WorldCrafter's Assignment 4
by A. Robin Bausman
Analyze a Work for Opening "Wish"
and Trace it Through the Plot
Analyzed work: The X-Factor
Copyright © 1965 by Andre Norton
Form / Genre: Novel / Science Fiction
Plot type (Generic): Beartrap
Internal Conflict: Man against Himself:
Diskan fights himself to prove that he IS ok (overcome his poor
self-image)
External Conflicts:
- Man against Man: Diskan against society
(people who expect him to be something he is not)
- Man against Nature: Diskan has to survive,
alone and with no supplies, on an unknown world
- Man against Man: Diskan against the
treasure hunters who will kill to get what they want
Opening scene wish: "All he asked
or wanted was what they would not grant him solitude and
freedom from all they were and he could not be."
- Opening scene: Diskan Fentress is
hiding in the garden at his Vaan stepmothers
estate, after yet another disastrous encounter, this one
with an antique vase. An unfortunately breakable vase. He
hears his stepsister calling and searching for him, and
he mentally reviews all his other failures. She will
escort him in to the dinner, where his human father and
all the elegant Vaan will greet him, again, as if nothing
has happened. He cannot endure being found and hides in
the only darkened room nearby his fathers
study. There, he sees all his fathers ship tapes,
an unusually large group for and unusually successful
First-in-Scout. He decides to steal a tape and use it to
escape to an unknown world, a world empty of expectations
he cannot fulfill. <This is more detail than wanted
for a selling outline and probably more detail than
needed for a working outline (although it might help me
stay on my conflict line at this stage of my
subconscious training). However, it is useful in
pointing out how the plot/conflict is evolving out of
Diskans wish. This is the appropriate opening scene
because this is the first successful action Diskan takes
to change his situation of not being what everyone
expects him to be and instead become what is appropriate
for his talents. >
- Before Diskan escapes his fathers
study, he observes his Vaan stepbrother Drustans come in
and take a tape the very one Diskan moved into the
gap left when he stole his own tape. There are several
traders and a Zacathan who might be interested in such a
"redtape" world at his stepmothers party.
If Diskan is going to carry out his decision, he must act
now, before the switch is discovered. He makes his way to
the spaceport, impersonates a manual worker loading
fragile cargo, disables a guard robot on the small ship
that suits his purpose, and successfully steals the ship.
The autopilot uses the tape to steer to Mimir, but the
ship crash lands in a mudflat. Diskan barely escapes the
ship with his life before the ship is sucked under the
mud. He has only the clothes on his back, the few
civilized odds and ends in his pockets, and a scrap of
ships crash netting, but he has achieved his
freedom. <Clear in the prose, but somewhat lost in
this shortened outline, Diskan is increasingly confident
as he makes his own decisions and carries them out. The
ship stealing scene involved using what he learned
"on the job" as a manual laborer in a
spaceport, not the formal teaching (readin,
ritin, and rithmatic) society was
unable to force into him. He achieves the first goal
(freedom). The stepbrother detail comes into the plot
again near the end of the book. >
- Diskan takes shelter for the night in a
nearby rock crevice and "drinks" snow melted in
his mouth. In the morning, he goes back to the wreck site
and retrieves a glowing firestone so that he will be able
to light a fire. He observes several animals killed in
the crash and the scavengers gathered to feed on them. It
is not a world empty of animal life, and Diskans
hopes for food improve. He heads inland for higher
ground, and finds a small, newly killed animal near the
place he camped last night. Seeing no one about to claim
the meat, Diskan takes it along with him as he walks up a
dry streambed. He finds a good camping spot, makes a
fire, and cooks his meal as best he can with no tools. He
takes some of the animals sharp teeth and claws for
weapons or tools, and he finds a club-like branch that
balances nicely in his hand. It may not be civilization,
but he has his life, food, water, fire, and a weapon of
sorts. And his freedom. <Diskan continues his
self-realization, successfully providing the basics for
his survival. Yes, hes getting a little help with
the food, but he is thinking through what is necessary to
hunt and making plans in that direction. He is not above
a little scavenging to survive. >
- Diskan continues following the streambed
and makes camp for the second night. Feeling watched, he
"reaches" out with his mind, trying to contact
whatever is watching him. He fails, lacking a proper
focus. Then his target comes out of the shadows, dragging
another of the beasts that made Diskans meal the
day before. The not-quite-animal leaves the beast and
retreats to the edge of the light cast by the fire.
Diskan tries, and fails, to communicate with it. It is
eager but patient this is the slower way to
communicate, but it will make contact. This one (human)
tries to reach them and almost succeeds
. Using the
crude tools made the day before, Diskan makes a better
meal of the second beast, offering a portion to his
mysterious benefactor (refused). Diskan finally sleeps,
and, on waking, travels another day inland. He begins to
plan for a more permanent camp. <Diskan is starting
to use his "different" talents. >
- Sleep troubled by mysterious dreams of a
city, Diskan awakens to more snow. He scatters the fire,
suspecting some branches with red leaves might have
drugged his sleep and caused the vivid dreams. He resumes
his travel up the valley, feeling somehow
"herded", but, at this point, one direction is
as good as another, so he does not resist. The trail
dwindles to a ledge along the valleys walls, and
Diskan must overcome his fear of his own clumsiness. Life
as a manual laborer has given him strength, but he doubts
his physical control. When the trail apparently
disappears, Diskan prepares to turn back, only to
discover one of the benefactor animals behind him. The
animal saves Diskan from being swept over the side in a
small avalanche, and then shows Diskan the rest of the
trail (over the side and climb down). The animals
obvious intelligence prompts Diskan to try to communicate
with it again, and some beginnings are made. Diskan is at
first reluctant to climb over the edge but cannot resist
the challenge when the animal climbs up and down several
times. At the trails end, Diskan sees a blinking
column that marks an ancient road, and a pawprint is a
clear hint. Buoyed up by his recent success, Diskan
chooses to follow the ancient road. <The
animals clawed feet are better equipped than
Diskans booted feet and wrapped hands for climbing
down an icy cliff face, just as humans in earlier times
were better equipped for those things Diskan failed at.
The point here is Diskan accepts the challenge and
succeeds this time. That success leads to a different
path, different choices. >
- Following the road, Diskan discovers
evidence of recent ship landings and a human rescue
cache. However, the draw-in beacon is not speaking Basic,
and many of the containers in the cache are seal locked,
not available to any needy crash survivor. Diskan decides
that this is not a Patrol cache but some private station.
Wary of encountering other humans where none of them
should be, Diskan gathers up what supplies he can use
food, a parka, and two sleeping rolls. He takes a
position on a hill, among the rocky spires further along
the road, and above the cache where he can watch, observe
who comes, and make up a good cover story for why he is
on Mimir. After some time, he decides the cache may be
abandoned and that he would rather explore further along
the road than continue waiting. The hidden watchers, the
benefactor animals, are pleased. Diskan is moving in the
right direction again
. <These choices are
consistent with his earlier wish to be away from other
humans and their expectations. The consequences of this
scene (parka) occur later in the plot
. >
- Continuing along the road, Diskan runs
into a large, predatory beast. He backs into a wall,
preparing to defend himself against its long claws and
teeth with his wooden club. One of the animals comes to
his rescue, but it is wounded in the fight. Instead of
running away while the two fight, Diskan rushes out to
defend it when it falls, and they kill the beast. Diskan
cares for the wounded animal as best he can. He cannot
leave it here alone in the cold and return to the cache.
He tries to communicate again and this time is drawn into
its alien thoughts. Other animals come out of the woods,
and they all walk along the road into the outskirts of a
ruined city. Diskan has no choice but to walk with them.
He does not like this control, so reminiscent of his
earlier life moving at the behest of his fellow humans.
They reach a square, Diskans body is released and
his actions again his own, the other animals bring wood
for Diskan to make a fire, and Diskan discovers he does
not want to leave now. He finds a stunner, a
weapon perhaps discarded by the cache people. The weapon
is a welcome boost to his confidence. As he falls into
exhausted sleep, he notices some of the animals putting
branches with the red leaves into the fire. <Diskan
is choosing not to be so alone, after all. Perhaps what
he is meant to be does not require complete
solitude
? (Hint, hint) >
- The leaves smoke brings vivid dreams
of the city that was, and still might be, somewhere.
Splashing together through Xcothal of the waterways, the
brothers-in-fur and the others move happily toward the
center, toward festival time. The others are only shadow,
and, try though he does, Diskan cannot bring those
shadows into focus
. The brothers-in-fur are
disappointed, but they still have hope that Diskan will
reach them if they take him physically to the city
center. Diskan awakens with the dreams vivid in his mind.
He follows the brothers-in-fur to the city center, but he
cannot understand what they want him to do. The mental
pressure, plea, for him to do something increases,
but, as of old, he does not understand, cannot respond.
The brothers withdraw, leaving Diskan alone, as he had
wished. <Snap! He got what he wanted, but it is not
exactly what he intended
. >
- Apathetic, with no goal in mind, Diskan
wanders through the central citadel. He stumbles across
evidence of other humans, finding a battle scene,
complete with blaster scorch marks on the walls and a
dead body. Investigating the body, he finds a direction
finder but chooses not to follow it since it might lead
him straight into more blaster fire. Instead, he attempts
to make his way out of the city and back to the cache. He
cannot get out of the city, coming impossibly back to the
same ruined circle with mud lake from three different
streets. Dismayed at the return of his old
"ineptitude", Diskan takes shelter for the
night in one of the buildings. He senses a difference
where before the city welcomed him with
tantalizing dream glimpses of paradise, now it repels and
threatens. He cannot sleep and spends the night in mental
battle against this dark, reaching for the light he lost
when the brothers left him alone. Something does respond
to his mental battle; he is not quite sure what. <Diskan
is still avoiding confrontation with fellow humans, and
he failed to connect with the brothers-in-fur.
Nevertheless, he stubbornly fights on (characteristic:
his fellow humans would say he is too stupid to know when
to quit). >
- A booming signal vibrates across the city
and draws Diskan back to the citadel, to a second chance
at mental union with the brothers, the key to making the
dream Xcothal real. That is interrupted by a blaster
attack, and the brothers roll Diskan out of the line of
fire. Angered at this second lost opportunity, Diskan
follows the attacker (with the direction finder) down
into the bowels of the citadel. They do not believe his
story of being a castaway, thinking him one of the Jacks
(hijackers) who attacked them earlier. They shot at him
because he was wearing the parka from the cache
one of the Jacks parkas. When the brother-in-fur
stands with Diskan, one of them steps out in the open to
better observe, and Diskan stuns them both. <Diskan
is ever closer to reaching the brothers-in-fur with his
"different" sense and thus attaining reality
from the dream paradise. He chooses to confront his
opponents this time, instead of the usual (unsuccessful)
pattern of avoiding them. >
- While waiting for the stun effect to wear
off, Diskan listens to their log tapes. He discovers they
are the two survivors of an archaeological expedition
following up on his fathers report on the planet
Mimir - a Zacathan Hist Techneer and his aide, a young
human girl. [Aside: the Zacathans, a favorite of
Nortons, are a long-lived, humanoid, reptilian
people renowned for their expertise in history,
archaeology, and legend-mining.] They could not
escape the city either. The girl recovers first from the
stun, and she confirms that the brothers-in-fur are
intelligent. The archaeologists have not been able to
communicate with them. Diskan and the girl Julha compare
notes and decide that there is a good chance that the
archaeologists ship has been taken and a second
ship sent away unaware of their peril. The telepathic
Zacathan makes the brother-in-fur understand their need
to escape the city and the Jacks, but he is unable to
communicate fully. <As a result of his increased
self-confidence, Diskan decides and acts along with the
others. He no longer withdraws and lets others decide his
fate. >
- The brother leads them down and out of the
city. Along the way, the two archaeologists question
Diskan, suspicious of his convenient appearance on such a
remote, unknown world. Diskan tells some, but not all, of
his story. He admits to the dreams of Xcothal in its
prime and to his ability to contact nonhuman thought. The
Zacathan is enthusiastic and urges him to explore these
talents, but another try at mental contact with the
brother leaves Diskan shaken and fearful of maintaining
his individual identity. <Diskan acknowledges
openly his differences. The Zacathans respect
mirrors Diskans own rising self-confidence and
self-worth, but Diskan is not firm in this new
self-image. >
- They continue on through the lower passage
out of the city; a pyrotechnic encounter with an
underground creature sets the Jacks once again on their
trail. Diskan kills the beast, using the last of their
only blasters charge. He carries the wounded
Zacathan when the man collapses, but they finally take
refuge in a sheltered hollow when Diskans strength
is spent. The brother-in-fur leaves them when they leave
the city. <Diskan continues taking an active role,
often leading. And his fellows must depend on him
for a change
. >
- The Zacathan is too weak to go on, indeed
might die if he does not receive medical aid. Julha is
frantic to get that aid and ignores all thought of the
difficulties and danger to be faced to obtain it. Diskan
convinces her to wait until morning; they all need rest. <Despite
his improvements, Diskan is still estranged from his
fellow humans the girl Julha is concerned only
with obtaining help for her foster father, the Zacathan.
Nevertheless, the person Diskan is cannot leave them
alone here. He is not so free of society as he thought.
>
- The brother-in-fur returns with the
morning and tries to stop Diskans going to the
cache, but Julha stuns it. Against Julhas
objections, Diskan puts the stunned animal in the hollow,
near where the Zacathan lies in the warmth of their
heater. Tense from the warning the brother might have
been giving him, Diskan moves slowly on his way back to
the cache, some of his long time awkwardness returning.
At the cache, he is surprised and captured by the Jacks.
They use a babbler on him, a device to extract
truth-talk, and Diskan listens in dismay as his voice
dispassionately tells them the story of his landing here
on Mimir. Frantic not to babble the location of the two
he left behind, Diskan is relieved to hear his story take
a decided turn away from reality. The brothers are still
with him in mind, and they use his voice to spin a tale
of treasure in the city. Treasure that the disinterested
natives will not object to the Jacks hunting. They warn
of the citys curse, but that curse is no concern of
theirs only the concern of any fool enough to
bring it down on themselves. The Jacks, being logical
humans, do not, of course, believe any of it. <Diskan,
in being true to himself, has enlisted the native
brothers as powerful allies. The Jacks,"normal"
humans - superior in the face of native superstition, are
about to make their own beartrap
. >
- The pirate Jacks have two other prisoners,
a Survey man and Drustans, Diskans Vaan
stepbrother. They tricked Drustans into stealing the tape
to Mimir, except Diskan had already stolen that tape.
They discovered the error before shipping out, but that
arrival delay was what allowed Diskan his foray in their
cache and eventually the archaeologists escape.
Bound a prisoner in the Jacks camp, Diskan contacts
the brothers-in-fur, opening himself fully to
communication with them as he never has before. They
instruct him to light a fire at the citys edge,
before he leads the Jacks into Xcothal-that-was, the
treasure-filled dream city. The brothers have set out
wood for burning, laced through with branches of the red
leaves. <Diskan embraces his otherness, becoming
what he can be and no longer trying to be what others
expect. Contrast Diskans relationship with Drustans
at the beginning of the story with that here at
the beginning, Drustans was "the enemy"
the impossible ideal that Diskan could never become and
which he constantly had his nose rubbed in, so to speak.
Now, since Diskan has consciously chosen to follow his
own path, Drustans is just a person. A person in need of
rescuing, as a matter of fact
. >
- The Jacks do not want to light the fire,
fearing a trap. Diskan uses his clumsiness as a ruse to
stumble into the woodpile and drop his carefully hoarded
firestone (from his first days on Mimir). The pile
explodes and smoke billows about them, and Diskan pulls
the dream city into reality around them. The
brothers-in-fur are with him, weaving patterns in the
mist, and the city is more real than ever before. He can
see forms in the shadow people, almost make out their
faces. The other humans with him, the Jacks, Drustans,
and the Survey man, are a drag on him. He would leave
them, but the brothers urge him to carry them along a
little further. They travel again to the citadel, not
through a ruined city but through a shadow city almost
real. Diskan weaves the patterns; he is the door-opener
who can lead the brothers-in-fur to the brothers-in-flesh
in Xcothal-that-was. In that Xcothal, the mind can weave
treasure from the patterns, and Diskan weaves the
treasures the Jacks expect. They fight each other, and
Diskan breaks away from them, pulling Drustans with him
and leaving the dead Survey tech. Diskan must lead
Drustans back to safety. Behind them, the surviving Jacks
hunt one another through the ruins of Xcothal-that-is. <Using
his unique talents, Diskan triumphs over the Jacks, but
he still has ties, obligations, to the people in his
past. He is not yet free to follow his own destiny. >
- Diskan leads his stepbrother back to the
archaeologists hiding place. The Zacathan is still
unconscious, and they do not have much time before the
surviving Jacks come after them. The Jacks cannot let
witnesses survive. Diskan sends Drustans on ahead to the
Jacks ship, there to signal in the Patrol ship that
has been following the Jacks. Meanwhile, he and Julha
will follow as quickly as they can, carrying the
Zacathan. Near the ship, Drustans calls out to them,
returning now that the signal for rescue has been sent.
Diskan stops, lowering the Zacathan to the ground. Julha
tries to stop him, offering to testify on his behalf at
the inevitable trial for stealing the ship, but Diskan is
determined to return to Xcothal. The brothers weave
joyfully about their path, and he pulls the patterns into
shape. Xcothal-that-was takes shape around him, and the
dwellers are no longer shadows. Brothers-in-flesh dance
once more with brothers-in-fur. <This is the right
resolution to the conflict Diskan vs. society -
"cannot be what society expects/become what he is
meant to be". Going with the brothers to the city
that has a rightful place for him works. "Going for
the girl" would have been a disaster
not this
story at all. >
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Copyright © 1999 A. Robin Bausman
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