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Guest Post: Magical Crones and Adventuring Mothers by Catherine Lundoff

When I first began working on a story about women who turned into werewolves as they entered menopause way back in 2009 or so, there was not a whole lot of representation of middle-aged and older women to be found in science fiction, fantasy, or horror. I mean, there were the evil middle-aged queens with talking mirrors, out to poison their younger, prettier rivals and the ancient witches who popped up to do terrible things or sometimes, provide directions, as the case may be. But, with rare exceptions, they were never protagonists, and they were seldom more than cardboard embodiments of evil or just plain window dressing.

Around 2010, that started to change. A bunch of other things happened around then too, including a huge growth in ebook publishing by indie authors and indie publishers which brought in a lot of voices that were not previously being heard from in more mainstream science fiction, fantasy, or horror. Along with that came writers willing to take risks, to tell new stories, to tackle things like representation that had been pretty sparse up until then. Those writers included women who were middle-aged and beyond looking to see themselves and their stories in the pages of the genres they loved.

Amongst those writers was yours truly. As I entered middle age myself, I wanted to see more protagonists that were dealing with the same issues around aging that I was dealing with and still having adventures along the way. Entering middle age often brings with it some big physical and psychological changes, as well as the potential for having one’s traditional social roles (perceived desirability and childbearing, for example) reduced. Menopause is either ignored or treated like a medical condition, and middle-aged women who are still interested in sex are often treated as a punchline to a joke. Quite a bit of this is culturally specific to Western culture as we practice it in the U.S., but that also makes it pretty pervasive.

Inspired by a write-up that I found on a medical site for “symptoms” of menopause (“Unexpected hair growth! Mood swings! Receding gums which make your teeth look longer!”) I embarked on what was originally a novella about a woman who discovers that when she turns fifty, she also turns into a werewolf. She also develops a crush on her next-door neighbor and finds a whole new community of local werewolves, all middle-aged and elderly women, and confronts the people out to destroy her newfound family. After getting a lot of positive feedback for the idea, the novella was followed by the first novel, Silver Moon, and now, the second one, Blood Moon. Some of the themes and issues that I tackle in the Wolves of Wolf’s Point series include coming out at midlife, the physical and psychological experiences of menopause, a magical system that values older women and ways to combat the isolation that can impact women as they age. Also: werewolves, because they’re cool.

Silver Moon originally came out in 2012 (it was reissued by Queen of Swords Press in 2017), joining a small list of novels and stories with female protagonists forty and older in sf and f. These included Paladin of Souls by Lois McMaster Bujold (2003), a fantasy that sends a middle-aged noblewoman on a quest, and Remnant Population (2003) by Elizabeth Moon, which is a first contact novel featuring an eighty-year-old human colonist as the protagonist. There were also Nancy Springer’s middle-aged ladies of the fantastic featured in such titles as Fair Peril (1996), Larque on the Wing (1994), and Plumage (2000). YÅ«ya Satō’s Dendera (2009) is about a group of elderly Japanese women banding together to fight a supernatural bear, and most popular of all, Terry Pratchett’s Discworld witches, which were first featured in Equal Rites (1987) and Wyrd Sisters (1988).

Armed with the knowledge that there might be more stories out there, I went looking. I started a bibliography of the stories I found featuring science fiction, fantasy, and horror tales with female protagonists over 40 where I listed everything I knew about (10 books and/or stories) and then I asked for suggestions. And it turned out that I wasn’t the only one looking for more older women in speculative fiction. Suggestions trickled in and I checked them out and added them if they seemed like a good fit. The two biggest reasons for not adding a title were unspecified age (character felt “older”) and a misinterpretation of what a “protagonist” was. Middle-aged and older women apparently occupy an outsized role on the fictional page, such that even a walk-on and a couple of lines is as good as being a major player for some readers.

After the initial growth spurt, there were new and rediscovered works popping up every time I asked for suggestions. A nice fan I met at Helsinki Worldcon offered to create a Goodreads list, and things took off from there. The list has taken on a life of its own as people add books and readers discover it.

But apart from the obvious interest in the topic, there still remains the question of how broad and deep the representation these books and stories provide. There are, for example, still not many characters who are women of color and even fewer who are written by writers of color. There are some queer women, but not many. A list of trans women who are also elders in spec fic and protagonists, while longer than it would have been a couple of years ago, is still very short. Representation of aged characters is also full of magical and technological “cures” and other miracles.

There have also been some challenges making readers aware that the books and stories that do exist are out there. I, and now we, have been adding to and publicizing these lists for years and yet every six months or so, I encounter a post or commentary somewhere online to the effect that there are almost no older women featured as protagonists in sf and f. This is invariably followed by people suggesting the same five or six books, many of whom are amazed that there are many more stories than they thought out there.

As writers in the field age, their characters often age with them (sometimes subconsciously), so I think that we will see more of these stories in the future. Add to that the works that we have not yet discovered and included, particularly those from outside the U.S., perhaps not originally written in English, and there is fertile ground for exploring older women as central characters in speculative fiction.


Bio: Catherine Lundoff is the publisher at Queen of Swords Press, a Minneapolis-based small press focused on fiction from out of this world. Queen of Swords publishes work by A.J. Fitzwater, Alex Acks, Catherine’s own work and that of other authors. Catherine is also an award-winning writer and editor who works in IT and lives with her wife and their kitty overlords. Her books include the Wolves of Wolf’s Point series, Silver Moon and Blood Moon, Out of This World: Queer Speculative Fiction Stories and Unfinished Business: Tales of the Dark Fantastic and as editor, Scourge of the Seas of Time (and Space). She is the author of over 100 published short stories and essays which have appeared in such venues as Fireside Magazine, Nightmare Magazine, the SFWA Blog, Sherlock Holmes and the Occult Detectives, American Monsters Part 2 and World of Darkness anthologies Haunting Shadows, The Cainite Conspiracies and Ghosthunters. She teaches writing classes at the Rambo Academy and Springboard for the Arts.

Websites: www.catherinelundoff.net and www.queenofswordspress.com


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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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 Raven Oak: Linguistics in Fantasy"”To Thee or Not to Thee
Raven Oak discusses linguistics in fantasy.
Raven Oak discusses linguistics in fantasy.

“Since your book’s technological advances place it during the Renaissance, your characters are wrong because they should be speaking like Shakespeare.”

Imagine my surprise when a friend and avid fantasy reader said this to me. I can’t remember the last time I met someone who believed that level of linguistic authenticity necessary in a fantasy world. While I love Shakespeare, if every fantasy novel I read was written with historically and culturally accurate language, I’d go mad. I don’t speak German any more than I speak Old English. Egad! Not even the people of Shakespeare’s time spoke like Shakespeare.

Imagine if The Lord of the Rings trilogy were written like this:

When Mister Bilbo Baggins of Bag Endeth announc’d that he wouldst shortly be
celebrating his eleventy-first birthday with a party of special
magnificence, thither was much talketh and excitement in Hobbiton.

Or like this:

Hwanne Dryhten Bilbo Baggins of Faetels Ende abeodan se he dulmúnus aer gebréfan beon he endleofan-fyrest ongean a gebéorscipe fram déore, þider beon fela acwepan end onwæcenness in Hobbiton.

Not so bad in Shakespeare’s tongue, but how enjoyable would the reading be in Old English?

It’s a common misconception that all fantasy is based upon medieval Europe, and everyone talks like they’re in a Shakespeare play.

One reason I call shenanigans on this misconception is that when the day is done, it’s fantasy. It’s up to the author to build a believable world however they wish. That’s not to say that linguistics doesn’t play a crucial role in world building, but as the author, you have some wiggle room in how you develop your world or universe.

bookcover_abIn my fantasy novel, Amaskan’s Blood, the world of Boahim consists of twelve kingdoms. Each one has their own culture that I built from a mixture of Earth cultures. But at its core, Boahim is a fantasy world that doesn’t exist on planet Earth and never did. I can set their scientific advances to be comparable to Middle Ages France, and yet, use magic to control indoor plumbing if I wish.

But what about linguistics? More specifically, word choice? If a kingdom is based on Renaissance France, must I write the novel in Old French? Tolkien certainly didn’t, and he was a linguistics master.

Yet Linguistics is more than word choice. It’s phonetics, morphology, syntax, semantics, pragmatics, and the order of parts of speech. (You can read more on each of these here.) These are all elements an author must consider as they write a story in a fantasy world.

Rather than dealing with absolutes, writers should consider linguistics as an essential piece of world building. You would no more have a character in Renaissance France talking about gigabytes or than you would a scullery maid speak with a refined and educated diction.

So how do we find balance with our linguistics?

  1. Your language must be believable. It should fit the time period and culture of the society, unless it has a strong reason not to do so.
  2. Don’t overdo it with newly invented words. If I need a glossary at the end of the book to translate all your made up words, I’ll be sucked out of my enjoyment to do “homework.” Harry Harrison’s West of Eden comes to mind. I made it twenty pages in before the chore of translation drove me to toss the book in the “donate” bin.
  3. Don’t overdo dialects. Dialects are also indications of language and cultural status, and should be used sparingly. If over used, it can fatigue the reader. (You can read more about dialect here.)

While Tolkien sprinkled bits of Sindarin, Khuzdul, and the Black Speech throughout his trilogy, he did so sparingly enough that it became flavor text””enrichment to his world building rather than a stopping block for the reader. That should be the author’s goal as well””enrichment.

While revising my fantasy novel, I kept a running list of terms that felt modern or out of place as I reread the novel. Then I used the Online Etymology Dictionary to look up the offending words. (There were over 300 of them, but it was well worth looking them up to ensure a good reading experience.)

For example, the word faux pas, French for false-step, dates back to 1670. In Boahim, one kingdom’s culture is heavily influenced by Renaissance France. It made sense in my timeline and culture for the word faux pas to exist. All that was left was double-checking whether a particular character would know and use the word. Word choice is as much a part of who your character is as the culture in which they belong.

If the time period or culture had been wrong””say from the 1800’s””it’s my job then to research why/how the word came about. I would have to make the ultimate choice on whether that word fit into the world I’ve established and the character using it.

Ultimately, it is up to the writer to build their world and decide what the characters would and would not know. Do your homework with your world building, and we’ll gladly follow the characters on their journey.

Bio: Raven Oak is the author of the bestselling fantasy novel, Amaskan’s Blood, and the upcoming sci-fi novels, Class-M Exile and The Silent Frontier. She spent most of her K-12 education doodling stories and 500 page monstrosities that are forever locked away in a filing cabinet.

She lives in Seattle, WA with her husband, and their three kitties who enjoy lounging across the keyboard when writing deadlines approach.

For more information and excerpts, visit http://www.ravenoak.net

Raven can also be found on the following sites:
Twitter: @raven_oak
Facebook: http://facebook.com/authorroak
Goodreads: https://www.goodreads.com/raven_oak
Google+: https://www.google.com/+RavenOak
YouTube: https://www.youtube.com/user/kaonevar/

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

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.

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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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