We left our heroes at the ranch, about to re-enter the pantope
preparatory to going to the Kaf Mountains in search of Robbie. Let us
now back up a little. As we prepare for our excursion into the Kaf,
Dafnord makes the following suggestions:
Dafnord: Bring snowshoes, hot coffee, and psilencers. The psilencers
might be useful as grenades. See thought 4.
Tom: Yes, definitely psilencers. Maybe a general psi-conditioner if we
can find it. And the parkas should have built-in heating.
Dafnord (to himself): Something sized for me should fit Braeta. (Maybe
offering a thick shapeless garment will work better than preening.)
Dafnord (aloud): We should shut the door to the ranch--we can always
open it again--from the Metaphor. No reason to get the house wet.
Tom: Or frozen. Or enchanted. Or haunted. (Any more than it already
is.) We should also deliberately change the window into the Kaf into
a door, after closing the door to the ranch. I'd hate to walk through
that "door" and find it was still acting like a window from the other
side.
Dafnord: I'm thinking that these mountains may be filled with djiini
but also with more mundane critters (Yeti?). This is a relatively
unknown area for us--right? I could be convinced to leave the large
plasma rifles behind. Hopefully the goop gun will work--how cold is it?
(I'll check if the goop gun is good below 0 C.) If that doesn't
work--I'll have a small sidearm and Umbra. [Gosh...how will Umbra react
in the Kaf? This might be a nice place to season the sword.]
Tom: Isn't perspective interesting? Yeti are mundane.
Dafnord: Shouldn't we bring a "box" or something to bring along Robbie's
head? Or should we bring the whole inert Sim body? Or maybe just glamour
something--say a Quintium chip--to use as a focus when we drag Robbie
back through the omniport?
Tom: We should bring the Sim body or at least the brain/mainframe, which
is in Robbie's chest, not his head, by the way. We could bring just the
head for I/O, if the whole body is too much. But we have a dragon (who
can be full-sized for once) and a gargoyle (if they're willing) to haul
the Sim body around.
Dafnord: I always wonder when we're going to trip into an area which has
just the right magic to cause Katrina's supposed other heritage to come
out. Just a thought. Keep and eye on her. The gargoyle, too. [He might
have some real fun here with all of the psi running around.]
Bring a camera, or maps, or someone else with photographic memory. See
if we can find a library--a typical luxury--in one of the castles. It
might have fantastical maps of the area that could give us clues to
where we could find the Kaf from a more mundane location. (And one more
safe to port into.
Tom: Bring the Map of Here, too.
Dafnord: Bow low to the djiini. Some of them still have pissed off
relatives stuck in bottles on desert islands.
Tom: All good ideas. While we're at it, let's bring some skycycles (if
they'll work in the Kaf; but we know they work in Faerie).
Dafnord (indignantly): Skycycles! Skycycles!?!? Wimps. When we jumped
down to Aphrodite, we didn't have skycycles to get us up above the
swamps! We couldn't even weave pontoons from the swamp grass to carry
the two hundred kilos of supplies--
(Tom, sotto voce: Forgot the inflatable rafts, did you? Or did you just
miss the right landing point?) (Tom decides not to ask what Cantrel's
Own Ranger Corps was doing, making a drop on Aphrodite.)
Dafnord (going on regardless): --because the water was so deep we had to
stand on each other's shoulders so that one could breathe while the
other pulled the lampreys off of our butts! But did we ask for
skycycles? No. Better maps? Yes! But not skycycles.
Tom: But these are mountains. You can't fall off a swamp.
Dafnord (still on momentum): We were proud to be in CORC, let me tell
you...
Tom: I'm sure your estates and survivors were very proud of you, too.
Eventually, we get everyone aboard the pantope, carefully close the door
to the ranch, and only then open the door on the Kaf. We have the same
view as before, later in the morning. A sharp wind whistles into the
pantope, curls around the closed geometry, and eventually blows out the
other side of the omniport, creating novel eddy patterns in the snow
that rapidly accumulates. As does the magical sparkle in the air. Plus
some interesting St. Elmo's fire on the console.
We want to test the skycycles before flying out on them en masse.
Markel hops on one and zips out the door with it. It works! At least,
he flies. But the gales sweep him up, into the sky. Gannar pokes his
head through the portal to track Markel's progress.
Tom, meanwhile, notes that the incoming snow looks like its over grass.
Curious, he scrapes it away with one boot and sees that the deck of the
pantope -- originally pure milk quartz -- now has veins of green
marbling running through it. Visibly growing...
Robbie just lies there.
Gannar, meanwhile, reports that Markel has lost control of the
skycycle. The winds are too violent. And (he gathers from telepathic
contact with Markel) the skycycle itself is not performing properly.
Markel, professional rider of dragons, is not panicked, but he is
definitely ... concerned.
Tom enlarges the portal (more snow) and removes the long-standing
glamour on the dragon, allowing it to assume its full size for the first
time in weeks. It charges out into the Kaf, off to rescue its partner,
trailing an ectoplastic rope tied to its harness. It, too, has trouble
with the powerful winds.
But Markel's troubles abruptly get worse. A stray eddy tips the
skycycle over, and he drops off. The dragon immediately bolts for him,
and Gannar also launches. (The skycycle, meanwhile, power-dives
straight into the mountainside. Boom! It produces more sparks and
flare than one would expect.)
Gannar notices a certain roughness in his personal lift motor. The
dragon, meanwhile, desperately struggles for altitude, the faster to
stoop on Markel. This means it pulls out more and more rope. Folk back
in the pantope notice the rope is running out. Dafnord and the gargoyle
both grab for it and are both yanked out, Dafnord first. Tom tries to
conjure some more onto the end of the rope, but is a fraction too slow;
he gets more rope, but it's a separate length, though it lunges out of
the portal after its intended other half.
Gannar, meanwhile, has done his own power dive and managed to intercept
Markel. Now they are both hurtling toward mountainside, so the android
hangs on and lifts for all he's worth. They'll still hit, but not as
hard...
While that's happening, the dragon is abruptly caught up short by a
fullback-sized human and an 800-pound gargoyle on its tether. It loses
control and falls out of the air, landing on Gannar and Markel.
Dafnord lands a few meters away. Only the gargoyle is able to make a
controlled descent. Fortunately, the all land on a cushion of deep
snow. As it is, Dafnord is knocked out and the dragon wishes it were.
Under the dragon, Gannar checks out Markel, who in turn checks out the
dragon. Tom, meanwhile, tries to move the portal down to the victims.
Control is difficult and the ride is bumpy. Also, when he tilts the
door downslope to get a better look, gravity comes spilling in at odd
angles, but he was expecting that bit. A pity he didn't warn any of the
others.
Gannar, watching the portal's progress from outside, notes that it's
starting minor avalanches in the snow. Tom winds up making it bounce,
or lope, down the mountainside, as if it had weight. He stops it near
Dafnord, but with difficulty, as if it had momentum. Tom and Kate then
climb out and help the crash victims into the pantope.
The consensus is we won't be using skycycles. Dafnord is unlikely to
let Tom forget about it.
Robbie just lies there.
Meanwhile, the wind has died down and the snow in the pantope has
melted. The deck, thanks to the closed geometry, comes within a meter
of circling back on itself, so there is a quasi-circular gap a meter
wide and 300 meters long running through it. The melt-water has
accumulated there, held by the gravity, which is in toward the deck on
both sides. The Emerald Metaphor now as a moat.
And speaking of emerald, the floor near the portal has a large and
growing patch of green veins, looking something like marbling but more
like the inclusions of moss agate. It looks very organic, and it's
still growing. Tom views these developments with suspicion and
displeasure.
He checks the coordinates on the console. "Unavailable." He tries
thrusting his watch out into the Kaf and taking a reading from it.
"Self-Containment." He has seen that given in place of coordinates for
some pocket universes. Either the Kaf contains itself somewhere or that
is the watch's best guess at what's going on.
Turning to more immediate problems, he turns the portal into a window
again and shrinks it down to the size of a silver dollar, minimizing, he
hopes, the contact with the Kaf. He then re-opens on the ranch, and we
go tend the various bruised humanoids with autodocs, while Markel tends
to the dragon's bruises.
Since it looks like we're going to be mountaineering, we ask the house
computer for the warmest possible garb. Surprisingly, it opens a
channel to Jumping Jacks, where one of the security guards gives us
"clearance" -- to our own basement. One of the floating egg-shaped
house robots escorts us through a hidden door, to a room full of gear
suitable for storming a fortress in Antarctica -- thermal suits, guns,
and flying belts and "jump harnesses" (gravitic devices that are the
high-orbit equivalent of a parachute, the sort of thing Dafnord used for
his much warmer jump into the swamps of Aphrodite).
We come in a variety of sizes, but, except for the cat, the gargoyle,
and the dragon, we all eventually suit and head back to the pantope.
We find Robbie just lying there. We also find that a shiny green bump
of pure emerald has grown under the tiny window, the green veining has
spread, and (looking up/around) we see the patch has worked its way
through to the other side of the deck. Tom recalls that the Kaf
mountains are supposed to be rich in emerald; in fact, we saw some
emerald outcrops when we first opened on the mountainside. He wonders
if his naming the pantope "Emerald Metaphor" has had any effect. The
emerald is getting less and less metaphorical.
Tom returns the omniport to door state and full size, then dowses for
Robbie. The whole pantope shudders, but nothing happens. Well, an
avalanche goes by, but we don't move. Tom tries raising the portal
straight up. More shaking and no change of position. Cautiously, with
his formerly white thermal suit glamoured safety-orange, and on a rope,
Tom steps outside to look the door over, half expecting that it has
acquired a framework of mountain rock. But no, it looks just as it
ought. However, the rock under it exhibits the same marbling as the
deck, in a coarser degree.
Tom stomps back in and announces that the Kaf appears to be trying to
annex his pantope. He proposes to disconnect, largely to see if he
can. Would Braeta like to take a psychic whiff of the place first, it
being the proposed homeland of her people and all?
Sure. She goes out, looks around, and then just stands stock still for
quite some time. Tom calls to her gently and, when that produces no
results, goes out and gently guides her back in by one elbow. He then
disconnects the pantope, and is pleased to find that he can.
Braeta comes out of it and announces that the Kaf blew her away by the
grip it had on her connection to the land and to raw power, the two
principle facets of her nephilite abilities. It might be very difficult
for some nephilim to adapt to that place; others might take to it
better; all would find it distracting. She found it an intimidating
experience.
Tom asks her if, given her affinity for raw power, she might eventually
learn to harness the power of the Kaf. She finds the suggestion
audacious but intriguing.
Robbie just lies there.
We re-open and find ourselves right back on that mountain trail where
the portal first "crashed" into the Kaf. Salimar steps out and tries to
contact Robbie with her trans-dimensional style of telepathy. She
shudders a bit and says it's like shouting in an echo chamber. She
couldn't get full contact, but she has a sense of his direction. It
would mean following the path downward. We ask about the Djinnistani
ambassador; Salimar dowses and gets the strong impression they are
together.
Braeta touches the emerald lump on the deck, then goes out and touches
the rock. They feel very much alike to her, and she seconds Tom's
opinion that we are getting stuck. She comes back in and Tom tries to
fast-forward the window. It doesn't work very well, which is a pity;
Tom would like to be able to minimize contact time between the pantope
and the Kaf. Mainly, he doesn't want his pantope to get permanently
glued here, but also, Djinnistan, like all the other arcane realms,
wants to stay aloof from the mundane realms, and a pantope stuck to the
side of one of their mountains would represent a (permanent?) "leak."
Tom could drop people off and then reconnect, but how would he know
where and when to do so? Experimentally, we drop Salimar off at the
ranch, go into self-containment, and "listen" for a telepathic pick-up
call from her. Tom picks up a faint sense of her presence, but that's
enough. He reconnects.
We are, at the moment, disconnected again from the Kaf. Tom asks Braeta
if the green "infection" is still growing. No, she thinks not, but she
also feels she has formed a rapport with that lump of emerald. When Tom
makes to carve it out with Kate's macrometal knife, she asks him very
seriously if he really wants to do that. Tom decides he doesn't, not
yet, and hands the knife back.
The rest of the party feels understandably nervous about being dropped
off by Tom with only a faint telepathic connection to guide him back to
the pick-up. But we have an alternative. We re-connect to Vinyagarond,
in Faerie, to go look for Mirien, who is an adept witchwalker. We open
in the Grey Room, and Mirien herself walks in immediately, drawn by the
"noise" of the omniport opening and shutting several times in the last
few minutes. (A few minutes is all the time that has elapsed in
Faerie.)
We explain the situation to her and ask her if she'd be willing to come
along, to lead people out of the Kaf in case Salimar's telepathy doesn't
work or the pantope gets permanently stuck. "Well, okay, but don't tell
mother. I'm not supposed to go to places like that by myself." Tom
assures her that she won't be alone at all, but with the rest of us.
Anyway, if everything goes well, she'll be gone no time at all
(literally), and if not, she can rescue all of us and thus score brownie
points. "Brownie points? Is that good?" she asks, thinking about the
brownies of her acquaintance. Yes, it's meant to be good.
She boards, we drop Faerie, pick up the Kaf, and Braeta announces that
the emerald lump is growing again. People prepare to disembark, and Tom
says he'll try to open the door at quarter-day intervals, or when he
hears a call from Salimar.
Robbie just lies there.
Updated: 7-Oct-06
©1984, 1994, 2005 Earl Wajenberg. All Rights Reserved.
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