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What writers can learn from the main sub-genres of Fantasy literature

When it comes to Fantasy literature and video games, High Fantasy has become the one genre to rule them all. But not so long ago this throne did belong to Sword & Sorcery. Contrasting those two sub-genres of Fantasy leads to some fascinating insights...

Michael Huber, Blogger

July 28, 2016

11 Min Read
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Fantasy has quite a number of sub-genres, but when it comes to Fantasy video games the term "Fantasy" seems to be synonymous to High Fantasy. Dwarves, Elves and Orcs dominate the virtual landscapes we create, and if they don't we just have some other races take their roles.

But before High Fantasy started it's rise to world domination, venerable Sword & Sorcery was ruling the pulp and paper pages of Fantasy literature for quite a time - tracing it's roots back to the 1,001 tales of the Arabian Nights and even as far as old Norse sagas. Robert E. Howard's "Conan the Barbarian" might be the most famous example of this type of Fantasy.

It was the stand-out success of J.R.R Tolkien's "Lord of the Rings", from which High Fantasy (sometimes also named Epic Fantasy) was born in the late sixties / early seventies - and for some ten years the genres co-existed peacefully. But by the early eighties Sword and Sorcery started to decline sharply - giving way to High Fantasy, which not only took the lead, but subsequently extended it almost indefinitely - to the point of being synonymous with "Fantasy" today.

Both genres have something very important in common: they are made up of elements that perfectly fit together, supplement each other, and create a coherent, homogenous whole that not only makes for great story material - but strongly speaks to us, to humans, on a deep, psychological level. This is the very source of their great success. They also share a number of elements - elements that are common to almost any kind of Fantasy.

But for this post, we shall focus our interest on those very elements which differentiate High Fantasy and Sword & Sorcery. And interestingly enough, many of them seem almost diametrically opposed to each other.

Let's take a gander at High Fantasy first.

Typical elements, most of which we can find in many works of High Fantasy, are:

  • Good vs. Evil - the eternal conflict. Call it whatever you will, good vs. evil, light vs. dark, order vs. chaos, heaven vs. hell, life vs. death, etc. - it's always the same principle. Typically there is a bad guy (or a group of them) who is totally evil and wants to destroy or conquer the world, to extinguish all life, enslave all sentients, or anything along those lines - for either entirely evil reasons, or for no other reason at all - than simply being evil. This calls to action the good guys, the heroes, who are not acting pro-actively, but are reacting to what evil is brewing in the world. Their goal is to...

  • Save the World - to restore the balance, to banish the evil gods, to free the peoples, to stop/hinder/undo whatever the bad guys are plotting. That's the main objective. The world itself - when free from the bad guys - is a good and beautiful place. And all hardship and strife stems directly or at least indirectly from the doings of the antagonists. Everything revolves around those shining heroes, who have to set things right again. Everyone depends on them - but initially they don't seem quite up to the task. Following...

  • The Hero's Journey - the hero (or heroes) of the story does not start out as such. She only becomes a hero through fighting (and eventually defeating) evil, but in order to be strong enough to achieve this feat, she first has to become strong. To awaken. To unlock her inner potential. To find assurance and conviction. To fulfill the prophecy. To unleash her inner strength. Only if she manages that, she will be able to stand up to evil and defeat it. And so she sets out on a journey of self-discovery, traveling through...

  • A Large World - made up of large continents, kingdoms/countries, with a rich history, lots of politics, different factions, conflicting ideologies, detailed maps, hot places, cold places, dry places, wet places, mountains and valleys, plains and rivers and everything - inhabited by...

  • Diverse Races - which most typically are Elves, Dwarves and Orcs - but they could bear other names. What they always have in common is, that being of a certain race does generally define certain traits of a person - more often than not in a rather stereotypical fashion. Orcs are strong but stupid brutes living in a shamanic/tribal culture. Elves are gracile, otherworldly and magical beings, living close to nature in a society rich in fine arts. Dwarves are a stout, honest, hard-working and equally hard-drinking people, who value honor, coin and solid craftsmanship. Of course there are exceptions, just to shake things up a little, but the only race which features real diversity, is the human race. And they study...

  • Magic as a Science - Magic typically is something that can be learned, trained and controlled. It's something that is being studied, and well known - with experts of the field recording their findings in writings and books for others to learn from. Magic users typically are bookworm-ish types, scholars, highly educated, wise, seasoned persons of more or less refined manners. Magic is very reliable, well understood (even if only by a small minority), and follows the well-defined "laws of magic" which act much like physical laws do in the real world. Learning magic requires dedication and patience - and gives great power to persons with often less than heroic physique.

While you are quite likely to encounter most of those elements in any typical piece of High Fantasy, there's absolutely no need to check all the boxes to qualify as High Fantasy. In fact, High Fantasy stories might be most interesting, if they intentionally go against one of those elements. And as long as it doesn't mix in multiple elements which are typical of other genres, a story might still clearly be High Fantasy, while covering only three or even only two of those elements.

Now let's move on to the typical elements of Sword & Sorcery

Typical elements, many of which we can find in most works of Sword & Sorcery, are:

  • Moral Ambiguity - things are not as black and white as "good" and "evil" - there are only many shades of grey. Even people who appear truly evil on the outside - do have their reasons, their justifications. They probably don't think of themselves as the bad guys, and from their point of view, what they are doing is simply necessary, a worthwhile sacrifice, or not "evil" at all.

  • The World Doesn't Care - it just keeps turning. It does not revolve around some heroes, or what they are doing. It does not need to (or can't) be saved either. In fact, if some would-be heroes want to leave their mark on history - and achieve something to be remembered - that's going to take a real effort on their part. They have to earn this the hard way - and even if they do, their glory might be only temporary. But somebody ambitious and thirsty for fame enough to actually achieve that, probably isn't that much of a shining hero in the first place - but rather...

  • The Anti-Hero - The Heroes usually do pursue their own personal goals - might be fame and riches, might be revenge, might be becoming a legend, might be nothing but bare survival. They fight for their own sake, and for their own ambitions - not for some greater good or to save the world. Their goals might clearly rank on the "good" side of the spectrum, be of a brighter grey than most - but they still are their own, personal goals. The Heroes also are not pre-destined for greatness. They achieve it of their own strength - or not at all. In most cases they live in...

  • A Dark World - a rather brutal, uncaring and unforgiving place, full of diseases, crime, poverty, violence, intrigue, corruption, decadence, disparity/inequality, oppression, famine, drugs, death and/or war. It does not have to be as harsh as this sounds - and it can have it's nice and beautiful places too, but generally speaking it's at the very least a mixed bag. More often than not it can be a dangerous place to live in, especially if you happen to be at the wrong place at the wrong time. Many times this world is inhabited by...

  • Humans Only - or if there are races, there is very low emphasis on them. No matter how exotic they might appear, they usually have a diverse mixture of strong and weak, good and bad, intelligent and dumb persons, just like every other race. There might be pure-race kingdoms or countries, but they are defined by their politics, their economy, their religion and/or their culture - not by their race. Generally speaking, what race someone is, doesn't tell you anything about what kind of person she might be. Who knows, maybe she wields...

  • Dangerous Magic - It's mysterious, inexplicable, and unreliable. There might be a personal danger involved in using it, and it's not something you can learn by studying books - you either have it, or you don't. And if you have it, you probably will be feared and expulsed by others. You might even be a danger to yourself and others, a ticking bomb. Nobody ever has full control over magic (even if they think so) - and there is no science and no reliable laws behind it. Some people might master it to a degree - others are simply consumed by it. It's definitely not something you'd want to use for every day convenience.

Just like with High Magic, any work of Sword & Sorcery does not have to feature all of those elements. But if a story features multiple of those elements, chances are, it's a Sword & Sorcery story.

What can we learn from this?

Like mentioned before - each of those two lists is made up of elements that perfectly supplement each other. If you know what type of story you are writing, you surely know which of those lists to go to for additional elements to use. As long as you stick to elements of one of those lists, you can rest assured that they will come together and create a believable and homogenous whole.

If you want to spice things up, or add a considerable wrinkle to the world you are creating - go against one of those elements. But be aware that you will have to go some extra length to explain that to the reader/player, and to make it believable. Just as the elements of each list go together without requiring much explanation or justification - going against them probably means going against the expectations you set up in your audience.

But never mix up elements from both lists at random, without giving any thought to it. You will probably end up with a story that just doesn't come together - that just doesn't feel right. It might confuse your audience, irritate it, or even repulse it. It might appear incoherent, or to not make any sense - because things "just don't add up".

Finally, and IMHO most interestingly - those two lists of elements make up sort of a concept each. Bear with me, when I label them "concept A" for our list of High Fantasy elements, and "concept B" for our list of Sword & Sorcery elements. Once I understood those two concepts and how they were made up - I started seeing them EVERYWHERE.

These might be the concepts behind High Fantasy and Sword & Sorcery - but as pure concepts they transcend Fantasy all together. These concepts seem pretty much universal across a wide range of entertainment and genres.

Blade Runner? Moral Ambiguity - check. World doesn't care - check. Anti-Hero - check. Dark world - check. Humans only - check. Dangerous "Magic" (in this case, Magic = Artificial Intelligence in Replicants) - check. 100% concept B.

Mass Effect? Good vs. Evil - check. Save the World (universe) - check. Hero's Journey - check. Large World - check. Diverse races - check. Magic (bionics) as science - check. So much concept A! (You could actually debate whether "magic as science" is a complete check in this case - since the technology behind the mass relays could be considered the "magic" of this world - and it's not fully understood how that works. It's not dangerous nor unreliable either though...)

But mixtures which contain equal parts of concept A and concept B... or at least a significant number of elements of the other list? I honestly don't remember ever coming across anything like that. But if you know of an example, I'd be most interested to read about it in the comments below!

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