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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxasooc2022-05-20 09:54 am
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TEST DRIVE MEME #7

TEST DRIVE MEME

Welcome to the seventh test drive meme for Abraxas! This meme is run a little bit differently than most in that you'll be asked to choose one of the three different arrival scenarios below for your character to take. If you have any questions about this mechanic or anything else related to the TDM, please take a look at the questions below or ask one of your own under the Questions header below. For general game questions please still use the FAQ.

Our Setting pages are full of information on the world of Abraxas, and an overview of the story so far can be found on our Game History page! Anything on that page - including information about the Horizon and the Singularity - can be assumed to be told to newcomers after they arrive, no matter which faction they are received in. For more information on Ambrose and the apprentice mages, Marlo, and Rowan, please see our NPCs page.

You can also find answers to questions asked on previous TDMs in their respective questions threads.

For characters who arrive in SOLVUNN: Recently, following the events in which some of the Summoned received visions of each other's past, locals in Solvunn have begun to approach the Summoned with a sort of awe and respect. Those who arrive in Solvunn will find themselves treated much the same way and may be asked for advice or given gifts that seem like offerings such as wine, harvest bounties, or some incredibly delicious goat cheese. Your character is free to turn these down and should they turn down enough people, they will not be bothered further, out of concern of offending the Summoned.


Arrival

You awaken suspended in the abyss, silent darkness stretching out in all directions. If you try to yell, you'll find that the sound doesn't carry. If you try to move, you'll find it's impossible to tell whether or not you're actually getting anywhere. If you reach for an item you were carrying last time you remember being awake, your hand will only touch bare skin.

You're naked and floating helplessly through the void, and what little air you have in your lungs is running out.

There's a pinprick of light that almost looks like a faraway star but as it grows it becomes clear that it's actually quite close. Through the opening you can see a bright room, but it's hard to make out any individual objects, as if you're looking from beneath rippling water.

Scenario One: Welcome to Thorne

A hand plunges through and you realize water is just what it is. Whether you take hold of the hand or not it will grab you and yank you up through the surface, lifting you out until you're sprawled on solid ground. Once you catch your breath, you can get a better look at the surroundings: tall trees and even taller stone pillars surround the platform you're laying on. Behind you is an ornate fountain, the base of which is so deep and so dark you might be compelled to scramble away from it lest it suck you back in to that endless abyss. Ahead of you are the walls of a large castle with several tall towers reaching up towards the sky.

If you had any powers, they feel unusually weak. Attempts to use magic or enhanced strength or powers of any sort fizzle out without any effect, but they don't feel completely gone, either.

Set into an indent on a marble slab behind the fountain is a card bearing the image of one of the arcana.

An apprentice mage - the one whose hand lifted you out of the fountain - brushes the water off on their robes and runs back to join a group of three others, who all stare intently at a mage with highly decorated robes and a large, heavy book. He peers up at you for a moment and starts flipping through the book.

"One moment," he says, not bothering to look up from the tome. He looks tired. "I am Ambrose Rhett, the High Mage of the Kingdom of Thorne. We’ll explain everything in a moment, but for now, please calm down. You’re completely fine."

Regardless of your response, he keeps flipping through the pages, until he stops on one specific passage, stares at it for a moment, and then sighs with relief:

"Finally!"

Ambrose's expression brightens, relief visible across his features. He waves one of the apprentices over with a fine silk tunic, pants, and some basic sandals and with a wave of his hand they reshape to fit you perfectly.

"Oh, thank heavens," he says, closing the book and approaching you with a sort of worn-out relief. “I was beginning to believe we’d never get it exactly right.”

Now that he's not hunching over the book, he doesn't seem quite so stuffy and inapproachable. The apprentices all seem to visibly relax, and the one that handed you the tunic stops to take the tarot card down from the marble slab. If you show any curiosity about the card, they'll let you take a longer look, but won't let you touch it.

"Please, come with me," he says, motioning for you to follow him towards the castle. "As promised, my pupils will explain your current situation. And, ah - if you had any magic of your own, or other special abilities you can't access right now, fear not, they'll return within the week. The summoning takes a lot out of you."

One of the apprentices steps forward and rattles on and on about the castle, Thorne itself, the names of a bunch of royals and nobles, and of course, your reason for being here. The Kingdom and the world itself is in great peril, and tales of your exploits have reached far and wide across universes. If asked about these exploits, the apprentice will simply smile and shrug. The High Mage was happy to see you and that's good enough.

Once inside the castle you're taken to the North Wing, which has been set up as living quarters for you and your fellow newcomers. There are four people to a room, but each generously-sized bed has opaque curtains that can be drawn around it. You can meet your roommates here and discuss your shared situation (those who were previously brought in may have a great deal of information to tell you), or you can wander around and meet the others.

There's also a dining hall stocked with a rotating 24/7 buffet in celebration of the new honored guests. Somehow, your very favorite food is part of the rotation (or at least an attempted recreation of it given the limited technology available to the Thorneans). The town surrounding the castle is all abuzz as well, with most shops and services willing to give free samples of their wares to the new arrivals.

You may also notice that your sign is embroidered on your tunic: the same image you saw on the card from before with the name of the sign itself beneath it. If you ask the castle residents, they'll tell you a little bit about your sign (and will mostly stick to the positives, although some might point out the negatives).

Last (and, if you ask anyone else in the castle, least) there is a worn stone staircase leading underground to the dungeon. You can go there, if you wish, but all powers are restricted in the dungeons and most of the cells stand empty.

Scenario Two: Welcome to the Free Cities

You find yourself pulled from the water by a pair of strong hands. Dry warmth hits you at once as you're set on a warm hard floor. As your senses return you realize you're on dull ruddy stone and surrounded by strangers. Men and women in unfamiliar uniforms of brown and red leather stand in a semi-circle around a small pool of water. The very pool you were just pulled from. The water is still now, rimmed in pale gold tiles with odd symbols etched into them. Across it on the far side is a raised pedestal with a card propped on it. The card bears an arcana symbol.

You feel weak. Drained. Any abilities or magical powers you have seem far away and impossible to access. You're in what looks like a cave lit by dozens and dozens of torches set into the wall. There's no furniture or decoration to be seen besides the pool. It's almost uncomfortably warm and there's the sound of rushing wind somewhere in the distance. Flickering shadows obscure the faces of the guards. A robed woman stands off to the side, looking at you anxiously and then to the authoritative woman standing before you. She's grinning, dressed in a fancier uniform than the others. There's a sword at her hip. A guard covers you with a blanket and returns to their place in the semi-circle.

The woman with the sword gives a nod of approval and smiles warmly.

"Sorry about the circumstances."

She gives you a good hard look before standing again.

"Take a minute, catch your breath, you've had quite a shock. Take it nice and easy. I'm Prime Minister Marlo Reiner and you're in The Free Cities. That nice lady over there will explain everything to you and get you settled." A nod to the robed woman off to the side.

Marlo Reiner steps back and the robed mage approaches to help you up.

"Come with me, please." She brings you out of the cave through a corridor that angles upwards until you emerge in what looks like some kind of storage facility. Shelves of wooden boxes and cloth bags line them, unidentifiable parts of what might be machines are tucked into corners and propped against shelving units. "This is one of the Free Cities' outposts," the mage explains as she leads you. "We're honored to have you with us, I'm sure you have many questions but please save them. You need to recover!"

You'll learn you're in the Cadens Desert Outpost 003, a military outpost on the outskirts of Cadens city. You're brought to a room in the barracks that's been prepared. Each barracks room is rather sparse and utilitarian. Six simple beds set against the wall, three on each side of the room, each with a trunk at the foot of it. You're told the world is in a delicate and dangerous times and you're needed to help. You're important, you're told, and they're very grateful you're here.

You're asked to stay close for the time being, but to make yourself at home. The outpost is more a proper military base than the name implies, with full facilities. The barracks have a communal bathing room at the end of the hall, with curtains that can be pulled around the individual raised round tubs for privacy. There's a mess hall that has food available from sun up till a few hours after sundown. You're even encouraged to make use of the training grounds, if you'd like, with non-lethal training weapons available for use and obstacle courses set up. And the city of Cadens is only a couple of hours away by wagon - though you're asked initially to please be back at the outpost within a few hours of the sun going down.

For your own safety.

Scenario Three: Welcome to Solvunn

The feeling of floating is the first sense that comes to you as the edges of unconsciousness start to ebb. Sunlight filters through the rippling water as you open your eyes, making you squint. Before you have the chance to panic and inhale, firm hands grasp your arms and pull you to the surface of the water. Moments later, soft warmth is wrapped around your shoulders as you're guided on unsteady legs out of a pool of water. You're lowered to the soft grass. Men and women in simple garments with lavish embroidery stand by, waiting with bated breath, glancing seriously at an old man in an ornate robe. He holds an old leather-bound book in one hand and in the other is a card bearing an arcana symbol. His eyes move quickly over the page, and he mumbles idly to himself.

Any strength you may have possessed feels as though it has slipped through your fingers. Any abilities or magical powers you have don't come to the surface no matter how hard you try. You're in a grassy clearing in the midst of a circle of large stone slabs stacked to look like doorways. In the middle is the same glimmering pool you were just pulled from. A gentle breeze blows through, carrying the scent of flowers and herbs from an ornately decorated altar set off in front of one of the stone doorways. The mage closes his book and steps out of the water, addressing a matronly old woman. Behind her are two younger people, a rough-looking man, and a meek young girl, both of whom are also watching the mage.

“I detect no ill will from the gods, it seems we've been blessed with success.” Those that had gathered all breathe a sigh of relief and now seem pleased.

The old woman smiles and steps forward, offering to take your hands and help you stand. “Any gift the gods give us is one we will happily take. I'm certain you have many questions, and they will all be answered in time. For now, rest and know you will be taken care of.”

She pats the top of your hand and steps away with a serene smile, letting one of the others come forward with some clothes that seem to fit you perfectly. Once you're dressed, someone approaches to drape a delicate-looking charm depicting a butterfly with too many wings on a thin chain over your neck. The rough-looking man from before steps forward once you're decent and motions with his head outside of the stone circle. His speech is informal, his consonants harsh.

“Hold your horses, I can see all those questions coming about! Rowan March, at your service. I'm one of the council members of Solvunn. There's a lot to discuss, but it's best talked about over a hot meal.” He leads you to a horse-drawn carriage and helps you up into the back. He talks the entire ride to the settlement.

You find out you are in the Primary Settlement, the first of three that make up Solvunn's great territory. The settlement is situated between two lakes and is humming with life. You're brought to the center of town and escorted to an apartment above one of the establishments in town. Rowan explains that the living conditions are temporary if you'd like them to be, that local families would also be happy to host you in their home. That there are others like you who have also taken up residence within the three settlements. You're told that the world hangs upon the brink of disaster and that there are those in this world that are happy to see it fall to ruin with their meddling.

You're important. The gods have graced them with your presence. They're delighted you're here. Welcome to Solvunn.

Everything you need has been provided in this humble apartment, and if it hasn't, there are shops that line the streets and a marketplace in the center of town. Owners of some establishments or stalls are more than happy to give out samples or barter with your time for their goods. Babysitting can be a very lucrative business. You're told of the other settlements, that they'd like you to stay here for now, but if you can find a family to host you, the secondary and tertiary settlements are best to get to with an escort.

There are tales of travelers visiting the secondary settlement without invitation disappearing without a trace. The gods are as hungry as they are protective, young traveler.

You’ll find that there are more than enough activities to throw yourself into to better settle into your new life in Solvunn. Work is done in the first part of the day so that families can spend the rest of it together in leisure and work on their crafts - whatever those may be. For those children who are not of school age, they need nannies or storytellers, and there’s always a gaggle of them running about unsupervised. Families with livestock can always take a spare hand, especially since farms are so spread out, they have a tendency to wander. Whatever skills you may possess can always be of use to the community or to honor the gods.

If any of these options are no good for your lifestyle, the main roads between settlements can always use a bit of monster clean-up… just make sure you don’t go alone.




Questions


How many slots are open?
Please check the Taken page for how many player, franchise, and canon slots are available. Activity check will be processed before applications open, so the count may change between now and then. Existing players can apply for a second character without restriction.

How do I choose a scenario for my character?
Pick whichever situation appeals to you most. Which faction your character is drawn into has nothing to do with their personal morality, beliefs, or how highly they regard themselves and their own accomplishments. Anyone can be put into any one of the situations.

Can I try out more than one scenario?
You can! But please keep in mind that only the one you eventually choose can be game canon, if you decide to keep any of your TDM threads.

What happens if my character refuses to comply with the NPCs?
They will be forgiven for their moment of panic or anger if they have one, and the faction leaders will try to calm them and persuade them further. If they put up too much of a fight and/or start actively attacking anyone, they will be warned once that everyone is willing to put them back in the well where they came from (see below), and if they continue to fight they will make good on that promise.

My character intends on causing a lot of trouble (destroying parts of the cities, murdering the NPCs, etc.), what would happen to them?
Characters who make too much trouble for the mages and other NPCs would be thrown back in the well (which will mean drowning in the void, not returning home). Brawling with other PCs and causing minor damage is fine and will be greeted with a cranky attitude and intervention from various NPC guards, and there will be plenty of opportunity for destruction and murder later, but for now the Abraxans have no desire to keep huge liabilities around.

I want to wildcard a prompt or use one of the prompts from an earlier TDM that isn't on this one (eg. the library), can I do that?
Yes, in terms of the settings. As Thorne is no longer imprisoning any newcomers, that option is no longer applicable.

Is the power loss for characters permanent?
No, but it does take a week or so for their powers to be back in full, and certain powers (determined on a case-by-case basis) may require nerfs. If your character has world-breaking powers, please discuss with the mods what modifications may be necessary.

Can my character leave the bounds of the faction?
In Thorne, characters can leave the castle but not the city. In Cadens, they can take a trip from the outpost to the city. In Solvunn, they can explore the entirety of the Primary Settlement.

Can my character eventually change factions?
Yes. While the faction borders are currently closed, there will opportunities in the future for characters to relocate. For the time being, they are stuck where they are.

How much will my choice of scenario affect my character's plot later on?
This choice will determine where your character initially lives as well as the bias of the information they receive from NPCs (although other PCs can and most likely will give it to them a bit more straight). This decision - and every other major decision you make in game! - will also be used to flavor some mod surprises that will be coming down the line.

Don't get too anxious about this choice, though; this is just one choice you'll get to make in a game that has a lot of them, and every character in every scenario can work their way towards many, many individual goals and outcomes. You're not locking yourself out of anything in the future via the choice you made on the TDM. It will primarily impact the immediate future with the far-reaching effects being up to each player.

Are TDM threads mandatory for my application?
No, you may use other samples, but we encourage you to post to the TDM and get a feel for this game and its mechanics before you join. If you do not have a TDM thread you will still need to choose one of the three scenarios on your application.

What if I haven't settled on a sign yet?
You can ignore sign-related prompts if you're undecided (or try out different signs in different threads).

Can my character go to the Horizon?
First time visitors to the Horizon must be taken there by other characters, through either shared meditation or a physical journey to the Singularity, and all first-timers experience memory loss. For the purposes of the TDM, we suggest against using the Horizon.

What about making use of the network?
Much like Horizon they would need to be introduced to it by another PC, as no NPCs would be aware of the network or be able to access it. Because of this we would advise against using this mechanic for TDM top-levels.


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bravetrail: (Default)

Varl of the Nora | Horizon: Zero Dawn/Forbidden West | Strength | Solvunn

[personal profile] bravetrail 2022-06-09 04:02 am (UTC)(link)
i. Welcome Wagon and First Impressions
Ever since leaving the Sacred Lands, the world seems dead-set on throwing more and more strangeness at him. Alright, the Carja lands he'd at least been expecting to be uneasy; hot and open, arid and humid by uncomfortable turns. And the machines! But it was nothing to compare to this.

All he can do is stare, and stare some more, and reach for a spear he doesn't have— and when a hot meal is offered him, do the only sensible thing and say, lead the way.

What? He's hungry enough. It's only practical.

And later on, wandering around the market, Varl has time to examine the odd trinket he's been gifted with. The people here certainly do seem... friendly. A little more friendly than he's really comfortable with, if he were honest, but it's better than the alternative. He's unarmed, painfully aware of his lack of armor, and hasn't so much as a handful of shards to his name. Whatever else there is to worry about, a bellyful of warm stew and the goodwill of the people isn't something to put aside.

Still, he's a little lost. Anyone care to lend him a hand?


ii. Work: it's what you do
Varl is a hunter. Well, most Nora are hunters; theirs is not an idle people. But Varl is a warrior and a hunter and a proud Nora, all three. So, when offered a job looking after children for an afternoon, he doesn't turn it down.

Besides, it's never too early to learn to craft your own spear. So he sits in a circle of young, eager faces, showing how to peel the bark and leave the wood to dry. How to cut with the grain, and to choose a good blade, and sharpen it. He's just starting the lecture on the best knots to tie, to properly secure that blade to it's haft, when he glances up.

"Hey there. Come on, you might learn something," There's an answering titter from the crowd. Imagine a grown up, learning something like a child! That's funny, "Come on, hey. Nobody's born wise."

Well, nobody except... Nevermind.

iii. The Road Again
Then again, he has no intention of living his whole life here. Armor or not, a spear and a bow was all he ever really needed to make his way. It's not ideal, of course, but it'll work— So find him at the edge of the city, frowning down at a handwritten pamphlet, puzzling over the pictures, and trying to mouth the shapes as he reads.

He's not a fast reader.

Even so, Varl and his spear aren't going to wait around for long. He's got a road to walk, to see this so-called 'secondary settlement' and the monsters between here and there. Whatever they are, they can't be scarier than a Metal Devil, he's sure of that.

But what he isn't, is paying attention to anyone who might be coming up behind him.
kaijuice: (pic#15374348)

ii

[personal profile] kaijuice 2022-06-10 01:05 am (UTC)(link)
"Really?" Silco stoops with all the warmth of pruning shears, some fat little hand still tugging at his sleeve. (It's sticky -) "There's a saying, of mouths and babes,"

Was it how much they cost to feed? His eyes flicker over the spear, Varl's hands, before finding his gaze. That'll do.

"Quite the toothpick you've fashioned for yours."

In a quiet town like this.
bravetrail: (pic#15737500)

[personal profile] bravetrail 2022-06-13 03:47 am (UTC)(link)
"The world's a dangerous place," Varl replies, a little uncertain; something about this is putting his guard up. On one hand, as he is so often reminding himself, there's really no rational reason to be so suspicious of people, even outside the sacred lands, "A sturdy weapon of good make can be the difference between victory and death."

On the other, trusting his gut has kept him alive thus far.

"Or so my mother always taught me. I'm Varl, of the Nora. What about you, stranger?"
kaijuice: (pic#15423676)

[personal profile] kaijuice 2022-06-13 07:26 pm (UTC)(link)
"Vander."

Hazards of half a face: One only unsettles in so many directions. The girl at his side pulls again, insistent. Silco cants his ear back toward a tiny whisper. A serious nod.

"Moira would like me to inform you," Patient, drawling. A joke to remain between the grown - "That there's no danger here."

She sticks her chin out, defiant. It doesn't keep her gaze from itching toward Varl's spear, with an insistent curiousity (who doesn't wish to grow wise?)
Edited (every time i overuse colons a stormbird loses its wings) 2022-06-13 19:28 (UTC)
bravetrail: (Default)

[personal profile] bravetrail 2022-06-14 03:50 am (UTC)(link)
"Well... Moira," Varl replies, belatedly switching his focus to the child in question. He can't help but smile— Children, of all kinds, never failed to bring it out in him. And why not? It was what they all fought for, wasn't it? "Sometimes, for the good of the tribe, a hunter has to leave safety and go out to dangerous places. And when I do, it's best to be prepared. So, we're gonna practice our knots, and get it right. Then later, it'll keep us all safe."

Oh, look at those curious eyes! Varl holds out a moment, to see if she'll simply ask, and then relents and holds out his half-finished work towards her. And if that should give Vander a better look too, then that's two with one arrow.

"Here, what do you think; decent enough, or should I start over?"
lightkeeping: (pic#15737332)

iii because i want to be dead (forbidden west spoilers do not eat)

[personal profile] lightkeeping 2022-06-13 04:30 pm (UTC)(link)
In lieu of a bow (which she has been told are kept under lock and key), Aloy has crafted a makeshift spear of her own, figuring that something is better than nothing, especially when it comes to scouting a way out of this place. The pamphlet is laughable, the villagers seem to want her to help work their farms, of all things, and being so removed from her element has her frustrated and angry, with no real outlet.

It has her stalking the outskirts of town--cautiously, to get her bearings, and to determine whether or not it's feasible to make a trip away from the settlement. She's always more at ease in the wilderness, but this is a greater unknown than anything she's ever experienced.

The person she's following seems to have a similar idea. That's what gets her attention, first, because she knows enough to know that wandering away is somewhat unwise, if you don't know what you're doing (she knows what she's doing). It's the silhouette that keeps her on the trail, easing closer and closer until she recognizes who she's dealing with and can't help but make herself known--though her voice is disbelieving and suspicious all at once, makeshift spear raised in defense as she makes her final approach.

"Varl?"

This is impossible. She hadn't considered the possibility of a simulation before, but now it's the only thing she can really think of. Is she in a data channel, somewhere? Whose doing is this?
bravetrail: (Default)

[personal profile] bravetrail 2022-06-14 03:57 am (UTC)(link)
On his best day, Varl likes to think he can keep up with Aloy. At the very least, he knows he's not worse than her, or not by enough that someone else might notice. Sure, he's no wilds-raised savior, striking out at Thunderjaws all on his own and wielding a focus with the same ease as spear and bow, but... He's still Nora. The Tribe's hunters come by their reputation honestly.

Still. He's caught off-guard by Aloy often, in more ways than one. Right now, there's the simple fact of her presence that has him whirling around to face her. And then there's the way she said his name, strange, too soft, wholly alien to his vision of her as brash and confident and very occasionally a complete bung, as Erend had once put it, in his cups.

"Aloy!" He's glad to see her, smiling, stepping forward, the hand not occupied with his spear spread in welcome, "How is it that whenever something completely insane is happening, you're always there."

This is a rhetorical question. It's because you're Aloy.

"Do you have any idea what this place is? I've been going in circles for days, just trying to make sense of it."
Edited 2022-06-14 03:58 (UTC)
kaijuice: (pic#15423683)

Silco | Arcane | Hanged Man

[personal profile] kaijuice 2022-06-10 02:17 am (UTC)(link)

WELL WELL WELL | Any Faction

He's damp. Silco rakes a lip of loose, greying hair from his eyes; blinks. Vision doubles, clears,

Half of it: Droplets well in the filmy hollow between ball and socket, trapped by open air. This is the most vivid hallucination he's had in years and he isn't paying a lick of attention. There are introductions, directions. Faces and intentions blur. One bullshit line treacles into the next. In the past hour or so, he's never stopped patting his chest, soaked wide and wet for contact. Lighter than it ought to be. His head is splitting,

But that's hardly new.

"Who?"

Harsh, snapped on the edge of an empty gesture. Where might be the more pertinent question -



THORNE

Everything leads down. Steps smoothed by heavy use, or a heavier indifference; both the way of high places toward low. Silco measures the dungeons the only way he knows: Presence and absence.

Footsteps clatter. Metal creaks. Hands folded behind his back, he doesn't turn to pronounce -

"Boo."


FREE CITIES

He isn't back by sundown.

Silco hopped the wagon a while ago, slipped from the boards like so many slithering things. On foot through the desert hasn't proven his greatest plan - astonishing how distances stretch, when measured horizontal. Startling how black the night can be.

It's been bare fuck nothing for a while. The fires of civilization are far ahead, and farther behind, but he couldn't mark either for direction. Blind as a boy in the tunnels, as a bloated river corpse, and the corpse wouldn't be half so thirsty -

One foot in front of the other. At a certain point, it's all momentum.

You know, until he steps in a hole and goes tumbling bony ass over teakettle.


SOLVUNN

The first little body that slams into your own might be an accident -

A girl of six hurtles past at full speed. Then a second, a third, a whole laughing pack of them tear through the street, and that might be a game: Hide-and-seek, yell-and-shout.

Lift the stranger's pockets.

If this is a game, it's a new one. Some are quicker to learn, others to run, and with two hands you might catch as many in the act. The rest vanish down the lane, past an oncoming Silco. His hands dust his own pockets, brow furrowing.



WILDCARD

[ hmu w whatever you like, i'm easy ]
Edited (sorry if you're tracking edits for some reason) 2022-06-10 02:30 (UTC)
daycareattendant: (NAUGHTY BOY)

Free Cities

[personal profile] daycareattendant 2022-06-16 07:43 am (UTC)(link)
[Well, not to brag, but some people do totally fine in dark deserts because they're metal animatronics that don't need water. Deeply, deeply unsettling animatronics with glowing red eyes and ghastly frozen grins on their faces.

The first thing that would tip anyone off to Moon's presence is the creaking of his metal joints, swinging freer than any organic creature's could. His joints twist 360 degrees, allowing him to scuttle along the desert floor like a fucked up metal spider with a nightcap. The second thing that would tip anyone off is the twin red lights glowing in his eyes.

And Moon comes across the human right as he falls on the ground, foot stuck in a hole. As a human would probably say, 'ouch, that has gotta hurt.']


Seems that you've had a little slip.

[Moon approaches on all fours before snapping up to his feet, joints still creaking as he danced from side to side, like it was impossible for him to stay still. He gives the human a quick scan--yes, definitely an adult. Adults didn't have bedtimes, so Moon couldn't punish this one for being up so late. But even so...]

That happens when you wander so late when it's so dark.

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