ABRAXAS MODS (
abraxasmods) wrote in
abraxasooc2023-05-19 10:01 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Entry tags:
TEST DRIVE MEME #12
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.
The TDM is forward-dated to when the summonings occur in-game (when applications are accepted), at the start of June.
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. Though some tension is in the air when locals discuss recent abductions and an execution involving the gods in Solvunn, there's also a buzz of excitement from the recently concluded Blossom Cake Festival - where a new pastry chef was crowned champion for this year's cake!
- Though life in the Castle is beginning to resume as usual, you can sense that a major crisis has only just been resolved, and some of the fallout remains. There are also rumors of strange floating lights appearing on the furthest outskirts of town.
◎ Exploring
Despite the troubles that plague the land, Castle Thorne and its surrounding city have much for you to indulge in.
Cupcake Decorating
Noteworthy participants in the Blossom Cake Festival are given the honor of having their cakes displayed in the castle. You can have a slice of this year's winning creation, filled with delicate notes of lavender, pecans, and vanilla. Also available are an equally impressive chocolate cake feature and a lemon honey cake. The champion pastry chef will be there to give decorating lessons. Why not join someone and pipe some flowers on a cupcake? Even if it doesn't turn out like you hoped, you can eat it afterwards!
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.
Dewey's Decimals
The main library in the Castle is in chaos. Apprentice Mage Dewey has received approval to implement a new classification system of all publicly available scrolls and tomes. This can cause a huge disruption to studies and projects, so Dewey has been given a deadline of one week to complete his task. If he catches you in the halls, this harried and sleep-deprived mage will ask for generous volunteers to assist with the project. Though he only has gratitude to offer, he assures you that the changes will streamline the research process for centuries to come. You can help move heavy books from one section of the library to the other, take down shelves with the use of a few approved telekinesis spells and capture book worms who are notorious for destroying old papers.
Nocwich
Nocwich, which is shrouded in an eternal darkness and is home to the werewolves and the vampires, opens on the first weekend of every month for a total of 3 days. Shortly after arriving, you'll be given a pendant that allows you to travel to and from the portal. In Castle Thorne, the portal is a short walk around the back of the castle. You can enter Nocwich freely and explore what's available in Oleuni Square and Luna. You won't be able to enter Ikorr nor will you be able to exit into another faction's portals. Once there, you're welcome to meet those from other factions, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready to rest, you're shown to the North Wing, which has been set up as living quarters for you and your fellow newcomers. There are four people to a room, but each generously-sized bed has opaque curtains that can be drawn around it. You can meet your roommates here and discuss your shared situation (those who were previously brought in may have a great deal of information to tell you).
Although you can leave the castle, you can't leave its surrounding city with the exception of entering Nott via portal in order to assist with rebuilding or visiting Nocwich. Borders are especially well-guarded right now due to the recent attacks. Besides, Castle Thorne gives you everything you need: fine clothes, great food and wine, massive libraries, and all the magic and knowledge you could want. Isn't that plenty? You won't be given money as you're provided for, so if you want to do some personal spending later, you'll have to find a job in the city on your own.
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 large 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, as well as a gruesome execution involving the gods in Solvunn. Scholars and laymen alike can be heard debating the nature of gods and men.
- From Cadens to Aquila to Libertas, the streets are 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. It's evident they're here for your protection rather than to prevent you from moving freely. Nevertheless, the atmosphere is cheery, with many innovative inventions and fashion item still on display following the month's festivals celebrating the arts.
- Though life in the Free Cities is beginning to resume as usual, you can sense that a major crisis has only just been resolved, and some of the fallout remains. There are also rumors of strange floating lights appearing on the furthest outskirts of town.
◎ 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.
Arts & Science Workshops
Throughout Cadens, those skilled in their craft have set up free workshops, both to market their wares and to encourage creative minds. You can attend a workshop on writing with one of Libertas' famous playwrights, learn how New Magic can be used to useful household devices such as fire-less lamps and iceboxes, and get a brief lesson in the art of color theory to aid you in your future as a painter or clothing designer. Why not join a friend in the workshops? Or make some new ones!
Pimp My Ride
Innovation is the way of the Free Cities, and showing it off is just as important. Every few years wagon enthusiasts will come forward with their customized New Magic-powered wagons in what they call the Wagon Parade. Locals line the main streets of Cadens to view the curious designs as they move from Portam Hall to the Grand Academy. A panel of judges in front of the Academy will vote on that year's best design. The winner receives a certificate and, most importantly, notoriety. There is also a crowd favorite award so attendees are encouraged to write their favorite wagon on a slip of paper. And there are several contenders this year. As with any event, pop-up merchants appear along the parade line selling food, drink, and all sort of small baubles and commemorative tokens.
Nocwich
Nocwich, which is shrouded in an eternal darkness and is home to the werewolves and the vampires, opens on the first weekend of every month for a total of 3 days. Shortly after arriving, you'll be given a pendant that allows you to travel to and from the portal. In Cadens, the portal is a short walk away from the center of the city. You can enter Nocwich freely and explore what's available in Oleuni Square and Luna. You won't be able to enter Ikorr nor will you be able to exit into another faction's portals. Once there, you're welcome to meet those from other factions, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready to turn in, the barracks are waiting for you. They have a communal bathing room at the end of the hall, with curtains that can be pulled around the individual raised round tubs for privacy. Each barracks room is rather sparse. Six simple beds set against the wall, three on each side of the room, each with a trunk at the foot of it. You can greet your roommates here, most of whom will be new arrivals, as well.
If you plan on making use of your assigned quarters, you'll have your basic needs met: uniforms, a roof, bland food from the mess hall, and access to the training grounds. You won't be paid unless you formally enlist with the army. The longer you take advantage of the barracks, the greater the pressure to enlist. Some soldiers will start to see you as a freeloader if you refuse to join them yet continue to use their resources. If you're set on not enlisting, you can always strike out on your own in Cadens - but you won't be provided for and handouts are rare. You'll have to work to earn every copper and loaf of bread. Whether that's honest work is up to you.
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 gentle and temperate 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 booming as the celebration of the Spring Equinox is in full swing. Vendors are eager to barter goods and are in the habit of including extra gifts with any purchase or trades made. If you are looking for a good deal, now is the time!
- Those in Solvunn are openly discussing the recent execution of former Council member Josselyn Creed. Many believe justice was served and that the gods have set things right. If questioned, they will praise the Summoned for capturing Josselyn and restoring the Old Ways. The ashes of her bones remain on display by an altar in the Primary Settlement - a reminder and a warning not to stray from the flock.
- Though life in the Commune is beginning to resume as usual, you can sense that a major crisis has only just been resolved, and some of the fallout remains. There are also rumors of strange floating lights appearing on the furthest outskirts of the settlements.
◎ Exploring
Despite the troubles that plague the commune, the commune and its settlements have much for you to indulge in.
Giant Crop Picnic
Potluck-style feasts are common in the settlement as a way to strengthen the community, but the spring is unique for featuring giant crops. Oversized gourds, melons, and cauliflower are aplenty as the locals display their creations proudly. Considered a blessing from the gods, receiving the boon of a large crop is a great source of luck and pride to Solvunn. As a new arrival, you can take a look at these unique fruits and vegetables - and eat them! - as well as help hang decorations before the picnic. Place flowers, pin ribbons, or lay the tablecloths. The food is simple and hearty, ranging from stews, roasts, fresh bread, and puddings. If you're shy, someone will be there to fill your cups and plates if you won't do so yourself. Eat, drink, and be merry - it's what the gods would want.
Acts of Love
Shrines around the settlements dedicated to Lyfbringr are overflowing with offerings. Flowers and all manner of sweet and bountiful things are the most common. It's also customary this time of year to present gestures of affection with one another in front of his effigies. You may see lovers, neighbors, friends, and even business partners make a show of embracing or shaking hands in hopes that their relationships will blossom like the spring flowers. Newborns of man and beast are also brought to be blessed in his presence. Newcomers are encouraged to set off on the right foot in the Commune by participating in this tradition, and begin their journey into High Magic.
A Weekend of Weddings
Weddings are popular in spring due to Lyfbringr's presence and this year is no different. Declan Gardsbruk and Tiril Blom, a handsome inheritor of the Gardsbruk Farms and a popular local singer, are getting married! While weddings in Solvunn are often a community affair, given the Gardsbruks' involvement with the Summoned, Solvunn's Summoned are explicitly invited as honored guests. Celebrated over several days, family and friends from across every settlement come to town. A bonfire blazes throughout the week. The height of the celebrations is the binding ceremony itself, held on the final day. The couple and their guests will gather by a shrine in the forest. Their union is made official underneath an arch of wood, reeds and seasonal flowers. The party continues until the following sunrise, symbolizing the beginning of a new life and partnership. In addition to attending, you can help weave the ceremonial wedding arch, keep the bonfire going, or simply enjoy the drink and music until you can't remember where you sleep.
Nocwich
Nocwich, which is shrouded in an eternal darkness and is home to the werewolves and the vampires, opens on the first weekend of every month for a total of 3 days. Shortly after arriving, you'll be given a pendant that allows you to travel to and from the portal. In Solvunn, the portal is a short walk away. You can enter Nocwich freely and explore what's available in Oleuni Square and Luna. You won't be able to enter Ikorr nor will you be able to exit into another faction's portals. Once there, you're welcome to meet those from other factions, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready for your bed, you're brought to the center of town and escorted to an apartment above one of the establishments in town. The living conditions are temporary if you'd like them to be: the local families would also be happy to host you in their home. In return, you'll be expected to contribute to their household, taking upon daily chores and repairs. While money has its uses, many establishments and craftsmen are happy to barter with your time or skill for their goods. You'll find your willingness to trade and your friendliness with the natives more valuable than gold.
You can even leave for the other two settlements if you like, but you're encouraged to remain in the Primary Settlement. Just be sure you have an invitation to the Secondary Settlement. There are tales of travelers visiting the secondary settlement without invitation disappearing without a trace. The gods are as hungry as they are protective.
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.
return to main navigation
max mayfield , stranger things , the hermit
i. arrival ii. exploring NOCWICH: oleuni square WILDCARD ( always up to do something else!! she's exploring, and likely poking her nose into places she shouldn't! lets wildcard it! )
PICKS YOU UP AND SPINS - exploring.
somewhere along the way he starts hearing whispers, other members of the primary settlement talking about new faces amongst the summoned. how they continue to be blessed, and how thankful they are for the support, that the gods must be pleased with what they're doing- but steve doesn't hear the rest. instead, he thinks of robin being alone for over a month in thorne. thinks about the fact there's still a chance someone else might be brought through and if he doesn't go looking for them-
he starts heading in that direction, preparing himself to be disappointed but knowing that it would be on his mind the rest of the day if he doesn't go to check. and it's a good thing he does, because just as he's about to head off across the main thoroughfair of the festival he catches a head of red hair out of the corner of his eye. part of his brain says he needs to stop being paranoid, that it's probably himeka or one of the locals, but he decides to look anyway as he is still heading off in the opposite direction, towards the pond, the summoning circle.
that's when steve stops, because there's no way- and yet there she is. he blinks, once, as if trying to remember how to do this or what it is he's doing, before he calls out across the crowd. ] Max! Hey! [ truthfully, he really doesn't care about the eyes that might turn to look at him, because he's already starting to push through the bodies themselves, muttering quick i'm sorrys and 'scuse mes as he tries to weave through them. ] Max!
RUNNING UP THAT HILL PLAYING IN THE BACKGROUND
and yet, this entire place is downright fantasy — magic and gods and summonings are talked about like it's an everyday thing and there's a beat until she'd realized it must be, for them. but there is a long leap between the visceral powers of the upside down, of vecna and even eleven, of things max can't even begin to find actual names for and some flora god of crops or some crap.
she was thinking she'd began to accept it. it wasn't acceptance. it was avoidance, running, anything other than coping because how do you even begin to cope with —
in the face of this, her solitude is her defense. it's easier to remove yourself, to let yourself drift in some in-between shape of real and imagined when you don't have the solid anchor of familiarity to make it all come crashing down. no cassette player to ease the anxiety, as if kate bush can protect her from some overly friendly locals that can't decide whether to treat her like a kid or savior.
the false confidence — if it can even be called that — wears so impossibly thin at the very sound of her name. it makes her flinch, snap her head up and turn through the rather crowded square.
her heartbeat is somewhere in her throat when her wide eyes find — ) Steve?
( somehow, somehow through it all, it makes sense it would be him. how many times had to he run towards trouble, rather than away? her steps are uncertain, and the messy confidence held aloft like a shield shows hairline fractures as she breaks out into a sprint. ) — Steve!
AND IF I ONLY COULD MAKE A DEAL WITH GOD!!!
steve has been here long enough (nine months, he's been here nine months) to know how all this goes. how it definitely doesn't feel real at first, how none of this makes any sense, but also how it's just easier to accept it and move on. really, part of steve still doesn't know if he believes any of this entirely, like at any given moment he could open his eyes and he'll be back in hawkins, back in the aftermath of what they couldn't actually do. part of him worries about max, about the last thing she remembers and what sort of questions she's going to ask and god, oh shit what if she doesn't know about eddie-
but all of that is tucked away the second her head snaps around to the sound of her name. she sees him as he's already in motion across the festival, weaving in and around groups of people milling about. while he doesn't exactly see the moment she sees him thanks to a particular tall cart that is pulled directly in his path, he does catch the way she's already moving towards him as soon as the path is clear.
steve!
it's a good thing the crowd has thinned a bit by this point, because steve also breaks out into a run - closing any distance that remained between them in literal seconds. and it is strange, in that way, to know how quickly it can all be pushed away for later. how he's felt like he's been drifting since they all returned from that island, like some part of himself hasn't really slotted back into place and everything from that day until now has been just forcing himself upright and keeping his feet under him, except for now. except for right now.
when get finally gets to her, there isn't a moment's hesitation before he's got his arms around her and he's pulling her into a tight hug. he breathes, and god, she even smells the same (also a weird thing to think, he knows this, but he's getting used to these new abilities) and steve feels like he's actually got his feet under him. like maybe he can do this. ] Holy shit Mayfield- did you just get here?
And I'd get him to swap our placEEES
but he's still there when cart is pushed passed and they're all that more closer. he's still there, not some morphed monster wanting to lull her into complacency (as though she hadn't lost already).
she doesn't even think on the absurdity of the gesture when she flings her arms around him — there's no complicated thread of timeline to consider, yet unfamiliar to the concept. there is simply the fact that the last time anyone saw each other might have been the literal last.
it might be weird — no it's definitely fucking weird of her — but her ear is pressed into his chest just long enough to hear the rhythm of a beating heart, to feel the rough-spun linen of some stupid peasant shirt and she has to peel herself away before it gets too weird, before it's too obvious how she's barely holding herself together with stinging eyes and she has to stumble over words to regain control back. ) Yeah — yeah. Got scooped out from that stupid pond, like, a couple of hours ago?
( arms cross over her chest, brows pinch as she looks over him a little more closely — as though trying to piece together answers before she even asks: ) Did you? I mean — ( did it work? she can't ask. can't bring herself too. ) — is this real?
( dumb question. she doesn't care. can't stop herself from noticing changes that weren't there before on the face of steve harrington: no mottled bruises on the neck, still too-purple in her mind, blood too close to the surface. clothes that seem to fit less oddly than her own feel. there's a sinking feeling as she waits, posture stock-still, frozen in some liminal flight or fight. )
screams and cries and throws up
me tbh
🥺🥺🥺🥺
(no subject)
(no subject)
arrival! c:
Well, this certainly isn’t the face she would recognize, is it? Henry Creel is a tall, somewhat beanpole-esque man with pale skin, bright blue eyes, and blonde hair. His voice is soft-spoken, every intonation a friendly lilt when he’s trying to play at being amicable. (Ninety-percent of the time, he is.) Surely this utterly harmless sight is enough to chase away any horrid remembrances of some wet and writhing creature from the Upside Down.
Because where Max has found refuge under the tree, she seems to have not noticed that there was someone busying himself on the other side of the wide trunk, and the sound of movement deters Henry from whatever he was doing, just long enough to peek around the side in a half-lean.
He has no idea who this is. But she looks withdrawn and harried; something that is more curiosity than concern, but more importantly—]
You can sit there if you want, but can you try not to knock those over?
[“Those” being objects that she’s not noticed, he assumes, clinking at her feet in her haste to this tree. Glass jars, currently empty, tilt a little in protest at the heel of her shoe.
If Henry’s annoyed by the intrusion, it doesn’t show on his features.]
no subject
speak of the devil...the voice is lilting and soft, and yet she cannot help a flinch. there's an owlish blink at this reed-like man just on the other side of the broad tree, hair bright in the sun, shadows cast from the leaves above them shivering in the passing breeze. it isn't a familiar face and everything around them is painted in brilliant color, vibrant and green and blue, stark contrast to the writhing red of the upside down. it was almost enough to forget.
max casts her eyes downward, with another jar plinking at the motion and it was a wonder she hadn't cracked one underfoot. ) Oh — ugh yeah. ( her throat is dry. ) Sorry.
( distant, barely polite, but it's somehow easier to chase the distraction. after a short, awkward pause: ) ... What are they for?
no subject
When she shifts, another jar clinks, topples, and begins to gently roll down the hill. Henry watches, then lifts his eyes to look at her with his brow vaguely arched.]
How about... if you retrieve that for me, I'll show you.
[He could grab it himself--it takes no effort with a bit of telekinesis, but this young girl is a stranger; moreover, she's the one who knocked it down the way, so why should he have to retrieve it?]
no subject
his tone reminds her, somewhat strangely, of ms keely — a particular inflection of something not-quite reprimand and not-quite sincerity wrapped up in a placating lull, though if only she knew how this pang of recognition was misplaced.
— this level of ridiculousness amidst a fantastical world she isn't even convinced is real is sharply juxtaposed against this weirdly normal interaction of interrupting some strange grown-up's jar collection. actually, scratch that. none of this was super normal. )
Yeah, alright. Fine. ( in other circumstances, she wouldn't have entertained it much. but it's with a short sigh that she leverages herself up to track after it. fair enough, she guessed.
she sidles around the tree on the way back, extending the container out towards him at arms length, glass catching the light and tries not to look to curious. )
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
Nocwich
Covering that for her.
[Abby's definitely not dressed like one of the Solvunn Summoned. With her tight pinstripe pants, sleeveless blouse, and black underbust corset. She'll give Max a smile and wander off to sit down at a nearby picnic table. In case the girl wishes to follower her.]
no subject
she doesn't expect to see another teen, if only slightly older, cover it for her with with a dull plink of foreign coins set onto a counter draped in velvet. ) Ugh — thanks.
( is muttered quick, almost as quick as the vial is tucked into her pocket. she lingers, somewhat awkwardly, between following the girl and seeing herself off — that knee-jerk reaction of distance, like distance might make this less real or more. in the end, max finds herself approaching abby anyway. ) You didn't have to do that.
no subject
Eh.
[Abby stretches, letting that act, and her utter disregard for the comment hopefully cement how little the act matters to her. It's more about the act when it was done for her when she was new.]
I'm Abby. Guessing wherever you washed up doesn't have much of a plan for teenagers either?
arrival
She takes this form more often when she is trying to reconnect with the land and fulfill the promise she made to a particular deity in this realm, or when she wishes to enter the Horizon. Now, it's the former, making her lucid enough to start to get vague impressions of aether in the shape of a girl, closed in on herself.
It's a thinking position, but not a wistful one. The kind where someone feels the need to protect themselves.
Slowly, one of the branches lowers itself, inch by inch, to rest a flowery tendril on the girl's shoulder. ]
no subject
she'd settled herself against it, bark pressed to her back, just another point of contact that might serve to root herself to reality.
max is intent on staying there until she has a plan, until she gets too tired and too annoyed to sorry for herself and actually tries to figure it out. but thoughts jumble and she shuts her eyes but that doesn't work to her benefit, as there is a pressure on her shoulder that is an echo of a touch, of branches and leaves and pretty red flowers and the first thing max does is scream.
she twists herself away from the animated tree, its limbs suddenly looking too writhing in her minds' eye, distorted by violent memories as she scrambles, on hands and knees before the ball of her foot finds purchase enough to push herself to stand as she reaches for a dead branch to brandish it in front of herself. ) Stay back!
no subject
Despite the ability to shift that branch, she is a tree so no sound comes from her boughs at the scream. But she hears it in the way that it vibrates through the air, echoing in the wood of her trunk. Water, blood, whatever it is that flows through her resonates with it. She stays frozen in place, the rough image of the girl shifting and pulling away.
Slowly the size of the tree begins to dwindle, the flowers pooling together and moving upwards along the tendrils of leaves, taking the shape of hair instead. The branch that had reached out shifts into an arm and, after a moment, the shape of a woman (not fully human) in local garb takes shape. ]
...-orry!
[ Talking too soon before her vocal chords had fully returned. She raises both her hands up in a "surrender" position. ]
I'm unarmed, I promise.
[ Gods, the girl is in a panic, isn't she? Wielding that branch like a sword. A panic that Himeka herself had caused when she clearly just needed a moment alone. Good job, that. ]
no subject
max stares, somewhere between wide-eyed surprise and poorly tamped down shock when the tree shifts before her very eyes.
she tenses, is ready to bolt or swing when she's instead staring up at a woman, hair as bright as the flowers on the tree were. a woman who faces her with opened-palm placation, like some fairytale creature straight out of a book. ) — what the hell!
( max's grip on the stick shifts, lowers, though she doesn't drop it back to her feet. there's clear disbelief in the furrow of brows. though less, perhaps, at the act itself (she's seen weirder and more terrifying things) and more at the fact that she...didn't need to fight, evidently. ) You scared the shit out of me. ( not the most eloquent thing to say to a stranger in a strange world, but she's setting low expectations here. )
(no subject)
arrival....reaches for u....
Max’s red hair is enough to make her stand out. Eddie catches sight of her beneath the tree, does a double take, and his eyebrows knit together in recognition. ]
Red?
[ He approaches slowly, hesitantly, because he knows what a person who’s feeling incredibly overwhelmed looks like. He also knows that, to some people, his sheer livelihood is enough to send them reeling. He doesn’t have all the finer details about what happened after he died. He’s gotten the basic rundown, but he and Steve haven't really talked about it since they arrived. Maybe because if they did, it would required addressing the fact that, yes, Eddie did die, and whatever’s going on now is something they don’t have the words to explain. Either way, he knows Max has already been through a lot, and he really doesn’t want to make it worse by merely existing. ]
Uh…is that you?
wheeps
but if it helps, she doesn't know what happened to him — doesn't know she's looking at someone who might as well be a ghost the same way she might (or is, near as she's convinced, which means a whole lot of things like this being some weird ass afterlife, but the goats were a oddly convincing argument against that. )
it could be a passing thought (what if we're both dead?), but everything is half-formed. unanswered questions to things she hasn't even asked yet because the whirl of recollection is too difficult to chase away. like she expects everything to writhe itself back into the upside down, and maybe where munson stood now, vecna would take his place.
instead, munson stays munson, his approach slow like she might bolt. she doesn't want to feel hope, but she runs towards it anyway. you'd think she'd be too tired of that, too. )
— Eddie? ( she looks up at him from where she'd planted herself, owlish, before offering a slow nod. ) Yeah? Yeah.
( throat dry, unwilling to admit the relief in seeing a familiar face as she slowly starts to get up. ) Did you just get here too?
no subject
[ Honestly, Eddie never felt like he really got to know Max. They were neighbors for a time, sure, and she was part of the same friend group as Dustin. And he would never fail to mention the whole Vecna ordeal, but Max always felt a bit more distant than someone like Lucas, or even gloomy Mike Wheeler. He feels immediately protective of her, though. She believed he was innocent, and by this point, she’s nothing less than a comrade in arms. And honestly? He just glad she ended up in Solvunn, rather than half the world away in Thorne like Robin had. ]
Uh, well, I’ve been here about nine months, so no.
[ Honestly, you missed the worst of it, he considers saying, thinking about the abductions, but he doesn’t. The bleak mood from those two months still looms over Solvunn like a cloud, no matter how many decorations are hung or how much food is being offered. Eddie doesn’t need to add to it just yet. Instead, he joins Max beneath the tree, leaning back agains the trunk.
There’s probably a lot of questions to be had on both sides, but Eddie’s specialty is keeping things light. A well placed joke goes a long way, after all. So he doesn’t ask the last thing she remembers, or what happened with Vecna. She doesn’t need that right now. Steve is bound to ask her anyway. Instead, he smiles, and takes the conversation a whole different direction: ]
So, I’m gonna warn you now, there’s a giant shark man wandering around here. He’s pretty cool, though, honestly? Great taste in music.
(no subject)
(no subject)
another child to adopt
she wants to make sure things here are safe.
and, yet, as she steps out of a grove of trees, into a bit of a clearing, she finds someone she hasn't met before: a young, teen girl, red haired, sitting by her lonesome under a tree.
it takes no time at all for wanda to feel the depth of emotions there; a terror that torments her, an aching vacuum that wanda recognizes as loss, pain—terrible pain. she feels vacant, hedging the line between what is real and what isn't, and it reminds wanda terribly of what she had felt in the face of the trauma of losing her parents, of losing her brother, vision and her boys: locked in place, afraid of making any movement at all.
pulling at the reins of her horse, wanda walks with him towards the girl, puts a hand over the white diamond mark on his head so that he settles nearby to graze, and approaches the tree.
max looks so small, holding herself inward as she is.]
Hey, it's okay.
[wanda drops to her knees, a hand gentle on the girl's arm, a soothing touch that attempts to not be intrusive. wanda uses her magic, just a touch, to dissipate the terror that haunts the girl's mind, so she can see past the red skies, to focus on the blue skies, the green grass.]
You're safe here. I promise.
[her other hand presses to the girl's back, a small circular motion trying to carve some comfort into her.]
slides adoption papers across the table: please
it will all be over soon still echoes, nauseatingly close to the surface like a tinnitus in the ears. it was so dark, then. so cold and so numb —
she breathes, or tries to, with hands curved over her knees and knuckles white and that's how wanda happens upon her, interrupting a solitary spiral into what must have been assured insanity.
there's something sharply unexpected in seeing the woman sidling up with the horse and for a moment max doesn't even know what to do except to stare. confusion grows when the woman approaches, when max realizes oh, she's coming towards me, some sheer rising panic, wrapped up in an attempt to look tough. to look like there's still fight left in her.
the resolve crumbles at the warmth of a stranger's words even if max can't help but stiffen when the touch lands on her arm. like she expects it all to change, from verdant greens and blues back to viscous red but then the colors around them seem to push back at visceral memory and its hard to focus on anything else. her tension almost eases.
which is weird, because no way in hell would max have let someone get into her space so fast, and especially not after what happened in the upside down.
(or maybe the adults in hawkins really didn't pay attention to their kids like others would.)
instead, she watches the woman's face, only vaguely ware of a palm soothing along her back. she frowns, some of that inherent, shitty attitude finally bubbling back to the surface even if it lacks the edges. ) Ugh — yeah. Don't take it personally, but I don't really believe that.
no subject
wanda pulls the hand on max's back away, leaning in a bit to just check that her eyes aren't giving that vague, far-off look, before sitting down beside her. hands kept to herself, wanda lingers in the silence for a moment before she speaks.
all this time to allow max the realization that wanda means her no harm.]
This world can be many things. Dangerous is one of them, but— it's not that red sky you keep thinking about. That won't find you here.
[the expanse before them is nothing but clear, blue skies, after all. a few, dark clouds in the distance threaten rain, but it won't be for a while now.
wanda crinkles her nose.]
My magic has a bad habit of letting me see what is on people's minds. You were feeling a lot of pain just now — is it better, now?
[after she had used her magic to push back some of those emotions, when she had touched the girl's arm.]
(no subject)
matching icons yooo
like mother like daughter
(no subject)
(no subject)
(no subject)
Nocwich!
His eyes don't miss the reluctant way the girl puts the vial back on the table. She's not someone he recognizes, which doesn't mean a lot, because he's sure there are a lot of Summoned in the other Factions he hasn't encountered before. But he's pretty sure she is another Summoned, so when he steps up beside her, he rests a hand on the girl's shoulder for a moment before she can move away. ]
Hold up a moment. Can I get two of these, please? Thanks. [ He passes coin over to the merchant and takes the vials in exchange, before turning and holding out one to her with a crooked smile. ] Here. This was what had your interest, wasn't it?
no subject
it's almost overwhelming to be in this place, a fantastical town of night, with things like vampires and werewolves being talked about like it was a completely normal thing and somewhere down the line max realizes that if she keeps questioning everything she hears, she's just likely to go crazy.
still, some things are easier to take in stride than others. shopping here seems like shopping anywhere, and the truth is she can't afford it.
max stiffens when a hand lands on her shoulder, though the withering frown she throws his way, prepared to defend herself, turns to a look of open surprise when she watches him exchange coins for two vials. when he holds one out to her.
her reach for it is a little uncertain, staring at the whirling contents inside before looking back to sylvain. ) Um — thanks.
( awkwardly, she shifts from one foot to the other, and doesn't waste more time in asking: ) Do they actually work?
no subject
But he offers her a faint smile at her question when she finally does accept the vial, tucking his own into an inner jacket pocket and out of sight. He gives a quiet hum and inclines his head to the side, so they can step away from the merchant's table and not block the way for anyone else. And maybe get out of range of werewolf ears. Just in case. ]
Some do. I confess, I haven't tried this particular one yet, but I saw it here when I was in town last month and I kinda wished I'd grabbed some to try then. But from what I've seen? Most of the stuff you'll find from the merchants here in Nocwich is real. There's probably a couple cons here and there, but I've gotten other potions from that particular stand before and they did what they were supposed to. So. It seemed like it might be worth the risk?
[ That... probably shouldn't have ended as a question. Whatever.
His smile turns a hint sympathetic as he tucks his hands in his pockets and rocks back on his heels. ] You have trouble sleeping too, huh?