ABRAXAS MODS (
abraxasmods) wrote in
abraxasooc2021-07-18 11:55 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Entry tags:
TEST DRIVE MEME #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.
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!"
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.
"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).
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.
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).
return to main navigation
no subject
Except it's not as though there are a ton of options here. He's perfectly content to be on his own, but that's not a long-term strategy. And feels like they've got an understanding, or at least as good as one can get in less than ideal circumstances — i.e., being in a world neither of you know — in a short period of time.
So, unless something better comes along, he might just take her up on it anyway. Why not? ]
Mr. Flagg one of your friends from upstairs? [ Except Brad hasn't heard of anyone going by that name, so. He's got a different suspicion there. ] Or that ace you've got up your sleeve?
[ Now that, he'd really be interested in. See what that's all about. ]
no subject
[ She takes a second to think about that. Yeah, if anywhere else has fighting pits, it's probably this place. But her point stands. The library doesn't have someone willing to sell their blood for drugs, Brad. And if he wants to take a break for some loser nerd talk, there's always Nadine. ]
Mr. Flagg is down here. But he ain't like anyone else you've ever met.
no subject
It's all about balance. Can't be all fighting pits all the time.
[ That said, let it be known he's very much interested in whatever the fighting pit equivalent here is. There's a whole world out there; there's gotta be something.
The way she talks about her Mr. Flagg, though. Huh. That's something. Julie has clearly lived through some shit; she shouldn't be underestimated, as bizarre as some of what she's said has seemed. The reverence with which she speaks of this guy, though; that's something different. ]
Tell me about him.
[ An invitation, and a real one, at that. Still, he's prepared to keep a healthy dose of skepticism in mind. Nobody is ever all that. ]
no subject
[ It's a joke, but not by much. The upper echelon of the new society is insanely hedonistic. Most of Julie's time is leisure time. She occasionally gets asked to do favors like find people in the city or suss out a piece of information, but otherwise it's sex and drugs and fighting pits. ]
Flagg's the one who's gonna rebuild the world. He does magic, the real kind. Flies and reads minds and appears out of nowhere, that kinda shit. He sent the dreams. You don't know what the world's like, where I'm from. The people who are left, they need a leader like him.
[ There's no way that Brad can possibly understand the need for a good, strong leader during a global crisis!!! ]
no subject
From her description, though, this Flagg guy seems too good to be true. Brad doesn't blame her. Julie's been through a lot, and coping mechanisms are what they are. At the same time, he can't dismiss it entirely — magic is apparently a thing here, so maybe he does know it — but elevating one guy into a godlike figure... doesn't really work out, from what he's seen, speaking of global crises and all.
He keeps his tone light. ]
Don't doubt it. [ Well, he doubts the rebuild the world part. He doubts that very much. Kind of insane, that that's the thing that sounds the most implausible. ] Magic's apparently a thing here too, though. The real kind. So he might have some competition here.
[ He cocks his head, a glint in his eyes. Although... ]
I get it. People want to flock to a strong presence. Someone they think will keep them safe, look out for them, take care of them. Make all of their decisions for them. It's better to be on the winning side of that, isn't it?
no subject
Julie does not seem rattled by his seeds of doubt. She is aware that it sounds crazy, and she also cannot accurately describe the power of Randall Flagg. It's the kind of thing you have to feel, which is why she suggests meeting him; a man who summons his followers by dream, who located his second-in-command by premonition alone, who can invade the consciousness of anyone within a hundred miles is not a man easily conveyed in words.
When they meet, he will understand. ]
It's not the same. Their magic upstairs, it seems more like... you know those movies about that wizard boy and the magic school? Like that. It's not the same at all. [ She did not watch them observantly enough to remember Legilimency.
Julie scoffs. ]
Well, isn't that the point of life? To win? If you spend all your time losin' at everything you try, you're fuckin' worthless. But Flagg, he changes everything. My life with him was.. is better than it ever was before he came along. I have power now.
no subject
[ No skepticism in his words, just in tone. She's right, it is a tough sell. That's the kind of magic you'd have to feel to believe. At the very least, Brad's interested in this Flagg guy; less so for Julie's claims, and more to meet the man who can gain such a devoted follower. Call it a professional curiosity.
He smiles at her. ]
Well, not now-now, you don't, but I know what you mean. [ And they see eye to eye when it comes to life, that's good. ] You've got me convinced. Guess I'll have to find him down here. See what he can do.
[ Make an ally or suss out the competition. Really, either outcome's fine by him. He'd have to do it at some point anyway; doesn't hurt to be pointed in a relevant direction. ]
no subject
Her friends are criminals and murderers. They can handle springing each other from jail.
Her composure returned, she nods encouragingly, supportively. ]
An' upstairs, there's other people who can tell you more, Lloyd Henreid and Nadine Cross. They've known Flagg longer than anyone else. Anyway, if nothin' else, we're pretty good company.
[ She realizes that she never specifically asked. ] You have anyone here?
no subject
Just for the moment, though. Then it's right back to business. ]
I do not, no.
[ Having that many friends here — friends on the outside, at that — is probably one way to earn the level of confidence Julie has, despite her being down here. That makes a little more sense. Hopefully they're as fun as she is, though that would beg the question as to why they're free and she's locked up, so his hopes aren't up. At the same time, place like this, gonna have to find people at some point. Getting a little kickstart certainly doesn't hurt.
He shrugs, his nonchalance real. ]
I don't exactly need anyone, is the thing. Definitely not from back home. Truth be told, I was just looking to make a fresh start. This wasn't exactly what I had in mind, but I can make it work.
no subject
She cocks her head like an interested puppy, all big sympathetic eyes. She gets wanting a fresh start. Sometimes it's easier for the whole world to disappear than it is to try and claw away at the edges of the life you had. ]
So what kinda fresh start did you have in mind? Not this renn faire bullshit, but back where you're from. What were you gonna do?
no subject
See, that's the funny thing. [ He leans a shoulder against the wall at the cell bars' edge, making himself comfortable while he gives their surroundings a cursory glance. Back to Julie. ] I was gonna get myself locked up. Nothing like here, of course, but our standards back home are a little higher. [ Especially for white collar crime, but that's neither here nor there now. ] Take a little vacation, add to my street cred, go from there. Like I said, this wasn't what I had in mind, but it might work out even better.
[ Nothing wrong with being honest. The entire point was to bolster his reputation; now he gets to do that here, but with a truly blank slate. Be everything he wants to be. He's kinda looking forward to it. ]
no subject
[ She is incredulous. The kind of people Julie has spent her life around are the kind that go to prison for years, for violent and often drug-related crimes. Hell, she'd had multiple family members in the slammer for years before Trips tore through. The idea of white collar crime and Club Fed accommodations is completely foreign to her. ]
Most people I know spent their time tryin' to stay outta the pen.
no subject
Sure did. I needed the reset; seemed as good a place as any.
[ He says it all casual-like, both to add to his image and because, well, for him it was going to be casual. It's not like Brad has had the softest life ever — he's familiar with manual labour and hard work from farm life, even though it's been a while — but that'd be where his and Julie's backgrounds would diverge. No familiarity with anyone who's actually been locked up, nor with violent or drug-related crimes. He'd be hilariously out of his depth with the kind of jail she's thinking of, so it's a good thing that was never an option. ]
I guess I'm not most people. [ A pause. He can concede a point — there is such a thing as biting off more than he can chew. ] It's probably not the greatest thing that jail was the best place for me, but I was ready for it. Too bad I won't get the experience, but those are the breaks.
[ This alternative suits him just as well. ]
no subject
Not close kin, but she's from the armpit of the Midwest. That rotten fruit is definitely in the family tree. ]
Guess not. What were you gonna do to get thrown away? Armed robbery? Distribution? You don't strike me as a murderer, plus that ain't exactly "new start" sentencing.
[ Although she does think he seems infinitely more capable of killing people than her boyfriend, a convicted death row murderer who had to be pushed into killing a heretic. So her gaze is definitely more appraising than one might expect.
Julie's life is real weird. ]
no subject
Though things could be different in this world, couldn't they? He's familiar enough with the fantasy genre. Knights and quests and shit. That isn't him, but it's way more likely to come up here than it ever was in the world of finance.
That might be something for him to evaluate at some point. Could he actually take a life. Couldn't take an animal's, so that might be a challenge.
At least it's irrelevant for now, so Brad just lets out a soft laugh, shakes his head. ]
No, definitely not. The point was to take a break, not to spend the rest of my life in prison.
[ Although considering where her mind went, the truth is far less badass. Even if humanity hadn't been mostly wiped out where she's from, they're clearly of two different worlds. Brad takes a second, mulling it over. ]
Violent crime can be a little tricky; you never know how hard they're gonna throw the book at you. And drug shit's boring. No, you want to go for something white collar. That's how you game the system. The actual punishment is a slap on the wrist, if even that, but people on the outside don't see it that way. It's the best of both worlds.
no subject
Julie laughs, obviously finding this idea very funny. She won't deny the logic, but he had specifically said the words "street cred" to her, and now here he is talking about white collar crime. She's been surrounded by real criminals her whole life. ]
Oh, honey. You talkin' about embezzlement and shit like that? I went to Girl Scout camp more dangerous than that. I mean, fair enough if that's the kinda people you like to hang out with, that would be impressed by somethin' like that, and I won't say it don't make sense. But ain't no one afraid of the guy who got caught cheatin' on his taxes. Turned Al Capone into a joke.
[ Her laugh fades to a giggle and she sighs, still tickled. ] Don't get me wrong. I just thought you seemed a little more tough. Like smart tough. Kingpin's accountant kinda tough.
no subject
That'd still be me. [ Whether or not he actually is that tough, he's not going to concede defeat there until it's undeniable — and who knows, that day might never come. Not like anyone back home expected him to know his way around a foam sword, let alone a real one. ] Call it a fault of where I came from. The people I knew back home were definitely impressed by what I was working on. That's on them. There's way more opportunity here to do bigger and better things.
[ He tilts his head, smirk fading ever so slightly. ] After all, we're all kind of limited in some way by where we come from, aren't we? What matters is if you're able to overcome that when given the chance.
[ He's able. He knows that. Maybe she is, too. He doesn't really care one way or the other, but it might be nice. ]
no subject
[ She's curious. He's definitely cocksure but only in a safe way, even if Julie suspects he could do better. Of course, she won't blame people for trying to keep comfortable, especially in a pre-Trips world. Makes sense to only push the boundaries as far as necessary. But now he -- and all the rest of them -- has an opportunity to see what they can really do.
And even in prison, she doesn't doubt herself. ]
Once I get outta here, I wanna learn their magic. I think that's the key to this place.
no subject
[ Not that boring's so bad, especially if the alternative is something like nearly all of humanity getting wiped out. And, really, comfortable suited him just fine. Not that he doesn't know what it's like to live in less than comfortable circumstances, but it's also something he's gotten used to over the years, so going back will be an adjustment.
At the same time, upstairs is really rich and luxurious. There might not be cars or the internet anymore, but the more that he thinks about it, the more he might very well be able to live without the conveniences of modern life. At least he understands germ theory. ]
I worked in finance. So, nah, armed robbery never came up. It was better, though. Violence is one way to get what you want, but if you really want to control people — to own them — you find a way to take every last penny from them. That's what I did. We may be in the dark ages now, but money makes every world go 'round. And considering the state of upstairs [ — and this time it's not a brag. He's not trying to draw attention to the chasm between their fortunes. It's just down to business now — ] this place has got a lot of it. Wouldn't be surprised at all to find out they control a fair bit of this world.
[ So the castle and its higher ups is the place, are the people to get a foothold, sink his claws into, as it were.
That said, Julie brings up a good point; he gestures at her, you're right. ]
But yeah. I wanna learn their magic, too. I think it works in tandem with everything else they've got going on here. And besides, why turn down a good opportunity? There's more than one way to accumulate power.
[ Whether she'll ever actually be able to leave prison is a whole other matter, but hey. Turns out if she needs another friend on the outside, this conversation has been a pretty good start to getting her one. ]
no subject
[ She's not really asking in respect to their captors, but more as a general interest question. Surely he can think of situations in which poor people might also need to be manipulated into doing stuff.
That's why violence is so great. Billionaire or beggar, everyone's the same in front of the handgun you're yelling at your boyfriend to unload. ]
Plus, it can't hurt to know how to make life easier. Seems like the whole point of magic is to make life easier.