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

Voting is open
[X] The lives of these guards
[X] Your Veneer of Stability

Damn, summoning a devil analogue? I can see what you mean by losing the ability to repurpose this place.
 
Alright party people there's no universe in which I update before I need to go to work since I ACTUALLY GOT SOME SLEEP FUCK YEAH!

So I'm gonna open the floor a bit for Q&A, leave the vote open, and kinda keep an eye while I'm at work tonight. No promises on being able to update when I get back home, I might need to pass TF out first, but if I can I will. On the plus side, been hearin' tell that there may be new guests coming to the party, and this might be a good opportunity for them to hit the live update AND SHARE THEIR BRAIN THOUGHTS FOR THE LOVE OF THE GODS

Thanks again for reading and participating thus far, party people!
 
partying, perhaps even peopleing....

i Think I had a useful question but I am also eepy (TM)
 
First of all: congrats on getting more sleep! A good night's sleep is a rare and precious gift sometimes.

Second, thanks a ton for making this quest! It's clever, creative, and thoughtfully written in ways that a lot of quests just aren't. I've been having a blast this whole time. Wanting to participate was actually what made me join SV in the first place.

Third, are there any inspirations behind the glass everything? Or did you just come up with that one out of nowhere?
 
partying, perhaps even peopleing....

i Think I had a useful question but I am also eepy (TM)

Welcome to the party, new guest! The eepy comes for us all, but when you're up for it: any particular moments or ideas stand out for ya?

Third, are there any inspirations behind the glass everything? Or did you just come up with that one out of nowhere?

Nothin' comes out of nowhere, and my particular obsession first with glass and then later with mirrors roots all the way back to, of all things, playing MediEvil as a little baby lich. An early boss, the Stained Glass Demon of the Cathedral, stuck with me; the Cathedral was my first videogame dungeon, encountered after Dad had gotten me deep into D&D, and in it one goes through a series of puzzles to weaken, then shatter, the demon's heart - puzzles guarded by constructions of glass that are beautiful, yet unnatural, warped by fell power. Once you've made the beast vulnerable, you face it at the desecrated altar, and it had a powerful aesthetic and memorable fight that has stuck with me to this day. Now the look and theme of glass in all its forms is one I return to again and again.
 
This quest has some similar vibes to Fallen London, what with the world behind mirrors and dreams. Was it an inspiration at all?

Alas, I've never meaningfully experienced Fallen London. I won't pretend there's no influence from CultSim or Book of Hours (I have normal feelings about the Maid In The Mirror and you'll never prove that I tried to propose marriage) but the more relevant inspirations here with the collision & subsequent transformation of two worlds are Changeling: the Lost & Remnant II.
 
Welcome to the party, new guest! The eepy comes for us all, but when you're up for it: any particular moments or ideas stand out for ya?
We never did learn what losing our shadow meant, did we?

Losing the identity is obvious, and it seems fair to assume that 'losing our reflection' is part of why we are Orchid and not The Captain. But shadow, hmmm...

(Also I like the invisible people too, there's themes there, you put themes everywhere damn it, it's neat-)
 
Oh do tell. I'm dying to hear what folks are perceiving.
marginalized 'invisible' people literally being made invisible??? it's almost too obvious to comment on?

I feel like that may be the main reason you don't get as much commentary as you like. the metaphor is obvious, possibly because it's a metaphor in-universe, with how oneiromancy works!

On a more useful note, I have half an idea that the loss of Orchid's shadow is why it's getting pulled into Not Alcatraz from across the bay but perhaps also why it can hear the voices of glass people when others cannot; perhaps that 'shadow' is something that grounds people and makes them less attuned to oneiromantic phenomena for better and for worse? Could be related to the dykes, but maybe not???
 
I feel like that may be the main reason you don't get as much commentary as you like. the metaphor is obvious, possibly because it's a metaphor in-universe, with how oneiromancy works!

On a more useful note, I have half an idea that the loss of Orchid's shadow is why it's getting pulled into Not Alcatraz from across the bay but perhaps also why it can hear the voices of glass people when others cannot; perhaps that 'shadow' is something that grounds people and makes them less attuned to oneiromantic phenomena for better and for worse? Could be related to the dykes, but maybe not???

I can dream! I can dream of thematic and characterization commentary! And I do.

As for the shadow...

There's a lot of very interesting traditions and thoughts on shadows, on Earth. Some Egyptian faiths held it to be a part of the soul, as did the Greeks (who, for awhile, considered darkness the presence of itself rather than the absence of light). Harming the shadow via sorcery and thereby hurting the body was a concern in Hellenic mysticism as well as in certain schools of Chinese - and later Korean and Vietnamese - faith and magic. Attacks on the shadow by supernatural creatures, harming the soul and the mind, were concerns in Scotland, Ireland, and France, at least until the English finished what the Romans started.

Of course, it could just be that as something which began its life as a reflection, Orchid's simply not grown its shadow in yet. Or may never have one, a mark of its origins not easily shed.
 
Well, as a quester I have to ask. Have any of our choices shocked you or made you reevaluate how the story would be going?

There was this one time near the beginning after I'd gone, "wait, I have a better idea than just hitting the ground running with this very defined protagonist", when y'all hit the blank slate button on it.

Slightly less cheeky but equally genuine, the gender identity vote was when I really like, internalized that SV is much better as a community than 4chan was, & that I could dig into the mess and complexity of queerness. I'm still pretty shocked y'all stuck with it/its, though I am, equally, pleased.

Also: ONE HOUR WARNING.
 
And here we go...
Scheduled vote count started by Morrowlark on Jan 5, 2025 at 1:44 PM, finished with 33 posts and 15 votes.
 
The Law of the Long Arm 13: Into Chaos New
No. This isn't something you have to stop. Stella said it herself - the world has been returned to chaos, whose one and only law is that the wasp lays its eggs within the living, and this prison is merely prey that doesn't understand yet that it is dead.

Let's.

Kill.

It.

You emerge knife-first from the inside of a riot visor, shattering and splintering the helmet; your blade pushes into the guard's eye, and you hit its chest feet-first, coiling and springing away, leaving that blade behind. It doesn't even have time to scream as its blood warms your sticky body, layering over the cooling gore of the last set. You snatch the truncheon from its belt as it falls and crack it across the side of another's head, and the noise attracts the attention of its comrades who turn, guns raised, while the red haze descends on your vision.

Idiots. The right move was to drop the guns. You grab the visor of your victim and send it lancing into the guard's face, spikes of glass piercing bone in a flood of crimson before you shove it into one of its comrades, who shrieks in terror and vomits behind its visor. Thick liquid is splattering the catwalks and splashing onto the concrete far below, adding a sludgy dripping sounds to Marie's prayer:

"...I walk from safety and comfort, beyond the reach of kindness, into your dominion; I call the name of the old law, which is Wasp, and seek its wisdom..."

You kick out and toss the pepper spray you'd taken from the guard earlier. Some part of you, the part that is tearing its way from sleep to kill and not stop killing until you know you're safe because everything is dead, wants to flex your power and make it release mustard gas or fire or something else dire, but that won't be necessary. All it has to do is explode; the cloud of stinging chemicals makes your eyes water instantly, forces you to turn away, but the three guards within it are breathing capsaicin instead of air, and are already dead, just like the prison. They just don't know it yet, though from the way they choke and vomit and strain, failing to speak, they're learning quickly.

Good. Suffer. Die.

The door at the ground floor flies open, and Nattie wastes no time throwing a knife at the catwalk opposite to you; its shadow breeds into a storm of tenebrous blades that hurtle along the walls and across the floor, some sticking in the shadows of books and shelves, others lancing into the guards and releasing torrents of blood and bile from wounds that appear under their armor, gifts from blades of no iron.

"...cast me into chaos and let me return not until I can carry the embers of its lore back to a home that loves me!"

And the Wasp says, in billions of droning voices: It is done.

The physical prison doesn't change. What happens is not there, is not present; it is not a thing of the world of concrete physics, where objects fall when you drop them and actions have an equal and opposite reaction. But you hear Marie scream in agony, smell charring flesh, and then, and then, and then...

Worms. No, not worms. Larvae. Dozens of them, hundreds, thousands, flooding into the Panopticon from the epicenter that is Marie's pain, chewing through the manifestation. You see shelves in the physical prison buckle, bend, huge rending bites taken from them that continue into the walls and the floors; guards scream from other rooms as the young of the Wasp chew through legs and arms and torsos with mandibles that do not care for the real reality. The lights flicker, then die in a single moment, the air conditioning cuts out, and you can hear the Warden calling for a general retreat, to fall back to defensive positions. Bullets pregnant with its hollow Law spit from clattering guns, and insectoid voices shriek in hunger and in pain, while they kill, while they die, and you catch the truncheon of a guard who thought you were vulnerable and hurl it off the edge of the catwalk without a second thought.

Nattie calls from down below: "YOU SUMMONED THE FUCKING WASP? THIS PLACE IS GONNA COME DOWN -"

Shakily, thickly, her voice full of pain, Marie says: "It might not. The manifestation's not st-stable, but it's...it's strong." You hear a buzzing sound, see a glow, and then...

Oh. She's glorious. Marie rises into the air on wasp's wings, crystal-clear things as delicate as gossamer whose glass panes contain and restrain the raging infernos of the god of chaos.

"Orchid?" she asks, and you nod. "Gods be praised," she whispers in pure relief. "...Orchid, we gotta kill the Warden. Please."

Nattie swears in a language you don't speak. "We need to evacuate whoever we can."

Choose 1
[ ] Agree with Marie
[ ] Nattie has the right of it
[ ] Those two should lead an evacuation, you're killing the Warden
 
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