"If it were just an ordinary sunken island," said the powerful Sorceress, "there would be several ways by which I might bring it to the surface again. But this is a Magic Isle, and by some curious art of witchcraft, unknown to any but Queen Coo-ee-oh, it obeys certain commands of magic and will not respond to any other. I do not despair in the least, but it will require some deep study to solve this difficult problem. If the Swan could only remember the witchcraft that she invented and knew as a woman, I could force her to tell me the secret, but all her former knowledge is now forgotten."
"It seems to me," said the Wizard after a brief silence had followed Glinda's speech, "that there are three fishes in this lake that used to be Adepts at Magic and from whom Coo-ee-oh stole much of her knowledge. If we could find those fishes and return them to their former shapes, they could doubtless tell us what to do to bring the sunken island to the surface."
"I have thought of those fishes," replied Glinda, "but among so many fishes as this lake contains how are we to single them out?"
You will understand, of course, that had Glinda been at home in her castle, where the Great Book of Records was, she would have known that Ervic the Skeezer already had taken the gold and silver and bronze fishes from the lake. But that act had been recorded in the Book after Glinda had set out on this journey, so it was all unknown to her.
"I think I see a boat yonder on the shore," said Ojo the Munchkin boy, pointing to a place around the edge of the lake. "If we could get that boat and row all over the lake, calling to the magic fishes, we might be able to find them."
"Let us go to the boat," said the Wizard.
They walked around the lake to where the boat was stranded upon the beach, but found it empty. It was a mere shell of blackened steel, with a collapsible roof that, when in position, made the submarine water-tight, but at present the roof rested in slots on either side of the magic craft. There were no oars or sails, no machinery to make the boat go, and although Glinda promptly realized it was meant to be operated by witchcraft, she was not acquainted with that sort of magic.
"However," said she, "the boat is merely a boat, and I believe I can make it obey a command of sorcery, as well as it did the command of witchcraft. After I have given a little thought to the matter, the boat will take us wherever we desire to go."
"Not all of us," returned the Wizard, "for it won't hold so many. But, most noble Sorceress, provided you can make the boat go, of what use will it be to us?"
"Can't we use it to catch the three fishes?" asked Button Bright.
"It will not be necessary to use the boat for that purpose," replied Glinda. "Wherever in the lake the enchanted fishes may be, they will answer to my call. What I am trying to discover is how the boat came to be on this shore, while the island on which it belongs is under water yonder. Did Coo-ee-oh come here in the boat to meet the Flatheads before the island was sunk, or afterward?"
No one could answer that question, of course; but while they pondered the matter three young men advanced from the line of trees, and rather timidly bowed to the strangers.
"Who are you, and where did you come from!" inquired the Wizard.
"We are Skeezers," answered one of them, "and our home is on the Magic Isle of the Lake. We ran away when we saw you coming, and hid behind the trees, but as you are Strangers and seem to be friendly we decided to meet you, for we are in great trouble and need assistance."
"If you belong on the island, why are you here?" demanded Glinda.
So they told her all the story: How the Queen had defied the Flatheads and submerged the whole island so that her enemies could not get to it or destroy it; how, when the Flatheads came to the shore, Coo-ee-oh had commanded them, together with their friend Ervic, to go with her in the submarine to conquer the Su-dic, and how the boat had shot out from the basement of the sunken isle, obeying a magic word, and risen to the surface, where it opened and floated upon the water.
Then followed the account of how the Su-dic had transformed Coo-ee-oh into a swan, after which she had forgotten all the witchcraft she ever knew. The young men told how in the night when they were asleep, their comrade Ervic had mysteriously disappeared, while the boat in some strange manner had floated to the shore and stranded upon the beach.
That was all they knew. They had searched in vain for three days for Ervic. As their island was under water and they could not get back to it, the three Skeezers had no place to go, and so had waited patiently beside their boat for something to happen.
Being questioned by Glinda and the Wizard, they told all they knew about Ozma and Dorothy and declared the two girls were still in the village under the Great Dome. They were quite safe and would be well cared for by Lady Aurex, now that the Queen who opposed them was out of the way.
When they had gleaned all the information they could from these Skeezers, the Wizard said to Glinda:
"If you find you can make this boat obey your sorcery, you could have it return to the island, submerge itself, and enter the door in the basement from which it came. But I cannot see that our going to the sunken island would enable our friends to escape. We would only join them as prisoners."
"Not so, friend Wizard," replied Glinda. "If the boat would obey my commands to enter the basement door, it would also obey my commands to come out again, and I could bring Ozma and Dorothy back with me."
"And leave all of our people still imprisoned?" asked one of the Skeezers reproachfully.
"By making several trips in the boat, Glinda could fetch all your people to the shore," replied the Wizard.
"But what could they do then?" inquired another Skeezer. "They would have no homes and no place to go, and would be at the mercy of their enemies, the Flatheads."
"That is true," said Glinda the Good. "And as these people are Ozma's subjects, I think she would refuse to escape with Dorothy and leave the others behind, or to abandon the island which is the lawful home of the Skeezers. I believe the best plan will be to summon the three fishes and learn from them how to raise the island."
The little Wizard seemed to think that this was rather a forlorn hope.
"How will you summon them," he asked the lovely Sorceress, "and how can they hear you?"
"That is something we must consider carefully," responded stately Glinda, with a serene smile. "I think I can find a way."
All of Ozma's counsellors applauded this sentiment, for they knew well the powers of the Sorceress.
"Very well," agreed the Wizard. "Summon them, most noble Glinda."
CHAPTER 18
The Cleverness of Ervic
We must now return to Ervic the Skeezer, who, when he had set down the copper kettle containing the three fishes at the gate of the lonely cottage, had asked, "What next?"
The goldfish stuck its head above the water in the kettle and said in its small but distinct voice:
"You are to lift the latch, open the door, and walk boldly into the cottage. Do not be afraid of anything you see, for however you seem to be threatened with dangers, nothing can harm you. The cottage is the home of a powerful Yookoohoo, named Reera the Red, who assumes all sorts of forms, sometimes changing her form several times in a day, according to her fancy. What her real form may be we do not know. This strange creature cannot be bribed with treasure, or coaxed through friendship, or won by pity. She has never assisted anyone, or done wrong to anyone, that we know of. All her wonderful powers are used for her own selfish amusement. She will order you out of the house but you must refuse to go. Remain and watch Reera closely and try to see what she uses to accomplish her transformations. If you can discover the secret whisper it to us and we will then tell you what to do next."
"That sounds easy," returned Ervic, who had listened carefully. "But are you sure she will not hurt me, or try to transform me?"
"She may change your form," replied the goldfish, "but do not worry if that happens, for we can break that enchantment easily. You may be sure that nothing will harm you, so you must not be frightened at anything you see or hear."
Now Ervic was as brave as any ordinary young man, and he knew the fishes who spoke to him were truthful and to be relied upon, nevertheless he experienced a strange sinking of the heart as he picked up the kettle and approached the door of the cottage. His hand trembled as he raised the latch, but he was resolved to obey his instructions. He pushed the door open, took three strides into the middle of the one room the cottage contained, and then stood still and looked around him.
The sights that met his gaze were enough to frighten anyone who had not been properly warned. On the floor just before Ervic lay a great crocodile, its red eyes gleaming wickedly and its wide open mouth displaying rows of sharp teeth. Horned toads hopped about; each of the four upper corners of the room was festooned with a thick cobweb, in the center of which sat a spider as big around as a washbasin, and armed with pincher-like claws; a red-and-green lizard was stretched at full length on the window-sill and black rats darted in and out of the holes they had gnawed in the floor of the cottage.
But the most startling thing was a huge gray ape which sat upon a bench and knitted. It wore a lace cap, such as old ladies wear, and a little apron of lace, but no other clothing. Its eyes were bright and looked as if coals were burning in them. The ape moved as naturally as an ordinary person might, and on Ervic's entrance stopped knitting and raised its head to look at him.
"Get out!" cried a sharp voice, seeming to come from the ape's mouth.
Ervic saw another bench, empty, just beyond him, so he stepped over the crocodile, sat down upon the bench and carefully placed the kettle beside him.
"Get out!" again cried the voice.
Ervic shook his head.
"No," said he, "I'm going to stay."
The spiders left their four corners, dropped to the floor and made a rush toward the young Skeezer, circling around his legs with their pinchers extended. Ervic paid no attention to them. An enormous black rat ran up Ervic's body, passed around his shoulders and uttered piercing squeals in his ears, but he did not wince. The green-and-red lizard, coming from the window-sill, approached Ervic and began spitting a flaming fluid at him, but Ervic merely stared at the creature and its flame did not touch him.
The crocodile raised its tail and, swinging around, swept Ervic off the bench with a powerful blow. But the Skeezer managed to save the kettle from upsetting and he got up, shook off the horned toads that were crawling over him and resumed his seat on the bench.
All the creatures, after this first attack, remained motionless, as if awaiting orders. The old gray ape knitted on, not looking toward Ervic now, and the young Skeezer stolidly kept his seat. He expected something else to happen, but nothing did. A full hour passed and Ervic was growing nervous.
"What do you want?" the ape asked at last.