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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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murderbot | the murderbot diares | free cities | the tower
i. [There is no part of this situation that Murderbot is happy with; in all honesty, its pretty sure that this is some kind of hallucination or dream, caused by a catastrophic failure. But on the very slim chance this is real, Murderbot wants to be prepared to deal with any kind of threat that might be present.
It has both energy weapons still, but they might not be the best weapons to use when they require, you know, energy (something that Murderbot is limited in accessing, here). The weaponry here is archaic, far outside its usual operating standards, so familiarizing itself with their function had seemed like a good idea.
It adjusts to the swords easily, and it actually likes the (blunted) spear that it spends a few hours practicing with; Murderbot moves with it fluidly, appreciating how the weapon almost feels like an extension of its body.
The bow, however, is a problem. The process should be as simple as lining up a shot and firing the projectile, but there's something about the weapon that Murderbot can't quite seem to get. The longer the attempted training goes on, the more frustrated Murderbot gets, eventually snapping an arrow in half to throw on the ground.
That feels like a very stupid and petulant thing to have done, once the flash of anger has dissipated. Hopefully no one saw that.]
ii. [Things that Murderbot likes:
Winning.
Hard currency.
One of the soldiers had offered the bet, and Murderbot had accepted, then doubled the wager without hesitation.
The obstacle course looks simple, a quick evaluation is all that's needed to map out the quickest, most efficient route, and as soon as the race is started, Murderbot bolts. Its top speed far exceeds a human, not to mention its far more agile and stronger than most humans. It easily vaults over obstacles, scales wooden walls, and scrambles under nets, nothing really slowing it down.
Which, it turns out was a mistake.
The soldier hands over the winnings without complaint, and then the conversation turns to enlisting, to how useful someone like Murderbot could be to the army, and things start going… poorly.
Murderbot does not raise its voice, but there's a sharp, dangerous edge in its tone as it warns the soldiers to leave the subject alone.
This might be a good point to intervene, before someone gets thrown across the training grounds.]
swan song
[At first, Murderbot chooses to ignore the swans, as they don't seem inclined to pay it much attention, either. Possibly something about the vibe it gives off; animals are often smarter than humans and know when to avoid something that really doesn't want to be bothered.
That doesn't stop the swans from bothering other people, and although Murderbot definitely doesn't care (and honestly, finds it a bit amusing), eventually it does decide to step in and resolve the situation.
Anyone being harassed by a swan might suddenly find an imposing figure stepping into their space to efficiently grab and restrain the bird, the grip on its neck is gentle but unyielding as the swan's body is tucked neatly under Murderbot's arm.]
Do you require medical attention?
[To the person being rescued. Not the swan.]
nocwich
[Murderbot hasn't experienced anything like this before, not that it can remember. The festival on Preservation comes close, with live performances and stalls, but shopping is a completely different experience, even somewhere as un-corporate as Preservation. So far, Murderbot has been wearing only the uniform provided by the army, but now it stops here and there at stalls and stores selling handmade garments.
It had… liked… dressing itself, and it hadn't given much thought to that fact until now. With everything so strange around it, being provided simple, basic clothes had been somewhat comforting in the familiarity. Now, though, it wants to choose its own clothing.
There's only one problem.]
How do you determine the size required?
[Murderbot asks someone nearby, brow furrowed in confusion.
When it had purchased clothes on various stations, the booths had simply provided the correct sizes based on body measurements. Having to figure out how to choose a size is a new, strange situation.]
the barracks
[Some poor unfortunate souls have had the bad luck of being assigned a SecUnit as their roommate.
Murderbot isn't the worst roommate, really, but it's very, very awkward and very imposing and doesn't sleep.
So… good luck with that.]
swansong
Hey! Who asked you to get involved?
[Did we say swan? That definitely was a swan a moment ago. Now it's a (still pink) porcupine. Keep holding on. See what happens.]
no subject
While the person who Nimona was bullying makes the sensible decision to retreat, Murderbot readjusts its grip on Nimona to avoid the spines, and turns down its pain sensors just in case.
Can fauna talk in this place? And change their shapes? Murderbot isn't sure, so it doesn't let go quite yet.]
I don't need to be asked.
[That's the fun thing about self determination. If Murderbot wants to get involved, it can get involved.]
Why were you trying to harm that human?
no subject
They twied to hawm me first.
[Yes, complete with an adorable baby voice that can't say R's. It's possible she's playing it up a little more than necessary.]
no subject
Humans are gross. Human infants are even more disgusting. They have so much less control over their own fluids.]
I find that hard to believe.
[Murderbot does put Nimona down, but gently, placing her on her feet.
It does not look at her face.]
You were a bird capable of flight, you could have fled.
[If the human really had attacked first. Not that Murderbot doesn't understand revenge, but still.]
no subject
[Oh yeah she's a girl now, back in the form that is, if not default, at least the one she's been defaulting to lately, and looking pretty unimpressed.]
Plus, they were throwing rocks at birds. Someone hadta politely explain that was rude.
no subject
Looks can be deceiving.
[Murderbot doesn't look like someone who flees, either, but it has and will book it if that's the most strategic option. Sometimes you just gotta run the fuck away.
The revealed information about throwing rocks does give it more pause; that sounds feasible, from what it knows about humans interacting with fauna.]
I have been informed in the past that attempting to bite people is not considered polite.
[This.......... is a joke. There's a faint hint of very dry humor in Murderbot's tone.]
no subject
Oh, shoot, wish you'd told me earlier. I thought it might be different here. Like, people throw rocks to say hello and then bite to say how are you. Just trying to get used to the local customs, you know?
no subject
You are a very angry adolescent. [No shit.
Murderbot wants to leave, but unfortunately feels some responsibility to not just wander off.] Do you have a parent here?
[Can it just hand her off to someone and make Nimona their problem? That would be best.]
no subject
[She leans in, eyes big.]
Are you out past your bedtime?
[...In the middle of the afternoon.]
no subject
Constructs don't have parents. Or bedtimes.
[That's one good thing about being a construct.
It's sort of weird to just... be open about this, but Murderbot had quickly realized that no one here knows what a construct is, or a SecUnit, and its honestly tired of pretending to be something it isn't, so it hasn't bothered with the "I'm just an augmented human!" routine.]
no subject
[Nimona doesn't actually know what that is but she still beams.]
Cool! Neither do-- [she hesitates for a moment here because she only has two words for what she is, and she hates "monster." She finishes off a little lamely with:] --me.
no subject
A combination of mechanical components and cloned organic material.
[Totally normal thing to be.
Murderbot raises an eyebrow at the pause; Dr. Mensah makes this expression a lot, and it seems to be effective at communicating skepticism and curiosity. Among other things.]
You are a shapeshifter, yes?
[That's what something like Nimona would be called in a fantasy serial.]
no subject
[Oh look she's a shark now. With legs.]
Shifting shapes is just what I do.
[It's not her identity.]
(no subject)
(no subject)
Nocwich
(Igraine is selecting a blue-grey cardigan from the very same stall to lift from the table. She holds it against herself, looking down. The hem of it may run slightly short (she is a long person), but despite this she murmurs,) It's beautiful. (Faint praise. She spreads it out across the table, on top of the display.)
I've never been good at knitting, (she adds, plucking at the pattern. Her voice is quiet, lofty, and identifiably Welsh, if Murderbot understands such things about people.) I have a problem with keeping good tension.
no subject
Loose clothing is less restrictive.
[It has liked the wide pants and long kaftans common to Preservation, the slits in the tunic had allowed movement. Loose fabric also covers more; tighter clothing can reveal the structure beneath, and makes it more obvious where organic components meet hard metal.
Murderbot considers Igraine; the accent is one its heard in a few serials, but not common in the Corporation Rim or on Preservation. But there are people from many worlds, here, and Murderbot has to keep reminding itself not to assume everyone is human or from the same part of space that its from.
Any over servation is done via a few small drones, little shiny things the size of a fly zipping overhead, because that means Murderbot can keep staring at the clothes instead of having to look at Igraine's face.]
I don't have the required education modules for clothing production. [Which is to say: it doesn't know shit fuck.] Appropriate tension keeps the fibers together?
cw animal death mention
She is not trying to listen to this person's heart. Not purposefully. Igraine has found that, with practice, she can tune them out if she likes. It does feel respectful to. But an odd, wet clunk catches her ear, and, holding a white blouse in her hands, she pauses with her eyes on Murderbot.
It isn't very loud, not like a human or animal heart, both of which pulse and seethe obscenely in her ear if Igraine allows them to. It's a lot easier to ignore it when she isn't hungry. Today, she is not. She drank from a swan this morning, sunk her teeth into its neck and sucked and held it tucked underneath of her arm while it died, like a football, which was pleasant. She's felt light and airy for hours afterward like her feet could leave the ground at any moment.
Anyway. The person near to her, asking about clothing. Describing knitting in an overly complicated way. Igraine straightens up again, confused. Slowly, the mechanical thump of what could only be a mechanical heart fills her ears.)
Nobody taught you how to knit. (That is how you say that. Take note.
To put it bluntly:) You're different.
no subject
I have no preference, only that it does not impede movement.
[The thing about being a SecUnit is that people get nervous about being around them; there's often an extra level of scrutiny, usually with the addition of weapons being pointed at it while the humans decide if they should shoot or not.
So it's used to the scrutiny, recognizing it when Igraine seems to be paying close attention to something, although it isn't entirely sure what, exactly, she's paying such close attention to. Murderbot had, upon arriving here, decided to keep running the 'look more human' code, the one that generates random small movements and changes its walk to appear more natural, but it isn't actively trying to hide what it is.
There are so many things that Igraine could be picking up on, really.]
Yes. [It has to stop itself from saying something snarky.] What gave me away?
[Task failed, that sounded pretty snarky.]
no subject
She is in a new place, with new people. Presumably they will leave again at some point through one of those portals, so the people that live here are uniquely suited to hear Igraine actually say what she is and what she can do. Why would they care about it? She isn't going to stay here. It's a practice run for telling someone who matters.)
Not knowing how to knit.
(Old habits die hard.)
no subject
It could lie, too, go back to pretending to be an augmented human, but it doesn't want to pretend to be anything other than what it is. ART was right about that.]
Does it matter?
[The difference, not the knitting. Murderbot assumes that the follow up is going to be what are you, and it could just volunteer that information up front to make things simpler, but it's never made anything simpler in its life and isn't going to start now.]
no subject
(She doesn't care if Murderbot knows this, or dislikes her for it. She's still watching it, listening to the mechanical pulse of its heart and wondering. Eventually, she holds out a shirt, sleeves three-quarter length. It is roomy enough, in the chest, but the sleeves taper down toward the crook of the elbow and will not get in the way.)
Try this.
no subject
When a shirt is offered, Murderbot accepts it to inspect the fabric. The sleeves are... a potentially problematic length, a fact that offers an easier way to explain what it is. The shirt is placed gently back on the table, freeing Murderbot's hands so it can push up the sleeve of its current shirt.
There are seams, along its forearm, where the energy weapon is hidden beneath a panel of skin and metal. Rather than reveal the weapon, the sleeve gets pushed up further, to the elbow, where there's visible mechanical components without skin to cover them.]
Humans get nervous.
[When they can clock it as different, that's why it prefers to cover any parts that look obviously wrong.]
no subject
People don't have seams.
Or these little components that sit in odd, perfect shapes, like buttons that could be pressed. Igraine almost touches one, stopping herself with one hand held halfway out, which surprises her. She has become extremely good at finding excuses to never have to touch other people, because none of them ever like the feeling of her skin, unusually cold. Unpleasant.
Trying it on, she says,) I am not human.
(Which may cover for her lack of reaction to the seams, aside from nearly touching one.)
no subject
It wants to tell Igraine not to do that again, attempt or otherwise, but I am not human is — distracting.
One of the drones runs a quick scan, though the functionality is limited without access to a Sec or Hub system.]
Your body temperature is atypical. What are you?
[Look. It showed what it is, Igraine can share too.]
no subject
(To Murderbot,) Not here.
(It would be better to talk about these things in privacy.) Once you're done looking.