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
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We left our heroes in the library, having just thrown an unwanted bogey
back into Faerie. The next morning, we resume work on our break-in
problem. Robbie asks the Avatar if the gaps in the house security
records indicate that it was Ms. Yanov in here, making inquiries about
the Missing Martians. Yes, they do, so we can probably consolidate two
mysteries.
(Tom, by the way, asks the Avatar its name. It doesn't use one.)
The obvious supposition is that Ms. Yanov's inquiries into the Missing
Martians are related to her father's inquiries on the same topic, when
we met him in his youth, thirty years from now. (This assumes they are
the same Yanov, not parallels from different timelines.) Of course, we
still don't know what the connection is, or how she managed the
break-ins.
Robbie proposes we start by duplicating the research she has undoubtedly
already done. We'll look up the Missing Martians in the public
databases, on the house system, and (which Ms. Yanov couldn't do) in
Edvard's databases.
Public information:
The Missing Martians are a minor historical mystery, like the lost
colony of Roanoke, only bigger. When they started building the first
large habitats on Mars, early in the interstellar period, one of the
oldest settlements vanished during a sandstorm. It had been quite
successful, but was somewhat isolated from the other settlements, due to
changing patterns of colonization. The population had adapted a lot --
taller, barrel-chested, dark-skinned against the UV -- partly by nature,
but largely by genetic engineering.
Communication failed during the sandstorm, which was moderately common,
but then did not resume when the storm ended. Fearing some major
disaster like the blowout of a big dome, people mounted a rescue
expedition. But there was no one to rescue. Instead, the place looked
like everyone had made a quick but orderly evacuation. Some personal
possessions appeared to be gone. There were ambiguous signs of possible
struggle. A few small buildings were unsealed, open to the Martian
air. Not nearly enough vacuum gear was missing, and there was no sign
of where they could have gone.
Police investigation was hampered by the amateur poking around by the
initial rescue party. There was a big public uproar, a fair bit of
finger-pointing, and then, since no one could think of anything to do
about it, it just sort of dwindled away.
We note to ourselves that this does not look like the dragontrooper
raids we observed on the two nephilite colonies. Tom wonders if
nephilim could hide among big, tall Martians, but Braeta points out that
nephilim are much more heavily built.
House-system information:
Just copies of pieces of the public data. Maybe more copies than you'd
expect, as if someone had been researching this at some time, but
nothing new.
Data from the Munch:
The library system on the Munch is separate from Edvard and, it turns
out, of a much more helpful disposition. It offers to make some
cross-correlations and such. This yields nothing new on Martians, but
it uncovers a discovery (in 2523, eight years from now) by the
Philippians, as they are spreading out and establishing their empire.
They found a world that appeared to have been colonized by Terrans in
the early interstellar period, then deserted -- a hitherto unknown
colony, out in what is now called the Diaspora. The very sparse records
left by the first colonies named the world Caer Tiu, so the Philippians
went on using that name. It isn't a very good colony -- very dry, very
thin air -- and only one river valley on one very large plateau is
really habitable, so "Caer Tiu" may be the name for the planet, the
plateau, or the deserted town where the records were found. The library
found it by correlating on missing colonies, low gravity, and the names
of war-gods. ("Tiu" is a variation on "Tyr," a Germanic war-god.)
We decide to do some further research at Jumping Jacks. Tom, Robbie,
Gannar, Kate, and the Gargoyle pile into the Emerald Metaphor. When
Dafnord learns we propose to "commute" there by moving the pantope door
from the ranch to Tom's apartment in Pericles, he strides through the
pantope, into the Munch, just in case. And just as well that he did.
Tom closes the door and completely fumbles the re-opening. The little
ball of green fire that marks the omniport singularity goes flying off
at random. First Robbie, then Gannar, try to catch it, and learn that
it is surrounded by some very non-linear forces. It tends to skitter
out of reach, and develop or lose apparent mass in unexpected ways.
It's a little like trying to haul around a working gyroscope.
Once they return it to Tom, he once more totally fails to operate it.
Looking a little pale, he goes into the Munch for a short lie-down.
(Dafnord: "What's wrong." Tom: "Nothing. Nothing at all. 'Scuse me.")
After a couple of hours' napping, he tries again, and...
Well, how about if Kate tries it. It would be really
good if more
than one person could fly this thing. (Especially given how Tom's doing
just now.) And Kate has enough clairvoyance to try dowsing for targets
through the omniport.
Kate obediently tries to dowse for Tom's apartment, and gets it. Or
gets one like it. Tom stares at it, a bit puzzled, then realizes it is
his other Pericles apartment, on the CoDominion
timeline. Kate tries
again--
--and the window opens on something dark and empty, except for the
ribbons twisting in impossible, non-Euclidean ways. Tom hastily shuts
this and opens on his Pericles apartment (the one on the United Earth
line) with no trouble at all.
Robbie checks the media desk and finds that our two-hour absence has
amounted to about a day. He calls the ranch, where people were starting
to get a little uneasy, and reassures them. We then go to Jumping Jacks
and check their data on Missing Martians, only to find
that they don't
have anything more to offer.
Robbie then suggests we use the pantope to go to Mars itself. Or,
better yet, the CoDominion Mars, since that was the one that Yanov was
really curious about in the first place. As a first step, Kate takes us
back to Tom's CoDominion apartment.
Robbie checks through the media desk there and learns from public data
that, here, Mars was settled during the sporadic wars with which the
CoDominion (initially an alliance of the USA and a lot of the former
USSR) consolidated its hold on Earth. At the same time, trios of
slower-than-light colony ships were being sent out to the nearby stars.
(This timeline developed hyperdrive much later than the United Earth
line, which results in a very different pattern of interstellar
settlement later on.) The basic tale of the Missing Martians is much
the same, though. A different name, place, and time, but not by a
tremendous amount. And, here, they had just started terraforming Mars.
They had some transgenic plants growing out in the open, for instance.
(The job is still nowhere near finished, centuries later.)
Now, how to get to Mars since Tom has no pantope coordinates for it, nor
a dowsing token? Well, we could see if a pantope window can fly faster
than light, but the simpler solution is to go to a nearby bank and get
some Martian coinage. This will serve as a token.
It works beautifully. The window opens in what we quickly realize is
the Martian mint...
Tom starts to move the window out. As it glides down the hall, he notes
flashing lights. It soon becomes clear that there's an emergency going
on. Probably us. Omniports in window-mode ought to be
undetectable,
but apparently Tom's aren't. He quickly whisks us up, out of the mint,
into the air above a domed Martian city.
We look around, noting the air-cars with flashing lights converging on
the mint. (Sigh.) This must be an old dome-city; it has three
older
domes under a bigger, newer one. We bring the window down and open it
as a door in an alley near a book store. There's a pop, then a draft,
as we connect to a different air pressure. Robbie steps out and goes to
the bookstore, buying a Martian street-atlas with some of the coinage we
used as a token.
Returning, he is so busy listening to the sirens in the distance, he
doesn't notice the mugger lurking behind the dumpster. But Tom and the
Gargoyle do. Tom steps out and gives Robbie a telepathic nudge.
(Telepathy doesn't carry through the omniport.) Robbie then notices the
mugger, smiles at him, and tosses him a coin as if he were a street
beggar. Then he steps into the pantope and we shift door to window. We
see the mugger come up and stare at the supposedly invisible window.
Tom tries move the window upward, muffs it again, and this time turns
pale and reels back. It is not his day for
navigating. The Gargoyle
chases down the omniport, which is once again a wandering green
will-o'-the-wisp, and has the same hard time handling it. Kate tries to
help him with TK, but the exotic mixture of forces soon sends the
Gargoyle careening toward Tom. Tom's efforts to steer the omniport
telepathically only complicate the situation. Tom yells to the Gargoyle
to let go. It obeys and winds up flying through the air to crash on the
flipside of the deck, "above." Eventually, it sorts itself out and
clambers through the access port to rejoin the others.
Meanwhile, Tom has regained control and opened the omniport using the
atlas as a token. We're in the bookstore, which has lots of
desk-top-publishing printers in the back, printing out books on demand.
Our atlas has come "home."
Gannar and Kate step out, into the printing room. No alarms go off.
Experimentally, Tom turns the door into a window and Kate tries to spot
it. Nothing visible to her. Robbie tries, too, with no results, though
he has the odd feeling he ought to be able to see
something. Probably
the mugger was just looking at the spot on the wall where Robbie
vanished. But the mint certainly detected something. We should have
the Avatar check out a window, once we get home.
Tom sends the window high above Mars, and, using the atlas, locates the
town of the missing Martians -- Percy. It has long since been
re-settled. We park the window in the tube-train station, where we
figure we'll find tourist information. Sure enough, when Gannar gets
out and looks around, he soon finds a pamphlet and a map for the "Lost
Colony Museum" at a tourist information kiosk. There is also the actual
Lost Colony Site (not near the museum) and the Lost Colony Theme
Park. Percy is a very entrepreneurial place. Gannar also collects a
city map, so we can find these places. Tom records coordinates.
Our next plan, after collecting any more public data, is to try driving
the window back in time to the actual period of the Lost Colony. But
first, we want to check back in at the ranch. Tom re-sets the omniport,
using coordinates. This gets us back to the moment we left. We then
fast-forward through time for a day and a half, to get us past the point
where we called in from Tom's apartment. We see the Avatar flit by at
high speed, pausing briefly to, it seems, look in at the window.
We bring the window to a stop and change it to door, hoping we have
managed to stay in sequence.
Updated: 7-Oct-06
©1984, 1994, 2005 Earl Wajenberg. All Rights Reserved.
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