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Daemon Voices: On Stories and Storytelling · 4 of 12
Daemon Voices: On Stories and Storytelling
writing HIGH

Non-Real vs Unreal — Writing Fantasy Realistically

fantasy realism worldbuilding invention embarrassment

Key Principle

The serious axis for fantasy is not realism-vs-fantasy. It is non-real vs unreal.

  • Unreal = assembled arbitrarily from a kit of parts (dragons, elves, dark lords, magic systems). Psychologically shallow. Multiplies effortlessly because details are arbitrary. Kit-imitation.
  • Non-real = doesn't exist but is "convincing and truthful in every way except actual existence." Psychologically complex, organic, surprising. Examples: George Eliot's Mary Garth, Milton's Satan, Pullman's daemons.

The test for any invention: does this embody a truth about being human, or is it decoration? Apply realism's standards (psychological complexity, moral truthfulness, organic necessity) to the fantastical element. The criterion is organic necessity, not inventive abundance.

"Fantasy in service of realism." (Pullman's working position, "Writing Fantasy Realistically")

The deeper claim: "the more profound and powerful the imagination, the closer to reality are the forms it dreams up. Not the most unlike real things, but the most like." Powerful imagination is realist by tendency; arbitrary invention is the sign of imagination's absence, not its presence.

Why This Matters

Without the non-real/unreal distinction, fantasy drifts into kit-assembly. The genre's conventions become substitutes for invention. A dragon means "danger"; an elf means "old, wise"; a dark lord means "evil." The fiction stops doing the work fiction does — embodying states of mind, testing moral propositions, projecting onto the reader's life. It becomes furniture.

The Republic-of-Heaven extension of this principle: world-denying fantasy (where the supposedly-good place is always somewhere else, where the real world is a flawed shadow) trains readers in nostalgia. Magic must touch the kitchen window. The dead remain citizens. Fantasy that severs imagination from the world produces readers who cannot find meaning in the world.

The most practical tool here is embarrassment as diagnostic. When you wince at what you've just invented, that wince is data: "some revelation is taking place." Don't suppress it. Read it. The embarrassment marks where the work isn't yet earning its conviction — and may mark where you should push through (the imagination knows something the taste doesn't) or out (the invention is kit-assembled and you can feel it).

Good Examples

  • Milton's Satan: doesn't exist; convincing in every way except actual existence. Pullman's paradigm non-real character. The opening of Paradise Lost in hell with the fallen angels makes Satan protagonist by camera-placement alone; Satan's grandeur is the unintended consequence of Milton's craft. (Essay: "Writing Fantasy Realistically" / "Paradise Lost")
  • Pullman's daemons: a shape-changing companion for every character "would have been a silly bit of decoration that had no purpose or significance." Making the change visible at the boundary between children and adults turned the daemon into a load-bearing symbol. The invention earned its place by carrying the theme. (Essay: "Heinrich von Kleist")
  • The mulefa's wheels: an apparent absurdity (how can a living thing have wheels?) bound through five steps to the theme of Dust and the human Fall. The binding step — oil entering the bloodstream via the claw-bearing at adulthood — is where craft becomes meaning. (Essay: "The Path Through the Wood")
  • Struggle between different goods: give the antagonist a coherent good as motivation — love, compassion — not the lust for power. Father MacPhail "killing people in order to save their souls" would have been a stronger antagonist than Father MacPhail wanting power. (Essay: "Writing Fantasy Realistically")

Counterpoints

  • Kit-assembled fantasy (Tolkien-imitator school): dragons because dragons, elves because elves, dark lord because dark lord. Multiplies effortlessly because arbitrary. Pullman's verdict: "a lot of old cobblers." The conventions become substitutes for invention.
  • Manichaean fantasy: clear sides of good and evil. Flattens moral reality. The Kingdom mode rewards clear sides; the Republic mode requires recognising the antagonist's good. (Essay: "Writing Fantasy Realistically")
  • World-denying magic: the magic that gestures away from the world (a better place elsewhere, this world as flawed shadow). Trains readers in nostalgia. The fix: "magic must touch the kitchen window" (Essay: "The Republic of Heaven").
  • Suppressed embarrassment: writing past the wobble. The embarrassment was data; ignoring it produces either timidity (writing only what taste approves) or bluster (writing past conviction). Either disconnects you from the imagination.

Key Quotes

"I think it is the most likely realities that are most fantastic — meaning the unconscious, where everything that we don't admit goes." (Essay: "Writing Fantasy Realistically", paraphrasing Pullman's position)

"The more profound and powerful the imagination, the closer to reality are the forms it dreams up. Not the most unlike real things, but the most like." (Essay: "Writing Fantasy Realistically")

"Good intentions never wrote a story worth reading: only the imagination can do that." (Essay: "Writing Fantasy Realistically")

"Embarrassment signals that some revelation is taking place." (Essay: "Writing Fantasy Realistically")

Rules of Thumb

  • For every invented element, run the diagnostic: organic necessity (non-real) or kit-assembly (unreal)? If kit, cut.
  • Treat fantastic inventions to realism's standards: psychological complexity, moral truthfulness, recognition by readers who don't believe.
  • When taste and imagination disagree, follow imagination; then find a way to neutralise the taste's objection. (Pullman's solution: make the fantasy serve realism.)
  • Read your embarrassment. Don't suppress and don't bluster — diagnose.
  • Give your antagonist a coherent good as motivation. Power-lust antagonists are kit-assembly; goods-in-conflict antagonists are non-real.
  • Magic that severs from the world produces nostalgic readers. Bind your magic to the kitchen window.

Related References