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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxasooc2023-09-20 10:22 am
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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.

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.
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 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:
  • 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.
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. 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:
  • 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.
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 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:
  • 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.
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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hatejakku: (wow)

Nocwich

[personal profile] hatejakku 2023-09-20 09:58 pm (UTC)(link)
[ If Finn were in that shop, he'd be extremely befuddled by the term "cocksucking fangs" and would ask for clarification. Fortunately, Sandor does not have to deal with that conversation.

But he does have to deal with the guy passing him by at the hot springs who zeroes in on those aforementioned freshly healing wounds. So when he's basically told to fuck off, yeah, he feels like he deserved that. On the other hand: ]


Sorry. I just- I know a healing spell. It should be able to help the fresh wounds a little, if... you wanted.

[ He wouldn't be surprised if the answer was a colorful rendition of no. It's magic, and Finn's a half-naked stranger this guy just met at a hot spring. He can't not offer, though. Physically impossible task for him. Besides, at least he also has his own collection of scars, the one across his back raising questions on how he's even alive. So maybe he earns points by being understanding? Sure. ]
Edited (wait forgot finn's own little flex show) 2023-09-20 22:00 (UTC)
dogmeats: (6)

[personal profile] dogmeats 2023-09-21 10:36 am (UTC)(link)
( Truly it spares them both, because the explanation Sandor would give about cocksucking fangs would be painful for everyone in the vicinity. Anyone unfortunate enough to hear would probably take a point of psychic damage and promptly need to take a bath. Better that they just skip directly to the bath part.

A healing spell.

He's not seen much magic in his time, and frankly? Most of it's been here. The portal they pulled him through in the first place, the mind-words Wrench taught him to make, and whatever sorceress shite it is that spooky red cunt pulled on him while he was chopping wood. He's not afraid of it, more wary of the unknown than anything.

A long moment's spent considering, before he finally says:
)

Go on, then, let's see your tricks.

( Worst case scenario, this man tries to get too friendly with him and Sandor snaps his fucking neck. No real loss. )
hatejakku: (little smile)

[personal profile] hatejakku 2023-09-21 08:02 pm (UTC)(link)
[ Rude. Besides, Finn doesn't have any plans on getting too friendly with anyone without express permission.

But after a second of surprise that he's being taken up on the offer, he comes on over and examines the wounds more closely. He picks the worst looking one of the lot and flexes his hands. ]


Okay, this might take a second. Might feel weird, too.

[ Not a bad weird, hopefully. But he places his hands over the wound (still not sure if that's necessary) and repeats the words that Jesper taught him. After a couple of tries, he feels that familiar warmth in his finger tips. In Sandor's case, there's no real flashy show. Just a tingle of warmth before the wound begins to mend itself.

It's not perfect. The skin will feel tight and tender, bruising might still be present, but it's better than it was. And Finn pulls his hands away with a big smile, assuming his neck hasn't spontaneously snapped in between points A and B. ]


How's that feel?
dogmeats: (inkonic-got-hound-47)

[personal profile] dogmeats 2023-10-02 08:39 pm (UTC)(link)
( Rude would be the most correct adjective anyone ever used to describe Sandor, ever. Truly a succinct summary on who he is as a person, and the general air he exudes at almost all times. He has resting rude face. It's his default state, and honestly? Kind of a good sign — it means utter neutrality to the person he's sharing company with, which is a far better state of affairs than venomous or outright aggressive; two things that often lead to real violence.

He watches warily, guarded, as the man flexes his hands over Sandor's wound. Watches the expression on his face, looking for signs of deception — and finding none. Instead, a sudden warmth over the area, and curiously, the slow stitching of skin as it closes itself properly, angry red tissue fading into a softer, scarred pink. It isn't fully healed, but it is undoubtedly better.

All the same, his answer is a flat, unimpressed:
)

That's it?

( With all that production, he'd been expecting a flash-bang and a miracle cure, rather than what looks like a week or so of mending.

Sorry, Finn. He's a bit of an ass. Gratitude is something of a foreign language. He might... get around to that in a few seconds, maybe.
)
hatejakku: (the fffffuck)

[personal profile] hatejakku 2023-10-09 10:34 pm (UTC)(link)
[ Finn's shoulders fall, not so much in disappointment as a severe lack of amusement. You're welcome, bud. Hold your applause. ]

Well, I only just learned it about two weeks ago. But look! It's better than it was, right? That's something.

[ Finn thinks it's something! ]

I'm still learning... You want me to try on any others? [ Since you're so thankful and all. ]
dogmeats: (inkonic-em-clegane-84)

[personal profile] dogmeats 2023-10-10 06:39 am (UTC)(link)
( That's something; Sandor's answer is a flat, dubious mutter of: )

If you say so.

( Seeing Dondarrion brought back from the fucking dead by Thoros the fire priest after Sandor himself cleaved a blade ten inches through his clavicle might have given him sort of an unfair precedent to judge this by.

He shakes his head, a small frown tugging at his lips on the burned side.
)

Save it. I'm no practice dummy for your maester training. The rest'll heal well enough on their own.

( A beat later, warily: )

I hope you're not expecting coin for that, because I haven't got any.
hatejakku: (i hate that i agree)

[personal profile] hatejakku 2023-10-10 08:56 pm (UTC)(link)
[ Finn's not sure what a maester is but he can take a wild guess. But as to a practice dummy-... Well, that's not what he was intending, but Finn can't say that's incorrect. So. He just pulls a frown of his own. ]

No, no. Consider it on the house.

[ Sarcastic, of course, but it was never not going to be free anyway. ]

I'm Finn, from the Free Cities. Got here about two months ago. So if you did change your mind, there's a lot of people around with more experience and skill than I have.
dogmeats: (inkonic-got-hound-52)

[personal profile] dogmeats 2023-10-10 09:44 pm (UTC)(link)
( Finn, he says, and Sandor arches a mild eyebrow. Finn, like a fish? Is that a real name, or is it Finn in the same way Sandor is The Hound? Tempted as he is to ask, he holds his tongue.

Two months. That's not long. If the boy can learn to do that in two months, a part of him wonders what he could learn in the same amount of time. If magic's just a bloody free for all here, maybe...

Anyway-
)

The Free Cities pull you lot through a portal, naked as your name day, out of the fucking blue, same as they do in Solvunn?
hatejakku: (oh shit dont die)

[personal profile] hatejakku 2023-10-10 10:33 pm (UTC)(link)
[ So long as Sandor didn't try to sound insulting while he asked, all questions are welcomed. Finn's name is a bit of a special topic, something very important to him, and no one's going to make fun of it without consequence. But regardless of all that, a conversation about his name and learning more about all of that nonsense would probably be fun for him!

Alas, instead of all that, Finn finds himself grimacing. ]


Yeah, exactly. Tried to conscript us into the military, too, but they weren't forceful about it. I've heard Solvunn has some weird rituals or something, though? The Free Cities seems more relaxed in comparison. For now.

[ They did try to conscript them into military service, after all. ]
dogmeats: (inkonic-em-clegane-86)

[personal profile] dogmeats 2023-10-10 11:02 pm (UTC)(link)
( Ah, you see, that's the thing, Finn. Sandor rarely ever tries to sound insulting, he just is insulting. It's as natural and as automatic as breathing. It actually takes concentrated effort not to sound insulting, and thus is usually reserved for the royalty of the house he's currently serving. Or Sansa Stark.

Unfortunately for everyone around him, he's a rude and generally awful person. If it's any consolation, it's not personal.

Military conscription piques his interest, and he narrows his eyes thoughtfully. It occurs to him for the first time that were the Free Cities to attack Solvunn, it's very likely they'd win. They could slaughter the smallfolk and farmers easy as slaughtering cattle. Solvunn's got fuck-all for an army that he's seen, save the Summoned who are devout enough to protect them. Devotion rarely does shit in the face of a several-thousand soldier numbers advantage.

He cannot pinpoint why that bothers him, only that it does.
)

Aye. Seems like they're pious to their Gods. Seems like their Gods might be more interested in talking back here than they are where I come from.

( This might actually be the first actual back-and-forth of any substance Sandor's had, or at least the one with the least amount of cursing at the person he's conversing with. He does have the capacity to be serious when the time calls for it, and information gathering on war and threats is the time. )
hatejakku: (turn)

[personal profile] hatejakku 2023-10-12 12:51 am (UTC)(link)
[ Finn had the very same thoughts when he first arrived. Well, not exactly the same. For example, he's not nearly as confident about the Free Cities being victorious. They rely heavily on technology when this world seems to be made of magic. And Finn knows from experience that one magic user could destroy an army in seconds.

Not that Finn's rooting for the Free Cities or for any particular side if war broke out. They'll all most likely be his enemy, anyway. ]


Heard about that. Sounds like they're either Gods or a group of people who think they're Gods. I don't know what's worse.

[ Either way, Gods don't usually care all that much for mortals, from what Finn understands. ]

I'm not sure the Free Cities takes them very seriously, though.

[ And it's probably obvious in his voice that Finn thinks this is a stupid decision on their part. ]
dogmeats: (inkonic-got-hound-74)

[personal profile] dogmeats 2023-10-13 08:21 am (UTC)(link)
( He can't say he knows much about magic. Seen a bit of it. Heard stories, but he's also heard stories of Grumpkins and Snarks, so who bloody knows how much of what he's heard is true. What he does know is war. The chaos of it, the confusion of it. Easy for a man to lose his nerve when facing down ten thousand strong, even a powerful man, if he doesn't have the training or the experience. Solvunn may have magic, but he's seen no indication that they're organized. That they're war-competent.

He hums a thoughtful noise under his breath. Gods, people who think they're gods — does it make much of a difference? If the latter's powerful enough to act like a god, they may as well be. And in either case, they're no friend of his.
)

Might be they're right not to. Bunch of farm folk are relying on the good will of those gods to keep them safe. Tell me, how much has any god ever done for you when you needed them?
hatejakku: (yeah man sure)

[personal profile] hatejakku 2023-10-13 10:53 pm (UTC)(link)
[ If the Force is a god, then one would think that's an easier question to answer but it's really not. The Force is there. It doesn't care. Much like how he figures a god wouldn't. Or hopefully wouldn't, Finn thinks. ]

I do for myself. If I don't, it's usually just not done.

But it's not their good will that concerns me. If they decide to be a threat at all, that's going to be a problem for everyone, no matter the faction.
dogmeats: (4)

thinking maybe a fade to black here to make room for new event stuff?

[personal profile] dogmeats 2023-10-13 11:34 pm (UTC)(link)
( I do for myself, or it's usually not done sounds about right, and he nods once, brusquely. Exactly. He can't imagine the same wouldn't be true for a faction at war — after all, in the eyes of the gods, what's the difference between a single man and a community of them? They are both tiny and impermanent. You wouldn't help a colony of ants any faster than a single ant.

Which only cements that the boy does have a point about that latter bit. Should they decide to rise up and exert their will, what chance do any of them stand?
)

War or no war, we best hope they stay asleep.

( The baths fall into a contemplative silence — slightly more companionable now than it was at the start.

Really, it's the best either of them could hope for.
)
Edited 2023-10-13 23:34 (UTC)