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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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Abby is sure the current events matter, but it's a topic she'll circle back to later. Clothes first, politics second. That's how she is at home anyway. She's real bad at covering her awe at both kind gestures, and cool shit. So her reflection is very transparent in its response to the choker, "So weird shit is why we're here. Got it."
She won't mention that 'not a habit' absolutely should lead to this going to her head, because she's pretty sure her luck is running thin with all the good so far. Still, she can't help but be just a bit playful at all this, "You get to have cool powers, weed, and do what you want? I think you're my new hero."
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There are options, in this world. Abby will need to work, like most of them, but there are universities, apprenticeships. Many of the Summoned who have been in Abraxas for a long time have forged new lives that they never would have thought to do back home.
"Weird shit is the name of the game." With a smirk, Julie pats Abby's shoulders before she grabs a final blouse, green lace, and tilts her head toward the back of the shop. "C'mon, we'll get everythin' fitted and then I'll take you to the Sarstina."
The shopkeep emerges from behind the counter with a leather case; when she opens it, several palm-sized robots fly out of it, all bearing various sewing tools. New Magic, which Julie doesn't really care for, but the little spelled gadgets do tend to make quick work of their tasks.
Taking a seat on a chaise, she chuckles. "Should be movin' to a bigger place soon, too. There's just... a lot that's been goin' on, so it's kinda hard to search for real estate. My friends and I control the cannabis game in Cadens now, so we need a good greenhouse."
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She pushed that feeling to the side, the pat on her shoulder helped a little. She had to take in everything else that was going on, she followed in Julie's wake, "Magic and robots? There have got to be some nerds mad about that."
The word 'fitting' finally flitters from the back of her mind into Abby's focus, "She's gonna- like, size all this shit just to fit me?" There's a definite edge of unease to her voice at this. Fingers twisting the fabric of her pants at the waist again at the idea.
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She props her elbow on the back of her seat, rests her head in her hand. "The nerds run this city. In Thorne, it's more like, classic fantasy magic. Called Academic Magic. In Solvunn, it's High Magic. All for the gods, sacrifices and shit. Here, they only cotton to New Magic. Magic mixed with technology. There's more to it all than that, but there you go, nutshell version."
Her head cocks a little. Her gaze is analytical. "Yeah. I mean, I don't know if you somehow missed it, but you're even shorter'n I am. I assume you don't want everythin' to drag behind you like the world's weirdest bride, right?"
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Having a plan for the future wasn't really something Abby had put a lot of effort into. She expected to just wait for Max, or maybe now Ginny, to pick a college to go to, and she'd get into a smaller less rigorous school near them.
"Yes, I never noticed how short I was, that fact went completely over my head." In spite of her sarcasm, there's still an unease to her posture. She's still twisting the fabric of her pocket in her hand. And her weight keeps shifting between her feet. "So it's just the height, and I guess making sure this corset doesn't crush my lungs? Nothing else?"
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She sighs. "Look, I'll be honest. Things ain't gonna be that simple now that you're here. But there's a silver linin', 'cause you're a Summoned now. You're considered special just by existin'. You're gonna get powers, probably. And you have a built-in support network. You know how many of us own businesses? You'll never be unemployed. We take care of our own. And you might have to wait a few years, but it ain't exactly rocket science to get a man to pay for everythin' you want."
Again, Julie actually highly recommends it.
"Hems, corset fittin', takin' in what's too big. Best thing anyone can do for their appearance is have clothes tailored, y'know." Despite having been forced to grow up significantly in a short period of time, Julie is really not that much older than Abby. Not even ten years difference, and that's including her time in Abraxas, almost two full years now. Close enough in age to remember what's general teenage awkwardness and what's something more. The fidget, the pushback. Her eyebrow arches and her head tilts further. "What's wrong?"
She doesn't expect the truth. She just needs a little bit more to pinpoint with.
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Which leaves Abby to roll her situation around in her head. She's lost the four people in the world that matter most to her, but she's gained a degree of freedom in the same moment. "So- I lose my entire life, but I get an EZ pass to new friends and magic? Not the worst deal."
Not the best deal either.
There's a sliver of desire, to share, what her deal is. Julie has been very nice, but it's a secret she hasn't shared with her best friends. She'd need a lot of alcohol to let Ginny or Norah know, and practically be blacked out to share it with a stranger.
Still, Abby knows better than to lie outright. Nothing more obvious than an 'its nothing' or an 'I'm fine.' She'll just- couch the issue. "I'm sixteen and never had a boyfriend. I know it's just to get measures so the outfit looks exact. But my friends are the only people I've let get that close to me. Is all."
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"Don't think of it as losin' your whole life. Think of it as... an opportunity to make your life what you want it to be." It's said with the kind of grim optimism that accompanies having done exactly that, twice now. "And hey, they picked you, right? You never know who else they'll pick from your world. Happens all the time here, swear. When I got here, there were three others from my world. Two of us are left now. And my man? His daughter's here, his best friend, plus at least two other people he knew from home. My friend Jesper's got both his best friends, one's only been here a few months. So don't let the people break your heart."
She knows that's the hardest part. Losing the people you love. She'd lost them all before she was ever brought here. The only way to get past it is to keep living.
Something in Julie's expression suggests she doesn't entirely buy routine discomfort as an excuse, but she lets it go. She can imagine a lot of reasons to not want people so close, very few of which she would actually want for Abby. Or anyone.
"I get it. Totally normal. Just remember, this is a job. It's like gynos and waxers. They've seen it all. It ain't personal." Rising, she holds out the hand that isn't clutching the rabbit. "Here. You can squeeze my hand, and she'll be done before you know it. Like a shot. Then I'll take you back to the inn, getcha set up."
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So the option of 'a new free life' didn't feel worth it, not right now. "Freedom, yeah, sure. Coolcoolcool."
Abby is just going to run with not being confronted, that matters more than not being believed. Abby's issues are her's, and she'll share them when she's ready. Or never.
At the offer of a hand she just shakes her head, "Just business, right? I'll be fine. Letting someone measure and number me like meat. Funfunfun."
She'll just get this over with, stand there and try to not fidget too much. She just- needs a distraction. "Any other weird to get used to. Drinking age? Obscure eupheemisms? Ways guys proposition girls since I'm guessing 'get a coffee' and 'watch netflix' aren't things?"
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It was always looking at the empty houses that made her feel the worst. Whole towns filled with nothing but death. Food still on the table, cars still on the street. Abraxas doesn't constantly make her think of what used to be.
Luckily for Abby, things here don't work the same way they do back home. It's not the seamstress who swoops in, but the little robots. They circle her body, making little chalk marks, adding pins, taking measurements. The human seamstress only steps in occasionally, to double-check the work.
Julie lets her hand drop back to the bunny's head. "If there's a drinkin' age, I never heard of it," she says. "I mean, no one is gonna give a six-year-old hard liquor, but pretty much everyone drinks ale and wine 'round here. Just don't get sloppy drunk or you're gonna get the mother hens on your case quick. Euphemisms and shit, I guess the biggest thing is just remember that none of our culture means anythin' to them. Or to a lot of the other Summoned. Shit you never even thought twice about before, you're gonna have to explain. And you'll have questions for their shit, too."
She snorts at the question, and smirks into the mirror. "Well, 'get a coffee' still stands. Tea or wine's more common, but guys will basically still ask if you wanna get a drink. Netflix and chill, not so much. Probably more likely to ask if you wanna go to a gamblin' hall, or to ride horses outside the city. Or they'll just ask you to come over."
Glancing back up in the mirror, she adds, "I mean, if you wanna fuck one of the natives, you're probably gonna wanna be the one initiatin'. Always be the one in control with the native men. We scratch some kinda weird exotic fetish for 'em, at least in my experience. That's when they ain't straight-up nervous around us. Great for tip money, though."
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At least while the robots measure her legs. Once they move to her arms, abdomen, and chest she seems to relax quite noticeably.
"That takes a lot of the fun out of drinking." Oh, she still planned on drinking, and weed. But without her friends, and without the act being to spite authority she was left with forgetting her situation.
And that's just fucking depressing.
This felt very much like what Ginny said talking to her mom was like, actual answers. Useful answers, nothing like the platitudes and couched language her own mother gave her. "So... Not in Kansas anymore. And if men get the chance to brag about plowing a Summoned they will. Being wanted will at least be new."
Abby's been avoiding looking at herself in the mirror, she'll look at the robots flying around. And occasionally use the mirror to look at either the seamstresss or Julie. "Any opinions on how we get home or is that a thing that nobody's got a lead on?"
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Head cocking slightly, Julie takes note of Abby's movements. Most women are touchy about their stomachs, their hips, their boobs. But that's not what makes Abby fidget. Hm.
The robots finish, and the seamstress directs Abby behind a screen to undress and hand off the clothes for actual alteration, promising that it will only be a few minutes. Julie primps in the mirror while they wait, speaking through the screen.
"Mm, no real clues yet," she explains, sucking her teeth. "It's more complicated than you need to know right now, but basically, you got pulled through a door that only opens one way, least as far's we know. There's only two ways back, and neither of 'em are somethin' we control. Sometimes, people go home in their dreams, live for months or years just like normal, then they wake up back here with the memories but no lost time. All of 'em said they didn't remember bein' here. The only way out permanently is... well, you just vanish. We can't be sure people actually go home. Anyone they've Summoned back after that doesn't know what happened."
It's a simplistic explanation, for a question to which they don't truly know the answer. There's been a handful of times where the re-Summoned do seem to retain some memories of their first summoning, the people and the experiences, but those are the exception, not the rule.
"Goin' home is sort of a sensitive subject here. We don't all agree on if or how."
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Abby slips behind the partition, handing over her top is fast enough, she lingers on the pants a few beats longer than strictly needed, before handing those over as well. Taking in the news that going home isn't anything this side knows. Which makes sense, why come back here if you go home? She had to ask, she just was kicking herself for hoping that there was a good answer.
She should have known better.
"So focus on the fun I can have in a military police state that doesn't have access to lattes?" The resignation in her voice is palpable. Abby doesn't want this, she doesn't want any of this shit. Worse, though, is she doesn't want to accept this. But that's just been her life, having to accept things. "All this shit would be easier if they didn't start me off staying in a fucking barracks."
When all else fails, teenage pouting is the answer.
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As they wait for the clothes to come back, Julie drifts to one side and grabs a white chemise for Abby to sleep in. "You can get a latte," she says casually. "Coffee and milk, we got. It's all the way fancier Starbucks shit that they ain't invented yet. Promise, you'll survive the lack of full-blown baristas. Anyway, you're from America. You pretty much already lived in a military police state, you just didn't know it 'cause you were used to it. Land of the free, my ass."
She wanders back to her seat as the newly altered outfit is delivered back to Abby behind the screen. "Coulda been worse than the barracks. I got thrown in a dungeon when I was summoned. Almost two months down there 'fore we got out. 'Sides, you ain't stayin' in the barracks. Stop whinin'."
There's no animosity or bite to her voice. It's said matter-of-factly, with the air of someone who's making a mountain out of a molehill.
"Meet me at the front counter, we'll head out." Julie goes to the front to pay, pulling a beaded coin purse from the bag hanging on her wrist. Several gold coins are plunked on the counter and traded for a shopping bag containing items that don't need hems or seams taken in.
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Small favors.
Abby just sulked while she got dressed in her new outfit. Black pants with red pinstripes close to the highlights in her hair. Slightly off-white blouse and a black with silver accent corset. It wasn't bad, it fit her like- well, it was meant to fit her. Glories of tailored clothes. She just stares at herself a moment.
She looks nice, but also wrong. If that makes any sense.
That detour out of the way she meets up with Julie in the front, unease on all her features as she tries to get used to- this. "I feel ridiculous... and like I'm being ungrateful. Sorry."
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She looks over at Abby when she approaches, and there's a hint of approval in her eyes. It's not that she expects Abby to feel comfortable or good about it all, because of course it feels wrong and weird to so suddenly be forced into something so far from familiar. It happened to Julie too, in both Thorne and the Cities. Medieval style was way worse than the weird melting pot fashion they have in Cadens.
"It's okay," Julie tells her, handing her the shopping bag. "This whole thing is a shitshow, I get it. Trust me, if anyone gets it, it's me. But you're gonna be fine. You just gotta find your place."
She opens the door for Abby with another soft tinkle of the bell, and begins to head down the street. "When I first got here, I had other people from my world to help me. And it was still hard. After I set you up with Mag, if you want me to leave you alone, I will. I'm not tryin' to bother you. But I've been alone, too. Really alone. And I just don't think you should have to try and adjust on your own if you don't want."
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Maybe it'd be nice.
There are a number of reasons Abby wouldn't take up the offer of 'leave her alone forever.' Most of them are practical measures of Abby knowing, on her own, she's fucking screwed. She has no skills, no friends, and most of her lifestyle at home was being the daughter of two doctors. Who had enough money to afford the small town she lived in, the nice school, and the chaos M.A.N.G. got up to without repercussions.
She glanced down at the bag of new clothes she didn't like, and couldn't afford. Her eyes drifted to some weird animals she couldn't name and freaked her out. There was magic, and bullshit military guys. And- this was way too much for her.
Not that Abby wanted to admit all of that shit out loud, "You're the only weed dealer in Cadens. And- um, I know I can't really manage on my own. Not really."
wrap?
And there is so much in Abraxas for her that she never could have had at home. Her magic, the Horizon, the Singularity. These were the missing pieces, the pieces that she should have had from birth. And when she looks around at her friends, she sees much of the same. People freed from the shackles and constraints and baggage of their homes, now able to pursue paths that had been long closed off to them. It was a clean start that even the apocalypse couldn't offer.
With a dry chuckle, she tosses her head back dramatically for a moment. "Ugh. Don't call me a dealer, jesus. That sounds so skeezy. I prefer... botanical sales representative. Make it sound classy. 'Sides, it is a legit business. My best friend runs an apothecary in her clinic. You'll meet her."
And that seems to be that. Abby is adopted, metaphorically.