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TEST DRIVE MEME #9
Test Drive Meme
Welcome to the 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.
In-game, this TDM and the arrival of the newcomers will take place around the last week of November when applications will be processed. We're specifying this so that players can use Nocwich as a prompt without having to skip weeks ahead of their character's initial in-game arrival to match the IC December first weekend opening.
Below are some links to information you may find useful. Our Setting pages have information about the world itself as well as current events for each nation, while our Game History page outlines the game's story so far.
Setting | Game History | NPCs | Arcana
You can also find answers to questions asked on previous TDMs in their respective questions threads.
In-game, this TDM and the arrival of the newcomers will take place around the last week of November when applications will be processed. We're specifying this so that players can use Nocwich as a prompt without having to skip weeks ahead of their character's initial in-game arrival to match the IC December first weekend opening.
Below are some links to information you may find useful. Our Setting pages have information about the world itself as well as current events for each nation, while our Game History page outlines the game's story so far.
You can also find answers to questions asked on previous TDMs in their respective questions threads.
Summoning
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. 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 - still unclothed.
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. 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 - still unclothed.
Arrival
You'll find yourself summoned to one of the following three major nations: the extravagant and magical Kingdom of Thorne, the bustling and advanced Free Cities, or the tightknit and faith-driven rural community of the Solvunn Commune.
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. After a week or so, your abilities will return.
When you gather your bearings at last, you look up into a series of unfamiliar faces...and equally unfamiliar surroundings.
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. After a week or so, your abilities will return.
When you gather your bearings at last, you look up into a series of unfamiliar faces...and equally unfamiliar surroundings.
Welcome to Thorne
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 another mage with highly decorated robes and a large, heavy book. The man 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 nods, satisfied. "Excellent." He motions for one of the young apprentice mages over. "Settle our guest in, please. I don't have all day."
The apprentice hurries forward with a fine silk tunic, pants, and some basic sandals. With a wave of their hand, the clothes reshape to fit you perfectly. Once you're dressed, the apprentice leads you into the hallways of Castle Thorne, prattling on about the kingdom, names of royals and nobles, and, of course, the reason why you're here: 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.
"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 nods, satisfied. "Excellent." He motions for one of the young apprentice mages over. "Settle our guest in, please. I don't have all day."
The apprentice hurries forward with a fine silk tunic, pants, and some basic sandals. With a wave of their hand, the clothes reshape to fit you perfectly. Once you're dressed, the apprentice leads you into the hallways of Castle Thorne, prattling on about the kingdom, names of royals and nobles, and, of course, the reason why you're here: 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.
◎ Surroundings
Castle Thorne is where not only royals and members of the court reside, but includes the surrounding city itself. With autumn on its way out, the weather is frosty and in the distance, you can see snow-covered mountain peaks. Fortunately, the castle is enchanted to be at a comfortable temperature.
As you walk or look around, you take in some of what's going on around you:
As you walk or look around, you take in some of what's going on around you:
- The East Wing where members of the royal family and court reside is tightly guarded. At this time, you won't be able to go here - and the guards take their job seriously. The dungeons are also well-guarded, and newcomers will be turned away. You might hear rumors that the cells beneath are beginning to fill up.
- Apprentices, kitchen staff, guards - everyone seems to be bustling and busy. The air is tense, and you hear chatter of crop shortages for winter and something about scorched farmlands in Nott, the lakeside city to the south. As a newcomer, you won't know any different when you visit the buffet table, but those who are familiar with the extravagance of Thorne might grumble about the lack of quality and choices in food. The food is still excellent. It was just apparently even better before.
- There's equally talk of the Free Cities among the common folk, dubious truths or not: magic will soon be outlawed there, their army has great metal machines, and dissenters are exiled into the desert where they're left to perish. Attitudes range from wary to dismissive to disdainful depending on who you talk to.
- Word is that Thorne has close eyes on the Singularity, though it is difficult to find out more than that. Among some of the mages, this appears to be a point of pride or security for them as Thorne is the only nation who has the ability to monitor the Singularity's activity...though its effectiveness is up for debate.
◎ Exploring
Despite the troubles that plague the land, Castle Thorne and its surrounding city have much for you to indulge in.
Trail Riding
Thorne has beautiful trails for riding and many horses of fine noble stock. Each horse is well-groomed and well-trained. No matter your skill level, the stablehand will help you find a horse. There are a few trails that take you around the castle city, ranging between an hour to a half-day's ride with a stop for a packed lunch and to enjoy the view: beautiful snowy mountains rise in the distance, lush gardens with glowing ponds make for great resting spots, the city has several taverns and bookshops, and of course what would Thorne be without its potion shops? Take a friend if you wish to see the sights with some company. Or maybe you run into a new face while riding? Be sure to return the horses in proper condition! One or two trails are unfortunately closed due to soldiers on patrol, a reminder that all is not well despite the idyllic scenery.
Magic Lessons
Regular magic lessons are held by apprentice mages as part of their training, usually involving learning to cast a small spell. These classes are for the natives of Thorne, but you're welcome to join if you wish. The spell they will be teaching is conjuring a white ball of light that will illuminate the space around you for about an hour. It functions much like a candle, but without the risk of fire. The spell relies on Academic Magic which involves a few words said correctly. You'll likely need a few lessons to grasp it unless you're well-versed in magic already. In the meantime, the class of fresh-faced students means there's a constant bright explosion of light coming from the practice room as the spells fail. It isn't dangerous, but it can be annoying.
Evening Banquet
To improve morale, Thorne has pledged to hold a banquet now and again. One of these will take place as the new arrivals come through, and you're free to join at your leisure. If you don't have the appropriate clothes, you can ask one of the mages to conjure you an outfit or approach one of the existing Summoned to help you dress. The banquet is not overly extravagant, but it is a nice party with fine food, wine, and music that seems to come from nowhere. If you're here to make friends (or enemies), this is a good place to start.
Nocwich
Nocwich, which is shrouded in an eternal darkness and is home to the werewolves and the vampires, opens on the first weekend of every month for a total of 3 days. Shortly after arriving, you'll be given a pendant that allows you to travel to and from the portal. In Castle Thorne, the portal is a short walk around the back of the castle. You can enter Nocwich freely and explore what's available in Oleuni Square, although you won't be able to leave the Square nor will you be able to exit into another faction's portals. Once there, you're welcome to meet those from other factions, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready to rest, you're shown 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).
Although you can leave the castle, you can't leave its surrounding city with the exception of entering Nott via portal in order to assist with rebuilding or visiting Nocwich's Oleuni Square. Borders are especially well-guarded right now due to the recent attacks. Besides, Castle Thorne gives you everything you need: fine clothes, great food and wine, massive libraries, and all the magic and knowledge you could want. Isn't that plenty? You won't be given money as you're provided for, so if you want to do some personal spending later, you'll have to find a job in the city on your own.
Although you can leave the castle, you can't leave its surrounding city with the exception of entering Nott via portal in order to assist with rebuilding or visiting Nocwich's Oleuni Square. Borders are especially well-guarded right now due to the recent attacks. Besides, Castle Thorne gives you everything you need: fine clothes, great food and wine, massive libraries, and all the magic and knowledge you could want. Isn't that plenty? You won't be given money as you're provided for, so if you want to do some personal spending later, you'll have to find a job in the city on your own.
Welcome to the Free Cities
Dry warmth hits you at once as you're set on a hard floor of dull ruddy stone. 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 is a raised pedestal with a card bearing an Arcana symbol.
A guard covers you with a simple robe and returns to their place in the semi-circle. Before you stands another woman, dressed in a more elaborate and decorated uniform than the others. A sword rests at her hip. She carries an air of authority as she approaches you with a nod and a warm smile. "Sorry about the circumstances. Take a minute, catch your breath. 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 robed mage off to the side approaches to help you up. 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. You'll learn you're in the Cadens Desert Outpost 003, a military base on the outskirts of the major city of Cadens. You're told the world is in delicate and dangerous times, and you're needed to help. You're important and they're very grateful you're here.
A guard covers you with a simple robe and returns to their place in the semi-circle. Before you stands another woman, dressed in a more elaborate and decorated uniform than the others. A sword rests at her hip. She carries an air of authority as she approaches you with a nod and a warm smile. "Sorry about the circumstances. Take a minute, catch your breath. 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 robed mage off to the side approaches to help you up. 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. You'll learn you're in the Cadens Desert Outpost 003, a military base on the outskirts of the major city of Cadens. You're told the world is in delicate and dangerous times, and you're needed to help. You're important and they're very grateful you're here.
◎ Surroundings
While you're currently at the outpost just outside of the city proper, Cadens on the whole is a large bustling city. Temperatures have cooled but the climate remains hot and dry - during the day, at least. At night, they'll plunge to near freezing. Look to the west and you'll see a long stretch of desert wasteland. This is the infamous Badlands. The soldiers don't recommend going out there unprepared - you're likely to face a slow death to the elements or be eaten. Reaching Cadens is possible by wagon, a trip of about 2 hours each way. You're asked to return by sundown for your own safety... but no one will chase after you if you don't.
You'll be given a military style uniform with your Arcana stitched on it where a formal rank would normally be. As you walk or look around, you take in some of what's going on around you:
You'll be given a military style uniform with your Arcana stitched on it where a formal rank would normally be. As you walk or look around, you take in some of what's going on around you:
- Soldiers are still recovering from the attack on Libertas, where some were stationed and were injured in the rain of fire. Others have family and friends who are missing or wounded. The rising dead not long ago didn't help. While they're no longer lumbering around, corpses that crawled from their graves are in the process of being reburied.
- Among the soldiers, anti-Thorne sentiments are high. Thorne seemingly destroyed one of their cities on a whim, civilians and all. Rumors abound, true or not: Thorne is run by a Mad Queen, dissenters are fed to the frost wurms in the mountains, and some of their mages perform gruesome blood rites. Nonetheless, many also aren't eager for war. They worry for their comrades and friends.
- Cadens itself is even more chaotic and crowded than usual. Refugees from Libertas are now in Cadens, seeking temporary shelter and struggling to rebuild their lives. Discontent can be felt around rising food prices due to shortages. The shelves of some shops are emptier than usual and not everything can be readily found.
- A particular inn and tavern stands in Cadens - The Sarstina - where natives say the Summoned are frequently found. They might point you there if you're looking for one of your own.
◎ Exploring
Despite the troubles that plague the land, the barracks and Cadens have much for you to indulge in.
Training Grounds
Non-lethal training weapons and obstacle courses are set up for anyone to use. The soldiers will be watching, and if you catch their attention they might approach you and encourage you to enlist. You're free to invite other new arrivals to spar, but be sure to keep things friendly and avoid trouble. Discipline is key in the barracks. If you're especially competitive, the soldiers will sometimes hold impromptu obstacle races with informal wagers made. They'll be happy to race against even the most unlikely of opponents, and you'll be judged more on your spirit rather than your skill. If you really impress them, they'll even buy you a drink.
Traveling Merchants
Word of new arrivals spread quickly to enterprising merchants. Many will arrive with samples of their wares, offering free things to try. These items include miniature pastries, trinkets powered by New Magic similar to those cheap flashing toys one find at a carnival, ales, fresh fruits, and healing elixirs. Not all of the elixirs are of proper quality. Some are akin to snake oil and might have adverse (though harmless) effects - take care not to accidentally turn your hair bright green or similar. All of the merchants will be gathered at a central point in the barracks so they'll be hard to miss. Maybe you can make a friend or two while perusing.
City Tours
The arrival of refugees from Libertas means tour groups have sprung up around Cadens to show these new folks around. Organized for free by volunteers, these tours are meant to help the refugees feel welcome and take their minds off the loss of their homes but anyone can join in on the walk. The tour will take you to one or more of the following places: the Hall of Natural Relics where you can look at the skeletal remains of various desert beasts, Portam Hall where you can observe the chaotic government bureaucracy of a large city (and the beautiful architecture), backstage of the Catterborough Theater ("The Cat") where you can meet some of the theater performers, and the Academy of Knowledge where you can attend one of its free public seminars (the topic of the month is on the various types of spiderwebs that can be found in nature. Exciting!)
Nocwich
Nocwich, which is shrouded in an eternal darkness and is home to the werewolves and the vampires, opens on the first weekend of every month for a total of 3 days. Shortly after arriving, you'll be given a pendant that allows you to travel to and from the portal. In Cadens, the portal is a short walk away from the center of the city. You can enter Nocwich freely and explore what's available in Oleuni Square, although you won't be able to leave the Square nor will you be able to exit into another faction's portals. Once there, you're welcome to meet those from other factions, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready to turn in, the barracks are waiting for you. They 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. Each barracks room is rather sparse. Six simple beds set against the wall, three on each side of the room, each with a trunk at the foot of it. You can greet your roommates here, most of whom will be new arrivals, as well.
If you plan on making use of your assigned quarters, you'll have your basic needs met: uniforms, a roof, bland food from the mess hall, and access to the training grounds. You won't be paid unless you formally enlist with the army. The longer you take advantage of the barracks, the greater the pressure to enlist. Some soldiers will start to see you as a freeloader if you refuse to join them yet continue to use their resources. If you're set on not enlisting, you can always strike out on your own in Cadens - but you won't be provided for and handouts are rare. You'll have to work to earn every copper and loaf of bread. Whether that's honest work is up to you.
If you plan on making use of your assigned quarters, you'll have your basic needs met: uniforms, a roof, bland food from the mess hall, and access to the training grounds. You won't be paid unless you formally enlist with the army. The longer you take advantage of the barracks, the greater the pressure to enlist. Some soldiers will start to see you as a freeloader if you refuse to join them yet continue to use their resources. If you're set on not enlisting, you can always strike out on your own in Cadens - but you won't be provided for and handouts are rare. You'll have to work to earn every copper and loaf of bread. Whether that's honest work is up to you.
Welcome to Solvunn
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. An elderly mage stands before an ornate altar. He holds an old leather-bound book in one hand and in the other is a card bearing an arcana symbol. "I detect no ill will from the gods," he says. "It seems we've been blessed with success."
Those that had gathered all breathe a sigh of relief and now seem pleased. One offers you some clothes of leather and knitted wool that seem to fit you perfectly. A rough-looking man steps forward once you're dressed 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 center of the Primary Settlement. 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.
Those that had gathered all breathe a sigh of relief and now seem pleased. One offers you some clothes of leather and knitted wool that seem to fit you perfectly. A rough-looking man steps forward once you're dressed 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 center of the Primary Settlement. 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.
◎ Surroundings
The Primary Settlement is full of greenery, blessed with the fresh ocean breeze. Winds are moderately chilly with the occasional heavy rains that soak the farmlands. The scent of flowers fills the air. The shops, farms, and homes around you are all modest and unassuming. You get the sense that the people here prefer to blend in with their neighbors than stand out.
As you walk or look around, you'll be greeted warmly, even eagerly...though there's an edge of awestruck nervousness to some. Though the settlement is often quiet and calm, there's still plenty to take in:
As you walk or look around, you'll be greeted warmly, even eagerly...though there's an edge of awestruck nervousness to some. Though the settlement is often quiet and calm, there's still plenty to take in:
- Farmers are still recovering from the events of October that led to failed crops, ruined livestock, and a massive loss in fishing. They'll be happy to receive any assistance: brush the horses, milk the goats, weed the gardens, churn butter, mind the children...whatever you can think of, you'll be needed.
- Those in Solvunn are reluctant to speak of the conflict between Thorne and the Free Cities in any depth. Their stance is that Solvunn is above petty grudges and violence. They are sorry for the loss of innocents in both nations.
- There are whispers of a shrine deep in the woods that took a powerful sacrifice. If asked, the natives will say that they do not know where this shrine is and that it's best to leave these matters in the hands of the gods' chosen, the Council.
- You're free to venture towards the ocean if you like, though heed the warnings of leviathans. These beasts do not stir near the shores, but if you look closely in the far distance - at night in particular - you'll see the water's surface bubble and roil beneath the moonlight.
◎ Exploring
Despite the troubles that plague the land, the commune and its settlements have much for you to indulge in.
Goat Racing
That's right. One of Solvunn's fine traditions is its regular goat races. Meant to be a bit of informal fun, there's a pen of goats where you can choose a goat, get a number, and simply join one of the starting lines. These goats are not trained so the race is less of a race and more pure chaos as the goats do what they please. Whoever eventually wrangles their goat over the finish line wins. The only rule is that you can't pick up or physically pull your goat, but you're free to cajole, lure, or even use a bit of magic to get yours to the finish line first. Winners receive small prizes of cheese, ale, wood charms, woven baskets, and other similar tokens.
Shrine Offerings
As a new arrival, you'll be encouraged to perform your first offering. This can be anything that feels right to you: fruit, wine, flowers, even an animal you've hunted. Whatever you choose, it must be retrieved by your own hand meaning you must pick the fruit, cut the flowers, or pour the wine yourself. You can travel to the shrine by yourself or with a companion. Once there, lay your offering and ask for a blessing through Solvunn's tradition of High Magic. Blessings are often made for the commune overall such as abundant crops or good weather. You will not see the effects right away, but you may find over the next day or so that the sun has cut through the rain. Of course, you're free to dismiss this as the nature of how weather works...but don't be too loud about it. Solvunn takes its beliefs very seriously.
Evening Feast
Potluck-style feasts are common in the settlement as a way to strengthen the community. You'll be invited to join in one of these feasts at any time, held outdoors in a lush grove filled with wildflowers. As a new arrival, you won't be expected to bring anything yourself but you'll make a better impression if you do so even if it's merely a few apples you picked in the morning. Want to help hang decorations before the feast? Your assistance is more than welcome! Place flowers, pin ribbons, or lay the tablecloths. The food is simple and hearty, ranging from stews, roasts, fresh bread, and puddings. If you're shy, someone will be there to fill your cups and plates if you won't do so yourself. Eat, drink, and be merry - it's what the gods would want.
Nocwich
Nocwich, which is shrouded in an eternal darkness and is home to the werewolves and the vampires, opens on the first weekend of every month for a total of 3 days. Shortly after arriving, you'll be given a pendant that allows you to travel to and from the portal. In Solvunn, the portal is a short walk away. You can enter Nocwich freely and explore what's available in Oleuni Square, although you won't be able to leave the Square nor will you be able to exit into another faction's portals. Once there, you're welcome to meet those from other factions, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready for your bed, you're brought to the center of town and escorted to an apartment above one of the establishments in town. The living conditions are temporary if you'd like them to be: the local families would also be happy to host you in their home. In return, you'll be expected to contribute to their household, taking upon daily chores and repairs. While money has its uses, many establishments and craftsmen are happy to barter with your time or skill for their goods. You'll find your willingness to trade and your friendliness with the natives more valuable than gold.
You can even leave for the other two settlements if you like, but you're encouraged to remain in the Primary Settlement. Just be sure you have an invitation to the Secondary Settlement. There are tales of travelers visiting the secondary settlement without invitation disappearing without a trace. The gods are as hungry as they are protective.
You can even leave for the other two settlements if you like, but you're encouraged to remain in the Primary Settlement. Just be sure you have an invitation to the Secondary Settlement. There are tales of travelers visiting the secondary settlement without invitation disappearing without a trace. The gods are as hungry as they are protective.
Questions and Answers
If after reading these you're still unsure about anything, or your question wasn't covered, please feel free to hit up our Questions thread below!
- How many slots are open?
- Please check the Taken page for how many player, franchise, and canon slots are available. 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.
- 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.
- 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 nation?
- In Thorne, characters can leave the castle but not the city. In the Free Cities, they can take a trip from the outpost to the nearest main city, Cadens. In Solvunn, they can explore the entirety of the Primary Settlement.
- Can my character eventually change nations or kingdoms?
- Yes, but tensions between the major nations are at an all-time high. Doing so is possible, but will require some plotting and discussion with the mods once you're in-game!
- 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). It will also affect your character's day-to-day life and development. Characters who seek technological advancements or combat will find more of it in the Free Cities while those keen on court politics and learning magic will have the most access to it in Thorne. Anyone who wishes to uncover the secrets of the Old Gods and forest mysteries will best do so in Solvunn.
This is not to say characters can't do these things from another faction - with effort and the help of friends, anything is possible! Don't get too anxious about your choice. This is just one of many, and every character in each scenario can work their way towards many individual goals and outcomes. Additionally, once in-game the Horizon will provide characters with a way to easily find cross-faction CR. - 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?
- Your Arcana sign won't have an immediate impact on your character beyond them seeing it on themselves or being told what it is by the locals. You're welcome to disregard those aspects in your prompts or try out different signs.
- 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.
If you're interested in threading with characters outside your borders on the TDM, you can utilize the Nocwich prompt which will allow all characters to meet in person regardless of arrival scenario. - 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.
- Can I try out more than one arrival scenario on the same TDM?
- Yes, although only threads taking place in the arrival scenario you formally choose upon applying can count as canon. However, you're welcome to try out as many as you like on the TDM.
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wildcard! lmk if it works :>
some guy, trying to get through. some guy that she's pretty sure she's never seen in solvunn. the enchanted pendants won't allow anyone into a faction they don't belong to; she'd know.
looking at him in confusion for a moment, she tilts her head. the nearby guard seems otherwise unconcerned with whatever the summoned get up to.]
You're not from Solvunn.
totes fine!!!
—well, khonshu is silent, and marc's still not sure if it's a willing absence or if it's been forced upon him by asgard. it wouldn't be the first time khonshu had deemed marc unworthy of his presence, unworthy of his title — or, more accurately, he supposes, not enacting khonshu's justice in a manner khonshu believed befitting.
wanda's sudden presence is unexpected, and marc's eyebrows knit together in a fleeting frown as he follows her gaze to the guard, then back again. there's a beat of silence after she speaks — marc could lie, he doubts she knows everyone, but instead he settles on: )
I'm new. ( not a lie, but also not an entirely helpful response. )
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it's not a big deal, anyway. she figures that if they could all travel into the different factions, there would be a more rigid setup at making sure it didn't happen. wanda's mostly concerned by the fact that he's kind of in her way, so she takes a step to the side, looking at him curiously, still. something about him feels like a tangent — whatever it is she just about catches from the periphery of her telepathy, but something tells her to not dig in.
wanda makes a conscious effort to not catch onto stray thoughts and emotions exuding from him.]
The pendants don't work like that. [maybe no one's explained it to him?] They will only allow you to go back to your faction.
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borders, fights and disagreements between factions — tribes are nothing new to marc — a callback to his younger days. when he was "more interesting" and his only concern with politics and ethics and morals was whether or not the person hiring him was able to pay his fee. he doesn't care — yet — about the politics of solvunn and the free cities and thorne, but it doesn't mean he doesn't want to know more. finding passage, rightfully or wrongfully, into another faction had seemed one way of getting answers.
marc's attention slides momentarily towards wanda's neck, to where he expects her to be wearing the pendant, curious as to whether the design is the same as the one he'd been given.
he'd heard that powers and abilities take time to return, and though he doesn't have any of his own, per se, he'd wondered if it'd been the same for khonshu; had asked khonshu and—
for the pathfinder, khonshu has done a whole lot of nothing to help marc here — sure, the last time they'd spoken, the last time khonshu had granted his son (quote-unquote) passage between two points, khonshu had made a point of stating it would have a price.
marc had known that. marc had expected it. if this is the price, it's not what he'd been expecting. khonshu errs towards petty and unkind, and whilst expecting humanity from a god tends to be a fool's errand, this — all of it — isn't the kind of petty and cruel khonshu has a fondness for indulging in.
it's frustrating.
still, he lifts a shoulder in a shrug, a wry smile making a fleeting appearance. ) I'm stubborn. ( a pause and he eyes wanda, notes the curiosity in the way she's looking at him. does she know him? steven? jake? she's not familiar to him, but the accent— it's slight, noticeable on some words more than others, then— ) You're from Transia?
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the summoned are really something else.]
Well, Solvunn is nothing but farmland and a whole lot of goats, so I wouldn't recommend going there if you get bored easily.
[easy conversation—that much she can offer, despite the otherwise awkward first impression she's gotten from the man. the question, though, makes her expression pinch in confusion. it's the first time someone's tried to pinpoint her accent to a specific place.]
That's not a familiar country to me. I'm from Sokovia.
[hm—?]
We're not all from the same worlds, though some worlds have many similarities. You sound — American?
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still, he knows sokovia. he'd never done any work there, but it'd been hard to escape the news about what had happened there, the help they'd needed and hadn't received, and he inclines his head a little, just a touch. there's no guarantee that her version of sokovia had been through the same or similar, so any remark would be pointless. instead— )
Chicago, ( he confirms. he hasn't been there in a long time — after elias' funeral, he hadn't ever really had much reason to go back. his mother was— well, their relationship had never been the best, not after his diagnosis, after elias, and especially not after randall. marc was embarrassing.
his home now is new york, though he can never quite bring himself to say as much. ) Originally, anyway.
—Farmland and goats? ( uttered in the kind of tone that says yeah, no thank you. )
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a thread there, if vague.
displaced, perhaps? wanda doesn't know enough about chicago to have anything to say for it, other than raising her brow in light amusement.]
I take it Chicago is not farmland and goats. [not everyone is a fan.] Thorne or the Free Cities might be more your rhythm. [she doesn't know where he's been pulled into. she motions over at the portals with her hands.] Do you want to try, anyway?
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elias had always managed to be the better man, and marc had never understood. then, he hadn't understood why, now he doesn't understand how.
there's not a huge amount about chicago he misses: he'd left the city almost as soon as he could. )
The Free Cities is where I arrived. ( and whilst he has no real issue with it, he's not in any hurry to go back, not whilst he still knows so little about the rest of this world, not beyond what the soldiers and other summoned in and around cadens had shared. ) I think I'll be able to find my own way back, but thank you.
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Soldier or scientist, then.
[it's the most common thread between the varied population of those who are generally summoned into the free cities. there are those who are more than that, of course, this very simple and generalized category, but it usually hits the nail on the head.
so, what is he? wanda's curious, but not curious enough to barge in with a question about it.]
Thorne's a kingdom. They got their own queen and king, and a lot of mages, too. They're the ones who started the Summoning ritual.
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( he lets her description of thorne sit for a moment, weighs it against her immediate assumptions about him off the basis of where he'd arrived. ) And Solvunn? You don't look like much a farmer.
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an unfamiliar face steps through one of the portals, probably a native of the cities, and she figures the foot traffic here will increase soon enough. she starts walking to the side, minding his question, an amused pull of her lips as she answers.]
The weird and the outcasts. [either or, actually. the weird is heavy with the group in solvunn, though there is a strong sense of bonding despite their being ostracized from the communities they come from, in their worlds.] It's harder to label us. I suppose the Old Gods have their logic.
[for summoning the likes of an all-powerful witch, the son of a half-devil, an au ra—dragon, lizard individual, or even an archangel to name a few.
wanda stops now on the side of the street, away from the main road to the square. she looks at him, pulls her shawl closer onto herself.]
There are plenty of Americans who have been Summoned, especially in the Cities. Maybe you'll even run into someone you know.
cw: allusions to mental illness
it had been one thing to have the other kids at school jeer and taunt on the basis of faith, it had been entirely another thing to have his family pull him out of school and tell him he needed help they couldn't provide, that he'd need to go somewhere new, start afresh, because no-one knew how to deal with marc, marc-and-steven, or marc-and-steven-and-jake.
he comes to a stop when she does, and he shoves a hand in a pocket when she pulls her shawl about herself. his expression tightens when she suggests he might find someone familiar in the cities, says that he'd rather not. the majority of his enemies are dead — victims of his "more interesting" moments — whilst his friends are few and far between, and he wouldn't wish anything like this upon them. )
Nationality means jack. ( his best friend had been french, after all — and marc had only managed to push him away, as well. ) But I — hope not.
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solvunn's not too far off from that, according to many.]
—or the Cities is big enough that you can just do your own thing. [she shrugs—she really doesn't know since she's never been. wanda's quiet for a moment before she speaks up, a lilt of something friendly in her voice, regardless of her otherwise unmoved expression.] But, in case you want to talk about the Old Gods and what Solvunn is about, I wouldn't mind doing so.
Call me Wanda.
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—coincidental nonetheless.
not for the first time, he wishes he had the suit and the mask — or a suit and a mask, enough to be mr. knight without question. or, he supposes, enough to be mr. knight with question, but less visibility of 'marc spector'.
it was a comforting disguise. costume. easy way of avoiding himself. )
Marc. ( a pause, and for all other ways in which marc isn't an intrinsically sociable person, prefers to be alone— ) I spent some time in Sudan — along the border with Egypt. ( given his previous admittance of his history as a soldier, he imagines it's not hard to put two and two together and reach a conclusion that's at least halfway close to the reason he'd been there. he'll cross that bridge if and when they get to it. ) There's no shortage of history there. ( punctuated by a pause, lingering, thoughtful. he thinks of his father, thinks of his god. he knows that's not the kind of god wanda is referring to, but it feels remiss not to spare a thought at the very least.
his lips quirk, just for a second, and there's a flicker of a smile. ) You could say it left an impact.
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the mysticism of those nations doesn't go over her head. in her study of the darkhold, her mind had been drawn to witchcraft around the world; azande witchcraft, witch doctors, oracles in sudan—and then there's egyptian witchcraft, that plays into the traditions of worshipping and honoring the gods and goddesses through ritual and magic.
not too unlike solvunn, perhaps.]
I am only a little bit familiar. [with the history and its essence, but hardly for reasons he'd imagine. but this, at least, can be something of a common ground, of palatable conversation.] Can I ask what you were doing there, so far from Chicago?
[it's just curiosity, nothing else. wanda unfurls one of her hands, motions to the side and points vaguely towards the square.]
We can walk towards the square if you haven't visited it yet. The werewolves and vampires can be a little hard to digest at first, but they're harmless, despite the stories I'm sure you've also heard.
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My receptionist is a vampire, ( reese — and the others who'd been unwillingly turned by members of the structure — have reminded him that it's less about what a person is and more about what and who they choose to be. ) She's a good kid.
But she's exactly as harmless as any other man or woman. ( marc wouldn't call reese harmless, but before becoming a vampire, she'd been vegan. she had a good heart, she had been and still was the sort of person that tried to minimise their harm on the world around them and tried to do better. marc had tried to argue — with himself — that she needed him before realising and admitting to himself that, actually, he needed her — her and soldier and tigra helped to balance him out. ) Her vampiric nature hasn't changed who she is, and though it's a change that probably affects some more than others, it's not the defining trait as to one's nature. ( a beat. ) Which is what I suspect you meant.
( which leads him to the answer to wanda's question—. ) I was in Sudan for work. ( punctuated by a sidelong glance at wanda, a wave of a hand and an explanation uttered with obvious distaste— ) "Soldier for hire".
Mercenary, to avoid euphemisms.
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did she mean that, anyway?
all wanda knows is that if his world is anything like her own, there are movies and stories of a drastic nature representing these nightly creatures. there's twilight, too, but wanda was raised in the middle of europe, where stories about strigoi and pricolici were on the tip of the tongue of any superstitious folk.]
I was raised with rather scary stories of vampires and werewolves and many other curses. Nocwich has shown me it's different here, but it's good to hear it is not so different elsewhere.
[a vampire receptionist for his... mercenary work.]
Very profitable business, is it? To have a receptionist at all. [a thought pops in her mind, and she hms at the brief amusement it gives her.] I suppose you would need someone to answer phone calls and emails while you are — doing mercenary things.
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for a second, marc looks startled, eyebrows arching upwards because it's not the response he'd been expecting, and the expression quickly turns into a grimace as he realises why that had been the conclusion she'd reached. )
No, I—. ( did an absolutely terrible job of explaining anything there. ) —Left that life behind years ago. ( arguably not long enough, but it is what it is. ) I was killed by my employer. ( the corners of his lips twitch into a quick, bitter smile and he lifts a shoulder in a light shrug. ) Disagreements in that line of employment only tend to end one way, ( he adds by way of explanation, barely pausing before continuing. ) I'm a priest.
( though marc isn't humourless, his is a dry humour and there's nothing present in either his tone or manner to suggest he's joking. as tends to be typical, his demeanour instead hovers somewhere around 'intensely serious' with a side of '(probably) over-invested'.
or very dedicated, if one is feeling generous. )
Are you familiar with Khonshu? ( though she'd said she was only a little bit familiar, degrees of knowledge are subjective and there's no reason to say she's entirely unfamiliar, even if khonshu was (is) not one of the more popular or well-known ancient egyptian gods. ) The Egyptian god of the moon, ( clarification, in case it helps. )
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the world is certainly strange.
her brow pinches with the obvious multitude of questions she has for him that she doesn't voice, before he posits a question for her instead. a man of faith, then, but not necessarily of a faith she is too familiar with...?]
Khonshu?
[wanda repeats the name, the mix of syllables odd as they roll from her tongue. he even provides her with some context—the egyptian god of the moon. and yet—]
I'm afraid not. I don't — really know much about gods or goddesses. I know of Hecate, but I've not heard of other deities connected to the moon. [khonshu. should it ring a bell?] Is that who you are a priest for?
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( it's an odd dichotomy — marc posits himself as the high priest of khonshu, runs a mission not exactly in his name but dedicated to the duty khonshu had tasked him with as the price for being brought back to life, but he knows that khonshu is unworthy of worship.
he knows, too, that it hadn't been faith that had brought marc and khonshu together, it had been a selfish desire not to die. marc wouldn't say, even know, that he has faith in khonshu, especially not after recent events, not after he'd tried to take over the world.
and yet. )
He's not the sort of god men like my father would have and do worship, but he may have similarities to your Old Gods.
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[because that would be interesting, wouldn't it? that the gods like khonshu bore some similarity to the old gods of this world. which begs the question of whether gods are limited to one universe? or are they all-encompassing? omniscient throughout, just sharing space and believers?]
Going against the grain?
[—his father wouldn't do worship to this sort of god—]
What are the teachings, then, of Khonshu? I haven't practiced my faith since I was a kid, so I can't promise I'll be converted.
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Something like that.
( going against the grain had started long before khonshu, after all.
the irony that his father's god had led them from egypt whilst the god marc serves keeps him there isn't lost on him, though it's not something he's ever desired to linger on. it hits a little unsettlingly too close to home and raises questions marc is fairly certain he doesn't want the answers to.
teachings is — nebulous, and marc isn't entirely sure how to answer. he doesn't want to convert wanda, isn't interested in that — particularly after the age of khonshu diasaster — and he's silent for perhaps a second or two too long as he considers his response. ) Khonshu is the protector of those who travel at night. ( amongst other things, of course, but— ) He would see that none who pass through his domain are harmed.
( and now he's covered that— ) Who are the council?
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perhaps khonshu would feel right at home here.
but something tells her that it's not quite just that. she hears it in what he doesn't say, about being a protector, about seeing that none are harmed, like there is expectation of vitriol of some kind. wanda wonders if it's a pilgrimage? a metaphor? something else entirely?]
That sounds nice. [—considering all these things she's seen and heard that want nothing but to afflict them all—] Are there many who pass through his domain— that being... the night?
[as for the council— wanda stops for a moment, glancing around. it's not a secret, necessarily, but she knows solvunn is very much kept to itself.]
Respected mages, elders of the community, and leaders of the settlement. I understand they're elected every few years. They're in the know of pretty much everything in Solvunn—the things that are known and those things that go unsaid.
so sorry for the slow!
(jack russell would probably never be his favourite person, werewolf or not, though if he wasn't a werewolf, he probably wouldn't have kidnapped diatrice. catch-22.)
he hmms. )
In a manner of speaking.
( it's interesting — even in new york, even when he'd started the midnight mission, there had been some confusion about what constituted as travellers of the night. )
Any who exist at night are travellers at night. It's not— ( a beat, a sideglance. ) As selective as you might think. ( and truthfully, marc and khonshu have had disagreements on who's considered worth saving and when to save them; have fought over who is innocent and not, with khonshu's desire for hearts and vengeance ebbing and flowing in different ways to marc's perception. agreement hasn't always come easy. )
How do the council perceive us? The — Summoned?
no worries!! gl with app ahhhh
supernatural.
she isn't all too confident in asking about it, not without revealing her own connection to esotericism. wanda has already expressed enough without saying so, as is.]
Hm. [a shrug] They perceive the ones they have summoned as some kind of representation for their Old Gods. We've been chosen by them, as they put it. You can see how they'd treat us, knowing that.
[she glances to the side at a familiar group of summoned who walked past, deep in conversation.]
Not sure how they see you other lot summoned by Thorne and the Cities. [a beat] It's the least antagonistic one of the three, if you were wondering.
aaaah ty ty
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when you write out a tag then accidentally refresh the page
may it never happen again ;w;
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