The Six
by Catherine Maven
Copyright © 2008
It is a jolly scene, for a dungeon. The Six stand side by side in front of the
elongated hearth, each with his or her own cooking pot, laughing and stealing
ingredients from one another's store to add to their own pots. Even in the dim light of the fire, you would
not consider them a pretty sight. With
matted and bedraggled hair, brown sackcloth garments worn to threadbare, and
feet and legs encrusted with dirt, the sparkle in their eyes is paradoxical.
They are prisoners in this underground room, if one
may use so nice a term. More like a
cave, some thirty feet in circumference, but without egress to the outside
world, if you discount the narrow shafts for the air vent and chimney
flue. There is no furniture, either,
save the sleeping pallets that line one wall.
The room is lit from some invisible source, and is in
light and darkness in roughly-equal measures. There is a food-bin which is
always full no matter how much is taken out, though the food is poor fare. The hearth is a long, low, rough stone
fixture that looks as if it had been ill-fashioned a long time before, which it
had, and as if it has deteriorated considerably since then, which it has.
You might expect this group to be despairing, angry,
or even mad after this many centuries of close confinement, and yet they seem
jovial, easy together the way only old friends can be. That is why, when later one of the men climbs
his rock-pile and begins to scrape the ceiling with his cooking pot, the rest
tease him.
"Looking for Heaven?" one laughs.
"Shhhh!
You’ll be waking the dragon next ," says another, rolling his eyes
theatrically.
"Don't care," Digger replies
convivially. "Gives me something to
do, doesn’t it? Something to look forward
to."
They glance at one another then, and the tiniest air
of sadness creeps into their smiles as they look at him with good humor. Some of them shrug as if to say, oh well, go
on then, you've got to do what you've got to do. Others look away. Two of them turn to begin their game of
dark/light, which they play with small, flat stones which Digger has excavated
over the centuries.
"I win!" Dark declares to Light. "That's ten thousand, nine hundred and
forty-three you owe me!"
"How do you suppose you'll collect, then?"
Light smiles back.
"Oh," he says, reaching around her waist,
"you could give us a kiss."
She smacks him solidly, but without malice, across the
face. He doesn't even flinch as he sets
the stones up for another game.
"Play again?" he invites.
"Might as well," she responds coquettishly,
"I'm into it for enough, might as well be more."
“Spar?” Fighter asks Fencer.
"Might as well," parries the other man. "I'm
into it for enough, might as well be more." The two men face off with the
long roots they have fashioned into swords, and begin to fence. Their battle is
more comedy than passion, though, so everyone laughs, and then turn to watch Shaker goes about her
own nightly routine. First she shakes
the chimney flue.
"You've got as much chance of getting out that
way as Fencer has of winning!" exclaims Digger, pausing from his own
hopeless quest.
Shaker joins in the general laughter. You can only remain angry and frustrated for
so long. After a century or two of
struggle against the inevitable, you find it harder and harder to take
seriously. And when you're dealing with
Merlin's magic, you don't start off with much hope anyway.
Somewhere along the way, they have lost their proper
names. They have also become
increasingly fused, as time has gone by, into a single unit, The Six. Imprisoned underground by Merlin for plotting
to upset his plans with the young boy Arthur. Trapped within time so that while
the world has aged and groaned under the increasing weight of its inhabitants,
The Six have remained as they were in Arthur’s time. And pretty much reconciled to spending
eternity together, if such is meant to be.
Which was why they are all so shocked a minute later
when Shaker, moving on to rattle the grate over the air vent as she does every
night, suddenly pulls it off. The long
bolts that have always seemed securely buried in the earth hang loosely from
the metal grid she holds in her hands.
She is dumbfounded, as are they all.
Could the magic have worn off?
Are they finally free? No one
moves.
Finally, Shaker puts the grate carefully on the
ground, as if afraid she is dreaming, and peers up into the vent. It is a tangle of tree roots, stretching up
as far as she can see in the dim light.
But there does seem to be a dot of light at the top. She leans farther in, and then coughs and
pulls her head out as loose dirt falls onto her. But she is smiling.
Triumphant.
“I'm going up," she announces into the
silence. No one makes a move to stop
her. They are all sure that the magician
has placed more than one set of charms to keep them captive. He could be back at any time. No one has ever needed to say this aloud, for
each knows they all think it. Against
the force of this belief, Shaker and Digger have struggled. As against their own fears. What might lie at the top?
Shaker struggles to pull her body into the narrow
vent. Luckily, their sparce diet has kept her thin. Tree roots have almost
totally claimed the space, but they also provide footrests for climbing. She has to push against the grasping
tendrils, and fear crawls up her back. The gnarled and knotted textures feel
almost human, like woody fingers grasping at her. She looks back uneasily, but the tendrils
remain inanimate. She refuses to look
up, concentrating on each root as she ascends.
She climbs and climbs. She is
just beginning to tire when she glances up, and sees the opening scarcely feet
above her head. Cautiously, she climbs
the last few roots and pokes out her head.
And sighs in dismay.
On a floor of tree roots and dirt stands a small village. Is it the one
they lived in so long ago? She looks
curiously under her feet as she climbs out.
It feels like standing on marshy ground.
She looks up, and realizes there is no sky, only more
dirt. A village under the ground. It
appears to be dawn or dusk, but she can spot no obvious source of light. All of
the buildings belong to the time they left, and are apparently deserted.
Then, as she moves forward, a creature—human?—comes
out of one of the buildings. It is as
gnarled and stubby as the tree roots surrounding this place, and is so startled
by her appearance that she easily dodges it.
She is sure that at one time this creature had been intended as a backup
to the cave charms, but it is obviously too old and too surprised to prevent
her from moving forward.
One of the buildings she recognizes. Home? Someplace
important, that's for sure. She enters
the open door, closes and latches it behind her to at least delay the creature
from following her, and goes straight through to the back of the cottage as if
she knows what's there. Which she
doesn't. Because all she comes upon is a
stone wall. She is trapped. If the creature follows her in here, she
won't be able to get out. And she has no idea what powers the creature
possesses, should it get over its surprise.
"No!" Shaker cries into the stillness. "I won't be stopped now!" She pounds on the wall in front of her, and
then jumps back as loose stone and mortar come tumbling toward her. Age has
attacked this structure as well, then.
She peers into the tiny opening in the wall. She can see light. She feels triumph, joy, and a fierce sweet
anger burn in her breast, and begins to tear at the wall in a frenzy, giving no
thought to her fingers as they are cut and bleed. The age-old hope, the need to breathe fresh air
and taste the blue sky surges through her like fire, and she cares not for what
she might find, nor for what may be behind her.
As soon as
the opening is big enough, she pushes herself through into brilliant
sunlight. She scrambles to her feet and
runs a few yards, intending to escape farther, but falls down in astonishment.
Dazed, she
looks around. Sunlight stings her eyes,
but she refuses to close them. Instead,
she narrows them to slits while she adjusts to the brightness. In front of her is a pathway made from
extraordinarily seamless black rock. Before she can collect her thoughts,
though, a large brightly-armored beast with a shining coat rushes by her on the
path, making a huge bellowing noise. She
leaps backward onto a smaller pathway.
She is gradually able to see more clearly as her eyes
adjust to the now-forgotten brilliance of real, honest sunlight. The buildings are totally unlike any she
remembers. They are enormous, like
castles, built of red stones more evenly cut than any she's ever seen—and her
father a mason, too. Each building is
surrounded by a green pasture which looks as though it has been closely cropped
by goats, only there are no goats to be seen, and, when she sniffs, no goats to
be smelled.
The buildings stretch along the hard pathway as far in
either direction as she can see, except on a corner where there is a different
sort of building entirely, made of bright colors with a sign revolving in front
of it, though there is no wind to speak of.
Merlin's magic must be strong indeed, if all this is illusion. She hears a voice, and glances around.
"Mummy, look at that lady. Why is she dressed so funny?"
Though unable to understand a word of this foreign
language, Shaker finds herself looking into the fair blue eyes of a small boy,
and wants to cry. How long has it been
since she's seen a child? She longs to
hug it, to pet the shiny hair, to ask for food and shelter, but her voice
remains locked within her breast. It is
all too much. Crouching on the ground,
she looks up at the mother.
The well-dressed, and astonishingly clean
woman—obviously of the nobility—is saying something nervously to the child,
edging past, keeping her body between Shaker and her son.
The boy tugs out of his mother's hand, and runs back
toward Shaker. "Where did you come from?" he asks.
Although the accent is passing strange, Shaker
suddenly realizes she has understood his words.
She turns to point to the hole in the stone wall through which she has
only just crawled.
She hardly hears the mother's remonstrations or the
child's whining as they hurry off.
The wall is gone.
She should be only a few steps from it, and it is gone. Even standing, all she can see is a large,
strange-looking structure set far off the road, surely much farther than she
ran before she fell. There is no hole,
no wall.
She sinks to the ground, to cry. And to wait for the rest of The Six.
*** End of Chapter 1? ***
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