Friday, July 20, 2012

Icebox


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



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

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

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

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

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

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

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

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

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

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



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

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Monday, July 02, 2012

Word-Plague


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

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

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

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

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

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

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

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

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

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

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

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


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

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

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


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

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

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Monday, June 18, 2012

Postbird's Note

Mr. Tangelo has asked the Postbird service to extend his deepest apologies for his lack of correspondence this month. He is currently traveling through a region of the Golden Desert where the pipe crawlers have caught some sort of rare electrical disease, causing the normally tidy workings of their crystal brains to degenerate into self-replicating gibberish. Due to the nature of the area, this disease has spread to the town's writing as well. Anyone attempting to read there at the moment will find only a constantly shifting soup of random symbols. A team of expert linguist-philosophers has been dispatched from Karkafel, but it will likely take them several weeks to find their way to the town and get its words back in order; due to the impossibility of writing anything until then, Mr. Tangelo plans to pick up his pen and begin his annual month of correspondence in July, rather than in June. He apologizes for any inconvenience and wishes everyone the best.

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Tuesday, June 29, 2010

A New Type of Writer

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

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

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

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

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

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

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

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

It writes poetry.

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

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

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

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

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

Ink on paper
Black, white
Two becoming
All there is

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

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

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

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

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

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

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

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

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



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

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

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Saturday, June 19, 2010

Benevolent Clockwork

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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Saturday, November 01, 2008

From the Train

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

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

Besides, I like riding the Train.

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

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

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

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

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

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

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

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

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Wednesday, November 14, 2007

A Picture of Someone Else

That little blank spot on my profile has been blank long enough. I'm putting a picture there!

Not a picture of myself, though. Who wants to see that? Instead, here's a picture of the main character from a comic strip I've more or less half finished. (Yes, it's been more or less half finished for months now. I'll finish it someday.)



According to the instructions, posting this picture here will let me then put it on my profile as well. We'll see how that goes.

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