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Last updated 1:23 AM on 5/4/26
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56 Terms

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*Anti-Fantasy / "Realist" Fantasy

Stories that use fantasy elements but reject traditional tropes (like the "hero's journey") in favor of grit, moral ambiguity, and "realistic" consequences (e.g., *Game of Thrones*

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Anti-Semitism:

In fantasy, the study of how Jewish stereotypes have historically been mapped onto fictional races (e.g., discussions surrounding some depictions of Goblins or Dwarves).

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Beowulf (Connections to Fantasy)

The Old English epic that serves as a foundational text for modern fantasy, particularly for Tolkien, emphasizing the monster as a physical manifestation of evil.

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Biopolitics / Biopower

A theory (Foucault) regarding how authorities regulate subjects through their biological lives. In fantasy, this relates to how different "races" are bred, categorized, or controlled.

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Canon in Fantasy

the "official" body of works or facts within a fictional universe that fans and creators accept as "true."

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Celebrity Culture

The study of how "heroes" within fantasy worlds function as icons, or how real-world fantasy authors become celebrities themselves.

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Childhood / Maturation in Fantasy

The theme of "Coming of Age," where a young protagonist undergoes a trial to reach adulthood (The *Bildungsroman*).

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Dark Fantastic

A subgenre that blends fantasy with horror, focusing on the "restoring" or "emancipatory" power of facing one's fears or the macabre.

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Dark Mirror Model

The idea that a secondary world reflects the problems, anxieties, and hidden "shadows" of our primary world.

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Death of the Author / Undead Authors

The theory (Barthes) that an author's biography doesn't dictate a story's meaning. "Undead Authors" refers to authors whose influence persists long after death (like Tolkien).

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Decolonizing Fantasy

The effort to remove colonialist perspectives (like "civilized" vs. "savage") and integrate non-Western mythologies.

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Distance in Fantasy

The physical, temporal (time), or spatial gap between the reader’s world and the secondary world.

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Enchantment vs. Magic

Enchantment is a state of wonder or "art" that changes the perceiver; Magic is often depicted as a "technique" or "science" used to manipulate the world.

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Environmental (& Eco-Racial) Fantasy

Exploring how the environment is treated as a character and how "racial" groups are tied to specific landscapes (e.g., Elves in woods).

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Eucatastrophe

Tolkien’s term for the sudden, miraculous "turn" toward a happy ending that denies universal final defeat.

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Eurocentrism in World Building

Designing worlds based strictly on Western European history, folklore, and geography.

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Escape vs. Escapism

*Escape* is a healthy "recovery" of perspective; *Escapism* is often used pejoratively to mean a "flight from reality."

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Fantasy & Tourism

How fans travel to real-world locations associated with fantasy (e.g., New Zealand for *Lord of the Rings*).

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Function of Language in Fantasy

How invented languages (conlangs) provide depth and "historical" weight to a world.

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Garden of Eden

The trope of a "lost paradise" or an original state of perfection that characters are trying to return to or protect.

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Geography / Maps in Fantasy

The use of maps to provide "Inner Consistency" and a sense of physical reality to a made-up place.

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Habit of Whiteness

The unconscious tendency to center white characters and European aesthetics as the "default" in fantasy.

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Inner Consistency of Reality

The requirement that a secondary world must follow its own rules perfectly to maintain the reader’s "Secondary Belief."

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Integration vs. Segregation of Worlds

Whether the primary and secondary worlds interact (like *Harry Potter*) or remain completely separate (like *Middle-earth*).

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Intentional Fallacy

The belief that a reader can determine the "true" meaning of a book by knowing what the author intended.

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Intertexts

How a fantasy work references or "talks to" other books, myths, or historical texts.

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Knowing vs. Unknowing in Fantasy

The tension between what the reader/protagonist knows about the magic system versus the mysteries that remain unexplained.

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Linear vs. Episodic Structures

*Linear* is a straight-shot quest; *Episodic* is a series of loosely linked adventures.

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Modern Proxies in Fantasy

Using fantasy races or situations as "stand-ins" for modern political or social issues.

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Modernity / Postmodernity

How fantasy responds to the industrial/digital age—either by longing for the past (Modernity) or deconstructing it (Postmodernity).

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Moral Conceptions of Heroism

The shift from "might makes right" to the "inner strength/purity" found in unlikely heroes (like Hobbits).

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Myth vs. Data

The conflict between storytelling/legend (Myth) and hard facts/statistics (Data).

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Mythopoetic

The act of "myth-making"—writing a story that feels like an ancient, foundational myth.

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Natural Law

The idea that certain moral truths are "baked into" the universe and apply even in a world with magic.

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Neo-medievalism vs. Medievalism

*Medievalism* is the study of the Middle Ages; *Neo-medievalism* is the reimagining of those tropes in modern pop culture.

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Neoplatanism

The philosophical view that the physical world is a shadow of a more "real" spiritual realm.

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Networks / Data (and Fantasy)

Analyzing fantasy worlds through the lens of modern information systems and social networks.

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Nostalgia

A sentimental longing for a past age (the "Golden Age") that often drives fantasy world-building.

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Participatory Culture

How fans engage with fantasy through cosplay, fan fiction, and online communities.

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Past vs. Present / Past and Future (Futurism)

How fantasy uses the past to comment on the present or imagine "techno-fantasy" futures.

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Philology / Philological Fictions

The study of the history of languages; stories built around the evolution of words and names.

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Presentism

The act of judging historical (or pseudo-historical) characters by modern moral standards.

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Primary / Secondary Worlds

The "Primary" world is our reality; the "Secondary" world is the sub-created fictional world.

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Purgatory

The "in-between" state; often used to describe characters or settings caught between life/death or good/evil.

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Racial Imaginary / Gender Imaginary

The collective "mental map" of how a society imagines different races or genders to look and behave.

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Reader Response / Reception Theory

The idea that a story's meaning is created by the reader’s reaction to it, not just the text itself.

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Recovery, Escape, Consolation

Tolkien’s three pillars of fairy stories (see previous response).

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Role of Nature (vs. Supernatural)

How "the wild" interacts with the magical/divine.

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Social/Historical Notions of "Race"

Analyzing how fantasy "races" reflect real-world 19th- and 20th-century theories of biology.

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Spirituality vs. Magic

Magic is often "power" controlled by the self; Spirituality is a connection to a higher power/divinity.

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Structural / Systemic Racism

How fantasy world-building can inadvertently bake racism into the "laws" of the world (e.g., a race being "naturally evil").

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Subcreation

Humans creating "Secondary Worlds" as a form of worship or biological impulse.

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Supersessionism

The "replacement" theory; one culture or belief system overtaking and erasing the previous one.

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The Uncanny (Freud)

Something that is "weirdly familiar"—it feels like home but is distorted enough to be frightening.

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Violence in Fantasy

The study of how violence is glorified, justified, or criticized in epic battles.

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Wish-Fulfillment / Family Romance (Freud)

The idea that we read fantasy to fulfill "childish" desires, like finding out our "real" parents are kings or having special powers.