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BUILDING IMAGINARY WORLDS
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BUILDING IMAGINARY WORLDS
The Theory and History of Subcreation
Mark J. P. Wolf
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First published 2012
by Routledge
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DEDICATION
A. M. D. G.
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CONTENTS
List of Figures
Acknowledgements
Introduction
World-building as a Human Activity
Toward a Theory of Imaginary Worlds
1 Worlds within the World
The Philosophy of Possible Worlds
Imagination, Creation, and Subcreation
Degrees of Subcreation
Story vs. World: Storytelling and World-building
Invention, Completeness, and Consistency
Invention
Completeness
Consistency
Immersion, Absorption, and Saturation
World Gestalten: Ellipsis, Logic, and Extrapolation
Catalysts of Speculation
Connecting the Secondary World to the Primary World
2 A History of Imaginary Worlds
Transnarrative Characters and Literary Cycles
The Mythical and Unknown World
Travelers’ Tales and the Age of Exploration
Utopias and Dystopias
The Genres of Science Fiction and Fantasy
Science Fiction
Fantasy
The Rise of Mass Media
Early Cinema and Comic Strips
Oz: The First Great Transmedial World
Pulp Magazines
Developments in Cinema and Theater
Radio and Television
Developments in Literature
and Tolkien’s Influence
The Lord of the Rings
New Universes and the Rise of the Media Franchise
Interactive Worlds
Into the Computer Age
Worlds as Art and Thought Experiments
3 World Structures and Systems of Relationships
Secondary World Infrastructures
Maps
Timelines
Genealogies
Nature
Culture
Language
Mythology
Philosophy
Tying Different Infrastructures Together
4 More than a Story: Narrative Threads and Narrative Fabric
Narrative Threads, Braids, and Fabric
Backstory and World History
Sequence Elements and Internarrative Theory
Retroactive Continuity (Retcon) and Reboots
Crossovers, Multiverses, and Retroactive Linkages
Interactivity and Alternate Storylines
The Story of the World: “Making Of” Documentation
5 Subcreation within Subcreated Worlds
Importance of the Word
Self-reflexivity
Subcreated Subcreators and Diegetic World-building
Evil Subcreators
6 Transmedial Growth and Adaptation
The Nature of Transmediality
Windows on the World: Words, Images, Objects, Sounds, and Interactions
Transmedial Expansion
Description
Visualization
Auralization
Interactivation
Deinteractivation
Encountering Transmedial Worlds
7 Circles of Authorship
Open and Closed Worlds
Levels of Canonicity
Originator and Main Author
Estates, Heirs, and Torchbearers
Employees and Freelancers
Approved, Derivative, and Ancillary Products
Elaborationists and Fan Productions
Participatory Worlds
Creation, Subcreation, and the Imago Dei
Appendix: Timeline of Imaginary Worlds
Notes
Glossary
Index
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LIST OF FIGURES
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ACKNOWLEDGEMENTS
This book has been in development longer than any other academic work of
mine, and has afforded me some very enjoyable research. Portions of this
material have appeared in other works and presentations over the years as it
was developing, including the presentation “Subcreation: Imaginary Worlds
and Embedded World-Views” solicited for the Cranach Institute Spring
Speaker Series at Concordia University Wisconsin in 2002; the essay “The
Subcreation of Transmedia Worlds” solicited by the editor of the Media
Culture issue of Compar(a)ison: An International Journal of Comparative
Literature of Fall of 2005; an invited keynote address entitled “A Brief
History of Imaginary Worlds” given at the Virtual Worlds Best Practices in
Education Conference, held on-line in Second Life in 2010; “World Gestalten:
Ellipsis, Logic, and Extrapolation in Imaginary Worlds” solicited by the
editor of Projections for the summer 2012 issue; and two papers given at
conferences of the Society for Cinema and Media Studies (SCMS), “The
Subcreation of Transmedia Worlds” in 2006, and “Video Games in the
Imaginary World Tradition” in 2011. The material in these essays and
presentations was from the research for this book, and I am grateful to their
audiences for a chance to debut the material. For suggestions, answers to
questions, and research assistance, I would also like to thank Angus Menuge,
Douglas A. Anderson, Christian Himsel, Thomas Krenzke, Reid Perkins-
Buzo, Brian Stableford, Christine R. Johnson, Sally Canapa, Gaylund Stone,
Mark Hayse; manuscript reviewers Kevin Schut, Marie-Laure Ryan, and
Henry Lowood; and all the other friends, colleagues, and students who
brought things to my attention. For various permissions, I would like to
thank Adrian Leskiw, Franco Maria Ricci, Mark Bennett and the Mark
Moore Gallery, James L. Dean, Richard Watson, Michael O. Riley, and A. K.
Dewdney. I am also grateful for the enthusiasm and encouragement of
Matthew Byrnie and Erica Wetter at Routledge. Thanks also to my wife
Diane and my sons Michael, Christian, and Francis, who put up with me
during the years while I was working on this book. And, as always, thanks
be to God, the Creator of all subcreators.
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INTRODUCTION
A map of the world that does not include Utopia is not worth even
glancing at, for it leaves out the one country at which Humanity is
always landing.
No study, however, has examined his fantasy solely from the standpoint
of his Other-world or examined that Other-world as a whole.
Understandably, because Oz is what Baum is best remembered for, the
tendency has been to concentrate on his masterpiece, The Wonderful
Wizard of Oz, or to deal with his Oz series without giving much
emphasis to his non-Oz fantasies. Yet, Baum’s Other-world includes
much besides Oz, and Oz itself was not a static creation; it developed and
changed over the course of the books in the series. Therefore, considering
Oz only as an inert, unchanging imaginary world can lead to confusion
and sometimes misunderstanding…. My approach will be to examine
each of Baum’s relevant fantasies (whether book-length or short story),
to analyze the glimpses of his Other-world, and to piece together a
picture of the way in which that world emerged, was changed, was
modified, or was enlarged from its beginning until Baum’s death. I will
also point out how that world and its development reflected the
circumstances of Baum’s life and his experiences of America. For the
purposes of this study, all his works of fantasy are of equal importance,
and there will be little attempt at critical evaluation of the books because
some stories that critics count among his weakest from the standpoint of
plot, characters, and theme are among his strongest from the standpoint
of the development of his Other-world.17
Riley is right in suggesting that new criteria are needed for the examination
of a world; the criteria used in more traditional literary criticism are not
world-centered and constitute a different focus, one that leaves out much
that is important to an analysis of world-building. In this book, then, I hope
to combine approaches like Riley’s with that of MacDonald, Tolkien, Jenkins,
and other authors, into an integrated examination of imaginary worlds from
a Media Studies perspective, looking at the history of their development and
their structures, as well as other areas like internarrative construction,
transmedial growth and adaptation, self-reflexivity, and authorship.
A focus on the worlds themselves, rather than on the individual narratives
occurring within them or the various media windows through which those
narratives are seen and heard, becomes more interesting the larger the world
is that one is considering, and can provide a more holistic approach to
analysis, especially when the worlds in question are transnarrative and
transmedial ones. An examination of the experience of subcreated or
secondary worlds also helps explain the disparity between the popular and
critical reception of films like those of the Star Wars prequel trilogy.
Whereas critics tend to be more interested in traditional categories like
acting, dialogue, character development, and story for their critiques,
audiences are often more concerned with the overall experience, especially
of the world that they are being asked to enter vicariously. As Eco’s
comments (quoted earlier) on cult objects suggest, imaginary worlds invite
audience participation in the form of speculation and fantasies, which
depend more on the fullness and richness of the world itself than on any
particular storyline or character within it; quite a shift from the traditional
narrative film or novel. As Louis Kennedy wrote in The Boston Globe in a
2003 review of the Matrix franchise entitled “Piece of Mind: Forget about
beginnings, middles, and ends. The new storytelling is about making your
way in a fragmented, imaginary world”:
… these movies aren’t about the things we have spent our lives thinking
movies are about—much less what older forms of storytelling, from
theater to novels, are about. They don’t care much about character
development or plot. They don’t care about starting at point A and
moving neatly and clearly to point B, with the action motivated by and
enriched by the believable, carefully portrayed needs and desires of the
humans who enact it.
But what they do care about, and deeply, is creating a world—a rich,
multifaceted, and complex environment that the viewer can enter and
explore in a variety of ways.… We can critique the makers of the
“Matrix” series, Larry and Andy Wachowski, for lots of things, but we
should not fall into the trap of calling them bad storytellers. They aren’t
storytellers at all. They are worldmakers.18
There is no doubt that franchised entertainment, and entertainment in
general, is moving more and more in the direction of subcreational world-
building. Science Fiction and Fantasy have been major mass-market
publishing genres for several decades now, and digital special effects
technology has renewed both genres in cinema. Many of the top-grossing
movies of all time take place in secondary worlds (such as Middle-earth,
Hogwarts Academy, and the Star Wars galaxy). Video games worlds have
become tough competition for the worlds of film and television, not to
mention those of novels and comics. And subcreated worlds often span all of
these media simultaneously.
For the writing of this book, I have had to find more generalized language
that reflects the transmedial nature of so many worlds. The term “author” is
used to include writers, filmmakers, game makers, and so on, whereas
“audience” includes readers, viewers, listeners, and players. The media
objects in which worlds appear, such as books, photographs, films, radio
plays, comics, and video games, are collectively referred to as the “works” set
in a world, which the audience “experiences” (by reading, watching,
listening, playing, and so on). Thus, general statements can be made about a
world and its use without being limited to specific media and media-related
activities.
Imaginary worlds have been referred to in a number of ways, many of
which appear throughout this book as well; as “subcreated worlds”,
“secondary worlds”, “diegetic worlds”, “constructed worlds”, and “imaginary
worlds”. While these terms are sometimes used interchangeably, each term
emphasizes different aspects of the same phenomenon. Tolkien’s term
“subcreated world” indicates the philosophical and ontological distinction
between creation and subcreation (and the dependence of the latter on the
former), while “secondary world” refers to a world’s relationship with our
own world, the “Primary World”. The term “diegetic world” comes from
narratology, and “constructed world” from popular culture, while “imaginary
world” is perhaps the broadest and least technical term, and it appears the
most often in this book, as a kind of default, unless a more specific term is
required.
I have tried to acknowledge the wide range of worlds in different media by
a variety of examples throughout this book, while at the same time I have
taken many examples from those worlds that are the most widely known,
including Tolkien’s Arda (in which Middle-earth is found), the universes of
Star Wars and Star Trek, and other popular worlds like those of Oz, Myst,
and The Matrix. In addition to being the most familiar and accessible, they
are also among the largest and most detailed and developed worlds, and
therefore rife with examples of much of what I will be discussing.
This book is divided into seven chapters, and arranged to set a foundation
in the first three chapters before proceeding to explorations of particular
aspects of imaginary worlds in the latter four. Chapter 1 attempts to define
imaginary worlds and lays the groundwork for a theoretical description of
how they operate, such as the way world-building extends beyond
storytelling, the engagement of the audience, and the way in which worlds
are experienced. Chapter 2 is a history of imaginary worlds, following their
development over three millennia from the fictional islands of Homer’s The
Odyssey to the present, looking at the new directions and uses for imaginary
worlds especially in the past century or so. It also follows some of the ways
conventions and tropes changed over time and how worlds adapted to new
technologies and new media windows through which they could be
experienced. Chapter 3 then examines the various infrastructures that are
used both by authors and audiences to hold a world together, keeping track
of all the relationships among thousands of elements, and also how these
structures might relate to each other.
I have already mentioned how imaginary worlds are often transnarrative,
transmedial, and transauthorial in nature, and these concerns are taken up in
the rest of the book. Chapter 4 looks at narrative as a structuring device, as
well as how multiple narratives set in a world can interact, resulting in what
one might call internarrative theory. Other ideas, like retroactive continuity,
multiverses, and interactivity are also considered in regard to narrative.
Chapter 5 focuses on a particular kind of situation in which subcreation is
itself a theme, resulting in self-reflexivity and subcreated subcreators.
Chapter 6 grazes the surface of an enormous topic, that of transmedial
growth and adaptation, and the demands they make on a world, as well as
some of the processes that occur when worlds make the jump between
media. Chapter 7 examines the transauthorial nature of imaginary worlds,
the resulting concentric circles of authorship, and related topics of
canonicity, participatory worlds, and subcreation’s relationship with
Creation. Finally, the book ends with a glossary of terms, and an Appendix
which is a timeline offering a sampling of 1440 imaginary worlds produced
across three millennia, along with the names of their authors and the works
in which they made their first public appearance.
Imaginary worlds are diverse, dynamic, and often ongoing projects, and
this book could easily have been many times the size that it is. Much
remains to be done in the realm of subcreation studies, and hopefully this
book can provide some framework for thinking about imaginary worlds, as
well as a point of departure for those who will venture off, like the early
explorers in traveler’s tales, into explorations of how worlds grow and
function and reflect our own world. And since our own Primary World has
become a highly mediated one, with much of what we know about it
coming through media rather than just direct experience, an understanding
of how secondary worlds are experienced and imagined by people may also
tell us something about the way in which we form a mental image of the
world we live in, and the way we experience it and see our own lives
intersecting with it.
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1
WORLDS WITHIN THE WORLD
Degrees of Subcreation
Just as fictional worlds are a subset of possible worlds, secondary worlds are
a subset of fictional worlds, since secondary worlds are necessarily different
enough (and usually detached or separated in some way) from the Primary
World to give them “secondary” status. To qualify something as a secondary
world, then, requires a fictional place (that is, one that does not actually
appear in the Primary World); but a place is not always a world. The term
“world”, as it is being used here, is not simply geographical but experiential;
that is, everything that is experienced by the characters involved, the
elements enfolding someone’s life (culture, nature, philosophical
worldviews, places, customs, events, and so forth), just as world’s
etymological root word weorld from Old German refers to “all that concerns
humans”, as opposed to animals or gods. Often, this kind of world does
involve geographic isolation, as in the “lost worlds” found in literature;
islands, mountain valleys, underground kingdoms, or other places that are
uncharted and difficult to find or travel to. In order for a world to be
“secondary”, it must have a distinct border partitioning it from the Primary
World, even when it is said to exist somewhere in the Primary World (or
when the Primary World is said to be a part of it, as in the case of the Star
Trek universe containing Earth). A secondary world is usually connected to
the Primary World in some way, but, at the same time, set apart from it
enough to be a “world” unto itself, making access difficult (the ways that
secondary worlds are connected to the Primary World is examined in a
section later in this chapter). The secondary world’s remoteness and the
difficulty of obtaining entry into it make the world more believable, because
it becomes like any other place that the audience has heard of but is not
likely to have experienced in person due to its remoteness or lack of
accessibility, such as Tibet, Tuva, the depths of the African or Amazonian
jungles, the interior of a volcano, or the bottom of the ocean. Lack of
accessibility can also be due to lack of information; for example, Lake
Wobegon does not appear on maps due to incompetent surveyors, according
to its history.
The nature of the borders separating a secondary world from the Primary
World depends on the secondary world’s location and size, and points of
entry for passage between the two are often very limited. The parameters of
secondary worlds vary greatly, from whole universes to small towns or
villages that fully encompass its characters’ world. Moving down from the
large end of the scale, we find multiverses or parallel universes that contain
or are somehow connected to our own; entire galaxies that are separate from
our own but still in the same universe (like the Star Wars galaxy); series of
planets, which may include Earth among them (as in the worlds of Dune or
Star Trek); Earth itself, but with alternate histories or imaginary time
periods (like Robert E. Howard’s Hyborian Age or J. R. R. Tolkien’s First,
Second, and Third Ages) or Earth in the future (as in The Matrix series);
imaginary continents of the real Earth (like Robert E. Howard’s Thuria,
George R. R. Martin’s Westeros, or Austin Tappan Wright’s Karain
Continent); imaginary countries set in real continents (like Leo McCarey’s
Freedonia, Meg Cabot’s Genovia, Lia Wainstein’s Drimonia, Samuel Butler’s
Erewhon, or Norman Douglas’s Crotalophoboi Land); and finally, imaginary
cities, settlements, or towns (like Edgar Rice Burroughs’s Ashair, Paul
Alperine’s Erikraudebyg, or Lerner and Loewe’s Brigadoon). A single city or
town can qualify as a world unto itself if it is secluded enough from its
surroundings so as to contain most of its inhabitants’ experiences; Ashair is
set deep inside a volcano, Erikraudebyg is surrounded by mountains, and
Brigadoon only appears once in a while and its inhabitants are not allowed
to leave. Obviously, many fictional cities are less isolated; Stephen King’s
Castle Rock, John Updike’s Eastwick, and Garrison Keillor’s Lake Wobegon,
for example, are much closer to towns of the Primary World, both
geographically and conceptually, and arguably far less “secondary” than the
other examples mentioned above. Only a more inclusive definition of
secondary world would include them, and then only because their authors
have set multiple stories in them and developed them to a greater degree
than most fictional towns or cities.
A world’s “secondariness” depends on the extent to which a place is
detached from the Primary World and different from it, and the degree to
which its fictional aspects have been developed and built (including such
things as how many stories are set there, whether the place has been
mapped, and how much its history has been developed). For example, Leo
Tolstoy’s War and Peace (1869) could not really be said to contain a
secondary world, since its main action is set in the Primary World, in Russia,
during a real historical period, even though it includes fictional characters,
events, and places (such as characters’ homes and estates). On the other
hand, even though L. Frank Baum’s The Wonderful Wizard of Oz (1900)
begins and ends in the Primary World (in Kansas), the majority of its action
takes place in the land of Oz, which clearly is part of a secondary world.
However, what about the Los Angeles of 2019 depicted in Blade Runner
(1982)? While Los Angeles is part of the Primary World, the city depicted in
the movie contains a great deal of invention not found in the actual Los
Angeles and is a place very different from the Primary World. Blade
Runner’s Los Angeles is as much a constructed environment as Oz, yet it
depicts a Primary World location, set in an alternate version of 2019
(released in 1982), in which replicants, artificial animals, flying cars, and
gigantic buildings not only exist but are common. Such examples
demonstrate that rather than having a strict delineation between Primary
and secondary worlds, we have something of a spectrum connecting them,
just as “fiction” and “nonfiction” are not as mutually exclusive as they may
first appear.
As secondariness is a matter of degree, it may be more useful to arrange
fictional worlds along a spectrum of attachment to, or reliance on, the
Primary World (as we know it) and its defaults; from those closest to the
Primary World, to the secondary worlds that are the farthest from it (that
contain the highest degree of subcreation). On the Primary World end of the
spectrum would be nonfictional autobiography, which claims as its subject
an individual’s actual lived experience, as told by that individual. Here, we
have actual events involving actual characters and actual places; but in even
the most careful autobiography, some reconstruction of events occurs (either
consciously or unconsciously) due to imperfections of memory, and thus an
element of fiction enters into the world depicted.21 Biography and historical
documentary, which recounts events and experiences of others, adds more
speculation into the mix; and openly speculative documentary, which
questions its own material and often foregoes the truth-claims found in
traditional documentary, may even suggest multiple versions of events or
possibilities.
Moving down the spectrum, historical novels (or films) leave the realm of
documentary, creating fictional versions of actual events, characters, and
places. For example, in Tolstoy’s War and Peace, Napoleon invades Russia,
Moscow is burned, and the French are eventually forced to retreat; but on a
smaller scale, characters and places (like Pierre and Nicolai, and their
estates) are invented, and even Napoleon has fictional actions and dialogue
attributed to him. While such novels may try to remain true (at least in
spirit) to history, they will necessarily invent some characters and places as
well, though often in a way that disrupts the continuity of the Primary
World as little as possible. As we move further down the spectrum, the
notion of “historical”, or even “realistic”, applies less and less, as stories
increasingly replace or reset Primary World defaults, even though the stories
are still ostensibly set within the Primary World. Here we find what we
might call “overlaid worlds”; for example, the stories involving Spider-man
(a.k.a. Peter Parker) are set in a version of New York City in which Spider-
man and the super-villains he fights remain conspicuously in the public eye,
both in person and in the media. In such cases, fictional elements are
overlaid onto a real location, but without separating a secondary world from
the Primary World.
In all of the cases mentioned so far, story events occur in places that are a
part of, or are closely associated with, the Primary World. Such fictional
locations are designed to be typical of the kinds of places that they represent;
for example, Tara in Margaret Mitchell’s Gone with the Wind (1936) is
designed to be a typical Southern plantation during the Civil War era.
Characters who live at or visit Tara are not really leaving the Primary World,
they are still in the midst of it. Nevertheless, fictional places can be designed
to be set apart, even detached, from the Primary World, so that there is more
of a distinct boundary between them; although such a boundary, too, is a
matter of degree. As places are set farther away from populated and well-
known areas, their remoteness and inaccessibility begin to isolate them from
the Primary World, making them into separate or secondary worlds.
Uncharted islands, desert cities, hidden mountain kingdoms, underground
realms, and other planets are also often populated with inhabitants who
never leave them, and who do not know of the Primary World as we know
it. Customs, languages, cultures, and even flora and fauna can diverge from
those of the Primary World, and become almost completely independent of
them. The greater the amount of such invention occurs in a world, the more
“secondary” it becomes when compared with the Primary World.
Detachment or separation from the Primary World can also occur
temporally; worlds set in the ancient (or even imaginary) eras of the past, or
in the unknowable future, can also be made to differ from the known
Primary World (as hinted in author L. P. Hartley’s claim that “The past is a
foreign country; they do things differently there.”22). For stories set in the
future, greater temporal distance usually results in more Primary World
defaults being changed; stories set in the near-future can be similar enough
to the Primary World to be merely overlaid worlds, whereas far-future
stories usually depict an Earth very different and alien from our own.
Secondary worlds that differ the most from the Primary World contain the
most subcreation, and are thus the kinds of worlds most discussed in this
book, and to which its focus will be narrowed: secondary worlds that are
geographically distinct from the Primary World (even when they are said to
exist somewhere on Earth), and those that are used for stories whose action
occurs mainly within a secondary world, even though those stories’
characters may come from, return to, or otherwise visit the Primary World.
These worlds, in their isolation and uniqueness, are complex entities, wide-
ranging in their variety, sometimes made for no other reason than to create
vicarious experiences for their audiences, and interesting in their own right
apart from the stories that they often contain.
Thus, before embarking on examinations of these worlds, it will first be
useful to examine how they are related to, and differ from, the stories that
occur in them.
Invention
Invention can be defined as the degree to which default assumptions based
on the Primary World have been changed, regarding such things as
geography, history, language, physics, biology, zoology, culture, custom, and
so on. These differences, obvious markers indicating a work’s status as
fiction, must be carefully presented (in the case of audiovisual media,
designed and constructed as well) to be believable. Credibility is not only a
matter of their technological construction (laughable failures in this area
include the bad special effects in B-movies), but also their design, which
must incorporate a certain logic to seem real and practical, instead of merely
fanciful or random. Believable design is especially important for genres like
fantasy and science fiction, which typically contain more invention than
other genres. Tolkien recognized this need, writing:
Fantasy, of course, starts out with an advantage: arresting strangeness.
But that advantage has been turned against it, and has contributed to its
disrepute. Many people dislike being “arrested”. They dislike any
meddling with the Primary World, or such small glimpses of it as are
familiar to them. They, therefore, stupidly and even maliciously
confound Fantasy with Dreaming, in which there is no Art; and with
mental disorders, in which there is not even control: with delusion and
hallucination.… Fantasy also has an essential drawback: it is difficult to
achieve. Fantasy may be, as I think, not less but more subcreative; but at
any rate it is found in practice that “the inner consistency of reality” is
more difficult to produce, the more unlike are the images and the
rearrangements of primary material to the actual arrangements of the
Primary World. It is easier to produce this kind of “reality” with more
“sober” material. Fantasy thus, too often, remains undeveloped; it is and
has been used frivolously, or only half-seriously, or merely for
decoration: it remains “fanciful”. Anyone inheriting the fantastic device
of human language can say the green sun. Many can then imagine or
picture it. But that is not enough—though it may already be a more
potent thing than many a “thumbnail sketch” or “transcript of life” that
receives literary praise.
To make a Secondary World inside which the green sun will be
credible, commanding Secondary Belief, will probably require labour
and thought, and will certainly demand a special skill, a kind of elvish
craft. Few attempt such difficult tasks. But when they are attempted and
in any degree accomplished then we have a rare achievement of Art:
indeed narrative art, story-making in its primary and most potent
mode.29
The degree and depth to which something is invented depends on the skills
of the subcreator and the needs of the work. Invention will inevitably play a
crucial role in whatever story is present; otherwise, there would be no need
for invention and the story could simply be set in the Primary World. Even if
the world exists for its own sake, with story added as a mere structuring
device, the ideas behind the changes of Primary World defaults will dictate
the degree to which they are changed.
We can divide Primary World default changes (in which invention occurs)
into four distinct realms, each of which affects the design of a world on a
different level. The first involves changes in the nominal realm, in which
new names are given for existing things. Very little in the way of world
defaults is changed in such a case, although new language may be invented.
New names may call attention to different aspects of familiar things, or even
define new concepts, since language bears an inherent cultural worldview
within it (another tool available to the subcreator). Almost every world
features new names, but usually more than just names are changed, since a
new language usually implies a new culture.
The most changes to be found are in the next level, the cultural realm,
which consists of all things made by humans (or other creatures), and in
which new objects, artifacts, technologies, customs, institutions, ideas, and
so forth appear. In addition to these, authors have invented new countries
and cultures, new institutions and orders (like the Jedi, Bene Gesserit, or the
Aes Sedai), and even new concepts, like J. R. R. Tolkien’s “mathom” or Philip
K. Dick’s “kipple”.30 The use of fictional cultures allows an author to
comment on existing cultures by contrast, and create hypothetical situations
without the limitations and connotations that would come with the use of
an existing culture. At the same time, fictional cultures are often modeled
after real cultures, using different combinations of their traits that an
audience might find familiar, but in new configurations, some which play
with stereotypes and audience expectations in interesting ways (like the
androgynous Gethen of LeGuin’s The Left Hand of Darkness mentioned
earlier, or the Tassulians of C. I. Defontenay’s Star (1854) who are all
hermaphrodites). Cultures like the Gethen and the Tassulians rely on new
species of beings, which brings us to the boundary of culture and nature.
The third level is the natural realm, which includes not only new
landmasses (or other places like underground regions), but new kinds of
plants and animals, and new species and races of creatures. The unique
aspects of these creatures are often crucial for the role they play in their
world and its stories; for example, the Hobbits in The Lord of the Rings or
the sandworms in Dune. Invention in this area sometimes extends beyond
individual species of plants and animals to entire ecosystems that integrate a
number of them together (as in the film Avatar (2009)). Because this level
goes deeper than that of cultural things, invention in the natural realm must
either rely on convention (for example, well-known fictional animals like
unicorns, dragons, and griffins) or attempt to have some plausible
explanation relating to biology and zoology if some degree of verisimilitude
is desired (which it may not be). On a small scale, invention in the natural
realm proposes new flora and fauna, while on a larger scale, it may propose
new planetary forms, such as the worlds of Larry Niven’s Ringworld series
or Terry Pratchett’s Discworld series, which have planets shaped like rings
and discs, respectively.
The deepest level is the ontological realm itself, which determines the
parameters of a world’s existence, that is, the materiality and laws of
physics, space, time, and so forth that constitute the world. For example, the
worlds of Edwin Abbott’s Flatland (1884) and A. K. Dewdney’s The
Planiverse (1984) are both set in two-dimensional universes very different
from our own, and in both cases, their books are dominated by the
encyclopedic impulse described earlier, using narrative as little more than a
vehicle to explain their worlds. Alan Lightman’s Einstein’s Dreams also
features vignettes of universes in which time and space behave differently,
and reflects philosophically on each one. A number of common science
fiction conventions, including faster-than-light travel, other dimensions,
time travel, and wormholes used for interstellar travel, usually imply laws of
physics that are different from those currently understood, but the full
consequences of such differences are typically not carried out in the design
of the world. In the few instances where this does happen (as in The
Planiverse), the world necessarily takes center stage and narrative becomes
little more than a frame story used for advancing the exploration (and
explanation) of the world. As such, relatively few books subcreate at this
depth.
Of these four levels, the first two involve things more easily changed by
humans (or other creatures), while the last two are usually far more difficult
to shape or control.31 The second and third, covering culture and nature,
have the greatest balance between familiar Primary World defaults and new
subcreated ones. This seems to be the best combination for Secondary Belief
as well. All invention that occurs in a world must remain analogous, in some
way, to the Primary World in order to be comprehensible (unless, of course,
if the whole point is that something is not able to be understood, like the
sentient sea in Stanislaw Lem’s Solaris (1961), which the story’s scientists
know is intelligent even though they are unable to find a way to
communicate with it).
Successful invention may spill over into other worlds; objects and ideas
that prove useful or solve narrative problems can appear in multiple worlds
and even become generic conventions. Faster-than-light spaceships, laser
guns, magical swords, incantations, wormholes, changelings, anti-gravity
technology, elves, dragons, clones, force fields, sentient robots, and other
tropes of science fiction and fantasy have all transcended their worlds of
first appearance to become familiar and acceptable conventions that need
little explanation or justification when they appear in a new world, provided
the work they appear in is of the right genre. (Some things, though, have
been overused to the point of becoming clichés; those of the Fantasy genre
are brilliantly collected in Diana Wynne Jones’s book The Tough Guide to
Fantasyland (1996).)
However, there are certain areas in which invention usually does not
occur, because it would be detrimental to narrative and the audience’s
experience. In order for a world to be taken seriously, audiences have to be
able to relate to a world and its inhabitants, comparing their situations to
similar ones in the Primary World. As a result, we rarely find stories based
on non-humanoid characters like amoebas or gasbags living in Jupiter’s
atmosphere; and when we do, they are inevitably anthropomorphized to
make their experiences relatable (like the lives of the rabbits in Richard
Adams’s Watership Down (1972)). Worlds must also retain some form of
causality, concepts of good and evil, and emotional realism. Without
causality, narrative is lost. The way that events are connected by causality
may change greatly, but causality must be present for actions to have
foreseeable consequences and for events to cohere into a narrative form.
Likewise, what cultures consider to be good and evil may vary, but the
concepts themselves must be present, as they are in all human cultures.
Without them one would have not only lawlessness, but all narrative would
become pointless, since it would no longer matter what characters did or
what happened to them (as discussed in the MacDonald quote given earlier).
Finally, emotional realism is necessary for character identification. Emotions
may be differently expressed or even be suppressed (as they are for Star
Trek’s Vulcans), but they must be present in character interactions. A lack of
emotional realism will make empathy difficult, severely limiting or even
eliminating identification with the world’s characters.
In order to maintain audience interest, invention must take audience
knowledge into account and attempt to avoid implausibilities that could
disrupt a world’s believability. Even though audiences know something is
not real, Secondary Belief is easier to generate if the proposed inventions fit
in with what the audience knows (or does not know) about the Primary
World. A story set on another planet does not contradict any known facts,
since we do not know what life there may be on other planets. Likewise, a
fictional island in the South Pacific we can reasonably accept, because few
people can claim to know all the islands in the Pacific. However, invention
that conflicts with what the audience already knows is harder to accept; for
example, a fictional U.S. state would make Secondary Belief more difficult
for an American audience who know the 50 states than for a foreign
audience who did not. Likewise, a fictional African country may be easier
for an audience to accept than a fictional North American country, simply
because there are more African countries and fewer people who can name
all of them.32 In 1726, Jonathan Swift could claim Brobdingnag to be located
on a peninsula off the California coast, because his audience was European
and far less familiar with the lands across the ocean that were still being
explored (and, of course, because he was writing a satire). If invention
blatantly contradicts what we already know, it can only work in a
lighthearted fashion (like the fictional U.S. states of Missitucky in the
Broadway musical Finian’s Rainbow (1947) and Michisota in Lisa Wheeler’s
children’s book Avalanche Annie: A Not-So-Tall Tale (2003)); or as an
alternate reality or a thinly veiled version of a real place (like Sinclair
Lewis’s Gopher Prairie, based on Sauk Centre, Minnesota; Leo Edwards’s
Tutter, based on Utica, Illinois; or William Faulkner’s Yoknapatawpha
County, believed to be a version of Lafayette County, Mississippi); or as a
composite that typifies a kind of state without referencing any particular
real one (for example, the Colorado-like state of Fremont in James
Michener’s Space (1982) or Winnemac, the half-midwestern, half-eastern
state in the novels of Sinclair Lewis). Fictional counties, cities, and towns,
however, are easier to accept, because there are so many real ones, that quite
likely no audience member will know them all (though the invention may
seem contrived if one happens to live right where the fictional place is
supposed to be).
Invention, then, is what makes a secondary world “secondary”. Despite the
initial freedom that a subcreator seems to have when inventing, each
invention and changed default places limitations on further directions the
world can develop in, making systems of integrated inventions more
difficult, the more completely one has invented a world.
Completeness
Imaginary worlds are inevitably incomplete; Lubomír Doležel has even
suggested that incompleteness is “a necessary and universal feature” of
fictional worlds, and one of the main ways they differ from the actual
world.33 True completeness is impossible; so completeness, then, refers to the
degree to which the world contains explanations and details covering all the
various aspects of its characters’ experiences, as well as background details
which together suggest a feasible, practical world. Stories often have very
incomplete worlds, and world detail beyond what is necessary to tell the
story is often considered extraneous. However, if a world is to be important
to an author or audience, to be the setting of a series of stories or a franchise,
or just be compelling enough that an audience will want to vicariously enter
the world, then completeness—or rather, an illusion of completeness—will
become one of the subcreator’s goals (with the exception of enigmas and
deliberate gaps that arouse speculation, which are discussed toward the end
of this chapter). As Tom Shippey puts it in The Road to Middle-earth (2003),
“the more unnecessary details are put in, the more lifelike we take fiction to
be.”34
While stories require a certain degree of completeness to be convincing
and satisfying, including such things as well-rounded multi-dimensional
characters and sufficient backstory to explain motivation, worlds need
additional information to appear fully developed and convincingly feasible.
To begin with, characters must have some source of food, clothing, and
shelter to survive, and come from some kind of culture. On a larger scale,
communities will likely need some form of governance, an economy, food
production, a shared form of communication, defense against outsiders, and
other such things. Some things may be central to the story, while others may
only be in evidence in background details, with just enough hints provided
for the audience to answer basic questions concerning a character’s
subsistence and livelihood. Even questions left unanswered will not disturb
an audience if there is enough information present for them to piece
together or at least speculate as to what the answer might be. So long as
audiences do not find their questions unanswerable, the world will appear to
be sufficiently complete. It may take some work to gather and relate the
relevant details in order to answer a particular question; but such effort is
exactly what many fans enjoy, and such activities fuel debate and further
speculation about a world.
For example, we might question the feasibility of the desert settlements on
the planet Tatooine, as seen in Episodes I, II, III, IV, and VI of the Star Wars
films, beginning with basics like food and water. We are told that Owen Lars
runs a moisture farm, with vaporators that collect water from the
atmosphere. In some shots, there are clouds in the sky, so water vapor is
present (and the clouds seen in Episode IV were actually present over
Tunisia when the film was shot, so it is realistic). So they have water, but is
there enough? While the Lars homestead appears to be in a remote and
unpopulated area, Mos Eisley and Mos Espa are relatively large cities; this
can be seen in the various street scenes and establishing shots. Even if there
is enough water, what about Tatooine’s food supply? There appear to be no
farms, and certainly not enough moisture for growing crops (though in
Episode II we are told that Shmi used to pick mushrooms off of the
vaporators). No trees of any kind are seen anywhere, and very little
greenery appears, except for a few small houseplants on the Lars
Homestead, and a bit of greenery growing in the background of two shots in
Episode IV when Luke leaves with C-3P0 to find R2-D2 (see Figure 1.2).
FIGURE 1.2 Evidence of plant life on Tatooine. In the top image alone, one
can find nine instances of plant life growing in the Lars homestead. In the
center image, Aunt Beru holds a large vegetable (actually fennel) which she
uses for cooking. In the bottom image, one can see a fringe of greenery
growing in the valley along the path over which Luke’s landspeeder passes
as Tusken Raiders watch from above. All images from Star Wars Episode IV:
A New Hope (20th Century Fox, 1977).
Consistency
Consistency is the degree to which world details are plausible, feasible, and
without contradiction. This requires a careful integration of details and
attention to the way everything is connected together. Lacking consistency, a
world may begin to appear sloppily constructed, or even random and
disconnected. Consistency may provide the most restraints for a subcreator,
since it involves the interrelationship of the various parts of the world, and
is one of the main ways that a secondary world attempts to resemble the
Primary World.
The likelihood of inconsistencies occurring increases as a world grows in
size and complexity, but it is also important to note where inconsistencies
occur when they do, to determine how damaging to credibility they will be.
Inconsistencies can occur in the main storyline, secondary storylines,
background details, world infrastructure, or world mechanics.
Inconsistencies in the storylines distract and disrupt the audience’s mental
image of the story as they follow it, especially if they occur in the main
storyline driving the work along; inconsistencies in secondary storylines
may have a less harmful effect, but will still weaken the overall impression
of the work. Background details that are not crucial to the story can tolerate
more inconsistency, especially if they go relatively unnoticed, or if they are
not actively used in any of the storylines. World infrastructure and world
mechanics are even further in the background, and both are usually present
in only partial representations; for instance, the economic system or
ecological systems of the world and the way they function and operate (like
the question of food and water on Tatooine). Inconsistencies in these areas
are usually far less noticeable, as their constituent parts (the facts that are in
conflict) may be spread out throughout the story or the world, and would
need to be considered together for any contradiction to be noticeable.
Consistency is necessary for a world to be taken seriously, but of course,
not all worlds ask to be taken seriously. Some, like Springfield, the town
where The Simpsons (1989–present) is set, use inconsistencies as a source of
humor, or merely place the desire for variety and humor above the need to
be consistent. Springfield’s geography is always changing, as is the Simpson
family’s own history. In the episode “Lisa’s First Word” from season 4, we
learn that Lisa was born during the 1984 Summer Olympics, while the
episode “That ‘90s Show” from season 19 features Homer and Marge when
they were dating, without any kids, in the 1990s. And of course, the entire
Simpson family has remained the same age for the 20+ years the show has
been around. Likewise, super-spy James Bond has remained roughly the
same age over more than four decades of films, while the world around him
keeps pace with the times.
Nevertheless, consistency is often taken seriously, even as a world grows to
an enormous size. Leland Chee, the continuity database administrator for
Lucas Licensing, maintains a Star Wars database of over 30,000 entries on all
the characters, places, weapons, vehicles, events, and relationships from the
Star Wars universe. The database was not started until the late 1990s, after
two decades worth of Star Wars material had been released, resulting in the
organization of several levels of canonicity (see Chapter 7) in an attempt to
deal with the inconsistencies. Since then, Chee’s office has become the force
behind Star Wars consistency, as movies, TV series, games, toys, and other
merchandise can be compared with and integrated into the franchise’s
existing world information. The Star Trek universe, however, spread over an
even longer time period beginning with the original series in 1966, has
hundreds of television episodes, novels, games, an animated TV series, and
more material to coordinate. Stylistic inconsistencies between The Original
Series and the later series (of the 1980s, 1990s, and 2000s) are occasionally
even noticed by characters within the Star Trek universe itself. For its time
travel story, one episode of Deep Space Nine, season 5, “Trials and Tribble-
ations”, composites its characters into footage from The Original Series
season 2 episode, “The Trouble with Tribbles”, and was broadcast to coincide
with Star Trek’s thirtieth anniversary. The DS9 characters dress in period
costumes, comment on the difference of styles, and in one scene, the
differences in the design of the Klingons’ makeup are foregrounded. In The
Original Series, Klingons looked much more like humans, with a minimum
of makeup to suggest their foreignness, while in later series the Klingons’
features, particular the forehead ridges, were much more pronounced. Since
Worf, one of the time-traveling DS9 characters, was a Klingon of the later
design, the differences were particularly noticeable. This was acknowledged
when another DS9 character, the human O’Brien, sees the older style of
Klingons and asks about the difference, to which Worf replies, “They are
Klingons … and it is a long story.” When pressed, he adds, “We do not discuss
it with outsiders.” Years later, two episodes of StarTrek: Enterprise
(“Affliction” and “Divergence”) would explain the differences as the result of
a virus, which caused the physical changes as well as a change in the
Klingons’ temperament and disposition.41
Discussions of canonicity and speculation as to how inconsistencies might
be resolved can be found on various Internet forums for a variety of
franchises. What is interesting is the degree to which fan communities want
to see inconsistencies resolved; although they would seem to threaten the
believability of a world more than the lack of completeness or invention,
inconsistencies are treated by these fans as though they are merely gaps in
the data, unexplained phenomena that further research and speculation will
sort out and clear up. In some cases they are, while other inconsistencies are
too incongruous to explain and too damaging to be left alone. Sometimes
gaps must be filled before the conflicting information surrounding them
makes it impossible to fill them; at this point, someone authorized by the
franchise must step in and figure out how to reconcile multiple sources and
bring them into agreement. For example, Star Wars fans always wondered
what the floor plan of the Millennium Falcon was, and the exact size of the
spaceship. A ten-page article on the topic appeared on Starwars.com in 2008,
which explained:
Despite repeated efforts by scholars, artists and fans, the interior of the
Millennium Falcon eluded definitive mapping. Artists Chris Reiff and
Chris Trevas finally cracked the puzzle that is the Falcon in the 2008
boxed set from DK Books, Star Wars Blueprints: The Ultimate
Collection.… Hindering attempts at defining the Falcon’s true specs were
the flexible requirements of filmmaking, which often favored cost-saving
cheats rather than to-the-rivet accuracy in the ship’s various depictions.
Even the most basic question did not produce a simple answer: how big
is the Falcon?
If one were to use the studio interior sets seen in Episode IV and
Episode V as a foundation of scale, it became apparent that they simply
could not fit comfortably within the Falcon’s exterior dimensions as
defined by the ILM models. If the cockpit indicated a certain size, then
the hull height meant Han, and especially Chewie, would have to crouch
to walk around the crew compartments. Furthermore, the full-sized
Falcon exterior built for The Empire Strikes Back was, in actuality, about
75–80 percent of its intended true size, if one were to make an imaginary
blow-up of the ILM miniature to the appropriate dimensions.
Years of expanded universe publishing used an estimate of 87.6 feet
(26.7 meters) as the Falcon’s official length, but Reiff and Trevas
discovered that that would be an impossibility. Using a 1976 scale
illustration by visual effects art director Joe Johnston as a foundation,
and comparing the known lengths of X- and Y-wing fighters, they came
up with a measurement of about 110 feet (33.5 meters). Unfortunately,
Johnston’s sketch was too sketchy for it to produce an accurate
measurement.
Trevas and Reiff used their blueprints to further refine the Johnston-
scaled Falcon and came up with a surprising number. “The first time we
measured, it very nearly came out to 113.8 feet,” says Reiff. “When I
suggested we use that length, Lucasfilm thought it would sound like we
made it up.” That measurement, you see, looks an awful lot like an Easter
Egg reference to THX 1138. The artists instead rounded up to 114 feet.42
The article goes on to relate how Rieff and Trevas used a variety of other
sources to map the Falcon: images from freeze-framed HD copies of the
films for interior and exterior layouts, control panel designs, maps of the
underside lights, gun placements, hatches, doors, and landing gear;
measurements of the sets built for the films; various scale models and props;
the Star Wars Radio Drama (which described several escape pods); West End
Games’s 1987 Star Wars Sourcebook floor plans; Shane Johnston’s drawings
of the Falcon’s interior in Starlog’s Star Wars Technical Journal published in
1993; Wizards of the Coast floor plans (which showed the location of the
ship’s bathroom); a 1997 cut-away poster illustration from SciPubTech; an
expansive exploded view by Hans Jenssen in DK Books’s Star Wars:
Incredible Cross Sections (1997); a three-dimensional walkthrough from the
CD-ROM Behind the Magic (1998); Timothy Zahn’s novel Allegiance (2007);
and the fact that a hyperdrive had to be included and fit into the overall
design. At least in the case of Star Wars, the amount of effort put into
answering such questions and restoring consistency can sometimes equal
that of actual historical researchers establishing facts and revising earlier
claims as new data conflicts with them.
Occasionally, franchise creators will even go back and alter earlier works
to make them consistent with later ones, a process now referred to as
“retroactive continuity” or “retcon” (see Chapter 4). Famous examples of
retconning include J. R. R. Tolkien revising The Hobbit (1937) to bring it into
alignment with The Lord of the Rings (since the Ring did not originally have
many of the properties it was given later), or George Lucas’s many
alterations to the Star Wars re-releases. While controversial among fan
communities, retcon is more common in superhero comic books, and
sometimes attempts are made to explain it away through the use of time
travel, alternate universes, dreams, and other questionable techniques. And
one can find lighthearted approaches toward it as well; on the British TV
show Torchwood, a drug used to erase memories is called “Retcon”.43 The
death of an author who leaves works unfinished can also result in
inconsistencies, which may or may not be reconcilable by those who carry
on his work. While the Tolkien Estate does not approve of or allow new
works set in Middle-earth to be written by other authors, it does allow
Tolkien’s own unpublished material to appear, including multiple drafts of
his works, sometimes resulting in partial and even conflicting versions of
stories. In the foreword to The Silmarillion (1977), Christopher Tolkien
wrote:
On my father’s death it fell to me to try to bring the work into
publishable form. It became clear to me that to attempt to present,
within the covers of a single book, the diversity of materials—to show
The Silmarillion as in truth a continuing and evolving creation extending
over more than half a century—would in fact lead only to confusion and
the submerging of what was essential. I set myself therefore to work out
a single text, selecting and arranging in such a way as seemed to me to
produce the most coherent and internally self-consistent narrative.… A
complete consistency (either within the compass of The Silmarillion
itself or between The Silmarillion and other published writings of my
father’s) is not to be looked for, and could only be achieved, if at all, at
heavy and needless cost.44
Arda, Tolkien’s subcreated world in which Middle-earth appears, is one of
the largest and most detailed worlds ever made by a single author. It is
amazing how consistent it is, given its expansiveness, fine level of detail, and
span of more than 6,000 years. Yet, some inconsistencies still remain, though
they are usually what we might call “aggregate inconsistencies”, things that
are not readily noticeable unless one combines several facts which one
would not normally consider together, and which would go unnoticed by
casual readers. For example, in The Hobbit, there is the question of Bilbo and
Gollum and their ability to understand each other when they meet under the
mountain. Gollum, or Sméagol as he was known (as we later learn in The
Lord of the Rings), originally came from a different variety of hobbits, the
Stoors, who lived in another region of Middle-earth. As Tolkien explained in
a draft of a letter to A. C. Nunn:
With the remigration of the Stoors back to Wilderland in TA 1356, all
contact between this retrograde group and the ancestors of the Shirefolk
was broken. More than 1,100 years elapsed before the Déagol–Sméagol
incident (c. 2463). At the time of the Party in TA 3001, when the customs
of the Shire-folk are cursorily alluded to insofar as they affect the story,
the gap of time was nearly 1,650 years.
All hobbits were slow to change, but the remigrant Stoors were going
back to a wilder and more primitive life of small and dwindling
communities; while the Shire-folk in the 1,400 years of their occupation
had developed a more settled and elaborate social life, in which the
importance of kinship to their sentiment and customs was assisted by
detailed traditions, written and oral.45
Even though “hobbits were slow to change”, the two groups were on
markedly different paths of development, and the passage of over 1,500 years
would surely find them so different that it is hard to believe that their
language would remain so unchanged that Bilbo and Gollum could
communicate without any difficulty. Considering Tolkien’s careful treatment
of language (and language change) throughout his work, it is surprising that
such a discrepancy exists; but to notice the inconsistency, one must integrate
information from The Hobbit, The Lord of the Rings, and The Letters of J. R.
R. Tolkien. If The Hobbit is considered alone, there appears to be no
discrepancy.
As worlds grow in size and detail, aggregate inconsistencies become more
likely, but in many cases, they are so spread out, requiring so many
disparate facts to be considered together, that they are more likely to go
unnoticed. Yet, fans are often very knowledgeable about their favorite
franchises, and even enjoy catching such inconsistencies and trying to
explain and reconcile them with their own theories.46 And this kind of
activity requires one to be thoroughly immersed in the world in question.
FIGURE 1.3 World details in Star Wars Episode II: Attack of the Clones (20th
Century Fox, 2002). Staging in depth results in suggestive glimpses of
distance objects and locations (top), while background details and events
reveal further consequences of story events, like the flying droids seen
outside Padmé’s apartment that replace the window which was broken
during the attack of the night before (bottom).
Secondary world defaults can be rigidly defined, or room can be left for
audience interpretation. There is a tendency, especially in word-based media
that leave visualization of a world to the audience’s imagination, for
Primary World defaults to “normalize” secondary world defaults to some
degree. Two examples of this “normalizing tendency” can be found in
Tolkien’s work. When Gandalf is first introduced in The Hobbit, he is
described as having “long bushy eyebrows that stuck out farther than the
brim of his shady hat.”66 And in The Lord of the Rings, Frodo leaves
Hobbiton with the Ring a day after his fiftieth birthday. Despite these facts,
Gandalf, when he is visualized (either in illustrations or in films) is rarely
depicted with eyebrows extending so far out, nor is Frodo depicted as
looking 50 years old. While the Ring is partly responsible for Frodo’s
youthful appearance,67 the other hobbits of the Fellowship are also typically
portrayed to be younger (perhaps all in their twenties, like the four actors
portraying them in Peter Jackson’s film adaptations), even though when the
four hobbits begin their journey Sam is 35, Merry is 36, and Pippin is 28.
Thus, while the description of Gandalf’s eyebrows create a certain feeling
about him when he is introduced, to actually depict (or constantly imagine)
Gandalf to have eyebrows of that size would make him see comic, so the
initial description is more likely to be treated as hyperbole as opposed to a
literal description. Likewise, the hobbits’ initial innocence and relative
inexperience, along with their short height, make them seem more youthful
than they actually are, since these aspects are more strongly emphasized by
the narrative than their ages are. Primary World defaults, then, can temper
strange or unusual details and subtly adjust one’s image of the secondary
world to be more in line with what may be considered more “realistic”.
A world’s inventions and changed defaults can be revealed suddenly or
gradually, and can be explained directly, deliberately left unexplained, or left
to the audience to figure out through context. An example of meaning given
through context can be found on the first page of Frank Herbert’s Dune,
when an old crone comes to see Paul Atreides and it is said of her that, “Her
voice wheezed and twanged like an untuned baliset.” Without defining
“baliset”, the audience can infer it is a musical instrument, because it can be
tuned. In addition, the analogy also describes the sound from what may be
the character’s point of view (Paul may think her voice sounds like a baliset)
which in turn reveals that music is a part of the world’s culture, and perhaps
also among the character’s interests.
Inferences can also be very subtle and require the connecting of small
details. For example, it is never stated directly that Tolkien’s Elves have
pointed ears, but the similarity between the Quenya words for “leaf” and
“ear” suggest such a shape. As Douglas A. Anderson writes:
In his notes on the stem LAS[1] from *lasse = “leaf and LAS[2] “listen”
(*lasse = “ear”), Tolkien noted the possible relationship between the two
in that Elven “ears were more pointed and leaf-shaped” than human
ones.68
Although some questions can be answered by information in ancillary
materials, much room is left for speculation. While incompleteness is not
desirable in certain areas necessary for comprehension of the story or the
world, room for speculation in other areas is a valuable asset to an
imaginary world, as this is where the audience’s imagination is encouraged
and engaged.
Catalysts of Speculation
I’ve put in so many enigmas and puzzles that it will keep the professors
busy for centuries arguing over what I meant, and that’s the only way of
insuring one’s immortality.
OceanofPDF.com
2
A HISTORY OF IMAGINARY WORLDS
Before examining how imaginary worlds came about, we might ask why
they came about; why did authors find it necessary to invent other worlds?
Usually, the answer lies in the changing of Primary World defaults, to
amaze, entertain, satirize, propose possibilities, or simply make an audience
more aware of defaults they take for granted. Just like stories of foreign
lands, stories set in imaginary worlds provide the bizarre and exotic, without
the need to travel and without needing to be limited to what actually exists.
Secondary worlds make us look differently at the Primary World, and are
often used to comment on it. A look at the history of imaginary worlds
shows how closely tied they are to the times in which they appear, in their
positioning and location, their design, aesthetics, themes, and their structure
and purpose, as well as the stories told in them. At the same time, however,
secondary worlds often differ greatly from the Primary World, making us
more aware of its default assumptions. And as time went on, more and more
of these defaults could be changed, as the imaginary-world tradition
developed its own conventions and solutions to world-building problems.
Exploring the history and development of subcreated worlds is an
ambitious venture that intersects with the history of literature, painting,
film, television, animation, comic strips and comic books, video games, and
other visual arts, crisscrossed with the history of exploration, utopias,
fantasy, science fiction, playsets, board games, role-playing games,
interactive fiction, special effects, and computer graphics. Even summaries
of these histories is well beyond the scope of this chapter; only their
highlights, insofar as they touch upon the development of imaginary worlds,
will be given.3 Nor is there room for detailed descriptions of all the worlds
discussed here; but a sense of their place in history and contribution to it
will be attempted. From a few fictional islands used as stopping points for
travelers to enormous universes which are the work of hundreds of people
over several decades and worlds so vast that no individual can possibly
experience them in their entirety, imaginary worlds have a long and
interesting history, which begins with the first indications of the presence of
a world beyond the immediate locale in which a story takes place.
New knowledge of the East was also flowing in during the thirteenth
century, following the conquest of Constantinople and the opening of
routes via the Black Sea, and in particular because of the stability and
security of Central Asia following the Mongol invasion. A new East was
soon to appear through the works of travelers like John of Plano Carpini,
William of Rubruck and Odoric of Pordenone, among the first to journey
to the Tartar Empire. Marco Polo also benefited from the more secure
trade routes to China. By Mandeville’s time, Mamluk expansion and the
conversion of the Khans of the Golden Horde to Islam had reduced the
Christian access to the East once more, but this only served to increase
interest in those lands. Pilgrim itineraries to the Holy Land were also
becoming ever more popular. It was in this climate of geographical
enthusiasm and curiosity that the Book was written.12
The Book of Sir John Mandeville mixes factual travel information, which
scholars have identified as being copied from the works of others, with
fictional fantastic locations and peoples. Among them are the kingdom of
Amazony “whereas dwelleth none but women”; the kingdom of Salmasse
with its venomous trees; the kingdom of Talonach where fish come on land
to worship the king, who has over a thousand wives; the land of Raso where
men are hung if they get sick; the island of Macumeran where the people
have heads like hounds; the island of Silo with its four-legged serpents, two-
headed geese, and white lions; and the island of cyclopses (see Figure 2.1).
Several of the peoples he describes, like the Blemmyae and a race of one-
legged men, seem to be taken from Pliny, and scholars have identified many
other sources from which the author (who may or may not have been called
Mandeville) compiled and copied his stories. Such fantastic tales and places
made the book popular, and Sir Henry Yule, writing in his 1871 work The
Book of Ser Marco Polo, compared its popularity to that of Polo’s book:
(1723).20
Gove also mentions a bibliography compiled by Hermann Ullrich that lists
196 English editions of Robinson Crusoe, along with 110 translations, 115
revisions, and 277 imitations.21
As secondary worlds go, Crusoe’s Island is small, but depicted very
realistically and in great detail; its low degree of invention helps to explain
its believability and the ease with which it was imitated. Crusoe, and much
later Friday, are the island’s only human inhabitants (the cannibals and
Spaniards being merely visitors), and the island’s small size becomes evident
early on, when Crusoe looks out over it:
My next work was to view the country, and seek a proper place for my
habitation, and where to stow my goods to secure them from whatever
might happen; where I was, I yet knew not, whether on the continent or
an island, whether inhabited, whether in danger of wild beasts or not.
There was a hill not above a mile from me, which rose up very steep and
high, and which seemed to over-top some other hills, which lay as in a
ridge from it northward; I took out one of the following pieces, and one
of the pistols, and an horn of powder, and thus armed I travelled for
discovery up to the top of that hill, where after I had with great labour
and difficulty got to the top, I saw my fate to my great affliction, viz. that
I was on an island environed every way with the sea, no land to be seen,
except some rocks which lay a great way off, and two small islands less
than this, which lay about three leagues to the west.22
Unlike most travelers who are merely passing through the lands they
describe, Crusoe lives on the island for 28 years and comes to know it well.
Robinson Crusoe, then, earns its place in the history of secondary worlds
based not on the size of its world, but on the degree to which Defoe
developed it and the number of imitators it inspired.
Seven years later another influential book appeared, with fantastic
inhabited lands and their cultures; Jonathan Swift’s innovative satire,
Gulliver’s Travels (1726). In it, detailed accounts are given of the islands of
Lilliput, Blefuscu, Balnibarbi, Luggnagg, Glubbdubdrib, the island of the
Houyhnhnms, the flying island of Laputa, and the peninsula of Brobdingnag,
as well as the cultures of their peoples, and even how the human Gulliver
appears from their point of view. As a result, the cultures depicted are well-
rounded, and we are even given glimpses of their history; for example, the
backstory behind the conflict between the Lilliputians and the Blefuscudians,
which has to do with how they break their eggs. Swift even suggests
Lilliputian culture extends beyond the book, stating:
But I shall not anticipate the Reader with farther Descriptions of this
Kind, because I reserve them for a greater Work, which is now almost
ready for the Press; containing a general Description of this Empire,
from its first Erection, through a long Series of Princes, with a particular
Account of their Wars and Politiks, Laws, Learning, and Religion; their
Plants and Animals, their peculiar Manners and Customs, with other
Matters very curious and useful; my chief Design at present being only
to relate such Events and Transactions as happened to the Publick, or to
my self, during a Residence of about Nine Months in that Empire.23
Like no other book before it, Gulliver’s Travels struck a balance between
fantastic elements and realistic description, allowing the reader to picture
things vividly no matter how strange they may be. For example, Swift gives
a lengthy explanation of how the flying island of Laputa stays aloft and is
steered, raised, and lowered, as well as why it cannot drift away from the
island of Balnibarbi over which it flies, and the consequences of immortality
experienced by the Struldbruggs of Luggnugg. Descriptions of architecture,
language, customs, landscapes, and other attention to detail surpassed the
verisimilitude found in other satires, and equaled that of other long fiction
of the time like Crusoe, setting a new standard for literary secondary worlds.
As the eighteenth century drew on, island worlds continued to appear, in
dozens of imitations, robinsonades, and unauthorized sequels to Gulliver’s
Travels, along with more original places like Cacklogallinia, a land of giant
chickens and other birds, in Samuel Brunt’s A Voyage to Cacklogallinia
(1727), a satire inspired by the South Sea Bubble of 1720 and the economic
conditions surrounding it. The island of Cantahar, from De Varennes de
Mondasse’s La Découverie De L’Empire De Cantahar (1730), had new species
including the dangerous picdar, the lazy igriuo, and the tigrelis used to pull
carriages. Countries in unexplored continental interiors also appeared, like
Drexara, a region in North America and home to a savage Indian tribe, from
Abbé Antoine François Prévost’s Le Philosphe anglois, ou Histoire de
Monsieur Cleveland (1731); or Mezzorania, an African country where there
is no competition or egoism, from Simon Berington’s The Memoirs of Sigr.
Gaudentio di Lucca (1737).
As more of the world became known and mapped, some authors found a
new place to locate their worlds that was not only difficult for explorers to
reach but would also not appear on maps: underground, deep beneath the
earth’s surface. This choice of location may have been influenced by
nonfiction works like Athanasius Kircher’s Mundus Subterraneus (1665),
which suggested that the earth’s interior contained channels and fire
chambers. Earlier underground worlds were either more mythical or
allegorical in nature, like Hades or the circles of Hell described in Dante’s
Divine Comedy. Hans Jakob Christoffel von Grimmelshausen’s Der
abenteuerliche Simplicissimus Teusch (1668), sometimes claimed to be the
first adventure novel written in German, includes a journey to “Centrum
Terrae”, a kingdom deep inside the earth, reached through lakes and
waterways. The place is inhabited by mortal water-spirits or “sylphs” and
their king, and it is only through the use of a magic stone that the story’s
main character, Simplicissimus, is able to travel there:
Meanwhile there rose up here and there more of such water-spirits, like
diving birds, all looking upon me and bringing up again the stones I had
cast in, which amazed me much. And the first and chiefest among them,
whose raiment shone like pure gold and silver, cast to me a shining stone
of bigness of a pigeon’s egg and green and transparent as an emerald,
with these words: “Take thou this trinket, that thou mayst have
somewhat to report of us and of our lake.” But scarce had I picked it up
and pocketed it when it seemed to me the air would choke or drown me,
so that I could not stand upright but rolled about like a ball of yarn, and
at last fell into the lake. Yet no sooner was I in the water than I
recovered, and through the virtue of the stone I had upon me could
breathe in water instead of air: yea, I could with small effort float in the
lake as well as could the water-spirits, yea, and with them descended
into the depths; which reminded me of nothing so much as of a flock of
birds that so descend in circles from the upper air to light upon the
ground.24
Because Centrum Terrae is inhabited by spirits and uninhabitable by
humans, it has as much in common with Dante’s metaphysical places as it
does with the other physical places visited by Simplicissimus, in some ways
bridging the gap between the two types of worlds.
After 1700, underground worlds took on more solidity and became like
other earthly locations ripe for exploration. The country of Rufsal, in Simon
Tyssot de Patot’s La Vie, Les Aventures, & le Voyage de Groenland Du
Révérend Père Cordelier Pierre De Mesange (1720), had four underground
cities with its entrance near the North Pole; earlier “Hollow Earth” theories
often suggested that entrances would be near the poles.25 Rufsal is probably
the earliest instance of a “Hollow Earth” in fiction, a subgenre of literature
that continues to the present.26
Along with the new setting for secondary worlds came new world-
building problems and practical concerns like lighting, oxygen, food
production, and how the inhabitants came to live there. Over the years,
authors have found a variety of solutions to such problems. For example,
regarding lighting: Rufsal is lit by a mysterious fireball; Baron Ludvig
Holberg’s Nazar (from Nicolai Klimii Iter Subterraneum Novam Telluris
Theoriam (1741)) and Edgar Rice Burroughs’s Pellucidar are both lit by
subterranean suns inside the hollow earth (individual homes in Nazar are lit
by luminous creatures called sweecoes); the creatures that live underneath
Anderson’s Rock in Ralph Morris’ A Narrative of the Life and Astonishing
Adventures of John Daniel (1751) live near the surface and catch “oil-fish”
which give them the oil which they use to light their underground homes;
and Rand and Robyn Miller’s underground cavern of the D’ni is lit by a lake
inhabited by bioluminescent plankton. In some cases, a world’s inhabitants
were designed for subterranean life, like the burrowing half-man, half-worm
Worm-men of Trisolday, in Charles Fieux de Mouhy’s Lamékis (1735). And
there are also the Megamicroes, who live underground within an
underground world; in Giacomo Girolamo Casanova di Seingalt’s
Icosaméron (1788), Protocosmo is an island floating on a muddy layer of the
concave interior of the hollow earth, which is lit by a globe in the earth’s
center, and the Megamicroes live underground on the island itself.
Subterranean worlds would continue to appear in the works of Jules Verne,
Edgar Rice Burroughs, and others, representing a step toward more
imaginative worlds with their own unique problems of feasibility for
authors to solve, and worlds less like existing earthly foreign cultures than
surface-based imaginary worlds had been.
Also during the 1700s, an increasing number of worlds, both above and
below ground, appeared in stories in which the world itself was given more
emphasis than the travels that brought characters to and from the world.
Descriptions of languages, laws, and customs would be related during the
main character’s extended stay, like Peter Wilkins’ many years living with
the flying Glumms and Gawreys of Sass Doorpt Swangeanti (the Great
Flight Land) in Robert Paltock’s The Life and Adventures of Peter Wilkins
(1751). Wilkins interacts with the world he enters to an exceptional degree
unusual for the time; he marries one of the native women and starts a family
with her, stops an attempt to overthrow the kingdom, brings about a
technological revolution by introducing European technology, and persuades
the kingdom to abolish slavery, all before his wife dies and he decides to
return to England in his old age.
Besides the main character’s narration in these stories, natives would also
appear and explain their worlds directly. Occasionally, such details about a
world and its wonders proved to be prophetic. In Giphantie, the land of
Charles François Tiphaigne de la Roche’s 1760 book of the same name
(which was an anagram of Tiphaigne), there is a scene in which the main
character is told how pictures are made:
You know, that rays of light reflected from different bodies form pictures,
paint the image reflected on all polished surfaces, for example, on the
retina of the eye, on water, and on glass. The spirits have sought to fix
these fleeting images; they have made a subtle matter by means of which
a picture is formed in the twinkling of an eye. They coat a piece of
canvas with this matter, and place it in front of the object to be taken.
The first effect of this cloth is similar to that of a mirror, but by means of
its viscous nature the prepared canvas, as is not the case with the mirror,
retains a fac-simile of the image. The mirror represents images faithfully,
but retains none; our canvas reflects them no less faithfully, but retains
them all. This impression of the image is instantaneous. The canvas is
then removed and deposited in a dark place. An hour later the
impression is dry, and you have a picture the more precious in that no
art can imitate its truthfulness.27
This prediction of photography, made 66 years before the first permanent
photograph was made by Joseph Nicéphore Niépce in 1826, shows how the
imaginative potential of secondary worlds can foreshadow technological
advances, and such speculation would especially be taken up in the genre of
science fiction (discussed later in this chapter).
Although the travelers’ tale genre would decline in the early 1800s, the
framing device of using journeys to and from a world to bookend the visit to
that world would never fall out of use. Nevertheless, the importance of such
journeys and the amount of time spent describing them would shrink as the
emphasis shifted to the world itself, which was beginning to take center
stage as the location where most of the story took place. Eventually, when
such framing devices were no longer needed and main characters could be
inhabitants of a world instead of merely visitors to them, the main
character’s journey of exploration could take place entirely within the world
itself, as the character moved from the world’s margins to its center, learning
about the world along with the audience. For example, Tolkien’s hobbits
leave the Shire and learn about Middle-earth en route to Gondor and
Mordor; Luke Skywalker leaves Tatooine to join the conflict between the
Rebel Alliance and the Empire; and Neo leaves his desk job to discover what
the Matrix is. These journeys are not unlike the traveler’s journeys in earlier
works, but they take place entirely within their secondary worlds.28
By the start of the nineteenth century, secondary worlds had become more
detailed as authors sought to answer more questions about their worlds.
With every answer, however, came further questions about how the worlds
worked, particularly their social, cultural, and technological aspects. As the
prediction of photography cited in the preceding text illustrates, imaginative
inquiry into technological possibilities was growing and would soon eclipse
travel literature in the public imagination as the Industrial Age began
producing new scientific and industrial marvels. According to Adams:
…the great age for such literature was over with the advent of the
steamboat and the steam locomotive, when real travelers became so
numerous that false ones were both less necessary and more easily
exposed. But the fireside travelers of the eighteenth century continued to
exert their influence.… The historical and adventure novels, from
Smollett’s Roderick Random to Cooper’s Afloat and Ashore to Waltari’s
The Egyptian, have learned from the school of Defoe that by applying
the tools of the scholar they can add color, concreteness, and
verisimilitude to the lands where their heroes go.29
Imaginary worlds did more than influence fiction writing, they also helped
people grow more aware of the default assumptions of their own
worldviews, as well as their ethnocentrism. As Adams writes:
But the influence went beyond belles-lettres. In a period when tolerance,
democracy, and relativity became important, no thinker or historian
could do without the voyagers, who taught that each nation had a
distinctive, even appropriate, way of life. They inspired studies in
comparative religion, comparative natural history, and comparative
government. Although their great wealth of illustrative material has
sometimes caused historians to decry their lack of “ideas”, the ratio of
original thinkers among them was no doubt as high as it was for any
class of writers.30
While travelers’ tales wrought visions of remote and exotic locales which
they later sought to flesh out into societies and cultures, another concurrent
branch of literature used secondary worlds to construct imaginary societal
structures, at first abstractly and later with increasing attention to their
aesthetic dimension and concrete details: the literature of utopias and
dystopias.
Science Fiction
The main contributions of science fiction (and science in general) to the
history of imaginary worlds is the locating of worlds outside of the earth,
and the ability to speculate as to what those worlds might be like according
to the use of physical laws and the extrapolation of earthly life and
conditions. Although it did not always agree with science or use all the
means it had available for world-building, science fiction followed closely
on the heels of science, with the term “science fiction” first appearing in
1851, less than two decades after the term “scientist” was coined.50
Along with fantasy, science fiction was originally considered as a type of
literature of the fantastic, and it was not until the twentieth century that it
came to be seen as a separate genre by critics, scholars, and the publishing
industry. Science fiction’s roots also extend back into antiquity and precede
the development of scientific method. Originating as a subset of imaginary
voyages or travelers’ tales, moon journeys can be found as far back as
Lucian’s True History, and begin to appear with regularity during the
Renaissance; for example, in Orlando Furioso (1516), Johann Kepler’s dream
narrative Somnium, seu Opus Posthumum de Astronomia Lunari (1634),
Francis Godwin’s The Man in the Moone; or A Discourse of a Voyage Thither
(1638), John Wilkins’ The Discovery of a World in the Moone (1638), and
David Russen’s Iter Lunare: Or, A Voyage To The Moon (1703). Authors
already known for their writing in other genres also wrote moon journeys;
Cyrano de Bergerac wrote his Voyage to the Moon (1657), and Daniel Defoe
wrote The Consolidator: Or, Memoirs of Sundry Transactions From the
World in the Moon (1705), which, like his Robinson Crusoe, inspired a host of
He builds whole worlds of imagery and passion, any one of which would
have served another writer for a whole book, only to pull each of them
to pieces and pour scorn on it. The physical dangers, which are plentiful,
here count of nothing: it is we ourselves and the author who walk
through a world of spiritual dangers which make them seem trivial.
There is no recipe for writing of this kind. But part of the secret is that
the author (like Kafka) is recording a lived dialectic. His Tormance is a
region of the spirit. He is the first writer to discover what “other planets”
are really good for in fiction. No merely physical strangeness or merely
spatial distance will realize that idea of otherness which is what we are
always trying to grasp in a story about voyaging through space: you
must go into another dimension. To construct plausible and moving
“other worlds” you must draw on the only real “other world” we know,
that of the spirit.60
Stories that ignore this sense of otherness run the risk of being little more
than earthly stories transplanted to another planet, rather than something
qualitatively different. Such otherness also runs counter to the similarities
with the Primary World that an imaginary world’s nature and culture must
have for comprehensibility and character identification, challenging authors
to find new ways to connect their worlds to their audiences.
One late nineteenth-century work notable for its innovative world-
building is Edwin Abbott Abbott’s Flatland: A Romance of Many
Dimensions (1884). While the book reflects many of the social and cultural
mores of its day, its originality and innovation lies in the structure of the
world itself, which is the two-dimensional plane of Flatland. The experiences
of characters living in two dimensions are explored, and the main character,
A. Square, is visited by a higher-dimensional being (a sphere), and later
visits Lineland, a one-dimensional world in which he himself is a higher-
dimensional being. Through analogy, the book attempts to acclimate its
readers to thinking about a fourth dimension and other dimensions beyond
their own. The book is the first to present a world so fundamentally different
from the Primary World (at least in its physical form), and one completely
detached from our own universe; for the first time, no attempt is made to
forge a connection to the Primary World, representing a new level of
autonomy for imaginary worlds.
Other planets were not the only new location for the worlds of nineteenth-
century science fiction. If the telescope could suggest locations for other
worlds, so could the microscope. Since Robert Hooke’s Micrographia: or,
Some Physiological Descriptions of Minute Bodies Made by Magnifying
Glasses (1665) had described and shown the detail of microscopic worlds, it
was only a matter of time before imaginary worlds would appear under the
microscope. Fitz-James O’Brien’s short story “The Diamond Lens” (1858) told
of a man who perfects a microscope only to find an alluring woman in a
drop of water, whom he is unable to contact. Later, Raymond King
Cummings’ novelette of 1919, The Girl in the Golden Atom (later expanded
into a novel and a sequel), took up the challenge of entering a microscopic
world with a story about a chemist who looks at his mother’s wedding ring
under a microscope and finds a world there inhabited by a beautiful woman.
He invents pills that can make his body shrink or grow in size (reminiscent
of Alice’s Adventures in Wonderland (1865)), and goes into the ring himself
to find her. There he finds two nations made up of millions of people, the
Oroids and the Malites, and there is even the suggestion that the atoms of
their world contain even tinier inhabitants. Other microscopic worlds
appeared, like those of R. F Starzl’s “Out of the Sub-Universe” (1928), Festus
Pragnell’s The Green Man of Kilsona (1936), and Maurice G. Hugi’s
“Invaders from the Atom” (1937), and one story, G. Peyton Wertenbaker’s
“The Man from the Atom” (1926) even reversed the situation, by making
Earth an atomic particle in another world.
Most imaginary worlds of the time, however, were still earthbound in the
usual forms of islands, underground realms, mountain valleys, or uchronias
set on future Earths. Jean Baptiste Cousin de Grainville’s Le Dernier Homme
(The Last Man) (1805) introduced what would come to be known as the “last
man on Earth” subgenre, about Omegare, the only man left on a dying,
sterile Earth. Jules Verne produced a number of imaginary worlds, including
the Lindenbrock Sea and underground world of Voyage to the Center of the
Earth (1864); Lincoln Island of The Mysterious Island (1874) (which would
later inspire Myst Island in Myst (1993)); Ham Rock Island in Le “Chancellor”
(1875); the underground Coal City in Les Indes Noires (1877); France-Ville in
the Rocky Mountains and Stahlstadt near Pacific coast in Les 500 Millions de
la Bégum (1879); Klausenburg County in Transylvania in Le Château des
Carpathes (1892); and Standard Island, somewhere near New Zealand, in
L’Ile à Hélice (1895). H. G. Wells wrote of Aepyornis Island in The Stolen
Bacillus and Other Incidents (1894) and Moreau’s Island in The Island of Dr.
Moreau (1896), and George Griffith wrote of Aeria, a mountain valley in
Northern Africa in The Angel of the Revolution (1893). Finally, one unusual
underground world was that of the Vril-ya, a master race living in
subterranean tunnels in Edward Bulwer-Lytton’s The Coming Race (1871),
which some readers believed to be true. The Vril-ya’s substance of Vril, an
energy source used both to destroy and to heal, even inspired a German “Vril
Society” which would search for it.61
While imaginary worlds of science fiction tried to give a scientific basis to
their worlds, secondary worlds in the twin genre of fantasy were also
departing from the Primary World, but according to their magical or
supernatural origins. Although the two genres would always remain closely
related, it was during the late nineteenth century that their individual
identities became distinct.
Fantasy
Fantasy finds its roots in myth and folklore traditions, and came to
encompass older genres like the heroic romance, beast fables, and fairy tales.
In the latter half of the nineteenth century, the work of a number of authors
helped to define the genre. George MacDonald’s 1893 essay “The Fantastic
Imagination” analyzed certain aspects of how imaginary worlds functioned,
and his fiction, including Phantastes: A Faerie Romance for Men and Women
(1858), At the Back of the North Wind (1870), The Princess and the Goblin
(1872), and Lilith (1895), influenced many twentieth-century fantasy authors.
While some of these works are like fairy tales written for adults, the worlds
they describe are nebulous fairylands, which some would argue fall short of
being true secondary worlds. Referring to Phantastes and Lilith in his book
Imaginary Worlds: The Art of Fantasy, Lin Carter writes:
While the geography of the two romances is not of this world, the books
do not quite make it as progenitors of the central imaginary-world
tradition; they are vivid dreams, not stories, and the weird countries
through which their characters move do not constitute serious, detailed
attempts to construct an invented milieu that gives the illusion of
genuine reality, which is a prerequisite of the genre. Still, they are
profound and beautiful and strange: they make the mind to work, and
they are indubitably fantastic.62
Another author’s worlds combined the supernatural enchantment of fairy
tales with the solidity of the lands of travelers’ tales; William Morris, whose
novels took elements of medieval romance and the details of historical
novels, combining them into believable worlds. Together, his books The
Story of the Glittering Plain which has also been called the Land of the
Living Men or the Acre of the Undying (1891), The Wood Beyond the World
(1894), The Well at the World’s End (1896), and The Water of the Wondrous
Isles (1897) represent a foundation for the fantasy genre. Morris was also
innovative in that his stories’ settings are among the first fantasy settings
(along with Abbott’s Flatland) to be completely disconnected geographically
from the Primary World. Hallblithe travels to the Land of the Glittering
Plain, but his story begins in the fictitious Cleveand by the Sea; likewise, in
The Wood Beyond the World, Golden Walter travels to a faraway land, but
his story begins in the fictitious Langton on Holm. Ralph, the main character
of The Well at the World’s End lives in the kingdom of Upmeads, and the
real Upmeads in England, built in 1908, may even be named after Morris’
kingdom.63
Two other world-builders of note were Henry Rider Haggard and Anthony
Hope. Haggard helped develop the “lost world” subgenre of fantastic
literature, and was best known for his Allan Quatermain series, which began
with King Solomon’s Mines (1885) set in the African country of Kukualand
hidden away in the mountains, and for his “She” novels, beginning with She:
A History of Adventure (1887) which takes place in the lost city of Kor.
Hope’s The Prisoner of Zenda (1894) was a popular novel in its day and its
setting, Ruritania, gave its name to a subgenre of adventure novels, and
entered as a word into the English Language and the dictionary, meaning
“an imaginary country”.
Another major literary development in the latter half of the nineteenth
century that affected the building of imaginary worlds was the rise of
children’s literature. Child labor laws helped get children into schools and
mandatory education helped to encourage the publication of fairy tales and
stories for children, including reprints of earlier works like John Bunyon’s
The Pilgrim’s Progress (1678), which featured an allegorical secondary world
with locations like the Delectable Mountains, the Slough of Despond, the
Hill of Difficulty, and the Valley of Humiliation. Like Bunyon’s work and
most nursery rhymes, many of the books written for children included
another level within them for adults (such as allegory, satire, or narrative
events and details that children would not understand but which were not
necessary for their enjoyment of the tale). One of the first of these multi-
level stories, which also helped inspire the revision of the Chimney-Sweep
Act (keeping children from hazardous work), was Charles Kingsley’s The
Water-Babies: A Fairy Tale for a Land-Baby (1863).
64 The story is a moral
fable set mainly in a secondary world beneath an English river, featuring
characters with names like Mrs. Doasyouwouldbedoneby, Mrs.
Bedonebyasyoudid, and Professor Ptthmllnsprts. The story mixed fairytale
elements and nonsense with moral lessons and criticism of society, as well as
the author’s own prejudices against Americans, Jews, Catholics, and the
French.
Similar to worlds designed for satire or humorous effects, Kingsley’s world
is not too concerned with verisimilitude and consistency, but instead
delights in its own fantastic nature. Several other authors of the time are
remembered for their nonsense stories; Edward Lear was known for his
nonsense poetry in collections like Book of Nonsense (1846) and Book of
Nonsense and More Nonsense (1862) before he invented the land of
Gramblamble in “The History of the Seven Families of the Lake Pipple-
popple”, only months before Lewis Carroll’s Alice’s Adventures in
Wonderland (1865) appeared (Lear’s story later appeared in his Nonsense
Songs, Stories, Botany, and Alphabets (1870)). Carroll’s worlds of
Wonderland, Looking-glass Land, and Snark Island are perhaps the best-
remembered nonsense worlds, due to his combination of logic and humor
that entertained both adults and children successfully, and served as
inspiration for many twentieth-century authors.
Other imaginary worlds in children’s literature of the time include Robert
Louis Stevenson’s Treasure Island in Treasure Island (1883) and Suicide City
in his collection New Arabian Nights (1882); Carlo Collodi’s Island of the
Busy Bees in The Adventures of Pinnochio (1883); Edward Earle Childs’
Mouseland in The Wonders of Mouseland (1901); and Edith Nesbit’s island of
“The Island of the Nine Whirlpools” (1900), the island kingdom of Rotundia
in “Uncle James, or The Purple Stranger” (1900), and Polistarchia in The
Magic City (1910). Of these, Nesbit’s worlds were the most playful and
inventive; in Uncle James, she even pauses her narrative of Princess Mary
Ann and Tom the gardener’s boy for a lengthy digression concerning the
geography and natural history of Rotundia.65 In The Magic City,
Polistopolis, the capital city of Polistarchia, is a table-top city built by a boy,
Philip, who suddenly finds himself put into the city where the people he has
populated it with are all alive, another early instance of a subcreated
subcreator. At one point, Mr. Noah, a figure from a Noah’s Ark playset, tells
Philip how the world works:
“‘It’s a little difficult, I own,” said Mr. Noah. “But, you see, you built those
cities in two worlds. It’s pulled down in this world. But in the other
world it’s going on.”
“I don’t understand,” said Philip.
“I thought you wouldn’t,” said Mr. Noah; “but it’s true, for all that.
Everything people make in that world goes on for ever.”
“But how was it that I got in?”
“Because you belong to both worlds. And you built the cities. So they
were yours.”66
Nesbit’s idea of a subcreated world possessing a kind of dual existence, one
temporary and earthly and the other permanent and supernatural, linked the
Primary World to a secondary world in a new way. It also suggested the
importance of making and the creative urge, adding new implications and
consequences to the subcreator’s acts, ideas which J. R. R. Tolkien would
take up later in his short story “Leaf by Niggle” (1947).
The last great fantasist who began working in the nineteenth century,
Lyman Frank Baum, wrote plays and short stories in the 1880s and 1890s, as
well as several collections of nursery rhymes for children. In 1900, two of his
books were published. One was A New Wonderland (the book was originally
named Adventures in Phunnyland and would later be renamed The
Surprising Adventures of the Magical Monach of Mo and His People (1903)),
which introduced the land of Phunnyland (later renamed Mo) in a collection
of short stories that took place there, linked by a series of transnarrative
characters. The other book of 1900 was The Wonderful Wizard of Oz. Baum
would write 13 sequels to the Oz book, all of them with “Oz” in the title,
making the Oz series the first major series linked by their world rather than
by a main character. Most prior book series, like Rabelais’ Gargantua and
Pantagruel series, Carroll’s Alice books, or Haggard’s She series, centered
around characters whose name appeared in the book titles, linking the series
together (an exception being Samuel Butler’s Erewhon (1872), which had a
single sequel, Erewhon Revisted (1901)). The Oz series attracted its audience
through the world it depicted, rather than a particular character.
The popularity of the series allowed Baum to develop his world to a far
greater extent than the worlds that only appeared in a single book, and even
his first book alone gave his world a solidity that many others lacked. In
Worlds Within: Children’s Fantasy from the Middle Ages to Today, Sheila A.
Egoff described Baum’s work writing:
It is Baum’s originality that must be saluted. The Wizard of Oz is not
only the first Other World fantasy in American children’s literature; it is
the first fully created imaginative world in the whole of children’s
literature, all the more remarkable because in his own country there
were few signposts to point Baum along “the yellow brick road.” Charles
Kingsley made use of a natural underwater setting in The Water-Babies,
George MacDonald of a familiar folktale world in The Princess and the
Goblin, and Carroll’s Alice books are premised on artifices; but as
Dorothy says at the end of The Wizard of Oz, when asked where she has
come from, “From the Land of Oz.” Oz was a place. It is true that the full
cosmology of Oz did not develop until the later books (and is fully
explained in Raylyn Moore’s Wonderful Wizard, Marvellous Land), but
there was sufficient detail in the first book to make one believe in Oz.67
Regardless of where one wishes to draw the line defining a “fully created
imaginative world”, it is undeniable that the stories about Oz and its
surrounding lands comprised a secondary world of greater size, scope, and
invention than most worlds of its time, even outside of children’s literature.
The rise of the fantasy genre during the Victorian era, and especially
children’s fantasy, meant that a new generation of children would grow up
reading it, and perhaps be inspired to create their own imaginary worlds.
They, in turn, would become the authors of fantasy and science fiction in the
twentieth century. For example, J. R. R. Tolkien (born 1892) and C. S. Lewis
(born 1898) both wrote about their childhood reading and influences; Tolkien
describes his early play with invented languages, while Lewis and his
brother Warnie brought together imaginary lands they had created and
invented a world they called Boxen, which appeared in the posthumously
published Boxen: The Imaginary World of the Young C. S. Lewis (1986).
Many other authors would cite works of Victorian fantasy as an influence on
their own work, as would authors working in fantasy’s generic twin, science
fiction. Children would continue to develop their own detailed fantasy
worlds into the twentieth century, a behavior that became so common that
the term “paracosm” was coined in 1976 to describe it, resulting in the 1988
book The Paracosm: A Special Form of Fantasy by Robert Silvey and Stephen
A. MacKeith, as well as a number of other books that discussed the
phenomenon.
By the end of the nineteenth century, imaginary worlds had appeared all
over the globe, underground, underwater, in outer space on the moon and
other planets, in dreams, supernatural realms, other dimensions, in the
distant past, the distant future, and in alternate histories, and a few even
existed independently of the Primary World. More worlds began to achieve
autonomy from the Primary World, appearing without frame stories or other
links to the Primary World, though such devices would always remain in
use. Main characters were now sometimes natives of the subcreated worlds,
rather than merely travelers to them. And whereas travelers used as main
characters had typically been merely observers or the passive recipients of
explanations concerning the world being visited, more of them were now
becoming active participants whose involvement and interaction often
permanently changed the worlds into which they came, and the worlds
themselves underwent growth and change instead of being static and fixed.
A few early exceptions exist in which a traveling main character interacts
with and changes the world being visited (as in Cavendish’s Blazing World
and Paltock’s Life and Adventures of Peter Wilkins, as previously discussed),
but these stand out from the norm of their times.
A good example of the “observer” role versus the “participant” role of the
main character, and the audience preference for the latter, can be found in
the works of L. Frank Baum. One year after publication of The Wonderful
Wizard of Oz (1900), Baum published another novel, Dot and Tot of
Merryland (1901). Merryland is discovered when the children, Dot and Tot,
ride a boat through a tunnel and emerge in a valley hidden in the
mountains. Merryland itself consists of eight valleys encountered along the
river, each separated by a tunnel. The children pass through them one by
one, and except for a time when the Queen of Merryland joins them for the
ride, they do not interact with the world and leave it just as they found it.
As Baum historian Michael O. Riley describes the book:
Dot and Tot never feel the same pressing need to return home that
Dorothy does. Also, no real obstacles are put in the way of their journey,
and, except for their meeting with the queen, they do not become
involved with any of the strange places and peoples of Merryland. The
book has been described as a travelogue, but it is also a stroll through a
circus sideshow where the spectators move from one strange exhibit to
another, looking, but never becoming personally involved.68
In contrast, when Dorothy arrives in Oz, her house lands on the Wicked
Witch of the East, inadvertently making her a hero and irreversibly changing
the world and politics of Munchkinland, all before she even leaves her house
and sees Oz. Comparing the fates of the two books, it is interesting to note
that while The Wonderful Wizard of Oz went on to become enormously
successful and well known, few people have even heard of Dot and Tot of
Merryland.
By the turn of the century, imaginary worlds had matured considerably
and had established conventions and traditions of their own. While they
could appear in any genre, they had found a receptive home in the new
genres of science fiction and fantasy. Both genres would flourish in the
twentieth century, a period in which more imaginary worlds would be
produced than in all the centuries preceding it combined, and in a variety of
different mass media forms.
Pulp Magazines
Evolving out of dime novels and penny dreadfuls, pulp magazines were one
of the main venues for fantasy and science fiction from the late 1890s until
the early 1950s. Pulp magazines aided the growth and spread of imaginary
worlds in three main ways: they brought them to a large audience (in their
heyday, an issue could sell as much as a million copies); they were an outlet
for stories by new writers, many of whom would have prolific careers and
build enormous worlds, the first glimpses of which would appear in the
pulps; and they raised issues pertaining to world-building itself through the
various approaches taken by different authors.
The broad audience reached by pulp magazines grew over the first few
decades of the twentieth century. Early magazines included The Black Cat
(1895–1922), which featured fantasy and science fiction stories, and Frank A.
Munsey’s The Argosy, the prototype adult adventure fiction pulp, which was
converted from a boys’ magazine in 1896, later merged with Munsey’s All-
Story Magazine (begun 1905) into Argosy-All-Story Weekly in 1920, and
outlived the pulp era, finally ending in 1978. The 1920s and 1930s marked the
heyday of the pulps, as well as the appearance of the most famous pulps,
such as Weird Tales (1923–1954, and revived later), Amazing Stories (1926–
2000, restarted 2004–2005), and Astounding Stories (begun in 1930, renamed
several times, and presently called Analog Science Fiction-Fact). New
magazines kept appearing, right up into the 1950s when the pulps died out.
The boom in pulps occurred not only in the United States, but also in
Britain, Australia, Italy, Mexico, the Netherlands, and Sweden.77
Pulp magazines brought a variety of imaginary worlds to a wide audience
on a weekly or monthly basis, although the short stories or serialized
novellas contained in them did not allow the same degree of world
development as novels did. At the same time, the shortness of the stories,
and their often more outlandish and exaggerated nature, allowed for more
experimentation and innovation since development only needed to go so far.
Some examples of the strange worlds introduced in pulp magazines include
the Hall of Mist, where vast Brains of the far future gather to watch the end
of the universe; the submicroscopic world of Ulm, entered with the aid of an
Electronic Vibration Adjustor; the macroscopic world of Valadom in which
our solar system is only an atom; the Pygmy Planet, a miniature artificial
world created in a laboratory to test theories of evolution; Vulcan, a tiny
planet whose orbit takes it closer to the sun than Mercury; Soldus, a planet
located inside the sun; the planet Lagash, continually lit by its six suns, so
that nightfall occurs only once every 2049 years; Logeia, a world without
hyperbole or metaphor where everything is literal; the planet Hydrot, whose
surface is almost entirely covered with water; the planet Placet, which can
eclipse itself, due to the photon-decelerating Blakeslee Field through which it
moves; and the planet Aiolo, where sentient plants have destroyed all animal
life.78
Short stories and novellas gave glimpses of new worlds, which
occasionally were compelling enough to interest their authors in exploring
more of their possibilities. As a result, some of the worlds introduced in pulp
magazines blossomed into larger and more detailed worlds and universes
that became the settings for series of novels or even works in other media.
Worlds and franchises that debuted in pulp magazines include Philip Francis
Nowlan’s twenty-fifth-century Earth of Buck Rogers; Clark Ashton Smith’s
Zothique (the last inhabited continent of a future Earth); Robert E. Howard’s
Hyborian Age; E. E. Smith’s Lensman universe; Fritz Leiber’s Nehwon (the
world in which Fafhrd and the Gray Mouser have their adventures); Robert
Heinlein’s Future History universe; Isaac Asimov’s Foundation universe and
Galactic Empire universe; Ray Bradbury’s version of Mars in his Martian
Chronicles; Poul Anderson and John Gergen’s Psychotechic League universe;
L. Sprague de Camp’s Viagens Interplanetarias universe; Cordwainer Smith’s
Instrumentality of Mankind universe; and H. Beam Piper’s Terro-Human
Future History universe, among others.79
The pulps were also known for their colorful cover images and fantastic
interior illustrations, both depicting future cities and alien worlds. Following
after Robida, graphic artists like Louis Biedermann, Frank R. Paul, and Elliot
Dold imagined and drew detailed images of future cities, with elevated
thoroughfares and flying cars docking at platforms atop skyscrapers, all
massively scaled to breathtaking proportions. The sensationalist and often
lurid imagery, combined with stories of aliens, robots, and monsters, also
helped pulp magazines gain the reputation that they have today for being
exaggerated and unrealistic. Yet, some in the industry cared deeply about
verisimilitude and realism. As the founding editor of Amazing Stories, Hugo
Gernsback, wrote in an editorial commentary in a 1932 issue of Wonder
Stories:
When science fiction first came into being, it was taken most seriously
by all authors. In practically all instances, authors laid the basis of their
stories upon a solid scientific foundation. If an author made a statement
as to certain future instrumentalities, he usually found it advisable to
adhere closely to the possibilities of science as it was then known.
Many modern science fiction authors have no such scruples. They do
not hesitate to throw scientific plausibility overboard, and to embark
upon a policy of what I might call scientific magic, in other words,
science that is neither plausible, nor possible. Indeed, it overlaps the fairy
tale, and often goes the fairy tale one better.
This is a deplorable state of affairs, and one that I certainly believe
should be avoided by all science fiction authors, if science fiction is to
survive.80
When the pocketbook-sized paperback came into popularity during the 1940s
and 1950s, it brought about the end of the Golden Age of pulp magazines,
and by the 1960s, according to science fiction historian David Kyle:
The pulps were gone, dinosaurs which evolution had obliterated; they
had been replaced by the smaller, tidier, subdued, digest-size periodicals.
The carnage which commercial greediness had left was actually, in large
measure, just resting, awaiting resurrection. The new, expanding market
was now blazing—the paperback books. The old pulps with their
insatiable demands had developed scores of writers and had left a strong
and distinguished group which became the heart and soul of modern
science fiction.81
The influence of pulp magazines was great and their spirit carried over into
a variety of other media. In comics, for example, Alex Raymond’s Flash
Gordon traveled to the planet Mongo, and Bob Moore and Carl Pfeufer’s
Don Dixon found the Hidden Empire of Pharia. In 1940, Batman’s Gotham
City would appear, as well as what would come to be known as the DC
Comics universe; in 1944 Wonder Woman would leave Paradise Island and
begin her adventures; and in 1952, Twin Earths, by Okar Lebeck and Alden
McWilliams, featured Terra, a planet orbiting the sun on the opposite side
away from Earth and always hidden from view. As worlds begun in pulp
magazines spread across media, the pulp sensibility would also carry over,
into novels, movies, radio, and television.
Developments in Literature
Despite the wide range of new media appearing or coming to prominence in
the first half of the twentieth century, books remained the main place where
imaginary worlds were conceived and incubated, including those that
spread to other media, and the first half of the twentieth century saw the
publication of numerous novels whose worlds were uncharted islands,
remote desert cities, lost worlds hidden away in mountains or jungles,
underground realms, underwater worlds, future civilizations, and an
increasing number of new planets (see the Appendix for a list of worlds). In
addition to transmedial adaptation, popular worlds were now more likely to
give rise to sequels and series, especially after the success of the Oz series.
While most authors were content to write about their worlds in a single
book, or develop a single series of books based on the same world, or both
(like L. Frank Baum), Edgar Rice Burroughs was one of the first authors to
produce multiple series of books, each of which was set in a different world.
Burroughs began his fiction-writing career in pulp magazines, where
many of his novels would be serialized. In 1912, two of his series began this
way: “Under the Moon of Mars” serialized in All-Story magazine, which
would become the first entry of his Barsoom series (Barsoom was his
version of the planet Mars); and “Tarzan of the Apes” serialized in All-Story
later that year, introducing his Tarzan series. Burroughs went on to start
several other series: the Pellucidar series, about a world inside the hollow
earth, introduced in At the Earth’s Core (1914); the Mucker series begun with
The Mucker (1914), set on Yoka Island in the Pacific Ocean; the Caspak series
beginning with The Land That Time Forgot (1918), set on the island of
Caspak (also known as Caprona), an island of prehistoric animals; and the
Amtor series beginning with Pirates of Venus (1934), with Amtor as his
fictional version of Venus. Of his six series, four of them, the Barsoom,
Pellucidar, Caspak, and Amtor series, were world-based, with the book titles
tying the series together in a manner similar to the Oz books (except that
“Mars” and “Venus” were used in the titles instead of “Barsoom” and
“Amtor”). While the Tarzan series is linked by the Tarzan character and does
not form a coherent world, several novels in the series introduce imaginary
worlds, including a number of African cities, countries, and kingdoms (such
as Opar, Pal-ul-don, Alali, Castra Sanguinarius, Castrum Mare, Midian,
Onthar, Thenar, and Ashair),87 and Burroughs even has Tarzan visiting
Pellucidar in the crossover novel, Tarzan at the Earth’s Core (1930),
retroactively linking the two series. Likewise, Burroughs wrote other
standalone novels and stories introducing new worlds, like “Adventure on
Poloda” (1942) which introduced his Omos solar system made up of the star
Omos and 11 planets.88
Like Baum, Burroughs was a savvy transmedial author, and helped his
creations spread to film, stage, comics, and radio. Burroughs even thought
about television rights long before the medium appeared, writing in 1932:
Since those simple days of twenty years ago, when I blithely gave away
a fortune in rights that I did not know existed, many changes have taken
place, bringing new rights with them. Today I am closing a radio
contract covering the dramatic presentation of my stories over the air.
What a far cry from second magazine rights. Within a year I have seen a
television clause inserted in one of my motion picture contracts; and
today I am watching my television rights with as great solicitude as I
watch any of the others, for long before my copyrights expire television
rights will be worth a fortune.89
Burroughs trademarked the Tarzan name and was probably the first author
to incorporate himself, starting Edgar Rice Burroughs, Inc. in 1923 to handle
the merchandising and licensing of his work, and after 1931, to publish his
books. His multimedia empire flourished, and the company was passed
down to his family after his death in 1950 and is still in business today.
As the twentieth century went on, more sequels and series also meant
worlds of increasing size and complexity. Even some standalone novels of
the time took place over vast timescapes, like William Hope Hodgson’s The
Night Land (1912), covering humanity’s existence over millions of years;
Olaf Stapledon’s Last and First Men (1930), about 18 species of human
beings evolving over 2 billion years; and Stapledon’s Star Maker (1937),
whose timeline spans billions of years and the entire history of the universe.
Last and First Men included five “Time Scale” charts, each more vast in scope
than the one before it, and Star Maker included “A Note on Magnitude”,
three “Time Scale” charts, and in some editions, a Glossary. Documenting a
wide range of worlds and life forms, and the histories of societies and
cultures arising from them, both books are overwhelmingly cosmic in scale
and amazing feats of subcreation.
Since the addition of maps, secondary worlds had sometimes included
additional materials beyond the story being told, which could add to the
world and its verisimilitude without adding digressions to the narrative. For
example, Robert Paltock’s The Life and Adventure of Peter Wilkins (1751)
included a glossary which listed 103 names and terms from the book. Other
materials were written as backstory; Lord Dunsany (Edward John Moreton
Drax Plunkett) wrote The Gods of Pegāna (1905), about his pantheon of
gods, before writing legends of the lands where they were worshipped.90
Dunsany’s Pegāna inspired H. P. Lovecraft’s Cthulhu mythology, and more
than likely influenced Tolkien’s writing of The Silmarillion, since Tolkien
mentions Dunsany in his letters.91 During the first half of the twentieth
century, more worlds were being generated with elaborate histories and
backstories, and along with the growing size and scope of these secondary
worlds came more ancillary materials like maps, glossaries, timelines,
genealogies, and so on, especially for larger-scale worlds or those spread
over multiple volumes.
One of the largest worlds of its day, James Branch Cabell’s Biography of
Manuel series (launched with Jurgen, A Comedy of Justice (1919), although
earlier works were later rewritten and incorporated retrospectively into the
series) ran for 18 volumes92 and spanned seven centuries, with a wide
variety of imaginary lands worked into his world, the center of which is
Poictesme, an imaginary province of France. Among these books is The
Lineage of Lichfield (1922), a genealogy of the series’ characters that shows
how they are interrelated.
Other books with additional materials include Burrough’s fourth Barsoom
novel, Thuvia, Maid of Mars (1920), which contained a “Glossary of names
and terms used in the Martian books” with 135 entries covering multiple
books of the series, and E. R. Eddison’s books, which had maps, timelines,
lists of “Dramatis Personae”, and genealogical tables to which readers could
refer. Such material was helpful not only to readers, but to the authors
themselves, whose world-building produced many such resources that were
often never intended for publication. Nor were such ancillary works limited
to worlds of science fiction and fantasy. In preparation for the writing of a
series of five novels93 set in the fictional U.S. midwestern state of Winnemac
(see Figure 2.6), Sinclair Lewis drew detailed maps of the state and its
capital, Zenith, in order to maintain geographic consistency throughout the
novels. The 18 existing maps depict story locations at different scales, from
floor plans of buildings, to city maps, to a map of the state of Winnemac.
Drawn in the summer of 1921 while he was preparing to write Babbitt
(1922), the maps were never published and were only discovered in 1961, 10
years after Lewis’ death.94
Another work written for the sake of consistency and published
posthumously is Robert E. Howard’s essay “The Hyborian Age”, about his
fictional time period set around 20,000 BC to 9,500 BC, for his Conan the
Cimmerian stories (and retrospectively for his Kull stories). Written
sometime in the 1930s, the piece connects his world to the Atlantis myth and
describes in detail the rise of the kingdoms of the Hyborians and their
eventual downfall. The essay was found and published only months after
Howard’s death, and reprinted several times since then.
OceanofPDF.com
3
WORLD STRUCTURES AND SYSTEMS OF
RELATIONSHIPS
Avidly, I searched some passages of the books for anything I could relate
to my everyday life; always interpreting, always translating, I found no
mention of mankind or anything from this world. There was no
evocation of sciences, customs and details of our world. What I was
unraveling, through my studies, was the history and knowledge of a
world to which ours appeared unknown.
Secondary worlds are interesting because of the parallels that can be drawn
between them and the Primary World; it is through these parallels that we
can relate to them and imagine what it would be like to inhabit them. As
discussed in Chapter 1, secondary worlds use Primary World defaults for
many things, despite all the defaults they may reset. If an author wants an
audience to understand and empathize with the characters of a world,
Primary World defaults become important for making connections to the
audience’s own lived experience and establishing some degree of emotional
realism; worlds too removed from the Primary World will be unable to do
either. As Tolkien writes:
Probably every writer making a secondary world … wishes to be a real
maker, hopes that he is drawing on reality: hopes that the peculiar
quality of this secondary world (if not all the details) are derived from
Reality, or are flowing into it. If he indeed achieves a quality that can
fairly be described by the dictionary definition: “inner consistency of
reality”, it is difficult to conceive how this can be, if the work does not in
some way partake of Reality.3
Besides Primary World defaults which still hold true in a secondary world,
similarities with the Primary World can be found in the kinds of
infrastructures that provide a framework in which to locate information
about a secondary world. These are the structures by which we make sense
of a story or a world, whether in fiction or lived experience, and which place
individual facts and details into the larger contexts needed for them to be
fully understood. It is through the completeness and consistency of these
structures that world gestalten are able to occur. Without these structures,
worlds would fall apart and become little more than a collection of data and
information, and they would cease to be worlds.
Maps
If you’re going to have a complicated story you must work to a map;
otherwise you’ll never make a map of it afterwards.
—J. R. R. Tolkien5
Maps relate a series of locations to each other, visually unifying them into a
world. They provide a concrete image of a world, and fill in many of the
gaps not covered in the story; gaps between locations, at the world’s edges,
and places not otherwise mentioned or visited by the characters. As such,
they are one of the most basic devices used to provide structure to an
imaginary world.
Maps of imaginary worlds appeared as early as the one printed with
More’s Utopia (1516), which was more pictorial than geographical. Woodcut
maps were added to works, like the double-paged map of Macaria Island in
Caspar Stiblinus’ “Commentariolus de Eudaemonensium Republica” in
Coropaedia, sive de moribus et vita virginum sacrarum (1555). Sometimes a
map was considered important enough to be mentioned in a subtitle; when
Le Père Zacharie de Lisieux’s Relation du pays de Jansénie, où il est traité
des singularitez qui s’y trouvent, des coustumes, Moeurs et Religion des
habitants. Par Louys Fontaines, Sieur de Saint Marcel (1660) was translated
into English in 1668, its title was changed to A relation of the country of
Jansenia, wherein is treated of the singularities founded therein, the
customes, manners, and religion of its inhabitants: with a map of the
countrey. During the 1500s, maps were already appearing in printed Bibles,
which may have encouraged the inclusion of more maps of imaginary
worlds. Some maps were intimately tied to story events, like the detailed
allegorical map entitled “A Plan of the Road from the City of Destruction to
the Celestial City” found in John Bunyan’s The Pilgrim’s Progress from This
World, to That Which is to Come (1684). Others, like the maps found in
Gulliver’s Travels (1726) and Treasure Island (1883) (the story of which
originated from a map Stevenson had drawn), had less narrative detail but
looked more like the kind of maps found in atlases.
Maps became more important with the development of the fantasy genre,
in which travel is often a central part of a story’s events, and in which
geography plays a large role, especially if simultaneous journeys have to be
coordinated. Maps give the reader a sense of scale early on, and may range
from the Star Wars galaxy map to maps of archipelagoes, continents, or
countries, to smaller scale maps like the map of Yoknapatawapha County
that William Faulkner included in the back of Absalom, Abasalom! (1936).
Some maps are of areas as small as neighborhoods or estates; these were
commonly found during the 1940s, when over 500 Dell paperback books,
known as “mapbacks”, featured maps on their back covers which were
related to their stories. Maps also give a sense of how locations are related to
one another spatially and topographically, giving story locations a context,
since places are affected and defined by what lies around them. Remoteness,
inaccessibility, and isolation are all expressed in this way, as well as their
opposites. Maps can convey the spaces and great distances needed for
journeys, allowing such journeys to be ellipsized in the text, as well as
giving them a concreteness they would not otherwise have. Maps can also
encourage an author to remain consistent from one book to another. Michael
O. Riley describes L. Frank Baum’s manipulation of distances, before he
codified the map of Oz:
One important way in which Baum modified Oz to accommodate more
stories is evident in The Patchwork Girl: he restored to Oz the sense of
vast size that exists in The Wizard, but is somewhat ambiguous in the
subsequent books. Dorothy’s journeys in that book take days to
accomplish, except when she has the assistance of the Winged Monkeys,
but in The Marvelous Land [of Oz], Glinda reaches the desert from the
Emerald City in an hour, and in Ozma [of Oz] the journey from the
desert to the capital takes less than a day of leisurely walking. But here,
once again, Oz is a land of great distances, and it is “a day’s journey from
the Emerald City” to Jack Pumpkinhead’s house and “a two days’
journey from Jack Pumpkinhead’s house to the edge of the Quadling
Country.”
This sense of space was necessary for the modification that Baum
made to enable a seeming paradise to include the necessary obstacles
and struggles that would generate plots.6
Discussing one of Baum’s later Oz books, The Lost Princess of Oz (1917),
Riley states that, “The map of Oz he had drawn, while eliminating the
flexibility he had utilized in the earlier books to fit the country to his stories,
had the effect of causing him to treat Oz in a more consistent manner. There
are no major changes or reinterpretations of that fairyland in The Lost
7
Princess, but there are several refinements.” Maps are initially designed to
fit a story, but later stories must be fit to existing maps. A map, then, can
restrict stories as well as generate them.
In the Fantasy genre, the use of maps has become so common that their
conventions can be parodied. Diana Wynne Jones’ book The Tough Guide to
Fantasyland (1996), a faux travel guide to the generic fantasyland found in
so many novels, begins with a parody of a map. After summarizing some
cartographical clichés, she writes, “Find your STARTING POINT…. You will
find it down in one corner on the coast, as far away from anywhere as
possible.” And right before that, “If you take this Tour, you are going to have
to visit every single place on this Map, whether it is marked or not. This is a
Rule.”8 Both criticisms, while true of many novels, point out phenomena
that have explanations which relate to mapmaking and world-building.
When mapping the main character’s journey, an author will often want to
create a map that shows the entirety of the lands traveled, while also
showing as much detail as possible. These goals are balanced by cropping the
map around the plot of the journey, assuring that the map can be blown up
as much as possible while keeping the whole journey within it. Inevitably,
since most journeys do not involve spiral trajectories, the starting point will
naturally end up somewhere along the border of the map. Narratively
speaking, having the main character come from a marginal region also
naturalizes expository passages, since the main character is learning about
the world along with the audience. The object of the second criticism, the
journey which visits every place depicted on the map, is sometimes referred
to as a “Cook’s Tour” (after the extensive tours of English travel agent
Thomas Cook). This is the result of an author producing a map, lazily
perhaps, with the minimum needed for the story; the author has only
mapped the places visited by the characters, rather than creating a robust
and detailed map of regions reaching far beyond what is seen in the story.
This is one example of why world-building should go beyond the story’s
needs and suggest a world much broader and more detailed than what the
story gives the audience, since areas appearing on a map that do not appear
in the story encourage speculation and imagination.
Another common convention involves the content of maps. Whereas
regions of the Earth (and perhaps other planets as well) usually have large
areas of fairly homogeneous terrain, many fictional maps will contain a
wide variety of geological features; mountains, deserts, forests, oceans,
archipelagoes, meadowlands, volcanoes, rivers, marshes, and so on,
sometimes all within relatively close proximity. In the case of Fantasy,
varying terrain makes for more interesting journeys, which, since they are
typically on foot or by horse, must place a variety of features with a limited
area if they are to be reached within a given timeframe (usually days or
weeks). On the other hand, science fiction, with its high-speed modes of
travel (even faster-than-light travel) will typically put each location on a
separate planet of its own, with characters crossing the gulfs of space
between them in spaceships or teleportation of some sort. And instead of
juxtaposing multiple types of terrain within a small area, entire planets often
represent a single type of terrain; for example, in the Star Wars galaxy, there
is a desert planet (Tatooine), an ice and snow planet (Hoth), a jungle planet
(Dagobah), a city planet (Coruscant), and so on. Even when planets have
multiple types of terrain, there is usually some geographical or geological
feature or combination of features that makes the planet unique and distinct
from other planets. Likewise, planets will often be limited to a single
dominant culture, which considers the planet its home world and gives the
planet its name. Dozens of examples of these can be found in the Star Wars
and Star Trek universes. When Earth is included among these planets,
humans are usually grouped together as Earthlings, downplaying racial and
cultural differences, implying that these are slight variations when compared
to planetary differences. Planets, then, function much the way that countries
do in single-planet narratives or worlds.
Each location’s uniqueness and distinctiveness not only helps audiences
keep from confusing locations, but also aids the stories set within them by
giving each place a sense of character and even personality. The design and
terrain of a location often corresponds to the events that take place there and
to the worldviews of its inhabitants; desolate, barren wastelands are usually
not happy places, dark places often are dangerous, while sunlit meadows full
of birdsongs and blooms typically do not contain villains’ lairs. Tolkien’s
Middle-earth contains numerous examples of such places: the blasted
wasteland of Mordor; the bucolic Shire; grim, austere Orthanc; mysterious
and beautiful Lothlórien; the dark, subterranean halls of Moria; and so on.
Tolkien also uses design, characters, and events to make his four forests,
Mirkwood, The Old Forest, Lothórien, and Fangorn, all distinct from each
other. Elves inhabit both Mirkwood and Lothórien, but they are quite
different from each other; the former are more primitive and build on the
ground and underground, while the latter are more cultured and live on
platforms high up in the trees. The Old Forest and Fangorn are both
treacherous places for foreigners and both contain sentient tree-like beings,
but whereas the Old Forest’s Old Man Willow is immobile and remains
provincial in his interests, the Ents of Fangorn recognize the
interdependence of the Free Peoples of Middle-earth and decide to leave the
woods and participate in battle. Places can also change along with the
prevailing rulers of lands; Narnia is a snowy land under the power of the
White Witch, but the enduring winter ends along with her reign.
Not only do maps unify the locations of a story or of a world, they also
allow authors to join multiple worlds together into one. Perhaps the earliest
example of this is when L. Frank Baum decided to combine his worlds. As
Michael O. Riley describes it:
In The Road to Oz, Baum had drawn all his imaginary countries together
into the same Other-world, but he had given no information about their
geographical relationships. Now he actually shows the reader how they
are connected. The fact that their positions on the map do not always
agree with the textual descriptions is overridden by the centrality of Oz
and the interconnectedness of Baum’s entire Other-world.
Besides the reality given to Oz by being set in a detailed map, the
country also gains in richness by being set among so many other exotic
countries, most of them with their own histories and special ambiences.
These other countries also gain from being placed around Oz. In fact, it
becomes extremely difficult for a reader who has followed Baum to this
point in his career to go back to the first part of the Oz series or to those
earlier individual fantasies and divorce any of them from Baum’s entire
Other-world; all his various creations have become too firmly a part of
one great fantasy world. The appearance of these maps is, in fact, the
culmination of Baum’s proclivity, evident as far back as 1901, to draw his
various worlds together.9
The tendency to combine worlds is especially great in science fiction, where
planets can become part of the same universe very easily, because they are
not physically connected, and because there is no limit to the number of
planets that can be added. Just as islands lay separated from each other in
the ocean, making them the most popular sites for imaginary worlds before
the twentieth century, planets reside in space in the same manner, separated
from each other, often by vast distances and set in uncharted regions (and
traveled to in spaceships). As discussed in Chapter 2, from the 1950s onward,
many authors began joining their stories and planets into larger
configurations. A number of them also include Earth in their universes, even
if the planet is only mentioned and never visited (as in the Dune universe),
and in some cases, Earth is abandoned, almost forgotten, or even destroyed
(as in the Foundation universe).
When worlds are set on Earth, however, the relationship of secondary
world maps to Primary World maps can become an issue which can intrude
on consistency; therefore some worlds go out of their way to suggest why
they do not appear on standard maps. In More’s Utopia (1516), the reason is
given within a letter from More’s friend Peter Giles, in which he describes
how he and More talked to Raphael Hythloday, the adventurer whose tales
of Utopia are supposedly the source of the book:
As for More’s difficulties about locating the island, Raphael did not try
in any way to suppress the information, but he mentioned it only briefly
and in passing, as if saving it for another occasion. And then an unlucky
accident caused both of us to miss what he said. For while Raphael was
speaking of it, one of More’s servants came in to whisper something in
his ear; and though I was listening, for that very reason, more intently
than ever, one of the company, who I suppose had caught cold on
shipboard, coughed so loudly that some of Raphael’s words escaped me.
But I will never rest till I have full information on this point, not just the
general position of the island, but its exact latitude—provided only our
friend Hythloday is safe and alive.10
Some places are deliberately hidden from outsiders, like Francis Bacon’s
island of Bensalem in The New Atlantis (1626) which had laws of secrecy for
travelers; or more recently, the island on the television series Lost (2004–
2010). Other worlds were naturally hidden by geographical barriers, like the
monarchy of Satrapia in Simon Tyssot de Patot’s Voyages and Adventures of
Jaques Massé (1710), which was cut off from the outside world by mountain
ranges, beginning a tradition of “lost world” novels. Political reasons could
also be used for a world’s obscurity; everything about the land of Archaos in
Christiane Rochefort’s Archaos ou Le jardin étincelant (1972) is said to have
been removed from history books, because the country was such a threat to
its neighbors.11 And a place’s absence on standard maps can be an occasion
for humor; in Garrison Keillor’s Lake Wobegon Days (1985), Keillor takes a
full three pages to explain how Mist County, the location of Lake Wobegon,
was “omitted from the map due to the incompetence of surveyors”, and
describes the political maneuvering that has kept it off the map since.12
Authors can even chide the audience for wanting to know where their lands
are located. In George Barr McCutcheon’s Graustark: A Story of a Love
Behind a Throne (1903), Miss Guggenslocker scolds another character at the
end of Chapter 3:
“Mr. Lorry has offended us by not knowing where Graustark is located
on the map,” cried the young lady, and he could see the flash of
resentment in her eyes.
“Why, my dear sir, Graustark is in—” began Uncle Caspar, but she
checked him instantly.
“Uncle Caspar, you are not to tell him. I have recommended that he
study geography and discover us for himself. He should be ashamed of
his ignorance.”13
In many cases, authors do not provide any map at all, but if a place is
developed enough, an audience can compile information from an author’s
works and create a map of their own. One of the earliest works to receive
such attention was Dante’s Inferno, which inspired many to map his version
of Hell. According to historian Ricardo Padrón:
During the fifteenth century, a Florentine architect by the name of
Antonio Manetti decided that one could gather the information
presented in these passages and extrapolate from it to map out precisely
the size, shape, and location of Dante’s Hell. Manetti’s work would not
make it into print for some time, but his ideas would be popularized in
summary form by many others, fueling what John Kleiner (1994, 24) has
called the “heyday of infernal cartography,” stretching roughly from 1450
to 1600. Italian intellectuals, particularly Florentines, debated,
questioned, and refined Manetti’s “Dantean cosmography,” and even
converted his argument to maps that accompanied their own editions of
Dante’s poem and their commentaries on it. Dantean cosmography
became an intellectual fad that attracted the attention of some leading
thinkers, including no less than a figure than Galileo Galilei …”14
Maps can be constructed from verbal descriptions, but also from visual
information collected from images of the place in question. For his book TV
Sets: Fantasy Blueprints of Classic TV Homes (1996), Mark Bennett mapped
out the homes from 34 television series, the towns of Hooterville and
Mayberry (see Figure 3.1), and Gilligan’s Island, by watching the shows and
establishing the relationships of spaces from what was shown (and in some
cases, filling in gaps, like bathrooms, which he says are rarely shown). Some
maps are used by authors or companies to ensure consistency during
production, and may only appear some time afterwards in ancillary
materials; for example, maps were made of the Podrace course in Star Wars
Episode I and the area of Coruscant in which the speeder chase takes place
in Episode II, but they were not publicly released until several years later in
Creating the World of Star Wars: 365 Days (2005).
15
Tolkien’s world in particular has inspired mapmaking by others, and apart
from Tolkien’s own sketches and official authorized maps produced by his
son Christopher in the 1950s and later by Pauline Baynes in the late 1960s,
one can find published maps of Middle-earth by an “M. Blackburn”, Richard
Caldwell, Barbara Strachey, Karen Wynn Fonstad, Shelly Shapiro, James
Cook, and John Howe.16 The maps are drawn in a variety of styles with
varying degrees of detail. The most detailed of these were the maps
produced by cartographer Karen Wynn Fonstad, who also produced atlases
of other authors’ worlds from the information provided in their books,
including atlases of Anne McCaffrey’s Pern, Stephen R. Donaldson’s the
Land, Krynn (the world of the DragonLance novels), the world of TSR’s
Forgotten Realms, and Tolkien’s Middle-earth. As a cartographer, Fonstad
was interested in more than just the landforms of these worlds; in The Atlas
of Middle-Earth, which even came out in a second edition, she included
maps with troop movements, the borders of kingdoms, landforms, climate,
vegetation, population, and languages, all extrapolated from what is
described or implied within Tolkien’s writings and the maps that accompany
them. That enough of an audience exists for such an atlas to be published (as
well as a revised second edition) is testament to the importance that maps
have as guides to secondary worlds, even when they are unauthorized.
FIGURE 3.1 Two very different maps of Mayberry, North Carolina, by Mark
Bennett (top) and James L. Dean (bottom), extrapolated from the visual
information provided on The Andy Griffith Show. (Mark Bennett, Town of
Mayberry, 1997, Lithograph on Rives BFK paper, 24.25 × 36.25 inches,
Courtesy of the artist and Mark Moore Gallery) (Map of Mayberry courtesy
of James L. Dean).
Finally, some worlds exist only as maps, without accompanying stories or
text. In 1999, Artist Wim Delvoye compiled his maps of an imaginary world
in a catalog entitled Atlas, the images depicting all the roads, cities, and
geological features that one finds in atlases of Primary World maps. Another
artist, Adrian Leskiw, not only draws maps of his imaginary worlds, but
some of them, like those of his Nation of Breda, have been edited or redrawn
to represent different times in the country’s history (see Figure 3.2). Leskiw
describes the process at his website:
I began this map series in 2003 with three pencil drawings and then
proceeded to scan these. After digitizing the 2003 map of the Isle of
Breda I created a unique map for each year before, until 1979, and after,
until 2024, by editing the base map and each subsequent new map,
ending up with 46 unique maps (and possibly more in the future)! In the
interest of saving space I have selected an assortment of 10 maps from
this 46-year span in order to illustrate the development of the island’s
highway network. After finishing the 2024 map I began making multiple
updates without going to the trouble [of] creating a new map for each
subsequent year and have tentatively labeled this iteration as the 2035
map.17
The multiple versions of the map, showing changes over time, adds a
temporal dimension to the world depicted and combines cartography with
another device often used to structure imaginary worlds: the timeline.
FIGURE 3.2 A detail of the Capital Region from Adrian Leskiw’s map of the
Isle of Breda, as it changed over time. The top image represents the land in
2002, the middle image in 2004, and the bottom image in 2040. The top and
middle images were created in 2003, and the bottom one in 2005. (Images
courtesy of Adrian Leskiw.)
Timelines
Timelines and chronologies connect events together temporally, unifying
them into a history. They can be used to chart the cause-and-effect
relationships between events, explain and clarify their motivations and
maintain consistency, and give local events a context within larger
movements of historical events. Timelines tie backstory into a story’s current
events and help an audience to fill in gaps, such as characters’ ages or travel
times, or their participation in events described in broader scale. Timelines
also allow simultaneous strands of actions, narratives, or other causal chains
to be compared alongside each other, providing both synchronic and
diachronic contexts for events.
Unlike maps, timelines usually appear at the back of a book rather than the
front, if they appear at all. Although they are often used by authors for the
sake of organization and consistency, they are less likely to appear than
maps, and are placed in the back of a book, because they usually contain
spoilers and other story information that would ruin narrative surprise and
suspense. Timelines may vary from short lists of events in an appendix to
book-length chronologies of hundreds of pages (like those written for the
18
Star Wars universe, the Star Trek universe, and Tolkien’s Arda ), and can
be provided by an author or assembled by third parties who analyze an
author’s works and compile references and inferences from which temporal
structures can be reconstructed.
Timelines also vary considerably in scale. On one end of the spectrum are
detailed minute-by-minute chronologies and those covering the events of a
single day, like the on-line timelines covering individual seasons of the
television show 24 (2001–2010), or the book-length chronology of James
Joyce’s Ulysses (1922) compiled by John H. Raleigh.19 However, even these
need not be limited to the time of the story’s action; Raleigh’s book, for
example not only covers the single day (June 16, 1904) in which the main
narrative of Ulysses takes place, but also over a century of backstory events
which are referred to in the story. Since most stories are built around a main
character’s life or a portion thereof, most timelines cover a timespan
measured in days, weeks, months, or years, or perhaps longer for backstory
material. Other narratives built around the history of a people, a civilization,
or a multigenerational family may use timelines extending hundreds of
years, and in the case of fantasy and science fiction, sometimes thousands of
years. Such timelines and narratives have to contend with social, cultural,
and technological changes, and often include migrations, the establishment
of countries, and the catastrophic events that decimate them. Finally, at the
broadest scale are the timelines of books like Olaf Stapledon’s Last and First
Men (1930) with its timeline of millions of years, and Stapledon’s Star Maker
(1937) with its timeline of billions of years covering the entire history of the
universe. In these stories, humanity itself becomes the main character, as one
type of men evolves into the next, and these versions of humanity interact
with vast and ancient empires on a galactic scale.
Timelines may use conventional calendars or ones unique to their worlds,
like the Shire calendar used by Tolkien’s hobbits, for which translated dates
are also given. Timelines and changes in date can also be implied through
such things as characters’ ages, diurnal cycles, seasonal changes, phases of
the moon, constellation positioning, and a wealth of other time-related
details, which the audience can use to reconstruct the temporal order of
events. For example, in 2008, using story information from Homer’s Odyssey
such as the position of Venus and a total eclipse, scientists Marcelo O.
Magnasco and Constantino Baikouzis determined that the most likely date
of Odysseus’ return home was April 16, 1178 BC.20 Other world devices can
be used to imply the presence of history and an ancient past, like ruins and
traces of long-lost civilizations, cultures and societies layered with
palimpsests that suggest a deep history, or old sage-like characters who act
as purveyors of backstory. All of these can help to create what author John
Clute calls a “time abyss”:
TIME ABYSS Either a phenomenon, or more interestingly, a moment of
perception. As a perception it is closely analogous to the Sense of
Wonder in science fiction, which may be defined as a shift in perspective
so that the reader, having been made suddenly aware of the true scale of
an event or venue, responds to the revelation with awe. The analogue in
fantasy is the discovery by the reader that there is an immense gap
between the time of the tale and the origin of whatever it is that has
changed one’s perspective on the world.21
Whereas timelines usually help an audience fill the gaps in the temporal
range covering a world’s events, a time abyss instead calls attention to itself
as a gap, its enormity raising more questions than it answers, generating
speculation, specifically as to how the world moved from the former state to
the current one. Whether or not an abyss is used, the creation of historical
depth and a sense of origins allow an author to comment on history and
society through analogy or allegory and reflect upon how civilizations
change and the causes of those changes. In The Lord of the Rings, the Human
Men are a fallen race, and mortal, while the Elves are an unfallen race and
thus immortal; the thousands of years covered in The Silmarillion chart the
histories of both races and how their natures affect them. Just as traditional
novels connect the actions and consequences of their characters to convey a
certain worldview, subcreated worlds allow the stories of entire peoples over
centuries to be devised according to an author’s ideas.
Timelines can be synchronic as well as diachronic, tracing simultaneous
strands of action as they interweave and interact. One extreme example of
this can be found in Georges Perec’s Life: A User’s Manual (1978), which
takes place at the moment of its protagonist’s death, shortly before 8 PM on
June 23, 1975. Perec moves room to room in the apartment building of the
novel, describing each resident’s experience of the moment, although there
are backstories and other story information that expand the book’s timeline
beyond the moment described, and the book even includes an appendix with
a timeline beginning in 1833. In most cases, simultaneous events requiring
adherence to a timeline are the result of interlace narratives, the events of
which include nodal points where multiple storylines converge and diverge.
What has come to be known as the “interlace technique” or medieval
interlace is similar to the structure used by Tolkien in The Lord of the Rings,
and Tolkien scholar Richard C. West sums up the technique by comparing it
to the “organic unity” type of structure, writing:
Organic unity seeks to reduce the chaotic flux of reality to manageable
terms by imposing a clear and fairly simple pattern upon it. It calls for a
progressive and uncluttered narrative line in which there is a single
major theme to which a limited number of other themes may be related
so long as they are kept subordinate. The main theme grows from a
clear-cut beginning through a middle which develops naturally
(“organically”) from the beginning to a resolution which is the product of
all that preceded it. It is considered preferable to have a limited number
of characters and to have no more than one or two dominate the action.
Any single work should be self-sufficient, containing within itself
everything that is necessary to it and excluding everything that is not
necessary. In other words, the organic work is indivisible in itself but
divided from everything else…. Interlace, by contrast, seeks to mirror the
perception of the flux of events in the world around us, where
everything is happening at once. Its narrative line is digressive and
cluttered, dividing our attention among an indefinite number of events,
characters, and themes, any one of which may dominate at any given
time, and it is often indifferent to cause and effect relationships. The
paths of characters cross, diverge, and recross, and the story passes from
one to another but does not follow a single line. In addition, the narrator
implies that there are innumerable events that he has not had time to tell
us about; moreover, no attempt is made to provide a clear-cut beginning
or end to the story. We feel that we have interrupted the chaotic activity
of the world at a certain point and followed selection from it for a time,
and that after we leave, it continues on its own random path. The author,
or someone else, may perhaps take up the threads of the story again later
and add to it at beginning, middle, or end.
Yet, the apparently casual form of the interlace is deceptive; it actually
has a very subtle kind of cohesion. No part of the narrative can be
removed without damage to the whole, for within any given section
there are echoes of previous parts and anticipations of later ones.22
It is apparent from this description that the interlace structure is best suited
for the task of world-building, emphasizing as it does the narrative fabric of
a world (discussed in detail in Chapter 4) and the context surrounding the
storylines taking place there. And the simultaneity of an interlace structure
means that some form of timeline to coordinate concurrent events is almost
a necessity, at least for the author if not for the audience as well.
Timelines also help to manage temporal structures of worlds where time
flows differently than in the Primary World, or at varying rates, as in the
example from Alan Lightman’s Einstein’s Dreams (1992) given near the end
of Chapter 2. One of the earliest examples of a world with a time differential
is the country referred to in the title of George MacDonald’s At the Back of
the North Wind (1870):
“Have you been sitting here ever since I went through you, dear North
Wind?” asked Diamond, stroking her hand.
“Yes,” she answered, looking at him with her old kindness.
“Ain’t you very tired?”
“No; I’ve often had to sit longer. Do you know how long you have
been?”
“Oh! Years and years,” answered Diamond.
“You have just been seven days,” returned North Wind.
“I thought I had been a hundred years!” exclaimed Diamond.
“Yes, I daresay,” replied North Wind. “You’ve been away from here
seven days; but how long you may have been in there is quite another
thing. Behind my back and before my face things are so different! They
don’t go at all by the same rule.”
“I’m very glad,” said Diamond, after thinking a while.
“Why?” asked North Wind.
“Because I’ve been such a long time there, and such a little while away
from mother. Why, she won’t be expecting me home from Sandwich
yet!”23
Not only can the speed at which time passes be different from the Primary
World, but also the rate itself may even vary over time. For example, time in
Lewis’s Narnia seems to move at a variable rate and does not consistently
correspond with that of the Primary World. According to Walter Hooper’s
timeline of the series, the period in England from 1900, when Digory Kirke,
as a boy, first visits Narnia, to 1949 when the British railway accident
mentioned in The Last Battle (1956) occurs, is concurrent with a period in
which Narnia undergoes its entire history from its creation to its final
dissolution, a period of 2555 years.24 Hooper’s timeline shows, however, that
while 1900 in England coincides with Narnia year 1, the year 1930 coincides
with Narnia year 300; 1932 with Narnia year 302; 1940 with Narnia year
1000; 1941 with Narnia year 2303; and 1949 with Narnia year 2555, just to list
a few points of known correspondence. Lewis deliberately highlights the
varying flow of time in his world to underscore its disconnect from the
Primary World, since there is no system to relate the passage of time in one
world compared to the other. An author can even include varying
timeframes within a single secondary world; for example, residents of Fred
Saberhagen’s Azlaroc live in their own unique timeframes. As Brian
Stableford describes it:
Time worked in strange ways on Azlaroc, both objectively and
subjectively. Local time was marked by the continual but irregular fall of
“veils” of transformed matter which isolated sets of contemporary
phenomena from those which had gone before, so that the apparatus of
the past became vague to the eye and insubstantial to the touch by
discrete degrees. Once caught by a veilfall, visitors to Azlaroc were
marooned forever within their “year-group,” assimilated to the local
time-scheme.25
Taking Einstein’s theories into account, characters in science fiction can also
alter their own timeframes through the relativistic time dilations involved
with highspeed travel and intense gravitational forces. The Star Trek: The
Next Generation Technical Manual even includes a section entitled
“Relativistic Considerations” which describes how Star Trek technology and
protocol attempts to circumvent timeframe-related problems, while a
chapter on “Warp Propulsion Systems” describes how faster-than-light travel
is attained.26 In addition to the pseudo-scientific discourse that makes up
the bulk of the book, there is italicized extradiegetic commentary by the
authors that addresses the world-building they are doing, which in the Warp
Propulsion chapter reveals the need for timeline calculations:
Figuring out how “fast” various warp speeds are was pretty complicated,
but not just from a “scientific” viewpoint. First, we had to satisfy the
general fan expectation that the new ship was significantly faster than
the original. Second, we had to work with Gene’s [Roddenberry]
recalibration, which put Warp 10 at the absolute top of the scale. These
first two constraints are fairly simple, but we quickly discovered that it
was easy to make warp speeds TOO fast. Beyond a certain speed, we
found that the ship would be able to cross the entire galaxy within a
matter of just a few months. (Having the ship too fast would make the
galaxy too small a place for the Star Trek format.)27
Worlds that involve time travel narratives (as Star Trek does, from time to
time) have even more need to attempt to establish temporal order as events
are recontextualized and revisited. In 2009, the makers of Star Trek even
tried to tie in the rebooting of the franchise by suggesting that the Star Trek
movie of 2009 actually took place in an alternate timeline diverging from the
already-established time-line.28 With both Zachary Quinto playing a young
Spock and Leonard Nimoy playing the old “Spock Prime”, the two timelines
are joined and the rebooting is given a diegetic explanation that keeps it
from being separated from the older material, as reboots are in so many
other franchises. As this example shows, along with time and space, it is
characters and their relationships which link together narratives as well as
worlds, and it is to these that we next turn.
Genealogies
Genealogies relate characters to one another, giving them a context within
larger frameworks which are familial, ancestral, social, institutional, and
historical. They include such things as family tree charts connecting
ancestors and descendents, kinship diagrams of lineal and collateral kin,
lineages of rulers and their heirs, and hereditary systems which pass on
knowledge, experience, titles, and property down from one generation to
another. Genealogies can appear in authorized ancillary works such as charts
and lineages, or be implied through a series of connections mentioned
throughout the works making up a world. They act as world infrastructures,
linking a world’s stories together and extending characters by placing them
in broader contexts and tying them into history. Even sequels written by
others can make use of genealogy as a device to link their stories to the
works they follow; for example, the main characters of both Dionys Burger’s
Sphereland (1965) and Mark Saxton’s The Islar, Islandia Today: A Narrative
of Lang III (1969) are the grandsons of the main characters of the stories that
inspired them (Abbott’s Flatland (1884) and Wright’s Islandia (1942),
respectively). Appreciation of subtleties in a text can also rely on the
audience’s knowledge of characters’ genealogies; Tom Shippey describes
how an insult directed at Elu Thingol in The Silmarillion can only be fully
understood through detailed knowledge of Elven genealogy.29
Genealogies function as extensions of characters, which in turn provide
continuity across a world’s eras. Many worlds begin as the background to
the story of a character’s entire life; for example, the six Star Wars films at
the core of the Star Wars universe tell the life story of Anakin Skywalker
(Darth Vader) from childhood to death. Yet as a world grows temporally, it
often passes beyond the lifespan of individual characters. One way around
this is to have long-lived characters whose lives span many eras and thus
allow for a greater degree of both character development and world
development during their lifetime. Example of characters with great
longevity who play a large role in their worlds include L. Frank Baum’s
Queen Zixi of Ix (who is 683 years old), George Lucas’ Yoda (who lived to be
over 800 years old), the Nemsédes in Defontenay’s Star (1854) who are more
than 1,000 years old, and the Dune universe’s Duncan Idaho gholas, who are
a series of clones carrying on the original’s memories that extend the
character over several millennia, making him the only character to appear in
all six of Frank Herbert’s Dune novels. Some characters may even be
“immortals”, like Swift’s Struldbruggs of Luggnugg against whom special
laws have been enacted limiting their rights after a certain age, Tolkien’s
Elves who are to remain in Arda until its end, Stephen R. Donaldson’s
Forestals who protect the forests of the Land, or the robots in many science
fiction worlds. The consequences of immortality are also occasionally
commented upon; for example, both Swift’s Struldbruggs and Tolkien’s Elves
weary of the world and express their envy of mortals whose mortality gives
them rest.
Ancestors and descendents are the most common way of temporally
extending a character. Names and characteristics are often passed along from
parent to child, as well as titles, property, and proprietary knowledge. Whole
lineages of characters can share the same name, like the Dorns of Islandia
(1942) and even objects can have their own lines (like the sequence of
starships to bear the name Enterprise in the Star Trek universe), and
sometimes objects and their history provide a throughline linking the works
of a world together. Over a series of generations, biological descendents can
grow to form a people, and their history can become the throughline of
world at a larger narrative scale (similar to the way Jacob’s descendents
become the Israelites in the Old Testament).
Other relationships can function in a manner similar to biological descent;
in the Star Wars universe, for example, both the Jedi and the Sith have
partnerships of mentors and apprentices to pass their training along. Over
the course of the six main films we discover that Anakin Skywalker was
apprenticed to Ben Kenobi, Kenobi was apprenticed to Qui-gon Jinn, Jinn
was apprenticed to Count Dooku, and Dooku was apprenticed to Yoda,
linking them together almost like a series of fathers and sons.30 Memories
are sometimes passed along to keep a character’s experiences alive even after
their deaths; in the Star Trek universe Vulcans perform mind-melds, while in
the Dune universe the Bene Gesserit pass on their memories genetically
from mother to daughter.
Genealogies give characters context through structures of kinship and
friendship, as characters are understood by the influence of ancestry,
upbringing, and companionship. The deeds and failings of ancestors often
provide a foreshadowing that colors their descendents’ self-images and
expectations. Sons carry the weight of their father’s reputations, and are
often expected to finish their projects or even correct their errors. As heir to
the throne, Aragorn both fears failing in the same way that his ancestor
Isildur did, and Aragorn’s marriage to the Elf-maiden Arwen mirrors the
romance of the human Beren and Elf-maiden Lúthien, from whom he is also
descended. Ben Kenobi loses Anakin Skywalker to the Dark Side, and tries
to make up for it by training Anakin’s son Luke; and it is Yoda, much higher
up the same chain of mentors, who finally completes Luke’s training,
allowing Luke to turn his father back to the side of good; when the chain of
mentors is understood, one can see additional motivation that Yoda might
have for helping Luke. In both cases, the audience does not need to know all
the background connections in order to follow the story, but such knowledge
does provide nuances enriching the audience’s understanding of the
situation.
Additional context can be given well beyond what is necessary for a story.
For example, extensive family tree charts appear in the appendices of The
Lord of the Rings, from the lines of Kings to various hobbit families.
Whereas traditional novels like Tolstoy’s War and Peace will sometimes
have family trees linking the principal characters, charts made for secondary
worlds often feature many names which do not appear in the story, but
which nonetheless add to the experience and the verisimilitude of the world,
and act as catalysts for speculation which heighten audience engagement
and investment in a world.
Finally, genealogies can link stories together as each character’s life history
becomes another narrative thread in a world’s narrative fabric (more on this
in Chapter 4). Even when unrelated characters cross paths briefly, with a
main character from one story becoming just an extra in the background of
another, such a transmedial appearance can be a powerful way to evoke the
world extending beyond the confines of a particular story; and one can
imagine that every minor character and extra passing through the
background has as complete and detailed a life as the main character does.
Genealogies, timelines, and maps are the main infrastructures used in
building a world’s illusion of completeness, and the most basic and common
areas in which invention occurs as well. The next five infrastructures
examined—nature, culture, language, mythology, and philosophy—are often
more backgrounded than the structures of space, time, and character that
they serve, and may rely heavily on Primary World defaults; but even when
invention occurs in them in small amounts, they can subtly and
cumulatively create that feelings of differentness that make imaginary
worlds so fascinating and attractive.
Nature
Imaginary worlds almost always have some kind of physical setting to them,
or, in the case of supernatural worlds, laws and modes of being that operate
in an analogous manner to a physically-based world, without which the
world would cease to be relatable to an earthly audience. Nature, then, deals
with the materiality of a world, its physical, chemical, geological, and
biological structures and the ecosystems connecting them. Almost
inevitably, worlds subcreated to this degree are less likely to be earthbound
ones, since so many Primary World defaults have been changed. They also
typically become, at some level, thought experiments about subjunctive
worlds in which the consequences of changed Primary World defaults are
explored and extrapolated.
The most common type of invention regarding an imaginary world’s
natural realm is that of new flora and fauna. Adding new plants and animals
does little to disrupt the other defaults of the natural world, and even in the
Primary World, new species continue to be discovered and studied. While
such inventions appeared early on as sources of humor and satire, as in
Lucian of Samosata’s True History and Rabelais’ Gargantua and Pantagruel
series, they were also made in a more serious vein in the traveler’s tales that
described strange foreign lands and their inhabitants. In most of these
worlds, new creatures were merely presented without any attempt to
consider how they might fit into ecological systems or affect the structures
built upon them (such as culture, language, philosophy, and so forth). Early
utopias explored more of the effect they might have on these structures, but
typically did not reinvent the natural realms of their worlds to any great
degree. Underground worlds tended to connect invented flora and fauna to
other structures of the world, usually by necessity, to explain how their
inhabitants could meet the basic needs of food, water, shelter, and light.
Robert Paltock’s The Life and Adventures of Peter Wilkins (1751) was one of
the first worlds to base a culture on its unique plants and animals, including
the glumms and gawreys, the winged natives of Sass Doorpt Swangeanti;
the crullmott tree whose fruit tastes like fowl; the padsi bush whose fruit
tastes like fish; and sweecoes, which are insects that can glow and produce
light. When invented flora and fauna are more than merely window-
dressing or replacements for Primary World animals that serve a similar
function (such as pets or beasts of burden), they are usually used to solve
world-building problems: for example, Paltock’s sweecoes are housed in
wicker lamps to provide light while bioluminescent algae light the
underground lake of the D’ni in the Myst universe; the babel fish of the
Hitchhiker universe is inserted into one’s ear and used as a universal
translator to overcome language barriers; and the sandworms of Arrakis in
Dune are used as a mode of transportation and a by-product of their life
cycle is the spice melange needed for the guild navigators who use it to fold
space and achieve faster-than-light travel. Occasionally an invented plant or
animal even provides the impetus for a story, as any fantasy quest to defeat
a dragon demonstrates.
Worlds that are subcreated to an even deeper level include new kinds of
biology, ecosystems, and planets with unusual material compositions. For
example, Koestler’s Planet, from Barrington J. Bayley’s “Mutation Planet”
(1973), has organisms that can change their genetics and produce radically
different offspring. The planet Sequoia, from Neal Barrett Jr.’s Highwood
(1972) is a land of huge trees, and the planet Karimon, from Mike Resnick’s
Purgatory: A Chronicle of a Distant World (1993) consists of tall trees that
are entire ecosystems. Some planets are metal-poor and their inhabitants
must use other materials: on Lyra IV, the planet from Cyril M. Kornbluth’s
“That Share of Glory” (1952), technology is based on ceramics, while on
Land and Overland from Bob Shaw’s The Ragged Astronauts (1986)
astronauts launch wooden spaceships to travel between the two planets,
which orbit so close that they share an atmosphere. Some elaborate
subcreations even have entire books devoted to their invented flora and
fauna, for example, David Day’s A Tolkien Bestiary (1979), Anne Margaret
Lewis and R. K. Post’s Star Wars: The Essential Guide to Alien Species
(2001), and Dinah Hazell’s The Plants of Middle-earth: Botany and Sub-
creation (2007). Filmmaker James Cameron even assembled a 350-page
Pandorapedia for his planet Pandora in Avatar (2009) and, according to
Wired magazine:
Every animal and plant received Na’vi, Latin, and common names. As if
that weren’t enough, Cameron hired Jodie Holt, chair of UC Riverside’s
botany and plant sciences department, to write detailed scientific
descriptions of dozens of plants he had created. She spent five weeks
explaining how the flora of Pandora could glow with bioluminescence
and have magnetic properties. When she was done, Cameron helped
arrange the entries into a formal taxonomy.31
At least one scientist has parodied this kind of scientific work; the German
zoologist Gerolf Steiner, writing under the name Harald Stümpke, invented a
fictitious order of mammals known as Rhinogrades or Snouters, which
evolved in the imaginary Hi-Iay (or Hi-yi-yi) Islands along with a complete
ecosystem, all described in detail in two books in the early 1960s.32
Among invented creatures, one often finds humanoid races, who range
from those that are only slightly different from humans and treated like new
nationalities, to races in which a subcreator has changed biological defaults
in order to propose thought experiments designed to make an audience see
Primary World biology in a new light. For example, many alternative sexual
biologies can be found in imaginary worlds. In Defontenay’s Star (Psi
Cassiopeia) (1854), the natives of Tassul are hermaphrodites able to beget
and give birth alone. The Gethen of Ursula LeGuin’s The Left Hand of
Darkness (1969) are neither male or female and have gender identities only
once a month. Esthaa, the planet of James Tiptree Jr.’s “Your Haploid Heart”
(1969) is inhabited by a race whose generations alternate reproductive
methods, changing between asexual and sexual reproduction. Races with
three sexes can be found in both Samuel R. Delany’s Branning-at-Sea (where
they are known as La, Le, and Lo) and in Isaac Asimov’s para-Universe
(where they are known as the Rationals, Emotionals, and Parentals). Melissa
Scott’s Shadow Man (1995), set on the planet Hara, has a race with five sexes
(fem, herm, man, mem, and woman) and nine modes of sexual preference
(bi, demi, di, gay, hemi, omni, straight, tri, and uni). In most cases, the main
character’s encounter with new sexes and the social norms and behaviors
arising from them becomes a crucial part of the stories and worlds in which
they appear.
Subcreating nature to an even deeper level, we find worlds in which the
laws of physics are different from those of the Primary World; for example,
in the world of Greg Egan’s The Clockwork Rocket (2011), light has no
universal speed. Some worlds introduce new colors, such as “jale” and
“ulfire” (due to a blue sun in David Lindsay’s A Voyage to Arcturus (1920)),
“rej” in Philip K. Dick’s Galactic Pot-Healer (1969), or “octarine”, the “color of
magic” in Terry Pratchett’s Discworld universe. Some colors may not be
given a name; as Raymond King Cummings writes in The Girl in the Golden
Atom (1922), “Her lips were full and of a color for which in English there is
no name. It would have been red doubtless by sunlight in the world above,
but here in this silver light of phosphorescence, the color red, as we see it,
was impossible.”33 Certain conventions of the science fiction genre, such as
hyperspace, faster-than-light travel, wormholes, and so forth, already imply
new laws of physics; but some worlds introduce new forces, like “noggox” in
Brian Aldiss’ “Legends of Smith’s Burst” (1959), which keeps matter and
antimatter from annihilating each other; or the gravitational forces of
Linovection and Reticutriation in the Tryslmaistan universe of Jennifer
Diane Reitz’s Unicorn Jelly (2000). In his novel Diaspora (1998), Greg Egan
invents new theories of physics including Kozuch Theory, which views
elementary particles as six-dimensional wormholes; while Orson Scott Card
invents “philotes”, which are subatomic particles that allow for faster-than-
light communication. Some video game worlds even let players experience
alternative physical laws, like the negative gravity in some of the “universes”
in Gravitar (1982), the non-Euclidean wraparound space of Asteroids (1979),
or the user-generated spatial connections of Portal (2007).
Some worlds have characters who have the power to subcreate worlds, like
the Thoans in the World of Tiers universe or the D’ni in the Myst franchise,
and they can make worlds in which the laws of physics are different. For
example, in Myst: The Book of Atrus (1995), Catherine’s Age is a giant torus
with a column of water that passes through the center, as a waterfall on one
side and an enormous waterspout on the other. With most of the world’s
mass placed along the outer edge of the torus the water is pulled through the
central hole and around the torus, to fall back as rain again on the other side.
In many cases, “magic”, as found in the genre of fantasy, often works
according to a set of conventions or rules, and these could also be seen as
implying new laws of physics, albeit indirectly. Virtual worlds set in
computer-generated spaces also have their own rules, programmed by their
makers, like the world inside the computer in Tron (1982), cyberspace in
Neuromancer (1984), or the machine-created world of The Matrix (1999), in
which the laws of physics can be bent or even broken.
While worlds have been built in many shapes, such as rings, discs, tiers,
concentric shells, or even the negative curvature of a hypersphere (in
Christopher Priest’s Inverted World (1974)), the most extreme examples of
changing the defaults of the natural world are those imaginary worlds with
a dimensionality different from that of the Primary World. The first of these
appears in Edwin Abbott Abbott’s Flatland: A Romance of Many Dimensions
(1884), which introduced not only the two-dimensional world of Flatland,
but also the one-dimensional world of Lineland. One of the book’s goals,
besides satirizing the Victorian society of its day, was the introduction of
four-dimensional mathematics to its general readership. The book begins
with a detailed account of Flatland that builds the world and explains how it
works over several chapters, and then the two-dimensional protagonist, A.
Square, visits Lineland where he attempts to describe what the second
dimension is like. Later, A. Square is visited by the Sphere, who attempts to
describe to him what a third dimension is like, and through their discussion,
a fourth dimension, and what four-dimensional entities might be like, are
extrapolated from observations about the first three dimensions. Flatland
was an exceptional work of subcreation for its time, and would go on to
remain in print and to inspire an entire subgenre of worlds that experiment
with dimensionality, as other authors’ sequels took up where Abbott left off.
The first sequel to Flatland was C. H. Hinton’s An Episode of Flatland: Or,
How a Plane Folk Discovered the Third Dimension (1907), which recognized
one of the faults of Abbott’s original Flatland. The descriptions of Abbott’s
Flatland, along with his illustrations, give the impression of watching an
overhead view of shapes moving around in Flatland, entering houses which
are shown like floor plans, with the insides laid out like a diagram. Since
Abbott’s characters move around like figures over a background, there are
really two layers to the world; the background and what lies upon it, making
it less than completely flat. Hinton indirectly acknowledges the need for a
revisioning of Flatland in his Introduction:
Placing some coins on the table one day, I amused myself by pushing
them about, and it struck me that one might represent a planetary
system of a certain sort by their means…. And in this case considering
the planets as inhabited worlds, confined in all their movements around
their sun, to a slipping over the surface of the table, I saw that we must
think of the beings that inhabit these worlds as standing out from the
rims of them, not walking over the flat surface of them. Just as the
attraction in the case of our earth acts towards the centre, and the centre
is inaccessible by reason of the solidity on which we stand, so the
inhabitants of my coin worlds would have an attraction proceeding out
in every direction along the surface of the table from the centre of the
coin, and “up” would be to them out from the centre beyond the rim,
while “down” would be towards the centre inwards from the rim. And
beings thus situated would be rightly described as standing on the rim.34
Hinton realized that a two-dimensional being could be more complicated
than lines or triangles, and still be two-dimensional; though he does not go
into detail as to what exactly their anatomy might be. After a brief review of
the history of his world, which he calls Astria, most of his book is about the
personal details of the character’s lives, dinner parties, conversations,
romance, and so forth, while Hugh Farmer, one of the principle characters,
leads a crusade to convince the Unæans of Astria that the third dimension
exists, a question which becomes a metaphysical controversy that shakes the
foundations of their society. However, as far as world-building goes, most of
the novel reads as though it were taking place in the Primary World, with
relatively little examination of the consequences of making a world two-
dimensional and only a few detailed descriptions of how their world
operates differently than ours.
Dionys Burger’s Sphereland: A Fantasy about Curved Spaces and an
Expanding Universe (1965) is a book more along the lines of Abbott’s work,
and is a sequel, continuing the story of A. Square through his grandson, A.
Hexagon. Burger’s version of Flatland updates Abbott’s with a relativistic
worldview (as the book’s subtitle reveals) that gives his two-dimensional
universe a finite but unbounded space, in the shape of the surface of a
sphere. Upon that surface, Flatland itself is a disc-shaped planet, much like
Hinton’s Astria, but the towns, homes, and forests are still laid out in
overhead view, and they do not react to the gravity that pulls everything
else toward the center of the world-disc. In a passage revealing the author’s
world-building difficulties, Burger seems aware of the awkwardness of
combining the two approaches, writing:
Of course the question immediately arises why everything is not falling
down. Solid objects such as houses and buildings, and plants such as
single trees and the trees in forests, all stay put and do not show any
inclination to sink. The answer is not so easy, and it might be best to just
write it off to natural laws. This does not alter the fact, however, that
scientific theories have been worked out to explain the phenomenon. I
will be glad to touch on the matter in a few words, but this particular
theory is so complicated that you need not worry if you do not
understand it. Consider for a moment that all these solid objects are
resting on a space parallel to our world—in other words, they are
attached to a flat plane, directly beside the plane of our space. I admit
that this hypothesis—it is no more than a mere supposition—is extremely
difficult for a layman to grasp, even though it is not as difficult for a
three-dimensional being as it is for us. Let us therefore simply note as
fact that trees and houses do stay put, there being no question that they
do.35
If the inhabitants of a two-dimensional disc-shaped world are to live on the
surface of that world, they would have to be confined to the space above a
curving line, resulting in only four directions; back and forth, and up and
down. Hinton realized this but the consequences of it only occasionally
figured into his story, whereas Burger keeps the two-dimensionality of his
world always in mind; but, as the preceding passage shows, Burger had
trouble keeping his design consistent. An amazing number of these problems
were solved, however, in A. K. Dewdney’s Planiverse in The Planiverse:
Computer Contact with a Two-Dimensional World (1984).
In an amazing feat of subcreation, A. K. Dewdney describes Arde, a two-
dimensional disc-shaped world with its own physics, chemistry, biology,
planetary science, astronomy, creatures, cultures, and technologies, all of
which are designed to work in a world of two dimensions. As a computer
scientist and mathematician (and with the help of colleagues in other
disciplines, credited in the acknowledgments), Dewdney considers how
atoms, electromagnetic forces, light and sound waves, turbulence, and other
physical phenomena would operate in two dimensions, and the implications
these would have on the existence of Arde’s inhabitants, the Nsana. He gives
solutions and working designs for such things as doors, electrical wiring,
hinges, gears, and other simple technologies that work differently in two
dimensions, and provides descriptions and illustrations of more complex
two-dimensional machines like clocks, printing presses, ground and air
vehicles, and steam engines (see Figure 3.3). He also describes and illustrates
two-dimensional biological mechanisms including propulsion, digestion, cell
division, and more. From all of these things arise the culture of the Nsana,
with its own traditions and customs, for example, who passes over whom
when two travelers meet who are traveling in opposite directions, or the
order in which passengers board and disembark vehicles.
FIGURE 3.3 A Nsana (top) and a steam engine (bottom) from Arde, the two-
dimensional world of A. K. Dewdney’s The Planiverse. (Images courtesy of
A. K. Dewdney.)
The book’s story involves human computer science experimenters on
Earth who, through their computer system, make contact with a Nsana
named Yendred. The story is little more than a device to link together all the
explanations of how things in the world works, but as is the case with so
many subcreated worlds, narrative is only a single aspect of the world, and
The Planiverse is worth reading as a brilliant piece of subcreation. So
successful was Dewdney’s subcreation, that some people actually believed
the world was real. As Dewdney states in the “Preface to the Millennium
Edition”:
When The Planiverse first appeared 16 years ago, it caught more than a
few readers off guard. The line between willing suspension of disbelief
and innocent acceptance, if it exists at all, is a thin one. There were those
who wanted to believe, despite the tongue-in-cheek subtext, that we had
made contact with a two-dimensional world.… It surprised and worried
the author that so many people believed the tale was factual. Subtext
that should have implied a fantasy (albeit a highly detailed one) was
missed by many.36
That some readers actually believed the world existed demonstrates the
power of good subcreation, even when a secondary world is so far removed
from our own.
Most secondary worlds, however, subcreate nature to a very limited
degree, if they do so at all. Many will instead wish to ground their realism
with Primary World defaults so far as nature is concerned. In the series bible
for the rebooted Battlestar Galactica (2004–2009), there seems to be a sense
of pride in the description of the show’s science and how it does not partake
of some of the usual conventions of science fiction:
Science. Our spaceships don’t make noise because there is no noise in
space. Sound will be provided from sources inside the ships—the whine
of an engine audible to the pilot for instance. Our fighters are not
airplanes and they will not be shackled by the conventions of WWII
dogfights. The speed of light is a law and there will be no moving
violations.37
To whatever degree they use Primary World defaults or reset them, the
natural realm provides the raw materials for civilizations and the production
of the more commonly subcreated area of culture.
Culture
Culture links nature to history and is usually central to the unique situation
that provides a story’s conflict; and an invented culture can be more
specifically tailored to the author’s needs and does not come with the
baggage of an existing culture. By providing a worldview that shapes the
natural world’s resources into such things as agriculture, architecture,
clothing, vehicles, and artifacts, which in turn inform customs, traditions,
language, and mythologies, culture grounds and connects the various
productions of a people into a (hopefully) coherent structure through which
characters see the secondary world.
As mentioned in Chapter 2, imaginary-world stories typically have the
main character experiencing and learning about a new and foreign culture
along with the audience; such was the basic structure of travelers’ tales. The
main character is often either someone from the Primary World who is a
foreigner to the secondary world, or someone from a marginal area of the
secondary world who journeys into an unfamiliar part of it. As early as
More’s Utopia (1516), culture became an important part of the story and
world, with its proposal for a new way of living and inherent critique of
existing culture; this became typical of utopias in general, since a cultural
critique was usually one of the main reasons behind the writing of a utopia.
Other works such as Gulliver’s Travels (1726) even showed how its human
protagonist appeared from the points of view of those in the foreign cultures
encountered, attempting to make strange the author’s own culture, by
contrast.
Occasionally foreign cultures are presented directly in the form of
documents from the cultures in question; for example, in Defontenay’s Star
(Psi Cassiopeia): The Marvelous History of One of the Worlds of Outer Space
(1854), the chest that the narrator finds in the crashed meteor is full of
Starian books, which make up the text of the novel. There is a description of
the stars and planets of the Starian system, a book of ancient history, a poem
related to the history, individual histories of each planet and their
exploration, two plays, writings on philosophy, morality, and law, and the
book-within-a-book entitled The Voyage of a Tassulian to Tasbar to which
Defontenay adds, “I have preserved in the Tassulian’s account two literary
pieces which were found inserted, convinced that the reader will not be
displeased to discover several samples of Tasbarite literature.”38 Though the
range of texts is a disparate one, they are arranged in roughly chronological
order and together present a coherent history of the Starian system and its
peoples and cultures.
The development of fictional cultures, both in their depth as well as the
quality and plausibility of the cultures generated, depends greatly on the
ability and background of the author. The most complete and consistent
imaginary world and culture of the first half of the twentieth century would
have to be that of Austin Tappan Wright’s Islandia (1942), written before the
author’s death in 1931. In it, main character and narrator John Lang leaves
the United States to become consul to Islandia, which we discover and learn
about along with him. The nation of Islandia, long closed off to foreigners
and foreign trade, for the most part, is facing a time of internal debate as to
whether the country should be opened up to the outside world. Lawyer that
he was, Wright argues both sides of the issue, both explicitly in the speeches
made by Lord Mora and Lord Dorn around the midpoint of the book, and
implicitly throughout the entire book, and particularly at the end, where
John Lang must decide where his destiny lies between the two cultures of
Islandia and America.
The culture of Islandia is fleshed out to a great degree, and a variety of
different scenes, settings, and discussions bring out its richness of detail.
Many of the cultural concepts introduced are central to an understanding of
the story, and though we do not get to see much of the Islandian language,
these concepts are given Islandian terms since no exact equivalent exists in
English. One such notion is that of tanrydoon, literally soil-place-custom,
which means there is a room always reserved for you in a friend’s home
where you are welcome. The concept is first described to Lang by Perier, the
French consul to Islandia:
“Did you know that even the Islandian city man does not feel that the
city is his home?”
“In a way.” I knew from Bodwin that city men usually had some
relative in the country at whose place they were welcome.
“More than that,” he said. “Every city man has such a place. It is the
same place for his grandfather that it is for his grandson; not only is he
welcome but he has a right—a legal right—to go there and stay as long as
he likes, though if he stays over a month he is expected to do some work.
He may go and take all of his children. Good taste controls the actual
working out.”
Perier was silent for a moment.
“When you marry,” he continued, “a month or so before your child is to
be born you will put yourself and your wife on a boat bound for Doring,
and you two will go to the house of Lord Dorn, and there you will find
them expecting you and glad to see you. There your wife will stay until
the child is weaned, and longer maybe, and you as long as and whenever
you can. If the child becomes sickly or bored in The City here, back you
will all go to Lord Dorn’s. That, and a great deal more, is tanrydoon.”39
While tanrydoon serves an important purpose in the story, even more
important to the story are the four Islandian words for “love”: alia (love of a
place, specifically an ancestral home and land), amia (love of friends), ania
(the desire for marriage and commitment), and apia (sexual attraction).
These kinds of love, and the differences and relationships between them, are
central to the book’s romances and relationships and how they shape the
narrative. The Islandian culture is carefully thought out and laid out in great
detail, more so than any other fictional culture to appear before it. Through
an interesting combination of elements, Wright achieves a new culture
which is neither Eastern nor Western in outlook, and original enough that it
does not feel like a thinly-veiled imitation of an actual existing earthly
culture (as so often happens with fictional cultures), nor is it so primitive as
to seem crude or undeveloped.
With the growth of archaeology and anthropology during the twentieth
century, more fictional cultures, and more developed fictional cultures,
began to appear as audiences became increasingly sophisticated in their
expectations. In America, the growth of mass media, along with new
possibilities for travel and tourism, and waves of immigrants arriving in the
country, meant that most Americans had more contact with (or at least
knowledge of) cultures outside of their own, and thus had more firsthand
cross-cultural experience. Also, imaginary worlds that appeared in
audiovisual media could not rely on mere verbal description as novels did;
cultural design, in such areas as costume, architecture, vehicles, and so forth,
had to be considered concretely, in the form of sounds and images, and had
to be considered as an integrated whole, rather than as a collection of
unrelated designs.
Whether on-screen or on the page, the fictional cultures of imaginary
worlds often have one or more simple defining features to quickly establish
and position them against other cultures (for example, in the Star Trek
universe, the image of Klingons as warriors, Vulcans as logical, Ferengi as
businessmen, and so forth). Just as entire planets often contain a single type
of terrain, much like a single earthly location, quite often locations in
secondary worlds are home to a single culture, regardless of whether those
locations are cities, countries, or entire planets. In multi-planet worlds,
planets that are the main home base of more than two or three cultures are
relatively rare, since each culture can be given its own planet (unless the
story requires otherwise). As mentioned earlier, in multi-planet worlds that
include Earth, all of humanity is often grouped together under the same
cultural umbrella (as “Earthlings” or “Humans”), with the implicit
assumption that differences between human cultures on Earth are small
compared to interplanetary cultural differences. Whatever the case, the lines
dividing cultures are usually clearly drawn ones, and cultural differences are
emphasized.
Cultures, then, provide important structural frameworks for the worlds
into which they are integrated. Even with guides and mentors who are
members of a culture and who provide explanations to main characters and
the audience, new sets of cultural defaults, which may include different
languages, artifacts, foods, customs, and so forth, often produce a great
expository burden to be overcome. Besides maps, timelines, genealogical
charts, and glossaries which convey structural information in a very direct
way (but usually appear outside the narrative), some aspects of cultures can
be conveyed through more indirect means. Elements may be introduced
without explanation if there are Primary World analogs to which they can be
compared, and if the meanings of the new elements can be obtained though
the context in which they appear. In image-based media, elements of culture
may appear visually but without explanation, leaving the audience to figure
things out from context. For example, in video games like Riven (1997) or
Rhem (2003), the player encounters machines the purposes of which are
unexplained, and it is only after the player interacts with them and watches
the consequences that their functions become apparent. Shaun Tan’s
graphical story of an immigrant family, The Arrival (2007), is a book-length
example of learning a culture through context.
Cultural aspects that can be easily summarized or explained can be given
in appendices as well. Dune, for example, includes appendices on the
ecology of Dune, the religion of Dune, the Bene Gesserit and their motives
and purposes, short biographies of characters, and a glossary in which we
find that a baliset is “a nine-stringed musical instrument, lineal descendent
of the zithra, tuned to the Chusuk scale and played by strumming. A
favorite instrument of Imperial troubadors.”40 Since fictional cultures often
are constructed or cobbled together from various aspects or aesthetics of
existing real world cultures, it is not unusual to find a residue of
connotations attached to them, which can be used by an author to aid
explanations or create expectations (for example, Dune’s desert culture is
patterned after Arab and Middle-Eastern cultures to some degree).
Like characters, fictional cultures often have stories of origins (involving
the world’s history), character arcs over the course of a story (cultural shifts
and changes), and are often depicted during the turning points, power
struggles, and decisive moments that determine their future paths. Quite
often, this involves a world which is under the sway or at least the threat of
evil powers; the main character learns about the evil power, joins the fight
against it, and then plays a crucial role in fighting and defeating it (for
example, Dorothy fighting the Wicked Witch in Oz, Frodo helping destroy
the Ring and defeat Sauron, Luke Skywalker helping defeat the Empire, Tron
helping to bring down the Master Control Program, or Neo helping to
defend Zion against the machines). Usually, the decisive moment in the
culture’s history is an invasion or war, a debate as to whether or not to
accept certain technologies or foreign influences, or its first encounter with
another culture. Quite typically, cultural clashes are central to the stories
being told, sometimes with a cross-cultural love story thrown in to
personalize the conflict and add the friction so necessary to fictional
romances. And, just as the end of a story will indicate the future direction
taken by the main character, we are usually given enough information to
assume the future direction in which the culture will be heading, which is
usually a more peaceful and stable one.
Culture, as a means of structuring a world, not only helps to unite other
structuring systems (like geography, history, nature, and so forth), but gives
them a context that relates directly to the experience of its characters, and
gives them meaning. Culture can be one of the most compelling ways that a
world can exceed a story and spark the kind of speculation and conjecture
that brings a secondary world alive in the imagination. And among all the
various aspects of culture, language is one that immediately gives a sense of
a culture’s aesthetics and worldview.
Language
While there are numerous attempts to invent languages for international use
or to try to avoid the supposed flaws of natural languages (Arika Okrent’s
book In the Land of Invented Languages lists hundreds of them41), many
imaginary worlds use constructed languages (or “conlangs”) along with their
invented cultures and peoples, usually without the desire that the language
be used in the Primary World (although some of the more developed ones,
like Quenya and Klingon, have a fan base that attempts fluency in them).
Unlike “natural” languages, a constructed language is deliberately invented
and designed, and typically only sketched out to the degree needed by the
imaginary world in which it appears. Constructed languages are often
divided into two groups, a posteriori languages that borrow or are based on
elements of existing natural languages, and a priori languages that are not
based on any real languages (although it is difficult to completely avoid the
influence of real languages).
Invented languages serve several purposes in imaginary worlds. They can
introduce new concepts, objects, or beings that otherwise have no words for
them, or rename existing things so that the audience will consider them
anew. The design of the sound of the language and its appearance in print,
which can include invented alphabets, scripts, or pictograms, gives a culture
or world an aesthetic flavor and emotional feeling. This, of course, depends a
great deal on the original natural language in which the work appears, since
it relies on connotations from that language, and even its aesthetics, to
produce its own effect. Such connotations, however, may not have the same
effect when a work is translated into other languages. For example, there is a
tendency in English-language fantasy and science fiction to use letters that
appear less frequently (like Q, X, and Z) when coining names that are
intended to sound exotic.42 Likewise, if invented words are too close to real
words they may pick up other connotations inadvertently, so they are
usually avoided, despite the fact that it is not unusual for independent
languages to use the same words with different meanings (linguists refer to
such words as “false friends”, since they can be misleading).43
An invented language can also be used to generate names in a consistent
manner that gives names meaning. For example, in Tolkien’s Sindarin, “mor”
means “black” or “dark”, and is found in a number of names, such as Moria
(“black chasm”), Morgoth (“dark enemy”), Morwen (“dark maiden”), and
Mordor (“black land”). Even if no glossary of root words is provided, readers
may be able to sense similarities and possibly even form expectations when
encountering later names, based on the meanings inherent in the ones they
have seen. Which concepts are given words and which ones are omitted, as
well as the conceptual divisions that become codified in a vocabulary, will
determine what can be expressed in a given language. For example, in
Eunoia, the language devised by poet Christian Bök for the television
program Earth: Final Conflict (1997), there is no past tense, and concepts and
their polar opposites are embodied together (like “war” and “peace”).44
Finally, besides organizing and connecting concepts and cultures in
imaginary worlds, languages and words are also often a source of knowledge
and power within their worlds. For example, George Orwell’s Nineteen
Eighty-Four includes an Appendix on the principles of Newspeak, the official
language of Oceania which aims to limit thought by limiting vocabulary.
The appendix even explains how word formation occurs, the rules of which
limit coinages and new ideas, and impose certain attitudes on the speaker.
The eleventh edition of the Newspeak dictionary is being edited at the time
of the story, and Syme, a character who is working on it, describes it:
“The Eleventh Edition is the definitive edition,” he said. “We’re getting
the language into its final shape—the shape it’s going to have when
nobody speaks anything else. When we’ve finished with it, people like
you will have to learn it all over again. You think, I dare say, that our
chief job is inventing new words. But not a bit of it! We’re destroying
words—scores of them, hundreds of them, every day. We’re cutting the
language down to the bone. The Eleventh Edition won’t contain a single
word that will become obsolete before the year 2050.… “Don’t you see
that the whole aim of Newspeak is to narrow the range of thought? In
the end we shall make thoughtcrime literally impossible, because there
will be no words in which to express it.”45
Besides their use for expressing concepts and formulating ideas (or limiting
them), words can also have even more direct power. Like the Biblical “Fiat
Lux” that begins Creation, certain words produce immediate effects in their
respective worlds, like the “true names” of Earthsea, the written language of
the D’ni culture (from the Myst franchise), and the magical spells,
incantations, and passwords found in fantasy literature (see Chapter 5). As a
result, knowledge of their use is often secret and guarded, and passed on
only through the proper training and only to qualified individuals.
In early imaginary worlds, where main characters were mainly only
observers of the secondary worlds they visited, there was less need for
invented languages. Probably the first imaginary world to have its own
language and alphabet was More’s Utopia. The 1517 edition of More’s book
included a page of ancillary materials (attributed to either More or his
friend, Peter Giles46) with the Utopian Alphabet and “A Quatrain in the
Utopian Language”, which was printed using the Utopian script as well as a
transliteration using the Roman alphabet (see Figure 3.4). The language,
however, is not used within the story itself, and some editions of the text do
not even include Giles’ page. A few years later, books in Rabelais’ The
Histories of Gargantua and Pantagruel series (1532–1551) used invented
languages within them, but only in a few statements made for comic effect.
As worlds developed and there was more interaction between their natives
and the travelers who visited them, the problem of a language barrier
complicating communication began to be acknowledged and addressed.
Although in some instances, the language barrier provided a source of
misunderstanding that could fuel a story’s conflict, more often it was seen as
an inconvenience to be quickly overcome so that the story could move
along. In Margaret Cavendish’s The Description of a New World, Called the
Blazing-World (1666), the main character travels to the Blazing World sees
the various animal men speaking in their own tongue (the world has a single
language), and we are told that she “took courage, and endeavored to learn
their language; which after she had obtained so far, that partly by some
words and signs she was able to apprehend their meaning”, after which she
felt not only “safe, but very happy in their company”.47 The language
learning appears to take place almost instantly, with no description of how it
occurs; but the language barrier is at least acknowledged. Another solution
was to allow time for the language to be learned, and then simply set it
during an ellipsis; in Thomas Northmore’s Memoirs of Planetes, or a Sketch
of the Laws and Manners of Makar (1795), the main character traveling to
Makar mentions (in first-person narration) how he lived with a family of
natives for a month during which time he learned their language; but that is
all we hear of the experience.
FIGURE 3.4 The Utopian alphabet and a quatrain in the Utopian language,
from Thomas More’s Utopia.
Another solution is to invent a device which can eliminate the language
barrier instantly. Probably the earliest such device can be found in Crowder
and Woodgate’s A Voyage to the World in the Centre of the Earth Giving an
Account of the Manners, Customs, Laws, Government, and Religion of the
Inhabitants, Their Persons and Habits Described with Several Other
Particulars (1755), where the main character visiting the underground world
is given a salve which allows him understand the native language. An even
more powerful device appears in Benjamin Disraeli’s The Voyage of Captain
Popanilla (1828). In a sea chest washed up on shore, Popanilla finds a book,
The Universal Linguist, by Mr. Hamilton, or the Art of Dreaming in
Languages, which puts him to sleep as he reads it, and afterwards, upon
waking, he is able to understand other languages. Later, when he encounters
various peoples of Fantaisie and Vraibleusia, he is able to understand them
as well, thanks to the Universal Linguist. The idea of a “universal translator”
would eventually become a convention in science fiction; for example, the
“universal translators” found in the Star Trek universe, or the Babel Fish in
Douglas Adams’ Hitchhiker’s Galaxy, which lives in the user’s ear and
translates what it hears.
A variety of other methods attempted to speed up the learning of
language. In Defontenay’s Star (1854), the narrator learns the language of
the Starian system by studying the Starian books found in a chest inside a
crashed meteorite, despite the lack of any context in which to make a
translation. L. Frank Baum’s John Dough, from John Dough and the Cherub
(1906) understands the animal’s languages due to drinking an Elixir of Life;
and in James Blish’s “And Some were Savages” (1960), a technical process
allows the user to learn a language “in about eight hours.”48 In cases where
there are no characters from outside of the secondary world, a “common
tongue” can be used (like Westron, in the case of Tolkien’s Middle-earth)
which most characters speak in addition to their own local languages. This
common tongue is then translated into the natural language in which the
story appears, so that readers can understand it as well, while still allowing
the local languages to appear as foreign as the author wishes. In The Lord of
the Rings, for example, Frodo’s name in Westron is Maura Labingi and Sam’s
is Banazîr Galbasi, but these names are never used within the text of the
story.
In some stories, the language barrier is addressed and learning of a
language is not ellipsized so severely, for example, in Wright’s Islandia,
where the language barrier is considered thoughtfully and dealt with more
realistically. In some cases, the overcoming of the language barrier can be
the main conflict of a story; for example, the astronaut scientists of
Stanislaw Lem’s Solaris (1961) struggle to communicate with the planet’s
sentient ocean, trying to bridge the gap between alien forms of
understanding. However, since many stories set in new worlds start their
action with the arrival of the main character, with neither the time nor the
inclination to deal with the language barrier problem, many rely on
established conventions to find a quick solution to allow communication and
get on with the rest of their action.
With enough usage of an invented language in a story, difficulties can even
arise for the reader, who is called upon to remember new words as they are
used, resulting in the addition of a glossary. Probably the first imaginary-
world story to include a glossary was Robert Paltock’s The Life and
Adventures of Peter Wilkins, A Cornish Man (1751), which featured a two-
page “Explanation of Names and Things mentioned in this Work” listing 103
terms.49 Some definitions reference other terms (for example, a “filus” is
defined as “a rib of the graundee”), enhancing the reader’s immersion in the
world through the interconnectedness of the world’s terminology.
Comparing terms in the glossary also reveals the consistency of the root
structure of the language. We would expect to find the same root appearing
in words with similar meanings, and we do: “Colamb” means “governor” and
“Colambat” means “government”; while “Lask” means “a slave” and
“Laskmett” means “slavery”. Beyond such similarities, though, there is no
overarching structure or logic to Paltock’s language.
Some authors added to their invented language in a piecemeal way as
their worlds grew (in Thuvia, Maid of Mars (1920), Edgar Rice Burroughs
included a glossary for all the Barsoomian words that had accumulated over
his four Mars novels), but this method makes it unlikely that the resulting
language will be able to remain consistent. Other subcreators, like
Cordwainer Smith (and later, George Lucas), were content to take words
from languages other than English and use them as names, or like Samuel
Butler, use anagrams or reversals of words.50 However, language
construction would reach a new level of sophistication when the author
constructing the language had a background in how languages worked and
developed.
During the twentieth century, linguists would sometimes be hired to
develop languages for worlds (usually in cinema and television, where a
budget existed for such things), and some literary authors were linguists as
well. The most famous of these was of course J. R. R. Tolkien, for whom
invented languages were the seeds from which his imaginary world grew.
Tolkien’s own personal history of inventing languages is the subject of his
essay “A Secret Vice”, where he describes early experiences with invented
languages, including his friend’s “Nevbosh” of which he was a speaker, and
his own “Naffarin”.51 Tolkien created over a dozen invented languages of
Middle-earth, of varying size and complexity. His Elven tongue, Quenya, is
perhaps the most detailed (and some would say, the most beautiful) among
them, and is influenced by Finnish and Latin. Based on a series of root
words, Quenya is complete and detailed enough that linguist David Salo
was able to extrapolate it for the translations of characters’ lines in Peter
Jackson’s films of The Lord of the Rings (2001–2003).
Other linguists developing secondary world languages include Suzette
Haden Elgin (who devised Láadan, a “woman’s language” for her Native
Tongue trilogy of novels, with words like widazhad (to be pregnant late in
term and eager for the end) and ásháana (to menstruate joyfully)), Victoria
Fromkin (who developed Paku for The Land of the Lost television series and
the vampire language for Blade (1998)), Alan Garner (who developed
languages for The Dark Crystal (1982)), Tom Shippey (who developed
Marbak for Harry Harrison’s West of Eden (1984)), Paul Frommer (who
developed the Na’vi language for Avatar (2009)), and Marc Okrand (who
designed Atlantean for Atlantis: The Lost Empire (2001) and Klingon for the
Star Trek universe). Okrand’s Klingon was developed beyond the films and
television series, appearing in The Klingon Dictionary (1985), and it is
supported by the Klingon Language Institute which features newsletters and
other material in Klingon, including a translation of Hamlet (2000). With
greater fan participation and communication due to the Internet, by the
early twenty-first century, a community of constructed language inventors
coalesced, as well as language construction tools like Mark Rosenfelder’s The
Language Construction Kit, which began on-line and was eventually
published as a book in 2010; and in 2007, the Language Creation Society was
formed, which sponsors an annual Language Creation Conference.
Invented languages, then, can range from hundreds of words, like Klingon,
to a sampling of a language that may only be a few words (although some
languages have very few words to begin with, like the language of Pierre
Barton’s subterranean Ogs, which has only two words, “og” and “glog”).52
Invented languages may be central to a story or world, or merely used to
add flavor to the background. However, even when only well-constructed
glimpses of them appear in a story, these languages add to the narratives
and mythologies that they help to support.
Mythology
Mythologies structure secondary worlds by giving them a history and
context for events, through legends and stories of origins that provide
backstories for the current events and settings of a world. They often reveal
how characters and ongoing problems came to be, so that story events seem
more meaningful and perhaps even the completion of a long character arc or
the resolution of an age-old conflict. Mythologies, then, provide historical
depth, explanations, and purpose to the events of a world.
Inspired by Greek, Roman, or Norse mythology, authors like Dunsany,
Lovecraft, and Tolkien produced hierarchical pantheons of godlike beings
that oversee their subcreated worlds. Lord Dunsany’s first book, The Gods of
Pegāna (1905), contained a creation myth and a hierarchical pantheon of
gods, which later provided a background when Dunsany wrote legends of
the lands where they were worshipped. The Gods of Pegāna is a short book,
with short chapters, and a form and style patterned after the Book of
Genesis:
When MANA-YOOD-SUSHAI had made the gods there were only the
gods, and They sat in the middle of Time, for there was as much Time
before them as behind them, which having no end had neither a
beginning.
And Pegāna was without heat or light or sound, save for the
drumming of Skarl; moreover Pegāna was The Middle of All, for there
was below Pegāna what there was above it, and there lay before it that
which lay beyond.
Then said the gods, making the signs of the gods and speaking with
Their hands lest the silence of Pegāna should blush; then said the gods to
one another, speaking with Their hands; “Let Us make worlds to amuse
Ourselves while MANA rests. Let Us make worlds and Life and Death,
and colours in the sky; only let Us not break the silence upon Pegana.”
Then raising Their hands, each god according to his sign, They made
the worlds and the suns, and put a light in the houses of the sky.53
Dunsany followed up the book with Time and the Gods (1906), which begins
with the preface “These tales are of the things that befell gods and men in
Yarnith, Averon, and Zarkandhu, and in the other countries of my dreams.”
The stories include his pantheon of gods, this time interacting with men in
the world.
Dunsany’s work inspired H. P. Lovecraft, who developed his own
mythology which he called his “pseudomythology”, which would later be
known as his “Cthulu Mythos” after one of the central figures of his
pantheon. Unlike Dunsany’s mythology, Lovecraft’s was dark and
disturbing, his “gods” (actually, extraterrestrials who are worshipped)
malevolent and demonic, and his stories part of the horror genre. These
powerful beings are harmful and indifferent to humanity, and their
incarnate forms are similar to frogs, reptiles, gelatinous blobs, and clouds of
shadow. They often are grotesque, with tentacles, horns, and detached eyes;
but as interdimensional cosmic beings, their composition is different from
that of physical matter. Lovecraft encouraged other writers who were friends
of his to use his mythos in their stories, so as to increase the verisimilitude
of his creation through intertextual references, which implied that the
mythos was based on something real that was being alluded to by multiple
authors.
Dunsany’s pantheon was also an inspiration to J. R. R. Tolkien, who
assembled an elaborate and carefully integrated legendarium of his own
(most notably represented in The Silmarillion (1977) and Unfinished Tales of
Númenor and Middle-earth (1980) among his works published
posthumously). As a Roman Catholic, however, Tolkien did not want his
mythology to contradict Christian theology, and so he attempted to devise
his legendarium so as to fit into it, calling it a “monotheistic but
“subcreational” mythology”.54 At the top of his hierarchy is God (Eru, which
means “the One”), who creates the Valar, angelic-like created beings who
take the place of “gods” but who are not deities, and serving under them are
the Maiar. In his creation story, Ainulindalé, “The Music of the Ainur”, one
of the Valar, Melkor, sows discord and after a fall becomes the evil adversary
that opposes the plans of the Valar. A number of mythological and
supernatural issues, including the nature of evil, the definition of “magic”,
and the conception of death, changed over the decades as Tolkien worked on
his legendarium and considered the theological implications of its design.
Tolkien could be a purist when it came to the construction of an invented
mythology. His letters reveal his thoughts regarding his own mythology,
including a critique of his ongoing work.55 Although he liked Out of the
Silent Planet (1938), the first book of C. S. Lewis’ Space Trilogy, Tolkien
Philosophy
A philosophical outlook can be embodied within a narrative in a number of
ways: through an author’s direct commentary on events; through characters’
points of view; through statements made explicitly in dialogue or implicitly
in characters’ behavior and choices; through the way actions and
consequences are connected, revealing a worldview concerning cause-and-
effect relationships (for example, whether bad characters are punished for
their crimes or get away with them); and through the author’s overall
attitude as to what is considered normal or unusual (which can be expressed
by the norms within the diegetic world of the story itself). Depending on an
author’s skill and intent, philosophical messages and ideas can be overtly or
covertly embedded to various degrees within a story, and inadvertent or
conflicting messages or worldviews are also possible. Finally, the author’s
style and expectations of his or her audience can reveal something of a
worldview (compare the lengthy meandering sentences of William Faulkner
to the clipped staccato sentences of James Ellroy, or the lush, descriptive
prose of E. R. Eddison to the telegraphic prose of Ernest Hemingway, and
the demands each makes on the reader).
Secondary worlds often differ markedly from the Primary World, and it is
precisely in these differences that philosophical ideas and points of view can
be expressed in an even subtler manner. The subcreated world gives the
author all the same opportunities to embed a worldview as traditional
narrative, as well as new opportunities that occur during the process of
world-building, in which a worldview’s assumptions and implications are
concretized and naturalized by the design of the world itself. Certain things
can no longer be taken for granted, and history, geography, culture,
language, and even ontology can all be designed to reflect ideas, systems,
and beliefs about which the author wishes to make a point; a subcreator can
change the laws of physics and metaphysics, alter the way actions result in
consequences, propose new concepts that question or reconfigure traditional
concepts that undermine our assumptions, or even change probabilities that
suggest different boundaries of plausibility. If the author can present a world
as a coherent whole with enough completeness and inner consistency so as
to gain the Secondary Belief of the audience, the audience may be more
receptive to the ideas being presented than they would be if the same ideas
were stated directly in a more heavy-handed way. Once the conceit of the
world is accepted, some ideas may even pass unnoticed as a part of the
background and default assumptions. Sometimes even the mere presence of
the world itself already makes a statement; if it is not intended as parody or
satire, a utopia that is shown to be functional makes an inherent argument
for its feasibility.
The many default assumptions that are reset can be used to introduce new
ways of thinking, just as encountering a new culture can force one to see the
world in a new way. Sometimes inventions and changed defaults are
manifest even in a film’s opening shot (as in Star Wars (1977) or Blade
Runner (1982)), or a book’s opening sentence: “In a hole in the ground there
lived a Hobbit.” (J. R. R. Tolkien, The Hobbit (1937)); “It was a bright cold day
in April and the clocks were striking thirteen.” (George Orwell, Nineteen
Eighty-Four (1949)); “Composite image, optically encoded by escort-craft of
the trans-Channel airship Lord Brunel; aerial view of suburban Cherbourg,
October 14, 1905.” (William Gibson and Bruce Sterling, The Difference
Engine (1990)). Differences can provide an intriguing hook that pulls us into
a world, but they must become naturalized to some degree for Secondary
Belief to occur; at the same time, new terminology gives form to new ideas,
like that of tanrydoon or ania described earlier. The interweaving of Primary
World and secondary world material, and the way in which the new
material is accepted and becomes part of the background assumptions,
makes a subcreated world an effective vehicle for the delivery of
philosophical ideas.
When a main character comes to a secondary world from the Primary
World, there will inevitably be a comparison of worldviews between the
secondary world and Primary World, or more specifically, the culture from
which the main character (and usually also the author) comes. Not
surprisingly, the author’s own worldview usually comes through his or her
secondary world, directly or indirectly; for example, the Roman Catholicism
of Thomas More or J. R. R. Tolkien; the nihilism and cosmicism of H. P.
Lovecraft; the atheism of Philip Pullman; or the Jungian and Taoist outlook
of Ursula K. LeGuin. An author might not even be entirely aware of their
influences until the revision stage. As Tolkien wrote of his own work:
The Lord of the Rings is of course a fundamentally religious and Catholic
work; unconsciously so at first, but consciously in the revision. That is
why I have not put in, or have cut out, practically all references to
anything like “religion”, to cults or practices, in the imaginary world. For
the religious element is absorbed into the story and the symbolism.61
Likewise, a world’s villains and evils are likely to represent a philosophy in
direct opposition to the author’s own worldview, and one which is equally
“absorbed into the story and the symbolism”, though it can appear overtly or
even be given a name (like Nabakov’s “Ekwilism” philosophy in Bend
Sinister (1947)).
Sometimes competing philosophies can be played out through two
characters who have similar origins but who take different paths through
their choices and actions; in The Lord of the Rings, for example, Gandalf and
Saruman both begin as Istari, the former remains good while the latter turns
to evil through his lust for knowledge and power and unwillingness to serve;
brothers Boromir and Faramir receive different treatment from their father
and react differently when tempted with possession of the Ring; leaders
Aragorn and Denethor approach their reign of Gondor very differently; and
hobbits Bilbo and Gollum both possess the Ring for years but take different
attitudes toward it, resulting in Bilbo’s being able to let the Ring go and
Gollum’s obsession with reacquiring it.
Secondary worlds, then can embed and support philosophical ideas to an
even greater extent than stories set in the Primary World, and can make use
of all the structures holding a secondary world together to do so. Whether a
philosophy comes naturally out of a subcreator’s work or is the framework
on which the subcreator builds a world, it can be seen as a structuring
device that affects and determines much of the work, and in many cases,
helps to pull various infrastructures together.
OceanofPDF.com
4
MORE THAN A STORY: NARRATIVE
THREADS AND NARRATIVE FABRIC
May these stories drawn from another world have made you forget for a
moment the miseries of this one.
OceanofPDF.com
5
SUBCREATION WITHIN SUBCREATED
WORLDS
Self-reflexivity
When a world is fully imagined, the subcreative act takes a certain amount
of effort and contemplation, so it is not surprising that it should itself be the
inspiration behind some authors’ works, providing ideas for their content
and themes; thus the activities of diegetic subcreators sometimes mirror the
processes of subcreation carried on by their authors. For example, the D’ni
Art of Writing as described above is analogous to the computer
programming done during the creation of the Myst games. Like the
Descriptive Books within the games, the CD-ROMs containing the Myst
games contain the computer code that both describes and calls into being
the worlds of the games; and the above-mentioned quote of Gehn’s,
regarding contradictions, could equally be applied to the art of computer
programming. Both the D’ni language and computer code are unlike spoken
language, extremely precise in their phrasing, and must be free of
contradictions in order to avoid strange results or unstable worlds. The
point-and-click use of the mouse and cursor is similar to the placing of a
hand on the linking image, and the games’ cursor is actually shaped like a
hand when the user uses it to click on a book’s linking image within the
games. The games’ content imitates the form of the games and the interface
they use, tying the user’s experience more firmly into the secondary world
along with more conventional means like direct address.
Likewise, the holodeck in the Star Trek universe functions as a portal to a
subcreated world that one can physically enter; it is an empty room that can
be programmed to simulate an environment that surrounds the user and
allows interaction, through a combination of holography, force fields, tractor
beams, and replicated matter (see Figure 5.1). People who write for the
holodeck are known as holonovelists, a profession that one Star Trek:
Voyager (1995–2001) character, Tom Paris, took up once the USS Voyager
returned to Earth. Holodeck users can converse with simulated characters
and interact with the imaginary world the holodeck presents, and as every
Star Trek fan knows, the holodeck can malfunction, leaving characters
trapped within it, sometimes with the safety protocols turned off, resulting
in situations with real danger (for example, in “A Fistful of Datas” (Season 6,
Episode 8) of Star Trek: The Next Generation (1987–1994), Worf suffers from
a gunshot wound he receives in the holodeck).
When it is turned off, the holodeck is shown as an empty, rectangular
room, with grids on the walls, floor, and ceiling. Apart from the grids, the
large empty space is similar to a soundstage, which of course the holodeck
set itself is. The spaces of both the soundstage and the holodeck temporarily
become other places once the scenery and set pieces appear in them, and
both spaces can be made to include broad vistas that evoke a sense of much
wider spaces than the room would actually allow. The space itself is also one
of pretend for its participants, who dress in the appropriate costumes before
entering, and yet that sense of pretend can still be interrupted by tragic real
world events when something goes wrong (for example, actor Brandon Lee
dying from a gunshot wound on the film set of The Crow (1994) when a prop
gun fired at him during a scene was improperly prepared).
FIGURE 5.1 Commander William T. Riker enters the holodeck during a
jungle simulation in “Encounter at Farpoint” (Season 1, Episode 1) of Star
Trek: The Next Generation (1987–1994).
Other spaces, like the virtual places that the characters enter in The
Matrix, are similarly shown to be constructs made from computer code, just
like the computer-generated imagery used to fill in the greenscreen
backgrounds behind actors. Like the holodeck, characters can face real
dangers and even die within The Matrix’s computer-generated worlds,
which seems to be a common ontological feature of many computer-
generated worlds that characters can enter (characters can also die within
the virtual worlds of Tron (1982), The Lawnmower Man (1992), VR Troopers
(1994–1996), Virtuosity (1995), and others). The ability to enter virtual worlds
within a diegesis open up narrative possibilities, but without the threat of
possible death, narrative tension would be lost.
Another form of self-reflexivity is authorship attributed to characters
within the text. Within Tolkien’s Middle-earth, Bilbo is said to be the author
of The Hobbit, and later, along with Frodo and Sam, the author of the
fictional Red Book of Westmarch, which is, of course, The Lord of the Rings
itself. As Verlyn Flieger describes it:
Carrying the conceit about as far as it will go, Tolkien inserted his own
name into the header and footer on the title-page of The Lord of the
Rings (and thus into the history of the “book”), not as the author of the
book but as its final transmitter/redactor. What appears to the first-time
or untutored reader to be simply Tolkienian embellishment is in fact a
running inscription in Tolkien’s invented scripts of Cirth and Tengwar. It
can be put into English as follows: “The Lord of the Rings TRANSLATED
FROM THE RED BOOK [in Cirth] OF WESTMARCH BY JOHN
RONALD REUEL TOLKIEN HEREIN IS SET FORTH THE HISTORY OF
THE WAR OF THE RINGS AND THE RETURN OF THE KING AS SEEN
BY THE HOBBITS [in Tengwar].” He is not inventing the story, the
running script announces, he is merely translating and recording.7
Flieger goes on to compare the writing of the Red Book of Westmarch with
the writing of The Lord of the Rings, looking at the various editions and its
“traceable genealogy”, and also points out that Tolkien, in a 1966 interview
with Richard Plotz, suggested that The Silmarillion could be published as
Bilbo’s “research in Rivendell”.8
The many and various self-reflexive moments in which Tolkien’s
characters reflect on or discuss the story they are in and the nature of such
stories in general are examined in detail in Mary Bowman’s essay “The Story
Was Already Written: Narrative Theory in The Lord of the Rings”9 so I will
not enumerate them here. But the most self-reflexive figure within Tolkien’s
oeuvre regarding subcreation appears in his short story “Leaf by Niggle”.
Niggle, a painter, is working on a large painting of a tree, which is an
allegory (a rare one, as Tolkien usually disliked allegory) of the subcreative
process involved in the creation of Tolkien’s own imaginary world. Tolkien
describes Niggle’s painting, writing:
He had a number of pictures on hand; most of them were too large and
ambitious for his skill. He was the sort of painter who can paint leaves
better than trees. He used to spend a long time on a single leaf, trying to
catch its shape, and its sheen, and the glistening of dewdrops on its
edges. Yet, he wanted to paint a whole tree, with all of its leaves in the
same style, and all of them different.
There was one picture in particular which bothered him. It had begun
with a leaf caught in the wind, and it became a tree; and the tree grew,
sending out innumerable branches, and thrusting out the most fantastic
roots. Strange birds came and settled on the twigs and had to be
attended to. Then all round the Tree, and behind it, through the gaps in
the leaves and boughs, a country began to open out; and there were
glimpses of a forest marching over the land, and of mountains tipped
with snow. Niggle lost interest in his other pictures; or else he took them
and tacked them on to the edges of his great picture. Soon the canvas
became so large that he had to get a ladder; and he ran up and down it,
putting in a touch here, and rubbing out a patch there. When people
came to call, he seemed polite enough, though he fiddled a little with the
pencils on his desk. He listened to what they said, but underneath he
was thinking all the time about his big canvas, in the tall shed that had
been built for it out in his garden (on a plot where once he had grown
potatoes).10
Niggle’s painting of individual leaves and his desire to paint an entire tree is
similar to Tolkien’s love of myth and his desire to develop an entire
mythology of linked stories; and the manner in which the tree begins and
grows is also analogous to the gradual way that his legendarium developed,
both in the way new tales grew out of existing ones (“sending out
innumerable branches”) and the way backstories grew to support his
cultures (“thrusting out the most fantastic roots”). In his letters,11 Tolkien
mentions how characters sometimes appeared that he had not anticipated,
like the Black Riders, Strider, Saruman, the Stewards of Gondor, and
Faramir; these could be seen as the “strange birds that settled on the twigs
and had to be attended to”. The country that “began to open out” through
glimpses in the “gaps in the leaves and boughs” could represent further
details of the imaginary world being built around the story, the filling in of
the background around it (quite the opposite of the “painter’s algorithm”, in
which the background is done first and the foreground painted on top of it
afterward). The pictures “tacked on” the edge of the great picture could
allude to how works like The Hobbit (1937) and the poem The Adventures of
Tom Bombadil (1934) were pulled into the mythology and made a part of it,
and last two sentences quoted might be a description of how Tolkien himself
was distracted by the creation of his world.
Self-reflexivity, whether it refers to the world or the world-building
process, and ranging as it does from subtle analogy to thinly-veiled
autobiography, allows an author to comment on the subcreative process and
its relationship to the world it produces; and perhaps the greatest device for
doing so (though it is often more reflexive than self-reflexive) is the presence
of a subcreated subcreator.
Evil Subcreators
I need Ages. Dozens of them. Hundreds of them! That is our task, Atrus,
don’t you see? Our sacred task. To make Ages and populate them. To fill
up the nothingness with worlds. Worlds we can own and govern, so that
the D’ni will be great again. So that my grandsons will be lords of a
million worlds!
—Gehn in The Book of Atrus24
The figure of the evil subcreator is usually guilty of one or both sins; abusing
his power and putting himself in the place of God, or using a subcreated
world as a means of imprisoning or containing an individual or a
community in order to further some project of his own. Examples of the
abuse of power include Tolkien’s Melkor, his satanic figure from The
Silmarillion, and Gehn from the Myst franchise. Tolkien admitted that the
temptation was inherent in subcreative power, writing:
… the creative (or should I say, subcreative) desire. seems to have no
biological function, and to be apart from the satisfactions of plain
ordinary biological life, with which, in our world, it is indeed usually at
strife. This desire is at once wedded to a passionate love of the real
primary world, and hence filled with the sense of mortality, and yet
unsatisfied by it. It has various opportunities of “Fall”. It may become
possessive, clinging to the things made as “its own”, the subcreator
wishes to be the Lord and God of his private creation. He will rebel
against the laws of the Creator—especially against mortality. Both of
these (alone or together) will lead to the desire for Power, for making the
will more quickly effective,—and so to the Machine (or Magic).25
The desire for power and the connection to the machine is especially
apparent in those situations in which a world is not made for its own good,
but rather as a tool used to dominate others or use them for its maker’s own
ends; which brings us to stories which use a subcreated world as a means of
deception or imprisonment (or both).
Typically in these stories, we share the perspective of the main character
who comes to discover that something is not right and that there are certain
boundaries surrounding the world in which he or she lives that cannot be
crossed. As such characters try to uncover the mysterious nature of their
world and find a way to cross the boundaries being imposed on them, the
fact that they are living in a world built to deceive them slowly becomes
clear, as evidence accrues. The world-builders, who are usually also the
guardians of the world, attempt to stop the main character’s epiphany, but
are unsuccessful, and eventually as the conflict escalates, the main character
is somehow instrumental in bringing about an end to the world, or a
rebuilding of it with a redistribution of power.
Even when the world-builders’ intentions may be good (as in Margaret
Peterson Haddix’s Running Out of Time (1995) and M. Night Shyamalan’s
The Village (2004), in which some of the world-builders live and raise
families within the world they made), the attempt to keep others from
realizing the constructedness of the world results in the keeping of them in
the world by force, turning it into a kind of prison. Others with evil intent
not only use their worlds as prisons, but usually have other purposes as well
for their worlds’ unknowing inhabitants, as in Time Out of Joint (1959), The
Truman Show (1998), Dark City (1998), and The Matrix (1999), to use a few
more well-known examples.
In both Time Out of Joint and The Truman Show, a city is built with the
sole purpose of providing an environment for one man whose life provides
something for society at large, even while he is unaware of the true nature
of his situation. In Time Out of Joint, Ragle Gumm plays a newspaper game
entitled “Where Will the Little Green Be Next?” winning the cash prize week
after week and managing to live off the proceeds; it is later revealed that his
choices predict where enemy nuclear strikes will occur, and that this ability
is being used against his will (he previously did the job consciously, until
defecting to the other side, at which point he was stopped, his memory was
erased, and he was placed in the phony town where the game was devised
so that he would end up continuing his work without realizing it). In The
Truman Show, Truman Burbank unknowingly lives his entire life as the
subject of an ongoing reality TV show, providing entertainment for the
show’s audience, until he begins to realize how false his life is. In both cases,
the unknowing victim around whom the world is built is allowed to
function normally, and the world is constructed in such a way so that he
naturally provides what the society outside the world needs; it is only when
these worlds are tested that the main characters begin to realize they are in a
kind of prison.
FIGURE 5.2 Nightly reshapings of the city performed by the Strangers in
Dark City (1998): buildings shrink and grow into new forms (left, top and
bottom), while the city’s inhabitants have their memories reset and find
themselves in new lives the next morning (right, top and bottom).
Even more sinister are the Strangers of Dark City and the Machines of The
Matrix, who use the unknowing human inhabitants of their worlds for
scientific purposes; the former studying human memory and identity (see
Figure 5.2), while the latter use human bodies as a power source. Instead of
merely escaping, the main characters in these worlds learn the powers of
their inhuman captors and take them on directly, ending their rule of the
subcreated world they have created. In both of these cases, however, the
subcreated world is not destroyed; the Matrix is rebooted, with the Oracle
and the Architect agreeing to free the humans that want to be freed, and at
the end of Dark City Murdoch reshapes the city and creates his longed-for
Shell Beach. Thus, the subcreative powers that create the worlds redeem
them as well.
Subcreation, as a theme within a subcreated world, allows an author to
reflexively examine the nature of subcreation, what it means to build a
world, the uses of such worlds, and what it means to be in a world. The
inclusion of diegetic subcreators in a world also has the potential for
metaleptic twists, as characters move from one level of nested worlds to
another, crossing between ontological levels of the diegesis. The way these
worlds-within-worlds are made, whether by technology, magic, or the force
of imagination alone, and how they are made, reveal some of the dreams
that authors have harbored for some time: the autonomy of the inhabitants
within a world; the making of worlds that become real and can be entered;
and the completion of secondary worlds, the unreachable goal for Primary
World authors who can only begin and expand a world but never complete
it, no matter how much of their lives they may devote to it. At the same
time, the ever-increasing number and variety of media windows, through
which worlds can be experienced, are giving them unprecedented
opportunities for transmedial growth and adaptation, which is the topic of
the next chapter.
OceanofPDF.com
6
TRANSMEDIAL GROWTH AND
ADAPTATION
I would draw some of the great tales in fullness, and leave many only
placed in the scheme, and sketched. The cycles should be linked to a
majestic whole, and yet leave scope for other minds and hands, wielding
paint and music and drama. Absurd.
Many worlds extend beyond their work of first appearance, growing beyond
the needs of the first story to be set in them, even when that story is the
world’s reason for existence. Not only do they become transnarrative in
scope (as discussed in Chapter 4), they often also extend across multiple
media, becoming transmedial. This can happen in two ways: adaptation,
when a story existing in one medium is adapted for presentation in another
medium, but without adding any new canonical material to a world
(translation can be considered a type of adaptation); and growth, when
another medium is used to present new canonical material of a world,
expanding the world and what we know about it.4 Of course, every
adaptation adds something to the story or world within the work being
adapted; even an audio book which is a straightforward reading of a written
text may affect emphasis or pacing, or provide pronunciations of names that
would otherwise be ambiguous in print. Whether or not additions can be
considered growth, however, depends on the canonicity of the added
material, and thus its authorship, topics which are discussed in the next
chapter.
Both growth and adaptation assume pre-existing material which is being
extended or modified in some way. The field of Adaptation Studies, arguably
originating with George Bluestone’s Novels into Film (1957), has typically
been most concerned with how narratives change when they move from one
medium to another. The growth and adaptation of a world, however, goes
beyond narrative, and may even have very little to do with narrative. Some
degree of a world’s aesthetics (the sensory experience of a world) and a
world’s logic (how a world operates and the reasons behind the way it is
structured) must be carried over from one work to another or from one
medium to another. World infrastructures (discussed in Chapter 3) will have
to be referred to or carried over to a recognizable degree, if the world is to
retain some semblance to its appearance in its medium of origin, though
sometimes only a few representative parts—characters, objects, or situations
—are all that are carried over, for example in merchandising, where images
of characters or objects from a world are used to tie just about any kind of
product into a franchise.
Other factors also affect adaptation and growth. The budget allotted to a
film adaptation, for example, and the technology available, may determine
how faithfully a written work can be rendered; commercial pressures may
attempt to move the world and its narratives into more action, sex, and
violence; and extradiegetic information such as stars’ personas and directors’
reputations will influence the reception of a work. When The Lord of the
Rings was adapted into a film, the romance between Arwen and Aragorn,
which appeared mainly in Appendix A of the book, was expanded and
foregrounded more in the movie, and Arwen’s role was enlarged as well,
due to studio’s desire for more romance; and likewise many action scenes
were prolonged and given greater emphasis than in the book. Peter Jackson’s
background as a director of horror movies, and his love of monsters, also
colored his adaptation of the book (as he admits in the DVD extras for the
films). Commercial forces naturally affect the originators of worlds as well;
when a living author is still producing works set in a world while an
audience is consuming them, the reception of those works will often
influence the direction that the author takes in the further development of a
world; for example, while writing The Lord of the Rings as a sequel to The
Hobbit, Tolkien’s publisher wanted more hobbits, a demand which
determined the starting point for the writing of The Lord of the Rings.5 And
finally, another factor affecting transmedial growth and adaptation is the
nature of transmediality itself.
Description
As discussed in Chapter 5, worlds often originate in words, because they are
the fastest, easiest, most malleable, and most inexpensive elements to use
when world-building. Words can describe conceptual ideas that have no
perceptual forms; unshowable things like the inner states and unexpressed
emotions of characters, and impressionistic experiences which the author
describes in terms of how they make someone feel, instead of just what is
seen and heard. In The Lord of the Rings, for example, Treebeard’s eyes and
Saruman’s voice are described in such a way that we do not so much get a
physical description of how they look and sound respectively, but rather the
effect that they have on those who perceive them:
But at the moment the hobbits noted little but the eyes. These deep eyes
were now surveying them, slow and solemn, but very penetrating. They
were brown, shot with a green light. Often afterwards Pippin tried to
describe his first impression of them.
“One felt as if there was an enormous well behind them, filled up with
ages of memory and long, slow, steady thinking; but their surface was
sparkling with the present: like sun shimmering on the outer leaves of a
vast tree, or on the ripples of a very deep lake. I don’t know but it felt as
if something that grew in the ground—asleep, you might say, or just
feeling itself as something between root-tip and leaf-tip, between deep
earth and sky had suddenly waked up, and was considering you with the
same slow care that it had given to its own inside affairs for endless
years.”9
Interestingly, Tolkien even mediates the description through Pippin’s words,
which are of course Tolkien’s own as well. Saruman’s voice receives a
similar treatment, with a description of its effect rather than merely its
sound:
Suddenly another voice spoke, low and melodious, its very sound an
enchantment. Those who listened unwarily to that voice could seldom
report the words that they heard; and if they did, they wondered, for
little power remained in them. Mostly they remembered only that it was
a delight to hear the voice speaking, all that it said seemed wise and
reasonable, and desire awoke in them by swift agreement to seem wise
themselves. When others spoke they seemed harsh and uncouth by
contrast; and if they gainsaid the voice, anger was kindled in the hearts
of those under the spell. For some the spell lasted only while the voice
spoke to them, and when it spoke to another they smiled, as men do who
see through a juggler’s trick while others gape at it. For many the sound
of the voice alone was enough to hold them enthralled; but for those
whom it conquered the spell endured when they were far away, and ever
they heard that soft voice whispering and urging them. But none were
unmoved; none rejected its pleas and its commands without an effort of
mind and will, so long as its master had control of it.10
Both Treebeard’s eyes and Saruman’s voice would be hard to incarnate into
image and sound without losing the powers that Tolkien can attribute to
them in a written description. Words can also control the level of vagueness
that an author desires, and they can easily be manipulated to hide ellipses,
helping them to go unnoticed in a text. Finally, they allow anyone to
produce as elaborate and epically-scaled a world as one can imagine for no
more than the cost of pencil and paper, making them the most common
elements used in world-building.
On the other hand, words are also the most provocative and connotative of
world-building elements, relying upon the audience’s experiences and world
gestalten to produce their effects. As Tolkien puts it:
The radical distinction between all art (including drama) that offers a
visible presentation and true literature is that it imposes one visible
form. Literature works from mind to mind and is thus more progenitive.
It is at once more universal and more poignantly particular. If it speaks
of bread or wine or stone or tree, it appeals to the whole of these things,
to their ideas; yet each hearer will give to them a peculiar personal
embodiment in his imagination. Should the story say “he ate bread”, the
dramatic producer or painter can only show “a piece of bread” according
to his taste or fancy, but the hearer of the story will think of bread in
general picture it in some form of his own. If a story says “he climbed a
hill and saw a river in the valley below”, the illustrator may catch, or
nearly catch, his own vision of such a scene; but every hearer of the
words will have his own picture, and it will be made out of all the hills
and rivers and dales he has ever seen, but especially out of The Hill, The
River, The Valley which were for him the first embodiment of the
word.11
In the making of his works, Tolkien takes on the role of architect, art
director, costume designer, set decorator, and more, giving detailed verbal
descriptions of all the sensory aspects of his world, using words to evoke a
range of experiences, skillfully playing upon his readers’ connotations while
reining them in when necessary.
The connotative nature of words, however, becomes a problem when
adaptation from other media occurs. The subtleties of a sunset, the vast
visual spectacle of a landscape overrun by warring armies, the sound of a
Beethoven symphony, the vertiginous changes in perspective during a
cinematic chase scene, or even a cleverly composed set of panels filling a
page of a graphic novel, is difficult, if not impossible, to translate into mere
words. The rhetorical device of ekphrasis (the literary attempt to describe a
visual work of art) has been around since Ancient Greece, but it can only go
so far in evoking its subject, and may, like the examples given above, resort
to describing the experience of perception as much as the object being
perceived, in order to achieve its effect.
The connotative meanings of words can also come into play in invented
languages, where linguistic aesthetics may play a part in generating
meaning or at least the language’s appeal. Similar to the linguistic “false
friends” mentioned in Chapter 1, invented words may carry different
connotations or meanings to speakers of different languages, or the invented
words may even have meaning in another language. Discussing an invented
language in Star Wars, Paul Hirsch recalled, “Ben Burtt came up with the
language for Greedo. But one of the words he had was actually Spanish
slang. He didn’t know and so he changed the word. Actually, all the words
had to be checked to make sure they were okay.”12 There is also the question
of how invented languages should be translated or if they should be
translated at all. Regarding the translation of The Lord of the Rings, Tolkien
allowed English-based names to be translated (such as “Brandywine”), but
wanted his invented words left as they were (the Swedish translation of The
Hobbit had substituted Hompen for Hobbit, much to Tolkien’s displeasure).
13
Description, then, is especially useful for transmedial expansions of worlds
that already exist in visual media (like the dozens of Star Trek and Star
Wars novels), since audiences will have visual imagery to reference as they
read verbal descriptions of the world’s contents. Even if the written works
introduce new characters, locations, and objects, the style and aesthetics of
the existing visual imagery will still be able to carry over and influence how
the new material will be envisioned in the imagination of the audience. And,
as audiences imagine what they read, they take part in another process
which many world-builders use: visualization.
Visualization
Visualization gives a concrete and visible form to things which are
conceived in words (or sounds), adapting them into still images, moving
images, or three-dimensional objects or models (physical or virtual) which
are used in the production of still and moving imagery. Images can do many
things that mere words cannot; they are sensually richer and more
immersive, they can present a great deal of detail or information
simultaneously and use complex compositions, and they have a more
immediate effect on the audience’s emotions, from foregrounded dramatic
action to subtle effects involving atmosphere and mood. Although visual
media are sometimes faulted for their failure to exercise the imagination the
way reading does, seeing things does not reduce the need for imagination; it
merely makes different use of it, especially where the revelation of worlds is
concerned. While the written word may require the reader to imagine how
things look and sound, imagery can present scenes of rich detail, visuals
which suggest much and present many more gaps where information and
explanation need to be filled in, encouraging extrapolation and speculation;
for example, complicated machinery that challenges us to figure out its
workings (see Figure 6.1), dense cityscapes that suggest the ongoing lives of
millions of inhabitants, or background details which may provide narrative
clues and hints of other events occurring simultaneously.14 Such visual
material is often not explained explicitly, and may require multiple viewings
in order to be understood (or even noticed); likewise, background details and
events may even take on great significance only in retrospect. Visualization
may answer the question as to how things look, but it often raises many
other questions regarding the purpose, functioning, usage, and history of
what is depicted, especially in the depiction of secondary worlds in which
Primary World defaults have changed.
Visualizations adapted from written works may range widely based on
artists’ interpretations. For example, Tolkien’s work has been adapted into
visual form by a variety of artists such as Alan Lee and John Howe (whose
designs were an influence on Peter Jackson’s film versions of Tolkien’s
works), Pauline Baynes, Ted Nasmith, Michael Hague, Ralph Bakshi, and
dozens of other artists, including Tolkien himself who illustrated many
scenes from his works. Douglas A. Anderson’s The Annotated Hobbit also
gives samples of illustrations from foreign language editions of The Hobbit
from around the world, demonstrating a wide range of graphical styles.15
A visualization not only depicts events, but necessarily does so from a
particular vantage point, which means that point of view and composition
can be used to further comment on the scene, enhance aspects of it, and
suggest a certain attitude towards what is portrayed. When applied to the
depiction of a world, multiple angles and varying points of view are
necessary to give the world a dimensional, fully-realized feel. Such visual
world-building can be done with sketches, requiring some artistic talent, or
with photorealistic imagery, which can be a costly venture and place
demands on a world-builder’s budget. Star Trek television series episodes,
for example, often begin scenes with establishing shots of cityscapes on
foreign planets which are matte paintings or models with minimal
movement (an occasional vehicle or monorail car passing through), only to
complete the rest of the scene with interiors shot in the studio. With a higher
budget, more can be done to give a world’s imagery an even more fully-
realized appearance; for example, the planetscapes of the Star Wars movies,
which feature three-dimensional fly-throughs of cities and locations seen
from multiple angles and under varying lighting and weather conditions,
and even at different scales.
FIGURE 6.1 Examples of machinery encountered in Myst III: Exile (2001)
which players learn about through examination and interaction.
The process of visualization in cinema has developed over time into a set
of techniques. Storyboards first developed with the planning of animated
films, and then were used by live-action filmmakers like Alfred Hitchcock.
Star Wars (1977) went beyond storyboards to motion graphics, using World
War II aerial fighter plane footage to demonstrate how its spaceships would
move, and later Star Wars films used animatics, moving storyboards that
allow shot dynamics like compositional movement and temporal length to
be planned out in advance of production. This phase of production has come
to be known as “pre-visualization” or “pre-viz”, with the “pre” prefix
indicating that it takes place before the visualization that occurs when the
footage is actually shot or composited, although “pre-visualization” is
certainly a form of visualization as well.
Of course, adaptation into visual form presents problems as well. The
“normalizing tendency” discussed in Chapter 1, in which an audience adjusts
their imagination according to Primary World defaults, suggests that a literal
adaptation into visual form may not always be the best one; recall the
example of Gandalf’s eyebrows extending beyond the brim of his hat.
Although Tolkien gives this description, seeing it all the time would produce
an almost comic effect; thus in nearly every visual interpretation, Gandalf’s
eyebrows do not extend so far, even when they are shown as bushy. A
further example is C. S. Lewis’ Perelandra (1943), in which characters are
naked for most of the story; easy to do in print, but far more distracting in a
movie (it’s one thing to know that someone is naked, and another to see it all
the time).
Adaptation into visual form, even when the end result is two-dimensional
imagery, usually requires adapting verbal descriptions into three-
dimensional designs, especially for media with moving imagery or multiple
images which view things from multiple angles, and even single images
which use perspective will need to be conceived in three dimensions (some
exceptions exist, like the two-dimensional worlds of Abbott’s Flatland,
Dewdney’s Planiverse, and two-dimensional video games). These three-
dimensional designs may remain designs drawn on paper, become virtual
objects seen on a computer screen, or become actual, physical objects
constructed for a stage play, film set, or playset.
The oldest kind of adaptation into three-dimensional form is visualization
for the stage, going back to the plays of ancient Greece that depicted
imaginary worlds like Aristophanes’s Cloudcuckooland. The limitations of
the stage, however, make for the harshest kind of adaptation, especially
when it comes to the fantastic. While J. R. R. Tolkien was not against a film
version of The Lord of the Rings, he was critical of the attempt to bring
fantasy to the stage, writing:
In human art Fantasy is a thing best left to words, to true literature. In
painting, for instance, the visible presentation of the fantastic image is
technically too easy; the hand tends to outrun the mind, even overthrow
it. Silliness or morbidity are frequent results. It is a misfortune that
Drama, an art fundamentally distinct from Literature, should so
commonly be considered together with it, or as a branch of it. Among
these misfortunes, we may reckon the depreciation of Fantasy…. Drama
is naturally hostile to Fantasy. Fantasy, even of the simplest kind, hardly
ever succeeds in Drama. Fantastic forms are not to be counterfeited. Men
dressed up as talking animals may achieve buffoonery or mimicry, but
they do not achieve Fantasy. This is, I think, well illustrated by the
failure of the bastard form, pantomime. The nearer it is to “dramatised
fairy-story” the worse it is. It is only tolerable when the plot and its
fantasy are reduced to a mere vestigiary framework for farce, and no
“belief” is required or expected of anybody. This is, of course, partly due
to the fact that the producers of drama have to, or try to, work with
mechanism to represent either Fantasy or Magic. I once saw a so-called
“children’s pantomime”, the straight story of Puss-in-Boots, with even
the metamorphosis of the ogre into a mouse. Had this been mechanically
successful it would have either terrified the spectators or else have been
just a turn of high-class conjuring. As it was, though done with some
ingenuity of lighting, disbelief had not so much to be suspended as hung,
drawn, and quartered.16
Tolkien’s comments, however, were not directed at film or animation, nor
could he have envisioned the degree to which cinematic special effects
would be able to appear photorealistic in their appearance and behavior.
The process of film production can involve the rendering of things
mentioned in the script into visible form first as two-dimensional drawings
(storyboards and sketches of costumes, sets, props, characters, and so forth),
and then those drawings are adapted into three-dimensional forms, making
such visualization a two-step process. Here, too, problems can occur with the
change in dimensionality; unclear notes can lead to objects the wrong size
on the set (for example, during the making of Star Wars Episode III: Revenge
of the Sith (2005), a table that was supposed to be 10 feet wide was 16 feet
Auralization
While much has been written about visualization, its sister process,
auralization, or adaptation into sound, is far less discussed. After words,
sound is the most inexpensive element to work with because of its flexibility
and ease of manipulation. Sound is naturally immersive, surrounding the
listener in space, providing atmosphere and evoking emotional responses; it
can imply large spaces and a world through ambience and sound effects.
Secondary worlds, with their invented languages, new creatures, vehicles,
weaponry, and fantastic locations are often strongly associated with the
sounds devised for them, and these sounds can be used across a variety of
media to bind an imaginary world together even when the visual styles of
works in different media vary considerably. Like imagery, sounds often
cannot be described in words; for those who have seen the Star Wars films,
the familiar sounds of a lightsaber’s swooping hums, TIE fighters screaming
through space, or Chewbacca’s throaty roar will instantly bring to mind
images from the films with a directness that text can only try to suggest.
Sound designers, then, must envision (enaudition?) sounds that are
appropriate and capture the personality and feel of the visual designs,
hopefully making as memorable an impression.
Apart from sound design, auralization can also involve turning words or
imagery into sounds, or translating story material into voices, sound effects,
music, and ambience. To look at the process of transmedial auralization here,
it might be useful to compare three worlds being presented solely through
sound; radio adaptations of The Lord of the Rings (adapted from a novel), the
Star Wars radio plays (adapted from movies), and Garrison Keillor’s Lake
Wobegon (which originated as a radio program). In all three, there is, as one
would suspect, a heavy dependence on the spoken word (particularly
character dialogue) with sound effects filling in narrative information; but as
each has a different medium of origin, the end results vary widely. Consider,
for example, differences in length, resulting from compression and
expansion of the original material.
The first adaptation of The Lord of the Rings was produced by Terence
Tiller for the BBC in 1955–1956, an American adaptation by The Mind’s Eye
for National Public Radio appeared in 1979, and another BBC adaptation, by
Brian Sibley and Michael Bakewell, appeared in 1981. The first BBC
adaptation was the only one made during Tolkien’s lifetime, and he was
understandably displeased with it; the BBC allotted 3 hours for The
Fellowship of the Ring, but then decided to only allot 3 hours more for the
story’s completion, rather than 3 hours for The Two Towers and another 3
hours for The Return of the King. (In the end, 6 hours proved to be too short
and demanded such omissions and compression that the recording was
evidently not valued enough to be preserved, since no copies of the
broadcast are known to have survived.) The American adaptation made in
1979 was 12 hours long, and the second BBC one that followed shortly after
it in 1981 was around 13 hours and 20 minutes long. While the 1981 version
has received the most praise, it was also still quite abridged when one
considers that the unabridged audio book of The Lord of the Rings read and
performed by Rob Inglis in 2002 was 55 hours long.
Since The Lord of The Rings began as a book, voice casting of the
characters had some latitude, since the character’s voices had never been
heard before. At the same time, they would have to be distinct enough to
become recognizable after a short time, although those familiar with the
book could tell who was speaking through context. Sound effects, likewise,
might require additional explanation as some of the sounds would not be
instantly understood and connected with things in the book; for instance,
the sounds of various fictional creatures, or the ambient sound of different
locations, might not be recognizable out of context.
By contrast, the Star Wars radio plays, were longer than the films from
which they were adapted; the original film version of Star Wars (1977) was 2
hours and 1 minute long, while the radio version was 5 hours and 51
minutes; The Empire Strikes Back (1980) was 2 hours and 9 minutes in
theaters but 4 hours and 15 minutes on radio; and Return of the Jedi (1983)
was 2 hours and 16 minutes on film, and 3 hours on the air. Although both
films and radio plays included Ben Burtt’s sound effects, the radio plays
added expository dialogue, and opened up the storyline, adding scenes that
further explained what was going on and providing more backstory and
additional conversations and events. Audiences familiar with the films may
have naturally expected the film actors to voice their characters, and some
did, including Mark Hamill, Anthony Daniels, and Billy Dee Williams; but
some were replaced by other voices; Princess Leia was played by Ann Sachs,
Han Solo by Perry King, Darth Vader by Brock Peters, Yoda by John Lithgow,
and Jabba the Hutt by Ed Asner. To further frustrate expectations, although
Mark Hamill voiced Luke Skywalker in the radio plays of the first two films,
Joshua Fardon voiced Luke Skywalker for the third. While the Star Wars
stories were more complete than the adaptations of Tolkien’s work, the use
of different voice actors was an unexpected change which also demanded
audience adjustment. Audiences who had seen the films before listening to
the radio plays, however, had a guide to visualization, even for the added
scenes and dialogues in the radio plays.
Finally, Keillor’s Lake Wobegon stories, appearing on his long-running
radio program A Prairie Home Companion, are conceived and written for
the air as radio programs, avoiding issues of compression and additions and
audience expectations based on other media. The world of Lake Wobegon
has successfully expanded into several novels, but as the characters and
locations are so well established in the minds of listeners, it seems unlikely
that there will ever be a movie about Lake Wobegon exploring it visually (in
2006 a movie was made about The Prairie Home Companion show, but this
should not be confused with the Lake Wobegon stories themselves). The
Lake Wobegon stories’ reliance on Keillor as voiceover narrator, and voice
actors who are not film actors, make radio the best medium for the world to
appear in.23
Auralization also applies to interactive sound, which functions differently
from noninteractive sound due to the game player’s need to continually
make decisions based on changing game information. In addition to
aesthetic concerns like those described earlier, sounds are designed to
provide orientation as well as exposition. According to Miles Griffiths,
Senior Designer at SCI Games:
All we have to do is present the player with as much information to
process as possible. Given that the player can only look at one thing at a
time, the best way to do this is with sound. First off, a good ambient
track sets the tone. The distant thump and crackle of explosives and
gunfire give the illusion that combat is occurring over a wide area. On
top of this, every foregrounded gunshot, scream, garbled radio message,
and vehicle engine contributes to an illusion of great activity. Positional
sound can make a player feel like he is in the middle of a huge cauldron
of action, turning a small-scale skirmish into just one fragment of a huge
battle.24
All of the same considerations in noninteractive media—mood and
atmosphere, the feel and emotion evoked by the sound, the quality of the
sound and its perspective, and so on—are present in the design of sound for
interactive media as well, along with the additional considerations as to how
sound can be used to aid orientation and navigation. Sound can introduce
things at a distance before they are seen, lure the user in a particular
direction, or warn the user from moving in a particular direction. The use of
sound in interactive media brings us to the next transmedial adaptation
process, that of making something interactive, which we might call i
nteractivation (in the same way that “activation” means “to make something
active”).
Interactivation
Interactivity cannot be present by itself; it requires words, images, sounds, or
physical objects (like a playset), or some combination of them, in order for
interactivity to be possible. As such, some description, visualization, or
auralization is required as a prerequisite to interactivation. A model of the
world (or a copy of the world itself, in the case of a world originating in
digital form) must be constructed which can be interacted with by the user,
which usually includes the exploration of the world’s spaces, the witnessing
of events in the world, and interaction with other characters in the world.
This can be done using only description (as in a text adventure game), but
more likely it involves visualization and auralization of the world’s assets.
The interactivation of a world differs from the interactivation of a
narrative insofar as a world already implies multiple paths of action that a
visitor can take. As discussed in Chapter 4, a world may contain a set of
canonical stories that take place within it, but the degree to which these are
included in an interactive work will vary considerably, and may even
depend on the user whose choices will set events in motion or keep them
from occurring. Either way, the world, as a set of locations, objects, and
characters, can still be depicted and offered for exploration.
As a process of transmedial adaptation, interactivation usually requires
that a world be simplified in order for interaction and exploration to be
possible, since the larger and more detailed a world is, the more interactive
possibilities arise. While the worlds of print, film, and television can
selectively use locations and other world assets, needing only glimpses or
even just mentions of some areas, users who cannot freely explore all the
areas of a world may become more aware of the world’s constraints and
limitations, which in turn may damage a world’s illusion of completeness.
As Owain Bennalack, editor of the video game magazine Develop, puts it:
The problem a game designer has, compared to a novelist or a filmmaker,
is the “What’s behind the door?” conundrum.… If there are doors that
can’t be opened, then the player is going to step back from really being
there. It breaks the spell. On the other hand, if any door can be opened,
the world is going to have to be pretty straightforward—or else it’s not
going to have many doors!25
Thus, many video game worlds are careful to have diegetic explanations that
help make their world’s boundaries seem natural, keeping their worlds from
feeling confined. For example, some games or game levels are set aboard
space stations (like the first level of Halo (2001)), in buildings that the player
is trying to escape from (as in Doom (1993)), on islands (like Myst (1993),
Riven (1997), and Alida (2004)), or in cities where only a few roads lead out
of town (like the cities of the Grand Theft Auto series). To help add a feeling
of expansiveness to these worlds, there are two types of boundaries, those
prohibiting movement (like walls and shorelines), and beyond them, those
prohibiting visibility, where vistas stretch into the distance to the horizon or
into outer space, making the world appear vaster than it is.
While a world adapted into a game is usually simplified, narrative material
is often expanded during the transmedial move to interactivity, allowing
more possibilities to open up to the player’s choices. Neil Randall and
Kathleen Murphy describe the adaption that occurred in The Lord of the
Rings Online (2007):
Players need to be able to step into the world of the adapted story and
spend a significant amount of time in that world, exploring its many
locations and engaging with the characters and objects drawn from or
even simply suggested by the source text. In addition, to meet the same
requirement of long-term immersive player involvement, videogame
adaptations must expand the scope of the original story, allowing players
to meet added characters performing added tasks and fitting into added
plots and subplots. They must allow players to explore what is
happening in that world beyond the scope of the storyline presented in
the source.26
Worlds adapted into games from other media come with audience
expectations based on their source material, making it harder for them to
succeed than games whose worlds originate within them and are thus
designed with interactivity in mind. In the case of games adapted from
feature films, a host of other factors, including tight production schedules,
changing story information as the project passes through production and
postproduction, and conflicting demands from the various constituencies
(administrative, financial, marketing, technical, and so on) that have a stake
in the production of a game, also make it more difficult for games adapted
from movies to succeed.27
Game worlds adapted from worlds originating in noninteractive media are
often not so much an extension of those worlds, as they are alternate
versions of them. For example, the massively multiplayer on-line role-
playing games (MMORPGs) Star Wars Galaxies (2003–2011) and The Lord of
the Rings Online both are designed after their respective worlds from other
media, but exist alongside them as separate worlds with their own separate
histories that accrue as players play them. Since the events of the Star Wars
films have already occurred, they can at best only be reenacted in Star Wars
Galaxies, as they, and their outcomes, are already well known. One solution
to the question of how to treat existing canonical events is to set the
interactive world in another time period, long after the events from other
works set in the world, the way the MMORPG Uru: Ages Beyond Myst
(2003) takes place long after the events of the Myst games and novels that
came before it, placing their canonical events in the past so that consistency
and continuity can remain undisrupted. Another solution, as discussed in
Chapter 4, is to have one “correct” set of events leading to the “right” ending
which the player must achieve in order to win, so that only one course of
events remains canonical.
The interactivation of a world presents continuity problems which are not
faced by worlds which originate in interactive media and are designed with
interactivity in mind, but these problems can be solved by the boundaries
placed on interactivity. As more worlds are planned in advance as
transmedial worlds, their interactive works can be designed to occupy either
time periods left open by their noninteractive works, allowing audience
participation to determine events, or they could also be set during the events
occurring in the noninteractive works, but be limited spatially or narratively
to events outside of the mainstream of canonical events in such a way that
the player’s deeds will not affect them. When interactive worlds make
transmedial moves into noninteractive media, continuity is much easier to
control, although the move must also deal with deinteractivation.
Deinteractivation
Worlds making transmedial moves are subject not only to gains and
additions, but to losses and reductions as well. In this sense, description and
visualization are complementary processes, insofar as one involves moving
from image to word and the other from word to image; the same can be said
of the relationship between description and auralization. Likewise, as
interactivation occurs during the move from noninteractive media to
interactive media, deinteractivation, the removal of interactivity, occurs
when a world moves in the other direction, from interactive media to
noninteractive media; for example, when worlds originating in video games
are adapted into films, television shows, or books.
Deinteractivation usually involves the addition of narrative material, since
the removal of interactivity often requires substituting a fixed series of
events for the series of events that would otherwise occur as a result of the
choices made by the user.28 Even a speedrun video made from a video game
will contain a fixed series of events which are not necessarily the same as
what a player will encounter. The adaptation of a video game into a movie
usually requires a large amount of additional narrative material, particularly
when it is lacking in the game (for example, the adaptation of Super Mario
Bros. (1985) into the 1993 movie of the same name or the adaptation of Pac-
Man (1980) into the 42-episode television series Pac-Man: The Animated
Series (1982–1983), as opposed to the adaptation of more cinematic games
which already have three-dimensional worlds and more thoroughly-
developed narratives). Just as movies that “open up” theatrical plays often
differ from their source material, there is always the chance that the added
material and change of medium and conventions will considerably alter the
original world. At the same time, player interaction is the main reason for
most games to exist, and without it, there may be little to interest an
audience. It may be possible to exchange one type of interactivity for
another (which occurs in the Pokémon card game or the board games based
on Pac-Man and Myst), but the change from one type of interactivity to
another can itself involve some degree of deinteractivation (for example,
imagine the loss of direct action if Pac-Man was adapted into a text
adventure (see www.pac-txt.com)).
The process of deinteractivation also removes the player’s close
identification with their avatar (which is usually the game’s main character).
Instead of being a surrogate for the player, the move to a noninteractive
medium means that the audience must now watch as the character acts
independently and makes its own decisions. In the case of first-person
perspective games, where the point of view is that of the main character
who is rarely seen directly, the loss of interactivity will be even more
noticeable. Little can compensate directly for this loss of character
identification since it is qualitatively different from the third-party character
identification found in film and literature; and the shift from one to the other
may also underscore the latter’s noninteractive nature. In exchange for the
control of the main character, the move to noninteractive media will usually
mean a more developed world, often with a higher degree of realism and
characters who are presented with more depth, and situations with more
complexity and nuance. Whether or not these tradeoffs are acceptable to the
audience will determine the success of the transmedial expansion, and
perhaps even the future of the franchise in the new medium.
Like interactivation, the process of deinteractivation is easier if the new
work is set in a different part of the world than its interactive counterparts.
When the Myst franchise expanded into three novels, the novels were set in
time periods before and after the action of the games. The first novel, Myst:
The Book of Atrus (1995), set the stage for the action occurring in Myst
(1993); the second novel, Myst: The Book of Ti’ana (1996) expanded the
backstory of the first novel; and the third novel, Myst: The Book of D’ni
(1997) was set some time after the events of Riven (1997). While the events of
the games are central to the franchise, they do not contradict the events of
the novels, which for the most part can stand on their own, narratively
speaking.
The experience of deinteractivation, from the point of view of the
audience, can even apply to transmedial worlds that begin in noninteractive
media and move to interactive media, if the audience encounters the
interactive works of the world first and the noninteractive works afterward.
This, however, leads us to the next section, which considers the order in
which the audience encounters the various works set in a particular world.
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7
CIRCLES OF AUTHORSHIP
It’s strange, especially for a director, to find out you are not the creator.
You are instrumental in creating something, but even if you fancy the
idea that you pulled it out of yourself, you have to acknowledge that you
could not have done it alone.
Levels of Canonicity
The idea of canon, that certain things are “true” for an imaginary world (that
characters, locations, and objects exist, and that events have happened
within that world), demonstrates the desire for authenticity from the point
of view of the audience, who are often concerned with demarcating what is
“official” for a world or franchise. Part of this is due to the importance given
to authorship; the author is considered the true source of world material, the
creative vision that makes it a unified experience. Or at least one hopes it is
unified; if others are authorized to contribute to a world, it also becomes a
question of what an author is willing to accept, and how much authority has
been delegated.
Canonicity is more than just a question of determining whether something
is canonical or not. Just as there are circles of authorship, there are differing
degrees of canonicity, and purists may accept less material as canonical than
will a casual audience member with less interest in (and less knowledge of)
a particular world. For example, one could accept only the Dune novels
written by Frank Herbert, and not those written by his son Brian, even
though some of them were developed out of the elder Herbert’s notes. Those
who view worlds as works of art may not accept anything beyond what was
initially produced by the world’s originator, recognizing only that which
comes from their original artistic vision (which itself may vary over time) as
authentic; even retcon performed by the world’s originator may be rejected.
Some worlds have very well-defined levels of canonicity. The Star Wars
Holocron (the franchise’s database), managed by Leland Chee, is organized
into five levels of canonicity: G-canon (the most recent versions of films
Episodes I–VI, the scripts, movie novelizations, radio plays, and Lucas’
statements), T-canon (the Star Wars: The Clone Wars television show and
the live-action Star Wars television series); C-canon (the Expanded Universe
elements); S-canon (a secondary canon including the role-playing game Star
Wars: Galaxies); and N-canon (noncanonical material, such as the Star
Wars: Infinities series of stories). And hierarchies exist even within canon
levels; for example, in G-canon, the films are more canonical than the
novelizations, and the more recent versions of films are considered more
canonical than the older versions of them.6 Different levels of canon can
also disagree on points; for example, while Lucas considers Boba Fett to
have died in Return of the Jedi, in the Extended Universe (EU) he survives
and goes on to further adventures.
To complicate things further, noncanonical works are produced not only
by fans, but sometimes by the world’s own author or others authorized to
produce them; for example, the Energizer battery commercial in which
Darth Vader appears with the Energizer Bunny (see Figure 7.1), or the four
commercials for Georgia Coffee in which characters from Twin Peaks
appear. Thus, for a work to be canonical requires that it be declared as such
by someone with the authority to do so; authorship alone is not sufficient to
determine the work’s status. Those works, however, that typically possess
the highest degree of canonicity are those which come from the innermost
circles of authorship, which surround the originator and main author of a
world.
FIGURE 7.1 Some of the noncanonical appearances of Darth Vader allowed
by Lucasfilm: in a 1994 Energizer battery commercial (top, left); in a 2009
promotional ad for Star Wars on the Space Channel (bottom, left); on the
golf course in a 2008 Star Wars ad on the Spike Channel (top, right); and in a
2004 ad for Target (bottom right).
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APPENDIX
Timeline of Imaginary Worlds
This list of imaginary worlds, while broadly inclusive, is still far from
complete and is only a sampling of worlds, chosen either for their size, scale,
degree of subcreation, complexity, popularity, fame, historical significance,
or uniqueness, to give an overview of the history of imaginary worlds. The
entries are arranged chronologically by year (and alphabetically when a year
has multiple entries), and each entry is in the format of year, name of the
world (in boldface), scale of world or type of world (in square brackets),
author (with real name in square brackets, if a pseudonym was known to be
used), and work of first public appearance (typically in italics).
This list is world-based rather than based by work or author, thus only the
work in which a world made its first public appearance is listed; further
works set in the same world do not appear, since such a list would be far
longer than the present one. As a result, works that were not the first to be
set in their respective worlds do not appear on the list; for example, World of
Warcraft (2004) is not listed because Azeroth, the Warcraft universe, already
appears in Warcraft: Orcs & Humans (1994), and Ursula K. LeGuin’s The
Dispossessed (1974) is not listed, because Annares, the planet on which it is
set, is a part of the Hainish Universe first introduced in the short story
“Dowry of the Angyar” in a 1964 issue of Amazing Stories. Likewise, The
Lord of the Rings (1954–1955) is not listed, because Arda, the world in which
Middle-earth is located, already appears in The Hobbit (1937), and the film
Star Wars (1977) is not listed, because the Star Wars galaxy first appeared in
the novelization of the film, Star Wars: From the Adventures of Luke
Skywalker (1976), which preceded it by only a few months. Of course, one
can go too far in this direction as well; several published poems written by
Tolkien, such as “The City of the Gods” (1923) and “The Adventures of Tom
Bombadil” (1934) are arguably set in Arda, but the glimpses they provide are
so minimal and fleeting, and their links to the world so tenuous (the
Bombadil poem, for example, was not initially set there, and was linked to
Arda only retroactively), that one hardly feels that the world has been
introduced, in comparison to The Hobbit; so some judgment in this vein has
had to be applied regarding first appearances.
The years listed also represent the time of public appearance, not
composition, since typically only the former can be known with certainty.
For example, Philip K. Dick’s Plowman’s Planet first appeared in Nick and
the Glimmung which was written in 1966 but was not published until 1988;
therefore its appearance in Galactic Pot-Healer, which was published in
1969, is listed here as its first public appearance. Since worlds are listed by
place name rather than by main character, some appear only as “Alternate
Earth” or “Future Earth”—for example, the world of Buck Rogers, which first
appeared in “Armageddon, 2419 A.D.” in the August 1928 issue of Amazing
Stories. As the world of Buck Rogers demonstrates, some of the worlds listed
here are versions of the Primary World which are set either in a past or
future distant enough to be foreign to the Primary World as we know it, and
likewise versions of Primary World with alternate histories also appear here
if the resulting world is unique and sufficiently different from our own, for
example, the San Francisco of Do Androids Dream of Electric Sheep? (1968)
(which later would become the Los Angeles of Blade Runner (1982)), or the
New York of Watchmen (1986). Also, because worlds are location-based
rather than character-based, there is no listing of the Buffyverse, as it is
centered around a person, but there is a listing for Sunnydale, the city in
which Buffy lives (the TV series is set there, but the movie that preceded it
was not, so the series is listed as the first public appearance of the location).
Occasionally, worlds are retroactively linked into the same universe; for
example, L. Frank Baum’s A New Wonderland (1900, later retitled The
Surprising Adventures of the Magical Monarch of Mo and His People when it
was rereleased in 1903), introduces the land of Phunnyland, which was later
renamed Mo. Years later in 1915, part of the ninth book in his Oz series, The
Scarecrow of Oz, takes place in Mo, revealing that Mo and Oz reside in the
same world. In such a case, both worlds are still listed separately, since they
were conceived separately and were only tenuously linked long after both
had been in existence for some time. Likewise, Henry Rider Haggard’s novel
She and Allan (1921) combined characters of his “She” series and “Allan
Quatermain” series, both of which were begun in the 1880s. In the same
way, two or more series can take place in a linked universe in such a tenuous
way that, for all practical purposes, the series are considered separately; for
example, Edgar Rice Burroughs’s Barsoom series (about Mars), his Amtor
series (about Venus), and his Tarzan series all arguably take place in the
same universe, but each has a different main character and occurs on a
different planet, with very little overlap between them, so each receives a
separate entry in the list (supposed sequels, set in another world and written
by a different author, like Dionys Burger’s Sphereland (1960) written as a
sequel to Edwin Abbott’s Flatland (1884), also warrant separate entries).
Rabelais’s Gargantua and Pantagruel series, Burroughs’s Tarzan series, and
Lofting’s Doctor Dolittle series also pose a similar problem, in that multiple
books within each series introduce different worlds, with only the characters
linking the series; in these cases, despite the presence of internarrative
characters, all the worlds of each series do not form a consistent whole, and
thus they appear as separate entries. Another example of a classification
problem is the planet Uller: at the invitation of Twayne Publishers, John D.
Clark invented the planet Uller, which was then used as the location for
three novellas (“The Long View” by Fletcher Pratt, “Uller Uprising” by H.
Beam Piper, and “Daughters of Earth” by Judith Merril) and published
together as The Petrified Planet (1952). Piper went on to include Uller in his
Terro-Human Future History universe, and also wrote another story, “Ullr
Uprising” (1953), set on an alternate version of Uller. Uller is included in the
list along with the Terro-Human universe, since the Terro-Human universe
was Piper’s creation, rather than Clark’s, even though Clark was the
originator of Uller; while Ullr is not included since it is a part of the Terro-
Human universe.
In the compiling of this list, several sources were very useful, including
The Dictionary of Imaginary Places by Alberto Manguel and Gianni
Guadalupi (which itself acknowledges Pierre Versins’s Encyclopèdie de
l’Utopie, des Voyages extraordinaire et de la Science-Fiction and Philip
Goves’s The Imaginary Voyage in Prose Fiction), The Encyclopedia of
Fantasy by John Clute and John Grant, The Encyclopedia of Science Fiction
by John Clute and Peter Nicholls, The Dictionary of Science Fiction Places by
Brian Stableford, Encyclopedia of Fictional and Fantastic Languages by Tim
Conley and Stephen Cain, TV Towns by Stephen Tropiano, 100 Years of
American Newspaper Comics edited by Maurice Horn, The Visual
Encyclopedia of Science Fiction edited by Brian Ash, and lists from
Wikipedia. Also, the complete texts of many of the works written before
1900 are now public domain, and full-text versions of them can be found on
the Internet.
Ninth century BC Aiaia, Aiolio, Cyclops Island, Fortunate Islands,
Ogygia, Siren Island, etc. [islands], Homer, The Odyssey
Fifth century BC Land of the Arimaspi [land in Africa], Herodotus,
Histories
414 BC Cloudcuckooland [city in the sky], Aristophanes, The Birds
≈ 380 BC Kallipolis [city], Plato, The Republic
360 BC Atlantis [island], Plato, Timaeus
Fourth century BC Meropis [island], Theopompos of Chios, Philippica
Fourth century BC Mount Kunlun [mountain in China], Anonymous, The
Book of the Mountains and Seas
Fourth century BC Panchaiïa [island], Euhemerus, Sacred History Fourth
century BC Thule [island], Pytheas, On the Ocean
Third century BC Mount Tushuo [mountain in China], Anonymous, The
Compendium of the Deities of the Three Religions
165–50 BC Islands of the Sun [islands], Iambulus, Islands of the Sun
First century BC Hsuan [continent], Tung-fang Shuo, Accounts of the Ten
Continents
First century BC Southwest Wilderness [region in China], Tung-fang Shuo,
Book of Deities and Marvels
First century AD Basilisk Land, Blemmyae Land, Ear Islands, etc. [various
places], Pliny the Elder, Naturalis Historia
Second century Blessed Island, Cabbalussa, Cork Island, Dionysus’s
Island, Dream Island, Empi Archipelago, etc. [islands], Lucian of
Samosata, True History
≈ Third century Anostus [island], Claudius Aelianus, Varia Historia
426 Eternal Jerusalem [city], St. Augustine of Hippo, City of God
Eighth century Brissonte [riverland], Polyglot [island], Anonymous, Liber
Monstrorum de Diversis Generibus
Twelfth century (Unnamed island) [desert island], Ibn Tufail, Hayy ibn
Yaqzān
Thirteenth century (Unnamed island) [desert island], Ibn al-Nafis, Al-
Risalah al-Kamiliyyah fil Siera al-Nabawiyyah
Thirteenth century Cockaigne [country], Anonymous, Le Dit de Cocagne
Thirteenth century Torelore [kingdom], Anonymous, Aucassin et Nicolette
≈Fourteenth century City of Brass, Irem Zat El-Emad, Waq Archipelago,
etc. [various places], Anonymous, The One Thousand and One Nights
(The Arabian Nights)
c. 1321 Hell, Purgatory, Heaven [versions of metaphysical places], Dante
Alighieri, The Divine Comedy
1325 Hy Brasil [island] Angelinus Dalorto, L’Isola Brazil
c. 1357 Amazonia, Bragman, Calonack, Chana, Dondun, Lomb, Mabaron,
Mancy, Nacumera, Silha, Tracoda, etc. [various lands and islands], Sir
John Mandeville (thought to be a pseudonym), The Book of Sir John
Mandeville
1405 City of Ladies [city], Christine de Pisan, La Cité des Dames
1424 Antillia, Devil’s Island, etc. [islands], Zuane Pizzigano, Pizzigano
Chart of 1424
1485 Avalon [island], Camelot [castle], Sir Thomas Malory, Le Morte
d’Arthur
1495 Albracca [city], Matteo Maria Boiardo, Orlando Innamorato
1508 Devil’s Island, Fixed Isle, Mongaza, Infante Island, etc. [islands],
Anonymous, Amadís de Gaula
1516 Alcina’s Island [island] Ebuda, Nubia, etc. [lands], Ludovico Ariosto,
Orlando Furioso
1516 Utopia [island], Macarenses, Achora, Polyleritae [lands], St. Thomas
More, Concerning the Best State of a Commonwealth and the New Island
of Utopia
1521 Wolfaria [land], Johann Eberlin von Günzburg, Wolfaria
1532 Aspharage [country in a giant’s mouth], François Rabelais, Les
horribles et épouvantables faits et prouesses du très renommé Pantagruel
Roi des Dipsodes, fils du Grand Géant Gargantua
1534 Abbey of Thélème [Abbey in France], François Rabelais, La vie très
horrificque du grand Gargantua, père de Pantagruel
1538 Brigalaure, Fortunate Islands, etc. [islands], François Rabelais, Le
voyage de navigation queue fist Panurge, disciple de Pantagruel, aux isles
incognues et éstranges de plusiers choses merveilleuses et difficiles á
croire, qu’il dict avoir veues, dont il fait narration en ce présent volume, et
plusiers aultres joyeusetez pour inciter les lecteurs et auditeurs á rire
1552 Chaneph Island, Cheli, Clerkship, Savage Island, Sneak’s Island,
etc. [islands], François Rabelais, Le quart livre des faicts et dicts du bon
Pantagruel
1552 Un Mondo Nuovo [country in Central Europe], Anton Francesco Doni,
I Mondi
1555 Macaria [island], Caspar Stiblinus, “Commentariolus de
Eudaemonensium Republica” in Coropaedia, sive de moribus et vita
virginum sacrarum
1558 Estotiland, Drogio, Fislandia, etc. [islands], F. Marcolini, Dello
scoprimento dell’Isole Frislandia, Eslanda, Engrovelanda, Estotilanda e
Icaria, fatto sotto il Polo Artico dai due fratelli Zeno, M. Nicolo e M.
Antonio
1564 Island of Charges, Island of Ignoramuses, Entelechy, Out, etc.
[islands], François Rabelais, Lecinquiesme et dernier livre des faicts et
ducts du bon Pantagruel, auquel est contenu la visitation de l’Oracle de la
dive Bacbuc, et le mot de la bouteille; pour lequel avoir est enterpris tout ce
long voyage
1564 Lamiam, Parthalia, Taerg Natirb [islands], William Bullein, A
Dialogue both Pleasant and Pitiful, wherein is a Goodly Regimente against
the Fever Pestilence, with a Consolation and Comfort against Death
1572 Sea of Giants [Arctic region], Tommaso Porcacchi, Le isole piu’ famose
del mondo
1596 El Dorado [city in South America], Sir Walter Raleigh, The Discoverie
of the lovlie, rich and beautiful Empyre of Guiana with a relation of the
great and golden City of Manoa (which the Spaniards call El Dorado) And
the Provinces of Emerria, Arromania, and of other countries, with their
rivers, adjoyning.
1602 Taprobane [island], Tommaso Campanella, La Città del Sole
1605 Terra Sancta, Lavernia, Viragynia, Variana, Lyperia, etc. [lands in
Antarctic region], Joseph Hall, Mundus alter et idem, sive Terra Australis
ante hac semper incognita
1614 Calemplui [island], Fernão Mendes Pinto, Peregrinação
1615 Barataria [island], Miguel de Cervantes Saavedra, El ingenioso hidalgo
Don Quixote de La Mancha Part II
1616 Antangil [island], Anonymous (though the initials I.D.M.G.T. are given
as the author), Histoire du grand et admirable royaume d’Antangil
Inconnu jusques à présent à tous Historiens et Cosmographes: composé de
six vingts provinces trés-belles & trés fertile
1619 Caphar Salama [island], Johann Valentin Andreæ, Reipublicae
Christianopolitanae Descriptio (Beschreibung des Staates Christenstadt)
1623 Prospero’s Island [island], William Shakespeare, The Tempest
1626 Bensalem [island], Francis Bacon, The New Atlantis
1634 The Moon [moon], Johannes Kepler, Somnium
1638 The Moon [moon], John Wilkins, The Discovery of a World in the
Moone
1641 Macaria [kingdom, unknown location], Attributed to Samuel Hartlib
but now thought to have been written by Gabriel Plattes, A Description of
the Famous Kingdom of Macaria: shewing its Excellent Government,
wherein the Inhabitants Live in Great Prosperity, Health and Happiness;
the King Obeyed, the Nobles Honoured and All Good Men Respected; Vice
Punished and Virtue Rewarded, as an Example to Other Nations; in a
Dialogue between a Scholar and a Traveller
1648 Nova Solyma [city in Israel], Samuel Gott, Novae Solymae libri sex
1654 Animal Republic, Island of Poetry, Pyrandria [islands], Jean Jacobé
de Frémont d’Ablancourt, Supplément de l’Histoire Véritable de Lucien
1656 Oceana [islands], James Harrington, The Commonwealth of Oceana
1657 The Moon [moon], Cyrano de Bergerac, Voyage to the Moon
1657 The Marvellous Islands [islands], Charles Sorel, La Maison des Jeux
1659 Imaginary Island [island], Anne Marie Louise Henriette d’Orléans,
Duchesse De Montpensier, Rélation de L’Isle Imaginaire
1659 Misnie [kingdom], Anne Marie Louise Henriette d’Orléans, Duchesse
De Montpensier, La Princesse de Paphlagonie
1654 Tendre [country], Madeleine De Scudéry, Clélie, Histoire Romaine
(published in ten volumes, 1654–1660)
1660 Jansenia, Calvinia, Libertinia, Despairia [lands], Le Père Zacharie de
Lisieux, Relation du pays de Jansénie, où il est traité des singularitez qui
s’y trouvent, des coustumes, Moeurs et Religion des habitants. Par Louys
Fontaines, Sieur de Saint Marcel
1666 Blazing-World [planet], Margaret Cavendish, The Description of a
New World, Called the Blazing-World
1668 Centrum Terrae [underground kingdom], Hans Jakob Christoffel von
Grimmelshausen, Der abenteuerliche Simplicissimus Teusch
1668 Isle of Pines [island], Henry Neville, The Isle of Pines, or, A late
discovery of a fourth island near Terra Australis incognita, by Henry
Corneius van Sloetten
1673 Floating Island, Savoya, Ursina, Vulpina, etc. [islands in the North
Atlantic Ocean], Richard Head, The Floating Island or A New Discovery
Relating the Strange Adventure on a late Voyage from Lambethana to
Villa Franca, Alias Ramallia, to the Eastward of Terra Del Templo: By
Three Ships, viz. the “Pay-naught”, the “Excuse”, and the “Least-in-Sight”
under the conduct of Captain Owe-much: Describing the Nature of the
Inhabitants, their Religion, Laws and Customs
1675 Sevarambi [country], Denis Vairasse D’Allais, Histoire des Sevarambes,
peuples qui habitent une partie du troisième continent, communement
appelé la Terre Australe
1676 Terre Australe [continent], Gabriel Foigny, Les Aventures De Jacques
Sadeur Dans La Découverte Et La Voyage De La Terre Australe, contenant
les coutumes et les moeurs des Australiens, leur religion, leurs études,
leurs guerres, les animaux particuliers à ce pais et toutes les raretez
curiesses qui s’y trouvent
1678 Oroonoko Island [island in the West Indies], Aphra Behn, Oroonoko,
or the Royal Slave
1684 Christian’s Country [country], John Bunyan, The Pilgrim’s Progress
from This World, to That Which is to Come
1696 Noland [land], Anonymous, The Free State of Noland
1700 Calejava [island], Claude Gilbert, Histoire de Calejava ou de l’Isle des
Hommes Raisonnables, avec le Paralelle de leur Morale et du
Christianisme
1703 The Moon [moon,] David Russen, Iter Lunare: Or, A Voyage To The
Moon. Containing Some Considerations on the Nature of that Planet. The
Possibility of getting thither. With other Pleasant Conceits about the
Inhabitants, their Manners and Customs
1703 Naudely [island], Pierre de Lesconvel, Idée D’Un Regne Doux Et
Heureux, Ou RelationDu Voyage du Prince de Montberaud dan l’Ile de
Naudely
1704 Formosa [island near Philippines (not to be confused with Taiwan,
which was formerly named Formosa)], Xternatesa [city], George
Psalmanazar, Description de l’isle Formosa
1705 The Moon [moon], Daniel Defoe, The Consolidator: Or, Memoirs of
Sundry Transactions From the World in the Moon
1708 Fonseca [island near Barbados], Anonymous, A Voyage to the New
Island, Fonseca, Near Barbados
1708 Krinke Kesmes [island near Terra Australis], Henryk Smeeks, The
Mighty Kingdom of Krinke Kesmes
1709 Atalantis [island], Delarivier Manley, Secret Memoirs and Manners of
Several Persons of Quality, of both Sexes, From The New Atalantis
c. 1710 Bustrol [island], Satrapia [empire], Simon Tyssot de Patot, Voyage et
Avantures de Jaques Massé
1711 Éutopia [island], François Lefebvre, Relation du Voyage de l’Isle
d’Éutopie
1715 Basaruah [kingdom], Joseph Morgan, The History of the Kingdom of
Basaruah Containing A Relation of the most Memorable Transactions,
Revolutions and Heroick Exploits in that Kingdom, from the first
Foundation thereof unto this present time. Collected from the most Antient
Records of that Country, and translated into our Language, not only for
Delight, but for the abundant Instruction that may be learned there-from,
in these Remote Parts. Written in Discharge of the Trust reposed in the
Author by his Majesty, for the Discovery of Foreign things. By a Traveller
in Basaruah
1718 Isle de la Pierre Blanche [island in straits of Malacca], Dralsé de
Grandpierre, Relation De Divers Voyages Faits Dans L’Afrique, dans
L’Amerique, & aux Indes Occidentales
1719 Crusoe’s Island [island near South America], Daniel Defoe, The Life
and Strange Surprizing Adventures of Robinson Crusoe, of York, Mariner
1719 Paradise Island, Vendchurch’s Island [islands in the Pacific Ocean],
Ambrose Evans, The Adventures, and Suprizing Deliverences, of James
Dubordieu, And His Wife: Who were taken by Pyrates, and carried to the
Unihabited-Part of the Island of Paradise
1720 New Athens [country], Thomas Killigrew the Younger, “A Description
of New Athens in Terra Australis Incognita”, in Miscellanea Aurea, or, The
Golden Medley
1720 Rufsal [underground country near the North Pole], Simon Tyssot de
Patot, La Vie, Les Aventures, & le Voyage de Groenland Du Révérend Père
Cordelier Pierre De Mesange
1724 Alca [island], Daniel Defoe, A New Voyage Round the World, By a
Course Never Sailed Before
1724 Hermaphrodite Island [island drifting near Lisbon, Portugal], Thomas
Artus, Déscription de L’Isle des Hermaphrodites nouvellement découverte,
contenant les Mouers, les Coutumes et les Ordonnances des Habitans de
cette Isle, comme aussi lle Discours de Jacophile à Linne, avec quelques
autres piéces curieuses
1726 Lilliput, Luggnagg, Laputa [islands], Brobdingnag [peninsula off the
California coast], Jonathan Swift, Travels Into Several Remote Nations Of
The World, In Four Parts, By Lemuel Gulliver, First a surgeon and then a
Captain of several Ships
1727 Cacklogallinia [island], Samuel Brunt, A Voyage to Cacklogallinia:
With a Description of the Religion, Policy, Customs and Manners of the
Country
1727 Quarll Island [island off the coast of Mexico], Peter Longueville, The
Hermit: Or, the Unparalleled Sufferings and Surprising Adventures of Mr.
Philip Quarll, An Englishman
1730 Babilary, Doctor’s Island, Foollyk, Greedy Island, etc. [islands],
Abbé Pierre François Guyot Desfontaines, Le Nouveau Gulliver ou Voyage
de Jean Gulliver, Fils du Capitaine Gulliver, Traduit d’un Manuscrit
Anglois, par Monsieur L. D. F.
1730 Cantahar [island], De Varennes de Mondasse, La Découverie De
L’Empire De Cantahar
1730 Schlaraffenland [country], Matthäus Seutter, Accurata Utopiae Tabula
1731 Drexara [region in North America], Land of Nopandes [land], Abbé
Antoine François Prévost, Le Philosphe anglois, ou Histoire de Monsieur
Cleveland, fils naturel de Cromwell, par l’autuer des Mémoires d’un
Homme de qualité
1731 Genotia [continent], Louis Adrien Duperron de Castera, Le Theatre
Des Passions Et De La Fortune Ou Les Avantures Surprenantes de
Rosamidor & de Theoglaphire. Histoire Australe
1734 World of Truth [country], Pierre Carlet de Chamblain de Marivaux,
“Voyage au Monde Vrai” in Le Cabinet du Philosophe
1735 Abdalles, Amphicléocles [kingdoms in Africa], Trisolday
[underground kingdom], Island of the Sylphides [island], Charles Fieux
de Mouhy, Lamékis, ou le voyages extraordinaires d’un Egyptien dans la
terre intérieure avec la découverte de l’Isle des Silphides, enrichi des notes
curieuses
1735 Groenkaaf, Manghalour [islands], Louis Rustaing de Saint-Jory, Les
Femmes Militaires
1735 Romancie [walled kingdom], Guillaume-Hyacinthe Bougeant, Voyage
Merveilleux du Prince-Fan-Férédin dans la Romancie; Contenant Plusiers
Observations Histoiriques, Géographiques, Physiques, Critiques et Morales
1736 Autonous’s Island [island], Anonymous, The History of Autonous,
containing a Relation how that Young Nobleman was accidentally left
alone, in his Infancy, upon a Desolate Island; where he lived nineteen
years, remote from all Humane Society, ‘till taken up by his Father
1737 Jumelles [islands, near New Zealand], de Catalde, Le Paysan
Gentilhomme, Ou Avantures De M. Ransay: Avec Son Voyage Aux Isles
Jumelles
1737 Mezorania [kingdom, in east Africa], Simon Berington, The Memoirs
of Sigr. Gaudentio di Lucca: Taken from his Confession and Examination
before the Fathers of the Inquisition at Bologna in Italy; Making a
Discovery of an unknown Country in the midst of the vast Deserts of
Africa
1739 Meillcourt [island in the Indian Ocean], Jean Baptiste de Boyer,
Marquis d’Argens, Le Législateur Moderne, Ou Les Mémoires Du
Chevallier De Meillcourt
1740 Argilia [country], Johann Michael Freiherr von Loën, Der redliche
Mann am hofe, oder die Begebenheiten des Grafen von Rivera
1740 The Moon [moon], Pythagorlunister, A Journey to the Moon
1741 Ferdinand’s Island [island in the West Indies], Johann Michael
Fleischer, Der Nordische Robinson
1741 Nazar [underground country], Baron Ludvig Holberg, Nicolai Klimii
Iter Subterraneum Novam Telluris Theoriam Ac Historiam Quintae
Monarchiae Adhuc Nobis Incognitae Exhibens E Bibliotheca B. Abelini
1745 Soteria, Cumberland [countries], John Kirkby, The Capacity and
Extent of the Human Understanding; Exemplified In the Extraordinary
Case of Automathes; A Young Nobleman, Who was Accidentally left in his
Infancy, upon a desolate Island, and continued Nineteen Years in that
solitary State, separated from all Human Society. A Narrative Abounding
with many surprizing Occurrences, both Useful and Entertaining to the
Reader
1747 Goat Land [empire in India], Mask Island [island], Charles Fieux de
Mouhy, Le Masque de Fer, ou les Aventures Admirables du Pere et du Fils
1748 Banza [city], Thermometer Island [island], Denis Diderot, Les Bijoux
Indiscrets
1750 Frivola [island in the Pacific Ocean], Abbé Gabriel François Coyer, A
Discovery of the Island Frivola
1750 Land of Parrots [island in the South Seas], Pierre Charles Fabiot
Aunillon, Abbé Du Guay de Launay, Azor, ou Le prince enchanté; histoire
nouvelle, pour servir de chronique à celle de la terre des perroquets;
traduit de l’anglois du sçavant Popiniay
1751 Philos [island], Comte de Martignay, Voyage d’Alcimédon, ou
Naufrage qui conduit au port
1751 Providence Island, Anderson’s Rock [islands], Ralph Morris, A
Narrative of the Life and Astonishing Adventures of John Daniel, A Smith
at Royston in Hertfordshire for a Course of Seventy Years.
1751 Sass Doorpt Swangeanti [island], Robert Paltock, The Life and
Adventures of Peter Wilkins, A Cornish Man. Taken from his own Mouth,
in his passage to England, from off Cape Horn, in the ship “Hector”.
1752 Dumocala [island kingdom], Stanislaw Leszczyński (Stanisłas I, King
of Poland), Entretien d’un européen avec un insulaire du Royaume de
Dumocala
1752 Planet around the star Sirius [planet], Voltaire [François Marie
Arouet], Micromégas
1753 Bingfield’s Island [island], William Bingfield, The Travels and
Adventures of William Bingfield, Esq.
1753 Floating Islands [islands], Etienne-Gabriel Morelly, Naufrage des isles
flottantes ou Basiliade du célèbre Pilpai, poème héroïque traduit de
l’indien
1753 Isle of Birds [island], Eléazar de Mauvillon, Le Soldat Parvenu Ou
Mémoires Et Aventures De Mr. De Verval Dit Bellerose Par Mr. De M***
1754 Gala [country in Asia], André-François de Brancas-Villeneuve, Histoire
ou Police du royaume de Gala, traduite de l’italien en anglais, et de
l’anglais en français
1755 (Unnamed world) [underground world], Anonymous, published by S.
Crowder and H. Woodgate, A Voyage to the World in the Centre of the
Earth Giving an Account of the Manners, Customs, Laws, Government,
and Religion of the Inhabitants, Their Persons and Habits Described with
Several Other Particulars: In Which Is Introduced the History of an
Inhabitant of the Air, Written by Himself, with Some Account of the
Planetary Worlds.
1755 Laïquhire, Waferdanos [islands in the North Atlantic], Anonymous,
Voyage Curieux d’un Philadelphe dans des Pays nouvellement Découverts
1756 Albino Land [country], Voltaire [François Marie Arouet], Essai sur
l’histoire générale et sur les moeurs et l’esprit des nations depuis
Charlemagne jusqu’à nos jours
1757 Nimpatan [island in the South Atlantic], John Holmesby, The Voyages,
Travels, And Wonderful Discoveries of Capt. John Holmesby
1760 Giphantia [island in the West African desert], Charles-François
Tiphaigne de la Roche, Giphantie
1764 Cessares Republic [country in South America], James Burgh, An
Account of the First Settlement, Laws, Form of Government and Police of
the Cessares: A People of South America, in nine Letters From Mr. Vander
Neck, one of the Senators of that Nation, to his Friend in Holland, with
Notes by the Editor
1765 Galligenia [island], Charles François Tiphaigne de la Roche, Histoire
Des Galligénes, Ou Mémoires De Duncan
1766 Indian Island, Learding’s Island [islands near Cape Horn], André
Guillaume Contant d’Orville, La Destinée Ou Mémoires Du Lord
Kilmarnoff, Traduits De L’Anglois De Miss Voodwill, Par M. Contant
Dorville
1766 Leonard’s Land [land in Patagonia, South America], Kingdom of the
One-eyed [land in West Africa], Jean Gaspard Dubois-Fontanelle,
Aventures Philosophiques
1767 Winkfield’s Island, Idol Island [islands in the Atlantic by North
American], Unca Eliza Winkfield, The Female American: Or, the
Adventures of Unca Eliza Winkfield
1768 Gangaridia [kingdom on the River Ganges], Voltaire [François Marie
Arouet], La Princess de Babylone
1768 Island of the Ajaoiens [island], attributed to Bernard Le Bovier de
Fontenelle, La République des philosophes ou Histoire des Ajaoiens
1768 Isle of Boredom [island], Castora, Futura, etc. [countries], Marie
Anne de Roumier Robert, Les Ondins
1771 Land of Goat Worshippers [land in southeast Russia], Abbé H. L. Du
Laurens, Le Compère Mathieu ou les bigarrures de l’esprit humain
1776 Yluana [island], Charles Searle, The Wanderer: Or, Memoirs of Charles
Searle, Esq.: Containing His Adventures by Sea and Land. With Many
remarkable Characters, and interesting Situations in Real Life; and a
Variety of surprizing Incidents
1777 Gynographe [country], Nicolas-Edme Restif de la Bretonne, Les
Gynographes, ou Idées de deux honnêtes femmes sur un problème de
réglement proposé à toute l’Europe pour mettre les femmes à leur place, et
opérer le bonheur des deux sexes
1778 Carnovirria, Taupiniera, Olfactaria, Auditante, Bonhommica, Luxo-
volupto [countries], Attributed to John Elliott, The Travels of Hildebrand
Bowman, Esquire, Into Carnovirria, Taupiniera, Olfactaria, and
Auditante, in New Zealand; in the Island of Bonhommica, and in the
powerful Kingdom of Luxo-volupto, on the Great Southern Continent.
Written by Himself; Who went on shore in the Adventure’s large Cutter, at
Queen Charlotte’s Sound New Zealand, the fatal 17th of December 1773;
and escaped being cut off, and devoured, with the rest of the Boat’s crew,
by happening to be a-shooting in the woods; where he was afterwards
unfortunately left behind by the Adventure
1781 Metapatagonia [archipelago between Tierra del Fuego and Antarctica],
Nicolas-Edme Restif de la Bretonne, La Découverte australe Par un
Homme-volant, ou Le Dédale français; Nouvelle très-philosophique: Suivie
de la Lettre d’un Singe, & ca.
1782 Andrographe [country], Nicolas-Edme Restif de la Bretonne,
L’andrographe ou Idées d’un honnête homme sur un projet de réglement
proposé à toutesles nations de L’Europe pour opérer une réforme générale
des moeurs, et par elle, le bonheur du genre humain avec des notes
historiques et justificatives
1784 Georgium Sidus [the planet Uranus], Monsieur Vivenair, A Journey
lately performed through the Air, in an Aerostatic Globe, commonly called
an Air Balloon, from this terraqueous globe, to the newly discovered
Planet, Georgium Sidus
1784 Unknown Island [island in the Indian Ocean], Guillaume Grivel, L’Isle
Inconnue, ou Mémoires du Chevalier de Gastines
1785 Cucumber Island [island near Africa], Rudolph Erich Raspe, Baron
Munchausen’s Narrative Of His Marvellous Travels And Campaigns in
Russia
1786 Feather Island [island in the Indian Ocean], Fanny de Beauharnais,
Rélation très véritable d’une isle nouvellement découverte
1787 Cannibal Island, San Verrado [islands in the Carribean Sea], François
Guillaume Ducray-Duminil, Lolotte Et Fanfan, Ou Les Adventures De
Deux Enfans Abandonnés Dans Une Isle Déserte
1788 Marbotikin Dulda [island in the Indian Ocean], New Britain Islands
[islands off the Cape of Good Hope], Pierre Chevalier Duplessis, Mémoires
De Sir George Wollap; Ses Voyages dans différentes parties due Monde;
aventures extraordianaires qui lui arrivent; découverte de plusiers
Contrées inconnues; description des moeurs & des coutumes des Habitans
1788 Protocosmos [underground country on an island, entered underwater],
Giacomo Girolamo Casanova di Seingalt, Icosameron Ou Histoire
D’Edouard, Et D’Elisabeth qui passérent quatre vingts un an chez les
Mégamicres habitens aborginènes du Protocosme dans l’intérieur de notre
globe
1789 Thesmographe [kingdom], Nicolas-Edme Restif de la Bretonne, Le
Thesmographe, ou idées d’un Honêtte Homme sur une Projet-Règlement
proposé à toutes la Nations de l’Europe pour opérer une Reforme Générale
des Lois
1790 Fortune Island, Bear Island, Island of Chance [islands near North
American coast], Philosophers’ Island [island near Tierra del Fuego],
Abbé Balthazard, L’Isle des Philosophes Et Plusiers Autres, Nouvellement
découveries, & remarquables par leur rapports avec la France actuelle
1792 Empire of the Alsondons [underground empire], Robert-Martin
Lesuire, L’Aventurier Français, ou Mémoires de Grégoire Merveil
1794 Spensonia [island], Thomas Spence, A Marine Republic, or A
Description of Spensonia
1795 Butua [kingdom in Africa], Tamoe [island in the Pacific Ocean],
Donatien-Alphonse-François, Marquis de Sade, Aline et Valcour, ou le
Roman Philosophique
1795 Makar [country], Thomas Northmore, Memoirs of Planetes, or a Sketch
of the Laws and Manners of Makar
1796 Hewit’s Island [island near Madagascar], Charles Dibdin, Hannah
Hewit: Or, The Female Crusoe
1801 Felicity Isle [island in the Aegean Sea], Fanny de Beauharnais, L’Isle
de la Félicité ou Anaxis et Théone
1802 Lithconia [country], John Lithcow, “Equality—A Political Romance” in
The Temple of Reason 2
1802 Palace of Arthur [palace], Novalis [Georg Philipp Friedrich Freiherr
von Hardenberg], Heinrich von Ofterdingen
1805 Future Earth [alternate Earth], Jean Baptiste Cousin de Grainville, Le
Dernier Homme
1806 Allestone [land], Thomas Williams Malkin, The world’s map and
stories appear in Benjamin Heath Malkin’s A Father’s Memoirs of His
Child
1808 Harmonia [colonies], Charles Fourier, Théorie des Quatre Mouvements
1812 Eugea [island in the Atlantic], Népoumucenè Lemercier, L’Atlantiade,
ou La Théogonie Newtonienne
1812 New Switzerland [island in the East Indies], Johann David Wyss, The
Swiss Family Robinson
1813 Selenion [a new moon located between the earth and the moon],
Willem Bilderdijk, Kort verhaalvan eene aanmerkelijke luchtreis en
nieuwe planeetontdekking (Short Account of a Remarkable Journey into
the Skies and Discovery of a New Planet)
1817 Goldenthal [village in Switzerland], Johann Heinrich Daniel Zschokke,
Der Goldmacherdorf
1820 New Britain [country in North America], G. A. Ellis, New Britain: A
Narrative of a Journey, by Mr. Ellis, To a Country So Called By Its
Inhabitants, Discovered in the Vast Plain of the Missouri, in North
America, and Inhabited by a People of British Origin, Who Live Under an
Equitable System of Society, Productive of Peculiar Independence and
Happiness. Also, Some Account of Their Constitution, Laws, Institutions,
Customs and Philosophical Opinions: Together With a Brief Sketch of
Their History from the Time of Their Departure from Great Britain
1820 Symzonia [underground realm under Antarctica], Captain Adam
Seabourn, Symzonia, A Voyage of Discovery
1821 Pluto [underground world inside the hollow Earth], Anonymous,
Voyage au centre de la terre, ou aventures de quelques naufragés dans des
pays inconnus
1822 Hurlubiere [empire in Western Europe], Island of the Patagones
[island in the Atlantic Ocean], Charles Noldier, Hurlubleu, Grand
Manifafa d’Hurlubiére
1826 Imagination [kingdom], Wilhelm Hauff, Märchenalmanach
1827 Morosofia [country on the moon], George Tucker, A Voyage to the
Moon: With Some Account of the Manners and Customs, Science and
Philosophy, of the People of Morosofia, and Other Lunarians
1828 Isle of Fantaisie, Vraibleusia [islands in the Indian Ocean], Benjamin
Disraeli, The Voyage of Captain Popanilla
1830 Micromona [country], Karl Immerman, Tulifänntchen, Ein
Heldengedicht in drei Gesängen
1831 Apodidraskiana [state of the United States], Thomas Love Peacock,
Crotchet Castle
1832 Mayda [island], Washington Irving, The Alhambra
1834 Future Earth [alternate Earth], Félix Bodin, Le Roman de l’Avenir
1834 Angria [country], Gondal [island in the North Pacific Ocean],
Gaaldine [island in the South Pacific Ocean], Emily, Anne, Charlotte, and
Patrick Branwell Brontë, (the islands appeared in various poems and
prose, some now lost)
1835 Leap Islands [islands near Antarctica], James Fenimore Cooper, The
Monikins
1835 Tsar Dodan’s Kingdom [kingdom in Russia], Alexander Pushkin, The
Tale of the Golden Cockerel
1835 Viti Islands [islands], Henry-Florent Delmotte, Voyage pittoresque et
industriel dans le Paraguay-Roux et la Palingénésie Australe par Tridacé-
Nafé-Théobrôme de Kaou’t’Chouk, Gentilhomme Breton, sous-aide à
l’éstablissement des clysopompes, etc.
1836 Future Earth [alternate Earth], Mary Griffith, “Three Hundred Years
Hence” in Camperdown; or, News from Our Neighborhood: Being Sketches
1837 Flora, Athunt [countries], Ferdinand Raimund, Die gefesselte
Phantasie
1837 New Holland [country in Australia], Richard Whatley, Account of an
Expedition to the Interior of New Holland
1838 Tsalal [island near Antarctica], Edgar Allen Poe, The Narrative of
Arthur Gordon Pym of Nantucket
1839 Icaria [country], Etienne Cabet, Voyage et Aventures de Lord William
Carisdall en Icarie
1845 Kingdom of Dolls [kingdom entered through a wardrobe], Alexander
Dumas (père), Histoire d’une Cassenoisette
1845 Island of the Fay [island], Edgar Allen Poe, “The Island of the Fay” in
Tales
1845 Silence [land in Libya], Edgar Allen Poe, “Silence: A Fable” in Tales
1845 Venusberg [mountain realm], Richard Wagner, Tannhäuser
1845 Vondervoteimittiss [Dutch borough], Edgar Allen Poe, “The Devil in
the Belfry” in Tales
1847 Vulcan’s Peak, The Crater, Rancocus Island, etc. [various places],
James Fenimore Cooper, The Crater; or, Vulcan’s Peak. A Tale of the
Pacific
1849 Mardi Archipelago [islands], Herman Melville, Mardi, and A Voyage
Thither
1849 Victoria [town in England], James S. Buckingham, National Evils and
Practical Remedies, with a Plan of a Model Town
1851 Ejuxria [country], Hartley Coleridge, Poems by Hartley Coleridge, With
a Memoir of His Life by His Brother (by Derwent Coleridge)
1851 Stiria [land], John Ruskin, The King of the Golden River or The Black
Brothers, A Legend of Stiria
1852 Euphonia [city in the mountains of Germany], Hector Berlioz,
“Euphonie, ou la Ville Musicale, Nouvelle de l’Avenir” in Les Soirées de
l’Orchestre
1854 The Starian system [solar system], Charles Ischir Defontenay, Star (Psi
Cassiopeia): The Marvelous History of One of the Worlds of Outer Space
1855 Aklis [country], Oolb [city], George Meredith, The Shaving of Shagpat
1855 Barsetshire [county in England], Anthony Trollope, The Warden
1857 Blackstaff, Paflagonia, Crim Tartary [countries], M. A. Titmarsh
[William Makepeace Thackeray], “The Rose and the Ring” in Christmas
Books
1858 (Unnamed world) [microscopic world], Fitz-James O’Brien, “The
Diamond Lens” in Atlantic Monthly, August 1858
1858 Coral Island, Emo, Mango Island, etc. [islands in the South Pacific],
Robert Michael Ballantyne, The Coral Island
1858 Fairyland [country], George MacDonald, Phantastes: A Faerie
Romance for Men and Women
1862 Other planets [planets], Nicolas Camille Flammarion, La Pluralité des
Mondes Habités
1862 Airfowlness, Land of Golden Asses, etc. [lands], Charles Kingsley,
The Water-Babies: A Fairy Tale for a Land-Baby (first serialized in
McMillan’s Magazine)
1864 Lemuria [lost continent], Philip Sclater, “The Mammals of Madagascar”
in The Quarterly Journal of Science
1864 Lindenbrock Sea [underground], Jules Verne, Voyage au Centre de la
Terre, ou Aventures de Quelques Naufragés dans des Pays Inconnus
1865 Future Paris [alternate Paris], Louis Hippolyte Mettais, L’An 5865 ou
Paris dans 4000 Ans
1865 Wonderland [dream/underground below England], Lewis Carroll
[Charles Lutwidge Dodgson], Alice’s Adventures in Wonderland
1866 Queen Island [island near North Pole], Jules Verne, Voyage et
Aventures du Capitaine Hatteras
1867 Troll Kingdom [land in the mountains of Norway], Henrik Ibsen, Peer
Gynt
1868 Forest Island, Island of the Wanderers [islands], William Morris, The
Earthly Paradise, A Poem
1869 Fairyland [land], Jean Ingelow, Mopsa the Fairy
1869 Future Paris [alternate Paris], Tony Moilin, Paris en l’An 2000
1869 Io-Phoebe [artificial moon], Edward Everett Hale, “The Brick Moon”
serialized in The Atlantic Monthly, July 1869
1870 Aphania [kingdom], Tom Hood, Petsetilla’s Posy: A Fairy Tale
1870 Country at the back of the North Wind [land], George MacDonald,
At the Back of the North Wind
1870 Gloupov [town], Saltykov-Shchedrin [Mikhail Yevgrafovich Saltykov],
Istoriya Odnogo Goroda
1870 Mars [planet], Annie Denton Cridge, Man’s Rights; or, How Would You
Like It?
1871 Country of the Vril-ya [underground country, under England],
Edward George Earle Lytton Bulwer, Lord Lytton, The Coming Race
1871 Gramblamble Land [country], Edward Lear, “The History of the Seven
Families of the Lake Pipple-popple” in Nonsense Songs, Stories, Botany,
and Alphabets
1871 Looking-glass Land [dream/land], Lewis Carroll [Charles Lutwidge
Dodgson], Through the Looking-Glass, and What Alice Found There
1871 Mountain of the Spirits [mountain], Gustavo Adolfo Becquer, “El
monte de las animas” in Leyendas
1872 Erewhon [country], Samuel Butler, Erewhon; or, Over the Range
1872 Wessex [region in southwest England], Thomas Hardy, Under the
Greenwood Tree
1874 City of Night [city], James Thomson, The City of Dreadful Night
1874 Lincoln Island [island in the Pacific Ocean], Jules Verne, The
Mysterious Island
1875 Gondour [republic], Mark Twain [Samuel Langhorne Clemens], The
Curious Republic of Gondour, and Other Whimsical Sketches
1875 Ham Rock [island in the Atlantic Ocean], Jules Verne, Le “Chancellor”
1875 Nomansland [kingdom], Dinah Maria Mulock Craik, The Little Lame
Prince and His Traveling Cloak
1875 Selene [city near Belgrade, Yugoslavia], Paul Féval, La Ville Vampire
1876 Hygeia [town], Sir Benjamin Ward Richardson, Hygeia, A City of
Health
1876 Polar Bear Kingdom [underground in ice, near Franz Josef Land],
Jókai Mór, 20,000 Lieues sous les Glaces
1876 Snark Island [island], Lewis Carroll [Charles Lutwidge Dodgson], “The
Hunting of the Snark”
1876 Uchronia [alternate Europe], Charles Renouvier, Uchronie: l’utopie
dans l’histoire, esquisse historique apocryphe du développement de la
civilisation européenne tel qu’il n’a pas été, tel qu’il aurait pu être
1877 Coal City [underground city], Jules Verne, Les Indes Noires
1879 Farandoulie [kingdom in Australia], Makalolo [country in central
Africa], Albert Robida, Voyages Très Extraordinaires de Saturnin
Farandoul dans les 5 ou 6 Parties du Monde
1879 Ville-France, Stahlstadt [countries in the Pacific Northwest of North
America], Jules Verne, Les 500 Millions de la Bégum
1880 Mizora [underground country], Mary E. Bradley Lane, Mizora: A
Prophecy. A Mss. Found Among the Private Papers of the Princess Vera
Zarovitch, Being a true and faithful account of her Journey to the Interior
of the Earth, with a careful description of the Country and its Inhabitants,
their Customs, Manners and Government (Originally published as
“Narrative of Vera Zarovitch”, with the same subtitle as that of the book,
in the Cincinnati Commercial beginning November 6, 1880.)
1880 Papefiguiera [country], Béroualde de Verville, Le Moyen de parvenir.
Oeuvre contenant la raison de tout ce qui a esté, est et setra, avec
démonstrations certaines et nécessaires selon la rencontre des effets de
vertu
1881 Britannula [island near New Zealand], Anthony Trollope, The Fixed
Period (first serialized in Blackwood’s Magazine)
1882 Suicide City [underground city east of Paris], Robert Louis Stevenson,
New Arabian Nights
1883 Future New York [alternate New York], Ismar Thiusen [John Macnie],
The Diothas; or, A Far Look Ahead
1883 Future World of the 20th century [world], Albert Robida, Le
Vingtième Siècle
1883 Island of the Busy Bees [island], Carlo Collodi, Le Aventure di
Pinocchio
1883 Treasure Island [island], Robert Louis Stevenson, Treasure Island
1884 Flatland [two-dimensional world], Lineland [one-dimensional world],
Spaceland [three-dimensional world], Edwin Abbott Abbott, Flatland: A
Romance of Many Dimensions
1884 Malacovia [city-fortress in the Danube], Amedeo Tosetti, Pedali sul
Mar Nero
1885 Agartha [kingdom], Saint-Yves d’Alveydre, Mission de l’Inde en Europe
1885 Kukuanaland [land in central southern Africa on a plateau surrounded
by mountains], Henry Rider Haggard, King Solomon’s Mines
1885 Titipu [town in Japan], Sir William Schwenk Gilbert and Sir Arthur
Sullivan, The Mikado
1887 Alternate New York [alternate New York], Anna Bowman Dodd, The
Republic of the Future: or, Socialism a Reality
1887 Coradine [country in Northern Scotland], W. H. Hudson, A Crystal
Age
1887 Kor [ruins of a city], Henry Rider Haggard, She: A History of
Adventure
1887 Zuvendis [country in East Africa], Henry Rider Haggard, Allan
Quartermain
1888 Chairman Island [island], Jules Verne, Deux ans de vacances
1888 Future America [alternate America], Edward Bellamy, Looking
Backward: 2000–1887
1888 Kosekin Country [underground country under Antarctica], James De
Mille, A Strange Manuscript found in a Copper Cylinder
1889 Barataria, [kingdom], Sir William Schwenk Gilbert and Sir Arthur
Sullivan, The Gondoliers
1889 New Amazonia [country], Elizabeth Corbett, New Amazonia
1889 Dogland [land], Lewis Carroll [Charles Lutwidge Dodgson], Sylvie and
Bruno
1889 Pantouflia [country], Andrew Lang, Prince Prigio
1889 (Other planets) [planets], Nicolas Camille Flammarion, Uranie
1890 Freeland [country in East Africa], Theodor Hertzka, Freiland
1890 Future England [alternate England], Lady Florence Dixie, Gloriana, or
the Revolution of 1900
1890 Future England [alternate England], William Morris, News from
Nowhere (or, An Epoch of Rest)
1890 Future New York [alternate New York], Ignatius Donelly, Caesar’s
Column: A Story of the Twentieth Century
1890 Mars [version of Mars], Robert Cromie, A Plunge into Space
1891 The City of Tone [city in the future], Chauncey Thomas, The Crystal
Button: or, Adventures of Paul Prognosis in the Forty-ninth Century
1891 Elisee Reclus Island [island in the North Pacific], Alphonse Brown,
Une Ville de Verre
1891 Land of the Glittering Plain [kingdom near Scotland], Isle of Ransom
[island], William Morris, The Story of the Glittering Plain which has also
been called the Land of the Living Men or the Acre of the Undying
1892 Abaton [city], Sir Thomas Bulfinch, My Heart’s in the Highlands
1892 Altruria [island continent], William Dean Howells, A Traveler from
Altruria (first serialized in The Cosmopolitan, November 1892)
1892 Atvatabar [underground country], William R. Bradshaw, The Goddess
of Atvatabar, being the History of the Discovery of the Interior World and
the Conquest of Atvatabar
1892 Klausenburg County [county in Transylvania], Jules Verne, Le
Château des Carpathes
1893 Aeria [mountain valley in North African], George Griffith, The Angel
of the Revolution
1893 Isle of Feminine [island in the Caribbean Sea], Charles Elliot
Niswonger, The Isle of Feminine
1893 Future Earth [alternate Earth], Nicolas Camille Flammarion, La Fin du
Monde
1893 Zara’s Kingdom [island in the South Seas], Sir William Schwenk
Gilbert and Sir Arthur Sullivan, Utopia Limited; or, The Flowers of
Progress
1894 Aepyornis Island [island], H. G. Wells, “Aepyornis Island” in The
Stolen Bacillus and Other Incidents
1894 Boyberik [town in Russia; later renamed “Anatevka” in Fiddler on the
Roof (1964)], Sholem Aleichem, Tevye and His Daughters
1894 Country of the People of the Mist [country in central–southeast
Africa], Henry Rider Haggard, The People of the Mist
1894 Future Earth [alternate Earth], H. G. Wells, The Time Machine: An
Invention (first serialized in New Review)
1894 Ruritania [country in Europe], Anthony Hope [Anthony Hope
Hopkins], The Prisoner of Zenda
1894 The Wood beyond the World [country], William Morris, The Wood
beyond the World
1895 Etidorhpa’s Country [underground country in a Kentucky cave], John
Uri Lloyd, Etidorhpa or the End of the Earth, the Strange History of a
Mysterious Being and the Account of a Remarkable Journey as
Communicated in Manuscript to Llewellyn Drury who Promised to Print
the Same but Finally Evaded the Responsibility which was Assumed by
John Uri Lloyd
1895 Raymangal [island], Emilio Salgari, I misteri della Jungla Nera
1895 Standard Island [island somewhere near New Zealand], Jules Verne,
L’Ile à Hélice
1896 Noble’s Isle [island in the Pacific Ocean], H. G. Wells, The Island of Dr.
Moreau
1896 Mu [continent], Augustus Le Plongeon, Maya/Atlantis: Queen Móo and
the Egyptian Sphinx
1896 Upmeads [kingdom], William Morris, The Well at the World’s End
1897 Nu [version of Mars], Kurd Lasswitz, Auf zwei Planeten
1897 Wondrous Isles, Isle of Increase Unsought [islands], William Morris,
The Water of the Wondrous Isles
1898 Adam’s Country [colony], Paul Adam, Lettres de Malaisie
1899 The Arq [city], Anna Adolph, Arqtiq: A Story of the Marvels at the
North Pole
1899 Avondale [phalanstery], Grant Allen, “The Child of the Phalanstery” in
Twelve Tales
1899 Double Island [island], George Maspero, Les Contes Populaires de
l’Egypte Ancienne
1899 Future London [alternate London], H. G. Wells, When the Sleeper
Awakes: A Story of the Years to Come
1900 Cooperative City [city in Maine], Bradford Peck, The World, A
Department Store, A Story of Life under the Cooperative System
1900 Island of the Nine Whirlpools [island], Edith Nesbit, “The Island of
the Nine Whirlpools” in The Book of Dragons
1900 Phunnyland [kingdom (later renamed Mo; retroactively linked to Oz)],
L. Frank Baum, A New Wonderland (later renamed The Surprising
Adventures of the Magical Monarch of Mo and His People when re-
released in 1903)
1900 Oz [country], L. Frank Baum, The Wonderful Wizard of Oz
1900 Rotundia [island kingdom off the coast of Britain], Edith Nesbit, Uncle
James, or The Purple Stranger” in The Book of Dragons
1900 Tryphême [kingdom on the Mediterranean coast by Spain], Pierre
Louÿs, Les Aventures du Roi Pausole
1901 Bugville [town], Gus Dirks, The Latest News from Bugville
1901 Graustark, Axphain, Dawsbergen [countries], George Barr
McCutcheon, Graustark: The Story of a Love Behind a Throne
1901 Merryland [land (retroactively linked to Oz)], L. Frank Baum, Dot and
Tot in Merryland
1901 The Moon [moon], H. G. Wells, The First Men in the Moon
1901 Mouseland [land], Edward Earle Childs, The Wonders of Mouseland
1901 Neustria [colony in South America], Emile Thirion, Neustria, Utopie
Individualiste
1901 Quok [land (retroactively linked to Oz], L. Frank Baum, “The Queen of
Quok” in American Fairy Tales
1901 Riallaro Archipelago [islands], Godfrey Sweven [John Macmillan
Brown], Riallaro, The Archipelago of Exiles
1902 Altneuland (Old Newland) [country], Theodor Herzl, Altneuland
1902 Cagayan Salu [island], Andrew Lang, The Disentanglers
1902 The Moon [version of the moon], George Méliès, A Trip to the Moon
1903 Toyland [land], Victor Herbert and Glen MacDonough, Babes in
Toyland
1903 Yew [island (retroactively linked to Oz)], L. Frank Baum, The
Enchanted Island of Yew
1904 Costaguana [country in South America], Joseph Conrad, Nostromo
1904 Country of the Blind [country in the mountains of Ecuador], H. G.
Wells, “The Country of the Blind” in Strand Magazine, April 1904
1904 Neverland [island], Sir James Matthew Barrie, Peter Pan, or the Boy
Who Wouldn’t Grow
1904 The Sun [version of the sun], George Méliès, The Impossible Voyage
1905 Kaloon [land], Henry Rider Haggard, Ayesha, the Return of She
1905 Mandai Country [underground country at the North Pole], Hirmiz bar
Anhar, Iran
1905 Pegāna [home of the gods], Lord Dunsany [Edward John Moreton
Drax Plunkett], The Gods of Pegāna
1905 Slumberland [kingdom], Winsor McCay, Little Nemo in Slumberland
1906 Averon, Yarnith, Zarkandhu [countries], Lord Dunsany [Edward John
Moreton Drax Plunkett], Time and the Gods
1906 Harmonia [country, unknown location], Georges Delbruck, Au Pays de
l’Harmonie
1906 Isle of Phreex, Isle of the Mifkets, etc. [islands], L. Frank Baum, John
Dough and the Cherub
1906 Kellecheura [purgatorial place], R. H. Wright, The Outer Darkness
1906 Kravonia [country in Eastern Europe], Anthony Hope [Anthony Hope
Hopkins], Sophy of Kravonia
1906 Morrow Island [island], Henri Chateau, La Cité des Idoles
1907 Astria [two-dimensional world], C. H. Hinton, An Episode of Flatland:
Or, How a Plane Folk Discovered the Third Dimension
1907 Expiation City [city in Europe], P. S. Ballanches, La Ville des
Expiations
1907 Land of Paradise [forest], L. Frank Baum, Policeman Bluejay
1907 North Pole Kingdom [underground country in the Arctic], Charles
Derennes, Le Peuple du Pôle
1907 Sargasso Sea, Land of Lonesomeness [sea and land], William Hope
Hodgson, The Boats of the “Glen Carrig”
1907 Zvezdnym (Star City) [city at the South Pole], Valery Briussov,
“Respublika Yuzhnogo Kresta” in Zemnaya Os
1908 Asgard [city], Jack London, The Iron Heel
1908 Dream Kingdom [kingdom between Russia and China], Alfred Kubin,
Die Andere Seite: Ein Phantastischer Roman
1908 Penguin Island [island], Anatole France [Jacques Anatole François
Thibault], L’Ile des Pingouins
1908 River Bank [land], Kenneth Grahame, The Wind in the Willows
1908 Terre Libre [island in the Pacific Ocean], Jean Grave, Terre Libre
1909 Alternate Earth [alternate Earth], E. M. Forster, “The Machine Stops”
in The Oxford and Cambridge Review, November 1909
1909 Ardistan, Djinnistan [countries], Karl Friedrich May, Ardistan and
Djinnistan
1909 Hoste [island near Tierra del Fuego], Jules Verne, Les Naufragés du
“Jonathan”
1909 Grand Duchy of Grimmburg [duchy in Germany], Thomas Mann,
Königliche Hoheit
1910 Polistarchia [country], Edith Nesbit, The Magic City
1910 Ponukele-Drelchkaff [empire in North Africa], Raymond Roussel,
Impressions d’Afrique
1910 Roadtown [city near New York City], Edgar Chambers, Roadtown
1911 Amorphous Island, Cyril Island, Fragrant Island, etc. [islands],
Alfred Jarry, Gestes et Opinions du Docteur Faustroll, Pataphysicien
1911 Future Earth [future Earth], Hugo Gernsback, “Ralph 124C 41+: A
Romance of the Year 2660” first serialized in Modern Electrics, April 1911
1911 Kalomera [community], William John Saunders, Kalomera: The Story
of a Remarkable Community
1911 True Lhassa [underground city under Tibet], Maurice Champagne, Les
Sondeurs d’Abîmes
1912 Barsoom [version of Mars], Edgar Rice Burroughs, “Under the Moons
of Mars” in All-Story Magazine, February 1912)
1912 Future Earth [future Earth], William Hope Hodgson, The Night Land
1912 Land of Wonder [land], Isaac Leib Peretz, Ale Verk
1912 Maple White Land [land on a volcanic plateau in South America], Sir
Arthur Conan Doyle, The Lost World
1913 Flotsam [island], Edgar Rice Burroughs, The Cave Girl
1913 Maxon’s Island [island in the South China Sea], Edgar Rice Burroughs,
A Man Without a Soul
1913 Opar [city in an African valley], Edgar Rice Burroughs, The Return of
Tarzan
1914 Lutha [country in Southern Europe], Edgar Rice Burroughs, The Mad
King
1914 Pellucidar [underground world inside the hollow earth], Edgar Rice
Burroughs, At the Earth’s Core
1914 Yoka Island [island in the Pacific Ocean], Edgar Rice Burroughs, The
Mucker
1915 Herland [country], Charlotte Perkins Gilman, Herland
1915 Plutonia [underground world], Vladimir Obruchev, Plutonia
1915 Toonerville [town], Fontaine Fox, Toonerville Folks
1917 Crotalophoboi Land [country in North Africa], Nepenthe [island in
the Tyrrhenian Sea], Norman Douglas, South Wind
1917 Euralia, Barodia [kingdoms], A. A. Milne, Once on a Time
1917 Faremido [land], Frigyes Karinthy, Utazas Faremidoba
1918 Caspak (also known as Caprona) [island], Edgar Rice Burroughs, The
Land That Time Forgot
1918 Gasoline Alley [town], Frank O. King, Gasoline Alley
1918 Meccania [country in Western Europe], Owen Gregory, Meccania, the
Super-State
1918 Orofena [island in the South Pacific], Henry Rider Haggard, When the
World Shook, Being an Account of the Great Adventure of Bastin, Bickley
and Arbothnot
1919 Animal Land [land], Howard R. Garis, Uncle Wiggily
1919 Agzceaziguls [country], Charles Derennes, Les Conquérants d’Idoles
1919 Beaulieu [town], Ralph Adams Cram, Walled Towns
1919 Blackland [ruined city], Jules Verne, L’Etonnante Aventure de la
Mission Barsac
1919 The Oroid world [microscopic world in a wedding ring], Raymond
King Cummings, “The Girl in the Golden Atom” (novellette, later
published in book form in 1922)
1919 Poictesme, Targamon, etc. [countries], James Branch Cabell, Jurgen, A
Comedy of Justice
1919 Spinachova, Demonia, etc. [lands], E. C. Segar, Thimble Theatre
1920 Dreamworld (or Dreamlands) [world], H. P. Lovecraft, “Polaris” in
Philosopher, December 1920
1920 Gopher Prairie [town in central Minnesota], Sinclair Lewis, Main
Street
1920 Green Meadows, Smiling Pool [rural locales], Carrotville [town],
Thornton W. Burgess, Peter Rabbit
1920 Jannati Shahr [city in Saudi Arabia, beyond mountains], George Allen
England, The Flying Legion
1920 Mag-Mell, Raklmani [islands near Ireland], Maria Savi-Lopez,
Leggende del Mare
1920 Tormance [planet], David Lindsay, A Voyage to Arcturus
1920 Tutter [town in Illinois], Leo Edwards [Edward Edson Lee], “The
Cruise of the Sally Ann”, Shelby Daily Globe, April 1920
1921 Capellette, Alma [planets], Homer Eon Flint, The Devolutionist
1921 Capillaria [underwater world], Frigyes Karinthy, Capillaria
1921 Pal-ul-don [kingdom in Zaire], Edgar Rice Burroughs, Tarzan the
Terrible
1922 Auspasia [kingdom], Georges Duhamel, Lettres d’Auspasie
1922 Demonland, Witchland, Zimiamvia, etc. [lands (supposedly on
Mercury)], E. R. Eddison, The Worm Ouroboros
1922 Isles of Wisdom [archipelago], Alexander Moszkowski, Die Inseln der
Weisheit Geschichte einer abenteuerlichen Entdeckungsfahrt
1922 Jolliginki [country on the African coast near Mozambique], Hugh
Lofting, The Story of Doctor Dolittle
1922 Rootabaga country, etc. [countries], Carl Sandburg, Rootabaga Stories
1922 Utopia [planet], H. G. Wells, Men Like Gods (first serialized in The
Westminster Gazette, December 1922)
1922 Venusia [island in Atlantic Ocean near equator], Raymond Clauzel,
L’Ile des Femmes
1922 Winnemac [midwestern U.S. state], Sinclair Lewis, Babbitt
1923 Barnsville [town], Augustus Daniel “Ad” Carter, Just Kids
1923 Belesbat [underwater city], Claire Kenin, La Mer Mystérieuse
1923 Capa Blanca Islands [islands], Spidermonkey Island [island off the
coast of Brazil], Hugh Lofting, The Voyages of Doctor Dolittle
1923 Cuffycoat’s Island [island], Vichebolk Land [land in the Arctic
Circle], André Lichtenberger, Pickles ou Récits à la Mode Anglaise
1923 Rossum’s Island [island], Karel Ĉapek, R. U. R. (Rossum’s Universal
Robots)
1923 Yu-Atlanchi [land in the Andes], A. Merritt [Abraham Merritt], “The
Face in the Abyss”, in Argosy, September 8, 1923
1924 Alali [village], Minuni [region], Edgar Rice Burroughs, Tarzan and the
Ant Men
1924 Candelabra, Hitaxia, Kleptomania, Nikkateena, Woopsydasia
[European kingdoms], Costa Grande [Latin American republic], Roy
Crane, Washington Tubbs II (later known as Wash Tubbs)
1924 Elfland, Erl [kingdoms], Lord Dunsany [Edward John Moreton Drax
Plunkett], The King of Elfland’s Daughter
1924 Fantippo [kingdom in West Africa], Hugh Lofting, Doctor Dolittle’s
Post Office
1924 Ladies’ Island [island], Gerhart Hauptmann, Die Insel der Grossen
Mutter oder das Wunder von Ile des Dames
1924 OneState [country], Yevgeny Zamyatin, We
1924 Orphan Island [island in the Pacific Ocean], Rose Macaulay, Orphan
Island
1924 Sannikov Land [underground world], Vladimir Obruchev, Sannikov
Land
1925 Caspo [island kingdom], Arnold Bennett, The Bright Island
1925 Ebony [island], Salvador de Madariaga, The Sacred Giraffe; Being the
Second Volume of the Posthumous Works of Julio Arceval
1925 Edomite Empire [empire], An-Ski [Solomon Samuel Rappaport],
Gesamelte Shriften
1925 Neutopia [country], E. Richardson, Neutopia
1926 (Unnamed world) [macroscopic world], G. Peyton Wertenbaker, “The
Man from the Atom”, Amazing Stories, Volume 1, Number 1, April 1926
1926 City of Sand [city in the deserts of Syria], Jean d’Agraives [Frédéric
Causse], La Cité des Sables
1926 City of Shadows [city under the Mediterranean], Léon Groc, La Cité
des Ténèbres
1926 Dorimare, Land of Faerie [lands], Hope Mirrlees, Lud-in-the-Mist
1926 The Hundred Acre Wood [forest], A. A. Milne, Winnie-the-Pooh
1926 Ishtar [land], Emakhtila [island], A. Merritt [Abraham Merritt], The
Ship of Ishtar
1927 Articoles, Maïna [islands in the Pacific Ocean], André Maurois,
Voyage au Pays des Articoles
1927 Atlanteja [city], Luigi Motta, Il Tunnel Sottomarino
1927 Electropolis [city in the Australian outback], Otfrid von Hanstein,
Elektropolis
1927 Hall of the Mist [place on the star Antares], Donald Wandrei, “The Red
Brain” in Weird Tales, October 1927
1927 The Marvelous Land of Snergs [land], E. A. Wyke-Smith, The
Marvelous Land of Snergs
1927 Metropolis [city], Thea von Harbou and Fritz Lang, Metropolis
1927 Sunless City [underground city under the Nubian desert], Albert
Bonneau, La Cité sans Soleil
1927 Zaroff’s Island [island in the Caribbean], Richard Connell, “The Most
Dangerous Game” in Collier’s Weekly, January 19, 1924
1928 (Unnamed world) [microscopic world], Roman Frederick Starzl, “Out
of the Sub-Universe”, Amazing Stories Quarterly, Summer 1928
1928 Captain Sparrow’s Island [island], S. Fowler Wright, The Island of
Captain Sparrow
1928 Future Earth [future Earth], Philip Francis Nowlan, “Armageddon,
2419 A.D.” in Amazing Stories, August 1928
1928 Hulak [city in a crater in Brazil], T. C. Bridges, The Mysterious City
1928 Osnome [planet], E. E. Smith, The Skylark of Space, first serialized in
Amazing Stories, August 1928
1928 Purple Island [island in the Pacific Ocean], Mikhail Bulgakov,
Bagrobyj Ostrov
1928 Xenephrine [planet], Raymond King Cummings, A Brand New World
1929 Castra Sanguinarius, Castrum Mare [cities], Edgar Rice Burroughs,
Tarzan and the Lost Empire
1929 Mahagonny [city in the desert by the ocean], Bertol Brecht, Aufstieg
und Fall der Stadt Mahagonny
1929 Paroulet’s Country [underground country], Maurice Champagne, La
Cité des Premiers Hommes
1929 Thuria [continent], Robert E. Howard, “The Shadow Kingdom” in
Weird Tales, August 1929
1929 Toyland [land], Enid Blyton, Noddy Goes to Toyland
1929 The World Below [underground world], S. Fowler Wright, The World
Below
1929 Yoknapatawpha County [county in the southern United States],
William Faulkner, Sartoris
1930 Alternate Earth [alternate Earth], Olaf Stapledon, Last and First Men:
A Story of the Near and Far Future
1930 Alternate United States [alternate United States], Georges Duhamel,
Scènes de la Vie Future
1930 Averoigne [province in Medieval France], Clark Ashton Smith, “The
End of the Story” in Weird Tales, May 1930
1930 Big Tooth Continent [continent], Lev Kassil, The Black Book and
Schwambrania
1930 City of Beauty, City of Smoke [cities], Miles J. Breuer, “Paradise and
Iron” in Amazing Stories Quarterly, Summer 1930
1930 Le Douar [island off the coast of Brittany], J. H. Rosny [Séraphin Justin
François Boex], L’Enigme du “Redoutable”
1930 Evallonia [country in Central Europe], John Buchan, Castle Gay
1930 Fattipuff Kingdom, Thinifer Kingdom [kingdoms], André Maurois,
Patapoufs et Filifers
1930 Green Sand Island [island near Hawaii], Tancrède Vallerey, L’Ile au
Sable Vert
1930 Lothar [underwater city], Jack Williamson, The Green Girl (first
serialized in Amazing Stories, beginning March 1930)
1930 Poseidonis [last isle of Atlantis], Clark Ashton Smith, “The Last
Incantation” in Weird Tales, June 1930
1930 Theives’ City [city in the Klondike region], Maurice Level, La Cité des
Voleurs
1930 Ultimo [underground city] John Vassos and Ruth Vassos, Ultimo: An
Imaginative Narration of Life Under the Earth
1931 Bimble Town [town], K. Bagpuize [J. R. R. Tolkien], “Progress in
Bimble Town (Devoted to the Mayor and Corporation)”, in The Oxford
Magazine, October 15th, 1931
1931 Hyperborea [Arctic continent], Clark Ashton Smith, “The Tale of
Satampra Zeiros” in Weird Tales, November 1931
1931 Lodidhapura [city in the jungles of Cambodia], Edgar Rice Burroughs,
The Jungle Girl
1931 Seachild’s City [island in the North Atlantic], Streaming Kingdom
[kingdom under the English Channel], Jules Supervielle, L’Enfant de la
Haute Mer
1931 Ulm [microscopic world], S. P. Meek, “Submicroscopic” in Amazing
Stories, August 1931
1932 Azanian Empire [island], Evelyn Waugh, Black Mischief
1932 Bronson Beta [planet], Edwin Balmer and Philip Wylie, When Worlds
Collide (first serialized in Blue Book, beginning in September, 1932)
1932 Buyan Island [island], Karl Ralston, “Buyanka” in The Songs of the
Russian People
1932 Future England [future England], Aldous Huxley, Brave New World
1932 Hyborian Age [Earth with an alternate history], Robert E. Howard,
“The Phoenix on the Sword” in Weird Tales, December 1932
1932 Junkville [town], Earl Duvall, Silly Symphonies (comic strip)
1932 Midian [country in Africa], Edgar Rice Burroughs, Tarzan Triumphant
1932 Onthar, Thenar [lands in Africa], Edgar Rice Burroughs, Tarzan and
the City of Gold (first serialized in Argosy magazine, beginning March
1932)
1932 Phandiom [planet], Clark Ashton Smith, “The Planet of the Dead” in
Weird Tales, March 1932
1932 The Pygmy Planet [artificial, miniature world], Jack Williamson, “The
Pygmy Planet” in Astounding Stories, February 1932
1932 Venusberg [city in the Baltic region], Anthony Powell, Venusberg
1932 Yoh-Vombis [city on Mars], Clark Ashton Smith, “The Vaults of the
Yoh-Vombis” in Weird Tales, May 1932
1932 Zothique [continent], Clark Ashton Smith, “The Empire of the
Necromancers” in Weird Tales, September 1932
1933 Alternate Earth [alternate Earth], H. G. Wells, The Shape of Things to
Come: The Ultimate Revolution
1934 Dogpatch [village], Al Capp, Li’l Abner
1933 Freedonia [country in Europe], Leo McCarey, Duck Soup
1933 Rampole Island [island in the South Atlantic], H. G. Wells, Mr.
Blettsworthy on Rampole Island
1933 Shangri-La [valley in Tibet], James Hilton, Lost Horizon
1933 Skull Island [island southwest of Sumatra], Merian Cooper and Ernest
Schoedsack, King Kong
1933 Xiccarph [planet], Clark Ashton Smith, “The Maze of the Maal Dweb”
in The Double Shadow and Other Fantasies
1934 (Unnamed world) [world], Mo Leff, Peter Pat
1934 Alternate Universe [alternate universe], Murray Leinster [William
Fitzgerald Jenkins], “Sidewise in Time” in Astounding Stories, June 1934
1934 Amtor [version of Venus], Edgar Rice Burroughs, Pirates of Venus
1934 Kingdom of Moo [kingdom], Vincent Hamlin, Alley Oop
1934 Lensman universe [universe], E. E. Smith, Triplanetary (serialized in
Amazing Stories, January–April, 1934)
1934 Mongo [planet], Alex Raymond, Flash Gordon
1934 Valadom [inhabited asteroid], Donald Wandrei, “Colossus” in
Astounding Stories, January 1934
1934 Storn [island near the coast of Southern England], Victoria Sackville-
West, The Dark Island
1935 Fluorescente [city], Tristan Tzara, Grains et Issues
1935 Grande Euscarie [underground country], Luc Alberny, Le Mammouth
Bleu
1935 Green Land [underwater country in England], Roncador [country
next to Paraguay], Herbert Read, The Green Child
1935 Nivia [colony on Saturn’s moon Titan], Stanley G. Weinbaum, “Flight
on Titan” in Astounding Stories, January 1935
1935 Pharia [empire], Bob Moore and Carl Pfeufer, Don Dixon and the
Hidden Empire
1935 Roman State [underground country beneath England], Joseph O’Neill,
Land Under England
1935 Tabbyland [land], Grace Dayton, The Pussycat Princess
1935 Uncertainia [kingdom], William T. McCleery and Ralph Briggs Fuller,
Oaky Doaks
1936 Austin Island [island in the Pacific Ocean], Stanley G. Weinbaum,
“Proteus Island” in Astounding Stories, August 1936
1936 Euclidia [island in the South Pacific], Perry Crandall, Magic Island
1936 Foozland, Skoobozia [countries], Gene Ahern, The Squirrel Cage
1936 Great Garabagne [country], Henri Michaux, Voyage en Grande
Garabagne
1936 Kilsona [microscopic world], Festus Pragnell, The Green Man of
Kilsona
1936 Ixania [country in Europe], Eric Amber, The Dark Frontier
1936 Tanah Masa [island], Karel Ĉapek, War with the Newts
1936 Vulcan [planet], Ross Rocklynne, “At the Center of Gravity” in
Astounding Stories, June 1936
1937 (Unnamed world) [microscopic world], Maurice Gaspard Hugi,
“Invaders from the Atom”, Tales of Wonder #1, Winter 1937
1937 Arda [Earth during an imaginary time period], J. R. R. Tolkien, The
Hobbit
1937 Artificial planets [planets], Olaf Stapledon, Star Maker
1937 Five Points, Selby Flats, Springfield [towns], Irna Phillips, The
Guiding Light (later renamed Guiding Light)
937 Rhth [planet], Don A. Stuart [John W. Campbell, Jr.], “Forgetfulness” in
Astounding Stories, June 1937
1937 Futuropolis [future world], Martial Cendros [René Thévenin] and
René Pellos [René Pellarin], Futuropolis
1938 Ashair [city], Edgar Rice Burroughs, Tarzan and the Forbidden City
1938 Future Earth [future Earth], Ayn Rand, Anthem
1938 Grover’s Corners [town], Thorton Wilder, Our Town
1938 Gyronchi, Jonbar [cities], Jack Williamson, The Legion of Time
1938 Ishmaelia [country in northeast Africa], Evelyn Waugh, Scoop, A Novel
about Journalists
1938 Krypton [planet], Jerry Siegel and Joe Shuster, “Superman” in Action
Comics, June 1938
1938 Rimrock [town in south western Colorado], Fred Harman, Red Ryder
1938 Space Trilogy solar system [planets], C. S. Lewis, Out of the Silent
Planet
1938 Soldus [planet inside the Sun], Nat Schachner, “The Sun-world of
Soldus” in Astounding Science-Fiction, April 1938
1938 Ultra-Earth [planet], Nat Schachner, “Simultaneous Worlds” in
Astounding Science-Fiction, November 1938
1938 Urbs [city], Stanley G. Weinbaum, The Black Flame
1939 Arkham, Dunwich [cities], H. P. Lovecraft, The Outsider and Others
1939 Blitva [country], Miroslav Krleža, Banket u Blitvi
1939 Campagna, Great Marina [countries], Ernst Jünger, Auf den
Marmorklippen
1939 Future History Universe [universe], Robert Heinlein, “Life-Line” in
Astounding Science-Fiction, August 1939
1939 Karud [planet], Raymond Z. Gallun, “The Shadow of the Veil” in
Astounding Science-Fiction, February 1939
1939 Nehwon [world], Fritz Leiber, “Two Sought Adventure” in Unknown
magazine, August 1939
1939 Rose [island], Mervyn Peake, Captain Slaughterboard Drops Anchor
1939 Uuleppe [planet], Stanton A. Coblentz, “Planet of the Knob-Heads” in
Science Fiction, December 1939
1940 Centropolis [city], A. E. van Vogt, Slan (serialized in Astounding
Science-Fiction, beginning in September 1940)
1940 DC Comics universe [universe], Gardner Fox, All Star Comics #3
1940 Gotham City [city], Bill Finger, Batman #4, Winter 1940
1940 Leigh Brackett solar system [version of the solar system], Leigh
Brackett, “Martian Quest” in Astounding Science Fiction, February 1940
1940 Tlön, Mlejnas, Uqbar [countries], Jorge Luis Borges, “Tlön, Uqbar,
Orbis Tertius” in Sur, May 1940
1940 Tomainia [country], Charles Chaplin, The Great Dictator
1940 Villings [island in the Pacific Ocean], Adolfo Bioy Casares, La
Invención de Morel
1941 Babel Library [library], Jorge Luis Borges, “La Biblioteca de Babel” in
El Jardin de Senderosque se Bifurcan
1941 Lagash [planet], Isaac Asimov, “Nightfall” in Astounding Science-
Fiction, September 1941
1941 Tantalus [planet], P. Schuyler Miller, “Trouble on Tantalus” in
Astounding Science-Fiction, February 1941
1942 The Black Planet [planet], Henry Kuttner, “We Guard the Black
Planet” in Super Science Stories, November 1942
1942 Foundation universe [universe], Isaac Asimov, “Foundation” in
Astounding Science-Fiction, May 1942
1942 Hydrot [planet], Arthur Merlyn [James Blish], “Sunken Universe” in
Super Science Stories, May 1942
1942 Karain subcontinent [subcontinent in the Southern Hemisphere],
Austin Tappan Wright, Islandia
1942 Logeia [world], Fletcher Pratt, The Undesired Princess (first serialized
in Unknown, February 1942)
1942 Mechanistria [planet], Eric Frank Russell, “Mechanistria” in
Astounding Science-Fiction, January 1942
1942 The Omos solar system [star and 11 planets], Edgar Rice Burroughs,
“Adventure on Poloda” in Blue Book, January 1942
1943 Carcasilla [underground city], Henry Kuttner and C. L. Moore, Earth’s
Last Citadel
1943 Castalia [province in central Europe], Herman Hesse, The Glass Bead
Game
1943 Cyrille [planet], C. L. Moore, Judgment Night
1943 Gondwana [supercontinent], A. E. van Vogt, The Book of Ptath
1943 Island of Eight Delights and Bacchic Wine [island], Stefan Andres,
Wir sind Utopia
1943 Land of the Lost [underwater land], Isabel Manning Hewson, Land of
the Lost
1943 Stygia [planet], Manly Wade Wellman, “Legion of the Dark” in Super
Science Stories, May 1943
1943 Symbiotica [planet], Eric Frank Russell, “Symbiotica” in Astounding
Science-Fiction, October 1943
1943 Zavattinia [village near Bamba, Italy], Cesare Zavattini, Totò il Buono
1944 Bombardy [country], Eric Linklater, The Wind on the Moon
1944 Paradise Island [island], William Moulton Marston, Wonder Woman
1945 Animal Farm [farm], George Orwell [Eric Arthur Blair], Animal Farm:
A Fairy Story
1945 Galactic Empire universe [universe], Isaac Asimov, “Blind Alley” in
Astouding Science-Fiction, March 1945
1945 The Island of Sodor [island in the Irish Sea], Rev. Wilbert Vere Awdry,
The Three Railway Engines
1945 Kingdom of King Clode [kingdom], James Thurber, The White Deer
1945 Mount Tsintsin-Dagh [mountain in northern Tibet], Paul Alperine,
Ombres sur le Thibet
1946 Aiolo [planet], Murray Leinster [William Fitzgerald Jenkins], “The
Plants” in Astounding Science-Fiction, January 1946
1946 Alternate world [alternate world], Franz Werfel, Stern der
Ungeborenen (Star of the Unborn)
1946 Erikraudebyg [settlement], Paul Alperine, La Citadelle des Glaces
1946 Gormenghast [castle], Mervyn Peake, Titus Groan
1946 Hekla [planet], Hal Clement [Harry Clement Stubbs], “Cold Front” in
Astounding Science-Fiction, July 1946
1946 Placet [planet], Fredric Brown, “Placet is a Crazy Place” in Astounding
Science-Fiction, May 1946
1946 Sainte Beregonne [hidden city quarter in Hamburg, Germany], Jean
Ray, Le Manuscrit Français
1947 Brigadoon [town in Scotland], Alan Jay Lerner and Frederick Loewe,
Brigadoon
1947 Doodyville [town], Robert E. “Buffalo Bob” Smith, Howdy Doody
1947 Longjumeau [city in France], Léon Bloy, “Les Captifs de Longjumeau”
in L’Oeuvre Compléte
1947 Mars (of The Martian Chronicles) [planet], Ray Bradbury, “Rocket
Summer” in Planet Stories, Spring 1947
1947 Niggle’s Parish [region], J. R. R. Tolkien, “Leaf by Niggle” in The
Dublin Review
1947 Padukgrad, Sinisterbad [countries], Vladimir Nabakov, Bend Sinister
1947 Throon [planet], Edmond Hamilton, The Star Kings
1947 Wing IV [planet], Jack Williamson, “With Folded Hands…” in
Astounding Science Fiction, July 1947
1948 Dalarna [country], George U. Fletcher [Fletcher Pratt], Well of the
Unicorn
1948 Raintree County [county], Ross Lockridge, Jr., Raintree County
1948 Walden Two [town], B. F. Skinner, Walden Two
1949 Alternate United States [alternate United States], George Stewart,
Earth Abides
1949 Candyland [board game setting], Eleanor Abbott, Candyland
1949 Chita [island], Pierre-Mac Orlan, Le Chant de l’Equipage
1949 City of the Immortals [city], Jorge Luis Borges, “El Immortal” in El
Aleph
1949 Comarre [city], Arthur C. Clarke, “The Lion of Comarre” in Thrilling
Wonder Stories, August 1949
1949 The Commonwealth of Letters [land], John Myers Myers, Silverlock
1949 Heliopolis [city], Ernst Jünger, Heliopolis
1949 Karres [planet], James H. Schmitz, The Witches of Karres
1949 Oceania, Eurasia, Eastasia [continents], George Orwell [Eric Arthur
Blair], Nineteen Eighty-Four
1949 New Crete [future Earth], Robert Graves, Watch the North Wind Rise
(also known as Seven Days in New Crete)
1949 Psychotechnic League universe [Earth with an alternate history],
Poul Anderson and John Gergen, “The Entity” in Astounding Science
Fiction, June 1949
1949 Shuruun [city on Venus], Leigh Brackett, “The Enchantress of Venus” in
Planet Stories, Fall 1949
1949 Viagens Interplanetarias universe [universe], L. Sprague de Camp,
“The Animal-Cracker Plot” in Astounding Science Fiction, July 1949
1950 Borsetshire [county in England], Godfrey Baseley, The Archers
1950 Curbstone [artificial satellite], Theodore Sturgeon, “The Stars are the
Styx” in Galaxy Science Fiction, October 1950
1950 Dying Earth universe [future Earth], Jack Vance, The Dying Earth
1950 Grand Duchy of Lichtenburg [duchy in Europe], Howard Lindsay and
Russel Crouse, Call Me Madam
1950 Instrumentality of Mankind future history universe [universe],
Cordwainer Smith [Paul Myron Anthony Linebarger], “Scanners Live in
Vain” in Fantasy Book #6, 1950
1950 Moominland, Daddy Jones’s Kingdom [kingdoms], Tove Jansson,
Kuinkas Sitten Kävikäan
1950 Narnia [country], C. S. Lewis, The Lion, the Witch, and the Wardrobe
1950 Myopia [kingdom], Jack Kent, King Aroo
1950 Quivera [country in South America], Vaughan Wilkins, The City of
Frozen Fire
1950 Skontar [planet], Poul Anderson, “The Helping Hand” in Astounding
Science Fiction, May 1950
1950 United Planets universe [universe], Mike Moser, Space Patrol
1951 61 Cygni VII [planet], Clifford D. Simak, Time and Again
1951 Farghestan, Orsenna, Vezzano [countries], Julien Gracq, Le Rivage des
Syrtes
1951 Jemal, Medral [planets], Raymond F. Jones, “The Toymaker” in The
Toymaker: A Collection of Science Fiction Stories
1951 Kyril [planet], Jack Vance, “Son of the Tree” in Thrilling Wonder Stories,
June 1951
1951 Ormazd [planet], L. Sprague de Camp, Rogue Queen
1951 Qylao [inhabited planetoid], Fox B. Holden, “The Death Star” in Super
Science Stories, April 1951
1952 Alternate America [alternate America], Kurt Vonnegut, Jr., Player
Piano
1952 Alternate Earth and Venus [alternate Earth and Venus], Frederik Pohl
and Cyril M. Kornbluth, “Gravy Planet” in Galaxy Science Fiction, June
1952
1952 Asbefore Island [island], Jacques Prévert, Lettre des Îles Baladar
1952 Lyra IV [planet], Cyril M. Kornbluth, “That Share of Glory” in
Astounding Science Fiction, January 1952
1952 Mount Analogue [mountain island], René Daumal, Le Mont Analogue
1952 Ozagen [planet], Philip José Farmer, The Lovers, in Startling Stories,
August 1952
1952 Shandakor [city on Mars], Leigh Brackett, “The Last Days of
Shandakor” in Startling Stories, April 1952
1952 Terra [planet], Oskar Lebeck and Alden McWilliams, Twin Earths
1952 Terro-Human Future History universe [universe], H. Beam Piper,
“Uller Uprising” in The Petrified Planet
1952 Uller [planet], John D. Clark, Fletcher Pratt, H. Beam Piper, and Judith
Merril [Judith Josephine Grossman], The Petrified Planet
1952 Unreturnable-Heaven [city in Nigeria], Wraith Island [island in
Nigeria], Amos Tutuola, The Palm-Wine Drinkard and His Dead Palm-
Wine Tapster in the Dead’s Town
1953 Alternate America [alternate America], Ray Bradbury, Fahrenheit 451
1953 Baudelaire [planet], Philip José Farmer, “Mother” in Thrilling Wonder
Stories, April 1953
1953 Devon [town], Elliot Caplin and Stan Drake, The Heart of Juliet Jones
1953 Helle [planet], Bengo Mistral [Norman Lazenby], The Brains of Helle
1953 Lithia [planet], James Blish, A Case of Conscience
1953 Maghrebinia [vast realm], Gregor von Rezzori, Maghrebinische
Geschichten
1953 Mesklin [planet], Hal Clement [Harry Clement Stubbs], Mission of
Gravity
1953 Shadow City [city], A. E. van Vogt, The Universe Maker
1954 (Unnamed island) [island], William Golding, Lord of the Flies
1954 Azor, Gemser, Halsey’s Planet, Sunward, etc. [planets], Frederik Pohl
and Cyril M. Kornbluth, Search the Sky
1954 Borovnia [country], Pauline Parker and Juliet Hulme, (Christchurch,
New Zealand newspaper reports of the murder of Honora Mary Parker)
1954 Iszm [planet], Jack Vance, The Houses of Iszm
1954 Troas [planet], Isaac Asimov and probably John D. Clark, “Sucker Bait”
in Astounding Science Fiction, February 1954
1954 Viridis [planet], Theodore Sturgeon, “The Golden Helix” in Thrilling
Wonder Stories, Summer 1954
1955 Abatos [planet], Phillip José Farmer, “Father” in The Magazine of
Fantasy and Science Fiction, July 1955
1955 Bartorstown [post-apocalypse city in the Rocky Mountains], Leigh
Brackett, The Long Tomorrow
1955 Belly Rave [New York suburb in an alternate future], Frederik Pohl
and Cyril M. Kornbluth, Gladiator-at-Law
1955 Eterna [planet], Eric Frank Russell, “The Waitabits” in Astounding
Science Fiction, July 1955
1955 India [island in Indian Ocean], C. S. Lewis, Surprised by Joy
1955 LEGO System universe [universe], The LEGO Group, Town Plan No. 1
1955 Neverreachhereland [land], André Dhôtel, Les Pays oú l’on n’arrive
jamais
1955 Planet orbiting Proxima Centauri [planet], Stanislaw Lem, Oblok
Magellana
1955 Rigo [town in alternate North America], John Wyndham, The
Chrysalids
1955 Sabria [planet], Jack Vance, “The Gift of Gab” in Astounding Science
Fiction, September 1955
1955 Tranai [planet], Robert Scheckley, “A Ticket to Tranai” in Galaxy
Science Fiction, October 1955
1955 Tylerton [town], Frederik Pohl, “The Tunnel under the World” in
Galaxy Science Fiction, January 1955
1955 What-A-Jolly Street (Trufflescootems Blvd.) [neighborhood in Iowa],
Nan Gilbert [Mildred Gilbertson], 365 Bedtime Stories
1956 Altair IV [planet], Fred M. Wilcox, Forbidden Planet
1956 Aniara [space station], Harry Martinson, Aniara
1956 Bachepousse [island], Country of the Graal Flibuste [country],
Robert Pinget, Graal Flibuste
1956 Caphad, Essur, Glome, Phars, etc. [kingdoms], C. S. Lewis, Till We
Have Faces
1956 Diaspar [city on future Earth], Arthur C. Clarke, The City and the
Stars
1956 Exopotamia [country], Boris Vian, L’Automne à Pékin
1956 Nidor [planet], Robert Randall [Robert Silverberg and Randall Grant],
The Shrouded Planet
1956 Oakdale [town in Illinois], Irna Phillips, As the World Turns
1956 Peyton Place [town], Grace Metalious, Peyton Place
1956 Tropical Valley [valley in the Northwest Territories, Canada], Pierre
Berton, The Mysterious North
1956 Xanadu [planet], Theodore Sturgeon, “The Skills of Xanadu” in Galaxy
Science Fiction, July 1956
1957 Abyormen [planet], Hal Clement [Harry Clement Stubbs], Cycle of
Fire
1957 Alternate United States [alternate United States], Ayn Rand, Atlas
Shrugged
1957 Barnum’s Planet [planet], Avram Davidson, “Now Let Us Sleep” in Or
All the Seas With Oysters
1957 Big Planet [planet], Jack Vance, Big Planet
1957 Dante’s Joy [planet], Philip José Farmer, Night of Light
1957 Darkover [planet], Marion Zimmer Bradley, Falcons of Narabedla
1957 Great Circle civilizations [planets], Ivan Efremov, Andromeda Nebula
1957 Home, Rathe [planets], James Blish, “Get out of My Sky” in
Astounding Science Fiction, January 1957
1957 Leeminorr [planet], Robert Silverberg, “Precedent” in Astounding
Science Fiction, December 1957
1957 Mayfield [town], Joe Connelly and Bob Mosher, Leave it to Beaver
1957 Sargon Empire [planets], Robert A. Heinlein, Citizens of the Galaxy
1957 Tyana II [planet], Robert Scheckley, “The Language of Love” in Galaxy
Science Fiction, May 1957
1957 Wild Island [island], Ruth Stiles Gannet, My Father’s Dragon
1957 Ygam [planet], Stefan Wul, Oms en Série
1958 Conniption [town], Stan Lynde, Rick O’Shay
1958 Duchy of Grand Fenwick [country in Europe], Jack Arnold, The
Mouse that Roared
1958 Kakakakaxo [planet], Brian Aldiss, “Segregation” (also known as “The
Game of God”) in New Worlds, July 1958
1958 Kapetopek [country], Flathill Country [region], Tatsuo Yoshida, Mach
GoGoGo (first serialized in Shueisha’s Shōnen Book, and later known as
Speed Racer)
1958 Lanador [planet], Robert A. Heinlein, “Have Space Suit—Will Travel”
serialized in The Magazine of Fantasy & Science Fiction, August 1958
1958 New Cornwall [planet], Richard McKenna, “The Night of the Hoggy
Darn” in Worlds of If, December 1958
1958 Pao [planet], Jack Vance, The Languages of Pao
1958 Ragnarok [planet], Tom Godwin, The Survivors
1958 Technic History universe [universe], Poul Anderson, War of the
Wing-Men
1958 Tenebra [planet], Hal Clement [Harry Clement Stubbs], Close to
Critical (first serialiazed in Astounding Science Fiction, beginning in May
1958)
1958 Thalassa [planet], Arthur C. Clarke, “The Songs of Distant Earth” in
The Other Side of the Sky
1958 Veldq [planet], Charles V. de Vet and Katherine MacLean, “Second
Game” in Astounding Science Fiction, March 1958
1959 Aocicinori [galaxy], Scotlund Leland Moore, The Galaxy of Aocicinori
1959 Cannis IV [planet], Colin Kapp, “The Railways up on Cannis IV” in The
Unorthodox Engineers
1959 Central City [city], Max Schulman, The Many Loves of Dobie Gillis
1959 Childe Cycle universe [universe], Gordon R. Dickson, Dorsai!
1959 Glumpalt [planet], Brian Aldiss, “Legends of Smith’s Bursts” in Nebula
Stories
1959 Katroo [country], Dr. Seuss, Happy Birthday to You
1959 Land between the Mountains [land], Carol Kendall, The Gammage
Cup
1959 Level Seven [underground city], Mordecai Roshwald, Level Seven
1959 Old Town [town], Philip K. Dick, Time out of Joint
1959 Topaz [planet], Harlan Ellison, “Eyes of Dust” in Rogue, December 1959
1959 Tralfamadore [planet], Kurt Vonnegut, Jr., The Sirens of Titan
1959 Village of the Smurfs [village], Peyo [Pierre Culliford], Les
Schtroumpfs (The Smurfs)
1960 Abbey Leibowitz [abbey in North American desert in a post-
apocalyptic future], Walter M. Miller, A Canticle for Leibowitz
1960 Bedrock [town], William Hanna and Joseph Barbera, The Flintstones
1960 Bellota [planet], R. A. Lafferty, “Snuffles” in Galaxy Magazine,
December 1960
1960 Chronopolis [city], J. G. Ballard, “Chronopolis” in New Worlds, June
1960
1960 Eden [planet], Mark Clifton, Eight Keys to Eden
1960 Genoa, Texcoco [planets], Mack Reynolds, “Adaptation” in Astouding
Science Fact & Fiction
1960 Klendathu [planet], Robert A. Heinlein, Starship Troopers
1960 Ledom [planet], Theodore Sturgeon, Venus Plus X
1960 Mayberry [town in North Carolina], Sheldon Leonard and Charles
Stewart, The Danny Thomas Show
1960 Omega [planet], Robert Sheckley, The Status Civilization
1960 Pyrrus [planet], Harry Harrison, Deathworld
1960 The Runaway World [planet], Frederik Pohl and Cyril M. Kornbluth,
Wolfbane
1960 Savannah [planet], James Blish, “And Some Were Savages”, Amazing
Stories, November 1960
1960 Sirius IX, Walonka [planets], Chad Oliver, Unearthly Neighbors
1960 Tharixan [planet], Poul Anderson, The High Crusade
1960 Warlock [planet], Andre Norton, Storm Over Warlock
1961 Amara [planet], William F. Temple, The Three Suns of Amara
1961 Andorra [country (not to be confused with the real country of
Andorra)], Max Frisch, Andorra
1961 Chandala [planet], James Blish, “A Dusk of Idols” in Amazing Stories,
March 1961
1961 Concordia [country in Europe], Peter Ustinov, Romanoff and Juliet
1961 Dara [planet], Murray Leinster [William Fitzgerald Jenkins], “Pariah
Planet” in Amazing Stories, July 1961
1961 Dunia [country in Africa], Anthony Burgess, Devil of a State
1961 Ghrekh, Pittam, Speewry [planets], Robert Lowndes, Believer’s World
1961 Hi-Iay Islands (also called Hi-yi-yi Islands) [archipelago], Harald
Stumke [Gerolf Steiner], Bau und Leben der Rhinogradentia
1961 Kandemir [planet], Poul Anderson, “The Day after Doomsday” in
Galaxy Magazine, December 1961
1961 Lilith [planet], Geraldine June McDonald Willis, The Light of Lilith
1961 Marvel Comics universe [universe], Stan Lee, Jack Kirby, and Steve
Ditko, Fantastic Four #1
1961 Noon universe [universe], Arkady and Boris Strugatsky, Noon: 22nd
Century
1961 Og [underground world], Pierre Berton, The Secret World of OG
1961 Orisinia [country], Ursula K. LeGuin, “An Die Musik” in Western
Humanities Review 15 (1961)
1961 Perry Rhodan multiverse [multiverse], K. H. Scheer and Clark Darton,
Perry Rhodan
1961 The Rim Worlds [planets], A. Bertram Chandler, The Rim of Space
1961 Sirene [planet], Jack Vance, “The Moon Moth” in Galaxy Magazine,
August 1961
1961 Solaris [planet], Stanislaw Lem, Solaris
1962 (Unnamed world) [interactive world], Steve Russell, J. M. Graetz, and
others, Spacewar!
1962 Big Slope [mountain in future Earth], Brian Aldiss, Hothouse
1962 Imperium continuum [parallel worlds], Keith Laumer, Worlds of the
Imperium
1962 Jundapur [state in India], Manoba [island near New Guinea], Paul
Scott, The Birds of Paradise
1962 Orbit City [city], William Hanna and Joseph Barbera, The Jetsons
1962 Pala, Rendang [islands in the Indonesian Archipelago], Aldous Huxley,
Island
1962 Sako [planet], Edmond Hamilton, “The Stars, My Brothers” in Amazing
Stories, May 1962
1962 Time Quartet universe [universe], Madeleine L’Engle, A Wrinkle in
Time
1962 Wisdom Kingdom [kingdom], Norman Juster, The Phantom Tollbooth
1962 Zembla [country], Vladimir Nabakov, Pale Fire
1963 Aerlith [planet], Jack Vance, The Dragon Masters
1963 Argent [planet], John Phillifent, King of Argent
1963 Artemis [planet], Evelyn E. Smith, The Perfect Planet
1963 Berserker universe [universe], Fred Saberhagen, “Fortress Ship” in If,
Jan 1963
1963 Birdwell Island [island], Norman Bridwell, Clifford the Big Red Dog
1963 Crabwall Corners, Hooterville, Pixley, Stankwell Falls, etc.,
[towns], Paul Henning, Petticoat Junction
1963 Dune universe [universe], Frank Herbert, Dune World (serialized in
Analog magazine)
1963 Eden [planet], Stanislaw Lem, Eden
1963 Fruyling’s World [planet], Laurence M. Janifer, Slave Planet
1963 Future Earth [future Earth], Poul Anderson, “No Truce with Kings” in
The Magazine of Fantasy and Science Fiction, June 1963
1963 The Multiverse [multiverse], Michael Moorcock, The Stealer of Souls
1963 Neighborhood of Make-Believe [kingdom], Fred Rogers, MisteRogers
(Canadian program that preceded Mister Rogers’ Neighborhood)
1963 The Phyto Planet [planet], Richard McKenna, “Hunter, Come Home”
in The Magazine of Fantasy and Science Fiction, March 1963
1963 Port Charles [city in New York], Frank and Doris Hursley, General
Hospital
1963 Space Patrol universe [universe], Roberta Leigh, Space Patrol
1963 Soror [planet], Pierre Boulle, La Planète des Singes
1963 Tirellian [city on Mars], Roger Zelazny, “A Rose for Ecclesiastes” in
The Magazine of Fantasy and Science Fiction, November 1963
1963 Weng [village in Austrian Mountains], Thomas Bernhard, Frost
1963 The Whoniverse [universe], Sydney Newman, C. E. Webber, and
Donald Wilson, Doctor Who
1963 X [city], Tibor Déry, G. A. úr X.-ben
1963 San Lorenzo [island in the Carribean Sea], Kurt Vonnegut, Jr., Cat’s
Cradle
1963 Witch World [world], Andre Norton, Witch World
1964 Alpha III M2 [planet], Philip K. Dick, Clans of the Alphane Moon
1964 Arkanar [planet], Arkady and Boris Strugatsky, Hard to be a God
1964 Azrael [planet], John Brunner, “The Bridge to Azrael” in Amazing
Stories, February 1964
1964 Bay City [town in Illinois], Irna Phillips and William J. Bell, Another
World
1964 Blue World [planet], Jack Vance, “The Kragen” in Fantastic Stories of
Imagination, July 1964
1964 ConSentiency universe [universe], Frank Herbert, “The Tactful
Saboteur” in Galaxy Magazine, October 1964
1964 Dapdrof [planet], Brian Aldiss, The Dark Bright Years
1964 Demon Princes universe [universe], Jack Vance, The Star King
1964 Earthsea [archipelago], Ursula K. LeGuin, “The Word of Unbinding”,
Fantastic, January 1964
1964 Gilligan’s Island [island in Pacific Ocean], Sherwood Schwartz,
Gilligan’s Island
1964 Hainish Cycle universe [universe], Ursula K. LeGuin, “Dowry of the
Angyar” in Amazing Stories, September 1964
1964 Id [kingdom], Johnny Hart and Brant Parker, The Wizard of Id
1964 iDeath [town in rural United States], Richard Brautigan, In
Watermelon Sugar
1964 Known Space universe [universe], Larry Niven, “The Coldest Place” in
If, December 1964
1964 Marineville [city], Titanica [underwater city], Gerry and Sylvia
Anderson, Stingray
1964 Nihil [planet], Martin Thomas, Beyond the Spectrum
1964 Prydain [country], Lloyd Alexander, The Book of Three
1964 Rainbow [planet], Arkady and Boris Strugatsky, Far Rainbow
1964 The Reefs of Space [universe], Frederik Pohl and Jack Williamson, The
Reefs of Space
1964 Regis III [planet], Stanislaw Lem, The Invincible
1964 Shinar [planet], Ben Bova, Star Watchmen
1964 Simulacron-3 [virtual world], Daniel F. Galouye, Simulacron-3
1964 Yr [kingdom], Hannah Green [Joanne Greenberg], I Never Promised
You a Rose Garden
1965 Chelm [city], Samuel Tenenbaum, The Wise Men of Chelm
1965 Dare [planet], Philip José Farmer, Dare
1965 Drimonia [country in Europe], Lia Wainstein, Viaggio in Drimonia
1965 Ellipsia [planet], Hortense Calisher, Journal from Ellipsia
1965 Grimy Gulch [town in the Old West], Tom K. Ryan, Tumbleweeds
1965 Helior [planet], Harry Harrison, Bill the Galactic Hero
1965 Lemuria [continent], Lin Carter, A Wizard of Lemuria
1965 Lifeline [city on Venus], Roger Zelazny, “The Doors of His Face, the
Lamps of His Mouth” in The Magazine of Fantasy and Science Fiction,
March 1965
1965 Na [planet], Robert Scheckley, “Shall We Have a Little Talk?” in Galaxy
Magazine, October 1965
1965 Pia 2 (also known as Ptolemy Soter) [planet], Avram Davidson, Rork!
1965 Refuge [planet], Joseph L. Green, The Loafers of Refuge
1965 Salem [town], Ted and Betty Corday, Days of Our Lives
1965 Sphereland [two-dimensional spherical world], Dionys Burger,
Sphereland: A Fantasy about Curved Spaces and an Expanding Universe
1965 Tracy Island [island], Gerry Anderson and Sylvia Anderson,
Thunderbirds
1965 World of Tiers universe [multiverse], Philip José Farmer, The Maker
of Universes
1966 Camiroi [planet], R. A. Lafferty, “Primary Education of the Camiroi” in
Galaxy Magazine, December 1966
1966 Collinsport [town in Maine], Dan Curtis, Dark Shadows
1966 Destination: Void universe [universe], Frank Herbert, Destination:
Void
1966 Proavitus [inhabited asteroid], R. A. Lafferty, “Nine Hundred
Grandmothers” in If, February 1966
1966 Riverworld [planet], Philip José Farmer, “Riverworld” in Worlds of
Tomorrow, January 1966
1966 Star Trek galaxy [galaxy], Gene Roddenberry, Star Trek
1966 Zygra [planet], John Brunner, A Planet of Your Own
1967 Altair [planet], Edmund Cooper, A Far Sunset
1967 Alternate Earth and Mars [alternate Earth and Mars], William F.
Noland and George Clayton Johnson, Logan’s Run
1967 Branning-at-Sea [city in future Earth], Samuel R. Delany, The Einstein
Intersection
1967 Braunstein [RPG setting], David Wesely, Braunstein
1967 Chthon [planet], Piers Anthony, Chthon
1967 Dumarest Saga universe [universe], Edwin Charles Tubb, The Winds
of Gath
1967 Gor [planet], John Norman [John Frederick Lange, Jr.], Tarnsman of
Gor
1967 Hawksbill Station [prison colony in the prehistoric past], Robert
Silverberg, “Hawksbill Station” in Galaxy Magazine, August 1967
1967 Macondo [village in Columbia], Gabriel García Márquez, One Hundred
Years of Solitude
1967 Pern [planet], Anne McCaffrey, “Weyr Search” in Analog, October, 1967
1967 Sangre [planet], Norman Spinrad, The Men in the Jungle
1967 Unistam [country], James Blish and Norman L. Knight, A Torrent of
Faces
1967 Urath [planet], Roger Zelazny, Lord of Light
1967 The Village [seaside village], Patrick McGoohan and George Markstein,
The Prisoner
1968 Alternate solar system [alternate solar system], Stanley Kubrick and
Arthur C. Clarke, 2001: A Space Odyssey
1968 Alternate United States [alternate United States], Philip K. Dick, Do
Androids Dream of Electric Sheep?
1968 Astrobe [planet], R. A. Lafferty, Past Master
1968 Beninia [country in West Africa], John Brunner, Stand on Zanzibar
1968 Gurnil [planet], Lloyd Biggle, The Still Small Voice of Trumpets
1968 Halla, Shundi [kingdoms], Satyajit Ray, Goopy Gyne Bagha Byne
1968 Ici [ruins], Philippe Jullian, La Fuite en Egypte
1968 Llanview [city in Pennsylvania], Agnes Nixon, One Life to Live
1968 Montefor [planet], William F. Temple, The Fleshpots of Sansato
1968 Nacre [planet], Piers Anthony, Omnivore
1968 Nevèrÿon [world], Samuel R. Delany, “Time Considered as a Helix of
Semi-Precious Stones” in New Worlds, December 1968
1968 Novaria, Vindium, Zolon, Xylar, Othomae, etc. [countries], L.
Sprague de Camp, The Goblin Tower
1968 Paradise [planet], Joanna Russ, Picnic on Paradise
1968 Región [country], Juan Benet, Volverás a Región
1968 Star Well [inhabited asteroid], Alexei Panshin, Star Well
1968 Sulwen’s Planet [planet], Jack Vance, “Sulwen’s Planet” in The Farthest
Reaches (edited by Joseph Elder)
1968 Tschai [planet], Jack Vance, City of the Chasch
1969 Belzagor [planet], Robert Silverberg, Downward to the Earth (first
serialized in Galaxy Science Fiction, November 1969)
1969 Doona [planet], Anne McCaffrey, Decision at Doona
1969 Esthaa [planet], James Tiptree Jr. [Alice Bradley Sheldon], “Your
Haploid Heart” in Analog Science Fact & Fiction, September 1969
1969 Flora [planet], John Boyd, The Pollinators of Eden
1969 Gondwane [continent], Lin Carter, Giant of World’s End
1969 Harlech [planet], John Boyd, The Rakehells of Heaven
1969 Kanthos, Sulmannon, Anzor [countries], Alex Dain, Bane of Kanthos
1969 Living Island [island], Hollingsworth Morse, H. R. Pufnstuf
1969 Mnemosyne [planet], Bob Shaw, The Palace of Eternity
1969 Plowman’s Planet [planet], Philip K. Dick, Galactic Pot-Healer
1969 Quilapa, Zaachila [villages], Harry Harrison, Captive Universe
1969 Sesame Street [street in New York City], Joan Ganz Cooney and Lloyd
Morrisett, Sesame Street
1969 The South Kingdom [kingdom], John Bellairs, The Face in the Frost
1969 Yarth [planet], Gardner F. Fox, Kothar: Barbarian Swordsman
1969 Zarkandu [planet], Lin Carter, Lost World of Time
1970 Amber universe [universe], Roger Zelazny, Nine Princes in Amber
1970 Bremagne, Gwynedd, Kheldour, Meara, etc. [countries], Katherine
Kurtz, Deryni Rising
1970 Brodie’s Land, MLCH Country [country], Jorge Luis Borges, El
Informe de Brodie
1970 Clio [planet], Andre Norton, Ice Crown
1970 Delmark-O [virtual world], Philip K. Dick, A Maze of Death
1970 Esperanza [planet], Ron Goulart, The Sword Swallower
1970 Pine Valley [town in Pennsylvania], Agnes Nixon, All My Children
1970 Rominten [reserve in Eastern Prussia], Michel Tournier, Le Roi des
Aulnes
1970 Strackenz [duchy in Germany], George MacDonald Fraser, Royal Flash
1970 Tome [planet], John Jakes, Mask of Chaos
1970 Urban Monads [skyscrapers that each contain 25 cities], Robert
Silverberg, “A Happy Day in 2381” in Nova 1 (edited by Harry Harrison)
1970 Urban Nucleus world [future Earth], Michael Bishop, “If a Flower
Could Eclipse” in Worlds of Fantasy, Winter 1970
1970 Vandarei [world], Joy Chant [Eileen Joyce Rutter], Red Moon and
Black Mountain: The End of the House of Kendreth
1971 (Unnamed world) [underground city], George Lucas, THX 1138
1971 Antares IV [planet], George Zebrowski, “Heathen God” in The
Magazine of Fantasy and Science Fiction, January 1971
1971 Arab Jordan [kingdom in 21st century New York City], Katherine
MacLean, The Missing Man
1971 Balbrigian and Bouloulabassian United Republic [country], Max
Jacob, Histoire du roi Kaboul Ier et du marmiton Gauwain
1971 Borthan [planet], Robert Silverberg, A Time of Changes
1971 Dhrawn [planet], Hal Clement [Harry Clement Stubbs], Star Light
1971 Fourth World [world], Jack Kirby, The New Gods 1971 Misterland
[land], Roger Hargreaves, Mr. Tickle
1971 Oceana [island near Ireland], H. R. F. Keating, The Strong Man
1971 Roland [planet], Poul Anderson, “The Queen of Air and Darkness” in
The Magazine of Fantasy and Science Fiction, June 1971
1971 Viriconium [city], M. John Harrison, The Pastel City
1971 Watkinsland [South American coastal area], Doris Lessing, Breifing
for a Descent into Hell
1972 Aglaura, Anastasia, Argia, Baucis, Catmere, etc. [55 cities], Italo
Calvino, Le Città Invisibli (Invisible Cities)
1972 Archaos [kingdom], Christiane Rochefort, Archaos ou Le jardin
étincelant
1972 Blokula, Broceliande, Elfhame, Elfwick, etc. [kingdoms], Sylvia
Townsend Warner, Kingdoms of Elfin
1972 The Cemetery [future Earth], Clifford D. Simak, Cemetery World
1972 Humanx Commonwealth universe [universe], Alan Dean Foster, The
Tar-Aiym Krang
1972 Kregen [planet], Alan Burt Akers [Henry Kenneth Bulmer], Transit to
Scorpio
1972 Marilyn [planet], Micheal G. Coney, Mirror Image
1972 The Para-Universe [universe], Isaac Asimov, The Gods Themselves
1972 Parsloe’s Planet [planet], Kenneth Bulmer, Roller Coaster World
1972 Sainte Croix, Sainte Anne [planets], Gene Wolfe, The Fifth Head of
Cerebus
1972 Sequoia [planet], Neal Barrett, Jr., Highwood
1972 Thanator [fictional version of Jupiter’s moon Callisto], Lin Carter,
Jandar of Callisto
1972 The Valley Forge [space station orbiting Saturn], Douglas Trumbull,
Silent Running
1972 Watership Down [warren of rabbits], Richard Adams, Watership
Down
1972 Whileaway and other worlds [alternate worlds], Joanna Russ, “When
it Changed” in Again, Dangerous Visions (edited by Harlan Ellison)
1972 Yan [planet], John Brunner, The Dramaturges of Yan
1973 Abbieannia, Angelinia, Calverinia, Glandelinia [countries], Henry
Darger, The Story of the Vivian Girls, in What is known as the Realms of
the Unreal, of the Glandeco-Angelinnian War Storm, Caused by the Child
Slave Rebellion
1973 Aeneas [planet], Poul Anderson, The Day of Their Return
1973 Alastor Cluster [star cluster], Jack Vance, Trullion: Alastor 2262
1973 The Cavity [cavity surrounded by solid rock], Barrington J. Bayley,
“Me and My Antronoscope” in New Worlds Quarterly 5, 1973
1973 CoDominium universe [universe], Jerry Pournelle, A Spaceship for the
King
1973 Florin, Guilder [countries], William Goldman, The Princess Bride
1973 Genoa City [city in Wisconsin], William J. Bell and Lee Philip Bell, The
Young and the Restless
1973 Kark [continent], Miles Copeland and Michael Hicks-Beach, The Game
of Nations
1973 Koestler’s Planet [planet], Barrington J. Bayley, “Mutation Planet” in
Frontiers 1: Tomorrow’s Alternatives
1973 Lituania [country], Henri Guigonnat, Démone en Lituanie
1973 Murdstone [planet], Ron Goulart, Shaggy Planet
1973 Omelas [city], Ursula K. LeGuin, “The Ones Who Walk Away from
Omelas” in New Dimensions 3, October 1973
1973 Starmont [planet], Terry Carr, “The Winds of Starmont” in No Mind of
Man (edited by Robert Silverberg)
1973 Three-O-Seven [island in the Aleutian Archipelago], René Barjavel, Le
Grand Secret
1974 (Player-created worlds) [RPG setting], Gary Gygax and Dave
Arneson, Dungeons & Dragons
1974 (Unnamed world) [interactive world], Steve Colley, Maze War
1974 (Unnamed world) [interactive world], Jim Bowery, Spasim
1974 Beklan Empire [country], Richard Adams, Shardik
1974 Calliur [planet], Mildred Downey Broxon, “The Stones have Names” in
Fellowship of the Stars (edited by Terry Carr)
1974 Cathadonia [planet], Michael Bishop, “Cathadonian Odyssey” in The
Magazine of Fantasy and Science Fiction, September 1974
1974 Charon [planet], Joe Haldeman, The Forever War
1974 Earth City [world], Christopher Priest, Inverted World
1974 Folsom’s Planet [planet], Barry N. Malzberg, On a Planet Alien
1974 The Holdfast [community in an alternate Earth], Suzy McKee
Charnas, Walk to the End of the World
1974 Ishtar [planet], Poul Anderson, Fire Time
1974 Koryphon [planet], Jack Vance, The Gray Prince
1974 Land of the Lost [prehistoric land], Sid and Marty Kroft, The Land of
the Lost
1974 Mist County (location of Lake Wobegon) [county in central
Minnesota], Garrison Keillor, A Prairie Home Companion
1974 Mote Prime [planet], Larry Niven and Jerry Pournelle, The Mote in
God’s Eye
1974 Shkea [planet], George R. R. Martin, “A Song for Lya” in Analog
Science Fact & Fiction, June 1974
1974 Sigma Draconis III [planet], John Brunner, Total Eclipse
1974 Skaith [planet], Leigh Brackett, The Ginger Star
1974 Solatia [country], Jane Yolen, The Magic Three of Solatia
1974 Weinunnach [planet], Gardner Dozois, “Strangers” in New Dimensions
IV (edited by Robert Silverberg)
1974 Zangaro [country in Africa], Frederick Forsyth, The Dogs of War
1975 (Unnamed world) [interactive world], Gary Whisenhunt and Ray
Wood, DND
1975 (Unnamed world) [interactive world], Don Daglow, Dungeon
1975 (Unnamed world) [interactive world], Rusty Rutherford, PEDIT5
1975 Arachne [planet], Michael Bishop, “Blooded on Arachne” in Epoch
(edited by Roger Elwood and Robert Silverberg)
1975 Bellona [city], Samuel R. Delany, Dhalgren
1975 Blackmoor [RPG setting], Dave Arneson, Blackmoor
1975 Borderland, Wasteland [parallel universes], Clifford D. Simak,
Enchanted Pilgrimage
1975 Cuckoo [Dyson sphere], Frederik Pohl and Jack Williamson, Farthest
Star
1975 Da-Dake, Na-Nupp, Vipp [countries], Dr. Seuss [Theodore Seuss
Geisel], Oh, the Thinks You Can Think!
1975 Dokal, Shaltoon, Laborlong [planets], Kilgore Trout [Philip José
Farmer], Venus on the Half-Shell
1975 Ecotopia [country], Ernest Callenbach, Ecotopia: The Notebooks and
Reports of William Weston
1975 Glorantha [world], Greg Stafford, White Bear and Red Moon
1975 Moonbase Alpha [moon], Gerry and Sylvia Anderson, Space: 1999
1975 Nation of the Urns [land], Jorge Luis Borges, “Undr” in El Libro de
Arena
1975 Orbitsville [Dyson sphere], Bob Shaw, Orbitsville
1975 Sinapia [country], Anonymous, edited by Stelio Cro, Description de la
Sinapia, Peninsula en la Tierra Austral: A Classical Utopia of Spain
(translation of an unpublished Spanish manuscript thought to have been
written in the late 1600s or 1700s)
1975 Tékumel [planet], Muhammad Abd-al-Rahman Barker, Empire of the
Petal Throne
1975 W [island], Georges Perec, W, Or the Memory of Childhood
1975 Where-Nobody-Talks [country], Jean-Marie-Gustave Le Clézio,
Voyages de l’Autre Côté
1975 X513 [planet], Suzette Haden Elgin, “Modulation in All Things” in
Reflections of the Future (edited by Russell Hill)
1976 (Unnamed world) [interactive world], Willlam Crowther, Colossal
Cave Adventure (text adventure program)
1976 Alliance-Union universe [universe], C. J. Cherryh, Gate of Ivrel
1976 Blaispagal, Inc. [planet], Michael Bishop, “In Chinistrex Fortronza the
Peole Are Machines; or Hoom and the Homonuculus” in New
Constellations (edited by Thomas M. Disch and Charles Naylor)
1976 Cinnabar [city], Edward Bryant, Cinnabar
1976 Fernwood [town in Ohio], Gail Parent, Ann Marcus, Jerry Adelman,
and Daniel Gregory Browne, Mary Hartman, Mary Hartman 1976 Florian
[planet], Brian Stableford, The Florians
1976 Hed [land], Patricia A. McKillip, The Riddle-Master of Hed
1976 Hoep-Hanninah [planet], Marta Randall, A City in the North
1976 Ibansk [town in Eastern Europe], Aleksandr Zinoviev, Ziyayushchie
Vysoty
1976 Mansueceria [planet], Michael Bishop, And Strange at Ecbatan the
Trees
1976 Mattapoisett [rural community of the future], Marge Piercy, Woman
on the Edge of Time
1976 Oerth [planet], Gary Gygax, The Gnome Cache (serialized in Dragon
magazine beginning June 1976)
1976 Redsun [planet], Vonda N. Maclntyre, “Screwtop” in The Crystal Ship
1976 Schilda [city-republic], Erich Kästner, Die Schildbürger
1976 The Seven Kingdoms [kingdoms], Richard Cowper [John Middleton
Murry, Jr.], “The Piper at the Gates of Dawn” in The Custodians
1976 Star Wars galaxy [galaxy], George Lucas, Star Wars: From the
Adventures of Luke Skywalker (novelization of the 1977 film Star Wars,
ghostwritten by Alan Dean Foster from the screenplay by George Lucas)
1976 Sweet Pickles [town], Richard Hefter, Jacqueline Reinach, and Ruth
Lerner Perle, Me Too Iguana
1976 Triton [moon of Neptune], Samuel R. Delany, Triton
1977 Atlanton Earth [planet], Neil Hancock, Greyfax Grimwald
1977 Cirque [city on an alternate Earth], Terry Carr, Cirque
1977 Dextra [planet], David J. Lake, The Right Hand of Dextra
1977 Estarcion [world], Dave Sim, Cerebus
1977 Fantasy Island [island], Gene Levitt, Fantasy Island
1977 The Four Lands [lands of a future Earth], Terry Brooks, The Sword of
Shanarra
1977 Galactic Center Saga universe [universe], Gregory Benford, In the
Ocean of Night
1977 The Land [land], Stephen R. Donaldson, Lord Foul’s Bane
1977 Nullaqua [planet], Bruce Sterling, Involution Ocean
1977 Terabithia [kingdom], Katherine Paterson, The Bridge to Terabithia
1977 Tezcatl [planet], Michael Bishop, Stolen Faces
1977 Tsunu [kingdom], Richard A. Lupoff, Sword of the Demon
1977 Turquoise [planet], Ian Wallace [John Wallace Pritchard], The Sign of
the Mute Medusa
1977 Worlorn [planet], George R. R. Martin, Dying of the Light
1977 Xanth [world], Piers Anthony, A Spell for Chameleon
1978 11 Rue Simon-Crubellier [apartment building in Paris], Georges Perec,
La Vie, mode d’emploi
1978 Adventureland [interactive world], Scott Adams, Adventureland
1978 All-World [multiverse], Stephen King, The Gunslinger (serialized in
The Magazine of Fantasy and Science Fiction)
1978 Azlaroc [world], Fred Sabehagen, The Veils of Azlaroc
1978 Chewandswallow [town], Judi Barrett and Ron Barrett, Cloudy with a
Chance of Meatballs
1978 Demea [planet], Elizabeth A. Lynn, A Different Light
1978 Dis [underground city], Charles L. Harness, Wolfhead
1978 Eshgorin [land], Eleanor Arnason, The Sword Smith
1978 Evarchia [country in the Balkan peninsula], Brigid Brophy, Palace
without Chairs: A Baroque Novel
1978 Hitchhiker’s Galaxy [galaxy], Douglas Adams, Hitchhiker’s Guide to
the Galaxy (radio drama)
1978 Ireta [planet], Anne McCaffrey, Dinosaur Planet
1978 Isis [planet], Marion Zimmer Bradley, The Ruins of Isis
1978 Lysenka II [planet], Brian Aldiss, Enemies of the System: A Tale of
Homo Uniformis
1978 Maralia [planet], Barrington J. Bayley, Star Winds
1978 MUD (Multi-User Dungeon) [interactive world], Roy Trubshaw and
Richard Bartle, MUD (Multi-User Dungeon)
1978 Parhan [empire somewhere in the Middle East], Dominique
Bromberger, L’Itinéraire de Parhan au Château D’Alamut et Au-delá
1978 The Proteus Universe [universe], Charles Sheffield, Sight of Proteus
1978 Ramah [planet], Lee Killough, A Voice out of Ramah
1978 Terran Federation planets [planets], Terry Nation, Blake’s 7
1978 Twelve Colonies [planets], Battestar Galactica [space station], Glen
A. Larson, Battlestar Galactica
1978 Tyree [planet], James Tiptree Jr. [Alice Bradley Sheldon], Up the Walls
of the World
1978 Victoria [planet], Ursula K. LeGuin, “The Eye of the Heron” in
Millennial Women (edited by Virginia Kidd)
1978 World of Two Moons [world], Wendy and Richard Pini, Elfquest
1978 Xuma [planet], David Lake, The Gods of Xuma or Barsoom Revisited
1978 Zacar [planet], Andre Norton, Yurth Burden
1979 (Unnamed world) [interactive world], Warren Robinett, Adventure
(for the Atari 2600)
1979 Akalabeth [interactive world], Richard Garriott, Akalabeth: World of
Doom
1979 BoskVeld [planet], Michael Bishop, Transfigurations
1979 Canopus universe [universe], Doris Lessing, Shikasta
1979 Delayafam [planet], Jayge Carr [Margery Ruth Morgenstern Krueger],
Leviathan’s Deep
1979 Everon [planet], Gordon R. Dickson, Masters of Everon
1979 Fantastica [land], Michael Ende, The Neverending Story
1979 Gaea [space station orbiting Saturn], John Varley, Titan
1979 Gateway [space station], Frederik Pohl, “The Merchants of Venus” in
The Gold at the Starbow’s End
1979 Geb [planet], Brian Stableford, The Paradox of the Sets
1979 God’s World [planet], Ian Watson, God’s World
1979 Goss Conf [planet], David Dvorkin, The Green God
1979 The Great Underground Empire [interactive world], Tim Anderson,
Marc Blank, Bruce Daniels, and Dave Lebling, Zork
1979 Hazzard County [county in Georgia], Gy Waldron, The Dukes of
Hazzard
1979 Jem [planet], Frederik Pohl, JEM
1979 Little Belaire [township in a future Earth], John Crowley, Engine
Summer
1979 Lodon-Kamaria [planet], Barbara Paul, Bibblings
1979 LV-426 [planet], Ridley Scott, Alien
1979 Monsalvat [planet], M. A. Foster, The Day of the Klesh
1979 Pacifica [planet], Norman Spinrad, A World Between
1979 Pile [city], Brian W. Aldiss and Mike Wilks, Pile: Petals from St. Klaed’s
Computer
1979 The Planiverse [two-dimensional universe], A. K. Dewdney,
“Exploring the Planiverse”, Journal of Recreational Mathematics, Vol. 12,
No. 1, September 1979, pages 16–20.
1979 Theives’ World [world], Robert Asprin, Theives’ World
1979 Treason [planet], Orson Scott Card, A Planet Called Treason
1979 Zanthodon [underground country under Africa], Lin Carter, Journey
to the Underground World
1980 (Unnamed world) [interactive world], Michael Toy, Glenn Wichman,
and Ken Arnold, Rogue
1980 4H 97801 [star system with planet], Ian Watson, The Gardens of
Delight
1980 Alternate America [alternate America], L. Neil Smith, The Probability
Broach
1980 Alternate England [alternate England], Russell Hoban, Riddley Walker
1980 Bloom County [county], Berkeley Breathed, Bloom County
1980 Coimheadach [island], Helen Wykham, Ottoline Atlantica
1980 Dragon’s Egg [neutron star], Robert Forward, Dragon’s Egg
1980 Eran [planet], David J. Lake, The Fourth Hemisphere
1980 Majipoor [planet], Robert Silverberg, Lord Valentine’s Castle
1980 Momus [planet], Barry B. Longyear, Circus World
1980 Mystery House [interactive world], Roberta and Ken Williams,
Mystery House
1980 Reverie [planet], Bruce Sterling, The Artificial Kid
1980 Rubanis [planet], Pierre Christin and Jean-Claude Mézières, Métro
Châtelet, Direction Cassiopeia
1980 Tew [planet], Orson Scott Card, Songmaster
1980 Tiamat [planet], Joan Vinge, The Snow Queen
1980 Ultima Universe [interactive world], Richard Garriott, Ultima
1980 Uplift universe [universe], David Brin, Sundiver
1980 Urth [alternate Earth], Gene Wolfe, The Shadow of the Torturer
1981 (Unnamed world) [world], Luigi Serafini, Codex Seraphinianus
1981 Aerlon [planet], Charles L. Harness, Firebird
1981 Aldo Cerise, Colmar, Farhome [planets], Keith Laumer, Star Colony
1981 Boomerang [planet], Nicholas Yermakov, The Last Communion
1981 Bypass [town in North Carolina], Doug Marlette, Kudzu
1981 Carlotta, Nearth [planets], James Morrow, The Wine of Violence
1981 Eternia [planet], Mattel Corporation, Masters of the Universe
“Mineternia” minicomic
1981 Greater Island, Lesser Island [islands], Jörg Müller and Jörg Steiner,
Die Menschen im Meer (The Sea People)
1981 God-Does-Battle [planet], Greg Bear, Strength of Stones
1981 Nyumbani [Africa with an alternate history], Charles R. Saunders,
Imaro
1981 The Other Plane [virtual world], Vernor Vinge, “True Names”, in Dell
Binary Star #5
1981 Radix series Earth [future Earth], A. A. Attanasio, Radix
1981 Toontown [town], Gary Wolf, Who Censored Roger Rabbit?
1981 Tuna [small town in Texas], Jaston Williams, Joe Sears, and Ed
Howard, Greater Tuna
1981 Utopia [interactive world], Don Daglow, Utopia
1981 Windhaven [planet], George R. R. Martin and Lisa Tuttle, Windhaven
1981 The Worlds [space habitats], Joe Haldeman, Worlds
1982 Aloria [world], David Eddings, Pawn of Prophecy
1982 Asgard [planet], Brian Stableford, Journey to the Center
1982 Aventine [colony on a distant planet], Lee Killough, Aventine
1982 Ballybran [planet], Anne McCaffrey, The Crystal Singer
1982 Chiron [planet], James P. Hogan, Voyage from Yesteryear
1982 Counter-earth [planet], François Schuiten and Benoît Peeters, Les
Murailles de Samaris (the first book in the Les Cités Obscures series, first
serialized in the June issue of (A Suivre), a French periodical)
1982 Cyberspace [virtual world], The Sprawl [future United States],
William Gibson, “Burning Chrome” in Omni, July 1982
1982 Geta [planet], Donald Kingsbury, Courtship Rite
1982 Gravitar [interactive world], Mike Hally and Rich Adam, Gravitar
1982 The Grid [digital world inside a computer], Steven Lisberger, Tron
1982 Grimace [town in Texas], Jerry Bittle, Geech
1982 Helliconia [planet], Brian Aldiss, Helliconia Spring
1982 Inquestor universe [universe], Somtow Sucharitkul [also known as S.
P. Somtow], The Dawning Shadow: Light on the Sound
1982 The Kingdom [console RPG setting], Stephen Landrum,
Dragonstomper
1982 Meirjain [planet], Barrington J. Bayley, The Pillars of Eternity
1982 Neo-Tokyo [city], Katsuhiro Otomo, Akira (first serialized in Young
Magazine)
1982 Riftwar universe [universe], Raymond E. Feist, Magician
1982 Shaper/Mechanist universe [universe], Bruce Sterling, “Swarm” in The
Magazine of Fantasy & Science Fiction, April 1982
1982 Thra [planet], Jim Henson, The Dark Crystal
1982 Walpurgis III [planet], Mike Resnick, Walpurgis III
1982 Wundle [kingdom], Robert Siegel, The Kingdom of Wundle
1983 Altair IV [planet], Ben Bova, The Winds of Altair
1983 Boldhome [on-line RPG setting], Alan E. Klietz, Scepter of Goth
1983 Camarand [kingdom], Don Reo, Wizards and Warriors
1983 Corinth [town in Pennsylvania], Agnes Nixon and Douglas Marland,
Loving
1983 Demiplane of Dread [RPG setting], Tracy and Laura Hickman,
Ravenloft
1983 Discworld [world], Terry Pratchett, The Colour of Magic
1983 Dragaera [planet], Steven Brust, Jhereg
1983 Fraggle Rock [world], Jim Henson, Fraggle Rock
1983 Fujimura, Nelson, Sidon [settlements on Ganymede], Gregory
Benford, Against Infinity
1983 Hyperion Cantos universe [universe], Dan Simmons, “Remembering
Siri” in Asimov’s Science Fiction, December 1983
1983 Iblard [world], Naohisa Inoue, The Journey Through Iblard (paintings
appeared in exhibitions prior to the release of the book)
1983 Klepsis, Emporion, Apateon [planets], R. A. Lafferty, The Annals of
Klepsis
1983 Ntah [country], John Brunner, The Crucible of Time
1983 Orthe [planet], Mary Gentle, Golden Witchbreed
1983 Rabelais [planet], Jayge Carr [Margery Ruth Morgenstern Krueger],
Navigator’s Sindrome
1983 Tortall [country], Tamora Pierce, Alanna: The First Adventure
1983 Warhammer universe [universe], Games Workshop, Warhammer
Fantasy Battle
1984 (Unnamed world) [world], Glen Cook, The Black Company
1984 Absu [planet], James Morrow, The Continent of Lies
1984 Alternate Earth [alternate Earth], Harry Harrison, West of Eden
1984 Alternate United States [alternate United States], Suzette Elgin,
Native Tongue
1984 Aseneshesh [planet], James Kelly, Planet of Whispers
1984 Cabot Cove [town in Maine], Peter Fisher, Richard Levinson, and
William Link, Murder, She Wrote
1984 Fionavar [world], Guy Gavriel Kay, The Summer Tree
1984 Frontera [settlement on Mars], Lewis Shiner, Frontera
1984 Hawkins Island [island near Cape Cod], Hilbert Schenck, A Rose for
Armageddon
1984 Krynn [world], Margaret Weis and Tracy Hickman, Dragons of
Autumn Twilight
1984 Mallworld [planet], Somtow Sucharitkul [also known as S. P. Somtow],
Mallworld
1984 Mu Archipelago [on-line RPG setting], Kelton Flinn and John Taylor,
Island of Kesmai
1984 The Territories [alternate world], Stephen King and Peter Straub, The
Talisman
1984 Tigris [planet], Timothy Zahn, A Coming of Age
1985 Amaterasu [planet], Walter Jon Williams, Knight Moves
1985 Belshazzar [planet], Norman Spinrad, Child of Fortune
1985 Cascara [island in the Carribean Sea], Dick Clement, Water
1985 Sea Venture (also known as CV) [city], Damon Knight, CV
1985 Damiem [planet], James Tiptree Jr. [Alice Bradley Sheldon], Brightness
Falls from the Air
1985 Dayworld [planet], Philip José Farmer, Dayworld
1985 Ethshar [land], Lawrence Watt-Evans, The Misenchanted Sword
1985 Gilead [republic], Margaret Atwood, The Handmaid’s Tale
1985 Hav [peninsular city-state in the Near East], Jan Morris, Last Letters
from Hav
1985 Ibis 2 [planet], Linda Steele, Ibis
1985 Medea [planet], Harlan Ellison and others, Medea: Harlan’s World
1985 Mutare [planet], Cynthia Felice, Downtime
1985 Valley of the Kesh [valley in Northern California], Ursula K. LeGuin,
Always Coming Home
1985 Rocheworld [double planet], Robert Forward, Rocheworld
1985 Thundera [planet], Tobias “Ted” Wolf, Thundercats
1985 The Way universe [universe], Greg Bear, Eon
1986 Alternate New York [alternate New York], Alan Moore and Dave
Gibbons, Watchmen
1986 Athos [planet], Lois McMaster Bujold, Ethan of Athos
1986 Boxen [world], C. S. Lewis, Boxen: The Imaginary World of the Young
C. S. Lewis
1986 Brotherworld [space station], Gregory Benford, “As Big as the Ritz” in
Interzone #18, Winter 1986
1986 Chameleon [planet], Sheila Finch, Triad
1986 Deverry [kingdom], Katherine Kerr, Daggerspell
1986 Habitat World [on-line RPG setting], Randy Farmer and Chip
Morningstar, Habitat
1986 Hyrule [interactive world], Shigeru Miyamoto, The Legend of Zelda
1986 Ingary, Strangia, Sultanates of Rashpuht [countries], Diana Wynne
Jones, Howl’s Moving Castle
1986 Keléstia [RPG setting], N. Robin Crossby, HârnMaster
1986 Land, Overland [planets], Bob Shaw, The Ragged Astronauts
1986 Landover [kingdom], Terry Brooks, Magic Kingdom for Sale—SOLD!
1986 Lusitania [planet], Orson Scott Card, Speaker for the Dead
1986 Redworld [planet], Charles L. Harness, Redworld
1986 Rhomary [planet], Cherry Wilder [Cherry Barbara Grimm], Second
Nature
1986 Shora, Valedon [planets], Joan Slonczewski, A Door into Ocean
1986 Vorkosigan Saga universe [universe], Lois McMaster Bujold, Shards
of Honor
1987 Abeir-Toril [RPG setting], Ed Greenwood and Jeff Grubb, Forgotten
Realms Box Set
1987 Alternate universe of The Culture [universe], Iain M. Banks,
Consider Phlebas
1987 Destiny’s Road universe [universe], Larry Niven, Jerry Pournelle, and
Steve Barnes, The Legacy of Heorot
1987 Dimension X [alternate dimension], Kevin Eastman and Peter Laird,
Teenage Mutant Ninja Turtles
1987 Empire of Videssos [empire], Harry Turtledove, The Misplaced Legion
1987 Enigma 88 [planet], Hal Clement [Harry Clement Stubbs], Still River
1987 Ephar [planet], Harry Turtledove, “Last Favor” in Analog Magazine,
December 1987
1987 Final Fantasy Universe [universe], Hironobu Sakaguchi, Final Fantasy
1987 Ilia [planet], Sheila Finch, The Garden of the Shaped
1987 Imakulata [planet], Orson Scott Card, Wyrms
1987 Kingdom of Kroz [kingdom], Scott Miller, Kingdom of Kroz
1987 Jubal [planet], Sheri S. Tepper, After Long Silence
1987 The Manhole [interactive world], Rand and Robyn Miller, The
Manhole
1987 Maniac Mansion [interactive world], Ron Gilbert and Gary Winnick,
Maniac Mansion
1987 Pennterra [planet], Judith Moffett, Pennterra
1987 Prysmos [planet], Flint Dille, Visionaries: Knights of the Magical Light
1987 Springfield [city], Matt Groening, The Simpsons (shorts appearing on
The Tracy Ullman Show)
1987 Talislanta [RPG setting], Stephen Michael Sechi and P. D. Breeding-
Black, Talislanta
1987 Velgarth [continent], Mercedes Lackey, Arrows of the Queen
1988 (Unnamed world) [on-line RPG setting], Rich Skrenta, Monster
1988 Alternate version of Deimos [moon of Mars], Charles Harness, Krono
1988 Cadwal [planet], Jack Vance, Araminta Station
1988 Cay Habitat [space station], Rodeo [planet], Lois McMaster Bujold,
Falling Free
1988 Clarion [planet], William Greenleaf, Clarion
1988 Desolation Road [town on Mars], Ian McDonald, Desolation Road
1988 The Domination of Draka series world [alternate Earth], S. M.
Stirling, Marching Through Georgia
1988 Elanthia [on-line RPG setting], Simutronics, GemStone II
1988 Flyspeck Island [island], Ray Billingsley, Curtis
1988 Osten Ard [continent], Tad Williams, The Dragonbone Chair
1988 Qom [planet], Nancy Kress, An Alien Light
1989 (Unnamed world) [interactive world], Peter Molyneux, Populous
1989 Artemis [planet], Storm Constantine, The Monstrous Regiment
1989 The Cylinder [world], K. W. Jeter, Farewell Horizontal
1989 Elyisium [planet], Paul J. McAuley, Secret Harmonies (also known as
Of the Fall)
1989 Peponi [planet], Mike Resnick, Paradise
1989 Republic of Elbonia [country], Scott Adams, Dilbert
1989 SimCity [interactive city], Will Wright, SimCity
1989 Stohlson’s Redemption [planet], Hayford Pierce, The Thirteenth
Majestral
1990 Alifbay, Kahani, Moody Land [countries], Salman Rushdie, Haroun
and the Sea of Stories
1990 Cicely [town in Alaska], Joshua Brand and John Falsey, Northern
Exposure
1990 Darwin IV [planet], Wayne Douglas Barlowe, Expedition
1990 Erhal system [planets], Sherwood Smith, Wren to the Rescue
1990 The Heritage Universe [universe], Charles Sheffield, Summertide
1990 Htrae [underground world], Rudy Rucker, The Hollow Earth: The
Narrative of Mason Algiers Reynolds of Virginia
1990 Isla Nublar [island], Michael Crichton, Jurassic Park
1990 Mêlée Island, Monkey Island [islands], Ron Gilbert, The Secret of
Monkey Island
1990 Miranda [planet], Michael Swanwick, Stations in the Tide (serialized in
Isaac Asimov’s Science Fiction Magazine)
1990 Randland [world], Robert Jordan [James Oliver Rigney, Jr.], The Eye of
the World
1990 Twin Peaks [town in Washington State], David Lynch and Mark Frost,
Twin Peaks
1990 Veritas [city], James Morrow, City of Truth
1990 World of the Three Moons [planet], Marion Zimmer Bradley, Julian
May, and Andre Norton, Black Trillium
1991 Alternate Earth [alternate Earth], William Gibson and Bruce Sterling,
The Difference Engine
1991 Athas [RPG setting], Timothy B. Brown and Troy Denning, Dark Sun
1991 The Caves of Mr. Seudo [underground world], Rand and Robyn
Miller, Spelunx and the Caves of Mr. Seudo
1991 Hydros [planet], Robert Silverberg, The Face of the Waters
1991 Lunaplex [city on the moon], Charles L. Harness, Lunar Justice
1991 Odern [planet], Harry Turtledove, “The Great Unknown” in Analog,
April 1991
1991 Slowyear [planet], Frederik Pohl, Stopping at Slowyear
1991 United Socialist States of America [alternate United States], Eugene
Byrne and Kim Newman, “In the Air” in Interzone #43, January 1991
1992 Alternate Worlds [alternate worlds where time operates differently],
Alan Lightman, Einstein’s Dreams
1992 The Continent [continent], Andrzej Sapkowski, Miecz Przeznaczenia
(The Sword of Destiny)
1992 Dinotopia [island], James Gurney, Dinotopia: A Land Apart From Time
1992 Drakkar [RPG setting], MPG-Net, Kingdom of Drakkar
1992 Ferngully [rainforest], Diana Young, Ferngully
1992 Harmony [planet], Orson Scott Card, The Memory of Earth
1992 Kyrandia [kingdom], Frank Klepacki, The Legend of Kyrandia
1992 Meridian [planet], Eric Brown, Meridian Days
1992 Metaverse [virtual world], Neal Stephenson, Snow Crash
1992 Nou Occitan [planet], John Barnes, A Million Open Doors
1992 Pop Star [planet], Masahiro Sakurai, Kirby’s Dream Land
1992 Quintaglio homeworld [planet], Robert J. Sawyer, Far-Seer
1993 Babylon 5 universe [universe], J. Michael Straczynski, Babylon 5
1993 Dominaria [planet], Richard Garfield, Magic: The Gathering
1993 D’ni and various Ages [underground world and “Ages”], Rand and
Robyn Miller, Myst
1993 Future Earth, Venus, and Mars [planets], Jeff Segal, Exosquad
1993 Honor Harrington universe [universe], David Weber, On Basilisk
Station
1993 Kaleva [planet], Ian Watson, Lucky’s Harvest
1993 Karimon [planet], Mike Resnick, Purgatory: A Chronicle of a Distant
World
1993 Mars [version of Mars], Kim Stanley Robinson, Red Mars
1993 Petaybee [planet], Anne McCaffrey and Elizabeth Ann Scarborough,
Powers That Be
1993 Stratos [planet], David Brin, Glory Season
1994 Alternate Paris [alternate Paris], Jules Verne, Paris in the 20th Century
(originally written in 1863)
1994 Autoverse [virtual world], Greg Egan, Permutation City
1994 Azeroth (Warcraft universe) [RPG setting], Blizzard Entertainment,
Warcraft: Orcs & Humans
1994 Boohte [planet], Connie Willis, Uncharted Territory
1994 Caribe [underwater city], Maureen McHugh, Half the Day is Night
1994 Dinadh [planet], Sheri S. Tepper, Shadow’s End
1994 Foreigner universe [universe], C. J. Cherryh, Foreigner
1994 Grandinsula [island], Jill Paton Walsh, Knowledge of Angels
1994 Island of the Day Before [island], Umberto Eco, The Island of the Day
Before
1994 Mera [planet], Alison Baird, The Stone of the Stars
1994 Nirn [RPG setting], Bethesda Softworks, Elder Scrolls: Arena
1994 Planescape [RPG setting], David “Zeb” Cook, Planescape
1994 Skolian Empire [planets], Catherine Asaro, “Light and Shadow” in
Analog Fiction and Fact, April 1994
1994 Solis [city on Mars], A. A. Attanasio, Solis
1994 Stargate universe [universe], Roland Emmerich and Dean Devlin,
Stargate
1994 Worldwar world [alternate Earth], Harry Turtledove, Worldwar: In the
Balance
1995 (Unnamed planet) [planet], Brian Stableford, Serpent’s Blood
1995 Aebrynis [RPG setting], TSR, Inc., Birthright
1995 Bountiful [planet], Kristine Kathryn Rusch, Alien Influences
1995 Catan [island], Klaus Teuber, The Settlers of Catan
1995 City of Lost Children [city], Jean-Pierre Jeunet and Marc Caro, City of
Lost Children
1995 Clifton [town in Indiana], Margaret Peterson Haddix, Running Out of
Time
1995 Dark Town [town], Kaja Blackley and Vanessa Chong, Dark Town
1995 Hara [planet], Melissa Scott, Shadow Man
1995 His Dark Materials multiverse [multiverse], Philip Pullman, Northern
Lights (also published as The Golden Compass)
1995 Meridian 59 [MMORPG setting], Archetype Interactive, Meridian 59
1995 Moor [town in Austria], Christoph Ransmayr, Morbus Kitahara
1995 Stateless [artificial island], Greg Egan, Distress
1995 Tiangi [planet], Amy Thompson, The Color of Distance
1995 Toxicurare [planet], William Moy Russell, The Barber of Aldebaran
1995 Waterworld [future Earth], David Twohy, Peter Rader, and Kevin
Reynolds, Waterworld
1996 Greenwood [planet], David Drake, Patriots
1996 Neverwhere [underground land], Neil Gaiman, Neverwhere
1996 Night Dimension [world], Naoto Ohshima, NiGHTS into Dreams …
1996 Night’s Dawn Trilogy universe [universe], Peter F. Hamilton, The
Reality Dysfunction
1996 Quidam [world], Franco Dragone, Quidam
1996 Rakhat [planet], Mary Doria Russell, The Sparrow
1996 The Realm Online [on-line RPG setting], Sierra On-Line, The Realm
Online
1996 Sims Bancorp Colony #3245.12 [colony on a distant planet], Elizabeth
Moon, Remnant Population
1996 Westeros [continent], George R. R. Martin, A Game of Thrones
1997 Aarklash [RPG setting], Rackham (now Rackham Entertainment),
Confrontation
1997 Anderran, Emelan, Sotat, etc. [countries], Tamora Pierce, Sandry’s
Book (also published as The Magic in the Weaving)
1997 Carter-Zimmerman Polis [alternate Earth], Orpheus, Swift [planets],
Greg Egan, Diaspora
1997 Corona [world], R. A. Salvatore, The Demon Awakens: The
DemonWars Saga Vol. I
1997 Deception Well [planet], Linda Nagata, Deception Well
1997 Hogwarts Academy [school and surrounding area], J. K. Rowling,
Harry Potter and the Philosopher’s Stone
1997 Eseveron [land], Rob Lay, A Fork in the Tale
1997 Future Earth [future Earth], Luc Besson, The Fifth Element
1997 Green Lawn [town in Connecticut], Ron Roy, The Absent Author
1997 The Isles [islands], David Drake, Lord of the Isles
1997 The Lexx universe [universe], Paul Donovan, Lexx
1997 Liberty City [interactive city], Rockstar Games, Grand Theft Auto
1997 Oddworld [interactive world], Lorne Lanning and Frank Ryan,
Oddworld: Abe’s Oddyssey
1997 Quibsh [planet], Timothy Zahn, “The Art of War” in Fantasy & Science
Fiction, March 1997
1997 Stormhold [kingdom], Neil Gaiman, Stardust
1997 Sunnydale [suburb in California], Joseph “Joss” Whedon, Buffy the
Vampire Slayer (TV series)
1997 Timeline-191 world [alternate Earth], Harry Turtledove, How Few
Remain
1997 Vlhan [planet], Adam Troy-Castro, “The Funeral March of the
Marionettes” in Fantasy & Science Fiction, July 1997
1998 Capeside [town in Massachusetts], Kevin Williamson, Dawson’s Creek
1998 Dark City [city], Alex Proyas, Dark City
1998 Darwinia [continent], Robert Charles Wilson, Darwinia
1998 The Edge [island in the sky], Paul Stewart and Chris Riddell, Beyond
the Deepwoods
1998 Gallinaco [country], Yves Beauchemin, “The Banana Wars” in The Ark
in the Garden: Fables for Our Times (edited by Alberto Manguel)
1998 Golgot [city on Venus], Alexander Jablokov, Deepdrive
1998 Jean [planet], Mark Stanley, Freefall
1998 Sasania [desert country], A. S. Byatt, Elementals: Stories of Fire and Ice
1998 Seahaven [town], Peter Weir and Andrew Niccol, The Truman Show
1998 StarCraft universe [RPG setting], Blizzard Entertainment, StarCraft
1998 Tereille, Kaeleer [realms], Anne Bishop, Daughter of the Blood
1999 (Unnamed world) [world], Wim Delvoye, Atlas
1999 Arcadia, Stark [MMORPG setting], Ragnar Tørnquist and Didrik
Tollefson, The Longest Journey
1999 Dereth [MMORPG setting], Turbine Entertainment Software,
Asheron’s Call
1999 Everworld [planet], K. A. Applegate, Everworld #1: Search for Senna
1999 Harmony [town], James E. Reilly, Passions
1999 The Matrix [virtual world], Larry and Andy Wachowski, The Matrix
1999 Mazalan [empire], Steven Erikson, Gardens of the Moon
1999 Moda-5, Rados [planets], Joanna Barkan, Barbie: Voyage to Rados
1999 Neopia [planet], Adam Powell and Donna Williams, Neopets.com
1999 Neopolis [city], Alan Moore, Gene Ha, Zander Cannon, Top 10
1999 Norrath [MMORPG setting], Brad McQuaid, Steve Clover, Bill Trost,
EverQuest
1999 Silent Hill [town in California], Keiichiro Toyama, Silent Hill
1999 Smuggler’s Cove [village], Walter Wick, I Spy: Treasure Hunt
1999 Tørrendru [land near the Central Siberian Plateau], Izaak Mansk, The
Ride of Enveric Olsen
1999 The Uncharted Territories [galaxy], Rockne S. O’Bannon, Farscape
1999 World of the League of Extraordinary Gentlemen [alternate Earth],
Alan Moore and Kevin O’Neill, The League of Extraordinary Gentlemen,
Volume I
2000 (Unnamed island) [island in the South Pacific], William Broyles, Jr.
and Robert Zemeckis, Castaway
2000 CrossGen universe (Sigilverse) [universe], Mark Alessi, CrossGenesis
2000 Deltora [kingdom], Emily Rodda, The Forests of Silence
2000 Genovia [country in Europe], Meg Cabot, The Princess Diaries
2000 Maginaryworld [world], Hidenori Oikawa, Sonic Shuffle
2000 Mejere, Taraak [planets], Takeshi Mori, Vandread
2000 Mouse Island [island], Geronimo Stilton [Elisabetta Dami], Lost
Treasure of the Emerald Eye
2000 Nyeusigrube [world], Amelia Atwater-Rhodes, In the Forests of the
Night
2000 Pndapetzim [city in Asia], Umberto Eco, Baudolino
2000 Revelation Space universe [universe], Alastair Reynolds, Revelation
Space
2000 Systems Commonwealth universe [universe], Gene Roddenberry and
Robert Hewitt Wolfe, Andromeda
2000 Tryslmaistan [universe], Jennifer Diane Reitz, Unicorn Jelly
2001 Aldrazar [RPG setting], Jolly R. Blackburn, David Kenser, et al.,
Hackmaster
2001 Ambergris [city], Jeff VanderMeer, City of Saints and Madmen: The
Book of Ambergris
2001 Arcanis [RPG setting], Paradigm Concepts, Arcanis
2001 Bas-Lag [world], China Miéville, Perdido Street Station
2001 BookWorld [world], Jasper Fforde, The Eyre Affair
2001 Bubble Town [town], Cinepix, Cubix
2001 Chalion universe [universe], Lois McMaster Bujold, The Curse of
Chalion
2001 Creation [RPG setting], Robert Hatch, Justin Achilli, Stephan Wieck,
Andrew Bates, Dana Habecker, Sheri M. Johnson, Chris McDonough,
Richard Thomas, Exalted
2001 Flatterland, Mathiverse [worlds], Ian Stewart, Flatterland: Like
Flatland, Only More So
2001 Halo universe [interactive world], Bungie, Halo
2001 Jumpgate universe [MMORPG setting], NetDevil, Jumpgate: The
Reconstruction Initiative
2001 Motor City [MMORPG setting], Electronic Arts, Motor City Online
2001 Nydus [planet], Julia Gray, The Dark Moon
2002 Alternate Earth [alternate Earth], Kim Stanley Robinson, The Years of
Rice and Salt
2002 Banton, Renberg, Morlaw, Danver [towns], Bob Gale, Interstate 60
2002 Firefly universe [universe], Joss Whedon, Firefly
2002 Halla [universe], D. J. MacHale, The Merchant of Death
2002 Nyambe [RPG setting], Chris Dolunt, Nyambe: African Adventures
2002 Polyester [planet in a parallel universe], Jim Davis, Garfield’s Pet
Force: Book 1: The Outrageous Origin
2002 Seven Suns universe [planets], Kevin J. Anderson, Hidden Empire
2002 Spaceland [four-dimensional world], Rudy Rucker, Spaceland
2003 Alagaësia [land], Christopher Paolini, Eragon
2003 Alternate Earth [alternate Earth], Max Barry, Jennifer Government
2003 Celenheim [country], Starbreeze Studios, Enclave
2003 Cube Town [town], Naomi Iwata, Pecola
2003 Entropia Universe [MMORPG setting], MindArk, Entropia Universe
2003 Ga’Hoole world [world], Kathryn Lasky, The Capture
2003 Kaihapa, Kainui [ocean planets], Hal Clement [Harry Clement
Stubbs], Noise
2003 Maple Island, Victoria Island, Ossyria, Masteria [MMORPG setting],
Wizet, MapleStory
2003 Michisota [U.S. state], Lisa Wheeler, Avalanche Annie: A Not-So-Tall
Tale
2003 Molvanîa [country in Eastern Europe], Tom Gleisner, Santo Cilauro,
and Rob Sitch, Molvanîa: A Land Untouched by Modern Dentistry
2003 Muddle Earth [planet], Paul Stewart, Muddle Earth
2003 Nation of Breda [country], Adrian Leskiw, The Map Realm: The
Fictional Road Maps of Adrian Leskiw
2003 Planetside universe [MMORPG setting], Sony Online Entertainment,
Planetside
2003 Rhem [interactive world], Knut Müller, Rhem
2003 Second Life [on-line world], Linden Research, Inc., Second Life
2003 Shadowbane world [MMORPG setting], Wolfpack Studios,
Shadowbane
2003 Shutter Island [island], Dennis Lehane, Shutter Island
2004 Akloria, Illumina [worlds], Tuomas Pirinen, Sudeki
2004 Aliwalas, Avila, Halconia, Hayuhay [kingdoms], Don Michael Perez,
Mulawin
2004 Bhrudwo, Elamaq, Faltha [continents], Russell Kirkpatrick, Across the
Face of the World
2004 Eberron [RPG setting], Keith Baker, Bill Slavicsek, James Wyatt,
Eberron Campaign Setting
2004 The Emberverse world (also known as the Change World) [alternate
Earth], S. M. Stirling, Dies the Fire
2004 Estrada-Blair [planet], Suzette Haden Elgin, “We Have Always Spoken
Panglish” in SciFiction, October 27, 2004
2004 The Fourlands [world], Steph Swainston, The Year of Our War
2004 Gezeitenwelt (also known as World of Tides) [world], Magus
Magellan [Bernhard Hennen, Hadmar von Wieser, Thomas Finn, and Karl-
heinz Witzko], Das Geheimnis der Gezeitenwelt
2004 Globus Cassus [future Earth], Christian Waldvogel, Globus Cassus
2004 The Island [island], Jeffrey Lieber, J. J. Abrams, Damon Lindelof, Lost
2004 The Kingdom of Far Far Away [kingdom], Andrew Adamson,Shrek 2
2004 Lazy Town [town], Magnús Scheving, Lazy Town
2004 Nasqueron [planet], Iain M. Banks, The Algebraist
2004 Neptune [town in California], Rob Thomas, Veronica Mars
2004 Paragon City [MMORPG setting], Cryptic Studios and Paragon
Studios, City of Heroes
2004 Phaic Tăn [country in Southeast Asia], Tom Gleisner, Santo Cilauro,
and Rob Sitch, Phaic Tăn: Sunstroke on a Shoestring
2004 Scrapland [interactive world], American McGee, Scrapland
2004 The Village [village], M. Night Shyamalan, The Village
2005 Aldea [RPG setting], Jeremy Crawford, Dawn Eliot, Stephen Kenson,
and John Snead, Blue Rose
2005 Alphaverse, Betaverse, Gammaverse [parallel universes], Chris
Roland and Robert Wertheimer, Charlie Jade
2005 Aurelia, Blue Moon [planet and moon], National Geographic and Blue
Wave Productions, Alien Worlds
2005 Eidolon [country], Jane Johnson, The Secret Country
2005 Kippernium [kingdom], Martin Baynton, Jane and the Dragon
2005 Marwencol [town in Belgium], Mark Hogancamp, “Marwencol on My
Mind” in Esopus 5, 2005
2005 Rivet Town, Robot City [cities], Chris Wedge and Carlos Saldanha,
Robots
2006 Atlantika [undersea world], Jun Lana, Atlantika
2006 Calaspia [land], Suresh Guptara and Jyoti Guptara, Conspiracy of
Calaspia
2006 Code Geass world [alternate Earth], Gorō Taniguchi and Ichirō
Ōkouchi, Code Geass: Lelouch of the Rebellion
2006 Daikūriku [planet], Junji Nishimura, Simoun
2006 Dreamland [world], Scott Christian Sava, The Dreamland Chronicles
2006 Erfland [world], Rob Balder, http://www.erfland.com
2006 The Named Lands [world], Ken Scholes, “Of Metal Men and Scarlet
Thread and Dancing with the Sunrise” in Realms of Fantasy, August 2006
2006 Overside [planet], Evan Dahm, Rice Boy
2006 Radiator Springs [town in western North America], John Lasseter and
Joe Ranft, Cars
2006 San Sombrèro [country in Latin America], Tom Gleisner, Santo
Cilauro, and Rob Sitch, San Sombrèro: A Land of Carnivals, Cocktails and
Coups
2006 Sera [planet], Epic Games, Gears of War
2007 (Unnamed world) [countries], Shaun Tan, The Arrival
2007 Andalasia [land], Kevin Lima and Bill Kelly, Enchanted
2007 Dingburg [city], Bill Griffith, Zippy the Pinhead
2007 Galaxiki [galaxy], Jos Kirps and the Galaxiki Project, Galaxiki
2007 Rapture [interactive world], Ken Levine and Paul Hellquist, Bioshock
2007 Terra [planet], Aristomenis Tsirbas, Terra
2008 Arbe [planet], Neal Stephenson, Anathem
2008 Axiom [space station], Future Earth [future Earth], Andrew Stanton,
WALL·E
2008 Panem [country in future North America], Suzanne Collins, The
Hunger Games
2008 Sapphire [virtual planet], Greg Egan, “Crystal Nights” in Interzone
#215,
April 2008
2008 User-generated worlds [worlds], Will Wright, Spore
2008 Wizard City, Krokotopia, Grizzleheim, Marleybone, Mooshu,
Dragonspyre, Celestia, Wintertusk [on-line worlds], Kingslsle
Entertainment, Wizard10l
2009 Chester’s Mill [town in Maine], Stephen King, Under the Dome
2009 Farm Town [on-line world], Slashkey, Farm Town
2009 FarmVille [on-line world], Zynga, FarmVille
2009 Pandora [planet], Gearbox Software, Borderlands
2009 Pandora [planet], James Cameron, Avatar
2009 Planet 51 [planet], Jorge Blanco and Joe Stillman, Planet 51
2009 Sengala [country in Africa] Jon Cassar, 24: Redemption
2010 CityVille [on-line world], Zynga, CityVille
2010 Forbidden Island [island], Gamewright, Forbidden Island
2010 FrontierVille [on-line world], Zynga, FrontierVille
2010 Limbo [world], Christopher Nolan, Inception
2010 New Austin, West Elizabeth [U.S. border counties], Nuevo Paraiso
[Mexican state], Rockstar Games, Red Dead Redemption
2011 Minor Universe 31 [universe], Charles Yu, How to Live Safely in a
Science Fiction Universe
2011 Palm City [city], Tom Wheeler, The Cape
2011 Terra Nova [alternate Earth], Kelly Marcel and Craig Silverstein, Terra
Nova
2011 Yalda’s universe [universe], Greg Egan, Orthogonal, Book One: The
Clockwork Rocket
OceanofPDF.com
NOTES
Introduction
1. Oscar Wilde, The Soul of Man Under Socialism, 1895, first published in
The Fortnightly Review, February 1891.
2. Gore Vidal, “The Oz Books” in Gore Vidal, United States: Essays, 1952–
1992, New York, New York: Random House, 1993, page 1095.
3. David Lynch, as quoted in Ed Naha, The Making of Dune, New York,
New York: Berkley Books, 1984, page 213.
4. As quoted in Norman Holland, Literature and the Brain, Gainsville,
Florida: The PsyArt Foundation, 2009, pages 327–328. The two essays
Holland is summarizing are Leda Cosmides and John Tooby, “Consider
the Source: The Evolution of Adaptations for Decoupling and
Metarepresentation” in Metarepresentations: A Multidisciplinary
Perspective, Vancouver Studies in Cognitive Science, Dan Sperber, editor,
New York, New York: Oxford University Press, 2000, pages 53–116; and
John Tooby and Leda Cosmides, “Does Beauty Build Adapted Minds?
Toward an Evolutionary Theory of Aesthetics, Fiction, and the Arts” in
SubStance 94/95, Special Issue, H. Porter Abbott, editor, 2001, pages 6–
27.
5. Michele Root-Bernstein, “Chapter 29. Imaginary Worldplay as an
Indicator of Creative Giftedness” in L. V. Shavinina, editor, International
Handbook on Giftedness, Dordrecht, The Netherlands: Springer
Science+Business Media B.V., 2009, page 599, available at
http://www.psychologytoday.com/files/attachments/1035/imaginary-
worldplay-indicator-creative-giftedness.pdf (accessed September 23,
2011).
6. Michael O. Riley, Oz and Beyond: The Fantasy World of L. Frank Baum,
Lawrence, Kansas: The University Press of Kansas, 1997, page 225.
7. See Marsha Kinder, Playing with Power in Movies, Television, and Video
Games: From Muppet Babies to Teenage Mutant Ninja Turtles, Berkeley,
California: University of California Press, 1991, pages 122–123.
8. See Janet H. Murray, Hamlet on the Holodeck: The Future of Narrative
in Cyberspace, Cambridge, Massachusetts, and London, England: MIT
Press, 1997, pages 254–258.
9. See Lev Manovich, The Language of New Media, Cambridge,
Massachusetts: MIT Press, 2001, pages 225–227.
10. Technically, the term should be “transmedial storytelling”, since an
adjectival form is required; I have used this term instead throughout this
book.
11. See Henry Jenkins, Convergence Culture: Where Old and New Media
Collide, New York, New York: New York University Press, 2006, pages
95–96.
12. Ibid., pages 97–98.
13. Ibid., page 114.
14. Henry Jenkins, “Transmedia Storytelling 101”, March 22, 2007, available
at
http://www.henryjenkins.org/2007/03/transmedia_storytelling_101.html
(accessed September 28, 2011).
15. David Bordwell, The Way Hollywood Tells It, Berkeley, California:
University of California Press, 2006, pages 58–59.
16. To varying degrees, many of the essays in the anthology Third Person:
Authoring and Exploring Vast Narratives discuss world-building and
the way narratives and worlds are related. See Pat Harrigan and Noah
Wardrip-Fruin, Third Person: Authoring and Exploring Vast Narratives,
Cambridge, Massachusetts: MIT Press, 2009.
17. Michael O. Riley, Oz and Beyond: The Fantasy World of L. Frank Baum,
Lawrence, Kansas: The University of Kansas Press, 1997, pages 12–13.
18. See Louis Kennedy, “Piece of Mind: Forget about beginnings, middles,
and ends. The new storytelling is about making your way in a
fragmented, imaginary world”, The Boston Globe, June 1, 2003, page N1.
7. Circles of Authorship
1. Wim Wenders, “A Conversation with Wim Wenders”, Wim Wenders
interviewed by Scott Derrickson, IMAGE: A Journal of the Arts and
Religion, Summer 2002, Number 35, page 47.
2. J. R. R. Tolkien, in a draft of a letter to Carole Batten-Phelps, in J. R. R.
Tolkien, The Letters of J. R. R. Tolkien, edited by Humphrey Carpenter,
Boston, Massachusetts: Houghton Mifflin Company, 1981, page 413.
3. Jack Stillinger, Multiple Authorship and the Myth of Solitary Genius,
Oxford, England: Oxford University Press, 1991, pages 186–187.
4. J. R. R. Tolkien, from letter #131 to Milton Waldman, in The Letters of J.
R. R. Tolkien, page 145.
5. Ibid., page 371. In letter #292, Tolkien complains of hearing from a fan
who was writing a sequel, and asks the press to do what they can to stop
him. On page 404, in letter #315, written to his son Michael in 1970,
Tolkien does write “I should like to put some of this stuff into readable
form, and some sketched for others to make use of.” However, this, too,
appears to be referring to usage that would bring in income, rather than
expansion by other writers, since the sentence that follows refers
indirectly to the literary income passing on to his children.
6. See the “Star Wars Canon” Wikipedia webpage, available at
http://en.wikipedia.org/wiki/Star_Wars_canon; and Chris Baker, “Master
of the Universe”, Wired 16.09, September 2008, pages 134–141. For a
discussion of the debates surrounding Star Wars canon, see
http://www.canonwars.com/SWCanon2.html. These pages, however,
were written before the release of the 3-D versions of the films, so it is
unclear if they are considered more canonical than the original two-
dimensional versions of the films.
7. Tom Shippey, The Road to Middle-earth, Revised Edition, Boston,
Massachusetts: Houghton Mifflin Company, 2003, page 315. The list of
nine versions appears on pages 313–314.
8. See the explanation provided by Turkano, Senior Member of the Star
Trek Wiki, on the “Who Owns Star Trek?” webpage available at
http://forums.startrekonline.com/showthread.php?t=77190.
9. Walter Jon Williams, “In What Universe?” in Pat Harrigan and Noah
Wardrip-Fruin, editors, Third Person: Authoring and Exploring Vast
Narratives, Cambridge, Massachusetts: MIT Press, 2009, page 27. Unlike
what one might think, writing for an existing world is not necessarily
easier than inventing one; on page 29 of the essay, Williams adds, “Tie-in
novels are said to be easier than the original ones because the characters
and settings are already established. As far as my Star Wars book went,
it would have been a lot less work to have invented it all myself.”
10. Carol Pichefsky, “Expanded Universes, Contracted Books: A Look at
Tie-in Novels”, Wizard Oil blog on Orson Scott Card’s Intergalactic
Medicine Show, available at
http://www.intergalacticmedicineshow.com/cgi-bin/mag.cgi?
do=columns&vol=carol_pinchefsky&article=010.
11. See the discussion, regarding how the Tolkien estate did not give
permission to publish certain scholarship which contained analysis of
Tolkien’s unpublished work, in Erik Davis, “The Fellowship of the Ring:
Wherein an Oxford don and his ragtag army of fans turn a fairy tale
about hobbits into the ultimate virtual world. Can any movie ever do it
justice?”, Wired 9.10, October 2001, pages 130–131.
12. Henry Jenkins, “Transmedia Storytelling 101”, March 22, 2007, available
at
http://www.henryjenkins.org/2007/03/transmedia_storytelling_101.html
(accessed September 12, 2011).
13. See the “fanon” TVtropes.org webpage available at
http://tvtropes.org/pmwiki/pmwiki.php/Main/Fanon (accessed
September 15, 2011).
14. See Anthony Burdge and Jessica Burke, “Fandom” entry in Michael D.
C. Drout, editor, J. R. R. Tolkien Encyclopedia: Scholarship and Critical
Assessment, Boca Raton, Florida: CRC Press, 2007, pages 194–195.
15. For a list of other elements that started as unauthorized additions and
became canon, see the “Canon Immigrants” TVtropes.org webpage,
available at
http://tvtropes.org/pmwiki/pmwiki.php/Main/CanonImmigrant
(accessed September 15, 2011).
16. Techically, Boba Fett’s popularity began even before The Empire Strikes
Back, since he first appeared in the Star Wars Holiday Special (1978) as
an animated character. Also, see “Confirmation Case: Boba Fett” on the
“Star Wars Canon: Overview” webpage, available at
http://www.canonwars.com/SWCanon2.html (accessed September 15,
2011).
17. For more on the controversy surrounding Jar Jar, see the “Jar Jar Binks”
Wikipedia webpage, available at
http://en.wikipedia.org/wiki/Jar_Jar_Binks (accessed September 15,
2011); and the “Hear the Critics Speak” webpage available at
http://www.mindspring.com/~ernestm/jarjar/jarjarcritics.html (accessed
September 15, 2011).
18. See the “Sure, Why Not?” TVtropes.org webpage at, available at
http://tvtropes.org/pmwiki/pmwiki.php/Main/SureWhyNot (accessed
September 15, 2011), which also has a list of examples from different
media, including some from Anthony’s Xanth series.
19. For a list of fans that became employees or freelancers, see the list at
“Promoted Fanboy”, TVtropes.org webpage, available at
http://tvtropes.org/pmwiki/pmwiki.php/Main/PromotedFanboy
(accessed September 16, 2011), and the “Running the Asylum” TVtropes
webpage, available at
http://tvtropes.org/pmwiki/pmwiki.php/Main/RunningTheAsylum
(accessed September 16, 2011).
20. This is not to say that the player’s actions cannot be integrated into the
events of the canon; in Riven, for example, Catherine is able to continue
as a character in Myst III: Exile (2001) only because the “stranger” (the
player’s character) rescued her, provided that the “right” ending was
chosen. At the same time, only one ending of Riven is considered
canonical, and Catherine is present in Myst III: Exile even if the player
does not choose the canonical ending; so the narrative assumes that the
“right” ending occurred, and thus the world remains unchanged by the
player’s actions.
21. According to Robert D. Hof, “Second Life’s First Millionaire”, Bloomberg
Businessweek, November 26, 2006, available at
http://www.businessweek.com/the_thread/techbeat/archives/2006/11/sec
ond_lifes_fi.html (accessed September 20, 2011).
22. See Mike Schramm, “Man buys virtual space station for 330k real
dollars”, Joystiq, January 2, 2010, available at
http://www.joystiq.com/2010/01/02/man-buys-virtual-space-station-for-
330k-real-dollars/ (accessed September 21, 2011), and “Planet Calypso
Player Sells Virtual Resort for $635,000.00 USD”, PR Newswire,
November 12, 2010, available at http://www.prnewswire.com/news-
releases/planet-calypso-player-sells-virtual-resort-for-63500000-usd-
107426428.html (accessed September 21, 2011).
23. Kathryn Gibson, “Second Life economy totals $567 million US dollars in
2009—65 percent growth over 2008”, Helix, February 4, 2010, available at
http://www.
helrxvirtualworlds.com/blogs/secondlife/2009endofyearsecondlifeecono
my (accessed September 21, 2011).
24. C. S. Lewis, “On Stories” in Of Other Worlds: Essays and Stories, edited
by Walter Hooper, New York, New York: Harcourt Brace & Company,
1966, page 12.
25. Rachel Wagner, from the book proposal for her book Godwired:
Religion, Ritual, and Virtual Reality, January 2010, page 2.
26. Chaim Gingold, discussing Will Wright’s Spore (2008), in Chaim
Gingold, “A Brief History of Spore” in Pat Harrigan and Noah Wardrip-
Fruin, editors, Third Person: Authoring and Exploring Vast Narratives,
Cambridge, Massachusetts: MIT Press, 2009, page 131.
27. C. N. Manlove, The Impulse of Fantasy Literature, Kent, Ohio: Kent
State University Press, 1983, page 156.
28. Edward Castronova, Exodus to the Virtual World, New York, New York:
Palgrave MacMillan, 2007, page 201.
29. Bruce Mazlish, The Fourth Discontinuity: The Co-evolution of Humans
and Machines. New Haven, Connecticut: Yale University Press, 1993,
page 195.
30. From Pope John Paul II, “Letter of His Holiness Pope John Paul II to
Artists”, 1999, available at
http://www.vatican.va/holy_father/john_paul_ii/letters/documents/hf_j
p-ii_let_23041999_artists_en.html (accessed September 21, 2011).
31. J. R. R. Tolkien, in a draft of a letter to Peter Hastings, in J. R. R. Tolkien,
The Letters of J. R. R. Tolkien, edited by Humphrey Carpenter, Boston,
Massachusetts: Houghton Mifflin Company, 1981, pages 188–189. Quotes
from Hasting’s letter, including the one mentioned earlier, appear on
pages 187–188.
32. Edward Castronova, Synthetic Worlds: The Business and Culture of
Online Games, Chicago, Illinois: University of Chicago Press, 2005, page
262. I would like to thank Mark Hayse for bringing this quote to my
attention.
33. Jon Carroll, “Guerillas in the Myst”, Wired 2.08, August 1994, page 73.
34. From Mark Hayse, “god games” entry in Mark J. P. Wolf, editor,
Encyclopedia of Video Games: The Culture, Technology, and Art of
Gaming, Santa Barbara, California: ABC-CLIO/Greenwood Press, 2012.
The works that Hayse cites in the quote are Stephen R. Garner, “Hacking
with the Divine: A Metaphor for Theology–Technology Engagement”,
Colloquium 37, No. 2, 2005, pages 181–195; Noreen Herzfeld, “God Mode
in Video Games”, paper presented at the 2005 Conference on Violence
and Religion, Vallendar, Germany, July 2005; Kevin Kelly, Out of Control:
The New Biology of Machines, Social Systems and the Economic World,
New York: Basic Books, 1995; and Kevin Kelly, “Nerd Theology”,
Technology in Society 21, 1999, pages 387–392, available at
http://www.kk.org/writings/nerd_theology.pdf (accessed September 21,
2011).
35. J. R. R. Tolkien, “On Fairy-stories” in Verlyn Flieger and Douglas A.
Anderson, editors, Tolkien On Fairy-stories, London, England:
HarperCollins Publishers, 2008, pages 65–66.
36. Andrei Tarkovsky, June 11, 1982, Diari Martirologio, pages 503–504, as
quoted in Instant Light: Tarkovsky Polaroids, edited by Giovanni
Chiaramonte and Andrey A. Tarkovsky, London, England: Thames &
Hudson, 2004, page 86.
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GLOSSARY
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INDEX
Abbott, Edwin Abbott 104–105, 107, 170, 175–176, 255, 290, 304
Abbott, Eleanor 139, 317
Abenteuerliche Simplicissimus Teusch, Der 81, 293
absorption 49, 351n49, 375
Adams, Douglas 123, 187, 332
Adams, Percy 78–79, 84
Adams, Richard 37, 328–329
adaptation 12, 14, 59, 99, 118–119, 122–125, 133, 142, 203, 244–264, 359n105,
369n4, see also “transmedial expansion”
Adventure 140–142, 330, 332
adventure games 5, 140–144, 260, 263
Aes Sedai 35
afterlife destinations 67
Age of Exploration 72–84, 95, 112, 352n2
aggregate inconsistencies 47–48
Alexandria Quartet 210
Alice’s Adventures in Wonderland 105, 108, 236, 302
Alien 10, 137, 333
All My Children 125, 327
Always Coming Home 30, 150, 336
Amalgam Universe 218
Amazing Stories 120–121, 288–289, 311–313, 322–324, 357
Analog Science Fiction-Fact 120, 323, 326, 329, 337–338, 340, 368
Anderson, Douglas A. 53, 60, 253
Andreæ, Johann Valentin 91, 293
animal skins as used in fantasy novels 195
animation 5, 66, 115, 124, 135, 137, 146, 256, 263, 352n2, 372n16
Annotated Hobbit, The 53, 253
Antillia 77, 291
Appleton, Bill 282
Arda 23, 32, 47, 130–131, 147, 165, 270, 288–289, 314
Arimaspi 68, 290
Ariosto, Ludovico 76, 291
Aristophanes 70–71, 111, 255, 290
Arneson, Dave 139, 329
Arrival, The 183, 345
Ashair 26, 314
Aspharage 76–77, 292
Asteroids 175
At the Back of the North Wind 168, 302
Atari 140–142
Aura Spice 350n35
auralization 250, 257–260, 262, 370n8, 375–376
authorship 61, 201, 220, 267–287
automation 145
Avatar 30, 36, 146, 173, 188, 345
Azlaroc 169, 331
backstory 39, 50, 61, 80, 86, 91, 127, 131, 165–166, 202–204, 207, 250, 265,
351n60, 377, 380
Bacon, Francis 91–92, 160, 217, 226, 293
Bacon, Leonard 114
Ballantine Adult Fantasy Series 133
Barker, M. A. R. 5, 139, 330
Barrie, James M. 5, 307
Barthes, Roland 199, 269
Batman 7, 117, 121, 215, 218, 315, 351n60, 367n35
Battlestar Galactica 137, 175, 332
Baum, L. Frank 5, 12, 27, 29, 54, 108–111, 117–119, 125–126, 157, 159, 170, 187,
206, 217, 219, 226, 275, 306–307, 367n32
Bene Gesserit 35, 171, 183
Bennalack, Owain 261
Bennett, Mark 161–162
Bensalem 91–92, 160, 293
Berdyaev, Nikolai 23, 349n17
Berneri, Marie Louise 92
Bible 91, 156, 191, 204, 284, 364n60 “bibles” (used for consistency) 147, 179,
201, 278
Biedermann, Louis 112, 120
Bilderijk, Willem 101, 300
Bilsen, Danny 264
Birds, The 70, 111, 290
Biography of Manuel series 127, 309, 358n92
Blade Runner 27, 95, 193, 289
Blazing-World 65, 89, 100–101, 110, 186, 233, 237–238, 293
Blemmyae 69, 74
Bluestone, George 246
board games 3, 66, 135, 352n2
Bodin, Félix 94, 300
Bombadil, Tom 202–203, 233, 288–289, 365n7
Bond, James 137, 215
Book of Ser Marco Polo, The 73, 75
Book of Sir John Mandeville, The 73–75, 111, 291
books, see “literature”
Bordwell, David 11, 52
Borges, Jorge Luis 149, 153, 315, 317, 327, 330, 361
Bosch, Hierymonius 111
Boston Globe, The 13
Brackett, Leigh 276
Breda 163–164, 343
“The Brick Moon” 98, 148, 234, 302
Brigadoon 26, 122–123, 317
Brobdingnag 38, 80, 295
Brontë siblings 5, 300–301
Brothers Karamazov, The 32
Burdge, Anthony 279
Burger, Dionys 148, 170, 176–177, 325
Burke, Jessica 279
Burroughs, Edgar Rice 26, 82, 125–127, 188, 289–290, 308–314, 316
Burtt, Ben 252, 259, 277
Butler, Samuel 26, 30, 32, 95, 109, 188, 270, 303
Cabell, James Branch 127, 133, 309, 358n92
Cabet, Etienne 94, 301
Cacklogallinia 80–81, 295
Cameron, James 27, 146, 173, 345
Campanella, Tommaso 88–89, 292
Candyland 139, 317
canonicity 44, 210, 213, 221–222, 224, 246, 260, 262, 266, 269–276, 278–281,
367n40, 371n5, 371n6, 372n20, 380
Card, Orson Scott 6, 137, 174, 333, 336
Carpenter, Humphrey 131
Carroll, Jon 285
Carroll, Lewis 108–109, 148, 236, 302–303
Carson, Don 29, 377
Carter, Lin 6, 106, 133, 194, 325–328, 333, 363n42
Casablanca 10, 275
Castronova, Edward 11, 151–152, 283, 285
causal braiding 199, 376, 378, see also “narrative braiding”
Cavendish, Margaret 65, 89, 100–101, 110, 186, 226, 233, 237
Centrum Terrae 81, 293
Chapman, Seymour 199
chauvinism 88, 354n38
Chee, Leland 44, 61, 147, 271
Chiang, Doug 277
Children of Múrin, The 61
children’s literature 107–110, 129–130
chocolate chip cookie dough ice cream 25
Christoffel, Hans Jakob 81, 293
Chronicles of Narnia, see “Narnia”
chronologies, see “timelines”
Chung, Anshe 282
cinema, see “film”
City of the Sun, The 88–89, 292
Clark, John D. 273, 290, 319
Classical Antiquity 67–71, 85
closed worlds 61, 269–270, 274
Cloudcuckooland 70–71, 255, 290
Clute, John 166
co-creation 265
Codex Seraphinianus 17, 30–31, 151, 155, 333
Coleridge, Hartley 5, 301
Coleridge, Samuel Taylor 5, 20–21, 23–24, 380–381
Colossal Cave Adventure 140, 330
comics 7, 9, 13, 65, 112, 114–118, 121, 123, 126, 134, 135, 137–138, 147, 213,
217–218, 264, 352n2, 366n24, 367n40
completeness 25, 33–34, 38–43, 60–61, 172, 194, 196, 201, 224, 248, 261, 285,
350n38, 376
computers 66, 141–147, 179, 215, 223, 228, 257, 287, 352n2, 370n8, 370n19, 380,
382, see also “massively multiplayer on-line role-playing games
(MMORPGs)”, “video games”
conlang 184, 376, see also “invented languages”
consistency 25, 33–35, 43–48, 55, 194, 196, 201, 203, 205–206, 219, 224, 264,
266, 278, 365n4, 375–376, 380, see also “reboots” and “retroactive continuity
(retcon)”
Convergence Culture: When Old and New Media Collide 9, 245
“Cook’s Tour” 158
Cosmides, Leda 4
Couperie, Pierre 115
Creating the Worlds of Star Wars 365 Days 223–224
Creation 20–25, 185, 191, 196, 283–287
crossovers 125, 216–219, 366n28, 366n30, see also “multiverses”, “retroactive
linkages”, and “transnarrative characters”
Crow, The 231
Crowther, Will 140, 330
Csíkszentmihályi, Mihaly 49
cult movies 10
Cummings, Raymond King 105, 174, 309, 311
cyberspace 8, 146, 175, 235
Dante 71, 81, 161, 226, 291
Darger, Henry 5, 129, 226, 231, 274, 328
Dark City 148, 216, 235, 242–244, 341
Dark Crystal, The 137, 188, 334
Dark Tower series 213, 219, 366n31
database narratives 9–10
De Scudéry, Madeleine 89–90, 293
Dean, James L. 162
Defoe, Daniel 79, 294–295
Defontenay, Charles Isher 16, 36, 49, 102, 104, 153, 170, 174, 180, 187, 198, 301,
355n57, 364n60
deinteractivation 250, 262–264, 376
Delvoye, Wim 163, 341
Denslow, W. W. 118–119
description 182, 250–252, 260, 262, 370n8, 375–376, 379
Description of a New World, Called the Blazing-World 89, 100–101, 186, 226,
233, 237, 293, see also “Blazing-World”
Desitny of Man, The 23
Dewdney, A. K. 30, 36, 148, 177–179, 247, 255, 333
Dick, Philip K. 35, 174, 197, 235, 289, 321, 324, 326, 327, 349
Dickens, Charles 266
dioramas 111–112
diegesis 14, 16, 376, 379–380, 382, see also “fictionality” and “world-building”
diegetic braiding 199, 376, 378, see also “narrative braiding”
Dineson, Isak 5
Discworld series 36, 150, 174, 335
Doctor Dolittle 208, 290, 310
Doctor Who 124, 135, 279, 324
Doležel, Lubomir 18–19, 29, 38, 227, 248
dollhouses 138, 220–221
Don Quixote 76, 233, 274, 279, 292
Dostoyevsky, Fyodor 32
Dot and Tot of Merryland 110–111, 306
Duff, William 20
Duncan, Jody 257, 370n14
Dune universe 26, 36, 41–42, 59, 61, 63, 134, 160, 170–171, 173, 183, 206, 271,
275, 323
Dungeons & Dragons 133, 139–140, 329
Dunsany 127, 131, 133, 189–191, 239, 307, 310
Durrell, Lawrence 210
dystopias 69, 84–96, 148, 354n37, 354n38, 376
Eagleton, Terry 51
Eco, Umberto 10
Eddison, E. R. 127, 131, 133, 148, 192, 207, 240, 310
Egoff, Sheila A. 109
Einstein’s Dreams 30, 36, 149–150, 168, 339
ekphrasis 252
elaborationists 269, 279–280
Elves’ ears 59–60
Ellroy, James 32, 192
Emerald City, The 1
emotions 4, 37
encyclopedic impulse 10–11, 30, 36, 54, 279, 355n65, 376–377
Energizer Bunny 271
Entropia Universe 143, 282, 343
environmental storytelling 29, 377
Episode of Flatland, An 148, 175–176, 307
ER 8
Erector Set 138
Erewhon 26, 30, 32, 95, 109, 270, 303
Erikraudebyg 26, 317
escapism 33
eXistenZ 235
exploration, see “Age of Exploration”
fabula 52–53
Fairylogue and Radio-Plays, The 118
fan productions 61, 269, 279–280, 371n5
“fanon” 279
fantasy 13, 34–35, 62, 66, 96–97, 106–111, 133, 135, 156–158, 191, 227, 256, 283,
286–287, 352n2, 358n94, 367n32, see also “pulp magazines”
Faulkner, William 32, 38, 156, 192, 312, 358n94
Feast in the House of Levi 111
Fett, Boba 271, 280, 372n16
Fictional Worlds 18
fictionality 18–20, 55, 349n21
film 1–3, 5, 9–11, 13, 16, 44, 59, 65, 112, 114–115, 118, 122–123, 126, 135–138,
146–147, 221, 246–247, 249, 255–256, 259–264, 266–267, 269, 271, 275, 283,
352n2, 366n24, 366n25, 371n6, 375–376, 378
Fish Dinner in Memison, A 148, 207, 240–241
Flack, Anthony 220
Flammarion, Nicolas Camille 103–104, 305, 355n58
Flatland 36, 104–105, 107, 148, 170, 175–177, 255, 304
Flieger, Verlyn 231
flow 49
Fonstad, Karen Wynn 161, 163, 278–279, 362
Forbidden Planet 135, 320
Foster, Mike 132
franchises 7, 10, 13, 44, 46, 48, 67, 120, 124, 134–138, 191, 215, 221, 228, 246,
266–267, 275–277, 359n105, 366n24, 367n35, 380
Fredericks, S. C. 70
Gadget 220
Galaxiki 147, 281, 345
Gandhi 52
Gasoline Alley 117, 309
Genette, Gérard 199, 202
Gernsback, Hugo 121
gesamtkunstwerk 114, 152
Gethen 32, 36, 174
genealogies 53, 155, 170–172, 182, 191, 194, 200, 231, 282, 363n29, 363n30
Georgia Coffee 271
Gestalt principles 51, 53, 57
Gibson, William 146, 193, 235, 334, 338
Gilbert and Sullivan 95, 304–305
Gilbert, Nan 129, 320
Giles, Peter 86, 160, 185
Gillett, Stephen L. 6
Gingold, Chaim 283
Giphantie 83, 297
Girl in the Golden Atom, The 105, 174, 309
God xiii, 23, 227–228, 283–287
“god games” 142, 285–286
Godfather series 209–210
Gods of Pegāna, The 189–190, 239, 307
Gone with the Wind 28, 210
Goodey, Brian R. 86
Goodman, Nelson 18–19
Gove, Philip Babcock 79, 84
Graustark: A Story of a Love Behind a Throne 160–161, 306
Gravitar 141, 175, 334
Great Expectations 266
Griffiths, Miles 259–260
Guiding Light, The 125, 314
Gulliver’s Travels 78, 80, 123, 156, 180, 295
Gygax, Gary 139, 329
Haggard, Henry Rider 107, 109, 133, 289, 304–305, 307, 309
Hale, Edward Everett 98, 148, 234, 302
Hamlet on the Holodeck 8
Harrison, Pat 11
Harry Potter 125, 137–138, 341
Hartley, L. P. 28
Hayse, Mark 285–286
Heinlein, Robert 32, 120, 217, 315, 321–322, 349
Herbert, Frank 41, 59, 61, 170, 206, 271, 275, 323–325
Herczeg, Tilberg J. 98
Herodotus 68, 290
Hester, Nathalie 77
Heterocosmica: Fiction and Possible Worlds 18
Hitchcock, Alfred 255
Hinton, C. H. 148, 175–177, 307
Histories 68, 290
History of Automathes 93, 296
History of Middle-earth series 6, 61, 133, 224, 274
Hitchhiker’s Guide to the Galaxy 123, 173, 187, 332
Hobbit, The 46–47, 59, 130–133, 193, 203–205, 209, 213, 217, 219, 233, 246,
252–253, 273, 314, 369n5, 375
Hodgson, William Hope 126, 133, 307–308
Hogancamp, Mark 5, 150–151, 233, 344
Holberg, Ludvig 82, 101, 296
Holland, Norman 4, 49, 52
hollow earth 82, 101–102, 353n25
Holocron 44, 61, 147, 271
holodeck 8, 230–231, 235–236
Homer 14, 68, 70, 166, 217, 226, 290
Hooper, Walter 168
Hooterville 124, 161, 219, 323
Hope, Anthony 107, 305, 307
Horn, Maurice 115
Howard, Robert E. 26, 120, 127–128, 313
hyperserials 8
Iblard 17, 151, 335
Inferno 161, 291
IMAGE 268
imaginary worlds, see Table of Contents for listing of topics and pages
Imaginary Worlds: The Art of Fantasy 6, 106, 133, 194–195, 363n42
imagination, 20–25, 50–51, 58, 220, 255, 348n12, 375, 377, 380–381; see also
“Primary Imagination” and “Secondary Imagination”
Imago Dei 283–287
immersion 2, 48–49, 221, 257, 351n47, 351n48, 351n49, 375, 377, 381
Impossible Voyage, An 115, 307
In the Land of Invented Languages 184
incompleteness, see “completeness”
inconsistencies, see “consistency”
Industrial Age 84, 94, 97
infrastructures, see “world infrastructures”
interactivation 250, 260–262, 377
interactive fiction 66, 140, 352n2
interactive worlds 138–145, 201, 220–223, 281, 372n20, 380, see also
“interactive fiction”, “massively multiplayer on-line role-playing games
(MMORPGs)”, “participatory worlds”, “role-playing games”, and “video
games”
interactivity, see “interactive worlds” and “interactivation”
interdimensional cosmic beings 190
interfaces 9, 220, 229, see also “media windows”
interlace narratives 167–168, 199, 365n3
internarrative theory 9, 14, 204–212, 377
interquels 207–208, 365n14, 366n31, 377–378
intraquels 207–209, 365n14, 378
intertexuality 8, 191, 204, 358n86, see also “internarrative theory”
invention 22, 32, 33–38, 53, 59, 193, 284, 363n42, 363n43, 365n4, 370n23,
372n9, 378, see also “languages, invented”
Islandia 114, 128–129, 170–171, 180–181, 187, 275, 316
Napoleon 27
Narnia 129–130, 159, 168, 191, 207, 209, 265, 318, 366n18
narrative 2–3, 52–54, 57, 154, 158, 194, 197–225, 227, 232, 246–247, 249, 260,
262–263, 265, 348n16, 359n106, 365n7, 371n28, 372n20, 377; see also other
terms beginning with “narrative”
Narrative as Virtual Reality 18–19
narrative braids 199–200, 376, 378, 382
narrative fabric 200–201, 210, 365n3, 365n4, 378
narrative gestalten 51–52, 202–203, 378
narrative resolution 202–203, 209, 274, 365n7, 378–379
narrative speed 202, 379
narrative threads 199–201, 365n3, 376–379, 382
Nazar 82, 101, 296
Negative Capability 62
Neighborhood of Make-Believe 124, 323, 358n86
neorealism 136
Nesbit, Edith 108, 148, 238–239, 306, 308, 355n65
Neuromancer 175, 235
New Atlantis, The 91, 160, 217, 226, 293
Newcastle Forgotten Fantasy Library 133
Newspeak 185
Niels Klim’s Underground Travels 82, 101–102, 296
Niell, John R. 119
Niépce, Joseph Nicéphore 83
Night Land, The 126, 308
Nimoy, Leonard 169, 215–216
Nineteen Eighty-Four 95, 130, 184–185, 193, 317
noncanonicity, see “canonicity”
normalizing tendency 59, 255, 352n67, 379
Novels into Film 246
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