Limyaael ([info]limyaael) wrote,
@ 2004-02-24 09:50:00
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Current mood: creative
Entry tags:fantasy rants: winter 2004, setting rants

Sounds of the jungle.
If that brought "The Lion Sleeps Tonight" into your head, I'm doing my job.



Most fantasy novels that I've read aren't set entirely in jungles; they give the heroes a place to poke around after that interesting lost statue of Krackakawak or something. But even as minor settings, they can be done better than they are.

1) Realize how alive the jungle is. It's not a forest. There are insects everywhere, birds everywhere, vines and trees and flowers everywhere. (Which can cause problems; more on that in a moment). You're not necessarily going to see every animal that makes a sound, but you're not going to go through long stretches of silence, either. If silence does start spreading, there's almost certainly a large predator nearby whose attention the smaller animals don't want to attract. However, even a tiger calming down one part of the jungle in passing won't do anything for the other parts. They'll go on whistling, shrieking, screeching, bellowing, buzzing, howling, spitting, and swaying.

Heroes used to forests have a right to be unnerved by the jungle (not that they ever are). A character might walk a whole day through a forest without ever seeing more than the occasional bird and squirrel, especially if he isn't trained in observation and the animals are shy of hunters. There shouldn't be that absence of life in a jungle. Holes in fantasy ecosystems are bad all over the place, but plug them with extra care here.

2) Moving through a jungle is hellishly hard work. Unless a fire has just come through and cleared away a good number of the trees, there will be plants in the way at every step. Lianas and other vines that hang from trees can smack unwary adventurers in the face. Vines straggling over the ground can trip them. Undergrowth bunching together can prevent getting through at all without the aid of a machete or similar instrument. Tree roots, unexpected little bumps in the ground, and animals crouching still in the hopes of avoiding detection all make walking over the jungle floor a far cry from trotting through one's living room.

The problem comes when fantasy authors make it as easy to walk in the jungle as in a living room. Apparently someone comes through and hacks cleared roads every now and again, or the heroes are following a "trade route"- even if the path to wherever they're going has been lost for hundreds of years.

Before giving your jungle-inexperienced heroes free license to pass wherever they please, ask yourself why someone would keep the road open. Do the worshippers of the god whose temple they're seeking really welcome visitors? If yes, there might be a clear green path they tend regularly. If not, it doesn't make sense for your heroes not to spend a lot of time hacking and grunting and sweating.

3) The jungle grows enormously quickly. There's a reason that tales of "lost cities" in the rain forests convince people. The jungle is like the ocean or the desert in this sense; it can swallow human habitations with no sign that they've ever been there. Unless your heroes are lucky enough to stumble on the temples or walls or whatever by accident, they're unlikely to find a place that was abandoned even just a few years before.

Fantasy authors sometimes try to get around this by having the heroes memorize landmarks that don't change. The problem comes when those landmarks, like bare hills, are just as likely to get overgrown, or when the heroes have no way to get above the jungle and see the lay of the land. Even stone obelisks can be toppled by vines growing around them and pulling them down. If the trees and the vines eat the landmarks as well, the heroes deserve to be stumbling around, saved only by luck.

If you're going to have your heroes find their way back to an ancestral home, choose a landmark that can neither be toppled easily nor lost in wave after wave of green, or you're going to have, in Rudyard Kipling's words, "the roaring jungle in full blast on the spot that had been under plough not six months before," and the heroes saying, "Huh?"

4) The jungle is hot. Yes, another obvious truth, and one that fantasy authors don't deal well enough with. The sun isn't the only thing that makes the jungle so hot, either; it's incredibly humid most of the time, in the way that a desert isn't, and that means that even people who are prepared for heat are going to have problems that they won't in a desert.

For one thing, the exertion of getting through a jungle, whether it's hacking through vines or just the sheer walking, will make your characters sweat. However, they can't wear light clothing if they don't want to get eaten alive by the hundreds of insects that are also present. So they have to wear heavy clothes and sweat under them. That's not going to make them feel, or smell, very good.

For another, the air is hard to breathe, especially if your characters are mountain-dwellers or desert-dwellers and accustomed to air that's considerably thinner. It can feel as though you're being smothered with a wet blanket if you aren't used to it. And meanwhile, you have to keep walking, and sweating. There isn't an escape from it, the way that there is in the mountains if one simply heads downhill.

And finally, the pace of rotting in the jungle is intense. Put something in the ground, and the plants and the heat attack it, reducing it to its component parts as soon as possible and making it part of the soil. Heroes who bury food to come back to later aren't going to have any food to come back to, unless they put it in a box made of metal. Bodies of characters who die are going to have to be buried or burned immediately. If they're left as they are, the heat will start rotting and liquefying them within a week. Leather, cloth, and other materials that are not metal or stone have the same problems. Even metal can start rusting if it's left wet.

Don't make things easy on your heroes, especially if they come from less humid environments. There's all sorts of adventure potential in making it hard.

5) The seasons are not the same. If your characters are traveling during the non-rainy season, they should be subjected to crippling heat and have problems finding water. The water holes and rivers they do find will be smaller than normal, and are likely to have attracted wildlife. Nothing like stooping over a pond to get a drink and suddenly finding yourself the target of an irritated python.

If it's during the rainy season, the heroes should have a whole other set of problems. Rain in the jungle is often heavy, near-constant, hard to keep out of clothes or supplies, and likely to flood rivers and lowlands. The characters are unlikely to find shelter beneath trees, since the leaves can tip out their loads of water easily and soak them. If they take shelter in valleys, they have to watch out for runaway rivers. If they are following a cleared path, animals may be using it as an escape route, or water may turn it into mud.

I've never seen fantasy characters caught in a rainstorm in a jungle and battered and wet and hungry to within an inch of their lives, but it would be fun.

6) Remember to describe the jungle. It's probably the most colorful habitat in the fantasy world, and authors who have a lot of purple prose issues to work out couldn't ask for a better subject. Unless it's a drought, flowers are everywhere, and full of different hue on hue. Parrots, poison-dart frogs, and birds of paradise may inhabit your jungles, and none of them are drab. Neither are some of the monkeys and langurs, or the tigers and leopards and ocelots and jaguars.

One thing that always disappoints me is when a fantasy author who can find endless variations of green to describe in a forest is somehow not up to tackling the more obvious palette of the jungle. If you're not sure what kind of jungle environment you want, or what kinds of animals and flowers are most common, for the gods' sakes go research them.



For good, realistic descriptions of jungles in fantasy, read Glen Cook's Black Company series, which uses Indian and Vietnamese mythology and settings, or the Monarchies of God series by Paul Kearney, which features an alternate world where the characters are just starting to explore their version of America. Best description of the heat, insects, and jungle-traveling problems I've ever read.




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[info]pyro_rebel
2004-02-24 09:34 am UTC (link)
Don't forget the potential for disease! Imagine how much it would heighten the tension in the story if, while being chased by the Big Baddie, a bunch of your Brave Adventurers came down with Yellow Fever, the Sleeping Sickness, or even got bit by something particularly poisonous. Dark Lords pale in comparison to some of the viruses out there.

(Reply to this)


[info]anonymous_bosh
2004-02-29 05:47 pm UTC (link)
Actually, it might be better to scrap the clothes and endure the bugs. Sure, the bugs cause itching and sometimes disease, but clothes are /heavy/ - and do you really want your feet rotting inside those boots? They will - they really will. Reading a few National Geographic articles probably be very helpful to an author writing about the jungle; there was a very good one a year or so back, featuring a man who'd walked across Africa with a rather small team of natives and scientists, and there was another about preserving a section of Amazon rainforest. There are some amazing pictures of the wildlife in both articles, as well. Unicorns don't hold a candle to some of the oddities a jungle turns up.

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[info]limyaael
2004-02-29 06:15 pm UTC (link)
I was working off the assumption that most first-time visitors to the jungle won't have a resistance to the diseases that the insects carry, and therefore it would be better to keep the clothes on than risk, say, the bite of a tsetse fly or assassin bug. On the other hand, if the fantasy characters are truly the first explorers and have no reason to suspect the diseases, they might easily strip and expect naively to adapt as well as the natives. They shouldn't go unpunished for it, though.

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Shoes
[info]karenrei
2006-01-24 10:30 pm UTC (link)
True, about shoes. However, non-natives must take care. Natives who trot around barefoot have had their feet hardened since they first learned to walk. Non-natives will have their feet torn to heck and back in an hour.

One thing about jungles that wasn't mentioned: medicine and poisons. There's a reason why there are so many medicines that come from the rainforests. Tropical rainforests have an incredible diversity of insect life - several orders of magnitude greater than temperate forests. Plants protect themselves from insects by producing alkaloids. The more varied the insects, the more varied the defenses must be. Defensive alkaloids attack various bodily systems in different manner. Yet, attacks can be medicinal - for example, a toxin that slows the heart could be a godsend for someone with a potentially lethal form of tachycardia.

The same goes against defenses against very diverse rainforest fungi, microbes, and even large animals.

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Jungle
[info]retlor
2004-10-10 02:03 pm UTC (link)
Actually I have to disagree here. In primary jungle (that which has never been cut down) there is unlikely to be much plant life on the ground as very little light gets through the three or four layers of canopym certainly not enough to support weird and exotic things. Vines and creeper are different as they parasite off of trees. If the jungle has been cut down the trees regrow quite quickly but the temporary light on the floor means a proliferation of life so then you can break out the machetes. The jungle in a medieval fantasy story is unlikely to have been cut down. The rest, like bugs and animals is all right though. (Sorry, I recently went to the Peruvian Selvas and was surprised to find a lack of vegitation on the ground so I asked about it.)

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Age of GIANT EFFING BUGS
[info]venusrain
2007-04-30 09:54 pm UTC (link)
*late comment and doesn't care*
What if it's a bit more like a prehistoric jungle, though? With giant insects and whatnot. You'd have another major issue to consider.

Fire. 30% more oxygen ((Needed for 3-feet-long Dragonflies, you know)) means a much faster burning rate and a very viotile atmosphere. If your characters are wandering through something like the--I believe it's Precambrian, but I'm probably wrong--they have to be VERY careful about what they set alight, if they don't want to become nice and toasty. ^_~

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Re: Age of GIANT EFFING BUGS
[info]ingriam
2008-05-15 02:19 am UTC (link)
I think you're thinking about the Carboniforus.

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Re: Age of GIANT EFFING BUGS
[info]venusrain
2008-05-15 10:58 am UTC (link)
I dunno. I'm not good at remembering what time period stuff happened in, only that it happened.

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