Walter Williams - City on Fire

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In a mind-bending odyssey through a world rife with tyranny, a rebel group schemes to harness a radical new energy source—plasm.

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She looks at her office clock. She has a few minutes before she has to keep her appointment.

She will stay, then, in flight a moment more.

Aiah expands her sensorium, concentrating on the city’s distant crown and the places that lie beyond. The Sea of Caraqui is wide, and Caraqui covers much more area than the average metropolis, though its population densities are lower. The long borders have given Caraqui a large number of neighbors, most of whom cannot be delighted with the new government popping up among them.

Aiah has done her homework, laboring away on one of the terminals of the Worldwide News Service. Worldwide was the Keremaths’ wire and data service, and its background reports showed the signs of their policy and their censors, but Aiah was able to read between the lines of censorship, the shifting boundaries of what could be said and not-said, and has now gained an idea of what lies beyond Caraqui’s crown.

Behind Aiah, to the south, is Barchab, with its prominent twin volcanoes. Barchab is a kind of oligarchy, reasonably prosperous, with an economy based on mining the mineral resources of its volcanic plateau. The government features a dozen major parties, each representing a coalition of moneyed interests, all vying for control of a weak legislature. Governmental influence is limited, and the wealthy arrange things among themselves.

Aiah does not believe that Barchab will look on the new government of Caraqui with any great delight.

Southeast and east is Koroneia, where a conservative oligarchic government called the Committee of Sixty has displaced a well-meaning military junta, the Metropolitan Social Revolutionary Council, whose staggering ineptitude reached its climax when its own military declined to fight in its defense. The Committee of Sixty, which took power with Keremath support, has ruled for three years now, and has not yet succeeded in defining its objectives, let alone managing a coherent policy.

Ahead, to the northeast, is Lanbola. Though the constitution is that of a federal republic, the Popular Democratic Party has managed to win every election for the last sixty-seven years through methods ranging from bribery and extortion to a low-level terror campaign waged against its rivals. Lanbola’s attitude toward Caraqui’s new government may be summarized by the fact that, since the coup, it has banned the chromoplay Lords of the New City and has given refuge to some of the surviving Keremaths.

Northward Caraqui shares a short border with Charna, a state that sprawls north to the Pole. The military seized power in Charna fifty years ago and haven’t given it up, despite occasional brief periods of fighting among cabals of officers. Charna had got along perfectly well with the Keremaths.

Northwest is Nesca, a smallish metropolis that rejoices in a functioning parliamentary democracy. Its government seems inexplicably hostile to Caraqui’s new rulers, and has issued a number of statements condemning the violence with which the triumvirate established itself.

West is the horror of Sabaya, which has been dominated for the last seventy-five years by Field Marshal the Serene Lord Dr. Iromaq, Doctor of Philosophy, Doctor of Magical Arts, Savior of the Nation, etc., etc., a man from whom even the Keremaths recoiled. Sabaya’s ghastly regime, inept, cash-poor, and brutal, is a byword for poverty, terror, and oppression. Whatever goes on behind its closed borders goes on largely unobserved, as if within some all-encompassing shroud of darkness.

These are the neighbors among which Caraqui’s new government now stands. Uneasy, hostile, or unstable, friendly for the most part with the Keremaths, none are likely to welcome an unruly set of newcomers like Caraqui’s triumvirate, let alone an ominous foreign presence like Constantine.

And then, below her hovering anima, a miracle blossoms: color expands in midair from a central point like water bursting from a main, like a kaleidoscope gone mad… but soon concrete images begin to form—faces, images, fancies—one turning into another like the products of dream. A man on skates. A tree that blossoms in seconds and produces red fruit, which falls of its own accord into the laps of a circle of smiling children. A tall building, granite and glass, which begins to contort, to shimmy in a kind of dance. Disembodied hands and eyes, a burning egg, a burning key, a wine bottle made of stone…

The Dreaming Sisters are at play in the sky.

Aiah looks for a sourceline for the cloud of images but can’t see one. The vision begins to move westward, toward ominous Sabaya, skipping through the air like a plate skimming the sea. Aiah watches in delight until it vanishes in the distance.

She will have to find out more about the Dreaming Sisters someday.

But now her concerns are more mundane. She orients herself over her target, then drops into a district of cheap flats, warehouses, and illegal factories where the children of Caraqui toil at unforgiving machines for double shifts every day.

The half-world of Aground lies somewhere hereabouts, hidden beneath the streets. On these shallow mudflats, many of the buildings have conventional architecture, with foundations reaching to bedrock; and others, centuries old, are on concrete pontoons that moored themselves in mud long ago.

Aiah is looking for one of the latter. It isn’t hard to find, a sprawling, crumbling warren of brown-brick tenements so ancient that the only thing keeping them upright are the rusting iron braces and props added to the structure. Once there, Aiah has to be more circumspect, on the chance that the people she is looking for might also be on the lookout for her.

She carries her sensorium in an anima, a plasm body that she hasn’t bothered to will into the shape of an actual human body: it’s a diffuse cloud of plasm she has configured to remain sensitive to its environment. Carefully she drops the anima beneath street level, where the huge grounded pontoons loom on either side and the dark brackish sea slops over the mudflats below. There is little light here, but plasm can be configured to see in the dark. Aiah moves between the pontoon walls until she comes to a mark, scored lightly into the crumbling concrete, that she has left earlier.

At this point she reconfigures her anima, confining it to a narrow pipette of plasm that should be difficult to detect, and then rises through the midst of the tenement, through iron beams and brick arches and worn plastic flooring, through uninspiring sights of people cooking or doing laundry or watching video, past children playing or sleeping or fighting with each other, until she reaches the hallway outside the Silver Hand plasm house she has been observing for the last week.

The hallway’s flaking paint is scarred with decades’ worth of graffiti. The crumbling plastic flooring, a cheap imitation of an old Geoform design, has worn clear through in spots, and has been overlaid with ribbed plastic mats—probably not for the convenience or safety of the tenants, but for the benefit of the Silver Hand, who moved truckloads of plasm batteries through this hallway.

Aiah ghosts along at floor height, looking for the mage she’s relieving. She wills her sensorium to become sensitive to plasm, and finds a little flare from a not-quite-concealed sourceline in the hallway, near the baseboard. She ghosts up to the flare, wills a little extrusion of her own plasm to touch the sourceline.

—This is Aiah,she pulses. Anything doing?

She senses a flare of surprise from the other ghost. He is one of Aiah’s new hires, a newly graduated mage from Liri-Domei, a little inexperienced but learning quickly.

—The deliveries went out before midbreak, he broadcasts. The Ferret’s inside filling batteries. The Slug is there with him.

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