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Guest Post: Food and SF in Jewish Australia - Part 2 by Gillian Polack

Part Two

I have ten published novels. I’ll talk about just five today. Even five is too many, however, Judaism slips quietly into five, so I’m introducing five of my novels today. There are two novels I couldn’t write without being Jewish Australian. I’ll save those two for last. Let me give everything numbers, to make it easier.

1. In Langue[dot]doc 1305 (a time travel novel) I have a single Jewish character. That’s all. When I did my MA and PhD in Medieval History, I discovered many fascinating things about the Middle Ages, and some even more fascinating things about how we see the Middle Ages. I wanted to smash together our knowledge of the Middle Ages and how we interpret it and to make it explode. Also, I wanted marauding peasants. That single Jewish character is one of the pieces that led to the explosion.

I can’t tell you more without spoilers, but I can say that scientists checked my depiction of my bunch of scientists and said, “Scientists behave like this. How did you know?”Â That’s another story.  

 

2. My space opera novel, Poison and Light, tells of a society that reinvents the eighteenth century for all the wrong reasons. There are three Jewish towns on New Ceres, and they quietly rebel against the rule of the eighteenth century. Also, there are Jewish puns. The novel is set in a big city and the towns are a tiny part of the whole. The puns, the “I’m not what you think,” and the tendency to overeducation reflect my relationship to my own cultural relationship with my own country (as an Australian Jew). That’s the surface Jewishness.

Poison and Light has sword fights and balloon rides and gourmet food and much politics, but it’s actually about how Grania (the protagonist) deals with impossible loss and change. Her efforts are part of my personal response to the Shoah.

I’ve spent a lot of my life trying to learn how pogroms and exploitation and massacre and throwing people out of their homes and homelands affect survivors and I’m not even close to understanding. In Poison and Light, I built a society of colonisers and bigots because I wanted to understand the vested interests people have in defending what they know, even if it means hurting people. Poison and Light is one step towards me understanding, and none towards acceptance.  

 

3. I used a different Jewish history in The Time of the Ghosts. The Time of the Ghosts is a contemporary fantasy set in Canberra. Three women (the youngest is sixty) and their sidekick fight supernatural threats. There aren’t nearly enough novels with Jewish fairies, so their sidekick reads a memoir written by a Jewish melusine. These three women are all heroes of the tea-drinking, dinner party, and stock-whip using kind.  

 

4. My most recent novel (The Green Children Help Out) is totally about Jewish superheroes. My background is Australian Orthodox (somewhere between Modern Orthodox and Conservative) and I wanted to create an alternate universe where people could kick ass their personal work towards tikkun olam. Tikkun olam is more balancing the world and bringing it to rights than saving it, and it’s informed my whole life. It was about time it informed the lives of a bunch of superheroes who are, as the title suggests, the Green Children.

The Green Children Help Out is set on an alternate Earth (with magic) so that I could look into how to write people from cultural minorities. Also, I wanted a world so real that I could step into it in my mind.  

 

5. The very first Australian fantasy novel that incorporated Australian Jewish culture was my own The Wizardry of Jewish Women. It uses the Anglo-Australian Jewish culture I come from and it includes my grandmother’s recipes with their London Sephardi origins. There are many novels about ultra-Orthodox Jews, and very few about secular Jews, and I wanted to even things out a bit.

What happens when secular Jews rediscover lost culture and a lemon tree becomes demonically possessed? I began building the family culture with food, so I’ll tell you more about The Wizardry of Jewish Women and give you some of the recipes in Part Three.


BIO: Dr Gillian Polack is a Jewish-Australian science fiction and fantasy writer, researcher and editor and is the winner of the 2020 A Bertram Chandler Award. The Green Children Help Out is her newest novel. The Year of the Fruit Cake won the 2020 Ditmar for best novel and was shortlisted for best SF novel in the Aurealis Awards. She wrote the first Australian Jewish fantasy novel (The Wizardry of Jewish Women). Gillian is a Medievalist/ethnohistorian, currently working on how novels transmit culture. Her work on how writers use history in their fiction (History and Fiction) was shortlisted for the William Atheling Jr Award for Criticism or Review.


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!

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 Carrie Patel: Whose Story Is This, Anyway? - Character Craft for Novels and Games

Picture of carnival masksGrowing up, two of my favorite things were books and video games. If you’d told me twenty years ago that I’d grow up to write both, I probably would have choked on my Mountain Dew.

But over the past few years, I’ve been doing exactly that. I’ve written the Recoletta series, a science fantasy trilogy published by Angry Robot, and I’ve worked as a narrative designer at Obsidian Entertainment for three and a half years now, writing for the Pillars of Eternity games and expansions.

In both media, the principles of good storytelling””establishing a strong story arc; building a vivid, believable world; and populating it with complex, memorable characters””are the same.

But the user experience differs, and understanding that is key to knowing how to satisfy both audiences.

Readers generally pick up novels to immerse themselves in stories that they experience through the eyes of another character. Players generally sit down with games to immerse themselves in stories that they discover and define through their own actions.

A large chunk of storytelling in both media comes down to understanding the role your characters play and how to make them real.

Characters bring a fictional world to life. Their problems and dilemmas create the oft-sought tension and “stakes,” and their choices and conflicts drive the story. Most readers and gamers would be hard-pressed to discuss their favorite stories without also talking about the characters who populate it. We connect emotionally with the people in stories rather than the ideas and philosophies.

But who are those characters?

In a novel, the most important character is typically the protagonist. It’s not just because the action (mostly) follows her. It’s also because we experience the story through her perspective. We see what she sees and know what she feels, even if we don’t always agree with it. First-person and close third-person stories have become immensely popular because of the intimacy of the perspective they offer.

For the protagonist’s story to be engaging, she has to have challenges to overcome. Strengths and vulnerabilities that add variation to her journey. A deeply personal investment in the events of the plot. Writing a protagonist who meets these criteria is often a matter of architecture in the planning stages””figuring out who this person is and what it is about her that generates interest and tension””as well as retrofitting in the revision stages””finding ways to connect her more deeply to other characters and events and building momentum over the successes and setbacks she faces.

When it comes to games, protagonists may be a lot more varied. For the sake of simplicity (ha!), I’m mostly talking about Western-style RPGs, which are often characterized by protagonists who are defined by the player in some significant way and whose stories are often discovered over the course of (fairly) open-ended gameplay.

The degree to which players define their characters differs widely between games. In some games, you have a protagonist with an established identity and established personality whose significant choices are defined by the player. That includes Geralt of Rivia from The Witcher.

In other games, you have a character whose overall identity is set, but whose personality and outlook is determined by the player. For example, Commander Shepard of the Mass Effect series is always a human operative intent on saving the galaxy, but the player can cast her as an idealistic savior or a ruthless maverick.

Finally, there are other games, such as Pillars of Eternity, in which nearly everything about the protagonist, including personality, backstory, and race, is player-determined.

In these types of games, the task of the writer is to build everything around the player character as much as””or more than””defining the player character on his or her own. You develop a story that is just loose enough to fit whatever way the player might choose to define the protagonist according to the options you have given them. You create a world with enough freedom for the player to make choices and enough context to give meaning to those choices. You write side characters who establish the world as a living place and who frame the stakes for the player.

It’s a delicate balance, and it’s one that places a much greater burden on the writing that establishes the world around the protagonist.

That’s because you’re defining this character””or, to some extent, allowing your player to””through negative space rather than positive space. You’re creating a stage that will allow the player to shape a personal story, and one that doesn’t feel at odds with the choices you’ve given them.

TheSongOfTheDead_144dpi (1)Heroes of their own stories

And yet, protagonists aren’t the only characters on the page (or screen). A common piece of writing advice is to write villains as though they were the heroes of their own stories. It’s good advice, and it holds true for all characters””sidekicks, love interests, mentors, and spear carriers.

In many books, the most memorable and beloved characters are often secondary characters. Written well, they are typically less encumbered by the constraints of following the plot. Writers may feel freer to embody them with the quirks and idiosyncrasies that help them stand out. And the foil they frequently provide for the main character””whether as comic relief or as someone who pushes and challenges the protagonist””can create entertaining humor, conflict, and character development.

Put simply, these characters work because they have goals and interests that do not always line up with those of the protagonist.

Games may contain even more secondary characters””often called NPCs (non-player characters). Of course, if every character is the hero of her own story, you’ve still got to make them good stories. And “bring me five puffleberries” and “get my cat out of this tree” don’t quite cut it. We don’t like busywork in real life, so why does anyone assume we’d do it for fun? Yet “fetch quests”””formulaic tasks in which the player character is sent to handle a routine errand for someone else””are everywhere.

The problem isn’t just that they usually make for dull content. It’s also that they suggest a world in which other characters’ concerns go no deeper than grocery runs. In which they only exist to provide some degree of involvement for the player. And in which the protagonist only relates to them as an errand boy.

Every quest need not be epic. But it should mean something or reveal something, both with respect to the protagonist and the other characters involved.

In both games and novels, we rely on good characters to develop our stories and to hold our audience’s interest in them. Novelists and game writers merely need to understand how their readers and players will relate to them in order to deploy them most effectively.

—————————-

Bio: Carrie Patel is a novelist and a narrative designer at Obsidian Entertainment. She is the author of the Recoletta trilogy, which is published by Angry Robot. The final book in the series, The Song of the Dead, comes out on May 2. She works at Obsidian Entertainment as a narrative designer and writer. She has worked on the award-winning Pillars of Eternity and its expansions, The White March Parts I and II. She is currently working on Pillars of Eternity II: Deadfire. You can find her on Twitter as @Carrie_Patel as well as at http://www.electronicinkblog.com/.

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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Interview with Richard Kadrey

Recently I reviewed Richard Kadrey’s The Grand Dark for Green Man Review. I enjoyed the book and kept thinking about it, so I had some questions. Richard kindly agreed to a follow-up interview. Here’s his answers to those questions.

Q: What was it about the setting of The Grand Dark that drew you? It feels as though it came first and then the story within it – or was it the other way around?

RK: All of my previous work had been set in real places, primarily Los Angeles and San Francisco. With The Grand Dark, I wanted to build my own world from the ground up. The character of Largo appeared pretty much at the same time as I was creating the city of Lower Proszawa in my mind. I wanted someone somewhat innocent and with very little power to contrast with the weight and complexity of the city. But he had to be fluent in the streets. Largo could have been a crook, but instead I made him a bicycle messenger. Someone at the mercy of the weather, the traffic, and moody cops.

Q: What fears did you have about moving away from Sandman Slim and into different waters?

RK: I was very nervous. Largo was the opposite of my best-known characters, especially James Stark, aka Sandman Slim. Stark is confident and powerful. Largo is just the opposite. His defining characteristic is the constant fear he lives with because of his brutal childhood. But Largo isn’t a wimp. He finds his strength as the book progresses. Stark, and even Coop in my caper novels, were already strong and didn’t need a lot of lessons. People associated me with that kind of character and I got some pushback at first. But now that the book is out, readers seem to be coming around to Largo and the tough time I give him in The Grand Dark.

Q: Some critics have said that speculative fiction, no matter what time period it’s set in, is about the times in which it’s being produced. Do you think that’s true of The Grand Dark, and why or why not?

RK: Trust me, this book wouldn’t have been nearly as dark if I’d written it at a different time and under a different president. We’re seeing the rise of a cruel, fascist ethos around the country. For me, it feels as if we’re hurtling toward some kind of great calamity, which is what’s happening to Lower Proszawa in the book.

Q: Does having written for comics shaped your novel writing process? Do you have a vision for a graphic novel version of The Grand Dark?

RK: I’ve always been a visual writer, so comics were a natural extension for me. Writing both comic and, now, film scripts has helped me break down stories to their basic components and put them back together again, scene by scene.

Q: What’s coming up next for you?

RK: I’m working on a new Sandman Slim novel and I’ve finished up a new film script that I really can’t talk about right now. I also have some comic proposals out. Because I’m also a photographer, probably the strangest thing I’d like to do is a photo tour of burial sites around the world, and then put them together in a book with a story about each place.

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