He didn't need to spell out the alternative for me. Without preservative spells I'd rot away to nothing within a short time. Normal voodoo zombies decay more slowly because they're tied to their master's lifeforce, and as for the brain-munching zombies – well, nobody's exactly sure where they came from, but they tend to decay more slowly too. Not me, though. I decay at a fairly constant rate and it usually takes me a couple weeks to go from looking almost human to looking like boiled chicken sliding off the bone. But injuries to my body, while they don't hurt, speed up the process of decay. The more damage I take, the faster I rot. So even though I don't have to avoid serious injury to preserve my life the same way I did when I was human, in many ways, my current condition isn't all that different. Instead of seeing a physician, I see a voodoo priest, and his magic – along with his admittedly clumsy sewing skills – has kept me in a state of undead health for years.
"Well, if you can't put me back together, who can?"
"You could try the physicians at the Fever House," Papa said.
The Fever House is a hospital in Gothtown that provides the most advanced medical care in Nekropolis, in many ways more advanced than back on Earth. In order to preserve the quality of the human blood supply over the millennia vampires developed the medical arts and passed them along to human physicians. When the Darkfolk left Earth several centuries ago the Bloodborn established the Fever House and continued exporting medical knowledge to Earth – which is more than a little disturbing when you stop to consider that the flu shot you're getting is the result of a predator species wanting to keep its food supply healthy. But at any rate, the doctors at the Fever House might well possess the knowledge necessary to reassemble me.
Devona spoke for the first time since I called Papa. "The Fever House takes in patients of all species," she said. "With one exception."
I sighed. "Let me guess: zombies."
She nodded. "You know Bloodborn view them as nothing more than reanimated corpses. Never mind that full-blooded vampires are too. It's the fact that zombies don't have any blood that disgusts them."
"I hadn't thought of that," Papa said. "I suppose that leaves only one alternative."
"And that would be?" I prompted.
"Who else deals on a regular basis with stitching dead things together and bringing them back to life?" Papa asked. "Or at least a semblance of life."
"Victor Baron," I said.
I thanked Papa for the suggestion, he wished me luck and then he disconnected.
I told Devona what Papa had said. She called Information, got the number for the Foundry, and called. It was close to three in the morning now but in a city of perpetual dusk the citizens keep odd hours, so it was worth a shot to give Victor Baron a call. If we had to wait until morning it would be no great hardship. I needed to be reconnected before Papa could reapply my preservative spells, but I wouldn't rot away to dust in the next few hours. Still, the sooner I was whole again the better.
Devona had taken the vox off speaker phone and now held the device to her ear. I could hear a faint ringing from the other end and it went on long enough that I was beginning to think no one was going to answer, but then I heard a soft click followed by the sound of someone speaking, though I couldn't make out the words.
"It's a voice menu," Devona said. She listened for a moment and then pressed a button on the vox. She listened a few more seconds, frowned slightly, and made another selection. This went on for several more moments and I thought she was going to end up having to leave a message. Evidently Devona did too because she gave a start when someone actually answered.
"Oh, hello. Sorry to be calling so late but I'd like to make an appointment to see Mr. Baron. A friend of mine is a zombie and he, well, not to put too fine a point on it, someone cut off his head and-"
She stopped and listened for a moment.
"Yes, we have both his head and his body. No, the body isn't moving on its own." A pause as she listened again. "His name is Matthew Richter, and-"
Another interruption, another pause. When Devona started speaking again, she sounded pleased and surprised in equal measure.
"We're in the Sprawl right now, but we can come over right away. Thank you so much!"
She disconnected, closed the vox, and slipped it back into her pocket.
"Believe it or not, we have an appointment with Victor Baron. He'll be waiting for us whenever we get there."
I was pleased, of course, but an inherently suspicious nature is a prerequisite for a PI, and I couldn't bring myself to believe it had really been that easy.
"Who did you talk to?"
Devona shrugged. "An assistant of some sort, I assume. He said his name was-"
"Ygor," I guessed.
She frowned. "No. Henry. He told me not to worry about calling late. 'We never close here at the Foundry,' he said. He sounded blandly professional at first. You know, doing his job but not really interested in who I was or what my problem might be. But he became very interested when I told him your name."
"Why would that mean anything to him?"
From the front seat Lazlo said, "You helped save the city last Descension Day. You're famous." He thought for a moment. "Then again maybe he caught you on Acantha's show tonight." He chuckled, a sound like splintering bones. "I didn't realize you were so funny. You were a real sport to go along with her gags."
I sighed – which is a real trick when you're not attached to your lungs. "What can I say? You know how much I love a good joke."
Had everyone in the city seen that stupid program? I was really starting to regret my lack of restraint earlier in the evening. I considered sending Acantha a few hundred roses as a down payment on an apology, but as angry as the gorgon was, she'd probably just turn them to stone.
"All right, Lazlo," I said. "Let's head for the Foundry."
Lazlo pulled his cab onto the Obsidian Way and soon we were crossing the Bridge of Forgotten Pleasures, leaving the Sprawl and entering the Wyldwood. Nekropolis is shaped like a gigantic pentagram, its five Dominions separated by Phlegethon, a river of green fire that burns the spirit instead of the flesh. The only way to pass between Dominions is to use one of the bridges that connect them and the only way to cross in relative safety was to travel the Obsidian Way. The smooth glossy black road offers no magical protections for travelers, but the laws of Nekropolis state that travel between Dominions is not to be impeded for any reason – provided travelers keep to the Obsidian Way. If you venture from the road you're fair game for whoever, or whatever, might find you. Of course, as with a lot of laws in Nekropolis, it's really more of a strong suggestion than anything else, so traveling the Way is still dangerous. You need to keep your guard up and move as fast as you can and hope you don't attract any undue attention. And if you do you'd better hope you're stronger, faster or smarter than whatever is trying to catch you. Preferably all three.
The Wyldwood, as the name implies, is mostly forested, though there's a good amount of pastureland as well. There are villages located in the Dominion, though they tend to be few and far between. Those lykes who desire a more urban lifestyle tend to live in the Sprawl and while Lord Amon frowns on this, he doesn't forbid his subjects to leave the Wyldwood. Still, the vast majority of shapeshifters live there.
I'd traveled through a bit of the Wyldwood before, on foot, which is precisely as dangerous as it sounds. During that time, I'd stuck close to the Obsidian Way, but supposedly the interior of the Wyldwood changes its shapes just as lykes do. One day it might be a dark European forest, the next African grasslands, and the day after that, arctic tundra. I don't know if it's true but I've met Lord Amon, King of the Shapeshifters, and since he can change his form into that of any creature he desires, I've no trouble believing his Dominion is as metamorphic as he is. Sometimes I wonder if the only reason the land bordering the Obsidian Way remains stable in the Wyldwood is because Father Dis wants it that way to promote greater ease of travel. Then again, nice thick woods are much easier for predators to hide in and maybe that's the real reason the land around the Obsidian Way never changes. It makes for better hunting that way.