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The Codex

A world that grew upward after the ground became unsafe. Everything beautiful in it is owned by someone, and a long war hangs over it all. This is everything known about it, so far.

People

Nyx

On an iron chair above Solandor's rail yards sits a woman who has been there longer than anyone can say. Couriers nod to her without breaking stride. Signboard men lower their voices when they pass. Nyx is the first of the people of Panthassia, and nothing in Solandor moves that she has not already noticed. She does not say much. When she does, it is usually a single sentence, and it is usually about something that has not happened yet.

Falast

Falast keeps the lanterns of Alpharon's terraces, and knows every one of them by name. He walks the spires at dusk in a long white coat with a light in one hand and a folded map in the other. Ask him which lantern is his favourite and he will smile and not say. Ask him what he hears on his rounds, from the balconies of the people who govern Weximia, and he will smile and not say that either.

Tresht

Tresht runs the Rust. He is broad, bearded, with an eyepatch, a crimson-lined coat and a mechanical arm of old iron and brass that he says he won fair. Officials from Alpharon take his coin and say nothing. Nobody has heard him ask for the same thing twice. At his belt hangs a brass key, and if you ask what it opens, he will tell you it opens whatever he needs it to.

Hatchik

Hatchik is the cleverest man in Solandor and the only one nobody trusts. He walks into the Rust with a smile, listens to everything, and carries it up to the officials in Alpharon who pay him. Then he walks back down and tells the Rust who has been asking. He has never lost an argument and never kept a friend. He was last seen in an alley under a single lamp, handing Tresht something small from a leather case. What it was, nobody who saw it is willing to guess.

Jinerup

Jinerup keeps cattle on a high pasture in the Belsteriad Mountains. He has no place in any city, no vote that anyone counts, and opinions about the weather, the war and the people who run both. When he comes down to the valleys to talk, people nod politely and go back to what they were doing. He is right more often than anyone admits, and has never once been asked to say more. The cattle, at least, listen.

General Pijem

General Pijem has commanded Gruhst's armies for longer than most of his soldiers have been alive. He is grey at the temples, scarred along one cheek, and unfailingly polite to everyone, including the people trying to kill him. He has read more Weximian science than most Weximian scientists. What exhausts him is not the fighting but the meetings, where Weximia's delegates talk about yields and tonnage and he waits, every time, for one of them to say the word people.

Hujelk

Hujelk's son went to the desert front at nineteen and did not come home. She has his letters, a medal she did not ask for, and a question nobody in either army has answered: exactly how he died, and on whose order. She is calm, clever, and very hard to refuse. People who meet her once remember her. People who try to send her away find that she has already been, quietly, to the next office along.

Alpharon

The cloud sea

Below Alpharon's terraces lies a sea of cloud, pale at dawn, amber at dusk, silver under the moon. The old ground is still down there, under the cloud, but nobody in the city goes down to it for pleasure, and most people never go at all. On the rare mornings when the tide runs low, the tips of old towers show through, and the ferrykeepers lower their lanterns to look. Some say the towers are only empty. Some say they are not. The terraces have a rule for the question: you may wonder aloud, but you may not argue about it at the table.

Terraces on spires

A terrace is never built by one hand. A household adds a balcony to the spire, a neighbour adds a stair, and the spire grows the way a coral grows, one small decision at a time. Each addition must carry a lantern, and each lantern must have a name painted on its base. Walk any spire at dusk and you can read its history in the names: the first lantern is usually called Welcome, the last is usually called Enough.

The lamp-wardens

Every dusk the wardens climb the spires with long poles and light the lanterns, one terrace at a time. They are not employed by anyone. The work passes from person to person, usually without a word: someone leaves a pole by your door, and the next evening you are a warden. The old wardens say the light is only kept, never made, and that a warden's real job is to notice when a terrace has gone dark and to knock on the door.

Lanternwork

The oldest craft in Panthassia is keeping light. A lanternwright cannot make light, but she can catch it: the last gold of a good afternoon, the green of a clear dawn, the blue of a quiet hour. Caught light is poured into glass and sealed with a thread of beaten gold, and it will glow for as long as it is looked after. Every lantern wants a name and a keeper. A lantern that is never named burns pale and short, and nobody can say why.

The quiet hour

At the turn from gold to blue, the terraces fall silent. It is not a law. Doors close softly, the ferry bells are muffled with cloth, and even the couriers walk instead of run. People say the quiet hour is when the city listens to the cloud sea, and that the sea answers, very faintly, in a low note that you feel in the railings. Visitors who laugh at the custom are never scolded. They are simply handed a cup of tea and left to hear it for themselves.

The ferrykeepers

Between the spires run small lantern-lit ferries on cables of braided light and steel. Each ferry has a keeper who knows every regular by name and every stranger by the way they hold the rail. The ferrykeepers keep one seat empty on every crossing, and nobody remembers why. The east landing tells a story of a last ferry that never docked, and of a lantern left burning in the ticket office window in case it still might.

Balconies left empty

Walk any terrace and you will find a balcony with a chair, a lantern and nobody in it. These are left empty on purpose. The custom says every spire must keep a place for someone who has not arrived yet, and that the lantern must be lit every dusk as if they might come tonight. Many do arrive, years later, tired and a little embarrassed, to find a lit lantern, a clean chair, and a neighbour already putting the kettle on.

The tithe of light

Light in Panthassia is taxed. The Exchange, an old guild of lamp-brokers, holds the rights to every public lantern above the cloud line and collects a tithe from each household that wants a dusk. The tithe is small. It is always small, and it has never once been lowered. Those who fall behind are not fined. Their terrace is simply dimmed: a quiet notice on the door, and then a quiet dark. The wardens say a dimmed terrace is how you find out who your neighbours are, because the first knock at dusk is never from the Exchange.

Grey lanterns

A grey lantern burns without a name. The Exchange makes them by the thousand and sells them as the sensible choice: cheap, bright, guaranteed for a year, and no keeper needed. They do not fade because nobody cares for them. They fade because they were made to. Spires that fill with grey lanterns grow strangely tidy and strangely lonely. Old keepers can pick a grey spire out from across the cloud: the light is level, the colour is slightly wrong, and nothing in it has ever been waited for.

The night of borrowed lanterns

The year the Exchange dimmed the whole of the Ninth Spire in a single evening, three hundred people were left on cold terraces with nothing to see by. By midnight the ferries were crowded, and every ferry carried the same cargo: lanterns, lent. Nobody organised it. Households from forty spires sent one lantern each, unnamed on the ferry and named at the other end. The Ninth Spire has not been dimmed since. The Exchange maintains that the story of what happened next, a letter, a ledger, a door in the Exchange hall found open, is untrue. Nobody at the Exchange will say what the letter said.

The ledger

The Exchange keeps a ledger of every household in the cloud, and a second one that nobody has seen. The first lists what you owe. The second, the clerks whisper, lists what you have been seen doing. Neither is ever shown to the people it describes. Pages of the second have been leaked more than once, and each time it ended the same way: the pages were genuine, the person who leaked them was gone by morning, and at the next dusk a new lantern appeared on the nearest terrace with a name painted on its base that no one would say aloud.

Weather-readers

A weather-reader is not a forecaster. A forecaster tells you what the sky will do; a reader tells you what it wants. Readers are rare, slightly unsettling and quietly expensive, and the Exchange has twice tried to license them. Both attempts failed in the same way: the licensed readers were wrong, often and unmistakably, for as long as they were licensed, and the unlicensed ones were right. One of them was once asked how. She said only that the sky does not like being counted.

Solandor

Rain has a language

In Solandor the signs hum, and the hum changes with the rain. Couriers learn to read it before they learn to read maps: a fast, bright patter means a street is closing; a slow, low drip means the road is clear and the noodle stalls are open; a single long note means someone is looking for you. Visitors hear only buzzing. Residents hear whether to take an umbrella, a different route, or a deep breath.

The courier guild

Messages in Solandor travel on foot, on rails and on the backs of very patient drones, but every important one is still carried by a courier. The guild has no building. Its members recognise each other by a thread of coloured light tied at the wrist, and by an unspoken rule: no courier ever reads what they carry, and no courier ever refuses a delivery to the cloud terraces, however many staircases are involved.

Paper-lamp hours

After midnight the great signs of Solandor dim, one block at a time, and the paper lamps come out. Stalls string them between balconies, shopkeepers swap their advertisements for a single painted character, and the street slows to the pace of a walk. It is the best time to find something you were not looking for: a bookseller who only opens in the rain, a repair shop for broken lanterns, a stall that sells nothing but warm bread and directions.

The signboard houses

Every sign in Solandor is leased. The Signboard Houses own the frames, the current and the pavement under the glow, and sell light by the square hand to anyone who can pay: a noodle stall, a clinic, a clean-air broker, a candidate. The brightest signs belong to whoever won the last auction, and bids are not always made in money. Solandor folk say you can read a street's debts in its colours. Red is a loan. Violet is a favour. A sign that has turned a very careful white belongs to someone who is being watched.

The Static

Between two stations on the old rail there is a dead channel that nobody tuned. Messages sent through it do not arrive, and nothing sent into it is ever answered. People who owe something to the wrong House vanish into it, in the sense that their name stops appearing on any sign, any ledger, any list. The Signalkeepers, who watch the rail from a shack above Platform Nine, say the Static is not empty. They say it is full, and very quiet, and that every so often something comes out of it carrying a message nobody sent.

The Free Rail

Not everything in Solandor is owned. One line of rail between the night markets, the Free Rail, has never been leased, because no House could agree who should have it. Anyone may ride it, load it or walk it, and a few rules keep it that way: nothing is carried that would hurt the person receiving it, nothing is sold on the platform, and nobody is asked where they came from. Couriers tie a thread of light at the Free Rail's mile-post as a mark of passage, always in the colour of whoever sent them. Nobody has ever cut one.

The Rust

The Rust

Beneath Solandor's leased signs lies the Rust: red iron pillars, pipes, steam, crowded wooden galleries, and a lamplit river that never quite freezes. The government in Alpharon pretends not to see it, which suits everybody. Work is done here that the city above needs and will not admit to needing. The Rust has its own rules, its own courts that meet in back rooms, and one man at the top of it, Tresht, whose word is worth more than a contract and lasts longer.

The Blackwater Tavern

The Blackwater Tavern is a rust-streaked bar under a tangle of pipes, with rain on the windows and lamps that are never quite bright enough. Tired workers drink there after long shifts. On certain nights a man in a uniform coat comes in from the rain, and money crosses the counter in a steel box. Everyone in the bar has seen it. Nobody has ever seen it. That is the arrangement, and the Blackwater has kept it for a very long time.

Belsteriad Mountains

Valleys that kept their gardens

Below the highest terraces, where the cloud sea thins against the mountains, there are valleys that never lost their green. The valley farms grow tea on stepped slopes, rivers run under bridges older than anyone's grandmother, and the lanterns here are hung in orchards. People from the spires come down to rest. They are asked only to bring seeds from wherever they have been, and to plant one before they leave.

The seedkeepers

Every spring the seedkeepers of the valleys climb to the spires with satchels they will not let anyone carry. Inside are the things the Houses would like forgotten: the old grains, the unpatented beans, the bitter greens that survive anything. They give them away. They have been offered contracts, gold, a seat on the Exchange. Each time they have answered that a seed is not something you can own, only something you can keep going. Botanists like Mira say the satchels are lighter on the way down, and that nobody has ever seen them empty.

The empty viaduct

Across the valley, over a river nobody has named, runs a viaduct built to carry trains that never came. It is intact, unrusted and entirely empty: no track laid, no signal, no one on it. Travellers who cross it report that it is warm underfoot, like a stone that has sat in the sun, even on the coldest morning. The valley people use it as a path and as a calendar, because on certain mornings the shadows of its arches fall on the same twelve stones in the meadow. Nobody knows who laid those stones, either.

The Long Meadow

Above the river lies a meadow the cloud sea cannot climb to. It is the quietest place in Panthassia and the only one named for no House: it is simply the Long Meadow, and anyone may sit in it. There is one rule, cut into a flat stone at the gate in a hand nobody recognises. It says: Leave it a little better, and tell no one how. People do. The grass is never cut and the stream is never fenced, and in thirty years nobody has been seen to repair anything.

The Undercroft

The Undercroft

Everything the spires do not want ends up below. The Undercroft lies between Solandor's lowest street and the cloud floor, and it is where the Houses send their runoff, scrap and cable, and sometimes people who have stopped being useful. It is also where a quiet green rebellion has taken root: vines on dead rails, moss on the vents, a mile of tomato rows grown on heat that used to be waste. The Houses call the gardeners squatters. The gardeners call the Houses guests, and keep a bowl by the door.

The cloud sea

The low note

Under the quiet hour, below the ferry bells, there is a note. Engineers say it is the cable towers singing in the wind. Cable towers do not sing on a still evening. The note rises through the railings a little before dusk and fades a little after the last lantern is lit, and people who stand with a hand on the rail say it has a shape, a call that is almost a name. The old keepers have a word for it which is not written down. The young call it the tide. All of them agree on one thing: the first person to tell you it is only weather has never felt it.

Weximia

Weximia

Weximia is the country Alpharon and Solandor belong to, and it is very good at measuring things. It has patent offices in every district, a bureau of standards older than its parliament, and a saying taught to children before they can read: if it cannot be measured, it has not been measured yet. Its engineers lifted cities over the cloud and strung rail across mountains. Ask a Weximian scientist about magic and you will get a polite smile and a reading list. Ask why the readings from the desert never quite agree, and the smile stays, but the reading list gets longer.

Hixomon oxide

When Hixomon burns it leaves a pale gas behind. Breathed in, it makes a person faster and harder to tire, far beyond what training can do. Weximia's army calls it the breath and issues it in sealed canisters marked with a serial number and nothing else. Gruhst calls it something that does not translate politely. What it costs the people who breathe it is not written on the canister. Nobody who signed for the first shipment has been asked. A few people have started to ask on their own.

Gruhst

Gruhst

Gruhst is a country of desert, harbour and mountain on the far side of the war. Weximian newspapers draw it as a sandstorm with eyes. The people who live there draw it as home. Gruhst has engineers, accountants, poets, bad drivers and a parliament that argues for longer than anyone thinks reasonable. It also has something Weximia lacks: a thousand years of living beside Hixomon, and a careful science of it, written in its own terms. Gruhst did not need anyone to tell it what the stone could do. It needed someone to listen.

Hixomon

Hixomon is a dark, glassy stone found under the desert of Gruhst. Burnt, it gives off more energy than any fuel Weximia has ever measured, which is why Weximia wants it. That is the part both countries agree on. Gruhst's scholars say the stone is not simply fuel, that it answers to the people around it, and that this is why Weximia's instruments drift when they get too close. Weximia's reports call the effect instrument error and recommend better instruments. The instruments keep getting better. The error stays exactly where it was.

Channelling

A very few people can draw on Hixomon directly, without burning it. Gruhst has a word for them that means something like the ones who are listened to. The effect is not speed or strength. It is understanding: problems that took a council a year are seen whole in an afternoon, and the person who saw them looks older by the evening. Gruhst does not boast about this and does not explain it to outsiders. Weximia, officially, does not believe a word of it, and has quietly offered a great deal of money to anyone who can prove it wrong.

The desert front

On the desert front the colours tell you everything. Weximia's hover-tanks are pale and quiet, with teal light along their seams. Gruhst's soldiers wear sand-gold plate and crimson cloaks, and their vehicles glow violet at the core. Behind the Weximian lines runs a white pipeline toward a pale city; behind Gruhst's are villages that were there before either army. Soldiers on both sides say the same thing about the desert at night: it is the most beautiful place they have ever been, and they would like very much to see it once without a rifle.

Pughdon

Pughdon

Pughdon is the capital of Gruhst: a great harbour city of pale stone climbing a mountain from the sea, hung with red banners. Across the mouth of the bay runs a chain as thick as a person, raised every night and lowered every dawn. Visitors assume it is for the war. It is older than the war by six hundred years, and was raised the first time to keep a storm-tide out, not an enemy. The city still raises it at dusk, sounds a bell, and goes to dinner. The people of Pughdon say a city should always know what it is keeping out, and why.

The crystal of Pughdon

At the centre of Pughdon, in a hall with no doors, stands a crystal of Hixomon taller than a house, glowing a slow violet. It has never been burnt and never will be. Gruhst keeps it the way other countries keep a constitution: not as a thing to use, but as a thing to be measured against. Children are brought to see it once, when they are old enough to be quiet. Weximian envoys are brought to see it too. The children usually understand. The envoys usually take notes.

The parliament reads aloud

Every tenth day the minutes of the Gruhst parliament are read aloud in the market squares of Pughdon, all of them, including the boring parts. It takes most of a morning. Stalls stay open, people come and go, and somebody always heckles. Weximian visitors find this baffling and slightly alarming. Gruhst finds it baffling that Weximia does not do it. A government, the saying goes, should be able to bear being listened to.

The Maker's trinkets

In a narrow street of Pughdon a small, old woman sells trinkets from a leather case: a brass bird no bigger than a thumb with a violet jewel for an eye, a compass that points at whatever you have lost, a box that is always slightly warmer than the room. Everyone calls her the Maker. Ministers come to her stall in plain coats and leave with something small wrapped in paper. She is respected by the government of Gruhst and charges ministers the same as children. She has never said what the trinkets are made of. She has never needed to.

The Panthassian coast

The Panthassian coast

There is a stretch of coast with white cliffs, stone arches standing out in a calm sea, and a waterfall that drops straight into the surf. It is the most peaceful place in Panthassia, and from the cliff path you can watch the war in the sky above it: flashes in orbit, a slow streak falling far out to sea. The people who live here keep gardens and boats and an old custom. When something burns in the sky, they put a lantern on the cliff edge, and leave it lit until morning, for whoever was on board, whichever side they were on.

The far north

A rumour from the north

In the Blackwater Tavern, near closing time, somebody always tells it. Far in the north, past where the maps stop, there is a place of stone halls and glasshouses on a frozen lake, under waterfalls that never stop running. The lamps there burn without being fed. The people there know things nobody taught them. Nobody in the Rust believes a word of it. Nobody can say where the story came from, either, or why it is always told the same way, by people who have never met.

Everywhere

What Panthassia is

Panthassia is a world that grew upward. When the ground became unsafe, nobody now agrees how, its cities built on whatever still stood: pylons, dams, the ribs of old stadiums, and then each other's rooftops. Three hundred years of balconies later, Alpharon rises over a sea of cloud and Solandor glows in the rain below it, and between them runs wild country that the cloud cannot climb to. Everything beautiful in it is owned by someone. There are towers where light costs nothing and alleys where clean air has a price, and a long war hangs over it all, further away than anyone in the cities likes to think. Everyone here is trying to live well in a place that was not designed for them. That is the whole story, and it is still being told.

The Open Hand

A chalk hand on a door means this house is open: anyone may come in, eat, and sleep one night without being asked a question. It is not a law, and the Houses have tried to ban it twice. They failed for the usual reason: chalk is cheap, and the hand is always drawn by somebody else. Travellers learn to look for it the way sailors once looked for harbour lights. In Solandor it is usually faded and a little crooked, and that is how you know it is real.

Names have weight

Ask a lanternwright why a lantern wants a name and she will say it burns longer. Ask her why, and she will go quiet. In Panthassia a thing named by someone who meant it holds on to a little of the saying. A named lantern outlasts a grey one. A named bridge is harder to cut. A named child, the old women say, is harder to lose. There is no spell, no ritual, and nobody who admits to doing it on purpose. There is only the habit, three hundred years deep, of saying a name aloud before leaving something in the dark.

Thread-readers

Some couriers can read a thread of light the way others read a face. Tied at a wrist, a thread carries a little of whoever tied it: a mood, a direction, sometimes a warning. Most couriers call it instinct. A few, the ones who never take their threads off, say it is more precise than that, and that a thread tied by someone who has died goes very still and never fades. The guild has no word for this. It has a custom: nobody ever unties a thread that has gone still.

The cartographers' problem

A map of Panthassia is out of date before the ink dries. Spires grow, rails are leased and re-leased, and valleys appear behind a hill that was a wall last week. The Guild of Cartographers has made its peace with this: a good map, it says, is an argument and not an answer. The oldest map in the guild house, kept under glass and not for sale, is said to read differently each time it is read. The guild's archivist, Iona, has been asked many times whether this is true. She says she has read it only once, and that it was right.

What the Houses cannot buy

The Houses of Panthassia can buy light, rail, silence and most people. Almost everyone keeps an informal list of what they have failed to buy: the cloud sea, the low note, the Long Meadow, the Free Rail, the empty viaduct, a lantern's name. The list has never been written down, because writing it down would give someone a price to try. It is passed on the way recipes are, by saying it aloud over a meal.

How the war began

There are two accounts, and both are true as far as they go. In Weximia's, its surveyors found an unclaimed deposit in an empty desert, set up a camp to measure it, and were attacked. In Gruhst's, strangers arrived uninvited on land that has never been empty, put fences around a sacred and dangerous thing, began to dig, and would not listen when they were warned. The survey became a seizure, and the seizure became a mine. Each side still believes the other fired first. It grew worse when Weximia learned what the oxide could do for a tired soldier, and decided it did not need to know what else it did.

The long war

The war between Weximia and Gruhst has lasted for decades, which means a great many people have never known anything else. It is fought on land and in orbit, and for long stretches it is barely fought at all: years of ceasefires, inspections, broken agreements, embassies that open and close, and quiet people carrying envelopes between the two. It is about the stone, the desert, and who gets to decide what both are for. It has cost Weximia more than Weximia admits. The bill is paid in Solandor, where a government too stretched to look closely has stopped looking at all.

Fighting in orbit

Above the cloud, the war is fought between ships. Weximia's are pale, precise and shielded in teal; Gruhst's are vast, gold and crimson, with violet ports along their flanks. From the ground a battle in orbit looks like slow weather: a bloom of light, a long silence, a streak that falls and does not land. People on the coast have learnt to tell from the colour of the flashes who is winning. They have also learnt that it changes nothing about what they need to do that day.

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