Five Ways
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WIP: Teaser from The Bloodwarm Rain, Part 2

Along Vera’s neck, on either side, are three round bits of grillwork, and when she comes in hard and fast, they scream, a whine that grates along all your nerves, even when you’ve heard it before.

They screamed now, and even muffled by the tents, they still forced Roto’s ears to flatten back, his whiskers tensed in an involuntary sneer and made me clamp my forearms over the sides of my head, muffling it. Shots barked out, then a rat-a-tat of semi-automatic followed by another like an echo. Vera’s own guns boomed.

There were screams.

I unfolded myself and started to rise. Roto yanked me back down just as a round of flying metal buried itself in the canvas bundle. If I’d stood, it would have decapitated me. We both stared at it. My ribs pulsed with ache and I realized I’d been holding my breath, I didn’t know how long.

There’s only so many ways for a group to attack you on particular terrain, and everyone had done exactly as they were supposed. The Bird Woman had a wing clipped, high and gouging the bone and all her children were fussing about her while Sieg bandaged it, the littlest with their heads buried in her skirts.

Bodies were slumped on the ground, five or six of them, but none of them were ours, so they didn’t matter. No one seemed worried about the post where the flashes of light had come from, so Vera must have taken care of those before coming down to us, as she was supposed to.

June was there with Vera, checking her over, fanning the long metal pinions out and examining them for wear and tear. The guns athwart her prow swiveled in two directions as though still alert, worried that something might happen. Pal was riffling that packs and pockets, but with little luck, judging by his expression, other than the pile of weapons slowly accumulating underneath the sign that read, “Trucks this way”.

Wren and two roustabouts who’d come on three towns ago were off to one side. On the road they didn’t smoke anything but jitter weed, and drank thermoses of strong black coffee, the good stuff, horded for when we were on the road.

Vera stirred as I went past, headed to bum a smoke from Wren. June turned, chuffing out a chuckle under her breath as she saw me.

“Miss Meg,” she said. “It’s just Miss Meg.” She patted Vera’s flank where she leaned up against it, and the war machine went quiet, though I could still feel its eyes on me.

“Good job, Vera,” I said, feeling daring. Most people didn’t talk to Vera. It was as though they forgot she could talk back. “Thank you for saving all our asses.”

June’s eyes widened, a tell so small I wouldn’t have noticed it if I hadn’t been watching her.

Vera chirped. “You’re welcome,” she said, after waiting a few seconds to make sure the chirp was not returned.

Neesh had most of the livestock out for a graze and mostly a poop. He knew the more of it they did on the cracked asphalt of the plaza, the less he’d have to clean out of the trailers. I checked the mini-elephants over out of habit, from the summer I spent tending them, but they were all unharmed, and engaged in eating all the nasturtiums out of the circular flowerbed in front of the runs that had once been a rest stop building. Out of habit I looked to see if it was loot able, but places like that have all been scavenged away, decades ago.

I got to Wren, Roto in my wake, and at my outstretched hand and upturned eyebrows, she shook a smoke loose for me and tossed it over.

“How long’s the break?” I asked.

Wren shrugged. “Never too short, out here in this heat. Once we get further down, we’ll be out of the heat.”

“We push on then?” I pursued. Wren shrugged again. She was affecting herself a bit in front of the new hires. She was circus born and bred, they were newbies, but she was still unused to the sway she held as their temporary boss.

Her nonchalance made me a little hot under the collar. She acted so cool. But she’d surely been hunkered down under cover like all the rest of us.

She narrowed her eyes at me as though reading my mind. “Problem, Meg?”

I shrugged and would have left it at that, but she just wasn’t content to let it go. Angry heat spiked through me as she stepped forward, towering over me.

I stuck my hands out to repel her.

She reeled back as my skin burst into flame.

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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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I Think, Therefore I Roleplay

This essay originally appeared in the January 2000 issue of Imaginary Realities.

In 1999, one of the Armageddon MUD coders, Morgenes, put in a command that has no effect on a player at all. It doesn’t get you gold (or obsidian, in our mud’s case), doesn’t raise your skills, doesn’t open the mystic portal to the realm of Waterdeep, or anything at all like that. Yet it was a change that would end up becoming one of the most popular (and most copied) commands ever on the mud, with at least one thread on our discussion board devoted to lavish praise of it from players and staff alike.

The command was ‘think.’ Its syntax is simple. The player types think ‘Woah, hey, did I just see a coin lying in the road back there?’ and gets this back: ‘You think ‘Woah, hey, did I just see a coin lying in the road back there?’ Easy, no? And at first glance, somewhat pointless.

To explain the immense popularity of this command, one needs to understand that Armageddon MUD is more than role play intensive. It’s role play required, and players who fail to stay in character or interrupt the flow of the vast interactive story that staff and players are spinning together usually mend their ways fast. Or are asked to leave the story, usually not in a particularly polite manner. Armageddon’s had the reputation of having the rudest immortal staff on the net for a long time, and while that’s changed considerably, there are, I suspect, staff members who still cherish that attitude to a degree. Players who aren’t staying in character find out fast that it’s not appropriate, or appreciated, on Arm.

Given this, think has proven invaluable to the players whose actions might be incomprehensible to the staff. If a staff member happens to be monitoring a player, and glimpses a few thinks here and there, they know what’s going on and why, precisely, that crazed Krathi is sitting out in the desert. She’s waiting for a vision, which she might choose to supply of her own accord via think, or with which a staff member might help. Why did that elf suddenly take off running? He thought he saw a mantis, gythka staff in mandible, approaching his hiding place. Think not only helps the player solidify what it is she’s doing, but lets the staff know what’s going on as well.

Beyond that, the command’s entertaining and helps the player flesh out the character. Is he thinking ‘Did that templar just look at me?’ If so, he may scurry back into the Labyrinth to hide from the unwanted attention. Perhaps while that wily gypsy is trying to sell her a luck charm, the player’s sitting there thinking hard on how to sell the gypsy out to the dreaded Blackmoon. Personal beliefs, spiritual beliefs, reactions to other characters – all of these, and more, get played out via the think command in a way they never were before. One of my favorite moments was monitoring a conversation between a pretentious noble and the commoner they were upbraiding, who while keeping their eyes downcast was thinking of the multitude of ways that noble could be humiliated.

I’ve seen other benefits as well. At least one character has accidentally typed talk instead of think, and found themselves saying aloud what’s in their head, leading to assorted and interesting results. It slows down some of the fast typists, who otherwise tend to overwhelm other players with the multitude of their emotes and speeches. Some players use it while sleeping, to create intricate and sometimes lurid dreams. We’ve some plans to tie think into the psionic skills on the mud eventually, though that’s a far and future notion. But the benefit to the role playing of the mud has been tremendous. I’d urge other role playing muds to at least…think about putting this command in.

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Work in Progress, Plus an Exhortation About the Write-a-thon

Mysterious Silver Writing on Black Paper
I've been jotting down notes for these pieces in a wonderful notebook made of black paper I found at the University Bookstore. Anything looks more profound written in silver ink.
As many of you know, I am working on a Big Fat Fantasy Trilogy and chunks of it have become my write-a-thon goal. I hope to have a complete rough draft by the end of July and am well on track for that. Interspersed in the narrative are little set pieces. I thought I’d share a recent one and mention that if you support me in the Clarion West Write-a-thon, you will get at least two more of these AND the first three chapters of the book over the course of the Write-a-thon, even for the smallest of donations. Only people supporting me in the Write-a-thon will see these pieces before publication.

If you donate, shoot me an e-mail or drop a comment here and I will make sure you are on the mailing list for the next one.

From Pamphlet series #3 of A Visitor’s Guide to Tabat, published by Spinner Press.

While in Tabat, you’ll want to try the drink it’s famous for: chal. Salty fish and seaweed are mixed with strong black tea in what is admittedly an acquired taste for many. The drink supplies the city dwellers with energy and places to exchange thoughts and news. Many chal houses pride themselves on the antiquity of their brews, which may be years, decades, or in at least one case, centuries old.

The Dancing Cup: Located at the edge of Salt and the Serpentine, the Cup hosts students from the nearby College of Mages. Go here to catch a glimpse of them showing off new spells and minor magics, particularly in the open air of the back courtyard. Their house chal is over a hundred years old, but they offer many variants, including cider and other fruit drinks. Open all hours.

Two chal shops near Tabat’s Arena are renowned: the Blade’s Savor and Berto’s. Fierce rivalry between the two often leads to savings for customers willing to switch allegiance. Both shops frequently sponsor Gladiators, many of which will be spotted drinking and telling stories in one or the other. Bella Kanto and the majority of the Brides of Steel school can be found in Berto’s. These are the only shops you’ll find open during Tabat’s Games. Open all hours.

The Salty Purse, situated a block from the docks on Trade Way, claims a chal of over 200 years provenance, and serves only that, along with ship’s hardbread, doing a hearty business in the former, if not the latte. Open all hours.

In Tabat’s small theater district, the Fuchsia and Heron is favored by actors and wealthy theater goers. The most expensive shop in the city, it subsidizes actors’ tabs and even pays a few to patronize it, ensuring a steady flow of Tabat’s most glittering figures. Open from the last afternoon bell till the last night bell only.

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