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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxasooc2022-11-05 09:42 am
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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.
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.
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.
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.
◎ 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:
  • 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.
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.
◎ 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:
  • 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.
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.
◎ 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:
  • 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.
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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enactors: (pic#16063601)

[personal profile] enactors 2022-11-15 09:01 pm (UTC)(link)
( marc is silent in an attempt to recall the pervasive faith of sokovia and realises he has no idea, but the remark strikes a chord. )

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?
carmesi: <user name="berks"> (151)

[personal profile] carmesi 2022-11-16 07:08 pm (UTC)(link)
[wanda pauses at the mention that khonshu is the protector of those who travel at night. the irony is not lost on her, as she glances at marc and then makes a general motion at the town around them—nocwich, eternally locked in the darkness of night.

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.
enactors: (pic#16063597)

so sorry for the slow!

[personal profile] enactors 2022-11-19 07:26 pm (UTC)(link)
( he cants his head at the gesture, attention sliding to their surroundings. werewolves and vampires. ostensibly creatures of the night though not always who have been meant in terms of those that need(ed) protection — typically considered the opposite, and marc couldn't say he'd been any better about (not) jumping to conclusions. recent events had taught him that it's a matter of personal responsibility and accountability moreso than what a person is. even with werewolves.

(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?
carmesi: <user name="berks"> (247)

no worries!! gl with app ahhhh

[personal profile] carmesi 2022-11-21 07:43 pm (UTC)(link)
[the answer he gives wanda to her observation is a little telling: she's not quite picking up what he's putting down. but marc isn't entirely earnest in his explanation, and all this talk about gods and goddesses, travellers of the night, and his familiarity with werewolves and vampires alike may very well clue wanda in to the fact that it's meant to be something a little more...

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.
enactors: (pic#16042393)

aaaah ty ty

[personal profile] enactors 2022-11-22 07:04 pm (UTC)(link)
( it's not that marc isn't earnest about what he does, it's more that he's not sure where he's at with it all in — well, here. there's no connection to khonshu, no answer. marc has always had a trying relationship with khonshu, but he didn't shy away from their interactions. father. son. nothing typical, nothing that replaced elias, though his therapist would probably have a thing or two to say about the fact that marc's adopted god referred to him as son, whilst marc referred to him as father. something religion, something father issues, something something better dealt with by punching a bad guy here and there.

but here he has no suit, no midnight mission, no — anything. it's not the first time marc's had to build himself up from nothing and it's not the first time khonshu hasn't answered, but together — when sat next to everything else — is weird. strange. unusual.

different in ways that marc isn't sure he can attribute to him being him. )


Heathens? ( he suggests, though the quirk of his lips imply it's not meant quite as seriously as his tone might suggest. ) My experience with being chosen by gods is that most people just think you're crazy.

( his gaze follows wanda's as she looks to the group of summoned, though he doesn't comment, not immediately, before— ) Might be a long shot— ( given the vampires and the werewolves, ) but is there anywhere to get coffee?
carmesi: <user name="berks"> (518)

[personal profile] carmesi 2022-11-24 07:56 pm (UTC)(link)
[heathens, sure. it draws a smile from wanda, the amusement in his tone clear to her. she isn't one to judge any of the summoned here, and she is not going to start.]

Don't we all have our own amount of crazy?

[—it's a conversation she's had before, a few months ago, mostly in jest. wanda has had her touch of madness and isn't without it. and, truth be told, anyone who decides to tackle the world as a superhero or vigilante must have some amount of crazy to deal with.

at some point, their conversation ha eased from something traipsing over uncertainty and unfamiliarity into something somewhat more amicable.]


You're not the first to ask. I much rather prefer tea, but—

[wanda starts walking, towards the side of the oleuni square, closer to where there are shops and cafés.]

Come.
enactors: (pic#16063592)

[personal profile] enactors 2022-11-27 12:06 pm (UTC)(link)
( he lets the remark about them all having their own amount of crazy sit in silence for a moment. it's a — well, not a nice sentiment, but almost certainly one meant in kindness and marc can't quite decide if he thinks she means she's had her own brushes with questionable sanity or whether it's meant more as a general statement, placating out of a lack of knowledge about who he is and what he's done. )

Covenant with God is one that tends to elicit more accusations than a lot of other actions or choices. ( a beat, and he adds: ) Depending on the god and the methods of worship. ( it's punctuated by a fleeting, almost bitter smile. marc's aware that it's not always just been his dedication to khonshu that's prompted questions around his mental state, but more how that dedication to khonshu showed itself.

an invisible god that doesn't make himself known isn't exactly an uncommon thing, but an invisible egyptian god isn't entirely sociable acceptable for a jewish man on the east coast; nor is the decision to carve crescent moons into the foreheads of his enemies or—

—trying to take over the world to stop the devil from doing the same. )
Worship has a lot of strings attached in terms of what's acceptable and what's not. A lot of my way's right.

( it's a truncated remark and for a moment, it's not quite clear if there's anything else marc wants to add, though the lingering silence says that if there is, he's not going to. instead, he follows wanda down the streets and round the outskirts of the square.

it's hard to tell the time of day in perpetual darkness, but what marc's lacking in solid surety of time — which is ultimately irrelevant, anyway — he's got in bone-deep I have been awake for far-too-long weariness and a burgeoning headache. it's not unusual for him, not given his penchant for ignoring regular wake-sleep cycles, but it doesn't mean he enjoys the experience.

wanda says she prefers tea and marc huffs a laugh. time spent in places and countries and situations where the best (quote-unquote) coffee available was instant has meant that marc's preference for coffee hovers somewhere around 'hot' and 'caffeinated', but very few specifics beyond that. )


It's not really the taste I care about. It's been a long — ( a glance up at the dark sky. the stars and the moon. ) —night?
carmesi: <user name="berks"> (242)

[personal profile] carmesi 2022-11-28 12:48 pm (UTC)(link)
[it is clear that marc's life is steeped in religion—what it is, what it does, how it affects the world around him. he speaks of worship, about 'my way's right', and values that are likely fostered from a place of being unwilling to see anything but the world through anyone else's eyes.

wanda doesn't need to be neck deep in religion to know about that. perhaps her studying of the darkhold and letting it corrupt her was and continues to be some kind of worship? believing everything blindly, because it is what is owed to her?

a lot of my way's right.]


Well, those who practice some religions have been persecuted for less.

[(she is not religious herself—she lost that at some point in those two days when she and pietro were trapped, waiting for the bomb to go off or the apartment to collapse—so she doesn't have much to say or rebuke or agree with.)

in any case— she leads him towards an area with a row of cafés, all offering a different amount of things. wanda's has a preference for one just off the side, where they order their drinks through a window.]


You seem like the type who refuses to sleep. Do you just want a coffee and hope for the best?
enactors: (pic#16095759)

when you write out a tag then accidentally refresh the page

[personal profile] enactors 2022-11-28 08:00 pm (UTC)(link)
( the glance he shoots her is fleeting, punctuated by a murmur of acknowledgement. ) Yes. ( his father had fled czechoslovakia for a reason after all, and many a conversation (debate. fight.) had been had between father and son over the prevalence of persecution and perseverance in the history of the jewish people. still, marc knows they're not the only people to have been subject to atrocities, and more pertinently, it's not the most fun conversation to have with someone you've just met.

for whatever even marc defines as a 'fun conversation'. )


I—. ( the observation and question take him by surprise, a frown and a pause interrupting his answer as he tries to work out how to answer. ) —Don't refuse to sleep. ( not deliberately, at any rate. occasionally — semi-frequently, maybe more frequently than he'd like — life gets the better of him and he finds himself sleeping less than he'd prefer, but such is the way of a fist of khonshu.

he curls a hand — slightly calloused, scarred — around the coffee cup when it arrives, savouring the warmth. )
But yeah. A coffee and hoping for the best, ( he mimics, ) is my usual approach. If it ain't broke...
carmesi: <user name="berks"> (118)

may it never happen again ;w;

[personal profile] carmesi 2022-11-28 09:00 pm (UTC)(link)
[the coffee arrives, for marc, and wanda orders herself a simple green tea, which comes after his own. she pays a few coins for the services, the older lady turning away from them as she goes about her other business of brewing drinks.

wanda turns back to him, at his stubborn want to clarify that he does not refuse to sleep. it was in jest, but clearly wanda's tackled something a little more sensitive than intended.

insomnia is no joking matter.

still, marc does not elaborate further. wanda sips from her cup and stands to the side, away from moving crowds, enjoying the warmth of the tea amidst the chill spilling over nocwich.]


If it ever becomes too much of a problem, I know some herbs that could help.

[just a small offering, to a stranger, from a stranger—wanda shrugs.]

I'd like to hear more about Khonshu and the other Egyptian gods and goddesses some other time, if you wouldn't mind.
enactors: (pic#16042391)

[personal profile] enactors 2022-11-28 09:28 pm (UTC)(link)
( he blows onto the coffee, eyes momentarily following the trail of steam as it wafts away. he doesn't know her well enough to know to entirely be able to tell joke from non-joke, meaning that though he could elaborate on his response to her remark, it doesn't occur to him to do so. )

Thank you. ( for the coffee, the offer of herbs — the latter's not something he imagines himself ever taking her up on, but there's no need to be rude in the face of kindness so it's a thought he keeps to himself. )

I can do that, but I can't promise it'll be the most interesting of conversations. My experience with Khonshu and the Eypgtian pantheon is somewhat atypical.

( as he'd discovered after badr had revealed there was a whole lot more to being a fist of khonshu than khonshu had ever thought to tell marc. )
carmesi: <user name="berks"> (067)

[personal profile] carmesi 2022-11-28 09:56 pm (UTC)(link)
Well—

[he says it might not be interesting, but the thing is that while thorne and the cities may be filled to the brim with exciting adventures and mysteries and a never ending need to be productive, life in solvunn is incredibly boring.

chores done, and then good luck finding what else to kill time with.

learning about a whole pantheon she has very little familiarity with actually sounds interesting, and like it might help her deepen her current knowledge of magic in the african continent. that, and perhaps it'd help to draw some similarities with the old gods.]


I'm a good listener. [and, devoid of traditional education, she really does enjoy learning.] Might be able to compare notes with the Old Gods here, too.
enactors: (pic#16063599)

[personal profile] enactors 2022-11-28 10:26 pm (UTC)(link)
( as a new arrival, marc's yet to come to the realisation that his ordinary life of crime-fighting is perhaps not going to be as plentiful as it had been back in new york. as a new arrival, he's still to come to terms — really and truly — as to what being here means. what it is to be somewhere 'moon knight' means nothing, 'khonshu' means little, and he has no purpose.

comparing khonshu with this world's old gods — for whatever they are — is a thread to (almost) normality, and marc can't deny that it's appealing for almost that reason alone. )


I'm not a good talker. ( the corners of his lips quirk upwards in a slight smile, faint and quick, and he waves a hand, carefully and dismissively. marc tends towards awkwardness with conversation — a not always deliberate tendency for off-kilter and -colour dramatics punctuated by a poor aptitude for and interest in small talk. ) I'll leave the time and place with you.
carmesi: <user name="berks"> (518)

[personal profile] carmesi 2022-11-30 07:30 pm (UTC)(link)
[as it turns out, the two of them are terrible at talking, but the way wanda sees it is that she's called dibs on being the listener. marc will have to figure it out. all this, however, is in good humor—if awkward is how their conversations will be, with long pauses and abrupt silences, it's not like it would bother wanda much.]

I can do that.

[and she sees the humor that he finds in the circumstances, too.]

Perhaps I could even be a little selfish and ask what the Sokovia of your world is like. No one else here seems to be familiar with it—other than those from my world.

[maybe there's a happier ending for her people in some other corner of the multiverse. wanda takes a sip of her cup, smiling.]

I'll reach out.