Triple Helix: Part One

Submitted by Christopher Wright on
Atlantic Ocean, Night

It was a stupid oversight. It looks like it might get them killed.

Steal a boat seemed like the most reasonable approach to escaping the island. Sea travel had been the most common way to get to and from the island for most of its history, after all. But Artemis had ordered the civilian population to evacuate, and as a result most of the seaworthy boats were gone. The one they’d chosen—an old seiner fishing boat—had looked like the best of the few boats still moored in the Port Libertad docks, but a few hours in and Artemis could tell they were in trouble.

He’s not sure how fast they’re sinking. Every calculation he attempts produces a different result, and eventually he admits he simply doesn’t know enough about the condition of the boat to predict when the leaking will stop being manageable. A few days at most, is his most optimistic guess—and that’s assuming the weather stays calm, which is far from guaranteed. He doubts there’s enough time for them to actually get anywhere.

Curveball Issue 24 Pushed Back to June

Submitted by Christopher Wright on

... well obviously it has, because it's June. Still, a brief explanation is in order.

Issue 24 is a double-sized issue (about 16,000 words instead of the standard 8-10K) so there's more to write. On top of that, I've been putting longer hours in at work because we're testing a new release, so I have less actual time to write. This has made my hope of getting the issue out on time a bit unrealistic.

I hope that it will be out this week. I am positive it will be out this month.

Sorry for the delay. Thanks for your patience. Assuming you are, in fact, patient, and not simply apathetic. :-D

AEInterlude: Part Four

Submitted by Christopher Wright on
Haruspex Analytics

They’ve been gagged and bound for nearly two days, hands stretched over their heads, feet tied together and tethered to the floor. All three figures—two men and a woman—bear their incarceration stoically. There were initial attempts to work free of the restraints, but they proved fruitless, and eventually all three resigned themselves to waiting.

And so they wait, in a darkened room, with nothing but their own thoughts and the occasional muffled sounds of their fellow captives to keep them company. They wait, grow hungry, grow thirsty, and continue waiting.

Finally, towards the end of the second day, someone turns on a light.

The light is painful at first, but as they gradually adjust they see they are in a very empty, unfurnished room. Unfurnished, but fancy—the walls and floor are granite, and the ceiling is covered in baroque plaster tiles. At the very end of this empty room is a simple door, so plain it looks almost shabby by comparison.

It is another hour before the door finally opens. When the man walks in, the three recognize him immediately.

“I apologize for the delay,” the Chairman says. He crosses the room slowly, deliberately.

AEInterlude: Part Three

Submitted by Christopher Wright on
Diplomacy in Action

Nobody moves.

The only sounds come from outside the building—those sounds are louder than they would normally be, due to the gaping hole in the concrete wall. Agent Grant hears sirens, many sirens, as police frantically converge on the scene. He wonders if there are any metahumans in Raleigh who will also respond. He assumes there has to be at least one, what with all the technology in Research Triangle Park, but he’s not familiar with the area.

Doctor AEvil stares at him impassively—he supposes it’s impossible for a hulking suit of powered armor to do anything but stare at him impassively. Grant glares back at the tin suit for all he’s worth.