We left our heroes tidying up after the first installment of the
Nephilim Exodus has been successfully unloaded. In the process, we've
acquired a pantope-full of supplies for Timmons and his crew.
We go back to Timmonsâs last coordinates and present him with the
goods. Since, from his point of view, we left moments ago, he's
confused at first, like most people coping with the pantope for the
first time. He also remarks that he's short-handed, since he didn't
expect to hop over one more timeline to set up his supply chain. He now
has to set up a base on New Hierow, on the United Earth line.
He'd like the base to be underground, near some hydroelectric power.
Robbie consults the atlas given us by the Hierowesch and hunts up some
suitable caverns for him. Next, we solve his staffing problem by taking
back to the New Dawn Yards, via pantope.
There, we startle Gorf, the dwarf engineer who built the subterrean.
Once he gets over our way of showing up right after leaving, he's
eager to enlist with Timmons and help at the new base. We fast-forward
a day while he fetches a couple of elves and some "Lads" like
Drumthortle's -- a motley selection of minor earth fays.
Having solved the staffing problem, we then spend a fair bit of sweat
unloading all the equipment Timmons needs at his various sites on
various timelines. Kate takes the occasion to borrow Tom's centaur
amulet, so she can haul more.
That done, Dafnord votes for a week or two off, for the pantope crew.
What has our home era got to offer in the way of pleasure planets?
There's Adonis -- sort of "Hippies Colonize the North Woods." Hm. How
about Margaron? Lots of semi-tropical islands and a good tourist
industry. And he wants to take the Munch, not try gating around with
the pantope. (This is fine with Tom, who would have to pull some tricks
to find his way to Margaron in the pantope.)
To the Munch! Dafnord calls up Jumping Jacks, in our present, and asks
them to get it ready for departure tomorrow. They don't even need to be
covert about it.
While Dafnord putters around the Munch and takes a relaxing air-car ride
back to the ranch, the rest of us gate there immediately to see how the
clean-up operations are going. (See "Pixie Ricochet.") Jeffers, our
unflappable mundane caretaker, is back from his "vacation" (caused by a
brief, brisk war), and is discovered in the act of motioning down an
air-truck, which is delivering the kit for the new garage. Another
truck is bringing the new topsoil. It would seem that the clean-up is
a little more extensive than we had hoped.
Once the air-trucks are gone, a number of "the Lads" climb out of the
woodwork and resume working with construction equipment far too large
for them. Household robots scurry around, mostly avoiding the
gremlins. We locate Drumthortle for an update.
The first thing he wants to confess-- er, report is that the smell of
the tuna-flavored impact foam attracted a lot of local felines and, um,
one of the Lads ate one. He's been disciplined. We fervently hope it
was a feral cat and resolve not to tell Brunalf.
Most of the items in the garage were recovered, including the egg-ship
that caused all the trouble, Morniesul's time-sled, and a hapless robot,
though all will need a lot of cleaning. The egg-ship seems to be
getting better, according to the damage readout.
Oh? Tom's ears prick up. One problem with the egg-ship, which was
wished up by Brunalf out of raw chaos, was that its user interface was
in an unknown language. How did Drumthortle read it? Drumthortle gets
belatedly shifty and, under a bit of pressure, admits to having ordered
a dictionary from Eldacur Technologies. He produces it for our
inspection: yep, it's a [glyph]-Earthron / Earthron-[glyph] dictionary.
Amazing.
But how did he contact Eldacur Technologies? The ranch's computers
carefully hide our connections to them. (They are, in fact, an
electronics firm covertly run by the New Blood.) A little more pressure
reveals that one of the Lads is, indeed, a genuine gremlin with a
predisposition for hacking. Oh. Oh, well.
Robbie, meanwhile, wonders what became of his old body, last seen here
at the ranch, looking, um, absent-minded. It was taken by Jeremy, one
of Cantrel's top technical people. Sounds good.
Around now, Dafnord arrives in the air-car and the Lads load his
favorite gym equipment for use on the Munch during the trip. We spend
the evening packing.
That night, we hear a brawl break out in Daewen's suite, where her three
daughters are staying. Dafnord bursts in, but is roundly ignored.
Mirien and Runyana are fighting with Mithriel, forcing her into a
bathtub. We decide not to ask why.
Next morning, after breakfast, Daphne expresses a desire for a gun (not
having found one in the cereal box). Guns for pixies are in short
supply, unless you count the ones that come with the space-ranger dolls
and have light bulbs in the ends. So Dafnord calls up Jumping Jacks
and, with Daphne on his shoulder to chime in and demonstrate hand sizes,
describes his requirements to a bemused clerk who has been briefed about
us. He says they'll use parts for their "special order clients"
(neo-cats? small aliens?) and adapt them. Daphne will be getting a pair
of rifles, when she comes back from Margaron.
The Gargoyle takes the opportunity to nudge Dafnord in the hip and ask,
"Sword?" The orders clerk writes down specs for something big and very
tough. Four of them, actually, in different sizes, to see what fits a
... hand like that.
We then make our way to the Munch, blast off, and jump into hyperstate,
just like normal people. Three days later, we arrive in Margaron's
system.
There are few commercial spectacles in the universe to match an elven
princess let loose with a credit card. Mirien vanishes into the
shopping districts. Runyana follows at a more thoughtful pace, dragging
along a rather bored Mithriel. Daphne alleviates the boredom, though,
going on her own shopping -- mostly for snacks and jewelry -- without
any disguises. But Margaron is part of a psi-savvy culture, with
connections to other species, so no one keels over from shock. Lord
knows what they think she is.
Dafnord wants to go hunt a sea monster. Mithriel is happy to come
along, and they buzz about on water skimmers, looking. Kate goes cliff
diving, with Markel and the dragon. Markel and the dragon also go
fishing, like a very oversized osprey with rider. Robbie, Tom, and
Gannar take eco-tours. Daphne becomes involved with a local theatre
group, doing a musical version of "The Tempest." Dafnord tries out a
few bars, to see who he can pick up, but only succeeds in losing a
drinking contest with a neo-dolphin. We all attend Daphne's musical.
We all lie around on the sand and fail to get sun-tans (the local suns
lacking ultraviolet).
And soon our week is up and it's time to gather up our pearl-encrusted
souvenirs, take the shuttle back up to the Munch, and jump for home.
Back to work.
Updated: 7-Oct-06
©1984, 1994, 2005 Earl Wajenberg. All Rights Reserved.
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