Wizard and glass - Stephen King [93]
Susan shifted in bed and slipped a hand deep beneath the sheet. She forced the old woman’s bright eyes and hollow cheeks out of her mind—it wasn’t hard to do at all once you set your mind to it, she discovered—and replaced it with the face of the boy with the big gelding and the silly flat-crowned hat. For a moment the vision of her mind became so clear and so sweet that it was real, and all the rest of her life only a drab dream. In this vision he kissed her over and over, their mouths widening, their tongues touching; what he breathed out, she breathed in.
She burned. She burned in her bed like a torch. And when the sun finally came over the horizon some short time later, she lay deeply asleep, with a faint smile on her lips and her unbraided hair lying across the side of her face and her pillow like loose gold.
3
In the last hour before dawn, the public room of the Travellers’ Rest was as quiet as it ever became. The gaslights which turned the chandelier into a brilliant jewel until two of the clock or so on most nights were now turned down to guttering blue points, and the long, high room was shadowy and spectral.
In one corner lay a jumble of kindling—the remains of a couple of chairs smashed in a fight over a Watch Me game (the combatants were currently residing in the High Sheriff’s drunk-cell). In another corner was a fairly large puddle of congealing puke. On the raised platform at the east end of the room stood a battered piano; propped against its bench was the ironwood club which belonged to Barkie, the saloon’s bouncer and all-around tough man. Barkie himself, the naked mound of his scarred stomach rising above the waistband of his corduroy pants like a clot of bread dough, lay under the bench, snoring. In one hand he held a playing card: the deuce of diamonds.
At the west end of the room were the card tables. Two drunks lay with their heads on one of these, snoring and drooling on the green felt, their outstretched hands touching. Above them, on the wall, was a picture of Arthur, the Great King of Eld astride his white stallion, and a sign which read (in a curious mixture of High and Low Speech): ARGYOU NOT ABOUT THE HAND YOU ARE DELT IN CARDS OR LIFE.
Mounted behind the bar, which ran the length of the room, was a monstrous trophy: a two-headed elk with a rack of antlers like a forest grove and four glaring eyes. This beast was known to local habitues of the Travellers’ as The Romp. None could have said why. Some wit had carefully drawn a pair of sow-titty condoms over the prongs of two of its antlers. Lying on the bar itself and directly beneath The Romp’s disapproving gaze was Pettie the Trotter, one of the Travellers’ dancers and gilly-girls . . . although Pettie’s actual girlhood was well behind her now, and soon she would be reduced to doing her business on her knees behind the Travellers’ rather than upstairs in one of the tiny cribs. Her plump legs were spread, one dangling over the bar on the inside, one on the outside, the filthy tangle of her skirt frothed up between. She breathed in long snores, occasionally twitching at the feet and fat fingers. The only other sounds were the hot summer wind outside and the soft, regular snap of cards being turned one by one.
A small table stood by itself near the batwing doors which gave upon the Hambry High Street; it was here that Coral Thorin, owner of the Travellers’ Rest (and the Mayor’s sister), sat on the nights when she descended from her suite “to be a part of the company.” When she came down, she came down early—when there were still more steaks than whiskey being served across the old scratched bar—and went back up around the time that Sheb, the piano player, sat down and began to pound his hideous instrument. The Mayor himself never came in at all, although it was well-known that he owned at least a half-interest in the Travellers’. Clan Thorin enjoyed the money the place brought in; they just didn’t enjoy the look of it after midnight, when the sawdust