
Mass creates its own energies — for that matter is energy, albeit in another
form. The disordered pile that is the world-city, the structures of iron and
brick and rock and concrete, generates its own intrinsic power. The power
accumulates slowly within the structures themselves, fills them like rising
water entering every crevice, and lies latent unless tapped. Geomantic
relationships have been shown to matter more than mass itself — the design of
a building, or the relationship of buildings to one another can multiply power
generation, concentrate or direct it to one place or another. The metal
structures of buildings, reaching down into bedrock and up toward the Shield,
gather and concentrate that power, make it available for use and broadcast.
And the power - plasm - resonates within the human mind. It is susceptible to
control by the odd little particules of human will, and once controlled, can
do almost anything - on the small, microcosmic end, plasm can cure illness,
alter genes, halt or reverse aging, create precious metals from base matter
and radioisotopes from precious metals. On the macrocosmic end plasm can
create life, any kind of life a person can think of, can invade a target mind,
destroy a person's will and make him a puppet for the manipulator, can burn
out nerves or turn living bones to carbon ash, turn hatred to love or love to
hate, can wreak death in any number of obscene forms, can fling missiles or
bombs or people anywhere in the world, all in a snap of the fingers. Can blow
buildings down in a tornado wind, carry skyscrapers through the air for a
thousand miles and set them down feather-light at the point of destination,
create earthquakes to shiver a hundred structures to the ground, can grant
earthly power beyond the wildest dreams, can do anything except punch a hole
through the Shield that the Ascended Ones set between the world and whatever
exists outside of it.
But you have to get the stuff first. And it's collected, distributed, metered,
taxed. There's never enough. Governments require colossal amounts of plasm as
a foundation for their own power. Complexes like Mage Towers or Grand City
charge their tenants horrific sums, all because their buildings are
constructed so as to concentrate and transmit plasm efficiently, and the
tenants — geomancers of astounding wealth and power — live there because they
can afford it. Because they can afford to call for power tfn, to let the
meters run.
Never enough. But buildings are always going up, or tearing down, or going
higher, or remodeling, and the configurations are always changing, mass
achieving new balances with mass, producing new potentials. That's why plasm
divers burrow through the foundations of the world, through abandoned cellars
and long-forgotten utility mains and rubble-filled inspection tunnels, all in
hope of finding a source that's off the circuit, that hasn't been metered yet,
a source of plasm that can be tapped or sold or used to fulfill the diver's
uttermost dreams.
And if it goes wrong, Aiah thinks, if the diver takes on more power than she's
trained to handle, maybe you have hundred-foot-tall flaming women wailing down
the street, burning off a hundred years' chance accumulation of plasm in one
horrifying, burning instant.
At Rocketman Plasm Station it takes a while to establish Aiah's credentials,
since Mengene never made the promised call. The archives are kept in a room
below street level, and are reached through the wide Battery Room where the
station's power is contained in huge plasm accumulators and capacitors, three
times human-height, gleaming copper and brass layers with shining black
ceramic. Controlling them is a black metal wall filled with switches, dials,
and levers that monitor and control the vast power stored here, that cause it
to flow and surge at the drop of a contact. In the corner, near the control