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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxasooc2022-07-20 10:26 am
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TEST DRIVE MEME #8

TEST DRIVE MEME

Welcome to the eighth 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.

NOTED CURRENT EVENTS

◎ Rumor has it that two emissaries - a werewolf and a vampire - visited from Nocwich in early July. With them came some wares distributed to shops throughout each faction. A few sparse items may remain for purchase, such as glowing flowers or fine ales, but much of it has now been sold.

◎ New arrivals in THE FREE CITIES may hear a bit of chatter around Cadens about art, politics, and recent performances involving its sister city, Libertas. It's all standard fare - the kind of topics spoken about over a beer or in line at the market - but there's a small stir in the air.

◎ Lately, locals in SOLVUNN have begun to approach the Summoned with a sort of awe and respect. New arrivals 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 delicious goat cheese. Your character is free to turn these down and should they turn down enough people, they will not be bothered further as no one wishes to offend them.


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 long-horned creature with large wings on a thin chain over your neck. Ask around later, and you may find that it is a symbol of Vielehauffe, the God of the Herd.

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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satanicpanics: (Default)

Eddie Munson | Stranger Things | The Devil

[personal profile] satanicpanics 2022-07-27 10:47 pm (UTC)(link)
{Beware spoilers for all of season four!}

1. Arrival; Solvunn

[ Eddie doesn’t think. He doesn’t have time to. A dozen questions are rattling against the panic in his head, too loud to let any other thoughts through. And so it’s instinctive and automatic, the way he reaches out to take the hand that pulls him above the surface.

There’s no pain, no blood, not even any scars, just the mere memory of the bats ripping into his flesh and a slow descent into darkness. He’s confused, and it shows in the way his fingers keep trailing to his side, pressing in as if he’s hoping to feel a twinge of pain. At least then, things might make sense. But then again, things haven’t made sense for Eddie Munson for some time now. Maybe he needs to stop trying to put an ounce of logic into things.

He wanders the marketplace for some time, allowing more questions to brew in his head (Rowan March as far from helpful in allowing him to get any questions in) until he finally grabs the nearest person to ask the biggest one on his mind:
]

Hey, uh, if I wanted to figure out if I were, you know, dead, how would one go about confirming or denying that?

[ Smooth and normal… ]


2. Storytime

[ Eddie has never considered himself to be a storyteller per se, merely a DM with years of experience in putting together entertaining campaigns. But when he thinks about it, what’s really the difference? He was weaving a story to entertain his party members before, and while young children aren’t his usual crowd, it’s a skill that can easily transfer over.

That, and he needs to figure out a way to make some money here, fast. So he cracks his knuckles, puts on his best DM voice, and launches into an elaborate tale—parts of which he may or may not have swiped from pre-existing stories and D&D campaigns, but you know. It’s cool.
]

…and when darkness fell upon the village, the Oni changed its shape. Its sharp teeth and long fingers shrunk, its blue skin changed, and just like that, it looked no different from you and I.

[ He pauses for effect, his audience hanging on every word—for now. ]

In fact, it had taken on the very shape of a young child’s mother. Trusting a familiar face, the child followed when she beckoned—but that was a mistake! The Oni led the child away from town, away from people. The child, by this point, was too terrified, too frightened to run as the Oni turned back to its true form…opened its mouth wide, and devoured the child!

[ And that’s when one of the children begins to cry. Eddie pauses and drags a hand over his face. At least he’s never had to deal with tears in D&D—well, for the most part. ]

Alright, shit—

[ He rolls his eyes when a woman, likely a mother, cuts him off by hisses something about his language. ]

Fine! Fine, fine, fine. And then the Oni regurgitated its meal because the child tasted terrible and swore to only devour adults from then on, the end.


3. Main Roads

[ He isn’t totally stupid. He’s heard whisperings of monsters on the main roads, and he really isn’t keen to get himself involved (or killed again), but he’s curious. Curious to see what’s real and what isn’t, curious to catch sight of something, but not so curious that he wants to get himself wrapped up in any more trouble.

So he walks the road, just barely, trying to keep Solvunn in view so he can make a beeline back to town if necessary. It doesn’t really help. Cautious and careful as he may be, he hears something in the distance—might be the cracking of a twig beneath a human boot, might be something more animal.

He can’t help it.

He shrieks.
]

Jesus H Christ!

[ Internally kicking himself for such a nervous reaction, he begins to back up slowly, eyes wide and frantic as he searches for the source of the noise. ]

I was just, uhhh…just leaving…


4. Wildcard

[ Hit me with your best shot! I’m easy. ]
funhinged: (talk it through as a????)

stede bonnet | our flag means death | solvunn | the hanged man

[personal profile] funhinged 2022-07-28 10:30 am (UTC)(link)
a.

[ So Stede has no money, which has literally never happened to him before in his life, that's definitely a very new situation for him.

On the one hand, disconcerting. A person needs things to live and needs ways to get those things, and he is in fact a person. And he should probably... not turn to a life of crime... all things considered.

On the other hand, something very tangible that he can turn his special brand of focus towards. Something that is not having a full confused meltdown in that apartment, which means he can repress all that stuff like he usually does. That's aces.

He starts out trading his time in local shops for a couple of days. Nothing too major. Bit of organizing, bit of sweeping up, help with the occasional window display. Clothes, soap, Technically speaking, he has zero duties whatsoever in relation to customer service. This does not stop him from making it his business. It's about commitment to the bit. ]


Hello! Need a hand with anything? [ Introducing: the most kiwi man in the world. ] Full disclosure. I don't know everything that's in here or where it is, so we're gonna be in this together. Call it a little adventure.


b.

[ Marginally more in Stede's wheelhouse is livestock. Not in the sense that he has ever done much more than own and occasionally hang out with livestock, but in the sense that he quite likes being outdoors and quite likes animals.

If they were his closest friend qualifiers growing up, no they weren't, that's his business.

It's sort of peaceful out here, most of the time. The nice thing about rounding up strays is that a lot of it is basically having a lovely little nature walk.

He is presently not able to enjoy it so much because he's trying to push a cow back towards its proper territory, and the cow is not best pleased. After a certain point, he just kinda steps back and plants his hands on his hips. ]


Beatrice, with all due respect, I'm gonna give you some honest feedback. You're being very childish right now. [ We talk to cows like disappointed parents in this area. Up to the point of holding up a hand and talking over a random moo. ] No, no, this isn't a debate. I've given your adventurous spirit more than enough time to get its beak wet. You've got the exact same grass back home!

[ Everyone in this field is fine and emotionally secure actually. ]

Please get a move on.


c.

[ Or he can in fact be caught on the storytelling and general child-overseeing rotation. It's honestly maybe the best fit for his skillset out of anything else people need helping hands for, so of course it's the very last thing that he tries out.

Stede puts it off for last deliberately. It's-- complicated, emotionally. Which happens when you're distracting yourself from ongoing guilt about ditching your biological kids and missing your crew of pirates who are all absolutely adults but you kind of just act like a weird dad to them anyway, and then you find yourself in charge of a whole kid gaggle.

He's not half-bad once he gets into a groove and stops having to think about dumb things like complicated emotions, though.

He can primarily be spotted in the process of very animated storytelling! A perfect storm of theatrical gestures, Doing The Voices, and having spent the vast majority of the past couple of decades using books for escapism. Fairytales for days. One-man retellings of Shakespeare plays all over the place. Anything he can recall in short order.

Aside from that, local man turns babysitting gig into impromptu kindergarten lesson time. A thing about Stede is, he's a huge nature nerd. And sure, maybe some of the stuff around here isn't familiar to him in general, but some of it is. So part of his life's true calling is apparently to teach kids about the little plants and cool bugs he keeps picking up.

Has it occurred to him that he shouldn't be teaching children it's fine to just grab insects whenever? Great question. No. Stede is too busy chilling with a beetle for that kind of common sense. No thoughts to spare, only whatever weird fact he just finished rattling off. ]


-- and let's please all remember that nature has no business going up our noses. Especially the crawly bits. Right? We've all remembered?

[ He worries that one or two specific silences... are deafening. ]
messageforyou: (>:))

Hermes ☿ Hades ☿ Wheel of Fortune (or maybe Fool, still deciding)

[personal profile] messageforyou 2022-08-04 12:08 am (UTC)(link)
Free Cities

Is this how mortals always feel? Hermes feels horrible. Suddenly losing power and being pulled into a world where you walk with mortals and none of them recognize you are not things Olympians prepare for.

But Hermes is too clever to let on to his discomfort around all these unknown variables. So the Barracks are treated to a very strange smirking man with glowing wings on his head and feet wandering around.

He shows up to the training grounds to watch people, and he claps when someone does something particularly impressive with an approving nod.

He shows up to the mess hall, but he never eats. He just snaps up a beer ration and takes a seat right next to strangers, sipping at the beer and looking at his new seatmate with interest. "Do you know what this thing is called? It's clearly alcohol, but it's nothing I've tried at home."

And then after a week passes and his strength returns, there's a visible change. It's a little painful to look at him directly. He radiates light. His feathers gleam like the sun.

Aaaand he immediately waves goodbye to folks. "I'll be heading to the city, then," he says cheerfully. "I'll take anyone with me who'd like to go. No need for a wagon, we'll be there faster without it. Can't promise any return trips, though. As kindly as you've all treated me, I'd prefer to never come back to these barracks again if I can help it."
notoftheblood: (Band on the Run)

Jack Kline || Supernatural 15x14 (Possible Spoilers) || The Sun

[personal profile] notoftheblood 2022-09-12 06:44 pm (UTC)(link)
Scenario II The Free Cities

One moment Miss Butters was saying goodbye, the next Jack found himself pulled from the water. An empty feeling washing over him... He was powerless again. He knew that feeling all too well, but the pain inside of him from the recent return of his soul hurt more than any loss of power.

He's been there, done that. Even in his short years he has lived a lot thanks to his family. He listens as he is told what is going on. 'You're important, their greatful to have you.' This feels familiar, but leaves such a sense of dread.

What about Chuck? What about the Winchesters and Cas?

Still, he follows the orders given in his state of odd shock, making his way to the mess hall at first to eat. Then he takes a wagon to see the city of Cadens. He felt lost again, just as he had started to get back on his feet. He wanted to get home but he was powerless at least for a few days. Best to make the most of it.
itchtokill: ({Leather} Are you sure)

Kol Mikaelson | The Vampire Diaries | Thorne | The Hanged Man

[personal profile] itchtokill 2022-09-22 07:04 pm (UTC)(link)
i. arrival

OTA


Waking up from the wrong side of dead is, unfortunately, not a completely foreign concept to Kol. For a brief, fleeting moment when he’s first yanked out of the pool, he thinks he must have found himself in The Other Side. He only needs a moment to take in his surroundings to realize that is not the case.

The basics are given quickly enough and he’s outfitted with clothes that look very… outdated compared to the new, 21st century fashion he had only just begun growing accustomed to.

With the business part of this done, and the chosen for a greater task spiel out of the way, Kol makes his way to explore the castle. He could probably be found just about anywhere in the whole place, including:

  • the library, browsing spines and tittles slowly through the aisles or

  • sampling the local cuisine in the dining hall,

  • meandering through the indoor gardens, curious to see which things he’s familiar with and which he’s not, making notes of the new things he finds for researching more later,

  • or simply wandering the halls of the castle— perhaps he’s lost, surely you could help him.

  • Everywhere he goes, Kol turns attention to any number of interesting conversations, whispers about an attack, a murder he wasn’t here for, and murmurs of military involvement. Perhaps it’s your conversation he’s interrupting when he says, “Apologies, I’m new— could you catch a bloke up to speed about what’s happening around here?”


    ii. roommate(s)

    OTA

    “I haven’t had roommates in ages,” comes an accented voice, though it’s hard to pin down exactly what the accent is, because it sounds like some amalgam of several crammed into one strangely unidentifiable cadence.

    The owner of the voice is a tall dirty-blonde with classically decent looks and the kind of swagger and confidence that only comes from a very specific brand of not caring what anyone else in the room (castle, city, world) thinks at all.

    “How long have you been here, mate?” he asks whoever else might be in the room at the moment.


    iii. horizon

    OTA

    (A) — 1 response
    He keeps hearing about all this horizon nonsense and it’s vague enough to make him curious. So, he approaches the first person he can find that looks like they might half-assed know what is going on in this place.

    He leans against whatever is there to do so on— a table, a desk, the wall— and says, “What do you know about this horizon?”

    (B) — OTA
    If he’s quite honest, the first go into the horizon wasn’t great. That sudden loss of everything— agency, memory, self, all of it— was awful. Few things in the world could bother him less than that. But he’s been assured it’s not like that the next time, and when he found a moment to escape into this shared dreamspace once again, he found that to be true.

    He doesn’t immediately go about setting up anything for himself, instead he just wanders the entire scope of it. It all reminds him a bit of a Chambre de Chasse, and he hasn’t witnessed something like that in quite some time. He passes by and through any number of domains as he goes. Perhaps he’s stumbled into yours in his travels?

    Eventually, though, he does start to toy with an empty section of land. His constructs small and simple to start— an aluminum baseball bat, shifted into a classic bow, morphed into a tv and an Xbox with some first person shooter game. He laughs, an amused, delighted sound, “Expression at my fingertips.” he grins. Oh, how he’s missed magic.


    iii. wildcard

    note

    HMU on Kol's HMD / @ loyalwolf[#3540] on plurk[/discord] for something specific!
    outwear: (Default)

    Sam Winchester | Supernatural | Free Cities | The Hermit

    [personal profile] outwear 2022-10-11 03:11 am (UTC)(link)
    this stinks
    Sitting on the edge of a bed in the barracks, Sam Winchester stares down at the single trunk afforded him, his hands clasped together, his knees bobbing. He's trying hard to reconcile getting here, but as with so many instances in his life, the surprise has long-since been ruined. It's not the first time he's woken up (revived?) in a strange place with no really memory of how and it certainly won't be the last. And the number of times some mysterious faction has needed (and been grateful for) his help? Ha! He's had fewer birthdays.

    Just another day in the family business.

    Across the room are three more beds and in the five minutes that Sam's been contemplating his thus-far long and complicated life three others have arrived. They go about their business in such a manner that Sam wonders if maybe he's not the only one who's sort of used to this kind of thing.

    Looking around him, he sees the beds on either side of his own haven't been taken.

    "What? Do I smell?" he asks with a laugh. Even if they're clearly not meant to stay here long, the last thing Sam wants to do is make things uncomfortable for everyone. Or, maybe it's the first thing he wants to do since this is the question he asks.

    chicken shit
    It's only after Sam leaves the outpost and begins a little earnest exploration that he comes across the training grounds and feels a bit more at home. Perhaps it's not the kind of place he's used to — just a bit too Skyrim for his tastes – and given the choice, Sam would choose against violence, but while lumbering through, he can't help but think that if there's anywhere a person like him is going to find a little bit of home, it's here.

    Hunters, fighters, martial masters – they all exist in similar realms and for Sam's whole life he's seen these types default to the comfort of the sword, the pike, the fist. Hell, going as far back as mankind itself, people have been gathering together to make themselves (and consequently each other) that much more efficient against each other. It makes sense.

    Settling against a nearby surface, Sam is watching some distant action. A pair of swords clash, their practitioners appearing quite skilled. He's really just minding his own business when he puts a foot down and something scurries from underfoot and rustles around behind him... only to immediately come back for revenge.

    "—hey!" Sam yelps, all six-foot-four of him taking an impressive cowboy kick to the right. Hair a-tumbled, he breathlessly freezes to stare down the offender. There's a wild look in Sam's eye, something that says he knows he's made a mistake.

    "Buk." it says.

    "Now, hold on," the large man implores, hands coming up. He's backing away. One step, two steps.

    "Buk-buk." Things are calming until— "Buk-kawwww!" the chicken complains, wings flapping as it pops up into the air and then descends from on high to begin chasing after Sam.

    "Oh shit!" Sam Winchester, everyone. A veritable giant among (most) men, immediately turns tail and runs. Like a chicken shit.

    (Has no one yet told him you just don't mess with the chickens?)
    network – please note to opt-out of animated text
    So, this is weird.
    My name's Sam Winchester.
    Can you read this?
    I've never seen anything like it.
    wildcard
    [ Pretty much anything goes! I am especially attracted to "yes, and" scenarios where we can just go ham. I haven't been able to fully read everything there is to offer in Cadens, but if your character knows of a great spot and you'd like to introduce Sam to anything in that manner, it's highly encouraged. You will especially win my heart if we can 1.) skip past introduction threads; 2.) include comedy in our thread; 3.) start in the middle of literally any kind of action and see where it takes us; 4.) show me anything you find unique about this game. Beyond that, I could just really use some good old cooperative fun. ]

    OOC— Canon Point: Season 9-ish | Action or Prose | PM for Plotting/Starters
    oversight: ([±] feelin' bookish)

    John Blake | The Dark Knight Rises | Free Cities | The Tower

    [personal profile] oversight 2022-10-12 10:50 pm (UTC)(link)
    STEADY, AS HE GOES_
    Important. Grateful.

    The words as they're delivered sound as if they might entice a less critical ear, but when that gold-tiled pool births forth John Blake, he comes out as suspicious as he is naked (and twice as mad). He certainly isn't convinced. And isn't it convenient that they suggest he holds his questions? Either someone's heard of him and knows what to expect (questions), or it comes up a lot. One doesn't need to be a detective to know which, but it probably helps.

    Upon seeing the barracks, the institutional half-dozen beds, the uniformed clothes and shared bath facilities, even exhaustion can't drive him into that bed. Instead, he hops a wagon to Cadens. He's told he needs to be back at the outpost within a few hours of the sun going down. For his own safety. More to darkly ponder upon. And honestly? Good luck with that.

    It's a couple hours to the city and fending off the exhaustion nipping at his heels requires Blake to engage. He's average in height, average in build, average looking, and while he certainly does normally carry himself quite authoritatively, here and now his only interest is appearing as inoffensive as possible. Quiet, but not timid. Stoic.

    He still doesn't know how or why, but he has a who and a where. That's a start. The what becomes a bit more elusive. In the meantime, even the passive downtime of this trip doesn't have to be a total loss in his quest to gather information.

    "You made this trip before? What should I expect to see out there?" he asks whoever will answer. His Gotham accent is clipped - city-like, as if he's been living double-time his whole life and just doesn't have time enough to waste on words. Beyond that, his close-cropped hair (typically styled) sits a short, dark mess atop his head, recently faded in some professional's chair. The color isn't far off from his eyes — dark and dark — and the circles settled underneath don't help his approachable appeal.

    He's (probably) nicer than he looks.

    DROP THE GAME_
    Should anyone wonder what it's like to make a career of sticking their nose where it doesn't belong, one should need to look no further than Blake. With every inch he's given, he takes a mile or more in his pursuits. Beyond tracking the murmurs surrounding political intrigue (which Blake has translated to mean propaganda at the expense of others and used to line someone's coin purse) he's tempted into places where he might belong and plenty where he might not.

    It's much later — dodge after dodge on what he assumes is a short timer (followed by a short leash) — that he finds himself perched in the midst of some raucous action in one of Caden's gambling dens. With a coin he'd found along the way, he picks something that doesn't involve cards — knucklebones – and holds his breath through the first win.

    A half-hour after he takes the seat he hasn't made a ton of money, but as far as he can tell he's earned at least enough to get him some clothes that will help him feel more like himself.

    "He's cheating!" someone yells, and Blake's incredulous turn to offer his best what the fuck are you talking about face is met with the crash of someone who just can't believe the odds. Coins fly, bodies tumble, and it could be worse, but the surge of people around him tells Blake that there's a better part of valor necessary here.

    He only manages a quick grab — a half-handful of the coins he'd won (fairly, he reminds himself) — before dumping out into the street. Almost immediately he pockets the coins without counting and takes on a casual walk as if nothing from the darkness might come up behind him (so there's no reason to care or look).

    He's just about feeling he's dodged a(nother) bullet without extraordinary measures when four pairs of feet shuffle hurriedly after him. A sigh escapes him and upon turning to face them, still walking backwards, trying to walk away, he pops up his hands to implore peace.

    "Wasn't lookin' for trouble, just a fair game," he calls out. He should stop here, but in a situation like this, Blake can't help himself. "Don't be a sore loser," he adds. Wrong idea, apparently. The main guy bristles, his three cronies form up.

    "Looks like we're doin' this," Blake mutters, fists coming up as the pounding boots herald the charge. One-on-four isn't exactly great odds, but it isn't as if he knows anyone around to call for backup...

    ON THE TURNING AWAY_
    If it isn't so obvious by now, Blake is a busy body. When he's not making trouble, he's making waves. When he's not making waves, he's making plans. When he's not making plans, he's taking notes. After a point, it's nigh-impossible to spot the guy without a notebook and pencil, pen, whatever writes. Call him suspicious (because he is) but something about the— mindlink (for lack of a better term) unsettles him in a way few things touch, makes him want to get back to the basics.

    And so, at any time, day or night, one might run across the man lurking, observing, studying. Where he's meant to be, where he's not. In a heated discussion or passively allowing someone to unload. Maybe even creepin' a little.

    At Portam Hall, he asks loudly about the hefty tax burden applied on purchases. He's wondering where the taxes go, what they benefit. Perhaps the way he goes about it is a little too straight-forward, but he's asking the right questions and that's what matters (to him).

    Skirting around Fort Wilbridge, he seeks information on the conflict buzzing on the lips of those around him. People are unsettled, the conflict seems mired, and without any context, it's hard for him to even see the players, let-alone the reasons. Anyone who shows interest in sharing will get his (and his pencil's) undivided attention.

    It's the run-down part of town that really draws his time, though. He's there more than once, taking in the haphazard structures, eyeing the social dissonance. It could be worse — so much worse — but that people struggle at all sets his resolve starkly. They had said he was important. Was this why? Was it because they knew all it took was enough time for him to really open his eyes before he'd be committing to the good fight and every lost soul around once more? Anyone keeping similarly open eyes may notice that every time John Blake returns to this part of town, he brings someone something someone needs: food, a piece of clothing, tools. How he gets them might be as mysterious as his motivations.

    WILDCARD_
    [ Pretty much anything goes! I am especially attracted to "yes, and" scenarios where we can just go ham. Blake is a particularly good foil for damn near anyone, I promise you this. And you will never quite know what to expect. You will especially win my heart if we can 1.) skip past introduction threads (I can give a primer at any time); 2.) include comedy in our thread; 3.) start in the middle of literally any kind of action and see where it takes us; 4.) show me anything you find unique about this game. Beyond that, I could just really use some good old cooperative fun. ]

    OOC— Prose or Action Spam | PM for Plotting/Starter Requests

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