World of the Hunter — Key Ideas to Explore

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In Category - Other Worlds
Marlowe, Stephen, 1928-2008 Project Gutenberg 2021 Not confirmed
Science fiction; Short stories; Survival -- Fiction; Hunting -- Fiction; Earth (Planet) -- Fiction Readers of public-domain and historical texts
Project Gutenberg digital edition en

Edition facts

Words 7,356
Reading time 32 min
Text sections 1

The catalog record for World of the Hunter — Key Ideas to Explore provides practical reading context through 7,356 words, 32 min estimated reading time, and 1 detected text section.

The text analysis averages about 12.5 words per sentence, while the detected sections provide another way to judge how the source is divided.

Project Gutenberg metadata also associates the work with “Science fiction,” connecting these edition facts with the source record’s subject description.

In a future where Earth is a game-farm for off-world hunters, young guide Gilbert must outwit a deadly client, Mulveen, in a swamp. The story shifts from a routine safari to a desperate struggle for survival and a dream of reclaiming Earth's heritage.
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Editorial Edition Score 4.4/5

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  • Title & short description10 pts
  • Source metadata20 pts
  • Text length15 pts
  • Chapters / structure15 pts
  • EPUB file integrity20 pts

Total of 100 points, scaled to a 2.5-5.0 range. Editions with an empty description or a missing EPUB file are not scored.

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Read the Text

Mulveen had come to Earth for a big-game thrill; it was up to Gilbert to provide it for him--even if he had to let himself be stalked!

[Transcriber's Note: This etext was produced from Imagination Stories of Science and Fantasy October 1956 Extensive research did not uncover any evidence that the U.S. copyright on this publication was renewed.]

"Gun, boy!" Mulveen cried.

The big saurian--a thirty-tonner, at least--came splashing and bellowing out of the swamp. Gilbert quickly brought up the archaic Earth rifle, ramming a shell into the breech with the bolt-action loader. With almost the same motion he thrust the big, capable weapon into Mulveen's waiting hands and the hunter brought it to his shoulder without a moment to spare.

Actually, it was an adapted old big-game rifle: the shells it fired were atomic. Standing his ground weaponless, Gilbert saw Mulveen's finger whiten on the trigger, saw the scale-hided saurian grow immensely before them, heard its surprisingly high piping challenge, then saw and heard in one quick flash of suspended time the roar and smoke of the big rifle and the sudden life-ending, sleek-scaled, column-legged death-rearing of the big saurian as it came upright, the piping a high death scream now, the small forelimbs tearing at air, the head with the very tiny hole between the eyes swaying as if drunk from side to side, the long, muscular, five-ton tail still thrashing in the swamp waters.

Then the saurian came down, crashing through the brakes. There was only a trickle of blood, but the bullet, like a Dum-Dum of three hundred years before, had exploded inside the monster's head, the minute atomic charge destroying everything within the thick bone walls of the skull but leaving skull and metal-tough skin intact.

Time flowed again. Mulveen returned the rifle to Gilbert and waded forward through the brackish water, his hipboots glistening.

"Beauty, isn't it?" Gilbert said with feigned professional enthusiasm Mulveen needed the enthusiasm: the big humanoid from the Sirian system had been a grumpy, fussy, dissatisfied hunter throughout the safari.

"Don't try and dun me for a tip," Mulveen snapped. "You get paid whatever the Earth company pays you." He was a big, bald man with a florid face, an amazing girth of shoulders, a barrel chest and almost pipe-stem legs which seemed barely able to support his weight.

He reached the saurian's five-foot-long head and walked around it, muttering to himself. It was a prize specimen: a faudi reptile from Epsilon Aurigae III, bred here on Earth in the huge, planet-wide game-farm. It was the sort of specimen a big-game hunter would give his proverbial eyeteeth to own, but Mulveen did not look happy. He merely said:

"So this is a faudi."

"Want me to prepare the skull, sir?" Gilbert asked. Gilbert was eighteen, one of the youngest guides in the game area known as Lewsanna. His father had been a guide for the hunters from the outworlds, and his father's father. His father had died tracking: it was a good, clean death and Gilbert's father had never known poverty. That was the most an Earthman could expect, Gilbert thought without bitterness. For civilization had left Earth behind. Earth was in the backwaters of galactic trade. Earth was a game-preserve, with the great beasts of five dozen worlds brought to it and bred here for the hunters. It figured, naturally: you couldn't deny it. The outworlds were new; they were built as twenty-fourth century worlds should be built. Earth had been a world of ancient cities and meaningless ancient traditions. Earth was the logical place for the game-farm. Earth, once the parent of all the galactic planets, reduced to a vacation spot for the very rich and the foolhardy....

"No," Mulveen said shortly. "Don't prepare the skull. I don't want the skull."

"Forget it, kid! I've hunted everywhere, wherever there's hunting left on the outworlds. When I grew jaded, they said come to Earth. Earth will be different, a hunter's paradise. You know what? It isn't different. It's the same."

"You wouldn't understand kid. Well, let's go back to camp."

"The trophy--" Gilbert began.

"Forget about the trophy, damnit!"

Gilbert followed Mulveen in silence to camp. The beaters and camp-boys had the evening meal prepared. The sun went down over the swamplands. Gilbert ate alone. He was a cut above the beaters and camp-boys, who had willingly surrendered their civilized birthright, but he was several cuts above the hunter from the Sirian System.

Mulveen drank heavily after dinner. Gilbert watched, not caring. Of course, that might make it dangerous when they hunted tomorrow: Mulveen's reflexes might be slower. Well, it had happened before.

"Boy!" Mulveen shouted, his voice thick with alcohol.

Gilbert trotted up obediently. "Sir?"

Mulveen smiled at him. "How would you like to earn five thousand credits?"

The story opens with a vivid hunting scene: Gilbert, an eighteen-year-old guide, hands an atomic rifle to Mulveen, a dissatisfied Sirian hunter, as a thirty-ton saurian charges from a swamp. The kill is immediate and brutal, but Mulveen's reaction is flat—"So this is a faudi." This early exchange establishes a tense dynamic: Gilbert performs professional enthusiasm while Mulveen remains grumpy and demanding. The setting is a planet-wide game-farm on Earth, stocked with alien creatures for off-world clients. Gilbert's family history as guides hints at a deeper conflict, and the mention of offshore islands where "another brand of men" live introduces a thread of resistance that will become central.

The Hunter and the Hunted

The relationship between Gilbert and Mulveen is defined by a power imbalance that shifts over the course of the story. Mulveen is described as a "big, bald man with a florid face, an amazing girth of shoulders, a barrel chest and almost pipe-stem legs"—a physically imposing but oddly proportioned figure. He treats Gilbert with contempt, refusing to tip and snapping orders. Yet Gilbert, despite his youth, is the expert guide, knowing the terrain and the creatures. The hunting dynamic is inverted when Mulveen decides to stalk Gilbert himself, using a native girl, Wenzi, as bait. Gilbert becomes the prey, but he also becomes the true hunter, using his knowledge of the swamp to fight back. The struggle culminates in a muddy, hand-to-hand fight where Gilbert gouges at Mulveen's eyes and tears at his lips—a raw, animalistic reversal of the earlier clean kill.

The Swamp as Arena

The swamp is not just a setting but an active participant in the conflict. It is described with sensory detail: "brackish water," "mangrove roots," "the dark swamp." The environment hinders both hunter and hunted, forcing them into close quarters. Gilbert uses the mud to blind Mulveen, and the water to muffle the rifle's blast. The swamp also isolates them from the beaters, who remain "impartial" and wait to see who wins. This neutrality underscores the primal nature of the contest—it is a test of will and endurance, stripped of social hierarchy. The swamp's physical challenges, like the "jarring" mangrove root that Gilbert strikes his head on, add to the sense of desperation. The setting echoes the story's theme of a degraded Earth, where nature has been commodified but still retains its power to shape events.

The Dream of the Islands

Throughout the struggle, Gilbert's motivation is tied to a larger vision: "a dream of the islands, and of Earthmen claiming their heritage again." The offshore islands are rumored to harbor humans who have fled the continents, preserving a pre-game-farm way of life. This idea is introduced early but becomes explicit only in the final confrontation. Gilbert's fight is not just for his own survival or for Wenzi, but for the possibility of a future where Earth is not merely a hunting preserve for off-worlders. The story does not reveal whether the islands are real or whether Gilbert's dream will be realized; it remains an open, aspirational note. This element gives the physical struggle a philosophical dimension, framing Gilbert as a representative of a suppressed humanity.

Voice and Structure

The narrative is told in a tight third-person limited perspective, mostly following Gilbert's thoughts and sensations. The prose is direct and action-oriented, with short sentences during combat: "He felt the fierce blast of it, then was clawing through the mud at Mulveen's legs." The story uses a classic structure: a calm opening (the saurian hunt), a rising tension (Mulveen's dissatisfaction and the decision to stalk Gilbert), and a prolonged climax (the swamp fight). The excerpts show a careful use of repetition—"Time flowed again" after the initial kill—to mark shifts in perception. The dialogue is sparse and functional, revealing character through tone rather than exposition. Mulveen's curt "Don't try and dun me for a tip" contrasts with Gilbert's internal resolve. The story's brevity (7,356 words) forces efficient storytelling, with every detail serving the central conflict.

As you read, pay attention to how the story balances the immediate physical danger with the broader theme of Earth's subjugation. The swamp fight is the narrative core, but the dream of the islands gives it weight. Notice how the author uses the setting to reflect the characters' inner states—the murky water, the impartial beaters, the mud that blinds. The ending, though not fully shown in the excerpts, likely resolves the question of who is hunter and who is hunted, but leaves the larger question of Earth's future open.

The rain kept time with Gilbert’s slog through that swamp, and afterwards I sat quiet, thinking about what it means to inherit a broken world. That led me, almost by accident, to You Don’t Walk Alone — Themes and Context, which lingers on the same stubborn, lonely hope—the sense that we carry more than just ourselves.

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