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

The TDM is forward-dated to when the summonings occur in-game (when applications are accepted), at the start of August.

Summoning
You awaken suspended in the abyss, silent darkness stretching out in all directions. If you try to yell, you'll find that the sound doesn't carry. If you try to move, you'll find it's impossible to tell whether or not you're actually getting anywhere. If you reach for an item you were carrying last time you remember being awake, your hand will only touch bare skin.

You're naked and floating helplessly through the void, and what little air you have in your lungs is running out.

There's a pinprick of light that almost looks like a faraway star but as it grows it becomes clear that it's actually quite close. It's hard to make out any individual objects, as if you're looking from beneath rippling water.

A hand plunges through and you realize water is just what it is. Whether you take hold of the hand or not it will grab you and yank you up through the surface, lifting you out until you're sprawled on solid ground - still unclothed.
Arrival
You'll find yourself summoned to one of the following three major nations: the extravagant and magical Kingdom of Thorne, the bustling and advanced Free Cities, or the tightknit and faith-driven rural community of the Solvunn Commune.

If you had any powers, they feel unusually weak. Attempts to use magic or enhanced strength or powers of any sort fizzle out without any effect, but they don't feel completely gone, either. After a week or so, your abilities will return.

When you gather your bearings at last, you look up into a series of unfamiliar faces...and equally unfamiliar surroundings.
Welcome to Thorne
Set into an indent on a marble slab behind the fountain is a card bearing the image of one of the Arcana. An apprentice mage - the one whose hand lifted you out of the fountain - brushes the water off on their robes and runs back to join a group of three others, who all stare intently at another mage with highly decorated robes and a large, heavy book. The man peers up at you for a moment and starts flipping through the book.

"One moment," he says, not bothering to look up from the tome. He looks tired. "I am Ambrose Rhett, the High Mage of the Kingdom of Thorne. We’ll explain everything in a moment, but for now, please calm down. You’re completely fine."

Regardless of your response, he keeps flipping through the pages, until he stops on one specific passage, stares at it for a moment, and then nods, satisfied. "Excellent." He motions for one of the young apprentice mages over. "Settle our guest in, please. I don't have all day."

The apprentice hurries forward with a fine silk tunic, pants, and some basic sandals. With a wave of their hand, the clothes reshape to fit you perfectly. Once you're dressed, the apprentice leads you into the hallways of Castle Thorne, prattling on about the kingdom, names of royals and nobles, and, of course, the reason why you're here: the world itself is in great peril, and tales of your exploits have reached far and wide across universes. If asked about these exploits, the apprentice will simply smile and shrug. The High Mage was happy to see you and that's good enough.
◎ Surroundings
Castle Thorne is where not only royals and members of the court reside, but includes the surrounding city itself. Now in summer, the weather warm and mild. To anyone used to hotter climates, it might even feel somewhat cool. In the distance, you can see snow-covered mountain peaks that are beginning to melt, and the gardens are in bloom. The castle is enchanted to be at a comfortable temperature.

As you walk or look around, you take in some of what's going on around you:
  • The North Wing, devoted to housing the Summoned, is tightly guarded against outsiders. As one of the Summoned, you're free to come and go. The guards aren't keeping anyone prisoner. They're there to protect you, and they take their jobs seriously.

  • Apprentices, kitchen staff, guards - everyone seems to be bustling and busy. Though some tension is in the air when locals debate an execution involving the gods in Solvunn or the recent emergence of the Fey, there's also a buzz of excitement from the Crown Sprint - where a noble steed named Summer Eclipse and her rider Maertisa Cassidy were declared this year's winner.

  • Life in the Castle has chiefly resumed, but the permanent increase in guards indicates a crisis in the past. There are also rumors of unusual rifts and creatures appearing out of nowhere.
◎ Exploring
Despite the troubles that plague the land, Castle Thorne and its surrounding city have much for you to indulge in.
Equestrian Exhibition
Hot on the heels of the extravagant Crown Sprint, Castle Thorne continues the celebration by displaying its finest horses. These include the Haylean Warmblood - bred for Hayle's mountainous cold regions - and the oldest breed in Thorne, the Circinean, named after Thorne's original settlement by Lake Circinus. You can get riding lessons from participants in the Crown Sprint, visit or volunteer to take care of the horses, or help the children who've arrived to take part in smaller pony races. While the children just want to have fun, many hail from noble and aristocratic families, so you find yourself witnessing a certain temperament from their parents...who are significantly more competitive and cutthroat than their kids.

Magic Lessons
Regular magic lessons are held by apprentice mages as part of their training, usually involving learning to cast a small spell. Join if you wish! The spell they will be teaching is conjuring a modest defensive light shield that can protect against a single magical blow. The spell relies on Academic Magic which involves a few words said correctly. You'll likely need a few lessons to grasp it unless you're well-versed in magic already. The class of fresh-faced students means there's a constant bright explosion of light coming from the practice room as the spells fail. It isn't dangerous, but it can be annoying.

Occupying Octopi
Due to the unusual rifts last month, a few octopi have made their way into Castle Thorne. These cephalopods have been spotted lurking in the baths, hiding in pools and lakes, and even taking a dip in the kitchen's water basin. Mages are desperate to catch the loose octopi so that they can return the animals to the ocean. The mages will give you a simple enchanted tracking orb to help locate them, but octopi have a habit of being elusive and squeezing into tight spaces - so retrieving one might take some innovation! Maybe it'll go smoother with a partner?

Nocwich
Nocwich, which is shrouded in an eternal darkness and is home to the werewolves and the vampires, opens on the first weekend of every month for a total of 3 days. Shortly after arriving, you'll be given a pendant that allows you to travel to and from the portal. In Castle Thorne, the portal is a short walk around the back of the castle. You can enter Nocwich freely and explore what's available in Oleuni Square and Luna. You won't be able to enter Ikorr nor will you be able to exit into another faction's portals. Once there, you're welcome to meet those from other factions, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready to rest, you're shown to the North Wing, which has been set up as living quarters for you and your fellow newcomers. There are four people to a room, but each generously-sized bed has opaque curtains that can be drawn around it. You can meet your roommates here and discuss your shared situation (those who were previously brought in may have a great deal of information to tell you).

Although you can leave the castle, you can't leave its surrounding city with the exception of entering Nott via portal in order to assist with rebuilding or visiting Nocwich. Borders are especially well-guarded right now due to the recent attacks. Besides, Castle Thorne gives you everything you need: fine clothes, great food and wine, massive libraries, and all the magic and knowledge you could want. Isn't that plenty? You won't be given money as you're provided for, so if you want to do some personal spending later, you'll have to find a job in the city on your own.
Welcome to the Free Cities
Dry warmth hits you at once as you're set on a hard floor of dull ruddy stone. Men and women in unfamiliar uniforms of brown and red leather stand in a semi-circle around a small pool of water - the very pool you were just pulled from. The water is still now, rimmed in pale gold tiles with odd symbols etched into them. Across it is a raised pedestal with a card bearing an Arcana symbol.

A guard covers you with a simple robe and returns to their place in the semi-circle. Before you stands another woman, dressed in a more elaborate and decorated uniform than the others. A sword rests at her hip. She carries an air of authority as she approaches you with a nod and a warm smile. "Sorry about the circumstances. Take a minute, catch your breath. I'm Prime Minister Marlo Reiner and you're in The Free Cities. That nice lady over there will explain everything to you and get you settled."

A robed mage off to the side approaches to help you up. She brings you out of the cave through a corridor that angles upwards until you emerge in what looks like some kind of storage facility. You'll learn you're in the Cadens Desert Outpost 003, a military base on the outskirts of the major city of Cadens. You're told the world is in delicate and dangerous times, and you're needed to help. You're important and they're very grateful you're here.
◎ Surroundings
While you're currently at the outpost just outside of the city proper, Cadens on the whole is a large bustling city. Temperatures are sweltering, and the climate is hot and dry. Even the summer nights are relatively warm. Look to the west and you'll see a long stretch of desert wasteland. This is the infamous Badlands. The soldiers don't recommend going out there unprepared - you're likely to face a slow death to the elements or be eaten. Reaching Cadens is possible by wagon, a trip of about 2 hours each way. You're asked to return by sundown for your own safety... but no one will chase after you if you don't.

You'll be given a military style uniform with your Arcana stitched on it where a formal rank would normally be. As you walk or look around, you take in some of what's going on around you:
  • Libertas shows signs of having suffered a devastating attack, but the majority of it has been rebuilt including a new garden park memorial that commemorates the lives lost. Chatter has shifted from the fire attacks to the gruesome execution involving the gods in Solvunn, as well as the Summoned's invitation to visit the Feywilds last month. Scholars and laymen alike can be heard debating the nature of gods, men, and the Fey.

  • From Cadens to Aquila to Libertas, the streets are guarded. Soldiers patrol all areas, especially those typically occupied by the Summoned. This includes a particular inn and tavern in the heart of Cadens - The Sarstina - where the Summoned like you are often found. It's evident they're here for your protection rather than to prevent you from moving freely. Nevertheless, the atmosphere is cheery. Many have just returned from a fulfilling trip into the desert known as The Firebrand, where hobbyists celebrate innovation, independence, and unique inventions.

  • Life in the Free Cities has chiefly resumed, but the permanent increase in guards indicates a crisis in the past. There are also rumors of unusual rifts and creatures appearing out of nowhere.
◎ Exploring
Despite the troubles that plague the land, the barracks and Cadens have much for you to indulge in.
Training Grounds
Non-lethal training weapons and obstacle courses are set up for anyone to use. The soldiers will be watching, and if you catch their attention they might approach you and encourage you to enlist. You're free to invite other new arrivals to spar, but be sure to keep things friendly and avoid trouble. Discipline is key in the barracks. If you're especially competitive, the soldiers will sometimes hold impromptu obstacle races with informal wagers made. They'll be happy to race against even the most unlikely of opponents, and you'll be judged more on your spirit rather than your skill. If you really impress them, they'll even buy you a drink.

Marble Engravings
A researcher named Esi Hollandse has unveiled her newest creation: a handheld "laser" tool powered by New Magic meant to help sculptors sculpt stone. Come visit the beautifully displayed marble sculptures created using this new technique, which allows for more refined carving techniques. Want to try it for yourself? Why not! With some guidance, you can create your own etchings on a small stone block and take home your newest piece of art.

Swan Song
Due to the unusual rifts last month, several swans have invaded Cadens and are now becoming a menace, stealing bread, grains, and desserts from market stalls and shops. You might come across a shopkeeper chasing a swan after it stole their cheese or a harried attendant at the museum shooing a bird away from their precious artifacts. Perhaps you could lend a hand? Or, you could find yourself an unsuspecting victim of a swan. Any captured swans can be brought to Portam Hall and delivered to one of the government departments there, though you might have to stand in line while grasping an unhappy bird. Be careful not to let it escape!

Nocwich
Nocwich, which is shrouded in an eternal darkness and is home to the werewolves and the vampires, opens on the first weekend of every month for a total of 3 days. Shortly after arriving, you'll be given a pendant that allows you to travel to and from the portal. In Cadens, the portal is a short walk away from the center of the city. You can enter Nocwich freely and explore what's available in Oleuni Square and Luna. You won't be able to enter Ikorr nor will you be able to exit into another faction's portals. Once there, you're welcome to meet those from other factions, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready to turn in, the barracks are waiting for you. They have a communal bathing room at the end of the hall, with curtains that can be pulled around the individual raised round tubs for privacy. Each barracks room is rather sparse. Six simple beds set against the wall, three on each side of the room, each with a trunk at the foot of it. You can greet your roommates here, most of whom will be new arrivals, as well.

If you plan on making use of your assigned quarters, you'll have your basic needs met: uniforms, a roof, bland food from the mess hall, and access to the training grounds. You won't be paid unless you formally enlist with the army. The longer you take advantage of the barracks, the greater the pressure to enlist. Some soldiers will start to see you as a freeloader if you refuse to join them yet continue to use their resources. If you're set on not enlisting, you can always strike out on your own in Cadens - but you won't be provided for and handouts are rare. You'll have to work to earn every copper and loaf of bread. Whether that's honest work is up to you.
Welcome to Solvunn
You're in a grassy clearing in the midst of a circle of large stone slabs stacked to look like doorways. In the middle is the same glimmering pool you were just pulled from. An elderly mage stands before an ornate altar. He holds an old leather-bound book in one hand and in the other is a card bearing an arcana symbol. "I detect no ill will from the gods," he says. "It seems we've been blessed with success."

Those that had gathered all breathe a sigh of relief and now seem pleased. One offers you some clothes of leather and knitted wool that seem to fit you perfectly. A rough-looking man steps forward once you're dressed and motions with his head outside of the stone circle. His speech is informal, his consonants harsh.

"Hold your horses, I can see all those questions coming about! Rowan March, at your service. I'm one of the council members of Solvunn. There's a lot to discuss, but it's best talked about over a hot meal." He leads you to a horse-drawn carriage and helps you up into the back. He talks the entire ride to the center of the Primary Settlement. You're told that the world hangs upon the brink of disaster and that there are those in this world that are happy to see it fall to ruin with their meddling.

You're important. The gods have graced them with your presence. They're delighted you're here.
◎ Surroundings
The Primary Settlement is full of greenery, blessed with the fresh ocean breeze. Winds are gentle and the temperatures are comfortably warm with light humidity. The scent of wildflowers fills the air. The shops, farms, and homes around you are all modest and unassuming. You get the sense that the people here prefer to blend in with their neighbors than stand out.

As you walk or look around, you'll be greeted warmly, even eagerly...though there's an edge of awestruck nervousness to some. Though the settlement is often quiet and calm, there's still plenty to take in:
  • Shops and stalls in Solvunn are booming with the fruits of spring and summer. Vendors are eager to barter goods and are in the habit of including extra gifts with any purchase or trades made. If you are looking for a good deal, now is the time!

  • Those in Solvunn are no longer discussing the execution of former Council member Josselyn Creed, but the ashes of her bones remain on display by an altar in the Primary Settlement - a reminder and a warning not to stray from the flock. As well, there's curious chatter surrounding the Summoned's invitation to visit the Feywilds last month.

  • Life in the Solvunn Commune has chiefly resumed, but the focus on appeasing the gods and increased shrine offerings indicate many have not forgotten the troubles of the past. There are also rumors of unusual rifts and creatures appearing out of nowhere.
◎ Exploring
Despite the troubles that plague the commune, the commune and its settlements have much for you to indulge in.
Goat Racing
That's right. One of Solvunn's fine traditions is its regular goat races. Meant to be a bit of informal fun, there's a pen of goats where you can choose a goat, get a number, and simply join one of the starting lines. These goats are not trained so the race is less of a race and more pure chaos as the goats do what they please. Whoever eventually wrangles their goat over the finish line wins. The only rule is that you can't pick up or physically pull your goat, but you're free to cajole, lure, or even use a bit of magic to get yours to the finish line first. Winners receive small prizes of cheese, ale, wood charms, woven baskets, and other similar tokens.

Shrine Supervision
During the recent Summer Equinox celebrations, the youth have a habit of holding their own tradition called the Guardian Séance. These unsanctioned rites are quickly stopped by Commune Elders, but there's been some damage and messes that need to be put right. Elders have asked you to supervise the adolescents who've been assigned to clean up the shrines and restore the damage they've caused. Beware of snakes in the grass! You're also welcome to help the teens with their task. Once completed, Elders will invite you to make an offering in the formal traditions of High Magic.

Bird Baths
Due to the unusual rifts last month, and with the convincing of a few of the Summoned, Solvunn has agreed to raise some of the unique pack birds on one of their farmlands. Unfortunately, the week's downpour has caused them to become very muddy. Desperate farmhands have asked for your help giving the birds a good wash to clean their dirty feathers. You can also help feed them grain and prevent any jealous goats from headbutting or fighting these docile birds.

Nocwich
Nocwich, which is shrouded in an eternal darkness and is home to the werewolves and the vampires, opens on the first weekend of every month for a total of 3 days. Shortly after arriving, you'll be given a pendant that allows you to travel to and from the portal. In Solvunn, the portal is a short walk away. You can enter Nocwich freely and explore what's available in Oleuni Square and Luna. You won't be able to enter Ikorr nor will you be able to exit into another faction's portals. Once there, you're welcome to meet those from other factions, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready for your bed, you're brought to the center of town and escorted to an apartment above one of the establishments in town. The living conditions are temporary if you'd like them to be: the local families would also be happy to host you in their home. In return, you'll be expected to contribute to their household, taking upon daily chores and repairs. While money has its uses, many establishments and craftsmen are happy to barter with your time or skill for their goods. You'll find your willingness to trade and your friendliness with the natives more valuable than gold.

You can even leave for the other two settlements if you like, but you're encouraged to remain in the Primary Settlement. Just be sure you have an invitation to the Secondary Settlement. There are tales of travelers visiting the secondary settlement without invitation disappearing without a trace. The gods are as hungry as they are protective.
Questions and Answers

If after reading these you're still unsure about anything, or your question wasn't covered, please feel free to hit up our Questions thread below!

How many slots are open?
Please check the Taken page for how many player, franchise, and canon slots are available. Activity check will be processed before applications open, so the count may change between now and then. Existing players can apply for a second character without restriction.
How do I choose a scenario for my character?
Pick whichever situation appeals to you most. Which faction your character is drawn into has nothing to do with their personal morality, beliefs, or how highly they regard themselves and their own accomplishments. Anyone can be put into any one of the situations.
What happens if my character refuses to comply with the NPCs?
They will be forgiven for their moment of panic or anger if they have one, and the faction leaders will try to calm them and persuade them further. If they put up too much of a fight and/or start actively attacking anyone, they will be warned once that everyone is willing to put them back in the well where they came from (see below), and if they continue to fight they will make good on that promise.
My character intends on causing a lot of trouble (destroying parts of the cities, murdering the NPCs, etc.), what would happen to them?
Characters who make too much trouble for the mages and other NPCs would be thrown back in the well (which will mean drowning in the void, not returning home). Brawling with other PCs and causing minor damage is fine and will be greeted with a cranky attitude and intervention from various NPC guards, and there will be plenty of opportunity for destruction and murder later, but for now the Abraxans have no desire to keep huge liabilities around.
Is the power loss for characters permanent?
No, but it does take a week or so for their powers to be back in full, and certain powers (determined on a case-by-case basis) may require nerfs. If your character has world-breaking powers, please discuss with the mods what modifications may be necessary.
Can my character leave the bounds of the nation?
In Thorne, characters can leave the castle but not the city. In the Free Cities, they can take a trip from the outpost to the nearest main city, Cadens. In Solvunn, they can explore the entirety of the Primary Settlement.
Can my character eventually change nations or kingdoms?
Yes, but tensions between the major nations are at an all-time high. Doing so is possible, but will require some plotting and discussion with the mods once you're in-game!
How much will my choice of scenario affect my character's plot later on?
This choice will determine where your character initially lives as well as the bias of the information they receive from NPCs (although other PCs can and most likely will give it to them a bit more straight). It will also affect your character's day-to-day life and development. Characters who seek technological advancements or combat will find more of it in the Free Cities while those keen on court politics and learning magic will have the most access to it in Thorne. Anyone who wishes to uncover the secrets of the Old Gods and forest mysteries will best do so in Solvunn.

This is not to say characters can't do these things from another faction - with effort and the help of friends, anything is possible! Don't get too anxious about your choice. This is just one of many, and every character in each scenario can work their way towards many individual goals and outcomes. Additionally, once in-game the Horizon will provide characters with a way to easily find cross-faction CR.
Are TDM threads mandatory for my application?
No, you may use other samples, but we encourage you to post to the TDM and get a feel for this game and its mechanics before you join. If you do not have a TDM thread you will still need to choose one of the three scenarios on your application.
What if I haven't settled on a sign yet?
Your Arcana sign won't have an immediate impact on your character beyond them seeing it on themselves or being told what it is by the locals. You're welcome to disregard those aspects in your prompts or try out different signs.
Can my character go to the Horizon?
First time visitors to the Horizon must be taken there by other characters, through either shared meditation or a physical journey to the Singularity, and all first-timers experience memory loss. For the purposes of the TDM, we suggest against using the Horizon.

If you're interested in threading with characters outside your borders on the TDM, you can utilize the Nocwich prompt which will allow all characters to meet in person regardless of arrival scenario.
What about making use of the network?
Much like Horizon they would need to be introduced to it by another PC, as no NPCs would be aware of the network or be able to access it. Because of this, we would advise against using this mechanic for TDM top-levels.
Can I try out more than one arrival scenario on the same TDM?
Yes, although only threads taking place in the arrival scenario you formally choose upon applying can count as canon. However, you're welcome to try out as many as you like on the TDM.


return to main navigation

cryptsleeper: (Increase bad thoughts)

[personal profile] cryptsleeper 2023-07-30 08:19 pm (UTC)(link)
[The urge to eyeroll at being called a child is fought back against, but just barely. There's no good response to offer. There is only maintaining the same posture, and acting as if Dracula's approach is as simple and straight forward as anyone else approaching. A small part of Alucard does panic though, the memory of their last confrontation rising to the surface and leaning into flight instead of fight.

But that won't do.]


Doubtlessly she would not. But in thinking about preventing further harm and others from undergoing the same heartache that we have, and only having human means to deal with such an event, I would not regret it for a moment. [He can't know about how much worse it will become to be accused of witchcraft in Europe. There's only cold confidence as it relates to the present.]

I see no reason for it. I could be flippant and ask about technicalities here - if you count as re-undead, resurrected undead, a specter, or whatever - but that's hardly the point and I can't make myself care. I've done my grieving. You're here. So be it. I'll tell you helpful things like the vampires sell blood wine in Nocwich's stalls, but that's it. I built a life here without being the son of Dracula. I wish to maintain that without interference or opinions.
beallandendall: (04)

[personal profile] beallandendall 2023-07-30 08:45 pm (UTC)(link)
[So experience had been earned from what had ripped their family apart. In his cynical opinion, he still believed in a way that he was doing humanity a favour of sorts because they had proven themselves time and time again that they could always be worse. But, as he had left the mortal plane of existence, it appeared to no longer be a problem that he would have to deal with.]

Doubtless if it saved innocent lives, she would make an exception. Even she understood the realities of humanity and their limitations with compassion. [But she remained better than them, which was not unexpected. She believed humanity could be better where he definitely did not.]

All I know is that one moment I was in Hell, and the next I was jerked from my place there to step through water to be here. [The corner of his lips pulled in a small grimace before he simply nodded his head.] Then you're returned to using the name your mother and I gave you rather than The Alucard. And if your wish is to have no further association with me, I can grant it.

[So this was his actual punishment. So be it.]
cryptsleeper: <user name="malagraphic"> (I'll consider it)

[personal profile] cryptsleeper 2023-07-30 08:52 pm (UTC)(link)
We're not here to lawyer fictionalities that are irrelevant here. Magic is commonplace throughout this continent, the only debates had are about the types thereof. You'll find that the Free Cities is roughly analogous to what the castle has, if that is where you will be residing.

...Reincarnated undead, then. [He's going to put that aside, but it is good to know what the last memory his father had is. The definitely in Hell part is for him to unpack later. Probably with Jaskier, because he's going to need to talk to someone about--

A sudden frown crosses his face.]
Why is it always The Alucard? [It keeps. Happening.

And someone just took that request for distance a little too well. There's no hiding the fact that it catches Alucard entirely off guard, as his eyes go much too wide.

There are other details to know. This one Alucard can't predict either way.]
I will let you know that I gave my blood to another, both as a means of assessing the properties of it and assisting in a health crisis. The nature of his illness meant that my blood was processed by sick cells and burnt through, so none remains in his veins. But it happened all the same, so if you feel anything strange at some point, that would be why. The only long lasting impact has been with regards to his hair.
beallandendall: (09)

[personal profile] beallandendall 2023-07-30 09:02 pm (UTC)(link)
I've been informed of some of the technicalities of magic here, and I intend to learn what I can about it. [It would be starting at ground zero after losing his castle with all of that knowledge. Thankfully, he had all of his faculties so his memory would have to serve him well as he built knowledge for himself.] Oh yes, apparently part of some military, like I am some common soldier in their war.

[Yes, he was allowing himself to be affronted by that. He had built reputation in Europe, and he wasn't used to people not recognizing him. That was going to take some getting used to.]

I expect to acknowledge it as a title you bear rather than your actual name. [He made it clear that those of his vampire society that his son had a name, and while they may not use it, they were forced to contend with the concept all the same.] Adrian is as you should be.

[He moved to set a brief hand on his son's shoulder, a single physical contact before he would ease to move away from the boy to move deeper into the forest. No association would be granted without any particular fight from him. After what he had put his son through, it was the least that he could do. Isolation hadn't been a punishment long ago, but now it did feel like a sting.]

You should be careful with your blood. What it can and can't do hasn't been extensively studied, but it is yours to do as you wish with it.

[As much as curiosity tugged at him, he stifled it for the time being. Time was something that he had in spades it seemed.]
Edited (wrong icon) 2023-07-30 21:03 (UTC)
cryptsleeper: (Increase bad thoughts)

[personal profile] cryptsleeper 2023-07-30 09:34 pm (UTC)(link)
There's enough to keep even yourself occupied. Libraries and museums here should get you up to speed, and from there the universities are always interested in researchers. Whatever reputation you forge here, it won't be what you had back home, unless you want to go live in the desert entirely.

[He can imagine his father taking that choice, but the desert part is the issue. Powerful as he is, sun is sun. Alucard has always been aware of that particular fact of his father's life.]

It is Alucard here. Al to select few. Adrian to fewer. [Back in the early days, Alucard had used the name as a means of simply dealing with the situation at hand. He was paranoid, terrified, in an awful place mentally thanks to recent castle guests, and confined in a jail cell. Not giving his real name was strategy. And then it had simply become how people knew him. Easy enough.

His shoulders tense immediately at the hand on his shoulder. It is instinct to whip around. It takes effort not to move to into a defensive stance.]


We did studies. Tested on mice. I put rules in place about use for that reason. [He wasn't a fool.

There's a long, quiet exhale, aware that departure is probably best for them both.]


There is a cemetery with crypts in the southeast of Libertas for the time being. If the bloodwine made by vampires here does not suit to taste, don't drain anyone. There are monster hunters here that will notice. One of them - white hair, my color eyes - is more understanding than most, but don't take it for granted.

[He knows the bloodwine costs money. Everything does. Alucard reaches into his pocket and takes out a coin purse, offering it entirely.]

This does not need to be paid back.
beallandendall: (12)

[personal profile] beallandendall 2023-07-30 09:47 pm (UTC)(link)
For a time, I imagine that would be truth. Perhaps time will tell how long I will be kept occupied.

[He wasn't going to commit anything, especially considering he had no current intention of leaving Nocwich. This was the place of vampires, and he was a vampire. He belonged here for the time being, and he imagined a place of eternal darkness would be an excellent territory to give his son space from him.

He had survived in deserts before. He had survived forests, mountains, swamps, lakes and plains. Survival was something that he knew how to do very well despite his limitations.]


If that's the case, it doesn't sound as if you've strayed too far from my shadow yet. The Alucard was never who you were meant to be, but I suppose you've weaponized the title to make a point of distinction between us.

[He left his hand there on a few seconds, just enough to assure himself that this wasn't a construct meant to torment him. No, that flesh under his hand was familiar, and there was no reason to put more than that on Adrian. His presence would likely only service to rip open old wounds and nothing of value would come of that.

So he stepped away, lifting his hand up to push some low hanging foliage from brushing against his head as he walked beyond his son.

A few paces away, he stopped walking again.]


For someone that wants no association with me, you are continuing to provide information. And don't worry yourself, I intend to stay with the other vampires here. [Once he made contact with them, of course. He expected it would be similar to trying to forge a conversation with them in Europe.]

If I can't survive on my own, I have no business being here. I don't require charity.
cryptsleeper: <user name="malagraphic"> (Dad mode)

[personal profile] cryptsleeper 2023-07-30 09:59 pm (UTC)(link)
[Alucard is all set to let everything go. To change into bats and fly off for the night, returning back to Libertas earlier than he otherwise might because this conversation has taken all of his energy up. But his father announces the intent to stay within Nocwich, and he knows that won't end well. Better to spare his father some embarrassment.]

Staying with the vampires here will not be possible. They open the square and the woods for the first three days of every month, and then they close it. Their society has opened up in stops and starts, but full access has not been granted. Imagine if you and yours were a unified nation and were opening your doors - would you throw it open all at once?

[He knows the remark won't go over well.]

It isn't charity. Stop questioning, just take it.
beallandendall: (08)

[personal profile] beallandendall 2023-07-30 10:07 pm (UTC)(link)
[So he had three days to make contact with those that could grant him further access one way or another. He had made larger connection in less time, though he was given the impression that this vampire society might require some convincing. As he didn't have the full range of his powers at present, he may be forced to wait until they had returned before he made a move.]

How many vampires exist outside of Nocwich then? How many have been able to parlay with them? Perhaps others don't speak the same language.

[He narrowed his eyes, but otherwise, kept his opinions to himself. After all, Adrian had been here much longer than he had, and he wasn't angry enough to ignore information such as that on pride alone.]

I will not. Keep it.

[Woe be to anyone that tried to move him on his position when he was stubbornly digging his heels in. And it wasn't as if his 'escape' to the woods would be graceful either as he couldn't turn to bats or phase away. No, human walking only for him for now.]
cryptsleeper: <user name="malagraphic"> (Dad mode)

[personal profile] cryptsleeper 2023-07-30 10:28 pm (UTC)(link)
Three other vampires, including Lenore who is an experienced diplomat. But by all means.

[His father is going to be a stubborn ass. Alucard knows it, and he knows that there's no point in trying to argue either case right now. He pockets the coin purse, biting back any comments about taking it just for the purchase of the bloodwine or the lanterns that cast a spell of darkness around the user.

He's offered what he can. Alucard is fine with letting his father have the last word.

There is a flurry of bats. The beating of a few dozen tiny wings, and then nothing at all.]