Thursday, April 16, 2020

Surprising Sheep

Roughly a century ago, in the town of Specklemax, a modestly successful farmer by the name of Ekestrial Floo decided to supplement the income of his farm by breeding brindled sheep. Brindled sheep were by no means new to Specklemax; the breed had been something of a local specialty for several generations, as had the attractive salt-and-pepper yarn produced from their variegated wool. Not much had changed about the breed since the brindled pattern had first been introduced some decades before.

Ekestrial Floo was at least as much an inventor as a farmer, an enthusiast in amateur engineering of both the mechanical and genetic varieties. He kept a small army of customized clockwork pipe crawlers, which plowed, seeded, and irrigated his fields, and which only occasionally attempted to upend and plant his house. Much of his success was due to his creation of a variety of pumpkin whose fruit, when left to ripen in the sun for a week or two, fermented into a moderately powerful explosive.*

Given this sort of track record, when Floo began to leave more of the day-to-day operation of his farm to his sister (who had her own, far more predictable, farm to run, but evidently never lost the habit of taking care of her baby brother) so that he could devote most of his attention to his sheep project, the people of Specklemax knew that he must be up to something interesting. Neighbors began to drop by the farm more often, partly out of curiosity, partly out of a desire to be forewarned if the lambs began to fly or breathe fire.

The results were far more mundane; journals and letters from the time report that Floo initially succeeded only in producing sheep with a greater variety of striped patterns. He was evidently dissatisfied by this development, though, intending something far more original, so the neighbors kept checking.

They were not disappointed. After four years of work, Ekestrial Floo walked into town one market day proudly leading the first of a new breed of plaid sheep.

They were twins, in fact: one had fleece with a pleasant blue and yellow plaid pattern, the other a handsome red and black. Some of the more cynical townspeople naturally accused Floo of simply dyeing the sheep, but a quick shearing of one plaid flank showed that the pattern was mirrored in the skin beneath.

Floo's triumph was lessened somewhat when he discovered that the process of spinning the plaid fleece into yarn or thread would inevitably blend all of the colors together into a muddy green or brown. He had apparently expected that the sheep would allow the production of plaid fabric - a favorite in Specklemax - without the need to dye the wool beforehand. Unfortunately, he had neglected to speak to a weaver, or anyone with an actual knowledge of textile production, before embarking on his project.

Though he was initially crushed to have wasted four years of his life on a pointless project, Floo did live long enough to see his plaid sheep become one of Specklemax's major tourist attractions, which I hope came as something of a consolation to him. The sheep are now a familiar sight in the area, scattered like brightly patterned handkerchiefs across the hills around the town.

Specklemax, incidentally, is in a relatively low-lying and swampy area of the Mountainous Plains. To the best of my knowledge, it has never been less than several months' travel from any of the more arid regions of Hamjamser.

It came as something of a surprise, therefore, when we crossed a dune on the outskirts of the Golden Desert and found a small flock of Specklemax plaid sheep grazing in the valley below.

They were unmistakably the Specklemax variety; the placement of their eyes, which are unusually protruding even for sheep, is quite distinctive. None of us could imagine how they had ended up in this remote corner of the world.

Naturally, those of us blessed with legs left the wagons and approached the flock for a closer look. Sheep are rarely the most observant creatures around, but these seemed so utterly unconcerned about their surroundings - including our approach - that we paid perhaps less attention than we should have while we walked toward them.

As a result, we were taken entirely by surprise when a giant centipede erupted out of a nearby patch of sand, hissing like a homicidal steam engine and rearing up high enough to block the sun with its outspread legs and fangs.

I don't know what species it was, but it was far larger than even crocodile centipedes ever grow. I've seen streetcars that were shorter and probably weighed less. Mogen had her crossbow out before I could do more than blink, but I doubt it would have had much effect on the creature. Even if she had managed to hit a joint in the centipede's heavily armored body, a single crossbow bolt would likely have done little more than make it angrier.

"My sheep!" The centipede hissed in a voice like a pot boiling over. "Mine! No touch! If you touch them, I will kill you and bite you until you die!"

Oddly enough, this was actually reassuring. Creatures that offer threats instead of simply attacking you can usually be reasoned with.

Being the only member of the group who'd visited Specklemax and encountered plaid sheep before, I was walking slightly ahead of the others. As a result, I found myself in the uncomfortable position of negotiating with the giant angry venomous chilopod. I've traveled by kilopede and have no particular fear of arthropods of any size, but kilopedes are essentially placid creatures. This one was quite clearly not.

Still, it was speaking Amrat, sibilantly accented but perfectly understandable, and it hadn't actually made a move toward us since we'd stopped approaching the sheep. Its sheep, apparently.

I reassured the centipede that we had no intention of touching its sheep; we merely wanted to look at them. It hissed suspiciously at me.

They were, I added, very nice sheep.

At that, the centipede's hostile attitude seemed to melt away completely. It flipped its antennae forward and rubbed its claws together.

"Yesss! Are they not beautiful?" the centipede crooned. With alarming speed for such a large creature, it dropped back to the ground and scuttled over to the sheep, where it curled its body into a circle around the entire flock. It rubbed its head lovingly against a plump red and yellow one. "I have named this one Rock because she is the prettiest." The sheep all continued to chew placidly as if this sort of thing happened all the time.

After that, conversation with the centipede went remarkably smoothly. Once reassured that we had no intention of touching, stealing, eating, bothering, or otherwise interfering with its sheep, the massive arthropod was happy to tell us all of the minutiae of its apparent occupation as a shepherd. We were treated to an exhaustive list of what the sheep did and did not like to eat, given far more information than we needed about their various ailments, and personally introduced to each sheep by name. (For reasons the centipede did not explain, a full third of the sheep in the flock, both male and female, were named Skeezel. Perhaps it simply liked the name.)

As far as we could tell, the sheep had most likely wandered off from another caravan, or perhaps a farmstead with unusual origins. The flock had already been living in the valley when the centipede had arrived "many long times ago." This could have meant months or decades, although given the size of the centipede, I suspect it was closer to the latter.

Finding the sheep too beautiful to eat, the centipede had instead made friends with them. Its method of "making friends" apparently consisted of tipping a sheep over and resting its head on top of it like a pillow. (It was happy to demonstrate the process for us using one of the older sheep, which continued to chew its cud with an expression of long-suffering patience.) Luckily, the centipede didn't seem to feel the need to repeat the process with us; whether that was because we were capable of speech, or because it wasn't interested in befriending non-sheep, I don't know.

We all introduced ourselves as well. The centipede listened politely and, as far as I could tell, forgot all of our names immediately. It certainly never seemed to feel the need to use any of them while we were there. When asked, it introduced itself as "kerlis," which is simply the Amrat word for "centipede."

The centipede insisted on serving us supper and glided off over the dunes in search of prey. Garnet followed it. After an hour or so, the two of them returned with the carcass of what, surprisingly, appeared to be a sand-dwelling variety of walrus. More surprisingly yet, they were chatting animatedly with each other, discussing local wildlife and comparing hunting techniques. I don't believe I'd heard Garnet say so many words in the entire time I'd known her.

While Mogen was roasting the walrus over a large, efficiently built fire, which the centipede found fascinating, I pulled out a small box of pepper I'd picked up in the Scalps. The smell was strong enough to immediately catch the centipede's attention, and I had the rather alarming experience of having a chitinous head with fangs the size of my leg peeking over my shoulder to sniff at it.

"Is food?" the centipede asked hopefully. I confirmed that it was, and made sure to sprinkle some pepper over the centipede's portion - roughly half of the roasted sand walrus - before we sat down to eat.

The centipede reclined like a large cat while it ate, holding its meat with a few pairs of legs. It took one bite and shot upright again with a hiss that made the rest of us jump.

"The food!" it hissed, clicking and smacking its mouthparts in what I eventually realized was enjoyment. "Hot! It is food that bites! Good good, yessss."

The sight of a centipede the size of a small dragon masticating a chunk of walrus with its mouth open is one that I sincerely hope never to see again. Still, it was rather gratifying to see my relatively minor contribution to the meal enjoyed so much. It's easy to forget what a treasure spices are in lands where they're not commonly available.

The night was once again pleasantly uneventful; most wildlife seemed to avoid the valley, for obvious reasons. We did take care to choose a campsite upwind of the centipede (which smelled like acid and carrion) and the sheep (which smelled like sheep).

The next morning, we thanked the centipede for its hospitality before setting off. I left it with a few spoonfuls of pepper in a twist of paper, which it stroked lovingly with an antenna before scurrying off to bury somewhere.

Once we'd said our goodbyes, the centipede appeared to lose interest in us entirely. When we last saw it, it was making a fuss over Rock the ewe, who chewed placidly while the centipede's fangs neatly plucked burrs and twigs from her bright plaid fleece.

---

* The pumpkin - which he dubbed the Firecrack-O-Lantern - won Floo a commission from the Fiogajas, the notoriously pyromaniac royal family of Specklemax, to grow as many as he possibly could each year. The pumpkins became the centerpiece of an annual dinner party held by the Fiogajas, during which servants launched pumpkins off of the manor roof with a homemade ballista and guests competed to detonate the fruits with flaming arrows before they hit the ground. Floo's neighbors were surprisingly pleased with this turn of events, reasoning that as long as the Fiogajas were blowing up fruit on their own land, they were less likely to wander into town and attempt to create a waterspout by dropping dynamite down the town well.

Sadly, the Fiogaja family manor no longer exists. When the family finally exhausted the town's patience, leading to their deposition and exile from Specklemax, the head of the family at the time - Baron Zamran Arketily Spork Fiogaja - ignited the manor's entire cellar full of firecrack-o-lanterns before leaving town. Residents at the time attributed the Baron's act to a fit of pique at his family's expulsion from town, but in his later years - which were evidently happy ones, despite his exile and lack of eyebrows - he admitted that he had "just wanted to see how large a bang it would make."

The pumpkin seeds not consumed by the resulting fireball were propelled, along with very small pieces of the manor, for miles across the surrounding countryside. To this day, volunteer firecrack-o-lantern vines still occasionally sprout in previously non-flammable pumpkin patches as far away as Tazramack, to the usually unpleasant surprise of gardeners. It's considered wisest in the Mountainous Plains to light one's pipe a safe distance away from the pumpkin patch.

Labels: , , , , , , , , , , , , ,

Monday, April 13, 2020

Supper with Nemigan

The crocodilian man in the valley was taking a break with his feet in the stream when we returned, his baskets of fruit set aside. Upon seeing our wagons rolling down between the trees, he rose to his feet with a beaming smile full of friendly fangs and spread his arms wide.

"Kirim!" he called to us in a booming voice. "Um shalassa!" (This, I learned later, is a standard greeting in the border valleys, translating more or less to "Welcome! You look hungry.")

His name, he told us, was Nemigan. That was nearly all I could make out of what he said. He spoke Amrat, but with an unfamiliar accent far thicker than my newfound knowledge of the language could penetrate. Fortunately, Chak and Karlishek seemed to have little trouble understanding him. Mogen, having no business or messages to attend to, didn't seem to feel the need to talk.

After so long in the sun and the dry wind of the dunes, the cool, faintly damp air of the orchard valley was like the kiss of October after a long Summer. I'd almost forgotten what humidity felt like. Even Chak stuck his head out of his wagon to look around.

Each tree in the orchard was hung with what looked like a small talisman - a cord knotted around dangling pebbles and small bones, with a little glass bowl at the bottom. In each bowl was a scrap of honeycomb in a glistening pool of honey. (Though they didn't look like much in the evening shade, the sunlight the next morning lit them up in gleaming amber, dappled with the shadows of leaves and of the various bees, flies, and wasps buzzing around the sweet liquid.)

After we'd made our introductions, Nemigan led us up a path beside the stream that ran through the center of the valley. His house was a cheerfully lopsided sandstone structure with a gaggle of wooden additions hanging off of it, a pale, asymmetrical shape in the bluish dusk. It was built on a rocky outcropping where the stream chuckled its way up out of the ground. Where the water originated, I have no idea; an underground spring, perhaps, or a local aquifrax. The house wore a front porch at a rakish angle, and we shared supper there while watching the sunset over the orchard.

Supper was a masterful display of what one can do with a few types of fruit. Nemigan served us fresh apples, pickled puddens, apple juice, apple jam on pudden bread, and dried pudden slices with apple butter. To provide a little variety, he added a stir-fry of vegetables, mushrooms, and various unidentified crustaceans from the stream. (There were at least a dozen species, but he referred to them all as "kechenin," which means "crunchables.") I got the impression that he didn't get the opportunity to cook for guests as often as he would have liked. The rest of us, finding ourselves in a surprisingly celebratory mood, contributed various small additions of dried meat and bread from our own supplies, including the last of my dried slug meat. I'll have to see about replenishing my supply now that we're in a less arid region of the world.

Garnet took a walk over the dunes while the rest of us were preparing supper and returned with half of a small herbivore, somewhere between a deer and a jackrabbit. Nemigan identified the creature as a "biffery." He was quite impressed - apparently they're not particularly easy to catch - and was polite enough not to inquire where the other half of it had gone. Karlishek and I were already aware of Garnet's lycanthropic metabolism and certainly didn't begrudge her a small extra snack before the meal.

Before eating, Nemigan said what sounded like a brief prayer, which Karlishek said was thanks to the spirit of the valley. (It occasionally appears in the form of a white mouse, formed of the mist that rises from the stream at dawn; it leaves dewy footprints in the grass even on the driest of days.) I couldn't understand the words that Nemigan used, but I paid my respects the best that I could in my own language.

It turned out that Nemigan spoke a mix of Amrat (of which I now have at least a working knowledge) and Jingli, the most common language of Changrakata. His little valley was part of the patchwork region between that much greener country and the Golden Desert. Karlishek, of course, speaks fluent Amrat, and Chak had spent the journey acquiring at least an academic knowledge of Jingli, so all of us were able to converse in one way or another. We traded news of distant places in Changrakata and the Golden Desert all evening. Most of it was at least second-hand, and several months out of date, but this is usually the case with news from other regions of Hamjamser. No one minded.

Sleeping outdoors in the valleys is apparently unwise; the local centipedes have a fondness for shiny objects and are known to frisk sleeping travelers for coins and jewelry. As the centipedes are venomous, roughly the length of my forearm, and liable to bite when startled, we all agreed that it was better to attempt to fit ourselves into Nemigan's house for the night. Space was limited, but we all found a corner to curl up in or a piece of furniture to slide beneath. I spent the night in the root cellar and nearly wept with joy when the subterranean temperature required me, for the first time in what felt like years, to sleep under a blanket again. The fact that I was folded nearly in half between two baskets of puddens felt hardly worth mentioning.

A crooked extension of the building hung slightly over the stream - Nemigan said he disliked having to go outdoors to fetch water on cold nights - so Chak was finally able to spend a night outside of his wagon, submerged to his neck in the cold water. He said the chill helped him sleep.

The best news for Chak, though, came up during supper, when we discovered that we were now on the outskirts of Changrakata. The hardest part of his journey was nearly over.

Labels: , , , , , , , , , , , , , ,

Sunday, April 12, 2020

Leaving the Caravan

We reached the first valley a few days later.

It was quite unexpected. We simply came over yet another dune, the gafl puffing with the effort, and instead of yet another channel of hot golden sand, we found ourselves looking down into a small orchard.

It filled the shaded space between two dunes, and nothing more. At the crest of each dune, scrubby grass gave way to bare sand in a line as sharp as the top of a topiary hedge. The trickling of a small stream from below explained how the plants were able to survive. Compared to the fiery late-afternoon sun streaming across the dunes, the shade in the valley was a violet-blue so deep it was nearly black. It took me several minutes of squinting before I could make out more than the occasional glint of running water.

The trees were a mix of apples and Desert puddens, a dusky purple fruit like a dry-weather plum. None of the trees grew higher than the crests of the dunes around the valley. They stretched their branches out sideways instead - quite far, for the ones near the crests. Their highest leaves were brown and curled around the edges, as if the dry Desert winds had singed them.

Between the trees, in the shade of the dunes, was an enormous man with a long staff. He resembled a crocodile; his back was covered in deep green scales, as rough as bark. The shade made the paler, square scales down his front look pale blue. As I watched, he tapped a couple of branches with the staff, expertly catching the fruit that fell and tossing it into a basket strapped to his back. He turned and gave us a wave as we passed. His smile was quite friendly, considering that he had more teeth than a bear trap.

I had finished the canopy painting by then (to effusive and gratifying thanks from my host; he said the sight of fish overhead reminded him of home) and was back in my own wagon, so I had an unobstructed view. I was so captivated by the little green valley - which contained far more plants than I'd seen in one place since leaving Thrass Kaffa - that I almost missed Mogen running past me, toward the lead wagons. The whole caravan stopped a moment later.

The news spread quickly; I could hear the murmur approaching my wagon, like an oncoming wave. It was a breathless Mirenza who finally carried it to me.

"Did you hear? Fish-traveler is leaving caravan!"

It seemed that Chakramalsian, having recognized something in the small valley that was more promising than the endless sand over which we had been traveling, had decided to part ways with the caravan at last.

It didn't take long for me to decide to join him. I had enjoyed my travels through the Golden Desert, but the section the caravan was currently traveling through was hotter and more monotonous than most, and it showed every sign of continuing so. Members of the caravan had spotted signal beacons on the horizon, massive stone towers fitted with lenses and parabolic mirrors the size of small houses; these focused the rays of the sun onto chunks of volcanic glass, which absorbed sunlight during the day and released it in a handsome shade of violet all night. Those who recognized the structures said that we were most likely approaching the canyon city of Kafhipar, which is located in an especially heavily baked area of the Golden Desert. The beacon towers are both an invitation to travelers and a navigational aid to the city's own residents; as the entire city is built below ground level, where the heat is less intense and water occasionally remains liquid for more than ten seconds, the towers are all that make it visible before one stumbles into it.

As much as I would have liked to see the canyon city, the shady green valley - and the others like it that I could see speckled across the dunes beyond - were too tempting to leave behind. I had had enough sand and sun to last me quite a while.

I informed Tirakhai of my intentions first, to make sure that I owed nothing further for my passage with the caravan. "Of course not!" He boomed, giving me an affectionate pat on the back that nearly knocked me flat. "You have done your part already, and we are nearly to the city. We will not be meeting the Painted Ones again. You do not complain, but I can tell you are no Desert flower. I wish you luck in a place where the sun does not wilt you so much." He bade me a fond farewell and gave me a rib-creaking hug to go with it.

When I returned to Chak's wagon, a second wagon had pulled up alongside. As it turned out, Karlishek and Garnet felt much the same as I did.

"I've seen enough canyons to last me all year," Karlishek said. "Besides," he added to me with the flutter of his antennae that means he's teasing, "someone has to help you with your Amrat. A little work on your pronunciation, and people might actually understand you."

Garnet was silent, as usual, but her shyly smiling presence was enough to indicate that she'd decided to come along. We invited Mirenza as well, asking if she intended to continue to Kafhipar.

"Kafhipar? Keh. Barely a hundred years old." Mirenza dismissed the city with a wave of her hand. "Too new for anything of interest. But I stay with my group. We have more to see."

Though we'd met fairly recently, the four of us had grown rather close during our misadventures. Mirenza sent us off with a round of feathery hugs and strict instructions to write to her at the University of Shakrazizli, where she has a postbox that she checks once every year or two. "Be safe!" she told us with a twinkle in her black eyes. "Stay out of trouble, unless it is the interesting kind."

After saying our goodbyes to the other friends and acquaintances we've made in the caravan, and checking many times to be sure that we had all the necessary supplies, we parted ways at last. Our two wagons - one open, one veiled - stopped at the valley's edge, and we stood under one of the stunted pudden trees to wave to the caravan as the gafls and their carts trundled off toward the flashing signal towers on the horizon. We could see Mirenza's black-feathered arm waving to us until the caravan vanished among the heat-rippled gold of the dunes.

Labels: , , , , , , ,

Monday, April 06, 2020

A message from the Postbird Service

Postbird's note:

The Postbird Service wishes to express its regrets for the delayed delivery of the following parcel of letters. Please note that this delay did not occur due to an error by the Postbird Service. The sender of the letters, a Mr. Nigel Tangelo, evidently purchased an economy-sized book of stamps from a print run that was later found to have an inverted instance of the Traveler's Seal cunningly worked into the design. While the true version of the Traveler's Seal ensures that a letter reaches its intended recipient, regardless of  incorrect addresses, illegible handwriting, and other crimes against the postal arts (but not, the Postbird Service wishes to stress, insufficient postage), this particular version of the Seal invoked every possible mischance upon letters to which it was affixed, causing them to be misfiled, damaged, stolen, and - in a statistically unlikely number of cases - eaten by frogs. The Postbird Service has recalled all unused books of the offending stamps and devoted countless bird-hours to tracking down, wherever possible, all letters and packages unfortunate enough to have been led astray by them.

In the case of Mr. Tangelo's post, unusually, several dozen letters mailed over a considerable span of time (all, unfortunately, using the aforementioned malengraved postage) had all come into the possession of a stalagmite farmer in the subterranean Queendom of Hxgnnnsplik. Though the farmer did not speak English, some of the letters, fortunately, contained illustrations that she found amusing; she had thus kept the entire bundle rather than feeding them to her stalagmites. The Postbird Service purchased the letters from the farmer for the price of a new hextet of boots and re-sealed them with uncorrupted postage before delivering them. Though it is possible that a small number of letters might not have been recovered, we are confident that the majority will reach you in good condition.

As an unrelated matter, the Postbird Service is currently offering a reward of 2700 Lint for information leading to the location of a Ms. Rubilious Herring, formerly employed as an engraver by the Postbird Service. Ms. Herring is likely to be using a pseudonym, as, in retrospect, she most likely was during her time with the Service. She has been described, by various and contradictory witnesses, as a woman somewhere between four and seven feet tall, characterized by an unusually large and elaborate mustache, an eyepatch in the shape of a nautilus, and/or uniformly terrible taste in hats. If you observe any unfamiliar persons matching any one of these descriptions, please contact your local postbird immediately.

The Postbird Service wishes to stress, again, that the unfortunate situation here described does not in any way reflect upon the ability of the Service to deliver mail in a timely and reliable fashion under any but the most abnormal conditions, and that steps are being taken to ensure that future mail cannot be similarly misdirected by malicious graphic design. We hope that you will continue to grant us the honor and privilege of delivering your mail.

With regrets and thanks,
The Postbirds

Labels: , , , , , , , , , , , , ,

Wednesday, June 12, 2013

A Different Kind of Voice


During our time in the face-speakers' village, we never did manage to even begin speaking the village's language, nor they ours. We lacked color-shifting abilities of any kind; they appeared to be completely mute. The only sound we ever heard them make was a soft pop of the lips - which was not so much a word as a signal for attention, asking those nearby to turn and read the speaker's face.

Nevertheless, my three companions and I managed to communicate well enough, by gesture and expression, to make do for a few days. We were all grateful for the chance to rest. To be honest, we also might have been somewhat reluctant to venture back into the wild after the circumstances under which we had left it. A brush with death, however brief, tends to make one more appreciative of safe places for a while.

At one point, we even got to help with the harvest. I'm not sure what the season was in the Golden Desert at that time, or even if that particular part of it has any seasons that I would recognize. For all I know, the rainbow-faced villagers might harvest constantly all year.

Most of the harvesting - like everything else they did - happened at night. Like many nocturnal people, they didn't appear to actually need light to see, other than that of the moon and stars. The fires in their houses were only for heat and cooking. I never saw them eat meat of any kind. Their main sources of food seemed to be drought-wheat, which they grew in vast, dry fields of sand around the village, and a sort of fruit-like green tuber - like a hybrid of potato and zucchini - that grew under the wet sand of the village's oasis. This was what we had eaten in the soup on the night of our arrival. The name of the vegetable was a green oval with a sort of golden twizzle inside, which was actually a fairly accurate representation of the way it tasted. The villagers harvested it with long, spoon-like implements. They would walk around, stamping on the wet sand until they found a spot that felt somehow different. I never was sure exactly how they knew one of the vegetables was below. Once they had found it, they would dig their spoon into the sand and pull back on its long handle, scooping the vegetable out of the sand and high into the air. The children, lacking the necessary weight and upper-body strength for this task, instead ran around with baskets and caught the vegetables as they fell from the sky.

Upon realizing that we wanted to help, the villagers found a few spare spoons somewhere and let us try. We achieved nothing like the same level of skill, but the villagers' silent laughter at our efforts was good-natured enough.

No ordinary settlement in the Golden Desert can exist without a water source. The village's oasis was relatively small - hence their reliance on drought-wheat, a crop which seems to be able to survive on nothing more than vague rumors that there might be water somewhere nearby.

The resident aquifrax was… unusual, to say the least.

The water spirit seemed to spend most of its time making ice sculptures. It was rather prolific, actually. I can't imagine how much energy it must have taken to freeze so much water in the middle of the Golden Desert. Perhaps that's why it had left its oasis so small - or perhaps it simply preferred it that way. The motivations of spirits are rarely easy for mortals to understand, especially the more eccentric ones.

Most of the ice sculptures seemed to be sea creatures - the fantastic variety, like those drawn by illustrators who have never visited the ocean and have to rely on verbal descriptions of beasts they've never seen. One of the sculptures might have been an octopus. Another resembled a dolphin, or perhaps one of the sleeker varieties of beetlebrow fish. It was difficult to tell, anyway; we could only see them clearly during the day, and they always started melting long before sunrise. By noon, nothing was left but sad little lumps of ice bobbing in the lukewarm water. The only exception was a particularly massive sculpture - possibly a whale or a dire manatee - that lasted a full day and a half, though it more closely resembled a horribly ill blowfish by the second day.

We never saw the aquifrax, of course. Most of the life in the Golden Desert could not exist without their work, but the spirits themselves - like most spirits - rarely show themselves in person.

Perhaps my favorite part of our time in the village, though, was the music. Most of what we heard at first was simple and percussive. Workers in the drought-wheat fields, for example, would keep up a steady rhythm by plucking their toenails with their neighboring toes. (I managed to duplicate the technique myself, though with far less volume.) A whole team of workers could achieve a fairly complex rhythm this way. Still, for several days, this appeared to be all the music the village had. There was certainly no kind of singing.

We were somewhat surprised, on the third night, when the villagers brought out a couple of string instruments and something like a stone xylophone and proceeded to play music in a circle around the oasis. There were only three or four instruments - like the hybrid offspring of a banjo and a harp, no two alike - which the villagers passed around between themselves. Nearly everyone seemed able to play them, though their skill varied. I didn't recognize any of the tunes they played. Many of them were accompanied by rhythmic light shows on the musicians' faces; these were songs with words, apparently, even if I couldn't hear them. The instruments made their slow way around the oasis. When Red-Streaks-On-Yellow had finished playing, he or she hesitated before passing the instrument to me, uncertain of whether or not I could play it.

I couldn't, of course. Instead, I stood up and sang.

It was nothing particularly impressive - just a rendition of "Factory Fool" by Rango Tress. It's a song with a strong rhythm, which seemed to be a major part of the villagers' music, and its melody sounds good in my baritone range.

When I started, all the villagers froze and stared at me, motionless. I'm not actually sure if they had ever heard singing before. I began to be a little nervous when they hadn't moved by the end of the first verse.

Halfway through the second verse, they started to join in.

It was just a simple clap at first - one of our hosts' children, I believe, though I confess that I couldn't tell most of the children apart. A few others took it up as well. Someone started embroidering the rhythm a little. By the end of the third verse, I felt as if I was providing the melody for an entire Thiglian drum circle. It was amazing how many different sounds the villagers could achieve with just their palms and fingers (the rest of their bodies being far too fluffy for percussive purposes). I finished to wild applause.

My three companions received much the same response. Karlishek chose a skittering patter-song from Sham-Tarkazia, which gave the villagers all sorts of challenging rhythms to keep up with. Mirenza sang a thousand-year-old drinking song - evidently not at all worn out by age - which had everyone clapping and silently laughing, even though no one understood the words. Garnet surprised us all with a haunting song about coyotes (they're called feyul in the Golden Desert) that sent chills down my spine.

No one clapped through that one; it didn't need it. Instead, we were surprised again by the occasional clear, ringing note from the half-formed ice sculptures in the oasis. The aquifrax had decided to join in.

We left the village the night after that, feeling much more at peace than we had before our arrival. We said our goodbyes at sundown. The villagers - those who were up that early, at least - stopped what they were doing to give us a parting gift of dried tubers and drought-wheat crackers* and kiss us goodbye on our strangely wordless cheeks. We were sad to leave them; they had been the best possible hosts.

As we were walking away from the village, we heard a single stringed instrument taking up the melody of the song I had sung. It made good music for walking. I kept humming it long after the village was too far away to hear.



* The baker has yet to be born who can turn drought-wheat into anything as moist as, say, flatbread.

Labels: , , , , , , , , , , , , ,

Tuesday, June 04, 2013

Wings of Stone


There are many ways of navigating in the Golden Desert. By far the most reliable are the singing sand rats, who can hear the unique song of each town and city and follow it to its source.* Human Wayfinders, blessed with the rare gift of a sense of direction, are also quite popular here. Those unable to afford a Wayfinder travel by kilopede. The great arthropods are just as home in the Golden Desert as in the Mountainous Plains, though they have to drink a lot, and many order snowshoes - several hundred pairs each - so that they can more easily traverse the shifting sand. Other people prefer tree compasses, which forever point to the living sources of their wooden needles. For a prepared Desert traveler, there are almost as many ways of finding places as there are places to find.

We had none of them. For lack of a better method, we fell back on the oldest means of navigation: pick a direction and hope that it leads somewhere. Fortunately, we still had several days of food and water, and we were finding enough on the way to keep our supplies replenished. Death by deprivation was not an immediate worry. All we had to do was keep walking and try to keep ourselves amused.

We spent the first few days singing and telling stories. Karlishek turned out to have a pleasant tenor voice and a large repertoire of folk tales and songs, which made the hot days go by much faster than they might have. (We traveled in the mornings and evenings, resting when it grew too dark to see or too hot to move, but the air was uncomfortably hot by an hour after sunrise and only grew worse from there.) Mirenza's collection of ancient legends and songs, in the bent keys of traditional Desert music, was also fascinating. As the widest-ranging traveler of the group, my eclectic mix of songs and stories made an interesting contrast; the tale of Gan the Foolish Fence-Builder, from the lush and carelessly governed land of Mollogou, required as much explanation from me as the tales of the ancient and highly ritualized Miravi Empire did from Mirenza.

Garnet continued to speak little, murmuring something about her singing voice being out of shape, but she listened closely to everything.

The Miravi Empire was on our minds quite often during those days. Hardly an hour went by when we didn't pass some remnant of it. Broken pillars quivered on the horizon. Piles of stone blocks lay half-swamped by dunes, still retaining just enough right angles to tell that they had once been the foundations of houses. Markers for long-vanished oases gave names to dry depressions in the sand and invited travelers to drink their fill. At night, we slept in old, half-buried ruins, surrounded by ancient stone and illegible hieroglyphs. Statues looked down on us: the stone-faced gods of a thousand years ago. No one but archaeologists remembers their names.

Every single statue had wings, or stumps where wings had once been.

In the ancient Miravi Empire, according to Mirenza, the ability to fly was considered divine. The wingless were normal; the flying were gods, rulers, cloistered and extremely rare. The highest-born spent their entire lives in towers and hammocks, never once setting foot on the ground. The palaces of the Empire were fantasies of towers and balconies and open courtyards, with more doors opening to the air than to the ground. Many rooms were accessible by flight alone. Others had narrow stairs or ladders added as an afterthought, a vulgar necessity for the rulers' poor, earthbound servants.

Those with wings but not flight were considered cursed and cast out into the desert. Even now, the nomadic tribes that wander between cities have an unusually high occurrence of vestigial wings.

As odd as this method of choosing rulers seems to us now, they seem to have run the Empire quite well for a time. It was one of the most prosperous countries in Hamjamser for several centuries. Most of the cultures in the Golden Desert have Miravian roots; the ancient Miravian language is the basis for modern Amrat, the tongue I have been learning from Karlishek and Mirenza. Modern Desert cities are built with the same majestic, highly ornamented architectural flair that the Empire perfected. The ancient Miravian cities were centers of art and trade and science, each city keeping a friendly and respectful relationship with the aquifrax that provided its water. These generous, enigmatic Desert spirits have probably never been as well understood, before or since, as they were by the ancient Miravians.

Unfortunately, as so often happens, this understanding eventually became complacency. All of this prosperity ended when the Miravians finally did something to annoy the aquifraxi. Accounts vary as to exactly what it was. Some historians believe it was due to political or religious differences; aquifraxi consider themselves subjects of the Rain Dragon (and he humors them politely enough, though he's never shown any sign of actually wanting to rule anything but tides and storm clouds). Others theorize that the dispute was over pollution, or excessive irrigation, or an infestation of imported foreign frogs. Whatever the reason, one day, every aquifrax in the Empire simply picked up and left. They took the water with them.

They hadn't gone far, as it turned out; they'd merely relocated to the uninhabited areas of the Empire. Within a few months, what had been empty desert was lush and blooming, and what had been fertile farmland was too dry to grow anything but dust and heatstroke. The people of the Empire packed up their things and left everything they'd built. In some cases, they only had to walk for a few hours to reach fertile ground. Many could still see their old homes as they built their new ones. The division between farmland and wasteland is a sharp one in the Golden Desert, though; people have to follow the water, wherever it happens to be. Without an aquifrax, the old cities of the Empire might as well have been on the moons.

Many of the wealthiest citizens stayed behind anyway, hoping desperately that things would go back to the way they had been, until their grand houses filled up with sand.

Most of the winged nobility were among them. The new settlements had been thrown together quickly, to give the farmers and craftspeople somewhere to sleep while they figured out how to feed an entire displaced Empire. There was nowhere for sky-dwellers to perch.

The Miravi Empire never really recovered. It took a long time to rebuild even a fraction of what had been lost, and in the bustle, most of the Empire's less practical traditions - such as the winged rulers - were left behind and forgotten. The rough settlements grew into stable towns and eventually became the Golden Desert's modern cities, such as Karkafel and Thrass Kaffa. The people developed new, somewhat more cautious relationships with the aquifraxi. Life returned to normal. Like most places in Hamjamser, though, the cities remained separate this time. They continued to trade goods and citizens and ideas with each other, but somehow, they never quite reunited into a single country again. It's not that surprising, I suppose. In every part of Hamjamser, empires have always been the exception, not the rule.

These days, the ability to fly is considered as ordinary in the Golden Desert as it is anywhere else. The winged hold everyday jobs and mingle with the flightless without hesitation. Many even consider the winged nobility to have been a foolish idea. In these modern times, most places in Hamjamser consider it unhealthy for rulers to be always looking down on their subjects. It gives them strange ideas.

Still, I have often seen the people of the Golden Desert gazing silently at the clouds, or at the wings of their neighbors. Perhaps a part of them still remembers a time when wings could bring them closer to Heaven, and not merely to the empty sky.



* They can even find things as small as individual oases, though they say those songs are little more than brief jingles.

Labels: , , , , , , , , , , , , , , , ,

Saturday, July 14, 2012

End of the River, End of the Road


Since Karkafel, I've been traveling through the cities and towns along the river Lahra. I reached the last one today.

The river begins with the Neverending Waterfall in Thrass Kaffa and flows through the Desert from there. In most places, rivers get wider as they go, joined by other streams and smaller rivers until they reach the sea. The Lahra gets smaller. There are no other streams or rivers in this part of the Golden Desert, and the hot air dries up more of the river the farther it goes. Numerous towns and cities have sprung up along the banks, diverting more and more water to irrigate their crops, which has only accelerated the process. By the time it reaches Denemat, the smallest and last village, the river is hardly more than a silty trickle. The villagers have to constantly clear sand out of its rocky banks to keep the water above the ground.

Obviously, further travel along the river is impossible at this point. There is no more river. What remains of it is spread out into Denemat's network of irrigation ditches, sucked up into the thirsty roots of the village's dates and drought-wheat.

The road - really just a path by now - continues a short distance past the village, parallel to the largest irrigation canal. I followed it this morning just to see where it led. It ended at a little mud-brick hut where an elderly couple was drinking tea in the shade of a small acacia. They shared a cup with me. The tea was a deep jewel-red, quite strong, with some sort of spice or fruit that made it taste like sunshine on hot metal.

The people of Denemat speak Amrat, a language only distantly related to Halsi. I couldn't understand a single word the couple said. It wasn't a problem. Like other older couples I've known, they were content to sit in silence, and so was I.

In return for the tea, I repainted the door of their house. It had a beautiful pattern of fossil ammonites that had faded nearly to oblivion in the Desert sun. It was a good way to spend the morning. Hospitality is hospitality, even when the guest and hosts can't understand a word the other says.

The hut was surrounded by a small ring of vegetable garden, arranged to take advantage of every drop of water from the vague damp patch that was all that was left of the river. There were Desert roses blooming between the cabbages and parsnips, laden with the occasional garnet-red rosehip. Perhaps that's what was in the tea. Beyond the little ring of flowers and vegetables, the Desert stretched to the horizon, shimmering in the heat, a parched ocean of dunes. It was unmarked by so much as a footprint, much less any sort of path.

It was obviously time for a different method of navigation.

Fortunately, I'd only been here for a day before the caravan arrived. It was late afternoon when the dusty train of wagons slid into the village. The wagons use runners, not wheels, for travel on sand; they seem to be mostly cloth, but I was too distracted by the gigantic hairy creatures that were pulling them to pay much attention. More on those later.

The leader of the caravan is a massive reptilian man named Tirakhai. He's a good foot taller (and wider) than I am, not counting the horns, with a booming voice and sharp golden eyes.



He speaks no English, I speak no Amrat, and both of us speak only a minimum of Halsi and Sikelak, but we managed to communicate well enough for me to ask to join the caravan. (I've found that pointing and offering people money often works almost as well as speech, at least if you're trying to buy something.)

Unfortunately, seats on a caravan are rather expensive, and the fact that my money consists of currencies from over a dozen different regions only complicated things. We were busy haggling over the price (I was losing) until Tirakhai happened to catch sight of the sketchbook in one of my bags. He pointed, and I took it out and showed him a few sketches. He seemed delighted at the sight. With a broad smile, he waved away my money, clapped me on the back hard enough to knock the breath out of me, and ushered me toward the caravan.

Needless to say, I was rather confused. Was he offering to buy my sketchbook? I offered it to him, but he didn't seem interested in the book itself, only in the fact that I had it.

After several attempts to explain why he'd changed his mind, answered by nothing but baffled looks from me, Tirakhai gave up and strode off to one of the rear wagons to fetch a tall insect in a striped vest. The insect (I'm not sure of his or her name, or gender, for that matter) knew a bit of both of our languages and was able to provide rough translations.

What had excited Tirakhai was the fact that I was an artist; they're in short supply here at the tail end of the river. (That explains the state of the door this morning.) He was offering to let me pay my way with skill instead of money.

Apparently, every caravan that travels in this region of the Golden Desert needs to have an artist along because of things called the "written ones," or something like that. I confess that I only had a vague idea of what Tirakhai and the insect were saying; my command of Desert languages, even the relatively familiar Halsi, is still not as good as it should be. This is something I intend to change during this trip. Neither Tirakhai nor the insect managed a clear description of what the written ones are. The claw-and-teeth gestures they made were enough to make me slightly nervous, but I haven't heard of any exceptionally dangerous creatures in this area, and no one else in the caravan seemed particularly worried. For free passage across the Desert, I'll take my chances.

You can tell caravans that have been through this area by the large amounts of decoration on their wagons. It's become something of a status symbol, as well as giving the caravans' artists something to do while traveling. While it's necessary to have an artist for each trip, for reasons I'm still not clear about, it seems that their skills are not always in constant demand, and no caravan will bring along a passenger who doesn't either pay or work the whole time. This caravan is new to the region and, compared to the others, woefully unadorned. They intend to keep me busy.

Being mostly cloth on top, the wagons are, quite literally, a whole series of blank canvases. This should be fun.

Labels: , , , , , , , , , , , , , , , , , , ,

Wednesday, July 11, 2012

Cactus Flutes


Today, the road took me through stands of flute-cacti. I had never heard of these plants before this trip to the Golden Desert; in the past few months, though, I've seen them in at least three or four places. They are tall plants, but otherwise unremarkable - at least when they're alive. When a flute-cactus dies, though, it leaves a dry stalk full of holes, which blows soothing notes in the wind. Birds like to nest in them, as do the more musically inclined varieties of lizard.

I first saw flute-cacti in the desert around Teshirak. The villagers there tend the cacti and encourage the ones with the sweetest notes. Some cut the dry stalks and arrange them around their houses, so that the village is filled with music whenever the wind blows.

The village of Korfa also has flute-cacti growing nearby. There, skilled instrument-makers cut them and attach complex systems of wooden stops and levers, turning the dry stalks into lightweight, eight-foot-long flutes that are quite popular among dragons and other large creatures.

The smaller nose-cacti, which also grow near Korfa, play a high, nasal note like a whining child. These the villagers hunt down and uproot without mercy.

This grove seemed to be wild. There were several stalks lying on the ground, cracked and silent except for the occasional faint half-note, but I didn't see any of the stumps that flute harvesters leave behind. The wind was blowing, as it always does in the Golden Desert. The cacti surrounded me with a constant, airy cloud of chords; miraculously, they were almost all in the same key. I found myself whistling as I walked. It was hard to resist. I went through a few melodies that harmonized with the cacti, finally settling on a sea shanty by Rango Tress. At the end of the first verse, I paused to drink some water.

The cacti whistled the tune back at me.

My first thought was that the heat was starting to affect my brain. I'd been lucky enough to avoid that so far, but there's always a first time. I felt fine, though, aside from the fact that my mouth was dry from whistling.

I whistled the melody again. This time, the reply came from a cactus a few feet farther down the road.

As strange as this was, I wasn't particularly alarmed; musical plants are rarely dangerous.* I took another sip of water and kept walking, whistling as I went. The music followed me. It always came from a cactus nearby; I never heard it from a distance. After a few minutes of simply mimicking my whistling, the cacti started to do variations and harmonies.

I'm fairly sure the source of the music was a zephyr. They're some of the more curious wind spirits - perhaps the only ones that take any interest in people - and they often have surprising artistic tendencies. Many of them like to draw in fine dust and sand. I've heard that some have even developed ways of making sculptures, though I couldn't tell you how.

After I finished the sea shanty, I moved on to a few of Majenti Huddle's clockwork ballads, then to an operetta by Sherm Trupelo. The zephyr - if that's what it was - seemed to be hungry for new melodies. Out here in the Desert, there probably aren't a lot to choose from. It picked up tunes almost as fast as I could whistle them, filling in two- or even three-part harmonies as it went. Sometimes it whistled the melody and I harmonized. I'm not much of an improvisational musician, but I've sung in enough choruses, here and there, that I can make up a fairly decent harmony when I need one. We whistled jazz, folk music, concertos from the Caroque period, slow torch songs and rapid arzenroyds, even a few rock songs by the Poltergeists. The zephyr had some trouble with the idea of percussion until it found a way to knock two cacti against each other.

I must have whistled fifty songs over the course of the afternoon. My lips were getting dry by the time I reached the end of the flute-cacti. The Desert stretched out before me, seeming strangely empty with no sound but the hiss of sand blowing off the dunes. Behind me, I heard the first few notes of an old Desert song of farewell. I whistled the next few notes. The zephyr and I harmonized one last time, exchanging a musical goodbye, and I set off - with some reluctance - into the less musical section of road ahead.

As I left, I felt a tiny breath of air on my face - hardly enough to notice, except that it was blowing in the opposite direction from the wind. It was like the ghost of a goodbye kiss.

Long after the shimmering horizon had swallowed them from view, I could still hear the cacti singing behind me.



* A notable exception is the siren nasturtium. Fortunately, those only grow in semi-tropical areas, and most of them have been tamed for medicinal purposes, as their music provides a powerful anesthetic.

Labels: , , , , , , , , , , , , , ,

Friday, July 06, 2012

Rikanta


Having only arrived in Rikanta two nights ago, I wasn't ready to leave just yet, so I spent today wandering around the town. It's a beautiful place. The old stone gives it a solid, peaceful feel that is hard to find outside of old ruins. It's a town that has settled comfortably into its place. I walked through the streets, following the shade, watching carts roll by and children play elaborately drawn jumping games in the dust, admiring the way the creeping hieroglyphs twined their way around the architecture - though I was careful not to lean too long against any inscripted walls. I didn't want them rubbing off.

Rikanta is a small town. Walk three blocks east, and you reach the river; it's too shallow here for boat travel, but there is the occasional tumbledown dock where people sit to fish during the long, drowsy afternoons. Walk three blocks west, and you come out into farmland, shady orchards and drought-wheat fields where trained shrews scour the crops for particularly succulent insects.

Perhaps "blocks" is the wrong word, though. The town's layout has nothing so regular as that. Inside this narrow patch of land is a maze of twisty little streets that seems far too complex to fit within such a small space. I wandered all day, and I'm fairly sure I was never on the same street twice. Fortunately, there's a tall clock tower in the center of the town, so I could never get entirely lost.

The clock tower is made of the same pilfered castle stones as the rest of the town. It has no clock. When I asked the group of elderly men playing board games in the town square,* they said that the town will get a clock someday. Eventually. When they find one they like. One of the men - who seemed to be winning his game of Hens and Comets, if his opponent's expression was any indication - said that his great-grandfather used to say the same thing.

People in the Golden Desert are rarely in a hurry about anything.



* There is always a group of elderly men playing board games in the town square. This is a universal constant. If it's not the town square, then it's the general store, or perhaps one of the more neatly-kept parks. No matter how far you travel, they are always there. The only things that change are the language and the board games.

If I ever settle down in one place, I hope to be one of them someday.

Labels: , , , , , , , , , ,

Wednesday, June 29, 2011

Umbrella Crystals

Another caravan came through Thrass Kaffa today. They had heavy cargo and were moving very slowly. In wetter parts of the world, wagons this heavy would be driven by oxen or pushpigs; in the Golden Desert, they're pulled by tortoises. Tortoises, in fact, are the favorite slow animal in the Desert. They're slightly less stubborn than mules and far less vulnerable to heatstroke. They pull carts and carry people who don't need to get anywhere quickly. (Camels are faster, but a little too unpredictable for day-to-day use.) Nothing speeds them up, and nothing slows them down. A tortoise might take hours to get to town, but it will move just as quickly - or just as slowly, rather - whether it's carrying tiny children or pulling three tons of umbrella crystal in a cart.

That's exactly what these had. Behind the tortoises, sturdy wagons braced with steel rumbled along under the weight of at least thirty umbrella crystals. They were rolling mountains of honey-colored stone; even the smallest crystals were taller than I am. The smoothest ones distorted everything on the other side, squashing houses into narrow towers or inflating them to bloated yellow mansions. Children walked alongside the caravan and made hideous faces at each other through the stone. So did quite a few adults. Umbrella crystals are rare in the Golden Desert, and practically nonexistent everywhere else. They're some of the only stones in the world to be created by plants.

Umbrella palm trees get their name from their leaves, which are the same shape and just as watertight as an umbrella. The divert the water of the Desert's infrequent rainstorms directly onto the ends of a tree's outer roots - which are often nowhere near the trunk - and keep the base of the trunk dry. That's where the trees grow their crystals. The inner roots absorb sand and cement it together into massive stones, anchors against the relentless winds of the Golden Desert.

Nor surprisingly, the crystals have become incredibly valuable all across Hamjamser. They grow at the same speed as their trees, which - while still slow - is still much faster than any crystals that form by ordinary geology. Most of all, though, they're valued for their size. No gemstone on the planet can rival the size of even an average umbrella crystal. Queens and Emperors have had entire sets of dining room furniture - chairs, tables, dishes, even the knives and forks - carved out of a single crystal. The Sultana of Fasra Koum, according to legend, lived in a palace carved from a single stone. It's not hard to believe. The oldest crystals in the Desert, the ones that no one found or harvested before they grew too large to move, are at least large enough to make a respectable mansion. The wind and rain have eroded them into strange, fluid shapes. On some, they've eaten away at the hieroglyphs of long-dead civilizations. Archaeologists make pilgrimages to them with rock-climbing gear or lifter giraffes. They've found whole mythologies carved into a single stone.

Most of the time, though, the trees are cut down when their crystals are still small enough - just barely - to be moved. Most of them don't live that long anyway. Being the only tall things in many parts of the Golden Desert, umbrella palms are frequently struck by lightning. The branching twists of fused sand left by Desert lightning end up stuck to the bottoms of the crystals when that happens, as if the crystal had grown roots. Until only a few centuries ago, most scientists believed that the crystals grew by themselves, like giant stone turnips.

It doesn't matter much when they're harvested, though; the sale of even a relatively small crystal can keep a small village supplied with everything it needs for a whole year. The keepers of umbrella groves guard their locations as fiercely as compass makers guard their twigs. Stone farmers take their jobs quite seriously.

Healthy umbrella palms grow clear, egg-shaped crystals the color of honey; unhealthy ones (much more common in the harsh Desert weather) produce stones full of bubbles and the elegant black traceries of dead roots. In one particularly old and enormous crystal, a group of explorers found the skeleton of a dragon. It had been preserved like an insect in amber, the bones covered layer by slow layer over the course of decades. It's currently in the Museum of Antiquities in Karkafel, where I saw it on my last visit. The skeleton looks like it's sleeping.

I have yet to find a way into Karkafel on this visit. I've caught a few glimpses of it - vague, shimmering towers in the distance - but all the alleys I've tried have simply led me back into Thrass Kaffa. I'll try again tomorrow. I'd rather not have to find my way there through the catacombs again.

Labels: , , , , , , , , , , , ,

Wednesday, June 08, 2011

Shapeshifters

Twokk, as it turns out, is mostly surrounded by farmland. I suppose most towns are. They had run out of things to paint - the need for artists tends to be limited in places this small - so I moved on this morning. The cook of the Moons and Magpie gave me half a dozen different kinds of food when I left, all of them made of locusts.* She says they'll last for months. I believe her.

The road out of town (an actual road, not one of the treacherous paths of the Scalps) winds through fields of cotton. The vegetable lambs are still young at this time of year. They sit curled on top of their stalks, cradled by leaves, pink skin still showing through their first layer of cotton wool. The fields are full of the sound of tiny bleating.

Most people are fairly sure that the vegetable lambs were created by shapeshifters. Not all hybrids of plants and animals were shifter-made, of course. Though no one can be entirely sure, tubermoles probably came into existence the normal way (whatever that happens to be), as did the enigmatic Greenlings and the trapper vines with their subterranean stomachs. Most of them are closer to one side or the other, though. Greenlings and trapper vines are mostly animal; they just happen to be capable of photosynthesis. Tubermoles are basically roots with digging claws.

The vegetable lamb, though, is an even division of plant and animal: a little sheep on a stalk. That rarely happens when shapeshifters aren't involved. No one is sure how many of the living things in Hamjamser were originally created by shapeshifters. The meatroots that feed the floating cities** certainly were; their creator's name was Sashrem. Tesra Sashrem, some call her - a craftswoman who worked in flesh and bone. There are statues to her on most of the floating cities, depicted as whatever species she happened to look like at the time each sculptor met her. She also created coal-nuts and the dirigible octopus. She supposedly said that sea-spackle, silt-crabs, and the surprisingly popular memory leeches were also created by shapeshifters, though she respected their privacy too much to mention their names.

She was unusual. It's rare to meet a shapeshifter and know it. Nearly all of them stay hidden, anonymous, using their extraordinary abilities to appear completely ordinary.

Most of Hamjamser's disguised people have a perfectly innocent reason to hide themselves, of course. Vancians consider faces to be private. Visitors to Samrath Kazi used to be required to wear a mask if they didn't meet the town's standards of beauty.*** Cloisterers hide their faces for religious reasons. Aggravarns (sometimes called the Worms that Walk) occasionally cause vomiting in people who are scared of worms; they usually feel just awful about this, so they wear coats over their collective bodies when they go outside, recognizable only by the faint squishing noise when they walk. Some troglodytes simply sunburn easily. Shapeshifters have a similar but different reason: they don't want the attention.

Like anyone with rare and exceptional abilities, shapeshifters tend to become instantly famous whenever and wherever they reveal themselves. Everyone is curious about them. Everyone wants to find out more about them, to understand how they work, often to ask them for help. Even ordinary conversations with shapeshifters can be awkward; no matter how good your intentions, it's almost impossible to forget that they've built themselves from scratch. The mind has a tendency to dwell on how they must have sculpted their bones, strung their muscles, tailored their skin, wired their nerves... If, that is, they even need nerves. People with near-perfect control of every cell of their bodies (or whatever they prefer to use instead of cells) have little need for anything as inefficient as a nervous system.

This is why many people are somewhat uncomfortable around shapeshifters. Of course, being basically sensible, most inhabitants of Hamjamser think nothing of it after a few days; they have no qualms about eating dinner with someone who uses a homemade stomach and could grow their own silverware from their fingernails. The shapeshifters answer the same questions that everyone asks them constantly over the years of their unending lives, smiling patiently, and all is well.

Still, there are always a few people who can't get used to shapeshifters, and even more who are just annoyingly curious. This is why most shapeshifters have stayed in disguise for the last few centuries. Their existence is fairly common knowledge; most people have heard of them, if only as a myth. Individual shapeshifters, though, prefer to stay anonymous. All we see is their handiwork.

Many village healers are actually shapeshifters. (The villagers are usually polite enough to avoid finding out.) Being able to manipulate individual cells - their own and, with far more difficulty, those of others - shapeshifters have healing abilities far beyond anyone else's. Most of what we know about biology was discovered by shapeshifters; they've seen it, or sensed it, firsthand. They build their own cells, defend themselves against diseases, puzzle out the complex mechanics of reproduction (and often design more convenient systems of their own). Medicine would be very different without their vast and microscopic experience.

Their creations have changed the world just as much. Life on the floating cities would be impossible without the meatroot; even if there was room for pastures in the vast machinery of the cities, the weight of a whole city's livestock would make them too heavy to float. Without memory leeches, who provide brains in exchange for blood, the mental abilities of abacus thinkers and omniglots would be equally impossible.

Then, of course, there are their descendants. About one person in sixteen has some sort of obvious quirk inherited from a shapeshifting ancestor, however distant. Some call it the Shapeshifter's Curse. Many of its apparently random manifestations certainly seem like curses - there are tails that never stop growing, hearts that play hide-and-seek with doctors, and a bizarrely common variation that causes the random growth of extra teeth.**** It's harmless most of the time, though. Many people even consider it a gift. It also shows itself in unexpected wings, in perfect immune systems, in shifting kaleidoscope skin, in bodies that heal without scars when anyone else would die - sometimes even in immortality. Many inheritors of the Shapeshifter's Curse never age past a certain point. I've met people who have been thirty (physically, at least) for hundreds of years.*****

My own variation of the Curse has been useful, however slow and uncontrolled - a constant, gradual change that always seems to know what I'm going to need, wherever I find myself. In the Winter, I grow fur; in the swamp, I once grew gills. It's possible that the legends about the wandering of the Cursed are true, and I might have settled down in one place if I had a body that could settle down in one shape. I don't know. Without shapeshifters, though, I'm sure I'd be quite a different person.

Without shapeshifters, you probably wouldn't be reading this letter.



* Swarms of locusts come through Twokk occasionally, though it might be more correct to say that the town comes through them. The insatiable insects normally eat everything in sight. They're probably surprised when Twokk eats them instead.

** Another combination of plant and animal, by the way. The meatroots are enormous, turnips the size of mountains with roots of solid steak.

*** This is not the case now, of course, as the town no longer exists.

**** I have several myself. There are rumors of people who have even grown teeth on their eyeballs, but I suspect that this is hyperbole.

***** Whether they see it as a blessing or a curse after all that time depends heavily on the person.

Labels: , , , , , , , , , , , , , , ,

Wednesday, June 01, 2011

The Scalps

Well. After far too long an absence, here I am, writing to you again. One month of letters. It's far too short, but it's all I can promise for now. At least it's easy to find postbirds here.

After most of a year spent in Mollogou (much easier to find your way into than out of), the Cheeserock Plateaus (much easier to see than to reach), and the Death Marsh (much more pleasant than it sounds, actually), I currently find myself on the Pinstuck Plains - or, as most of the inhabitants call them, the Scalps.

There is very little here besides grass.

Grass is everywhere.

Grass covers the gentle bulges of ground that pass for hills, coating their domes with strands as fine as hair. This is where the Scalps got their name. From a distance, the hills do look surprisingly like scalps, a thousand sleeping giants packed together like eggs in a carton. Their hair is colored in patches - green and gold, blue and gray, russet and a surprising carrot orange. Some even have bald spots of dusty pink clay. It is nearly impossible to build a house on the Pinstuck Plains that does not end up looking like a hat.

Grass hides the myriad small creatures of the plains from the slightly less numerous large creatures that want to eat them. The plains are riddled with the holes of mice and rats, prairie dogs, riddler crabs,* tortoises, rabbits and coneybees, dustbowl eels, and snakes of all sizes and every possible shade of brown. Cerberus hyenas stride over the hills on long, spotted legs, keeping an eye or six out for prey. Coyotes howl at the moons. Gigantulas pad along on bristled, fingery legs as thick as my arm, leaving a trail of thin gray silk tangled in the grass behind them. Dervish lizards spin in dry stream beds. Hawks and falkyries soar overhead, silent except for the occasional sky-splitting scream.

Grass gives the wind a voice, a thousand thousand scratchy whispers from ankle height. Most visitors to the Scalps find themselves talking constantly, a little louder than normal, trying to distract themselves from the sense that someone is constantly whispering in their ear. It's one way, if not a particularly reliable one, to identify the people who were born here. They don't mind the whispering. Some of them simply tune it out. Others, a rare few, learn its language. The people of the Scalps call them Listeners, or Whisperlings, or Giants' Ears - those who listen to the whispers of the hills. They can find water buried six feet below the ground. They can hear tornadoes and locust swarms** coming long before anyone can see them, even across the unbroken miles of the plains. They hear warnings and secrets and long-forgotten stories. The grass, it seems, has a lot to say.

Grass - in more practical terms - also provides most of the plains-dwellers' food, cloth, and building material.

Sheep are rare on the Scalps - domestic ones, anyway. There's something in the wind, or the sky, or the endless miles of unfenced grass, that changes them. It only takes a few generations. Shepherds come to the plains with flocks from the High Fields or the Railway Regions: slow, simple animals that follow anything that moves and devote most of their brains to chewing.

Their children are just a little more intelligent, a little more courageous, a little more… wild.

Their grandchildren unlatch gates and vanish in the night. Some of them pick the shepherds' pockets before they leave.

The people of the Scalps have learned to do without wool.

Wood is equally rare. There are a few forests, but they don't spread easily; feral sheep and thunderbeast tend to eat or trample new saplings before they get even a foot high. The forests are jealously guarded by the timber towns (the plains' largest permanent settlements), by the squirrel clans with their deadly chestnut catapults, or - in one case - by an unusually aggressive grove of warrior dryads. Plains forest wood is taken from dead trees only and sold at exorbitant prices.*** People who attempt to steal it and survive generally wish they hadn't. The largest plant outside the forests is a little dry bush - hair brush, they call it - and it would take acres of those to make enough sticks to build an outhouse.**** Instead, the people make their houses out of grass.

The nomads live in wicker huts like upturned baskets. They're woven in elaborate patterns, diamonds and zigzags and spirals that rival the fanciest knitting. The nomads set them up in rings, like mushrooms, fastened to the ground with stakes and grass rope. They keep them far away from their cooking fires. The nomads travel with crunklewicks - large, hairy, round-backed creatures that look like their ancestors may once have been woolly mammoths, or possibly the hills under their feet. These carry the nomads' belongings and any family members too young or old or ill or pregnant to walk for days on end. The nomads put their houses on the crunklewicks as well; they fit perfectly over the humps, like wicker tea cozies, and make the crunklewicks look less like mammoths and more like giant armadillos.*****

The more permanent settlements on the plains simply dig a bit deeper. Some take whole bricks of root-woven earth, instead of just the stalks on the surface, and make their houses out of sod. Grass grows in the roofs and windowsills. Others hollow out the hills and make their streets out of streambeds. There are towns that are practically invisible from a distance, just a forest of chimney pots sticking out of the ground, until you get close enough to see people looking out at you from doors in the hillsides.

As if all this weren't enough, I've heard that there are even people who make their homes in airborne grass seeds. I've never seen them myself. They must be very small.



* Riddlers are one of the few species of land crabs in Hamjamser, along with the thirsty crab and the juggernaut horseshoe. All three species live on land, returning to water only to lay their eggs; it's fairly common to find riddlers in forests, and thirsty crabs are often mistaken for scorpions by desert travelers. Juggernaut horseshoes have been found burrowing in pack ice in the Arctic. The shells of riddler crabs are marked with wiggly patterns that look somewhat like writing - the "riddles" for which they're named. People occasionally find, or at least claim to find, riddlers they can actually read. There was one in the Sconth Museum for several years that had a perfectly legible copy of the Recursive Sonnet written on it. Visitors to the Museum can still read several of its castoff shells. Experts on literature and crustaceans have argued for decades about whether or not it was a hoax.

** Ordinary locusts bear only the smallest resemblance to the Locust Marauders of old, but they still call up bad memories in veterans of the Raids. Many families on the plains have stories of their beloved grandfather - or, almost as often, grandmother - blowing the dust off the old war chest and charging out into a locust swarm, armed with a cutlass and a bathrobe. Their children don't mind; the younger grandchildren tend to behave very well around their grandparents after seeing something like this. Besides, you can make a good meal out of bisected locusts.

*** A large portion of the wood is bought by dragons, who say it produces the sweetest smoke in Hamjamser. When one's hoard consists of entire national banks, I suppose one has money to burn.

**** Technically, the largest plants may be the tombstone cacti that grow in massive, weathered rings (crowns?) on the peaks of the hills. Mature colonies of the cacti resemble standing stones in shape, size, and consistency. They grow, though; I've seen a few broken in half, and they have rings like the trunk of a tree. Some even have stubby branches. Opinion is currently divided as to whether they're a plant or a type of rock crystal. They're too tough to eat, too brittle to spin, and too much work to build with, so the plains-dwellers mostly just ignore them.

***** I've never seen a glyptodont in person, but I've seen engravings and a few well-traveled photographs. They look surprisingly like an armadillo might if it was six feet at the hump.

Labels: , , , , , , , , , , , , , ,

Monday, June 28, 2010

Cats and Riddles

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Perhaps next time.



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

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

*** Except llamas.

Labels: , , , , , , , , , , ,

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.

Labels: , , , , , , , , , , , , , , ,

  • Stats Tracked by StatCounter