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Clarion West Write-a-thon Progress: How Deep Is Red

Kittywampus
Kittywampus
As many know, I’m participating in this year’s Clarion West Write-a-thon. Last week I let people choose the title of the story I’d write for the write-a-thon’s first week, and the people’s choice was “How Deep Is Red”.

So here’s a chunk from this morning’s writing so far. The story will be the sequel to “Sugar”, which is available in Eyes Like Sky and Coal and Moonlight. If you’re interested in getting to see the whole story, then I invite you to support me in the Write-a-thon! I’ll be sending a weekly e-mail that will include the stories that I write for the Write-a-thon over its six-week course, so for a small donation, you’ll be getting what I’d like to think of as high quality fiction. 🙂

Laurana used a bowl of mercury to watch her lover’s battle. The thick, silvery liquid showed the ships from above, a fat-bellied Tabatian merchant, and the two pirate ships, lean-lined and fanged with cannon, converging on it from either side, the wind behind them making them race forward.

Tiny toy ships. The name of the merchant was Saffron Butterfly The pirate ships bore no names, only figureheads of women, one with a flaming skull for a head, the other with bracelets and necklaces of snakes. Flame’s Kiss and The Serpent.

The liquid didn’t transmit sound. For that Laurana relied on imagination: the deep-throated boom of the guns, the crash of cannon balls, the shouts of despair and defiance.

The Kiss neared the merchant. Laurana leaned forward, trying to find Cristina among the mass of pirates: some readying spidery hooks and ropes, others with hackbuts raised and aimed, all braced for collison, another sound dependent on Laurana, whose mind rendered it down to the taste of salt on one’s lips from the relentless wind, the crash louder than anything one had ever heard. There. A purple bandana tied across orange curls. Cristina, swinging herself aboard the pirates’ prey.

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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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WIP - A Story of the Rose Kingdom

Picture of a stone lantern.This is from a military fantasy story currently in progress. It’s set in the same world as Tabat, although it does not take place in that city, and is referenced in two other works (“Love’s Footsteps” and The Beasts of Tabat.) I hope you enjoy it:

You cannot smell the roses in the hours before dawn. It is only when sunlight touches the vast blossoms, each as large as a human head, that crowd the tallest branches of the Hedge, that the petals loosen. The perfume seeps out into the air then, first as a hint of sweetness, then stronger.

By midmorning, the smell is so intoxicating that approaching enemies lay down their arms and sit, staring into the air, nostrils flared, breathing, smelling. It grows heavier and heavier throughout all the day, and only begins to ebb when the sun completely slips below the ocean horizon to the west. The Hedge borders the Rose Kingdom on three sides, and on the west is that blue line.

This is what has protected the Rose Kingdom for three handfuls of centuries, years and years of peace and protection engendered by a great ancient enchantment whose details are still argued.

But pieces of that enchantment still linger and are renewed each year when a child is given up to the Hedge to become a Knight of the Rose.

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When Jordan’s mother gave him up to the Gardeners, he was four years old. He knew this because much of it been made of his fourth birthday. He was given cake and a folded paper boat of his very own. And most preciously a caress from his mother, which was a rare thing indeed.


Most of the time he was an extremely solitary child. Because everyone knew he was would be given to the Hedge, there was no point in teaching him anything. There was no point in wasting any of the household’s resources on him, other than what was necessary to keep him alive and healthy until it was time to give him up.

He had two younger brothers, Coulin and Fedyrmor, but they were only babies. Coulin barely knew enough to talk and Fedyrmor more only cried. Anyway they were watched over by their nursemaids most of the time.

He knew that he was to be taken to the Gardeners. No one had made much secret of it, speaking freely before him though rarely to him. He found himself looking forward to it. Anything might be better then An existence spent lingering in hallways and edges of rooms, ignored and unnoticed. The Gardeners wanted him. That was important. They wanted him, not either of the other two. He was promised to the hedge, it was meant for him. He had a destiny, where most people had to bob around in the streams of their lives not knowing where they would land. At least that was how Jen the housekeeper’s son, with whom Jordan socialized with whenever (although sadly rare) the occasion presented itself, described it all.

“You will have a role,” he said, as Jordan trailed after him helping him spread bird netting over the pillline bushes and their ripening fruit, scarlet hearted berries whose flesh was a watery pink.

“A role?” Jordan tugged the netting around the branches, trying to pull it as Jen did, so it slid over the thorns rather than snagging on them. His efforts were less successful.

Jen secured the netting to the main trunk with a strip of white cotton with edges tipped in blue to show that this harvest was destined for household use rather than commercial purpose.

“An important role, I mean. I’ll be a housekeeper like my mother. but you’ll be a Rose Knight. You’ll defend the kingdom. You’ll keep everyone safe from harm.”

“I suppose.” Jordan considered. The more he thought about it, the more he liked it, the idea that he would be important.

That he would matter.

That people would look at him and see him.

Enjoy this sample of Cat’s writing and want more of it on a weekly basis, along with insights into process, recipes, photos of Taco Cat, chances to ask Cat (or Taco) questions, discounts on and news of new classes, and more? Support her on Patreon.

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Clans in a Roleplaying World

by Cat Rambo (Sanvean of Armageddon and Krrx
This article originally appeared in the March 2000 issue of Imaginary Realities.

Lately, I have been contemplating how clans fit into role playing muds–particularly in getting players acclimated to the mud and helping them survive in that environment. The following conversation takes place between myself and a staff member of Armageddon mud who revamped a defunct clan, the T’zai Byn, and transformed it into an active and well-loved clan. The Byn is perhaps one of the best clans for new players, as well as an experience praised by the vast majority of its participants. (This is the first of three musings on the nature of clans, and what being in/running one means to a player/immortal, with the second discussing a cultural clan, where players begin the game having been born into the clan, and the third outlining some conclusions and problems with clans on role playing muds.)

Sanvean: First off, why were you interested in reviving the Byn, and what sort of clan did you want it to be?

Krrx: Probably the key thing is that I have a passion for the concept. It started when I played in the T’zai Byn a few years ago. I enjoyed playing in a fighting unit where you and your comrades faced death regularly, and had to work together to survive. While I have had very enjoyable times in other clans, I would still rate the Byn as the highlight.

Sanvean: What was the first step in getting them restarted?

Krrx: I outlined what the clan would be–what role and ‘flavor’ it would have. Of course, this was all documented. As the concept developed, the documentation changed. The documents today are quite different from how they were at first. I had ideas about what I wanted the clan to be like, but they didn’t ‘fit in’ as well as they could have with the game world. Nessalin had a big influence on how the clan turned out. The Byn are a lot more low class than I first planned, and the documents reflect that.

Sanvean: How did Nessalin change your intentions?

Krrx: My original vision was of an elite mercenary unit, with a lot of ‘high class’ things. Nessalin encouraged me towards a low class, gritty, down-and-dirty vision of the clan, which fit in better with Armageddon’s overall flavor.

Sanvean: As I recall, you were worried at first that they would not take off.

Krrx: Yes. When restarting the clan, it struck me that to achieve its goals effectively, the clan would have to have strict rules, and that people might not be able to handle it. One example is the regulation where members are not allowed into the ‘rinth, and are not allowed to leave Allanak unless certain criteria are met. The ‘rinth and the wilderness are two areas where a lot of new player characters die, because they insist on wandering in dangerous places alone. It thus makes sense, both in character and out of character, to have rules that limit going to those places.

Sanvean: Speaking of rules, one of the things you have done very well is making the Byn self-regulating. Did you plan on that?

Krrx: To an extent, yes. There are two points here. The first is that I have recruited clan leaders very, very carefully. The second is that because they are trustworthy players, they will help enforce the rules anyway.

Sanvean: When you are looking for players who will make good player character leaders, what do you look for, then?

Krrx: The key things I look for are: (1) out of character trustworthiness, (2) a very high standard of role playing, and (3) regular playing. Of course, it must be appropriate in character that the player character move into leadership. I can elaborate on those points if you like.

Sanvean: Please do!

Krrx: First, out of character trustworthiness. I have put a lot of work into this clan, and I will not put in leadership anyone who does not respect the work I put in, and is not willing to do likewise themselves. Another reason for this criterion is because I am not on-line 24 hours a day. If something happens, I need an honest, trustworthy viewpoint to rely on.

Sanvean: How do you know you can trust them?

Krrx: Trust is not something that can be guaranteed, but I do my best to screen players. I look at past player characters that the player has played. I chat to other staff members about them, particularly if the player played a player character in their clan. If someone is trustworthy, they tend to show it in the way they play the game.

Onto the second point–a very high standard of role playing. Armageddon is a role play intensive mud, with a very high overall standard of role playing. While many players entering the clan do not have this standard, it is a requirement for leadership. If people see leaders role playing well, they will tend to do likewise.

Sanvean: Good role playing seems to mean different things to different people. What is your definition?

Krrx: Good role playing? Thinking and acting in character. Immersing yourself in the role of your player character, and not just playing it like a robot in some shoot-em-up.

Onto the third point–regular playing. This does not mean leaders have to play Armageddon for 6 hours every day. I do, however, expect them to appear in the game fairly regularly. You can not lead if you are not around to lead. Common sense, really.

To sum up, one theme is that I have set limitations on the clan, with the idea that playing within those limitations actually gives players more freedom. It is why we have the law in real life. The law prevents idiots from ruining life for the rest of us. At face value, the law seems restrictive–you are not allowed to drive if you have drunk too much alcohol, for instance. But it is restrictive because: (1) it is logical and sensible, and (2) it protects the greater good–people generally do not like to get killed by drunk drivers.

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