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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxasooc2023-11-20 12:36 pm
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TEST DRIVE MEME #15

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 December.

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.

Kingdom of Thorne | The Free Cities | Solvunn Commune
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 winter, the weather is frosty. In the distance, you can see tall white mountain peaks and winter flowers are dusted in snow around 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 curiosity is in the air when locals discuss the recent negotiations with the Nether, the confirmation of dragons, and the Maritime Fair in Borrel, newly established last month. The ceremony in November included the promotion of the Queen's uncle, Admiral Rudolph Sidwell.

  • Although the Dimming is a few weeks away, the Castle's head chef has started to serve winter-themed pastries and warm-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.
Fireside Logs
In preparation for the colder weather, and to appease the working class, enchanted logs are to be delivered around Nott. These logs are bespelled to last several weeks longer than a typical log. Help stack the logs onto horse-drawn wagons or make the deliveries yourself. Nott can be a little rough with pickpockets and thieves, and many aren't fond of the monarchy, so it's best to travel with a friend. While you're there, why not have a drink at the taverns or visit the fish market? Just be sure to return by dark or else a guard may be sent to fetch you home. Thorne wouldn't want you to be in any danger!

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.

Seaside Scenery
You're encouraged to explore Thorne's proud naval history in Borrel at its Maritime Fair, which had its first opening last month. Along with its many attractions and ships, you can join a paint and cider session where you can follow a guided instructor to paint the Borrel seascape. To finish your masterpiece, you can decorate the frame with Borrel's famous sea glass. The paints and brushes are enchanted to help you along, but it requires a little concentration. Growing frustrated with your progress might cause some splatters or turn the colors muddy. Not to worry! You can always start again with a fresh canvas.

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 nation's portals. Once there, you're welcome to meet those from other nations, 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).

As an important figure to the kingdom, you can't move out of the city of Castle Thorne without permission or take any extended trips. If you're feeling restless, though, daytrips to Nott or Borrel via portal are allowed, or you can visit Nocwich. Don't try to sneak out - someone will bring you back. 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.

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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, though not as hot as it was in summer. At night, temperatures drop dramatically. 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:
  • In the Cadens barracks, soldiers exchange stories about invisible hounds and mutant beasts that attacked - though some tales are exaggerated. City guards are 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.

  • A buzz is in the air when locals discuss the recent negotiations with the Nether, the confirmation of dragons, and the public execution of Cauldor Wain, accused of orchestrating the attacks in Nocwich two years ago. If you step outside the gates of Cadens, you'll see a decomposing corpse hanging there as a warning.

  • Although the Festival of Enlightenment is a few weeks away, shops and markets have started to sell mechanical toys, clothes, and light-up jewelry in preparation for all the coming celebrations and parties.
◎ 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.

Save An Orphan
Eager to take advantage of the upcoming holiday cheer, orphans will corner passersby to try and sell small handmade trinkets, jewelry, and a cup of hot cocoa or warm pastries. They'll be grateful if you buy a little something! Wilier orphans might try to distract you and quickly tie a bracelet around your wrist, then demand compensation for your "purchase." But hey, it's hard to be too upset with hungry children, right? If you don't have any food or money on you, maybe you can find an older Summoned to help you out.

Loose Balls
In the holiday bustle, one of the delivery wagons has overturned, scattering colorful round ornaments all over the street. Distraught merchant Jilliane Tuttle is desperate to gather up her wares and will beg anyone she sees for help. Why not lend the poor lady a hand? Be careful, though! The orbs are designed to light up, and the damage might cause some of them to give a light shock when picked up. Try to bring as many of the ornaments back to Jilliane as you can. She'll reward you with a few silver coins for your help.

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 nation's portals. Once there, you're welcome to meet those from other nations, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready to turn in, the barracks are waiting for you. They have a communal bathing room at the end of the hall, with curtains that can be pulled around the individual raised round tubs for privacy. Each barracks room is rather sparse. Six simple beds set against the wall, three on each side of the room, each with a trunk at the foot of it. You can greet your roommates here, most of whom will be new arrivals, as well.

If you plan on making use of your assigned quarters, you'll have your basic needs met: uniforms, a roof, bland food from the mess hall, and access to the training grounds. You won't be paid unless you formally enlist with the army. The longer you take advantage of the barracks, the greater the pressure to enlist. Some soldiers will start to see you as a freeloader if you refuse to join them yet continue to use their resources. If you're set on not enlisting, you'll eventually have to strike out on your own. The government won't provide for you 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, but you will want to start making money. Nearly everything in the Free Cities has a price - including the portal to Aquila. Luckily, the portal to Libertas is free if you want to stretch your legs.

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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 cold. Sleet and hail 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 chestnuts, baked apples, candied orange peels, and other wintery treats. 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!

  • The execution of former Council member Josselyn Creed is no longer a topic. Instead, a sense of awe is in the air when locals discuss the recent negotiations with the Nether, the confirmation of a long-lost dragon shrine, and the formally secured seat of Council member Isar Hart, the first Tertiary representative who does not come from the Tertiary Settlement.

  • Although the Winter Solstice is a few weeks away, friendly neighbors have started to deliver hot cider 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.
Helping Hands
Due to the cold winds, Solvunn fine goat racing tradition is put on hold so the goats can be kept warm inside their pens. Skilled weavers have made blankets for the goats, which you can deliver to any home that has a goat or two. It sounds easy enough except while you're there, you might be roped into helping with a household chore or running an errand, from sweeping the floors, bringing a bit of tea to the family across the road (you're headed that direction, anyway, aren't you?), or picking something up from the market (it'll be quick, dear!). Before you know it, you find yourself juggling several tasks. Obviously, the solution is to pass the work onto someone else - maybe another Summoned you spot?

Wailing Wilma
Bored of the holiday cheer, youths in the Primary Settlement have started to sneak off to find Wailing Wilma. According to the tale, Wilma's sister drowned her in the icy waters as a sacrifice. When summoned, Wilma's ghostly face appears just beneath the ice, mouth open in an eternal wail. The "summoning" requires taking an elaborate path through the forest to reach the lake - though the instructions frequently change. Of course, between stepping onto the ice and wandering through the woods at night, the children are asking for trouble. Maybe you hear some screaming as the youths frighten themselves or a frantic mother asks you to find her son before dark. You should take a friend if you plan to investigate - the woods can be dangerous after sundown.

Red Herring
Each winter, cured fish are prepared in glass jars decorated with holly and delivered as-ordered to residents in the commune, a task organized by Fin McGill, whose parents evidently believed he would follow in their fishing footsteps. These small fish take on a rusty hue when salted and smoked. Unfortunately, his careless son (Finnie Jr.) has once again mixed up the batches of fish this year: the jars of herring have been mislabeled as mackerel and vice versa. A frantic Fin is asking anyone available to help correct the mistake before the wagon comes to collect his goods. You can swap the labels and move the jars to the right crates to make sure everything reaches its proper destination.

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 nation's portals. Once there, you're welcome to meet those from other nations, 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.

Goat-drawn wagons can help you get to the other settlements, but you're encouraged to remain in the Primary Settlement. If you insist, though, no one will stop you from leaving. Just be sure you have an invitation to the Secondary Settlement. There are tales of uninvited travelers to the Secondary Settlement disappearing without a trace. The gods are as hungry as they are protective.

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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 nation 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 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 setting choice - 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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thoughts: (34)

river tam || firefly || the fool

[personal profile] thoughts 2023-11-21 02:56 am (UTC)(link)
( content warnings: may reference canon themes of torture, human experimentation, murder, and death. river is a mind-reader, but this shouldn't be an issue for now since powers are nulled on arrival. I'll work on getting an opt-out/opt-in post set up soon!!

she's post-firefly, pre-serenity. I haven't 100% decided on a faction yet so I'm trying a bit of everything. (╹◡╹)♡ hover over any chinese text for a translation! )


thorne
[ from darkness to daylight, river opens her eyes and finds herself at a loss for what's real and what isn't in a totally different way from the chaos she's used to.

now, usually sunlight means open sky and fresh air, something they can't get enough of as space-farin' folk. but this is different, because there are hands on her naked body and strange men trying to tell her something she doesn't understand, things she can't begin to comprehend with a mind that's still drowning in the abyss of nothingness.

so the first thing she does is quite reasonable, by all accounts: she screams. for a good long while, river can be found by the fountain, hiding behind the lip of it while calling everyone around her liars and thieves and spewing rapid-fire chinese that is surely plagued with insults. she may even climb back inside of the fountain, splashing around in the water as she searches for the way back home, never you mind the freezing temperatures. all the while, the poor apprentices are simply trying to get the screaming naked girl into some clothes. woes be for a rough landing!

eventually, though, she'll realize no one is trying to hurt her and settle enough to let the mages guide her through the castle. such a beautiful thing with fantastical tales of magic and strife and some higher purpose they're meant to serve; none of it means a thing to a girl that hasn't been convinced this isn't an elaborate dream. she'll wander the hallways, bare feet against the cold ground and fingertips trailing along the walls as she takes in everything around her.

it's then that she'll notice, after the earlier screams have passed, that this world seems eerily blissfully silent. she may not even notice your character coming, eyes wide as they are tracing the designs along the walls and ceilings - apologies in advance for any accidental collisions. ]


free cities
[ a hot, dry, bustling desert landscape is something river is well familiarized with by now, and something about that gives her an ounce of intrigue alongside her innate fear of being kidnapped to some far off land. are they on a planet she's never heard of? does this mean she could find serenity if she searched hard enough? it's too soon to say, but the potentiality of it leaves her thrumming with nervous energy.

she'll be bouncing around in the wagon, eager to see all that she can through the windows and clamoring from seat to seat as she finds things that catch her interest. pardon her manners if you happen to be riding along at the same time, as river won't stop to consider how she might be inconveniencing others. a scientific mind blown wide open by the addition of magic - how could she not be fascinated?

by the time they drop her off at the barracks to dress and settle in, she's chomping at the bit to go explore. but she takes one look at the militaristic uniform and declares it zhū shǐ; there must be something better around here. river looks around the cramped quarters, marveling at the abject silence coming from the walls and their inhabitants, then decides the best course of option is just to look.

so anyone with the misfortune of being one of her bunkmates may come back to find a waifish girl wearing only a robe and manic eyes as she tears through everyone's belongings and throws things around haphazardly. more than looking for anything specific, the search is half the fun - for her, at least. no fun for anyone else having their things thrown about and pilfered, sorry. :( ]


solvunn
[ the screaming and crying and general hootin' n' hollerin' of transdimensional temporal displacement is enough to overwhelm all on its own. but the last time river was in the hands of god-fearing folk didn't end quite so well for her ( or simon, oh simon, bié diū xià wǒ, gēgē! ). if only she could hear them and know their good intentions, but she can't, there's silence beneath the pretty words they say and all she can do is behave and follow.

it's cold, after all, and running away into unknown territory while wet and naked won't get her very far. she accepts their clothes, thick and cozy like nothing she's felt before, and listens with only one ear on the way to the settlement. the land is beautiful, so far removed from the bottled up mènghuàn they sell across the 'verse as she knows it.

they speak of magic and she starts to believe it, if only for the sake of the flowers and the ocean breeze, an abundance of nature that makes a lost little girl feel right at home in the madness of it all. river ignores the greetings of any locals to make kind with the flora and fauna instead, which is where people can find her, wandering aimlessly while talking to any plants or animals she comes across.

asking questions, holding one-sided conversations, peering into the eyes of any livestock that don't walk away as soon as she approaches - anyone close enough to her quiet rambles will catch the gist of the conversation. with a childlike sincerity, she tells them: ]


This is a beautiful place to die.

[ cheers, mèimei. ]

wildcard!
[ feel free to pitch your own starter if you like! river will be wandering about regardless of where she winds up, and she has no sense of personal space or propriety. she can be anywhere at any time for any reason - I'm game for anything! ]
thedreamer: (0528)

free cities // wagon

[personal profile] thedreamer 2023-11-21 04:02 am (UTC)(link)
[ It's rare indeed for the Doctor to meet with anyone whose energy seems to somewhat match his own, in that he can barely sit still himself. He's been settled in the Free Cities only a short while now, but he's ever the explorer, his thirst for knowledge insatiable, his curiosity ever growing the longer he's here in this world. So he takes the wagon back and forth to the Badlands occasionally, scouting their surroundings, getting the lay of the land, as it were.

The young girl is a new face, but then, many are still new faces to him as he acclimates. If he can be a guide in any way at all, he's all too eager to offer his help in some manner. It's what he does! The Doctor, here to help. He'd wear a name badge with just that inscription if he could.

As she comes close to where he's sitting, rather than looking at all put out by her movements, the Doctor grins. ]


Hello! You know, you have the right idea, I think. If you go to that end of the wagon and I go to the opposite end, we could cover more ground. Tell me what you see, or — better, what you wish you could see. Something fantastical or real or imaginary, no limits.

[ Sorry not sorry to fellow passengers at the moment. ]
thoughts: (10)

[personal profile] thoughts 2023-11-21 05:18 am (UTC)(link)
[ anyone that's willing to play along with her games is good people by river's standards, and so her eyes widen and gleam as she considers his proposal. and she does consider it, very seriously. the wagon isn't so large that they couldn't hear each other if they spoke loud enough ( sorry again to their fellow passengers ) so the logistics seem sound. ]

It would increase visual capacity -

[ she pauses as something particularly colorful passes them by, her body doing a full twist to watch it go before turning back to the doctor with a wild intrigue in her eyes. ]

- but the premise is flawed. We have to recalculate our base values for "fantastic or real or imaginary." The limits were stolen.

[ somehow, the words are equally full of excitement and fear. she's just hours removed from an entirely different world, supposedly, a lost child set on a grand adventure. his question seems whimsical in all her favorite ways, but instead, her enthusiasm softens as she takes in his kindly demeanor. she looks down to her lap. ]

I wish I could see Simon.

[ a wonderful question with a simple answer: she wishes her brother were here too. ]
thedreamer: (0119)

[personal profile] thedreamer 2023-11-21 08:03 am (UTC)(link)
[ He was curious enough about her based on her enthusiasm alone; like understanding like, on some level. But her words intrigue him further. Oblique to some, perhaps, but not the Doctor. He'd thought to go along with her not only because the fidgeting and inability to sit still is in his nature, but because it seemed a good distraction until they reach Cadens.

But when she softens and speaks of Simon, the Doctor's expression shifts. Less the enthusiastic merry-maker, he's now the more attentive and slightly concerned self-appointed guardian. Of sorts. Temporarily. ]


If you wish you could see him, he must be very important. Do you know — I've found sometimes that when the people I love aren't with me, if I talk about them, I can see them again for a moment. And so can others. Would you tell me about Simon? I'd like to see him, too.

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hairington: (316)

solvunn - LIFTS U UP AND SPINS

[personal profile] hairington 2023-11-21 04:09 am (UTC)(link)
[ the moment that steve gets word that new summoned are being pulled through, as if in spite of the cold, he's on the move. usually his schedule for this time of day involves cleaning and taking care of a few of his usual shrines. but then he hears the whispers, the excited murmurs making their way through the primary settlement, and steve...god. just the idea of being pulled through in this weather kind of makes him want to die.

so he goes around and grabs some extra cloaks and gloves, some hats he and eddie don't really wear. he hands them out where he can, directs others where there's a fire and warmth and probably hot cider, and then he keeps going. he's noticed that he's better equipped for this sort of weather than some of the other summoned, if only because indiana winters were unforgiving in their own ways.

so he hustles around, tries to help out the newcomers where he can, and somewhere along the way he catches sight of a figure out in the fields. he doesn't... well, honestly, at first he's not sure of it's a local just kind of being a local or if it's someone who has gotten lost. part of him thinks it may be the first option, but after a moment's hesitation he decides it's better not to chance it. ]


Hey! [ he calls after her at first, heading across the cold ground towards her. the closer he gets the more he's convinced she has to be a summoned, since he's never seen her face before and he's at least seen most every local here over the last year and some change. ] Are you new? And are you okay, or did you get lost?
thoughts: (52)

REUNITED AND IT FEELS SO GOOD

[personal profile] thoughts 2023-11-21 05:42 am (UTC)(link)
[ she startles when he calls for her, which is a strange enough sensation when she's used to knowingfeelinghearing people coming long before they arrive. but while his concern is kind, his questions are nonsense.

river has been crouched down, sitting on her feet ( instead of the icy cold ground; she learned that the hard way ) as she chats with a cow that's munching on some wild grass. her cheeks are flushed red and she's shivering faintly, but she seems to pay it no mind when she looks up at steve with a bemused look. ]


"Okay" is subjective but "lost" is irrefutable. A thief can't ask a stolen wallet if it misses home.

[ maybe the analogy isn't perfect - but of course she's lost. they took a girl from her world to save another's, or so they claim at least, and now she can't be found.

which is to say yes to his first question, she is very much new. ]
hairington: (091)

ITS BEEN TOO LONG!!!! but it feels so good

[personal profile] hairington 2023-11-23 06:02 pm (UTC)(link)
[ he doesn't mean to startle her, but he recognizes that is a risk when he decides to yell at someone from across a field. what steve finds he's more worried about is definitely the way she is shivering. like actually shivering.

he closes the distance after a few more moments, just in time to see the bemused look and hear her talk about...stolen wallets? he also may or may not actually know what irrefutable means, but one fact remains, she is definitely a new summoned. ]


Here- I've got extra hats, if you want one. Gloves too. [ he'll offer one of the masses of yarn and wool towards her, assuming she'll take it. ] I'm Steve, by the way. They pulled me through the pond a while ago. I can help you find somewhere warm?

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recklessenough: (pic#16336862)

free cities - barracks

[personal profile] recklessenough 2023-11-21 04:16 am (UTC)(link)
[ He's left the barracks, left the military but found he'd also left a few personal items behind. As he didn't have that much to begin with, it seemed prudent to return to the barracks and charm himself five minutes to check his old room. Ultimately it was less his ability to charm and more a case of someone taking pity on him but regardless, Lockwood would count it as a win and grab the last of his clothing.

Well. At least he would have grabbed the last of his clothing, if a young woman was currently tossing the room.

For a moment he just stood in the doorway and studied the explosion of personal items spread all over the floor. He briefly considered being a little put out, he really did need that extra shirt, but River's enthusiasm was oddly infectious and ultimately Lockwood found himself chuckling.

Crossing his arms, the young man leaned his shoulder against the door frame and pointed towards a pair of brightly colored slacks, which had just landed on the floor. ]


I really think that pair of trousers would look much better on that lamp, over there. Might soften the light in this place.
thoughts: (55)

[personal profile] thoughts 2023-11-21 06:09 am (UTC)(link)
[ one would think she might've known better by now, the number of times she'd been caught making a mess for one reason or another - but his comment held no reprimand, and perhaps she wouldn't learn today either. river stood to face him, the center of a storm that swept through these barracks and left no survivors, and glanced from the his hand to the slacks and finally to the lamp.

after some careful consideration, she crossed her arms, a simple cream blouse hanging loose from one hand, and spoke with the affected seriousness of a child mocking her mother's delicate sensibilities. ]


Are you sure it won't clash with the drapes? [ what drapes would there even be in a military barracks? ] You know we're only allowed to use complementary colors.

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the_keeper: { Neutral } (But you knew from the start)

★ ᴛʜᴏʀɴᴇ

[personal profile] the_keeper 2023-11-21 04:59 am (UTC)(link)
Hello, there.

[ Sabine's voice is soft and soothing, for first time since she arrived, questionably blended between spoken aloud and spoken from her thoughts. She didn't appear from nowhere but approached quietly and cautiously—more for the girl's sake than her own. Sabine knows all too well of human mind's with the doors torn off—the scent of something broken because if could be, not because it should be—tumbling into everything else.

She isn't. Impossible.
Isn't Shouldn't Be, But Is.

But Sabine's mouth tucks in at the corners.

Concerned and sympathetic. (It reminds her of the cloned boy in the cave, except this time, the cave was dug inside the girl.) Sabine's voice is more her first step than the steps she doesn't yet take too close to the girl. Letting her choose their pace, place, and where exactly this conversation is taking place. ]
Edited 2023-11-21 05:04 (UTC)
thoughts: (51)

[personal profile] thoughts 2023-11-21 05:00 pm (UTC)(link)
[ oh, if only river had her ears and her eyes to see and know in all the ways she normally would, the full depth of the kindness sabine offers. the crew treats her like she's fragile sometimes, when they aren't afraid of her instead; even simon approaches her like she's a frightened animal.

the hard part is that she can't tell him he's wrong. not always, at least, and especially not when she's in a state like this.

as it is, river only sees sabine coming because she announces herself first. it's strange, to live with a mind on fire, only to wind up somewhere that managed to drown her with silence. she hasn't been here long enough to appreciate it yet ( and she's trying not to think about the probability that it won't be like this forever ), but the castle has offered a distraction from her distress enough that she doesn't squirrel away from sabine outright.

well, she still tucks herself partially behind the pillar she was tracing with her fingers somewhat. but it's good progress, gēgē would be proud. ( she thinks. she hopes. ) ]


How - [ wait, wrong question ] - who are you?

[ wait. mind your manners, river tam! ]

Hello.

[ nailed it. ]

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satanicpanics: made by <user name="inkonic"> (pic#16613122)

SOLVUNN SOLVUNN SOLVUNN

[personal profile] satanicpanics 2023-11-21 06:41 am (UTC)(link)
[ Compared to Thorne and the Free Cities, Solvunn is small and newcomers are relatively easy to suss out. Fresh faces are far and few between, and there are never more than a handful of them at a time. All that being said, River isn’t exactly hard to spot. For one, she has that whole “free spirited flower child” vibe about her, and she actually doesn’t seem to loathe the goats—something Eddie is guilty of himself. He tolerates the goats. He would never be cruel to the goats. But he would much prefer they just…not be there.

He uses the livestock pens as a shortcut through he commune sometimes, otherwise he wouldn’t be there at all. As he narrowly avoids a particularly nippy goat that makes a grab for his pant leg and hops over the fence, he can’t help but catch a snippet of River’s quiet conversation. He does a double take and raises his eyebrows so high they disappear beneath his hair, but then he gives an amused snort and grins, clearly not put off by such a dark statement.
]

Jesus Christ. You got any more bad news for them?
thoughts: (8)

yesssss

[personal profile] thoughts 2023-11-21 05:17 pm (UTC)(link)
[ why so much hate for the goats, the goats are your friend eddie! river likes animals for their simplicity; their minds are honest and their needs are clear. she doesn't even mind the few times one of them has nibbled at her sleeves in search of snacks. she doesn't have any or they'd be happily offered up in exchange for good company!

eddie, on the other hand, is slightly more questionable company. jury needs time to deliberate - so she turns to him with eyes full of sincerity, earnest when she says: ]


It's not bad news if they know it's coming. We're all going to die.

[ she holds her gaze on him for a solid second before smiling faintly and turning back to the goat. ]

Better to do it somewhere nice and pretty-like, shì ma?

[ she tries to reach for the goat but it only flicks its ear and turns away from her, so she giggles quietly and looks to eddie for his opinion instead. ]

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divinityfrompain: (006)

Solvunn

[personal profile] divinityfrompain 2023-11-21 02:44 pm (UTC)(link)
[ The thing Julia has found out about Solvunn is it's a small enough community that you get used to faces. She doesn't know everyone by name but she vaguely knows enough of them by face, so River doesn't look like anyone she's seen. Julia's a petite waif of a girl herself but prepared for the current weather in many layers.

She has a scarf that is more ornamental than useful since in truth the cold barely bothers her anymore, but when she comes over to River and kneels down next to her, apparently talking to the goat, and hears that line. Well, that's one thing to say. ]


Hi, I'm Julia, you must be new. Here, take this, it's cold.

[ She offers the scarf which is very warm, especially from being around her neck for a time. They do give people clothes but not everything is covered. She only arrived in the last one, so it is still fresh in her mind. Julia wonders if that's the answer here. She doesn't know when they take people, but she did hear it's normal that it's every other month or something similar. ]

It would be a beautiful place to die, but I promise, it won't be.
thoughts: (33)

[personal profile] thoughts 2023-11-21 09:28 pm (UTC)(link)
[ river's eyes go wide with a childlike glee when she's offered a scarf from julia's own neck. the very best things have a history, you know, and so she accepts it happily and winds it around her neck several times ( perhaps too many times ) so the tail ends barely rest on her shoulders. good luck ever getting it back, but the girl is grateful!

enough so that she's willing to divert her attention from her new goat friend to julia instead, sat on the icy ground with a mountain of scarf to peer out from. new, definitely, and starry-eyed to the max with a certain morbidity to it all. her voice is clear, earnest. ]


Bàba always said not to make promises you can't keep. No guarantees in this life save that it will end some day.

[ sure, she doesn't want to die here - or anywhere, for that matter - but if it has to happen, at least let her be surrounded by flowers so she can be absorbed into the earth what carried them while they were alive.

still, she smiles faintly. ]


But it's nice to hear. Thank you. Her name is River.

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vecna: (pic#15832384)

solvunn!

[personal profile] vecna 2023-11-21 05:41 pm (UTC)(link)
[She's found herself in a garden that he's supposed to be tending to, despite the cold, in accordance with the chores that this settlement sometimes accosts him with; in time, they've become less of an irritant, only because of the sometimes-strange arachnids he finds hiding beneath the leaves of the particularly large plants.

Today? He finds a very different kind of surprise. His brows raise, catching the tail end of what she's telling a plant, and replies even-toned:]


Is it? You sound like you're a weed resigned to being pulled up.

[Henry smiles, peaceably, as he says it.]
thoughts: (18)

[personal profile] thoughts 2023-11-21 09:38 pm (UTC)(link)
[ perhaps not an arachnid but a cryptid in her own way, maybe, for the way she exists in a wild she was never supposed to see. wasn't supposed to exist, shouldn't be here; the ones that would deny her existence are the same that blast her name across the 'verse, and yet here she finds herself in a far away garden tended to by a stranger.

river doesn't lift her head to face henry; instead, she contemplates his words in silence for a moment before trying to push her fingers past a layer of frost into the soil beneath. ]


She's already been pulled. Nowhere else to go but up.

[ well, suppose she could fall further down the rabbit hole, but it's not a thought worth entertaining in present company. finally, she lifts her head and blinks at him. ]

Are you resigned?

[ to dying? to fate? to gardening in a field that isn't his? who knows what she means, but she's terribly earnest about it even in her mild deadpan. ]

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sorry for the delay!

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no worries at all! ❤️

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spoir: (pic#16791836)

solvunn

[personal profile] spoir 2023-11-21 08:31 pm (UTC)(link)
( the comfort of the others in the commune had been more uncomfortable for her, taking polite steps away under the guise of learning about their flowers and wildlife, promising not to go too far and yet devynn steps as far out across the land as she dares, until the buildings are barely visible, until all that's around her is peace and nature.

and, apparently, one other. she hadn't noticed her until she'd spoken, finding the girl laid in the flowers, looking perhaps as comfortable as devynn might if she'd done the same.

and even though the words in their unexpected nature sounded creepy... wasn't life and death just one big cycle, connected in a way most never cared to think about? )


A beautiful grave. ( she agrees it, sitting down near enough to her to at least be able to talk ) A comfortable place to be surrounded by.
thoughts: (50)

[personal profile] thoughts 2023-11-22 01:12 am (UTC)(link)
[ a wandering soul that finds home more among the trees than the people is something river can deeply empathize with - if only she knew in the way of knowing, of hearing the quiet things that devynn wouldn't share so freely; if only the trees river grew up around didn't come from bottles and formulas cooked up in a lab. nothing like this, nature in its natural abundance, open and free and so unlike river or the worlds she comes from.

there's a sense of peace out here, whispering among the flowers and the leaves. devynn approaches and river finds the peace isn't disturbed, not with a kindred spirit. how did mal describe it? morbid and creepifyin'?

she smiles, honest and sweet. ]


A simple life. Put down roots. Reach for the sun. Go when it's time to go.

[ she brushes her fingers gently along a single petal of a flower. ]

We struggle with the last step. Get lost in all the noise, lay down in unsavory places.

[ if only everyone's final resting place was as beautiful as here. ]

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sketchycharacter: (pic#10417576)

Solvunn

[personal profile] sketchycharacter 2023-11-22 01:30 am (UTC)(link)
Uh.

[He was going to say hi, maybe ask if she needs directions since she looks both new and a little lost, but never mind that now.]

Hey, I know it kind of sucks to be yanked into another dimension, but you've got a lot to live for.

[Probably.]
thoughts: (125)

[personal profile] thoughts 2023-11-22 02:45 am (UTC)(link)
[ her eyebrows furrow at the notion - strange man knows nothing about her and says she's got things to live for? river turns to face him, squinting as she looks him over from head to toe, then says very seriously: ]

She's not convinced. Can you make an itemized list?

[ 'A lot,' he says! ]

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philancer: blush (102)

free cities - barracks

[personal profile] philancer 2023-11-22 08:08 pm (UTC)(link)
[ When new faces start arriving in the factions, word gets around pretty quick. Since the Free Cities tends to summon new arrivals outside the city and leave them contained in the barracks instead of inside Cadens' city limits, Sylvain - and several of his companions - have made a habit of travelling out to see if there are any familiar faces among them.

So he's seen a lot of unexpected things and people show up in his year here. Although this is the first time he's stepped into the barracks to see something like this.

Which means he leans against the doorframe for a moment, watching in amusement and curiosity as the slight figure tears apart the room like a whirlwind. ]


Did you lose something?
thoughts: (65)

[personal profile] thoughts 2023-11-23 03:00 am (UTC)(link)
[ river doesn't stop in her frenzied search when she hears his voice. it's not inside her head and it's not yelling, doesn't seem like to hurt her right away, and she's caught up with something important right now. ]

It's not lost. It's - losing. She's losing - o-or she's lost?

[ yes, that sounds more accurate, even if it takes her a while to get there. she's lost and she's losing it. river opens a trunk and finds yet another military uniform that she chucks at the wall with a huff. ]

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diametrically: (Default)

thorne, fountain

[personal profile] diametrically 2023-11-22 11:23 pm (UTC)(link)
[ Cassian had arrived hours before River. He had already been clothed, given a short tour that revealed very little, given a whole spiel that he'd digested little of, and shown to a room where he had proceeded to stare at the walls, trying to shake himself from the shock while processing where in the fucking hell he had landed.

Sitting in this room, not his room, will not provide answers. So he moves like a ghost through those gleaming halls until his feet lead him right back to where his journey had begun.

He doesn't know what to expect when the cold air of the courtyard hits his face again, but he doesn't expect to see a naked girl screaming bloody murder in the fountain in the freezing cold. Whatever fog he'd been in lifts and he steps forward, pushing past the cluster of mages trying desperately to get her to calm down. Without thinking he steps into the fountain, holding out his hand towards the girl. ]


I enjoy splashing around in the water too, but not in the freezing cold. What do you say about finding something warm - [ He pauses, not knowing her name. ] I'm Alyx. [ It's not. It's Cassian - and she might be able to pluck that from his brain easily - but he doesn't trust this place and these people. ] What's your name?

Edited 2023-11-22 23:31 (UTC)
thoughts: (56)

[personal profile] thoughts 2023-11-23 03:15 am (UTC)(link)
[ none of the mages have been willing to climb into the fountain with her, which is her first clue that this one is different. but she doesn't trust the hands that reach for her, can't read into honest intent with her eyes closed and ears full of screaming. ]

No, you can't have it! They'll take it and make it theirs, they already took -

[ us, she almost says, but she doesn't actually have a way to know if 'alyx' is from here or somewhere else like her. she finally stills long enough to look him in the eyes, her own eyes wide as a deer caught in the headlights. ]

Are you a thief? Or did they thieve - did they steal you too?

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