Appendix: some excerpts from Klepp's Almenak

FOR A TRAVELER IN THE ABARAT there can be few documents as useful, or as thorough in their contents, as Klepp's Almenak .

It was first published some two hundred years ago, and it is a stew of fact and fiction, in which the author, Samuel Hastrim Klepp, writes one moment as a practical explorer, the next as a mythologist. There are significant errors on every page, but there is some reason to believe that Klepp knew that he was playing fast and loose with the truth. He speaks at one point of his "leavening the flat bread of what we know, w ith the yeast of what wedream may come to pass ."

However questionable its value as a work of truth, there is no doubting the hold Klepp's Almenuk has on the hearts of the people of the Abarat. The Almenak is updated yearly by the current descendant of Klepp, Samuel Hastrim the Fifth. He has kept the contents of the pamphlet much the same as it always was: it chronicles holy days around the archipelago; carrier tables of tides and stars; lists all manner of event, mythical and actual. It carries the rules of two of the Abarat's favorite sports: Mycassian Bug Wrestling and Star-Striking. It also lists Celestial Events, both Benign and Apocalyptic, carries news of appearing islands, and for those with a taste for grim inevitability, it chronicles the– steadyif infinitesimalsinkage of other islands. Besides these, contained within the Almenak 's pages are news of Extinctions, Migrations, Emancipations, and Redefinitions of the Infinite, while for those seeking more practical information it contains maps of every major city, including those that have been destroyed by time or calamity.

It is, in short, the essential guide to the archipelago. Even if (as one Jengo Johnson once calculated), no less than fifty-seven percent of its information is for some reason or other questionable, every sailor and traveling salesman who crosses the Abarat, every pilgrim and pig farmer about the business of worship or gelding, has a copy of the Almenak within reach, and each finds in its contradictory pages something of value.

I would, if I could, reproduce it all here. But that's of course impossible. I will limit myself instead to Klepp's eloquent descriptions of the major Hours, including the Twenty-Fifth, with a few references to what the author dubs "Rocks of Some Significance" (though it is necessarily incomplete; small islands appear and disappear in the Sea of Izabella all the time; a complete listing would be out of date the moment it was printed).

I will list the Hours, as Klepp did, beginning at Noon.

However, I strongly urge anyone tempted to use the information that follows as a literal guide to the islands to proceed with extreme caution. It is worth remembering Samuel Klepp the First died having become lost on one of the Outer Islands. He was found, dead from exposure, with a copy of his own Almenak in his hand. According to a detailed map in the Almenak that he himself had drawn, there was supposed to be a small town that bore his name on the very spot where he had perished; he had no doubt been looking for the town when exposure overtook him. As it happened, no such town existed.

But since his death a town has been founded at that place, to service the sightseers who come to see the spot where the great Almenak maker perished. And yes, it is called Klepp.

His map, then, was correct. It was simply premature.

Such things happen often in the archipelago, especially on those islands closest to the Twenty-Fifth Hour. So be warned.


Here, then, are some brief excerpts from Klepp's descriptions of the Twenty-Five Islands of the Abarat.


"Of the island of Yzil , which is Noon, let me say this: it is a place of exceptional beauty and fruitfulness. Furthermore it does a soul good (sometimes) to stand with the sun directly over his head. Here at Yzil, a man hoping for fame might be reminded to live in the moment and not care too much where his shadow may fall tomorrow, but rather concern himself with where it lies today.


"The island is temperate and lush. A gentle breeze passes constantly through the thick foliage, and there are creatures of every shape and size being wafted through the greenery. It is said their singular source is a Creatrix of very ancient origins, called the Princess Breath, who makes her home here on Yzil, and is in the infinite and rapturous process of conjuring life-forms from her divine essence, which the breeze carries through the canopy and out across the Sea of Izabella. There caught by this tide or that, they are carried out across the islands to populate them with new kinds of life.


"At One O'clock , which lies to the south-southeast of Yzil, is the island of Hobarookus . Traditionally this has been a haunt of sea bandits and buccaneers. One O'clock being my lunching hour I have many times sought a healthy repast upon this island, and may happily report that whatever fiendish piratical types haunt the island, their presence has not deterred the cooks of Hobarookus from becoming fair geniuses of their craft. I will tell you plainly, there is no better food to be had at any Hour.

"The topography of the island of Hobarookus is unattractive. It's mostly rocky, though there are areas of the interior where the ground becomes unpredictably swampy. These areas, which the Hobarookians call the Sinks, are the habitats of kalukwa birds, which species reportedly hatch downy human babies from their eggs every ninth year. These children—if saved from being pecked to death by juveniles of the previous year's hatchingare often saved by the pirates and raised as their children. This means the island, far from resembling a vile enclave of thieves and murderers, resembles instead an island of wild children watched over fondly by that aforementioned vile enclave of thieves and murderers, like mothers watching over their errant (and occasionally lightly feathered) children.


"At Two lies Orlando's Cap , which is not an island I know well. An asylum for the insane is located here—so placed because its founder, Izzard Coyne, believed Two in the Afternoon to be an Hour that promotes a healing balm in the soul.

"The island, however, is so ill-favored that it's hard to imagine those prone to irrationality being much comforted there. The island's name, by the way, comes from its caplike shape. I can find no evidence of who Orlando was, nor, I suppose, do the sorrowful occupants of the island much care.

"It should be noted, for those interested in either the products of the insane mind or in art (and how often are those things one and the same!), that Coyne's healing methodologies included allowing his patients the means to create . Thus, scattered across Orlando's Cap are artifacts that his patients fashioned. Some are of humble ambition, but others seem to be entire fantastic worlds carved from stone or wood and often painted in hallucinatory colors.

"When we look at the way the islands are arranged in the Sea of Izabella, there seems to be a designing hand at work, which conspires with nature to unseat our expectations. Thus close beside the island of Orlando's Cap, which is a place of dour scenery (albeit enlivened by the creations of Coyne's patients) there lies the Nonce , which is to my eye the most beautiful of all the islands. How is it that they can be so different from one another, when they are divided by a passage of water so narrow you might skip it with a stone?

"Three in the Afternoon the island of the Nonce is a dreamy time. The labors of the day are more than half out, and our thoughts turn to what pleasures the twilight Hours may hopefully provide. Personally I enjoy a siesta around this time, and I can testify to the fact that those who doze in the Nonce do not conjure ordinary dreams. They imagine the Beginning of the World. I have done so myself several times; slept there and dreamed of some Edenic place where there was no enmity, nor division, between plan and animal, angel and man. This suggests to me that there is some validity to the claim, (which was made in the highest of metaphysical circles) that the Nonce is the island where life on the archipelago began.

"So, on to Gnomon, which lies at Four O'clock .

"Here, I wish to interlude with a little piece of autobiography. Some years ago I lost my wife. Literally lost her, in a maze on Soma Plume. I was, needless to say, much distressed by this (I was uncommonly fond of her), and taking the advice of my brother-in-law I went to Gnomon in search of an oracle who might enlighten me as to my wife's whereabouts.

"Despite the bland reputation of the Hour (there's nothing very mystical about Four in the Afternoon) the place is littered with the ruins of temples and other oracular sites. In some parts of the island the air is filled with whispering voices, like the scraps of a thousand unfulfilled prophecies. Personally I find it a rather unsettling place, its most distressing location being the North Shore, from the cliffs of which a visitor may look across the Straits of Limbo toward the island of Midnight. There is nothing of that despicable Hour visible at such a distance, of course, except for sheer rock and veils of roiling crimson mist. But it's more than enough to get the most impoverished of imaginations feeling clammy. Anyway, back to my story…


"The oracle I spoke with on Gnomon did indeed give me some information that finally led to the retrieval of the missing Mrs. Klepp. But while searching for the oracle I discovered an extremely strange phenomenon: Gnomon has upon it a number of roads that seem to have no destination. The theory I offer for this is that Gnomon was once part of the adjacent island of Soma Plume, which is twice its size. What cataclysm caused the land between the two islands to sink can only be guessed at, but it would certainly explain the mystery of the roads, because their destination would then be the Great Noahic Ziggurat on Soma Plume .

"The Ziggurat has been, since time immemorial, a place of burial, and for that reason there are many who dub themselves explorers and gazetteers who have not dared venture there. Pah! to their cowardice, I say. In my travels I have never had dealings with the deceased that were ever less than pleasant. (This is particularly true of the long-since dead; those recently deceased can be irritable on occasion.) Anyway, I urge you not to be put off by the rumors about the Noahic Ziggurat. It is an astonishment.

"Travelers by ship—especially those who are piloting their own vessels—should be warned that the next leg of the trip, the passage from Soma Plume to Babilonium , which lies but an Hour away at Six O'clock , can be treacherous. Not because the waters of the Izabella are particularly choppy thereabouts, but because there is always such a convergence of happy souls about the Hour of Six that navigation between the hundreds of boats which throng the straits is difficult. I've witnessed countless collisions and capsizings in the narrow band of water, even, I'm sorry to say, an occasional fatality, marring otherwise joyful expeditions.


"What need I tell you about Babilonium? If you know even a little about these islands of ours, then the reputation of this pleasurable Hour will be perfectly familiar to you. If you are tired of Babilonium, so the saying goes, then you are tired of life, for among its tents and its stages, its hippodromes and its arenas, is every species of frolicsome thing that can be devised by masker, menagerist, musician, mountebank or magician. I have never left that island but with a sense that I have taken only a sip of its pleasures, and promising myself I will return there soon.

"Perhaps the heaviness of my heart is increased because of the sight that lies ahead: the Island of Lengthening Shadows, Scoriae . You will forgive me if I don't linger over the details of that ashen place overmuch. Scoriae depresses the soul.

"Scoriae is not, of course, the only island of the Abarat that can so readily overshadow a man's natural capacity for joy. So, as I've said elsewhere, does Midnight. So too, for different reasons (which I'll come to later) does The Isle of the Black Egg, which stands at Four in the Morning ; and even Speckle Frew , which stands at Five . But there is much about Scoriae which invites a particular mournfulness. It is bleak, of course: a sprawling mass of laval rock and black dust, with the open wound of the volcano. Mount Galigali, at its center. Galigali's spewings and raging have, over the ages, claimed three magnificent cities: Gosh, Divinium and Mycassius. To wander in the ruins of any of the the three is a melancholy business. All were noble cities, filled with fine and loving souls. Not one of these souls, to my knowledge, survived Galigali's tantrums. Only the signs of their lives remain to us, clotted in volcanic ash: their temples, their racetracks, their nurseries.


"I remarked earlier that I have never met a dead fellow whose company I did not enjoy. I should except some of the ghosts of Gosh, who wereon one occasion some years backrude enough to drive me out of their city with their howlings and their batterings. But I should add this: that I had just reached the safety of my boat when Galigali gave a growl and belched a rain of liquid rock, which fell where I had been exploring mere minutes before. The ghosts, in short, had meant me no harm with their assault. They simply didn't want to add my name to the toll of Galigali's victims.

"Now we must make a journey from one side of the Abarat to the other, moving in a south-southwesterly direction. The journey, of course, still takes an hour, for we are going to Eight O'clock in the Evening, to the Yebba Dim Day .

"The island of YebbaThe Great Head, as it is colloquially called is carved in the likeness of its sometime owner, Gorki Doodat, and is a warren of tunnels and tiny, ramshackle habitations. Perched on Doodat's stone cranium (an addition only made after the potentate's passing) are hall a dozen towers occupied by those personages rich enough for such lofty apartments. Reportedly some of these towers contain inhabitants of immense age: the ancients of the Aeph Nation, who were the first architects of the islands. I cannot confirm or deny these rumors.


"Over the years the Yebba Dim Day has become the informal capital of the Inner Islands, and much bureaucratic work is done in the labyrinths of Gorki Doodat's head. Here an Abaratic may obtain birth papers, death papers, sea charts, maps and the like. The price list is on the wall close to the entrance to The Great Head. In main cases the price of maps and charts has remained at a zem or two in all the years that I've been exploring the islands. My own modest printing press is here at Eight O'clock , a small office at the base of the towers.

"The Yebba Dim Day marks the last hurrah of daylight. By the time we reach Huffaker, which stands at Nine O'clock in the Evening, every last trace of sunlight has departed from the skies.


Huffaker is an impressive island, topographically speaking. Its rock formationsespecially those below ground—are both vast and elaborately beautiful, resembling natural cathedrals and temples. The greatest of these is Hap's Vault , discovered by one Lydia Hap. Even if it were, simply a cavern it would be notable enough for the uncanny precision of its symmetries. But it is not. It is Miss Hap who was the first to suggest the Chamber of Skein.

"The Skein? How do I begin to describe the Skein?

"The word, of course, has humble origins. It means a length of yarn or thread that has been wound on a reel. But the Abaratic Skein , as Lydia Hap describes it, is something far more significant. It is the thread that joins all thingsliving and dead, sentient and unthinking to all other things. According to the persuasive Miss Hap, the thread originates in the Vault at Huffaker, appearing momentarily as a kind of flickering light before winding its way invisibly through the Abarat, to begin the task of connecting us, one to another. I have twice visited the Vault, and on both occasions saw phenomena that could well fit Lydia Hap's theory: line lines of light crisscrossing the cavern.

Perhaps what I saw was an optical illusion, and the idea of Infinite Connectedness is pure sentimental invention. But what we want to believe and what is true are, I think, more closely related than the Rationalists would sometimes have us believe. Personally, I do not doubt that some power connects us to everything else in our archipelago. Even if we would wish it otherwisefor we are not just joined to what pleases our eyes and our morals, but also to what is shameful and uglywe are indisputably a part of a greater system than ourselves. Until somebody comes along with a better idea, Lydia Hap's Skein will do very nicely.

"From the grandiose scale of Huffaker, we move on to Ten O'clock , and the more modestly scaled Ninnyhammer , an island which boasts very little that's noteworthy, excepting perhaps the small town of High Sladder, which is occupied by a tribe of feral tarrie-cats. On a hill to the northeast of the island is a house of odd construction with a dome that, when approaching the island by boat, can in some lights resemble an eye. I believe it has been the domicile of wizards over the years. I have little else to say about the island, having been sworn to secrecy on the matter of wizardly goings-on.

"Close by, however, is a Rock of Some Distinction, called Alice Point. It is a tiny place, but it was for some years the best spot from which to see Odom's Spire, which stands at the Twenty-Fifth Hour. A viewing platform was built on the Point, and large telescopes were brought to the island. A tempest of unusual ferocity brought the structure down after a time, however, and there is a body of opinion that believes this tempest originated in the Spire, because those who occupy the Twenty-Fifth Hour have no wish to be spied upon. I have heard these entities referenced to as the Fantomaya, but who or what these creatures might be is beyond me. The remains of the viewing tower, by the way, can still be seen if you sail close to Alice Point. But the Rock itself no longer has human occupants.


"On then, to Eleven O'clock , and the island of Jibarish. This is truly a place of paradoxes. Though most of the island is bare rock, there is a curious mutability in the air here. You look away for a moment and that rock, which seemed so solid a moment ago, seems to have flowed into some new configuration. It's easy to become lost here, though the island isn't large; no path remains in the same place for long.

"A tribe of women has traditionally occupied Jibarish, and it is their appetite for making the island unpalatable for visitors especially male visitors—that is largely responsible for the protean nature of the landscape. Over the centuries these extraordinary women have caused the elements of Jibarish to defy the laws by which those elements conventionally live. Rock is fluid here; fire burns cold; water is like iron; and the air—which we expect to serve our needs invisibly—is here a sovereign power in its own right. The very name of the island is derived from the means by which the air continues to alter the very words a visitor may speak, turning sense into nonsense or 'jibberish.'


"What comes next, of course, is the island of Midnight, also called Gorgossium . What few observations I will offer here must be prefaced with the confession that I have never set foot on that Hour, nor have any wish to do so.

"Gorgossium is wreathed in red mists, which seem to have a serpentine life of their own. The old fortress of Iniquisit , with its thirteen towers, dominates the heights of Midnight and looks down with frightful authority on the joyless landscape below. The Carrion family has of course occupied Gorgossium since the beginning of written history, and what attributes the island that or may not possess (all this information is third or fourth hand) is their handiwork. A forest of gallows; a morbid garden that contains every harmful plant in creation; a collection of machines devised to torment and murder: all these are rumored to exist on the island.

"But these are the least. There is a great deal more, which I will not sully the pages of' this Almenak by relating. Instead I will move on, as one might move on past a fetid cadaver, in the hope of discovering some sweeter sight.


"We are now, of course, in the very dead of night. The skies are star pricked overhead. There is a great quiet. And there is no quieter place in the Abarat than at One O'clock in the Morning, where the six Pyramids of Xuxux rise out of the dark and uncannily placid waters of the Izabella.

"Not far from here, visible across the Straits of Segunda, is the Noahic Ziggurat on Soma Plume, which I have previously described. The silhouette of the Ziggurat is of course remarkably close to that of the Xuxux Pyramids, and there are those who have suggested that all seven structures were designed by the same hand and built by the same masons. I disagree. The tombs at Soma Plume are, as I stated earlier, calm and and curiously reassuring places. The six Pyramids at Xuxux, however (perhaps owing to their proximity to Midnight), are sites of mystery and tragedy. Four of the six have been broken into and gutted by thieves, but the two largest remain unpenetrated, their locks beyond the wits of even the most ambitious master criminal. There is little doubt that they are occupied, however. Something lives and breeds in the great Pyramids; I do not claim to know what.


"Moving on to the northwest, we come to Idjit , which is (in the opinion of this explorer) an island of immense charm. I have never visited the island sober, I will admit, so my view may be somewhat influenced by that fact.

But Idjit is an island that encourages excesses, a kind of happy foolishness.

"This is at first glance an unlikely place for clowns. It shares with neighboring Gorgossium a spiky, barren topography, and storms rage perpetually about the landscape. It has been calculated that a visitor to Idjit is more likely to be struck by lightning than a man on the Roosts of Efreet is to be hit by bird excrement. I can personally testify to this, f have been struck three times while climbing the heights of the island. The experience is quite refreshing, akin to taking a plunge in icy water. Yes, it certainly takes the breath away. But when it's over, one is left either dead or invigorated. An extreme choice, I grant you, but life untouched by such extremes would be dull indeed.


"Leaving Idjit and taking now a northeasterly course, we approach Pyon , with its instantly recognizable arch. Pyon was once a quiet island, but no longer. The work of an entrepreneur by the name of Rojo Pixler has transformed the island utterly. It was Pixler's dream (some have said folly) to build the biggest city in the archipelago on Pyon, its lights so bright that the darkness of the Hour would be a grand irrelevance. Using funds built up through his titanically successful household products, Pixler has created his own dream city. By bringing together the genius of wizards and the skills of more conventional architects (all touched by their own genius) Pixler has not only transformed Pyon, but may eventually (and to the mind of this writer, regrettably) transform the entire archipelago. Nobody is safe from the Panacea, or from its relentlessly happy salesman, the Commexo Kid.

"Pixler's flying machines are now venturing far from the skies over Pyon, while his burrowings beneath the seabed, where he intends to build a second city, three times the size of Commexo City, have dug through layers of rock which is filled (so I'm told by friends who are experts in their fields) with never-to-be-duplicated evidence of our earliest beginnings.

"But it is probably fair to say that a man like Rojo Pixler has no interest in the past. He looks only toward tomorrow. A life lived in perpetual expectation may be a fine thing for a time, but it's a young man's game. Mister Pixler has apparently yet to be touched by the shadow of his mortality. When that happens, I venture, he may be more respectful of all that lies quietly in the earth, as he will one day be its fellow.

"I apologize for such dark ruminations, but they come to me naturally when i contemplate the gaud of Commexo city. Nor is there much comfort to be discovered in the so-called Outer Islandsof which Pyon was once a member. Now there are only four in that group: The Isle of the Black Egg, Speckle Frew, Efreet and Autland. They are unquestionably the least pretty, the least charming, the least seductive of the archipelago. But that is not to say that they don't possess a considerable degree of drama.


"At Four O'clock, on The Isle of the Black Egg , for instance, lie the Pius Mountains, a range of needle-sharp crags that are the tallest natural phenomenon in the islands. (In fact the top of Odom's Spire, at the Twenty-Fifth Hour, is closer to Heaven. But there is nothing natural about the Spire, I would submit. It is surely the work of some less than divine architect.) The Pius Mountains, despite their inaccessibility, are not unpopulated. In the early days of the Abarat, during the Celestial Wars, guerrilla forces hid there and used their aerie as a base for devastating attacks on the fleets of the empress Deviavex. The descendants of those, rebels still have communities in Pius Heights (as they call the mountains), and there live a life of blameless and uncommon purity

"As to the black Egg, which gave the island its name, I can say only this: I have discovered to date two hundred and seventeen explanations for the name, each contradicting the next. As I cannot distinguish the value of any one explanation over any other, and it seems arbitrary to simply pick one for retelling here, I'd prefer to simply state that nobody knows how the island got its name and leave it at that.


"'Moving on west, along the line of the Outer Islands, we come to Five O'clock, and Speckle Frew . It is geographically an uneventful island; the earth sandy and covered with fine, sharp-edged grass, the wind always howling. Though the terrain is scarcely varied, the island is home to a wide variety of species, most of them dangerous. The Naught, the Scab-Faced Snouter, the Rife all have their habitats in the undulating grasslands of Speckle Frew. Anil when ground is contested, or eggs are trampled or stolen, the ensuing battles can be brutal and bloody. In short, Speckle Frew is less an island than it is a bestiary, and it is not to be trespassed lightly.

"The next of the Outer Islands is Efreet . Unlike its neighbor, Speckle Frew, which has always been a wild spot, Efreet was once an island of great sophistication. The city of Koy, considered to have been the most cultured city in the Abarat, was built on the lower steppes of the island, which lies to the northeast. Opinions vary as to how long Koy stood, and why it fell, but what remains of the city—rows of pillars, archways, frescoes—testify to a site of elegance and learning. In recent times the ruins have become the haunt of lost and unhappy souls, and it seems impossible, visiting its mournful shores, that there was once a bright world here. Efreet's Hour, I should add, is Six in the Morning.


"At Seven lies Autland , which is joined to Efreet by the Gilholly Bridge. There is a palace on Autland, built for Queen Muzzel McCray, to a design that appeared to her in a dream, or so local legend dictates. The Queen's husband was a creature called Nimbus, Lord of the tarrie-cats. He still lives in McCray's Palace, inside the dream—so to speak—of the woman he loved.

"Just a few islands remain to be described. At Eight O'clock , as the day brightens, stands Obadiah , an island of extraordinary flora. Here a visitor will find strange and sometimes aggressive plants growing in virtually inexhaustible profusion. Some have called Obadiah the Elegiac's Garden, and suggested it may have been a kind of laboratory in which the mythic Creators of Abarat, A'zo and Cha, experimented with life-forms. Some even claim to have seen the one-eyed A'zo wandering the plant thronged slopes of Obadiah, his presence causing the flowers to open long dormant eyes and reach toward him as if to catch his gaze and share some secret of the earth.

"At Nine in the– Morning we arrive at the island of Qualm Hah . It is a puzzling place to explore, because it has two distinct faces. At the western edge of the island stands the busy seaport of Tazmagor , where the food is good, the people happy and the air filled with the din of extemporized songs. (Tazmagorians hold festivals regularly, in which competitors create epic songs on the spot, from subjects chosen by the crowd. Its reigning champion is one Sally Sullywart, who at the last festival beguiled the audience with a nine-minute song on the subject of fish gutting.)

"Outside the bounds of Tazmagor, toward the eastern end of the island, the land is empty. Nobody builds there; not so much as a shack. This is peculiar, given how crowded Tazmagor has become of late. But nobody I spoke to would tell me why.

"Onward, then, to Spake , which is an island I always take the greatest pleasure in visiting. It is a splendid, green place, with many cypress trees on its lower slopes. On its heights, above the trees, stands a simple stage, which has been used for performances of every kind circuses, slapsticks and High Tragedy since the beginning of known time.

"It may seem curious to a visitor that a drama would he performed in the open, at Ten in the Morning. But in fact the actors who first performed here, Norta Geese and Arlo Godkin, chose well. By a strange miracle of the island's location, Geese and Godkin's Theater is every three days shrouded in a mist that blows from the southeast, and surrounds the hill in a dark blanket. Tiny flameslike the sloughings of stars—litter this dark fog, and magically illuminate the dramas that are performed on the heights of the hill.

"Onward, then, to Nully , at Eleven . Topographically speaking, the island merits little study, but it is the location of one of the Abarat's most extraordinary buildings: the Repository of Remembrance . From the outside the Repository is a large but commonplace building. Inside, however, it is anything but commonplace. Its rooms (which number over a hundred) are filled to capacity with objects that were once loved by the mighty. The toys of emperors, the rag dolls of queens; the stuffed crocodile which the great warrior Duke Lutherid of Skant was devoted to in his old age; the seventeen thousand porcelain mice Prince Drudru played with as a child. Room after room, cabinet after cabinet, shelf after shelf: the Repository is filled with bric-a-brac loved to distraction by people whose devotion at times suggests a touch of madness.


"I have described some twenty-four Hours and twenty-four islands, plus, of course, the occasional Rock. Only the Twenty-Fifth Island remains to be described, though I know already that its mysteries will outwit my pen in a heartbeat. I will therefore keep my description simple.


"The Twenty-Fifth Hour lies at the center of the archipelago. It is called, among other things, Whence and Lud and the House of the Fantomaya. But it is most frequently referred to as Odom's Spire . When it comes to the history and purpose of the island's spireor to an evocation of its undeniably sentient mists, or the strange music the Sea of Izabella makes when she breaks upon its shores, utterly unlike any other sound her waters make, breaking on sand or stone all this is beyond me. No doubt the claims of the Righteous Bandy (a criminal who ended up on the shores of the Twenty-Fifth by chance, and who escaped a poet) are correct. 'Every mystery of the Abarat,' he said, 'has its solution here; every enchantment its source, every prayer its destination."

"Beyond that neither he, nor I, can say much more. There are no books about the Spire, for no writer that I know of—except Bandy—has gone there and returned. There are, however, innumerable paintings, though not one of them resembles any other. Odom's Spire, it seems, possesses a very particular glamor: no two witnesses, sailing past it, will see quite the same sight. What this may indicate about the nature of the island's interior may only be imagined."


Here, then, is a brief taste of Klepp'sAlmenak . As noted at the beginning of this Appendix, the information offered here should not be taken as definitive, but may be usefully consulted both by those who wish to explore the Abarat on foot, and those braver adventurers who wish instead to close their eyes and dream their voyages.


S. H. K.

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