9: WE MUST GO DOWN TO THE SEA AGAIN

The stand of spruce beyond Death Hotel wasn't big enough to be called a forest — it was just a thick windbreak separating the mausoleum from the farm fields beyond. Even so, the woman we pursued must have had trouble pushing through, thanks to snarls of undergrowth and drifts of un-melted snow. We couldn't take the horses into those woods; we had to go back to the road and trot to the far side while Impervia followed the tracks under the trees. She came out damp and disheveled, spruce needles clinging to her long black coat… but one look at the taut expression on her face, and none of us said a word.

"The tracks went straight through," she reported, pointing downward. The mystery woman's bootprints were visible in the mud at Impervia's feet. "And look at this."

She lifted the lamp she'd been using to follow the tracks. With the other hand, she held out a few scraggly threads of crimson, frayed on the ends. "I found these snagged on bushes."

The Caryatid shucked off one sleeve of her overcoat and laid her arm close to the fibers. The red of the threads matched perfectly with the Caryatid's crimson body sheath. When she looked up, we nodded in understanding. Centuries ago, the first Sorcery-Lord of Spark designated that particular shade of red as the "Heraldic Hue of the Burdensome Path" (i.e., the proprietary color of sorcery). There was no explicit law against others wearing that color, but nonsorcerers still avoided it. You shouldn't pretend to be something you're not; it's even worse when your presumption annoys people who can cast powerful spells.

"So our quarry is a sorcerer," said Pelinor. "Or rather a sorceress. And a powerful one, if she could blow out the side of that mausoleum." He glanced my direction. "You're the history buff, Phil; was there ever a major sorceress entombed hereabouts? You know the type — wickedly strong, diabolically evil, locked up for all time because not even the Sparks could kill her."

I made a face. "I haven't heard such stories, and wouldn't believe them if I did. The Sparks can kill anyone… and if by some miracle there was somebody they couldn't rip into constituent atoms, they wouldn't just leave her in an unguarded crypt. They'd bury her ten klicks underground, and surround her with the most god-awful traps they could devise, not to mention alarm systems, sentries, and heaven knows what else."

"Enough chat." This came from Impervia, who'd hopped back onto her horse while Pelinor and I were talking. "The trail goes this way. Let's move."

We moved: into the dark muddy field, the horses' hooves making soft sucking sounds through the wet.


The bootprints led in a straight line for fifty paces, then turned toward the road. Those fifty paces must have been how long it took the sorceress to admit that slogging through muck was a waste of strength — the winding road might not be as direct as trekking cross-country, but its OldTech asphalt made travel much faster. Once the sorceress reached the pavement, her footprints left a dirty trail for another twenty paces. After that, the mud had worn off her boots and there was nothing for us to follow.

At least we knew which direction she'd gone: toward the lake and Dover-on-Sea, the same way we'd been riding before we got sidetracked. We headed forward with all due haste… which wasn't too quick, given that the horses had to move carefully to avoid potholes in the road. It didn't help that we were traveling with minimal light to prevent the sorceress from seeing us; all we had were candle-sized flames tight to the ground, guided by the Caryatid at the speed of a shuffling walk.

In this manner we proceeded — silently peering into the darkness. Each time we rounded a bend my nerves would tighten, expecting to spy the sorceress ahead… but nary a sign did we see of her, ever. She too must be traveling in near darkness: walking fast, perhaps even jogging, and always keeping at least one bend farther in front.

Thus it continued all the way to Dover.


Dover-on-Sea is several hundred kilometers from the nearest ocean. The so-called "sea" is actually Lake Erie, entirely fresh water… for a sufficiently loose definition of the word "fresh." (Lake Erie is actually quite clean these days, now that it isn't being poisoned by run-off from OldTech mega-cities; but the people of Simka love to infuriate Doverites by pretending the lake is still a stinking cesspool. One of those regional rivalry things.)

Dover's harbor is the center of a thriving fishing industry and home to what the town council calls the largest inland fleet in the world. I view that claim with suspicion — the councilors have been known to invent spurious accolades ("Voted the prettiest village on the Great Lakes" or "Universally regarded as the best source of handicrafts in all Feliss"). The council then disseminates these accolades at genuine tourist attractions like Niagara Falls in an effort to attract gullible visitors to Dover's overpriced "country boutiques." Nevertheless, Dover's harbor is filled with a huge bevy of boats… many of which catch fish only one day in ten. The rest of the time, they devote themselves to grand-scale smuggling.

Dover-on-Sea is definitely the Smuggling Capital of Feliss province… though the town council never mentions that distinction in their advertising. Each time Governor Niome tries to stimulate the provincial economy by taxing imports, the benefits are first felt in the back streets of Dover: each new tax creates a new line of business for the smugglers. On any given night, so-called "fishing" boats drop anchor in shadowed inlets along the nearby shore, offloading contraband liquor and linen, not to mention all manner of illegal substances from narcotics to necromancy aids.

At least, that's the gossip I'd overheard in sordid places like The Pot of Gold. I had no actual proof of unlawful activity, or I would have been obliged to tell the proper authorities. Assuming I could find some customs agent who wasn't in the pay of the smuggling cartel. Also assuming I didn't care if I suffered some nasty retribution. The smugglers wouldn't try to break my legs, but I would never again be allowed to buy the extra-special "handicrafts" available to "favored customers" in the back rooms of Dover's aforementioned "country boutiques."

At the very least, no more peach-scented soap for Gretchen Kinnderboom.

Who, incidentally, lived in Dover-on-Sea. Gretchen owned a mansion on the lake (or rather on the bluffs overlooking the lake, with a canopied walkway down to the water) where she sponged off her family fortune and allowed me to visit when she had no one better to do. Our relationship was mutually nonexclusive; but like most people in an "open" arrangement, I tormented myself that she was laughing behind my back as she rutted like a maniac mink. I could picture her bedding a different lover every night, turning to me only when a scheduled beau was forced to cancel because he had to sail to Amsterdam to corner the market in diamonds… whereas I passed my nights getting drunk with platonic "chums" like Myoko, and inventing fantasies about women throwing themselves at me (including Annah and every other eligible female who passed within reach).

Admittedly, something was developing on the Annah front. Maybe. If I wasn't misconstruing the situation. And maybe the next time Gretchen sent me a peremptory message (Tonight, 10:00, and for god's sake, don't wear that sweater), I'd have the backbone to answer, "Sorry, I'm busy with someone else."

All of which assumed I'd survive the next few hours. It'd be just my luck to get killed before I could brush off the exalted Fraulein Kinnderboom at least once.


By the time we entered Dover's minuscule "business district," even Impervia admitted we'd lost the sorceress. We'd never caught a glimpse of our quarry… and once she'd reached town, she could have gone any number of directions. To the docks, for example: either the "pretty" tourist docks, dotted with food stands, craft shops, and music halls, or the real docks with their omnipresent reek of small-mouth bass. Our sorceress might also have headed toward the palatial beach houses in Gretchen's neighborhood, or the more modest residences belonging to fisherfolk and shopkeepers. For that matter, she might have left Dover entirely, taking the lakeshore highway east or west to destinations unknown.

We therefore stopped at the town's main crossroads to discuss our next move… only to have the discussion cut off by Impervia saying, "Here's what you're going to do."

Dictatorship is so efficient.

Pelinor, Myoko, and Annah were dispatched to the fishing docks in search of anyone who'd seen Sebastian, the sorceress, or the Divian with the sword. Impervia, the Caryatid, and I would make inquiries at inns and taverns. No one liked that we were splitting up — Annah met my gaze with owlish regret and the Caryatid stared similarly at Pelinor (hmm!), while Myoko took me by the arm, squeezed my hand, and whispered, "Don't let Impervia get you into trouble" — but none of us had the nerve to argue, or could suggest better arrangements. With whispered good-byes and fervent last glances, our two trios went their separate ways.


Three-fifteen by my pocket watch — not the best time for visiting rum-holes, especially in Dover-on-Sea. All decent establishments were closed up tight as a tom-tom: nobody awake except for whichever stablehand was stuck with the midnight shift, watching for horse thieves. Surprisingly, all such stablehands seemed to be avid readers of penny-dreadfuls, the kind where no self-respecting hostler will speak until given a handful of silver. I had plenty of cash for such shakedowns… but with Impervia watching, there was no point reaching for my coins. She didn't believe in paying for information when others should supply it "out of the goodness of their hearts"; she did, however, believe in the threat of violence, using fists or the Caryatid's candleflame. Her violence led precisely nowhere, since none of the stablehands we browbeat had seen anything of relevance.

This left us to investigate establishments which were not decent: hole-in-the-wall taverns and fleabag inns. Places frequented by folks in murky professions where 3:15 is a regular working hour. Such people do not take kindly to questions; and Impervia was incapable of being diplomatic.

Ergo, she barged into a dive called The Buxom Bull and glowered at the patrons therein. She did not speak; perhaps she was watching which patrons guiltily averted their gaze. As for the assemblage of hard-bitten men and hard-biting women, they showed no surprise to see a nun enter the premises. Either they were too jaded to care, or else Buxom Bull patrons were used to "ladies" whose jobs occasionally required them to dress in nun's habit.

The inn's clientele were not so blase about persons dressed in sorcerer's red. Since the Caryatid wore a plain black overcoat, her crimson body-sheath was not immediately visible; but the tavern was hot and stuffy, filled with people who spent their days in hard physical labor on boats reeking of fish, so the Caryatid shucked off her coat as soon as she came through the door.

That caught everyone's attention.

Most of the tavern was dark — business would suffer if customers could actually see what they were drinking. However, there were three bright oil lamps near the door to let management give the once-over to whoever entered… in case any newcomers were waving pistols, swords, or badges. Therefore, everyone in the taproom could see the Caryatid's outfit as soon as she revealed it; and within seconds, every drink-slurred conversation faded to a strained silence.

Impervia gave an offended sniff that the onlookers could possibly be more impressed by a chubby little sorceress than a lean mean Magdalene. She recovered quickly and spoke to the crowd in her usual piercing tones. "Ladies and gentlemen… using the terms loosely…"

I gave her a warning nudge. "Be nice. We want answers, not bloodshed."

She glared at me, then returned to addressing the room. "We're teachers from Feliss Academy. One of our students has run off tonight—"

"She's upstairs blowing my brother!" a male voice shouted from the back corner. The crowd laughed.

"Very amusing," Impervia said. "However, the student we're looking for is a sixteen-year-old boy…"

"He's upstairs blowing my other brother!"

More laughter.

"How nice for your brothers," Impervia said. "It must be a pleasant change from paying you to do it."

"Oh yeah?" In the back corner, the man who'd been yelling witticisms jumped to his feet: a surprisingly handsome fellow of Chinese extraction, black hair, slight but sturdy. He wasn't especially imposing at first glance… but I'd seen enough fights to know that looks can be deceiving. Big burly types can sometimes crumple after a single punch, while slimmer middleweights can turn out to be as tough as terriers. The Caryatid, standing close by my shoulder, knew the same thing; in a low voice, she told Impervia, "Be careful."

"Don't worry," Impervia said. "I have a plan."

"What kind of plan?"

"I'll make a show of strength. To loosen the tongue of any patron who has useful information."

"Provided it doesn't loosen your teeth instead."

Impervia gave the Caryatid a withering look. Then she turned back to the man… who was attempting to barge through the crowd in an angry rush, but had trouble weaving between the tightly packed tables. Though he wanted to appear livid with outrage, I could see he was trying not to jostle people as he pushed past them. That boded well for Impervia. She wasn't facing a hot-tempered brawler; it was only a man who was acting hot-tempered, as if he wanted to impress the assembled spectators.

When the man finally reached Impervia, he stopped in front of her and opened his mouth to say something. I don't know what the words would have been. A threat? A demand for an apology? The truth will remain a mystery… because Impervia grabbed him by the lapels, swung him off his feet, and slammed him down on a nearby table top.

"Good evening," the good sister said. "My name is Impervia. What's yours?"

The man was slow to answer, maybe because his collision with the table had knocked the wind out of him. Impervia lifted him slightly, then slammed him down on the table again. "Your name?"

"Uhh… uhh… Dee-James. Dee-James Mak…"

"Well, Dee-James Mak, I've told you what I'm here for. A boy is missing from Feliss Academy. Have you seen him?"

Dee-James shook his head.

"Do you know anyone who might have seen him?"

Dee-James shook his head again.

"The boy might have booked passage on a boat. Do you know any boats that left harbor tonight?"

"N-no," said Dee-James.

"Who would know something like that?"

Dee-James didn't answer. Impervia thumped him against the table again. "Who would know?"

"Uhh… uhh… Hump."

"Who is Hump?"

"Me." The single word came from the table where Dee-James had been sitting, far in the shadowy corner. A chair scraped across the floor and thudded into the wall. A man rose slowly to his feet — an extremely large man. Because of the darkness, I couldn't see details… but size is size, and this man's size was intimidating.

Except, of course, to Impervia. "Yes," she said, "you certainly look like a Hump." She let go of Dee-James, who remained sprawled on the table. "Mr. Hump, would you care to tell us what we want to know?"

"Get fucked."

"I've taken a vow against that."

"Vows were meant to be broken," Hump said.

The good sister shook her head. "I may break your arms or your kneecaps, but never my vows."

"Impervia, shut up!" the Caryatid whispered.

"Don't worry," Impervia whispered back. "This is still my show of strength." She raised her voice. "Well, Mr. Hump?" She spoke in her best Intimidating Teacher tones. "Do you have any answers for me? Or is your mind a blank? Have your thoughts gone dry? Is that it? Are you a dry Hump?"

For a moment, the tavern went utterly silent. Then someone snickered. The noise was immediately stifled, but similar choked laughter sounded all around the room.

"Ah jeez," the Caryatid muttered. "That did it."

She was right. Growling obscenities, Hump kicked his chair over and began lumbering forward with murderous intent. He showed none of the qualms that Dee-James had about shoving people and furniture out of his way. Folks who got beer dumped in their laps only made soft damp gasps; they knew better than to complain. Considering that the ale-drenched people looked tough as nails themselves, the behemoth stomping our way must be the meanest ass-kicker in the bar.

With the possible exception of Sister Impervia. She turned to the Caryatid and me. "See? My plan is working."

I didn't feel much reassured. As Hump came closer to the light by the door, I could see he was no drunken fisher-lout, all blab and no balls — he virtually had enforcer branded on his forehead, not to mention tattooed on his knuckles and etched across his sharply filed teeth. He was a mean-eyed sneer-faced bruiser, dressed in leather that he probably ripped off the cow with his bare hands.

Considering how many Doverites took part in smuggling, it required someone special to keep them in line: someone so terrifying, nobody would dare skim the take or turn crown witness for the contraband cops. I conjectured that Hump was the man who cracked that whip… and for the sake of his bad-ass image, he couldn't let Impervia belittle him without reducing her to a bleeding pile of bones.

The good news was that he'd fight on his own; with his authority challenged by a single woman, he couldn't possibly accept help from anyone else. The bad news was he didn't need help: he measured a shaved head taller than Impervia and bulged twice as wide, but his bulk looked more muscle than fat. A man that big was apt to be slower than Impervia, but his extra reach, mass, and muscle-power made up for his lack of speed. Featherweight boxers are faster than heavyweights, but you don't see them taking on the big boys in title bouts.

So: Hump versus Sister Impervia for the championship of Dover. The Buxom Bull's tapman didn't say a word about taking the fight outside; the tapman, in fact, had abandoned his post, disappearing through a back door. A lot of patrons were bolting too, not even pausing to snatch up their tankards. The only exception was Dee-James, still lying on the table. Now he sat up and said with foolhardy but admirable courage, "Aww, c'mon, Hump, this is nothing. Let's just get out—"

Hump grabbed a tankard off a table he was passing and hurled it at Dee-James's head. The smaller man ducked and shut his mouth… but he stayed where he was.

That made Dee-James one of the only people who hadn't evacuated Impervia's vicinity. The others were the Caryatid and yours truly. The Caryatid held a candleflame in her cupped right hand, but looked reluctant to use it. If Impervia beat the enforcer in a fair fight, the crowd would show respect; if we stooped to sorcery, the bar patrons might attack en masse. Your average Dover sot bears the same enlightened attitude toward sorcery as the torch-waving peasants outside Castle Frankenstein.

As Hump passed the last table in his way, he picked up a chair and hurled it at Impervia's head — a traditional move, the redneck equivalent of a martial artist bowing to his opponent before a match. Impervia accepted the gesture in a similar spirit: she caught the chair in mid-flight and swung it straight back. If I may translate this body language into something more verbal, it went roughly as follows:

Hump: Good evening, sister. I believe we should consider chairs to be admissible weapons in our forthcoming contest.

Impervia: Very well, sir. I accept your proposal and will demonstrate my agreement in the most direct terms available.

Impervia had grabbed the chair by the legs… and it was a good solid chair of good solid wood, chunky enough to withstand the rigors of The Buxom Bull (e.g., lard-assed drunks unacquainted with treating furniture gently). However, when she slammed the chair into Hump using a hard downward swing, he barely noticed — he took it on one arm raised to protect his head, then simply drove forward, chair and all, straight into Impervia. She nearly got trapped between the chair and the wall behind her; but she threw herself sideways, just slipping clear before the chair struck the plaster with a chip-spraying whomp.

Hump tossed the chair behind him, presumably to keep such weapons out of Impervia's reach. Bare fists gave him an advantage. Then again, Impervia wasn't ready to get within punching range; instead, she lashed a kick at the enforcer's forward knee, barely missing as he jumped back.

They both had their hands up in guard position now, Impervia's hands open, Hump's hands closed. If I knew anything about martial arts, I could tell you what that said about their fighting techniques: "Ah yes, Impervia's open hands indicate the softer style of kung fu, while Hump's closed fists are more reminiscent of hard-style karate." But I don't know what I'm talking about, and anyway, there was no time for detailed analysis because Hump bulled his way forward, bellowing profanities.

He must have expected Impervia to retreat — no doubt he was used to folks running, the common response to a huge man yelling, "I'll rip your fucking head off!" and other such endearments. The good sister, however, subscribed to the easier-said-than-done philosophy of Use your opponent's force against him: if someone charged her, she charged forward too, so her strikes combined the speed of herself and the attacker. Of course, she didn't go straight head-to-head, but rather off at an angle: veering to eleven o'clock, and throwing a ridge-hand to Hump's nose as she went past.

I could hear the snap of gristle as the nose broke; but I could also hear a "Whoof!" from Impervia at almost the same instant. Hump had caught her with something as she sped by, an elbow or punch I hadn't seen. It connected somewhere on her torso: solar plexus, floating ribs, something like that. The hit wasn't enough to take her out, but it certainly didn't do her any good; she spun away fast, trying to retreat so she could catch her breath.

Hump had no intention of giving her a break. His eyes were watering from the crack on the nose, and his view of the world had to be blurred with tears; still, he knew where Impervia was because he barreled toward her, hollering the ever-popular, "Bitch! Bitch! Bitch!" Impervia heard him coming and straightened up fast… either through sheer force of will or because she wasn't quite as breathless as she seemed. (She sometimes faked injuries to put opponents off guard — a certain type of man turns careless if he thinks he's drawn blood.)

So Impervia was ready for the bleary-eyed enforcer. He popped a kick at her knee — not serious, just a distraction — then came down hard with his kicking foot, hoping to crush Impervia's toes. Simultaneously, his hand lashed out at her head, the punch timed to coincide with his toe-stomp. It looked like the kind of combination you'd practice in a gym, feint-kick to foot-slam with coordinated cross to the face.

Too bad for Hump that none of his strikes connected.

Impervia parried the first kick with her own leg, knocking Hump's kicking foot to one side. That meant Hump's stomp came down nowhere interesting: on bare floor instead of the good sister's instep. At the same time, she used a high block to deflect the punch over her head (a move made easier by the enforcer's height, since Impervia could slip under his shoulder). Finally, she delivered a strike of her own — a palm-heel driving hard under Hump's chin to snap his head back, then raking her fingertips down the man's face in a move she called the Tiger's Claw. This wasn't, as you might expect, a scratching maneuver intended to draw blood; Impervia kept her fingernails almost invisibly short, so she had nothing to scratch with. It was more a gouging action designed to wreak havoc on soft tissues like cheeks and eyes… not to mention Hump's nose, which had already taken one nasty hit. If the nose wasn't completely broken before, the Tiger's Claw finished the job, shifting the nasal position several centimeters to the left and rearranging all adjacent facial features.

Herewith, another translation from body language:

Hump: Oh goodness gracious me!

Impervia was close to the enforcer's body, a dangerous place to be even when your opponent is half-blind and reeling with pain. I wondered if she'd risk staying there long enough to deliver a few more whacks or if she'd withdraw before she got cracked by the man's wild flailing. Impervia chose to disengage: not going backward but continuing forward, past Hump's back. As she went, she snapped a low kick behind her in the general direction of Hump's right leg. I couldn't tell whether she was trying to buckle the knee or to hit one of the femoral nerve points she swears will induce an instant charley horse if struck correctly. Either way, she missed… probably because she was distracted by a sudden ripping sound as Hump's leather jacket sleeves burst open from shoulders to wrist.


Impervia took cover, diving over a nearby table and kicking it behind her as a defensive wooden wall. I don't think she knew what had happened — she just wanted to get out of the way till she figured out what the ripping noise had been. A weapon hidden up Hump's sleeve? Some kind of concealed pistol? Hump was just the sort of man who'd carry extra "protection" to whip out when things didn't go his way. He'd already lost the fight; yes, he was still on his feet, but Impervia had hurt him enough that she could now whittle him down. Kick at his legs from a distance, try hitting him again with a chair… she had plenty of options, and with his damaged nose, he couldn't see well enough to fend off everything. From Hump's point of view, it was time to play his hidden cards.

In this case, said cards were razor-sharp spines growing out of his arms. Sharp enough to shred tough leather as they sprouted bloodily from his skin.

They reminded me of spikes on a sea urchin: organic white spurs, even if they were the size of the studs on a morning-star. Definitely not some strap-on weapon — these were part of the man himself, rooted in place by sorcery, surgery, gene splicing, or all three. The physiology that let the barbs extend and retract might be fascinating to study under more detached conditions; but at the moment, all I needed to know was that they were big, lethal, and heading for Impervia.

The good sister muttered something, possibly a quick prayer; but her words were drowned out by cries and curses from others in the room. Up till now, the patrons had been hiding in the shadows, staying out of the fight but watching keenly all the same — bar brawls no doubt passed for high entertainment in The Buxom Bull. However, a man with spikes running the length of his arms seemed more than the crowd could stomach. Amidst yells of panic, I caught words like "Demon!" and "Witchcraft!"… which brought to mind more images of peasants, torches, and Gothic castles after dark. Some night very soon, Hump might find himself waylaid by a mob who didn't like freaks in their midst.

But the mob wouldn't convene in time to help Impervia — they were too busy scuttling for the exits. Meanwhile, Hump treated us to his own show of strength by slamming his right arm into a table. The spikes bit deep into the wood, spraying splinters. When he lifted his arm, the table rose too, as if attached to the man by nails… but he clenched his fist and the spines retracted, releasing the table and letting it fall with a thump.

"Now you," Hump said to Impervia. His voice was low and controlled — no screaming "Bitch!" now, just pure focused malice. Impervia's face was focused too: not the grim smile she usually adopted for bar fights, but something more somber. I don't think it was fear; it looked more like finality.

"As God wills," she said.

She was close to a chair, so she threw it. Just something to keep Hump busy; in the time he took to knock it aside, she was halfway toward the bar. The path was clear of bystanders — people were stampeding out both doors, and even through windows (smashing out the glass with hastily swung tankards). Only Dee-James, the Caryatid, and I stayed where we were… rooted to the spot like scared rabbits, hearts pounding, barely able to breathe.

When Impervia reached the counter, she vaulted over with gymnastic ease and grabbed two bottles of high-proof liquor. One was cheap rum distilled in Feliss City; the other was something colorless in clear glass, gin or vodka, maybe schnapps. Both bottles were almost full. Impervia yanked the corks with her teeth, one after the other, then threw them full in Hump's face.

He hadn't been standing still through all this — he'd been bashing his way toward the bar, kicking furniture out of his way rather than going around. When the bottles came spinning his way, he swatted them aside with his hard-spiked arms. The rum bottle was simply deflected (splashing rum as it flew), but the clear bottle shattered against his bony spikes, spraying glass shards and hooch in his face. Hump grimaced, but didn't seem hurt. In fact, he was wearing an "Is that the best you can do?" smile when Impervia reached for an oil lamp sitting beside the beer taps.

It took Hump a moment to realize he was damp with flammable alcohol. He charged at the same instant Impervia grabbed the lamp and smashed its glass chimney on the bartop. Amazingly, the lamp flame didn't go out… but then, one should never be surprised by the behavior of flames when the Caryatid is close at hand. I don't know if our sorcery teacher really did keep the fire going by means of hocus-pocus, but the lamp continued to burn, even as Impervia hurled it full in Hump's face.

The enforcer had no time to duck. His reflexes were good enough to shield his face with one arm, but that simply meant the lamp stuck sharp spikes instead of anything softer. Smash. The alcohol on his skin combined with flame and lamp oil to ignite with a gusty whoosh: a blue halo burst around his head and shoulders.

Beside me, the Caryatid murmured, "Pretty!"

Though the fire was searing hot, Hump didn't let it faze him. A man of blazing determination. Even Impervia was taken aback by his stubbornness — she stared in surprise a dangerous half-second, giving Hump time to get closer. Nothing separated the two of them now except the bar-top itself. Hump threw himself forward onto the counter, his hands streaked with fire, the spikes on his arms slanting toward Impervia as if they were hungry for blood. In the cramped space behind the bar, she didn't have room to dodge. Spikes and flames came straight for her. Nothing to do but tuck tight, arms in front of her head, the defensive tortoise position of a boxer who can't do anything but ride out a flurry of hits…

Then suddenly, everything stopped. The world froze as motionless as a painting. Hump in mid-lunge, spikes less than a hand's breadth from spearing their target. Flames around him snuffing out as if smothered. Impervia frozen too, like a bug in invisible amber. The Caryatid leaning forward, her mouth open slightly. Dee-James suspended a short distance off the floor — he'd been rolling off the table, preparing to run elsewhere. Even I was struck inert, not paralyzed but simply trapped, as if the air around me had turned rock-solid. It held me encased, no wiggle room at all. Breathing was like sucking wind through a woolen blanket.

Behind me, from The Buxom Bull's front door, somebody crooned, "Quiet now… everyone quiet. Hush-a, hush-a, all fall still."

It was a woman's voice, lilting softly as if singing a baby to sleep. I couldn't turn my head to look, but I guessed we'd found our mystery sorceress.

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