Shimmer, Glimmer, & Gleam - A Quest of Loss & Gain

I choose not violence and reaching out to the community

[x] Begin Arc 3: Concrete Jungle (You will evolve the Everlasting Wings and lose your seat at the table temporarily as you focus on making contact with the invisible people over early community politics)
[x] [X] Push the choice onto your officers (Jill, Jack, Sasha, Chef Nettleson, Doctor Wheelwright, and Andrea)
 
[X] Begin Arc 3: Concrete Jungle (You will evolve the Everlasting Wings and lose your seat at the table temporarily as you focus on making contact with the invisible people over early community politics)
[X] Push the choice onto your officers (Jill, Jack, Sasha, Chef Nettleson, Doctor Wheelwright, and Andrea)
 
[X] Begin Arc 3: The Law of the Long Arm (You will evolve Mime's Knack and lose your last shreds of respect for the old world as you wage war against one of its greatest horrors)
[X] Push the choice onto your officers (Jill, Jack, Sasha, Chef Nettleson, Doctor Wheelwright, and Andrea)
 
[X] Begin Arc 3: The Law of the Long Arm (You will evolve Mime's Knack and lose your last shreds of respect for the old world as you wage war against one of its greatest horrors)
[X] Push the choice onto your officers (Jill, Jack, Sasha, Chef Nettleson, Doctor Wheelwright, and Andrea)
 
[X] Begin Arc 3: The Law of the Long Arm
[X] Push the choice onto your officers (Jill, Jack, Sasha, Chef Nettleson, Doctor Wheelwright, and Andrea)


Farewell old world. We already chose to leave you behind anyways.
 
So good news: thought I would need a separate appointment for the extraction. I did not. The demon tooth has been ripped free.

Bad news: bout to be FUUUUCKED up as a result
 
[X] Begin Arc 3: The Law of the Long Arm
[X] Push the choice onto your officers (Jill, Jack, Sasha, Chef Nettleson, Doctor Wheelwright, and Andrea)
 
[x] Begin Arc 3: The Law of the Long Arm (You will evolve Mime's Knack and lose your last shreds of respect for the old world as you wage war against one of its greatest horrors)

This is about to suck, but we cannot let the rot of the old world infect the new, and terrible as Corporate is, their world is already crumbling. The cops will definitely rip the new city apart in ways the people can never recover from. They have to die.

[x] Push the choice onto your officers (Jill, Jack, Sasha, Chef Nettleson, Doctor Wheelwright, and Andrea)

Advisers exist for a reason, and this decision will effect everyone in the community. These folks will understand the implications of this choice in more detail, and asking for them to make the decision will help solidify the relationship Orchid has been trying to cultivate. If it has to be a leader, it doesn't want to be one that is in charge of *everything*.
 
W00, skipped past being awake for the anesthesia wearing off and now I'm just physically and mentally exhausted! Y'all already know what that means:

One hour to call

I'm not waiting 7-10 days to fully heal in order to keep fkn writing, I already can't smoke for that time if I lose the writing too there's gonna be some fucking cannibalism committed.
 
[X] Begin Arc 3: The Law of the Long Arm
[X] Push the choice onto your officers (Jill, Jack, Sasha, Chef Nettleson, Doctor Wheelwright, and Andrea)
 
Let's party.
Scheduled vote count started by Morrowlark on Dec 27, 2024 at 2:44 AM, finished with 25 posts and 18 votes.
 
And TIL that folks evidently need to match word choices when voting. Uh. Keep that in mind going forward I guess.

Anyway, writing.
 
And TIL that folks evidently need to match word choices when voting. Uh. Keep that in mind going forward I guess.
Maybe put the descriptions for each arc below the actual vote name in bullet points next time? Something like:

[ ] Begin Arc 3: The Law of the Long Arm
-
(You will evolve Mime's Knack and lose your last shreds of respect for the old world as you wage war against one of its greatest horrors)
 
Begin Part 3: The Law of the Long Arm New
Tugs on the long cable of glassy web indicate that it's time to haul the diving bell up and out of the water, and you resolve to shelve the topic until you can discuss things with your friends-slash-officers-slash-fellow-community-leaders. You wrench your gaze away from Durance-on-Bay and offer Nattie your elbow to lean on while the two of you go to meet the people from Station 104.

Besides. There might be a perfect excuse to delay things, you think to yourself. That prison has to fucking go. Some part of you doesn't like pushing back a dedicated attack on Corporate, and you mislike not pushing to contact the invisible people even more, but if your ally and/or new neighbor is building a settlement here, right here, they need to not have the pigs spewing their bile directly into the Bay all around them. If nothing else, any hypothetical fishing fleets need to not have to worry about the cops.

There. Good. Logically reasoned. You smile to yourself, and go to meet -

Wait. No.

That's not how it...
 
The Law of the Long Arm 1: Panopticon New
You snap awake with a sharp inhalation through your nose, and resist the urge to lash out. Instead, you bend your ears to listen. Your cellmate on the bottom bunk is still deeply asleep, as it should be; the dance you danced with its kidneys will take some time to sleep off, and leave no marks of your handiwork besides. One of the Guards is walking past, at the leisurely pace of what must be a night patrol. It does not use a light. It does not need light. Or, rather, a Guard does not need light for anyone but you, not that they seem to have realized this as a whole. You are not certain why you have certain...strange privileges, here Inside, but they are precious and to be guarded at all costs.

When the patrol passes, you gently get down from your bunk, landing on tip-toes so your heavy boots don't make noise. Another little privilege. Not even the Warden seems to understand that you're wearing them. You don't know where they came from, except that they are from Outside, and therefore important. You glance at your pillow; the Wolf will be concealed in its case, the little plush creature that speaks to you and directs you and knows what to do and to whom, most of the time, but it will also be asleep. Let it rest.

You wash your face in front of a mirror that will not bear your reflection and go to the bars of your cell to gaze out at Durance-on-Bay, where you are Inside.

It is huge, Inside. It is also small, Inside. This must be understood on a level other than the logical or you'll end up like the others, who leaked blood from their noses and eyes until there was no more blood left to leak, and they died. Imagine it like...a shadow puppet. One hand making the puppet is a vast panopticon, an impossible mirrored tower in the midst of stacks and stacks and stacks of cell blocks, none able to escape the eyes of the observers in the towers, barred in glass-and-steel. Some, most even, contain living prisoners, hundreds of them, and you are not certain how the prison feeds them all. The kitchen always has food, like in a dream. Maybe it doesn't come from anywhere. Maybe it's just the dream of a kitchen.

But there is another hand that makes up this shadow-puppet place. That hand is a claustrophobic and more physical building, defined by narrow hallways that would, a long time ago, have been secured by wall-mounted cannon. It has a comprehensible layout, gates and doors and stairs and fire extinguishers, the prisoners have to sweep its floors and cook its food and labor in its facilities. That hand of Durance-on-Bay is cracking, and creaking. Never in good repair, something has been exacerbating the damage to the walls, the crumbling of the floors. It's interesting, though. Whenever the Warden needs to give a prisoner to its lesser pigs, a "cooperative inmate", the Warden is only in the physical prison. But when the Warden wants to make an example, it appears in both. It often makes an example of those who don't sufficiently rip out and scour the jagged glass that grows from the cracks in the walls and eats away at the edges of the iron bars. The glass scares the Warden.

Lights on, soon. Another day Inside.

Welcome to Durance-on-Bay
Your prisoner number is: 17060
Convictions: Second-degree homicide, theft, arson, aggravated assault, assault with deadly weapon, battery, unlicensed oneiromancy
Time remaining in sentence: 230 years
Eligible for parole?: No
Warden's Note: Treat as armed and dangerous at all times

Prisoner 17060, you are in possession of TWO pieces of contraband in addition to the Wolf that speaks to you in your own voice
[ ] A "knife"
[ ] A healthy stash of cigarettes
[ ] A visitor's map of the physical prison
[ ] A blank key from the workshop
[ ] Some of that jagged glass, ground into powder and hidden in your mattress

Prisoner 17060, what is your plan for the day?
[ ] Make an example of a fellow inmate

- The Wolf doesn't like it, but the Wolf doesn't understand what it's like to be Inside​
[ ] Meet with the Chaplain
- It's not a pig, somehow. You need to figure out why.​
[ ] Figure out what happens to prisoners that make parole
- The Wolf doesn't trust that they actually go free. You don't either.
Begin Part 3: The Law of the Long Arm
"Through me you pass into the city of woe:
Through me you pass into eternal pain:
Through me among the people lost for aye.
Justice the founder of my fabric moved:
To rear me was the task of power divine,
Supremest wisdom, and primeval love.
Before me things create were none, save things
Eternal, and eternal I shall endure.
All hope abandon, ye who enter here."

― Dante Alighieri, The Divine Comedy
You have 230 years left in your sentence, Prisoner 17060
 
[X] A blank key from the workshop
[X] Some of that jagged glass, ground into powder and hidden in your mattress

[X] Meet with the Chaplain

What the fuck is happening. This quest is freaking unforgiving, dear lord.
 
[X] A blank key from the workshop
[X] Some of that jagged glass, ground into powder and hidden in your mattress

[X] Meet with the Chaplain
 
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