The Law of the Long Arm 2: Chapel
Morrowlark
You've lost something, haven't you?
- Pronouns
- He/Him
A blank key that you somehow use to open locks it doesn't fit; ground glass that obeys your will. You'd think that being sentenced for unlicensed oneiromancy would mean the guards would notice that you're doing these things, but somehow they don't, seemingly can't. Odd.
The Wolf needs to go with you. This is an important part of your day, especially when you need...an Outside perspective. So as usual you take it from its hiding place and conceal it between your breasts. It's not the most comfortable sensation, what with the little toy gun sewn into the Wolf's hand, but there's plenty of breast to hide the toy with and even more jumpsuit to hide your breasts with, so there's that. Today's
Speaking of the Warden...
"Prisoners, LINE UP! Head count!"
You pinch your cellmate's foot, waking it up sharply; it groans and rolls out of bed, dunking its head beneath the sink to wake up fast enough to get to the cell bars. You place your arms through the bars and wait; soon enough your cellmate follows, hair plastered to its face and neck, still sore from last night's beating.
"Didja have to do me that hard?" your cellmate murmurs.
"You don't touch my Wolf," you answer back, without looking at it. "Never. Ever."
And then you both stop talking, because the Warden is here. It, too, is a creature of shadow puppets, simultaneously the police officer, a warden and a chief and a detective and SWAT and snitch all in one, but it is also simply a middle-aged person with a glassy handlebar mustache and an ugly scar that winds from its scalp to its chin, passing through a blinded eye. In the Panopticon, the Warden's 'uniform' is not a thing one sees with eyes, but is instead a cloak of absolute, lawful authority that makes your eyes water; in the other prison, it is an ill-fitting, grey thing with body armor badly worn over it, its pockets gradually depleting in their ammunition counts.
Both are the Warden. Neither is. Your head hurts.
The Warden and the guards make a count of every prisoner on your cell block, and then they stop across and three down from yours. "Prisoner 17141, you have made parole," the Warden intones. "Congratulations on your new placement in our great Empire and the mercy of the courts."
"Nononono," 17141 pleads. "No please, there's been a mistake, I'm - I'm a criminal, I can prove it - no don't open the door -"
But they do open the door. Truncheons impact 17141's stomach, knocking the wind out of it, and the guards seize it by the hair and drag it away screaming. It locks eyes with you, screams for help, and as it gets further and further down the hall, the screams for help become pleas for death.
Just another day Inside.
It's just after breakfast that the Wolf stirs, muttering wordless noises into your mind. As usual, you quickly finish off what's left of your awful prison food, cleaning the metal tray entirely, before you flip it over. You spit into your sleeve and rub the back of the tray to a mirror shine, and then you look at it, and let your eyes unfocus. When the mirror speaks, the reflection lies...
* * * *
Three days after the Station 104 rescue
You haven't even had time to meet the people you helped haul out of the water. Nattie's 'no pressure, no rush' offer had weighed on your mind, chewing and eating at you, until finally you could get everyone together. The power is still off. Nattie has made it clear, as has the Captain, that there is a willingness to restore power, especially if you're willing to "work your stupid wizard bullshit" and reshape some glass poles. They'll be fragile, sure, but there's a lot of glass, and even a damn window factory out near the docks that Project Throwback is eager to scale down and get operational again. It doesn't need all of those machines, and cannibalizing the others for parts could be very useful indeed.
But for right now, you have your closest friends/advisors/officers/people you think you might wanna make out with on hand, and they are chewing over Nattie's offer.
"I'll level with ya," Sasha begins. "Fuck 'em? Let's be super generous, say that Threshold really was on the up and up and the old guy was this heroic sociopath or whatever. They're still post-corporate soldiers right now who uh, are real willing to kill people for being in the way."
Nettleson makes a hrm sort of noise. "They've been saving lives. I'm not certain they're soldiers either - that young lady, Nattie...I don't know. I think they were handing citizens guns, not making an army. Not as such."
"Is that meant to be a comfort, dear?" Andrea asks softly. "One thing I learned in the armed forces was escalation of force. I am not cheered to believe this Project Throwback might not have, nor by dissent within their own house."
Jill leans in, hands under her chin. "All the more reason to get that seat at the table. We can't stay here forever, especially not if we keep growin', and especially-especially as Threshold kinda owns the fuckin' power plant. They like us now, but I'd rather negotiate that relationship up close as part of a community. If they take us serious, then it'll be easier to sell it when it's time to tell 'em, hey, stop bein' Threshold, we're all just folks now."
"...Is that a goal?" Jack asks, thoughtfully. "They've got some pretty high-minded objectives..."
There is contemplative frowning all around. Doctor Wheelwright's argument is pretty straightforward: she needs better supplies to do her job, and dead people don't get a seat at the table. She's all for joining up and considers it useless chin-wagging to pretend this is even a choice. And that argument, it gets a lot of traction around your little gathering, especially as people sneak looks over at the former Asset Protection and also, well, you. You rub new scars self-consciously.
Your advisors are breaking on the side of accepting Nattie's offer
[ ] Agree with this ruling
[ ] Attempt to override them