15.4
Worm, Chapter 15.4 Summary
Sundancer once described her life as intense, violent, and lonely. At the time, enjoying newfound friendships after years of solitude, the author hadn’t understood the last part. Now, she might. Powers elevate people above average, but not equally. They create divisions: trigger events, motivations, agendas, and unique ways of thinking. These are barriers, exemplified by capes like Panacea and Bitch.
Few capes find functional relationships. Night and Fog were functional sociopaths, acting out a marriage without affection. Victor and Othala, burdened by a shared past. Brandish and Flashbang’s dysfunctional family. It’s no wonder capes are so messed up, needing support yet barely able to help themselves. Even if two find comfort, the intensity and violence of their lives often intrude. Lady Photon lost her husband in the Leviathan fight, Glory Girl’s on-off relationship with Gallant ended with his death.
So, lying beside Brian is bittersweet, more sweet than bitter. Unable to see Brian’s face or her glasses, the author studies his shirt, smelling his sweat and deodorant. She feels warmth, not happiness, feeling unworthy due to neglected responsibilities and failures. But she convinces herself this is a necessary task, a priority to support Grue. She won’t hope, knowing how parahuman relationships usually end. She’ll take these moments for what they are. Excuses and rationalizations to convince herself this won’t end badly, that she’s not irresponsible or headed for regret. It’s enough to feel at peace, mostly.
Needing to pee but not wanting to disturb Brian, her body wins. She disentangles herself, grabs her things, and rushes to the bathroom. Tattletale calls, but she texts instead, learning Regent is done and Coil wants a meeting. She replies that Grue is sleeping, but Tattletale insists, citing time constraints and Coil’s impatience.
The kitchen is clean, but her bugs didn’t alert her to anyone. Aisha must have returned silently. She makes breakfast, hoping the smells will rouse Brian inoffensively.
Aisha wakes first, thanking the author for cleaning and not getting upset. She entrusts Brian’s care to her, threatening a “living hell” if she screws up. The author frowns, saying it’s unfair, admitting she’ll likely make mistakes. Aisha counters, describing her practiced methods of psychological torment, threatening to use them on her.
Brian appears, questioning Aisha’s words and mention of blood. Aisha explains her request to Coil’s lieutenant for blood, unsettling Brian. The author diffuses the tension, saying Aisha is being protective.
It’s 9:30, leaving an hour to prepare for the meeting at Coil’s. They eat in awkward silence, then shower in turns. The author, unsure how to act, wants to be affectionate but fears pushing boundaries. Brian sits, and she joins him, hoping for a physical connection.
He asks about her plan with Coil, shattering the moment. She outlines Plan A: impressing Coil with her territory management, making him value her more than Dinah, leading to Dinah’s release. Brian doubts it, citing security risks and questioning if her services outweigh the costs.
He thinks she’s expendable to Coil, which she acknowledges. He advises caution, as her morals might make her a liability. She can’t stop helping her people, though, as it would tip Coil off. He suggests her initial deal was a mistake, revealing her strong morals.
She explains Coil’s power: creating parallel realities to test outcomes, a tactic used on them since before she joined. Brian realizes Coil gets two tries at everything, including dealing with them. She confirms, emphasizing the need to play along.
Plan B is a fallback: fighting Coil if discovered. It’s risky, as Coil would back the Travelers and Circus. Offense is usually preferable, but Coil’s power makes a successful attack unlikely. Brian, stressed, stares off. She offers to change the subject, but he wants to ensure their survival. He hugs her, but doesn’t discuss it further.
Disappointed by the morning’s lack of romance, she knows movies and books aren’t realistic. She takes what she can get, like last night’s cuddling.
Coil’s headquarters has transformed again, now with a cafeteria, bar, computer lab, and bunk beds. There’s also an armory, laundry, and stations for gear. The upper level has whiteboards with schedules and maps.
Cranston, Coil’s liaison, greets them. Grue and Imp talk to their liaison, while she watches the scene below. The Travelers, Tattletale, Coil, and a blond boy are near a vault door. Noelle. Tattletale shakes her head, gestures, then they leave.
The author asks Tattletale if everything’s okay. She says no, but can’t elaborate. All together, they sit for the meeting: Travelers on one side, Undersiders on the other, Coil at the head.
Coil wants updates on their progress. Trickster reports no business in his area, but Purity’s group remains. He’s made small recruitment steps. Sundancer struggles, burning out groups but not scaring them enough. Genesis’ area is mostly clear but sparsely populated. Ballistic has taken over most of his, except for Parian’s holdout and a Merchants kid he wants to recruit.
Tattletale is waiting for others, but her business of reclaiming items and homes is profitable. Imp reports 75% clearance, with the Chosen and Merchants mainly in their and Regent’s territory. Regent faces constant newcomers due to Shatterbird’s presence. Bitch’s territory is empty, leading Coil to suggest a rearrangement to the outskirts.
The author reports no threats, conducting daily sweeps and confronting anyone with contraband. She has 60 direct and 100 indirect workers on cleanup projects. Coil is impressed, explaining his interest: the mayoral election is in a week, and he wants the city under control to influence it.
He asks for their territories wrapped up in a week, and for Skitter, Genesis, and Trickster’s help. The mayor is traveling to Washington to discuss Brockton Bay’s status. Coil wants Skitter, Imp, and Genesis to influence him to support the city’s recovery. She agrees, thinking she can also help Ballistic.
Coil says that’s the last point of discussion, offering any needed resources. They leave, the Travelers heading to Noelle, the Undersiders to Shatterbird and Victor. Tattletale whispers to Grue and the author, revealing one good, two bad, and one catastrophic piece of news. The good: Coil is impressed with Skitter. The bad: he’s likely on to them, with a 50/50 chance of an informant or bugged locations.
Tattletale tried to signal Skitter to refuse Coil’s request, suspecting a setup for elimination. This is a loyalty test: if Skitter doesn’t go, Tattletale fails. Grue squeezes Skitter’s shoulder, more spooked than she is.