John Adams - Wastelands - Stories of the Apocalipse

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Wastelands: Stories of the Apocalipse: краткое содержание, описание и аннотация

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Famine, Death, War, and Pestilence: The Four Horsemen of the Apocalypse, the harbingers of Armageddon — these are our guides through the Wastelands…
From the
to
; from
to
, storytellers have long imagined the end of the world, weaving eschatological tales of catastrophe, chaos, and calamity. In doing so, these visionary authors have addressed one of the most challenging and enduring themes of imaginative fiction: the nature of life in the aftermath of total societal collapse.
Gathering together the best post-apocalyptic literature of the last two decades from many of today’s most renowned authors of speculative fiction — including George R.R. Martin, Gene Wolfe, Orson Scott Card, Carol Emshwiller, Jonathan Lethem, Octavia E. Butler, and Stephen King —
explores the scientific, psychological, and philosophical questions of what it means to remain human in the wake of Armageddon. Whether the end of the world comes through nuclear war, ecological disaster, or cosmological cataclysm, these are tales of survivors, in some cases struggling to rebuild the society that was, in others, merely surviving, scrounging for food in depopulated ruins and defending themselves against monsters, mutants, and marauders.
Complete with introductions and an indispensable appendix of recommendations for further reading,
delves into this bleak landscape, uncovering the raw human emotion and heart-pounding thrills at the genre’s core.
John Joseph Adams is the assistant editor of The Magazine of Fantasy & Science Fiction and a freelance writer. His website is
.
Wastelands: Stories of the Apocalypse

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Almost two generations later it was succeeding.

The large cities used more nuclear power, or even harnessed the sewer systems, but small towns were hit the hardest. Accustomed to power, but dropped of the line, isolated, a minor Dark Age had descended on them. Life based itself here on bare essentials; water and wind.

Mara wanted to see a city lit up in a wanton electrical blaze of light, forcing away the dusk and night with artificial man-made day.

#

On the tenth day Ken found her in the bedroom frantically packing.

"They spotted the Zephyr coming in from the east," Mara said, hoisting a pack onto her shoulders.

"Are you sure you want to do this?"

"What?"

"Go. You don’t know what’s out there. Strange places, strange people. Danger."

Mara looked at him.

"Of course."

Ken looked down at the ground.

"I thought we had something. You, me."

"Of course." Mara paused. "I told you that I would be going."

"But I’d hoped…"

"Ken. I can’t."

"Go." His voice hardened and he walked into the kitchen. Mara sat on the edge of the bed biting back tears, then snatched the two packs and left angrily.

#

The Zephyr rolled through Main Street, slowing down to a relative crawl to allow people to run alongside and leap up. Kids thronged the sides of the street, and furious trade went on. The four tall masts of the Zephyr towered above the small two and three story town buildings. The masts looked like vertical wings, and used the same principles. Air flowing across the shorter edge of the blade-like mast caused a vacuum, drawing the massive wheeled ship forward.

Mara followed the eager crowd behind the ship. She nodded to the occasional familiar face.

Plastic beads, more precious than gold due the rarity of oils were draped across stalls that slid out of the side of the hull. Mara aimed her quick walk for one of these, but instead found herself blocked by a familiar form.

"Uncle Dan?"

"Hi." He had her arm in a firm grip. Mara saw the bulk of the Zephyr slowly moving away. She tried to pull out of his grip, but couldn’t. Her dad pushed through the crowd.

"Dad! What are you doing?"

"It’s for your own good, Mara," uncle Dan said. "You don’t know what you’re doing."

"Yes I do," she yelled, kicking at her uncle’s shins. The crowd around them paid no obvious attention, although Mara knew full well that by nighttime it would be the talk of the area.

She begged, pleaded, yelled, kicked, scratched and fought. But the men of the house already had their minds made. They locked her into the basement.

"You’ll be out when the Zephyr leaves," mom promised.

There were no windows. Mara could only imagine the Zephyr ’s slow progress out of the town. She tried to put a brave face on, then crawled into a corner and cried. After that she beat on the door, but no came to let her out.

#

The basement was a comfortable area. The family den, it held several couches and carpet. The door creaked open, and from looking out Mara guessed it to be dusk. Ken came down the stairs carefully.

"It’s me Mara."

"I suppose you’re in on this too?"

"Actually, no. You’re family wants me to speak some sense into you. I won’t lie to you, Mara. I want you to stay. But holding you here like this is ridiculous."

"The longer we all stay out here, away from the cities, the crazier it gets."

"Maybe. You’re family’s scared. They don’t want to lose you."

"That doesn’t give them the right to lock me up like a damn dog!" Mara yelled.

Ken came closer.

"My sail-cart is outside. That’s as far as you need to get. You’re a better sailor than anyone else, once in you can outrun everyone. The Zephyr is still reachable on a long tack. Hey, I never did get along with your uncle anyway."

Mara looked up at him and gave him a long hug.

"Thank you so much."

"If you’re ever back in town, look me up."

"Will you come with me, then?"

"Ask me then."

Ken pulled away and stepped up the stairs.

"Stay close."

He launched himself into her uncle and dad, tackling them with a loud yell. Mara ran past, losing only a shoe, pushing past her mom and out into the yard.

The cart’s sail puffed out with a snap, and she was bouncing her way over the sand before she looked back to see two figures at the door watching her go. No one bothered to chase her. They all knew her skill with the sail.

#

It took the better part of few hours before the four masts showed up. Mara could hear distant shouting as she overhauled the giant land ship.

"Ahoy Zephyr ," she shouted.

Some one tossed a ladder down, and Mara hauled herself up. The small sail cart veered off and tipped into the dust, snapping its tiny mast in two. It felt faintly liberating to land on the deck with a smile.

The merchant with the ladder stepped aside, letting an officer in khaki step forward.

"We’ve been watching you approach for the past few hours," he said. "We like the way you handle the wind."

"Can you read a map?" asked a woman in uniform. She wore strange braids on her shoulders.

"No."

"You looking for a position on board the ship?"

"Yes." Mara felt her stomach flip-flop.

"Then we’ll teach you how to read charts," the woman said. She stuck out a hand. "Welcome aboard, kid, I’m Captain Shana. Ever cross me or give me a reason to, I’ll toss you off the side of the ship and leave you to the vultures. Understood?"

"Yes ma’am."

"Good. Give her a hammock."

Mara stood on the deck of the Zephyr , enjoying the moment. Then the man in uniform touched her shoulder.

"It isn’t fun and games, it’s a lot of hard work, but worth it. Come on."

Mara paused and looked out at the flat horizon, full of tempting futures. Then she followed him belowdecks.

Never Despair

by Jack McDevitt

Jack McDevitt is the author of more than a dozen novels, including the post-apocalyptic gem Eternity Road , with which this story shares its milieu. His short fiction has appeared in Analog , Asimov’s , and F&SF , and in numerous anthologies. He has been nominated for the Nebula Award 13 times, and won for the first time in 2006 for his novel Seeker. Other awards include the Locus Award for his first novel, The Hercules Text, and the John W. Campbell Memorial Award for his novel Omega .

“Never Despair” tells the story of Chaka Milana, a woman who leaves her hometown in search of a storied place that holds the secrets of the Roadmakers, the almost-mythical builders of the concrete strips that cover the land, and the ruined cities with towers so high that a person could not ascend one in a day. In the course of her journey, Chaka encounters a encounters a historical avatar of a man she doesn’t recognize, but whom the reader most certainly will.

The rain began to fall as they threw the last few spadefuls of earth onto the grave.

Quait bowed his head and murmured the traditional farewell. Chaka looked at the wooden marker, which bore Flojian’s name, his dates, and the legend FAR FROM HOME.

She hadn’t cared all that much for Flojian. He was self-centered and he complained a lot and he always knew better ways to do things. But you could count on him to pull his weight, and now there were only two of them.

Quait finished, looked up, and nodded. Her turn. She was glad it was over. The poor son of a bitch had fallen on his head out of the upper level of a ruin, and during four excruciating days, they’d been able to do little for him. Pointless, silly way to die. “Flojian,” she said, “we’ll miss you.” She let it go at that because she meant it, and the rain was coming harder.

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