She's pulled into dock on the edge of the woods. There's no one else there, which isn't too unusual, just the edge of the world behind her, the soaring cliffs before her, and the forest spilling down either side like tumbling locks. It's nighttime, and she takes a moment to look up at the wandering stars. What this island loses on remoteness it makes up for in scenery, and the rooms carved into the cliff face are generally comfortable. And free. A port without fees is always nice.
There's a little girl wandering through the woods a little inland.
This is not the path back to her mother. Clearly. But she keeps going, turning this way and that, trying to recognize a particular knotted tree or patch of moss.
Eventually, she decides to push what little magic she's been able to muster - picks up a vaguely suitable branch and shakily floats as high as she can, looking for some sign of a road, or, or, something.
Nope.
She tries a couple of other tongues, one of them very similar to Greek but not quite mutually intelligible.
When none of them get a reaction, she frowns and mutters to herself some, then calls out, perfectly understandable, "Hello! I hadn't known there was anyone else on this island. Are your parents around?" It isn't clear what language she's speaking, is the thing.
"I'm... Not sure. No one's ever returned to their original world that we've heard of, without having some sort of native ability to move between worlds. A few kingdoms are working hard on a solution, though."
She sighs. "Here, let's get you inside. There's beds, and I can make us some food."
"There's Cloudshear, an entire city built into cliffs, if you mean the architecture, and yes, there are a lot of ancient places I don't know the origin of, if you mean the age. It's very disappointing, I like knowing the stories of the people who built a place. And we're able to talk because of my magic, yes. I have very personal magic, that only works on me, but I can trade something with a spirit I know to get you able to talk to everyone you meet."
"That stuff is the ley, that connects the islands. Or, what we can see of it from the outside."
She laughs a bit.
"Well, there's three big kingdoms - Bajilda, Madeza, and Frisland. The first two are on continent-sized islands, and Frisland is across multiple islands. There's also a bunch of medium-sized kingdoms, like Oten, which is on the same island as Bajilda. Bajilda is ruled by a king and queen, Madeza by a Speaker who's elected by the nobles, Frisland by an Empress, and Oten by a Council. But most of the kingdoms are really small, just on one little island.
"Maps can either show the islands and the connections between them, or can be just of an island. There's pathways between the islands, called ley-lines. Some of the biggest islands have colder parts that're a bit like going north in a normal world, but it's not really organized.
"A spirit's a type of person who's very magical and old, and usually either looks like an animal or doesn't have a set form. The one I know is a cat-spirit who owes me a favor - I helped her find something long ago. Spirits like stories the most, but will trade for most things humans will. Books, silks, spices, and flowers are common."
Sarati sets down her bag and moves about the kitchen, familiarizing herself with it. There's no food already in it, but the pans and such stay put. "You need a ley-ship, like mine, or some very rare magic. Do you have any preferences on what to eat? I'm not sure I'll have anything you'll recognize, though..."
"Okay. I'll whip something up. Would you prefer tea or water to drink?"
The meal is a sort of fluffy, slightly sweet grain with different sorts of raisins cooked into it, served with dried salty meat of some kind that's been spiced lightly. It doesn't take long to prepare, luckily. "Ship's provisions, unfortunately, so not the most appetizing thing, but better than some manage."
"It's no problem. You can have some honey to sweeten it, too. I actually trade in rare teas and spices, and what's the point of being a tea-trader if I don't indulge every now and then?"
"The demon war sounds scary. Maybe when we find our way back to your world we can bring some food with us."
"Well, I was born in little village that wouldn't appear on any maps. in the kingdom of Bajilda, on the continent-island Shras. My family tended to an orchard along the Asseri River, and in the distance on a clear day I could see the grand city of Khamar rising out of the desert plains. Khamar has many beautiful gardens and temples, and I always dreamed of visiting it. It's called the golden city, because when the sun rises and hits it just right, all the rooftops light up like golden light. There are many spires and sparkling domes, and there is a unique kind of bird that only lives near the city, and who has feathers like jewels and makes a sound like ta-ta-ta-ti-ta every morn."
"When I was about your age, a traveling teacher came to our village, and taught me all sorts of wonderful things. For the first time I heard about distant lands and far-off peoples. I learned as much as I could, then saved money until I could afford a ticket on a caravan to the city - and from there to Elgadzhi, the oldest city in the world, and a major port. I impressed the captain of a ship called the Nightingale, and got a job cleaning. I visited many places and met spirits and elves and dwarves and the Incusai, who are very little and have beautiful wings in all sorts of colors, which usually match their skin."
"Wondrous. Many of the gardens are open to anyone, and they all have fruit trees from many islands, and you can pick fruit to eat. Some of the trees are magical - one had flowers that glowed in a silvery light like the moon and fruits that taste like your favorite spice. No one in Khamar goes hungry for long, because there's always places to find food being given away, at the gardens and temples. And the paving stones are small, in either black and white, and the colors form patterns in the ground. Let's see... The university's main building has one of the grandest domes on the continent, and the walls of the interior are decorated with calligraphy. The queen also has a winter palace on a hill just outside the city, though I've never been in. It's all white, and the gates are covered in intricate carvings of flowers. What else... The people are rather like people everywhere, but there's plenty of kindness to be found, and in the summer there's a great festival nearly every ten-day. Oh, the market! The great market is in a grand building. It's never closed, and there's a stall selling musical instruments, and one selling pet birds, and another selling fine silks, and yet another selling books from every part of the realm - you can find just about anything there."
"Thank you! We mostly use different types of silver coins. I have some with me if you want to see." She pulls a handful out of a pouch in her bag. They're all different sizes with different designs, but a commonly is calligraphy in the middle surrounded by stars and floral designs.
"Well, let's see what we can find." She leads the way to the stairs up to the bulk of rooms; there's a few that are directly above the kitchens, and tend to stay pretty warm, so she shows Grenadine one of those. It also has a fireplace, though there's no wood. The bed's near the window, overlooking the docks. "Does this work for you?"
"Night! I'll be in the room next door, if you need me." And she heads over to tuck in for the night.
The next morning, she makes breakfast (oatmeal, with more raisins), and when Grenadine gets up, tells her, "I need to keep moving, to get to my next port of call. You can come with me, if you want, and I can take you to my friend to get a wider translation spell, and then to anywhere in this realm from there."
When they get to the ship, Sarati shows her where to store things inside, then takes her back to the deck.
"We need to raise the sails before launching," she says, pointing to where large poles are laid across the top of the ship. "There's a pull system to help." She shows Grenadine how to operate it.
The sails, when extended, are gossamer thin, shimmering slightly in the morning light. They have abstract designs and calligraphy embroidered into them in light thread. "The embroidery's not just for show; it has magic in it, strengthening the sails and lending them speed."
The main ship has two levels, lit by smooth, heatless lamps recessed into the walls, that give off a pleasant light like sunlight. Their rooms and some storage is on the main level; Sarati leads Grenadine down a ladder to the bottom level - "Engines are down here, and more storage."
The engine room takes up the center stretch of the bottom floor, metal pistons and gears moving seamlessly with a quiet hum. It's not clear what it's all doing, but Sarati points out the energy sources - tall cylinders hooked into the walls. She's checking them for problems like cracks, then turning them on and reading the pressure gauge (which she shows Grenadine how to do).
Some of the gears also need to be oiled and then cleaned, and occasionally a cylinder has to be removed and a new one put in.
"Beautiful. Like frozen lightning and stars." She leads them upstairs.
The main room of the ship is rather plain, with boxes acting as tables and chairs and benches along either wall. There's no window in sight, until Sarati walks up to one wall and taps it, sending a jolt of energy into the smooth surface. It ripples and goes transparent, showing part of the dock and the mist.
There isn't much left. She needs to go through and check that everything's secured properly - she explains to Grenadine what to do in case of a storm - and then, warning Grenadine not to distract her, leans against the wall opposite the viewport, plants her hands flat on it and closes her eyes, then hooks into the ship's magic and starts to direct it. (She usually does this from the engine room, but here works just as well.)
With a shudder, the ship starts to move. The view out the port slowly changes, the docks and the island sliding away as they move into the mist, the ship occasionally rocking when they hit a particularly rough patch, until it surrounds them utterly. Then, the ship pitches forward then back, then sways side-to-side, and settles with a groan. The mist recedes, and they're in the ley. The iridescent fog is denser but lower, sculpted into what look like waves moving parallel to them. Glimpses and flashes of frozen lightning in impossible colors arc between the waves, the occasional thin tendril extending up into the area of thinner mist. Something that looks vaguely like flecks of stars streams through the air at high speed, making a low moaning sound that almost harmonizes with the engines' hum.
"You'd probably get turned around in the mist, and not manage to enter the ley. The crossing magic - reaches out beside itself, in a different direction than we can see. Then it gathers a lot of energy and jumps the ship sort of sideways, into another, adjacent spot. Some spirits can sense that direction, and move along it, so they can travel in the ley without a ship. Humans usually can't, though. The ship helps me sense the added dimensions so I can navigate."
She fetches paper and pencil.
"For the ley, there's - let's say that you lived in a flat world. You could only go side to side or forward or backward, not up or down. You wouldn't be able to see anything above or below you. There's something like that for us, who have up, down, side to side, and forward and backward. It's really hard to move along that, but some things can."
"For the engine..." She sketches a river, and a wheel sticking into it. The wheel is connected to a rod, and then to another wheel. "This is how a watermill works. You can use it to do things like grind grain. It's a very simple engine. There's also steam engines..." And she sketches a fire under the outline of a boiler, with water and rising steam in it. The steam goes into a pipe, then hits a wheel a lot like a windmill. "The fire heats the water, making steam. The steam enters the pipe and goes to push against the fan blades. The center of the fan is usually connected to a stick, which is connected to a special type of wheel called a gear. Do you have anything like these where you're from?"
Sarati occasionally has to get up to check on something in the engines, but is otherwise focused on filling out Grenadine's physics education.
After a few hours, the view outside the port changes as the star-flecks press closer. The low moaning rises to a howling, and the ship starts to shudder. Sarati stands, says to Grenadine, "There's a storm coming, get yourself buckled in," and puts their papers inside the box forming the table.
"Okay." She leaves it open, and buckles herself in, then plants her hands on the ship's hull and closes her eyes.
Steering the ship through the storm is tricky; even with one as minor a this the air fills with a sound like static electricity, and the ship keeps pitching forward and back and shaking and shuddering, sometimes rather dramatically. Everything is tied down tightly, though, so while the passengers get jostled the boxes all stay in place.
The view outside brightens, swirls of colored light competing with the rising mist. The frozen lightning grows closer and bigger and some of it starts to move. The ship passes under a few arcs, delicately threading through the tendrils.
"Depends how much money what I have is."
She fetches a small bag from inside her clothes somewhere. It was pretty well hidden.
Out comes a single large silver coin and a few copper ones. They're all pretty crude - the silver one has a portrait on it and the copper ones have an image of a crow.
She goes up, and after a few minutes they slide out of the ley. Thyls glimmers below the stars, buildings lit up softly in blues and greens and purples. It's hard to tell, outside of the village, where the sky ends and the ground begins, since there are little lights like stars scattered over the landscape.
"Welcome to Thyls," Sarati says, coming back in once she's gotten the ship fully secured and the engines turned off. "Want to go ahead and try charging a canister?"
Most of the buildings are only one or two stories, with white plaster walls and grass roofs. They're almost all decorated with swirling motifs in glowing colors, murals depicting people and animals or just abstract art. The paving-stones glint slightly, so they're easy to see. Most of the people are humans or a strange sort of person, taller than a human and often with green hair and bright eyes like a cat's, though there's also a few animals in clothes, going about their business and occasionally talking in a language Grenadine can't understand.
Sarati leads her to a little shop out of the way; the sign above the door has a picture of a book with a golden-green eye on it. She ducks into the store, which is full of books on narrow shelves. There's an old-looking cat at the till, who calls out, "Sarati! It's been far too long! Who's your little friend?"
"Kar! Sorry I've been busy with routes! My friend's Grenadine; she's a first-gen, just arrived, and needs a general translation spell. I was thinking about calling in that favor you owe me."
"No need! I'm always happy to help another first-gen. Always confusing, your first few days. Or years!" He turns to Grenadine. "How're you holding up, dear?"
"Are you a Witch, then? And, yes, this realm is incredibly strange, even to one used to magic. Here, let me cast that translation spell..." He jumps to the floor and pads over, then pats her with his paw. "There, now, you should be able to understand anyone you care to. Has the occasional bug, but it's overall a reliable spell."
"The one I'm thinking of has pictures most pages, but, yes, that is a consideration. Hmm, let's see if we have something geared more towards your age group..." And he vanishes off into the stacks. After a bit, he comes back with a book floating behind him. "It's not as thorough as it could be, but this is part of a Madezan encyclopedia set for children. Don't have the rest of the set, I'm afraid, so it'll be just eighteen Bajildan pieces. It has lots of drawings, so the price is a bit higher." The book is bound in faded but still intact cloth, and was once a bright green. It's titled 'Encyclopedia of the World: Technology and Science.' "You might be able to find the rest somewhere bigger, there's also a book on history, geography, and biology in the set."
"Well, if I remember right, there should be somewhere to get brooms this way..." And indeed there is, along with other wooden goods. (Most people make their own brooms, but the carpenter sells slightly nicer ones, for people who can't be bothered.) The brooms are fairly affordable - the carpenter will sell them for ten silver Bajildan pieces each.
Clothes! There's a tailor, who doesn't really sell ready-made clothes, but has a pattern for quickly adjusting skirts and loose blouses, which'll be ready to pick up before they leave. (Sarati's fine with her buying a knife; they can head to the blacksmith's after clothing for a proper little utility knife.)
Cheap and durable is practically a specialty!
There's a variety of nice sheaths available for knives, some of them decorated with faintly glowing swirls like stylized waves, some of them plain, all of them fairly good to high quality.
After Grenadine picks out a sheath, Sarati says, "Anything else? There's bound to be somewhere to buy toys or something."
You can get a two-bed room for decently cheap, but Sarati's willing to leave that decision up to Grenadine.
The inn has a sign out front of a glowing jellyfish holding a tankard of foaming beer. The inside is already decently crowded, mostly with humans and the other, green-haired species common to the island, but also a few clear foreigners - a reptilian individual of mysterious and indistinct gender, a group of short winged humanoids in a variety of colors, and a person with mottled, wet grey skin and no hair.
Grenadine will tell her the story of the giants! One of the creatures that roamed the Earth in the times before Witches - they were strong, fast, devilishly clever. The story tells of them succeeding at one thing and the next and the next. But they are so, so hungry, all the time, and eventually there are so many giants that there is not enough food in the world and all the giants starve and most other creatures starve too, but life recovered, eventually.
"Well, maybe Venetian nobles are defined differently. Nobles in Madeza don't have to own land, for instance, and there's no king - instead the Great Speaker invests them with a hereditary title, and a lot of them are the heads of merchant houses. Nobles in Bajilda are often scientists or captains or generals who've made a major contribution to the kingdom, or their descendants."
Gren describes the Witches, using blasts of magic and bombs and bows and arrows on the Neuroi. The Neuroi will heal good as new in only a minute, so they have to beat it really fast, all at once. Neuroi shoot red arrows of light that explode things and light them on fire. If they hang around in one place long enough they make poison gas that kills humans and animals. Neuroi fights last for minutes at most. Lots of Witches die fighting them.
She doesn't seem to want to keep talking about it.