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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.
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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
that was nine months ago. so, whether or not max might have thought it weird, steve was going to freaking hug her. and thankfully max doesn’t make it weird, instead pressing her cheek against his chest. he’d have held her there for another second or so if she would have let him, but she pulls away from him soon after. ]
And you’re okay? [ she pulls away from him and pulls her arms across her chest and steve let’s her go, if only so he can have the chance to look her over. ]
I got here a little while ago, it’s…it’s complicated, but. [ but- that’s when he realizes where they are, and how there are locals who are definitely watching this whole thing go down, and steve suddenly really doesn’t want to do this in front of everyone. so instead he glances over his shoulder, his hand reaching for her elbow gently. ] C’mon, let’s walk and talk.
[ he doesn’t want to think about how he looks in her eyes - the way his hair is a bit longer, a bit different. the mottled scars that are scattered across his skin, remnants of the sores and lesions left behind by their last event. there’s a short sword at his hip and a crystal necklace around his neck and- god, he looks nothing like he did before, does he?
but he’s still him, he’s still steve, and she has to be able to see that. ]
It’s…real. Definitely real. But weird as hell. [ he leads her out of the main square, down one of the paths that heads off to the farmsteads. it’ll be quieter out here closer to the woods. ] What’s the uh- what’s the last thing you remember? Before all this?
me tbh
yeah, steve looks different now, the longer she stares. more and more like he didn't just get here, didn't just get here a little while ago like he says and that sinking feeling only dips deeper. different scars, different marks stare back now and what the hell is there to fight here? was it not over? and did he seriously have a sword?
and you're okay? he asks, breaking her out of the line of thinking and she has to ignore the question because how do you answer that? chin lifts and she looks at the people around them, only response a scoff.
in a different moment, she would have said something scathing and slightly mean, something to point out that obviously no, not okay, that they were both in some fantasy town with way too many goats. but she can't even muster that in this moment. the interruption is well timed, then, when he tells her they should walk away from here.
max follows, herded away by a gentle grip as she shakes her head. ) It doesn't feel real.
( max lets silence hang over them as she sticks close. feels childish, in that odd teenager way, worried to admit she's stupidly relieved to not be alone. too stubborn to admit how scared she was, how uncertain, or how she shouldn't be either of those things. even when pulled to a strange new world, there's some knee-jerk reaction to want to be okay when she was anything but.
it is reaffirmed in his question and words wither in her throat, and her pace slows to a halt. she tries to steel herself, tries to — ) Um — I was —
( never mind that it was an odd question. shouldn't he be from the same time? don't be afraid, that monstrous voice echoes and she clenches her teeth. it will all be over soon. max tucks her arms around herself. ) We'd all split up. For the plan, to kill Vecna? ( her eyes are distant. she can't even look at steve. ) We went to the Creel House, and I —
( there's a farmstead in the distance; a passing breeze pushes loose strands of red hair from her face; it's all sensations she should cling to, to try and separate herself, but — ) — the last thing I remember is being in the Upside Down. El was there too. Vecna — he, um — ( voice barely above a whisper. she hadn't wanted to go. she doesn't remember a lot, everything a dizzying, numbing blur, but she did remember that. hollowly: ) — I don't think I made it, Steve.
🥺🥺🥺🥺
it’s more grounding than steve was prepared to handle in this moment, a reminder of a life that exists outside of this place alone. where she should be wearing her headphones, listening to her tapes, probably telling him to fuck off when he hadn’t really said anything to begin with.
steve’s kind of lost track of how long it’s been since he’s seen any of that from someone else, how long it’s been since they’ve been the only ones from hawkins. and now? ] Yeah, well, that never really stops.
[ there’s a part of him that does try to sound reassuring, but it comes out more exhausted. a little bit like he gets it, and he wishes it was different, but…that’s just the way things are.
they walk for a little bit, and steve feels himself relax along the path. he knows this way, knows the family that keeps the farmstead, knows the kids who like to race down this way and back up the hill and how when it rains the water becomes a full river heading down into the grass behind them. but he tries to think about what it is that max sees - impossibly green pastures, too many goats to count, and steve harrington carrying a sword. he just about opens his mouth, thinking that maybe she thinks the question is a bit too strange so he’ll have to explain why, when she stops. fully stops. ]
Hey- [ he takes another step or two to stand in front of her, because he can tell there’s something wrong. more than just the curse (which should be broken) and more than just her being her- and that’s when she keeps going.
the plan to kill venca, the creel house, the upside down; this all sounds right, which is good. they all remember the same thing, but then max gets that distant look in her eye and says i don’t think i made it, steve and everything around him comes crashing down. because he doesn’t know, does he? if she did or not?
but that doesn’t matter, and before steve let’s that cold, dark, angry feeling rise up much further in his chest he’s shaking his head and grabbing her shoulders. ]
No, no way. Not possible. You definitely made it, and you know how I know? Because we killed Vecna. The plan worked. We- [ the empty front yard, the trembling ground, gates breaking open everywhere. they’d run all the way back to munson’s trailer because they weren’t sure they could trust anything else and that’s where they found dustin and-
steve shakes his head, something cold and stubborn settling in his jaw. his hands curl around her shoulders as he leans down just enough to hold her eyes. ] You made it. I know you did. Okay?
no subject
there's something liminal to all of thise — idyllic farmstead of an entirely unknown place thats nothing like hawkins. it's somehow easier to talk about it when you're so far removed from all the reminders. it's somehow easier to say the things she says even when its not, even when she wants to feel less than she does, to close off again as she always does.
there's a moment when she starts looking away from him as steve talks, because max is finding the words impossible to believe.
until he hinges eye level with his hands back on her shoulders and the look she gives is sharply incredulous, as though searching his face for answers he isn't willing to actually give. as though trying to read between the lines because she isn't stupid, because she's heard people older than her constantly tell her things will work out all her life. some big load of absolute bullshit.
she doesn't know what she sees in his eyes. in the tense jaw, not unlike how billy's would get when he was being particularly pig-headed about something stupid and why does she still think about him now?
point is, she isn't sure she believes him. isn't sure because she wants to say he wasn't there. he wasn't there to see el strung up, to see the wild goose-chase of a plan working until it didn't. he wasn't there to see the inevitable ending and there was no kate bush loud enough to save her.
but — it might be easier to play along, wouldn't it? to believe him; to take the words at face value rather than read into the desperation. they did it, sure. they killed vecna. it worked.
she tries to hold her ground. ) Yeah? And who are you trying to convince? ( a little mean to say, maybe, and some part of her seems to realize that. to have enough wherewithall to look mildly sheepish. a shake of her head, a shrug. his grip is solid and real and warm through the linen of some embroidered shirt ) Because why don't I remember that part? Why don't I remembering us winning?
no subject
but that's not what matters most right now, because max is looking directly at him and steve feels something angry and wrong curl in his stomach. he's not lying, because the last he knew max was still holding up her side of things and if their plan worked, it would work all the way across the board. right? except there isn't any room to worry about that here, so steve doesn't let himself. refuses to even allow the uncertainty that tugs at his gut to show through.
so he decides to just believe himself. to believe what he knows - and what he knows is that they wrecked vecna. they lit him up and beat him to shit and he fell out the window screaming. he knows that the whole of the upside down shuddered and started cracking under them. he knows-
( he knows eddie didn't make it, but did they lose max too? did he - they - fail that much? )
he knows that max is standing across from him right now and that the look she's giving him isn't one of belief. but she's here, and whatever they did to pull her through that pond would make it better, whatever it is, and even what she says is kind of mean it isn't a you're wrong, steve and he'll take it. ] Time is...weird here. [ is all he starts off with, squeezing her shoulders once more before letting go and straightening back up.
who are you trying to convince?
she would be able to read straight through him. he really shouldn't be surprised. but, stubbornly, he refuses to give in. ] If the last thing you remember was when you were still under the curse, then you wouldn't remember it, cause it hasn't happened for you yet. But it did for me- I was heading back through the portal when I woke up in that pond thing. It worked.
[ which...is a hell of a thing to say, really, but steve doesn't know how long he can hold up under this interrogation and there's a lot he feels like he needs to cover. so he threads a hand back through his hair, trying to pull it off his face, as he kind of nods to himself. he can do this, he knows what all this is. ] And I get it, because I've been here for like...months? And there's a lot of shit here I still don't understand, especially with all the magic and the politics of everything. But there are also a bunch of people here who are cool, and will help out. For once it's not just us dealing with everything.