Andre Norton - Recurring Motifs

Recurring Motifs

Norton started out writing juvenile historical fiction and adventure, and then moved into fantasy and finally science fiction. Again and again in her works, alienated outsiders undertake a journey through which they realize their full potential; this emphasis on the rite of passage continued her association in many readers' minds with young adult fiction, although she became a best seller to adults.

In most Norton books, whether science-fiction or fantasy, the plot takes place in the open countryside, with only short episodes in a city environment. Protagonists usually move about singly or in small groups, and in conflict situations they are more often scouts, spies or guerrillas rather than regular soldiers in large military formations.

As could be expected of such characters, they tend to be resourceful and capable of taking independent initiative. In some books, protagonists are introduced already in possession of such characteristics. In others the protagonists (often young) are thrust into situations where they must develop them quickly, and invariably succeed at it.

Many planets in the books are Earth-like places, where humans can live without special protection, and have extensive flora and fauna which are described in considerable detail and often have substantial bearing on the plot. Airless planets and ones with unbreathable atmospheres are sometimes mentioned in passing, but are virtually never the main scene of a Norton book (an exception is Night of Masks). In many of her books, especially her mid-period and later fantasies, such as most of the Witch World series, there are settings described similarly, with ancient stone highways left by unknown civilizations, flanked by half-fallen walls overgrown with vines, and often studded with tall pillars topped by mythical shapes. These vistas are universally presented as almost vibrating with magical power. Another common setting, in both fantasies and science fiction, is of a room filled with alien super-scientific equipment, often where something evil (such as experimentation on humans or other living creatures) has gone or is going on.

A common theme in the books is the presence of sympathetically presented feudal and tribal cultures. In several books Native American tribes and their various analogues are given a chance to be more successful than they were in actual American history. (Norton often told friends that she was proud of her little bit of Native American ancestry.) Nonhuman creatures and cultures are usually presented sympathetically, with human protagonists sometimes supporting them against oppressive human authorities. In contrast, several books present technological and mechanized cultures as negative or even positively evil.

With her 1965 book Year of the Unicorn (third in the High Hallack spinoff of her Witch World series), she used a young woman as the protagonist, which was at the time uncommon for American works of fantasy.

An important role in Norton's books is often given to animals — both ordinary terrestrial ones, such as cats (with whom she had much personal experience — see List of fictional cats#Andre Norton) and exotic fictional ones, whose characteristics are meticulously worked out. Many of Norton's animals are highly intelligent without being anthropomorphic, acting as virtually full partners to the human protagonists and in many books forming telepathic links with them.

Some background elements, such as the use of "Credits" as a unit of currency and of the lethal "Blasters" and the non-lethal "Stunners" as the main hand-weapons, are common to many of Norton's science fiction books, even when they are not set in precisely the same future.

A fictional board and counter game called "Stars and Comets" appears in many Norton science fiction books. However, only fleeting hints of the rules are revealed. Counters styled as either "stars" or "comets" move across the board taking opponents' pieces. The rules of movement and capture seem to be very complex allowing hidden strategies and sudden reversals of fortune. It may be that there are both elements of skill and chance. Often, it is not the game being played itself which features, but references to it as an analogy of some plot situation. Its use helps to reinforce the alien culture being portrayed, and also gives the reader a sense of continuity between books portraying differing people and places.

Equally, an interstellar refugee camp turned slum of dubious reputation called the Dipple provides the starting point for a number of planet stories, as the number of desperate young people seeking any escape from its poverty is high.

She also developed the concept of traveling through alternate worlds in The Crossroads of Time. In the Time Trader series, she explored Celtic Europe, and Ice Age America, synthesizing of anthropology, archeology, and hard science fiction, and this series must also be seen as a pivotal exploration of time travel, as a method of fictionally exploring lost cultures. The second book in the Time Trader series, Galactic Derelict, features the use of recovered alien technology, to enable human travel to the stars, and this theme is also very recurrent, with definite features developed by Andre Norton.

Read more about this topic:  Andre Norton

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