Sunday, November 4, 2007

NaNo 2007: Chapter 6

Chapter 6: Inconsistencies

Duncan feels the buzz of an Immortal and looks up.

"Immortal?" Joe asks.

"I think it's the new Immortal I found today," Duncan replies.

"So soon? Mac, he didn't even believe he died. Or that he could really be on Earth."

The new Immortal walks into the dojo. "Told you so," Duncan tells Joe. "I had a feeling about him." He goes to meet the new Immortal.

The telltale odor of ozone lingers around the new Immortal, and Duncan raises his eyebrows. "You took a head?"

"I was attacked," the new Immortal says. "When she came back to life, I decided there might be something to what you said. And the lightning show and seeing her memories were too bizarre to be anything but real."

"Seeing her memories? I've never heard of that happening."

The new Immortal shrugs. "Wouldn't be the first time strange things have happened to me. It's pretty much par for the course by now."

"The 'lightning show' is called the quickening. Some Immortals hunt other Immortals to take their quickening, because of the Game."

"The Game? What's that?"

"It's said that at the end of it, when there's only one Immortal left alive, that Immortal will have ultimate power and knowledge."

"So is that what she meant when she said there can be only one?"

"Some Immortals use it as justification for headhunting."

"I've had enough people trying to kill me for one lifetime," the new Immortal says. Maybe he was in a war. Or maybe he really is a wanted man. "I don't suppose there's any way to opt out?"

"We can't fight on holy ground, but unless you want to spend the rest of your life there it isn't a permanent solution."

"So what, I'm supposed to just learn how to swordfight?"

"If you want to survive."

"I just want to get home," the new mortal says.

"So go home," Duncan says. "If you can find someone to teach you to fight there."

"I wish I could." His expression darkens. "I don't even know how anymore." He pauses. "But that makes me sound either crazy or homeless. I suppose I am homeless for now. But anyway, I'm John Crichton." He holds out his hand to shake.

"Duncan MacLeod," Duncan replies, shrugging off the strangeness and shaking his hand. "Of the clan MacLeod."

"Nice to meet you, Duncan," Crichton says. "I don't suppose you're willing to teach a new Immortal how to use a sword?"

"Anytime," Duncan replies. "And a few more things besides."

"There's more to this Immortality thing?" Crichton asks.

"That's just the things you need to know to survive," Duncan says. "There are other things you need to know."

"Like what?" Crichton asks.

"Every Immortal is a foundling, and we can't have children."

"But…" Crichton starts, and then stops suddenly. "Ah. Never mind."

"What?" Duncan asks.

"I don't fit your pattern, but that's because of some things you wouldn't believe if I told you. So just ignore it."

"Every Immortal fits the pattern. If you think you don’t, you're wrong." He tries to imagine what it would be like to suddenly find out that the children he'd thought were his, actually aren't. He already knows the pain of suddenly learning he's adopted. "Sorry." The word really doesn't convey it all.

"Believe what you want," Crichton says, "But I look a lot like my dad, and we had a paternity test done on my son."

"But that's impossible."

"Impossible is not in our vocabulary," Crichton says, obviously quoting something. "I think this is all because a while back some…people…did some things to me. I thought I knew about all of them, but apparently I was wrong." Whoever these people are, he obviously doesn't like them. He spits out the word as if he doesn't think it should apply to them.

"What people?"

"Nobody you know," Crichton says with a humorless laugh. "Don't worry about it, seriously."

Crichton clearly doesn't have the tightest grasp on reality, but he seems to be functional enough. He's even taken his first head already, which is more than most new Immortals manage to do before their permanent deaths. A lot of immortals go crazy at least once in their lives, if they live long enough for all of the implications of being Immortal to sink in.

"You can crash on my couch," Duncan offers. "Until you get somewhere to live and a job. And an ID?"

"It would have to be fake," Crichton says.

"I was born in 1492. Do you think they had social security or drivers' licenses back then? I can get you a legitimate ID of somebody else."

Timmortal 2

The book comes out with a splash of publicity. For months, it's all anybody can talk about: Bruce Wayne, billionaire playboy, had been the quasi-legendary Batman and had put all three of the children in his care in harm's way, which had eventually led to the deaths of two of them. The book, acting upon very few pieces of evidence, calls into question everything from his sexual tastes to his lifestyle.

Quietly, Tim Drake, under his current alias of Joseph Tucker, takes a leave of absence. Nobody sees him for four months. His phone goes unanswered, as does his email, not that he gets many of either; he's always been remarkably good at blending in to the point of not getting noticed when he wants to. These days, he wants to most of the time.

The publisher has read the book, of course; everybody has, because it's rare for a superhero to be unmasked, and rarer still for any shred of evidence that the Batman really had existed to be presented. So he knows what a goldmine the memoir presented to him by the estate of Tim Drake can be, if managed properly: an alternate, directly opposing view of Bruce Wayne/Batman, from somebody who was there and knew all the details, and what's more, who had been a superhero. It would be better if he was still alive, or if the estate had been a little less cutthroat in their negotiations, but you can't have everything, right? The memoir is rushed into print.

The memoir has a somewhat strange writing style- mostly emotionless and logical, coupled with details casual in their intimacy. And though the memoir has an overall positive tone towards Wayne, it doesn't flinch from describing painful events. I never wanted to be Batman, but he decided to make me his successor in the worst possible way, says one chapter. I only wish I'd been allowed to say goodbye to Steph, says another. I'm almost glad they died at the same time, because neither of them had to see what their deaths did to me. The memoir ends on those words. Aside from his date of death, there is no information available on Tim Drake after Bruce Wayne and Dick Grayson died.

Saturday, November 3, 2007

NaNo 2007: Chapter 5

Chapter 5: It Was Earth All Along

John's been pretty thoroughly lost from the moment he stepped out of the car. He's never been in Seacouver before, and has never found any reason to memorize a map of it, so the street signs mean nothing to him. Besides, he has nowhere to go even if he knew where he is and where anything in Seacouver is. Even acting on the (large) assumption that his mind isn't just being frelled with, and that he really is in a previously unrealized reality, he doesn't know anybody in Seacouver or even in this reality. He doesn't have any money valid on Earth, although he does have a few kretmas left over from his shopping expedition. He doesn't have any identification, and his social security number probably isn't his in this reality. So he just wanders around randomly. As time passes he starts to doubt his "mindfrell" theory more and more; unless their strategy is to wait until he gets bored and goes to find them, he can't see any reason for them to just let him go like this. Of course, if he's trapped inside of his own mind (or somebody else's mind, or a computer) he probably can't escape anyway, but it still seems strange. As a veteran of God knows how many mindfrells (for all he knows, he's been mindfrelled into forgetting some of the times he's been mindfrelled. Believing that might make him paranoid, but it might also make him right), he can tell when something's off.

All the newspapers he's seen have had the correct date (or a correct-ish date, since he hasn't been back on Earth in so long he barely even keeps track of the year anymore, and most of the newspapers he sees are on the ground and probably several days old), and events he's never heard of adorning their pages. Again, this is nothing conclusive (really, nothing can conclusively tell him this isn't a mindfrell, because if it's good enough it could theoretically include anything), but it adds onto that small scrap of doubt in his mind.

"Your eye's twitching again," Harvey notes unhelpfully inside his mind. He's dressed like he's homeless and sitting against the wall of a building with a cardboard sign reading "Figment of his imagination" and a Styrofoam cup with money in it in his hand.

"Hey, aren't you supposed to be dead?" John asks.

"That's what I thought, too."

A woman steps out in front of him in the alley and pulls a sword out of seemingly nowhere.

"What the frell do you think you're doing?" John asks as she approaches him.

"Morgan Dekker," she says. "I'm after your head." And then she swings the sword right at him like she means business.

Aeryn has been trying to teach John how to defend himself for the past eight years, so he manages to duck under the sword, but if he hadn't…he'd be a foot shorter. And it isn't exactly easy to stay alive when getting attacked with a sword; after all, they're made to kill, and he gets the impression she's actually good with one. "Why?" he asks urgently. He's only been in this reality for a few hours, certainly not enough time to piss her off enough to come after him with a sword.

"There can be only one," she says, like it's actually justification for attacking somebody with a sword. He's run into enough strange thought processes in the Uncharted Territories and Tormented Space, but he'd never thought he'd hear one so incomprehensible on Earth.

The next time she swings her sword, it connects shallowly with his hand (meaning he still has a hand, although he'll probably need stitches) on the backswing. "Frell!" he yelps and clutches his hand as blood drips onto the ground. How many times is he going to bleed today? Maybe only once more, if she actually manages to decapitate him. Something about actually getting sliced open by a three foot hunk of steel makes him realize this woman's serious; if she can she'll take his head off. He draws Winona and shoots her, like he's shot so many people over the years.

"This is against the rules," she says before she dies, her sword clattering to the ground of the alley beside her.

"Why the frell would she attack me like that? And with a sword?" John asks rhetorically. "It makes no sense."

"Perhaps she holds the same beliefs as the men in the car," Harvey hypothesizes. "Members of the same cult, for lack of a better term."

"Yeah, but if it's a cult why are they trying so hard to force me to join it? And how did she know to come after me? I mean, surely they don't just grab random people off of the street, tell them they're immortal, and then send people after them with swords, because I think the police would notice that."

"Perhaps…" Harvey pauses. "Perhaps they aren't a cult after all. Perhaps they're telling the truth."

"Have you lost your mind?"

"Look at your hand, John."

John looks down at his hand, which come to think of it feels pretty strange; was there poison on the blade or something? But no, his hand feels weird because there is frelling lightning on the wound. He watches it in shock, because what can he do about spontaneous hand lightning, anyway?

The lightning stops quickly, leaving behind a completely uninjured hand. John turns his hand over in shock- he had been injured, right? He'd needed stitches? But now he doesn't and isn't. "This isn't possible."

"I think maybe they were correct," Harvey says.

"But I can't be immortal! The other John Crichton was mortal enough, and we were exactly the same."

"Perhaps your immortality is a recent development, or at least more recent than his death. The Ancients, perhaps?"

"But I only saw Einstein, and he wouldn't make me immortal even if he could. And especially not when he took the wormhole information from my mind."

"Perhaps he had some reason you don't know of. Or perhaps he was unable to remove the information without making you immortal. He doesn't even necessarily know that you are now immortal."

"But if they're so terrified about people knowing about wormholes, why even let me live, much less live forever? Jack told me that I could figure it out in a few decades even without the wormhole knowledge."

"Perhaps you have proved yourself to them, despite using the wormhole weapon."

"That seems unlikely."

Their conversation is interrupted as the woman comes back from the dead with a gasp.

"Weren't you dead?" John asks rhetorically. "Are you going to stop trying to kill me?"

"You should have taken my head while you had the chance," she sneers, picking up her sword and swinging it again.

"Apparently not," John says to himself, and shoots her again. She falls to the ground without comment this time. He goes over and picks up her sword. If he needs to decapitate her to make her stay dead, he doesn't really have a problem with that. Her death is just a drop in the ocean of deaths he's been the cause of. It's nothing when compared to some of the things he's done since leaving Earth for the first time.

"You need to strike between the vertebrae," Harvey says, dressed up as a scientist and pointing to a chart of a human skeleton in the same position the woman is in. "And put your back into it!"

John takes aim and tries to pretend he's just using an axe to chop wood. But the sword feels a lot different than any axe he's ever used, in length and weight and balance; and it feels like it's been used frequently for years upon years, maybe even centuries if the men in the car had been telling the truth and she really is immortal. If he really is immortal. He swings the sword down and it goes through her neck like- well, not like a knife through butter. The sword's sharp enough, but he's never done this before and apparently necks are full of all sorts of things that are harder to cut through than skin, so he has to make more effort than he'd subconsciously been expecting to need to make the sword go all the way through. On the whole, he prefers Winona. By a lot.

There's less blood than he'd expected, as her head rolls away from her body. It might be because she was immortal, or because she was already dead (temporarily) when he took her head off, or because he'd made assumptions without any medical training, but there's only about as much blood as there had been when she'd cut his hand.

"Ding, dong, the witch is dead," he says, resting the tip of the sword on the ground. Then the corpse starts to spark with what looks like a much more powerful version of the lightning on his hand. "Frell, I thought she was supposed to die without her head!"

The lightning keeps building for a couple of seconds, and then it leaves the corpse to strike out at everything else- the walls, the windows (which explode), the trash cans, John…

The lightning hurts; it's lightning, after all, for all it didn't come from the sky, and the human body isn't made for getting struck by lightning, even if it happens sometimes. But he doesn't think normal, from the skies lightning feels like this, either. It's somehow invigorating, like he's being infused with everything Morgan Dekker had been, everything she had seen and had done and had known. Around him, the alley's getting trashed, but he's riding high on a painful lightning bolt that is Morgan Dekker.

The lightning stops, and his rigid muscles relax.

"John, I think you should see this," Harvey says, and they're sitting on the roof of his car and watching a movie of the memories he apparently got from Morgan. He doesn't think he'd ever have had access to them without Harvey's help.

John's silent for a few minutes, watching the movie. "I think this might be real," he says finally.
" I hate every ape I see
From chimpan-a to chimpan-zee
No, you'll never make a monkey out of me

Oh my God, I was wrong
It was Earth all along

You've finally made a monkey

Yes, you've finally made a monkey out of me," Harvey sings, dressed in a tattered version of John's IASA suit.

"This isn't Planet of the Apes," John says. "Especially not musical Planet of the Apes."

"But the song is so fitting."

John ignores that. "Anyway, if this is all real, I think we need to pay a visit to Mac."

He pulls the business card out of the pocket he'd put it in. "I just hope I can find it."

NaNo 2007: Chapter 4

Chapter 4: The Men in the Car

Earth…he’d thought he’d never see it again. But apparently he’s back on it, and since these men don’t recognize him, after the media circus when Moya came through the wormhole, this must be an unrealized reality. If this is an unrealized reality, what happened to his reality? What happened to Moya and Aeryn and D’argo and the baby? Do they even exist anymore? And if he’s here, without a ship of his own, is it even possible to get back to Moya or even off of Earth? Unless this Earth has more space travel than his own had had before he’d returned (he has no doubt that renewed funding is being put into the space program on his Earth, after confirmation of life on other planets), he knows that even for somebody with valid ID the path to becoming an astronaut is long and difficult. And he doesn’t have an ID other than the Peacekeeper ident chip High Command had given him during the negotiations after the war, because it’s kind of ridiculous to carry identification for a planet that can’t be reached in less than sixty cycles. And even if he got into space again, he no longer has the knowledge Jack the Ancient planted in his head about wormholes. He could fly around randomly, hoping to get lucky, but even regions with a relatively large number of wormholes don’t have too many total. And with current Earth-based propulsion he’d have to be in just the right place at the right time or else he wouldn’t be able to reach the wormhole before it closed.

"But that’s not the interesting part," Harvey says.

"Harvey? I thought you were dead," John says in his mindscape.

"And they think you were," Harvey replies. "And yet they dragged you into their car and drove off into the sunset. That implies that either they wanted to use your corpse for some purpose- unlikely, given their calmness at you being alive- or that they had some reason to believe you would return from the dead."

"What do you mean, where I died?" He's back on Earth, in a car full of crazy people who think he's undead, and Harvey's back. There is just no way this isn't somebody frelling with his mind again. Because he isn't crazy, and this is just too surreal to be actually happening as anything other than a hallucination or a mindfrell.

"You're immortal," the man in the passenger seat tells him with a Scottish accent, twisting around to look him in the eye. "You can't die unless you're decapitated."

"You just told me I died in an alley," John replies. "Now you're telling me I'm immortal. If you're going to try to frell with my head you should at least take the trouble to make it internally consistent."

"I'd use myself as an example, but I don't want to mess up Joe's car," the one with the ponytail says. "Bloodstains are difficult to get out of the upholstery, you know?"

"Speaking from experience, Mac?" the other one, Joe presumably, asks with apparent amusement.

"Of course I'm speaking from experience; I've been killed in cars before. Usually when I'm with Amanda," he mutters.

"Look, I don't care what your story is. I don't have the wormhole information anymore, in case you've been out of the loop for the past three years, so you won't get anything out of frelling with my mind. And Aeryn will be coming to get me soon, so if you don't quit frelling with me and run you'll end up dead."

They exchange glances and Joe pulls over. "If he doesn't want to hear it, he doesn't want to hear it," he tells Mac. "You aren't responsible."

"But I feel responsible," Mac says, then turns to John. "You can go if you want to, but here's my card. If you decide you believe me feel free to drop by or give me a call. And…you might want to clean the blood off of your face."

Belatedly, John remembers the blood and the dizziness before he'd, apparently, passed out. But he feels fine now, which he wouldn't have thought possible. Maybe he'd just needed a nap. Or maybe the mindfrell is making him think he's just fine, or had been what made him collapse/think he collapsed. It doesn't really matter, because if he was immortal then the other John Crichton wouldn't have died. Unless they really weren't exactly the same. That debate's old, though, old and irrelevant, especially considering this isn't real. He wipes his face off the best he can and accepts the card Mac's holding out, because who knows? It might be good for something. Then he exits the car.

The trick he used on the false Earth the Ancients concocted won't work here; he's never been to Seacouver, so obviously this is all made up, extrapolated somehow from his memories but not directly taken from them. If he goes into the women's restroom it'll look like a women's restroom. He doesn't have any idea how to get out of this construct or mindfrell or whatever it is (although technically the difference is only in the intentions of its creators). Stark hasn't popped up to tell him how to win, nobody showed up out of nowhere to free him when he figured it out, nothing. He heads in a random direction, because there's a slim possibility that it might be real (he doesn't think it's possible for there to be such small wormholes, or for them to form within ships or on the surface of planets, but then again he doesn't have the Ancients' knowledge any more), and if it is he'd prefer to get as far away from the crazy people as possible.

Eventually, John realizes his eye has stopped twitching. It had been twitching like it had only once before, when the locator beacon was on Moya, but now it had stopped, which is good, because that's really annoying. Somehow he doubts that anybody on Earth would have a locator beacon in their car, and if he's being mindfrelled he shouldn't be able to move away from any beacons there might be, right? So it's more than a little odd that his eye had been twitching like that, unless there's some other cause of it.

Friday, November 2, 2007

NaNo 2007: Chapters 1-3

Chapter 1: The Disappearance of John Crichton

"John, did you get anything besides food cubes on the planet?" Aeryn asks, entering their bedroom with D'argo balanced on her hip, and stops short at what she sees: a blue light, all too familiar. She'd thought she would never see another wormhole in her life, and yet here one is, forming around her husband in their bedroom. I thought wormholes were bigger than this. And why is it forming inside of Moya? I hope it doesn't cause any problems…

But she can already see that it will; it's sucking John in. Even though he's holding onto the bed as tightly as he can, his fingers are slipping. She braces herself in the doorway; even without the knowledge of wormholes that he used to have, John is still far more likely to be able to navigate the wormhole than she is, and she knows he'll find a way back if it's even remotely possible. Frell, he's done enough supposedly impossible things over the cycles that she wouldn't put it past him to come back even if it was impossible. He can find his way back; she can't. And somebody has to stay and take care of D'argo and the baby which had just been released from stasis. Even if she isn't as good of a parent as John is, she's learned enough these past three cycles to have some degree of confidence in her ability to at least not mess up too badly.

John's hands finally lose their grip entirely. He scrabbles for a new one, but the only thing he manages to grab is the hologlobe they store their pictures on. With that in his hand, he disappears into the wormhole and it closes behind him. In the sudden stillness, D'argo's crying seems even louder than it usually does.

"Officer Sun, Commander Crichton, are you there?" Pilot's voice sounds through her comm. Badge. "We just had some strange sensor readings, but they've cleared up now."

"John's gone, Pilot," Aeryn says, barely able to keep her composure even though she knows that if she starts crying D'argo will be impossible to handle. "There was a wormhole inside of Moya."

"Do you think he'll find a way to make it back to Moya?" Pilot asks, as shocked as Aeryn is.

"I don't know, Pilot," she replies. "I don't know."

Chapter 2: The Rabbit Hole

John tries his hardest to hold onto the bed, but it's like this wormhole- and since when are wormholes this small? Since when do they form within ships?- seems like it wants him. It sucks him in, like gravity, like vacuum when there's a hull breach, and he can't keep his hold of the bed. Frantically, he grabs for something, anything, to keep him from getting sucked down the rabbit hole again. He's done with his adventures with wormholes. He can't get to Earth in them, home is Moya, and nothing good has ever come from traveling through wormholes except for meeting Aeryn. But his frantic grasp doesn't catch anything solid, anything secured to the deck, only something small that was sitting on the bedside table. It all happens too quickly, and he's too upset and frantic, for him to even look at what's in his hand as he tumbles down the rabbit hole again.

This isn't a nice wormhole, although how much of that is because he doesn't have anything other than himself, and especially not his module so he could actually steer; and how much of it is that he doesn't have a ship or a space suit and everything seems to be getting dimmer as he begins to black out, he doesn't know. He hopes the wormhole leads somewhere with air, but he doesn't have even a little bit of choice in the matter.

Battered from the rough passage and more than a little bit surprised that he isn't dead yet, he reaches the end of the wormhole. He barely manages to land on his feet when it dumps him unceremoniously and closes before he can even turn around. He notes that he seems to be on a planet, and in a city even. Or at least between a few buildings. Well, at least there's air, and it's probably a civilization with space travel.

Something drips on his hand, and he looks down. It's blood. He dabs his nose, and his hand comes away even bloodier. Belatedly, he realizes that something is running down his face like tears, but he isn't crying. And even if he was, he couldn't cry from his ears, too.

This isn't good, he thinks as a wave of dizziness runs through him and he staggers. The next wave of dizziness makes him lose his balance and fall, but he's dead before he hits the ground.

Chapter 3: The Preimmortal in the Alley

Duncan feels the slight buzz of a preimmortal as he walks past the entrance to an alley, and spares a second to wonder who it is and what sort of an immortal they'll make. Will they, like most immortals, be easy prey and die before they've lived even one year as an immortal, or will they be one of the lucky/skilled few who live on for years or even centuries? It's all just idle speculation, though; likely he'll never know. Likely he'll never even set eyes upon them, now or in the future. But he has time to speculate, if he wants. Just not here; his ice cream is melting in the bag he's carrying.

He starts to move on, but his motion is arrested by the feel of the sudden spike in the Buzz from preimmortal to immortal. Whoever's in that alley just died for the first time. Sighing, Duncan throws away his bag of groceries. He isn't about to wait around in an alley for however long it takes the new immortal to revive, which could be anywhere from half an hour to several hours; for some unknown reason there's variation in revival times, even when dealing with only one immortal and not the population at large. So he's going to take the new immortal back to the dojo. Unfortunately, it's a bit of a walk because he hadn't taken the T-bird to the grocery store- it's in walking distance, but a bit far to carry a dead body. Oh well, he can pass the new immortal off as drunk if they look old enough to drink legally, even if it's way too early in the day to be drunk. If the new immortal's recognized their reputation's going to be ruined, Duncan thinks with amusement.

Duncan enters the alleyway cautiously. The new immortal died down here, and he doesn't know the cause yet. They might have been killed by a gang or the mob; or they might have died of starvation or disease. Preimmortals are immune to none, and the first two are at least temporarily dangerous for immortals, too.

The new immortal's alone, though, just collapsed on the ground like he'd been walking along and suddenly dropped dead without warning. Duncan leans over and hefts him up. This isn't the most efficient way to carry a dead body, not even the most efficient way to carry a body without anything other than one's own self- he's carried enough bodies, both on battlefields and those of temporarily or permanently deceased immortals, to know them all- but it's the method that looks the most like he's carrying a passed out drunk friend rather than a body.

The new immortal's head lolls back, revealing lines of blood from his eyes and nose and ears: obviously the cause of death, but what could make someone bleed from their eyes, ears, and nose at the same time, to the point of killing them? Duncan isn't a doctor, but he's been around for long enough to see any number of medical conditions, and he's never seen anything like this. No matter what caused it, though, he can't carry this man down the street with this much blood on his face. He doesn't have anything to clean it off with, though; the new immortal's dressed entirely in leather, which is useless for wiping up blood; and he'd look decidedly strange carrying a passed out man dressed in leather without a shirt.

He puts the new immortal back on the ground and thinks. At least to him, this new immortal is his responsibility now, even if he knows that most other people, especially Methos, would see it otherwise. So he can't just leave him here and go get the T-bird, because what if he revives before then, and runs off and gets his head chopped off by the next immortal who sees him? Duncan would feel responsible. But he can't carry the man because of the blood on his face, and he can't call a taxi or take a bus for the same reason. There's only one option open to him. Duncan pulls out his cell phone.

"Joe's Bar," Mike answers the phone.

"Hey, Mike, can I talk to Joe?" Duncan asks.

"Sure, he just finished a set…Joe, phone for you!" Mike hands the phone over to Joe.

"Hello?" Joe says.

"Joe," Duncan says. "Sorry to ask another favor, but can you give me a ride?"

"What happened to the T-bird?" Joe asks.

"It's fine, but it's at the dojo and I don't want to lose this guy."

"This guy? You're going to tell me the details later, right?"

"Sure, Joe. But I need that ride fast."

"Just give me directions and I'll be there."

"Thanks, Joe."

***

Joe pulls up to the entrance to the alley and Duncan drags the new immortal over to the car and dumps him in the back seat.

"Is that a body?" Joe asks.

"New immortal," Duncan explains. "Strangely enough, he doesn't have any identification on him. No driver's license, credit card, anything. Just a little metal ball and a handful of pieces of plastic in a bag and a toy gun."

"Maybe he's a criminal," Joe suggests. "Dressed all in leather, maybe he's a member of a biker gang or something."

"With a coat like that? It isn't made for sitting on a bike, and the whole style just seems different. I'm not ruling out the possibility that he's a criminal, though. Or that he was mugged. The toy's weird, though."

The new immortal revives with a gasp and looks around wildly, hand immediately going to the toy gun with the reflexes, if not the equipment, of someone used to combat and war zones.

"Where am I?" he asks, his hand not moving from the toy although he hasn't drawn it yet. He thinks it's real, at least. He raises a hand to rub his left eye, which is twitching. Duncan wonders if it's a tic he's always had, or if it's an atypical reaction to the Buzz like a few immortals have. "I was on Moya, and then…" he trails off and his face fills with dismay. "Where am I?"

Moya? Duncan thinks. "You're in Seacouver. Hope you don't mind that we took you out of the alley you died in."

He expects the new immortal to react to the statement that he's dead, but unexpectedly he says, "Seacouver? As in Seacouver, Washington? I'm on Earth?"

Oh, great. Another immortal with mental problems. Just what Duncan needs. Because it always turns out so well. Although to some extent all immortals have mental problems, most of them aren't surprised to find out they're on Earth. "Of course you're on Earth, where else would you be?"

Monday, October 1, 2007

Rooftop Meeting

The spotlight goes out as an exploding batarang shatters the glass and then explodes.

"I hear those things are kind of expensive," Dick says, amused.

"You don't need a searchlight to contact me," Robin says. "There's this great new invention called the phone. I can give you my number."

"You weren't exactly dropping by to see me, and I'm supposed to give you the 'stay out of our way' speech."

"Heard it before, and I already know all the things not to do."

"Do you see me giving the speech? I know Batman wouldn't let you out of Gotham if you didn't." Dick turns to go and hears Robin reach the edge of the roof as he puts his hand on the door handle. "And kid? Don't stay out too late, you have class tomorrow morning."

Friday, August 24, 2007

How It Begins

It begins like this:

They step through the stargate into a new galaxy, into Atlantis. The MALP's video had shown a room, empty save for the control consoles, as dust-free as if it hadn't been abandoned for 10,000 years. Dr. Weir sends the last message back through the wormhole over the radio, and a bottle of champagne is rolled through before the gate cuts off, stranding them impossibly far from home.

"Welcome to Atlantis," an unexpected voice says, and they look up to find a man, dark hair sticking up in every direction, armed to the teeth, leaning on a door frame. "Are you traders?"


 

It begins like this:

They step through the stargate like they've done hundreds of times before, but something's different this time. The gate isn't outdoors; instead, it's inside of a building, like nothing three of them have seen before. The fourth knows immediately where they are.

"Atlantis," Mer breathes, part joy and part hope and part lust for the knowledge he's sure to gain.


 

It begins like this:

"I can't," Ronon says, looking away.

"Sure you can," John coaxes. "C'mon, even Teyla's joining us."

"I'm a Runner," Ronon says. "They're following me wherever I go and they'll kill you all if you're anywhere near me."

"They won't kill us," John says, a look of what might be joy on his face. "If they go where you do, that'll just make them easier to kill."

"You're insane, of course," Mer says. Teyla nods in agreement. Neither of them had expected anything else. They hadn't expected to live even this long after joining up with John again.


 

It begins like this:

It is the day before the ceremony which confirms Teyla as the leader of the Athosians, a position which she has held unofficially, under the guidance of her elders, for several years. Only now is she old enough to take the position officially. The fates being as perverse as they are, she should not be surprised when the Ring of the Ancestors opens and through it step John and Rodney- Mer- to turn her life upside-down.

"Teyla!" John exclaims and touches his forehead to hers. "We're going to go fight the Wraith like we vowed to before. Want to come with? We'll have a better chance if you join us."

"Much as I hate to admit it, he's right," Mer says, touching foreheads with her. "He doesn't have the survival instincts of…what's something that dies all the time? Oh, I know, one of those puddlejumpers, always hopping around on the water and then drowning. And I've had better things to do with my time than learn how to fight. Plus, you made the vow too."

"But tomorrow I am to be confirmed as the leader of my people," Teyla protests. "I wish to defeat the Wraith as well, but I have my own life to live. And besides, how would we defeat the Wraith? Many have tried over the years, but none have succeeded."

"Teyla," Halling says. "One who wishes to be a leader must never break a vow."

"I was but twelve summers of age when I made the vow!" she protests.

"Nevertheless." She suspects Halling wishes to take her place as leader, but she also knows he is correct.

"Oh, so you're joining us?" Rodney asks. "Good. I thought I wouldn't have anybody for company who hadn't completely lost their mind."


 

It begins like this:

"You know, this is actually kind of handy," John says.

"Running from the Genii, who have a lot more technology than they ever let on, is handy?!" Mer asks.

"Well, it got you here, didn't it? And now that we're together we can finally get around to fighting the Wraith like we said we would."

"Are you insane?! I already have enough potential to get killed without going after the Wraith, who, might I remind you, want to eat us."

"Come on, what do you have to lose? I know where Teyla is, it'll be just like old times."

"We only saw Ronon and Teyla for one day when we were kids, I somehow doubt it'll be like old times."

John looks at him, a pleading look on his face.

"Fine! You don't have to look at me like that. It's not like I have anything better to do," Mer grumbles. "If you get me killed, I'm going to come back and haunt you, by the way."


 

It begins like this:

John hears a noise where there shouldn't be one when he goes out to the barn. If he lived anywhere near other people, he would suspect it was a child who had gotten into the barn, but nobody's willing to live near the crazy man who doesn't go into the tunnels when the Wraith come, but instead stays out to watch the darts fly through the sky. He always promises himself next time, I'll go into the tunnels, but when the next attack happens he stands rooted to the spot, watching the darts fly like he can only wish he could.

He takes his gun with him, because just because he's never seen any dangerous animals on this planet doesn't mean there aren't. And somebody might have come through the stargate and decided it would be easier to steal from an isolated farm than from one grouped with others.

"All right, you can come out now," he calls, just in case it's a person. "And I have a gun, so no funny business."

He hears grumbling coming from behind some sacks of grain, then there's a crash and a man falls out into view, landing on his back. John barely keeps from shooting him. "Um, hi?" the man on the ground says weakly.

"Mer?" John says incredulously.


 

It begins like this:

It's the middle of the day when Mer finally makes his escape. He'd thought about doing it at night, but let's face it, he really wasn't cut out for the whole stealth thing after so many years in one lab or another. So he goes in the middle of the day, points out a major breakthrough he's been sitting on for weeks to the lab crew, and slips away when it's a big enough breakthrough to draw the guards in to see what all the commotion's about. Without any guards outside to stop him, he even has time to slather on his SPF 100 sunscreen (because he's always burned easily, and even more so after he's spent the past few years in an underground bunker) before he goes out into the really very bright sun.

They don't catch him before he goes through the stargate, but he knows he won't be able to live up to his scientific potential anywhere else, because the Genii won't stop looking for the man who singlehandedly made their nuclear weapons program feasible.


 

It begins like this:

Mer's been at this temple for a few months now. Not that he believes any of this religious mumbo-jumbo, of course, because it's even more ridiculous than the voodoo of medicine, but because at least here they respect learning and let him develop his theories without forcing him to take time off to hoe the fruits or something ridiculous like that. Today somebody from some backwater planet that probably doesn't even have domesticated animals has sent a delegation to trade with whoever does the trading at the temple. He doesn't know who it is; he doesn't even remember the name of the other guy who sometimes works in the lab. Somebody from the delegation's been in the room watching him all day, no doubt in awe of his genius (because who isn't?), but since they haven't gotten in his way he hasn't paid any attention to them.

That night, he's kidnapped by the Genii, who, as it turns out, are actually moderately advanced, so he doesn't really mind until he finds out that he isn't allowed to leave the underground bunker. Not that he'd want to, really, because it's safe and the labs are nicer than most of the places he's worked, but he's not going to stay there if he doesn't even have a choice.


 

It begins like this:

"You built this yourselves?" Ronon asks, obviously impressed.

"I made the plans, of course," Rodney says. "If it was up to John, it wouldn't even have a roof. And it probably would have collapsed by now."

"I have never seen anything like this on Athos," Teyla says.

"Everybody on Kyrrat lived in treehouses because of the flooding." John had lived on Kyrrat, before it had been culled so extensively.

Distantly, they hear the stargate opening. "I wonder who it is," Rodney says. "Normally we only get one group of traders at a time, I mean it isn't like this is one of the trading planets." Then they hear the whine of a Wraith dart, but it's too late to get to the caves before the culling is over, and they're less exposed in the treehouse than they would be running for them. They're all silent during the culling, knowing that the flashes of light they can see mean that people they know are being culled. John watches the darts like they're something amazing, intent in a way his relaxed behavior hasn't even hinted that he was capable of.

When the darts are gone, John turns to the others. "When we grow up, we should fight the Wraith together."

Ronon nods, and Teyla says, "I believe we could succeed."

"No way," Rodney says. "Leave me out of your crazy plans! I'm going to be a scholar, not one of you crazy soldiers!"

"But Mer," John says, emphasizing the name Mer prefers. "We need you. You're the one who'll figure out how to defeat them all at one, instead of one at a time."

"Fine," Mer sighs. "I don't know why I'm letting you talk me into this, but you're right, you will need me."


 

It begins like this:

"Rodney!" John says, shaking him. "Rodney, wake up!"

"It's Mer, Rodney's a girl's name," Rodney says grumpily. "And I was up late doing very important things you couldn't possibly comprehend, so go away and let me sleep."

"Important things?" John teases. "You mean fixing the chair before Faren notices you broke it?" Rodney groans, because he hadn't been able to fix it and he's been tossed out of a few (12) other fosterings and separated from his sister because of breaking things. Even though most of them he hadn't broken anything, he'd taken it apart and put it back together better than it had been. "Rodney, get up, it's traders."

"Traders?" Rodney asks, shooting up, wide awake. Traders are enough of an event that he can be awake even after ancestors-know-how-few hours of sleep, even if he'd eventually learned that asking his foster parents to trade for something he wanted only led to him being shuffled off to another house on another world. John's annoying (and has a funny name) but he's the closest thing to a friend that Rodney's ever had, and he doesn't want to lose him.

They sneak out, because they're not supposed to go anywhere without permission when strangers are around but it's not like either of them is good enough at following orders to obey (John's been through as many foster homes as he has, and for similar reasons except without taking anything apart). So they sneak out and try to get a look at the traders, any of them, but they're all in Yari's house with the rest of the adults who are interested in trading, and they can't see anything. They start to go around the house, looking for some way to at least look in, but when they round the corner they come face to face with a girl and boy their age (although it's possible the boy is younger; he's short). The girl looks absolutely thrilled, for all she's trying to pretend she's grown-up and not excited at all. The boy just looks terrified, like he's going to be sick any moment.

John smiles the smile that always makes him friends and gets him out of trouble. "Hi! I'm John Sheppard and this is Rodney McKay-"

"It's Meredith," Rodney says scathingly. "How many times do I have to tell you that? Or Mer, if you can't handle a whole three syllables."

"I am Teyla Emmagen," the girl says, and would almost have passed for serene if her eyes hadn't been sparkling and she hadn't been bouncing on the balls of her feet. "And this is Ronon Dex."

"Hey," Ronon says faintly.

"He does not speak often," Teyla confides.

"I'm sure Rodney will even it out," John says.

"Hey!" Rodney exclaims.

"We built a treehouse," John says. "You want to see?"

"All right," she says after a glance at Ronon, and right then he knows they're all going to be the best of friends.

Wednesday, August 1, 2007

Kevi

It finally hits Rodney when he's in the SGC commissary staring at the coffee machines and halfway wondering why there isn't a kevi machine or two.

It had all felt somewhat unreal from the moment they stepped through the gate: returning to the place he hadn't been in 16 years, on the planet he hadn't been on in 16 years despite it being where he was born. Well. Not the SGC, but Earth. It all feels unreal because he hasn't been here in so long, because it isn't the blue of Atlantis or the rustic outdoorsiness of most of the other planets he'd been to, and the fact that he's never going back to Atlantis hasn't hit yet. It hits at the coffee machines.

Kevi had been embraced wholeheartedly by all but the most diehard of the coffee drinkers, and Rodney was no exception. It tasted better and provided effects similar to caffeine without the bad side effects. Rodney had been drinking it rather than coffee ever since Dr. Keller had mandated that he stop drinking anything with caffeine in it (not that anything other than coffee was available on Atlantis) for his health (which meant no coffee, period, because there was no way he was going to start drinking decaf and, as insane as John had managed to make him over the years (death defying heroics, hello), he wasn't going to risk his health more than he had to, especially since he was already doing the diet (small community with very interested doctors and people to watch him) and exercise (running for his life and John's training for running for his life) thing and he might as well not waste it), and they don't even have it on Earth. They don't have it anywhere in the Milky Way, in fact, and that fact hits him suddenly. He's never going back home, except for values of home that are defined as him and John and Jeannie, and he's never going to step through the stargate again, because aging astrophysicists aren't exactly prime choices for gate teams and John's not going to be leading a team, and he'll never taste kevi again.

Monday, July 23, 2007

Hard lessons

They've learned all the hard lessons well, perhaps too well. When they lose Atlantis, lose their home, the place that kept them together through thick and thin as no other place would, that they'd learned to love, the only Lantean tears come from the children. After all, no matter how much it meant to them, nobody's dead, and they know better than to waste their tears on anything less than death.

Sum of His Experiences

Sometimes, when he's about to die, he doesn't notice, too caught up in the science or the adrenaline or the fact that he has no time to spare to notice trifling details like certain death. Other times, he gets the deluxe treatment, his life flashing before his eyes, the best and worst moments of his life in chronological order. It helps, when he's fighting for his life, to have a reminder of why he's doing it, why he's struggling to draw another breath when it would be so much easier to just give up. Because while not all of his life was great (that's the understatement of the century, notwithstanding some of the bad science he's seen and some of the more creatively written mission reports) there are some moments, rare, precious jewels of moments, so perfect he couldn't remember them when he really needs them if it weren't for the life-flashing-before-his-eyes thing, that make it all worth it, that would make a whole hell of a lot worse things worth it. Not that he wants to test that theory.

Sunday, July 8, 2007

Alienation (Rodney)

It's strange being back on Earth after all these years- through extensive effort and not a few near-miracles, he and John have avoided being forced back even briefly for the last ten years, and even before that they'd only come back a maximum of once a year, and now they're back permanently.

Somehow, it all feels unreal.

After twenty years of cool blue and the ever-present touch of the city when they were on Atlantis, it's a shock to find themselves in grey corridors that the back of his mind keeps insisting are Genii even if he knows with the more logical parts of his mind (which means most of it) that they aren't. There isn't any sunlight down here, even in the middle of the day, which makes him twitchy after a few hours, because sunlight's something he's used to seeing, on Atlantis and offworld, and it's strange to not feel it on his skin at least once a day even if that does mean he won't burn like he always does unless he's careful.

He knows Earth should feel like home, but it isn't, not anymore; it's just the place he used to live and is probably going to be forced to live again. When they're cleared to leave the Mountain (more because the SGC doesn't have the space for hundreds of people to stay than because of any inherent trust; he's seen the way they eye the Lanteans, like they're maybe dangerous, like they're defectors or broken in some dangerous way), it doesn't disturb him that he can't hear the ocean even though he's heard it semi-constantly (with breaks to go offworld) for so many years, but only because, as he realizes when he automatically calls John "Sheppard" and falls into their usual informal offworld walking formation, Earth feels like offworld to him, and they've rarely been on ocean worlds other than Lantea.

It hits him hardest that this is Earth when they're in a crowd, and their little group are the only ones scoping the exits (though not carrying firearms; someone at the SGC had taken one look at the Lanteans and forced them to surrender their sidearms. It feels strange to be without a pistol at his side (which is slightly disorienting when he remembers who he'd been before Atlantis, how he'd happily never fired a gun), to be offworld without a gun, but at least they still have knives; they'd learned that lesson from Ronon) and nervous in the press of people, and he realizes that this isn't even a crowd for most of the Tau'ri, that it's only a drop in the bucket of the world's population, and everybody looks carefree because they are, they all plan to live 80 or more years and not get their lives and the lives of their friends and families sucked away by space vampires. Many of them have only lost loved ones through old age and accidents.

He isn't certain he understands Earth anymore, much less will be able to fit in even to the meager extent he had before.

Saturday, July 7, 2007

Colorado Springs

The first difference she notices (besides the obvious) is the coffee.

On Atlantis, coffee is – was – restricted only by availability. She's been told that for the first year or so after the City rose coffee had been a luxury item, rationed tighter than anything, but once Atlantis had started getting regular supply runs from Earth (with each ship carrying massive amounts of coffee, because few of the scientists can function without it) there weren't any restrictions on who could grab a cup or a pot (as long as there was always a pot brewing) at any hour of the day or night, because no matter how hard everybody tried to keep to a concrete schedule things in the Pegasus galaxy were always haphazard at the best of times, and if you couldn't grab a cup to keep you awake so you could actually see your parents during the one hour in the middle of the night they were in the City what was even the point of having parents? But things are different on Earth.

The first time somebody takes a mug from her just as she gets it filled (and these mugs are ugly, nothing like the ones they'd had to leave behind when they'd left home) she shrugs it off. Rodney's always taking coffee from her like that, without even a 'thank you', when he's busy or tired or thinking about something, and it's not like she expects praise for filling a mug, when she hadn't even made the coffee and there are so many more important things people are doing in the cit- base. On the base.

The second time it happens, it's by a scientist, and one who's every bit as caffeine-needing as one of Atlantis's scientists is after a long day rewiring the jumpers or battling sentient plants or translating thousands of lines of Ancient to find the one bit of information they need to save the day, when they know they have to stay up and working for at least another four hours because everybody else has come down with space mono and the work needs to get done yesterday. The scientist blinks at her blearily and mutters something about "get younger every year" and takes her coffee. She gets out a third cup.

The third cup is swept from her hand as she raises it to drink. She looks up, and a lieutenant-colonel (Forrest, apparently) has it, and he doesn't look like he needs it at all, whereas she's been up for almost 40 hours except for a short nap while the situation was discussed in the General's office or possibly a conference room; she isn't certain because they'd barely been allowed to leave the Gate room. Once is happenstance, twice is coincidence, three times is enemy action (though there are far too many cases where once is enemy action), so she goes on the offensive.

"Will you please give me back my coffee, sir," she lets out through gritted teeth, as politely as she can manage. They are, after all, in some sort of a limbo, and if she messes this up for everybody they literally won't have anyplace to go.

"You're too young to be drinking coffee," he says, sipping her coffee. "It'll stunt your growth."

"It hasn't so far."

"You're not getting any coffee until your parents say it's okay."

She's about to retort that her parents give her coffee, and so does everybody else who's been on Atlantis more than a day, but she sees her dads entering, looking just as weary as if they'd been in meetings for the past six hours without a significant break, because of course they had been. It's so much easier to let them cut through the resistance like the Ancient lasers through, well, anything. "Lieutenant-colonel Forrest won't let me have any coffee until I get permission from my parents," she says. "Can one of you please tell him it's okay before I pass out?"

Rodney immediately starts a diatribe about the "coffee police", and John smiles tiredly and says, "It's fine" and fills three mugs because she isn't the only one who needs the caffeine.

Forrest looks back and forth between Rodney and John. "Wait, she's- you're-"

Rodney freezes, panicked expression on his face, and she thinks she's said something wrong but she doesn't know what. John just smiles again and says "We do things a little differently in Atlantis. Did." The last word is almost soundless, but she knows all three of them feel it in their bones. They're never going back home, there's nothing to go home to. And that thought is bad enough to make her forget that she messed up somehow. And then they're hugging, in a three-way exhausted hug where they're all leaning on each other for support and being careful because they're still holding their coffee. The hug is familiar, and at least this time nobody's injured.

***

They've been assigned quarters (she's supposed to call it an apartment) in "off-base housing". Technically two "apartments", but they only use one even though it's smaller than their quarters on Atlantis were because it's not like they own much more than clothes now, anyway. She's not allowed to leave the apartment even though she's gotten the hang of doors that don't open no matter how hard you think at them and aren't just a piece of hide or fabric draped across the doorway like the Athosians' homes had. Still have, she supposes, even if she'll never see them again.

She's not allowed to leave the apartment, and when she leaves the apartment with somebody else she's not allowed to talk to or in front of anybody she doesn't know. There are more rules that she's supposed to be following (sometimes it seems like Earth is all rules), but she hadn't really paid attention in the orientation they'd been given. Besides, she's sick of rules. She's sick of sitting in the same small apartment without anybody to talk to or much to do. They had to leave behind War and Peace and the movies. There's a computer, but the intranet's servers all got left behind, so she can't talk to anybody on it. And she doesn't know how to contact anybody except for Rodney and John with the "cell phone" which Rodney had spent a few hours muttering over yesterday to make its use as similar as possible to the communicators they're used to having in their ears.

She's heard a lot about Earth, mostly complaining about being forced to go back from people who are going to be reviewed or for some reason have to brief the SGC or the IOA in person; and longing for it from people who just transferred in (although she understands how they might prefer somewhere where there are no Wraith, some of the things they long for sound really weird when they try to explain them to her), so she wants to see what it's like for herself, not through the eyes of others or the lens of a camera. Maybe she'll understand the strange parts of movies better if she goes exploring. And who knows; maybe she'll see somebody she knows.

She opens the door and steps out into the hall. All of the floors here are covered in some sort of fabric that isn't a rug because it reaches all the way to the walls. It's soft, but if they'd had it in Atlantis it would all have gotten stained really quickly, like most of the rugs. There are- were- too many accidents which escaped the labs for anybody to be delusional enough to think otherwise. She memorizes the number on the door as she closes it; she doesn't know her way around, and it should help her find her way back once she's done exploring.

To go anywhere on Earth you have to go outside and walk, like you're on the mainland or offworld or something; there aren't any transporters or jumpers here. Of course, she's explored the city even more than she was allowed (not that she ever went anywhere dangerous, or at least more dangerous than usual; Atlantis warned her about collapsed sections and various other dangers), and everybody had to go running regularly, as part of the mandatory combat training (nobody on Atlantis is was a civilian; they all knew they might have to fight for their home at any moment), so she doesn't think she'll have a problem, no matter how large this city is. Well, except for running out of time, but she has plenty of that; her dads are probably going to be in meetings until late.

She's a little bit hungry, and she knows there's food in the refrigerator that she should have eaten before she left, but she wants to try pizza, which the Earthborn have raved about universally. She tries to get directions, but she isn't on Atlantis, so there's no reply. There probably aren't any maps, either, since there aren't any transporters. She's going to ask somebody, and she'd known she'd have to break the "no talking to anybody" rule sooner or later, but she hadn't thought it would be this soon.

When she gets outside, the door closes loudly by itself, and she jumps at the unexpected thunk. There aren't any people out here to ask where to find a mess that serves pizza, so she starts walking towards where the tallest buildings are, because there's got to be a mess there, right?

The path here isn't dirt, like it is on the mainland; or any of the various materials Atlantis's floors are made of. It's more like rough stone, but how did they get so much of it and with such large sections? She knows from movies that people usually walk on the smaller sections on the sides of the path that are raised up higher than the rest, so that's where she walks. Every once in a while a car drives past on the other part.

It takes her a while to reach a more populated area of the city, and then she just wanders around for a while, marveling at the differences from Atlantis. There's writing everywhere here, none of it in Ancient and most of it in English, saying things she doesn't entirely understand although she understands most of the words used. Everybody's wearing bright clothes, with only a few wearing uniforms, and it feels like being on the mainland for one of the Athosian holidays, with everybody so bright and different from everybody else.

She stops a man wearing an unfamiliar uniform, hoping he isn't a hostile (there's always the possibility, even on allied worlds. She chose him because he doesn't look busy and it's easer to approach somebody in uniform, even if it's unfamiliar uniform) and asks him where she can find a mess hall serving pizza.

"A mess hall…?" he says, like he doesn't understand what she's saying. Perhaps they have a different term for it on Earth, at least outside of the SGC? She tries again.

"Everybody's always talking about pizza and I wanted to try it myself, but we don't have any at the apartment and I don't know where any mess halls are."

"Are you one of the military kids?" he asks.

She's never heard herself called that (most of the people she knows she's known her whole life, or theirs if they're younger), but John is in the Air Force. "Yes?" she says tentatively, not certain if the "military kids" have both of their parent in the military, or if she counts too because of just one.

"Where are your parents?"

"In a meeting."

"And they let you just wander around the city on your own?"

"Um, not exactly. But it isn't anything I haven't done-" belatedly she remembers that one of the biggest rules is "do not talk about Atlantis, period" and finishes with "…back home."

"Okay, tell you what. Why don't I give you a lift home and you can have your parents take you out for pizza later?" For a second, her heart rises with hope before she realizes he doesn't mean home to Atlantis, he means "home" to the apartment. But it's fairly obvious that she's not going to get the option of not going back there, so she nods and follows him to a car she recognizes as a police car. He opens the door on the right at the front for her and closes it once she gets in. When he gets in on the other side, he asks her where she lives.

"102," she says confidently, because there's no way she could have forgotten the number that quickly.

"102 what?" he asks after a pause.

"Apartment 102?" she tries, getting the feeling it's the wrong answer.

"What street is it on?" he asks.

"What do you mean?" she asks.

"Do you know the street name?"

"Streets have names?"

He chuckles. "Guess not. I'm going to take us to the police station, okay? We can get a hold of your parents from there."

She doesn't have a choice about the police station, apparently, so she saves her arguments for later.

***

"Another one?" a woman behind a desk asks.

"What do you mean, another one?" the police officer asks.

"Haven't you heard? There have been no fewer than five kids brought in because they were wandering around the city on their own. We have interrogation room 2 set up for them once you finish the paperwork, since they all seem to know each other."

"Thanks," he tells her, and leads Jeannie to a chair in front of a desk. He takes the one on the other side of the desk.

"I'm going to ask you some questions, okay?" he says. She wants to fidget and play with the stuff on his desk because it doesn't look Ancient or dangerous and she hasn't seen it before, but she knows better than to fidget with anything on anybody's desk, even if they aren't a scientist. "What's your name?"

"Jeannie Sheppard-McKay," She says, and spells it for him. He types slowly, only using his index fingers, and she wonders why he doesn't type right.

"Who are your parents?"

"Dr. Rodney McKay and Colonel John Sheppard." She's using their titles and full names because visitors from Earth always wanted to know that sooner or later, she supposes because they don't know John and Rodney personally and are lucky if they've even heard of them.

His eyebrows rise at something (maybe he knows of them for some reason?). She really wishes people would stop looking so surprised without telling her why because it's annoying.

"How can I get in touch with them? Do you have their phone numbers?"

"You can't call them now!" she exclaims. "They're in meetings and they're going to be there all day and you really don't want to interrupt."

"Why not? We're going to have to let them know eventually, and if we call them now you won't have to hang around here for as long."

She rolls her eyes. "Like that's motivation to call them. I've been in much more boring places. And you don't want to interrupt McKay for anything that isn't life or death, trust me."

The woman from the desk by the door stops next to the desk. "Don't bother," she says. "Another of them, a boy named Taro Zelenka, is also refusing to give contact information until his parents are done with work because of someone named McKay."

"Taro's here?" she asks with interest. She hasn't seen him in a couple of days, not since they all piled into cars by ones and twos and threes, except for the Athosians and their families who aren't allowed to leave the base.

"Sure, I'll take you to him. If you're done here?" she looks at the police officer.

"Just about," he tells her, and then asks Jeannie, "When can I call your parents?"

"I'd say 2200 to be safe, because even though they're usually still working then they don't mind when I call or stop by. But we just got here and all they have to do is meetings, so 1600's fine."

They're looking at her like they're shocked. "Your parents leave you alone until 10 pm usually?" the police officer asks in a choked voice, like it's weird, like the people he knows don't regularly work that late even though everybody does.

"No, there are usually people around but then we got here and I don't know where anybody I know is."

The woman takes her back to interrogation room 2, where Taro is, and they spend an awkward five minutes trying to talk, but they don't know what they're not supposed to talk about (they're going to learn that, at length, in the debriefing tomorrow) and they aren't left alone; there's another officer sitting in the corner watching them like they might run around and start turning on Ancient devices if he doesn't watch them closely, despite the fact that they know the potential consequences far too well to ever do that. He has what smells like coffee and it's kind of driving her insane that he isn't giving them any, or even offering, but she really doesn't want to leave a bad impression on the people who are already going to be telling her parents that she broke the rules, so she just tries to ignore it.

"239," she says, because there's no way they're not allowed to play prime/not prime, even if they aren't allowed to talk about anything because it's classified.

He smiles at her at the resumption of their usual boredom-breaking game, that they have to play at least once a year because of drills, when they're supposed to just sit there and not go anywhere and actually get the weapons they aren't allowed to touch except for when they're being taught, because the danger of the Wraith is even greater than the danger of them accidentally shooting somebody. Every year, they've been invaded at least once (although sometimes it's not by the Wraith), so nobody (not even the crew of the Daedalus or the people back on Earth) has any illusions that Atlantis shouldn't have drills. They play at random times when the city isn't being invaded, too, just because it's fun to do. "Prime. 767."

They play for a while (not the hours upon hours they do sometimes, but she doesn't know exactly how long) before the man with the coffee in the chair clears his throat. "You guys want something to drink? I can get you sodas."

"Coffee," she says, eagerly seconded by Taro. "What's soda? Can we have some of that too?"

"Are you sure you wouldn't rather just have the soda?" he asks. "The coffee here's kind of nasty."

"So?" she asks. "It can't be worse than the stuff some of the scientists make. As long as it's not decaf there's no problem."

"No decaf. Got it," he says, his eyes round. "Cream? Sugar?"

"Don't even think about putting anything in my coffee except for coffee." She knows that goes for Taro's too, but she doesn't say anything about it because he's edging for the door and looks like he understands it.

"I'll just go, uh. Get those," he says, and makes his escape.

"Think he's actually going to bring us some?" she asks.

"Why wouldn't he?" Taro asks, because somehow he's managed to avoid the insane adults who think there's some sort of age restriction on drinking coffee. She envies him, she really does.

"Earth people are weird," she says. "There was this lieutenant-colonel who didn't let me have any coffee until my parents told him it was okay. Took my cup away from me and everything."

"That's stupid," he says. "I hope it was just that guy, because if it isn't it's going to be forever until we can have any when our parents aren't there."

"Yeah, hopefully it was just him. I mean, the guy who was in here did say he was going to get us some."

"You realize he never actually said that?"

"He implied it, though."

"Implications aren't promises and you know it."

"I suppose you're right. But he looked like he was going to get coffee."

"He looked like he was terrified."

Now that it's been pointed out to her, she can see it. "But why? I mean, all we did was play prime/not prime."

"Beats me. Earth people are weird."

Eventually he returns. Objectively, he hasn't been gone for very long, but she isn't inclined to be charitable with her estimation of how long he's taking until she sees the cups he's carrying in some sort of a tray designed for carrying cups (which has to make carrying full cups easier than trying to keep a tray level enough that you don't spill while the drinks are sliding around) and smells coffee.

"Once you're done with the coffee," he says as they seize the cups he isn't hanging onto, "I brought some Sprite too if you want it."

"What's Sprite?" she asks, before Taro elbows her in the ribs. The police officer's eyebrows raise, and she thinks maybe Sprite is something common on Earth.

"We used to live someplace they don't have it," Taro covers for her slip smoothly, showing he'd paid more attention than her to the debriefing they'd been given before they'd been allowed off the base.

"Oh," he says, and his brows drop. Apparently he believes Taro. "It's a soda. I think you'll like it." She resists the urge to ask what a soda is because he says it like they should know, and even though questions were always encouraged on Atlantis, they're supposed to try to fit in here, which means not asking questions they would probably know the answers to if they'd lived on Earth their whole lives.

The coffee is gone all too soon, but he doesn't seem inclined to go get more coffee, so she asks if they can have the Sprite. Grinning, he sets two cans down on the table. They're closed and there isn't a can opener in sight, so she guesses there must be a way to open them built in, but it isn't immediately obvious enough that she can figure it out without so much as a hint. "How do you open it?" she asks after a moment of thought.

He looks startled, but then he takes the can and opens it for her while she watches how he does it. She can probably do it if she tries, now, unless he did something she didn't see. But she doesn't have to right now because the can's open and he's handing it to her. Cautiously, she takes a sip; she's drank a lot of disgusting things (some of the foods they'd traded for had been less than appetizing; she suspects there's a reason they hadn't had to trade much for them), but she'd rather keep those experiences to a minimum. It tastes strange, but in a good way. She drinks a little more.

Then she realizes she can't breathe and her head is starting to pound. The can slips from her hand and some back corner of her mind notes that she itches all over, but she's more concerned with not being able to breathe. Taro snaps for the police officer to get a doctor, and the only reason he doesn't run from the room is because this is Earth and the doors don't slide open on mental demand here. Taro's trying to get her to calm down even though that's kind of hard to do when you can't breathe. And then her vision darkens and her knees buckle and the last thing she hears is Taro cursing in Czech and Japanese.

***

She wakes to the all-too-familiar smell of the infirmary's disinfectants and an unfamiliar ceiling. She blinks a couple of times before she remembers that she isn't in the infirmary because they aren't on Atlantis anymore, they're on Earth. John's face comes into her field of vision and she realizes she isn't alone in the room. "Hey there," he says, his voice as calm as it always is. "You gave us a bit of a scare." His face doesn't hide his fear, even though it's starting to fade.

"Sorry," she says. "I don't know what happened. I was just drinking and then…"

"It's okay, you just inherited McKay's citrus allergy. You just have to be careful about what you eat and drink and you'll be okay."

"What's citrus?" she asks.

"There isn't any in the Pegasus galaxy as far as we know," he says. "Don't worry, we'll make sure you can recognize it. And you shouldn't be afraid to ask if there is any in the food you're given."

"'kay," she says.

A woman who's probably a nurse, even though she isn't wearing the uniform all the nurses on Atlantis had worn, appears at the door, Rodney behind her. "Jeannie," he says with relief at seeing her awake and recovered. Then he starts in the usual rant. "Why did you wander off when we told you not to? You could have died! You almost did die! This isn't A-" he cuts himself off. "Home. This isn't home, and you can't just do things like that! You could have gotten run over, or kidnapped, or killed. What were you thinking?"

"I was bored," she says, because she was terrified too, before she woke up and talked to John, but Rodney's always comforting to argue with, even when he's panicking. "You can't just leave me there with nothing to do and expect me to stay."

"I blame you," Rodney says to John. "You and your exploring of the city and your running every morning and dragging her into it too. You've set a bad example and it's no wonder she was wandering around alone and almost got herself killed. It must be in the genes."

"Hey!" John exclaims, and she expects him to say his usual 'they're your genes too, you know', but he just glares at Rodney instead.

"Um," the nurse says from the door, "Do you mind keeping it down? And we have some paperwork to be filled out."

"I'll handle it," John says, getting up out of the chair. "You two stay here and discuss your boredom." He smirks and leaves the room following the nurse.

"I thought Lorne did all of the paperwork?" Jeannie asks, confused.

"Oh, well, it's a different type of paperwork that Lorne can't do," Rodney replies. "It has to be filled out by one of your parents."

"I'm sorry you had to come," she says in a tiny voice around the ball of fear that's making her instincts scream for her to be silent, because usually when she's scared she's hiding from someone or something. "I know you were busy today."

"Hey, it's okay," he says. "Well, I mean, not okay because apparently you inherited my allergies, and why that machine doesn't have some way to prevent something like that I don't know, but it's okay in the sense that this is the kind of thing it's all right to call us about, because you almost died and we were just in meetings anyway, not messing with unstable ZedPMs or anything that really needs you to concentrate, and we certainly weren't offworld so you wouldn't have had a problem reaching us. Actually, you should have called when you got picked up by the police, or when you got lost, or- those meetings are torture, it would have been all right to call when you got bored enough to think of leaving the room and we would have at least sent somebody. Speaking of leaving the room, I thought we told you not to do that! Earth is different than what you're used to, even if you think you know it from watching movies."

"But the door opened. I mean, if it wasn't all right for me to leave the apartment it wouldn't have opened, right?"

"What? Why would you-" he stops suddenly. "Oh. Oh. Things don't work the same way here, honey; Earth doesn't have any automatic age restrictions like home does because it's all mechanical. Like on the mainland, remember?" She nods; the mainland is so different from Atlantis that it's difficult to forget even though she's never been allowed to go often, and even less since the Wraith destroyed all of the long-range sensors. "So you have to be more careful here because the city's not going to stop you from doing anything. Plus, you know, the usual problems with some things not being safe for anybody."

"Hey guys," John says, reappearing in the doorway. "You ready to go?"

She doesn't feel 100% herself again, but this isn't like the infirmary on Atlantis. She doesn't know anybody here and it's making her nervous; on Atlantis, you never relax around strangers, not if you have any choice in the matter (not that you always do), even if they're allies. So she nods and slips off of the bed and they leave together. She wants to cling close to them, but they unconsciously fall into the usual distance they walk from each other, close enough for comfort (and to be able to knock each other to the floor if they have to) and far enough apart that they're free to move separately and don't make just one target. She's in the middle as always. To truly complete their usual pattern, the rest of the team should be here, but they're not allowed to leave the SGC. Earth makes no sense; they're all Lanteans, so how come some people have to go offbase and some have to stay on it?

Outside (it's slightly odd to be outside in a city without being on a balcony or pier, but that oddness is drowned out by the oddness of the city itself; everything here seems to be grey but the plants, and there's no sense of connection with the city, nothing there when she reaches out with her mind) John and Rodney both pull keys out of their pockets, and then they're all looking at each other in what's almost confusion; more than one jumper at a time is only used when there isn't enough room in one, and apparently each of them drove a different car to the hospital. This is the first time they've had to deal with splitting up when they're going the same place (or at least the adults are; she isn't sure what's going to happen to her. They know her too well to think she'll stay in the apartment, and they don't want her to get lost again).

"Where's Taro?" she asks, because he'd been there when she'd collapsed and she hasn't seen him since.

"Oh, great, Taro escaped too?" Rodney says. "What is with you kids? Half of the scientists had to pick their kids up from the police stations, so I know it's not just the two of you."

"He didn't call you?" John asks, surprised. "He called me."

"Well, obviously, since I learned about it when you ran out of there. But, no, he didn't call me."

"He's probably scared of you," Jeannie says. "And the doctor would have let you know anyway, right?"

"Sure, if they had any idea who I am!" Rodney exclaims. "This isn't like home, the doctors here have no clue who you are or who I am or who Sheppard is, and they don't even have access to your medical records."

"I suppose he didn't call Zelenka either?" John says. "We should do that, because it's probably not a good idea to leave Taro at the police station. He might decide to try out his Pegasus galaxy pickup lines or something."

"Oh, god, I can imagine," Rodney moans, already pulling out his cell phone.

***

She rides back to the SGC with Rodney. They aren't allowed to get past the gate until one of the guards makes a call, and they have an escort to get down to the SGC proper, which she thinks is a bit weird because she'd been there yesterday and Rodney had been there earlier today, and neither of them had an escort then. She follows Rodney to a meeting room where John and Weir and people she doesn't know are.

"Is this bring your children to work day that I didn't know about?" one of the strangers asks.

"Yes!" Rodney snaps. "Because apparently none of you idiots considered that our kids have never been anywhere they weren't allowed to wander around at will, so that's what they've all been doing. In the city."

"You let children wander around alone in Atlantis? After everything I've heard about Atlantis…that's an incredibly irresponsible thing for you to do."

"Oh, please, like we didn't try to keep them confined at first? But first of all, all of Atlantis's positions are essential to some extent or another. We'd never be able to have anybody watch them in emergency situations, when it's most necessary. Also, all of them have the gene, because apparently the baby machine checks for that and not things like, oh, severe allergies? It's not like we could just lock them in a room. Plus, Atlantis is incredibly childproofed. You wouldn't believe the number of things that can't be turned on by children. Really, they were the safest people there."

"And you never told us about them?"

"We thought you would attempt to remove them and their parents from Atlantis," Weir says. "Were we wrong?"

"No, probably not, but-"

"Nobody wanted to leave," John says. "If push came to shove, maybe that 'declare independence from Earth' resolution would have finally passed."

"More like I'd have to stop ignoring the results of it," Weir admits.

"You lied to us?" Rodney exclaims. "Why?!"

"We needed Earth, and we especially needed them to not try to destroy Atlantis. The last thing we needed was to be even more overextended than we already were."

"And just how long has Atlantis been voting about seceding?" one of the strangers asks, as Rodney asks "How long has it been passing?"

"We've had the vote every year since we reestablished contact," Weir says. "It's passed by an increasing margin every year but the first one." This shocks everybody.

"Every year…?" the stranger echoes. "But why?"

"Why did we vote? I don't think you realize. Before contact was reestablished, every person on Atlantis expected it to be a one-way trip. Even after, for far too many people it was. And the SGC and the IOA kept threatening to pull back people and the entire expedition. It didn't exactly make for good feelings towards Earth, except for as where we'd come from."

"Dr. Weir? Isn't this the sort of thing we really shouldn't be sharing with the people we work for?" John asks. "I seem to remember that from those diplomacy lessons you gave everybody."

"Normally you'd be right," she says. "But you should really take a look at the reassignments before you think I'm the one ruining our futures." She indicates the papers in front of each of the chairs around the table, angry like Jeannie's only seen her a couple of times, because when the situation gets bad enough for her to be this angry everything's so bad that it's an emergency and Jeannie's hiding like she's supposed to.

"You're splitting everybody up," John accuses, skimming through it.

"And not just here at the SGC, on different teams," Rodney says. "They're all over the place, different states and countries and continents, especially the teams and the scientists, like they want to break up any relationships, even friendships."

"Ronon and Teyla aren't being allowed to stay on Earth, the two of you aren't allowed to leave, even on missions, because you're not assigned to SG teams, most of the couples are being placed in completely different countries from each other- I don't even want to know why they want the kids to have to choose between their parents- and apparently, they're not letting us argue for changes."

"What?"

"Either we accept the reassignments or we quit or we'll be fired."

"And the kids?" John asks. "If we quit, will the SGC still give them papers so they can stay on Earth with their parents?"

"What do you take us for, monsters?" the stranger asks.

They all stare at him. "Do you really want us to answer that?" Rodney asks.

He drops his eyes, looking a little bit ashamed. "Yes, we'll get papers as soon as we get their information. But surely you can't be planning to quit! Where will you go, what will you do?"

"Some of us have had our salaries accumulate for 20 years without using it," John points out. "I'm sure we can think of something."

"But you're all valued members of the SGC."

"Don't give us that crap. If we were valued you wouldn't be screwing us over."

"We're just a little overstaffed-"

"Are you going to need two weeks' notice, or can we leave as soon as Jeannie gets her papers? I mean, since you don't need the time to replace us…"

"We haven't even finished the debriefings yet!"

"Two weeks' notice it is. I'll get that typed up. Sheppard, Weir, can you see how many I need to have printed out? I'll probably have to go to a Kinko's, I don't think I'm allowed to print very much here and I'm sure pretty much everybody will want one."

"Of course, Dr. McKay," Weir says.

***

"Oh, God," Rodney moans. "I can't believe we got away with that."

"I don't think you can call it getting away with anything," John replies. "I mean, we quit. It's not like they could keep us there or anything."

"You're right! They couldn't keep us there, so we're good to go." He pauses. "But go where? I mean, we're here, and I don't really want to stay here, because, you know, memories, and even if most of them took place on Atlantis, Colorado Springs kind of reminds me of them. But I don't know anywhere else we could go, really. Unless you do?"

"I've heard you have a really great sister who might want to meet her niece."

"Oh, yes, of course, Jeannie. That's actually not a half-bad idea," Rodney concedes, then moans. "Except for how she's going to kill me for not telling her about our Jeannie."

"Well maybe you should call her and do a little damage control before we show up on her doorstep," John suggests. "Try to calm her down enough that she only maims you- I like you alive."