Five Ways
Subscribe to my newsletter and get a free story!
Share this:

Guest Post from Ken Altabef: Designing a Fantasy World Around Inuit Myth

Book cover of Alaana's Way by Ken Altabef
An insatiable fever demon…
A restless Wind spirit…
A treacherous shaman…
A golden walrus…
And one courageous young girl.
Unlike the more familiar Greco-Roman or Norse pantheons which feature vivid characters and well-defined myth cycles, the Inuit myths tend to ramble, skipping madly about with the rapid scene changes of a disjointed dream and likely to end abruptly with a stoic, “˜”Here ends this story.”

The mythology is peppered with impressive spirits with interesting names. But aside from a name and a job description there’s little else to go on. So when I decided to write ALAANA’S WAY, an epic fantasy series about the first female shaman in an arctic world based on Inuit myth, I had my hands full. As shaman it’s Alaana’s duty to negotiate with the great spirits, and they all became colorful characters in the story. Their appearance and personalities were entirely up to me.

Another problem. A nomadic lifestyle, the vagaries of a mostly oral tradition and a fractured tribal system leave little agreement between different versions of the same story. Even the most established figure, Sedna, Mistress of the Sea, owns multiple conflicting origin stories. One version claims she was the daughter of two giants with such an uncontrollable urge for flesh that she tried to devour her parents in their sleep. Another tribe insists she was a young beauty forced to marry an elderly neighbor who turned out to be a monstrous carrion bird, leaving her no route of escape except a plunge into the salty depths. Or perhaps she was a poor orphan girl mistreated and cast into the sea by the other children; her fingers, chopped off as she clung desperately to the side of the kayak, fell into the water to become the walruses and seal. I had to tread carefully here. I decided, in a flash of Solomon-like insight, that all of them were true. I supposed that in the Beforetime, where dreams were reality, she was all those things, lived all those lives. But here and now she is simply Sedna, the Sea Mother who controls all the animals in the ocean.

wind and demon maskAnother established figure is Tulukkaruq, the Raven, who always represents a mischievous spirit in Native American folklore. The Inuit Raven is impressive indeed, having been credited with creating human beings and bestowng the gift of fire on us as well. But really, this one was easy. I gave him the personality of the Dark Knight’s Joker and urged him to plague both my shamanic heroine and her villainous nemesis in equal measure.

But what about the rest? Interpreting an entire pantheon is a daunting task, but I never flinched. I’m a fantasist. This is what I live for.

Tornarssuk
Tornarssuk
Consider Tornarssuk the guardian spirit of the polar bears. The name spoke to me. I pictured an enormous shimmering white bear with starry eyes. He would be fierce and deadly but also benevolent and wise, with a soft spot for human beings as well. Tekkeitsertok is the guardian of the caribou, so a tawny-furred man with cloven hooves and an impressive rack of antlers. I figured he was an old and docile spirit, more interested in sleeping than fighting, but he does get into at least one good brawl before the series’ end. The Whale-Man may appear as a gigantic black bowhead or a Poseidon-like man, and let’s make him the estranged lover of Sedna for good measure. I wrote a scene in book four where the two have a torrential undersea battle, her sharks on one side vs his whales on the other.

What about Erlaveersinioq, the Skeleton Who Walks, a terrifying spirit who loves murder and death above all things? I guess we can chalk him up in the villain’s column. Sila, spirit of the Wild Wind, was a wild card but in the southern tribes he is also the spirit of justice. Let’s put him with the heroes, but leave some question as to whether he’ll really show up to help. As for the snowy owl who leads the souls of the dead across the great divide, she should be petite and cute, with a light as bright as sunlight on fresh snow. Narssuk, who controls the weather, is an insane sky baby who lets down his caribou skin diaper to issue a stormy blast of thunder and snow.

Raven
Raven
Somewhere along the line I found mention of the Tunrit, a race of people who lived in the arctic before the Raven created human beings. A race of prehistoric supermen. I could find nothing more about them except for the name of the tribe, but that was enough. I had found my villain. A promethean figure among the first men, who had wrestled sabre-toothed tigers and brought the sun from the other side of the sky, and who turned to sorcery to atone for that terrible mistake.

So are my versions of these mythological figures accurate? Probably not, since they came mostly out of my own imagination. But they might be. And that’s an important point. In dealing with a cultural belief system, albeit an archaic and disfavored one, I felt a duty to be respectful. My books sit proudly on the shelves of the Toronto Public Library and in a home for wayward Inuit boys in Nunavut, Alaska. In correspondence I’ve received from Inuit people reaction varies from praise for giving these mythological figures new life, to a stoic acknowledgement of the fact that at least I didn’t contradict anything.

That last is not entirely true. A pivotal figure in the series is the Moon-Man. Many Inuit tribes posit the familiar Native American myth that the lecherous Moon-Man chases his sister the Sun across the sky each day in hopes of an incestuous liaison. This didn’t fit in with my elderly, romantic Moon-Man nor my version of the Sun as an extraterrestrial spirit. What to do? I decided to have my shamanic heroine Alaana ask the Moon-Man, on one her soul-flights to his realm, if the story was true. “Oh no,” he says, “that’s just a story people tell.” So at least the contradiction comes right out of the mouth of the Moon-Man himself. Who could argue with that?

Moon Mask
Moon Mask

Want to write your own guest post? Here’s the guidelines.
#sfwapro

Enjoy this writing advice and want more content like it? Check out the classes Cat gives via the Rambo Academy for Wayward Writers, which offers both on-demand and live online writing classes for fantasy and science fiction writers from Cat and other authors, including Ann Leckie, Seanan McGuire, Fran Wilde and other talents! All classes include three free slots.

This was a guest blog post.
Interested in blogging here?

Assembling an itinerary for a blog tour? Promoting a book, game, or other creative effort that’s related to fantasy, horror, or science fiction and want to write a guest post for me?

Alas, I cannot pay, but if that does not dissuade you, here’s the guidelines.

Guest posts are publicized on Twitter, several Facebook pages and groups, my newsletter, and in my weekly link round-ups; you are welcome to link to your site, social media, and other related material.

Send a 2-3 sentence description of the proposed piece along with relevant dates (if, for example, you want to time things with a book release) to cat AT kittywumpus.net. If it sounds good, I’ll let you know.

I prefer essays fall into one of the following areas but I’m open to interesting pitches:

  • Interesting and not much explored areas of writing
  • Writers or other individuals you have been inspired by
  • Your favorite kitchen and a recipe to cook in it
  • A recipe or description of a meal from your upcoming book
  • Women, PoC, LGBT, or otherwise disadvantaged creators in the history of speculative fiction, ranging from very early figures such as Margaret Cavendish and Mary Wollstonecraft up to the present day.
  • Women, PoC, LGBT, or other wise disadvantaged creators in the history of gaming, ranging from very early times up to the present day.
  • F&SF volunteer efforts you work with

Length is 500 words on up, but if you’ve got something stretching beyond 1500 words, you might consider splitting it up into a series.

When submitting the approved piece, please paste the text of the piece into the email. Please include 1-3 images, including a headshot or other representation of you, that can be used with the piece and a 100-150 word bio that includes a pointer to your website and social media presences. (You’re welcome to include other related links.)

Or, if video is more your thing, let me know if you’d like to do a 10-15 minute videochat for my YouTube channel. I’m happy to handle filming and adding subtitles, so if you want a video without that hassle, this is a reasonable way to get one created. ???? Send 2-3 possible topics along with information about what you’re promoting and its timeline.

Show more

4 Responses

Leave a Reply

Your email address will not be published. Required fields are marked *

Get Fiction in Your Mailbox Each Month

Want access to a lively community of writers and readers, free writing classes, co-working sessions, special speakers, weekly writing games, random pictures and MORE for as little as $2? Check out Cat’s Patreon campaign.

Want to get some new fiction? Support my Patreon campaign.
Want to get some new fiction? Support my Patreon campaign.

 

"(On the writing F&SF workshop) Wanted to crow and say thanks: the first story I wrote after taking your class was my very first sale. Coincidence? nah….thanks so much."

~K. Richardson

You may also like...

Guest Post from Richard Dansky: The Interesting Thing About Writing For Video Games"¦

Dansky dinosaurThe second-most interesting thing about writing for video games is that odds are, the bulk of the writing that you’ll be doing will have very little to do with the “main” plot and its showier expressions. Yes, there is dialog to write and there are cut scenes to script and they are shiny and sexy and cool, but the thing is, a player’s only going to run across those lines and those scenes once as they advance through a game’s storyline. On the other hand, if they’re playing, say, a first person shooter, they’re going to encounter the so-called systemic dialog about shooting (and getting shot, and needing to reload, and needing to get the hell out of the way of an incoming grenade) rather more frequently than that. And, that in turn, means that you’re going to be spending a lot of time working on those lines, and generating a lot of them. You’re also going to be writing things like story documents, and character writeups, and team documents, and a dozen other things that aren’t the sexy bits with explosions that everyone thinks of when they think of game writing.

And that’s perfectly cool. Because those aspects of the gig require just as much craft and care as the more obvious ones, which means developing a whole new set of tools to make sure you get them right. Don’t believe me? Then go play a game where the systemic stuff didn’t get that tender loving care – where they didn’t produce enough variants so you hear the same lines coming from dozens of different enemies who probably shouldn’t be comparing notes with one another – and see if that starts getting annoying after a while. Better yet, find a game with one jarringly out of place systemic line and see if that doesn’t turn into the equivalent of nails on a chalkboard long before you’ve picked up all of the game’s achievements. (Trust me. I was kind of responsible for one of those.)

So, yes. There’s an awful lot of game writing that most people don’t really think about that’s necessary and intricate and hard work, and if you’re good at that you’re worth your weight in gold.

But that’s the second-most interesting thing. The first is that you’re not actually writing the story. Your protagonist is not the hero. And your version of how things are going to happen is going to crumble in the face of an irresistible force: the player.

Because in games, the player is the hero. It’s the player who makes every decision so that their particular journey through the game is unique to them. Even the little stuff – deciding when to reload or change garments or duck instead of sprinting – personalizes their experience in a way that defies the cast-in-stone progression of other narrative forms. Which means that as a game writer, you’re writing the stuff that the player turns into the story through their interaction with it. The wittiest dialog, the coolest cut scene, the most interesting plot twist – they all sit there, inert, until activated by the player’s interaction with them. Then and only then do they become part of that player’s story, a story that inevitably starts with the word “I” (and not “Lara Croft or “Sam Fisher” or “Pac-Man”) when it is told to friends later.

That’s a hard thing to grasp sometimes. The urge is to want to tell our stories, to tweak the timing and hone the experience so that everything’s sparkling and perfect and immutable. But that doesn’t work in a space where players are the reason the whole shebang exists, and while you may want your narrative elements to draw them forward, forcing them to do the same is liable to get some pushback.

And make no mistake, game players do love their story. Look at the uproar over the ending of Mass Effect 3 – that was about player investment in game characters and story,. Look at the love for games as wildly diverse as Gone Home and The Last of Us and Kentucky Route Zero and the utterly insane but brilliant DLC Gearbox put out for Borderlands 2. The writing in all of these games is something players want to experience; they just want to experience it in a way that makes it theirs, something they did instead of something they read or heard or watched.

And this is so much of what makes writing for games fun. It’s seeing that moment when the player inhabits your words, picks them up and makes them their own, that makes the crunches and the meetings and the endless, endless iterations of “Arrgh, he shot me” more than worthwhile.

Which reminds me, there’s a third really interesting thing about writing for video games. But that’s another story entirely.

Bio: Writer, game designer and cad, Richard Dansky was named one of the Top 20 videogame writers in the world in 2009 by Gamasutra. His work includes bestselling games such as Tom Clancy’s Splinter Cell: Conviction, Far Cry, Tom Clancy’s Rainbow Six 3, Outland, and Tom Clancy’s Splinter Cell: Blacklist. He has published six novels and the short fiction collection Snowbird Gothic, and is currently hard at work as the developer for the 20th Anniversary Edition of classic tabletop RPG Wraith: The Oblivion. Richard lives in North Carolina with his wife, statistician and blogger Melinda Thielbar, and their amorphously large collections of books and single malt whiskys.

Enjoy this writing advice and want more content like it? Check out the classes Cat gives via the Rambo Academy for Wayward Writers, which offers both on-demand and live online writing classes for fantasy and science fiction writers from Cat and other authors, including Ann Leckie, Seanan McGuire, Fran Wilde and other talents! All classes include three free slots.

If you’re an author or other fantasy and science fiction creative, and want to do a guest blog post, please check out the guest blog post guidelines.

...

Guest Post: Daniel Pinkwater on How He Exercises His Profession

I don’t know about other writers. For one thing, I’ve never been another writer. For another, although I’ve observed practically all the interviews, or as in this case requested from writers, are about how the writing is done, creative tricks, recipes and such. I can’t listen to, view, or read that stuff…not that it isn’t full of useful information, just that my attention wanders, or I fall asleep. So, the nice guy who works for the publisher and arranges this kind of thing told me it would be a good idea if I wrote something about writing. And I just told you that I really don’t know anything about how other writers do it.

I’m on a bit of a spot here, because I’m not sure I know anything about how I do it. But I do have an idea. This idea is brand-new, I just came up with it the other day. It’s based on something I observed about a dog we have. This is a pure-bred rough collie, presently about 18 months old. I digress for a moment to tell you that for two people who are pushing 80 to go out and buy for a lot of money, an energetic 13 week old puppy is completely insane, but that’s what we did. What you’re supposed to do is match the dog to your own time of life, seniors should get a senior dog, doesn’t move so fast and naps more, just like us. We did the opposite. We had the puppy for a month or so when Jill, that’s my wife, got bitten by a tick, it was bearing a tick-borne disease, Erlichiosis, which is nasty. Jill wound up in the hospital more or less out of her mind for five days, and then did 41 days in rehab. While this was going on the puppy went back to the farm with mom and dad and the sibs.

When Jill was home and well enough, the breeder brought the puppy, now around 6 months old. We didn’t expect the pup would remember us very well, probably hardly at all. But we were wrong. She came in the door. “I’m back!” she said, gave us each a fast lick, and curled up next to Jill’s chair in the spot she had napped before the interruption. Later she took me on a tour of our house, “These are the stairs to your office. Here’s where I stole the 3×5 cards and brought them to you one by one, just like I’m doing now…still funny. I’m not supposed to get onto this couch, but this ratty one is ok.”

The puppy, her name is Peach, by the way, remembered everything, and had quite a bit earlier in her short life clicked on her role as “our dog,” and she even loved us without rhyme or reason, undeterred by how uninteresting we are, it was all, everything, baked in. She had to learn a few minor things, don’t bite, don’t poop indoors, walk nicely on the leash, but all the essential stuff was in place and only awaiting whatever prompts activation.

And, believe it or not, I never gave this thought until this week. That, in the case of this one writer, not speaking for or about anyone else, is how I exercise my profession.



Daniel Pinkwater is, in brief, the author and sometimes illustrator of over 80 (and counting) wildly popular books. He is also an occasional commentator on National Public Radio’s All Thing Considered and appears regularly on Weekend Edition Saturday, where he reviews exceptional kids’ books with host Scott Simon. Said books usually go on to become best-selling classics.

If you’re an author or other fantasy and science fiction creative, and want to do a guest blog post or video interview, please check out the guest blog post guidelines. Or if you’re looking for community from other F&SF writers, sign up for the Rambo Academy for Wayward Writers Critclub!

...

Skip to content