Barrett's Raiders
This week saw the characters finally cross the Atlantic (with a brief stop at Lajes in the Azores for refueling), arriving at "Naval Station Norfolk" on 3 December 2000. I used scare quotes, because their destination was located not at Norfolk proper – which took a 1 MT nuke in November 1997 – but rather at Newport News on the other side of the James River. Though the US Military Emergency Administration (USMEA, the acronym used by the military government) had made efforts to rebuild portions of the original station, it was still too irradiated for long-term human habitation, hence the relocation. Plus, both Langley AFB and Fort Eustis were nearby, as well as the National Defense Reserve Fleet ("Ghost Fleet") of inactive naval vessels.
Once in Virginia, the members of
Barrett's Raiders were processed and given barracks prior to being interviewed, as per the directives of
Operation Resolute. Because of they'd impressed
General Hawthorne in West Germany, he asked USMEA Command to make every effort to keep the characters together as a single unit. They clearly possessed unique skills that could serve USMEA well in the anarchy of post-war America. For that reason, they were interviewed together by Captain Daniel Callahan, whom the characters immediately suspected of being their "handler" (or
commissar, as former Soviet doctor Vadim later called him). He filled them in on the
current situation in Virginia, as well as recent efforts by USMEA to deal with local threats.
Callahan explained that his superiors wanted to keep Barrett's Raiders together as "Military Liaison Group 7," operating with a high degree of autonomy as force multipliers for local groups in the Delaware/Maryland/Virginia (Delmarva) region who are attempting to rebuild. If they were amenable to this arrangement, he tasked them with traveling to Fort Meade, Maryland, where a former official of the pre-war government had established a safe area and was looking for assistance. Though nominally aligned with the
"unrecognized civilian authority" in Omaha, the official needed all the help he could get. Callahan explained that, if the characters can assist him, it'd go a long way toward helping to bridge the gap between USMEA and their rivals. After brief discussion, the characters agreed, thereby accepting continued service with the US Army.
Dolmenwood
Having reached the Shadholme Lodge and the camp that grew up around it in anticipation of the Hlerribuck festival, the characters spent much time settling in. They soon discovered that the Hlerribuck had attracted people from across Dolmenwood, including people whom they knew. Sir Clement encountered Sidley Fraggleton, a childhood friend, who was engaged to another friend, Celenia Candleswick. Celenia's father, Sir Jappser, didn't think much of Sidley (or Clement for that matter), which is why Sidley was glad to hide from him in the company of Clement and his comrades. For their part, the rest of the characters mostly ignored Sidley as they went about their own business.
Part of that business involved Falin being impressed into service as the temporary vicar of the memorial chapel set up on the grounds of the Lodge. Apparently, the priest who was expected to be here, Father Dobey, was nowhere to be found and many of those who'd traveled to the festival required the services of a cleric. Falin reluctantly agreed to this and set herself up in the chapel – which Sidley promptly claimed as his "sanctuary" from Sir Jappser and his brutish friend, Shank Weavilman – and began tending to a number of odd folk who happened by.
While in the chapel, Alvie found a dusty key on the floor. This led him and Marid to begin looking around the place, assuming that the key must be for a lock in the church itself. After a while, they discovered a keyhole at the base of the chapel's altar. When used, the key unlocked the altar itself, which could be slid to one side, revealing a dark shaft into the earth, complete with a set of rungs leading downwards. Locking the chapel doors, Alvie descended some 20 feet down before discovering a door, on the other side of which he heard Breggle voices. He climbed back up and reported what he saw and heard. The characters decided this was worthy of investigation, but it would have to wait until nightfall, lest they draw too much attention to their activities.
House of Worms
The day of Kirktá's presentation to the city of Béy Sü and, by extension, the entire Empire of Tsolyánu, as a declared heir of the now-deceased Emperor Hirkáne was finally upon the characters. The festivities began early, with food and entertainment in the courtyards of the Golden Bough clanhouse. This was intended for members of the lower clans, while the high clans would partake of refreshments inside. It was inside that Kirktá, attired in the garb of an imperial prince, would receive his visitors, well-wishers, and rivals. The characters had made an effort to advertise the party widely and had specifically invited other known heirs to come and meet their newly revealed (half-)brother.
Prince Eselné sent his regrets, saying that he was "needed elsewhere." Prince Dhich'uné said the same, but promised to send someone in his place, with "a suitable gift." The gift was a large black box, borne by four slaves, and presented by Jayárgo hiKhánmu, a priest of Sárku of long association with Dhich'uné. Jayárgo was polite and respectful and explained that the box contained "something most precious" and would aid Kirktá in achieving his destiny. Naturally, this frightened Kirktá, who felt that, whatever it contained, it might serve as a catalyst for breaking down the mind-bar placed on his memories years ago. Rather than risk that, he had the box sent away to a safe place and planned to view its contents later.
Throughout the evening, Kirktá met several other people of significance, most notably Princess Ma'ín, who arrived with great fanfare. Her arrival attracted a lot of attention away from Kirktá, for which he was somewhat grateful. Ma'ín's chat with Kirktá was laden with subtle – and not so subtle – innuendo about his future. By comparison, Prince Táksuru was straightforward in his interactions, urging Kirktá to stay out of "the game" and promising him and his companions rewards if he did so. Prince Rereshqála, meanwhile, explained that he had hoped to avoid entering the Choosing of the Emperors himself, but that he would gladly do so if it meant ensuring Dhich'uné did not become emperor. He further suggested that all the other heirs might need to work together toward this one end. He then departed and said they would speak again soon.