We are ready to begin evacuation the nephilim and their companions from
Yazatlan. We go to our various posts:
In the pantope, we have Tom, Kate, Mirien, Markel and his dragon, and
Desmond.
In the Tellemataru receiving area, we have Robbie, Brunalf, Mithriel,
Katrina, Salimar, and Metalais.
On the away team to the various pick-up points in Yazatlan, we have
Dafnord, Daphne, Runyana, Braeta, Greywolf, and whoever our local
representative is for the area.
Desmond and Greywolf will swap back and forth, with Desmond at whatever
post seems to be most in need of time-tricks or at highest risk of
violence.
In the room housing the telemporter, we will have Obedan (remember
Obedan?) and his retinue, along with Gannar, who, along with the
Tellemataru automation, is mainly keeping an eye on Obedan.
Our first pickups will be the people of Sunbird and N'Tabo Bey, so they
can go back on duty in the field hospitals as soon as possible. Sunbird
wins the coin toss and goes first. We open on a sunny savannah in a
quasi-African/Amerindian part of Yazatlan. The away team establishes
their exit order: Runyana, the local representative (Sunbird this time),
Dafnord, Greywolf, and finally Braeta, with Daphne moving up and down
the line.
Here's what the various groups see:
In the pantope, we see the two portals nearly in face-to-face contact.
One opens on Yazatlan, the other into the mouth of the telemporter,
which is really just a distraction to prevent people from guessing about
the pantope. So there's essentially one portal hanging in the air. One
side shows the telemporter; the other side shows Yazatlan.
In the Tellemataru, they see a big, dimly lit, bronze tunnel mouth
opening on one wall. This is the connection to Yazatlan.
On Yazatlan, they see the same bronze tunnel mouth hanging in the air.
On the other side, they see a circle of bulkhead on the Tellemataru.
So...
Stepping out into the apparently empty savannah, Sunbird makes a
birdcall. A few people rise out of the grass. Then some more further
off. Then more out of a stand of trees in the middle distance. Then a
few more...
People sort of filter in. Some look reluctant and suspicious. Dafnord
sends Sunbird to sell them on the idea. Greywolf helps at this. Daphne
spots some fays eyes the proceedings. She goes to encourage them to
board. Half an hour. An hour. Hour and a half.
After about two hours, when we've loaded about 1200 people. Next!
At the next stop, a runner comes up, very distressed. Some hunters have
gotten distracted and gone off after some antelope. Some more folk have
gone off after the hunters. We need to round them up.
Meanwhile, Robbie calculates that the crowd-flow means it will take
three hours to load everyone.
Dafnord thinks, then asks Tom, via telepathy net, to double back in time
and put a later instance of the portal over there between those
trees. That is, he wants Tom to decide now to wait a couple of hours,
his time, then put the portal over there a couple of hours ago. That
way we can load twice as fast, yes?
Unfortunately, Tom is a stodgy, first-generation time-traveler. No way
will he twist things up like this. "It's going up to Atropos and
handing her your worldline with one hand and her shears in the other,"
he insists. If they want to load faster, he'll make the tunnel bigger
with Glamour.
Tom shrinks down to bug size, slips through the cracks into the
telemporter tube, and proceeds to enlarge it. This causes some distress
signals to light up on the works back on the Tellemataru, but they soon
have everything evened out.
Meanwhile, Daphne and Runyana go off to collect the strays. Daphne soon
spots a three-way standoff between a band of hunters, a herd of
antelope, and a pride of lions. Two humans are already down. Daphne
perches in a nearby tree and animates it, to freak out the lions. It
does, somewhat. (Does a job on the humans, too.) Runyana starts
picking off lions with a gun. Soon, the standoff is broken, only some
of the lions are running the same direction as some of the humans, and
there are the wounded to consider. Eventually, the dust settles and we
get the idiot die-hard hunters off to the portal, which we move to meet
them, since one of the wounded is at death's door.
Collecting the other strays involves haranguing them and, in the end,
shooting the lead hunter (on stun setting). It takes two hours to get
all the humans, fays, and nephilim aboard (not counting the really
stubborn ones who never show up at all; they're a problem for much
later). Daphne's rumor that the world might collapse if you remove
enough demigods was very motivating. We'll remember it. Next!
And so it goes. We find we're picking up about 1200 every hour. We
pause for a logistics consultation. Revised estimates of the whole
human/fay/nephil population are around 1.5 million. It'll take 40 days
to clean out the planet, working non-stop. Instead of that, Morniesul
recommends we shuttle off in three trips, taking 30 days to load for
each trip. Looks ... workable.
We're done with Sunbird's people, so now it's N'Tabo Bey's turn. His
folk included a war zone that we somewhat pacified, but we'll start
elsewhere in his territory. He recommends places called the Desert of
Tears and the Western Plains.
We make several loading runs, with about the same average rate we
established for Sunbird, including the hassles of herding strays. Then,
in the Desert of Tears, we get a report of a more serious problem: The
local populace is eager to leave, but the local caliph wants to go on
being caliph and won't let anyone out of the city. He is able to
enforce this because he's got a lot of nephil blood and has whipped up
massive sandstorms and the like as a barrier between the city and the
pickup point. He's also summoned some wild beasts.
Of course, we can move the pickup point...
Updated: 7-Oct-06
©1984, 1994, 2005 Earl Wajenberg. All Rights Reserved.
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