Chasm City
I skimmed through the options.
The deep system networks carried comms traffic to and from the habitats in orbit around the system’s gas giants: typically mining stations and outposts for the more reclusive factions. There were Conjoiner nests, Skyjack enclaves and semi-automated military or experimental facilities. I searched in vain for any reference to the plague. Occasionally there was talk of containment procedures, or crisis management, but for the most part it looked as if the plague—or its consequences—had become so fundamental an aspect of life that there was seldom any need to refer to the thing itself.
The local networks told me a little more. Once or twice, at least, I found references to the crisis by name, and learned that they had given it a specific and chilling name: the Melding Plague. But most of the messages assumed total familiarity with the basic facts of the plague itself. There were references to Hermetics, and the Canopy, and the Mulch, and sometimes to something called the Game, but none of these terms were elaborated upon.
I had heard of the Canopy, though. That was where Amelia had said I’d stand a good chance of finding Reivich. It was a district of Chasm City.
But had she told me less than I had imagined?
I put the console into send mode and composed a query concerning the plague; a request for general information for newcomers. I couldn’t believe I was the first to want this information before being plunged into the thick of the Rust Belt, but it was also entirely possible that no one would bother replying to me, or that no kind of automated handling system was functioning now.
I sent my query, then stared at the console for a few seconds. The screen stared back at me, unchanging.
Nothing came.
Disappointed and still no closer to the truth, I went to the pockets of the coat I had taken from Vadim and pulled out the neatly stowed playback kit. The device almost assembled itself, the slim black parts sliding home with the pleasing precision of rifle components. The result was a skeletal black helmet, nubbed with field-generators and input ports, ornamented with luminous green and red cobras. A pair of stereoscopic eyepieces folded down from the helmet’s front, their rims formed from material that automatically conformed to the skin around the eye. A pair of earplugs functioned similarly, and there were even noseplugs for olfactory input.
I hefted the helmet, then placed it on my head.
The helmet gripped my scalp firmly, like a torture vice. The little eyepieces moved into position, glueing themselves around my sockets. Inside each was a high-resolution imaging system which was currently showing exactly the view I’d have seen had I not been wearing the helmet, except for a slight and probably deliberate graininess. To do much better I would have needed neural implants and a more sophisticated playback system, something that could interrogate and adjust brain signals with the finesse of a military trawl.
I opened my briefcase.
Inside, I found the cache of experientials I’d carried from Sky’s Edge, still wrapped in clear plastic. I removed the plastic and examined the six pen-like sticks, but there was nothing written on them to give any clue as to what they contained. Were they simply commodities to be traded, or did the sticks contain messages to me from my pre-amnesiac self?
There was a port in the brow of the helmet into which one inserted the metallic tip of the experiential, so that it stuck out like a thin horn. I took the first of my six and pushed it home.
A menu popped into existence ahead of me, giving options for entering the simulation at various points and with various artistic settings. I accepted the defaults and plunged into the experiential at random, making my choices with hand gestures. The helmet generated a low-level electric field which my body modified, enabling the system to read any large-scale movements.
Vadim’s room greyed out smoothly, a hiss of white-noise in my ears. The noise faded to near-silence, quieter than it had ever been aboard the slowboat. The grey lightened, shapes and colours emerging like phantoms out of fog.
I was in a jungle clearing, shooting enemy soldiers.
I was stripped to the waist, over-muscled, even for a soldier, paint daubed across my chest, with an old model of particle-beam rifle gripped in one hand, while my other hand held a smaller, slug-firing machine-gun. I’d handled similar weapons myself and I knew that it was physically impossible to fire either singlehandedly, let alone held out nearly at arm’s length. Both weapons chugged away as I doused them at an unending stream of enemy soldiers, who seemed perfectly willing to run screaming towards me from the bush, even though any one of them could have picked me off from cover with a single well-aimed shot. I was screaming as well. Maybe it was the effort of having to hold both those guns.
It was laughable, but I didn’t doubt that there’d be a market for something like it. There was a market for that kind of thing on Sky’s Edge, after all—and we already had a real war.
I tried the next one.
This time I was sitting inside a skeletally framed single-seat wheeler, racing it across a mud flat with a dozen or so other wheelers trying to sneak past me on either side. I’d entered this one with the experiential set to interactive, so I was able to steer the wheeler and throttle its turbine up and down. I played it for a few minutes, keeping ahead of the pack, until I badly misjudged the angle of a sandbank and lost control. Another car slammed into mine and there was an instant of painless carnage before I was back at the starting line again, gunning my engine. Difficult to tell how this one would sell. They might lap it up as a unique Sky’s Edge product, or they might find the whole thing irredeemably quaint.
I continued through the remaining four experientials, but the results were just as disappointing. Two of them were fic tionalised episodes from my planet’s past: one a melodrama about Sky Haussmann’s life aboard the Santiago—really the last thing I needed—while the other was a love story set during the time of Sky’s imprisonment, trial and execution, but in which Sky was only very a minor background character. The other two experientials were adventures, both of which involved snake-hunting, though whoever had scripted them had only a passing knowledge of hamadryad biology.
I’d expected more: some kind of specific message from my past. Although I remembered a great deal more now than I’d done upon first waking in Idlewild, there were still aspects of my past that were unclear; things that refused to snap into focus. I could have lived with these absences if I’d been stalking Reivich in familiar territory, but even my knowledge of the city ahead of me was inaccurate.
I turned to the cache of experientials I had taken from Vadim. They were all blank except for a tiny silver motif near the top of each. I wasn’t going to learn anything about myself, but I’d at least learn a little more about what passed for entertainment in Chasm City. I slipped one of them in.
It was a mistake.
I was expecting pornography, or mindless violence—something from the extremes of human experience, but still recognisable as such. What I got was so strange that at first it was difficult to articulate what I was experiencing and I began to wonder if there was some compatibility problem between the experientials and the helmet, so that the wrong parts of my brain were being stimulated. But they’d all come from the same source: Vadim’s room.
This was how it was meant to be.
It was dark, dank, squalid, and there was a feeling of terrible, crushing claustrophobia—an emotion so intense that it was like my skull was slowly squeezing my brain. My body was all wrong: elongated and limbless, pale and soft and infinitely vulnerable. I couldn’t guess how that sensation was engendered, unless the device was stimulating some ancient part of the brain which remembered what it was like to ooze or swim rather than walk. And yet I was not actually alone, and nor was the darkness as absolute as it had originally seemed. My body occupied a warm, humid hollow inside a space which had been cored out with labyrinthine black tunnels and chambers. And there were others with me; other pale, elongated presences. I couldn’t see them—they must have been in adjacent
chambers—but I could taste their proximity, ingest the souplike chemical flow of their emotions and thoughts. And in some sense they were me as well, detached avatars of myself. They moved and quivered at my bidding, and I sensed what they sensed.
The claustrophobia was total and crushing, but it was also reassuring. Beyond the hard, rocklike volume in which we were caged was an absolute void from which my thoughts flinched. That emptiness was worse than the claustrophia, and what made it worse still was the fact that it was not truly empty; that the void held terrible, silent, infinitely patient enemies.
Who were coming closer.
I felt a convulsion of fear so absolute that I screamed and removed the helmet. For a moment I floated in Vadim’s cabin, breathing hard, wondering just what I’d experienced. The feeling of immense claustrophobia, combined with even worse agoraphobia, took long seconds to abate, like the after-chime of an awful bell.
My hands trembling—although I was beginning to regain some control—I removed the experiential and examined it more closely, this time paying proper attention to the little motif near the top of the stick.
It looked a lot like a maggot.
I watched our approach to the Rust Belt through the observation window in Vadim’s cabin.
I knew something of what lay ahead now. Shortly after I’d tried the disturbing experiential—while I was still reeling from its effects, in fact—the console had chimed, announcing the arrival of a response to my earlier query. I was surprised; in my experience such things usually happened instantaneously or not at all, and the delay served only to emphasise how disrupted the system’s data networks must have been.
The message, it turned out, was a standard-issue document, rather than a personally composed reply. An automated mechanism must have decided that it would answer most of my questions; an assumption that turned out to be reasonably accurate.
I started reading.
Dear Newcomer
Welcome to the Epsilon Eridani system.
Despite all that has happened, we hope your stay here will be a pleasant one. For your information we have compiled this note to explain some of the key events in our recent history. It is intended that this information will ease your transition into a culture which may be markedly different from the one you were expecting to find when you embarked at your point of origin. It is important that you realise that others have come before you . . .
The document was long, but I quickly read the thing in its entirety, then reread it carefully, picking out the salient points which might assist me in the hunt for Reivich. I’d already been forewarned about the scale of the plague’s effects, so the document’s revelations were perhaps not as shocking to me as they would have been to someone freshly defrosted. But it was still chilling to see it anatomised in such a coolly detached manner, and it was easy to imagine how unsettling it must have been to someone who had come to Yellowstone in search of riches rather than blood. The Mendicants had clearly elected not to spring this news on their slush puppies too quickly, and doubtless if I’d stayed in Idlewild a little longer they would have begun to break it to me gently. But perhaps the document was right: there were some truths it was best to deal with as quickly as possible, no matter how repugnant that truth might have been.
I wondered how long it would take me to adjust to it, or if I’d be one of the unfortunate few who never quite made the transition.
Perhaps, I thought, they were actually the sane ones.
Through the window the larger Rust Belt habitats had begun to assume definite shapes, rather than just being indistinct orbiting flecks. I tried to imagine what it would have looked like seven years ago, in the last days before the plague.
There’d been ten thousand habitats in the Glitter Band, each as opulent and faceted as a chandelier, each distinguished from its neighbours by some wild architectural flourish that had far less to do with the practicalities of structural design than it had with aesthetics and prestige. They’d circled Yellowstone in low orbit, almost nose-to-tail, each vast and stately construct maintaining polite distance from those ahead and behind it with tiny puffs of correcting thrust. A constant flow of commerce had shuffled between the habitats along narrow traffic lanes, so that from a distance the habitats themselves looked as if they were entwined in tinsel-like filaments of light. Depending on the ever-shifting spectrum of allegiances and feuds, the habitats either communicated with each other via looms of quantum-encrypted laser light, or maintained sullen silences. Such silences were not at all unusual, for there were profound rivalries even amongst the constituents of what was technically the very model of a unified Demarchist society.
Amongst ten thousand habitats, there was every human specialisation imaginable: every expertise, every ideology, every perversion. The Demarchists permitted everything, even experimentation in political models which chafed against their underlying paradigm of absolute non-hierarchical democracy. Provided those experiments remained experiments, they were tolerated; even actively encouraged. Only the development and stockpiling of armaments was forbidden, unless they were to be used artistically. And it was here in the Glitter Band that the system’s most illustrious clan, the Sylveste family, had performed much of the work that had brought them eventual fame. Calvin Sylveste had attempted the first neural downloads since the Transenlightenment in the Band. Dan Sylveste had collated all known information on the Shrouders here; work that eventually led to his own fateful expedition to Lascaille’s Shroud.
But that was the deep past now. History had turned the glory of the Glitter Band into . . . this.
When the Melding Plague had hit, the Glitter Band had stayed intact for far longer than Chasm City, for most of the Band’s habitats already had effective quarantine protocols. Some were so secretive and self-sufficient that no one had entered them in decades anyway.
But they were not, ultimately, immune.
It took only one habitat to fall to the plague. Within days most of the people aboard died, and most of their habitat’s self-replicating systems began to go haywire in ways that seemed nastily purposeful. The habitat’s ecosystem collapsed fatally. Uncontrolled, the habitat drifted out of its orbital slot like a chunk of calved iceberg. Ordinarily the chances of a collision would have been small . . . but the Glitter Band was already congested to within a hairsbreadth of disaster.
The first rule of collisions between two orbital bodies was that they were very rare indeed . . . until one happened. Then the shards of the destroyed bodies would splinter off in different directions, significantly increasing the likelihood of another impact. It would not be such a long wait until the next collision. And when it happened again, the number of shards increased once more . . . such that the next collision was a practical certainty . . .
Within weeks, most of the habitats in the Glitter Band had been fatally holed by collisional debris . . . and even when those impact fragments were not in themselves sufficient to kill all aboard, they also tended to be contaminated by traces of the plague originating from the first habitat to fall. They became orbiting hulks, as dark and dead as driftwood. By the end of the year, barely two hundred habitats had remained intact: principally the oldest and sturdiest structures, sheathed in rock and ice against radiation storms. With batteries of anti-collision lasers emplaced around their skins, they had managed to fend off most of the large chunks.
That was six years ago. In the intervening time, Quirrenbach told me, the Rust Belt had been stabilised, with most of the debris mopped up and conglomerated into hazardous lumps which had been sent spinning into the boiling face of Epsilon Eridani. Now at least the Belt was not growing any more fragmented. The hulks, for the most part, were kept in check by periodic nudges from robot tugs. Only a handful had been successfully repressurised and settled, although there were predictable rumours of all manner of sinister factions squatting furtively amongst the ruins.
This much I had learned from the nets. Seeing the ruins for the first time was something else entirely. Y
ellowstone was an ochre immensity blocking half the sky, now tangibly a world like the one I’d left, rather than a pale two-dimensional disk against the stars. As the Strelnikov swooped towards the habitat where it would dock, the silhouettes of other, ravaged ones crossed the face of Yellowstone. They were gnarled, gutted, pocked and cratered with the evidence of titanic collisions. I tried to hold in my head the numbers of dead the Rust Belt represented: although many of the habitats had been in the process of being evacuated when they were struck, it couldn’t have been easy to remove a million people at such short notice.
Our habitat was shaped like a fat cigar, spun about its long axis for gravity in the same manner as Idlewild. Sister Amelia had told me that the place where we were headed was called Carousel New Vancouver. It was carapaced in ice, mostly dirty-grey in hue, but occasionally patched with acres of bright new ice to repair what I assumed were recent impact points. It was spinning silently, throwing off a dozen lazy coils of steam from its skin like the arms of a spiral galaxy. A huge spacecraft was attached to the rim, shaped like a manta-ray and with scores of tiny windows around the edges of its wings. But the Strelnikov arced in towards one tip of the cigar, a triad of jaws opening to admit it. We nosed into a chamber walled in a maze of intestinal pipes and fuel tanks. I saw a few other shuttles clamped in parking bays: two sleek atmosphere cutters like bottle-green arrowheads and a couple of vessels which looked like cousins to the slowboat, all blunt angularity and exposed engine components. Space-suited figures were swarming around all the ships, carrying umbilical lines and repair kits. A few robots were toiling away on hull-repair tasks, but for the most part the work was being done by humans or bio-engineered animals.