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99 Statues, Part Two

Picture of a bed
Two down comforters were draped over them as well; Nicholas could not sleep without their weight on him, while Feniker, who seemed to burn with a furnace's metabolism, would inevitably throw most of them off during the night, onto Nicholas.
(Another excerpt from the story I’m currently working on.)

Nicholas woke slowly. It was chilly in the room, and when he shifted his body between the clinging flannel sheets, he could encounter zones of warmth and cool. Two down comforters were draped over them as well; Nicholas could not sleep without their weight on him, while Feniker, who seemed to burn with a furnace’s metabolism, would inevitably throw most of them off during the night, onto Nicholas.

He could hear Feniker’s soft breathing, a burry almost snore, a sound so uniquely Fen that it tugged a smile onto Nicholas’s lips, knowing what his lover’s face looked like when sleep-slackened, how it must look right now. He had drawn the drapes across the windows; the hotel’s front looked out onto the plaza, but Nicholas had opted for one of the less ostentatious back chambers which he secretly thought more pleasant, overlooking the back gardens, which were the more handsome vista, even when leaf-deprived and blackened by the cold, due to the green cedars that ringed it round.

The hotel was stirring. Soon enough his breakfast, with plenty left over for Feniker, would arrive and be deposited outside the door with a discreet knock. The hotel’s own brand of fish tea, with an odd peppery brackishness. He still wasn’t sure whether or not he liked its aftertaste, even after living in the hotel for almost two months now. He had lived with his father before then, but fire had taken their mansion, and both had taken themselves to alternate lodgings. He had chosen this hotel, which he could afford on his lavish allowance, for the way it managed to combine proximity to the student quarter with luxury.

He rolled on his side and found Feniker watching him, no longer snoring, blue eyes bright in the morning light, almost luminous.

“Good morning, sunshine,” Nicholas said. He leaned over to give Fen a kiss. Fen’s fingers tangled in his hair, drew him down to meet lips.

“What’s on your agenda for today?” Fen said.

“I am meeting with my father to go over the plans for the new factory in Cloudmarch,” Nicholas said.

“Will you be visiting it? The expedition is going through Cloudmarch. You could come out with us, say goodbye there, do whatever you needed to do with the new factory.”

“I would serve my father ill as a factory manager,” Nicholas said. “I’m not good with such things.”

“You have a mind keen enough to keep up with anyone in their classes,” Feniker said. “If you chose to exert yourself. Instead you pretend yourself slower than you are, and use it as excuse to while away your days drinking fish tea and playing cards.” He pushed himself off the bed and strode across the chamber, naked, to reclaim his clothing from the bench below the window.

Nicholas gathered the covers around himself, reluctant to lose their warmth, even in pursuit of what the kiss had promised. “What of you, what does the Duke’s secretary do today?”

Fen shrugged and drew on his trousers, sat down to pull on his boots. Behind him the window panes were laced with frost, a pattern like the ghost effluvium a professor had demonstrated at the last University lecture Nicholas had attended.

Thinking of that, he protested, “I do go to some lectures after all, and meet with Professor Wirewit to work on my paper.”

“Meetings that are few and far between,” Fen said. He caught himself. “Look, I don’t mean to nag you.”

“Will you come tonight and see a play with me?” Nicholas asked.

“I will have papers to transcribe,” Fen said. “I have been burning the candle at both ends, and I must decide where I should be spending my time. I do not mean to imply that it should not be with you, only that I would rather spend time enjoying your company, than sitting together staring down at a stage while the audience gossips so loud that we cannot hear half the lines.”

The reasonable tone, the exaggerated patience in his voice made Nicholas want to smack him.

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Hands

signs of life
Photo owned by zoetnet (cc)

The crescent moon is a fingernail mark pressed into the darkening sky. An anxious star tugs at it, trying to pull it up farther. Hands swim below the surface of the water. Birds cradled in the wickerwork of leafless branches eye the restless fluttering of the fingers.

Someone calls, but no one answers. Shadows sweep along the banks of the lake, pulled and stretched into awkward shapes by passing headlights. No one answers.

Someone walks and feels the dry stiff grass lace itself around their ankles, tracing lines of frost. The hands continue to crawl and the moon creeps up the sky.

No one answers.

Tin dancing mice revolve in the warmth of the kitchen. One watches the light of the moon as it moves down the blue stripes of the wallpaper. It marks the time with one ticking paw. The mice click and whir, dancing frantically, trying to forget that their clothes are only painted on.

The salt and pepper shakers, shaped like ears of corn, sit sullenly. Upstairs, sleepers move restlessly, their dreams escaping, leaking into the feather comforters.

The moonlight reaches the fifth bar of delphinium.

There is still no answer. Someone longs for the heated air of the kitchen, but instead sits on a bench and watches the movements of the hands. Fingers break the corrugated surface of the water and return to counting the pebbles in the silt below.

Ducks whisper among the reeds, revealing their secret journey. Their tickets are crumpled birch leaves, spiderwebs of veins eroded by the autumn rain, gilded by the guilty starlight. Someone takes one and tucks it in the pocket of their jacket, where it tangles with milkweed down.

The moonlight reaches the twelfth bar,and the mice spin slowly, regretfully, back into their boxes. The comforters are stained crimson and ebony with the dregs of dreams.

The hands swim like memories in the process of being forgotten. Someone waits, and no one answers.

...

Adjusting to Altitude: Helping New Immortals Acclimate

This essay originally appeared in the June 2001 issue of Imaginary Realities.

While finding new immortals for a MUD, MUSH, MOO or MURPE generally isn’t a problem, finding ones who will be a lasting and productive part of the team is. The first couple of weeks for a new staff member on a multiplayer game are the ones where the most mental adjustments are made, and the actions of other staff are often a crucial factor in whether or not those staff stick around. Armageddon MUD provides a good example of how this process can be made as painless as possible for both new and established staff members.

New immortals on Armageddon have undergone a fairly selective process to get there. When a gap is perceived, I post on our discussion board what the gaps are and who is being considered to fill them. In considering candidates, we look for the following:

  • Imagination, creativity and writing talent
  • Knowledge of the game and its world
  • Ability to function as part of the team, including the ability to work with other people, to take input/criticism without feeling diminished or angry and a willingness to work within our guidelines and rules.
  • A history of both integrity and trustworthiness
  • Sufficient time and energy to dedicate for the game

At this point, I usually feel out the various candidates to see if there’s any of them who would not want to be on staff. Some people prefer to play, and do not wish to come on staff since the mystery of the game would be lost for them. If they’re interested and I haven’t seen past examples of their writing style, I might ask them to write up two or three possible small plotlines and send them to me as a sample. Other staff members post their impressions of the candidates or email in reactions to me, and in a week or so, we come to a consensus about which candidate(s) to approach.

Once that’s done, we set up the new immortal so they can start to read through our documentation, see what’s happening on the immortal discussion board, etc. Then they can log on and begin poking around, usually with another staff member walking them through the basic commands, questions, etc.

People come onto the Armageddon staff at the level of Storyteller. Storytellers run plots and clans, animate NPCs, build (etc). There’s a bewildering medley of options and expectations for a new immortal, so we assign a primary and secondary mentor, usually staff members who have been around for a while and who can answer questions. A lot of time they’re pointing people to the documenation.

We’ve got a lot of documentation, to the point where some new immortals have described it as daunting. But much of that documentation is devoted to helping the new imm: building and procedure guidelines, information about features in the world in the form of Who Is/What is pages and histories of the major clans and noble houses, tutorials for creating objects, NPCs, rooms, and documents. When a new immortal appears, I point them towards specific documents (the immortal discussion board, the guidelines for new staff members, the staff contract, and the mission statement) that I prefer that they read before logging on for the first time.

My feeling as far as new immortals go is that acclimating is much, much easier if they have some definite things they’re supposed to be doing. These should not be overly daunting. Running a clan, for example, requires a lot of organization and coming up to speed, so something smaller, such as helping with one aspect of a clan, or writing NPCs for it, may be a much better initial project.

Additional projects might include: asking them to come up with two or three mini plotlines to run, right off the bat; asking them to work with a plotline already in progress, which has already been planned and sketched out by someone who needs assistance running it; working with npcs in a particular area in order to get a feel for it; filling in gaps in the documentation. Generally, I try not to make these projects building an area, unless it’s a very small project that fits inside another one, like a couple of houses or an oasis.

Giving new staff feedback on what they’re doing is important, but during the initial stage this is not so crucial as is making sure they have resources and teachers who can help them get up to speed on things as painlessly and quickly as possible. Towards this end, make sure they know the rest of the team — I post on the immortal board to let people know who’s coming on board and what they’ll be working on. It’s good if the new staff member posts an introduction themself, with information like what they’re interested in working on, what their areas of expertise are, how they started playing the game, experience with past MUDs, and so on.

It’s also important that new staff know what’s expected of them, in terms of work and conduct. Documentation can help enormously here, but again, it’s having people that can explain things that is the most valuable resource.

In short:

  • choose new staff carefully
  • make sure new staff members have access to the information and resources they need
  • work with them on coming up with clear, measurable tasks so they know what you’re expecting from them

...

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