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 Djinnistan, with Robbie confronting his old body,
which appears to be confronting him back, inhabited by a new mind.
Robbie asks the Ambassador what kind of body he now has. "You're in
Djinnistan," she replies, as if this is an answer. "But so are they!"
says Robbie, pointing to his companions. "That is peculiar," the
Ambassador admits. On closer questioning, she can only characterize
Robbie's new body as "Djinnistani, of here."
Well, since we mainly came here to get Robbie back, Salimar considers
the next step is to call up Tom in the pantope.
Elsewhile, back in Vinyagarond, Nick [played by Jon Callas in a special
guest appearance] is wondering about Tom, too. Tom's pantope is his
ride home, after all, back to the 21st century. Failing to find Tom in
Vinyagarond proper, he steps through the mirror into the ranch house on
Hellene and soon finds the door to the pantope. He enters, hails Tom,
and notes the addition of the green marbling effect in the floor. Tom
tells him about it, and Nick suggests that maybe it will fade after a
long enough time away from Djinnistan. Tom is in the act of hoping so
when Salimar's telepathic call comes through.
Tom obediently follows the call and opens the omniport. He sees the two
djinn guards at the bridge. Though he only has the omniport set to
window mode, the guards are clearly looking back in, surprised. Tom
turns on the door mode and asks if this place is Djinnistan. "Yes,
we've always kept it here," one guard answers. Tom asks if they have
seen a highly mixed party of his friends' description. "Oh, yes. Very
odd people." "Yes, that's them." "They went on to the city." Tom
thanks the guards, goes back to window mode, and starts to steer the
window across the river. Noticing them scowl, he stops, backs up,
re-opens, and asks if it's okay for him to proceed.
The guards grumble a little, consider sending him to check in with the
flame, then recall that the flame is still rather weird from when
Salimar checked in with it. Yes, he can proceed, but they'll send word
ahead about him. This they do by summoning and dispatching a small
firebird. And what's all that green marbling on his, um, floor? Tom
explains that he picked it up by accident in the mountains. The guards
tell him he shouldn't have it. Tom says he'll be happy to get rid of
it.
Free to proceed, Tom continues steering the omniport toward Djinnibad.
He leaves it open as a door, thinking this may seem less sneaky -- and
anyway the window mode seems tangible enough to push aside tree branches
-- but this results in a considerable wind. Also, the door frame winds
up dripping with what appears to be fiery, opalescent sap from the
damaged trees. Tom steers the door out into the clear. At one point,
we accidentally acquire a small firebird, which flutters about in a
panic. Tom stops, opens the door wide, and directs it out with a quick
telepathic hint. From that brief touch on its mind, he thinks it is
something elemental. (He ran into various elementals at the college in
Dwarrowgard.)
As we approach the city, we're met by a pair of aerial gondolas, each
bearing three genies. Two in each boat are oarsmen; the other is
dressed in jeweled and enameled armor, red in one boat, green in the
other. Tom obediently stops.
The fellow in red armor walks out over the air, up to Tom's door. He
explains to Tom, fairly civilly, that the pantope's nature makes it
dangerous to bring it into the city. Where did he get it? Tom explains
that he made it, out of ... malleable energy. He picks his words
carefully, feeling that "raw chaos" might upset the nice daemon-cop. As
it is, he still gets raised eyebrows.
The genie guard summons a translator, the better to talk technical with
Tom. The translator starts out as a firebird, but quickly assumes the
form of a small, fire-winged woman who trails away into smoke in the
classic genie fashion. She asks Tom if he understand metaphysics.
"Some," he replies cautiously. Groping for words, she explains that
Tom's pantope is very nearly pure substance or matter, with only the
thinnest overlay of form. (That sounds plausible.) Djinnistan, on the
other hand, is elaborate form with very little matter. Bringing two
such near-opposites together is ... dangerous. In this case, the
form-poor pantope is being swamped by Djinnistani form and bleeding
substance into Djinnistan. And naming it the "Emerald Metaphor"
probably didn't help anything.
While the various djinn discuss what to do with him, Tom telepaths ahead
to his friends, explaining where he is. The djinn appear to overhear
this quite readily. The translator and the green guard then escort Tom
and his door as close to the aerial docks as they feel is safe, moving
traffic out of the way.
Meanwhile, back at the bungalow in the park, three djinn port in -- two
guards in gold and a vizier-type who appears to be made of moonstone.
The vizier-type converses telepathically with the Ambassador, who tells
the rest of us that we must go meet Tom and Nick at the docks. Soon,
we're all together there, and the vizier-type is explained to be a sage,
a technical expert in ... this sort of thing (whatever sort that is).
While Tom and the Sage meet in mid-air, Nick runs back to his room in
the ranch-house to fetch something...
The Sage and Tom discuss how to extract the djinnish essence from the
pantope. Nick, on returning, suggests Tom could help by turning the
decks into real emerald. The Sage agrees that this would help him. Tom
would be pushing while the Sage pulled, so to speak.
Then Tom notices the two Robbies.
After all this is explained to everybody, the Sage tut-tuts and explains
that Robbie is somewhat like a djinn, in being a kind of spirit, but
he's a... "rider" is the word the Sage settles on, and a young one,
too. He needs a vehicle, at this stage, in order to live in most
realms. The gargoyle is another "rider." Gannar the android, on the
other hand, is not; as far as the Sage is concerned, he's just an odd
human.
Robbie, as the Sage said, needs a vehicle, and personal identity is very
important in matters of such vehicles, which pretty much precludes
buying Robbie an off-the-shelf new body. Robbie is, the Sage admits, in
an unusual situation, one that only an ... unusual (foolhardy?
ignorant?) person would get into. He should not now return to any
mundane realm for a while, until this new vehicle is sufficiently
solidified.
Okay, what about the cities of the nephilim? Robbie decides to Tell All
to the Sage, and explains about trying to rescue a substantial part of
the nephilite remnant. He suggests having Desmond talk to the Sage.
Braeta goes to fetch him, vanishing out the pantope door into the ranch
house.
But when the Sage learns that Desmond and Braeta are both remnant
nephilim, and that the door over there leads out into the mundane realm,
he gets very perturbed. So do the guards in gold. The Sage hustles
all of us into the pantope, and has Tom shut both doors. He explains
that the guards were very upset and had just summoned the griffins...
He then gets all faint and queasy. The pantope, being a place poor in
form, does not agree with him at all.
We open the pantope in Lanthil, at the top of the Thilorod -- the
mountain with the lake on top, filled by the luminous waterfall out of
the zenith. The Sage hops out and feels better immediately. Nick
checks his watch and finds we're about 30 years in the "future," some
time shortly after our latest visit. The Sage checks Robbie over and
says he's doing fine. It was risky of Robbie to enter the pantope, in
fact.
Tom looks over Robbie 1.1. He seems okay, too, if still bemused.
Robbie 1.0 tries out all his various functions, like popping out flying
eyeballs, and finds they still work. Attempts to make himself look more
like his recent Sim body fail, though. And when he concentrates on
tracing his circuitry, it comes out slow and stupid. On the other hand,
at least there is now circuitry to trace.
Gannar tries opening a telemetry link with Robbie. This time, he
succeeds. He looks over Robbie's peripheral systems and finds them ...
odd. Artificial intelligence typically arises in a well-developed,
highly textured software environment. Robbie's new "vehicle" has only
the bare minimum software, as if he were a brand new system, far too
young to be sentient yet. Robbie's own cyberclair of himself concurs.
(A few hours ago, cyberclair revealed nothing.) We appear to now have
an old AI on young hardware (Robbie 1.o) and vice versa (Robbie 1.1).
Just to make sure, Tom and Nick pop Robbie into the field autodoc and
get an error message to the effect of "You're not supposed to put
machines in here." Okay, just checking.
Meanwhile, we are straying out of our home time. Nick therefore reveals
what it was he wen back to his room to get -- an omniport. He opens it
on the same spot 30 years back -- Lanthil "now" -- and everybody steps
through (expect Tom, who goes back to the pantope and brings it in
separately).
The Sage is bemused. He looks about at the little-changed landscape and
goes down to the water. Luminous. Remarkable stuff. He reaches in and
forms a bottle of luminous ice out of it. Standing up, he notices
something in the distance, over in the direction of the Dark Side of
Lanthil. He then tells us that we should take our time and deliberate
before we next invite anyone from another realm up here. We need the
time to "deal with it" ourselves. He doesn't want to tell us anything
more, and he promises he will do his best not to tell anyone else,
either.
Well, that's ominous.
Now we turn to decontaminating Tom's pantope. The Sage sets up a
tripod. Tom gets in the pantope and wills the djinnish essence out.
The Sage leans into the door with the ice-bottle open, and it fills with
luminous smoke. He then steps in and picks up the lump of emerald that
formed under the omniport, Tom meanwhile re-decorating the decks as new,
fresh emerald. The Sage then seals the emerald into the bottle, along
with the shining smoke. He then puts the bottle on the tripod and
stares at it.
After a bit, he asks if there's a neutral, wild, unclaimed place we know
of. We suggest New Hierow, an out-of-the-way planet. Why? He's
worried, because his bright idea of using a bottle of Lanthil ice has
produced an object of "uncertain ownership." He should have thought of
that. It isn't dangerous, but apparently embarrassing. He thinks
hiding it on New Hierow would be a good idea. Probably for a long
time. We can open our omniport there and he'll take the bottle and be
out of our hair.
Yes, but what about the nephilim? They were the reason for all this
popping about. He explains that the nephil remnant has to go through
the Places of Penance, which he can't recall much about, but he's quite
sure they aren't the same as Yazatlan or its pocket universe. Getting
more data out of Djinnistan should wait on our opening diplomatic
relations. He repeats that he's sorry for finding out about our Dark
Side and promises to keep it quiet as long as he can. He exits.
Nick opines that we should explore the perimeter of Lanthil, including
the Dark Side, very soon, so as to consolidate our claim. He also
recommends we pursue diplomatic solutions to our nephil problem.
We climb back in the pantope and drop off Nick and Mirien in
Vinyagarond. We then re-connect to the ranch on Hellene and re-call
Braeta (for whom only seconds have elapsed). We explain the situation
to her and say we're going to be trying diplomacy. In view of which, we
should probably not have her (or Desmond or other nephilim) setting foot
in Faerie if we don't have to.
Instead, we set up a telecommunications link. Robbie and Tom mess
around with a mixture of videophones and magic mirrors, but the shifts
in natural law from Hellene, through the pantope, to Faerie, make it
difficult. Eventually, we just use a pair of magic mirrors. It turns
out cheap plastic mirrors from Z-mart don't enchant nearly as well as
the nice silver and wood pair given to Mirien and Mithriel last Yule.
(Not by Tom; he never gives the twins double presents.)
This established, we re-enter Vinyagarond ourselves and seek out
Daewen. We find her trying to clean up the dining room. Alvirin and
his court have left. The Patalan Ambassador and his retinue (including
their portable river) are leaving soon. Atlantis and Avallon are going
to be at dinner tonight, despite the fact that the two groups have had
some sort of a row recently.
We ask her about diplomatic aid for the nephil remnant. For that
matter, there's some fay remnant mixed in with them. Wouldn't that
concern Alvirin? She says we should be very careful about approaching
Alvirin on such a subject. In fact, we should have the fay remnant do
the approaching, and not suggest Alvirin do it. Such things have
happened in the past. But even then, the supplicants have sometimes
been rebuffed. The records of such dealings would be in Elvencrown;
Nick might like to go research it.
Okay, how about these Places of Penance? Where are they? Daewen has no
idea, so we call Braeta up on the magic hand-mirrors, seeking clues.
She says the journey there is supposed to start at the top of the "Great
Mountain," but she doesn't know if that's Everest, Ararat, or Olympus.
(Or, for that matter, where those two legendary mountains are, for
certain.) Katrina wonders if it's a prophetic reference to Lanthil's
mountain. Braeta counters that it's a place the nephilim return to,
and Lanthil is brand new.
Braeta calls Desmond to the mirror. He favors Olympus as the "Great
Mountain," wherever it is. His second choice would be somewhere in the
Hindu Kush, which is the mundane correspondence to the Kaf Mountains of
Djinnistan. He dismisses with scholarly disdain the idea that the Great
Mountain is in South America -- an idea based on the coincidence between
the names "Aztlan" and "Atlantis." He's pretty sure the place has to be
somewhere on Earth.
We doubt that Earth has the clues to tells us anything useful, though.
Instead, we decide to go to Elvencrown with Nick. There, Nick can
research the history and etiquette of repatriating remnants from Earth,
while we can try approaching the embassies of the nephilite nations.
Updated: 7-Oct-06
©1984, 1994, 2005 Earl Wajenberg. All Rights Reserved.
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