In a tangle of vines, Nat's long knife became wedged. Sweat dripped into his eyes while he yanked on the handle, trying to pull the blade free. Frustrated and tired, he prepared for a final yank when a hand rested on his shoulder.
Neenya moved his hand from the handle and stepped in front of him. Taking the handle, she moved it up and down as she pulled, and it soon slid free.
'Thank you, Neenya,' Nat said, letting her, once again, take the lead. Her long knife seemed to sail through the undergrowth, but when he had tried to lead, he found it impossible to do. Neenya was a gift from the gods.
Among the villagers, he was seen as something special. It was impossible to know what it was they really thought since he did not understand their language, and even worse, none would dare speak to him. Even the village elders would only nod, shake their heads, or point. When they pointed, they almost always pointed to the same place: a high peak on the far side of the island, which was often obscured by clouds. It was there Neenya would take him.
As soon as Nat had shown the slightest interest in reaching that mountain, Neenya had stepped forward and the elders rushed them to start their journey. Since then, Neenya had been leading him deeper into the jungle, and Nat began to wonder if he would leave it alive. Snakes, lizards, and even frogs were threats here. Whenever a threat was near, Neenya would make a sharp hissing sound and point.
Despite the danger, Nat did want to see what the villagers thought was so important about this mountain. Something was there, waiting for him. Whenever they gained a clear view of that narrow yet majestic spire, he would stand in awe, overwhelmed by a feeling of anticipation.
Nat found himself staring at the still distant mountain and realized he'd stopped again. Neenya had continued to clear a path through the underbrush, and he jumped at the sound of her sharp hiss.
Chapter 6
Wager your coin only when you know something the rest do not.
Captain Trell's gifts provided days of entertainment; Benjin taught them to play a game known as pickup. He drew a grid on the back of a piece of leather and drew a number in each square. Players put their bets on the squares they wanted, and the dice would be rolled. They used a combination of dice whose maximum was equal to the number of squares on the grid, which made every roll a potential winner. If the number you bet was rolled, then you got all the bets on the grid.
The group had very little in the way of coinage, which made it difficult for them to play, but Pelivor solved their problem. He brought them a long strip of rawhide that he said they could cut up and use as pretend coinage. The idea was an instant success, and Pelivor even joined them for a few games. Benjin was an experienced player, and he tried to teach them the nuances of the game. Each player could bet more than one square per roll, but no more than one coin per square. They took turns placing bets until everyone passed on their chance to bet or until the grid was full.
The game could be frustrating at times; especially when they could not remember who had placed bets on which squares, but they had fun learning.
'Many places in the Greatland have elaborate pickup tables with colored betting chips for each player that make it much easier to keep track of, but this is better than boredom by far,' Benjin said, to which they all agreed.
Catrin played on occasion, but most of the time she returned to her book, which she now thought was entitled Men Leave. This at least made sense given what the captain knew of the book. Even with the additional knowledge, she had few revelations. The latter part of the book seemed to describe the shipbuilding process, but she was unsure, and there were no illustrations to help her. The information Captain Nora provided was inconclusive, and Catrin began to wonder if it was influencing her attempts at translation. Perhaps, she thought, she had been better off before finding out what someone else thought the book was about. At the times when she could no longer take the frustration, she talked with Pelivor or played pickup with the men.
Her games of pickup grew fewer as the intensity of the games began to increase. Benjin was no longer the most experienced player, and Vertook surprised them all by consistently winning. They asked him how he won so often, and he always gave them the same obtuse reply: 'Patterns.' This answer served only to infuriate the rest of them, as they sought to see these magical patterns Vertook used to beat them. Each time they played, they were more determined to win, and they demanded rematch after rematch, even after he had taken all their bits of rawhide numerous times.
'What do you mean by 'patterns'?' Catrin asked when she cornered him one day.
He just shrugged. 'Patterns all around, but you must learn to see them. Some things more likely than others, and when one pattern happens, probably not happen again. Patterns not always right, but better than no patterns.'
Catrin was not sure she understood his logic, but she began looking for patterns in everything, as Vertook suggested, and in many ways, she found confirmation of his words, not the least of which was his obscene winning streak. Despite her efforts to duplicate his feat, she was never able to see the patterns in relation to pickup, as Vertook did.
When they were near the end of their ocean journey, Pelivor brought them a large map of the Greatland that he rolled out onto one of the tables.
'Captain Trell wishes to know your desired destination, as she needs time to make the arrangements for the final leg of your journey. She does not recommend you land at New Moon Bay; the security will be tight, and you would stand a good chance of being discovered. It would not be the first time the Trader's Wind has been searched from top to bottom before being allowed to enter port.'
The months aboard the ship had dulled the group's sense of urgency and allowed them to become complacent. Catrin had been able to forget some of her fears and anxieties, while the seclusion and comfort had fostered the illusion of security. With the map in front of them and the decision upon them, the thin veil of perceived safety vanished. Catrin trembled as a sense of foreboding weighed on her until she thought she would be crushed. Her eyes rested on the soft clothing she wore, and she felt the need to regain her edge and vigilance.
Determined to completely shatter the illusion, she excused herself, retreating to her quarters to don her leathers and homespun. Pelivor had cared for them well, and her garments were in considerably better condition than when she arrived. Her borrowed garments had been designed specifically for comfort, and Catrin found her utilitarian clothing rough and binding in comparison. The effect helped to remind her of the seriousness of her situation, and she visibly shifted her posture and attitude. The effect was not a complete regression to that which she had been before boarding the Trader's Wind, though; her new persona was better educated, more confident, and better mentally prepared.
When she returned to the common area, she found the atmosphere completely changed. Gone were the reclining figures garbed in white and tan; in their place, she found adventurers. The abrupt shift appeared to unnerve Pelivor, and he looked as if he were surrounded by predators. Catrin could understand his unease; she, too, was disquieted by those who paced the apartments like angry beasts, despite being one of them. Her attempt to reassure Pelivor came out as a shrill demand that he not look so meek. He seemed uncertain of how to respond and quickly excused himself.