We left our heroes and some nephilim aboard the Tellemataru, scheming
about the evacuation of the captive nephilim from Yazatlan. After
dining with Morniesul, we return to the conference room, where the
leading nephilim are still conferring.
Robbie asks the cat to examine the Key of Atlas with his witch-sight.
Hey, wow! It's so... solid. Intrigued, Tom scans it. It certainly
bears nephil-flavored psychic signatures. It also feels ... different.
Salimar checks the Map of Here, but the key doesn't show up on it. Tom
tries feeling out the Key with his Knack of Tools, but gets nothing.
It's surprisingly un-tool-like. "Maybe it hasn't been used much," he
hazards, for his knack actually works on psychic traces of a tool's past
usage.
The assembled nephilim look it over, and Blackthorn remarks that the key
seems "too heavy," and thinks it would be extra hard to change or
transform. His lady, Rose, raises her eyebrows at this.
We turn to the issue of the Forty-Nine Cities of the Nephilim, in the
Mountains of Kaf. This is where crossing the Plains of Penance gets
you, and Tom tries to make the place sound more inviting. He asks
Braeta to tell the others about the electrifying vigor she felt when she
visited the Kaf. But they already knew about that, and it didn't sell
them. Also, Tom had supposed that the cities were sitting there empty
and waiting. They think the reverse. In short, leaving the mundane
planes is no more appealing to them than it ever was, minus the
incentive of avoiding dragons. And nephilim are more the sort to fight
than run.
Suddenly, Robbie has a brilliant idea. How about the Falkenstein line
as a new home for the nephilim? It's a whole world where fays and
dragons walk openly among humans, and have done so for millennia without
any Powers objecting, so far as we know.
Blackthorn says it sounds very interesting, and should be investigated
-- after they get themselves organized.
Going back to the Plains of Penance, Robbie asks Desmond how close he
thought he was to the Mountain. (Pretty close.) Would he like the Map
of Here or the services of the cat to pinpoint it? (No, finding it
won't be a problem. The bandits in the area are a problem.)
After a little longer, the nephilim finish up their logistical planning
and have Tom drop them back off in Yazatlan, at the times and places we
got them. As they are leaving, Kranov and Chebastian pause, take Tom
aside, and ask him just how close he is to the folks in the Falkenstein
line. (On friendly terms, but not close.) Um, well, good, because
some nephilim may not be very subtle about how they barge into the
Falkenstein line, and it's rather late to try to keep the idea secret.
(Oh...)
Blackthorn says much the same thing, before he steps out, and thanks Tom
for taking so many risks on behalf of the nephilim, even if he may not
have realized it. (Tom answers that he stopped reckoning risk after he
realized he was probably listed by name in Lilith's bad books.)
Morniesul wants to go machinate about getting supplies for the fugitive
nephilim. We arrange to rendezvous with him a week from here-and-now.
Once we are all back in the pantope, we decide to look in on the
Falkenstein line, to see just how well it would suit our purposes. We
open a door into our house, Oak Manor. We're in a dining room. We
wonder if high tech will work here properly. Robbie's various bodies
did, but they were part of a living thing, broadly speaking. We open
the other pantope portal onto the ranch on Hellene and fetch in one of
our levitating tea trays, then take it into Oak Manor on the Falkenstein
line.
Robbie can distinctly feel walking through the portal, now, but the tray
hovers successfully. Gannar tries out his lift motor. Thump. He
hits the ceiling. The lift motor runs with exaggerated power, and a
little rough, just like it did in the Kaf Mountains. Cautiously, Gannar
backs down.
The thumping and cries of dismay bring the attention of the caretaker.
He knocks on the dining room door. Tom opens and copes. The fellow
is a native of an magical world, and knows his employers to be wizards
or something. Maybe this is why he pays no attention to the gaping
green abyss of the pantope, visible through the portal in the dining
room. He does notice the floating tea tray, but only admonishes us that
the help can do that kind of thing better than any gimcrack enchantment
from some city sorceror. We say we agree and have decided to return the
thing to the shop. He rustles up some real tea for us, on a proper
tea tray, and asks if we want the staff to come back. He's a little
disappointed that we don't.
Leaving the caretaker to engage a plasterer for the ceiling, we get back
in the pantope and steer the window to a barren speck of an island in
the Irish Sea. We want to see if our spaceships will work on this line.
You see, a million or so nephilim will be hard to sneak onto Falkenstein
Earth, but what about other planets? But such migrations would mean
spaceships.
We gate into the Nones's hangar at Jumping Jack -- thus setting off
security alarms and startling some guy who was there doing routine
maintenance. After all that is over, we open the portals very wide,
and have the Nones taxi into the pantope, the out onto the little
island.
The computer immediately begins reporting electron failures aboard the
ship, in the bits sticking out into the Falkenstein line. And there's
something wrong about the timing of the circuits. It opines that, with
a lot of recalibration, things could be made to work, but we decide not
to try it right now.
Instead, let's see if we can just fly the portals themselves.
Tom is pleasantly surprised to find that, with just a few hints from the
computer for direction, he can fly the portal to Alpha Centauri in just
a few minutes. There we find Centauri itself and bring the portal in
for a landing at a spot that, on our timeline, is occupied by the
capital city Chiron. Here, it's a weedy area with a few bald sheep.
We put the portal in the airlock before switching it from window to door
mode. Then Tom, Robbie, the cat, and the gargoyle cycle through. Tom
looks around, takes a deep breath--
And falls over.
Robbie hauls him back into the pantope and quickly pops him into the
Nones autodoc. It tells Tom, who's awake again, that he needs more
oxygen in his diet.
Robbie pops back to Jumping Jacks -- startling the technician again, who
was already wondering where the spaceship had got to -- and asks for one
each of every air-analysis kit they have. Okay...
A minute later, Robbie gets a phone call from Cantrel, asking why we
wanted the terraformers' model of portable air analysis lab. What is
Tom up to now? Nothing really terraforming; don't worry. (Okay, so one
of each was overkill.)
The terraformers' air lab arrives on a gravity pallet. The rest of the
kits come in a couple of sacks. They soon tell us that the air of
Falkenstein Centauri is a little low in oxygen, a little high in carbon
dioxide and noble gases, and endowed with some smelly organic --
probably the odor of bald sheep. In short, it is not a perfect match
for homeline Centauri, and definitely not a good place to send the
nephilim.
Okay, well, how about Falkenstein Hellene? We're able to zip over there
even faster. We bring the window in at the equivalent location of our
own ranch.
But as we come in, the Gargoyle gets an uneasy feeling, and nudges Tom.
We all look around. The place looks just like our own ranch, minus the
buildings. Just. Like.
Which is rather odd, really. After all, the planet has been heavily
colonized for several centuries, on our line, which has made a
difference to the distribution and density of things like forests. But
this forest looks just like ours. Even more like than its equivalent on
the Co-Dominion line.
Looking through the portal with his cat-sight, Brunalf notes that the
distant mountains look "soft" somehow, as if they'd be easy places to
witchwalk. Hm.
We land the portal, put it in the airlock, switch to door, and emerge.
Or Robbie does, taking an air sample. Seems breathable. Then the cat,
the Gargoyle, and Markel join him. The cat is in his egg-ship. He
lofts for a good look around.
Robbie, the Gargoyle, and Markel all fall down.
We quickly pull them back into the pantope with TK, except for the
Gargoyle, who is too heavy. The cat spots an air car in the distance,
zooming in. Very fast.
The cat retreats into the pantope and we set the portal on
freeze-frame. Braeta stuffs Markel into an autodoc, which revives him,
reporting he was heavily stunned. Maybe the stun was delivered through
the ground, and that's why the cat was spared.
Robbie is still in a highly humanoid form he shape-shifted into
recently. We try putting him in another autodoc, in case he's humanoid
inside as well as out, but the autodoc only remarks that he shows no
signs of life, or even of death, and asks what, exactly, we've loaded
into it. (We were hoping it could tell us.)
Well, then, how to revive Robbie? Since he body seems to be so much
solid magic now, Tom tries casting some high-order Glamour on it. This
works. (In fact, Tom rolled a perfect hit, a true shapeshift; the
humanoid form is now Robbie's true form. It's not clear either of them
knows that yet.)
When Markel wakes up, the first think he wants to do is fire up the
force-field generator, but we persuade him we should drag the Gargoyle
inside first. Several telekinetics, plus several strong people with
ropes, manage to do this. We take only a few seconds of outside time,
so as not to let the air car get much closer.
Then we go back to freeze-frame and steer the window over to the air
car. It's full of draconians -- two dragontroopers and two dragon
officers, just like the types we saw in the raid on Destine. How
interesting.
Braeta opines that they had someone watching the location of our ranch
on every timeline. But since that's rather a lot, the watcher
probably isn't anyone important. And these creatures seem to work
strictly by chain of command. That may buy us a little time. The
pantope buys us some more, of course, but these folk use dimensional
portals, too...
Nevertheless, we think it would be worth while to explore the mountains
in the north, in freeze-frame.
Updated: 7-Oct-06
©1984, 1994, 2005 Earl Wajenberg. All Rights Reserved.
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