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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxasooc2023-01-20 12:46 pm
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TEST DRIVE MEME #10

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.

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 winter still here, 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.

  • Despite the troubles that continue to plague Nott, life in the Castle is less touched by those difficulties. There's also plenty of chatter about the giant ocean life that found itself onto the shores of Borrel, Thorne's military city. Borrel is not accessible at this time - but perhaps some of the older Summoned can tell you of their visit.
◎ 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 and Luna. You won't be able to enter Ikorr 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. 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:
  • Though Libertas is steadily rebuilding, the chaos that resulted from it and the refugees that have poured into Cadens are still causing difficulties. There might be tensions in the air between citizens - though there's also plenty of chatter about the giant ocean life that found itself onto the shores of Aquila, a neighboring city.

  • 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 and Luna. You won't be able to enter Ikorr 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:
  • While farmers are still recovering from events that led to failed crops, ruined livestock, and a massive loss in fishing, life is slowly returning to normal. 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. Recently, a giant ocean life found itself onto the shores in Solvunn. Many will tell you this was a test from the gods, and that saving these creatures granted the world a boon of fish.
◎ 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 and Luna. You won't be able to enter Ikorr 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. Activity check will be processed before applications open, so the count may change between now and then. Existing players can apply for a second character without restriction.
How do I choose a scenario for my character?
Pick whichever situation appeals to you most. Which faction your character is drawn into has nothing to do with their personal morality, beliefs, or how highly they regard themselves and their own accomplishments. Anyone can be put into any one of the situations.
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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telepathy: (pic#16178971)

[personal profile] telepathy 2023-01-21 12:05 am (UTC)(link)
Gratitude? [ she gets her bearings, spreads her heels. ] Gratitude?

[ the audacity. he had turned on her. she had trusted him, believed that they had something in common that meant more than all their fighting, and he'd turned on her.

she comes at him again, this time a stab towards his abdomen. it isn't a real dagger. not something useful or properly sharp. it was made to cut meat, the edge serrated, the blade short and one-sided.
]
somatosensory: ꜱᴏʟᴀʀᴀɴ (3881986fd)

[personal profile] somatosensory 2023-01-21 07:28 pm (UTC)(link)
( she's not going to stop. this doesn't surprise him so much as it disappoints. he'd hoped they were beyond this, he really did, but evidently, he might've been a touch optimistic.

he's ready for her this time, at least. reaching out to grab her arm with both hands, twisting the weapon away from his body in a practised motion. )


You would have died without me. ( bluntly.

he considers breaking her wrist but decides against it. as much as the thought appeals to the petty, vengeful side of him it would only be momentarily satisfying — and encourage her to do something stupid like try to smother him in his sleep. )
telepathy: (3)

[personal profile] telepathy 2023-01-21 08:21 pm (UTC)(link)
[ she is kuruko. born to fight. relentless. but she is also untrained, exiled before she could ever get the chance to learn with the rest of the children of the clan. without the ability to anticipate his movements, even her respectable strength is nothing next to his training.

he keeps his hold on her wrists, holding them at an uncomfortable angle that makes her hand want to release the knife. she holds fast, resisting, trying to twist it back around and drive it towards him.
]

And you would have died without me. But I did not help you so I could kill you differently, later. [ not like he had. taking her to kossos would be tantamount to death. death of her self, death of her identity, death of her connection to the people he had destroyed. ]
somatosensory: ꜱᴏʟᴀʀᴀɴ (kkgfddd)

[personal profile] somatosensory 2023-01-21 08:44 pm (UTC)(link)
Don't be dramatic.

( bitten off and harsh. this is an old argument, well-worn to the point of becoming tedious. the tether doesn't work like that; the tether has never worked like that.

but she's not going to give up the knife. of course she isn't. it's the only advantage she has. so he lifts a knee, striking at her side as hard as he can. )


I would never let that happen.
telepathy: (pic#16179288)

[personal profile] telepathy 2023-01-21 08:49 pm (UTC)(link)
[ nothing that he says offers her comfort. it only gives the same impression he'd given her in the mine — that he believes that he controls what happens to her, that it's a foregone conclusion.

with a grunt, she drops the knife, bends in an instinctive flinch to protect her ribs. but all that does is give her an idea of her own. she gives up on the knife and knees him in turn.

right between his legs.
]
somatosensory: ꜱᴏʟᴀʀᴀɴ (ggghjkk)

[personal profile] somatosensory 2023-01-21 09:25 pm (UTC)(link)
( again, he lifts his leg, catching the worst of the blow across his knee. his brows lift, as if to say really?

at this rate, the next person to step through the door is going to find them rolling around on the carpet like two children. hardly the best first impression.

but, fuck it. dignity is overrated and she did just go straight for his balls.

he swings, catching her across the mouth with a hard slap. )
telepathy: (153)

[personal profile] telepathy 2023-01-21 10:02 pm (UTC)(link)
[ her head turns with the force of the hit. her cheek stings. the inside of her lip tastes like iron. her tongue probes at the corner of her mouth where it had cut against her teeth. ]

I should have let you die.

[ he barely knew how to survive in the desert. like a child. he could have starved or died of heat stroke or dehydration without her. he never would have been able to betray her. ]
somatosensory: (ari_032)

[personal profile] somatosensory 2023-01-21 10:22 pm (UTC)(link)
Probably.

( he concedes, shaking out his hand. ione and leto would still be alive. logically, that alone should have made the sacrifice worth it — except.

except that if the mine had taught him anything, it was how very much he wanted to live. how he would have given anything to make that happen. it's an uncomfortable realization. )


But you weren't going to do that, ( he moves toward the knife. )

You're too soft.

telepathy: (124)

[personal profile] telepathy 2023-01-21 11:08 pm (UTC)(link)
[ she tracks his gaze, and panic spikes in her blood. no. when he lets go of her to move, she too moves for the knife — but she dives for it, the impulsive desperation of someone who knows to scrape for every small thing she owns. ]

That's mine. [ she snarls it out, dismissing his insults entirely in favor of the larger danger. ]
somatosensory: ꜱᴏʟᴀʀᴀɴ (uikllgfd)

[personal profile] somatosensory 2023-01-21 11:26 pm (UTC)(link)
( oh for fuck's sake —

it becomes a mad dash for the knife. mavis has desperation on her side while aristaeus is just so fucking over this whole situation that he's determined to take the knife out of sheer spite. )


Tough. Children don't get to keep their toys.
telepathy: (pic#16176008)

[personal profile] telepathy 2023-01-22 12:10 am (UTC)(link)
I am not a child. And I am not soft.

[ her hand closes around the blade of the knife rather than the handle, the closest thing she could grab. it cuts her palm, mixing her blood with his, but she barely reacts, pulling it closer and out of his reach.

she picks herself up into a sitting position, holds the knife to her chest and turns away from him so he cannot take it from her.
]
somatosensory: ꜱᴏʟᴀʀᴀɴ (3881986dsa)

[personal profile] somatosensory 2023-01-22 02:08 am (UTC)(link)
You are absolutely a child. ( it's not even an insult, the way that he says it. it's a statement of fact.

and as for being soft. well, he might have said that to rankle her ㅡ even if there was more than a kernel of truth to it. they shared that particular prickliness. a kind of bristling resentment of even the implication of weakness.

the cut on his arm is still bleeding. with some reluctance, he takes his eyes from mavis, switching his attention to the injury. )


These clothes are ridiculous.
telepathy: (pic#16177784)

[personal profile] telepathy 2023-01-22 02:20 am (UTC)(link)
You're one to talk.

[ she snorts, a little incredulous, and loosens her grip a little now that she knows he isn't going to rip it away from her. she even gets to her feet, stepping away from him and closer to the bare corner of the room that she had deemed her own, underneath which lies the napkin that she'd retrieved the knife from. ]
somatosensory: ꜱᴏʟᴀʀᴀɴ (Default)

[personal profile] somatosensory 2023-01-22 09:04 pm (UTC)(link)
( arguing with mavis shouldn't feel so comfortable. as aggravating as she can be, there's something reassuring about the consistency.

while she's absorbed with the knife, he will settle himself on the bed nearest to the door.

he clicks his tongue at her lackluster retort, as if to say you're proving my point for me. )


They're going to want it back.

( peeling away the fabric of his sleeve gingerly, he tries to gauge the extent of the damage. it's an ugly-looking wound, but it looks like it's already clotting. )
telepathy: (pic#16178902)

[personal profile] telepathy 2023-01-22 09:36 pm (UTC)(link)
[ he's thinking aloud, again. discussing the situation like they are debriefing it to determine what they should do. it hurts to recognize the behavior. she turns around, points at him with the knife. ]

I am not your ally.

[ they'd tried cooperation, in the mine. it had ended with him betraying her, jumping her at the first sign that they'd be able to escape. knocking her out so he could drag her back to his fucking empire and erase everything that made mavis mavis. ]

I still have not decided if I will kill you tonight. [ he deserves it, certainly. but they'd also certainly throw her out for it. no more food, no more soft clothes, no more warm(ish) place to sleep, and she is not familiar with this place like she was the wilds. she is not guaranteed in her ability to survive alone in this cold. ]
somatosensory: ꜱᴏʟᴀʀᴀɴ (pic#16175227)

[personal profile] somatosensory 2023-01-22 10:03 pm (UTC)(link)
I'd be disappointed if you didn't try.

( it won't be tonight, though. not only because she knows better than to tip her hand like that but because there's still two other beds in this room. two other people to account for.

he can leverage that. )


But it'd be a shame for them to throw you out because of sticky fingers.

telepathy: (pic#16178960)

[personal profile] telepathy 2023-01-22 10:10 pm (UTC)(link)
[ she lowers the knife blade, visibly hesitating because she never had enough socialization to learn how to mask that body language. she looks from him to the knife, then turns away and goes back to her corner of the room.

later tonight, when it seems everyone is asleep, she will wrap the knife back in its napkin and put it under his bed instead of hers. he is right; theft is a dangerous thing to do. it is a way to be rid of him, she thinks. and a way to ensure she doesn't run the risk of losing anything.

he is sitting on the bed, so she finally does. it's soft like the rolled up mattress she'd carry around with her in the wilds.

she reaches out to touch the pillow, and it collapses under her palm. she leaves a smear of blood behind on it from the cut in her palm. it mars the white fabric. blots into it. she takes the pillow into her lap and pushes her hand into it more, puzzling through the feeling of it and what it could possibly be here for. it's a futile endeavor — an equal mystery to why the mattress was raised off the floor by this stupid wooden frame.

she tosses the pillow onto the ground.
]
somatosensory: ꜱᴏʟᴀʀᴀɴ (pic#16175622)

[personal profile] somatosensory 2023-01-23 09:10 pm (UTC)(link)
( everything about this room — about the castle itself — is trying too hard.

during the banquet, he'd heard talk of attacks, of farmlands burning, but you'd never have guessed things were so dire by how lavish the celebration had been. he wonders if this is a deliberate choice, if their hosts are trying to present a strong front, or if they don't care.

he's not sure how much sleep he'd get on this bed, mavis' threats aside, but he's also not about to cede the small amount of ground he's claimed for himself. )
telepathy: (62)

[personal profile] telepathy 2023-01-23 10:37 pm (UTC)(link)
[ she leaves her shoes on. pulls her feet up onto the bed and stares across the room at him, elbows on her knees, back hunched. waiting. obviously, she can't trust him. but she can't go without sleep, either.

so she just waits. if she's lucky, he'll fall asleep soon.
]