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Guest Post: Krakens Are Friends, Not Food by AJ Fitzwater

“But ser,” broke in one of the deckpaws. “The greatest jewel in the world is said to be guarded by the fearsome kraken, as tall as the queen’s castle with tentacles longer than ten vessels nose to tail!”

“Which is why, m’dear, we not be partakin’ of the flesh of the inkton,” Cinrak explained. “Kraken’s cousins have proven intelligent and good friends of Rodentkind. Friends not be eatin’ friends. The mer archives tell us, yes, once beasts of Kraken’s size did exist. It be not our place to tempt The Depth’s wrath.”

The entire crew undulated two digits in a v shape of warding.

– “Search for the Heart of the Ocean”

In Thor: Ragnarok, a motley collection of hunters challenges a confused Thor with, “Are you friend, or are you food?” It’s a play on the hail “friend or foe,” building a dangerous world reveling in its violence and cannibalism in one swift sentence.

Cover of The Voyages of Cinrak the Dapper.Cinrak’s rodent pirate world is one of fun, love, silliness, and respect. I wanted to create a through line about balance in community, nature, body, and spirit. What if pirates oversaw the equal distribution of resources? What if trans people had easy and equitable access to the health care they deserve? What if the monarchy answered to the people? What would keeping balance in the oceans look like?

As the quote above suggests, respect for the sapience of ocean creatures is baked (see: puns most definitely intended in this book) into the myths, legends, and superstitions of Rodentdom. The great kraken, the protector of sea creatures, has not been seen for hundreds of years. Rather than take this as carte blanche to chow down on the crumbed calamari with chili sauce, the rodents ask what so upset the balance of life that an entire species would suddenly disappear.

In early drafts, I made strong points about climate change and over-fishing disturbing not just the way of life, but magic. This too upset balance; the sweetness and respect for letting the world building bleed in from the edges and the unspoken had been compromised. Opting for a softer approach, I let the silent Agnes””the enormous kraken of myth””speak for herself. She forms a bond with one of Cinrak’s crew, shows them the wonders of the ocean, and becomes a mascot to the Impolite Fortune. Playful as a puppy, and knowing her worth, Agnes unapologetically takes up space. She just wants to hug… the whole ship.

Agnes becomes the herald in “The Hirsute Pursuit.” Her link to the ocean grapevine (seawood tangle?) allows her to be first with the news that a once in a generation harvest is ready. This story introduces another significant piece of Rodentdom’s ecosystem: a food source with properties that acts like hormone replacement for trans people. The only magic in this microcosm is how it has been guarded to ensure equal distribution of resources. Are the fairies rodent-flesh eaters? Their biology and behavior suggest something to that effect in their distant past. Or they could have found a solution to defending their land against colonial invasion. Either way, when left alone they understand and undertake balance, sharing their bounty with the rodents.

The Voyages of Cinrak the Dapper is full of women who enjoy their food. Not for the spectacle of observers, but for pleasure and the nourishment of their bodies. As a pirate captain, Cinrak understands keeping her crew full, fit, and happy is a tool for community bonding and efficient livelihood. The food is in the detail. No one goes without a good cup of tea, or breakfast.

Including Agnes. Who cronches that shark with relish (pun alert!). Because she knows who is friend and who is food.


AJ Fitzwater Headshot.BIO: AJ Fitzwater lives between the cracks of Christchurch, New Zealand. Their work focuses on feminist and queer themes, and has appeared in venues of repute such as Clarkesworld, Beneath Ceaseless Skies, Shimmer, Giganotosaurus, GlitterShip, and in various anthologies. They are the author of rodent pirate escapades in The Voyages of Cinrak the Dapper and the WW2 land girls shapeshifter novella No Man’s Land. With a background in radio, AJ lends their voice to podcast narrations, including for the Escape Artists universe. They enjoy maintaining a collection of bow ties. A unicorn disguised in a snappy blazer, they tweet @AJFitzwater. Their website is pickledthink.blogspot.com.

Purchase The Voyages of Cinrak the Dapper from your preferred retailer or directly from Queen of Swords Press.


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!

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.

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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.

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Guest Post: The Real Life of Fiction with Keiko O'Leary

Picture of science fiction author Connie Willis and the quote "Oh no, I thought, not only am I messing up, but Connie Willis is seeing it."Whenever I ask the question “How shall I live?” I always look to literature for the answer. But this time the answer came in a dream.

The dream took place in an auditorium, an old one, like the Century movie theaters in San José: a huge domed room, with plush maroon carpet that matched the seats. Some of the seats held members of my writing group. We were there because our fellow member Anthony Francis was going to read an excerpt from his novel, and I was supposed to introduce him.

I was standing on a wooden stage, behind a podium. This was a writing conference, titled The Real Life of Fiction.

I had notes, but they didn’t help. I babbled. I forgot the title of the novel. I forgot the name of the conference. At one point, through the haze of my stammering incompetence, I saw clearly for a moment: in the front row, a woman with the curly hair and Coke-bottle glasses that could only belong to one of my favorite authors: Oh no, I thought, not only am I messing up, but Connie Willis is seeing it.

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I was holding a copy of Anthony’s book, a yellow-edged pocket paperback, the old kind that maybe a Frederik Pohl novel would be inside of. The cover, too, matched that golden-age-of-science-fiction style: white block lettering arcing over an orange and ochre sunset that led up to a sky full of stars. It wasn’t one of the novels Anthony has actually published, but in the dream I’d read it.

The microphone was from the 1930s. Its metallic workings distorted my voice. The audience stared at me. Connie Willis’s glasses stared at me. I kept talking, even though I had forgotten the name of the conference and the title of the novel. Then I remembered to say that Anthony writes like the cinema.

I tried to explain what that meant, and my words made no sense. But I realized that since Anthony was about to read from his novel, I didn’t have to explain. I said, “You’ll see in a minute anyway. I don’t have to tell you.” I stepped down as Anthony stood up. I walked toward the seats as he made his way to the podium, a twin copy of the novel in his hand. He smiled and thanked me as we passed.

I’d done a terrible job, but I was happy, because it was the best I could do.

I’d babbled and stammered, but I’d said what mattered: that the conference was important, and that Anthony writes like the cinema. And that we work together in our writing group. After I sat down, I remembered I was supposed to have said more about the writing group, that someone had told me I should use this opportunity to advertise it. Oh well, I thought, next time.

What is “the real life of fiction”? Here is my answer: I am not content to read fiction or even to write it. I will not be satisfied unless I live it. I want my life to be a story, which means I have to transcend myself and do what matters in the critical moment.

But there is no shortcut, and sometimes you can’t do what maybe you should do, or what you see other people can do. At my writing group, I see Betsy just do things she thinks might work, like run a crowdfunding campaign; I see David just write novel after novel as though he has every right to do it. I even see myself posting videos that I hope no one will watch, but that a year ago I wouldn’t have even dared to record. Sometimes your skills aren’t where you wish they were, sometimes you don’t know the story you’re living, but that is not an excuse to avoid action.

You have to do what you can, because that is the only way ever to be able to do something that matters. The videos I make next year will be better, but only if I make these videos now.

There is a connection here to literature, to mythology, to Orpheus and Odysseus and Leopold Bloom, because we are all just trying to do something that matters, and we can’t do it most of the time. But still, sometimes we can, and that’s the part that all the other times are for. That’s the part that makes our life a story.

What is the real life of fiction? It’s the real life of the times when we can. It’s the times when we can’t, all condensed into a single scene; it’s the maroon carpet seats in the dome theater and the echo of an old microphone. It’s everything you do so that you can do the one thing that matters; it’s the one thing shining and then passing away.

Do what you can, and do it now. The real life of fiction is the real life of real life.

“”An essay from Your Writing Matters: 34 Quick Essays to Get Unstuck and Stay Inspired by Keiko O’Leary



About the Author

Keiko O’Leary helps writers see the big picture while taking meaningful action today. She is a writer, editor, artist, and speaker. A leader in San José, California’s literary community, Keiko teaches workshops and organizes the long-standing writing group Write to the End. She writes short pieces, including poetry, flash fiction, and essays. Connect with Keiko at KeikoOLeary.com. For your chance to win a copy of Your Writing Matters, enter the Goodreads giveaway.


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. Or if you’re looking for community from other F&SF writers, sign up for the Rambo Academy for Wayward Writers Critclub!

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