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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxasooc2021-07-18 11:55 am
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TEST DRIVE MEME #2

TEST DRIVE MEME
Welcome to the second 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 two 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.

Our previous TDM has some answers to relevant questions as well, and feel free to look at our Game History page! Anything on that page - including information about the Horizon and the Singularity - can be assumed to be told to newcomers after they arrive, whether they are prisoners or honored guests. For more information on Ambrose and the apprentice mages, please see our NPCs page.

Arrival

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. Through the opening you can see a bright room, but 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. Once you catch your breath, you can get a better look at the surroundings: tall trees and even taller stone pillars surround the platform you're laying on. Behind you is an ornate fountain, the base of which is so deep and so dark you might be compelled to scramble away from it lest it suck you back in to that endless abyss. Ahead of you are the walls of a large castle with several tall towers reaching up towards the sky.

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.

Set into an indent on a marble slab behind the fountain is a card baring 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 a mage with highly decorated robes and a large, heavy book. He peers up at you for a moment and starts flipping through the book.

"I beg your pardon," he says, so absorbed in the pages of the book that he doesn't bother to look up, "I am Ambrose Rhett, the High Mage of the Kingdom of Thorne. One of my apprentices will explain everything in a moment, but please refrain from yelling and thrashing about until then. You're quite alright, and screaming gives me a hell of a headache."

Regardless of your response, he keeps flipping through the heavy tome, until he stops on one specific page, stares at it for a moment, and then exclaims:

"Aha!"

Scenario One: Welcome to Thorne

Ambrose's expression brightens, eyes twinkling with delight. He waves one of the apprentices over with a fine silk tunic, pants, and some basic sandals and with a wave of his hand they reshape to fit you perfectly.

"Oh, thank heavens," he sighs, closing the book and approaching you with a sort of worn-out relief.

Now that he's not hunching over the book, he doesn't seem quite so stuffy and inapproachable. The apprentices all seem quite relieved at his jovial outburst, and the one that handed you the tunic stops to take the tarot card down from the marble slab. If you show any curiosity about the card, they'll let you take a longer look, but won't let you touch it.

"Please, come with me, you're an honored guest here," he says, motioning for you to follow him towards the castle, "As promised, my pupils will explain your current situation. And, ah - if you had any magic of your own, or other special abilities you can't access right now, fear not, they'll return within the week. The summoning takes a lot out of you."

One of the apprentices steps forward and rattles on and on about the castle, Thorne itself, the names of a bunch of royals and nobles, and of course, your reason for being here. The Kingdom and 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.

Once inside the castle you're taken 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 (the newcomers who were summoned back in June may have a great deal of information to tell you), or you can wander around and meet the others.

There's also a dining hall stocked with a rotating 24/7 buffet in celebration of the new honored guests. Somehow, your very favorite food is part of the rotation (or at least an attempted recreation of it given the limited technology available to the Thorneans). The town surrounding the castle is all abuzz as well, with most shops and services willing to give free samples of their wares to the new arrivals.

You may also notice that your sign is embroidered on your tunic: the same image you saw on the card from before with the name of the sign itself beneath it. If you ask the castle residents, they'll tell you a little bit about your sign (and will mostly stick to the positives, although some might point out the negatives).

Last (and, if you ask anyone else in the castle, least) there is a worn stone staircase leading underground to the dungeon. You can go there, if you wish, but all powers are restricted in the dungeons and spending too much time with the prisoners will lead to some suspicion being cast upon you. If you ask anyone why the prisoners are being held there, you'll be told that they pose a potential threat to the Kingdom (and, by extension, the entire world) and are awaiting trial.

Scenario Two: Imprisoned

"Drat," Ambrose says with a frown, "And here I thought we'd worked out all the kinks this time."

The High Mage looks up from his book, wide-eyed as he stumbles back. If you look behind you, you'll notice that in the time it took Ambrose to browse his book, the tarot card hanging behind you has reversed and is now hanging upside down. An apprentice runs to snatch it from the pillar and put it back with the rest of the deck.

The apprentices seem apprehensive, but Ambrose regains his composure and resists the urge to insult their newly summoned captive. Instead, he turns to the apprentices: "Get them clothed and we'll send them to await trial."

One of the apprentices drops a baggy, rough-feeling tunic, a pair of pants, and some worn sandals in your lap and glares down at you until you put them on (if you refuse, they'll tell you they can kick you back down that well if you don't want to cooperate).

Once you're fully clothed, another apprentice clamps some heavy iron shackles around your wrists and leads you on. The High Mage is far ahead of you already, muttering some long string of Thornean curses before he stands up straight and pauses, spinning to face you.

"One more thing," he says, holding one hand in the air and chanting something under his breath, "Can't have you getting too troublesome."

If you had powers, the slight connection you still had to them slips away completely and you're left with nothing as the four apprentices drag you towards the castle. Despite your prisoner status, they will answer your questions to the best of their ability.

Once you arrive at the castle you're brought to the dungeons and thrown into a locked cell. There are four people to a cell, and two sets of bunk beds with a thin and lumpy straw mattress. If you're over six feet tall, these beds are going to be awfully uncomfortable. You might as well meet your roommates. Once per day you're dragged out to an enclosed courtyard for one hour of recreation (with some crude weights, benches, and balls lying around but not much else), where you can meet the rest of the prisoners, but you can also talk to your immediate neighbors in the cells on either side and across the hallway. Just don't yell too much or the guards will snap at you to be quiet.

Everyone in the dungeon is fed one meal a day, and for a prison meal it's decent: a bit of meat, a bun, and a salad. It would seem that the Thornean chefs take too much pride in their craft to send bad food to the dungeons. The meals are all served in equal portions, though, so the smaller prisoners may be overfed and the larger ones may be getting hungry. Feel free to fight for food or share with your cellmates.

Crudely embroidered on the back of every prison tunic is the same image that was on your card and the name of the sign beneath it. A guard may explain a bit about the sign, and will be blunt and honest but not overly negative about it.

You may be blessed with a visit from one of the more welcomed newcomers, and they may sneak you some extra food or a small book to read or they may share some of the information they've gathered. The guards will even interfere if the honored guests are being overtly cruel to the prisoners from now on.




Questions


How many slots are open?
Currently, there are only four slots open for new players. We will process activity check before opening applications, so we will have a better idea of the exact count then. Existing players can apply for a second character withour restriction.

How do I choose a scenario for my character?
Pick whichever situation appeals to you most. Whether your character is honored or imprisoned has nothing to do with their personal morality, or how highly they regard themselves and their own accomplishments. Anyone can be put into either situation.

Can I try out both scenarios?
You can! But please keep in mind that only the one you eventually choose can be game canon, if you decide to keep any of your TDM threads.

What happens if my character refuses to comply with Ambrose?
Prisoners will be dragged against their will. Honored guests will be forgiven for their moment of panic or anger if they have one, and Ambrose and the apprentice mages will try to calm them and persuade them further. If they put up too much of a fight and/or start actively attacking anyone, Ambrose will warn them once that he's willing to put them back in the well where they came from (see below), and if they continue to fight he will make good on that promise.

My character intends on causing a lot of trouble (destroying parts of the castle, murdering the castle staff, etc.), what would happen to them?
Characters who make too much trouble for the mages and other staff 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 (if they are an honored guest) or a punishment like denial of food or temporary solitary confinement (if they are a prisoner), and there will be plenty of opportunity for destruction and murder later, but for now the Thorneans have no desire to keep huge liabilities around.

I want to wildcard a prompt or use one of the prompts from the original TDM that isn't on this one (eg. the library), can I do that?
Yes!

Is the power loss for the prisoners permanent?
No, although honored guests will regain their powers first due to the lack of interference from Ambrose, the prisoners will be able to regain theirs soon enough as well.

Can the prisoners talk about anything private, or will they be overheard at all times?
There are guards patrolling the dungeon, but they aren't always within earshot. Most of the attention is being focused on the new guests, so the prisoners will have some opportunities for privacy.

The first prisoners in June were just thrown in their cells without being told they are awaiting trial. Will they be told differently now that the new prisoners are here?
Yes, all prisoners new and old will be told that the Court has shown mercy on them and they will be given a fair trial sometime in August to determine their fate.

Whether or not that's actually true - and whether they believe it, even if it is - is another story, but they will all be informed.

Can my character leave the castle?
Honored guests can leave the castle itself, but cannot leave the surrounding town.

Can my character eventually side against Thorne if I choose to make them an honored guest/can they side with Thorne if I choose to imprison them?
For this TDM, it will be easier for welcomed characters to side with Thorne and for imprisoned characters to side with one of the other two factions, so we encourage you to take a look at the factions and see where you might want your character to go.

However, that is not set in stone and if you change your mind, characters in Scenario 1 will be able to betray Thorne, and characters in Scenario 2 can work themselves into Thorne's good graces.

How much will my choice of scenario affect my character's plot later on?
This choice will affect characters throughout August, but our August event will wrap up the honored guests vs. prisoners plotline, so your character won't be imprisoned for too long. This decision - and every other major decision you make in game! - will also be used to flavor some mod surprises that will be coming down the line.

Don't get too anxious about this choice, though; this is just one choice you'll get to make in a game that has a lot of them, and every character in both scenarios can work their way towards many, many individual goals and outcomes. You're not locking yourself out of anything in the future via the choice you made on the TDM. It will primarily impact the immediate future with the far-reaching effects being up to each player.

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 two scenarios on your application.

What if I haven't settled on a sign yet?
You can ignore sign-related prompts if you're undecided (or try out different signs in different threads).


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belmonts: (078)

[personal profile] belmonts 2021-07-24 02:02 am (UTC)(link)
"Been there, done that. They've stopped locking me away."

He's tried it all before, Hector. He's not stupid, he just looks stupid. Still, the fact someone, anyone was bothering to talk to him was a new turn of events and so, the Belmont sat up and faced the Forgemaster, looking him up and down with a lazy kind of unimpressed glare.

"You locked up in the cells or one of the fancy few that get to wander around like they own the place then?"
petcromancer: (sunlight)

[personal profile] petcromancer 2021-07-24 11:46 pm (UTC)(link)
"I'm an 'Honored Guest'. I'm more respectable here than I ever was back home."

He shrugs, still not understanding the logic by which they are sorted. It seems random to him, and already a few have risen or fallen from their starting point.

But in this case, it seems like the man they summoned up is disruptive, so maybe Ambrose wasn't wrong?

"You could try behaving, then, and see if you can petition for parole. Although, just to warn you, even 'Honored Guests' are forced to share rooms with one another."
belmonts: (041)

[personal profile] belmonts 2021-07-25 12:08 am (UTC)(link)
"Must be nice..." He muttered under his breath, raising a brow at that last bit. "Hardly fair. Must pick us at random. Can't see any logic behind it, really. I personally came from a very respectable place." Well, that's a half-truth but this guy doesn't know who he is or where he's from, he could be a Lord of some fancy Castle for all this guy knew.

Ambrose is a stuffy prick. Didn't even give Trevor a chance to explain himself, just took one look at him and had him tossed in this hell hole.

"Why should I? I was locked up without an explanation. I'm not going to just sit and take it. I don't belong in here... Caged up like a wild animal." Interesting. Very interesting. "Not so honored after all then, are you?" His expression softened slightly now that there was a hint of common ground between them. "Don't s'pose you have a drink on you, do you? I promise to behave."
petcromancer: (S3 collar)

[personal profile] petcromancer 2021-07-25 01:06 am (UTC)(link)
Hector raises an eyebrow. 'A very respectable place', suuuuuure. But still, it is unfair for anyone to be dragged here against their will and then imprisoned without having committed any crime.

"They've made it clear enough to me that I'm only as honored as I am useful to them." Which, to be fair, is pretty damned useful, if he decides to work his magic for them.

"But no, not on me. But if you're willing to behave a little while longer, I can get you something. What do you drink?"
belmonts: (051)

[personal profile] belmonts 2021-07-25 06:30 pm (UTC)(link)
Listen, at one point the Belmont's were respected and revered by the people, he's not exactly telling a lie, though, given what he currently looks like, all dirty, his hair unkempt and stubble that could do with a straight razor over it- It's understandable that he'd look like some lowly vagabond.

"I'm pretty fucking useful myself. They should have asked." Trevor has no idea who or what this strange is, no inclination of the possibilities he could utilize if prompted to. Also, he'd like to smack him about the head if he knew... The last batch of Night Creatures he fought really put him through the wringer.

"I'll behave, for a little extra." Smirking, trying to work whatever amount of charm he has at his disposal to get a free drink. "Beer. Or ale. I'll take spirits before wine though... Unless it's red."
petcromancer: (wine)

[personal profile] petcromancer 2021-07-28 01:40 am (UTC)(link)
"Your best bet is to make that known to them." Hector's seen a few prisoners freed after doing some acts of service for Thorne. It didn't work for the one prisoner Hector needs to see freed, but it's at least possible.

For the best that Trevor doesn't mention killing Night Creatures, because that would put Hector's good will to an end.

"Don't go anywhere, then. As if you have any say in that." Hector's allowed to come and go relatively freely, so it's only a matter of minutes for him to leave, beg a flask of ale from the kitchens, and return.

He tosses the flask to the prisoner. "Here. We had this at a festival the Thornes held recently. Be warned, it's strong stuff. If they're not feeding you well, pace yourself."
belmonts: (108)

[personal profile] belmonts 2021-07-29 08:23 pm (UTC)(link)
Trevor raised his arms and looked around with a dry look about his face. "And how exactly am I to do that when I'm stuck down here then, hmm?" After all, the last time the guards came to interact with him, it ended up in them all coming to blows. Apparently, Trevor needs to watch that mouth of his, or so he's been told.

He'll keep it to himself for now at least. It's of no importance anyway, it would just distract from other, more pressing topics. Such as beer.

"Funny fucker..." Belmont uttered under his breath as he was told not to go anywhere. Chance would be a fine thing. Having decided that the silver-haired male was no longer coming back, Trevor had taken to laying on his back, throwing pebbles at the ceiling of his cell, trying to change the route of an ambling spider that cling and waddled upsidedown.

Blinking as he sat up resting against his elbows, catching the flask in one hand, piercing blue eyes growing wide and startled at the words he was hearing. "You didn?! I fucking love you!" Pulling the lid free and taking a large swing. Trevor's eyes closed and he sunk down by the shoulders. "My God... It's better than sex." he uttered out, ignoring the warning about the alcohol's strength as he tipped it back up in another deep sup.
petcromancer: (eyes shut)

[personal profile] petcromancer 2021-08-02 12:52 am (UTC)(link)
Hector ignores the prisoner's complaints as he leaves. He can't just make booze appear out of thin air. Hector is magic, but not that kind of magic.

His return is met with much less grumbling, but the prisoner's praise is... still not great. Hector leans back against a wall and raises an eyebrow at the man.

"A simple 'thanks' would have sufficed, you know. I didn't need to know about the relative quality of the sex you have."