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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.
Below are some links to information you may find useful. Our Setting pages have information about the world itself as well as current events for each nation, while our Game History page outlines the game's story so far.
You can also find answers to questions asked on previous TDMs in their respective questions threads.
The TDM is forward-dated to when the summonings occur in-game (when applications are accepted), at the start of 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.
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
If you had any powers, they feel unusually weak. Attempts to use magic or enhanced strength or powers of any sort fizzle out without any effect, but they don't feel completely gone, either. After a week or so, your abilities will return.
When you gather your bearings at last, you look up into a series of unfamiliar faces...and equally unfamiliar surroundings.
Welcome to Thorne
Set into an indent on a marble slab behind the fountain is a card bearing the image of one of the Arcana. An apprentice mage - the one whose hand lifted you out of the fountain - brushes the water off on their robes and runs back to join a group of three others, who all stare intently at another mage with highly decorated robes and a large, heavy book. The man peers up at you for a moment and starts flipping through the book.
"One moment," he says, not bothering to look up from the tome. He looks tired. "I am Ambrose Rhett, the High Mage of the Kingdom of Thorne. We’ll explain everything in a moment, but for now, please calm down. You’re completely fine."
Regardless of your response, he keeps flipping through the pages, until he stops on one specific passage, stares at it for a moment, and then nods, satisfied. "Excellent." He motions for one of the young apprentice mages over. "Settle our guest in, please. I don't have all day."
The apprentice hurries forward with a fine silk tunic, pants, and some basic sandals. With a wave of their hand, the clothes reshape to fit you perfectly. Once you're dressed, the apprentice leads you into the hallways of Castle Thorne, prattling on about the kingdom, names of royals and nobles, and, of course, the reason why you're here: the world itself is in great peril, and tales of your exploits have reached far and wide across universes. If asked about these exploits, the apprentice will simply smile and shrug. The High Mage was happy to see you and that's good enough.
"One moment," he says, not bothering to look up from the tome. He looks tired. "I am Ambrose Rhett, the High Mage of the Kingdom of Thorne. We’ll explain everything in a moment, but for now, please calm down. You’re completely fine."
Regardless of your response, he keeps flipping through the pages, until he stops on one specific passage, stares at it for a moment, and then nods, satisfied. "Excellent." He motions for one of the young apprentice mages over. "Settle our guest in, please. I don't have all day."
The apprentice hurries forward with a fine silk tunic, pants, and some basic sandals. With a wave of their hand, the clothes reshape to fit you perfectly. Once you're dressed, the apprentice leads you into the hallways of Castle Thorne, prattling on about the kingdom, names of royals and nobles, and, of course, the reason why you're here: the world itself is in great peril, and tales of your exploits have reached far and wide across universes. If asked about these exploits, the apprentice will simply smile and shrug. The High Mage was happy to see you and that's good enough.
◎ Surroundings
Castle Thorne is where not only royals and members of the court reside, but includes the surrounding city itself. Now in 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:
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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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.
Welcome to the Free Cities
Dry warmth hits you at once as you're set on a hard floor of dull ruddy stone. Men and women in unfamiliar uniforms of brown and red leather stand in a semi-circle around a small pool of water - the very pool you were just pulled from. The water is still now, rimmed in pale gold tiles with odd symbols etched into them. Across it is a raised pedestal with a card bearing an Arcana symbol.
A guard covers you with a simple robe and returns to their place in the semi-circle. Before you stands another woman, dressed in a more elaborate and decorated uniform than the others. A sword rests at her hip. She carries an air of authority as she approaches you with a nod and a warm smile. "Sorry about the circumstances. Take a minute, catch your breath. I'm Prime Minister Marlo Reiner and you're in The Free Cities. That nice lady over there will explain everything to you and get you settled."
A robed mage off to the side approaches to help you up. She brings you out of the cave through a corridor that angles upwards until you emerge in what looks like some kind of storage facility. You'll learn you're in the Cadens Desert Outpost 003, a military base on the outskirts of the major city of Cadens. You're told the world is in delicate and dangerous times, and you're needed to help. You're important and they're very grateful you're here.
A guard covers you with a simple robe and returns to their place in the semi-circle. Before you stands another woman, dressed in a more elaborate and decorated uniform than the others. A sword rests at her hip. She carries an air of authority as she approaches you with a nod and a warm smile. "Sorry about the circumstances. Take a minute, catch your breath. I'm Prime Minister Marlo Reiner and you're in The Free Cities. That nice lady over there will explain everything to you and get you settled."
A robed mage off to the side approaches to help you up. She brings you out of the cave through a corridor that angles upwards until you emerge in what looks like some kind of storage facility. You'll learn you're in the Cadens Desert Outpost 003, a military base on the outskirts of the major city of Cadens. You're told the world is in delicate and dangerous times, and you're needed to help. You're important and they're very grateful you're here.
◎ Surroundings
While you're currently at the outpost just outside of the city proper, Cadens on the whole is a large bustling city. The climate is hot and dry, 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:
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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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.
Welcome to Solvunn
You're in a grassy clearing in the midst of a circle of large stone slabs stacked to look like doorways. In the middle is the same glimmering pool you were just pulled from. An elderly mage stands before an ornate altar. He holds an old leather-bound book in one hand and in the other is a card bearing an arcana symbol. "I detect no ill will from the gods," he says. "It seems we've been blessed with success."
Those that had gathered all breathe a sigh of relief and now seem pleased. One offers you some clothes of leather and knitted wool that seem to fit you perfectly. A rough-looking man steps forward once you're dressed and motions with his head outside of the stone circle. His speech is informal, his consonants harsh.
"Hold your horses, I can see all those questions coming about! Rowan March, at your service. I'm one of the council members of Solvunn. There's a lot to discuss, but it's best talked about over a hot meal." He leads you to a horse-drawn carriage and helps you up into the back. He talks the entire ride to the center of the Primary Settlement. You're told that the world hangs upon the brink of disaster and that there are those in this world that are happy to see it fall to ruin with their meddling.
You're important. The gods have graced them with your presence. They're delighted you're here.
Those that had gathered all breathe a sigh of relief and now seem pleased. One offers you some clothes of leather and knitted wool that seem to fit you perfectly. A rough-looking man steps forward once you're dressed and motions with his head outside of the stone circle. His speech is informal, his consonants harsh.
"Hold your horses, I can see all those questions coming about! Rowan March, at your service. I'm one of the council members of Solvunn. There's a lot to discuss, but it's best talked about over a hot meal." He leads you to a horse-drawn carriage and helps you up into the back. He talks the entire ride to the center of the Primary Settlement. You're told that the world hangs upon the brink of disaster and that there are those in this world that are happy to see it fall to ruin with their meddling.
You're important. The gods have graced them with your presence. They're delighted you're here.
◎ Surroundings
The Primary Settlement is full of greenery, blessed with the fresh ocean breeze. Winds are chilly and the temperatures are 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:
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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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.
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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Busy man. Lots of plates stacked high.
[ he'll figure it out, he'll work out the details. says he'll stop the worst of the world, if he's got any say in the matter.
it sounds exhausting. and maybe lonely too, if he is anything like the captain after all. ]
How do you keep it all from tipping?
[ and then a beat later, a little quieter, she adds: ]
Any ways a girl can help?
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[ Not entirely a lie, not entirely a truth. Lonely, though, ever lonely. All things and all people pass away but he'll stay there, keeping the plates balanced for as long as he can. Still, he smiles softly at her question. ]
The city where we're going, it's grand — filled with museums, academies, art and music.
[ It doesn't sound terrible when he describes it, yet they've all been forced away from places and people they called home, and he's ever mindful of that even when he doesn't seem to be on the surface. ]
I've taken up as a student at the Academy of Knowledge. [ She's smart, clever, she seems to like being busy like he does. And he senses she'll understand what he says next. ] Walk the path they built for now. Quiet, and then loud. [ Do what they say. For now. He's terrible at it as a general rule, but he's trying. Quiet, then loud. Very loud. ] But there's a lot to know, to see, to understand. I might need a partner, what do you think?
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there's still danger, of course, and she picks up on it loud and clear. walk the path they built for now. ever since simon saved her from the academy, they've been trying to impart the wisdom of keeping your head down to go unseen, but she's not particularly good at it when her head is in the clouds and her feet barely touch the ground. she makes too much noise, gets the crew in trouble.
they ain't here now, though, and those daydreams ended long ago. she can do this. just gotta be brave.
besides - the doctor says partner and she imagines what it would be like to travel with him, given the adventure they've had already in just a few minutes on this wagon. ]
Can we get matching jackets?
[ with the sparkle in her eyes, it's an enthusiastic yes to all the rest. ]
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And so it's...possible he might just make too much noise and find trouble himself. Not that such a thing ever happens for the Doctor. Definitely no trouble here! Between the two of them, well, it's either a recipe for the perfect balance or utter chaos. Or somewhere in between. He's thrilled regardless.
A soft laugh under his breath at her question — a good one, at that. ]
All the important business happens only with the power of matching jackets. Yes, brilliant idea. Oh, and we'll need codenames, you know, if we're in a tricky spot on occasion or just for fun! I've got extra bowties, too, if you want. I've a friend in Cadens, she's brilliant at making things — made me extra. Can work us up a treat with the jackets, too, I expect.
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Jackets and bowties. We'll look so wényǎ de that gēgē will have to approve.
[ simon would like the doctor and he would totally approve of this plan. totally. river is sure of it! ]
Do you want to pick your codename? Or should we give one as a gift to new partners?
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Doctor. A promise to the universe, to whomever he might meet in his travels. A name he chose for himself, though, and not one given to him. He's been known by many other aliases through worlds and galaxies and stars and time. He can think (with fondness) of a few nicknames he's been given by friends, though, and decides he likes those more than choosing one for himself. ]
The most suave, the pair of us! And we're golden if we'd be met with Simon's approval most of all.
[ Without her big brother actually here, the Doctor will aim to do his best in Simon's place. A poor substitute, but earnest nonetheless. ]
A gift, absolutely. I trust you entirely with the choosing, though I promise you have full veto rights if anything I pick is scrunch-your-nose worthy and not smile-worthy. What about... Astra or Echo? There's this planet, Aria Luminara, and once every — [ He stops himself, smirking a little. ] I do get going if you don't stop me. A story for another time! Codenames first.
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she listens to his rambles with a warm smile, head resting on her knees to look at him sideways. ]
Shouldn't start a story you don't want to finish, she'll listen forever.
[ a dangerous combination! ]
But codenames first. I like Astra. Latin, for "star."
[ one of her most favorite things, and perhaps the only place she's ever truly felt at peace.
river's eyes wander away for a second as she thinks of the latin word for doctor, then all the other languages stored in her memory. not there, so she tries again, considering a healer, a teacher, a traveller. one that looks for the fantastic and real and imaginary with no limitations. makes faces and carries the world on his shoulders. ]
Yūgen.
[ the word escapes her before she finally blinks back to the doctor. it's like it takes a second to return to the current moment, her focus adjusting before she finally smiles. ]
"A deep and mysterious sense of the beauty of the universe." Suits you. But you can scrunch your nose.
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No nose scrunching here! Mouth crinkling. When you smile and your mouth crinkles. Or mine does, anyway, I'm old. [ He teases a little, smiling warmly at her now. Crinkly. Ripply. Eyes that are happy and always a little sad. ]
Yūgen. Suits me, absolutely, it's perfect. Particularly the bit about the universe — I didn't tell you before, I'm a traveller through time and space specifically. Backwards and forwards and sideways, from one corner of the universe to the next. All there is to see, oh, it's endless. As to the story, there's this star — Astra — they were on the nose with that name. It orbits around the planet, Aria Luminara, and the rotations are unique such that the planet exists mostly in shadow, but every fifty years, Astra turns just right and the angle hits the large cliff formations on the eastern shores of this tiny little gem of a planet. It fills the valleys and canyons and villages with light and song for ten days.
[ For a moment, he's clearly lost in a memory, glancing out to the sky, then back to her. And then he pats down his pockets. ]
You must be hungry! How could I forget?
[ His mind leaps so easily from one top to the next and unfortunately, he's...delayed sometimes... ]
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his words seem like they should be nonsense too, but there's that confidence again, that self-assuredness that what he says is absolutely true. backwards and forwards and sideways through time - it's too fantastical to be real, but river watches the emotion flicker through the doctor's eyes and imagines a planet cast in darkness, pictures sunlight cresting over a mountaintop and hears a chorus of joyful cries echoing through the valley.
she doesn't see it. not the way she normally would, unintentionally peering into his memories to pluck out the sensations that tickled across his skin the last time he visited aria luminara. she can't see it, but she feels it, somehow.
space travel ain't nothing remarkable, but through time? can that really be true? forget something as silly as food, this is way more important! ]
Time travel is theoretical. It's a theory. Might be able to see a star shine on Aria Luminara twice in an above average human life cycle, can't break the system to live another ten days.
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[ It's...so much. And there's even more to it than that. He is, at least, aware of this and trying to slow down, though failing miserably. Unfortunately, he also gets excited talking about it! ]
Time is a bit like grains of sand in an hourglass, tiny granules all floating about in the infinite universe, splintering off into possibilities.
[ He holds back from mentioning parallel universes and alternate timelines. ]
And as a Time Lord, I can see all of it, what's fixed, what's in flux.
[ — what was, what could be, what must be to avoid cataclysm from altering what shouldn't be. ]
It's all here. [ He taps the side of his head. It's why, by his own admission, he's a madman with a box. ]
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it sounds like it should be nonsense. but river needs more data to form a baseline for "fantastic or real or imaginary" in this strange new world where magic is possible and her universe isn't the only one. her mind runs through the implications of infinite realities and she stares at the doctor all the while, eyes blown wide. ]
Knew it. Clocks are liars, not to be trusted.
[ her main takeaway from this?? maybe for now at least. but she reaches to gently touch the place where he'd tapped his own head. ]
Does it hurt?
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All the time.
There's a flicker of something in his eyes and then it's gone. ]
It belongs. All of it. Do you know what a memory weighs? It's proportional. Take away one thing in here, bad or good, and a memory might tip off the balance. It all belongs.
[ He smiles in a way that he hopes is believable. He speaks the truth, but not all of it. Fragments of it. And he wonders what her mind must feel like, the way she talks, the way she sees the world around her. ]
All clocks? Maybe we can make better ones.
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even now, even without the thoughts and emotions of everyone around them flooding into her all at once, her mind has been flayed open and only horror remains. he speaks of memories and something deep inside of her recoils - she remembers everything, even the things that aren't hers to hold, a weight too heavy for one girl to bear.
river flinches away from him, her expression shuttered from awe to pain and an edge of fear that she tries to hide by ducking her head away. ]
Doesn't belong.
[ his memories or hers? both, maybe. it's why she'd asked, after all; she knows a mind can only hold so much before breaking. he says all of time exists in his head and it sounds unbearable.
but still, he smiles and he laughs and river wishes she could do that too. so she worries at the edge of her sleeves, face still mostly hidden, and continues. ]
Doesn't - doesn't belong here. Time. It's abstract. Measurements are drawn based on observations of solar cycles that don't exist from one system to another. It's unequal - inequivalent. Who gets to decide their sun is the right one?
[ clocks are liars and don't even get her started on calendars. but her voice is quiet and maybe she isn't only thinking about the stars. ]
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Their lives are vastly different. What she's been through and what she's forced to carry is unknown to him for now, but he sees the effect his words have had. It's the cost of a truth that isn't a whole truth, that pretends not to be a lie. If he was honest at her question, what might it have done instead? His memories belong to him, yes, but that was the only truth in his words. She asked of his pain and he lied and now she's hidden her face and he wonders and worries at her pain more than anything.
He doesn't reach for her, doesn't want to startle her or encroach on the distance she needs, but his eyes soften and she draws something out of him with her own words. ]
The turning of the hour here, in this place, the setting of the sun, it doesn't at all mean the same thing to people on Darillium, where one night lasts twenty four years. It's not the same to anyone anywhere. Moments can be held like glass, but the measure of time itself — you're right, River, how do you measure?
[ He could spout all scientific jargon and he does enjoy it sometimes, the sound of his own voice, but her words continue to splinter his thoughts apart and he's far more interested in what she has to say. Time isn't the boss of him, he'd once said. He sees it all woven out like a tapestry, pieces fitting together or not. All in a carefully held balance, but not equal. He wears watches, more for the aesthetic than anything else, but he leans in to superfluous measurements. What need does a Time Lord have to know the time? But her words land accordingly, turning his thoughts. ]
Who gets to decide what's more important? What does belong?
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he says impossible things like aria luminara and darillium and river can't see it through his eyes so, for once, she has to imagine.
is any of it real? are these places she could go to herself? is the theory of the multiverse true? does magic really exist?
is any of this real? ]
I don't know.
[ what does belong? ]
We're... objects in space, floating through the Black. No end. No beginning. Only... light, from far away. And memories.
[ that's what makes a life, isn't it? memories of what it meant to be alive. how do you measure that? the words aren't hers, stolen from a man as sad and lonely as the doctor when river mutters: ]
None of it means a damn thing.