Wednesday, June 30, 2010

Pieces of Mollogou

The Truckle road ended today.

It wasn't completely unexpected. I'd been following it since I left the Great Shwamp, and it had been getting smaller since I left Crucible. I have a feeling that Sedge doesn't have many more towns that size. I said goodbye to Mr. Radish and his typewriter this morning, after sharing breakfast with him and Rumbulligan and reading the typewriter's latest poem. A few hours later, when the road had shrunk to half of yesterday's width, Rumbulligan turned off into what looked like a village made of origami lily pads in a water meadow near the road. He apologized for not being able to invite me. Weight is apparently a great concern in a floating village; they can't allow anyone in who's a great deal larger than they are, for fear of sinking. Rumbulligan is, he said, one of the largest people in the entire village. He is possibly a little over three feet tall. I assured him that I wasn't offended, and he splashed off over a bridge made of half-submerged leaves, looking relieved.

I wonder if his book of earthquake words has anything to do with this. Shaking earth, sinking villages - it's all just a matter of stability. I hope he succeeds in whatever he's doing.

In any case, I was traveling alone once again. The road continued to shrink all day, getting lumpier and narrower and more full of puddles. At around noon, I came to a branch in the river and had to take another detour. The road quickly became little more than a footpath on the bank. I could only tell where it was because the grass was shorter. The branch meandered for a while, looping its way through a jumble of low hills, though even ones that small were surprising after the flatness of Sedge and the Shwamp. I'd been following the branch for maybe five miles when it disintegrated. In the space of a few hundred feet, the water split away into handful after handful of little streams, each of which broke up into even smaller streams trickling down from the hills. Seen from the air, the whole thing probably would have looked like a tree. I've never seen a river branch that way. I counted thirty-six separate streams before I gave up.

Farewell, then, to the River Truckle.

The longer I walked, the stranger the landscape became. The sky here is full of odd, fractured clouds, each one moving in a different direction with no regard for the wind. They collide occasionally. The hills are full of little stone shrines; I must have passed one or two every ten minutes. There are stone animals inside them. Most are ordinary, birds and badgers and giant isopods, but a few rival the gargoyles of Crucible for strangeness. The shrines - and the hills, and the trees, and everything else - have a tendency to move around while I'm not looking. (Geography does that everywhere, of course, but not usually every time I blink.) It finally became truly ridiculous when I realized that I had been walking around the same hill for half an hour. There had been no turns, no forks in the road, but I had passed the same shrine four times. The statue inside was an otter-like thing with scales and a necklace of snail shells. Someone had left half a fish on the little shelf in front of it. I would be surprised if there are four different shrines with statues exactly like that. Just to be sure, I climbed up on top of the hill and looked around. It was quite clear from up there: at some point, the road I'd been following had turned into a closed loop. There was no sign that it had ever gone anywhere - including back to the river. Wherever I had ended up, retracing my steps was out of the question. There were no steps to retrace.

Farewell, then, to Sedge.

I gave up on the road and set off across the hills. As long as I came up on top of one and looked around occasionally, I seemed to actually be getting somewhere. Perhaps it's only the valleys that lead you in circles. I stopped for lunch in front of one of the valley shrines. It had a round, heavy roof that made it look a bit like a mushroom. A man with a vague resemblance to a raccoon was sitting in front of it. I thought at first he was making some sort of offering; you can see them in most of the shrines, little gifts that vary depending on the tastes of the spirit inside. People leave them to thank the good spirits and placate the bad. Some like flowers, others sausages or pretty stones. One particularly reliable one apparently brings rain every time anyone gives it a boiled egg. I couldn't see the statue in this shrine with the raccoon in front of it, and I couldn't see what he was putting in it either. It seemed to be taking rather a long time.

We ended up talking for perhaps half an hour while I ate and he continued to work. He was quite intent on whatever he was doing. I don't think he looked at me even once. I am, apparently, in a country called Mollogou. It's frequently near Sedge and the Great Shwamp, as it's slightly drier and hillier than either of them, but lower and wetter than anywhere else.

According to the raccoon (his name was Num, he said, and left it at that), every hill and valley has a shrine for its guardian spirit. You can tell how friendly a place is by the statue in its shrine. The smiling ones can be trusted; the ones with huge, staring eyes are disconcerting, but safe. The best places have mother animals with children in their shrines. The ones with masks or too many teeth should be avoided. No one seems sure whether the statues change to match the spirits, or whether the stone-carvers can somehow tell what the spirits look like, but no one seems to doubt their accuracy. I assume people carve the statues - though I can't actually be sure; I haven't seen many people here. Perhaps they're self-portraits.

Apparently, no other country could have nearly so many shrines. The spirits' domains never overlap; I don't know whether they're territorial or if it would simply be impossible for two spirits to guard the same place, like two people sharing the same body. Either way, there's still a shrine on every hilltop and another in each valley. Territorial creatures wouldn't put up with an arrangement like that anywhere else.

Mollogou isn't a particularly large country. It's just more fragmented than most. Places tend to be much smaller here. In the Mountainous Plains or the Railway Regions, places at least stay connected; the layout of each city changes from day to day, but it remains a city, with the same buildings and the same skirt of farmland spread around it. People know where they live.

There are no cities in Mollogou. They don't stay together. About the best anyone can hope for is that their house won't have misplaced any of its rooms when they wake up in the morning.

The same goes for everything else in the country. There are no mountains, but many hills; no rivers, but many streams; no forests, but an abundance of copses. Mollogou has just as much of everything as any other country. It's just divided into much smaller pieces. The shrines are content with a single hill or valley because it's impossible to hold on to anything larger.

I was getting ready to leave when Num finished what he had been doing and stood up. On the shelf in front of the shrine was a collection of tiny white eggshells, cut neatly in half across the middle and laid out in a spiral pattern like the seeds in a sunflower. They were arranged with such geometric precision that you could have cut yourself on the angles. The statue receiving them was a somewhat manic-looking owl clutching a ruler and compass (the geometric variety, not the navigational). It's a benign spirit, Num said, but a somewhat obsessive one. It cares more about the precision of its offerings than the substance. When I left, he was beginning a second spiral in what looked like grains of rice. He was using a ruler the size of a toothpick.

I think I'm going to like Mollogou.

This is the last day of June, and therefore the last of my daily letters for this year. Perhaps it's just as well. Even postbirds have trouble finding people in Mollogou. I will do my best to write during the rest of the year, but you should know by now how rarely I succeed in that. Somehow, there's always something to distract me.

Farewell, then, to you. I'll be back next June.

Nigel

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Tuesday, June 29, 2010

A New Type of Writer

I left Crucible yesterday, having run out of every color of paint except red and black. I haven't met people so starved for color since I left the Gray Coast. I hope I find a place to buy more soon. I spent this afternoon walking along the banks of the Truckle, trying to stay in the shade, watching frogs and lungfish jump into the water as I passed them. I'm always surprised at how high lungfish can jump. It's not what one expects from creatures with no legs.

The first traveler I met on the road was an amphibious man carrying an enormous book. It was written in a hieroglyphic language I didn't recognize; he said it was Tectograma, the Language of Earthquakes. He was sweating rather violently in the heat. Huge drops of greenish liquid formed on his face and arms and rolled down into his shirt, which would have been stained quite badly if it hadn't already been green. He left a damp trail in the dust of the road. I asked him several times if he would like me to watch his book while he took a dip in the river; I was afraid he was going to melt away to nothing as we walked. He said no the first few times, clinging tightly to the book with long-fingered hands. (He was wearing gloves, presumably to keep the book dry.) Eventually, he relented, handing the book to me and leaping into the water. He was noticeably larger when he came out again. Maybe he really had been gradually shriveling away. I don't think full-time air-breathers completely understand how important water is to amphibians. As we continued walking, his stops for water got more and more frequent; by sunset, I ended up carrying the book on the road while he swam along beside me. That seemed a more sensible arrangement. If he hadn't had the book to keep dry, I doubt he would have come out of the water at all.

He said his name was Rumbulligan. That was more or less all he said all day. Before he let me carry the book, he was in no state for conversation; after he let me carry it, he was mostly underwater. We traveled in a companionable silence.

There were few other travelers on the road today. Perhaps it was the heat.* We passed a few people on foot, a group of crow-feathered avians panting in their black plumage, a two-headed musician practicing counterpoint with himself as he walked, and a coggerel fruit vendor who was quite happy to sell us as much as we wanted. (It was plump, juicy coggerel fruit, glistening in buckets of cold water. Drops of condensation had formed on it in the humid air. No one can be expected to resist this sort of thing in June.)

The sun was getting low, dripping light as thick as honey sideways through the trees, when we met the final traveler of the day. We had stopped just before a bend in the road, resting in a small clearing under the trees. I had had more than enough heat for one day and was ready to stop for the night. I don't know what Rumbulligan thought. I'm not sure he was awake. His eyes were open, but I'm fairly certain he doesn't have eyelids, so that didn't mean much. The other traveler came around the corner while we sat there. He was human - the first one I've seen in nearly a month now. I like to see other humans occasionally. I haven't looked like one in so long that I sometimes forget what they do look like. He seemed fairly ordinary: perhaps a foot shorter than me, with brown skin, purple eyes, and zebra-striped hair. Nothing particularly unusual. He stopped at the clearing and we exchanged the usual courtesies - good afternoon, mind if I stop here, not at all, I have interesting food, perhaps we can trade, and so on.**

There was a clicking noise farther down the road. As the man began setting down his luggage, a typewriter came around the corner, walking along on spidery metal legs.

The man's name is Alister Radish. He's a traveling accountant and transcriptionist. The typewriter is named Selio, after the legendary poet T. T. Selio. It appears to have once been an ordinary typewriter, but it's been altered quite a lot since then. The legs are only the most obvious additions. On top of it are two mechanical eyes, those little black glass lenses that people dig up with other Hill Builder technology that no one understands. While Mr. Radish was unpacking his dinner, the machine folded itself into a sitting position, extended two slender metal arms, and began cleaning its roller with a small dustcloth.

I was not surprised when Mr. Radish told me that the typewriter runs on a crystal brain, like a clockwork pipe crawler. He says he gave it the brain so it could refill its own ink and check his spelling. It does a lot more than that by now.

It writes poetry.

Pipe crawlers are intelligent in a simple way, like trained animals, but they've never shown any gift for language. They work by imitating the plumbers and mechanics who own them. The mechanical Guardians of the floating cities have written poetry - they've done practically everything at some point in their dedicated, millennia-long lives - but their crystal brains are far more advanced than those of humans, much less pipe crawlers. I've never heard of one of the small brains doing anything like this before.

Of course, I've never heard of anyone linking one to a typewriter. Perhaps it simply picked up language like the ordinary ones pick up mechanics; perhaps any of them could communicate if given the words. If you teach a creature nothing but good plumbing, it's likely to give you nothing but good plumbing in return.

Mr. Radish has sheets and sheets of the typewriter's poetry in the basket of neatly filed papers he carries on his back. He pulled out a few to show us.

At the first was only darkness
And the world was only letters
As those letters came together
In the wrong ways or the right
Then the eyes were given to it
And filled the dark with light
But still in words and letters
It hears pictures in the night

I don't know if it's particularly good poetry or not. It's certainly the best I've heard from a machine. The typewriter seems to have a vague grasp of rhyme and rhythm, though I don't know how it picked those up with no ears. Perhaps syllables are syllables whether they're heard or not. The typewriter seems more concerned, though, with the number of letters in each line. The syllables may vary, but the lines always match. It sits there every night, clicking away to itself, and in the morning, there's a new poem. Some are short:

Ink on paper
Black, white
Two becoming
All there is

Some are long, and some are continuations of other poems. One of the longest - it took the typewriter two months - seems to be a sort of epic about a grain of light traveling through glass tunnels. Neither Rumbulligan nor I could make any sense of it. The poems are put on paper complete and never rewritten; the typewriter makes only one copy of each. If there's any editing, it occurs entirely within the crystal brain.

The typewriter has never written anything but poetry. There are rare occasions when it seems to be trying to communicate something practical, but even those are in poetry:

In the joints
Of right foot
Is a grinding
Is a catching
Needs the oil
Make it loose
And a sliding
Of two pieces
Out of jammed
Set them free

If it weren't for the poetry, it wouldn't seem any more intelligent than any other small crystal brain. It follows Mr. Radish around like a large mechanical dog or mule-crab. It had to be taught to walk; it damaged itself several times at first by walking off ledges or into trees. Even the poetry isn't always understandable. Some seem to be simply playing with words:

Pocket Watch
Pocket Watch
Patch Socket
Pocket Watch
Shack Rocket
Packet Shock
Snatch Hatch
Catch Pocket
Pocket Watch

Others are complete nonsense, at least as far as anyone who's read them can tell.

Parrot the Milky Way
On an enviable swing
The toad on the moon
Shall give it a ring
Try all of it oncely
And hear it all sing
The seconds are over
And minutes the King

The three of us slept on the ground, not bothering to put up a tent or umbrella. After the last few days, no one cares if we get rained on; it would cool us off. As I write, I can hear the typewriter clicking away, its keys going up and down by themselves like the keys of a player piano. (I wonder if anyone's ever hooked a crystal brain up to one of those.) It's a surprisingly relaxing sound, somewhat like rain on a roof.

The postbird has been waiting very patiently for me; I'll stop writing now so that it can take this letter and leave. I don't expect to be awake for long after that.



* My most recent round of molting left me covered with fine golden-brown scales, spotted with dark blue like a gecko, and quite hairless. It's a good combination for the Summer. I don't know how full-time mammals endure it.

** Most countries have courtesies of this sort, but in Sedge, they have an almost ceremonial rhythm to them. Everyone knows the same set of greetings and responses. I've heard older travelers speed through the entire introductory conversation in five seconds, reciting the familiar sentences too quickly for me to make out the individual words.

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Monday, June 28, 2010

Cats and Riddles

While in the Railway Regions last year, I had my first encounter with a cathomar. Don't worry - I'm still quite alive and in possession of all my limbs. In fact, as near-death experiences go, it was surprisingly entertaining.

Cathomars are some of the only dangerous animals still common in the Railway Regions. (There is the occasional carnivorous sheep, but they're relatively rare, and most are perfectly safe if they're trained correctly.) Wolves avoid anything that looks civilized, as intelligent creatures like humans are too unpredictable for comfort. The same goes for bears and dreadgoats. Most of the other large carnivores - the intelligent ones, like saberclaws and serrated raptors - have become somewhat civilized themselves; most of them live in towns these days. Once in a while, even the most dedicated predators like to get their meat by paying the butcher for it. The solitary ones, who still prefer to stay out in the forests and hunt, see travelers as sources of conversation rather than food. I've met several raptors who have trampled out of the forest, all muscles and fangs and ripping talons, only to lick the blood off of their claws and politely challenge me to a game of chess. (They're usually quite good at it.)

Even dragons have become relatively peaceful.* Their pillaging days are long gone. They've found that it's easier - if slightly less fun - to pay farmers to raise prey for them.** Half the cows and sheep in the Railway Regions belong to dragons. They acquire their gold (or other expensive collections) from estates of well-managed farms, or put it in banks and buy more gold with the interest. Business, it seems, is more profitable than piracy. Their only feuds are private ones with other dragons.

Cathomars are different. They have no compunctions about eating anything or anyone. Any animal that is not a Cathomar is food.*** The ones that talk are simply more fun.

This one was a tom - sleek, enormous, and fairly old, judging by the size of his fangs. They were nearly as long as my arms. The Train had been taking its time in coming, and I had decided - perhaps foolishly - to try the footpaths that pass for roads in the Railway Regions instead. Now I know why people generally avoid them. The cathomar glided silently out of the woods as I was walking and sat his sand-colored sleekness down neatly in front of me. He looked about twice my height, sitting down, and was slightly wider than the path I was on.

A fly buzzed near his shoulder. Without looking at it, without twitching a single unnecessary muscle, he flicked his tail up and swatted it into the trees.

"Good morning," he purred. "You're not as well-fed as I'd like, but you look educated. What will it be?"

Cathomars are quite polite when they catch intelligent prey. Creatures that can talk are much more entertaining than ones that can't. Instead of killing them immediately, the cathomars will challenge them to a contest of the prey's choice: speed, strength, or riddle. (Technically, this challenge applies even to non-speaking prey; anything that runs away has obviously chosen the contest of speed, and anything a cathomar catches has obviously lost.) If you lose, the cathomar will eat you. If you win, it will leave you alone, forever. Cathomars have excellent memories for faces and always keep their word. If you beat one, you will never need to worry about that cathomar again - only all the other ones.

Most people avoid the first two contests, as the cathomars always win. Only a giant or an exceptionally muscular samoval has much hope at winning a contest of strength, and if you could win a race, the cathomar probably wouldn't have caught up and challenged you in the first place. Nearly everyone chooses the riddles.

Fortunately, I spent several weeks on my first trip to the Railway Regions researching obscure riddles - and coming up with a few of my own - just in case I ever ran into a cathomar. (That was one thing that Plack probably needn't have worried about.) I followed tradition and chose the contest of riddles. In fact, cathomars are no better than anyone else at riddles (thank goodness); they just enjoy them. They could live entirely on non-speaking animals and never go hungry. Intelligent prey is just more fun. Creatures that don't talk are good to eat, but creatures that do talk are good to eat and possibly entertaining as well.

Numerous people have called cathomars psychopaths. This is not entirely correct. They're not insane; they're merely wild. The fact that they can talk doesn't change that. Consciences are only normal for civilized creatures, and cathomars - for all their cleverness and elegant manners - are anything but civilized.

I would love to tell you the riddles we asked each other, but I'd rather not spread them (and their answers) any further than I can help. The cathomar used a variation on the old egg riddle, easily guessed, but that's all I'll give away. You never know when you might need a riddle no one's heard before. Suffice it to say that I won the contest. When the Cathomar finally gave up, lashing his tail and rumbling, I told him the answer to my last riddle. He stopped and stared at me for a moment; then he threw back his head and roared. I thought he was angry at first, but eventually realized he was laughing.

"Very good, meatling," he eventually said, still sneezing with subsiding laughter. "Very good indeed. You have won the game and your life. Go run off and do whatever it is you herbivores do." I happen to be an omnivore, but I thought it unwise to correct him.

"And come back to visit me!" he roared as I walked away, trying very hard not to run. "We'll see if I beat you next time!"

Perhaps I will. It's always a delight to see a game played well. If the stakes are low enough, it doesn't matter whether it's played well by you or your opponent. Losing to a worthy adversary can be as satisfying as winning. It's rare to find anyone who understands that. That was not the case in this game, of course, as I had a rather personal interest in winning, but that couldn't be helped.

Perhaps next time.



* They are not tame. If you call them tame, quite a lot of them are still likely to eat you. "Relatively peaceful" doesn't mean you can insult a dragon and expect to live.

** They pay with Train tickets, of course, not actual coins. Few dragons will willingly part with anything metal.

*** Except llamas.

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Sunday, June 27, 2010

Bestiary of Nowhere

Like practically every town of any size in Sedge, Crucible is built by the River Truckle. As the town is also the source of the molten River Flare, it contains one of the strangest river-meets in the world. Water and iron do not mix well. For the length of the town, the Truckle flows underground.

Before Crucible was built, the molten metal of the Flare simply flowed into the Truckle, solidifying as soon as it hit the water. More metal then flowed across the solid part and solidified farther out. Over the course of centuries, a thick shelf of iron gradually formed across the Truckle, spreading horizontally but never coming more than a few inches below the surface. The farthest edge is just over halfway to the far bank. Boats on the river are careful to skirt around it, or they risk having their hulls sliced in half at the waterline.

Most of the iron doesn't reach the Shelf these days, of course; the Flare has always flown sluggishly, and the smiths now siphon off nearly all of it before it reaches the Truckle. People have settled on the Shelf. They've built houses on the foot-thick sheet of iron and drilled holes to pull up water and fish. Crucible may be the only place in Hamjamser where people can live on top of a river and still have to dig wells.

I spent most of the day wandering through the streets of the Shelf. The heat on Crucible's central hill is a bit much to endure for more than a day at a time. The Shelf is much quieter than the hill. The edges are full of docks, some wooden, some iron. Like the docks in any town, they're backed by a forest of cranes for the loading and unloading of ships. The cranes are all anchored in the riverbed, of course. The Shelf wouldn't hold that much weight. There are rust-colored fish in the water, possibly relatives of the ones that live beneath the Earthmover in Cormilack. They eat the rust that flakes from the bottom of the Shelf. If they didn't, half the length of the Truckle would be red by now.

Now that it's no longer being replenished from above, the Shelf will probably rust away to nothing someday and drop its load of docks and buildings into the river. No one seems particularly concerned about it.

The buildings of the Shelf are covered with carved plants and animals. There seemed to be at least one on every wall. I had noticed a few of them up on the hill, but the thickness of the cloud and the dim firelight make them all look like soot-clad gargoyles. (If there were any real gargoyles, they were remarkably well-camouflaged.) The ones here were clean; in the slanting morning light, some of them were even lit by the sun. It should have been easy to identify them. I didn't recognize a single one. There were serpent-birds with eleven wings, skeleton fish with lanterns hung in their empty ribcages, tortoises with the legs of crabs beneath their spiny shells, creatures with all manner of multiple heads and mismatched limbs. Several seemed to be strange combinations of animal and plant. Even among those, there were none I recognized - not a single ordinary trapper vine or vegetable lamb in sight. These were fanged lilies and web-footed potatoes and cats with flowering whiskers.

As I was puzzling over this, I was stopped by a smith near the docks; he could tell, apparently, that I was an artist. He asked me what colors I had. As it happened, I still had some blue paint from the Gray Coast, where the villagers gave me a whole bucket of cockleworms before I left. Blue is apparently quite a novelty here. It's hard to find any color but red. Farmers bring the inedible stalks of corn and carrots into town along with their crops; leaves and stems don't pick up so much color from the rusty soil. People buy them for the green, keeping them in buckets of water as if they were flowers. All the flowers here are red.

When I told the smith I had blue, he was delighted. He asked me to paint his sign for him. Aside from portraiture, this is one of the jobs I get most often; I've painted one sign or another in half the towns I've visited. Many of them weren't even in languages I could read. I accepted, of course, and prepared to use up most of my remaining blue.

The smith's name was Dinbar Hammergavel. It was printed on his sign in peeling red paint, and he was polite enough to introduce himself as well. He was a thickset reptile with scales like river pebbles. His arms and chest were covered with shiny spots of metal, spatters that had cooled and fused to his body. He seemed to have a second coat of black and silver scales over his natural red ones. Apparently, his scales are thick enough to keep the hot metal from burning him, as it would anyone less armored.

He didn't seem to think much of the smiths by the Flare. Anyone, he said, could work metal that kept itself hot and let you shape it like wax. It took a true smith, one who worked with hammer and bellows, to heat it just enough and no further.

I was lucky enough to get to see what he meant. He came to work outside as I painted, saying that he liked to stand in the sun before it rose above Crucible's perpetual smoke. I had no idea what he was making. It started as a block of iron. He pounded it flat, then indented the surface with a complex pattern of holes and grooves, working with a progression of steadily smaller hammers and chisels. The ones at the end were hardly bigger than upholstery nails. In the end, the thing looked as if it had been made in a machine. You could have used the sides as straightedges.

It was, he said, a metaphorical flange for the Answer Machine in Miggle-Meezel. The machine has a tendency to catch the flanges with its paradox pistons and break them. He makes replacements when they're needed and has his apprentice bring them to Truckle Stop. Miggle-Meezel stops over Truckle Stop occasionally to pick up pipe crawlers from Tesra Malerian; his apprentice waits for the airship to come down from the floating city and brings the flanges up with it. Tesser Hammergavel rarely delivers themself these days. He is, he said, getting too old to make the trip, and his apprentice still finds it exciting.

I asked if it wasn't dangerous for the apprentice to travel alone. I've had relatively little trouble myself, but there's no telling when a traveler might run into bandits or cathomars or a nastier-than-usual troll. The smith laughed for a good half-minute at that. Apparently, his apprentice takes in wounded alligators that wash up on the Shelf; several, once healed, have decided to remain with her. They follow her everywhere. What few bandits there are on the river road have learned very quickly not to trouble her.

"Besides, she's got a lad there," he said, grinning. "Apprentice to a gear-cutter in the floating city. Reason enough to give her a little time to herself. Anyone's guess whether he'll convince her to stay in Miggle-Meezel or she'll convince him to come here. The other apprentices have been laying bets on the two of them for years. Personally, my money's on Serilla. A girl who can beat an alligator back to health isn't one to give up easily. I just hope she waits to bring him back until he's finished his apprenticeship. We could use another gear-cutter in Crucible."

Later, I asked about the creatures on the buildings. Apparently, the people of Crucible (most of them, anyway) disapprove of representations of plants and animals. This is not a particularly rare opinion. The mesmerizing geometric artwork of Thrass Kaffa and Hestamar is a result of this belief, as is the elaborate calligraphy of the Talixa Valley.* Quite a lot of people disapprove of copying the work of other artists, and many believe that the creator of the world - whoever they consider that to be - should be given special respect in this matter. Depictions of plants, animals, rocks, clouds, and anything else not made by people are strictly forbidden. Needless to say, I won't be painting any portraits in this town, unless they're of buildings.

As a result, the only creatures available to Crucible's artists are the ones they make up. No dragons, no chimaeras, no doorknob gremlins; the only creatures you'll find in Crucible are imaginary. Sculptors and painters are judged here by their ability to depict unreality. They restrict their work to beasts that don't exist - preferably ones that couldn't possibly exist, just to be safe. You never know what explorers are going to find.**

This is why the buildings teem with unidentifiable creatures. Happily, Tesser Hammergavel was able to identify quite a lot of them for me. The serpent-bird is a Frenible Tepiary; the tortoise-crab, a Chelimincer; the skeleton fish, a Garnet-Tailed Lissel. The oak-tree squid that shows up several times in the rafters of the Flue is a Hastadendraflack, commonly attributed to the Lady Pyrafax. The snail-shelled bulldogs are Pemerines, the birds with butter-knife feathers are Tallimonians, the feathered wasps with peacock-tail stingers are Claridots, and the snake with a head on both ends is an Ouroboruo.*** Even Crucible's flag is its own invention. The town's emblem is the Carrifrock, a plant that grows upside-down with its fruit buried and its perpetually flaming roots in the air. It's fitting for the town. Their harvest comes from the ground, produced by flame, and there's more water in the air than in the river.

The most popular artists here are the ones that make up the best impossible things. I wasn't surprised to hear that many of them had come from elsewhere; there's no shortage of inventors of the impossible in Hamjamser, both the drawn and the written, and it's rare to find places that appreciate them so completely. I knew most of the ones Tesser Hammergavel named. Ramer Oswelt - writer, illustrator, and beast-maker extraordinaire - was quite well-loved here. According to the smith, the town holds several hundred of his creations, copied many times in wood and iron and stone. The Chelimincer and Frenible Tepiary are among them. Oswelt's original sketches are in the town's fireproof museum, as are several paintings by Elva Ursunorn and the legendary (some say the mad) Mynorbious Chesho. Rae Drawdle and Carlis Rowell, writers of surprisingly sensible nonsense poetry, also spent several years each in Crucible. There are several of their impossible beasts on the buildings around the Hammergavel smithy. Many of them, according to the smith, have the poems from which they came carved into the walls beneath them. I'll have to go look for them when I have time.



* Talixan calligraphers are masters of not-quite-representational art. They will not paint a horse. They may paint a glyph that captures the essence of a horse, all its speed and grace and elegant strength, but it would have none of the features of a horse. Where are its hooves? they would ask you. Where is its eye, its tail, its snorting nose? Do you see them in these brushstrokes? No? Then how could this be a horse? It has no part of a horse within it. Many stubborn people have debated with the calligraphers of Talixa over this, and to the best of my knowledge, none of them have ever found an answer to that question.

** The discovery of the aerobatic frogs on the floating islands of Salyovemit, nearly a century after their invention by the decidedly earthbound Herbert G. Welleger, goes to prove that either the impossible is a lot more possible than it originally sounds, or science fiction authors know a lot more than they let on. I don't know which is more likely.

*** I thought this one was skirting dangerously close to reality, but apparently the fact that it has two heads and no tail to bite with them was enough to let the artist get away with it.

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Saturday, June 26, 2010

Crucible

The Great Shwamp has a town for everything. Cloth comes from Chelissera, feathers from Meligma, pottery from Woodpot. There is no metal to speak of in the Great Shwamp, so it gets its metalwork from Crucible. There is quite a lot of it there. Lady Peraximander was right when she called it a city of fire and iron. A river of molten iron runs through the center of town. This is what has made the town the area's center of metalworking: it has a seemingly endless supply of iron and no need of fire to melt it.

We could see the town long before we actually came to it. The cloud of smoke and steam it produces is visible for miles, like the plume of a volcano (which, technically, I suppose it is). We didn't see the town itself until we came out of the trees and into the farmland that surrounds it. It was the first time I'd seen a hill in Sedge. Crucible is a great black heap of a town, a mound of black buildings on a black hill, lit like an oven from within. No sun shines through the cloud that hangs over it. The buildings are visible only as firelit silhouettes.

At the outskirts of the town, where the fields gave way to buildings, they also gave way to metal. There was a sheet of it a few inches thick covering the ground. The edge was smooth and rumpled, like wax, as if the metal had flowed molten over the ground and solidified there.

As I later found out, this is exactly what happened. Most of the hill beneath the town is made of iron, built up over centuries by the molten river that springs from its peak; in the soft, stoneless ground of Sedge, that's the only reason there's a hill at all. If the metal didn't spread out so far around the town, the whole thing would probably sink into the ground. It looks like the melted stub of a giant candle. Plants grow in the spaces between flows of iron, where dirt has collected or been exposed by splits in the metal. What streets there are have been melted out of the side of the hill or welded onto it. The melted ones are perfectly flat and mirror-smooth, polished by centuries of feet; the added ones are clattering catwalks of metal gratings. Most of the buildings on the hill are also made of metal, as it's more common that stone and less flammable than wood. With the clanking of the metalworking shops in the background, it's like being in one of the floating cities.

There is so much iron in the water and soil here that even the hair and skin of the people has a rusty reddish tint. It's rare to see any other color that isn't obviously the work of dye. They advise visitors to drink from cisterns of collected rainwater, rather than from the local wells. Like the spores in Sporetower, such a high concentration of metal can be harmful to anyone not raised with it.

The molten river is called the Flare. It follows a meandering path through the streets of the town, making its slow way from the peak to the base of the hill, and fills the streets with the heat of a thousand fires. There are few bridges over it; most people prefer to keep their distance. Strange spires and encrustations have formed all along the banks, like half-melted candles or icicles in black metal. Salamanders perch on them like miniature mountain dragons. Rare in most parts of the world, salamanders breed like rats in Crucible. It's one of the few places above ground that's hot enough for them. It's common to see the small reptiles climbing out of the river, glowing with its heat, shaking the drops of molten iron off of their backs as they look around for edible insects or mice. Most of them don't stay out long. I don't think they'd leave the river at all if they weren't so curious. Salamanders can survive perfectly well on a diet of sunlight and charcoal, but their natural habitat is the inside of a volcano. The ones that live near the surface only leave to find food. They hunt with light and flame, roasting or dazzling their prey before they eat it. The dragons say that there are larger ones down in the depths of the earth, lurking in the sea of fire that lies under the ground, that sea that leaks through in volcanoes and molten places like Crucible. I have no idea what those eat. Perhaps there are fish of fire down there for them. For all we know, there could be creatures of all kinds, a whole bestiary of flame living below the ground as we live above it, and the salamanders are simply the only ones that travel between the two. If the dragons know, they aren't telling anyone.

My own salamander spent most of the day out on top of the lantern it lives in, looking around with wide eyes at the town full of flames and the abundance of its relatives. I let it go and say hello to several of them. It was well-trained in Cormilack, though, and always came back when I called it.

Anyone who goes outdoors anywhere near the metalworking district or the river wears thick leather coats and wide-brimmed hats. Sparks and drops of molten iron spatter and drop there like rain, and not everyone is fireproof enough to just shrug them off. Fortunately, there are stores where you can rent the outfits. Like me, most visitors would rather not buy an entire set of fireproof clothing that they won't use anywhere else, but no one wants to come to Crucible and not see the River Flare.

The surface of the river used to steam and solidify when it rained.* Parts still do so, forming a dark crust on top like the ice on water; most of the river is covered, though, with a sort of metal awning that keeps it dry and therefore liquid. It's a beautiful structure, a roof held up by slender columns and rafters of metal, like a cross between a Caroque cathedral and an oven. The townspeople call it the Flue. It was built long ago by the legendary Lady Pyrafax, whom the legends say was part salamander (some say part dragon) and could sculpt molten metal with her bare hands, like clay. The Flue certainly looks like it was made that way; a skilled metalsmith could make work that graceful with a hammer, but it would take decades. Besides, the Flue has the look of something sculpted, not beaten. It's all fluid curves and graceful twists, no two parts quite the same, and there's not a seam in sight. Some say you can find the Lady Pyrafax's fingerprints in the metal. Fire-bats roost with salamanders in the upper reaches, swooping down to catch night insects before they fly into the bright river and incinerate themselves.

Most of Crucible's best metalworkers live near the river. It's the most convenient source of metal in the town. Many of them have balconies built over the banks, so they can lower containers made of stone** over the railings and pull up metal by the bucketful. Several of the smiths have pipes installed in their smithies that lead directly to the river. They have iron on tap with the turn of a handle. This only works in smithies by the river, though, as the iron will cool and solidify if it travels more than about six feet. That's a blocked pipe no plumber can fix.

I found out all of this without the company of Mahalia Peraximander. I had been traveling with her for the past few days - or, rather, I had been traveling with my scissors, which had been traveling with her. She didn't seem particularly interested in my company except as the owner of the scissors. She did talk to me occasionally - mostly describing her plans for her Fish, which continued to be completely incomprehensible to me, or complaining of the eccentricities of the family to which she was returning. "For they are a clan of the Stubborn and Unlistening," she said, "who would not see Sense if it was written on their very Eyelids." This is, apparently, the reason she spends so much time away from Crucible, despite her fierce devotion to the town. To hear her talk, no other place in the world is worth seeing, and no other family so impossible to tolerate.

When we reached the outskirts of Crucible, she stopped and turned to me. It had taken days, but her fur was short all over, if somewhat ragged. There were rust-red highlights in the black roots. It seems rather odd to complain about the heat and then return to a place like Crucible, but perhaps it's easier to endure when it's part of home.

"You have proved yourself Useful," she said, handing my scissors back. "You have my Thanks and Gratitude, and that of my Fish. May you be warmed by the Fire and never Burned. Now go away." With that, she turned and strode away through the streets.

I doubt I will see her again. If I ever find myself back here again, though, I intend to ask about her and her Fish. I am curious to hear if her plans for him succeed.



* Thanks to its constant shroud of soot and steam, Crucible is one of the only places in the world where the clouds clear when it rains. Sporetower is another.

** These are the crucibles with which the town shares its name. No one seems to be sure which is named after the other; both are containers that hold molten metal, so it could have gone either way.

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Friday, June 25, 2010

Tunnelers

I took a detour from the path back in May, when I was still in the mangrove swamp. There was a gathering of alarmingly large coconut crabs on the boardwalk, and I didn't feel like trying to go through them. Several were snipping branches off of the trees with their claws and waving them over their heads like flags. I kept my distance and climbed off into the mangrove roots.

It turned out to be surprisingly easy once I got used to it. They were old mangroves, their roots firm and gnarled, with plenty of footholds. Crabs of the ordinary size scuttled away into crevices when they saw me. I tried to stay out of the water; I'm not sure where the estuary becomes fresh enough for leeches. Twilight arrived as I traveled, turning the humid air beneath the trees a dusky blue-green. In the half-dark, I smelled the smoke before I saw it; I'm not sure I would have seen it at all otherwise. This is not what one expects to smell in so humid a place, so I stopped and looked around to see where it was coming from. A thin plume of smoke was rising from the corner of one of the roots. When I bent down to look at it, I found what looked like a tiny incense burner, a smoking brazier in miniature. There were no grasshoppers nearby. The roots were untouched and free of even the oldest bite marks.

That was when someone began throwing small twigs, with perfect accuracy, at my head. I moved away immediately. This sort of greeting is often followed by showers of small but extremely sharp arrows. Once I was out of range, I looked out into the trees and saw that over half of them were inhabited, full of tiny lit windows like stationary fireflies.

They were full of Tunnelers.

The twigs stopped when I had moved a few feet away from the incense burner, which I assumed to be some sort of grasshopper repellent. The last things miniature people want are giant insects eating their houses. I looked around before moving again, making sure I wasn't about to step on anything and provoke more twig-throwing (or worse). This sort of violent reaction from Tunnelers is completely understandable, as people my size are quite capable of accidentally crushing their fields and buildings before we even notice they're there. Our attention has to be gained quickly and emphatically.

Tunnelers are, to the best of my knowledge, the smallest people that anyone my size knows about. They tunnel in things, hence the name. Many live underground in holes dug by domesticated moles. Others live in walls or the unused spaces of machinery. The Arboreal Tunnelers are one of the most widespread tribes; most of Hamjamser's forests have at least a few trees full of them. They're harder to see in the daytime unless you know to look for the tiny shutters in the bark. Arboreal Tunnelers generally confine their excavations to the dead wood of trees, taking care not to harm the living parts except to punch through a window here and there. Entirely dead trees don't make the best homes; they have a tendency to rot and fall over. Tunnelers rarely go outdoors, as nearly everything outside wants to eat them, so it was unsurprising that I couldn't see any of them. I've never seen a tunneler; I don't even know what they look like. Even the twig-throwers never showed themselves. Every so often, one of the windows would flicker as someone moved in front of it, but that was the only sign of life that I saw.

I'm sure I was making them nervous, standing there, so I left after another look at the candlelit trees. I took a different route back and found the usual latticework warning markers set up along the edges of the boardwalk. Apparently, not many travelers leave the path in that part of the Great Shwamp.

The coconut crabs were gone by then. They'd set up the branches in a cone, like the frame of a teepee, and had set a large conch shell on top. I left it alone. I don't know what it was meant for, but it certainly wasn't for me.

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Thursday, June 24, 2010

Sporetower

I've been uncertain whether or not I should write to you about this. It happened back in May, before I started corresponding again, and it is undoubtedly one of the strangest experiences I've ever had. If you have a sensitive stomach, you may prefer to wait until tomorrow's letter.

I was traveling on the boardwalk at the time. It was one of the above-water sections - fortunately, as it turned out. I had been walking for most of the morning without seeing anything particularly unusual. There had been a dead fish or two, but that's not all that strange; fish die all the time in the Great Shwamp. Something always eats them sooner or later.

As I kept walking, I came across more of them. Most were fairly small. When I passed the seventh one, a four-foot marsh pike floating on its side, I started to be uneasy.

The surface of the water gradually became covered with dead fish. The current was moving them along - at least, I hope it was the current. They kept pace with me as I walked. The bodies of water-rats and small alligators joined them, green and brown in the expanse of tan and silver. I'd rather not discuss the smell. Through gaps between the fish, I could see the bleached shells of crustaceans drifting across the silt. I almost didn't notice when the trees began to be covered with mushrooms.

I certainly noticed when I reached the source of the mushrooms. The boardwalk disappeared into a wall of cloud. Whatever force was moving the bodies in the water seemed to be keeping it contained; the edge undulated slowly, but it didn't seem to be spreading. I thought it was fog until I walked - hesitantly - into it.

I got out much more quickly. After a brief and violent fit of sneezing, during which I nearly stumbled off the boardwalk, I turned around and looked at the cloud through watering eyes. It had, I noticed now, a slightly greenish shade.

An avian woman with black feathers and the face of a vulture was standing in front of it. She wore a necklace of teeth and rodents' skulls.

"My apologies," she whistled. "Normally I catch strangers before they walk in. You're new here, aren't you?"

There seemed little point in denying it.

She didn't speak English. It's difficult without teeth or lips. Many avians are capable of pronouncing the full range of necessary consonants with their throats, parrot-style; this one either didn't have the required vocal anatomy or simply hadn't learned. Fortunately, I'd been practicing the whistling language she spoke, the one that non-avians call Whoopish. It's easy enough to pick up if one has any musical ability at all (though it apparently sounds rather comical when whistled with lips).

Her name, she said, was Lady Carnelia Sarcoramph, and the cloud I had walked into was the boundary of the town of Sporetower. Visitors often react that way to it. Due to some quirk of the currents, or perhaps a geographical sense of tidiness, everything that dies in the Great Shwamp (and isn't immediately eaten) ends up there. The water is thick with bones and floating carrion. Fungi cover the entire town, sprouting on every surface, from the damp houses to the contents of the water below them. The cloud that surrounds the town is made of their spores. It's no wonder I couldn't breathe it. The townspeople are used to it; they breathe in spores like incense. Travelers, not being similarly adapted, have to cover their mouths to keep from choking to death.

I was ready to turn around and take another branch of the boardwalk, but Lady Sarcoramph said that wouldn't be necessary. I was a guest of Sporetower and would be allowed to enter the town. Her tone was friendly enough, but I got the impression that the choice was not mine to make. She gave me a tightly-woven silk scarf (to cover my mouth) and a pair of goggles and led me into the cloud.

The sky of Sporetower was perpetually overcast, the sun visible as a blurred and slightly greenish light through the fog. Flies and brightly colored carrion beetles buzzed through the murk. Mushrooms and shelf fungi covered every tree, every post of the boardwalk, many of them taller than the largest pligma or elephant's-cap. There were small toadstools even on the little rafts of mold in the water. The surface was still covered with fish, but they were obviously older than the ones outside the cloud, and continued to get older. I was able to see the entire process of decomposition as we walked. (The scarf and goggles kept out the spores, but did nothing against the smell; I tried not to breathe through my nose.) The fish around the boardwalk were little more than bones held together by floating mushrooms when Lady Sarcoramph stopped.

"Behold," she said. "The town of Sporetower."

As you've probably noticed by now, many of the towns in the Great Shwamp, lacking solid land, build instead on trees and clumps of marsh grass. Sporetower is built on mushrooms. The town floats in the water, sprouting from a raft of accumulated decay, a translucent heap of fungus taller than the nearby trees. I don't know how deep it goes. I don't even know how large it is. We were close enough by then to make out the closest section of the town, bobbing gently on the cemetarial water, but the farther sections were lost in the fog. Most of the buildings I could only see in silhouette. That was enough to make out their shapes. If there's any wood in Sporetower, it's either well-hidden or rotted nearly to nothing by now; the town appears to be built not only on, but out of enormous fungi. They form the walls and columns of every building. Stalks like pillars hold up mushroom-cap roofs, tubular chimneys, walls of fungoid brick or woven mold. The streets are made of enormous brackets, ringed like slices of trees. The town is built on the slope of the fungal heap; the streets climb at steep angles, often built on top of buildings. Twisted bridges stretch from roof to roof. Instead of dogs, carrion beetles of all sizes wander through the streets.

From the middle of this heap grows the Necrophyte, a monumental tower of fungus, porous and translucent and turreted with spore caps. It looks like a crumbling castle of mushrooms. Most of them have been hollowed out inside to make rooms and hallways; the narrowest stems have been carved into spiral staircases, punctured with spongey windows, connected to the rest of the building by high walkways of living mushroom. No one seems sure whether the building is a single fungus or a collection of many.

Lord Microbius Sarcoramph, the Undecayed Baron of Sporetower* and Lady Sarcoramph's father, lives with his extensive family in the Necrophyte. He apparently likes to invite every visitor to the town to dinner. He says it's for hospitality. Lady Sarcoramph says it's so that he knows whose pockets to go through if they return to the town by other means. "Few people come back to Sporetower voluntarily," she said. "Many say they will die before they set foot in the town again. It is surprising how often they turn out to be right."

I saw a few other foreigners on their way to the castle, wrapped up like travelers in the Shattered Waste. None of them live here. Every visitor wore the same scarf I did, and most wore the goggles as well, to keep their eyes from watering uncontrollably. Springtime pollen is nothing compared to the air of Sporetower. The townspeople delight in telling about careless visitors who sneezed to death.

The town is inhabited mostly by avians with no sense of smell. Like Lady Sarcoramph, many of them rather resemble vultures - bald, wrinkly heads, similarly bald and sinewy arms, austere black feathers. (A few are a startling blood-red. I don't know if it's dye or just a rare color, like redheaded humans.) They breathed quite comfortably in the murky air. After ten minutes or so of watching them through my goggles and scarf, I began to feel as if I was underwater, surrounded by fish. Every few minutes, I'd see someone nearby make a little swallowing motion; it took me a while to realize that it happened every time they inhaled a fly. I think a large part of their diet comes from breathing insects.

Like ordinary vultures, the lack of feathers is perfect for the townspeople's work. Most of them are scavengers. They wade through the water, sorting through dead animals, collecting useful bones and other bits and pieces. There's quite a lot of that. Sporetower is the largest source of alligator skin in the entire Shwamp. It's also the most painless, for both people and alligators; all the reptiles are already dead. The people of Sporetower receive all the material of a hunter or a livestock farmer with very little of the work. It's not for everyone, of course, but those who can stand to live in Sporetower consider themselves uncommonly lucky.

Of course, not everything worth scavenging is actually part of an animal. Alligators eat so many inedible things that the people of Sporetower call an alligator's stomach its "purse." A cutpurse in Sporetower is not a thief,** but something between a butcher and a beachcomber. They often find such indigestibles as bottles, eyeglasses, nails, pocketwatches, jewelry, and the metal eyelets from boots. Alligators apparently have a fondness for shiny things. There's a legend in Sporetower that the disappearance of Baron Bredebrick was only solved when his crown, his scepter, and his cousin's dagger turned up inside the same alligator.

This is the sort of legend one hears in Sporetower. Any other place would consider stories like this morbid. The townspeople here just think they're funny.

They have no sense of smell, but their tongues are quite sensitive, flicking into the spore-clouded air like snakes. They can taste which fungi are blooming at any given moment. Women wear mushrooms instead of flowers, choosing those with the brightest colors or the sweetest spores. I saw at least three sporist shops (florists are for plants) with lush bouquets of spore caps in vases of decayed wood or carrion. Restaurants grow carefully selected mushrooms on their tables; the customers shake spores onto their food instead of pepper. (In this town of galvanized sinuses, pepper is considered a rather bland spice, suitable only for the sensitive of palate.)

Many of the avians I saw had rings pierced through the wrinkles of their faces. Some had little bone-and-feather charms hanging from them, swinging freely from a nostril or neck-wattle. A few had bells that jingled whenever they raised their eyebrows. One of the guards at the palace gates had hardly an inch of his face unpierced. A row of rings spanned both eyebrows, a mix of all different sizes. The farthest right was too small for a finger; the farthest left could have been a bracelet. He was tapping out a tune on them as he waited.

The philosophy in Sporetower seems to be that flesh is a temporary thing, a substance that outlives its owner hardly at all, so there's no reason to be particularly careful of it. This makes sense when you realize that most of their contact with the outside world is through its skeletons. They might as well experiment with their faces; a few years after they're dead, there will be nothing left of them anyway. Their bones, however, they treat with exquisite care. However invisible it is in life, a bonesetter's work can endure for centuries beyond its owner's death. As the saying goes, skin is the present; bone is the future.

If I needed any proof of that, I got it when we passed through the gates (the first wood I'd seen since entering the town). The entrance hall was made of a transparent fungus; it was cloudy, like the air, but the surface was as smooth as wax. There was a skeleton sealed inside the wall like an insect in amber. Its hands were crossed over its ribcage. The bones were perfectly arranged, with the shadowy outlines of clothing around them, as if the transparent fungus had simply replaced the flesh and left the rest in place.

Lady Sarcoramph smiled for the first time. "There's my grandmother," she said fondly, gesturing to the skeleton. "Quite well-preserved, don't you think? My grandfather always said she had the loveliest skull he'd ever seen."

Her grandfather was a few feet farther on, equally well-preserved in the shadow of a broad-shouldered suit. Lady Sarcoramph pointed out the symmetry of his eye sockets and bemoaned the arthritis that had distorted his perfect knuckles. Only in Sporetower is beauty judged by the bones rather than what covers them.

The Baron had obviously inherited those bones. He was a magnificent avian, a good six feet tall, his feathers raven-black with faint crimson highlights. A few of the ones on his neck-ruff had been edged with gold paint. This seemed to take the place of a crown. Like perhaps a third of the townspeople, he had wings, though I don't know whether or not he could actually fly. Perhaps he could in his youth. Judging from his appearance, though, he had since been more interested in putting on weight than in lifting it.

One of his eyes was missing; he'd replaced it with a large glass marble, the kind with a swirl of color in the middle. I have no idea why. I would have asked Lady Sarcoramph, but she left as soon as we entered the great hall and sat with her father throughout the meal. The Baron talked at great length and great volume. I got the impression, though, that his daughter was the one actually paying attention to the room. Her conversation was short but carefully attended. If she's not already running Sporetower, I think she will be before long.

The great hall was sealed from the outside, every window made of the same fine silk as the breathing scarves, the air free of spores. All the visitors could take their scarves off to eat. I'd been wondering how we would do that. It was strange to see faces other than vultures - or, for that matter, to see anything unobscured by the spore-fog. After my introduction to the town, I didn't expect to have much appetite, but the feast Baron Sarcoramph provided was surprisingly appetizing. Contrary to popular belief, carrion-eaters don't eat rotten meat. They just aren't so picky about it being fresh. Everything here was quite fresh, though; the fish were only the most recently dead from the water around the town. Some of them had even been alive when caught. I didn't quite have the stomach to eat any meat, but many of the townspeople survive quite well on a diet of fungus, so that's what I ate. Properly prepared - and these certainly were - mushrooms can be as good as meat anyway. I tried not to think about what the mushrooms had been eating.

I don't really remember much of dinner. I found it difficult to concentrate on the conversation; the Baron's substitute eyeball kept distracting me. It spun in circles whenever he blinked. The other visitors were a rather subdued group anyway, many of them more disturbed than I was by the fungal architecture, by the invitation that seemed unwise to refuse, or simply by the amount of death in the town. I think we were all relieved when dinner ended and we were escorted to similarly filtered bedrooms.

Overall, the Sarcoramphs' hospitality was beyond reproach, but it seemed just a little too mandatory for comfort. I left a small sketch of Lady Sarcoramph and the Baron in my room, as a sign of gratitude, and snuck out of the palace before anyone was awake. I was out of the spore cloud by dawn. I don't usually leave a town so quickly, or without thanking my hosts in person, but I can't honestly say I regretted it. Sporetower is a fascinating place - beautiful, even, in its own strange and morbid way - but I prefer to visit towns where I can breathe unassisted and choose where I stay. One visit was quite enough for now. I may return someday, but not any time soon.

Perhaps after I die.





* It's a lifelong position; the title changes only after death. You can probably guess what it becomes then.

** Of course, this depends on whether you consider it stealing when the owner is already dead.

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Wednesday, June 23, 2010

Fish of the Sun

I left the gregarials yesterday after a breakfast of fish and green cheese. (It comes from the green cow. Her name is Pickle.) In exchange for the hospitality, I left them a jar of dark green oil paint. As I mentioned, one of the gregarials is an albino, white-scaled with bright pink eyes; he has difficulty hunting, as he practically glows in the dark.* I can easily pick up more green at the next town I come to, and he could use some camouflage that won't wash off in the water.

The following day was relatively quiet; the gregarials carried me across the river on half of a boat that they have, wished me well, and sent me on my way. It took longer to get back to the main river than it had to get away from it, so I ended up spending a night in the open after all. Oh well. I'm used to it. I would have slept quite well if it hadn't been for the owls hooting in Morse code over my head.

Today, like every day in the last week, it seemed as if the sun had come down to bathe in the river. Steam rose from the water. The light reflecting from the packed dirt of the road was blinding. I kept to the trees as much as possible, their shade nearly black in comparison to the sunlight. Even there, the air seemed something to be drunk rather than breathed. I reached the river road slightly before noon, hardly a hundred feet from where I left it two days ago. The Tetravanians would be proud. It seems like a lot of work to cross that much distance, but I'm glad I did; I got to meet the gregarials, after all. I looked back at the branch that had caused the detour, that torrent of fast water that had been too strong for me to sail across, and was shocked to see someone wading in it.

Normally, I would say she was a large, fluffy samoval, but I don't think I've ever met one who was less than eight feet tall and didn't make a sheepdog look bald in comparison, so there's really no need. This one was no exception. She was plowing through the water, waves breaking against her waist, stomping as if she was trying to kill something with her feet. She was in the deepest part of the river when I first noticed her. As she started to reach the shallower parts, her head got higher... and higher...

If she wasn't at least nine feet tall, I must have shrunk a lot in the last few weeks.

She was wearing a wide-brimmed hat the size of a wagon wheel. It was almost wide enough to shade her shoulders. On one shoulder, she was carrying a four-foot jar full of what looked like orange juice. Every so often, a flash of red scales and fins was visible inside. Her fur was black at the roots, but she had dyed it a pale yellow, possibly to make it less hot in the sun. If so, it didn't seem to be working particularly well. She was panting in the heat. As I watched, she let out a roar of frustration, threw her hat into the bushes, put down the jar - I was afraid she would throw that too, but she put it down with exquisite care - and flung herself headlong into the river. The wave nearly capsized a little canoe passing by.

"A Thousand Thousand Curses on this abominable fur!" she roared, erupting out of the water again. The man in the canoe nearly tipped over out of fright this time. "Even in the cool of the shade, it Roasts me like a very Oven, and gives me no peace by Night or by Day! I swear this moment, in the hearing of all who hear me, I shall endure it no more! I shall cut it off! To the last Strand shall I sever this coat of Evil, and cast it into the Mud to be trampled by Cattle and Pigs! You!" She pointed with a massive fist at the terrified canoe-paddler. "Have you Scissors? Give them to me!"

The man babbled something about not having any scissors, sorry, goodbye, and paddled off at a speed I didn't know was possible in a canoe. I could see sunlight underneath the keel.

The samoval turned and caught sight of me. "You!" she said, sloshing over to the bank. "You are one who has Scissors. I can tell. You have the Look. Give them to me." She held out one enormous hand. I took a look at the claws on it and decided not to argue.

My scissors looked like nail scissors in her hand, but she managed to get the tip of a finger through each handle. Her fur stuck out in spikes as it dried in the hot air. She cut each one off as if it had personally insulted her. She started walking again as she worked, picking up her hat and jar again on the way by. The jar must have weighed more than I do; she lifted it easily, with one hand.

I had little choice but to follow her. I only have the one pair of scissors. Fortunately, she was going in the same direction I had been traveling anyway. She stomped along without another word, pounding dust out of the road, hacking away at her fur with every step. She somehow managed to hold the jar in one arm while trimming with the other. Cutting evenly seemed to be of no importance; after an hour, her arms had a sort of mangled hedge look to them. The scraps of dyed fur that remained made a sort of diced lightning pattern over the dark roots. The scaled thing continued to flicker in and out of sight in the glass jar. After another hour or so, the samoval seemed less completely enraged, so I asked her about it.

"This is my Fish," she declared. "He is a handsome Fish and quick of Fin. I am raising him in the Fruit of the Sun, so that he shall be a Giant among all Fishes and possess the power of Flame. The Waters shall steam where he Swims."

After that, she was quite willing to talk, though the conversation was rather one-sided. Her name, she said, is Mahalia Peraximander the Third. (The Fish is from the Unseen Deeps and does not yet have a name.) She is apparently part of the royal family of a place called Crucible, "a Great City of Fire and Iron." Having found her Fish, she is returning there. She's fifth in line for the Throne, "but unlikely ever to claim it," she said. "For we are a family of great Strength and Stubbornness, and it shall be many Years till the Death of my Uncle, if indeed Death ever dares to disturb him at all."

I wonder if everyone in Crucible talks this way. I suppose I'll find out. It's going to take a long time to cut all that fur.



* His name is something like Plrzzxgak. I can't pronounce it any better than I can spell it.

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Tuesday, June 22, 2010

Gregarials

I had to take a detour yesterday around a branch of the river. There was no bridge over it. There had been one once, judging by the broken pilings on either side, but it looked like the last flood had decided to keep it. The current was a bit faster than I was comfortable with, or I would have crossed on my suitcase.

The path was shady, overhung with trees and marsh creepers; I didn't mind leaving the hot, dusty road for a while. Frogs jumped off the bank as I passed. Kingfishers and spotted snatchers yelled at each other in the trees. The river branch was quiet, as flat and shallow as the main trunk, but the forest around it more than made up for that.

There were far fewer houses on the branch. I walked until almost sunset, when the light slanted sideways through the trees and lined them with gold, and saw not a single sign of anyone living nearby. I was starting to resign myself to sleeping in a tree when I came across the house. It was old, a low, lopsided building that looked like it was about to slide into the river. The porch sagged so much that one side was submerged. The water around it was full of weeds and floating logs; it looked as if the house had begun to dissolve already. Sedges and cattails covered the banks and leaned up against the crooked boards, except for a muddy, trampled-looking area by the water. There was a cow grazing in the back. It was green.

As I walked up to the door, several of the logs lifted their heads from the water and looked at me.

I covered the last few steps to the door somewhat faster, then wondered after I knocked if perhaps I shouldn't have. The face that answered the door was startingly similar to the ones that I could hear crawling out of the water behind me. They were completely unhurried. Crocodiles are always unhurried right up until that last moment when they lunge. The one at the door, taller on two legs than I was, grinned the grin that only crocodiles and snapjaw sharks can achieve. I was certain that I was about to become dinner.

Then the crocodile burst out laughing at the expression on my face, and I noticed - looking away from those teeth for the first time - that she was wearing an apron and a pair of oven mitts embroidered to look like sheep faces. The crocodiles behind me started laughing too. It was an odd, creaking sound unlike anything I'd heard before; it took me a moment to realize that it was laughter. After a few seconds, I started laughing too, if somewhat nervously. The two-legged crocodile beckoned me inside with one oven mitt.

"Khom in, khom in!" she said. "We won't eatchoo, we promish."

They were not exactly crocodiles, as it turned out, but a closely related species called gregarials. Crocodiles tend to be solitary creatures; gregarials are not. They're pack animals, and far more intelligent than the average crocodile. This was one of several packs living on the River Truckle.

Like most people, they varied quite a bit in shape. Most of them were built more or less like ordinary crocodiles. Several were part amphibian, their back legs missing, their heads adorned with leathery manes of gills. One was an albino; another was striped, like a tiger in green instead of orange, and had six legs. One looked almost human, except for the scales that covered his skin. His wife (the one with the oven mitts) was the other humanoid of the pack. She looked more crocodilian, but was by far the more talkative of the two. Her name was Cheleezixmargra; his was Shekelnark. I was introduced to the others, but their names are far beyond the capabilities of any alphabet I know.

I was never quite able to count how many of them there were.

None of them wore anything besides cooking aprons, which they took off once the food was served. Reptiles rarely feel the need to cover themselves up the way mammals do. There were a few dresses hung on one wall, next to a spectacular striped suit; I assumed that they were for special occasions. The dresses were a variation on the tube gowns popular among reptiles and weasels. Styles are different for people whose mouths are longer than their arms. The gregarial's voices varied as well. A few could have passed for humans with a surplus of teeth, at least in the dark; others had deep, creaking voices, and several spoke only a chewing sort of language that I didn't recognize. They seemed to understand each other well enough.

They invited me in for dinner, with repeated reassurances that I was not to be the main course. That was a stew featuring freshwater eel and a deer that one of them had caught crossing the river. (The roof was largely held up with antlers.) I added a piece of my shell cake and a marginally more recognizable crustacean thing from Woodpot. The gregarials pronounced them crunchy, but edible. I was asked to tell them about my travels - they've rarely been farther downstream than Truckle Stop - but the conversation during dinner was mainly about the day's work. They fish for a living, apparently, and sell things they find at the bottom of the river. The floods leave the things they don't like down there, and even in the dry seasons, people are always dropping jewelry and spectacles and so on out of boats. There's also a lost city somewhere beneath Sedge. None of the gregarials have ever found it - and not for lack of looking - but they keep finding statues and pots and ancient oil lamps half-buried in the mud. There's an archaeologist who, not being aquatic himself, comes up the river every now and then to see what they've found. According to him, it's all from something called the Alpaca Empire, which no one but archaeologists has ever heard of. They say he exclaims over each shard and fragment like a little boy on his birthday. They're quite fond of him.

After dinner, all the gregarials gathered around the fire and listened to Cheleezixmargra read a chapter of Year of the Manatee, Lena Tithe's epic seafaring novel. They were completely absorbed in the story, staring raptly at the reader, though I got the impression that they were most interested in the parts with the sharks. Several of them dropped off to sleep before the end of the chapter.

They invited me to stay the night, and I saw no reason not to accept. I spent the night at the edge of a heap of huge, hoarsely snuffling crocodiles, trying to keep from leaning on claws or the more serrated backs, with fish-scented fangs snoring gently in my ear. A cacophony of frogs shouted from the darkness.

Surprisingly, I actually slept. Once you've reassured yourself that they're not going to eat you, there are few places safer than a heap of crocodiles.

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Monday, June 21, 2010

The Floodplains of Sedge

I've decided to follow the River Truckle upstream. This close to the Great Shwamp, it's not far from being a swamp itself. It's comfortable in its bed and doesn't hesitate to stretch out into the surrounding woods. The road on the bank is wide and well-traveled - more so than the boardwalk - so there are fewer washed-out sections. Most of the ones that there are have been filled in with logs or little wooden bridges. The mice here - there are mice everywhere - keep their teeth short by chewing on the railings. They're more artistic about it than some; it's rare to see a bridge without fine traceries of carved scrollwork all over it. You have to look closely to see the tooth marks.

According to the Truckle Stoppers I spoke to,* this country is called Sedge. No one seems sure whether that's short for "Shwamp's edge" or a reference to the plants that grow everywhere. The country is a menagerie of seedpods. There's box sedge, pineapple sedge, pyramid sedge, bottle sedge, giraffe sedge, cabinet sedge, and the elusive invisible sedge. Hollow seedpods are used as much as pottery. Musicians who can't afford instruments just find a ripe rattlesack or whistling sedge, put a coat of varnish on it, and play that instead. Many of the seeds have spines all over, so they attach themselves to your clothing when you brush the plants. There are villages where they wear seeds on their clothes, stuck on in intricate patterns like beads or embroidery. Other plants have different ways of spreading. I was nearly hit twice today by rocket sedge, which can shoot its enormous seed spikes all the way across the river. They have a tendency to spontaneously explode during dry seasons. I'm glad this isn't one.

No one can agree on whether or not Sedge is part of the Great Shwamp. The border, like the land, is less than solid. After traveling through the Shwamp, where land is scarce where it exists at all, it's surprising to see so many houses. I come across three or four every mile. Most of them seem to be farmers or fishers, with nets hanging in the water or fields baking beneath the sun. One house had nets strung across the river, above the water, to catch skipperjacks. The fields are low and full of water; the water is shallow and full of dirt. People toss small stones into it as offerings to the river spirit. They believe that rivers ought to have pebbles to rub smooth, and the Truckle, flowing through a marsh, is deprived of them.

The river fills everything here. Ponds, inlets, and tributaries break up the ground into a thousand islands, which shift and change shape with the flow of the water. The land is so flat that you can see their outlines clearly, speckled across the landscape until they disappear behind trees. At night, the river rises into the air as fog; during the Spring, it climbs out of its banks (only a few inches above water at their highest) and floods the land for miles. The small forests and copses that speckle the fields are striped with the mud left by previous floods. The farmers can read the years on them. Every flood has a name.

"Here's the line from the Shell-Raiser. Highest water in my lifetime. I was only five, but I can still remember my mother taking us all up to the top of the old signal tower. First time I ever imagined what the Ocean might be like."

"There's the Great Perforation, when all the termite eels came up from Sporetower. You can still see the holes in the wood..."

Some trees have the detritus of floods caught in their branches. Children don't bother to build treehouses by the Truckle; they just find a tree with a wagon or a wardrobe in it and hang up a rope ladder. The farmers are thoroughly unconcerned about floods. Most of them are at least partly amphibious. They grow rice and mackerel grass, plants that don't mind spending weeks underwater; they build their houses low and sloping, with streamlined roofs that go all the way to the ground, so currents will go over them instead of carrying them away. Half the furniture is made of metal or ironwood so that it won't float away. The rest is tied to the houses. During floods, the farmers spend the day fishing and scavenging, then find their way home by looking for their furniture bobbing on top of the water. Nearly everyone has a bed or a wardrobe that can be turned into a serviceable houseboat for a week or two. It's not unusual to have the world underwater for five or six weeks out of every year. That's just the way things are.

Fortunately for travelers like me, there are rarely floods at this time of year. The land is as close to dry as it gets. The sun pounds dust from the road. Cicadas drone in the daytime, somewhere in the trees, hidden from view but audible for miles. Locusts make short, rattling flights in the grass. At night, katydids and frogs take over, moving from the lazy insect fugue of the daytime to the invisible polyphony of night.

I've never been fond of heat, but it's days like these that remind me of what I love about Summer.



* Most of the people I spoke to in Truckle Stop wanted portraits. There's a pipe crawler in the town that draws them, but it uses a geometric, highly stylized technique. Not everyone wants to come out looking like the carvings on a thousand-year-old tomb.

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Sunday, June 20, 2010

The Untranslatable City

Most of my time in Tetravania (the country) I spent in Tetravania (the city). It's a strange place - stranger than the rest of Tetravania, if possible. The city seems to concentrate all the confusion generated by the entire country. The streets are full of musicians singing nonsense songs. Professional riddle-makers gamble with passersby, continuing the age-old riddle game in a slightly more profitable variation. The riddle-makers almost always win, of course - the ones that don't quickly go out of business - and fill the pockets in their hats with brass carolmarks and silver dringles. (The dringle is Tetravania's moebius coin, famous throughout the world for having only one side.) Perfectly respectable buildings occasionally decide to spend a day or two upside-down. The ones that don't lean out over the streets, close enough at the top to step from one house to the next; it's a popular saying that in Tetravania, sweethearts on opposite sides of the street can kiss each other without leaving their houses. Many people travel by rooftop alone, finding the slanted peaks and gables easier to navigate than the labyrinthine streets below.

The city of Tetravania is built on the side of a mountain. There's a ship grounded on the Southern slope. No one knows how it got there - or, equally likely, they do and just weren't telling me. It's hard to get information in Tetravania. If people don't think the truth is interesting enough, they make up something better.

It's easy to tell how old the ship is, though. It's got the light, bamboo-framed sails of a carnelian silk riverboat - or would, if the sails weren't long gone. Carnelian silk was only used in sails for three and a half years, the exact length of the crenelated weevil's incubation period; after those three and a half years, all the eggs that had been spun into the silk hatched, and the weevils ate the sails in a matter of weeks. River trade did not do well that year. The people with upholstery or clothing made of carnelian silk weren't too happy either. People in Tetravania still wear carnelian silk, but only in sashes; the weevils are quite pretty, with iridescent exoskeletons so knobbly that they seem to be encrusted with pearls. They're worn like living jewelry. Of course, everyone who wears them makes sure the rest of their clothing is completely inedible.

The peak of the mountain, perpetually hidden by high-altitude clouds, is commonly thought to be the highest point in Hamjamser - though no one's bothered to actually measure. (Mount Moler is not the highest mountain, just the most beautiful.) Like everything in Tetravania, though, that could be just a myth that's more interesting than fact.

I speak fairly good Theskerel, but the Tetravanian version of the language is like nothing I've ever heard. They speak entirely in metaphors and figures of speech. Words seem to have no literal meanings at all. I had a conversation with a large, fluffy samoval one day about the relationship between barnacles and plaid. The conversation ended when he handed me a large enameled fish, beaming as if I'd made his day, and left. I still have no idea what he thought I said.

The restaurants and cafes claim to serve only one thing each. I went to the Cafe Mastraflan one morning and was handed a menu containing exactly one word: "Raspberry." The cafe had the usual assortment of food and drinks.* Not a raspberry in the building. I tried to signal that I wanted a glyph muffin and coffee for breakfast, but no one cares what you point at in Tetravania. The waiter said, "yes, yes, raspberry," and left. Presumably, the Tetravanians have some sort of code to indicate what they want to order - or maybe they just don't care. I can never tell. My breakfast, when it came, was a miniature loaf of artichoke bread and a glass of green lemonade with whipped cream. There was not a raspberry in sight. It wasn't what I ordered - or, at least, what I thought I ordered - but it was surprisingly good.

I had some trouble getting to the cafe the next day, as there was a flock of stone sheep on the steps. the sheep are one of the many mysteries in Tetravania. They're only barely sheep - polished stone balls with little pillar legs and the carved suggestions of faces. If they were larger, people would probably call them elephants; smaller, and they'd be capybaras. They are sheep-sized, though, and therefore sheep. They move at night - or, at least, are in different places every morning. No one has ever actually seen them move. The most common theory is that they graze on the city's paving stones and move to new ones every day.

I don't know. It would make as much sense as anything else in the city.



* The cafes in Tetravania serve more or less the same sorts of things as cafes anywhere - coffee, pastries, experimental pies and pasta - though the selection and color of any given thing is likely to change from day to day. My theory is that the cafe owners have some sort of secret code that they use to communicate with each other. Every morning, Magdar Galordi of the Cafe Mastraflan walks over to the Cafe Venogoral** to look at the pastries. If there are scones on sale, it means that one of Tetravania's many impromptu street-barricading groups is at work again. Strawberry scones mean the Order of the Detour; walnuts mean the Society of Walking Flowerpots - unless, that is, the muffins have blueberries, in which case the scones refer not to barricaders, but to pastry locusts or snatch-ravens or yesterday's weather.

This is probably entirely in my imagination, but it's the sort of thing one starts thinking after a few weeks in Tetravania.

**Mastraflan means "by the Ocean." The cafe, like the rest of the city of Tetravania, is halfway up a mountain. Venogoral means "counterclockwise." I have no idea why.

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Saturday, June 19, 2010

Benevolent Clockwork

After more than a month of water, I've finally reached one of the more solid parts of the Great Shwamp. Early this morning, I saw the familiar shapes of docks in the distance, shaggy with moss and freshwater barnacles. Something was odd, though; they weren't attached to trees. I had to get closer before I saw that they were actually connected to land. I can't remember the last time I saw land - not tussocks or mudbanks, but real land, the kind you can't see all at once. It seems strange to actually see the roots of trees.

There's a branch of the boardwalk here, somewhat better maintained than the one I left, but I think I'll be continuing on land from here. I miss being able to stay dry for an entire day.

I paddled my suitcase up to the docks, earning a round of stares from everyone nearby, and stepped ashore. I'll have to remember this mode of transportation. It was quite convenient to be able to pick up my boat and take it with me. Having no idea where I was, I asked a man on the docks. He was carrying a basket of cleaner snails bigger than himself.* Several had escaped and were crawling on his head and shoulders. This seemed to be a fairly common occurrence; silvery snail tracks covered his upper body like tattoos. He told me that the town is called Truckle Stop, as it's where the River Truckle reaches the Shwamp and stops being the River Truckle. Sensible enough.

Truckle Stop looks more or less like an ordinary marsh town: trees full of moss, houses on stilts, little plank bridges over the ponds and inlets that break up the land like the spots on a cow. Dogs and tame caimans wandered over the wooden streets. Many of the houses had fishing poles hanging from the windows; every so often, a bell would ring, and someone would come to the window to reel in a fish. Half the people travel by foot or moa cart, half by rowboat and canoe. The land changes position when no one's looking, as land does, so you never know when your house is going to be on the mainland or on an island.

The town is centered around a bridge over the River Truckle. It's built of wood, like everything in the Shwamp; if there was ever stone here, it's sunk far beyond where anyone can find it. There's moss growing on the bridge. Moss grows on everything here. Most of it is beaded or silvermoss, but there's an edible variety called spaghetti moss that the Truckle Stoppers try to encourage in the town. I tasted a bit this evening, boiled and served with marsh tomato sauce, and the name is quite accurate.

I'd never heard of the place before, but Truckle Stop is apparently rather famous in the Great Shwamp as the home of Temery Malerian, a local inventor. She makes pipe crawlers. They're the windup variety, of course, not the crustaceans. Everyone has their own opinion on which kind is better. The clockwork ones are easier to train; the live ones can make more of themselves. (So can the clockwork ones, of course, but they can't work at the same time.) Most of the towns in the Great Shwamp have the live kind if they have any at all. It's the perfect habitat for them. In Truckle Stop, however, there are so many clockwork pipe crawlers that there's no need for any other kind. Tesra Malerian** apparently does nothing but build them, all day and often all night. The nocturnal townspeople can hear her clanking away after dark. The town crawls with her previous creations, works of clockwork art that are as much like ordinary pipe crawlers as a jade statue is like a rock. Fortunately, this is one of the more accepting towns;*** the people treat the clockwork menagerie as something between pets and benevolent local spirits, welcoming them into their houses and winding them whenever they run down. The children of the town have the usual interest in animals, catching frogs and raising caterpillars in well-stocked jars to watch their metamorphoses; one little girl is constantly surrounded by a cloud of pygmy dragons, a few of which she's trained to carry her schoolbooks for her. With the pipe crawlers, though, the children never do anything more than watch.

The crawlers are beautiful creatures, elegant assemblies of polished silver and brass, like glittering beetles of rods and gears. No two are quite the same. Many of them do the usual pipe crawler tasks - fixing plumbing, patching roofs, collecting lost coins, and so on. Others are... different. It's common in Truckle Stop to come across geometrical arrangements of snail shells, elaborate abstract designs scratched into the plank streets, spidery webs made of cast-off bits of string and strung between banisters or fenceposts. One particularly large crawler shows up on the doorstep of any family that leaves a red ribbon around the doorknob, waits politely to be let in, and alphabetizes all their books. Another seems to know when construction of a new building begins; it always shows up to press bright pieces of broken glass into the clay between the boards. It spends the rest of its time collecting and filing the pieces smooth. The townspeople have developed a habit of leaving all their broken dishes in boxes on their front steps so this crawler can collect them. It must have thousands of pieces by now. No one knows where it keeps them.

The doorsteps all over town, in fact, are covered with bits and pieces for the pipe crawlers: glass shards, wood shavings, bits of string, nutshells and eggshells, pits from peaches and hobberel fruit, bent pins and old rags and the hair from combs and fur-brushes. The doors are just as thickly covered with signs for the useful crawlers. People leave red ribbons for the book-sorter, chalk marks for the windowsill-duster, daubs of jelly for the spoon-polisher, knotted string for the boot-scraper, and paper flowers for the one that comes in and paints tiny floral patterns on ceilings. In addition to the known signals, people often put things out at random - rocks and stockings and old keys - in the hopes of attracting a new crawler. It's like the fairy-signs in the villages of Fethily. Truckle Stop's fairies just happen to be the windup variety.

The overall effect is strange to anyone who don't know what it's for; there's an odd assortment of tiny things by almost every door, like the sweepings of someone's attic carefully arranged in little boxes. Newcomers to the town are occasionally somewhat disconcerted by this until someone explains it to them.

Tesra Malerian's family does most of the business, buying supplies and selling the ordinary pipe crawlers. (The special ones stay in town.) Fortunately, Truckle Stop is near a large supply of the crystal brains used in pipe crawlers. They mine them like gemstones. No one in Truckle Stop knows how the crystals work; no one in the world does, to my knowledge.**** They just hope they never run out of them. Without crystal brains, even Tesra Malerian's clockwork pipe crawlers would be little more than mindless windup toys.

Apparently, they're quite prized in several of the floating cities. No one uses more pipe crawlers than the floating cities, those weightless mountains of prehistoric machinery that depend on maintenance for their very existence, so that's high praise indeed. The inventor herself never leaves her workshop except for the occasional meandering, distracted walk around the town. She is not interested in business. As long as she's got mechanical supplies, she's content. By all accounts, there is no logic to her process; she simply builds the pipe crawlers "the way that seems right." Her clockwork is more art than science, and she is never satisfied with her own work. She considers all her creations, beautiful as they are, failed experiments. They're useful - worth making and keeping - but they're not what she's aiming for. No one seems able to explain what that is.

The townspeople all wish her luck getting wherever she's going. Still, though no one I've met has been tactless enough to say it, I have a feeling that they hope she takes her time getting there.



* The basket, that is, not the snails. The snails were only the size of his head - not unusually large for cleaner snails. Unlike most mollusks, cleaner snails are bred not as food, but as working animals. Practically every coastal town has a colony or two of them. They're let loose to eat the barnacles and shipworms that weaken wood. I'm used to seeing the ocean variety crawling around on docks and fishing boats; I wasn't aware there was a freshwater breed.

** Tesra is the title, in many parts of the world, for a master craftswoman. A ruler of places is a Lord or a Lady; a doer of deeds is a Sir or a Dame; a maker of things is a Tesser or Tesra.

*** This would never work in somewhere like Dubulith, for instance, where any machine that moves by itself is considered unnatural, and the harmless passing of a floating city overhead gets much the same reaction as a hurricane.

**** The Hill Builders presumably did, being the ones who made them. Whoever the Hill Builders were, though, they've all been gone for centuries. I asked why the crystals haven't sunk into the Shwamp, like every other stone does. No one is entirely sure. A common theory is that the little tunnels in them, those microscopic grooves that carry electricity like the cells of an organic brain, make them lighter than ordinary stone. Another common theory is that they're lifted by the power of thought. I don't claim to understand the science of the brain - or electricity, for that matter, fierce and mysterious substance that it is - so both explanations make equal sense to me.

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