“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.
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.
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.
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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"(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
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Guest Post: N.J. Schrock on Writing Misterioso
In my backyard, I have a tree whose fruit is colored bottles, and it serves a useful purpose. The bottles trap and kill evil spirits. During the night, evil spirits wander into the bottles, and they can’t find their way out””basically like a lobster trap for spirits. Then, when the morning sunlight hits the bottles, the evil spirits, which don’t like sunlight, are burned away. Poof!
Skeptical? Where’s your sense of mystery? The bottle tree legend is believed to have originated in Africa and been brought to the states with African slaves, which is why you’re more likely to see one in the South. Being a transplanted Yankee, I’d never seen a bottle tree until I experienced one years ago at The Antique Rose Emporium in Brenham, Texas. It was a thing of beauty, and a sign nearby explained the legend. I thought the idea was so cool that I wanted to have one, but I needed the right structure. Some people use welded metal rods, but I wanted something more organic. So, when our Majestic Indian Hawthorn tree died last year, I saw an opportunity to have a bottle tree although I knew it would take some work.
With its dry, rust-colored leaves and green lichen, the tree still had a unique beauty, but it wouldn’t have lasted. Something needed to be done. I could have cut it down and planted something else, but the surrounding live oak trees had caused this area of the yard to become too shady for most trees to grow. I think the shade is what killed this one. But every morning, sunlight climbs over our fence, around a large magnolia, and underneath the branches of the live oak, and it illuminates the dead tree for at least an hour. The morning sunlight may have been what spawned my idea of turning it into a bottle tree. I saw an opportunity to take a dead thing and turn it into””I hoped””an attractive lawn ornament. And maybe, I thought, I might even eliminate some evil spirits wandering around the neighborhood””at which point, my left brain started screaming at me, “Are you #$%&ing kidding me? Evil spirits? What is this? Pre-enlightenment?” To which, my right brain answered, “Really? Every culture has stories of good and evil spirits, so how do you know that they don’t exist?” I imagine my left hand went up to rub and soothe my left temple.
Seriously, as a scientist turned fiction writer and visual artist, my left brain and right brain war with each other constantly. My left brain would like to think that we live in a world where physical phenomena can be explained, and we humans are in control of our destiny. And then my right brain feels trapped and constrained. It asks why we have crowded out life’s mysteries with data and facts, and it points to the many, many things we don’t know and can’t explain. It liked a book I read recently called We Have No Idea: A Guide to the Unknown Universe, by Jorge Cham and Daniel Whiteson, which is about the physics of the universe and what we can’t explain. My right brain is also currently having fun reading a couple of fantasy books: D. L. Jenning’s Gift of the Shaper, and Cat Rambo’s Hearts of Tabat. Both of these books have taken me to places and given me adventures that I wouldn’t have imagined. My right brain also points to the classics in metaphysics, told through mythos, because this is the language that explains our major religions, which all wrestle with the clouds of unknowing and mysteries larger than ourselves. I have come to realize that this war in my brain is why I like to write and read science fiction. I get to use both sides””when they cooperate with each other. Good sci-fi and fantasy books build worlds believable within the texts, yet either delve into or create their own mysteries, things not known or understood. Yet this exploration of and embracing of mystery is not for everyone.
I recently wrote a blog post about reading the literary great Flannery O’Connor’s book Mystery and Manners: Occasional Prose. In it, she discusses her thoughts on writing fiction, and one of her themes is the role of mystery in fiction. She says, “It is the business of fiction to embody mystery “¦ and mystery is a great embarrassment to the modern mind” (p. 124). It can be an embarrassment because we humans labor under the delusion that we can know all things if we can just construct a predictive model and work out the mathematics. This premise has worked well for us in the past and brought us pharmaceuticals, electronics, spaceships, and smart phones. But, in the absence of a grand unified theory of matter after decades of trying, some scientists are beginning to wonder if mathematics has its limits. Are there things it can’t do? The answer to this question brings me back to the evil spirits that I’ve been trapping in my colored bottles.
I don’t expect an evidence that I’m reducing the evil spirits in our neighborhood. If I could show evidence, I’d lobby to install several in Washington D.C. But then, the tree would have to be the size of the Rockefeller Plaza Christmas tree in order to accommodate the five-gallon jugs required to haul in the spirits that cause discord, the unwillingness to compromise, and lack of empathy. The last spirit is particularly polarizing and, coincidentally, something that good fiction can address.
Recent Trends in Cognitive Science published a study a couple of years ago showing that people who read character-driven fiction are more empathetic. Reading and understanding stories helps people imagine other worlds and other consciences. And these other-person experiences are part of the mystery of good fiction, and in particular good science fiction and fantasy. Experiences and the meaning of those experiences are different for everyone who reads a story or novel. We all as readers ascribe our own meanings to a text.
This experienced meaning is, I think, the reason why I’ve had a hard time reducing my novel Incense Rising to a movie-trailer synopsis. When asked what it’s about, I usually say the genre is speculative fiction or science fiction””but not like Star Wars””and the plot is around a scientist who becomes a fugitive to save a scientific theory; however, in a deeper sense, it explores the commercialization of our humanity. I felt bad about my shortcomings around writing a good elevator pitch until I read O’Connor’s view of experienced meaning in novels: “The meaning of a story has to be embodied in it, has to be made concrete in it. “¦ When anybody asks what a story is about, the only proper thing is to tell him to read the story. The meaning of fiction is not abstract meaning but experienced meaning, “¦” (Mystery and Manners, p. 96). Yes! The mystery of fiction is in the experienced meaning, the many experienced meanings. We authors take readers on journeys, and they end up somewhere different from where they started. I’ve come to understand something of this mystery of fiction and why we like it and why we should read more of it, but I never expected that creating a bottle tree would relate to any of these insights on why I write.
Creating the bottle tree itself was a journey. I started sometime last November by sawing off small or weak branches, removing leaves, and scraping off the lichen. Then I began collecting different colored bottles with openings large enough to fit over the branches. I took pictures of the bottles in the sunlight, moved them around, discovered what they do collect””spider webs, an occasional bug, and condensation””and I even installed a birdhouse. And, somewhere between creating a bottle tree and reading Flannery O’Connor’s Mystery and Manners, I had an epiphany about the value of nurturing life’s mysteries, why I like to read and write science fiction, and why more people should read fiction. We all need some mystery, empathy for others, and maybe even a bottle tree.
Nancy’s most recent book is Incense Rising, a near future SF thriller set in a world where consumerism and politics have merged,
Author bio: I have been writing all my life although I began trying to publish my fiction only recently. My story ideas usually start with a “what if?” question. For example, what if we encountered alien life forms with a copper-based oxygen transport instead of hemoglobin? The result: “The Silver Strands of Alpha Crucis-d,” published by The Magazine of Fantasy & Science Fiction, Mar/Apr 2016.
I may have taken a convoluted path to arriving at writing speculative fiction, but now that I have, I can’t believe I didn’t do this sooner because I’m having so much fun!
Asking “what if” questions is an important part of engaging in scientific research, which is what I did for many years. After earning a Ph.D. in organic chemistry from the University of Illinois, I went to work for a large chemical company and spent twenty-five years engaged in research. In 2012, I earned a master’s degree in English from the University of West Florida (UWF), and I’ve been writing fiction, creative nonfiction, and poetry ever since. I teach classes in organic chemistry and writing for STEM majors as an Adjunct Instructor at UWF. When I’m not writing or teaching, I like to do artwork. I’m a member of Quayside Art Gallery in Pensacola, where I work two days a month.
Guest Post from Richard Dansky: The Interesting Thing About Writing For Video Games"¦
The 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.