The Wheel of Time series was my introduction to epic fantasy as a child, and the first invented world I really sunk my teeth into when I decided to start building my own. Coming back to it as an adult always feels a bit like returning home.
Of course, re-reading it as an adult, I can also understand the common critiques about the series. Regardless of whether you enjoy the story or not, though, there is no arguing that Robert Jordan was a master worldbuilder, in my opinion on the same level as Tolkien. The bulk of this worldbuilding happens in the first half of the series (books 1-7), and if you’re thinking “how the hell can it take someone 7 books to build a world?”—well, that’s the scope of the lands and history that serve as the foundation for the story.
(Note: Thar be spoilers up ahead. If you haven’t read the first 7 books of Wheel of Time and care about such things, probably best to skip this post).
Read this if you like: Vernor Vinge, unique worldbuilding, interpersonal and political intrigue
tl;dr summary: Far future humans living inside giant space creatures navigate personal and political upheaval in their aim to live more symbiotically with their host.
One of my favorite things about Jordan Peele’s movies as a whole is that they don’t fit neatly into any genre box. A big reason for this is Peele’s worldbuilding style and prowess. His films take place in worlds that are just slant of reality: normal on the surface, but with one strange, horrifying difference lurking below—quite literally, in the case of Us, and metaphorically in his debut Get Out. It’s a similar thought experiment model that underpins many episodes of Twilight Zone, and it makes sense that Peele is at the helm of that reboot.
(Note: Thar be spoilers past this point. If you haven’t seen Nope and care about such things, probably best to stop reading now.)
In English, linguistic gender and natural gender are the same thing. Words aren’t masculine or feminine—the people or things they represent are. Even cases where inanimate objects are given a gender, like calling a ship “she”, are a form of anthropromorphization, not a grammatical feature of the word.
The term worldbuilding is very familiar to most genre writers, especially those working in sci-fi and fantasy. A basic definition is that it’s the work of creating the reality of your story. Realistic fiction writers do this, too, the great ones often with the same methodical approach and depth as any genre writer. Despite this, worldbuilding isn’t taught as a crucial skill for those working in the real-world.
The overlap between DS9 and TNG that was mentioned in part 1 of this post allowed for the further development of many races. The Cardassians and Bajorans mentioned earlier are joined by plotlines that showcase Klingon, Romulan, and Trill culture in new ways. As interesting as all of these developments are, the treatment of the Ferengi and the Breen are especially noteworthy from a world-building perspective.
As far as I'm concerned, the Star Trek universe represents world building at its finest: strong internal consistency, complex thought experiments, and a host of well-populated planets. The main difference between Deep Space Nine and the other series in Star Trek is conveyed in the name. Deep Space Nine is a space station in a continuous orbit around the planet Bajor, not a ship on a mission of exploration like the other series. Most of the action still takes place in the confines of the vessel with occasional jaunts to new and unique landscapes (similar to the away mission trope of other Star Trek series), but this change allows the show to delve deeper into the cultural and spiritual worldviews of non-Federation entities. That aspect of DS9 is what makes it especially valuable from a world building perspective.
I’m slightly embarrassed to admit that I read The Epic of Gilgamesh for the first time only in my early thirties. It’s not long; about half of the 125-page copy I have is scholarly background and analysis. The actual myth is around 60 pages—and it casts a massive shadow for such a small text, if for no other reason than its status as the earliest surviving epic, believed to date from around 2,100 BC. For context, The Odyssey was written in the 8th century BC, and theologians believe the earliest Bible books were written between 1,500 and 1,000 BC.
Whether you realize it or not, a lot of Western cultural myths today owe their origin to Gilgamesh, either directly through plot points (e.g. the Bible’s story of the Flood) or indirectly thanks to the idea of the heroic epic. If you’re a genre writer, especially, Gilgamesh should be required reading at some point in your life. I’ve broken down what I found to be some of the most unique aspects of the world and tale below.
In the first half of this review, I looked at the physical content of Frank Herbert's created universe in Dune, but that is really only half the story. The politics and religion of both Arrakis and the rest of the Imperium are the ultimate driving force of the narrative, serving as both setting and plot.
The first Dune book spends more time exploring the Fremen than it does the Landsraad and the Imperium. The Fremen are more unique to Dune and therefore both more interesting and in need of more introduction. Herbert starts with them knowing the reader will take longer to understand them and doesn't drop too many details on the Imperium in the first book, saving that discovery for later installments in the series.
Dune is one of those books it’s effectively useless to review in a traditional sense. It doesn’t really matter to anyone if I like the book or not. It’s a classic, and it’s canon, and close to required reading for anyone who wants to write science fiction. I did my most recent re-read of Dune in this spirit—enjoying the story, sure, but trying to look beyond the story and see the underpinnings of Frank Herbert’s world and the way that he created it.
Because there's a lot to look at with this world, I've split the post into two parts. This first post will look at the physical aspects of the invented world of Dune, while the next will explore the culture.