(The rain is not so very acid, as these things go. In the Season of Turning Soil—long before Sanze, you would not know of it—there was rain that stripped animals’ fur and peeled the skins off oranges. This is nothing compared to that, and diluted as it is by water. Like vinegar. You’ll live.)
Ykka sets a brutal pace while you’re on the highroad. On the first day everyone makes camp well after nightfall, and Lerna does not come to the tent after you wearily put it up. He’s busy tending half a dozen people who are going lame from slips or twisted ankles, and two elders who are having breathing problems, and the pregnant woman. The latter three are doing all right, he tells you when he finally crawls into your bedroll, near dawn; Ontrag the potter lives on spite, and the pregnant woman has both her household and half the Breeders taking care of her. What’s troubling are the injuries. “I have to tell Ykka,” he says as you push a slab of rain-soaked cachebread and sour sausage into his mouth, then cover him up and make him lie still. He chews and swallows almost without noticing. “We can’t keep going at this pace. We’ll start losing people if we don’t—”
“She knows,” you tell him. You’ve spoken as gently as you can, but it still silences him. He stares until you lie back down beside him—awkwardly, with only one arm, but successfully. Eventually exhaustion overwhelms anguish, and he sleeps.
You walk with Ykka one day. She’s setting the pace like a good comm leader should, pushing no one harder than herself. At the lone midday rest stop, she takes off one boot and you see that her feet are streaked with blood from blisters. You look at her, frowning, and it’s eloquent enough that she sighs. “Never got around to requisitioning better boots,” she says. “These are too loose. Always figured I’d have more time.”
“If your feet rot off,” you begin, but she rolls her eyes and points toward the supply pile in the middle of the camp.
You glance at it in confusion, start to resume your scolding, and then pause. Think. Look at the supply pile again. If every wagon carries a crate of the salted cachebread and another of sausage, and if those casks are pickled vegetables, and those are the grains and beans …
The pile is so small. So little, for a thousand people who have weeks yet to go through the Merz.
You shut up about the boots. Though she gets some extra socks from someone; that helps.
It shocks you that you’re doing as well as you are. You’re not healthy, not exactly. Your menstrual cycle has stopped, and it’s probably not menopause yet. When you undress to basin-wash, which is sort of pointless in the constant rain but habit is habit, you notice that your ribs show starkly beneath loose skin. That’s only partly because of all the walking, though; some of it is because you keep forgetting to eat. You feel tired at the end of the day, but it’s a distant, detached sort of thing. When you touch Lerna—not for sex, you don’t have the energy, but cuddling for warmth saves calories, and he needs the comfort—it feels good, but in an equally detached way. You feel as though you’re floating above yourself, watching him sigh, listening to someone else yawn. Like it’s happening to someone else.
This is what happened to Alabaster, you remember. A detachment from the flesh, as it became no longer flesh. You resolve to do a better job of eating at every opportunity.
Three weeks into the desert, as expected, the highroad veers off to the west. From there on, Castrima must descend to the ground and contend with desert terrain up close and personal. It’s easier, in some ways, because at least the ground isn’t likely to crumble away beneath your feet. On the other hand, sand is harder to walk on than asphalt. Everyone slows down. Maxixe earns his keep by drawing enough of the moisture out of the topmost layer of sand and ash and icing it a few inches down, to firm it up beneath everyone’s feet. It exhausts him to do this on a constant basis, though, so he saves it for the worst patches. He tries to teach Temell how to do the same trick, but Temell’s an ordinary feral; he can’t manage the necessary precision. (You could have done it once. You don’t let yourself think about this.)
Scouts sent forth to try to find a better path all come back and report the same thing: rusting sand-ash-mud everywhere. There is no better path.
Three people got left behind on the highroad, unable to walk any further because of sprains or breaks. You don’t know them. In theory, they’ll catch up once they’ve recovered, but you can’t see how they’ll recover with no food or shelter. Here on the ground it’s worse: a half-dozen broken ankles, one broken leg, one wrenched back among the Strongbacks pulling the wagons, all in the first day. After a while, Lerna stops going to them unless they ask for his help. Most don’t ask. There’s nothing he can do, and everyone knows it.
On a chilly day, Ontrag the potter just sits down and says she doesn’t feel like going any further. Ykka actually argues with her, which you weren’t expecting. Ontrag has passed on her skill of pottery to two younger comm members. She’s redundant, long past childbearing; it should be an easy headwoman’s choice, by the rules of Old Sanze and the tenets of stonelore. But in the end, Ontrag herself has to tell Ykka to shut up and walk away.
It’s a warning sign. “I can’t do this anymore,” you hear Ykka say later, when Ontrag has fallen out of sight behind you. She plods forward, her pace steady and ground-eating as usual, but her head is down, hanks of wet ashblow hair obscuring her face. “I can’t. It isn’t right. It shouldn’t be like this. It shouldn’t just be—there’s more to being Castrima than being rusting useful, for Earth’s sake, she used to teach me in creche, she knows stories, I rusting can’t.”
Hjarka Leadership Castrima, who was taught from an early age to kill the few so the many might live, only touches her shoulder and says, “You’ll do what you have to do.”
Ykka doesn’t say anything for the next few miles, but maybe that’s just because there’s nothing to say.
The vegetables run out first. Then the meat. The cachebread Ykka tries to ration for as long as she can, but the plain fact is that people can’t travel at this speed on nothing. She has to give everyone at least a wafer a day. That’s not enough, but it’s better than nothing—until there is nothing. And you keep walking anyway.
In the absence of all else, people run on hope. On the other side of the desert, Danel tells everyone around a campfire one night, there’s another Imperial Road you can pick up. Easy traveling all the way to Rennanis. It’s a river delta region, too, with good soil, once the breadbasket of the Equatorials. Lots of now-abandoned farms outside of any comm. Danel’s army had good foraging there on its way south. If you can get through the desert, there will be food.
If you can get through the desert.
You know the end to this. Don’t you? How could you be here listening to this tale if you didn’t? But sometimes it is the how of a thing, not just the endgame, that matters most.