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TEST DRIVE MEME #14
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 October.
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 autumn, the weather is cool and windy. In the distance, you can see tall mountain peaks and fall florals are in bloom in the gardens. 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. Some tension is in the air when locals debate a recent invasion of monsters through open rifts. Many agree that the Summoned are necessary to help stabilize the Singularity to prevent another crisis. The destruction has left areas outside the castle severely damaged, but repairs are underway.
- Although Eifstide is a few weeks away, the Castle's head chef has started to serve autumn-themed pastries and fall-spiced teas in the dining hall.
◎ Exploring
Despite the troubles that plague the land, Castle Thorne and its surrounding city have much for you to indulge in.
Roaming Dolls
In preparation for the children who will Roam during Eifstide, the Castle is constructing autumn dolls to distribute on behalf of the King and Queen. Supplies will be laid out in one of the castle's rooms where you can create a variety of dolls using cloth leaves, waxed nuts, and yarn. An incantation is provided to enchant the dolls with a colorful sparkle, written in an ancient tongue. Make sure the pronunciation is perfect. A small mistake might cause your doll to turn a foul color or crumble into dust in your hands. If you possess your own magic, you can use that instead!
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 warming spell that can chase away the chill for about an hour or so. 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.
Equine Escape
One of the stablehands has accidentally let some of Thorne's riding horses out. In a desperate bid to bring them back before anyone discovers her error, she's approached the recent influx of Summoned for help - hoping that your status as a new arrival means you won't rat her out to her superiors. Fortunately, the horses are unlikely to have gone far. You can search around the Castle grounds, riding trails, and the city's lush woods where they might be grazing. Of course, two sets of eyes are better than one. Maybe another Summoned has seen a lost horse somewhere? Or perhaps you could use some help yourself to coax a stubborn steed home.
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 or Borrel 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 or Borrel 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. The climate is hot and dry, but temperatures are beginning to cool, especially during the nights. 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. Some tension is in the air when locals debate a recent invasion of monsters through open rifts. Though the majority consider the Summoned heroes, a few protest pamphlets can be found arguing against the government's insistence on summoning outsiders. The destruction has left areas outside the main cities severely damaged, but repairs are underway.
- The barracks where you first arrive show signs of damage. Wounded soldiers fill the infirmary. They exchange stories about invisible hounds and strange mutant beasts that attacked - though some tales are exaggerated. Meanwhile, city guards are especially present around an inn and tavern at the heart of Cadens - The Sarstina - where the Summoned like you are often found. They're here for your protection, not to prevent you from moving freely.
- Although Eifstide is a few weeks away, shops and bakeries have started to serve autumn-themed treats and fall-spiced ales.
◎ 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.
Talent Show
Children at an orphanage in Libertas are putting on a talent show for passersby and will insist on your participation if they corner you. They'll cajole you into doing everything from acting in a puppet show portraying grand battles against strange monsters to assisting with dance rehearsals. Be sure to bring your enthusiasm! Naturally, as with all talent shows, there might be a terrible emergency that needs your help. You could find yourself being asked to help with costume problems or to locate missing instruments and props.
Oh My Gourd
A new invention by a researcher named Esi Hollandse has taken off: a handheld "laser" tool powered by New Magic. Originally created for sculpting marble and stone, she's attempting to refine the device so it can carve gourds for Eifstide. Citizens are lining up to test it for themselves and retrieve a free pumpkin to carve in the process. Why not carve a pumpkin of your own? Of course, it's a bit of a two-person job - someone needs to hold the pumpkin while the other operates the device. Be careful! The invention is still in the works so now and again, a gourd might burst.
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...but they're temporarily crowded, forcing you into cramped quarters with other Summoned and soldiers. Unfortunately, due to the damage last month, only half of the barracks are operable. 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. Additional bedrolls are laid on the floors. 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 chilly and the temperatures are cool. Rains are beginning to grow more frequent. 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 apples, figs, corn, and other autumn crops. 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. A sense of awe is in the air when locals discuss the recent invasion of monsters through open rifts. The locals consider the Summoned their saviors, a sign that the Gods chose correctly. The destruction has left areas outside the main settlements severely damaged, but repairs are underway.
- Although Eifstide is a few weeks away, friendly neighbors have started to deliver autumn-spiced candies and warm knitted socks or scarves to everyone around the Commune.
◎ 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.
Ap-peeling Apples
The orchards are overflowing with apples of all kinds. They must be gathered before oncoming rains rot the fruit. You'll be given a basket to collect your apples, and you're welcome to eat your fill while you work. If you'd rather remain in one spot, a section of the orchard has been set aside for the task of peeling the apples to bake some delicious pies. The task should be easy - except the humid air means the Shrieking Weeds surface more frequently. Harmless and even vital to many gardens, you must rebury the weeds should they rise above-ground and unleash their shrill scream. Once replanted, they'll quiet down and appear as a common weed.
Shrine Ornaments
In preparation for Eifstide, shrine ornaments made of bone and foliage are being crafted around the Settlements. Each ornament is to be delivered to a shrine dedicated to Koth, an Old God that oversees decay and death. Locals will encourage you to create an ornament of your own by collecting animal bones, leaves, and twigs from the woods. Once finished, you can bring your ornament to the shrine and ask for a blessing through Solvunn's tradition of High Magic. For Eifstide, many ask for the Gods to spare their homes from visitations of death and destruction.
Nocwich
Nocwich, which is shrouded in an eternal darkness and is home to the werewolves and the vampires, opens on the first weekend of every month for a total of 3 days. Shortly after arriving, you'll be given a pendant that allows you to travel to and from the portal. In Solvunn, the portal is a short walk away. You can enter Nocwich freely and explore what's available in Oleuni Square and Luna. You won't be able to enter Ikorr nor will you be able to exit into another faction's portals. Once there, you're welcome to meet those from other factions, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready for your bed, you're brought to the center of town and escorted to an apartment above one of the establishments in town. The living conditions are temporary if you'd like them to be: the local families would also be happy to host you in their home. In return, you'll be expected to contribute to their household, taking upon daily chores and repairs. While money has its uses, many establishments and craftsmen are happy to barter with your time or skill for their goods. You'll find your willingness to trade and your friendliness with the natives more valuable than gold.
You can even leave for the other two settlements if you like, but you're encouraged to remain in the Primary Settlement. Just be sure you have an invitation to the Secondary Settlement. There are tales of travelers visiting the secondary settlement without invitation disappearing without a trace. The gods are as hungry as they are protective.
You can even leave for the other two settlements if you like, but you're encouraged to remain in the Primary Settlement. Just be sure you have an invitation to the Secondary Settlement. There are tales of travelers visiting the secondary settlement without invitation disappearing without a trace. The gods are as hungry as they are protective.
Questions and Answers
If after reading these you're still unsure about anything, or your question wasn't covered, please feel free to hit up our Questions thread below!
- How many slots are open?
- Please check the Taken page for how many player, franchise, and canon slots are available. Activity check will be processed before applications open, so the count may change between now and then. Existing players can apply for a second character without restriction.
- How do I choose a scenario for my character?
- Pick whichever situation appeals to you most. Which faction your character is drawn into has nothing to do with their personal morality, beliefs, or how highly they regard themselves and their own accomplishments. Anyone can be put into any one of the situations.
- What happens if my character refuses to comply with the NPCs?
- They will be forgiven for their moment of panic or anger if they have one, and the faction leaders will try to calm them and persuade them further. If they put up too much of a fight and/or start actively attacking anyone, they will be warned once that everyone is willing to put them back in the well where they came from (see below), and if they continue to fight they will make good on that promise.
- My character intends on causing a lot of trouble (destroying parts of the cities, murdering the NPCs, etc.), what would happen to them?
- Characters who make too much trouble for the mages and other NPCs would be thrown back in the well (which will mean drowning in the void, not returning home). Brawling with other PCs and causing minor damage is fine and will be greeted with a cranky attitude and intervention from various NPC guards, and there will be plenty of opportunity for destruction and murder later, but for now the Abraxans have no desire to keep huge liabilities around.
- Is the power loss for characters permanent?
- No, but it does take a week or so for their powers to be back in full, and certain powers (determined on a case-by-case basis) may require nerfs. If your character has world-breaking powers, please discuss with the mods what modifications may be necessary.
- Can my character leave the bounds of the nation?
- In Thorne, characters can leave the castle but not the city. In the Free Cities, they can take a trip from the outpost to the nearest main city, Cadens. In Solvunn, they can explore the entirety of the Primary Settlement.
- Can my character eventually change nations or kingdoms?
- Yes, but tensions between the major nations are at an all-time high. Doing so is possible, but will require some plotting and discussion with the mods once you're in-game!
- How much will my choice of scenario affect my character's plot later on?
- This choice will determine where your character initially lives as well as the bias of the information they receive from NPCs (although other PCs can and most likely will give it to them a bit more straight). It will also affect your character's day-to-day life and development. Characters who seek technological advancements or combat will find more of it in the Free Cities while those keen on court politics and learning magic will have the most access to it in Thorne. Anyone who wishes to uncover the secrets of the Old Gods and forest mysteries will best do so in Solvunn.
This is not to say characters can't do these things from another faction - with effort and the help of friends, anything is possible! Don't get too anxious about your choice. This is just one of many, and every character in each scenario can work their way towards many individual goals and outcomes. Additionally, once in-game the Horizon will provide characters with a way to easily find cross-faction CR. - Are TDM threads mandatory for my application?
- No, you may use other samples, but we encourage you to post to the TDM and get a feel for this game and its mechanics before you join. If you do not have a TDM thread you will still need to choose one of the three scenarios on your application.
- What if I haven't settled on a sign yet?
- Your Arcana sign won't have an immediate impact on your character beyond them seeing it on themselves or being told what it is by the locals. You're welcome to disregard those aspects in your prompts or try out different signs.
- Can my character go to the Horizon?
- First time visitors to the Horizon must be taken there by other characters, through either shared meditation or a physical journey to the Singularity, and all first-timers experience memory loss. For the purposes of the TDM, we suggest against using the Horizon.
If you're interested in threading with characters outside your borders on the TDM, you can utilize the Nocwich prompt which will allow all characters to meet in person regardless of arrival scenario. - What about making use of the network?
- Much like Horizon they would need to be introduced to it by another PC, as no NPCs would be aware of the network or be able to access it. Because of this, we would advise against using this mechanic for TDM top-levels.
- Can I try out more than one arrival scenario on the same TDM?
- Yes, although only threads taking place in the arrival scenario you formally choose upon applying can count as canon. However, you're welcome to try out as many as you like on the TDM.
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Dion Lesage | Final Fantasy XVI | Thorne/Nocwich
Magic Lessons
Terrible.
He could be a delinquent and skip but at some point he has to work on his own enchantment spells again and for that he needs his teachers to again Tolerate Him.] It's not that hard [he didn't say he'd be a good aide] you're putting too much thought in it [probably] surely you've heard of enunciation. [He repeats the words, slower, excessively slow, annoyingly being-an-asshole slow, and looks pointedly (rudely) at the man, like he's a dog in training.
Now you is implied.]
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Or to be spoken to particularly rudely. He hardly cares.]
I have learned its definition at some point, yes. [And thus Dion does repeat the words: as slowly, if not slower, enunciating every specific syllable.
But, as he thought, nothing happens.] Are you certain you're pronouncing it correctly?
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Where there's a will there's a way, yada, yada, yada...
Annoying, but important.] Do you actually want the spell to work? Or are you just wasting my time?
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Being warm during a cold winter's night would not be the worst fate. [It's not really a direct answer, because the most direct answer would be, simply, no. After what his power has been used to do -- even if it was him, in the end, at fault -- he hesitates to reach into it at all.
For what end? To serve himself? What good would that do? He has been cold before.] I could be, though not intentionally. You've a very thin thread of patience for an instructor.
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Let him go a few rounds of combat training though and realize that Lucifer's 'magic' lessons are about the same as his combat instruction. No-nonsense, get it right or suffer the consequences.
Hey. At least he's not Yennefer.
He folds his arms. Seems annoyed. But. He hasn't walked away.] Look, I do this spell through enchantments, not just... spontaneous. Means that the magic holds to its anchor until activated. [Or it's always active until it needs to be recharged. But, point is, there's something for it to latch into.
He did learn that particular spell Under Duress and it's not technically Academic Magic as its source. 50/50 on the source material.] Maybe that would be easier for you.
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thorne -- halls
But actually seeing Dion there, framed by the window, is enough to bring home how much of a second chance this is. For him, for Cid, for Benedikta. For Clive, too -- he will not be coming back to her, she knows that, while he may sill yet live in their world.
Still, best to keep Dion from drifting too far into his thoughts. The dragoon seemed prone to it even back at the Hideaway in spite of Joshua and Clive's best efforts. She takes a few soft steps forward, stopping just behind him and to the side. )
And yet you are not the first to find their way here after death, let alone from our world. Perhaps this place simply wants all those who have passed on to find some measure of peace. ( A small, encouraging smile. ) Good afternoon, Prince Dion.
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Safely in the belief that they would be successful. Dion stays ignorant of the outcome, and it's not the first thing on his mind when he sees her.
He takes a step forward, as if to take her hand in surprise, in elation, but pauses with some distance between them, his arms back to his sides. Seeing any fragment of their world is --
Overwhelming.]
Shiva. [He finds his own smile to offer her.] It is... it is good to see you. Hale and whole, I hope.
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Another second chance. Another life returned. Jill expects the price to pay for it to be steep, but she will gladly pay it for all their sakes. )
Just Jill, please. ( She doubts he will. ) Very much so. I haven't been here long myself, but if you have any questions I will do my best to answer them.
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He does not reach for it. It is very likely Bahamut is no longer his, having been pushed beyond His limits.
Where he does not reach and Bahamut does not catch him, Shiva's hands do. As startling as the touch is, he cannot bear to pull away from it, even as her fingers stray close to where his skin has long turned to stone.
He places his other hand on top of hers.]
I can scarcely think of the questions I do not have. [A myriad, a thousand. But what, in the moment, is most important?
Did any of us return?
No. It is important, but he cannot bear it right now.] The mages mentioned... a lack of magic. In me. Us. Has yours...?
[Perhaps he does reach for Bahamut. For the comfort of the familiar.
He may have forgotten to release her hands.]
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At first, yes. But it will return in time. ( A beat, because Dion should know -- they are in the same boat, after all. Calling on their eikons now is dangerous, no matter how strong their wills, and when there is another option that does not eat away at them... it's worth studying, to learn. ) The native magic here takes no toll on us.
( At least not for her; she hasn't heard from Cid what it might be doing to him, and the Lady of the Wind isn't as forthcoming as Cid. So she only has herself -- and she hopes it's the same for him. )
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nocwich; roof
[ It had taken her a moment to notice him up there — she's not really the type to look up if she doesn't have to, but there'd been a glimpse of something out of the corner of her eye, something bright against the darkness hanging over her head.
She's waving a hand over her head, bouncing a little on the balls of her feet, trying to get his attention. ]
How did you get up there?!
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He blinks, looking down, crouched on the ledge. He does not raise a hand to return the gesture; he doesn't think to.
Ah.]
I simply jumped.
[He similarly demonstrates by backflipping -- completely unnecessarily -- off the roof, to land soundly on his own feet a few feet behind her. In another frame of mind, he may do it simply for a moment to show off, a moment that is as precious as it is rare, a bit of fun. But this time, he is simply answering her question.]
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[ She ducks as he comes flying down, waiting for the inevitable crash as his body lands on the pavement. She hadn't meant to make him jump off, and if he's hurt, she has no way to heal him, she can't feel her magic—
But the only noise that comes is the sound of something landing behind her, decidedly not in a heap on the pavement. She stands up slowly, and turns, eyes wide as she looks at him.
And then she runs up to him, grabbing his hand in both of hers, relief that he's alright mixed with admiration. ]
You jumped! How? When did you learn? Can anyone do that?
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[That was not the reaction he expected. He thinks to pull his hand away, but fears it might come off as rude. There has been a deal more physical touch in this land than he thinks he may have received in his life, outside of --
He dare not think the name. He has already sent his prayers.]
Training. [And Dion's tone stays exactly even as he adds:] Quite young. And a healthy diet of hares, frogs, and crickets. [It could be a jest. The last question, though...] With enough time and dedication -- and the aforementioned diet -- one has the potential.
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nocwich -- roof!
That's enough for him to postpone this purchase with some excuse that's not even believable - something the werewolf's incredulous stare at his retreating figure says, but Claude's got an idea and now he's not going to let it go. It doesn't take long to find one ledge with a barrel by it he hops on to pull himself up, and then from another to there in scaling up one surface to another.
And the view from once makes it up to the roof? Impeccable, and he's about to let out a low whistle until someone speaks. Ah yes, a critical error in forgetting to check if anyone else was around and he startles rather dramatically (and only somewhat intentionally so). ]
Gods. Warn a guy before you suddenly offer up touching observations like that, would you? [ But he's smiling as he says it, both because it's entirely his own fault for being busy with looking out into the square rather than around the rooftop, and because those observations are correct. ] You're right, though. It's never become less intriguing to me since the first time we were allowed to visit, though I have to say this is the first time I've ever thought of coming up here.
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I did not expect company.
[That is often the purpose of being alone, on a roof. He cannot say company is the worst fate to behold, though. Dion shares a small smile, moving back to the ledge he'd been leaning over. He clearly has no delicate sensibilities related to heights.
So he's been here before. On the opportunities where the portals once again open, he estimates.] And are you up here merely to appreciate the view?
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[ By way of answer to both of those, sort of, since Claude's gaze flits first to whatever other rooftops are nearby to see if there's somewhere they might be able to go to get an even better view and then back to the square. ]
I could ask you the same since I half-expected to see a friend of mine up here instead who also enjoys a nice view from above now and again. But, [ added as Claude turns slightly from watching a vendor precariously balance one crate after another on top of each other with the stack growing increasingly less sturdy, ] what you said makes it sound a little like this is your first time being here.
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He simply listens, looking out into the place they call Nocwich, land of eternal night, a place that could have so easily been cursed, crushed under the rule of the man who ruled over darkness, in his own lands.
But here there is peace. There is light in its peoples, intermingling without worry. With the warm smells of homecooked meals and useless trinkets and baubles being sold by adults and children alike.]
Has one ever been pulled here, impossibly, more than once, I wonder? [Dion watches, too, as the crate on top begins to wobble precariously close to the edge of its partner, destined for the fall. Can one be thrust back into life more than once? If being born was the first, then perhaps opening his eyes here, far from Valisthea, is the second.] It is my first time in this land, yes.
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spoilers, cw: suicidal ideation
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it's a wrap!
equine escape
Or, at least, that's what Clive had thought until the stablehand had approached him, practically begging for help. He's never been one to turn someone away in their time of need, and he certainly won't tell her surperiors if that's what she's asking him. But he can't help but think of the irony of his last interaction with a horse — even if that horse hadn't been one at the time. She'd pointed him towards the riding trails, and he'd declined the use of one of the remaining beasts. He'd prefer a chococbo, but her blank expression when he asks for one is all he needs, and so he sets off on foot, instead, an ache in his heart for Ambrosia.
It thankfully only takes him the former part of an hour to come across a man and one of the creatures, and he pauses — the man may not need his help after all? But then the request comes and Clive recognizes that timbre immediately, and he can't help his surprised almost shout. ]
Dion!?
[ At the noise, the horse whinnies, snuffing out a breath of air before turning on it's heels and darting down the path at a gallop.
Sorry, your highness. ]
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His heart thunders.]
Clive -- Ifrit? [He questions, disbelieving, even as he turns to take Clive in. It would be impossible to mistake him for anyone else. Not when he's spent his last moments with him. And that, really, is the most telltale of slips.
He crosses the distance between them, gripping Clive by the shoulders, as if to ensure he's real. Solid. And he is. He is warm and terribly alive.] You live.
[The words are soft, disbelieving. It stands to reason that if Dion finds himself alive here, Ifrit and the Phoenix could as well, but -- the reality of it, suddenly staring him in the face, is too much.]
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As do you, my friend, [ comes his response, just as soft, pulling back just enough that he can look Dion on the face. His hands rest on Dion's shoulders, and he feels just as solid and real as anything else in this place. ]
And I am glad for it.
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A good feeling, that voice. Clive sounds no different. He looks no closer to death than they were before they left the hideaway.
If anyone survived, he --
If only Dion could truly reciprocate the feeling, as far as his own living goes. It feels a gift thrust upon him, without asking, without consent, which he has no knowledge of how to handle. A slipping into life without a shred of experience for it... for the life he has lived will be no more, in this world or the last.
Dion is quiet for a moment, but the inevitable question comes; where Clive is, there too should Joshua be.] Your brother...?
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market!!!
truthfully, he hadn't expected to meet someone he knows here, and certainly not so swiftly. going from being completely alone to seeing a friend in the market feels a bit like watching the sun come out after the longest night of one's life.. particularly when one hadn't expected to ever see that friend again.
dion had fallen. he'd watched him, horrified, knowing there was nothing he could do to help or save him. he and clive had to keep going, they had to reach ultima-- and joshua had been in no good shape, anyway. clive had needed to help him just walk. (he'd spent longer recovering in the infirmary at the castle than he likes to admit.)
he reaches out with both hands, long gloved fingers curling around the prince's, warmth and affection suffusing his expression. ] I am so glad to see you. I thought-- Well. It hardly matters what I thought. That you are here is all that matters.
quiet scream!!
Joshua. [He exhales the name, taking the man quietly in as this shifting coldness wars with a glowing warmth, both shifting territories across the map of his heart. When he has yet felt so alone in a world that was not meant to bear him, after he had met his demise... to see a friend now is enough to wrench him in two.
It is more than he deserves.
Dion hand shakes as the Phoenix takes it, and he lays his other on top of Joshua's. Blessed warmth. Life. They are both so achingly, impossibly alive.] I should not be. [It leaves his lips before he can pause, as if to confirm what Joshua had seen. His fingers tighten their hold.] I did not think I would ever see you again, my friend. It is good to know the Phoenix's light still will not fade.