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TEST DRIVE MEME #8
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.
◎ 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.
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.
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.
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.
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.
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.
Pavetta Fiona Elen | Witcher Netflix | The Lovers | SPOILERS FOR THE WITCHER
Pavetta is dragged from the fountain, coughing and choking. Drowning. Dying. The last thing she remembers is… a ship. Duny. Their argument. Falling overboard. Drowning. Dying. She’s dead. She’s supposed to be dead. But she very plainly isn’t. No, she’s wet, and naked and laying on a stone platform. Breathing, her heart pounding in her chest. Two things that would be quite absent if she were dead.
Cirilla. At least Cirilla is safe from Duny and his machinations. Safe with Calanthe. No one will keep her daughter safer than her mother will. The Lioness of Cintra will see that no harm comes to her granddaughter. That makes her breathe a little bit easier. Just a bit.
Despite her nudity, Pavatta holds herself tall. Or tries to; whatever had been done to bring her here has left her weak, the power within her barely a flicker. Arching an eyebrow as the stranger with the book asks her to calm down, she remains silent. She’s as calm as any might be, having been saved from death and brought naked to a strange place. At least she is finally given clothes.
Dressed, she listens as one of the apprentices rattles on about the castle and why they’ve brought her here. Which concerns her. Do they know? Do they somehow know of the power that runs in her family? (After what has happened, that would not surprise her.) It only makes her all the more… wary, of her hosts. And their reasons.
She claims a bed in a room without fanfare, remaining to talk with those who she will be sharing space with for a bit, perhaps, before setting out to explore the castle at large. “This certainly isn’t Cintra,” she murmurs softly. What machinations will she find here, she wonders.
Sitting in the dining hall, a plate of food at hand that she nibbles at here and there (her appetite is hardly existent), she turns to someone near her. “These symbols,” she starts, indicating the one embroidered on her tunic, “Do you know what they mean?” She’s noticed that there are a number of them, not just the one she wears. It’s interesting.
As soon as she is able, Pavetta sets out to explore the town. To see what she can learn, and begin trying to discover what sort of place she’s found herself in. It’s abuzz with the arrival of the new guests. Which includes her as well, she supposes. It only serves to make her warier.
FREE CITIES
Pavetta is dragged from the pool, coughing and choking. Drowning. Dying. The last thing she remembers is… a ship. Duny. Their argument. Falling overboard. Drowning. Dying. She’s dead. She’s supposed to be dead. But she very plainly isn’t. No, instead she’s wet, and naked, and laying on the ground. Breathing, her heart pounding in her chest. Two things that would be quite absent if she were dead. (As would be awareness of her surroundings.)
Cirilla. At least Cirilla is safe from Duny and his machinations. Safe with Calanthe. No one will keep her daughter safer than her mother will. The Lioness of Cintra will see that no harm comes to her granddaughter. That makes her breathe a little bit easier. Just a bit.
Despite her nudity, Pavatta holds herself tall. Or tries to; whatever had been done to bring her here has left her weak, the power within her barely a flicker. The woman in the much more fancy uniform is plainly in charge, and while the ease and the grinning, the smile, are welcoming, she doesn't trust her. She’s as calm as any might be, though, having been saved from death and brought naked to a strange place. At least she is finally given clothes. And the beginnings of an explanation, although she doesn't know if she believes it or not. Oh, it's probably partially the truth. But she doubts it's the entirety of it.
Pavetta stays to the edges of the training grounds. She's not her mother. She doesn't have the ferocity on the battlefield the way Calanthe does. She prefers reading, and quiet. But she watches. Wonders if she should learn. Wonders what might happen if she did.
The communal baths do take a bit of getting used to. The curtains around the tubs do help, but she tries her best to go when there's no one else there, slipping into the hot water filling one of the raised round tubs with a sigh. She doesn't mind water like this. But the memory of falling from the ship into the sea, the memory of drowning is too clear in her mind for her to be comfortable with more.
Curling up in an out of the way corner of the mess hall with a plate in front of her, Pavetta picks at her food. Her appetite is barely there, but she can at least nibble at it. Thinking. Do they know? Do they somehow know of the power that runs in her family? (After what has happened, that would not surprise her.) It only makes her all the more… wary, of her hosts. And their reasons.
Which is why she wastes no time in taking the wagon to Cadens proper, to get away from the barracks and explore the city. Wandering the markets, and the shops; listening to conversations and sometimes striking up a little conversation herself, searching for a bookshop as well, until she finds her way to an inn. She has nothing much in the way of money, but she has no desire to remain in the barracks. Perhaps she can barter. For now, though, she sits inside, a single drink in front of her as she listens and watches. Thinks.
WILDCARD
[Feel free to choose your own adventure, or message me and we can figure something out!]
THORNE
He glances up at the comment, sucking a grape in between his teeth, expecting to not really know her arcana.
But she's in luck. He's studied that one. Immensely.
Know Your Enemies and all that. Now if he only knew Castiel's, but he imagines it's whatever counts as the dullest of the symbols.
"Lovers," he answers. "It's said to speak to loyalty--not all romantic like the title implies." Lord knows Dean Winchester probably doesn't understand the word love. "You're defined by your bonds and what you'll do in order to protect them." And what people can use against you.
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He grins, leaning forward, folding arms over the pages of his book. "Truly I think they do it as some bad joke. Something to try and divide people, maybe even control them." He taps at the side of his temple. "Get in everyone's heads."
Look, someone is still really salty about the Devil embroidered on his tunic.
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She's a bit... disparaging now. "As though flattery is going to do anything to make up for the lying."
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"I mean we are in a cage--albeit a larger one than many are." Sure larger than his. He can even say it without a sneer, look at that. "Make an attempt to 'soften' the blow." It makes him wonder how Cadens and Solvunn spin things.
THORNE :)
Frowning, he turns on his heel and goes looking, nearly running into Pavetta when turning a corner. Istredd immediately skids to a stop. "Apologies," he murmurs, having been able to stop just in time. He is a tall man at 6'3 with light brown skin and vivid blue eyes. She is the only person within his sightline, so unless he was hearing things, this may be his only source.
"Did I overhear you say Cintra? There is a kingdom called that where I am from." It could be a coincidence or he misheard her, but perhaps Istredd is looking for connections to others, whatever they could be.
!!!
So she cannot quite help the look of surprise on her face as she gazes up at him curiously. If not a touch warily. She has learned, since her figuring out of Duny’s plans. “You did, yes. It’s my home.” And oh, how she misses it. Misses her family.
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"I see. I am sorry for what your people have endured." Istredd is aware that not everything is linear around here, but it doesn't occur to him that she wouldn't know what happened to her home. Otherwise, he might have been more careful with his choice of words. Istredd was in Cintra himself but a day or two ago.
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What has Duny done? It’s instinctual, a thought borne of all that she’d learned, all that had happened. What would he have done, with Cirilla having been left behind with Calanthe and Pavetta herself gone. Dead and sinking beneath the waves.
he dun f'ed up
"Apologies I ... I really didn't mean to ...." Well now there is no logical way he can see of getting out of this without lying. And he really does hate lying. Istredd sighs and rubs a hand across his forehead, thinking. "Perhaps we should find a quiet space to sit." He never expected to have to break such news, everyone knew what happened to Cintra.
OOPS. Sorry Istredd.
He apologizes, fumbling a little over the words, and she lets herself acknowledge it. After all, this isn’t his fault. No. It’s mine. “Yes. Perhaps we should.” And then she’s sweeping past him towards the library, expecting him to follow. There are quiet places enough there. Secluded corners that will serve quite nicely. And will be easily guarded.
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He remembers now that he was warned people can come from all different times, and that means she could be well before the disaster, which seems most likely. Foolish, he berates himsself. They find a place in the library that is quiet, Istredd knows several of them having camped out there a few times. He settles down with her and tries to think of the words.
"May I know what year you are from?"
Thorne » Dining hall
She tips her head a little to one side. "Not entirely sure what the point of assigning them to us is, either. Something that correlates to personality traits, maybe? Or just a way to try and segregate us," clearly, she has a lot of theories, and not many answers.
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“Personalities, yes. Or choices we’ve made. Actions we’ve taken. Perhaps they simply felt the need to try and keep us organized. They seem to have drawn a great number of us through pools of water. Or they’re grasping at whatever they can to try and get us to cooperate.”
She doesn’t know. And she doesn’t know if it matters. But she would like to know WHY they’ve marked her as they have. What it means. Whether they know of the power that runs in her family. In her blood.
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Organized for what, she doesn't ask because personally, Melanie doesn't care. She feels like a mouse that's escaped one cage just to find herself in another, and that isn't a great feeling.
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after dyingperhaps she is simply more... guarded and suspicious. But it seems to her that there must be a reason behind it. More than the scraps of information they've shared.And yet. She's here. Rather than drowning. Rather than being dead. Perhaps she can use that for something. Perhaps she can have a life here. And if she can negotiate, if she can use whatever it is they've been brought here for in her favour, so that perhaps she can have a life should she return...
If she can keep her daughter safe. Keep her family safe.
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Melanie is distrustful in her own ways. She refuses to sign along any other dotted lines again.