Smell is a very peculiar sense. It doesn't work by information so much as association. Indeed, it is often so unconscious
in its workings that one doesn't analyze the elements of background it detects, but merely acknowledges them.
For
Bridget, right now, the universe her sense of smell constructs is composed of carpeted floor, overheated paper coming
from the copier, further along the hallway, the mug of tea on her desk, and, outside, the faint smell of moisture
and electricity, hanging in the air just before the impending summer storm. Permeating everything is the smell of freshly
washed clothing, of heated linen and cleaning stuff. There is also a whiff of ink, a slight shadow of pure alcohol
from the chemistry lab upstairs, and something quite unidentifiable cooking in the dining room. She is overwhelmed by
a sense of protection, of home away from home, a sense that, quite frankly, she cannot help but associate with an
entombment of sorts.
Eliza is assaulted by very different smells. First and foremost, that of blush and acting
makeup. She can sense it all around her: her face is covered in it. But there is also a deep and rich smell of wood, of
wet wood, coming from the freshly cracked and opened up planks, like a fruit exhales its sweet scent. The dampness
of the air is overwhelming in here: the hangar that houses the television set is so tall that it is practically open air,
and the coming storm imposes its presence on each and every person inside. There is dust, also, barely swept and continually
roused by the passing of dozens of people, each propagating their own mixture of sweat, cologne, animal signatures,
shampoo, intimate scents. Freshly cut cloth, paint, glass, wiring - it all contributes to that atmosphere of newly built,
no, made up, of something put up for the show that Eliza feels whenever she comes here.
But smell is not an
immediate sense, either. It doesn't bother itself with notions such as continuity, and can take you at any time, any place
it wants, riding along the waves of your memory. You need only one smell, not even that, a shadow, a possibility,
to be taken back into the universe you once belonged to.
For Eliza and Bridget, quite at the same time, it is the
smell of wrought iron and soft soldering. Coming from the radiator of Bridget's teachers' room and from an anonymous
camera in the studio, it crept through the tracks of their memories, drawing them back to a time and place quite particular.
It
was particular because it was intrinsically separated from the rest of the world. Inside the back of the huge van that
transported the team on land, like inside the belly of a great, mechanical, roaring beast, you could be rocked to
your sleep by the irregular tremors of the machine. The light was dim. The people were silent. Well, generally they were.
On occasions Neil would go into great lengths to explain a theory that just sprang inside his bizarre and twisted
mind, but either the indifferent silence of Eliza, the pleading silence of Bridget, or the threatening silence of José
would get him to shut up in short order. Travelling wasn't the time to speak. The van was dry, and dusty, it was full
of tangible products of the team's work, and it was like home. Like a home that would never hold you down. Like a home
that took you to the places of adventure that you craved. When they stopped at night, then they would speak, and laugh,
and work and cook and eat and drink.
One of the recurring topics of conversation within the team, on those nights
before the mission really started, or when you had to keep the Captain's mind anywhere but on his bottle of whisky
- pretty bad whisky, in fact, but he kept drinking it for reasons of regional pride, since it was made in a distillery
right up the lane where he grew up- was that of adventure. Or rather the image people have of adventure and adventurers.
José
didn't care, really. To him, adventure was just a way of living, one among others. You woke up in the morning, checked
the camp, packed your things up, drove or sailed or flew a little, then you did what you had agreed to do on that
contract, and set up your sleeping bag and went on to a good night's sleep. That was about it, and it baffled him to see
that other people - who never really took a look at either his life or theirs, apparently - made such a big deal out
of it. To Neil, it was something else. Adventure, for him, was barely different from research. It was all about creating
an accurate and coherent - well, not always that coherent, but you got to keep your mind open that way - model to see
the world through. It was just that sometimes you couldn't find information in libraries or in your teachers' mind,
and you had to drag it out of several layers of dust and gravel to understand what happened, or what could happen later
on. Just a puzzle to be solved, really, but to be solved in his own personal way. It was all about getting out of
the rat-maze that conventional thinking laid you in and tracing your own maps. And Rory never said anything much that
could lead to any idea of what he thought on the matter.
But for the girls. As far as Eliza could tell, Bridget
was engaged in a huge game of Spot the Differences with the world. If it is true that some people have an analytical
intelligence and some have a synthetic intelligence, well, Bridget had a comparative intelligence. Her mind was a huge
cross-referencing index. But it went way beyond this gift for languages she had. Everything in her mind had equivalencies
and homologies in the world. Even the Grip.
What's the Grip? Well, you see, it's the dark part of adventuring.
One could say it's humanity's mortal enemy, and that we huddle together and live with each other and choose a place
to live only to avoid it. It's the cold and deadly hand that caresses every fibre of your being, when you're lost all
alone in the night, and that there's absolutely no way you'll get out of this alive. It's what takes you when you're
far away from home, and you know that if suddenly some cosmic bastard decided you didn't exist anymore, there is nothing
you could point to to say: See? This is mine, this is what makes me me. The Grip is half fear, half anguish, with a good
measure of despair, because the Grip feeds on everything you didn't resolve that keeps haunting your life, even after
you did enough wishful thinking to convince yourself that it never happened. It feels like a never-ending dive into a
very fast current of sea water, populated with sharks all around, and you are afraid to open your eyes, that you might
see them eat out of you, and you are afraid of closing them, that you might sleep and never wake up. Everyone knows
the Grip, but it takes a special way of mind to deal with it as a part of your everyday life. That's what happens when
you devote your life to going out and see what's Out There, what's beyond your life, where you have nothing to help
you and might possibly be totally defenceless against whatever awaits you there - or even worse, what you brought with
you.
Bridget dealt with it. Bridget considered that the Grip was the verso of the thrill you get by seeing those
astoundingly beautiful places, and those oh-so-perfect people and civilizations, and the joy you can share with your team-mates
when you finally uncovered that damn artefact you spent months chasing in impossibly hostile deserts and sickening swamps.
Of course, sometimes everything didn't go the way she thought, and she din't get what she expected in return for what
she gave. This frustrated her, because she couldn't do anything about it, and got her mad as hell. That only fed the Grip,
of course. Still, she wouldn't have wanted it any other way. If it wasn't for the Grip, the rest of her life would have
lost a lot of its value, it would just have been. too easy.
Eliza had another relationship with the Grip. Yes,
relationship, because when something accompanies you every day of your life, as the Grip had accompanied Eliza, you
practically considered it like a person. Oh, the Grip had hovered around Eliza way before she took up exploring for the
Society. It seemed to Bridget that Eliza was like a kid given an assault rifle for the weekly rumble after football.
What the heck did you do with a gift like the one Eliza had when you don't want to hurt anybody? Oh, because Eliza was
gifted, gifted without a doubt. People often said she could lie almost supernaturally. But that was, to a certain
extent, wrong. As all great actors, she didn't pretend: she became. When she said something, whether true or false,
it became rock-hard truth to her. And then she had to say something else, and her world changed once more. She could have
become quite mad before she was eighteen, what with her not knowing what was true or false anymore. Then the Grip
had begun to make itself felt everyday. At first she believed that it would be the door through which madness would come,
but then, somehow, it became something else. It became something constant, in her ever-changing world. It became something
she could sink her teeth and nails in, and not let go.
They had talked often about the Grip, and they had exchanged
many looks in those moments where somehow, in the contrasted light, in the dry and dusty air of the van, they knew
they were crossing a border, going out into the unknown, and the Grip caught everyone. Bridget got calm, accepting, almost
accounting, measuring what would come after by the meter provided by the Grip. Eliza smiled, and took a deep breath,
like swallowing sea water to see just how bitter it was. But always, always, they smiled to each other.
Because
they never forgot that after the Grip came the passage into the realm of divine beauty that, in fact, was what they all
reached out for in their expeditions, their own private infinite paradise, the Release.
But they never talked about
that.
The classroom bells rang. Someone clapped for the beginning of a scene. Coming back to their senses, they
both turned their thoughts away form that part of their past, but could not chase away the shadow of the Grip, and as
the storm broke out, somewhere out there was the dream of sleeping with sharks.
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