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Happy Marchā¦ This year really seems to be chugging along.
Letās forego the usually verbose introductory message and get right into the topic of the month. So, letās ask ourselvesā¦
What about Worldbuilding?
Today weāre going to talk about something near and dear to every story, no matter where it starts or where itās going. Weāll call it the āIdea of Evil.ā
No matter what story you approach there needs to be conflict, because conflict drives the plot. Say we had a fellow named āJonā who purchased and then consumed a banana. Not very exciting, right?
Well, what if I told you that Jon dropped that banana as soon as he stepped out of the store. That poor banana, it never stood a chance in the cruel world. But, hereās the important thing. What caused the death of that banana? What evil was at play that influenced events in such a manner that banana met an untimely end?
Was it Jon? Was he harboring some hatred in his heart for fruit, and felt murder was the only recourse? Is Jon a monster?
Maybe, maybe not. Perhaps something greater was at play, some amorphous thing that necessitated the death of our dear banana. Spooky, eh?
Look, this extended effort is all part of a greater point. Evil, a concept, can be applied broadly, but often falls into one of two categories. Internal and External.
The Evil Without
There really is no other place to begin than with the granddaddy evil entity that inspired all those who followed: Morgoth.
Iām kidding, weāre going to look at this from a more approachable perspectiveā¦ our old friend Sauron. Throughout the Lord of the Rings trilogy, Sauron guides the story without actually being part of it. His existence is never called into question, but his relevance to the greater narrative is largely an impotent one in his current state. He cannot physically interact with the story, and therefore becomes a personification of malevolence which acts through other characters.
He is the avenue through which a lot of the evil flows into Middle-Earth, the source of suffering and conflict during the events of the story.
And yet, he is external.
An external evil is overarching, something that drives the narrative to act in opposition to it. When you choose to include a Dark Lord or Lady, vindictive god, or whatever, they become the focal point of your conflict, even if there are ancillary conflicts taking place throughout the series. Everything the narrative does opposes them in some way, it doesnāt matter if those are small or large actsā¦ they just need to happen.
The trouble with this sort of thing is that itās kind of played out.
Essentially, when you go down this road it leads to a story structure similar to old video games. Iām sure some of you remember games like the old Super Mario World on SNES, right? Well, hereās what happens when your opposition force is external to the story: You create a set of mini-bosses that lead to the final villain.
Each of these acts as an obstacle to the greater threat, but theyāre always impotent when examined against that threat. They either donāt act for themselves or, if they do, it is influenced in some way by that external presence of evil.
If you choose to do this, there needs to be a reason you do it this way. If youāre going to craft a Sauron, Odium, No-God, or something similar, there needs to be a reason theyāre the route you choose and serve a narrative purpose other than simply being a reason for all the terrible things happening in the story. If they want to rule the worldā¦ you need to have a reason why. If they want to destroy the worldā¦ you need to have a reason why. If they want to turn all living creatures into bunnies and rule as king of the bunniesā¦ you have to have a reason why.
Without a reason, an ambiguous evil is just thatā¦ ambiguous, uncertain, and unwelcome. Make your monsters multidimensional.
The Evil Within
Personal bias coming wholly into play, this is the form of evil and conflict that I prefer. My personal opinion is this: I love Dark Lords, but conflict carries more weight when it comes from within the story, from players seen on the center stage.
And the best way to accomplish this is to seed the idea of evil within our characterās hearts. Personal motivations and desires leading to perceived acts of evil will have a greater effect on characters and events within your narrative. Furthermore, there is a special presence when the āvillainā has been seen on-screen.
Interactions between POV characters can color a readerās perception of the āvillainsā, often lending sympathy or nuance to their actions. This extra layer of understanding leads to a more concrete rationale behind their actions.
To illustrate this, letās look at something relevant to the zeitgeist: āGame of Thronesā and āA Song of Ice and Fireā. (The trailer for the former was released yesterday, and I am overjoyed to get an ending to this seriesā¦ even if itās not the one I wanted. But, anyway, I digress.)
Right now, A Song of Ice and Fire, through Game of Thrones, stands as a defining example of how to employ evil in your narrative without needing an external presence. Greed, lust for power, and personal hatred are just as accessible as some malevolent, distant overlord lurking in the shadows. And, as an added benefit, we get to see the villain failā¦ we get to see the narrative turn against them and watch them fall.
Itās fun. Far more fun than if they were offscreen and suffering.
The additional benefit of exploring this method is that we open ourselves, and our narrative, up to questions of morality and begin to philosophize on what exactly makes an action evil. Personal gain and personal benefit are synonymous in many ways, but when examined in terms of an action they can open up to new perceptions. Take this example:
A prince kills his brothers so that he may become king.
Is that evil? I donāt know about you, but fratricide is pretty damn evil absent context.
Now what if I told you that same prince only killed his brothers so he wouldnāt be killed.
Is that evil? Well, itās certainly not a good thingā¦ but you can see why he had to do it. Self-preservation is kind of important, yet heās still committed an evil action.
You can take this further and keep adding contextual layers until the action becomes so clouded that a black and white determination cannot be made. It is at that point that we forget about the idea of evil and focus on characterization to determine the moral alignment of actions in relation of the whole plot. Conceivably, you could have characters performing evil actions on many different sides in service to the narrativeā¦ hell, your protagonists could be doing it.
The trouble you may run into is that there is a strong chance you stumble in your attempts to add nuance. When youāre trying too hard to make things grey, there is a strong possibility that lean too heavily on certain crutches to try and make things seem as if they are contextualized and fall into a repetitive stride. Thereās also the fact that youāve created an expectation from the reader, they donāt want a black and white ending, they want grey. So youāre locked in. Good canāt triumph over Evil, nor can Evil do the same to Good; the ending needs a little of both. Youāve made a choice, and now you need to follow through. Your path is grey, stick to it.
(For a great variant of evil, but clouded, actions, look no further than Sand dan Glokta in the First Law series. Highly recommended)
Tying it all together
Iām not trying to tell you do things one way or another, because I am no expert. I only hope that you examine the way you apply conflict and evil to a narrative and why youāre doing it that way.
FFC Winners! - Courtesy of last monthās judges. Be sure to thank them.
Honorable Mentions:
/u/DannyMethane with āthe olā flower in the eye trickā
/u/Android_soul for āthe flower that stares backā
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