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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxasooc2023-07-20 10:24 am
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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.

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.
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.
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.
◎ 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:
  • 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.
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.
◎ 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:
  • 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.
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.
◎ 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:
  • 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.
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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aquilus: (pic#15861689)

[personal profile] aquilus 2023-07-22 04:34 pm (UTC)(link)
A while.

[Close to a year. He doesn't elaborate. Nothing about this situation says 'danger', and he trusts his own senses that the newcomer doesn't mean harm — quite the latter. But there's still something off about this.]

Most newly Summoned don't immediately take to the rooftops.

[He did, of course.]
accommodated: (ʜᴇᴀᴅ ʙᴀᴄᴋ ɪɴ)

[personal profile] accommodated 2023-07-22 04:41 pm (UTC)(link)
Guess I'm not most. I wouldn't know.

[ The ease at which Desmond side-steps divulging anything further is rather masterful. Someone like Altaïr could spot that from miles away. Desmond's the same, and he doesn't pry. Knowledge is a shaky tightrope and he's long since learned how to walk it.

Desmond laughs it off slightly (more like just an affirmative exhale than anything else), motioning to the horizon by jutting a casual thumb at it. ]


Good view, though. Couldn't resist.
Edited 2023-07-22 16:42 (UTC)
aquilus: (pic#15822823)

[personal profile] aquilus 2023-07-22 05:12 pm (UTC)(link)
[It's easy and casual, a normal response to what's being said out loud and utterly avoiding what isn't. He doesn't doubt that it's purposeful.

Altaïr could take the more decisive step of actively interrogating him (with fists), but he doesn't. It's the middle of the day and even if people don't look up as often as they should, beatings make noise. Besides, the newcomer hasn't done anything to deserve it, as far as he knows. For what reason should he throw a punch? A strange feeling?

Instead he steps up beside the man, close but not too close, to look out upon the city.]


It is. And it's a good way to learn the way of Cadens. Though there are some residents who take exception to footsteps above them.

[Ask Him How He Knows.]
accommodated: (ʙᴀᴄᴋ ᴛᴏ ᴛʜᴇ sʜᴏʀᴇ)

[personal profile] accommodated 2023-07-22 06:02 pm (UTC)(link)
[ Well, maybe don't stomp every time you run, grandpa, jfc. Of course people hear you if you run around like a bull in a china shop! Sheesh! ]

Bound to be a few complaints.

[ How many times has a Brother stood like this with him, how-- except it hasn't, and Desmond feels like an icepick has been driven into the back of his skull for a moment. Blinding, painful, nauseating. It doesn't show outwardly, at least, not that. It's minute changes-- Desmond's posture straightens up instead of the casual near-slump he's used to in order to make himself smaller. Bits of his speech don't seem to quite match, like it's being spliced together.

The brine from the coast is cloying in the warm weather, even out here, and Desmond would sigh if it didn't feel like it'd aggravate the headache. Of all the places in Acre, it had to be--

He rubs at his eye again, grimacing faintly. ]
Pretty hot out. Bureau's not far, right? Jabal at least isn't gonna gripe if we... [ If we what, avoid Malik this time?

Desmond doesn't finish it. He sits down before he falls down (practically plopping, his knees having a hard time holding him up), vision blurring for a second. ]
aquilus: (pic#9513259)

[personal profile] aquilus 2023-07-22 09:53 pm (UTC)(link)
[He's starting to wonder if he should excuse himself and continue on his way. Not because he thinks he was wrong, not because he doesn't want to know more about this new Summoned; but small talk isn't the way best way to get information, and he had plans. He could look in on this man later, when he's prepared and the newcomer isn't aware of his presence.

And then.

What the stranger says couldn't be more surprising. It couldn't make less sense. The bureau. Jabal. Only a brother of his would know of such things, yet there's no context for the. He can only perceive it as a threat.

He moves his wrist, about to draw his hidden blade, but stops as the stranger sinks down, practically collapsing in on himself. What...?

Altaïr watches him for several long moments. There's no telltale hint of red, and the way the stranger looks now, it wouldn't matter if there were. He's in no danger. But now he has no intention of leaving without answers, if the man can give them.

He steps up behind him, shoulders set. When he speaks, his voice is firm.]


Who are you?
accommodated: (ᴡᴇ'ʀᴇ sᴛᴀʀᴛɪɴɢ ᴏᴠᴇʀ)

[personal profile] accommodated 2023-07-23 12:50 am (UTC)(link)
I'm...

[ Who are you? That should be such an easy question to answer, shouldn't it? Who are you? Who are you really? Are you Desmond Miles?

That's the problem with situations like this; you can't really prepare for your ancestor's being flesh and blood. Can't anticipate them to be right behind you, alive, breathing. Especially not when you've been pushing so hard for days and days. Pushing your mind to capacity, which is fine, it's fine, he's fine--

I'm fine.

Desmond takes in some deep breaths, pressing the heel of his palm into his temple to relieve some of the pressure. It takes a few moments, but it dies down to at least a manageable roar. ]


I'm a friend, I promise. Long story, though.

[ Or is he finally just losing it? Who knows! ]
aquilus: (pic#9513242)

[personal profile] aquilus 2023-07-23 04:02 am (UTC)(link)
I don't have many friends.

[Very few, until he'd woken up naked, pulled into someone else's world. And only Malik before that, and only for a short time.

But he can tell from the tone of his voice that he means it.]


But I do have time. Tell your story.

[There's an edge to his tone. Nothing dangerous — not yet — but a hint that he doesn't intend to take no for an answer.]
accommodated: (ɪ ʟᴇᴛ ɪᴛ ʙᴜʀɴ)

[personal profile] accommodated 2023-07-23 05:06 am (UTC)(link)
[ You really are losing it, a part of him says. Desmond knows that tone (they've used it so many times; we're used it so many times?), knows the man behind him, and at the same time doesn't know the first thing. But, well, if he is losing it, there's nothing really left to lose, is there?

(Desmond holds himself together as best he can, but the edges are rough.)

Breath in, out, legs dropping over the edge of the roof so Desmond can rest his elbows on his thighs. ]


This is going to sound absolutely insane, but just-- bear with me, all right? You don't know me, but I know you. Have you... [ An almost sheepish wave of his hand. Just how much is Desmond supposed to say? Not to say? ] Learned the truth about Al Mualim?

[ Please, please, please don't kill him, okay? ]
aquilus: (pic#9513270)

[personal profile] aquilus 2023-07-23 11:12 pm (UTC)(link)
[There's a long moment of silence.

It doesn't sound insane. It sounds impossible. No Summoned but those he told know anything about Al Mualim, and no one but the Assassins know the old man of the mountain has fallen.

And this is no brother of his.]


How do you know about that?
accommodated: (ʟᴏsᴛ ᴛʜᴇ ʙᴀᴛᴛʟᴇ)

[personal profile] accommodated 2023-07-24 04:38 am (UTC)(link)
[ Yeah, well, a lot of things should be impossible, gramps. And yet? Here we are. So may as well as get this over with, because if there's anything Desmond is good at, it's detaching. He knows those gulls calling in the distance aren't actually there, after all. ]

In-- what? I think it's about eight-hundred or so years after you learn the truth, the Templars are going to build a machine. That machine is going to let people look into the past to help them get what they want. [ And destroy the minds of pretty much anyone who uses it, but who's counting, right? ] So I know you, because I've watched you. Through that machine. You're Altaïr.

[ Been you sounds even creepier, so, uh... ]

And before you ask, no, I'm not one of them, never was.
aquilus: (pic#15861692)

[personal profile] aquilus 2023-07-24 02:43 pm (UTC)(link)
[Altaïr listens carefully, because there is no way the stranger should be able to explain what he knows — but he does know it. He senses that this could be the most important thing anyone has told him in a long while.

He's silent for a long while.]


I do not understand how such a machine could look through time.

[But he's seen machines here that can do astounding things. Not that astounding, but his understanding of what is possible has been expanded. And he knows at least one incredible, impossible artifact exists...]

Or why it would be used to watch me. Or why the Templars would persist so long to do it.

[There's an edge of steel in his voice. He knows full well that it's harder to kill a man than it is to kill an idea, but something suggests he'd like to try when it comes to the Templars.]
accommodated: (ᴛʜᴇʀᴇ's ᴀ ᴛɪᴍᴇ)

[personal profile] accommodated 2023-07-24 08:52 pm (UTC)(link)
[ Yeah, well, Desmond would love nothing more than to punt Vidic off the side of a really tall building, but that's complicated. It's complicated, and he hasn't had the time to wrestle with his own emotions about everything that's happened to him yet. ]

They're looking for artifacts. [ Pieces of Eden, what a joke to call them that. ] Like the Apple.

[ And considering the Templars now have the map to who knows how many of them, well... the whole thing is exhausting to even think about.

Desmond still has that itching feeling at the back of his skull, and the headache will be around for a while, but it's getting easier to focus, at least. ]


And the best way I really know how to explain how the Animus works is-- it reads your blood like a history book. [ A small wave of his hand back and forth as he tries to find the best way to put it; Desmond's not an expert, he couldn't tell anyone how the Animus does what it does, but he has at least the basics. ] Turns out, we pass our memories down. Who would have thunk it, right?
aquilus: (apple - observe)

[personal profile] aquilus 2023-07-26 12:49 am (UTC)(link)
[Who indeed.]

I've seen the Apple. Dampened its power — but I had no time to learn of its full capabilities before I was Summoned.

[He can scarcely believe he's speaking of the Apple at all to a complete stranger whose explanation should be impossible. He shouldn't believe him. But it's equally impossible for him to know anything about Al Mualim — so how can he not believe at least some of this is true?]

Why did you use this machine to look into the past if you are not a Templar?
accommodated: (ᴡᴇ'ʟʟ ʜᴇᴀᴅ ʙᴀᴄᴋ ɪɴ)

[personal profile] accommodated 2023-07-29 10:24 am (UTC)(link)
Well, I didn't exactly get a choice on that one. [ Not at first, and one could argue the whole of the world being on the line still doesn't give Desmond a lot of options, if you're not a complete psychopath. ] Kidnapped with the threat of death isn't exactly my idea of a fun time.

[ It wasn't even that damn long ago, and yet it feels like a lifetime. Both the break in and, yeah, the very real possibility he was just gonna be some nice red wall painting when he didn't have any more use.

(Sometimes Desmond wonders if that'd have been a mercy compared to-- ah, best to leave that alone for now.)

Desmond chews things over in his mind for a second. ]


I'd say 'it's complicated', but... honestly, the constant fight for control and freedom, at it's root... [ A shrug. ] I don't think the complexity of it matters nearly as much when I'm from.
Edited 2023-07-29 10:25 (UTC)