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

Actually, thought we're locked in, I wouldn't mind a little "Good With"/"Bad With" list for characters we bring onto expeditions so we can make more informed choices. I do hope Jack will step up to the plate with aplomb but he's clearly nervous about doing so.

Noted, though to an extent Orchid itself is a little ignorant here. Not completely, but a little. There may be people you want to talk to or test drive (say, if at some point you're considering Charles).

One Hour.
 
Threshold 2: Foundations (The Invisible Peoples)
You slowly lean into the walkie-talkie clipped to your jacket and speak into it: "Throwback, this is Fleet, you read? Over." It still feels so strangely natural, and yet you know it's not. You've been forgetting your 'overs' and your 'outs' and you know you've got the terms wrong. It's like you're wearing the clothes of someone bigger, but they're your clothes.

"Loud and clear, Fleet. What's the problem? Over."

You chew the inside of your cheek. "Maybe nothing, but we'd better make sure. I'm taking my team to check it out, we'll catch up. Over."

"Negative, Fleet, you leave me four of those spiders or this whole trip is for nothing. Over."

Ah. Yeah, right, that's. Actually a good point. You go to order Asset Protection to attend on Nattie, realize they're never going to obey that order, and instead turn to Jill and three of the sentries. "Jill, take those three and keep moving with the Throwback team, the rest of us will be back soon. You're the person with the best rapport there besides me." Jill snorts, but she doesn't argue, so you hit the walkie-talkie again. "Acknowledged, Throwback. Fleet out."

And with that out of the way, your section of the outriders starts scurrying to get a better vantage. It's an odd experience; the spiders are avoiding wasting their webs on creating bridges from building-to-building, given the time and calories involved, but you'd be surprised what they can balance on, even with the weight of an entire extra rider. When they leap a few of them giggle, and their blonde leader - your own mount (shut up) - shushes them with the biggest grin on her own face. In and out, quick five minute adventure...

You frown as you get closer, sheltering atop a fast food franchise which, for some ineffable reason, has crenellations on its roof. You lift the binoculars again and look at the grisly feast on the ground. The figure, now much closer, is clearly like the other refracted humans you've met; the greasy glass of its hair might have been blonde once, and scars on what little of its arms and hands you can see have filled in with some kind of black glass...no, obsidian, like a volcano. Hrm. But something about it keeps making you want to look away, and you can't figure out what. The dirty, tattered clothing? No, that's just a fact. It's young, ish, maybe Marie's age, but while that's sad for reasons you don't understand, it's not a reason to look away. It's like...

...It's like your mind doesn't want to look at it...

"Hey," a strange, gravelly voice says right next to you. "Got a dollar?"

You turn your head quickly and notice, for the first time, that you are completely fucking surrounded. Each person around your little squad is attended upon by elements of the urban ecosystem; the one that spoke to you from behind a bristly beard of steel wool is weighed down by pigeons who snap mosquitoes out of the air with lancing tongues of half-melted glass, while others are attended by gleaming, wide-eyed frogs, miniature versions of the giant rats, even packs of those half-glass dogs. Your mount growls, and you stroke her hair to soothe her, meeting the new person's eyes with your most customary of expressions: innocent confusion.

You hold up one hand, and the other person blinks. Your team is looking to you for your cue, but all you do is slowly open your jacket and show the sheaf of bills you brought for the spiders which just rests there in an inner pocket. You raise an eyebrow. The other person's expression is all disbelief, but it nods, so you use your other hand to carefully peel a single bill out and -

Oh, this is embarrassing. Your cheeks actually burn a little. "Um. If you specifically need one dollar we might have a problem," you murmur. "Can I give you a fifty?"

"...Yes," the bearded person says slowly, in the tones and expression of someone who has lost control of this conversation and is no longer certain what is happening. It actually looks at Jack, and so you look at Jack, and Jack gives his best helpless shrug. These are both expressions with which you have become increasingly familiar. You've done something incorrect again and this person is indulging you. You're almost used to it by now.

Slowly, you offer out the bill, and your mount whines when it's snatched. "I can't give it all, they need to eat it," you explain quietly, patting your mount on her shoulder. "But -"

"Oh sod this for a game of soldiers. Scatter!" the bearded person calls, and all of a sudden the roof is, seemingly, as empty as it was when you got on it, even though in hindsight those other people were always there.

Choose 1
[ ] That was weird but non-hostile, let's leave
[ ] The young one, down there on ground level, it hasn't vanished. Shadow it.
[ ] Why shadow when the binoculars use mirrors to flip their images properly? Reach out with Familiar Strangers.
 
Please we are on a trip for a reason can we CONTINUE our journey I don't want to waste time on a chase.

[X] That was weird but non-hostile, let's leave
 
Like I get it we get very interested in new things but c'mon we already have a promise to do something else and these people are non hostile and the option to move on has opped up twice please.
 
Ah, I get it, I played Errante before. It's the homeless who have been ignored for so long they've literally turned into an 'invisible' people. Likely only the marginalized can see them if they don't choose to show themselves. We'll swing back later to check with them.

[X] That was weird but non-hostile, let's leave
 
I may leave this one overnight due to the agonies. Thanks for your patience during this time.
 
Threshold 2: Foundations (Return to the March)
Asset Protection did not like that at all. They're looking nervous, and you need to make sure they don't translate that to violence, so you clear your throat and speak up. "We'll check in on the way back, make sure they're doing okay. Maybe grab more of the old-world money in case they need it...gods, I hope not. No one's printing any new cash." You frown. This is going to be a problem for the spiders unless they can explain otherwise when they start talking again."

Your mount speaks, in her rich and enticing voice, halting and unsure: "Friends?"

She shivers as you scritch the back of her neck. "I hope so," you tell her slash everyone. "...The world is beautiful, and it's still abundant. I know it is. So I'd like to be friend."

The trip back into formation is, if anything, stranger than the trip out of it, because everyone is moving much faster. There is a stupid thought being played on repeat in your head, this being I'm pretty sure this violates workplace safety regulations, and then the mental image of a forklift hopping from building to building hits you, and you spend the next solid half an hour laughing so hard against the back of the spider-woman carrying you that she calls Jill over just to make sure you're not dying. When you cannot explain the thought to Jill but reassure her that it's hilarious, she eventually reassures everyone, and you keep moving.

This happens again, but to Jack, when you whisper, "Spider forklift," on your way past him.

Luckily it appears that no one died during your brief absence except, nearly, you. The city is only coming more to life as you move through it, with seabirds joining the flocks in the air, an explosion of motion and activity in the aftermath of the storm. You catch delicate spiders, all of glass, spinning webs in shattered windows.

There are far less statues now, though. Nattie only barely pauses to mark certain cars, and the freeway is thinly slicked with blood that the rain couldn't quite wash away. At one point she calls a halt and walks off, and only your outriders see her beneath the awning of a rest stop, sobbing in huge, wracking motions that curl her over on herself.

There's a decision to be made here, soon.

Choose 1
[ ] Continue straight through (lose Squad Morale for both teams)
[ ] Find somewhere to bunker down for the night

You have unlocked an option for Arc 3
 
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