The  monsoon has pooled refuse and dirt into stinking lakes along every  street in the Queen City.  Some will be impassable until the sullen  water gives up its soul to the sun and to sluggish sewers.  The gutters  are gorged and the drains regurgitate putrid secrets. The city swims in  its own filth, and even the high ground west of uptown is not immune  from the cloying humid embrace of Mother Summer, whose breath reeks of  vegetation, decay, and broiled concrete.  Only the crowns of the  skyscrapers are truly above the inundation: heavenly in contrast to the  profane pools and lost hope in the hell below.
Hope has not entirely fled from the city, but it has  become doubtful, more modest in its ambition, looking for a dry bed  without parasites or a full stomach or a day without violence visiting.   Those are the terrestrial horizons of optimism.  On the highest floors,  one can perhaps find a great imagination, a real Hope.  But it stays  there in its aerie because down all those stairs hope looks just like  madness.
Sevens is fourteen years old, and has  found that there is money in madness.  The city Maintenance of Order  administration has enlisted hundreds to patrol its streets and buildings  looking for cats and insanity. Everyone prefers the former. 
Some gene hacker on the other side of the globe is to  blame for WESTCOTT.  The hack is a devilshly clever modification to the  genome of Toxoplasma gondii, a protozoan that passes through our feline friends and  infects humans.  The wild version can produce behavioral changes in  humans, some pathological.  The new microbe delivers a heavier punch of  the same.  By now it's everywhere.  Most of the scum-layered water that  Sevens splashes probably has the stuff swimming in it.  But cats were  the problem, the story goes, so the cats must go.  It makes the  Maintenance of Order unit look like it's doing something constructive.   Never mind that removing cats will cause the mouse and rat populations  to boom, making the problem worse.  Sevens has heard the older men  speculate that MO doesn't care about the cats at all, and that's why  they pay by the hour and not by the cat.
For Sevens, being a  squad member with five other boys is a meal ticket.  He doesn't like  the job, but the food is plentiful.  After the GRAMPS Wave tore into the DNA  of a quarter of the citizens, leaving many prematurely aged with mangled  telomeres, young faces seem rare and precious.  Or to be envied and  hated.  It's better to travel in packs.
The squad walks along  East Boulevard, each boy taking a house to inspect.  This is risky, all  the more so because the whistles they were given are next to useless  when one is wearing a mask that covers one's nose and mouth. At least  his eyes are unaffected by the breathers.  And Sevens carries a large  stick he's grown fond of.  It has tipped an argument in his favor more  than once.  He shared his enthusiasm for his inert companion with  Two-Tooth, calling it The Convincer, but the other boy seems to lack  imagination: he has no name for the aluminum baseball bat he twirls.  
Sevens steps onto the porch of a house that was once  grand, as the others fan out.  Mosquitoes have been waiting there in the  shade for him, and lite on his pants, hungry for a taste of ankle.  
He  pops the seal on his mask, and pushes back his ball cap.
"Hello!"  he yells inside.  "Maintenance of Order inspection!"  He hears  Two-Tooth doing the same across the street.  
The  front door rests on one hinge as if it's leaning against the frame to  catch its breath.  Sevens edges around it and peers into the ruins of an  antebellum foyer.  It's a sog--a swamp of trash and profaned treasure,  dewy with drops that still fall from the breached roof, through the  second floor filter of hardwood and plaster.  The water darkens the  ceiling in pools, fights the gravity with its surface tension and  finally falls in fat drops, separating from each other in the eleven  foot dive to the floor. Spat! Spat!
Sevens  can smell the black mold. He checks and adjusts the straps on the mask.   
Only an insane cat would live here, he  tells himself.  The game is to wait inside the door long enough to be  credible, and then on to the next sham inspection.  His single glance  has told him there's nothing left here worth looting.
The scream floats to him, not piercing his consciousness  until it stops abruptly.  The sound of the aluminum bat is unique.   Two-Tooth has wasted its fine construction by denting it on any suitable  target, often a mailbox or sign.  But this sounds like hitting  something that resonates well.  Something stiff and hollow.  
Sevens turns and squints back out into the sun-seared  street.  The silence seems to anticipate its own violent end, but only  the whine of a mosquito fills the void.
He sees  the soles of Two-Tooth's shoes first, a lazy inverted V pointing up  into the dark maw of the house across.  That door shuts as Sevens  watches, and dread scales his spine.
Two-Tooth  isn't moving.  Those are his shoes.  He's still in the shoes.  He's not  moving.  The shouts begin now.
The squad drags and pulls  Two-Tooth's limp form off the porch and lays him in the shade of a sweet  gum.  The boy takes quick shallow breaths.  There's a dark dent in his  hair, betraying violation and the ending of things for Two-Tooth.  Maybe  everything.  Kidder, the squad leader, has the only mask with a working  comm unit.  He walks off by himself and calls the boss.  Sevens can  guess that the odds are low, but he doesn't say anything.  He watches  the house.
Movement in the window beside the front door catches  his eye.  Then he sees the face staring out.  It's a man, tall, thin,  impassive.  He sees Sevens too, and they lock gazes.  The eyes are  intense and hypnotic.  The old fear wells up in a tide--the fear of the  things that can go wrong.  Things that go bump in the afternoon.   There's the normal and the explainable, and then there's that fringe  beyond, the Fear where whispers and superstition reign over science and  reason.   The terror of immediacy, of intimate contact with this madness  holds him transfixed until the face fades into shadow and vanishes  inside the house.  Sevens remembers to breathe again.
The boys rage and say they want revenge, but Sevens  understands that they want release from all reason, to act out their  anger against the Fear that no one mentions.  They  are not supposed to  take on psychos, only the cats that cause the paranoia and rage by  passing on their uninvited guests.  Five teens against a WESTCOTT psycho with a  baseball bat is not good odds.  Sevens feels it too, the grating  helplessness and the hurt.  But he's seen enough violence to know the  bitter aftertaste.  He tells himself he's not afraid, but it's a lie.
There  will be no ambulance.  They load Two-Tooth onto Sevens' shoulders in a  fireman's carry, and then they leave him and begin to conspire.  He  walks heavily, deliberately choosing each footfall to avoid obstructions  and pools, his mask dangling around his neck, slapping him with every  step.  It's exhausting, and his limbs and back begin to ache.  Two-Tooth  gurgles, causing Sevens skin to prickle in sudden dread.  
  
He makes it  about halfway before his legs give out.  He picks a shady spot and  leaves the boy there, as comfortable as he can arrange the limbs.  He  checks Two-Tooth's pulse, but it's hard to find.  He sits in the shade  with the boy, helpless.  There are probably people around, skulking,  looting, surviving, but finding the wrong sort could make the situation  worse.  He checks for a pulse again, but can't be sure.  Places his hand  on the chest of his burden--not yet a man's chest--and finds no  movement.  But he can't be sure.  Sevens spits out the most potent  curses he knows.
His ears prickle and his scalp crawls at some  small noise.  He turns, feeling watched.  One final curse and he  decides.  He takes off his treasured Giants ball cap and places it over  Two-Tooth's face.  It's a promise.
"I'll come back."  
Damn  Two-Tooth and his damned baseball bat, he tells himself.  The lesson  bites: if you carry a weapon, it may be used against you.  
Mud spatters Sevens'  knees by the time he reaches the mess hall at a staggering jog.  He  raises the attention of a sergeant Lyons.
"Not breathing?"
"I  can't be sure."
"Is he kin to anyone?"
Sevens' gut churns  at the question.  Is this one important enough, is the real question.   Lyons sees the answer in his eyes.  Another orphan.  May as well have  lunch first, while it's hot.  Sevens realizes how long it's been since  he's had a decent meal.  His stomach betrays him.  Betrays Two-Tooth and  the illusion of loyalty.  The food tastes like sog, but hunger tastes  worse so he eats until he is full and then stuffs bread into his pockets  for later.
A skinny man with  gray hair and an MO officer's uniform sits at an angle to him.  The  lastfour on his name ribbon reads 0405.  He looks like a GRAMPS  survivor, which could make him not many years older than Sevens, but  he's tuned differently.  When he speaks others meet his eye and listen.   Something from a children's book strikes at Sevens' imagination.  The  Engineer of Souls.  This man is a soul engineer.  The others call  him Colt or Lieutenant.
Sevens eats and  leaves with two adults assigned by the sergeant.  They carry a  collapsible stretcher.  He retraces his steps down muddy paths, but  Two-Tooth's body is gone.  His hat is gone too.  Sevens stares at the  spot for a long time, while the men curse, do a perfunctory search, and  finally leave him.  
There's no doubt that this is the place.  Is  there?  His mind plays tricks on him now.  He wanders, broadening the  search. His thoughts orbit that singularity pole of human  understanding:  WHY?
The answer appears in the form of a large  young man, dirty, torn clothing, holding a sharpened aluminum stake and  wearing a Giants baseball cap.  He's unnaturally developed, probably the  results of genehacking by his parents when that was still legal.  They  probably wanted a football player or weightlifter.  Sevens has his own  augments, but nothing like this.
The four others, younger and  smaller, appear from the edges of walls and doors, surrounding Sevens.   His heart races.  This is bad.
These are not WESTCOTT psychos,  just a street gang.  Ordinary lords of flies.  There is an expectancy  here, a growing of roles to be filled as in a play.  Sevens feels the  eyes on him, and the weight of each breath.  He knows what he has to do,  and it terrifies him.  
The five are still spread out, and  Sevens seizes the instant, charging straight at the biggest of them, the  one wearing his hat.  The name sails to Sevens as the gang shouts a  warning: 
"Look out, Mackie!"
"Hammer him, Mackie!"
Mackie  raises the stake to slash at Sevens.  The sharp end of the metal would  cut deep, maybe lethally.  Sevens finds his footing as if in a dream,  powering his tired legs over the broken glass, boards, and bricks.  A  scream builds in his chest.  It's an outcry of terror, but it sounds  like insane rage, garbled and inchoate.  Sevens sees that one instant of  of doubt in Mackie's eyes, and the swing is too slow, bouncing off  Sevens' shoulder, and then Sevens is there driving his head into the gut  of the man and screaming like a psycho--like one of the really far gone  WESTCOTTs who tear and bite their own flesh and break the night's  silence with their inhuman cries.  The blows are quick and precise, but  with all the channeled fury Sevens has dammed up from Waves and the deep  meanness of human beings.  Mackie reacts defensively, dropping his  weapon and covering his face.
Sevens knows he will lose if he  stays.  Mackie is too big and strong for a fair fight.  Sevens snatches  the baseball cap and runs, leaving a dazed and cursing opponent.  Attack  the strongest one first.  That bit of advice may have saved him.   And Mackie did have his cap.
The adrenaline surge and  relief at having survived impel Sevens to do something he knows is  foolish.  He circles around and watches them, hoping to find out what  they've done with Two-Tooth.  They gaggle around their leader, whose  hurt pride rebounds into shouts and anger directed at the witnesses.  
Soon  the damage to Sevens' shoulder begins to tell.  It HURTS.  In the end,  his better judgment wins out, and he slips into the growing shadows and  away.
The next day, the squad reunites.  Sevens is surprised to  see them still all there.  He hears fragments of the story about setting  the psycho's house ablaze and then throwing bricks at the man when he  tried to leave.  There's a fire in their eyes that turns on and off,  remembering bravery and comradeship and victory, but remembering also  things that are dark and festering, that violate even the most tenuous  bonds of shared humanity.  Those things will not be spoken of, but  Sevens has seen it and lived it.  The memories land like crows,  unwelcome portents.
Sevens and the other squadies search most of  the day, but Two-Tooth has disappeared into the gulf where millions of  others have vanished, swallowed up by events bigger than a man.  Maybe  bigger than a whole civilization.  In the end, they carve the boy's  initials into the live oak where Sevens left him.  No one knows his real  name, so the letters chiseled into the bark are TT, with the date  underneath.  It's the best anyone can hope for.
-by Calli0xE 
Thursday, July 1, 2010
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