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WIP: Written in Cinnamon Foam (working title)

nhntfrontHere’s something from the current piece. For fellow West Seattleites, the coffee shop in question is indeed the Admiral Bird. This is a sequel to “The Wizards of West Seattle,” which is available in Neither Here Nor There, just out this week!

“You need to stop holding a grudge about it,” Penny said.

Albert snorted. “You tried to kill me!”

“I’m a demon. That’s my nature. And it was one of the old lady’s tests. You don’t need to worry about me any more.”

Albert didn’t say anything, but he was unconvinced. In the months since he’d become apprentice to May Huang, one of the wizards of West Seattle, he’d faced several tests, but none as harrowing as that long chase down Alaska Way towards Alki with a long-faced and eager Penny on his heels. Only his encounter and subsequent alliance with Mr. Gray had put a stop to that, and Albert was still unsure what the consequences of that would be.

Penny mocked him. She manifested as a bright-eyed woman of indeterminate age, her face sharp-featured. “Oh, Penny, you’re so scary, oh Penny I can never unsee what I have seen, oh Penny please don’t eat my soul.”

“I’m unclear why don’t eat my soul is an unreasonable demand.”

“I’m just saying, you don’t need to worry about it. Anyhow, Huang wants me to teach you about oracles.”

They were walking down California Ave, passing the Admiral Theater. They both saluted the Little Free Library there, Penny with a graceful curtsey, Albert’s bow slightly more awkward, as they passed.

“I know how oracles work,” Albert said smugly. “That’s how I knew you were something other than human. I found the Oracle, left a crayon in his path.”

“He’s powerful because of the limitations on his magic,” Penny said. “Being able to use only found objects is pretty severe. But there are other routes.” She pointed. “We’re headed to the Bird. I need coffee.”

“Isn’t that a flower shop?”

“And here you have a principle of oracles. Anywhere boundaries blur, they can manifest.”

He’d passed the store a hundred times on walks and seen the flower shop sign, but closer inspection proved the front was a coffee shop, shifting into flowers in the back as seamlessly as two interior shots Photoshopped together.

At the counter Penny ordered coffee but Albert shook his head when she glanced at him. She shrugged. He looked around: dinette tables and chairs, an old truck serving as coffee table, pictures on the wall, the frames the size of his hand, enclosing stamp-sized pictures. He went closer to look.

Each was a scene from West Seattle: the shore at Lincoln Park, the overlook near Huang’s house, the playground at Hiawatha, drawn in fine-nibbed pen and colored in jewel-colored inks that made each one, a summer’s day, come alive. They were as bright and lovely as the day outside, and he craved one of them instantly.

A little label by the cluster said, “Enquire at the register about the price.” He went back to where Penny was counting out her bills.

He waited till she was done and asked the woman at the counter, “Excuse me, how much are the pictures?”

She tilted her head, considering him. He was suddenly conscious of the smear of yogurt from this morning’s breakfast on the knee of his jeans, the fact that he hadn’t bothered to shave, and his “Uncle Ike’s Pot Shop” t-shirt.

Let me know what you think! Patreon supporters, you get to be the first ones to see the finished version. 😉

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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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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.

...

Writing-Related Link Roundup from November 2014

Image of a feline mermaid.
If you're looking for an interesting online writing class to keep productive during December, I've got both a flash fiction and a "Moving Your Story from Idea to Draft" workshop coming up on the 20th and 21st.
Maybe not as timely as it could be, since everyone’s finishing up Nano novels, but just in case: 8 Ways to Outline a Novel on Litreactor

Some of you have two weeks left to sub to She Walks in Shadows. All woman Lovecraft antho, pays 6 cents a word (pro rate). Guidelines.

Good piece about science-fiction writer Nnedi Okarafor on BookRiot. “I came to her work at a time when the debate about a woman’s place in the world of science fiction, fantasy, and speculative fiction was getting a lot of buzz. I realized that I’d read a few of the women who’d made their mark in that realm ““ Ursula K. LeGuin, Octavia Butler, Margaret Atwood, Jo Walton- but I felt as though I hadn’t gone far enough. Okorafor’s stories have encouraged me to travel further down that path.”

Interested in a writer’s retreat? Here’s a pretty good list of them.

Ray Bradbury talks about creativity and how our motives shape our writing. On the same site, Umberto Eco talks about the pleasures of maps of imaginary places.

What happens in your head while you’re reading? Your brain on stories.

David Cronenburg is interviewed about his process of novel writing, as well as finding beauty in unlikely corners. “There are many realities we need to ignore in order to function. Whenever we’re reminded of that, however obliquely, it is very disturbing””there’s a real dissonance that’s happening there. But of course it’s part of the function of art to keep that dissonance happening.”

An article with a lot of resonance for the self-pub versus traditional publishing argument about day jobs, found via M.C.A. Hogarth.

In The Atlantic, Jeff VanderMeer talks about the uncanny power of weird fiction.

Great piece about writers and their real influences, the things that shape their writing.. “I have a theory: the thing that makes you a unique writer hasn’t got so much to do with your influences as it does with how you became a writer in the first place. I think your preferences””your obsessions””come just as much from the first sorts of things you consumed and were passionate about. Whether that’s pop music, comics, “lowbrow” fiction, soap operas, or anything else, the thing that matters most is what started you writing stories.”

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