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Teaser From Another Unfinished Steampunk Story

Photo of a Glasgow train engine, accompanying a steampunk short story snippet from speculative fiction writer Cat Rambo.
If you're interested in my steampunk stories, you might start with "Clockwork Fairies," which originally appeared on Tor.com
I’ve been writing a lot in a steampunk world lately; this is the fourth story set in this world. The passengers are headed to Seattle, but a version much grimier and war-ridden than our own. The Civil War is three years over; another war, over a substance called phlogiston, has arisen.

Jemina noticed the Very Small Person the moment she entered the train.The child paused in the doorway to survey the car before glancing down at her ticket and then at the other half of the hard wooden bench, high-backed, its shellac peeling, that Jemina sat on. Jemina tucked the macrame bag beside her in with her elbow.

The child was one of the last on, which was why Jemina had been hoping against hope to have the bench to herself, at least all the two day trip to Kansas city. The train began to roll forward, a hoot of steam from the engine, a bell clang from the caboose at the back of the train, the rumble underfoot making the little girl pick her way with extra caution, balancing the small black suitcase in one hand against the pillowy cloth bag in the other.

She arrived mid-car beside Jemina and nodded at her as she struggled briefly to hoist her suitcase up before the elderly man across the man did it for her. She plumped the cloth bag in the corner between sidearm and back and sat down with a little noise of delight as she looked around. Catching herself at the noise, she blushed, fixed her gaze sternly forward as she folded her hands in her lap, and peeped at Jemina sidelong.

Jemina tried to imagine how she might appear. She knew herself thin but nicely dressed and pale-skinned. The lace at her throat was Bruges, the cross around her neck gold. She looked like a school-teacher, she imagined, and not a particularly nice one. She felt her lips thin further at the thought.

The child, interpreting the flattening of Jemina’s mouth for disapproval, fished in her bag and took out a small blackbound Bible. She began to read.

“Oh, it’s all right,” Jemina said. Her boldness surprised her, but this was a child, after all. “I’m Jemina Iarainn and I’m a scientist, headed to work at the War Institute in Seattle. Who are you are where are you going?”

The smile bestowed on her could have lit a room. The Bible slid back into the bag. “Oh thank goodness! I’m Laurel Finch and this is my very first train ride ever, up to Seattle too, and I was hoping I’d have an agreeable companion on my voyage.”

She stumbled a little over the solemnity in the last words. Jemina said, “Trips are much, much nicer with someone to talk to. Where are you going in Seattle? To visit relatives?”

“To the Soldiers’ Orphans’ Home there,” Laurel said, and her mouth drooped before she summoned her smile again. “I’ve been staying with my uncle for the last three years but he is traveling to China as an ambassador. It’s all right, he’ll come back for me, but in the meantime I’m to live there for a few years.”

“Seattle is very nice,” Jemina said. Her mind raced along the years before this child, living among orphans with no chance of adoption herself. Bleak, as bleak as any of Jemina’s childhood years. “You will meet Princess Angeline, Chief Seattle’s daughter. She lives down near the market and is a real Indian princess.”
“Do you know Seattle well?”

Jemina shook her head, then nodded. “My twin sister is out there already and she has been writing me long letters.”

“Is she also a scientist?”

“She writes for the newspaper.”

“Oh! Like Nellie Bly!” Laurel clapped her hands and Jemina sighed internally. A daredevil reporter was more exciting than a scientist, but she was the one constructing giant killing war machines, after all, even though she was not at liberty to talk about any of that.

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Adjusting to Altitude: Helping New Immortals Acclimate

This essay originally appeared in the June 2001 issue of Imaginary Realities.

While finding new immortals for a MUD, MUSH, MOO or MURPE generally isn’t a problem, finding ones who will be a lasting and productive part of the team is. The first couple of weeks for a new staff member on a multiplayer game are the ones where the most mental adjustments are made, and the actions of other staff are often a crucial factor in whether or not those staff stick around. Armageddon MUD provides a good example of how this process can be made as painless as possible for both new and established staff members.

New immortals on Armageddon have undergone a fairly selective process to get there. When a gap is perceived, I post on our discussion board what the gaps are and who is being considered to fill them. In considering candidates, we look for the following:

  • Imagination, creativity and writing talent
  • Knowledge of the game and its world
  • Ability to function as part of the team, including the ability to work with other people, to take input/criticism without feeling diminished or angry and a willingness to work within our guidelines and rules.
  • A history of both integrity and trustworthiness
  • Sufficient time and energy to dedicate for the game

At this point, I usually feel out the various candidates to see if there’s any of them who would not want to be on staff. Some people prefer to play, and do not wish to come on staff since the mystery of the game would be lost for them. If they’re interested and I haven’t seen past examples of their writing style, I might ask them to write up two or three possible small plotlines and send them to me as a sample. Other staff members post their impressions of the candidates or email in reactions to me, and in a week or so, we come to a consensus about which candidate(s) to approach.

Once that’s done, we set up the new immortal so they can start to read through our documentation, see what’s happening on the immortal discussion board, etc. Then they can log on and begin poking around, usually with another staff member walking them through the basic commands, questions, etc.

People come onto the Armageddon staff at the level of Storyteller. Storytellers run plots and clans, animate NPCs, build (etc). There’s a bewildering medley of options and expectations for a new immortal, so we assign a primary and secondary mentor, usually staff members who have been around for a while and who can answer questions. A lot of time they’re pointing people to the documenation.

We’ve got a lot of documentation, to the point where some new immortals have described it as daunting. But much of that documentation is devoted to helping the new imm: building and procedure guidelines, information about features in the world in the form of Who Is/What is pages and histories of the major clans and noble houses, tutorials for creating objects, NPCs, rooms, and documents. When a new immortal appears, I point them towards specific documents (the immortal discussion board, the guidelines for new staff members, the staff contract, and the mission statement) that I prefer that they read before logging on for the first time.

My feeling as far as new immortals go is that acclimating is much, much easier if they have some definite things they’re supposed to be doing. These should not be overly daunting. Running a clan, for example, requires a lot of organization and coming up to speed, so something smaller, such as helping with one aspect of a clan, or writing NPCs for it, may be a much better initial project.

Additional projects might include: asking them to come up with two or three mini plotlines to run, right off the bat; asking them to work with a plotline already in progress, which has already been planned and sketched out by someone who needs assistance running it; working with npcs in a particular area in order to get a feel for it; filling in gaps in the documentation. Generally, I try not to make these projects building an area, unless it’s a very small project that fits inside another one, like a couple of houses or an oasis.

Giving new staff feedback on what they’re doing is important, but during the initial stage this is not so crucial as is making sure they have resources and teachers who can help them get up to speed on things as painlessly and quickly as possible. Towards this end, make sure they know the rest of the team — I post on the immortal board to let people know who’s coming on board and what they’ll be working on. It’s good if the new staff member posts an introduction themself, with information like what they’re interested in working on, what their areas of expertise are, how they started playing the game, experience with past MUDs, and so on.

It’s also important that new staff know what’s expected of them, in terms of work and conduct. Documentation can help enormously here, but again, it’s having people that can explain things that is the most valuable resource.

In short:

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