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TEST DRIVE MEME #11
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.
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.
Reminder that the TDM is forward-dated to when the summonings occur in-game, at the start of April. For current players, this means all of the Summoned will have been rescued and recently returned home to their respective factions.
For prospective players, there's no need to familiarize yourself with the recent event, but prompts in the TDM may reflect the aftermath.
For prospective players, there's no need to familiarize yourself with the recent event, but prompts in the TDM may reflect the aftermath.
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. Now in spring, the weather mild and cool. In the distance, you can see snow-covered mountain peaks that are beginning to melt, and the gardens are in bloom. 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 North Wing, devoted to housing the Summoned, is tightly guarded against outsiders. As one of the Summoned, you're free to come and go. The guards aren't keeping anyone prisoner. They're there to protect you, and they take their jobs seriously.
- Apprentices, kitchen staff, guards - everyone seems to be bustling and busy. The air is tense, and you hear chatter of abductions and mutated victims who were only just recovered a week ago.
- The infirmary is full. Healers are in high demand. Normally, Thorne's staff put effort into welcoming new arrivals. This time, they're focused on what seems to be an influx of the wounded - including other Summoned who arrived before you.
- Despite the troubles, life in the Castle is beginning to resume. Still, you can sense that a major crisis has only just been resolved, and much of the fallout remains.
◎ Exploring
Despite the troubles that plague the land, Castle Thorne and its surrounding city have much for you to indulge in.
Care Packages
Castle staff are putting together care packages consisting of flowers, hot meals, and draughts to manage pain. Gather flowers from one of Thorne's many beautiful gardens. The gardeners will direct you if you ask, though you're welcome to gather anything that catches your eye. There's no magic in the flowers beyond their ability to brighten up someone's day.
You can put together the bouquets and care packages with a partner, as well as deliver them yourself to one of the older resting Summoned. They might be in the infirmary or in their rooms depending on their injuries. Why not stay and chat? Though you've only just met, they've evidently been through something terrible. Perhaps they could use a friend.
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 modest defensive light shield that can protect against a single magical blow. 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.
Forest Growth
Patches of woods in the city of Castle Thorne have suffered from dead flora. It appears to be related to some heavy magical corruption from the past several weeks. Though Thorne's deemed it too dangerous to go directly into the woods, you can help plant new saplings in square crates filled with soil and pack them onto wagons. Make sure they're secured and kept upright. These trees will be taken out into the woods later by mages to replace the withered plantlife in the forests.
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. While Nocwich is normally thriving, no shops are open in Oleuni Square. Nocwich citizens explain that unforeseen circumstances prevent the market from opening as usual and request you return next month to explore. However, you can stay to help. Tents, tables, and medical supplies around the Square need to be taken down and packed up. You can guess that this was once a site for heavy rescue operations and emergency treatment.
◎ 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.
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.
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 are rising, and the climate is hot and dry, though still pleasant - during the day, at least. At night, they'll cool rapidly. Desert blooms dot the landscape for the spring. 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:
- Libertas shows signs of having suffered a devastating attack, but a good portion of it is rebuilt including a new garden park memorial that commemorates the lives lost. Chatter has shifted from the fire attacks to the abductions and failed experiments recovered only a week ago.
- From Cadens to Aquila to Libertas, the streets are heavily guarded. Soldiers patrol all areas, especially those typically occupied by the Summoned. This includes a particular inn and tavern in the heart of Cadens - The Sarstina - where the Summoned like you are often found...though it may not be as busy and thriving as it normally is.
- Instead, many of the older Summoned are either resting in their homes or recovering in Cadens' largest hospital. Doctors are busy, and the hospital is heavily guarded, too.
- Despite the troubles, life around the Free Cities is beginning to resume. Still, you can sense that a major crisis has only just been resolved, and much of the fallout remains.
◎ 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.
Supply Delivery
The Summoned are important to the Free Cities. The government means to take care of them through their recovery, and have instructed the military to assist. Soldiers are packing rations, medicine, and other supplies into crates to be delivered to the hospital in Cadens. You can help pack or make the deliveries yourself by hopping on the wagon. Though you aren't supposed to wander around the hospital, as one of the Summoned you have a bit more freedom than the average citizen. Maybe you could visit one of the rooms while you're there? Or you might run into a Summoned in the halls arriving to check on a friend.
Furry Friends
Researchers in Cadens have been studying the positive effects of animal companions on those who recently went through traumatic experiences. They've settled on the catlike Leosylph, a popular domestic breed, as the best choice. You can help bring these animals to anyone who would like one in the hospitals, or you can simply play with them and make sure they're fed while they're awaiting their assignments. They enjoy chasing mechanical mice powered by New Magic and purr when happy.
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. While Nocwich is normally thriving, no shops are open in Oleuni Square. Nocwich citizens explain that unforeseen circumstances prevent the market from opening as usual and request you return next month to explore. However, you can stay to help. Tents, tables, and medical supplies around the Square need to be taken down and packed up. You can guess that this was once a site for heavy rescue operations and emergency treatment.
◎ 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 pleasantly cool with the occasional heavy spring rains that soak the farmlands. The scent of wildflowers 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:
- Shops and stalls in Solvunn are temporarily closed. Many of Solvunn's residents have instead dedicated their time to helping the rescued Summoned. They're reluctant to speak of the recent abductions, stating that what happened was blasphemous to the Old Gods.
- Solvunn Elders will accompany anyone who strays too far from the Settlements, and will give you protective charms to make sure you're safe. You're advised to stay close to the commune where possible.
- Shrines around the settlements are overflowing with offerings. It seems something has happened recently that's made the locals especially dedicated to showing their devotion.
- 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 commune, the commune and its settlements have much for you to indulge in.
Warding Homes
In order to aid recovery, commune Elders have asked for your help to ward the doors of homes occupied by the Summoned. Many of these homes are in housing provided by the Council or with host families in the settlement. You can hang bone wreathes on the doors to request blessings of protection and healing from the Old Gods. You can also bring hot meals and herbal medicine to the Summoned while you're there. Host families are friendly, and will welcome you in as long as the Summoned inside are willing to receive you, as well.
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.
Goat Herding
Due to the circumstances, Solvunn's traditional chaotic goat races will not be happening this month. This means the goats are filled with pent-up energy. Ornery and mischievous, they'll headbutt anything that moves, chew fence posts and clothes, and generally make a nuisance of themselves - some even escaping their pens. Exasperated farmers and herders are struggling. You can help retrieve escaped goats, repair broken fences, and do your best to contain the animals.
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. While Nocwich is normally thriving, no shops are open in Oleuni Square. Nocwich citizens explain that unforeseen circumstances prevent the market from opening as usual and request you return next month to explore. However, you can stay to help. Tents, tables, and medical supplies around the Square need to be taken down and packed up. You can guess that this was once a site for heavy rescue operations and emergency treatment.
◎ 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. 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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Marianne von Edmund | Fire Emblem: Three Houses | The Hanged Man
[Marianne is apparently doomed to move from one conflict to the next. No sooner than the years-long war in Fódlan has finally, finally come to an end, she finds herself in a military outpost wearing a uniform and trying desperately to make sense of it all. That she doesn't see a familiar face among the few people she sees in the outpost during her initial walkaround doesn't help things. She had already dreaded leaving everyone behind now that the war is over, and now she finds herself separated from them by time and space.
To say that her day so far has been disorienting is something of an understatement.
After a half-hearted attempt at eating lunch (which only manages to be half a bowl of soup), Marianne makes her way to the barracks and sits on the bed that's been assigned to her for the foreseeable future.
As other people move around and approach, she greets them with a wan smile.]
Oh, hello. Please don't mind me--I'll probably be in here for a little while.
B. Cadens
i. Fluffy Animals
[After a day or so of proverbially sticking her head into the sand, Marianne decides to venture into the nearest town. Once there, it doesn't take long for her to get wind of a request for volunteers to help socialize Leosylphs waiting for assignments. She has no idea what a Leosylph is, but through context she quickly puts together that it's an animal of some kind. That, Marianne can most definitely help with. She's generally more comfortable with animals than people, anyway.
Before long, she's sitting on the ground playing with a kitten-like creature in her lap. It's starting to get a bit overstimulated, and immediately bolts to chase the heels of a passer-by. Luckily, Marianne manages to grab it before it does more than a few harmless swats.]
I-I am so sorry. I didn't expect him to get away from me that easily.
ii. The Sarstina
[Later on, Marianne parks herself in a corner of the tavern. She feels better after pseudo-kitten playtime, but there's still a large part of her that's ill-at-ease. This place is strange, and clearly recovering from some terrible event. There's a high military presence and damage throughout the city, not unlike Enbarr is these days. The comparative thought hurts a bit--she'd much rather be there helping her country recover than this place.
But there's nothing to be done about that for now, so she sips her water and watches the people around her in hopes that things somehow start making sense--or, if the Goddess can hear her prayers in this place, that someone she knows might somehow appear.
She's also keeping an eye on the time to make sure she doesn't miss the last wagon back to the barracks. They did ask her to come back before dusk, after all.]
C. Wildcard
(( Feel free to hit me up with something besides what's listed here! I'm at
A.
Hello. It’s okay, I think we’re all going to be stuck here for a while. Did you just arrive too?
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Still, it's nice to know that she's not the only new arrival. Somehow, that makes things seem a bit better--up until now, she's only interacted with the soldiers stationed here.]
Yes, I did. I'm still trying to figure out how I feel about it.
[Not happy, for sure, but still working on if she's angry or depressed. Maybe both?]
My name is Marianne. May I have yours?
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[ Circumstances he was still trying to wrap his head around. He felt like if he thought about it too hard he might start crying or something. ]
I'd ask what you think of all this, but I'm not even sure I know what I think about it yet. Have you ventured out anywhere yet or did you come straight here?
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It's nice to meet you too. Even considering all of this.
[Please don't cry Wylan, because then she'll cry!]
I've only made it to the dining hall. I thought having a meal would be good for me, but... well, I'm not especially hungry.
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SCREEEEECH also oh yeah the sarstina or w/e
With her friends safe and where they belonged, sleep came easier to Hilda, exhaustion finally winning out having wrung every drop of adrenaline from her body. But her mind reels, making her sleep interrupted and jagged, resulting in her waking up curled into Claude or Sylvain or Petra's side in the middle of the night. She's able to wave it away for the most part, but she knows that they'll catch on sooner rather than later if they haven't already. She tells herself it's nothing and that she can deal with them later, but a part of her knows full and well that that isn't the case.
As a result of the nightmares that are fuelled by her worry that she'll wake without them there, she spends the first several days after their return from Nocwich in the halls of the hospital. Only leaving to bathe, gather a fresh change of clothes or fetch a pile of different books for Claude is the only time she leaves the hospital and tonight is one of those nights. She has every intention of returning there, so her mind is a single track, turning over in her mind the things she'll have to bring back. She's glassy and weary eyed as she glides towards the steps to the living quarters, completely missing the beloved sky-blue hair in the corner of the tavern. ]
\o/
Given that she's paying close attention to her surroundings and the people who move through the tavern, there's no way that Marianne would miss someone as familiar and beloved as Hilda. Her chest tightens at the realization that she's not as alone here as she thought, and before she even realizes it she's up and quickly closing the distance between them.]
Hilda!
[Luckily, she manages to get to her before she starts ascending the stairs.]
I'm so glad to... [One look at Hilda's face, and it's clear that something is very wrong. Marianne's stomach sinks.] What happened?
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Marianne.
Wide pink eyes blink in rapid succession as she tries to place the face in front of her. She knows that she's being asked a question, and her mind registers the furrow of Marianne's brow, but it takes her a moment to reply. Her hands rise to gently cup the sides of Marianne's face in wonder as if she needs to be certain that the slim figure in front of her is actually her.
Hilda's features crumble like a stop motion flower wilting in on itself. Her brows furrow, her lower lip trembles and lets out an exhaling breath she doesn't realize she's been holding in. In one smooth motion she quickly reaches to wrap her arms around Marianne's neck to draw her close. The sound that leaves her is a cry of both relief and panic — an odd combination for someone like her — as she speaks into the crook of Marianne's shoulder not really answering her question, overwhelmed with the reality of what Marianne being here means. ]
Marianne, you're here! When did you get here?
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That Hilda's reaching out to Marianne for comfort instead of the much-more-common other way around confirms that something's the matter. But Hilda doesn't answer the question, instead clinging to her and burying her face in her neck. Without a moment's hesitation, Marianne wraps her arms around her and pulls her in closer.]
I just got here a couple of days ago. The soldiers at the desert outpost have been taking care of me.
[That last bit is really only important to help head off whatever concerns Hilda might have about what she's gone through since she's gotten here. It's obvious that her friend has too much to deal with as it is without also worrying about her.]
If I had known you were here, Hilda, I would have gone looking for you sooner.
[Despite trying to downplay her own frazzled condition, her grip on Hilda tightens ever so slightly. She's so, so glad to see Hilda, selfish as the thought is.]
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i. Fluffy Animals
No harm done. Cute little thing though. What are they for exactly?
[Abby's seen enough of them around they're for something. Just what that something is has gotten past her. Because she didn't pay attention.]
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It would be rude to ask, so she sticks to the conversation instead.]
There are a lot of people who are recovering from something terrible. The hope is that these little Leosylphs will make good companions and help them feel better.
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[It isn't that Abby is without sympathy. Just that she's had a rough week and her bar for terrible is currently set to that.]
At least this place has animal therapy down, that's good to know. And, well, okay, cat fairies are cute.
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I'm not sure. I haven't asked.
Although it might be worth bringing up that the newly Summoned might benefit from some time with these animals. It's certainly helped me feel better.
[Animal therapy is not a thing in Fódlan, exactly, but it's something Marianne has been self-prescribing for years.]
My name is Marianne.
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😭 b-i with a slight wildcard if that's okay!
Case in point: here he is wandering the hospital hallways. His pace is slower than usual with some still healing wounds as the scattered bandages across him both visible and not suggest he might've been through something major enough lately (as does the grown in beard he hasn't bothered to shave yet), and he probably should find somewhere to rest soon, but. There's only so much he can handle staring at the same walls and another Summoned he'd visited with a bit ago said something about there being animals to visit with so off he goes in search of them.
With his gaze trained down a hallway off to one side as he pauses mid-step to wonder if it'd be best to check down there, he's the perfect target for some tiny paw strikes. It startles him enough to look down and he grins at the small cat-like creature peering upwards with a paw still raised. ]
Hey there, I-
[ But Claude doesn't get to finish that thought before a voice interrupts him - a voice he knows well. Wherever he was going is promptly forgotten when he whirls around to look, and there's Marianne looking back at him. Actual shock keeps his jaw dropped for another second before he recovers and breaks into a wide grin. A genuine one. ]
I have to say, that hurt a lot less than when Dorte decided my hair was some new grass in need of being tried out immediately. [ Gods, there's so much he could say, too many thoughts cramming into his mind at once, but what he settles on is - ] How long have you been here?
of course it's okay! ♥
How she can help is by keeping the Leosylphs entertained while they await their human assignments, so she's been focusing her energy into that. That she may know any of the patients isn't a thought that occurs to her, so she pays them no mind--until she hears a voice that she'd recognize anywhere.
She looks up and there's Claude, smiling at her. Her eyes sting with tears as a mix of emotions washses over her.]
Claude?
[She scrambles to stand. She should probably laugh at his joke, but she doesn't have it in her. Hopefully he understands.]
Um, I arrived two days ago. I thought I was alone here.
[She has so many questions, yet none of them come to her. Right now, she's just glad to see him, even if it's clear he's seen better days.]
<33
As far as I know, I was the only one who arrived alone. Unfortunately, the rest of you have been stuck with seeing me soon after your arrival.
[ A small hint that there's more than just the two of them even if their other friends aren't around at the moment. He'll get to that momentarily. It's important, but not nearly as much as offering Marianne whatever reassurance he can given everything about the upheaval of arriving here brings.
Claude's not much of a hugger by default, but: when it fits, it fits. Recent events have certainly pushed that forward more too, so he'll hold out one arm to pull her in for one should she want to accept it. All while also gesturing to the sort of cats again with another smile, since something about this also feels fitting. ]
I should've guessed I'd find you here wherever animals might be. It's just like old times, isn't it?
[ As if he'd known Marianne would be here, but he's still attempting to get a smile out of her. Eventually is a good goal. ]
we'll just pretend that Dorte is a Leosylph or something in this icon
Rather than opening the floor for conversation about the implications of his statement and the pieces that Marianne is trying (and largely failing) to put together, Claude instead offers her reassurance. She's grateful for that; after the last couple of days of feeling lost and adrift, soothing her anxiety seems much more urgent. There will be time for questions later.
There are few people that Marianne would accept a hug from, but he's one of them. So Marianne doesn't hesitate to close the distance between them and wrap her arms around him gently.]
I couldn't say no when they offered. I hope to find where they keep the horses before too long.
[Slowly but surely, Marianne finally starts to relax. She's not quite smiling, but she's at least much more at ease.]
omg that is PERFECT
I love the Dorte icon so much
it is VERY good!
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B-i! Ish!
Only to get pounced on by... you know what, he's not even going to ask right now. But still, he blinks down at the "vicious" little creature trying to slay his ankles with a bemused look, even as someone hurries over with an apology. ]
It's fine. [ Why is that voice familiar...? He lifts his gaze from the tiny threat to catch sight of...
Sylvain blinks in surprise. ] ...Marianne???
[ Is he hallucinating again? ]
It works! ♥
Sylvain??
[The last time she saw him was at Gronder Field, and well... that's hardly a happy memory. She's not even sure he survived the conflict, if she has to be honest. Everything was so chaotic and miserable, and she was so focused on keeping the Alliance army and her fellow Deer alive...
With a deep breath to steady herself and a rough shake to her head to clear it, she forces herself to focus on the here and now instead of a battle that took place months ago.]
Um, yes. It's me. I just arrived here.
What... what happened here?
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Huh. Well. You feel real enough.
[ Probably not hallucinating then.
But then he grins at her and spreads his bandaged hands in a playful shrug. ] What makes you think anything happened? [ As if that weren’t immediately obvious. ] Also I think your friend is trying to eat me.
[ He transfers his gaze down to where the strange little thing is attempting to play tug-of-war with his pantleg. Which could have really embarrassing results if not interrupted soon. ]
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But then, that's how she remembers him back at the Academy. Some things never change, she supposes.]
I'm real, I promise. And--oh, I'm sorry!
[She scoops the little Leosylph up into her arms before it can cause things to be even more awkward between them. It mewls in protest before busying itself with one of the pockets on the uniform she's still wearing. That's easy enough for Marianne to ignore.]
Everyone seems really tense around the city, and you're all bandaged up. I'm sure that's not for no reason.
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sorry, Marianne has a bit of Solid Snake Syndrome here...
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b-ii
This evening, her aim is to get herself a bath and a fresh change of clothes before heading back, and, knowing Hilda is likely aiming to do the same thing, she intends to check in and ensure her friend isn't pushing herself too hard— these last few weeks have been wearying for all of them, taking everything they had and then some. Now, more than ever, they all need to look after one another.
It's common to spot familiar faces at the Sarstina, of course, but as Petra enters and prepares to head upstairs, she sees one she hadn't expected— one that almost makes her do a double-take as she suddenly halts her own progress.]
Marianne!
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Yes, it's me.
[She's unsure what to say next. Even when they were both students back at the Academy, they had never been especially close--Marianne admired her a great deal, but was never brave enough to actually tell her as much. Petra got along better with the likes of Claude than with someone as gloomy and withdrawn as she had been back in those days.
And, of course, there's the issue that the last time they saw each other was in Enbarr, on opposing sides of a battle. Is Petra even happy to see her here? Or should Marianne find a way to make a quick exit? There are no hard feelings on Marianne's end--they were all fighting for what they believed in, as far as she understands things--but she doesn't know Petra well enough to assume the same from.
For now,Marianne shifts her weight and avoids eye contact.]
Hi, Petra.
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She notes Marianne's hesitation— she had always been like that, hadn't she?— and reminds herself to proceed with caution. There is no telling what Marianne's experiences have been, given the way everyone else's seem to differ. Even as Petra wishes to greet any familiar face as a friend, she cannot assume the same for everyone else.]
I cannot say I was expecting to see you on my way home this evening.
[Even so, there's a note of warmth to her voice— her tone is genuine in its friendliness, even as she exercises care in what she says.]
You are newly Summoned, yes? It can be very disorienting, I remember— are you being well?
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(Does Petra like animals? She doesn't even know, a thought that makes her sadder than she'd like to admit.)]
Um, yes. I was Summoned just a couple of days ago. This is my first time in the city. I didn't know there were other people from Fódlan here.
[She had hoped, surely. But she didn't actually expect to see a familiar face.]
I'm... um, I'm all right. Confused and overwhelmed mostly. How are you doing?
[Being back from the dead and all that.]