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 Awards: To Be Pushy Or Not To Be Pushy

Sometimes putting something up for award consideration feels uncomfortable, but if you're not going to toot your own horn, who is?
Amal El-Mohtar has a great blog post up right now about writers and posts where they list what’s eligible for awards. I get as squicky about writing my own as anyone else, I’ve got to admit, and I thought this was a terrific reminder that it’s okay to toot your own horn a bit.

So in that light, if you’re reading for the Hugo, Locus, Nebula, Tiptree, or World Fantasy Award, here you go.

I had twenty original pieces published in 2013. Of those, I’m pushing two, one SF short story and one fantasy story. The first is “Elsewhere, Within, Elsewhen,” which originally appeared in BEYOND THE SUN, edited by Bryan Thomas Schmidt, which I am happy to mail a copy of to people interested in considering it. The fantasy story is “Superhero Art,” which appeared in DAILY SCIENCE FICTION. If you’d like to see the full list of 2013 pieces with links to the online ones, you can find it in my 2013 wrap-up post.

I myself am reading for the Hugo, Locus and Nebula and am not sure yet about WFC. I am also on the Norton jury this year, so if you’ve got a YA or MG novel that came out in 2013, I’m very interested. Feel free to leave pointers in the comments on this piece; I pledge to make sure I read any listed there. If you want to mail me something, please send it in mobi or pdf format.

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.

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Zen and the Art of Spiral-Carved Incense Burners

Stone Lantern
A stone lantern sits along the pathway, waiting to be sold to a Kadian merchant.
This essay originally appeared in the February 2001 issue of Imaginary Realities. The crafting system in Armageddon is something we worked towards for a long time. The implementation may not have been the most efficient (I still, vividly, remember making hundreds of arrow objects so we could have them with every possible color combination of fletching) but getting it into the game was a huge source of satisfaction.

One of the desires expressed at the very first Armageddon player-staff meeting I ever attended was a yen to move away from “a hack and slash economy,” where players made their income by selling the gear off NPCs (and the occasional PC) that they had killed. How, one immortal noted, could the world be realistic when there was no coded reflection of the material underpinnings of it? How to create this economic reflection was a question that remained in the air for several years, and it was not until discussion of implementing crafting code came up that such a move seemed possible.

We laid the groundwork for crafting by first creating ways to get the raw materials. I reviewed what was produced from skinning the various creatures in the game, both to make sure that players could skin most corpses and to ensure that what was being produced was reasonable. We implemented skinning difficulty: some things, such as pelts, are harder to extract from a corpse, as opposed to cuts of meat. Beyond that, we added a forage command, allowing players to find rocks and wood. Later, this was expanded to add other arguments: artifacts, salt, and roots. Forageable objects differ according to the sector type of the room and in order to make this reflect geographical differences, we added some more sector types, such as thornlands, salt flats, and ruins. Salt can only be foraged in the salt flats, for example, and roots are only available in fertile land (hard to find on a desert planet).

Once the ability to gather raw materials was in place, a couple of initial crafting skills were implemented: basket weaving and tanning. Basket weaving, admittedly, started out as a bit of a joke, but it served its purpose: to allow us to discover flaws. Both skills necessitated the creation of the objects to be crafted: a series of baskets for basket weaving, and tanned versions of various pelts and hides. With each, I tried to make sure there were incentives to use the skill: tanning a hide made it both more valuable as well as sometimes adding wear flags, while baskets included some objects that were wearable on the back or otherwise handy. I included the ability to craft an object, a numut vine sash, that had vanished from the game when the city of its origin was destroyed, and this in turn led me to wander through the database to find other objects that could be recycled and used for the code. As part of this effort, I ended up adding a component crafting skill for the magic users in the game in order to use a series of objects left over from an immortal project that had never been fully finished.

Although some objects could be recycled in this fashion, many others had to be made for the crafting code as we began to implement additional skills, including bow making, knife making, cooking, dyeing, leather working, bandage making, etc. Occasionally, obsessiveness got the better of me: after creating four different types of arrowheads, I decided that people should be able to make striped fletching for their arrows, so they could, if they wished, make arrows using their clan or House colors. This required me making some 300 or so arrow objects in a madcap building session that left me not wanting to ever type the word “arrow” again. Here, planning out the entire effort in detail ahead of time and having used a different structure for coding the items would have paid off, instead of having added bit by bit as I went along. For example, I found myself regretting the variety of gems one could forage in the game when I ended up making multiple bone dagger items, each with a different gemstone in the hilt. Having the entire structure sketched out ahead of time, rather than adding in skills as they occurred, might have been helpful, although some of the skills came from player suggestions after they’d been exposed to the new code.

As the skills began to be more fleshed out, we started making them available to the players. Cooking was a skill everyone got, while others were fitted into the skill trees (Armageddon has a branching system) where appropriate, with merchants ending up the vast beneficiaries overall, going from a possible 13 skills to 38. Some additional skills grew out of the effort, such as analyze, which allows a player to determine an item.s component parts, and armor repair.

At the same time, we added a secondary guild system, which allowed players to flesh out their backgrounds further, by adding a few skills, usually crafting. The secondary guilds were not the same as the regular guilds but intended to reflect life experiences or talents, including stone worker, bard, house servant, guard and mercenary, and I enjoyed putting the packages together in a way that made sense, such as giving the house servants pilot, flower arranging, and a high cooking skill or the mercenaries ride, knife-making and an increase in their ability to hold their liquor.

Inevitable questions and problems arose. On Armageddon, skilled merchants can often identify the style of an item via the value command, if it came from a specific region or culture, and in order to accommodate this, I made the crafting of some items dependent on materials available to only those groups. Shopkeepers began to be glutted with some items (nothing is sadder than a Kadian merchant laden with nothing but spiral-carved green marble incense burners), but this allowed us to check and adjust item prices by monitoring the shops to see what items were appearing at what costs.

For example, since wood is more expensive in Allanak than in the Northlands, some players were cashing in wildly by making and selling wooden spears to House Salarr, which I hadn’t realized would happen till I noticed them selling for 300 sid (Armageddon uses obsidian for its coinage) in the shops.

The experiment still continues and new items, many contributed by players, are added every few weeks. Currently, there are some 3000+ possibilities, crafting wise, coded, and there are still gaps. When I initially did the dyes, for example, I left out the color orange, which means that I keep getting inquiries about implementing variations with that color from the players. The fact that it would require writing up another 300 or so objects has stopped me so far, however. But the players are using the code right and left, and some are actually supporting their characters with it. Though there is still a limited market for incense burners.

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