Glen Cook
And Dragons in the Sky
In this frenetic, quick-shift, go, drop-your-friends -possessions -roots -loyalties like throwaway containers age, heroes, legends, archetypal figures are disposable: as brilliant and ephemeral as the butterflies of Old Earth. One day some researcher may wrest from Nature a golden, universe-changing secret, some brave ship's commander may shatter the moment's enemy, be a hero, legend for a fleeting hour —and fade to dust with Sumer and Akkad. Who remembers on the seventh day? Who remembers Jupp von Drachau rinding those Sangaree? Mention his name. Blank stares reply. Or someone may say, "He's too old," meaning, too long gone. A whole year, Confederation.
I think of heroes and legends as, toolcase in hand, I wander toward the gate of Carson's Blake City spaceport, wearing a name a size too small—latest in a list of dozens —the clothing of a liquids transfer systems tech—which work I loathe—and, within me, the nerves of an instel radio. A small, dying pain surrounds a knot behind my right ear. Each slow step drives spikes of agony into the bones of my legs. They've been lengthened three inches, hastily. My stomach itches where twenty pounds have been taken off, hastily again. This is a hurry-up job.
But, then, aren't they all? There's no time, these days, for carefully executed operations. Everything is rushed. Nothing is permanent, there are no fixed points on which to anchor. Life is like the flash floods of Sierran rivers in thaw time, roaring and cascading past too swiftly for any part to be seized and intimately known. But wait! In the river of life apassing, there are a few fixed rocks, two long-lived legends that're heavy on my mind. Like boulders in Sierran streams, they're all but hidden in the turbulence of our times, but they endure, go forever on.
There has to be something for me. I want! I cry, but what I don't know. I've been trying to find it through all my years with the Bureau.
Ahead, I spot my small, brown, mustached Oriental partner, Mouse. Making no sign, I turn in the gate behind him. We don't know each other this time.
I wish there were something solid to grasp, to know. Everything moves so fast... . Only in legends... .
There is Star's End; there are the High Seiners. Sheer mystery is Star's End, fortress planet beyond the galactic rim, with automatic, invincible weapons to kill anyone foolish enough to go near—without a shred of why. In the lulls, the deep, fearful lulls when there's nothing to say, nothing being said, we moderns seize Star's End as strange country to explore, explain, to extinguish the dreadful silence—we're intrigued, perhaps, by the godlike power there, destructive as that of ancient, Earth-time deities. Or we turn to the High Seiners, the Starfishers.
We should know them. They're human. Star's End is just a dead metal machine's voice babbling unknown tongues. Yet, in their humanness, the High Seiners are the greater, more frightening mystery. Destruction is familiar, though to encompass its purpose is sometimes impossible. The quiet, fixed culture of the Seiners we comprehend not at all, though we yearn for it, hate them for their blissful stasis: their changelessness oddly twists our souls.
But such thoughts fade. Work comes first. I enter the terminal, great plastic, glass, and steel cavern with doors opening on other worlds. Light crowds it. We need light these days, fearful as we are of entropic night. (I wanted to be a poet once. An instructor assigned me a paean to Night. I lost my want then. Too many dark images crowded my mind.) People are here in their multitudes, about the familiar business of terminals. Several men in odd, plain High Seiners' garb wait behind a distant table. My new employers.
Mouse passes small and brownly with a wink—why that name I don't know. He looks more like a weasel.
I study faces in the crowd, mostly see bewilderment, determination, malaise. I'm after the nonchalant ones. The competition is here somewhere. The Bureau has no copyright on interest in Starfish. "Uhn!"
"Excuse me?"
I turn. A small blue nun has paused, thinking I've spoken. "Pardon. Just thinking out loud." The Ulantonid wobbles off, leaving me wondering why all modern Christians are aliens. But it fades. I return to that face.
Yes, Marya Strehltsweiter—one name I remember— though she has changed too. Darker: skin, hair, eyes, darker, and heavier. But she can't disguise her ways of moving, speaking, listening. A poor actress, unusual in her race. She's Sangaree, who have passed as human for ages—who, also, are almost always murdered on discovery. Marya has talent. She stays alive.
She sees me looking. Eyebrows raise a millimeter, questioningly, then consternation briefly, before a smile. She knows me, remembers the last time we crossed swords —I think of a place in Angel City on the Broken Wings, of lifting the papers Von Drachau needed to nail the Sangaree. Perhaps, she's thinking, this'll be her game. She nods ever so slightly.
Other faces tease my memory, though I think they serve no governments. Corporation agents, perhaps, or McGraws. Considering what we're after, I'll not be surprised if there are more agents than job-hungry techs here.
The crowd. I now see it as a whole, much smaller than expected. Maybe two hundred. The Seiners advertised for a thousand. Hard to find techs romantic, or hungry,
enough to plunge into an alien human society for a year....
Speculation dissolves. The Starfishers are checking us in. I shuffle into line four places behind Mouse, wondering why he's so shaky. He's always shaky.
"Mr. Niven." A whisper, warm rubbing my arm. I look down into eyes dark as Sangaree gunmetal coins.
"Pardon, ma'am? BenRabi. Moyshe benRabi."
"How quaint." She smiles a gunmetal smile. My bed she has shared, and would share, I know—and, in the end, she'd drink my blood. "And the Rat, eh?" Meaning Mouse. "So many people want to bleed for a little Seiner money. Orbit in an hour. See you." More gunmetal smiling as she takes her gunmetal-hard body toward the Ladies.
The nervousness begins, as it always does before I jump in the lion's den. Or dragon's lair. They say, to the uninitiated, the Starfish appear as dragons a hundred miles long... .
Before liftoff, a briefing. The officer-in-charge is brutally honest. "We don't want you," he says, "we need you. You'll mock us as anachronisms. Oh, yes," to a lone head-shake. "You're here hunting the myth of the Starfishers, or to spy, but you'll find neither romance nor information
—just hard work and strangeness. We won't ease you into our culture. You're here only so we can meet our harvest contracts." I suffer a premonition, a feeling this man has more than harvests on his mind. Plainly, through his words, I sense disappointment, a touch of hatred for landsmen. They have a wounded ship out there, badly mauled—I'm not sure I believe that—which needs a thousand techs to salvage, and they are only getting two hundred.
He pauses, fumbles in pockets—a pocketed, cloth jacket
—produces an odd little instrument. Only after it's lit and belching noxious clouds do I recognize it. A pipe! I shudder. Romantic techs, I see, are wondering what greater horrors lurk ahead. Good psychology, the pipe. The Seiner is easing us in after all, preparing us for bigger shocks to come.
"Among you," he says after his pause grows squirming long, "are spies. So many interests want a Starfish herd." He smiles, but it quickly fades to grimness. "You'll learn nothing. Till your contracts end, you'll see nothing but the guts of ships—and only when you work. You'll not come in contact with those who have the information you're after. You, who'd steal our livelihood and culture,
be warned. We're a nation, a law unto ourselves. We hold to old ways, still execute for espionage and treason." While the pause for effect lasts, I think of the many times Confederation has tried to bring the Seiners into the fold, to impress upon them "enlightened" justice. They always fail, yet annexation remains a major government goal.