New Blood Logs:
Tom Noon's Tale
NewEuropa
In Chaos
Voyages of the Nones
Meanwhile...
Destine
Mother Goose Chase
Ancient Oz
Varkard
Adventures of the Munch
Lanthil & Beyond
| |
We left our heroes cleaning up after a brief infestation of pixies, and
getting ready to unload the first third of the Nephilim Exodus. The
Hierowesch and Banuesch have agreed to give us geographical advice in
the form of an annotated atlas of New Hierow, which we will apply to its
analog, tentatively named "Olam Nephilim." As to how to distribute the
nephilim over this world -- we leave that to the council of nephilim
exodus leaders here on the ship.
They want to stay reasonably close to each other, but not inconveniently
crowded, and they want to match the climates they were used to back on
Yazatlan. Olam Nephilim doesn't offer a great match to all those
conditions at once, but they thrash something out.
Timmons then asks for passage down to Olam Nephilim, to start setting up
a connection station -- a teleport gate for the miniature fleet of elven
starcraft that will run supplies to this world. Then he needs a similar
station, but in vacuum, in the asteroid belt of the same system, only
over in the United Earth line, and a third station in another asteroid
belt, in an uninhabited system near Hellene.
After Tom obliges with all of this, Timmons hands him a smoky,
coin-sized, glassy disc and asks him to get it to Lanthil "now" (i.e.
about 30 years in Tom's future). It's a report, with specifications for
the next step. Tom agrees.
And now...
WE START UNLOADING
Yes! Finally! It all goes much faster than the pickup. First, Daphne
flits to the arboretum and rallies the fays. All of them then leave
together, to a temperate-forested part of Olam Nephilim. In fact,
rather more than all of them leave. Daphne notices an ent-like
tree-troll moving through the corridors "hand" in "hand" (branch in
branch?) with what certainly looks like a tree from the arboretum. It
looks worried when it sees Daphne -- Will she tell it to leave its
sweetie behind? -- but she waves them on. Morniesul surely wouldn't
want to keep a tree in the arboretum against its will...
Then we unload various African-like groups, under the guidance of N'Tabo
Bey, then some quasi-Chinese under the guidance of Min Yan. Then some
of the inland-area folks, including some Amerindian types collected by
Sunbird. We ask these various council members to stay with us, to help
on the next round, and they agree except for Min Yan, who feels she is
really needed here.
The fays from Timmon's crew, on the Lachesis, then ask to be set down in
a mountainous area, to start construction on a new, wooden, starship.
They now include three dwarves from Yazatlan, who signed on while aboard
the ship. Fine. (We hadn't even known we'd picked up any dwarves. Oh,
well.)
Timmons has also collected some halflings and a dryad, whom we drop off
in nearby forest, to look for suitable timber. Tom makes arrangements
to check on everyone periodically, to make sure they're safe.
Remember the Kitsu and the N'Butu? How could we forget. The council
has set them down on opposite sides of the continent, where they can
start making new enemies.
Daphne and Robbie check out the arboretum and find that a fair number of
fays have elected to stay on board. They decide this is Morniesul's
problem, or opportunity.
The ship is now more or less empty. Morniesul needs to re-stock it, and
clean up after his first round of guests, many of whom brought their own
goats. Also, the Hierowesch and Banuesch are ready to leave, now,
having given their advice. They offer to make inter-dimensional patrols
of the area. We're grateful, and Robbie shows them what dragontrooper
ships look like, warning them that the dragons, too, have
inter-dimensional technology. To emphasize the warning, we show them
images of the Sack of Destine. Hischradow takes the warnings seriously,
and drops hints to Dafnord that he's already met him, though Dafnord
hasn't met Hischradow before. Another time-twist, it looks like.
That's that, for the moment. The next obvious step is to go to Lanthil
of Timmon's day (dubbed "Lanthil+30") and deliver his report. Only we
still have several folk from Lanthil+30, to wit Runyana, Mirien, and
Mithriel. Tom offers the coin to Runyana, but she says Tom probably has
to go there with the pantope, since she expects they want the pantope to
ferry Timmon's supplies back to him. She tells him to take it to the
"New Dawn Yards."
Using Runyana herself as a token to steer by, Tom finds the Yards
without much trouble. They are on a little island, off the coast of
Lanthil, in the strait that divides the Open Sea from the Endless Ocean,
and Lanthil from the wriggly chaos-scape leading to Faerie. Tom opens
the door on a sandy beach, at a circumspect distance from the
buildings. We step out and start marching. The Gargoyle tends to sink
in the sand.
Soon, we are met by two horseback riders in the distinctive uniforms of
the Twilight Defense Force, grey with individualized black and white
sections. They have both ray-guns and sabres. One summons an air-car--
wait, it's more of an air-boat, being wooden and magical. The boat
lands by us. It contains four people -- the elven pilot, two rather
solid-looking elves, and a lady, who though elven, looks particularly
solid and even middle-aged. She recognizes us (time-twist again) but
also recognizes our time-twisted perspective and so introduces herself:
"Rilya Windiel, Commandant." She addresses Tom as "Commander," and
accepts the glassy grey coin Timmons gave us.
We then get in the air-boat and take in a quick tour of the New Dawn
Yards, where they build ... things. Water boats. Something
cigar-shaped on shore. Unfinished bits we can't figure out yet.
There's even an observatory on a hill nearby. Tom asks what there is to
observe, out here near chaos.
Rilya explains that the moon is often visible to the north, and it's
useful to watch the weather changing over Lanthil, and the coming and
going of the days and nights -- there being neither days nor nights out
here on the island. And sometimes you can see the stars and watch them
shift. (In fact, right now we are under a very starry night sky, though
the light level down on the ground is as bright as early evening.) And
of course, one wants to watch the ships out in the trade lanes. (Oh, we
do, do we?)
While we continue the tour, Rilya continues the tour of the Yards.
They've already turned out two Men o' War sailing ships, which the TDF
uses to patrol the Open Sea. The cigar-shaped thing is another magical
spaceship for Timmons, the Atropos. There are a couple of lighthouses
on the island, and dwarf-run smithies and foundries.
We learn that Rilya came from an alternate version of "Ennorath," Middle
Earth, but, after getting herself into a certain amount of trouble, went
exploring and somehow managed to wind up in the faux Ennorath of the
Worldbenders, among the more gracile elves of that place. She lived
there for a very long time, finding herself in an orchestrated repeat
(with variations) of the history of her own world. When the Daughters
of Daewen staged one of their escape raids, she took the opportunity and
left with them, first for Faerie and now for here, Lanthil. She finds
it a very quiet place. (Compared to her own history, it would be.)
She takes us to her quarters, for tea, while people read that disc and
decide what to do about it. (As we enter, she turns a picture against
the wall, perhaps so one of us won't see a future self with, say, the
peg-leg, the eye-patch, the hook, or all that weight we're going to
gain.) When they bring the decoded list, she asks us to fast-forward
about six weeks, to give them time to get stuff ready. We agree.
We get a lift back to the door on the beach. Tom then runs ahead,
counting the days by watching the Lanthil lightfall wax and wane. Once
at the right date, he steers the window to the foundry and opens it as a
door.
We're expected. Many teams of elves and dwarves come marching in, lay
down protective matting on the fragile emerald deck, and start loading
masses of Stuff. Boxes, and barrels and bundles, oh my. These include
huge and curiously-shaped pieces of wood that we learn are pieces of a
magical starship, to be assembled where needed.
The last major item is a subterrean, a giant earth-boring vehicle,
equipped with treads and tipped with a huge drill bit. It was, of
course, made by dwarves. The chief designer, one Gorf, is terribly
eager to show Tom all over it. Tom nods in an impressed way and
prevents his eyes from glazing. "What's it run on?" he asks.
"Extravagant promises? Magic? Steam? Magical steam?" "Any of the last
three, sir." Gorf then demonstrates how the treads can move up to the
sides of the subterrean, the better to crawl through self-dug tunnels.
Tom feels around psychically and determines that he can, if necessary,
run the thing himself using his Knack of Tools.
Timmons ought to be quite pleased.
Updated: 7-Oct-06
©1984, 1994, 2005 Earl Wajenberg. All Rights Reserved.
|