Get some medical attention already. We got hurt escaping, and who knows what the Charizard-ride did to us.
You stand there for a moment, thinking how strange it is that despite your evident familiarity you still do not know the man's name, and pondering what it could be that you did to make him so afraid of you – and then a twinge of pain in your side pulls you from your thoughts and sets you firmly back down in the dusty street.
You grimace. A doctor would be more useful than answers right now.
Dimly, you recall passing what looked like a surgery during your walk, and you retrace your steps in the hope of finding it again. A few minutes' searching turns up a respectable-looking wooden building with a brass plaque on the door, which reads:
V. K. RYAN
FARRIER
MEDICAL PRACTITIONER
VETERINARY SURGEON
DENTIST
You suppose that the order in which the professions are listed shows something about the priorities of the town.
Briefly, you consider your lack of money. There's always houndteeth, you remind yourself – you have twelve left, and it would be worth trading some away for medical attention. Besides, if you're going north-east, you will be heading towards fox territory, and houndteeth will be much less useful against them than needle slugs. All things considered, you think you can justify the expense, and knock accordingly.
The door is answered by a tall, sober-looking man with a three-piece suit and proudly-jutting whiskers. If you have ever met anyone who was born to be a doctor, this man was.
“Good afternoon,” he says suspiciously, looking you up and down and evidently mistrusting what he sees. “Can I help you?”
You say you need a doctor, and ask if he accepts payment in houndteeth.
His lips tauten, and all the lines on his face deepen momentarily.
“Yes, I suppose so,” he says. “This way.”
The man – Dr Ryan, you presume – leads you down a hall and into a small surgery.
“What's the problem?” he asks, as you go.
You wonder whether you ought to lie, but on balance decide that honesty is probably best when seeking medical help. By the time Ryan learns about what you did in Scourston, you'll be gone anyway.
In consequence, you tell him that you clung onto the side of a Charizard for several hours.
Ryan stops so abruptly that you nearly walk into his back.
“Excuse me?”
You repeat yourself, and roll up your sleeve to expose a particularly badly-burnt patch of forearm.
“Ah,” says Ryan, blinking at it. “I – er – see. Well. Um. Come this way, then.”
He certainly seems to be treating you with substantially more respect.
The actual treatment turns out to be fairly simple: your burns are different from the everyday sort only in terms of their severity, and Dr Ryan prescribes a kind of bluish liniment made from the slime that the black Sand Wartortle encase themselves in when they hibernate underground. Applying it hurts only slightly less than receiving the burns in the first place, but he assures you it will do you good, and instructs you to apply it twice a day, and to return if there is no improvement within a week.
You give him half your remaining houndteeth and leave, an hour after you arrived. The sun is high in the sky now, and it is growing hot. The shadow cast by the awnings is retreating towards the buildings, and in the broadening patches of sunlight you are beginning to miss your hat.
Also, check on the bird.
A glance up shows that the bird is nowhere in sight. It is not unusual for it to disappear when you enter towns, and you make nothing of it.
I don't think there is much we can do except for wait until the mail coach comes except for to listen out for locals talking about points of interest.
Wait for the mail coach.
Your afternoon is long and lazy. You stroll here and there, watching people pass along the streets, moving in and out of houses and shops with an easy grace. No one is in a hurry here. Lazar's Spit has none of the pressures of the big city, and where Scourstowners would snatch lunch only in small bites between sales at their market stall, Spit natives close up everything for over an hour at noon. Walking the city then is like strolling through a ghost town. There is no one at all abroad, and the only noise is a distant clinking of cutlery – and soon, not even that, as the town settles down for a collective siesta.
It is also increasingly hot, and you retreat to the cool of Sam's saloon for a beer that you assure him you will be able to pay for when you get word to your company about what happened and they send someone to bail you out of here. He offers you something to eat too, but you decline. You know you won't be paying him, and you don't want to cheat him any more than you have to.
“Did you hear that roaring earlier?” he asks.
You nod.
“Somethin' bad out there, that's for sure,” he says. “Don't rightly know what that could be, but – well, you must've heard about Tarnasshe, right?”
Another nod.
“Yeah.” Sam looks grim. “They say Dirge's army took out the foxes and their Charizard, but I can't help wonderin' if'n they didn't maybe have another.”
You assume a blandly concerned expression and nod again.
It was probably just a cougar in the hills, you say, and drink your beer.
Late in the afternoon, when the sun is sinking, you head back into the town, which is now marginally more lively than before, and wander. Once again you see the person of mysterious and indeterminate gender beneath their parasol, walking the streets with their Cacnea. The parasol is their only concession to the heat; the rest of their clothing wouldn't look out of place on a society lady taking the air on the windy seafront out West.
This time, they do not look at you, but hurry on, intent on some task of their own. You wonder what they are doing. They must have a life as large and complex as yours, after all, with its own set of nagging questions and elusive answers, of friends and enemies and impenetrable mysteries – a bigger life, in fact, for they have had weeks and months and years of love and hate and memory to build on, when you have only a few days. So must
everyone, even in a small town like Lazar's Spit …
That strange feeling that overcame you as you walked through Scourston hits you again, the sense that you are so close to nothing, and the world is so rich with life and history around you that it almost squeezes you out of existence. For a long moment, you stand there, nauseous and transfixed. The people around you seem to linger in your head, faces and footsteps magnified into biographies written in a language you cannot understand. Your head throbs, and three lights, one red and two white, pulse before your eyes, and then you
remember―
And then you don't. Whatever knowledge you were on the brink of retreats back into its hiding place in the back of your head – the place where your past is. Your
self.
Sweating and suddenly weak, you stumble over to a shaded wall and sink down against it. It's there. Your memory – it is there, inside you. It isn't gone, only shut away.
You don't have the key.
But at least you know there is a lock.
*
It is a long time later when you can move again.
No more wandering now. You go back to the saloon and take a room there. It doesn't seem to matter what cost you cause Sam now. You eat, and stagger upstairs, and sleep.
And you dream – not of a cave in the earth but of a figure on a horse, who is riding towards you across a plain of rough wooden floorboards, a rifle levelled at your head – and you wake up with a clear head at last, and know even before you feel the pressure on your chest that someone has come to kill you.
You look up at the assassin, still as a board beneath the thin blanket, and the assassin looks back at you.
The pistol is lifted from your heart.
“Now we're even,” says the assassin, and moves aside to catch the moonlight from the window.
Somewhere in Scourston charcoal-sashed men are shooting a woman in a jeweller's shop, and in the hills a dragon is curling into a comma, its fire dim with pain and hunger, and in a coach in the desert a man with eyes that shine with the light of an untold joke sits among stacks of letters and parcels – and somewhere above your head, a great black thing that could be a bird is looking eastwards with glittering things that could be eyes, and on the horizon something is looking back.
And Lily says:
“You need to get up now.”
Note: Hi! I'm back, and with a pretty important update! Sorry I didn't get around to it before I left. It would've been good to start my three-week break with this, but alas, it didn't work out. Never mind. Let's get on with the story!