![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
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.
no subject
"Newly arrived," she confirmed pleasantly. "And I wouldn't suggest leaving right away, either. Still so much to learn about the place. And the Gods that brought us here. Have to find a way to talk to them and see if they're willing to give us clearer answers than their people. The folks here are really nice, so I think their Gods must be, too."
no subject
"It's possible they truly mean for those of us who just arrived to recover before telling us more. Though it may also allow them to observe how we react. It would be reasonable not to be trusting of outsiders, even those believed to sent by their gods."
At least it's easy enough to ask questions about how the Solvunn live from the general populace. Though some things the children said- and how they said it- makes Elidibus suspect the Primary Settlement is more of a showcase than a full telling of the society. Ah, time will tell.
"I am... Elidibus." Yes, the title of his seat- as much a name he's had for thousands of years- will still do for now, for this introduction. "Do you have a name?"
no subject
She pushed herself up pulled her legs in to sit cross-legged, then stretched her arms above her head. At the same time, the elongated, finger-like toes of her feet uncurled in a stretch before curling back, tucked against the edges of sandals she wore.
"The last time I was abducted to another world, most of the peoples already there were very distrusting. They didn't much like the God that brought us, either. But their distrust was more about the humans that got pulled in with us than The Troublemaker. It's a nice change to be welcomed."
no subject
"Ooru then." It may seem he makes it easy but that's not to say her language is simple by any means. And if he has the skill to do so, it stood to reason for Elidibus to offer a courtesy of addressing her name as it should be.
Ooru's appearance; her finger-like toes and 'differences' are probably noted. But Elidibus has seen how the form of 'man' is shaped by the environment, adapted to it over generations. What would be called evolution in some realities.
And he'd long since been dulled to what is to him the horror of it. Though this figure is not like any 'species' he's seen before, that's true enough. In comparison to her motions, his form remains still. While hardly a stature, it seems he's much more accustomed to maintaining a minimum of movement. Only what is needed. Yet he's always watching and listening, and learning.
"Distrust is natural and oft varies by perspective. Those who knew the source of your arrival... or the humans as something to distrust were no doubt acting on their experiences or society's teaching. Whereas the people of Solvunn believe their gods grant them a gift. Though I wonder if their reception for those that arrive and look so different is based on their faith alone."
Elidibus looks around the area. Some of the apartment quarters assigned to newly Summoned are in view and he seems to be looking toward those.
"Perhaps we've the actions of those who were Summoned before us to thank in some way as well for the welcome we've been given."
no subject
After another snicker, she looked up at Elidibus, eyes squinted happily now that she'd had a good laugh, "Did you get told how long their Gods have been summoning people? And how often?"
no subject
"Faith, the actions of previous Summoned and their society." He doesn't go into detail about other matters of concern. Such as how much the Primary Settlement's happiness comes at the expense of other places in Solvunn. Or how truly dedicated this society is dedicated to the sense of community. There's a lot of questions to ask and information to be had.
He offers Ooru a faint smile at her enthusiasm but it hides a lot he isn't going to bring up in her presence. After all while they may both be Summoned, they are strangers. The questions are easy enough to answer, focusing on the present at least.
"I heard it's been at least a full cycle of this star. Perhaps more." But he's not been here more than a day and little else is readily known. "There is a library I intend to visit. And I would like to journey these lands to learn of them when my strength returns."
There's no clarification if he means Solvunn or the world at large.
"Has anything of import been told to you?" Elidibus then questions.
no subject
no subject
"I've had it confirmed by another Summoned that this is the length of time regardless of other factors." While he pauses as if reflecting on Ooru's suggestion that they were all attacked by strange fish creatures- honestly he does, because he's like that, but not for more than a moment- Elidibus shakes his head.
"Perhaps that could have happened to some. Yet in my experience, the summoning of another life to another world... much less from an entirely different star, consumes a great amount of aether. And the journey can be most arduous for the summoned."
And this was in relation to worlds which were shattered, but connected reflections of the original. What vast power might it have taken to expand that reach along the celestial realm? But ah, no. It's probably best not to presume that's the route taken. There is that relic after all...
Shaking his head out of his thoughts, Elidibus focuses on Ooru again. "As long as our strength does return, it would be enough. That and I can confirm that I was not in a place to be attacked by monsters of the deep before waking here."
This is said quite seriously.
no subject
She leaped to her feet in a smooth motion. "The last time I was summoned to another world, the God that did it, The Troublemaker, she pulled a whole village the side of this settlement." Ooru turned in a spin (turning right) with her arms flung out to both sides to emphasize this. "But the interference she dragged us through was filled with crab-spider-things that attacked us and it took what felt like an hour-" exaggeration, but not by much "-before it was over. But!-"
She pointed at him him sternly, clearly imitating a lecturer in an exaggerated manner in her enthusiasm to break this down, "-when the wizard tried to travel between the worlds by himself, which only took a few moments, he got thrown back to wherever we'd been dragged to covered in wounds he couldn't remember getting. Dragging so many at once took so much effort and power that we could experience the journey and defend ourselves. But moving one person at a time takes so much less, and goes so much faster, that they don't even know they've been attacked until after they arrived.
"So if they're bringing all of us one at at time, it's so they can use as little magic and effort as possible, but it means we're vulnerable to attacks we don't even know are happening! And since we arrive in water, it's got to be fish creatures attacking us!"
This was all to say, fish creatures were definitely at fault for stealing their clothes and making them arrive naked.
no subject
"It sounds," he answers finally, "as if your previous experience in traveling the space between worlds was a challenging event." For a moment Elidibus considers asking another question. There is a shake of his head to dismiss it. No, let's not get distracted now.
"Though we can't be certain the same holds true for the powers and gods who might have summoned us to this star. However similar the overall concept might be to what you or I have experienced before." There might be a small, tiny part of the silver-haired man that wishes he didn't have to admit Ooru's theory is a valid explanation. Still.
"If this Summoning brought our souls here and gave us corporeal form, then it would be reasonable to expect that form to not carry any possessions it may have had with them at the time. Or it's a precaution worked into the spell itself to make certain we are not able to harm our summoners in a moment of panic."
That would also make sense. A soft sigh escapes Elidibus.
"We may never know. Those who came before us may be able to shed light on the matter with their experiences. Do you remember nothing of the transition as well?"
no subject
She hopped up on a nearby fence and crouched down, her toes uncurling to wrap around the post she was balanced, providing stability.
"I don't usually remember what it feels like to move between worlds that way. I thought it was normal to, at first, cause The Troublemaker taking us all was my first time moving between worlds. But all the times I've done it since, it's just one place one moment and another place the next. If anything happens between, I don't feel it."
no subject
"Interesting." He's not going to own to having direct and express experience in facilitating such transits personally. But he will remark on the matter. "I would expect it to be less difficult to bring the soul without the body." Though Ooru did mention a contract, pointedly in a way he probably should not have heard. That could be some sort of protection her aforementioned god gave.
So instead of bringing that up, Elidibus instead offers, "I would be inclined to agree that any power drawing my essence intact from where it rested would be considerable." To say the least, to fish him out of what amounts to the afterlife, across the vast reaches and into another world.
"I've been told by one I'm inclined to believe has authority on the matter that I will return to my rightful strength in a week. With even a fraction of that I should be able to gauge the condition of my existence here."
Elidibus follows Ooru's antics, turning enough to keep polite focus on her while they converse. "I would be interested to hear if you feel fully recovered when you gain your ki back. But I think it's safe to say whatever has happened, the one you call The Troublemaker likely had no part in."
Or possibly no say. Still, one step at a time, right? And it seems resting and waiting out the week is one of the first Elidibus will need to take.
no subject
She picks the token up from where it hangs off her belt and studies it, "...this peek-a-boo? God... God of Shyness? Of Hide and Seek maybe?... Hidden things?"
Perhaps she'd have a better idea of what kind of God it was supposed to be if she wasn't holding the token upside down.
no subject
And well, he had his own beliefs so who is he to judge?
He will help Ooru, however.
"Vielehauffe, God of the Herd. Or so I've been informed." Like her Ooru's own, Elidibus takes care to pronounce the Viellehauffe correctly. "Though I believe this is the correct way to hold it." No need to reach for hers; he has his own still around his neck and lifts it to display it the correct way up.
Well presumably so given that's the way they put it on his neck and the locals surely wouldn't have held it upside down. Probably.
"Will you be staying in the living quarters assigned to you for the week or have you found other arrangements?" She's an outgoing type, maybe a family had already offered to take her in.
no subject
Ooru gave another shrug and let the token drop to swing back against her hip. Gods were only so important as the trouble they caused and if this was the one that brought them, then they'd already caused less trouble than The Troublemaker. Which made them somewhat okay in Ooru's book.
"I don't know if I'll sleep there, but they gave me the room, so it's mine," she said with another shrug. "Once I find a nice tree to claim, I'll move all my stuff there."
For the first time in the conversation, Ooru's face shifted from happy to something close to sadness. Looking quite forlorn, she tilted her head back as far as it could good and let out a long, heavy sigh, "I miss my tree."
no subject
Matters move on to living arrangements. Elidibus looks thoughtful again. He did want to speak to Ooru again once a week had passed. Not to know what her abilities were, but to see if she gets them back and her perspective on the knowledge they've gained in the meantime. It's useful to speak to someone else who has traveled between worlds before. Most particularly by a greater power.
It's not a perspective Elidibus himself, nor any of his kin really have.
"With luck you will one day find your way home. Until then, I wish you fortune in finding comfort." Elidibus is looking around him. It's getting later in the afternoon and there are a few other things he'll need to finish before meeting with his kin again.
"I must meet with my host soon. Would you be willing to meet again after we recover our strength? I'd like your thoughts on what you've uncovered. Perhaps in this same place and time?"
no subject
"Oh yes! Yes! That's fine! I can be here in a week and we can talk after storytime!"
And maybe if she'd found a decent enough tree by then, she could show it off to her new friend.
no subject
"Storytime... yes." Another fair idea and a way to keep involved in the community. How many daily stories the Ascian will come to tell is another matter but it's certainly an arrangement to keep in mind. And it also gives a general hour to meet a week from now.
"Until then, Ooru." The silver-haired man nods his head.