Prophecy and the Plan

The ancient prophecy is a staple of fantasy.  This child will kill his father and marry his mother.  Not by the hand of man will this being fall.  The source of the information is often vague, but once we’ve heard the prophecy, we know it’s going to come true—somehow.

There’s a comparable science fiction trope:  the long-term Plan.  But the Plan functions rather differently.  Let’s take a look at the two together.

Foretold and Foredoomed

An entire story may be built around the unavoidable destiny that lands on an unlikely or reluctant hero.  Or the mysterious message from the past may relate merely to one aspect of the story—perhaps the only way to accomplish some task (“the penitent man will pass”).  Either way, in the words of TV Tropes, Prophecies Are Always Right.

As the examples on the Tropes page indicate, this is not strictly true:  writers can subvert or otherwise play with the fulfillment of a prediction.  But there wouldn’t be much purpose in introducing the prophecy if it didn’t have some relevance to the plot.  Most commonly, this is because it’s valid.

Statute of sibylThe device goes back to some of the earliest stories we have.  The Greek tale of Oedipus, for example, involves a prediction that a child will bring disaster on his city by killing his father and marrying his mother.  The very actions by which his father tries to avert this outcome turn out to produce it.

Shakespeare’s Macbeth provides a slightly less antique example.  The title character is emboldened to stage a revolt by the “prophetic greeting” of three witches (Act I, Scene 3).  Macbeth is further heartened by hearing that “none of woman born” will harm him, and that he won’t be beaten until “Great Birnam wood to high Dunsinane Hill/Shall come against him,” (Act IV, Scene 1).  Both statements turn out to be true, but not as Macbeth interpreted them:  his opponents approach his stronghold holding “leavy screens” of branches (Act V, Scene 6), and he is slain by Macduff, who was birthed by Caesarean section (Act V, Scene 8).  In both these cases the message appears to be that you can’t fight fate:  the prophecy will come true despite all attempts to prevent it.

The motif carries through to modern fantasy as well.  Harry Potter’s Divination teacher, Professor Trelawney, is generally played for laughs, but her serious predictions come true.  In The Lion, the Witch, and the Wardrobe, the White Witch is right to fear the “old rhyme” that her reign will end when two Sons of Adam and two Daughters of Eve are enthroned in Cair Paravel (ch. 8).

Fated but Free

Eowyn slays the NazgulThe Lord of the Rings provides some interesting examples.  TV Tropes lists a number of vague premonitions by various characters.  But a more specific case occurs when the Witch-King of Angmar, secure in Glorfindel’s prediction that “not by the hand of man will he fall” (Appendix A, I.iv), boasts that “No living man may hinder me!”, and is met by Éowyn’s defiant “But no living man am I!”  (Return of the King, book V, ch. 6, p. 116).

The main issue of the story, however, is subject to no such foreknowledge.  No prophecy gives a hint as to whether the Ring will be destroyed and Sauron defeated.  As TV Tropes points out, free will as well as fate exists in Tolkien’s world.  There is no certainty of outcome in this world’s battles.  As Chesterton puts it:  “I tell you naught for your comfort, yea, naught for your desire / Save that the sky grows darker yet and the sea rises higher.”

The foretellings we do see in fantasy seem to be guaranteed by some trans-human source:  paranormal, supernatural, even divine.  This is why they can generally be relied upon to come true.  But what of science fiction, which tends to invoke science rather than the supernatural?


What often takes the place of prophecy in SF is a vast, far-reaching plan of some sort, whose fulfillment is guaranteed not by the supernatural but on some scientific basis.  This is, in effect, the science-fictional version of prophecy or fate.  Such plans typically are made by human beings (or similar creatures).  They are reducible to human intent—and conditioned by human fallibility.

Seldon sits in front of city (Foundation)The classic case is Isaac Asimov’s original Foundation trilogy.  Hari Seldon, inventor of a new science of “psychohistory” that statistically predicts the aggregate actions of human masses (as distinct from the acts of individual persons), realizes that the millennia-spanning Galactic Empire is headed for an inevitable collapse.  To cut short the subsequent thirty thousand years of chaos and barbarism, Seldon launches a plan to establish two “Foundations” from which civilization may be restored more quickly—in a mere thousand years.  Seldon’s mathematics allows him to arrange things in such a way that the Seldon Plan will inevitably prevail—at least to a very high order of probability (given that we’re dealing with statistical conclusions here, rather than superhuman insights).

The stories Asimov tells about the early years of the Foundation thus carry an atmosphere that’s similar in some ways to that of a prophecy in fantasy.  The leaders and people of the Foundation on the planet Terminus have confidence that they will prevail; but they are not privy to the details of the Plan and have no idea how that will occur—just as the Witch-King did not anticipate he would be slain by a woman, or the Pevensie children know just how they can succeed to the king-and-queenship of Narnia.

On the other hand, Seldon’s Plan is not quite as infallible as the typical prophecy.  This becomes evident when an individual known as the Mule upsets the psychohistorical scheme by changing its underlying assumptions about human behavior:  the Mule has mutant mental powers that could not have been predicted by Seldon.

Galactic Networks and Race Minds

The Snow Queen coverJoan Vinge’s 1980 novel The Snow Queen (very loosely based on the plot of Andersen’s fairy tale) also involves a Plan, though the characters are not aware of this initially.  They come to realize that the “sibyl network,” a vast interstellar information system run by technology beyond their understanding, has its own purposes and is seeking (like Seldon) to shape events to promote reconstruction after a collapse of civilization.  But they’re not fully aware of what the sibyl network is trying to do, and they don’t know whether its Plan will be successful.

Unlike the Plan that underlies the Foundation stories, Vinge’s Plan is not made by human agents—though the computer “mind” behind it is a human product.  But like the Seldon Plan, this long-range plan is not guaranteed to succeed.  The sibyl network is not as infallible as the mysterious sources behind the standard fantasy prophecy.

The long-term plan, or purpose, may also belong to a race or species consciousness—a mind (of sorts) that arises from humanity as a whole.  The “terrible purpose” that Paul Atreides struggles with in Dune is that of a subliminal racial consciousness that is driving relentlessly toward an interstellar jihad as a way of mixing up the gene pool to refresh the species.  This quasi-mind does not seem to have a specific plan in mind, but the overall drive, like the statistically-based Seldon Plan, is irresistible.

Something similar seems to be at work in A.E. van Vogt’s mutation-after-humanity novel Slan (1940).  In this future setting, the human species is mutating not at random, but in such a way as to consistently produce a “higher” type of being—smarter, stronger, kinder, with telepathic powers.  One character remarks:  “We have always assumed far too readily that no cohesion exists between individuals, that the race of men is not a unit with an immensely tenuous equivalent of a blood-and-nerve stream flowing from man to man” (ch. 18).  Apparently there is some vague but irresistible analogue of systematic purpose at work in humanity as a whole.  (Greg Bear’s 1999 novel Darwin’s Radio, by contrast, suggests a distributed genetic mechanism for such a wave of mutation, without requiring a single overall mind to account for it.)

Ongoing Guidance

A master Plan that spans generations may be designed to operate without intervening human guidance.  This is true of certain lost world-ship stories, in which the loss of knowledge on a generation ship is deliberately arranged in advance.  In Clifford Simak’s Target Generation (1953), for instance, a book of instructions has been secretly passed down from generation to generation, to be opened only when the starship finally reaches its destination.

Of course, the transmission of such a plan won’t be reliable if it’s subject to human error or accident.  I’ve often felt that the long-dead planners who relied on a secret book in Target Generation ought to have been thrown out on their ears, when the flight was being arranged, for resting the survival of an entire shipload of people on such a fragile and undependable strategy—like the wacky souls behind the Rube Goldberg setup in City of Ember, entertaining as both those stories are.

Second Foundation coverSeldon’s Plan at first appears to function in this pilotless way.  But it turns out there is a hidden agency responsible for monitoring the Plan and correcting any deviations:  the Second Foundation, as skilled in psychohistory as the original Foundation is in technology.  The canny Seldon built in a safety net to take care of just such a random variable as the Mule—because a human-based plan lacks the mysterious paranormal guarantee of a prophecy.



Sitting squarely between the F&SF camps in this respect is Star Wars, the exception that proves the rule.  Lucas’s brain child is sometimes referred to as “science fantasy” rather than science fiction, not just because it does not delve into scientific plausibility, but because it simultaneously mobilizes both fantasy and science-fiction tropes; that’s part of the reason the movies are so widely accessible and successful.  The prophecy that Anakin Skywalker will “bring balance to the Force” (whatever exactly that means) is cited throughout the series.  But there’s no real explanation in the movies, at least, as to how this prophecy works or what makes it reliable information.  It’s a fantasy trope, not a science fiction motif.

There is, however, a genuine SF exception of sorts:  time travel stories, when they rely on knowledge gained from being in the future.  For example, in Anne McCaffrey’s Dragonflight (1968), time-traveling dragonrider Lessa assures her compatriots in the past that they will accompany her back to her own time in their future, because that explains their mysterious disappearance, which Lessa already knows about as part of her own history.  Here the source of future knowledge is neither human nor superhuman, but sheer facticity—or, from the standpoint of the characters, experience.  They tell about future events that they’ve already seen happening.

For the Reader

Both types of projections into the future, prophecies and plans, set up a certain kind of tension in a story.  There’s a sort of security—we know how things will turn out, at least in a general way.  (Or if the outcome is tragic, as with Oedipus, the effect may be dread rather than security.)  At the same time, there’s a tension in that we don’t know how the story will arrive at that end.  The power of this combination is proved by the long tradition of such stories throughout human civilization.

The long-term plan or prediction evokes awe at the deeps of time—how something said long ago may still have effects today.  And it generates a certain wonder at the way in which things surprisingly work out.  In either form, they’re a useful part of a storyteller’s arsenal of effects.




Recently I started listening to Mike Duncan’s podcasts on the History of Rome (2007-2012).  It’s interesting that he takes seriously the story of the founding of Rome by Aeneas.  Not that he believes it actually happened that way; but he does recount the tale as if it were history.  Of course, Duncan observes that we don’t have much of anything except legends to go on for the early history.  And it does make a good yarn.

The Aeneid, cover (Penguin)I’ve always had a fondness for Aeneas.  It dates back to when I took fourth-year Latin in high school.  That class—which turned out to be a sort of independent study, since no one else signed up for the course—consisted largely of translating parts of the Aeneid.  As it happened, my encounter with the Aeneid was also the occasion for a kind of epiphany.

So what makes Aeneas, and his story, so cool?

The Poem

The Aeneid is an epic poem, the Romans’ answer to the Greeks’ Iliad and Odyssey.  Unlike the Greek epics, which are attributed to the near-legendary Homer, the Aeneid was composed within recorded history, between 29 and 19 B.C., by Publius Vergilius Maro, generally referred to in English as Vergil or Virgil.  The work was seen as celebrating Roman history and its culmination in the Empire of Augustus Caesar, and became a kind of national mythology of Rome.

Vergil developed his epic out of a scattering of legendary sources, including some mentions of Aeneas in the Iliad.  Wikipedia summarizes the work this way, incorporating some useful cross-references:

Virgil took the disconnected tales of Aeneas’s wanderings, his vague association with the foundation of Rome and a personage of no fixed characteristics other than a scrupulous pietas, and fashioned the Aeneid into a compelling founding myth or national epic that tied Rome to the legends of Troy, explained the Punic Wars, glorified traditional Roman virtues, and legitimized the Julio-Claudian dynasty as descendants of the founders, heroes, and gods of Rome and Troy.

Painting of Aeneas recounting the fall of Troy to Dido

Aeneas tells Dido of the Trojan War (Pierre-Narcisse Guérin)

The Aeneid describes how Aeneas and his followers, escaping from the fall of Troy, set out on extended wanderings about the Mediterranean in search of the new home they are destined to find.  They stop for a while at Carthage (Rome’s traditional enemy), which is actually where the poem begins.  Aeneas tells the story so far to the attentive Queen Dido of Carthage, who is enamored of him.  It’s a classic example of starting a story “in medias res” (into the midst of things).

When he’s reminded that he has not yet arrived at his destined kingdom, Aeneas reluctantly leaves Dido, who kills herself out of frustrated love.  Eventually he arrives in Italy, where his people join forces with the native Latins, sealing the union by the marriage of Aeneas and the princess Lavinia—but first they have to defeat the local Rutuli, to whose king, Turnus, Lavinia had previously been promised.

The Story

Aeneas and his father flee Troy (Vouet)

Aeneas and his Father Fleeing Troy, by Simon Vouet (c. 1635)

The Aeneid is a story of the underdog—something that always appeals.  Rather than seizing on some glorious victor as the founder of Rome, Vergil started with the defeated refugees fleeing from the fall of Troy.  It takes some nerve to proclaim yourself the descendant of the losers.  But it bespeaks a certain humility that’s refreshing in a national epic.


On the other hand, Aeneas is not exactly a common man:  he’s the son of the goddess Venus and his human father Anchises.  Thus, Aeneas is frequently addressed in the poem as “goddess-born” (nāte deā).  Aeneas is in fact a demigod by ancestry—but he’s sympathetically human in character.  So he may be from the losing side in the Trojan War, but he’s definitely the Chosen One.

The Aeneid is not the tale of an essentially pointless war, like the Iliad, or the monster-ridden journey of the Odyssey.  Rather, it has a plot that moves definitely toward an end:  a victorious war (redeeming the defeat of Troy, perhaps) that results in a new beginning, the origin of Rome.  (Wikipedia says rather coyly:  “A strong teleology, or drive towards a climax, has been detected in the poem.”)  This gives the Aeneid a note of hope and uplift that’s harder to find in the Greek predecessors.

The Hero

I like Aeneas better than most of the heroes of Homer.  He makes mistakes; he hesitates at times to step up to his destiny; he has his moments of weakness with Dido; but he’s essentially well-intentioned and honorable.

Vergil depicts Aeneas as an exemplar of pietas, a central virtue for the Romans.  It’s not quite the same thing as the cognate “piety” in English.  The root sense seems to be a kind of filial respect, but read broadly pietas becomes almost equivalent to “justice”—in the equally broad sense often given to “justice” by Plato and Aristotle, where the term encompasses the whole of morality.  Aeneas is a “good guy”—and I always have a weakness for the decent person who strives to do the right thing.

One wouldn’t be far wrong to think of Aeneas as a potential knight of the Round Table.  In fact, the original descriptions of Arthur do make a legendary connection to the family of Aeneas (in the Historia Brittonum).

The Romantic

Another favorable feature, to my taste, is that Aeneas is more prone to romance than most of the Homeric heroes.  (Maybe it’s his mom’s influence at work.)

Aeneas and Anchises in Troy movieOf course, the Iliad does give us Hector and Andromache, and the Odyssey is after all the tale of Odysseus’ attempts to return to his faithful wife.  But romantic love is not the main matter of those works (I read the intrigue of Paris and Helen as more a matter of lust than love).  This is somewhat obscured in the movie Troy, where Hollywood characteristically amps up the romances of Paris and Helen, Achilles and Briseis.  (Incidentally, Aeneas appears in that movie too—for about sixteen seconds; though he does take possession of an heirloom sword to carry forward into mythical history.)

Aeneas is involved in three romances in the course of his voyaging.  To begin with, he’s portrayed as loyal to his first wife Creusa.  When she’s lost in the flight through burning Troy, he goes back at great risk to find her, but he’s too late.  He meets her shade instead, and though he tries to hold her, he can’t.  Instead, she foretells he’ll marry another.

The poem treats the idyll in Carthage as a weakness in Aeneas, because it distracts him from his destiny:  he’s tempted to settle down with Dido and give up all this strife and conflict.  But it’s the kind of weakness we moderns rather sympathize with.  When he leaves Dido, it’s for an irresistible reason—the call of destiny—and Dido’s heartbreak is portrayed as an overreaction (her dying curse provides a mythical explanation for the traditional enmity between Rome and Carthage).

Finally, Aeneas’ destined marriage to Lavinia can be interpreted as a romantic happy ending.  He names a city for her—perhaps not the typical gift to one’s wife, but certainly a grand gesture.  Not that the Aeneid treats of their relationship in any great detail.  But that leaves the field open for improvisation.  Wikipedia observes that “[t]he perceived deficiency of any account of Aeneas’s marriage to Lavinia or his founding of the Roman race led some writers . . . to compose their own supplements.”

I recently read one of those follow-up stories, Ursula K. LeGuin’s Lavinia.  It’s a good story, although it has peculiarly “meta” qualities:  LeGuin depicts Lavinia as spending a lot of time chatting with Vergil himself and pondering whether she’s real or fictional.  We still don’t get to see as much of Aeneas or their romance as I’d have liked, though LeGuin does depict the hero and their love favorably—a step in the right direction.

The Epiphany

Arma virumque cano, blue tile coasterTranslating something into another language can trigger reflections on language itself.

In high school, I would have said that plot was more important than character in a story—feeling a bit daring and iconoclastic in taking that position, since in those days the doctrine in English Lit classes was that Character Is Everything.  Style, or the handling of language I would have considered a distant third, at best.

But I remember going over my English rendition at one point, and not being quite satisfied.  The lines were accurate enough; but I wanted something more.  The lines didn’t sing.  I wanted them to sound better.  In fact—I was amused to realize—I wanted them to sound like The Lord of the Rings.  It’s an epic, with a heroic sword-and-sorcery setting, right?  Of course it should sound like Tolkien!

That was the point at which I became aware how much the language matters.  You can have a fine plot, you can have wonderful characters, but how that comes through to the reader depends on how you say it.  How you tell the story can be as important, in how it affects the reader, as what story you choose to tell.

A Character By Any Other Name

Last time we talked about the complications of naming babies.  Of course, parents have only a few children.  But writers have to name a lot of characters.  Coming up with the right names is tricky; some writers are better at it than others.  Let’s look at how they meet the challenge.

The Familiar

If you’re writing a contemporary story, you’re in much the same position as a proud parent—except that you know how the person turns out, and you can pick a name that carries the implications you want for the character.  Dickens can name one pleasant pair the Cheeryble Brothers and a less prepossessing soul Scrooge to underline their personalities, in case the reader needs to be hit over the head with a sledgehammer to get the point.  Not all authors have to be quite so explicit about it.

As we noted, there are plenty of books and pamphlets to suggest character names, as well as sites like Behind the Names, BabyNameWizard, or Nameberry.  The pamphlets have become a bit more international over the years:  today’s versions contain names from more countries and languages than they used to.  This can help us avoid what you might call “WASP Name Syndrome,” in which all the names tend to be blandly Anglo-Saxon.

Kamala Khan, Ms. Marvel

Kamala Khan, Ms. Marvel

Consider, for example, early super-heroes, who tended to have white-bread names like Clark Kent, Lois Lane, Bruce Wayne, Barry Allen—not to mention the compulsively alliterative Marvel characters like Reed Richards, Peter Parker, Sue Storm, Bruce Banner…  We see at least a little more cultural variety these days, even if it’s still hard to shake the alliteration, as with the current Ms. Marvel, Kamala Khan.

We’re still in pretty familiar territory when we visit the realm of the historic, or faux-historic—legendary figures living in real or imagined ancient times.  In the Arthurian tales we get ordinary-sounding names like, well, Arthur, as well as less common names (at least at this point in history) like Lancelot, Galahad, Tristan and Isolde, which may at least be familiar through repetition.  An author who wants to be (perhaps) historically more accurate as well as exotic can go for Celtic-style spellings:  Bedwyr instead of Bedivere, for example.  I’ve seen such imaginative renditions of “Guinevere” that you can get halfway through the book before you realize who the author is talking about.  (“Gwenhwyfar,” anyone?)

The Semi-Fantastic

We can do the same thing in F&SF—name our hero Luke, our wizard Ben, pedestrian names like that.  We may want the effect of the plain, traditional name for a particular character—for example, to suggest homeliness or familiarity.  (“His real name is Obi-Wan, but I know him as Ben.”)  This is fine if the story is set, say, twenty years from now, when you’d expect names to be relatively unchanged.  But it’s harder to justify—to make believable—if we’re thousands of years in the future, or in a completely separate alternate world, as with much heroic fantasy.

Note this can also be true in SF:  Star Wars looks futuristic, but we’re clearly asked to dissociate ourselves from any specific connection to the present when we’re told, “Once upon a time, in a galaxy far, far away…”  The curious reader is likely to wonder, how did these people happen to come up with exactly the same names we use, even without any common (recent) history or heritage?

Pilgrimage: The Book of the People, coverIn Zenna Henderson’s stories of The People, refugees from another planet come to Earth and struggle to fit in.  The stories are excellent, but the names sometimes give me pause.  In a story set on the home planet, before they’ve had any contact with Earth, the characters have names such as David, Eve, and Timmy—as well as the less familiar Lytha and ‘Chell (Michelle?).  Why so similar to common Terrestrial names?

Or take the hobbits.  Alongside Sam, Bob, and Rosie we have characters like Frodo, Bilbo, Meriadoc and Pippin.  Tolkien, the master linguist, can explain this—exhaustively (see Appendix F to The Lord of the Rings).  From a narrative point of view, the name-mixture gives us a sense of earthy rustic culture, but also of something a little different from Merrie Olde England.  Tolkien succeeds by being both quaint and quirky.

I’m less sympathetic to George R.R. Martin, who seems determined to give his characters in A Song of Ice and Fire names that are mostly familiar, but misspelled.  If we’re going to have people named Eddard, Catelyn, and Rickard, why not just call them Edward, Cathleen, and Richard—or are we expected to believe that languages in Westeros evolved in almost exact parallel to ours, but not quite?  (I have the same problem with the pseudo-Latin spells in Harry Potter—if you’re going to use Latin, just do it, don’t fake it—though I recently read an article by someone who’s examined Rowling’s quasi-Latin more closely than I and is more forgiving.)

Inventing Fantasy Names

If we’re going for traditional semi-medieval high fantasy, we may want names that are somewhat familiar, but have an antique ring to them.  How do I come up with a fitting title for the mighty barbarian I just rolled up for Dungeons and Dragons?  There are a number of tried-and-true approaches.  As it turns out, TV Tropes has a gallery of naming tropes that cover much of the territory (there’s a list-of-lists at Naming Conventions).

A descriptive name picks out some distinguishing feature:  Erik the Red, Catherine the Great.  Or Charles the Bald, or Pepin the Short, if I’m aiming for humorous or mundane rather than grand and dramatic.  If we don’t like “the,” we can fix on a name like Blackbeard.  Or Bluebeard.  (TV Tropes summarizes the pattern as Captain Colorbeard.)

Naming someone by place of origin (especially in place of a last name) also has a healthy yeomanlike sound to it.  I fondly recall a sturdy D&D character I named John of Redcliff.  A lot of ordinary last names, like Lake or Hill or Rivers, probably started out that way.  If the background allows for it, we can vary the effect by using French (de) or German (von) or other languages’ equivalents.

Occupations also gave us a lot of familiar last names.  “William the Farmer” (to distinguish him from the three other Williams in the village) easily becomes “William Farmer.”  Some of these are less obvious than others:  we may not recall that “sawyer” is what you call someone who wields a saw.

Names that indicate one’s parents—patronymics and matronymics—occur in many languages.  The English have their Josephsons and Richardsons, the Russians their Petrovs and Ivanovnas.

Random alphabet diceScorning these expedients, we can also strike off into the unknown by inventing a name purely from scratch, just for its sound.  This can produce semi-random results—but not entirely random, since speakers of a given language will tend toward combinations of letters and sounds that “make sense” in their language.  TV Tropes’ Law of Alien Names makes some interesting observations about how writers in different genres often approach name generation.

A doctor friend of mine, feeling he wasn’t up to the task of coining a lot of names, used a novel expedient in his D&D campaign:  he used the names of drugs.  This strategy works surprisingly well as long as you stick to obscure pharmaceuticals, which often seem to have been named by plucking letters out of the air (“erenumab”) or by phonetically respelling a chemical term (“Sudafed”).  On the other hand, a fierce warrior character named “Xanax” is going to create some cognitive dissonance for those who know the term in question.

A Variety of Effects

Different writers take different approaches to naming, which contribute to the distinctiveness of their worlds.

At the extreme end of systematic invention stands Tolkien, who once said that he invented his stories and realms only as a place to put his invented languages.  His names add noticeably to the integrity of his imagined world; they hold together so well because they really were derived from a number of separate, fully-developed languages.  We have a pretty good idea whether a name is hobbitish, elven, or dwarven from the sound alone.

Llana of Gathol, coverOr take Edgar Rice Burroughs’ Barsoom (Mars) stories.  Martian heroes and heroines (especially the heroines) tend to have relatively graceful names:  Dejah Thoris, Gahan of Gathol (a place-reference name), Carthoris, Llana.  Male supporting characters and savage green Martians are tougher-sounding:  Tars Tarkas, Mors Kajak, Kantos Kan, Xodar.  Villains’ names are still less graceful:  Phor Tak, Tul Axtar, Luud, U-Dor.  There’s no clear linguistic background for the names, but there’s enough commonality to give us a sense that Barsoomian nomenclature does hold together on a cultural basis.

Telzey Amberdon, book coverThe far future of SF writer James Schmitz yields a completely different style of naming.  Rather than being mellifluously Elvish, like Galadriel or Aragorn, or barbarically guttural, like Tars Tarkas, Schmitz’s names strike me as quintessentially American:  with a contemporary English sound and a sort of casual feel—yet unfamiliar enough to remind us we’re not in Kansas any more.  Recurring character Telzey Amberdon is a good example.  “Telzey,” with the diminutive –ey ending, sounds like a nickname somebody today might bear, but as far as I know, no one actually does.

This laid-back style is characteristic of Schmitz’s Federation of the Hub.  The names have a familiar contemporary sound, but they aren’t actually familiar.  The first names also tend to give few gender clues—which might be related to the fact that Schmitz stories often featured strong female leads.  Nile Etland and Heslet Quillan, along with the single-named Captain Pausert and Goth of The Witches of Karres or Iliff and Pagadan of Agent of Vega, all sound like people we might run into on any street—until we bypass the familiarity of sound and realize we’ve never heard these names before.  The names give Schmitz’s stories a unique feel.


We can see how the names help establish the mood and ambiance of a story.  It says something about The Lord of the Rings that it contains both Gandalf the Grey and Freddy Bolger.  As with other aspects of worldbuilding, the names contribute to the “willing suspension of disbelief” when they help us feel the believable solidity of a consistent background—even if it’s a consistency that includes species or cultural variation.

TV Tropes lists a number of ways anomalies can crop up.  There’s “Aerith and Bob,” where familiar conventional names are mixed in unaccountably with unusual ones.  If a particular character’s name is unlike any of the others, we have “Odd Name Out.”  Using a mix of Earthly languages as sources for names gives us “Melting-Pot Nomenclature”—which may be justified if we envision a future in which today’s nations and ethnic groups have intermixed, as in H. Beam Piper’s future history.

The most thoroughgoing way of establishing a solid background for your names is Tolkien’s:  invent your own languages.  But few of us have the time, patience and talent for that kind of detail.  In practice, we don’t need to go that far.  It’s possible to do the same thing on a small scale by starting from the grass roots:  come up with an interesting name or two and decide to emphasize certain sounds or forms for that language’s words, inventing the rules and common elements (like “de” or “von”) as we go along.

However writers may go about the business of naming, we can appreciate the distinctive flavor given to their stories by how they choose names for their “children”—and if we’re so inclined, we can try out that creative wordplay for ourselves.

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.


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.

How Large Is Your World?

Perceived distance

A story may tell you it covers vast distances—but the reader’s or viewer’s experience doesn’t always bear that out.

Star Wars, for example, opens with the announcement that we’re in “a galaxy far, far away,” leading us to expect events on an immense galactic scale.  And of course the story does involve travel among numerous star systems.

Yet to me, at least, the Star Wars galaxy feels so small as to be almost cozy.  It never seems to take more than a day or two to get from one planet to another.  (Often the trips are made in X-wing fighters or other ships that don’t even seem to be large enough for a bathroom.)  In The Force Awakens, we even have weapons on one planet targeting other planets, as if they were right next door.  We may be instructed that the beam is traversing vast distances via hyperspace—but there’s no visceral sense of great expanses.

This situation isn’t limited to visual media.  I recently read Yoon Ha Lee’s Ninefox Gambit, which has been billed as a space opera—a category that suggests vast scope.  Yet almost all the story’s action takes place within a couple of spacecraft or space stations, lending an almost claustrophobic feel to the tale.  On the other hand, the movie 2001:  A Space Odyssey devotes a good deal of time to communicating a sense of the vastness of space.

In contrast to these surprisingly pocket-size space adventures, consider a fantasy like The Lord of the Rings.  To my mind, Tolkien’s epic does suggest great distances and broad landscapes.  But the actual distances involved are infinitesimal on a Star Wars scale.  Middle-Earth is about the same size as western Europe.  The Millennium Falcon could traverse the whole expanse from the Shire to Mordor in seconds (even without hyperdrive).  But Tolkien’s world feels bigger.  By the time we get to the end of it, we feel as if we’ve been on a journey.

Map of Middle-Earth

The same is true of most high fantasies, which at most work on a continental scale, given their technologies.  Paradoxically, the low-tech locales seem to be better at giving us a sense of epic scope.  Why?

Getting there is half the challenge

The most important factor, I think, is travel time.  We experience distances not in terms of their metric size, but in terms of how long it takes for us to cross them.  This is the sense in which technology has “made the world smaller.”

Tolkien’s world seems large because we cross it, with the characters, on foot.  All that walking!  (It’s not for nothing that the Fellowship is sometimes referred to as the “Nine Walkers.”)  This means that it takes weeks to get anywhere.  Frodo and Sam leave the Shire on September 23 and arrive at Mount Doom on March 24, a six-month journey—albeit with some stops along the way.

Strictly speaking, this factor may be time-relative-to-lifespan, rather than days or years directly.  A six-month trip would be brief for the star-traveling characters in Blish’s Cities in Flight stories; they live for centuries.  It bulks much larger in our own lives.

A related factor is difficulty.  A journey may take a long time, not just because our transportation is slow, but also because we have to grapple with trouble on the way.  Even an uneventful sea voyage from, say, England to America in the 1700s might take seven weeks on average.  But the dangers of storms, limited food and water, and being becalmed made the trip more daunting.  One didn’t do it casually.

Oregon Trail game, coverSimilarly, the wagon trains of the American West took the settlers through unknown countries full of dangers and delays.  (Recall that Star Trek was originally sold to studios as a “wagon train to the stars.”)  Even aside from the sheer travel time, these perils made the journey a more formidable challenge.  Anyone remember playing “The Oregon Trail”?  It wasn’t easy to survive the strenuous 2,170-mile trip.

The spice of travel

The wagon-train trek illustrates a third factor.  Variety in the places we pass through also makes a trip more consequential.  An Atlantic crossing might be relatively boring, aside from the weather, if you’re not on the Titanic.  But the different kinds of places we experience on the way—terrains, climates, habitations, cultures—also helps give us a sense of distance, of having come a long way.

To some extent this depends on the unfamiliarity of far places.  If another locale has the same chain stores, the same advertisements, the same customs and fashions, we’ll hardly feel as if we’ve gone anywhere.  Passing through a series of identical places will not give us the sense of transition that we gain from different environments.  But as Tolkien’s heroes traverse the Old Forest, the Barrow-downs, Bree, the Wilderlands, Rivendell, Moria, the Anduin . . .  we feel they’ve really traveled.

This unfamiliarity is itself a function of travel time and difficulty.  If it’s hard to get somewhere, not many people in my area will have been there, or know much about it.  Technology also plays a subtler role here.  If we don’t have the technology for recordings—photos, audio, video—then we are dependent on travelers’ tales, less vivid and less exact.  On the other hand, if we’ve immersed ourselves in the imagery and culture of, say, Japan before we visit, the culture shock will be less.  This is another way advanced technology makes the world smaller.

Star Wars universe mapIn a similar way, the different environments we meet on Star Wars planets do provide some sense of genuine travel—though the fact that each planet seems to have a single climate and terrain makes this variety less effective than it might be.

Taken together, the difficulty and variety factors suggest that the number of incidents on an expedition contribute a lot to our sense of size.  A very long trip may seem trivial if nothing happens.  But a quite brief excursion can seem extensive if it’s packed with important occurrences.

Generation ships, inside and out

The generation ship, of which we’ve spoken before, provides an interesting example of both types of journey.  Externally, such a vessel covers vast distances—and taking generations to make a voyage is certainly one way to make the reader feel the distance involved.  But the voyage typically proceeds with very little external change:  the ship bores on through space, for years on end.  If events within the ship are not described, the reader or viewer may not gain much sense of distance.  If the people on board are in suspended animation, there won’t be much sense of time or distance at all.  In the 2016 movie Passengers, for example, it’s only once something goes wrong that the story begins.  (Once it does, the passage of time for the characters who are awake is a major plot element.)

Rendezvous with Rama interior illustration

Interior of starship from Arthur C. Clarke’s Rendezvous with Rama (

On the other hand, internally, the world-ship itself may seem a vast environment to the inhabitants.  This is especially true if events have deprived the inhabitants of any high-tech means of travel from place to place within the ship.  A long journey or quest inside the traveling world may thus be a major plot element, as we saw in The Star Seekers or Non-Stop.  Here, again, it’s essential that the characters encounter different cultures or locales within the ship if the reader is to have a sense of scale.

Epic scope

To create a story with epic scope, as in space opera or high fantasy, it’s useful to keep this size issue in mind.  If you want to write an epic, make sure you give it room to breathe.  If that sense of scale is lacking, our grand, sweeping conflict may come across looking like a mere tempest in a teapot.