Friday, July 20, 2012

Icebox


The village of Frish is a small place, its houses slightly shorter than the sand dunes that surround it. In spite of its small size, though, we saw the village long before we arrived - one part of it, at least.



Frish is built in the shadow of an enormous Hill Builder machine, a complex - though unmoving - engine the size of a large hill. The base is half-buried in the sand. There's a long metal spire sticking at an angle from its top. I do mean long, too - the spire is easily fifty times as tall as any house in the village. It's not just the tallest thing nearby; it's the only tall thing nearby. According to the villagers, every thunderstorm that passes over the village strikes the spire with lightning at least once.

Its size is not the strangest thing about it, though, nor is its affinity for lightning. Even in the most blistering Summers of the Golden Desert, the engine is always cold. The villagers caution their children not to lick it. (Some even listen.) I walked over to it after we arrived in the village. In the hot afternoon air, I could feel the chill coming off of the metal in waves. Faint clouds of mist drifted from the spire above me. The cold was pleasant from a distance; close up, I actually started shivering.

After a year in the Golden Desert, I'd almost forgotten what it feels like to be cold in the daytime. Cold weather here tends to be strictly nocturnal.

I don't know what the engine is, or how it works, and neither does anyone else in the village. This is normal for Hill Builder relics. Whoever the Hill Builders were, wherever they vanished to, they left their tools and toys and other creations scattered about the world in astonishingly large numbers when they left. Many of their old machines are still running today. The Train of the Railway Regions is one of these machines; so are all of the floating cities. The original radios, the elegant and relentless Guardians, the little crystal brains used in clockwork pipe crawlers, the Omnipresent Typewriter, the infamous Answering Machine of Miggle-Meezel… The Hill Builders left a lot of useful things behind.

It's a shame they neglected to leave an instruction manual.

However it works, the engine is cold enough to pull moisture out of even the dry Desert air. Beads of water condense on its surface every morning - and with the entire height of the spire, that's a great deal of surface. The windward side of the machine's base is buried beneath a drift of sand, but the leeward side shelters a depression in the rock, where the water dripping down the spire forms a small pool. This is what allows the village to exist. We're days away from the river Lahra; all of Frish's water comes from this one frigid pool, as clear and cold as snowmelt.

Very little lives in the pool. The Golden Desert does have a few aquatic species - mostly amphibians and the occasional lungfish. Pebble-toads bake themselves golden brown in the sun and disguise themselves as rocks. Raindrop frogs spend months hibernating underground, sealed beneath the cracked surface of dry stream beds, only emerging for a few exuberant hours when the rain comes and frees them from the hard ground. Desert-dwellers who know where to look come out sometimes to find them dancing in the rain.

None of these species live in the engine pool. The water is clean enough, but it's cold - so cold that the children of Frish often dare each other to stand in it until their feet turn blue.* Frost forms on the stones around it at night. Anything that wanted to live in the pool would have to come from a mountaintop somewhere, or perhaps the arctic wastes of the Stone Ocean, and it's a long way from there to the Golden Desert. For now, the pool remains uninhabited.

The caravan will not stay here long, sadly, as the village grows only what it needs and has little to trade. Many places with Hill Builder relics take them apart and use the pieces for other things - Cormilack, for instance, exports hundreds of ancient gears every year from its huge and motionless Earthmover - but Frish is understandably reluctant to do so. They rely too much on their silent engine, their great metal icicle, to interfere with its mysterious workings.

Besides, all of its openings have been frozen shut for centuries.



* Their mothers try to discourage this, but so far, it hasn't worked. A few of the mothers have given up and taken to wading with their children instead. This seems to work better.

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Sunday, July 08, 2012

The Radio


On another brief wander this evening, I was passing underneath an open window when I heard the unmistakeable crackly sound of a radio. I'd almost forgotten what they sound like; it's been a few years since I last heard one.

The last time was on my last visit to the Railway Regions, when I would gather occasionally with a small group of passengers on the Train to listen to Mr. Intaglio's salamander-powered receiver, a tiny machine held together with twine and snail glue. We would stay up until the quiet hours of the morning listening to tinny, static-filled broadcasts from exotic places we'd never heard of.

The Inadvisable Music Hour is broadcast from a mountain toll bridge in Skeen, where the bridge-keepers would let musicians cross for free if they played a sufficiently outlandish instrument.

The Nightsound Show is a nocturnal cornucopia of music and philosophy from the distant underground town of Carburrow, where they discuss stories and foreign politics and the supernatural late into the night.

Brendan Harzelflat, age two hundred and three, tells stories of his long and eventful life and sends them out over the Aether from his solitary lighthouse, speaking in a voice as soft and unhurried as waves on a beach.

One opera program we never did find out the name of, since none of us recognized the language.

It was a good few weeks. That little radio receiver was one of many reasons I was sad to leave the Railway Regions. Until today, I'd almost forgotten the sound of static, of scratchy voices riding on invisible waves over impossible distances, of the mysterious and melodic Aether-whistles that interrupt them every so often.

It was startling to hear that sound here, in this tiny town in the middle of the Desert. I looked around to see where the sound was coming from and chanced to be looking up just when a wild-haired man stuck his head out of a second-story window.

"It's working!" he called to the street in general. I was one of the only people actually in sight, so he turned to look at me. "I'm finally getting a clear signal! Well, almost clear. Come up, come up and listen!"

I rarely refuse invitations to interesting things, so I went up to listen.

The building looked like a shop of some kind. It was closed at the moment (possibly because the owner was busy tinkering upstairs), but the door was unlocked. Since I'd been invited, I opened it and went in.

The lower room was full of clockwork and other machinery. The sun slanting in the window struck glints from pocket watches, clocks in various sizes, a gramophone or two, even some of the more complex types of farming equipment, all in various stages of dismantlement. Gears and cranks and other specialized bits of metal lay with an array of tools all over a pair of long tables that stretched the length of the room. The smells of metal and machine oil filled the air. Something clanked rhythmically in a dark corner in the back. It was fairly clear that this was the town mechanic's shop.

A half-dozen salamanders dozed on a table beneath the front window, with their scales turned dull black to soak up every drop of the remaining evening sunlight. Small, slitted eyes opened briefly and then ignored me.

I could hear a crackly, muffled voice coming from the back. Past a curtain, I found a narrow spiral staircase leading up. It looked like it had come from somewhere else. The ornate wrought-iron railings, twisted round with designs of winged weasels and snakes, were wildly different from the simple stone walls around them, and the staircase didn't quite seem to fit the stairwell. The middles of the steps were worn down, the edges scattered with mysterious bits of machinery.

If the downstairs room had been cluttered, the upstairs room made it seem practically empty by comparison. It was all machinery, floor to ceiling, stacked in precarious heaps and hanging from the rafters. Jars of nuts and bolts stood on any surface flat enough to hold them. Loops of chains and wire hung from hooks. Several of the heaps had small, open areas in the middle, showing that there were work tables somewhere beneath all the clutter.

The machines here - when I could pick individual ones out from the chaos - were much more fanciful than the practical, workaday devices downstairs. Here was a fan, a ring of thin blades punched with geometric patterns of holes, designed to be spun by the air rising from a candle flame; there, a music box built to play multiple brass musical cylinders at once; farther in, an ungainly machine for cracking eggs. Judging by the litter of pulverized eggshell around it, it had not yet succeeded in doing so gently.

In the center of the room was the man who had called me in, whom I assumed to be the mechanic himself. He was a short man with a face like a bespectacled sheep and a wild mane of woolly hair. He wore a shirt stained with machine oil and a vest that seemed to be made entirely of pockets.

"Oh good, you found the stairs." He spoke Halsi, almost too quickly for me to follow. "Some people can't. Do you speak other languages? I finally got a signal on this thing and I'm talking to someone, or trying to, but I can't understand a word."

I replied that I spoke several languages. Unfortunately, my spoken Halsi is not particularly good yet; my reply probably sounded something like, "yes, it speaks many language, what need?" This did not appear to fill the man with confidence in my abilities. He was about to say something else when the radio interrupted.

"Finally, someone else," said a crisp, crackly voice from the speaker. "I don't suppose you speak English?"

It was surprisingly pleasant to hear someone speaking my native language again - even if the voice was crackly and coming out of a machine. It's fairly common to hear English, along with every other language, in the larger cities of the Golden Desert. Since leaving Karkafel, however, I've heard very little of it.

The voice on the other end turned out to belong to a Miss Anthetica Mandrigore, who was speaking from a cottage in the High Fields. She's currently trying to assemble a group of radio operators to create a sort of radio communication team - a "network," she called it - between several of the more remote parts of the High Fields. In that country of cliffs, landslides, broken bridges, narrow switchback paths, and weather so unpredictable that even postbirds find it difficult to deliver mail on time, a system like this could be quite useful.

The mechanic introduced himself - when he remembered - as Bofrid Haggadan. With me as a translator, the two of them spent the next few hours discussing radio technology. I got the impression that neither of them often got a chance to discuss the subject with someone who was equally interested. Miss Mandrigore also had rather a sharp tongue, though, so perhaps it was just as well that the two of them couldn't communicate directly just yet. Not everyone patient enough to operate radios has the same amount of patience with people.

I am far from an expert in any of the mechanical disciplines, so the conversation quickly grew to be over my head. Fortunately, many of the technical terms are the same or similar in both languages; most of the words I didn't understand, Mr. Haggadan did.

No one is really quite sure how radio works. People first found the old transmitters in the floating cities; the theory is that the Hill Builders used them to talk to each other. Some of those old transmitters still work, even after thousands of years, and people like Mr. Haggadan and Miss Mandrigore have started making their own.

Electricity has generally been dismissed as an unstable and impatient form of energy, especially compared to salamander power and the ancient Hill Builder reactors that still power the floating cities. No one would consider using electricity for anything practical. Still, the Hill Builders seem to have been fond of the stuff.

Of course, since no one actually knows how radio transmitters and receivers work, the best anyone can do is put wires and magnets and electrically-trained salamanders together and hope that it all works. Those few who try succeed almost half the time. Even when radio does work, it's never reliable. The signals have a tendency to fracture as they spread, becoming crackly and distorted. They can only be picked up in random patches of space. Move two feet to the left, and everything dissolves into static. Many radio operators find themselves yelling across the room to their microphones, holding their antennas out of the window for a better signal.

Fortunately, nothing like that was necessary today. The two radio operators continued to converse, their voices passing each other on tenuous streams of radio waves stretching halfway across the world, until a storm crossing the High Fields finally drowned out Miss Mandrigore's crisp voice in a sea of static. The two of them made plans to contact each other again in a few days. Miss Mandrigore has a niece who speaks Halsi, so they will be able to continue to trade notes after I leave Rikanta. Coming from two such distant locations, it sounded like they had a lot to learn from each other. I suspect that the niece will find herself with a full-time job shortly.

After switching off his radio, Mr. Haggadan thanked me profusely for my help. He said he would have invited me to stay for dinner, except that - like many passionate craftsmen - he had never taken the time to learn to cook, and all his meals consisted of bread and garlic with the occasional cabbage. Besides, it was quite obvious that he wanted to return to work on his radio. I thanked him for the offer and said goodnight. When I left, he was in the middle of dismantling some piece of electrical wiring, muttering enthusiastically to himself and shuffling through the sheaf of notes he'd taken during the conversation. Perhaps this will be the beginning of a more reliable or widespread form of radio.

For now, though, it remains a pastime for the patient and the hopeful, for dreamers and eccentrics, for engineers who are willing to tinker endlessly with half-understood technology for the chance of hearing a stranger's voice from half a world away.

Then again, anyone who answers them is almost certainly a similar sort of dreamer. Perhaps they're not such strangers after all.

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Monday, July 02, 2012

Word-Plague


It has been an interesting couple of months in the town of Arkit.

The first sign of the word-plague was when the clockwork pipe crawlers began to literally tie the town's plumbing in knots. This happens occasionally, even with healthy pipe crawlers; it is usually a sign that they are bored, or that some set of instructions was not clear enough. As fine as their metal and crystal workings are, clockwork pipe crawlers are essentially simple creatures. They are capable of following simple instructions and very little else. This is why they so often end up assigned to plumbing repair.

The pipe crawlers' trainers inspected their notes, but they found nothing that could have led to this sort of behavior. What was more, further instructions to the pipe crawlers changed nothing.

This was cause for alarm. No one wants a repeat of the construction of Bratakar, where the bricklaying pipe crawlers stopped responding to instructions and built neat foundations across half the town before someone realized that a misinterpreted command had led them all to turn off their eyes. Arkit's pipe crawler trainers immediately went to work, testing the little machines for every error they've been known to encounter. Still, nothing worked.

This, incidentally, was when the town's schoolteacher began to notice an unusually high number of spelling errors in her pupils' writing. No one took much notice of this at the time.

Over the next few weeks, the pipe crawlers' behavior grew steadily more erratic. Some continued to fix pipes, though many of them fixed them in wild and fantastic shapes more suited to a sculpture museum than to plumbing. Others wandered farther from their assigned tasks, obsessively polishing a single length of pipe, or cutting faucets into careful slices with their metal-cutting tools. (This was when the trainers removed all the heavy-duty tools from the crawlers.) Yet other pipe crawlers wandered off into the town's underground, only to show up later rearranging tableware or carving endless hatch marks into stone walls.

The spelling errors continued to proliferate as well. Several of the town's accountants began to quietly wonder if they were going mad.

Then came the fateful day when every piece of writing in the town spontaneously translated itself into an old and obscure dialect of Halsi. That was when it became clear to everyone that this was not a mere mechanical problem, but some kind of linguistic plague. Spoken words remained unaffected, to the great relief of everyone in the town; the written ones were another story - literally, in some cases. My collection of ambiguous novels briefly opened their pages full of gibberish, then went blank, possibly out of self-defense. I was afraid that they had simply lost their voices and would remain blank forever.

The Halsi lasted only another day or two before Arkit's writing made its final descent into raving alphabet soup. It was not just novels anymore. Every letter had become ambiguous.

It was a great relief when the linguist-philosophers arrived.

The town's fastest flier, a bat-winged girl named Hatraskee, had packed a supply of food and water and taken off across the Desert to fetch them the day the words went bad. The linguist-philosophers traveled quickly and arrived before the town, deprived of written language, could descend into complete chaos. Fortunately, Arkit has never been an exceptionally literate place. If this had happened in a library city like Karkafel, the effects could have taken years for them to fix.

They came armed with glyphs and scrolls, thesauri and syllabaries, imperious tomes of grammar and punctuation - all the tools and weapons of an elite linguist-philosopher. They had dictionaries in a dozen languages. They had powerful epigrams and couplets, engraved in steel and fortified with many layers of rhymes. The largest of them carried stone tablets with carefully worded runes carved an inch deep. Nothing was going to change those words.


I really have no idea what all of this equipment was for. It was quite impressive, though, and whatever they did with it, it worked. Within three days, they had sorted the town's letters back into their separate alphabets; within six, they had corralled them back into languages. A further two weeks of constant writing and chanting finally forced the words back to their proper places. It was quite something to watch, too - the elaborately equipped linguist-philosophers often stood in the middle of the town square, chanting at the tops of their lungs while they did graceful and dramatic calligraphy, weaving a net of words to catch the town's wayward language. Quite a lot of the townspeople found that they had pressing business in the square on those days. Some of them stayed all afternoon.

If they ever get tired of language repair, I think the linguist-philosophers could have quite the career in theater. Whether the performance was really necessary, or whether they simply had a flair for the dramatic, I don't know - but the success of their work was undeniable. It was a great relief when the words of the town's ledgers and record books (and my own ambiguous novels) finally settled back into their familiar order. If there was a comma out of place here and there, no one complained.

Accompanying the linguist-philosophers was an expert on Hill Builder technology (as much as such a thing exists). Her job was to fix the pipe crawlers. Whatever language it is - if any - that flows through the crystal brain of a pipe crawler, it is quite different from the ones used by speaking creatures. The mechanic's task was to determine if the pipe crawlers' madness and the word-plague were the same thing, and if so, if the linguist-philosophers had cured the source of the problem or only a symptom.


I heard much less about this process. The details of machinery are as opaque to me as those of linguistic epidemiology, and the mechanic's work was much quieter than that of the linguist-philosophers. Most of it took place indoors and underground. I got the impression that she found all the noise somewhat irritating. Whatever the details, though, within another week, the pipe crawlers were back to making straightforward, functional repairs with no trace of the madness they had shown a month earlier.

Several of their more creative work, however, was sent to the museum in Hemrikath. Art is art, after all. Being made by machines or the mad does nothing to change that.

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Thursday, June 23, 2011

Pins in the World


The road reappeared today, leading off across the plains instead of leaping over the Edge. It's a relief, and not just because it means we can get the wagon started again. That abrupt end was making me nervous. FlunDitChukk got the dunderblub started again, and after saying goodbye to the geographers, we set out along the new road. It continued to wind through the long grass of the Scalps all day.

After a week in SuyMaTmakk, I'd forgotten just how much open space there is out here. Nothing interrupts it. There are no mountains, no buildings, no hills higher than my waist. I still haven't seen any of the Scalps' precious forests. We did see the occasional single tree - acacias and lightning pine, for the most part - but most of them had jaglars reclining in the upper branches, so we stayed well away. Jaglars are rather possessive about their shade.

For most of the day, though, the wagon was the only thing in sight that wasn't grass. When the wind blows - and it always blows here - the low hills look like waves, an ocean of shimmering grass stretching to the horizon and beyond. I'm not the first to think so, not by any means; many people have written of the Scalps this way. There are even some who build prairie-boats out of lightweight wood. They have sails and run on polished runners, skimming over the grass as if it was snow. A well-built prairie-boat can hold one person - two, if they're small. You can't take much with you, but they're the best way to travel here if you travel light.

Of course, weighed down with art supplies the way I am, they're out of the question for me. I've never been particularly fond of speed anyway. I'll stick to wagons for now.

The grass got thinner and drier the farther we went. Dust rose from the wagon's wheels in dry orange clouds. A few of the jazz birds started coughing halfway through an improvisation, and FlunDitChukk kept me busy bringing them water all afternoon. Patches of dry ground began to creep in between the short clumps of grass - bald spots on the Scalps - and though the grass still shimmered, it was because of heat, not wind. I doubt this is the kind of country that sees many visits from the rainwalkers. With every mile, there were fewer trees. Instead, there were the poles.

I'd heard of them before, but until today, I'd only seen them from a great distance. Most people on the Scalps believe they were left by the Hill Builders. They do have that look. They're battered poles of black metal rising from the ground, probably five times my height where they haven't broken off. Each one has a different shape at the top. You can see them from miles away, silhouetted against the sky, as if they were the glyphs of a very tall language. If there's any logic or meaning behind them, no one's deciphered it yet.

No one is sure what they were for, though there are plenty of theories: radio antennae, vertical shrines, tent poles, the markers of a mysterious game, the dead trunks of metal trees. A compass will go mad if brought too near to one of the poles. Birds don't seem to mind them; there isn't much else to perch on on the Scalps, though, so that could just be a matter of convenience. They seem to have no effect on people, though those who live near them sometimes speak of having unusually vivid dreams. Whisperlings say they can hear the poles humming occasionally. Some of the humming is music, melodies in strange and secret keys, but it never has words.

They've become part of the landscape of the Scalps by now. Birds nest on them. People build sod houses around their bases for support. (Sod houses have a tendency to slouch, especially when it rains.) Unlike many of the things the Hill Builders left behind, the poles are not made of the mysteriously indestructible hypersteel. They're obviously made of a fairly tough metal - they've withstood centuries on the Scalps, after all - but they've been worn and battered over the years. The poles are full of scratches and dents and crookedness. People have carved words into a few of them. Often it's just their names, but I've been surprised at how often the graffiti turns out to be poetry.*

The people of the Scalps call them Kucha, which roughly translates to "pin." This is why the Scalps are also called the Pinstuck Plains.

Archaeologists have tried to dig to the bases of the poles a few times. They always have to stop when they hit bedrock. Some flat-worlders believe that the poles hold the world up, like the pilings of a pier; round-world theorists believe that they go all the way through it, like a giant's hatpins, holding the world together - or perhaps keeping a few specific places apart. Here on the hairy Scalps of the world, that doesn't seem too far-fetched.


* One had a copy of the Recursive Sonnet on it, of course. Quite a few have nonsense poetry by Carlis Rowell.

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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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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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Saturday, November 29, 2008

Endless Tracks

We're out in the uninhabited parts of the Railway Regions. The mountains stretch away in every direction like a rumpled quilt made of trees. There are misty gray patches of skeleton trees, green speckles of fir and hemlock and pine, and smooth expanses of gray and brown stone. Birds fly overhead - crows, vultures, and the occasional Winter falcon. Their calls carry for miles across the empty mountains.

This is balloon country.

They're everywhere. There's always something in the sky - rarely more than one at a time, but always something. Hot-air balloons float by like brightly patterned soap bubbles. Floating cupolas hang like little cupcakes of architecture beneath their own balloons, larger than the ones with baskets, long tubes like cucumbers or stacks of balloons like abacus trees. Pedal-balloons putter by now and then. The people beneath them are visible if they get close enough, turning the rudders and propellers with bicycles rebuilt for flight. Airships of every size loom overhead, massive hulks of inflated cloth or leather or paper with tiny gondolas underneath, casting shadows like clouds on the mountains. Some spin their propellers lazily; others just drift with the wind. They're only crossing these mountains on their way to somewhere else.

The Train traveled all day without passing a single city, town, or village - not so much as a trackside cabin. Nothing but trees. The only sign that people had ever been here was, in fact, a sign, stuck on a post near the tracks. The paint was cracked and faded, but the writing was still legible. There was only one word:

WHERE?

It looked like it had been sitting there for years, asking its impossible question to the silent trees. I wish I had an answer for it.

Actually, that wasn't the only sign of civilization. Passengers on the Train just stop noticing the other one after a while.

After all, the tracks are always there.

The first tracks were laid by the Hill Builders. For centuries, no one was sure what they were; the long, straight pieces of metal just turned up now and then for no apparent reason. Farmers would find them beneath their fields or exposed by landslides. For some reason, the tracks were made of ordinary steel, which is why they didn't last as well as most of the Hill Builders' creations. Most of them had been buried and rusting for a long time.

After the Train was unearthed, of course, it was only a matter of time before someone noticed the shape of its wheels and realized what the tracks were. Most of the tracks were bent and rusted beyond repair by then, and there's no telling how many have never been found at all. Nearly all of the intact ones had been dug up and taken away. They obviously weren't doing any good where they were, after all. The scattered tracks show up in the strangest places. One of them is the roof-beam of a barn near Milldacken. Two others are in a circus that travels through the Railway Regions; they've been turned into stilts for a giant. A pair of tracks runs the entire length of a hallway in the Vanister Museum. They've been used as foundation pilings in Golgoolian, fence posts in the High Fields, and pillars and railings in several of the floating cities, where metal is lighter than air. According to one of my fellow passengers, one piece of track has made it all the way to the Golden Desert; a crinkle-bagel vendor in Thrass Kaffa uses it as a frying pan. Little pastries sizzle in the Desert sun, lined up in a row on top of the old steel.

As a result of all of this, when the Train was finally repaired and began running again, there was more or less no track for it. A few sections had survived, but it could have crossed all of them together in about two minutes. The Engineers had to lay their own tracks for several years.

Of course, once it became obvious that the Train was the best thing to ever happen to travel in the Railway Regions, every town and city wanted the tracks to come to it. The railroad doubled in length within the first few years.

It's fairly simple for a town to connect to the railroad. The people just add a small circle of track to their station - usually with one side hidden, so that it's not held in place by people looking at it - and within a few days, the track going through the station is just another part of the railroad. Instead of going in a circle, it continues out of the town in both directions. There is only one track in the Railway Regions. Any set of rails laid on the ground will become part of it sooner or later.

Strangely, it's continued to grow over the years. Each town only adds one or two hundred feet of track - not enough to even reach the edge of town, in most cases - but the rails still stretch across the mountains for miles.

No one puts tracks in the middle of the wilderness. They're there anyway. The railroad may have been started by hand in towns and cities, but most of it has grown all by itself.

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Wednesday, November 26, 2008

The Smokestack

Sure enough, there's a smokestack in the center of Ayagolla. It's a hollow monolith of ancient red brick on the highest point of the mesa. A rusty ladder is bolted to its side. Anyone can climb up and look into the opening on the top, so that's exactly what I did.

The outside of the smokestack is about as tall as a two-story house; it's small compared to most of the ones on Hamjamser. Inside, however, the hole goes down too far to see. It's at least as deep as the bottom of the mesa.

Being large, ancient, inexplicable, and remarkably well-preserved, the smokestacks are generally thought to be yet another mysterious leftover from the Hill Builders. They seem to be made of perfectly ordinary, if rather large, red bricks; several of the stacks are known to be at least a thousand years old, though, and they don't look more than a few hundred. Nobody has ever built as permanently as the Hill Builders. They're named for it, after all.

The smokestacks turn up all over Hamjamser, usually in high places. There are at least fourteen in the Railway Regions. Explorers have found them rising unsinking from the Great Shwamp, drifted in sand in the Golden Desert, and crowning the peaks of half a dozen islands in Kennyrubin. They're all made of identical red bricks, no matter where they are. As far as anyone can tell, the smokestacks are bottomless. Explorers who go down them run out of rope before they reach anything. Attempts to excavate the stacks, to follow them from the outside, have turned up nothing but endless perfect rows of bricks. The shafts are too narrow for flight; the bases are wider than the tops, but they stay the same width below the ground. Katara Katravandisask, the notorious daredevil photographer, probably would have gone down one long ago if her wings could fit.

A few people - geckos and insects, mostly - have managed to climb down the inside walls of smokestacks. They've brought back strange tales of tunnels and rooms at the center of the world. Some say the smokestacks go straight through the planet, and that each one has an identical counterpart on the opposite side. (This theory is only held by supporters of the round-world theory, of course - the flat, shapeless, mosaic, and moebius world theorists think it's complete nonsense.)

No smoke ever comes out of the stacks - they're named only for their shapes - but they're always a few degrees warmer than the surrounding air. The inside of Ayagolla's is full of bats and cliff-swallow nests. Aeroscorpions hook themselves to cracks in the bricks during the Winter. A few of the cold-blooded villagers join them, preferring to hibernate in the warmth of the smokestack instead of their own chilly basements. They hang little tents inside the bottomless hole. From the top, I could see several of them hanging like canvas fruit over the empty blackness. Each tent has at least five or six ropes holding it to the top of the smokestack, as does each person inside it. Apparently, the drop doesn't bother them.

The Ayagollans agreed to let Miss Hepsedine plant a small inkweed sprout at the base of the stack. It's the perfect spot - the bricks are surprisingly smooth after hundreds or thousands of years of weather, and the ground all around them is as black as charcoal.

On a completely different topic, I heard from another passenger on the Train that there was an accident at the Bank of Bannarbangle last month. A dragon's hoard fell through the floor and ended up hopelessly mixed with the vault of gold below it. It took weeks to sort them out. The dragon is thought to have come out of the mess about thirty pounds richer than before; when a dragon says that yes, it is sure that this particular brick belongs to it, you don't argue. The whole thing reminded me instantly of Professor Flanderdrack. I wonder where he is right now.

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Tuesday, November 25, 2008

Ayagolla

Ayagolla is a small fishing village on top of a small mesa. It's farther away from the water than any other land within two miles. The valley around Ayagolla is deep, edged by cliffs on every side, as if a section of the Railway Regions just sank three hundred feet straight down. Most of the valley floor is a lake.

The villagers have carved dozens of steep, precarious staircases into the wrinkled cliff sides of the mesa; at the bottom, where the cliffs rise straight out of the water, are the docks and the little boats that the Ayagollans use for ordinary fishing. They row occasionally to the little shacks and cabins on the valley's other islands, or to the outer staircases that lead to the rest of the Railway Regions.

The Train, on the other hand, can only get to Ayagolla by bridge.

The Bridge of Golla is built on two rods of hypersteel. They were laid across the valley a long time ago - far too long for anyone to remember, possibly by the Hill Builders themselves - and their ends were driven deep into the face of the rock. No one really knows exactly how long they are. One end of the bridge is attached to the mesa, the other to the top of the valley's outer cliffs. For hundreds of years, the two rods - each over two miles long and roughly the thickness of a pencil - simply had wooden boards laid across them. People could walk to Ayagolla, three hundred feet above the water. The boards had a tendency to rot in the damp air, though, and people kept getting blown off the bridge by the high-altitude wind, so most preferred to take a boat. No one objected when the Train began running and the bridge was turned into a a railroad bridge. Instead of wood, the two hypersteel rods were connected by bars of iron, and tracks were laid on top of them.

It's rather unnerving to cross the bridge. It's less than a foot thick. Nothing supports it except the two pencil-thin rods of hypersteel; from the middle of the bridge, with the cliffs far away, it looks like just a thin strip of metal hanging in the air. Underneath the steady beat of the Train, you can hear the bridge humming, the deep ringing sound made by the metal that does not bend. A piece of hypersteel doesn't just vibrate in one part. If the middle is vibrating, so are both ends and everything in between. The Ayagollans can hear the Train coming long before they can see it.

Ayagolla was originally built by fishermen, who cast their lines over the cliffs to catch the glider-eels that swim through the air over the lake. It's part of their migration route. The river that flows through the lake has carved a deep canyon into the cliffs on either side; the eels weave their way from one opening to the other, avoiding the waterfalls that spill over the edges. They float high above the surface. They swim with the same languid rippling motion used by aquatic eels; their fins are as large as wings and covered in shimmering rainbow patterns. Each eel has four long whiskers, far longer than its body, which it keeps trailing in the water at all times. If an eel's whiskers leave the water, it falls. No one has figured out why. Aeroicthyologists have spent their entire lives trying to discover the secret to glider-eel flight.

The villagers don't really care how glider-eels fly. They just catch them. When the first schools of eels start drifting through the valley, all other fishing stops. The villagers get out their poles, thick bamboo rods strung with rope and baited with apples (a favorite of the eels, for some reason). You need a strong pole to catch a glider-eel. Young eels are no larger than a garter snake, but the adults can reach the size of a tiger shark. The eels are completely weightless until their whiskers have left the water; after that, though, it sometimes takes two fishermen to reel in a large one. They anchor themselves in the fishing-holes scattered over the top of the mesa. Over the years, depressions in the stone fill with small grains of sand, which are blown around in circles by the wind and expand the holes a fraction of an inch every year. Some of the oldest and largest ones have had houses built on top of them and become root cellars. Each eel-fisher picks a hole and stays in it until their eel has reached the top of the mesa; mature glider-eels are large and strong, perfectly capable of pulling a loose fisherman over the edge.

The Ayagollans rarely catch more than ten eels each year. They salt or pickle the spongey meat to eat until the next migration. They sell the whiskers, which are quite popular among experimental aviators. The sky-sails used on some airships, which appear to be constantly filled with a wind blowing from below - like parachutes that never fall - are actually ordinary ship's sails with glider-eel whiskers woven into them. The owners of sky-sail ships keep large supplies of water on board so that the sails don't dry out.

The Train is going to stay at Ayagolla overnight and move on tomorrow afternoon. I hear there's a smokestack in the middle of the town, which I plan to go see tomorrow morning. I've never seen a smokestack up close before.

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Saturday, November 01, 2008

From the Train

Once again, it's November - and nearly four months since I last wrote. I apologize again. I wish I could say that I've been too busy, but the truth is that I simply forgot. I fear that I shall never be the world's best correspondent. Being one of the few travelers in the family, I really ought to keep you all better updated on where I've been. I hope to do that for at least the next month. It's that time again.

I've been on the Train more or less since I first reached it in July. It's the easiest way to travel in the Railway Regions. Walking over the mountains is difficult, even when they're not broken up by cliffs, and llamas are more in demand (and therefore harder to find) in the Regions than in most of the rest of Hamjamser. Kilopedes, of course, only go where it's warm and sunny. They only visit the Railway Regions in the Summer (though they love climbing over all the mountains when they do). Airships are expensive, the chances of a floating city passing overhead are slim, and it seems unlikely that I will grow wings anytime soon.

Besides, I like riding the Train.

Practically everyone who has lived in - or even briefly visited - the Railway Regions has been on the Train at some point. It's what makes the Railway Regions the Railway Regions instead of just a bunch of mountains. The Train itself is thousands of years old, an ancient salamander steam engine built by the Hill Builders for their own mysterious reasons. It was dug up by a farmer shortly before the invention of the airship and the rehabitation of the floating cities.

For decades, engineers on the ground had been looking wistfully at those massive heaps of metal drifting across the sky, but most couldn't reach them, and nothing they found on the ground made sense. A couple of the Hill Builders' Guardian robots had been unearthed, but their pistons and reactors and crystal brains were far beyond anyone's comprehension. No one could bring them back to life. Most just ended up in museums. The Earthmover of Cormilack seemed simple enough - for a machine the size of a mountain - but none of its joints and gears and pistons seemed to actually DO anything. (To be fair, people have been stealing the pretty metal pieces from the Earthmover since before we'd even invented machines, and its inner workings still baffle everyone who tries to make sense of them.)

The Train was the first thing to change that. A group of engineers happened to be passing by when it was unearthed, and the farmer who found it was only too happy to sell them the useless and alarmingly large hunk of metal that had been buried under his field. Its purpose was fairly obvious - it had wheels, after all - and it didn't take the engineers long to figure out how the steam engine worked. They replaced the rusted parts, filled the boiler with water and the firebox with trained salamanders, realized what the old rails all over the mountains were for, and - within a few generations - had brought the Railway Regions into existence.

Nearly every part of the engine has been replaced at some point - not surprising in a machine several thousand years old. The hypersteel boiler tank and axles will last forever, of course, but the only other original part is a glass pressure gauge lens. The engineers swore it was in the Train when they first dug it up. Their descendants, the modern Clan of Engineers, still own and run the Train (among other things). Lady Mallory, the current head of the family, practically lives in the engine.

Since the Train began running, one of the fondest dreams of any engineer has been to build a second one. (Most other Hill Builder technology can be duplicated these days, if not actually understood, and the reactors in the floating cities made perpetual motion more or less obsolete before anyone had managed it.) It seems like it should be easy. A steam engine is not impossibly complex, after all - just a bunch of moving parts. Copy them all exactly, and a second steam engine should work just as well as the first.

Apparently, that's not how it works. No other Train engine has ever moved more than a few feet. Airships have been fitted with miniature salamander engines for their propellers, and engineers in Bannarbangle have built sluggish and unreliable "steam-cycles," but every attempt to make a steam engine that can pull more than its own weight has failed miserably. There is still only one Train. No one has ever built one, at least one that worked, completely from scratch. The Train is the only Train, and the Railway Regions are the only Regions with a Railway. That doesn't look likely to change anytime soon.

Frankly, I hope it doesn't. The engine of the Train is unlike anything else in Hamjamser, an oiled leviathan of bolts and pistons and dripping black metal. It rumbles along the rails all year long, above and below ground, swathed in steam like an iron dragon on wheels. No one can ever quite seem to count the cars it pulls behind it. There are always just enough; no car is ever empty, but the Train never quite runs out of room. None of the cars really match - they're all different ages, paneled in different types of wood, papered in brown and red and gold, divided into compartments and dining rooms and the kitchen where the spider-chef grins madly as he prepares five things at once. Boxcars join and leave the Train in a constantly changing line at the towns large enough to use them. The cars swarm with engine salamanders, glowing orange along the lamp-tubes inside, pitch-black as they recharge in sunlight on the roof. The people of the Regions use Train tickets instead of coins.

In all of Hamjamser, the Railway Regions are one of the only areas without a capital city. The Mountainous Plains are largely owned by the banking city of Bannarbangle; Tetravania (the region) is ruled by Tetravania (the city); the floating cities are all dwarfed by Miggle-Meezel; even the Kennyrubin archipelago is centered on the island of Carpel Hromin. In the Railway Regions, everything is centered on the Train. It connects the Regions together, makes them what they are, and is just as much of a place of its own as Milldacken or Vanister or Tazramack. The heart of the Railway Regions is no less the heart just because it runs for miles and is no wider than a pair of steel rails.

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Tuesday, November 20, 2007

Climbing the Needle Tower

Well, I couldn't very well stay in Sconth and not climb the Needle Tower. When am I ever going to have another chance to climb three miles above the ground using only my feet?

The Needle Tower is one of the oldest buildings in Sconth. It's by far the tallest building anywhere in Hamjamser. The foundation is stone, twenty feet thick to support the immense weight on top of it; the tower gets gradually thinner from there. The top floors are barely ten feet from one wall to the other, made of aluminum bars and silk rope.

So far, the fastest person ever to climb the tower - a cliff squirrel gymnast by the name of Tatrika - took eight hours to get to the top and collapsed from exhaustion when she got there. Most people prefer to take the elevators. There are two of them, one on either side of a massive loop of rope hung from an even more massive pulley partway up the tower. A system of gears in one of the tower's basements connects a matching pulley at the other end of the loop to a waterwheel in the river Kastel (yes, the Samrath Kazi coins were named after the river - its main tributary runs through where the village used to be). A large clockwork mechanism, like the escapement of a clock, switches the direction of the elevators (after a pause for boarding) when one reaches the top and the other the bottom.

Unfortunately, the elevators don't go even halfway up the tower; any rope, even the foot-thick rope the elevators use, would snap under its own weight if it were any longer than that. You have to walk the rest of the way.

Fortunately, I'm used to walking, so it only took me ten hours and fifteen rest breaks to reach the top. I was barely able to breathe by the time I got there - partly from the exertion, partly because the air up there is so thin. The wind is freezing. It comes straight through the top room, which is really little more than an aluminum platform with a railing and a pointed roof. It's there mostly for the few anyway. You can see the curve of the horizon from there. The city was spread out beneath my feet like a very small postage stamp, perched on top of the tiny little bump that is the Plateau of Sconth. The clouds hid it from view occasionally. Off to the left, I could see the great metal hulk of the Cormilack Earthmover, gleaming like a tarnished silver toy in the sunset; to the right, the perfectly conical peak of Mount Moler was just visible, deep in the heart of the Railway Regions. There was a thin line of gold on the horizon that just might have been the Golden Desert.

It took me a few minutes to realize that I could see the entire Mountainous Plains. The edges were visible in every direction.

The core of the tower is a single straight rod of hypersteel three miles long - and that's just the part above the ground. It's driven deep into the bedrock beneath the city for stability. Even in the strongest winds, the tower doesn't even wobble. Hypersteel is not flexible. The only sign that the wind touches it at all is a low, metallic humming as the core vibrates in its stone sheath. It's almost too low to hear at all.

All anyone knows about the core is that it was dug up hundreds of years ago and stood on end in a hole dug through the stone (no one knows how anyone managed to lift the whole thing); the tower was then built around it. Like all hypersteel, it's a leftover from the Hill Builders' civilization, and therefore thousands of years old. No one knows how to make the stuff anymore.

The tip of the core is visible in the top room of the tower, protruding five feet above the floor. It's easily the oldest thing in Sconth. Its surface still has the same mirror-smooth shine it probably did when it was made. You can see your face in it.

It's hard to see all of the core's tip, though; draped in a reptilian curl over the top of it is an ancient salamander larger than most true dragons. Its mane of spines is large enough by now to rival the Sun Dragon's, and it fills the entire room with the light and heat of a bonfire. It's been there longer than anyone in the city can remember. No one is quite sure whether it was put there deliberately, possibly to warn airships and floating cities of the tower (yes, it's that tall), or whether it just found its way up there accidentally and decided to stay. It's the perfect place for a salamander that size. The core is the biggest lightning rod on the planet. Entire storms can strike nothing but the tower, if they're high enough, and almost all that electricity goes straight through the old salamander. A smaller one would be vaporized; this one simply drinks it all in. There probably isn't a better source of energy anywhere outside the salamanders' native volcanoes.

Whether or not its light was meant to be a beacon, it works. It's possible to see the light of the Needle Tower even when the rest of Sconth is well below the horizon.

I've been sitting up here so long, looking at the view and writing, that it's gotten dark. I got on the elevator before dawn; it was already sunset when I reached the top. Fortunately, the salamander provides more than enough light for writing. I'm sending this by a postbird who conveniently happens to be resting on top of the tower. I'll climb down again tomorrow.

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Monday, May 14, 2007

A Very Long Explanation for the Curious

Though the incessant rain and occasional hail have stopped (for the most part), the hills around Cormilack are still too sodden from rain and thawed snow to travel safely. Bits of road have a tendency to wander off downhill to explore. Even the Kilopedes are staying away; I haven't seen a single one since I left the one that brought me here.

I suppose you've probably been wondering where I've been these last few months.

After leaving the Kilopede, I stumbled through the hills in the dark for quite some time. Moonlit walks in the dark are much less pleasant when the moons are absent and the hills keep sticking rocks in front of your feet. I must try to get a good salamander someday. They're expensive, but the light would be worth it if wandering through mountains in the dark becomes a habit.

Anyway. Eventually, somewhat scratched, bruised, and muddy, I staggered into the outskirts of Cormilack, watching the stars swallowed up by the shadow of the mechanical mountain that looms over the town. I had no idea what it was then; I only knew that it was interesting, and that I had to draw it as soon as it was light outside.

Unfortunately, I had no idea then that I had arrived right at the beginning of the rainy season.

While most of Hamjamser spends the winter under varying amounts of snow, Cormilack spends it largely underwater; the only snow is on the mountaintops. The weather stays warmer here. The townspeople blame it on the giant machine, saying that it reflects the heat of the sun into the rest of the valley, that it stores heat all Summer and releases it in the Winter, that the mysterious, ice-encrusted mechanisms and antennae sticking up from its roof (peak?) disrupt the weather around Cormilack - there are as many explanations as there are people to make them. Some say that the Sun Dragon likes to wheel overhead and admire the digging machine. That may be true, but if so, I've never seen him. On each of the fifteen days - I've counted - that the sun shone during the winter, there was not a Dragon in sight.

Some say that the machine's engine is still going, and that its heat is what warms the valley.

The people of Cormilack call the machine the Earthmover, sensibly, as that is what it is. The highest hills in the town seem to have been plowed up by its immense blades and wheels - the tallest earthen hills, anyway. The Earthmover itself is the tallest hill in sight. Much of the town is built on it. According to local legends, the Earthmover was used thousands of years ago by the Hill Builders to build the Mountainous Plains. This is why the Earthmover and the Hill Builders are called what they are. Most people in Cormilack agree that the Earthmover was last used to make the perfect spiral of mountain ranges that surrounds the valley (I've only seen the inner mountains, but they say you can see the spiral, as perfect as a snail's shell, if you fly high enough). Upon reaching the center, several important parts broke, most the size of small foothills, at the same time that the Earthmover reached the soft, rich soil in the center of the valley and sank immovably into it. The Hill Builders, having finished sculpting the topography of this particular part of Hamjamser, decided that they had no further use for the thing anyway and left it here.

This is a typical Cormilack legend. The townspeople don't disapprove of romance and mysticism - not exactly - but they don't have much use for them either. When it comes to speculation, they're experts, but they'll take the most sensible explanation whenever they can find it.

However and whyever it's here, the Earthmover has obviously been in bad shape for a long time. Every piece of metal on it is worn and rusted. Even the digging blades at the front - which, according to local mechanics, are at least partially made of hypersteel - have their fair share of chips and scratches. One mechanical arm lies limply over a front wheel with tree-sized wires and pistons hanging from its mangled end. The drill it used to hold lies a mile or so away. Segments have fallen off the tire tread. Struts hang crookedly without their counterweights. One end of a massive snapped cable rises above the village, a crazed column of twisted metal as big around as a house and taller than most of the nearby mountains. The other end is frequently obscured by clouds. The whole mountain of ancient machinery is sunk deeper than the height of six houses into the soft soil of the valley, and grass grows in the gaps between peeling metal plates. The flatter parts are covered with trees and houses as well. It's a magnificent wreck.

As eager as I was to begin drawing the Earthmover, the weather made it completely impossible on the very first night I stayed here. Having found a reasonably good inn - it was sheltered, affordable, and warm, and that was enough for me - I was trying to nurse my fingers back to life with a bowl of soup when the rainy season hit Cormilack.

There's no other way to put it. At first, I thought something had exploded. The sound was a bit like the sound of a wet fish hitting a dock - a fish about the size of an average whale. The entire building shook.

No one inside it seemed particularly concerned. A group of people who had been celebrating a birthday party in most of the room, laughing and shouting and working their way steadily through a cake shaped like a large gear, all calmed down slightly. Still talking, they stood up, opened their umbrellas with a chorus of FLOOMPs (except the more amphibious of them, who didn't seem to care about umbrellas), and walked briskly out the door to disperse, still talking, into the ocean that was falling outside.

"Er - what exactly is happening?" I asked the innkeeper. She paused, heading towards the door with an armful of sandbags for the threshold.

"It's raining," she said simply.

I spent the next few months occasionally sketching the Earthmover, on the rare occasions when the rain stopped, but mostly just trying to keep everything dry. This is nearly impossible during a Cormilack winter. The villagers don't even try to keep their houses from flooding; whenever one floor fills with water, they just move all the furniture to the next one up. This explains why, in the middle of the valley, a house for a family of three can be six or seven stories high. It also explains the faint odor of must and pondweed that lingers around even the cleanest houses.

There is no way to describe how wet Cormilack is in the winter. Nowhere else comes close. The water on the ground is only the least of it. Even when it reaches the fifth floors of the houses, it still answers to gravity.

It's the water everywhere else that's the problem. The air is full of fog AND rain, at the same time, which I hadn't even known was possible. On especially wet days, it's hard to tell whether you're above or below the water. There isn't much difference. The fog creeps into the houses through every crack, filling the rooms inside with thick, opaque gray. Anything more than two feet away is invisible. Water trickles down the walls and drips from the ceiling. Rain comes in through every possible opening. Puddles collect in corners. Cups and bowls left in the open fill and overflow. Carpets squish when stepped on. Most people in Cormilack, in fact, don't even bother to have carpets, as the moss in their houses is thicker and doesn't rot. The air barely deserves the name. There's more water in it than air.

Nothing made of metal, paper, or wood is left out in the winter unless it's well covered in something waterproof - oil, wax, varnish, et cetera. Everything else is wrapped up until the spring. The houses are wooden, but far too big to waterproof, so the villagers just add more boards in strategic places when the old ones rot. It wasn't long before I gave up trying to draw. I kept my paper, pens, and pencils in a watertight oilskin package for most of the winter, the same way everyone else does, and got used to being constantly wet.

The floods receded over a few weeks in March, but - as I mentioned - the rest of the valley is still far from solid. The sun shines more often than not now, though, so I've been able to return to sketching the Earthmover. It will still probably be quite a while before I've got a finished drawing of it.

Unlike the migrant floods, the water that collects under the Earthmover stays there all year; the pools down there are the deepest in the whole valley, and the sun never reaches them. They stay dark and cold. Fishermen go down there occasionally, finding their way with candles, tame salamanders, or (in some cases) echolocation. They wade through rust silt to catch the blind crimson fish that swim through corroding wheels and pylons in the black water. Some say the fish have so much metal in them, you can catch them with a magnet.

I haven't eaten any.

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