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, 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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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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Friday, November 30, 2007

Lunch on the BAS Fernmarvel

There's still no sign of the road, but we found something much more interesting today.

We had been walking for most of the morning, passing hot springs and salamander hunters crouched over lava pools, when the scraps started appearing. They were widely scattered at first - just a shred here and there, pieces of the tough grub silk used for airship balloons. The airtight wax had melted off long ago.

We followed them for a while, having nothing better to do while looking for the road. I picked them up idly as we walked.

There were more of them the farther we went. It was getting hard to find a spring or patch of ground that didn't have a scrap of cloth in it somewhere when we came around a steam vent and saw the gondola.

It was obviously the source of the scraps: an old airship gondola, practically an antique, covered with old-fashioned Caroque scrollwork and tarnished brass. It was half-submerged, nose-down, in a steaming hot spring. The cockpit was completely underwater. It had been brightly painted once; faint patches of red and gold remained in crevices and the frames of the shattered windows. The steam had taken most of it off.

It took me a moment to realize what it was, as I'd never seen an airship gondola without its balloons before. They were completely gone. That was hardly surprising, though, as their remains were spread over several miles of the canyon. The hydrogen must have ignited at some point. The support ropes drooped forlornly from their hooks, rotting in the damp.

As we got closer (after all, if you find a crashed airship, how can you not investigate it?), we saw that the spring it was sticking out of was an odd gray-green color. It smelled like an explosion in a tea shop. Some sort of mineral thing, I assumed. That happens to some hot springs.

We were sitting there staring when a man came out of a small hatch near the back (now the top) of the airship. All we could see from the ground was that he was small and purple.

"Ahoy, visitors!" he shouted. "That's the sight I like to see, yes sir, it is! Got any tea? No? No, you don't look like the type. That's all right, we can't all have tea, after all. Well, what are you waiting for? Come in, come in! I haven't got all day! Well, actually I do, but who cares about that? I've got lunch, that's what matters! Come in and we'll eat it!"

With that, he disappeared back inside, still talking.

We hesitated for a moment. It had been a rather unusual greeting. After walking unsuccessfully all morning, though, I was rather tired of it, and an invitation to lunch was no less welcome because the person who gave it was a bit odd. Most people are a bit odd.

Fortunately, there was another door farther down the airship; there was enough ornamentation on the hull that I could have climbed to the upper door, but Plack couldn't have managed it. Llamas can't climb vertical surfaces. He was reluctant to go in at all at first, but the promise of lunch was enough to tempt someone who had been eating nothing but cube turnips since we left the upper jungle.

The man we had seen opened the lower door as we reached it. He was a reptile of some sort, about four feet tall and stocky, with the most enormous ears I've ever seen. Except for his silver-tinged purple scales, he looked almost like a flightless bat. He was wearing an old captain's uniform, very worn and faded, patched with scraps of the same fabric that lay all over the ground outside. I think it had once been blue. The shoulders and lapels were trimmed with scuffed gold braid.

"Ah, there you are, good!" He beamed up at us. "Come right in, I got lunch all ready on the boiler, we can use the good china from the old days! You must be wondering who I am, eh? I'm the captain of this here ship! Been sailing the skies for thirty years! Been sailing this here puddle for the last twelve, actually, but I likes it here, so that's all right. Only problem is there's no one to talk to. Had to talk to myself since last week. You're here now, though, so I can make up for lost time! Come in and eat!"

The captain spent the next few hours showing us around his airship - the parts of it still above water, anyway - and served us a lunch of boiled cacti (deflated), geyser shrimp, and scones on chipped, fern-patterned gilt china. Apparently, he boiled his food in the hottest part of the spring. It had the same strange herbal smell that the water did. I don't normally drink water that smells strange; the captain seemed perfectly healthy, though - almost frighteningly so - so I didn't worry about it. It did make the food taste good.

The airship was magnificent. It was gradually disintegrating in the heat and the damp of the Boiler Room, but it must have been one of the most splendid airships in the sky before it crashed. Every room was a masterpiece of lightweight Caroque architecture. Carved float-wood panels made up the walls, every unmildewed curve and curlicue still gleaming in the dim orange light coming in through the cracked gallery windows. Light bronze leaf coated the banisters of the stairs. The grand ballroom was missing the entire upper wall; trees grew there, sheltered from the heat outside. Their branches echoed the arches of the broken Palladian windows. Fifteen years of fallen leaves and branches from the jungle overhead had turned into a thick layer of soil, perfect for their fallen seeds.

"Not much of a ballroom now, this place," the captain commented. "A conservatory, that's what it is, and you won't find better on any other airship, they got to be retired like the old Fernmarvel here." (That was how we found out the airship's name; the gilded letters on the hull had long since vanished, either fallen off or stolen.) "You like jellyapples? Course you do, who doesn't like jellyapples, no one I know, and I got 'em growing right over there by the staircase. I'll get us a few after lunch."

We finished lunch (and the promised jellyapples) in the old navigator's cockpit, a small, cozy room full of rusted machinery and water that had leaked in through the shattered observation windows. Like the water outside - even more so, actually - it was green and steaming and smelled like tea. The captain sat right in the middle of the rising steam, perched on the back of an old swiveling chair bolted to the deck. It stuck out diagonally over the water now.

The cockpit was full of souvenirs of the airship's travels: fossils from the Golden Desert, cyclonoscopes from Mount Moler, a compass still faithfully pointing to a tree in Bannarbangle, seashells resplendent with spines and spirals, a tiny lizard saddle, a four-foot havernack tooth from Morianny carved into the shape of a lighthouse, tasselled Tetravanian tapestries, coins from all over Hamjamser strung from the ceiling... An airship can pick up a lot in thirty years. An antique pipe crawler, still ticking, slept in a glass case to keep its clockwork dry. None of the airship's plumbing worked anymore; the captain had replaced its pipe-wrench claws with scissors and a sewing machine needle so that it could repair his uniform. The strange green scent of the water filled the room.

The captain sighed happily and settled down in the middle of it all to chew his jellyapple. "I've never liked the cold." He shook his head fiercely. "Not even when I was young. Never liked it. Only thing I didn't like about flying an airship, well, that and snobby passengers, never liked them either. I'm more comfortable here than I've been in decades. After we crashed, the crew, passengers all left. I stayed behind. Went down with my ship, I did, and I'm not about to come back up without it, no sir! (That's me, you see - sir - since I'm the captain.) I like this place. I got heat, I got steam for me old lungs, high altitudes weren't good to 'em, and-" he pointed to the steaming, greenish water below - "I got the biggest teapot in the world!"

That explained the smell and the odd greenish color, then. Not minerals after all. It was an entire spring of tea.

He grinned. "You must be wondering where I gets it, yes?" (I was, in fact, but he didn't wait for an answer.) "Hunters bring it to me. All kinds. Green tea, chamomile, Vinchess Purple, mint, fruit zinger - I got 'em all mixed in there. I gives 'em information, you see. I know where the big salamanders hide. I can hear 'em." He tapped one enormous, leathery ear. "Hear 'em all the way from here, humming to themselves down in the lava."

We sat there in the tea-steamed clutter of the cockpit for several hours, listening to the captain tell stories of his travels. I might post a few of them someday if I remember. He sent us off near sunset with the leftovers; there was far more food than the three of us could eat in one meal. We've got a whole bag full of cacti, shrimp, and everlasting ship's scones. Overall, it was the best lunch I've had since eating at the Potted Pumpkin in Cormilack. I don't think the salamander hunters just come for advice.

Neither Plack nor I had a chance to say a single word the whole time. The captain talked constantly. We did say goodbye when we left, but he had started an impassioned monologue to his pipe crawler by then, and I don't think he heard us.

I'll have to remember to bring some tea the next time I cross the Greenhouse Cliff.

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