ABRAXAS MODS (
abraxasmods) wrote in
abraxasooc2023-07-20 10:24 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 #13
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 August.
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 summer, the weather warm and mild. To anyone used to hotter climates, it might even feel somewhat 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 debate an execution involving the gods in Solvunn or the recent emergence of the Fey, there's also a buzz of excitement from the Crown Sprint - where a noble steed named Summer Eclipse and her rider Maertisa Cassidy were declared this year's winner.
- Life in the Castle has chiefly resumed, but the permanent increase in guards indicates a crisis in the past. There are also rumors of unusual rifts and creatures appearing out of nowhere.
◎ Exploring
Despite the troubles that plague the land, Castle Thorne and its surrounding city have much for you to indulge in.
Equestrian Exhibition
Hot on the heels of the extravagant Crown Sprint, Castle Thorne continues the celebration by displaying its finest horses. These include the Haylean Warmblood - bred for Hayle's mountainous cold regions - and the oldest breed in Thorne, the Circinean, named after Thorne's original settlement by Lake Circinus. You can get riding lessons from participants in the Crown Sprint, visit or volunteer to take care of the horses, or help the children who've arrived to take part in smaller pony races. While the children just want to have fun, many hail from noble and aristocratic families, so you find yourself witnessing a certain temperament from their parents...who are significantly more competitive and cutthroat than their kids.
Magic Lessons
Regular magic lessons are held by apprentice mages as part of their training, usually involving learning to cast a small spell. 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. 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.
Occupying Octopi
Due to the unusual rifts last month, a few octopi have made their way into Castle Thorne. These cephalopods have been spotted lurking in the baths, hiding in pools and lakes, and even taking a dip in the kitchen's water basin. Mages are desperate to catch the loose octopi so that they can return the animals to the ocean. The mages will give you a simple enchanted tracking orb to help locate them, but octopi have a habit of being elusive and squeezing into tight spaces - so retrieving one might take some innovation! Maybe it'll go smoother with a partner?
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 sweltering, and the climate is hot and dry. Even the summer nights are relatively warm. 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 the majority of it has been rebuilt including a new garden park memorial that commemorates the lives lost. Chatter has shifted from the fire attacks to the gruesome execution involving the gods in Solvunn, as well as the Summoned's invitation to visit the Feywilds last month. Scholars and laymen alike can be heard debating the nature of gods, men, and the Fey.
- 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. Many have just returned from a fulfilling trip into the desert known as The Firebrand, where hobbyists celebrate innovation, independence, and unique inventions.
- Life in the Free Cities has chiefly resumed, but the permanent increase in guards indicates a crisis in the past. There are also rumors of unusual rifts and creatures appearing out of nowhere.
◎ 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.
Marble Engravings
A researcher named Esi Hollandse has unveiled her newest creation: a handheld "laser" tool powered by New Magic meant to help sculptors sculpt stone. Come visit the beautifully displayed marble sculptures created using this new technique, which allows for more refined carving techniques. Want to try it for yourself? Why not! With some guidance, you can create your own etchings on a small stone block and take home your newest piece of art.
Swan Song
Due to the unusual rifts last month, several swans have invaded Cadens and are now becoming a menace, stealing bread, grains, and desserts from market stalls and shops. You might come across a shopkeeper chasing a swan after it stole their cheese or a harried attendant at the museum shooing a bird away from their precious artifacts. Perhaps you could lend a hand? Or, you could find yourself an unsuspecting victim of a swan. Any captured swans can be brought to Portam Hall and delivered to one of the government departments there, though you might have to stand in line while grasping an unhappy bird. Be careful not to let it escape!
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 the temperatures are comfortably warm with light humidity. 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 with the fruits of spring and summer. 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 no longer discussing the execution of former Council member Josselyn Creed, but 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. As well, there's curious chatter surrounding the Summoned's invitation to visit the Feywilds last month.
- Life in the Solvunn Commune has chiefly resumed, but the focus on appeasing the gods and increased shrine offerings indicate many have not forgotten the troubles of the past. There are also rumors of unusual rifts and creatures appearing out of nowhere.
◎ Exploring
Despite the troubles that plague the commune, the commune and its settlements have much for you to indulge in.
Goat Racing
That's right. One of Solvunn's fine traditions is its regular goat races. Meant to be a bit of informal fun, there's a pen of goats where you can choose a goat, get a number, and simply join one of the starting lines. These goats are not trained so the race is less of a race and more pure chaos as the goats do what they please. Whoever eventually wrangles their goat over the finish line wins. The only rule is that you can't pick up or physically pull your goat, but you're free to cajole, lure, or even use a bit of magic to get yours to the finish line first. Winners receive small prizes of cheese, ale, wood charms, woven baskets, and other similar tokens.
Shrine Supervision
During the recent Summer Equinox celebrations, the youth have a habit of holding their own tradition called the Guardian Séance. These unsanctioned rites are quickly stopped by Commune Elders, but there's been some damage and messes that need to be put right. Elders have asked you to supervise the adolescents who've been assigned to clean up the shrines and restore the damage they've caused. Beware of snakes in the grass! You're also welcome to help the teens with their task. Once completed, Elders will invite you to make an offering in the formal traditions of High Magic.
Bird Baths
Due to the unusual rifts last month, and with the convincing of a few of the Summoned, Solvunn has agreed to raise some of the unique pack birds on one of their farmlands. Unfortunately, the week's downpour has caused them to become very muddy. Desperate farmhands have asked for your help giving the birds a good wash to clean their dirty feathers. You can also help feed them grain and prevent any jealous goats from headbutting or fighting these docile birds.
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
Kelson Haldane | Deryni | The Tower
This was lovely. This was really, really lovely. It wasn't as if his own kingdom was in turmoil, but he was now being asked to help save someone else's. With any luck, saving this place wouldn't doom his own. It wasn't as if Gwynnedd wasn't still reeling from attempted regicide from within their own royal family, or that Kelson still had royal hostages from hostile kingdoms under guard. It wasn't as if he had just finished executing his own cousin. Honestly, give him time to at least rinse the vomit out of his mouth.
"It's usually considered polite to ask for assistance first in lieu of kidnapping." But, it was met on deaf ears. Surely, anyone who considered this a logical form of assistance didn't feel exactly bereft by their actions.
The guards didn't surprise Kelson. The amount of guards, however, did. Kelson looked around, trying to be nonchalant, eyeing the different corners and levels where he would have posted additional, out of sight guards in addition to the seen ones. Something was wrong here. And so, he listened to staff talk, being able for once in his life to be unobtrusive and unnoticed. Here, he was not king.
And then, he heard something it seemed was universal. Executions. Kelson took a deep breath, running his fingers through his black hair, loose now that he had been taken without a tie. Was he getting nauseous again?
"Execution? For what?" Hopefully it wasnt littering.
Castle Thorne - Libraries
Kelson had discovered the libraries. And now he was never leaving. At the moment the eighteen year old king was thumbing through a history of the royal family, trying to put together genealogies and some semblance of background for what was going on.
And he was just a giant history geek. When he got tired of that subject, he'd switch to books on magic, jotting down notes and thoughts, and brushing his hair out of his face until he found a damn hair tie.
Occasionally, he'd close his eyes, fingers to bridge of his nose, trying to steady the headache and dizziness he was feeling from having his own magic dampened, at least temporarily.
Finally, he turned to someone near by.
"Is magic accepted equally in the other native territories of this world?"
Honestly, it was baffling. But his own world had a rather dark history with magic. It still amazed him no one had tried to burn or torture anyone here for the mere use.
Nocwich
Using portals was not unusual for Kelson. Using them so openly was. So please excuse him if he looked a little wary, or convinced someone was going to come at him screaming 'heretic' at the top of their lungs. So, he was uncomfortable, both at the rampant use of magic, and Nocwich itself. He was used to Thorne. Or places like Thorne. Like his own kingdom. It was familiar. Easy. He could make it work, slip into roles accordingly. Nocwich, however, was different. Actually it was completely terrifying.
"I get the feeling if any of my guards or advisors knew about this, they would be very, very upset with me."
Kelson felt like he was going to get knifed at any moment. But, then again, he was also used to not being able to go to the privy by himself. Freedom took getting used too.
He poked around various shops and stalls, before finally settling into the hot springs. Like werewolves, Kelson is absolutely fine with nudity. Unless that nudity involves women. So you may see him suddenly turn around, his face bright red.
"Oh. God. I am so sorry, my lady."
Library
"Not exactly. Each territory has a magic they deem best." She keeps setting up her space but her eyes are mostly on him as she does, only sparing a small glance for what she's doing rather than splitting her attention. "The magic they like is accepted, the other magics aren't."
Re: Library
Reality however, brought all that crashing down again, at least metaphorically. He didn't try and restrain an annoyed sigh as he realized that problems here were utterly similar to back home. Where ever people were it seemed, they would find reasons to quarrel. Stupid reasons.
"They're arguing about what kind of magic is best?" He asked, as if unable to comprehend just how anyone could be that idiotic. "That's just as bad as arguing over whether magic should be used or not."
no subject
And if you're poor country farmers or busy city folk, wouldn't be that great to manage.
Bay's attention stays very steady on the young king's mouth as he talks. Whenever he speaks she's not doing much with her research books. Not that she's started yet. "You seem to already have an opinion on magic, I take it your world has it normally? Anyway, I'm Bay."
no subject
"People will quite fight over anything. Things would be quite a bit easier if everyone learned to mind their own business and leave everyone else alone. You can dress it up and call it culture and identity but really it's about control." Really, ask him how he felt about it.
"Sorry. Sore subject. I'm Kelson, it's a pleasure to meet you Bay. My world argues about it all. Whether or not magic is evil. Whether or not certain individuals should be allowed to practice magic. Whether or not others are trained enough to be allowed to continue." People would fight about whether or not the sky was blue, he was certain of it.
no subject
But that was pretty much human history. Just on a much smaller scale.
Bay's eyes dart to the various locals in the library with them. Bay did try to keep an eye on them when she could. Right now it was easy enough to spot that Kelson's outburst had a few eyes on them.
Bay picked up one of her notebooks, casually writing as she spoke. "Here the queen is very concerned with how other magics might not be safe for her subjects, who she cares for deeply. It isn't about control."
Bay holds up the journal.
Play along.
"I'm sorry your world isn't quite as enlightened as here." Her expression is very clearly 'please shut up.'
no subject
He thought about switching to mind-speech but, that could be picked up. And who knew how schooled those around him were in it. No, no chances. So, he let himself nonchalantly glance at those around him, noting who was starting to take notice, whose body language betrayed them and raised his voice a little so they could be overheard.
"Well, it seems my kingdom has much to learn from Thorne."
God he hated it here already. And he hated not being in an easy position to influence the change he desperately wanted to make. He was about to snatch the notebook to ask where was a safe place, but. That was obvious. No where in Castle Thorne.
no subject
See, if they stopped talking, it'd be obvious that they knew they were being spied on. Of course, it was obvious, because the spies were really easy to spot without the noise and clutter of sound. To see who was working, and who was looking like they were.
"Wild Magic seems to be everywhere, but no nation really like it. Magic done through raw emotion rather than a directed spell structure. The rural country has Gods they pray to, which gives them access to spellwork. And the Cities use magic worked into devices and tools, New Magic." Stated like someone who was reciting out of a recent academic article on magical theory, save not stating the nation of Solvunn because she still has no idea how that's pronounced and she isn't trying until she can practice it a little. "All I know is none of it will get me home. And that the instructors here won't even try to match my needs."
If she sounds bitter that instructors in the castle either don't believe she can learn magic, or believe she can then insist on talking while their back is to her, it is because she's very bitter about this. Fortunately she's behaving normally and it seems to have gotten the local informants in the library to put their attention back to casually listening rather than actively listening.
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
North Wing
Kahlil answers from behind the younger man, having stepped into the hallway from around the corner, on his way back from some delivery. He's tall and looks to be in his late twenties or early thirties, his own long dark hair is tied back today. His cloak is the sort any traveler might wear, simple and dark brown.
"Though I'm sure I'm missing something."
There's a wryness to his tone, but any humor doesn't make it to his features. There's nothing funny about what happened with Josselyn and her acolytes. Especially not when there are still rumors circulating about the Summoned who had been taken.
Re: North Wing
Still, there was one word that stood out. "Experimentation? What kind?" He didn't exactly like the images that were conjuring in his mind along side the other implications of kidnapping and murder.
no subject
The details are better not spoken of, his expression and tone convey that he doesn't want to elaborate.
Kahlil crosses his arms, eyeing the young man. Why do the Thorne Summoned continue to be so young? His expression becomes less tense.
"You've just arrived? If there's somewhere you're looking for in particular, I can lead the way."
no subject
As for his age, Kahlil should have been grateful Kelson wasn't Summoned when he was younger. "Just wandering, honestly. Any place in particular you'd recommend?" Castles were castles. But, each one had a personality, places to hide, eavesdrop.
no subject
"Depends on what you're interested in," he says with a slight shrug, glancing down the hall for a moment before turning back to the young man. "Some people start working through the library or the study hall. People watching is best in the South Wing. The West Wing is the servant quarters, depending who's in the kitchen you might be able to beg some treats."
He waits for direction, hands in his pockets.
no subject
"I'm sorry, you've so graciously offered to guide me and I don't know your name. Being abducted has hampered my manners it seems." He took in everything the other man was saying, contemplating. The library was the immediate interest and one he had no doubt that others in Castle Thorne might at least approve of. At least from what he's seen so far. But, politically, people watching might be the better bet.
"Let's start with the South Wing. The library sorely tempts me though. Where do you tend to spend most of your time if you don't mind me asking?"
no subject
"Usually around town. I've been here almost a year now, so I've explored all the nooks and crannies here already." In the castle itself, he means - at least what's available to them. There's plenty of locked and warded doors that he hasn't been able to bypass, despite his best efforts. The castle can feel claustrophobic to him.
"I'm Kyle," he offers with a glance and a faint smile.
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
Nochwich
He is just picking his way through a stall of -- he's not even sure what, when he overhears the young man across from him speaking to himself, and the words give him pause.
"Your guards?" John asks, glancing up with a raised eyebrow.
Re: Nochwich
He was saved from that decision by the voice, whom he turned to meet. The accent was blessedly familiar at least, although the one that came out of his own mouth had a bit more welsh to it.
Kelson gave the other a wry grin. "I'm afraid back home I'm not exactly allowed time alone. This is a new experience." He was quite sure hiding in the Royal Crypts to 'pray' didn't count. "Kelson Haldane, King of Gwynedd, among other titles that don't seem to matter here."
no subject
He can see where the younger man's guards might have had a point, keeping him in their sight, if he's going to go about announcing his position to strangers at his first taste of freedom. It makes him wonder a bit at what William might have done, in Kelson's position, but then it's better not to think of his son winding up in such a place.
"I suppose that king is quite enough, all things considered," he says, with the quirk of a smile. He offers the younger man a slight bow.
"Lord John Grey," he says, by way of introduction. "Your servant, ser."
no subject
He had lived a whole four years as king. He was invincible!
His guards and advisors had a lot more grey hairs now.
He let a little laugh out at John's reply and smiled. "I think your own king might take offense to that, but I do appreciate the gesture. Do you....." He gestured around and tried not to make this sound as lame as it was, "Come here often?"
It wasn't a pick up line really. Kelson was just that geeky.
Nocwich
Linhardt has a bearing that is likely familiar despite the fact that he has not bothered to acquire any additional clothing or signifiers of noble status: The money he earned was for more important things, like magical research.
"You need better advisors."
He paused, weighing whether or not to continue with the conversation. It might be boring, after all.
"You stick out like a sore thumb. I want to pickpocket you."
Is this what people in Abyss thought of Linhardt?
Re: Nocwich
"If I had anything left worth pickpocketing you might even have fun with it." Kelson decided that was a safe enough comment. "And you're quite right, my physician would be equally upset."
He rolled the others words over, dissecting them. "I take it you are significantly higher in status than a regular pickpocket?"
no subject
"I am not a pickpocket. I am a royal physician and magical scholar. Or rather I was." Now he was nothing and it was glorious. Linhardt was greatly appreciating his lack of responsibility: those who Summoned him seemed not to mind him spending most of his time holed up in the library pursuing his research.
"I was remarking on your obvious discomfort. It reminded me of myself the first times I explored less than savory places. I was pickpocketed a lot. I am understanding why."
<3 no worries!
"King Kelson of Gwynedd. Or was." He echoed. Unlike Linhardt, Kelson was not enjoying it. He took his coronation oath very seriously and while he might enjoy sneaking off to the Royal Crypts for some actual peace and quiet, he still had so much he wanted to do. Things he couldn't do stuck here.
Despite himself, he smiled and laughed a tiny bit. "Are you saying I don't blend in?"
no subject
He found violence both distasteful and immoral and Linhardt has not had any reason to steal.
Oh. Are they exchanging names? Linhardt sighed again. Fine.
"Linhardt von Hevring. If you insist on formalities, I am the heir to the County of Hevring and the general in charge of the Healing Corps in Adrestia's army." He would really rather not insist on formalities. They were tiresome.
"You blend in about as much as blooming rose bush would on a battlefield." Which is to say not at all, "You attract too much attention."
no subject
"Perhaps in the future it might be best if I stay in Castle Thorne. Or at least until I...can blend a bit better."
Like Linhardt, Kelson found violence distasteful, and he much preferred a more diplomatic approach. However, life had taught him time and time again that this was foolish. He was a gentle soul at heart, who was forced into a kingdom where being ruthless was a necessity for survival. Perhaps the other man understood. Perhaps he didn't.
He inclined his head in acknowledgement of the others status, although it seemed that the royal physician wished it could all but disappear. Formalities, Kelson had learned, were a necessity.
"Is Adrestia your land or your monarch?" Kelson started in on the 1 billion questions he had. "Is your profession your wish or your families?"
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
CW: Kelson's canon is catholic game of thrones
Catholic GoT is SO hot right now
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
Linhardt from the villain route ;-;
<3
(no subject)
(no subject)
Linhardt is from a very stressful canon point...
<3 so is Kelson. They are both not exactly at their best!
(no subject)
(no subject)
(no subject)
And then work went nuts and I lost my mojo <3 sorry!
I'm only this quick cause Mondays are one of my days off no worries
(no subject)
Linhardt is so wrong it kills me
He's so wrong it could actually kill him LOL
SO wrong - he's so coddled and he's so unaware of the BENEFITS he's so arrogant
Linhardt .....//headdesk
That is the proper response to Linhardt, yes
Sorry life is nuts!
No life! Only RP! :P Linhardt's experiences and his opinions are two separate circles, no overlap
hahaha i wish you could tell my life that! <3
Wouldn't it be great if we could tell life what to do? Give it a time out...
(no subject)
Linhardt had a weird upbringing - "don't trust anyone...wait we don't mean US >:("
LOL Kelson thinks Linhardt is just weird
Oh good I'm doing this right: 'weird' and 'contrary' fit Linhardt 110% - also arrogant
I AM SO SORRY <3