself.  When one of the characters in Endgame tells another that it’s okay for them to go, it reminded me of what I said to my own mother, at the hospice staff’s suggestion, when she was ready to die.

While we love our heroes, the hero’s journey does have an end (which need not be death; the cited Wikipedia page labels it “The Crossing of the Return Threshold”).  We need that fitting closure to make a good story.

Is it unrealistic to expect neat endings that wind up lives, or at least careers?  Not really.  The wise Sam Gamgee was right to suggest that the great stories never really end (The Two Towers, Book IV, ch. 8); and as Bilbo said, “the Road goes ever on” (The Fellowship of the Ring, Book I, ch. 1).  But the episodes, the substories that make up those grand tales, do have their moments of closure.

We do achieve or complete things, sometimes.  We go through high school or college, and then graduate (mostly).  After a courtship, we marry—which starts a new story.  Elsewhere I’ve quoted Alasdair MacIntyre to the effect that in Jane Austen’s novels, marriage occupies the place of death in real life—an ending we don’t move beyond.  Yet we do move on; and the milestone event is no less an achievement because another phase of the story continues afterward.  “Each happy ending’s a brand new beginning.”  We need both closure and continuation.

This duality is most prominent when one person’s arc winds down and others begin.  It’s not just one story with its phases and milestones, but a vast array of overlapping stories.  Everyone has a story, and they are all woven together.  “In the plan of the Great Dance plans without number interlock, and each movement becomes in its season the breaking into flower of the whole design to which all else had been directed” (Perelandra, ch.17).

So we celebrate the closing of these mighty sagas, and we look forward to the new stories that will follow them.

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.

The Boot Camp Planet

Training Worlds

Science fiction postulates lots of types of planets—although, for the convenience of humanoid characters, most of the ones shown end up being pretty Earthlike.  (It sometimes seemed that original-series Star Trek planets could be divided into “piles of rocks” and “places exactly like Earth.”  Much easier on the special-effects budget.)  Here I’d like to look at one particular variety—the worlds that serve as training locales for tough guys.

If you want to develop an inhumanly formidable army, you can do it by administering a “super soldier serum,” as in the Marvel comics.  You can do it by postulating a lifetime of intense training, as with Batman.  Or you can do it by throwing your candidates into an environment so fierce that those who survive have to become impossibly “badass” just to live through it.

Dune

Dune, coverWhat TV Tropes calls the “Death World” plays a key role in the plot of Frank Herbert’s Dune (1965).  One of the things that allows the galactic Emperor in Dune to stay on top in the civilization’s complex politics is his legion of crack troops.  The “Sardaukar” are so formidable that even the highly-trained private armies of the feudal Houses are reluctant to face them.

It turns out that the Sardaukar are recruited from the Emperor’s prison planet, Salusa Secundus—a planet so hostile that only the strongest can live.  “A man who survives Salusa Secundus starts out being tougher than most others.  When you add the very best of military training—”  (Thufir Hawat, p. 370).

But Arrakis, the planet called Dune, is harsher still.  The “Fremen,” the Dune population, appear to be simple barbarian nomads.  But the exigencies of survival in the Dune environment are so demanding that, as one character realizes, the Fremen are actually “an entire culture trained to military order” (283)—an invaluable resource for the main character, Paul Atreides, who needs such a cadre to recapture the holdings and status that the Emperor and Paul’s Harkonnen enemies have illegally taken away.  The Fremen are so tough that even their civilians, “women and children and old men,” can beat full-fledged Sardaukar (454).

It’s suggested at one point that the Fremen come from the same stock as the original inhabitants of Salusa Secundus—transported there at a time when they had “grown soft with an easy planet” elsewhere (352).  That stock may have been hardy to begin with, but it’s clear that the harsh environment is what made the difference.  Part of Paul’s eventual plan to take over the Imperium himself is to neutralize the Emperor’s forces by making Salusa Secundus “a garden world, full of gentle things” (481)—a much pleasanter place for the former Emperor to retire in peace, but no longer a source of formidable warriors.

Arrakis, like Salusa Secundus, tests its people rigorously, winnowing out the weak, toughening up the strong.

Prison Planets and More

We wouldn’t choose to live in so taxing an environment—which is why the population is generally conceived as being there not entirely by their own choice.

Jerry Pournelle’s “CoDominium” future history postulates a future in which a number of worlds are settled by political prisoners and other riffraff who are sent there by the combined U.S.-Russian world government.  Some of the toughest fighters come from Tanith, a demanding jungle planet that is, as Wikipedia puts it, an “infamous dumping ground for transportees.”

Tom Godwin, The Survivors, coverAs a kid, I was fascinated by a Tom Godwin SF novel called The Survivors (1958; also known by the cheesier title Space Prison; reprinted in the 2003 collection The Cold Equations & Other Stories).  A Terran colony ship is waylaid by the Nazi-like Gerns; the useful emigrants are taken as slaves, while the remainder (“Rejects”) are marooned on what the Gerns mockingly describe as an “Earth-type” planet—Ragnarok, with extreme climates, 1.5 times Earth’s gravity, and fantastically dangerous wildlife.  Driven by the goal of avenging themselves and their people, the abandoned colony of “rejects” survives across the generations despite its hardships.  When they finally encounter their nemeses again, the colonists’ descendants have become so formidable that they succeed in overrunning and capturing a Gern battleship.

In a smaller way, the colony planet of Grayson in David Weber’s Honor Harrington series reflects a similar situation.  Grayson started out as a group of settlers seeking a far-off home for religious reasons.  But their ideal planet turned out to have so high a concentration of heavy metals in the environment that indigenous life was poisonous and it was impossible even to live in the open air.  The realities of interstellar travel in that period made it impractical for the settlers to simply abandon the colony; in effect they were stranded by their own incautious choice.  While the Grayson people start out in the second Honor book as a cliché of religious intolerance, Weber’s perspective gradually shifts until they are regarded as tough, honest allies.

James H. Schmitz’s Federation of the Hub future history hints at the notion of an entire approach to human civilization based on a similar principle—especially in the 1968 novel The Demon Breed.  But that’s a more involved topic for another day.

Herbert’s and Pournelle’s notion of “transportation” to inhospitable climes as a punishment, archaic as it may seem, harks back to actual British practices in the 17th through 19th centuries.  The British colony of Australia, the destination of many a transportee, still retains (at least in American mythology) the air of a land where hardship breeds self-reliance & sturdy independence (“Where women glow and men plunder”), as both expressed and satirized in Crocodile Dundee.  TV Tropes’ Death World page actually has a separate section for “Real Life:  Australia.”

Real-Life Analogues

In the real world, we intentionally create harsh environments to toughen up specific groups.

Military “boot camp” is the most obvious example.  I’ve never gone through armed forces training myself, so I can’t speak from personal experience.  But it seems clear that basic training is made intentionally demanding so that the recruit becomes accustomed to hardship and hostility, able to function despite adverse conditions.  We may not have a separate planet to host those conditions, but we can create a closed, artificial environment for the purpose.

Harvard Law School classroomLaw school provides a much less intense case.  The first-year “acclimatization” to law school involves legendary stresses and challenges.  Of course first-year law students are far better off than military recruits, and even the famous pressures of old-time curricula (as described in the 1971 novel and 1973 film The Paper Chase, or Scott Turow’s 1977 One L) had probably diminished by the mid-1980s, when I attended.  But classroom interrogation by the “Socratic method” certainly seems to be designed, in some respects, to intimidate and unsettle the student.

There’s a reason for this.  Most lawyers will find themselves in practices where they face strenuous and unfriendly opposition, whether in court or at the negotiating table.  If you’re not used to that kind of situation, you’ll have a hard time holding your own.  A lawyer has to learn to perform in the give and take of argument, without losing his cool.  The classroom experience is simply the first step in learning how to do this:  beginning to build up the calluses, so to speak, so we don’t crumple at the first sign of opposition.

I have a notion (again, without personal experience) that a doctor’s residency period may serve a somewhat similar purpose.  Doctors in this stage of practice work traditionally long and stressful hours.  It’s possible that this experience is itself a form of training for the emergency situations in which a physician may find herself, taking life-or-death steps under pressure.

Conclusion

In a much broader theological context, it’s sometimes been suggested—in what might be called a “forge of souls” theodicy—that evil in the world has the function of building character in a way that could not be otherwise achieved.  In some sense, the universe as a whole may be a training camp of sorts.

While the “boot camp world” idea isn’t likely to deal with the problem of evil all by itself, it does provide science fiction writers with a way to push human beings to their maximum potential—creating the larger-than-life characters and institutions that make our fantastic stories so striking, even more than gee-whiz technology and exotic settings.

Action and Passion

Our story approaches its climax:  Our Hero prepares for the cataclysmic action on which all depends.  She tenses her muscles, tightens her fists, screws up her face into a tense grimace.

Or does she?  There are actually two ways to imagine how one achieves some brilliant feat.  We have conflicting ideas about what makes action most effective.

Passion Conquers All

The most common view is that passion brings a sort of high-tension focus that intensifies action.  (I’m using “passion” here to mean any violent emotion or supreme effort, not specifically romantic passion.)  The more you feel, the more vigorously you act.  This connection obviously correlates with our common experience.  F&SF, as always, takes the idea to new levels.

The HulkWe picture this most obviously in fighting.  Today’s most iconic image is probably that of the Hulk, from Marvel Comics, who changes from mild-mannered Bruce Banner to a massive powerhouse when Banner gets angry.  The idea isn’t new to comics, of course; it goes back at least to the Norse berserker, who fights in what Wikipedia calls “a trance-like fury.”  In a more mundane case, we see the milquetoast George McFly motivated by anger at a threat to the girl of his dreams when he finally decks Biff in “Back to the Future.”

But we also see passion as the path to other kinds of achievement.  Great stress, suffering, or effort leads to a breakthrough in ability.  Jean Grey of the X-Men becomes the cosmic-powered Phoenix when her power and endurance are tested to the limit piloting a space shuttle through a solar flare.

Gully Foyle achieves a previously-impossible interplanetary teleportation (“jaunte”) when he’s at the end of his rope in the SF classic The Stars, My Destination.  Roger Zelazny’s hero Corwin recovers his memory and his full powers when he effortfully “walks the Pattern” in Nine Princes in Amber:

          It was agony to move.  Everything tried to beat me aside.  The waters were cold, then boiling.  It seemed that they constantly pushed against me.  I struggled, putting one foot before the other.

In Julian May’s Saga of Pliocene Exile, the tormented Felice Landry achieves new levels of power under extreme stress (The Golden Torc, part III, ch. 3).  On a more positive note, the coda of E.E. Smith’s Lensman series shows Clarissa MacDougall, intensely suffering the loss of her beloved, finding the power necessary to retrieve him from unimaginable reaches (that chapter is a trope namer for TV Tropes’ “The Power of Love”).  Just last night, I saw the movie version of Wonder Woman (excellent, by the way) use the same trope:  a climactic accession of power under immense emotional strain.

Some of the modern roots of the passionate effort concept can be found in the Romantic movement.

Dispassion Also Has Its Points

But there’s a more paradoxical view that we can achieve more when we stop concentrating and enter a state of calmness or centeredness.

This approach also has many roots.  We’re frequently advised, when struggling with a difficult task, that we’re “trying too hard.”  Zen and other Asiatic traditions mobilize a strategy of detaching one’s mind from too great a concentration.  The currently popular practice of “mindfulness” seems to partake of the same idea:  a focus on the present moment without worry or intense concern.  Wikipedia even refers to “choiceless awareness,”  “the state of unpremeditated, complete awareness of the present without preference, effort, or compulsion.”

A nonpassionate sense of focus also appears in F&SF as a way to great achievement, though it’s much more rare.  In Robert Jordan’s massive fantasy epic The Wheel of Time, for example, Rand al’Thor is receiving sword training from a mentor who recommends “[n]ot the wild leaping about and slashing that Rand had in mind . . . but smooth motions, one flowing into another, almost a dance.”

“ . . . Blank your mind, sheepherder.  Empty it of hate or fear, of everything.  Burn them away. . . .”

Rand stared at him.  “The flame and the void,” he said wonderingly.  “That’s what you mean, isn’t it?  My father taught me about that.”  (The Eye of the World, ch. 13, paperback p. 177)

It’s through “the Void” that Rand can be most effective with the sword—and, later, with other things.

Honor Harrington faces the duelDavid Weber’s military SF heroine Honor Harrington, after surviving a shuttle explosion and emotional trauma, faced with a ritual duel to the death, dramatically decapitates her opponent with a single stroke.  But she doesn’t do it in a burst of rage, well-justified as that would be.

Honor waited, poised and still, centered physically and mentally, her eyes watching every part of [her opponent’s] body without focusing on any.  She felt his frustration, but it was as distant and unimportant as the ache of her broken ribs.  She simply waited—and then, suddenly, she moved.  (Flag in Exile, ch. 29, paperback p. 376)

We might also compare Frozen, from a previous post.  Elsa gains full control over her powers not when she lashes out passionately, nor when she painfully restrains herself, but when her power flows freely and gladly.

It’s hard to specify exactly what this dis-passionate state is.  It’s not pure rationality, à la Mr. Spock.  We might consider it a sort of pure will; but it’s not a blind will creating its own goal à la Nietzsche.  What you’re seeking still matters greatly; this Void state is how you approach it.

Nor is it lack of restraint, as we saw with Frozen.  Rather, the mindful actor seems to have perfect direction, perfect control, by means of this very Void state.  The arrow goes straight to the target—but it strikes with unparalleled force.

We don’t see as many examples of such centered intensity in the movies.  Film tends to prefer the display of passion:  it’s showier.  A character whose action arises from an inner balance is likely to look entirely inert, from the outside—until she moves.

Convergence

What these two approaches have in common, maybe, is wholeheartedness.  This seems to be the point of Yoda’s famous advice:  “Do, or do not; there is no try.”  Mr. Miyagi says something very similar to Daniel in The Karate Kid (at about 0:54).

The best modern description of a condition in which complete involvement in an action combines calm with wholehearted dedication may be “flow state.”  Most of us have probably experienced this ourselves.  There’s a certain detachment; yet there’s also deep involvement.  Emotion doesn’t get in the way, but the activity itself involves a sort of ecstasy (which, etymologically, means ‘standing outside oneself’).  Note that the berserker was described above as possessing (or possessed by) a “trance-like fury.”

In other words, the two paths may converge in the end, where maximum emotion is wholly embodied in or transmuted into the act.  None of that energy is wasted on subsidiary symptoms or mechanisms like straining, sweating, grimacing, screaming.

 

The way we approach these two paths affects how we tell a story.  Depending on our hero, and the hero’s personality or way of life, we may depict the climax as the moment of greatest strain or passion, or as a great achievement in a moment of crucial calm—“the still point of the turning world.”

If we’re simply living life—dancing, singing, coding, negotiating, loving—this may be good advice as well.  The way to do our best may not be to strain every sinew, but to relax and center.  Or possibly both.