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Exploring Near + Far's Interior Art: Row 5

Last day of the giveaway! Remember that you can comment five times (one per giveaway post) in order to be entered five times in the jewelry giveaway. Here’s another shot of that jewelry, just because it’s so pretty. 🙂

Near + Far jewelry
Near + Far jewelry, based on interior art by Mark W. Tripp.

The book launch has been going well. If you’re one of the people who’ve finished the book already, Amazon reviews are most welcome if you feel so inclined. (Yeah, I know that’s shameless, but I’d really like this book to do well because I love it so much.) Lots of people have signed up for the Goodreads give-away and 165 people have added it on there.

Some of the interviews, reviews, and guest blog posts:

Art by Mark W. Tripp for Cat Rambo's Near + Far interior
Row 5

So here’s the last five of our images, left to right.

Image #1 accompanies the story “Angry Rose’s Lament.” It’s another of the images that remind me of a submarine, if you had one carved by Aztecs.
Image #2 was chosen to go with the story, “Long Enough and Just So Long.” I like this image to the point where I’m considering another tattoo, featuring this. I don’t know why it appeals to me so much.
Image #3 was chosen for its swordlike aspect to illustrate the superhero story, “Ms. Liberty Gets A Haircut.”
Image #4 is set with the story “Seeking Nothing.” This one’s half submarine, half brass musical instrument.
Image #5 illustrates the story “Surrogates,” because it often looks to me like a laughing jester’s face, of the sort that perfectly illustrates that story.

10 Responses

  1. One reminds me a bit of a dragon, too. Maybe because my toddler pointed to the submarine in the Willamette River outside of OMSI and called it a dragon not long ago.

  2. You don’t have to go far to travel to strange places. They are at your fingers times.

    I’ve read many of Cat’s stories. They tend to be lead by a character whom she manages to bring to life, even in short story whole worlds abound. There are touches of humor, heart and sometimes sorrow. Her stories have a sense of intelligence without being cerebral. But the two most important things that seem to connect much of the work are the joy and the wonder of the world.

    These stories are something that will always be near your heart.

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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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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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Teaser From Cathay of Chaos

Abstract image to accompany a fantasy story snippet from speculative fiction writer Cat Rambo.
If you're interested in finding out how to create effective, engaging characters, check out my "Building Characters" class or the Dialogue mini-class. Click "Take an online class with Cat" to find out more about the class.
Lately a couple of stories have arrived in the form of characters. One is Laurel Finch, the little girl in this steampunk snippet, which is tentatively titled “Laurel Finch, Laurel Finch, Where Do You Wander?”. The other is this one, Cathay the Chaos Mage, who is wandering through a city that’s been in my head for a while now, Serendib.

Cathay was a Chaos Mage and didn’t care who knew it. Fear and envy were fine emotions to set someone spinning into a roil, and Cathay could sip from that cup as easily as any other. She dressed sometimes in blue and other times in green or silver or any other color except black. Her sleeves were sewn with opals and moonstones and within their glitter here and there another precious stone, set in no particular order, random as the stars.

A love of gambling was part of Cathay’s definition, and so she often wandered through the doorways of Serendib’s gaming houses, whether they were the high-tech machines of the Southern Quarter or the games of chance and piskie magic played in the alleys across town, in one of the neighborhoods where magic reigned.

Cathay stumbled into Serendib through a one-time doorway, like so many others. She was walking in a wood one moment, and then her foot came down and she was in a city. It made her laugh with delight, the unpredictability of it all, and she soon learned that she had come to the best possible place for a Chaos mage, the city of Serendib, which was made up of odd pockets and uncomfortable niches from other dimensions, a collision of cultures and technologies and economies like no other anywhere.

When she arrived in the city, she had three seeds in her pocket, and so she found an empty lot, precisely between a street where water magic ruled, in constant collision with the road made of fire and iron, so daily fierce sheets of steam arose, driving the delicate indoors and hissing furiously so it sounded as though a swarm of serpents was battling. She dug a hole with her little finger, and then one with her thumb, and a third by staring at the dirt until it moved. Into each she dropped a seed, and covered it up, and sat down to wait.

It was not long till the first inquisitive sprout poked through the dirt, followed by a second. She waited for the third, but it was, by all appearances, uninterested in making an appearance. She shrugged; two were enough for now.

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