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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.
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.
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"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
"It is the name of the nation. My position is..."
He stopped to consider his answer.
"I would prefer to spend my time in more interesting ways - on my research. However, Her Majesty did start a war and most of my friends seem determined to find new and inventive ways to almost die." Does he sound annoyed? He was. "I object to their deaths so I have opted to participate."
His status in the army was semi-willing.
"I would also prefer to renounce my title, but whether that is possible or wise will depend on future circumstances and how obstinate my father is." He hadn't objected to Edelgard's actions after Linhardt had given his estimate of the situation, but Linhardt's family's territory was in the well-defended interior and stocked with the natural resources that kept the blacksmiths working. They were also the country's administrators. Which meant that his father was of more importance after the war than during it. If he refused to work with Edelgard without Linhardt as an intermediary, things would fall apart even if they won.
Hence Linhardt's introduction of himself as a physician and scholar. Those were his choices.
"I am sorry that you are a king. That is a terrible life."
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Linhardt was not endearing himself to Kelson. Maybe it was his lack of careing toward his well being. Maybe Kelson was just used to being surrounded by people who had to care. Maybe it was the man's wish to renounce his title. Most likely, all of the above. Still, Kelson was diplomatic and in enough of a poor position that he did check himself, and remember that his ways were not their way.
"I hope your Queen also objects to their deaths, and appreciates your talents in perhaps forgoing death a bit longer."
Kelson mulled the words over in his mind before speaking, trying to chose the right ones to say despite not knowing enough about the culture or the person before him. "Is your wish to renounce your title a desire to pursue other career choices such as those of a physician and scholar or a wish to live a life free of the demands inherent?"
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"That is a noble attitude. Admirable. Though I still think it is a horrible life. The stress and lack of joy are antithetical to your wellbeing." There was a fundamental tension in attending to the health of royals and nobles: Their positions required them to risk their lives and sanity and yet it was Linhardt's job to try to keep them whole. He sometimes wondered what the point was, "You are correct that ordinary people should not suffer regardless of what is happening politically." Linhardt had a selfish streak a mile wide, but it was tempered with a large amount of empathy.
Linhardt rubbed his forehead at the mention of Edelgard, letting out an exasperated sigh, "She's one of the ones I most frequently have to attend to." For all her faults, Edelgard didn't expect others to fight in her stead or to do things that she herself was unwilling to do.
"I do not know about a career." Money wasn't a concern, or at least it never had been, "I want to study magic and magical inheritance. And ancient history and magics. I want to find the true history of the Church. I want to create some of the looking devices I have found in Abyss so that I can look at the small world or more accurately study the heavens. I would like to see the rest of the world and study their flora and fauna. All of which I cannot do if I must spend my time in meetings and devote my life to bridge and road maintenance."
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But Kelson was not one to talk in terms of stress. He himself had been quite drugged many times when he got moody. "Common folk suffer needlessly due to politics, no matter what it seems." Maybe they should change the subject, Kelson was bound to get moody and depressed. In fact, his mannerisms started shifting the more he thought about it, tensing, eyes far away, thinking of less fun, more depressing things.
But Linhardt said the magic phrase, and Kelson's demeanor changed again, to very excited. "The true history of the Church? Magical inheritance?" He tried to contain his excited, but he was deeply curious about such things too, even if they were bound to be very, very different between worlds. He smiled, "I found the time. You can do both. You just have to ...manage your time and your people."
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"That is one reason things are worth changing." Linhardt said in response. Maybe if the common folk were going to suffer no matter what happened as things were, they should be changed.
More than happy to leave the boring topics of politics behind, Linhardt's eyes lit up when Kelson seized on what was truly important: Questions about the truth.
"Indeed. In my world, my continent has - or had," It was unclear at the moment, that was the war, "a strong central Church. The Church has over a millennia of experience working with the governments and noble families of the three nations on said continent and lends them legitimacy. However, they also hid a great deal of history and prevented the spread of some forms of knowledge."
"I need to learn the truth because I want to learn about Crest inheritance. Crests are inborn magical gifts indicating descent from certain historical personages. The interesting thing is that not all children have Crests, and some children from multiple Crest bloodlines have different Crests from their siblings. In addition, traits can be associated with Crests. There are also artefacts and weapons that can only be wielded by those with a Crest, and said objects have life force associated with them."
Linhardt really liked Crests. A lot.
"The Church has falsified and hidden Crest related records. Why? What is the truth? How much of the Church's archives are trustworthy and what does that mean for historical study going forward?"
Why did Kelson have to ruin a perfectly good ramble by being responsible?
"I wish I could. Do you remember what I mentioned? About traits and Crests?" Linhardt yawned in the middle of his words, "I hypothesize mine is one reason I am constantly exhausted. The last time I felt awake was when I was 7. The Crest of Cethleann is associated with sleep difficulties, though the kind and severity vary."
Linhardt also wanted to leave because he was literally tired. All the time. Falling asleep on battlefields was not normal.
CW: Kelson's canon is catholic game of thrones
He listened, and what he heard sounded very familiar. An echo through a filter perhaps. Similar but not quite the same. "My Church did something very similar. The Church and those in power." Kelson very purposefully did not say the monarchy. You can't be in charge if your council keeps you drugged and helpless and trots you out for state affairs.
"They destroyed a great deal of knowledge, and killed a great deal of people. I'm doing my best to try and recover what I can." You know, while not being assassinated by everyone who wanted his crown. "Gwynedd's history is complicated. Suffice to say, my ancestors were overthrown by a neighboring kingdom who specialize in magic. They then imposed despotic rule for over 5 generations. There was quite the backlash against magic after my ancestors were reinstated. Most Deryni, those who can do magic, now dont know what they are. My mother didn't know until my coronation. You can imagine how thrilled my people were." His comment came out bitterly dry.
Still he was interested in these crests. While they weren't of his world, maybe they were similar enough? Would what Linhardt knew or learned be applicable back home? But then, Kelson positively perked up.
"I actually might be able to help with that. Your sleep difficulties. If you'd like. It's a bit of a specialty of Deryni. If you ever want a good night sleep, let me know."
Catholic GoT is SO hot right now
"Of course they did. Everybody knows that succession is one of the most optimal times to rebel or seize power." Linhardt's family had participated in an Insurrection and Edelgard's own war is technically one of rebellion albeit spiritual rather than wholly political, "That is another reason monarchies are instable: They create single points of failure and succession is too easy to plan for."
It was surprising to hear someone else say that their Church had done something similar, "I wonder if our worlds are connected in any way. Or if the worlds in general could be organized into a proper taxonomy of characteristics, like flora and fauna." Linhardt's eyes took on a far-away look as he quickly thought through what that might look like and suitably prioritized looking into the matter at a latter date.
"Have you considered abdicating?" The question was blunt. If Kelson's people hated magic due to it having been used by a nation that oppressed them, then the odds of them ever being reasonable about Kelson's magical talent were very slim.
The conversation bore fruit. And by 'fruit' Linhardt meant personal gain or interest. Not very long ago, Linhardt would have already wandered away from this conversation, but his attention span and ability to look beyond his immediate interests had improved over the war.
"I would appreciate that. I do not know if it will help - even back when I slept soundly and was allowed to I still slept around 15 to 16 hours - however, I've trained myself to wake upon most light disturbances so I do not die and that does prevent me from resting as I should."
Also Linhardt liked sleeping. A lot. The offer resulted in the mage giving Kelson his first honest smile, the cynicism and irony melting away for a moment to be replaced with genuine gratitude.
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He did raise an eyebrow when they discussed succession. The man wasn't wrong, but Kelson was never going to admit it. "No. Never." He was momentarily taken aback by the question, before he stopped and thought about where Linhardt was coming from. The question made sense, Kelson just didn't like it.
"If I abdicated I wouldn't be able to make change and we'd be right back to where we were. Hating magic and anyone who has the unfortunate accident of birth to be born with it. That kind of bigotry is unacceptable." He gave the other a wry grin. "Besides, it's working." He had decided to just. Let them hang themselves with their own rope. "People are ignorant, and ignorance can be changed. Educated. Bigotry cannot be. Those who cannot fall in line....I'm....weeding. Lawfully." Okay. He hung the Pope. From the rafters. It was therapeutic.
Kelson likewise got a faraway look, as if trying to categorize their worlds as well. But Linhardt's sleeping problem caught his interest. Quite a lot. "You sound like someone I know. He too has to be told when to sleep and when not to push himself." Like Morgan, Linhardt cared too much he guessed. He pushed himself, far beyond what was safe. Or wise, to help others. "I'd be quite happy to deal with you just as I deal with him. We all need a good night's sleep sometime. You will be perfectly safe." Even if it didn't work, it was an interesting exercise. To see what their magics did together. How his Deryni abilities worked or did not work with Lindhart's crests.
Kelson smiled back, glad he had perhaps made one friend here.
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"That is commendable." Linhardt still thought it sounds like too much work, but he felt that way about Edelgard's ambitions as well. He wasn't ever going to be a person who wants to impose his will on the world even when it frustrated him. Instead, Linhardt went around systems he did not like rather than complying with them, "Though I do not see why we are using euphemisms. You are killing your political enemies."
Just like Adrestia was, "However, I do not understand the situation. People with inborn magical gifts such as myself are elevated in my culture. Some houses even require it for a child to be an heir." So it would seem to be the inverse of Kelson's culture, "I do understand the need and wish for change. I merely wish it were possible peaceably."
Linhardt couldn't help himself, he laughed. It was a restrained sound, but a laugh nonetheless. Kelson had such an interesting interpretation of Linhardt's problem, "Not to? You aren't going to lecture me for not doing enough?" That was what everyone did. Or they mocked him for being lazy, "It isn't that I don't sleep enough. I do. I'm just always tired. I fall asleep on the battlefield; if I hadn't trained myself to wake up I would not have survived long. I will gladly accept your aid as long as it is not too burdensome for you. And you mustn't overuse your energy on my account."
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"It's not commendable, it's what I swore. I do not take my oaths lightly and my coronation oath principally." Still, he winced when the other outright called him out. Kelson hated killing. At least using euphemisms softened it a bit. His voice was a bit harsher when he spoke, with a more bite to it. "I am upholding the law. Those that cannot behave civilly toward others have no place in my court." A little softer now. "It's not like I didn't try. I tried for so long."
Kelson often had a unique interpretation of problems. It seemed to be the entire issue behind his rule. "Not at all. You are doing the best you can with the circumstances you are given. That's not a failure, that's a strength. But you and those around you are upholding you to the same circumstances and merit as those who are unhindered. That's like saying someone with brown eyes are better than someone with blue eyes, because they can see better in bright sunlight and don't get sun blinded as easily. It's ridiculous. It's part of who that person is, with all the strengths and weaknesses."
Oh Linhardt. You got him started. You got him all wound up about a silly thing like equal rights just by talking about being tired. "I can help you, so I shall. As long as you are willing. It's as simple as that." End of discussion.
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It was a no win situation in a lot of ways, "If I am honest I do not know how we are still a functioning nation - this is the third conflict we've had in my life time. My father does things with math and contracts that scare me." How do they have any money? Where is it coming from?
"Then taking the oath is commendable. I have taken no such oath." Linhardt hasn't promised anyone anything, despite all the efforts to pin him down and make him choose things. It was similar to trying to pin down a dragonfly, "My nation started a war of aggression based on something we couldn't tell anyone about. I am not judging you. I just do not believe we should hide from what we are." It clearly disturbed Linhardt, but his dedication to the truth extended that far. Using euphemisms did not make the people he'd killed any less dead.
What.
Linhardt inhaled sharply and looked at Kelson in open surprise, blinking quickly to fight back a rather troublesome surge of emotion upon being told he wasn't a problem.
"People with brown eyes don't feel as though the sun is trying to burn out their retinas?" That was completely unfair. So Almyrans saw better and didn't sunburn? "Of course I am willing. Sleep is one of my favorite activities." And he was shameless enough to take people up on offers directly.
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The entire situation seemed like a preventable wreck. Like a cistern left to fester without care. Surely there where other circumstances to take into account that Kelson was not aware of, and he wasn't naïve enough to think he could solve all of them. But he was idealistic enough to think he could try. Honestly, it sounded as if Leicester could use some weeding too. But, he dared not say that out loud.
"Then you must play the long game." It was one solution. A patient one. One that didn't involve riding into the country and exterminating people. Kelson assumed talking hadn't worked to well, so he didn't suggest it.
"If you had your books here I could take a look at them. That is at least something I understand. Money and contracts. Gwynedd has had 6 major conflicts in the last four years that I've been king. Half of which have involved civil war, the other half, outside forces. You can make it work for you and your nation. It just involves. Careful planning." And it helped if you were one of the biggest and richest kingdoms in the area.
Kelson took another deep breath, trying to get a handle on the multitude of emotions that were also circling inside of him. "Neither do I." Sincerely, he did believe that. But, inside, he was terrified. He had been judged so often that he expected it. Kelson was the animal that expected to get kicked. " I have killed a great many people in the four years since I became king. It's not what I wanted. But it is the only thing that worked." And that troubled him, a lot.
And then he got a hold of himself, because he was not going to become undone here.
"That's what I'm told. I couldn't tell you first hand though, my eyes are grey." Sleep is one of my favorite activities too. I just wish I could put myself to sleep. It doesn't work that way though. But," Kelson ventured a change of subject, " you became a physician. Are your skills physical or magical?"
Linhardt from the villain route ;-;
Linhardt missed Caspar.
"I apologize for the misunderstanding. My father's actions scare me because I do not understand how things are going so well. I believe we personally have made a great deal of money on the conflict as the source of the raw materials used for weaponry, transportation, and infrastructure repair. My father is the domestic affairs minister for the country and Edelgard did not consult with him or make her intentions known before declaring war, yet Adrestia has not suffered substantial resource shortages."
The situation seemed ideal, but Kelson had mentioned a long game and that was what worried Linhardt, "I am beginning to wonder if the Crown is in debt to us and if so, by how much. My father is not the type to act altruistically for anyone outside of a few people. Her Majesty is not one of them." His father was very good at his job - the problem was he was the sort of man who wanted his fingers in everything. Linhardt objected to this as this would result in more work for him. They did not see eye to eye on the matter.
"You sound like Her Majesty. Except she sounds less sorrowful and more regretful." Linhardt wasn't unsympathetic. He understood; it had been made clear to him at a very young age that sometimes all the options available involved terrible things. He understood but he refused to agree with it. "I've killed people." Linhardt hated killing, but he hated it less than he hated dying. Or his friends dying. Or his troops dying. Or innocents. Or. "The worst part is that it gets easier." He looked vaguely nauseated.
Sleep was a much more pleasant topic. Linhardt smiled encouragingly, "Then we will need to provide you with the best possible sleeping environment. One of our first endeavors shall be finding suitable additions to our beds." Sleep was a very serious topic, "And finding all the areas around Castle Thorne which make for adequate sleeping categorized by type of dream, time of day that is best, and so forth."
"Both, but I rarely have need to resort to physical measures." It was so much more efficient and easier to use magic over physical effort. Just as it was easier to incinerate people than stab them.
<3
Which was difficult because as Linhardt was reminded of Caspar, Kelson was reminded of his blood brother Dhugal. Always wanting to have a good time, relaxed, easy going. And a battle surgeon and magical healer.
He missed him too.
Kelson put a hand up when Linhardt was finished. "I apologize as well. Just for clarification." Kelson felt he had to ask and hoped the other wouldn't be completely offended. "Do you approve of what your father has done?" If not, well. Kelson was completely confused as to how someone could abhor killing and yet sanction what was happening. But people were people. They came in all different packages. He just hoped his new found friend was everything he seemed.
He was sorely tempted to truth read the other, to try and find out if they were telling the truth but. That was rude. And, what actually stopped him was not knowing if Linhardt could tell. He did have magic after all.
"It does get easier." Kelson agreed at last, in a small voice. "And that worst part, you are right." It was horrible. And perhaps one of those terrible things about being a king that Linhardt had mentioned. Having to live with yourself and the decisions you were forced to make. Having to like yourself after. Or pretend you like yourself.
"You mean finding places other than our assigned rooms?" Wasn't that the entire point of a bedroom? To sleep in?
"So if I cut myself, you can heal it?" He paused. "Can you cure hangovers?"
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"I don't know." Linhardt answered honestly, taking no offense to the question. He has never been shy about offering his opinion - he and Edelgard were somewhat known for their stubborn disagreements - and here Linhardt was not subject to the consequences he would be at home so there was even less reason to be withholding, "My father might be right that he's the best person to be doing these things and that the concessions he wants from Edelgard will temper her excesses and keep her from changing things too quickly. Edelgard strikes me as the sort of person to find help wherever she can, and the other options would be far worse for the country." It was a frank statement: Linhardt admired Edelgard and might under duress or a great amount of substance admit to seeing her as a friend and being concerned for her, but he was able to hold his opinion of her as a ruler outside of his personal regard. The war had given Linhardt a gift for compartmentalizing.
"He is also a good ruler of our territory, which many of his peers are not." Nobody in Linhardt's territory feared their lords, their people were well off and educated due to the territories' specialty in skilled trades, and their territory was defensible, "But even if it is wise for my father to have more power in Adrestia, it is absolutely unwise for me to inherit it."
Linhardt didn't fear that his father would abuse the power. He feared that the results of his father's actions would overwhelm him and chain him to Adrestia for the rest of his life. He also somewhat worried how Edelgard and Hubert would respond: so far they worked together irritatingly well, but they were all deeply pragmatic and equally committed to getting what they wanted, "I hate this discussion topic. I can't do anything about political idiocy."
"Of course. We can't only sleep in our beds. Have you never slept smelling fresh roses? Or in the afternoon sun atop a beach stone? What other basic joys in life have you missed?"
"Have you ever had sorbet?" Perhaps Kelson was so interested in politics because he has been completely deprived.
Linhardt raised an eyebrow, "Yes. To both questions. If you wake me up for a hangover, the only thing I promise to do is make you feel worse." A doctor didn't mean Kelson's doctor.
"Cuts are basic. Hangovers are more complex. Both are rather routine and dull."
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But it did bother him that Linhardt didn't have a clear sense of what he believed. Perhaps that was a byproduct of his lack of duty. Or sense of duty. One couldnt just have fun all the time.
"I'm glad you realize that at least. Do you intend to abdicate then?" Kelson asked the same question that had been asked of him, and then shook his head.
"You are right. Let's turn to other, less tedious topics." Although Kelson loved politics. He understood them. Still, he was also known to get bored during court and council meetings.
"Sorbet? No, I can't say that I have. And no, I have not slept in odd places." While deprived would not be a word most people would use with respect to Kelson's position or live, he certainly hasn't been free. Or it seems, exposed to sorbet. And yet, yes, he totally did expect Linhardt to be his doctor. Wasn't that the way it worked? He was the king! Okay. A king. Perhaps not Linhardt's but. Still.
"Some physician you are."
Linhardt is from a very stressful canon point...
"There is nothing odd about them. Why would there be warm stones if not to sleep upon? The world is created for enjoyment. I endorse the experience. I also recommend sorbet - it melts on the tongue. I enjoy the flavor of peach the most, but almost any fruit can be used and it will be delectable."
Why were people so complicated? Linhardt's posture shifted, arms coming up and crossing in a defensive gesture at the statement that he was a poor physician.
"As you say, I am a terrible healer and you should never seek my services."
Ordinarily, Linhardt would have left it at the sardonic reply, but there are implications to the idea that he is a poor physician. That he would allow for harm to come to his friends, when he has moved mountains to keep those idiots alive. To keep the consequences of their actions from following too heavily on the poor souls following them.
"I am the type of physician who practices on battlefields and who sets boundaries so that my healers do not desert or give into despair en masse. And a physician that needs to conserve his limited energy - the topic we just discussed - for emergencies. A child can heal cuts and you choose to drink that many alcoholic drinks. There are far fewer healers with expertise in poison removal, exotic magic, or complex internal injuries. Or who can perform complex healing on the front line without being killed."
Linhardt didn't care about his title - he might be Lord Hevring or he might not. He for some reason cared very much at the insinuation he was not acting in the best interests of those he cared for. Which was surprising, and Linhardt widened his eyes after his rant, then reached up to pinch his nose and breath, clearly shocked by his own outburst.
"I apologize. You should think whatever you please."
<3 so is Kelson. They are both not exactly at their best!
And then Kelson stepped in it. He sighed, realizing that maybe he shouldn't talk to Linhardt the way he might joke with Dhugal. They were different people, and, well, obviously, he knew Dhugal a lot better than he did Linhardt.
"You are right. I sincerely apologize. I spoke without thinking. This place has me all mixed up." Which was true. He was not doing fabulously only a tenuous hold on his own magic and it was keeping him in short temper and nauseated himself.
Kelson tried to give a peace offering. "If you do find yourself working on a patient in need of pain control, I can help with that. Or if you need defending. I am quite good with a sword. Or a bow." Also he used magic to cheat. But he'd rather others be dead than himself or his companions.
It seems, perhaps, Kelson had misjudged him. Linhardt did care after all. "I'm sure you are quite a valuable physician. It truly is a noble calling."
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An apology. That suggested Ferdinand: The Farghans tended to double down when they made mistakes or their worldview was questioned. Ferdinand was capable of recognizing his errors, which made him bearable.
"Thank you." Linhardt appreciated the apology. He wasn't the sort to hold grudges - what mattered was someone's current behavior. His primary interest when it came to conflict was always resolving whatever action or disagreement had led to it; he has no desire for revenge or to demand his feelings be acknowledged.
"I sincerely hope that I will not be in a situation where anyone is trying to kill me. I am tired of that experience; it has become tedious." And Thorne had done little to earn his participation in whatever conflicts they find themselves in, "I would prefer you flee rather than harbor any foolish thoughts of defense."
Linhardt didn't like people endangering themselves for him.
"It may be a noble calling but it's also a rather endless one. Like trying to move the ocean with a thimble." Save everyone so what? They can die the next time instead? It was wearing on him, "Especially when your patients go around doing things like offering defense to strangers." Was there something about being royal that made them like that? An allergy to self-preservation?
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While being a giant buzzkill, Kelson was also self aware enough to realize his mistakes. And then usually emotionally flaggelated himself until someone made him stop. Blame his mother for that one. He was totally his mother. Just don't tell him, he'd be so offended. But there were also times when he'd dig his heals in and refuse to believe he was wrong. You could wear him down and make him realize his mistakes but sometimes, he was obstinate. Kelson held himself to a high standard and became absolutely maudlin when that standard was not upheld. Or simply refused to believe it. One or the other. It usually eventually ended with wallowing depression though.
"Sometimes my temper gets the best of me. It's a fault." It was a Haldane thing. He had been told not to antagonize people. And yet, sometimes he antagonized people. But that was one thing he and Linhardt agreed on. Actions spoke more than words.
"If the situation is hopeless, we both will flee. But I don't leave people behind." As for self preservation and defending others, it was definitely not a royal thing. Or Kelson wouldn't have had to just behead his cousin. No, best not thing about that. He was getting nauseous again.
"Ahh, so I am your patient!" He smiled. "I think we have that in common, trying to do good and create change sometimes feels endless and thankless." Kelson didn't say anything but he thought that the situation they were in here in Thorne did not care that Linhardt wanted out. If he read things correctly, it was a dangerous game they were in, and Thorne was losing.
Maybe he was wrong.
No. He wasn't wrong. The signs were all there. The guards, the tension. He sighed.
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"If other people want to leave, we would protect them." People should be allowed to leave, especially civilians. None of them had ever asked for any problems, why should they have to bear the consequences? "But I am not going to stay and risk my life for those who refuse to leave. If they have death wishes, that is their concern." Linhardt had taken the position he had out of personal interest in his colleagues' safety. He had no such personal relationships to risk his life for in Thorne.
"You are not my patient." He insisted, "Consider it professional courtesy I have for whomever is responsible for keeping you from dying." Linhardt would help Kelson, but he didn't want Kelson to know that. That might mean Kelson would give him work.
"Why the sigh?"
Linhardt had found Thorne hospitable enough except for the insistence that he wasn't allowed to leave.
And then work went nuts and I lost my mojo <3 sorry!
"I'm afraid we may not be given much choice in the matter." Kelson finally admitted. "Have you noticed the guards around Thorne? The tension? It's not normal. It's exactly what I would do if things were going very, very poorly." Guards would be tripled, archers would be standing by unseen. He'd have magical enchantments and warnings ready. No, something was not right here.
"I think Thorne is losing the right. Or at the very least, they are not doing well."
I'm only this quick cause Mondays are one of my days off no worries
There was never any tension to observe because more than 2 other people in a space meant that it was time for Linhardt to leave. He had entered this world as a nobody and intended to stay that way. Nobodies were allowed to spend their lives in libraries.
"I take your point, however. I can't imagine they would be summoning healers unless they were losing too many soldiers. I have no intention of being involved; I do not have enough information to know if Thorne is worth preserving or what they would plan to do if they reversed their fortunes. I do not know what Thorne's citizens think."
"Just because they are the nation who called us does not mean that they are correct. Or that any of them are." It was entirely possible for every nation in Abraxas to be corrupt. Or for this all to be a big communication mishap. Both are possible. They just didn't know.
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He wondered what it would be like to live like that. To just. Avoid. Care but not care. He couldn't do it. Maybe that was just a fact of who he was, as much as his upbringing? Intrinsic nature or taught behavior?
"Did you ever think that we might not be given a choice?" Kelson decided to voice his fears. Linhardt could make his decision now or when the time came. But at least he'd be forwarned, if Kelson was right.
"Like you said, ordinary people often get caught in the crossfire. We're right here in Castle Thorne. Do you really think we're going to be left out? That they went through all of this trouble just to have someone say 'no thanks'.
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...
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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