ABRAXAS MODS (
abraxasmods) wrote in
abraxasooc2023-07-20 10:24 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Entry tags:
TEST DRIVE MEME #13
Test Drive Meme
Welcome to the Test Drive Meme for Abraxas! This meme is run a little bit differently than most in that you'll be asked to choose one of the three different arrival scenarios below for your character to take. If you have any questions about this mechanic or anything else related to the TDM, please take a look at the questions below or ask one of your own under the Questions header below. For general game questions please still use the FAQ.
Below are some links to information you may find useful. Our Setting pages have information about the world itself as well as current events for each nation, while our Game History page outlines the game's story so far.
Setting | Game History | NPCs | Arcana
You can also find answers to questions asked on previous TDMs in their respective questions threads.
Below are some links to information you may find useful. Our Setting pages have information about the world itself as well as current events for each nation, while our Game History page outlines the game's story so far.
You can also find answers to questions asked on previous TDMs in their respective questions threads.
The TDM is forward-dated to when the summonings occur in-game (when applications are accepted), at the start of August.
Summoning
You awaken suspended in the abyss, silent darkness stretching out in all directions. If you try to yell, you'll find that the sound doesn't carry. If you try to move, you'll find it's impossible to tell whether or not you're actually getting anywhere. If you reach for an item you were carrying last time you remember being awake, your hand will only touch bare skin.
You're naked and floating helplessly through the void, and what little air you have in your lungs is running out.
There's a pinprick of light that almost looks like a faraway star but as it grows it becomes clear that it's actually quite close. It's hard to make out any individual objects, as if you're looking from beneath rippling water.
A hand plunges through and you realize water is just what it is. Whether you take hold of the hand or not it will grab you and yank you up through the surface, lifting you out until you're sprawled on solid ground - still unclothed.
You're naked and floating helplessly through the void, and what little air you have in your lungs is running out.
There's a pinprick of light that almost looks like a faraway star but as it grows it becomes clear that it's actually quite close. It's hard to make out any individual objects, as if you're looking from beneath rippling water.
A hand plunges through and you realize water is just what it is. Whether you take hold of the hand or not it will grab you and yank you up through the surface, lifting you out until you're sprawled on solid ground - still unclothed.
Arrival
You'll find yourself summoned to one of the following three major nations: the extravagant and magical Kingdom of Thorne, the bustling and advanced Free Cities, or the tightknit and faith-driven rural community of the Solvunn Commune.
If you had any powers, they feel unusually weak. Attempts to use magic or enhanced strength or powers of any sort fizzle out without any effect, but they don't feel completely gone, either. After a week or so, your abilities will return.
When you gather your bearings at last, you look up into a series of unfamiliar faces...and equally unfamiliar surroundings.
If you had any powers, they feel unusually weak. Attempts to use magic or enhanced strength or powers of any sort fizzle out without any effect, but they don't feel completely gone, either. After a week or so, your abilities will return.
When you gather your bearings at last, you look up into a series of unfamiliar faces...and equally unfamiliar surroundings.
Welcome to Thorne
Set into an indent on a marble slab behind the fountain is a card bearing the image of one of the Arcana. An apprentice mage - the one whose hand lifted you out of the fountain - brushes the water off on their robes and runs back to join a group of three others, who all stare intently at another mage with highly decorated robes and a large, heavy book. The man peers up at you for a moment and starts flipping through the book.
"One moment," he says, not bothering to look up from the tome. He looks tired. "I am Ambrose Rhett, the High Mage of the Kingdom of Thorne. We’ll explain everything in a moment, but for now, please calm down. You’re completely fine."
Regardless of your response, he keeps flipping through the pages, until he stops on one specific passage, stares at it for a moment, and then nods, satisfied. "Excellent." He motions for one of the young apprentice mages over. "Settle our guest in, please. I don't have all day."
The apprentice hurries forward with a fine silk tunic, pants, and some basic sandals. With a wave of their hand, the clothes reshape to fit you perfectly. Once you're dressed, the apprentice leads you into the hallways of Castle Thorne, prattling on about the kingdom, names of royals and nobles, and, of course, the reason why you're here: the world itself is in great peril, and tales of your exploits have reached far and wide across universes. If asked about these exploits, the apprentice will simply smile and shrug. The High Mage was happy to see you and that's good enough.
"One moment," he says, not bothering to look up from the tome. He looks tired. "I am Ambrose Rhett, the High Mage of the Kingdom of Thorne. We’ll explain everything in a moment, but for now, please calm down. You’re completely fine."
Regardless of your response, he keeps flipping through the pages, until he stops on one specific passage, stares at it for a moment, and then nods, satisfied. "Excellent." He motions for one of the young apprentice mages over. "Settle our guest in, please. I don't have all day."
The apprentice hurries forward with a fine silk tunic, pants, and some basic sandals. With a wave of their hand, the clothes reshape to fit you perfectly. Once you're dressed, the apprentice leads you into the hallways of Castle Thorne, prattling on about the kingdom, names of royals and nobles, and, of course, the reason why you're here: the world itself is in great peril, and tales of your exploits have reached far and wide across universes. If asked about these exploits, the apprentice will simply smile and shrug. The High Mage was happy to see you and that's good enough.
◎ Surroundings
Castle Thorne is where not only royals and members of the court reside, but includes the surrounding city itself. Now in summer, the weather warm and mild. To anyone used to hotter climates, it might even feel somewhat cool. In the distance, you can see snow-covered mountain peaks that are beginning to melt, and the gardens are in bloom. The castle is enchanted to be at a comfortable temperature.
As you walk or look around, you take in some of what's going on around you:
As you walk or look around, you take in some of what's going on around you:
- The North Wing, devoted to housing the Summoned, is tightly guarded against outsiders. As one of the Summoned, you're free to come and go. The guards aren't keeping anyone prisoner. They're there to protect you, and they take their jobs seriously.
- Apprentices, kitchen staff, guards - everyone seems to be bustling and busy. Though some tension is in the air when locals debate an execution involving the gods in Solvunn or the recent emergence of the Fey, there's also a buzz of excitement from the Crown Sprint - where a noble steed named Summer Eclipse and her rider Maertisa Cassidy were declared this year's winner.
- Life in the Castle has chiefly resumed, but the permanent increase in guards indicates a crisis in the past. There are also rumors of unusual rifts and creatures appearing out of nowhere.
◎ Exploring
Despite the troubles that plague the land, Castle Thorne and its surrounding city have much for you to indulge in.
Equestrian Exhibition
Hot on the heels of the extravagant Crown Sprint, Castle Thorne continues the celebration by displaying its finest horses. These include the Haylean Warmblood - bred for Hayle's mountainous cold regions - and the oldest breed in Thorne, the Circinean, named after Thorne's original settlement by Lake Circinus. You can get riding lessons from participants in the Crown Sprint, visit or volunteer to take care of the horses, or help the children who've arrived to take part in smaller pony races. While the children just want to have fun, many hail from noble and aristocratic families, so you find yourself witnessing a certain temperament from their parents...who are significantly more competitive and cutthroat than their kids.
Magic Lessons
Regular magic lessons are held by apprentice mages as part of their training, usually involving learning to cast a small spell. Join if you wish! The spell they will be teaching is conjuring a modest defensive light shield that can protect against a single magical blow. The spell relies on Academic Magic which involves a few words said correctly. You'll likely need a few lessons to grasp it unless you're well-versed in magic already. The class of fresh-faced students means there's a constant bright explosion of light coming from the practice room as the spells fail. It isn't dangerous, but it can be annoying.
Occupying Octopi
Due to the unusual rifts last month, a few octopi have made their way into Castle Thorne. These cephalopods have been spotted lurking in the baths, hiding in pools and lakes, and even taking a dip in the kitchen's water basin. Mages are desperate to catch the loose octopi so that they can return the animals to the ocean. The mages will give you a simple enchanted tracking orb to help locate them, but octopi have a habit of being elusive and squeezing into tight spaces - so retrieving one might take some innovation! Maybe it'll go smoother with a partner?
Nocwich
Nocwich, which is shrouded in an eternal darkness and is home to the werewolves and the vampires, opens on the first weekend of every month for a total of 3 days. Shortly after arriving, you'll be given a pendant that allows you to travel to and from the portal. In Castle Thorne, the portal is a short walk around the back of the castle. You can enter Nocwich freely and explore what's available in Oleuni Square and Luna. You won't be able to enter Ikorr nor will you be able to exit into another faction's portals. Once there, you're welcome to meet those from other factions, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready to rest, you're shown to the North Wing, which has been set up as living quarters for you and your fellow newcomers. There are four people to a room, but each generously-sized bed has opaque curtains that can be drawn around it. You can meet your roommates here and discuss your shared situation (those who were previously brought in may have a great deal of information to tell you).
Although you can leave the castle, you can't leave its surrounding city with the exception of entering Nott via portal in order to assist with rebuilding or visiting Nocwich. Borders are especially well-guarded right now due to the recent attacks. Besides, Castle Thorne gives you everything you need: fine clothes, great food and wine, massive libraries, and all the magic and knowledge you could want. Isn't that plenty? You won't be given money as you're provided for, so if you want to do some personal spending later, you'll have to find a job in the city on your own.
Although you can leave the castle, you can't leave its surrounding city with the exception of entering Nott via portal in order to assist with rebuilding or visiting Nocwich. Borders are especially well-guarded right now due to the recent attacks. Besides, Castle Thorne gives you everything you need: fine clothes, great food and wine, massive libraries, and all the magic and knowledge you could want. Isn't that plenty? You won't be given money as you're provided for, so if you want to do some personal spending later, you'll have to find a job in the city on your own.
Welcome to the Free Cities
Dry warmth hits you at once as you're set on a hard floor of dull ruddy stone. Men and women in unfamiliar uniforms of brown and red leather stand in a semi-circle around a small pool of water - the very pool you were just pulled from. The water is still now, rimmed in pale gold tiles with odd symbols etched into them. Across it is a raised pedestal with a card bearing an Arcana symbol.
A guard covers you with a simple robe and returns to their place in the semi-circle. Before you stands another woman, dressed in a more elaborate and decorated uniform than the others. A sword rests at her hip. She carries an air of authority as she approaches you with a nod and a warm smile. "Sorry about the circumstances. Take a minute, catch your breath. I'm Prime Minister Marlo Reiner and you're in The Free Cities. That nice lady over there will explain everything to you and get you settled."
A robed mage off to the side approaches to help you up. She brings you out of the cave through a corridor that angles upwards until you emerge in what looks like some kind of storage facility. You'll learn you're in the Cadens Desert Outpost 003, a military base on the outskirts of the major city of Cadens. You're told the world is in delicate and dangerous times, and you're needed to help. You're important and they're very grateful you're here.
A guard covers you with a simple robe and returns to their place in the semi-circle. Before you stands another woman, dressed in a more elaborate and decorated uniform than the others. A sword rests at her hip. She carries an air of authority as she approaches you with a nod and a warm smile. "Sorry about the circumstances. Take a minute, catch your breath. I'm Prime Minister Marlo Reiner and you're in The Free Cities. That nice lady over there will explain everything to you and get you settled."
A robed mage off to the side approaches to help you up. She brings you out of the cave through a corridor that angles upwards until you emerge in what looks like some kind of storage facility. You'll learn you're in the Cadens Desert Outpost 003, a military base on the outskirts of the major city of Cadens. You're told the world is in delicate and dangerous times, and you're needed to help. You're important and they're very grateful you're here.
◎ Surroundings
While you're currently at the outpost just outside of the city proper, Cadens on the whole is a large bustling city. Temperatures are sweltering, and the climate is hot and dry. Even the summer nights are relatively warm. Look to the west and you'll see a long stretch of desert wasteland. This is the infamous Badlands. The soldiers don't recommend going out there unprepared - you're likely to face a slow death to the elements or be eaten. Reaching Cadens is possible by wagon, a trip of about 2 hours each way. You're asked to return by sundown for your own safety... but no one will chase after you if you don't.
You'll be given a military style uniform with your Arcana stitched on it where a formal rank would normally be. As you walk or look around, you take in some of what's going on around you:
You'll be given a military style uniform with your Arcana stitched on it where a formal rank would normally be. As you walk or look around, you take in some of what's going on around you:
- Libertas shows signs of having suffered a devastating attack, but the majority of it has been rebuilt including a new garden park memorial that commemorates the lives lost. Chatter has shifted from the fire attacks to the gruesome execution involving the gods in Solvunn, as well as the Summoned's invitation to visit the Feywilds last month. Scholars and laymen alike can be heard debating the nature of gods, men, and the Fey.
- From Cadens to Aquila to Libertas, the streets are guarded. Soldiers patrol all areas, especially those typically occupied by the Summoned. This includes a particular inn and tavern in the heart of Cadens - The Sarstina - where the Summoned like you are often found. It's evident they're here for your protection rather than to prevent you from moving freely. Nevertheless, the atmosphere is cheery. Many have just returned from a fulfilling trip into the desert known as The Firebrand, where hobbyists celebrate innovation, independence, and unique inventions.
- Life in the Free Cities has chiefly resumed, but the permanent increase in guards indicates a crisis in the past. There are also rumors of unusual rifts and creatures appearing out of nowhere.
◎ Exploring
Despite the troubles that plague the land, the barracks and Cadens have much for you to indulge in.
Training Grounds
Non-lethal training weapons and obstacle courses are set up for anyone to use. The soldiers will be watching, and if you catch their attention they might approach you and encourage you to enlist. You're free to invite other new arrivals to spar, but be sure to keep things friendly and avoid trouble. Discipline is key in the barracks. If you're especially competitive, the soldiers will sometimes hold impromptu obstacle races with informal wagers made. They'll be happy to race against even the most unlikely of opponents, and you'll be judged more on your spirit rather than your skill. If you really impress them, they'll even buy you a drink.
Marble Engravings
A researcher named Esi Hollandse has unveiled her newest creation: a handheld "laser" tool powered by New Magic meant to help sculptors sculpt stone. Come visit the beautifully displayed marble sculptures created using this new technique, which allows for more refined carving techniques. Want to try it for yourself? Why not! With some guidance, you can create your own etchings on a small stone block and take home your newest piece of art.
Swan Song
Due to the unusual rifts last month, several swans have invaded Cadens and are now becoming a menace, stealing bread, grains, and desserts from market stalls and shops. You might come across a shopkeeper chasing a swan after it stole their cheese or a harried attendant at the museum shooing a bird away from their precious artifacts. Perhaps you could lend a hand? Or, you could find yourself an unsuspecting victim of a swan. Any captured swans can be brought to Portam Hall and delivered to one of the government departments there, though you might have to stand in line while grasping an unhappy bird. Be careful not to let it escape!
Nocwich
Nocwich, which is shrouded in an eternal darkness and is home to the werewolves and the vampires, opens on the first weekend of every month for a total of 3 days. Shortly after arriving, you'll be given a pendant that allows you to travel to and from the portal. In Cadens, the portal is a short walk away from the center of the city. You can enter Nocwich freely and explore what's available in Oleuni Square and Luna. You won't be able to enter Ikorr nor will you be able to exit into another faction's portals. Once there, you're welcome to meet those from other factions, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready to turn in, the barracks are waiting for you. They have a communal bathing room at the end of the hall, with curtains that can be pulled around the individual raised round tubs for privacy. Each barracks room is rather sparse. Six simple beds set against the wall, three on each side of the room, each with a trunk at the foot of it. You can greet your roommates here, most of whom will be new arrivals, as well.
If you plan on making use of your assigned quarters, you'll have your basic needs met: uniforms, a roof, bland food from the mess hall, and access to the training grounds. You won't be paid unless you formally enlist with the army. The longer you take advantage of the barracks, the greater the pressure to enlist. Some soldiers will start to see you as a freeloader if you refuse to join them yet continue to use their resources. If you're set on not enlisting, you can always strike out on your own in Cadens - but you won't be provided for and handouts are rare. You'll have to work to earn every copper and loaf of bread. Whether that's honest work is up to you.
If you plan on making use of your assigned quarters, you'll have your basic needs met: uniforms, a roof, bland food from the mess hall, and access to the training grounds. You won't be paid unless you formally enlist with the army. The longer you take advantage of the barracks, the greater the pressure to enlist. Some soldiers will start to see you as a freeloader if you refuse to join them yet continue to use their resources. If you're set on not enlisting, you can always strike out on your own in Cadens - but you won't be provided for and handouts are rare. You'll have to work to earn every copper and loaf of bread. Whether that's honest work is up to you.
Welcome to Solvunn
You're in a grassy clearing in the midst of a circle of large stone slabs stacked to look like doorways. In the middle is the same glimmering pool you were just pulled from. An elderly mage stands before an ornate altar. He holds an old leather-bound book in one hand and in the other is a card bearing an arcana symbol. "I detect no ill will from the gods," he says. "It seems we've been blessed with success."
Those that had gathered all breathe a sigh of relief and now seem pleased. One offers you some clothes of leather and knitted wool that seem to fit you perfectly. A rough-looking man steps forward once you're dressed and motions with his head outside of the stone circle. His speech is informal, his consonants harsh.
"Hold your horses, I can see all those questions coming about! Rowan March, at your service. I'm one of the council members of Solvunn. There's a lot to discuss, but it's best talked about over a hot meal." He leads you to a horse-drawn carriage and helps you up into the back. He talks the entire ride to the center of the Primary Settlement. You're told that the world hangs upon the brink of disaster and that there are those in this world that are happy to see it fall to ruin with their meddling.
You're important. The gods have graced them with your presence. They're delighted you're here.
Those that had gathered all breathe a sigh of relief and now seem pleased. One offers you some clothes of leather and knitted wool that seem to fit you perfectly. A rough-looking man steps forward once you're dressed and motions with his head outside of the stone circle. His speech is informal, his consonants harsh.
"Hold your horses, I can see all those questions coming about! Rowan March, at your service. I'm one of the council members of Solvunn. There's a lot to discuss, but it's best talked about over a hot meal." He leads you to a horse-drawn carriage and helps you up into the back. He talks the entire ride to the center of the Primary Settlement. You're told that the world hangs upon the brink of disaster and that there are those in this world that are happy to see it fall to ruin with their meddling.
You're important. The gods have graced them with your presence. They're delighted you're here.
◎ Surroundings
The Primary Settlement is full of greenery, blessed with the fresh ocean breeze. Winds are gentle and the temperatures are comfortably warm with light humidity. The scent of wildflowers fills the air. The shops, farms, and homes around you are all modest and unassuming. You get the sense that the people here prefer to blend in with their neighbors than stand out.
As you walk or look around, you'll be greeted warmly, even eagerly...though there's an edge of awestruck nervousness to some. Though the settlement is often quiet and calm, there's still plenty to take in:
As you walk or look around, you'll be greeted warmly, even eagerly...though there's an edge of awestruck nervousness to some. Though the settlement is often quiet and calm, there's still plenty to take in:
- Shops and stalls in Solvunn are booming with the fruits of spring and summer. Vendors are eager to barter goods and are in the habit of including extra gifts with any purchase or trades made. If you are looking for a good deal, now is the time!
- Those in Solvunn are no longer discussing the execution of former Council member Josselyn Creed, but the ashes of her bones remain on display by an altar in the Primary Settlement - a reminder and a warning not to stray from the flock. As well, there's curious chatter surrounding the Summoned's invitation to visit the Feywilds last month.
- Life in the Solvunn Commune has chiefly resumed, but the focus on appeasing the gods and increased shrine offerings indicate many have not forgotten the troubles of the past. There are also rumors of unusual rifts and creatures appearing out of nowhere.
◎ Exploring
Despite the troubles that plague the commune, the commune and its settlements have much for you to indulge in.
Goat Racing
That's right. One of Solvunn's fine traditions is its regular goat races. Meant to be a bit of informal fun, there's a pen of goats where you can choose a goat, get a number, and simply join one of the starting lines. These goats are not trained so the race is less of a race and more pure chaos as the goats do what they please. Whoever eventually wrangles their goat over the finish line wins. The only rule is that you can't pick up or physically pull your goat, but you're free to cajole, lure, or even use a bit of magic to get yours to the finish line first. Winners receive small prizes of cheese, ale, wood charms, woven baskets, and other similar tokens.
Shrine Supervision
During the recent Summer Equinox celebrations, the youth have a habit of holding their own tradition called the Guardian Séance. These unsanctioned rites are quickly stopped by Commune Elders, but there's been some damage and messes that need to be put right. Elders have asked you to supervise the adolescents who've been assigned to clean up the shrines and restore the damage they've caused. Beware of snakes in the grass! You're also welcome to help the teens with their task. Once completed, Elders will invite you to make an offering in the formal traditions of High Magic.
Bird Baths
Due to the unusual rifts last month, and with the convincing of a few of the Summoned, Solvunn has agreed to raise some of the unique pack birds on one of their farmlands. Unfortunately, the week's downpour has caused them to become very muddy. Desperate farmhands have asked for your help giving the birds a good wash to clean their dirty feathers. You can also help feed them grain and prevent any jealous goats from headbutting or fighting these docile birds.
Nocwich
Nocwich, which is shrouded in an eternal darkness and is home to the werewolves and the vampires, opens on the first weekend of every month for a total of 3 days. Shortly after arriving, you'll be given a pendant that allows you to travel to and from the portal. In Solvunn, the portal is a short walk away. You can enter Nocwich freely and explore what's available in Oleuni Square and Luna. You won't be able to enter Ikorr nor will you be able to exit into another faction's portals. Once there, you're welcome to meet those from other factions, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready for your bed, you're brought to the center of town and escorted to an apartment above one of the establishments in town. The living conditions are temporary if you'd like them to be: the local families would also be happy to host you in their home. In return, you'll be expected to contribute to their household, taking upon daily chores and repairs. While money has its uses, many establishments and craftsmen are happy to barter with your time or skill for their goods. You'll find your willingness to trade and your friendliness with the natives more valuable than gold.
You can even leave for the other two settlements if you like, but you're encouraged to remain in the Primary Settlement. Just be sure you have an invitation to the Secondary Settlement. There are tales of travelers visiting the secondary settlement without invitation disappearing without a trace. The gods are as hungry as they are protective.
You can even leave for the other two settlements if you like, but you're encouraged to remain in the Primary Settlement. Just be sure you have an invitation to the Secondary Settlement. There are tales of travelers visiting the secondary settlement without invitation disappearing without a trace. The gods are as hungry as they are protective.
Questions and Answers
If after reading these you're still unsure about anything, or your question wasn't covered, please feel free to hit up our Questions thread below!
- How many slots are open?
- Please check the Taken page for how many player, franchise, and canon slots are available. Activity check will be processed before applications open, so the count may change between now and then. Existing players can apply for a second character without restriction.
- How do I choose a scenario for my character?
- Pick whichever situation appeals to you most. Which faction your character is drawn into has nothing to do with their personal morality, beliefs, or how highly they regard themselves and their own accomplishments. Anyone can be put into any one of the situations.
- What happens if my character refuses to comply with the NPCs?
- They will be forgiven for their moment of panic or anger if they have one, and the faction leaders will try to calm them and persuade them further. If they put up too much of a fight and/or start actively attacking anyone, they will be warned once that everyone is willing to put them back in the well where they came from (see below), and if they continue to fight they will make good on that promise.
- My character intends on causing a lot of trouble (destroying parts of the cities, murdering the NPCs, etc.), what would happen to them?
- Characters who make too much trouble for the mages and other NPCs would be thrown back in the well (which will mean drowning in the void, not returning home). Brawling with other PCs and causing minor damage is fine and will be greeted with a cranky attitude and intervention from various NPC guards, and there will be plenty of opportunity for destruction and murder later, but for now the Abraxans have no desire to keep huge liabilities around.
- Is the power loss for characters permanent?
- No, but it does take a week or so for their powers to be back in full, and certain powers (determined on a case-by-case basis) may require nerfs. If your character has world-breaking powers, please discuss with the mods what modifications may be necessary.
- Can my character leave the bounds of the nation?
- In Thorne, characters can leave the castle but not the city. In the Free Cities, they can take a trip from the outpost to the nearest main city, Cadens. In Solvunn, they can explore the entirety of the Primary Settlement.
- Can my character eventually change nations or kingdoms?
- Yes, but tensions between the major nations are at an all-time high. Doing so is possible, but will require some plotting and discussion with the mods once you're in-game!
- How much will my choice of scenario affect my character's plot later on?
- This choice will determine where your character initially lives as well as the bias of the information they receive from NPCs (although other PCs can and most likely will give it to them a bit more straight). It will also affect your character's day-to-day life and development. Characters who seek technological advancements or combat will find more of it in the Free Cities while those keen on court politics and learning magic will have the most access to it in Thorne. Anyone who wishes to uncover the secrets of the Old Gods and forest mysteries will best do so in Solvunn.
This is not to say characters can't do these things from another faction - with effort and the help of friends, anything is possible! Don't get too anxious about your choice. This is just one of many, and every character in each scenario can work their way towards many individual goals and outcomes. Additionally, once in-game the Horizon will provide characters with a way to easily find cross-faction CR. - Are TDM threads mandatory for my application?
- No, you may use other samples, but we encourage you to post to the TDM and get a feel for this game and its mechanics before you join. If you do not have a TDM thread you will still need to choose one of the three scenarios on your application.
- What if I haven't settled on a sign yet?
- Your Arcana sign won't have an immediate impact on your character beyond them seeing it on themselves or being told what it is by the locals. You're welcome to disregard those aspects in your prompts or try out different signs.
- Can my character go to the Horizon?
- First time visitors to the Horizon must be taken there by other characters, through either shared meditation or a physical journey to the Singularity, and all first-timers experience memory loss. For the purposes of the TDM, we suggest against using the Horizon.
If you're interested in threading with characters outside your borders on the TDM, you can utilize the Nocwich prompt which will allow all characters to meet in person regardless of arrival scenario. - What about making use of the network?
- Much like Horizon they would need to be introduced to it by another PC, as no NPCs would be aware of the network or be able to access it. Because of this, we would advise against using this mechanic for TDM top-levels.
- Can I try out more than one arrival scenario on the same TDM?
- Yes, although only threads taking place in the arrival scenario you formally choose upon applying can count as canon. However, you're welcome to try out as many as you like on the TDM.
return to main navigation
she'll fist fight edelgard for him
Can you not joke about that? Perfectly nice people have turned out to be really awful, okay? And it's not like I have all the details about what happened after my point in time - someone hasn't told me everything.
[ He might notice a distinct bristle at the mention of someone. If he asks for clarification, she'll tell him, but her ongoing spat with Claude isn't exactly something else she wants to air to someone who has just arrived and has enough to wrap their mind around. Nor does she think Lindhardt particularly cares for spats like that. If anything he might find it annoying and irrelevant.
She picks up on his body language though which is definitely a far cry from the sort of body language he used to have when she had asked "stupid" questions in the past. Whatever hackles had been raised immediately fall again in worry. ]
We can draw really simple doodles. The more complex an image, the more concentration it takes to send a message.
[ She realizes demonstrating might be easier than trying to explain it. A brief moment later words will appear on the surface of the table in Hilda's elegant script. ] [ And then - ]
It's sort of...this spiritual plane that is and isn't real? It's connected to the Singularity and people can create domains in them. [ The corners of her lips lift slightly. ] Claude has his own domain but Sylvain made Garreg Mach before the war and I've added some things onto it. You're welcome to share it with us if you want so you don't have to a ton of work on your. ...And that way we can be together even if we aren't physically able to be there with each other every day.
I'm visually impaired so no fancy fonts gotta use ~imagination~
Why isn't Claude telling you?
[Obviously it's Claude. Hilda said they were both from a world where the Alliance won or was winning. Sylvain is not. So he would not have relevant information for Hilda.]
Is he being Claude or is there a logical reason? I do wonder if telling you would create a new timeline if you were returned to Fodlan. We will need to find a way to determine that...
[It's been less than half an hour and Linhardt already wants to play with the fundamental nature of Fodlan's realities.
A communication network. What an interesting idea. Magic as a manifestation of communication rather than force. Linhardt looks at the words floating on the table and then pokes a finger at them, watching the digit go through the words with a look of concentration on his face as he 'feels' his way around, poking at the raw expression of Hilda's will and what it 'looks' like to his magic.
He sits in silence as he works out what that must look like. His magic is still weak, and he can't cast Warp magic at all, but it isn't difficult for Linhardt to direct actions using his will: He's been trained in magic since he was a child, and that's what magic is. So it doesn't take too long for Hilda to receive a return message in Linhardt's weirdly impeccable handwriting:]
I understand.
[Then it is time to test boundaries and experiment. First, Linhardt sends her a simple X and Y coordinate plane, then he tries to map a sine wave; it turns out that's harder than he expects it to be. Linhardt frowns and moves on, making a note to improve his visualization skills.
He's not done, however. If he can make his own handwriting and images, can he make other peoples' writing?
First Hilda is treated to a sentence in Caspar's signature scrawl, letters made in chicken scratch that is barely legible:]
I'm going to punch the world.
[And then the healer decides to copy Edelgard:]
I am the Flame Emperor and I use lifts in my shoes.
[Is that true? He doesn't give any indication either way. Linhardt takes her information about Horizon in a relative amount of stride. So it's similar to Zaharas? Or perhaps where their life energy goes when they dream. Linhardt has always been curious about that.]
I will visit, but I would like to have my own domain. I want to be able to be alone.
[A simple and honest reason. Linhardt shares Bernadetta's reclusive nature. He appreciates the invitation, but he doesn't want to run into Hilda or Sylvain unexpectedly. They might insist on conversing when he would rather nap. He cannot risk it. Having already picked up that the magical network is a better way to speak (Hilda mentioned exercising caution in 'writing' but not in speech), Linhardt floats another sentence at Hilda:]
Why should I be careful? Do you know why Thorne is so restricting of our movements? Are you likewise restricted?
I want to recreate my favorite napping spots.
[The dual method of conversation is purposeful: Linhardt is feigning disinterest in the 'dangerous' parts of Horizon.]
Can we make food?
ahh i'm sorry i should have asked! have some regular font for easy reading
[ Hilda has so many questions - probably too many of the wrong ones by Lindhardt's standards - but he's lucky that he's unknowingly stumbled upon the stone that is Claude. She can't even bring herself to look surprised that he named Claude in the first place; in hindsight it probably isn't that difficult of a guess. Regardless, leave it to him to put two and two together.
Time and space may have caused the wound left by her fight with Claude to scab over, but it was still tender to touch. Thankfully she's well versed in wrangling her facial expression into mild exasperation instead of hurt. She rolls her eyes. ]
He's being Claude.
[ Which is really an explanation in and of itself to anyone that was familiar with Claude; amusement mixes with her exasperation and there's even a hint of fondness that she'll pretend was never there. There's a finality to her explanation which might give away that there's more to it than that, Hilda doesn't expand on it. Besides, she doubts very much that Lindhardt will care, something that is quickly confirmed by him launching right into thoughts of experiments involving timelines.
Faux exasperation turns into real exasperation, and then amused delight as she watches him quickly grasp messaging and makes the most of it too by playing around with familiar handwriting she'd never thought she'd see again 'saying' the most amusing things. She doesn't even take offence when he declines the offer; it's not for everyone, sharing a domain so personal. Or sometimes it's just a matter of solitude. She's always considered recreating Goneril and it's rolling emerald hills with endless meadows of flowers. But then she'd pine for home more than she already does. Maybe some day. ] [ She understands what he's doing; you never knew who was listening. ]
You can. And you can bake too. The kitchens still serve all the food from home that everyone loved. Oh! We could host a picnic or something in the gardens.
No worries I have tools I just can't be arsed to search for fancy fonts myself lol
[If people did not need to come to Garreg Mach or selected city centers such as Morghuz to train in healing, more people would have been saved in the far reaches of Fodlan. And times of plague wouldn't have had healers spread so thin.]
Personally, the fact that they charged my family with caring for Fodlan's people and then removed tools and knowledge that would help us do so makes me wonder if there was ever any actual affection between the saints and Adrestia's founders. If you care for someone, you do not set them up for failure. You want to help them.
[Linhardt's words become shorter and more clipped as he speaks. He is angry. He realizes he is becoming emotional and quickly clamps the anger down, shoving it into the 'feelings' box. Hilda has no interest in his feelings. He should stick with important information.]
Which is why I hold no ill-will towards Flayn: I did not find any indications of her having participated. She seems only to want to protect her family, and nobody can fault her for that.
[Linhardt judges actions, not who or what people are. Rhea and Seteth have acted in ways he doesn't agree with, but them being not-human is irrelevant. Edelgard is...less than rational on that topic, so Linhardt has kept Indech's location and existence to himself. That man hasn't done anything. He has the right to be left alone.]
I see. Thank you for letting me know. I will consider that Claude is still being Claude despite the circumstances.
[He wouldn't be the only one. Whatever Edelgard had been in Abraxas would have likely still been very...Edelgard. Some people are like that. Claude. Edelgard. Ferdinand. Lorenz Gloucester. Dimitri. Rhea and Seteth. 'Flexibility' is not a trait Linhardt would ascribe to any of them.
That means it would be wise to test Claude and figure out how much the other man is willing to share - the information and records he gathers may need to be corrected to account for people's egos. It would not do to derive some conclusion about Fodlan's timelines from false information.]
It is somewhat comforting that Edelgard is not the only leader who withholds things.
[As does Linhardt. They argue frequently.]
Why would I want to bake?
[Why would he ever want to actually make the food if he could will it into existence? Will is so much easier than physical effort. Just as Warping something closer to him is far easier than getting up to go get it.]
Even the meals with the cheese from Gautier?
[Mmm...cheese. And that cheese is delightful; it's much sharper and pungent than most cheeses.
In truth, Linhardt is a little distracted by thinking of cheese. The war has made getting food from Faerghus near impossible. It's terrible. No Daphnel dishes. No Gautier cheese. The deprivation is real. Still, it seems Abraxas is determined to kill his joy and make him think of logistics.]
Are they frightened of us or do they view us as resources to be controlled? Thus far I have encountered no problems, but I have also avoided people. Most of my time has been spent studying the Singularity and magic in the libraries.
[Linhardt pauses, considering how to word what he wants to say.]
Are you certain they cannot track you? Magic does not require sight and if time is malleable in the same way space is - which the pulling of people from different times and some math might suggest - then the question of whether or not everywhere can be watched all the time might have a different answer.
i will say it's a pain to c/p it sometimes
What Lindhardt was describing didn't sound like the Setheth she knew. Absently, she worries her lower lip. Was this more of her naivety showing? Or had things been hidden that well that it had just leant to her ignorance is bliss mentality?
In the short time that she'd been sitting here with Lindhardt she had already learned more about the realities of their war than she'd had in the eight months that she had been here with Claude. The thought weighs heavy on her shoulders and she shifts uncomfortably in her seat. The smile she gives him is a wry one. ]
I'm not sure if comforting is the word I would use to describe it.
[ A past version of her might not have cared so much; Claude withheld things from everyone. She was no exception to the rule just because she had thought that they were best friends. And that had been okay because she had been so sure about who she thought Claude was. The time that spanned them now made her uncertain. Her wry smile softens into something more appreciative. ]
But I appreciate you telling me about Setheth, Flayn and Rhea, Lindhardt. I'm not sure I would have found out otherwise.
[ And then there's a fond laugh, a far more lighthearted one than before, both at the question about cheese and his avoidance of people. ]
You're right I forgot who I was talking to. But yes, even those meals. Sylvain is from Gautier, do you really think he'd make Garreg Mach without them?
[ And then simultaneously, writing appears on the table in front of Lindhardt. ]
me with my shortcuts in my IDE for DWRP...
[If Rhea, Claude, and Edelgard are all hiding things - and it was common throughout history - then it is not a sign that Linhardt had made the wrong decision. Of all of the Black Eagles, Linhardt had had the most freedom to leave or object. It had put him in a very awkward situation when the Professor had disappeared.
Linhardt decides not to think about that anymore. It is uncomfortable.]
Lady Rhea outright telling everybody she was Seiros was helpful. I had known something wasn't right, but the details had eluded me. And the actions were very hard to detect: Verifying Edelgard's claims gave me a headache-
[Linhardt isn't the sort of person who would accept 'trust me and my shadowy associates', especially with his father sending him messages that amounted to 'Given recent events, is the stability of the Emperor a Concern?' That happens when you declare war without telling the people responsible for the logistics.]
- and I have arguably better access than anyone to records the Church couldn't tamper with.
You should know. Both the Church and Arundel's people will still be present in Fodlan even if Edelgard is gone and the rest of us are dead. You should have the information you need in order to make good choices. And to protect yourselves. It is also relevant in that all of Leicester's historical records may be compromised as the nation was established after the Church and the Others - [Linhardt is not using Hubert's stupid name that he must have come up with when he was twelve-] - had time to get their hands in everything.
[Linhardt sees no reason not to share this information with Hilda. He is not invested in Adrestia winning the war - he is invested in solving the problems that are holding Fodlan back and preventing Linhardt from having many peers. If Leicester accomplishes that, all the better.
There is no connection in Linhardt's mind to Claude - he just assumes Claude doesn't know. Claude spent time in Abyss and might know some things, but there is too much that can only be ferreted out with access to a lot of historical records.]
I don't know; I don't know what he eats. I always avoided his group in the dining hall: They yelled too much. Mostly Ingrid.
[If she wanted to lecture Sylvain about his night time activities, surely she could have done it somewhere that other people weren't using. It had been very rude. Far ruder than Sylvain's actual actions which as far as the gossip Linhardt had heard were limited to him being overly casual with his bedmates. (He admits to some sympathy - why is the person who isn't making a big deal out of things seen to be the one causing the problem?)
Linhardt reads quickly; Hilda has barely sent the message before a response pops up:]
[He doesn't actually intend on sending the last sentence.]
shortcuts are godsends honestly
[ The words come out more bitter than she intends them to and realizes it the moment the words slip off her tongue. Shit. She shakes her head trying to move on, trying to ignore that the rawness of the argument is still tender to the touch. Hilda had already made a decision not to talk about it with Lindhardt, at least not any time soon, and she's planning on sticking to it.
She hopes that he won't inquire or think that she means to imply that Edelgard and Lindhardt aren't friends. Easier for her to move right on and focus on the things that she should allegedly know, along with his pragmatic take on the entire class of the Black Eagles being dead, and the bold assumption that she'd remember any of this upon returning home. A frown graces her features. ]
If I return to Fodlan, there's no guarantee that I'll remember any of this. We don't exactly have anyone that can confirm that that's been the case either. And if I do remember it, well, I'm not the one who's going to be doing any of that. I'll leave that to people like Claude and Lorenz.
[ Her roles and responsibilities didn't extend that far. Records, facts, books - all of those things were for others more suited for those types of tasks and that definitely isn't her. Everything Lindhardt is telling her is new information. It's easier for her to run with the narrative she's been telling her the last month: that Claude had kept all this privy to himself and Byleth. She can't allow herself to think about his motivations. It'll only rub salt in the wound. ]
Well you can get to know him better now sans the yelling. [ She smiles slightly, genuine sincerity in her voice. ] We can all get to know each other better.
[ The yelling is also silently noted. No subjecting Lindhardt to personal arguments. ] [ Which is a lot coming from her considering how averse she is to anything boring. ]
sorry he's actually kind of f'ed up (like the rest of them lol)
Why would being friends mean he wouldn't lie or have secrets? I have secrets from Edelgard, Edelgard has secrets from Ferdinand and likely Hubert, Hubert has secrets from Edelgard and Ferdinand...
[Linhardt trails off as he realizes at just that moment that maybe that isn't How Things Are Everywhere. It's normal to him. His eyebrows furrow.]
Is that not right?
[It's an oddly childish question in that Linhardt asks it out of genuine confusion about a basic social idea he wants to understand: 'Wait, are we fucked up? You are a Socially Mature person. Please answer.'
The moment passes, and Linhardt's eyes sharpen with ideas as they delve deeper into areas that he does understand (unlike what social relationships should be like): Hilda is right that she may not remember.]
You're right. I'll need to investigate and ensure that there is some way to transmit information with us when we go back to Fodlan.
[Linhardt isn't going to push. He can figure out something else - some other way to get the information he wants to the places it should be. It isn't as though Hilda is refusing anything truly important, like studying her Crest or her Arcana. She's not wrong: there are people in her Fodlan who could do a better job.]
Thank you for reminding me: There is no point in giving you a headache over something that might not matter and isn't even your responsibility.
[If Hilda wants to spend her time in Fodlan lounging around, Linhardt thinks she should. She's right: If Claude and Lorenz want to deal with all that nonsense, she might as well let them. Linhardt would absolutely cease to have any concern about Fodlan if Edelgard, Hubert, or Ferdinand showed up.
He's somewhat reminded of Ferdinand, actually: Both he and Hilda are very, very social. Get to know each other better?]
Why?
[Linhardt doesn't have anything against Sylvain. He doesn't know Sylvain.]
Doesn't he mostly like attractive women, eating all the sweet buns so nobody else can have any, and pretending to be stupid?
[Anxiety flashes across Linhardt's face and the healer breaks eye contact with Hilda, instead fidgeting with his hands with his lap and then looking around the tea shop. Then he traces a finger around the outside of his tea cup. Then he takes one sip, puts the tea cup down, and immediately picks it up again for another drink.]
I don't imagine I'm very interesting to him. You know I like magic and Crests. What else is there to know? I'm boring.
[The anxiety has been shoved away in favor of flippancy.]
I could hardly subject someone so keen on following her heart to boredom.
[Linhardt sighs when Hilda makes a very valid point. It's still one he doesn't want to hear.]
all of them are so 😭
She shifts in her seat, chewing on her words before finally saying - ]
Now that we're not in a war, are secrets and little white lies really necessary? [ She feels her own resolve in regards to that statement shakey at best. ] I guess it also depends on how your friendship with them works, but...I would rather know if the secret somehow involved me.
[ Finding out the truth had proven to be more painful than she had anticipated but that didn't change the fact that she'd rather know. His ready acceptance of her deflection helps soothe some of her own bubbling anxiety - at least for the time being. Avoiding responsibility and dodging expectations have always been her priority, but the realization that she's capable of more has begun to dawn on her as awful as that is.
That thought isn't for now though. Better to focus on the uncomfortable look on Lindhardt's face. His surface level (but mostly accurate) observation about Sylvain brings a sympathetic look across her face. ]
You aren't boring just because you have different interests than Sylvain. There's more to him than just those things and there's more to you than just liking magic and Crests. And I'm not saying you have to become best friends with him, I'm just saying it would be good to get to know each other better outside of the context of a war that none of us want. We're here together and we should be there for one another.
okay but the thing is Linhardt is allergic to sincerity he literally doesn't know what to do
[It's fine to hate Linhardt. He just wishes people would tell him that instead of pretending otherwise. Then he can avoid them and unpleasant interactions can be minimized or avoided. Most secrets seem to stem from either a worry about possible danger or a desire to spare someone's feelings. Linhardt isn't a threat and he doesn't care if people spare his feelings.
Feelings that for some reason he is experiencing right now even though it is not a good time. Linhardt does what he usually does - he ignores the statement about 'being there for each other'. At least initially. He opts to respond to Hilda's mental message first.]
[He isn't. At all. Linhardt didn't go to class, he certainly didn't do homework. And Linhardt likes Byleth.
The healer takes another sip of his tea. Maybe he didn't have to talk to Hilda. More words float in her direction: It's easier for Linhardt to 'talk' about things this way than in actual conversation. Mental conversations are more private, and he can think about what he wants to say.]
[Linhardt doesn't have much open reaction to go with the words he is floating in Hilda's direction - his facial expression doesn't really change and his posture remains as usual. He's describing his feelings, not actually feeling them. The use of the word 'cannot' instead of 'won't' is purposeful: There is a small Linhardt inside demanding that he run away immediately.]
[Talking with Linhardt is nothing if not tonal whiplash. Natural conversation flow? What's that?]
have a tag that got eaten and more sincerity (also we can wrap soon ahead of the event? 💕)
There's a time and place for directness, you know. And sometimes, it's the delivery and how you say it. Speaking of which, maybe try and not be so direct if you end up speaking to anyone that's a part of Thorne's court? We can't exactly haul you out of the dungeon from the Free Cities.
[ She knows his penchant for bluntness when it comes to the delivery of things. It had been as infamous as his sleeping habits so long as you could catch him when he was awake back at the Academy. On one hand, you never had to second guess when it came to Linhardt. On the other hand, well. Not everyone appreciated the way he delivered things.
His note about people smiling after they talk to her could possibly allude to other things like the fact that he had to have been paying some iota of attention to notice at all, but she's distracted by his dismissal of her not so subtle request to have a standing tea date with him every month. ]
[ When the rush of words hits her, Hilda's starting to get the impression that he's going to get a lot of mileage out of the mind messages. At least it doesn't take too much effort on her part to send them now that she's been here as long as she has. Something akin to exasperated fondness stirs in her. She'll indulge him. For now. Even if he admitted to thinking that they were all boring. ]
[ It's said partly in defence of the man she's grown quite fond of, but also an encouragement for Linhardt to figure that out for himself. She understands though, his feeling about not enjoying expectations hoisted upon him. ]
[ When his hand returns to the table, she reaches across, placing the lightest feather touch on his wrist. This time she speaks because it deserves to be voiced aloud even if it might make him uncomfortable in the process. ]
Of course I care about your emotional well-being. This place isn't always kind. We know each other, were classmates - we should look out for each other. And can't I repay the favour to the person that suggested a very good napping spot that I still use in the Horizon to this day? [ A cheeky little spark emerges in the corner of her mouth, a clear sign she's trying to cushion this moment of sincerity with a little levity. ] And continuing with the theme of being honest, I'll be pretty upset if you leave before tea is over. We haven't seen each other since school. I'd like to know how you're doing.
of course! Need to make room for more trauma 💕
[Linhardt is aware of the problems that his personality presents, but he is not Hilda or Dorothea: He doesn't know how to say things in a way that will make people like him. He knows how to be manipulative - how to determine what argument will hold the most sway and which information to present (or not) to make people agree with him. He does not know how to present unwanted information and be thanked for it in the way some people do.
He knows of his deficiencies and the dangers they present. Linhardt sighs; Hilda is trying to be kind but he feels so... like a fish out of water.]
I will endeavor not to be thrown in any dungeons. They rarely allow books in prison cells.
[People looking out for him. Is that something he should need? Or want? Linhardt does frown when she talks about meeting up - he'd not meant to reject her invitation. Only her intrusion into other aspects of his social life.]
[The physical touch startles Linhardt and breaks his concentration but he doesn't pull away. Hilda's words are...uncomfortable. His emotional well being. Linhardt hasn't been giving much thought to it: He's more able to function emotionally than many of the Black Eagles - the exceptions being Petra and Caspar.]
I agree that is how things should be.
I am fine. I am not as bothered by things as I used to be.
[Or by much of anything. At least his research still stirs passion.]
I'm not going to leave. I am safest here right now. How are you? More importantly, what are the best perfumes and sleep aids in Nocwich?
[Listening is easier than talking, and Linhardt is absolutely fine with spending the rest of their meeting listening to Hilda orient him around Nocwich and tell him stories about the Free Cities.]