Mountain of Black Glass (3 page)

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Authors: Tad Williams

BOOK: Mountain of Black Glass
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Others are having just as difficult and painful a time as Paul, although they are better informed.
Renie Sulaweyo
originally had set out to solve the mystery of her brother
Stephen's
coma with her friend and former student
!Xabbu,
a Bushman from the Okavango Delta. With the help of a blind researcher named
Martine Desroubins,
they have found their way into Otherland, the world's biggest and strangest virtual reality network, constructed by a cabal of powerful men and women who call themselves
The Grail Brotherhood.
Summoned by the mysterious
Mr. Sellars,
Renie meets several others who have been affected by the Grail Brotherhood's machinations—
Orlando Gardiner,
a dying teenager, and his friend
Sam Fredericks
(who Orlando has only recently discovered is a girl), a woman named
Florimel,
a flamboyant character who calls himself
Sweet William,
a Chinese grandmother named
Quan Li,
and a sullen young man in futuristic armor who uses the handle
T4b.
But something has trapped them within the network, and the nine companions have been forced to flee from one virtual world to the next on a river of blue fire—a virtual path that leads through all the Otherland simulation worlds.
The newest simworld is much like the real world, except that Renie and her companions are less than a hundredth of their normal size. They are menaced by the local insects, as well as larger creatures like fish and birds, and the members of the group become separated. Renie and !Xabbu are rescued by scientists who are using the simulation to study insect life from an unusual perspective. The scientists soon discover that, like Renie and !Xabbu, they are trapped online. Renie and !Xabbu meet a strange man named
Kunohara,
who owns the bug world simulation, but claims he is not part of the Grail Brotherhood. Kunohara poses a pair of cryptic riddles to them, then vanishes. When a horde of (relatively gigantic) army ants attacks the research station, most of the scientists are killed and Renie and !Xabbu barely escape from a monstrous praying mantis.
As they flee back to the river in one of the researchers' aircraft, they see Orlando and Fredericks being swept down the river on a leaf. As they attempt to rescue them, Renie and !Xabbu are pulled through the river gateway with them, but the two groups wind up in different simulations.
Meanwhile, in the real world outside the network, other people are being drawn into the widening Otherland mystery.
Olga Pirofsky,
the host of a children's net show, begins to suffer from terrible headaches. She suspects that her online activities might have something to do with it, and in the course of investigating her problem, begins to learn of the apparently net-related illness that has struck so many children (including Renie's brother.) Olga's research also draws the attention of a lawyer named
Catur Ramsey,
who is investigating the illness on behalf of the parents both of Orlando and Fredericks, since in the real world both teenagers have been in a coma ever since their entrance into the Otherland network.
John Wulgaru, who calls himself
Dread,
and whose hobbies include serial murder, has been an effective if not one hundred percent loyal employee of the incredibly wealthy
Felix Jongleur,
the man who heads the Grail Brotherhood (and who spends most of his time in his Egyptian simulation, wearing the guise of the god Osiris.) But in the course of killing an ex-member of the Brotherhood at Jongleur's orders, Dread has discovered the existence of the Otherland network, and has even taken over one of the sims in Renie's marooned company. As his master Jongleur is caught up in the final arrangements for the Otherland network—whose true purpose is still known only to the Brotherhood—Dread busies himself with this new and fascinating puzzle. As a spy among Sellars' recruits, Dread is now traveling through the network and trying to discover its secrets. But unlike those in Sellars' ragtag group, Dread's life is not at risk: he can go offline whenever he wishes. He recruits a software specialist named
Dulcie Anwin
to help him run the puppet sim. Dulcie is fascinated by her boss, but unsettled by him, too, and begins to wonder if she is in deeper than she wants to be.
Meanwhile, a bit of Dread's past has surfaced. In Australia, a detective named
Calliope Skouros
is trying to solve a seemingly unexceptional murder. Some of the terrible things done to the victim's body are reminiscent of an Aboriginal myth-creature, the Woolagaroo. Detective Skouros becomes convinced that there is some strange relationship between Aboriginal myths and the young woman's death she is investigating.
Back in the Otherland network, Renie and !Xabbu find themselves in a weird, upside-down version of the Oz story, set in the dreary Kansas of the original tale's opening. The Otherland simulations seem to be breaking down, or at least growing increasingly chaotic. As Renie and !Xabbu try to escape the evil of Lion and Tinman—who seem to be two more versions of Paul Jonas' Finch and Mullet—they find a pair of unlikely allies, the young and naive
Emily 22813
and a laconic gypsy named
Azador.
Emily later reveals that she is pregnant, and says Azador is the father. Separated from Azador during one of the increasingly frequent “system spasms,” they escape Kansas, but to their surprise, Emily (who they had thought was software) travels with them to the next simulation.
Orlando and Fredericks have landed in a very strange world, a kitchen out of an ancient cartoon, populated by creatures sprung from package labels and silverware drawers. They help a cartoon Indian brave search for his stolen child, and after battling cartoon pirates and meeting both a prophetic sleeping woman and an inexplicable force—entities that are really Paul Jonas' mystery woman and the network's apparently sentient operating system, known as
the Other
—they escape the Kitchen and land in a simulation that seems to be ancient Egypt.
Meanwhile, their former companions, the blind woman Martine and the rest of the Sellars' recruits, have hiked out of the bug world to discover themselves in a simulation where the river is made not of water but air, and where the primitive inhabitants fly on wind currents and live in caves along vertical cliffs. Martine and the others name the place Aerodromia, and although they are nervous about trying it at first, they soon discover that they can fly, too. A group of natives invite them to stay in the tribal camp.
Paul Jonas has passed from the Ice Age into something much different. At first, seeing familiar London sights, he believes he has finally found his way home, but soon comes to realize that he is instead traveling through an England almost completely destroyed by Martian attack—it is, in fact, the setting of H. G. Wells'
War of the Worlds.
Paul now realizes that he is traveling not just to worlds separate in time and space, but to some that are actually fictitious. He meets a strange husband and wife called
the Pankies,
who seem to be another guise of his pursuers Finch and Mullet, but offer him no harm. (Paul is also being pursued by a special software program called the
Nemesis
device, but he is not yet aware of it.) Then, when Paul and the Pankies stop at Hampton Court, Paul is led into the maze by a strange man and then shoved through a gateway of glowing light at the maze's center.
On the other side Paul finds himself in the setting of Coleridge's famous poem,
Xanadu,
and the man who brought him there introduces himself as
Nandi Paradivash.
Nandi is a member of a group named
The Circle,
who are working against the Grail Brotherhood. Paul finally learns that he is not insane, nor caught in some kind of dimensional warp, but is rather a prisoner in an incredibly realistic simulation network. But Nandi has no idea why the Brotherhood should be interested enough in Paul—who worked in a museum and remembers his other life as being very ordinary—to pursue him throughout Otherland. Nandi also reveals that all the simulations through which Paul has been traveling belong to one man—Felix Jongleur, the Grail Brotherhood's chairman. Before Nandi can tell him more, they are forced to separate, Nandi pursued by Kublai Khan's troops, Paul passing through another gateway into yet another simworld.
Things are no less complex and confusing in the real world. Renie's and !Xabbu's physical bodies are in special virtual reality tanks in an abandoned South African military base, watched over by
Jeremiah Dako
and Renie's father,
Long Joseph Sulaweyo.
Long Joseph, bored and depressed, sneaks out of the base to go see Renie's brother Stephen, who remains comatose in a Durban hospital, leaving Jeremiah alone inside the base. But when Joseph arrives at the hospital, he is kidnapped at gunpoint and forced into a car.
The mysterious Mr. Sellars lives on a military base, too, but his is in America.
Christabel Sorensen
is a little girl whose father is in charge of base security, and who despite her youth has helped her friend Sellars escape the house arrest her father and others have kept him in for years. Sellars is hiding in old tunnels under the base, his only companion the street urchin
Cho-Cho.
Christabel does not like the boy at all. She worries for the feeble Mr. Sellars' safety, and is torn by guilt for doing something she knows would make her mother and father angry. But when her mother discovers her talking with Sellars through specially modified sunglasses, Christabel is finally in real trouble.
Martine, Florimel, Quan Li, Sweet William, and T4b have been enjoying the flying world, Aerodromia, but things get uncomfortable when a young girl from the tribe is kidnapped. Martine and the rest don't know it, but the girl has been stolen, terrorized, and murdered by Dread, still pretending to be one of Martine's four companions. The people of Aerodromia blame the newcomers for the disappearance, and dump them all into a labyrinth of caverns they call the Place of the Lost, where they find themselves surrounded by mysterious, ghostly presences which Martine, with her heightened nonvisual senses, finds particularly upsetting. The phantoms speak in unison, telling of the “One who is Other,” and how he has deserted them instead of taking them across the “White Ocean,” as promised. The voices also identify the real names of all Martine's company. The group is fascinated and frightened, and only belatedly realizes that Sweet William has disappeared—evidently to protect the guilty secret of his true identity. Something large and strange—the Other—abruptly enters the darkened Place of the Lost, and Martine and the others flee the horrifying presence. Martine searches desperately for one of the gateways that will allow them to leave the simulation before either the Other or the renegade Sweet William catches them.
At the same time, Orlando and Fredericks discover that the Egyptian simulation is not a straightforward historical recreation, but a mythical version. They meet a wolf-headed god named
Upaut,
who tells them how he and the whole simworld have been mistreated by the chief god, Osiris. Unfortunately, Upaut is not a very bright or stable god, and he interprets Orlando mumbling in his sleep—the result of a dream-conversation Orlando is having with his software agent,
Beezle Bug,
who can only reach him from the real world when he dreams—as a divine directive for him to try to overthrow Osiris. Upaut steals their sword and boat, leaving Orlando and Fredericks stranded in the desert. After many days of hiking along the Nile, they come upon a strange temple filled with some terrible, compelling presence. They cannot escape it. In a dream, Orlando is visited by the mystery woman also seen by Paul Jonas, and she tells them she will give them assistance, but as the temple draws them closer and closer, they find only the
Wicked Tribe,
a group of very young children they had met outside the network, who wear the sim-forms of tiny yellow flying monkeys. Orlando is stunned that this is the help the mystery woman has brought them. The frightening temple continues to draw them nearer.
Paul Jonas has passed from Xanadu to late 16th Century Venice, and soon stumbles into
Gally,
a boy he had met in one of the earlier simulations, and who had traveled with him, but Gally does not remember Paul. Seeking help, the boy brings him to a woman named
Eleanora;
although she cannot explain Gally's missing memories, she reveals that she herself is the former real-world mistress of an organized crime figure who built her this virtual Venice as a gift. Her lover was a member of the Grail Brotherhood, but died too soon to benefit from the immortality machinery they are building, and survives now only as a set of flawed life-recordings. Before Paul can learn more, he discovers that the dreadful Finch and Mullet—
the Twins,
as Nandi named them—have tracked him to Venice: he must flee again, this time with Gally. But before they can reach the gateway that will allow them to escape, they are caught by the Twins. The Pankies also make an appearance, and for a moment the two mirror-pairs face each other, but the Pankies quickly depart, leaving Paul alone to fight the Twins. Gally is killed, and Paul barely escapes with his life. Still trying to fulfill the mystery woman's summons from his Ice Age dream, he travels to a simulation of ancient Ithaca to meet someone called “the weaver.” Still shocked and saddened by Gally's death, he learns that in this new simulation he is the famous Greek hero Odysseus, and that the weaver is the hero's wife, Penelope—the mystery woman, again. But at least it seems he will finally get some answers.
Renie and !Xabbu and Emily find that they have escaped Kansas for something much more confusing—a world that does not seem entirely finished, a place with no sun, moon, or weather. They have also inadvertently taken an object from Azador that looks like an ordinary cigarette lighter, but is in fact an access device, a sort of key to the Otherland network, stolen from one of the Grail Brotherhood (
General Daniel Yacoubian,
one of Jongleur's rivals for leadership). While studying the device in the hopes of making it work, !Xabbu manages to open a transmission channel and discovers Martine on the other end, trapped in the Place of the Lost and desperately trying to open a gateway. Together they manage to create a passage for Martine and her party, but when they arrive, believing they are being pursued by a murderous Sweet William, they find that it is William himself who has been fatally injured, and grandmotherly Quan Li who is really the murderer Dread in virtual disguise. His secret revealed, Dread escapes with the access device, leaving Renie and the others stranded, perhaps forever, in this disturbing place.

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