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Documents of Tabat: Pests of Tabat

What are the documents of Tabat? In an early version of the book, I had a number of interstitial pieces, each a document produced by the city: playbills, advertisements, guide book entries. They had to be cut but I kept them for this purpose. I'll release them at the end of April in e-book form; careful readers will find clues to some aspects of Beasts of Tabat in them. -Cat
What are the documents of Tabat? In an early version of the book, I had a number of interstitial pieces, each a document produced by the city: playbills, advertisements, guide book entries. They had to be cut but I kept them for this purpose. I’ll release them at the end of April in e-book form; careful readers will find clues to some aspects of Beasts of Tabat in them. -Cat


An Instructive Listing of the Pests of Tabat, being Pamphlet #2 of the fifth series of “A Visitor’s Guide to Tabat,” Spinner Press, author unknown.

The newcomer to Tabat will find the pests they are accustomed to: fleas, lice, and rats are no strangers to the city. But several creatures indigenous to the area may cause the unwary traveler distress.

In late summer nights, the gold and orange wings of phoenix moths will be visible in their mating swarms. Despite the beauty of the phenomenon, the creatures are destroyed whenever possible, for the flames created when they deposit their eggs and immolate themselves in order to harden the casings can lead to larger fires.

Marsh flies are prevalent on the city’s eastern side when the wind is from that quarter. The fierce bites of these insects have been known to drive even the most placid creature to the brink of madness. Citronella and other scented candles and lamp oils are the most popular remedy for these creatures, along with bed netting in the summer months.

Parasitic Fairies have, for the most part, been eradicated, but clusters of the minute Fairies known as slavemakers still exist in the farmlands. While they rarely if ever make their way into the city, those traveling in the areas directly around Tabat should be aware of the danger they pose.

Mandrakes are neither animal nor Beast, but rather a plantlike intelligence found only on this continent and capable of ambulation in their early stages. Mandrakes kill larger mammals, using the corpse as a plant in which to root themselves and propagate and are, like parasitic Fairies, only a danger to those venturing outside the main city.

Due to Tabat’s damp weather, a myriad of molds thrive in untended corners. Scarlet mold, toxic to animal and human, may appear and is invariably accompanied by black mold worms, whose bite produces severe hallucinations.

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Love the world of Tabat and want to spend longer in it? Check out Hearts of Tabat, the latest Tabat novel! Or get sneak peeks, behind the scenes looks, snippets of work in progres, and more via Cat’s Patreon.

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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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