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The cab landed on the broken edge of the Obsidian Way where the bridge had torn away from the road, and it scrabbled with its back legs to keep from falling into the water. It was close, but the cab managed to climb up onto the road, where it collapsed, exhausted.

"You OK?" Devona and I asked each other at the same time. We nodded in answer, then we climbed out of the cab, along with Varney and Lazlo, and surveyed the devastation that the Arcane had wrought. The bridge and its occupants were gone, swallowed by Phlegethon, and the river's roiling fiery surface was slowly becoming calm once more. The three witches remained hovering in the sky, and the raven rider spoke, her voice once again magically augmented so that it could carry for miles.

"Tell Varvara she has twenty-four hours, and not a moment more!"

And then light erupted around the three Arcane women, and when it was gone, so were they. A teleportation spell, I assumed.

"What in the name of Oblivion was that all about?" Varney asked. While he gazed at the river's surface, continuing to film, he sounded quite shaken.

"I believe that is what's known as an attentiongetter," I said. If Varvara wasn't already aware of the attack on the bridge, she soon would be, and I doubted the Demon Queen was going to take the news calmly.

"It's more than that," Devona said, sounding just as shaken as Varney. "It's an opening salvo."

I had a bad feeling she was right.

Devona stepped closer to the broken ledge and peered down at the river. She was six feet to the left of Varney and stood even closer to the edge than he did. I was still standing next to the cab, and I felt extremely uncomfortable seeing Devona so close to the edge. I wanted to call out and tell her that she should step back, that it wasn't safe, but I hesitated, mindful that the last thing she wanted was for me to babysit her. I decided I'd rather irritate her than risk her falling, and I opened my mouth to ask her – in as nonpatronizing a manner as I could manage – not to stand too near the edge. But before I could say anything, a chunk of the Obsidian Way – already cracked from the bridge's collapse – beneath Devona's feet broke into several fragments, slid out from under her, and tumbled toward the river. Devona's feet slipped, she lost her balance, and started to pitch forward.

For a horrible instant, time seemed to stand still, and I saw Devona slide, arms flailing, in the process of following the stone fragments down into Phlegethon's deadly flames. I was too far away to reach her in time, even if I had normal reflexes, which as a zombie, I don't. Half-vampires don't possess the ability to assume travel forms, and her psychic powers were restricted to telepathy for the most part, so there was no way she could fly or use telekinesis to save herself. She was a dead woman, and there was nothing I could do about it.

But then Varney was standing next to her, gripping her upper arm to steady her as he pulled her back from the edge.

"Careful," he said, smiling. "You taking a nose-dive into Phlegethon might make for some spectacular footage, but it would be a real downer." His smile turned into a grin. "No pun intended."

"Thanks," Devona said, looking shaken, and then she and Varney returned to the cab.

I thanked Varney too, said something about him not being entirely useless after all, and we got inside the cab and Lazlo drove off. Or maybe I should say he lizard-legged off. I was quiet as we traveled. Full-blooded vampires can move hellaciously fast when they want to, but I hadn't seen Varney move at all – not even a blur. One moment he'd been nowhere near Devona and the next he was right beside her, saving her life. The whole thing struck me as way too mysterious man-of-action for Varney, the airheaded hippy cameraman. Then again, I'd only known him a short time and I'd done my best to ignore him for most of it. Maybe there were other sides to him that I just hadn't experienced yet. I told myself just to be grateful that Varney had reacted swiftly enough to keep Devona from falling into Phlegethon. But something about the whole thing raised my suspicions – which, given what I do for a living, isn't all that hard to do, I'll admit – and I decided to keep a closer eye on Varney to see what other surprises he might have in store for us.

SIX

We continued on our way to Papa Chatha's house, the vehicle trotting down the cramped streets of the Sprawl on its lizard claws. The motion felt odd, but overall the ride was smoother than usual, and since I'd had enough of being shaken around during the bridge's collapse, I was grateful.

Lazlo turned the radio to Bedlam 66.6, and we listened to an announcer report the news of the destruction of the Bridge of Nine Sorrows as well as the Bridge of Forgotten Pleasures. It seemed that after the three witches had finished with the first bridge, they had teleported to the second – which connected the Sprawl to the Wyldwood – and destroyed that as well, once again delivering the message that Varvara should return the abducted magic-users. The Sprawl was now cut off from its neighboring Dominions, and I didn't want to think about how furious Varvara would be. There was a reason she was queen of the demons, and it had nothing to do with her having a sunny disposition. According to the report, Sentinels – Father Dis' police force – were on the scene to assist with the rescue efforts, and while I was confident the golems would prove immune to Phlegethon's fire, I doubted they'd find anyone alive to pull out of the river.

I felt as if we should do something to help, but I had no idea what. Open conflict between Darklords was rare – they usually preferred to conspire against one another in secret and strike through intermediaries – but if Talaith and Varvara were going to mix it up on the streets of Nekropolis, the best thing to do was to stay the hell out of their way and hope not to get caught in the crossfire. Better to mind our own business and go visit Papa.

The Sprawl is a wild mishmash of architectural styles – ancient, medieval, Renaissance, colonial, Victorian, art deco, Bauhaus, modern, and post-modern, interspersed with bizarre structures that can only be classified as alien. You can find a sleek glass and steel office building sitting next to a lopsided lumpy monstrosity that looks like a mound of suppurating tumors, and a quaint little antique shop nestled next to a business housed in a gigantic hollowed-out skull. Considering the Sprawl is the Dominion of the Demonkin, the mad disregard for even the basics of urban planning makes a kind of nightmarish sense, and it certainly makes navigating by landmarks easier. In what other city can you tell someone to hang a left at the building made from intertwined spinal columns and continue north until you come to something that looks like a gigantic diseased pancreas?

Papa Chatha lives in a little shack that wouldn't be out of place in a bayou on Earth. The worn gray wood could use some paint, the black shingles on the bowed roof need replacing, and the windows could stand to be washed and the cracked panes swapped for new ones. But compared to some of the more surreal structures in the Sprawl, Papa's shack looks almost cheerfully normal. Besides, it's something of a second home for me, the place I come when I need a fresh application of preservative spells, a quick repair job, or – just as often – a good game of rattlebones, an understanding smile, and a sympathetic ear. After Devona, Papa is my best friend in Nekropolis, always there when I need him, and always understanding if it's going to take me a while to scrounge up enough darkgems to pay him for his services. And in a town where there are literal loan sharks who'll devour you if you're so much as a few minutes past your payment deadline, such understanding when it comes to settling a debt is indicative of the deepest levels of friendship indeed.