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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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Sansa Stark | Game of Thrones | The High Priestess
Sansa paid careful attention to all the names given to her once pulled from the fountain. The High Mage had been there, an apprentice, and there were lists of royals. Each name is a special bit of knowledge, something to treasure, and in a place such as this where she knows no one and has no capital to trade upon, knowledge is the only treasure that she has.
It is winter here in the kingdom of Thorne and that is the only thing that the place has in common with Winterfell. The chill of the air feels like home, in a way, and as Sansa wanders through the castle corridors, she pauses to press her hand against the glass for a moment and feel the chill from the outside. Perhaps it is something to fear, that winter's chill, but to her it is as close to home as she'll be for now.
Her wanderings end up with her near the kitchens and old habits die quite hard because as soon as there is a sweet to be found, Sansa has it in hand and she takes with it something warm to drink. This, too, feels like Winterfell and while she is apprehensive of this new place, she will not be frightened.
There is someone near her, just out of her line of sight, and she carefully sips from her mug before addressing them. She wasn't always so aware of her person but she is now. She has to be. "Are you one of the Summoned like me or do you come from this castle?"
Either will be an interesting person to draw information from and new knowledge to treasure.
( seaside scenery )
Sansa has never heard of a paint and cider session before but she has always loved creative things - singing, sewing, dancing - what is painting if not creative? She thinks it might be a bit of fun, something she has very little of these days, and so she is happy to join the session.
She is not much of a drinker, however, and cider makes her a bit fuzzier than she'd like to be for such a delicate task. She frowns a bit at her canvas and tries to copy the instructor, frustrated when her colors don't mix as beautifully as theirs, and her brow furrows in deep concentration.
"By the Old Gods and the New, it's just a painting!"
It only gets muddier the more she works at it so she finally gives up and she's told she can start anew and so she puts aside the ruined canvas and takes in a deep breath, drawing in and exhaling calmly, and decides to attack this the way she's attacked every problem in her life - cool, collected, and without emotions clouding the way. This will be a better way to go about it, she thinks, and the lines are already smoother and more like the instructor's this time around.
( nocwich )
Knowing as much as she can about this new world is the only way she will survive it, Sansa thinks, so she has learned that there are three factions here and that they can only meet freely in Nocwich. It is a place of eternal night, only reached through magic, and while magic makes her uneasy it seems to be a way of life in Thorne and she supposes she ought to get used to it sooner rather than later. There had been classes offered at one point when she had just arrived and she thinks she'll have to look back into that when they are offered again; learning how to do a thing is a very good way to stop being afraid of it.
The night doesn't bother her. It is dark in the North during winter and Winterfell burns through its fair share of candles as the years of winter draw long. It is cold and she has luckily been provided a cloak and warm clothing by the castle but she leaves her hood off, hair bright against the darkness. The cold stings her cheeks and makes them color but she enjoys it. She's a Northern girl, after all.
The market stalls hold the most interest for her even though she has no money to spend in them and she looks at a bit of jewelry before seeing a lovely bloom that seems to glow in the darkness. She's never seen such a flower in her life and when she asks the man at the stall what it is, he tells her that it is a night bloom. Sansa gives him a smile and touches it softly, picking it up to admire it.
"We don't have such things where I come from," she says, turning it this way and that. Perhaps the next time she comes here, she'll be able to buy one.
( brackets are fine too! )
arrival
But the woman does resemble Sansa. It's been an age since he saw her, waving farewell to her from his horse, hating to leave her with Baelish, and knowing that he'd left her with a great responsibility, too. The lords will mind her well enough, both because she is Ned Stark's daughter and because Jon had made his own expectations clear. But Baelish had been reckless in the crypts, to show himself as such a danger, and that sits ill. And none of it may matter if the Dead break through the Wall before he can get the dragonglass, the dragons, and (gods be good) the armies.
What would Sansa be doing here?
Same as me, he realizes, raising the question of who would be minding the North in the case of their mutual absence. The question makes something rise in him -- more annoyance than he's felt about his own presence in Thorne in a while. It makes him clench his jaw, then his fist, and then he flexes the fingers of his hand. The girl may not even be Sansa, he thinks. Not much point in getting angry until --
He watches her enter the kitchen, then follows her a moment later, trying to get a glimpse of her profile. And what he can see once he's almost in her line of sight tells him that his instinct was right. Without looking at him, she speaks to him, and he is certain.
"I don't know, Sansa. Why don't you tell me?"
She'll know his voice.
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"Jon! Jon, you're here!"
It's a bit animated for her and she knows that but there is no sense in reserving how she feels when she loves her brother as much as she does. She's felt so alone since returning home to be queen and now, in a way, she feels much less lonely.
"When did you get here?"
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But her question...
"I've been here near on a year and a half." He pauses. "They bring you through today? Yesterday?"
He remembers how they bring people through, and does not like to think of one of his sisters having to tolerate it -- especially Sansa, after what she's suffered. Yet he still wants to see whoever he can.
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"I came straight from Winterfell to this place. You...I haven't seen you in a bit but it certainly hasn't been a year and a half. It must be some of their strange magic, then, that you could be in two places at once."
A few moons, yes, but not a year and a half. It couldn't possibly have been that long since Jon went beyond the Wall.
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He shakes his head.
"There aren't usually any Dead here. Has its troubles, like anywhere else. Have you found a room in the castle yet? They like you to room with the other girls for a time, but if you find a room of your own, it might be that no one will trouble you."
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"Regent, yes. Things are well in hand," Sansa says smoothly. In a way, it isn't a lie. She is ruling Winterfell. She's just doing with with a crown on her head and not under authority of someone else.
"I haven't found my own room yet but I intend to. Rooming with the others is...less than desirable for me. I'm used to my quiet."
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"Aye. I'm used to it -- you're not. I had a room to myself for a while, but my friend just lost his roommate, so I've taken the man's place."
He has no way to be sure that she'll always have her own room, but with the way they're left to sort it out without much interference from anyone from Thorne, it seems likely she'll be able to maintain it. And if she can't, maybe he can use what little goodwill he has built up here in her favor.
As to rooming with Mat, well... it's hard to admit to anyone, let alone Sansa, that he had been lonely on his own. That he seems to seek brothers wherever he goes, of one kind or another.
"They will want you to learn magic here. Their magic." He concentrates briefly, holds out his closed hand, and opens it, palm up, to show a little flame burning there.
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"I will have to learn it. Magic isn't something I'm comfortable with," Sansa admits. If she can admit a weakness, she can do it to Jon. "But if it is something that will gain me respect and some modicum of power to protect myself, I will do it."
"I will get my own rooms. That way, if you tire of the man you're rooming with, you may always come to me."
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"I'm not sure that it will make them think better of you. From time to time, they ask us to go out, move things about or put a charm on fields for better yield. They like it when you do that, and, well, the people here, they can use the help."
On the subject of his rooms, he adds, "Ah, no, Mat is no trouble. He's a good lad. Likes to sing down in the taverns for coin."
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Gods know the North hasn't had much of that lately. When he speaks of Mat, though, she tips her head in acknowledgement. She'll make her own judgment of the man but if Jon likes him, she supposes she will allow it.
"I used to like minstrels, you know. Perhaps I'll go see him one day."
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"We do what good we can here. I'm sure the king and queen do as well."
What he hopes she'll understand is that he isn't willing to speak completely honestly on the rulers of Thorne when he sits in their castle. Perhaps in Nocwich, perhaps in the Horizon, but not in the kitchens. They are not as bad as they could be, as far as he knows, but they could be better.
His expression relaxes again.
"As to Mat, I'll introduce you."
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Of Mat, though, she relaxes her judgment a bit. "Then he must be a good man that I will want to meet, naturally. You know that I am not trusting of others but if you trust this man, I will be gentler in my judgment than usual."
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nocwich
But there she is, looking healthy. Looking older than he last saw her, far more a woman grown, but otherwise very much the same. The same pretty hair, the same porcelain face, and the same wonderment over the beauty of a useless flower.
From behind her comes an armor clad arm, snaking by to drop a fistful of coins onto the counter before the shop keep. The armor's new, he's only just put in enough good will with the settlement blacksmiths for them to have seen fit to grace him with it. It's not the finest he's ever owned, and the style seems to err more toward the Northern sort if they're comparing it to back home, but it's dark, and it's heavy, and it fits him just fine.
"She'll have that," he informs the merchant gruffly — then redirects his attention to her. "And if they ask you to pay in hair or blood or spit, tell them to go fuck themselves. Gods only know what magic they're weaving with that shit, I've no interest in finding out."
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"Sandor Clegane. I did not imagine I would find you here, of all places."
Sansa does not say that he's rumored dead in the Battle of King's Landing, that he'd fought for the North at Winterfell, that he'd protected her from wights as surely as he'd protected her from everything else. He's always done that, in his way, and as strange as it is to have come to this new place it seems fitting that her eternal protector would follow. He's no knight, he'd say, but he certainly seems to be her sworn sword.
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Perhaps a longer look at him will leave Sansa with more questions than she'd had to start. He's younger than she'll have last seen him, by quite a handful of years. Less ragged, less worn just yet, though still with an occasional, fresh limp. The last thing he recalls before those old fucks pulled him through the portal was getting punched off a cliff by a giant bitch who couldn't mind her own business.
That was months ago. For his first few weeks, he'd thought he'd never see another Stark again. Oscillated back and forth between swearing he's grateful for the peace, and feeling directionless, without purpose. Others have tried to step in, to softly suggest what his new purpose might be, but none of them have latched ahold of him as firmly as they ought to. Not with the lingering sensation of having a purpose still unfinished.
He lowers his head to her briefly, not a bow, but some incline that might resemble it.
"Been here longer than you, I'd bet." he informs her, not unkindly. "Your brother know you're here yet?"
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Sansa is the only one to remain in Winterfell, a sharp irony considering that once all she wanted to be was a proper Southron lady and leave that castle forever. She is home now, though, and a Queen, and that is precisely where she is meant to be and what her purpose is. Her purpose in this place, however, is yet to be determined.
She tucks the night bloom into her hair, arranging it so it won't fall, and gives Sandor a smile.
"Thank you for buying it. I know you think pretty things are frivolous and stupid."
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And it isn't like Solvunn would be a safer place for her. That night at Aloy's when feral beasts ransacked their dinner party proves as much. She'd have had no place in that fray. Of all the possibilities, he's got to concede she wound up at the best one for her. Hard to identify the reason for his displeasure, then.
"Aye," he agrees bluntly, lips pressed into a line as he flicks his eyes to the flower in her hair, then back to her face again. "But it's not every day I have more coin than a Stark. Might as well enjoy the satisfaction."
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Sandor is one of the few people she would accept a gift from in this place and, truly, any place. Her bannermen give her tribute and that is expected but none of that is personal the way that a gift is. A gift implies an intimacy and Sansa does not want to share that with just anyone. Her brother, of course. Sandor Clegane? Well, he's certainly seen enough of her to be entitled to it. She also knows how gruff he can be about showing kindness, though, so it must be played quite carefully.
"Is there somewhere we could go and have something to eat? I will owe you more coin, of course, but you can write it down and keep a note of my debt. It isn't often that a Stark owes debt to the South and I do not think we have ever owned debt to a Clegane. It will be an evening of firsts."
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"Shut up about the coin, girl. You still owe no debts to the South. Come on."
He nods his head westward, and sets off to lead them out of the shop. Yes, he knows of a place. Yes, he'll buy her some food and some mead if she'll have it. No, he'll not be keeping a fucking ledger of it.
The place he takes her isn't far, and perhaps not fit for a highborn lady, but nowhere in Nocwich truly is. It isn't bad, though. The folks who run it are a little rough and a lot hirsute, given that it's overrun by fucking werewolves — maybe that'll feel a little homey to her, though, all things considered.
The pedestrians in the walkways veer away from him and give them a wide berth, but there's something different about it here. It's thoughtless, absent, polite — nobody here seems to fear him, and very few seem all that put off by his scars. It is, if anything, only his size that has them subconsciously moving, probably so they don't get bowled over more than anything. People in both Nocwich and in Solvunn accept the Hound far more than damn near anyone in Westeros ever did. Even the tavern keeper seems strangely taken with him, beaming pleasantly and offering him a wave as they step through the door — to which he does little more than nod mildly in return.
"The usual, San?" Asks the rakish bastard, dropping a carafe off at their table.
"How many fucking times do I have to tell you not to call me that?" He snaps.
"Oh, at least once more, I think. And what'll the pretty lady have tonight?"
"Bring her the Torcainse, and keep your hands to yourself if you want them to stay attached," he warns with a growl, though the young man seems completely unfazed by his attitude.
"As you wish, you mean old bear," comes his chipper, adoring retort — and then he skirts off again, back toward the kitchens to set about their order.
Sandor reaches for the carafe, muttering under his breath, "I hate that fucking twat."
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When would he? Sandor Clegane isn't one to even allow his own proper name as a form of address, much less a nickname, and he seems so put out by it that she finds it amusing. Sansa drums her fingers on the table and thinks about the fact that he's still wildly possessive of her and her person. As a girl, she'd thought it meant he wanted her as a man wants a woman but now she thinks it is simply because he's protective of her and doesn't want anyone bothering her. A strange sworn shield but a sworn shield all the same, she thinks.
"I could also be San. What if he called me that? Would he still be a terrible person if he used the name for me instead of you? It isn't anything I've been called before but it is possible."
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Now, she arches her brow at him. Now, her words are amused and playful. What the fuck's going on here? He levels her with a glare, though she'll know good and well it isn't the full heat he's capable of. Just a mild, annoyed sort of burn, while the better part of his brain is busy trying to wrap itself around this exchange.
"He'd be a terrible person regardless. Don't you go encouraging him, that's the last fucking thing I need." But he's got bigger, more important questions now than whatever that nance at the bar inspires. "Since when have you got the cheek to wag your tongue at me anyway, Little Bird? Last I recall, you could hardly stand to look at me."
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It is strange but it seems as if their history doesn't match up and Sansa is trying to see where he is in comparison to her. Had he come to this place before her and then come back to Westeros? He had been missing for a while and she'd not seen him the entire time she was in the Eyrie or when Ramsay had her. He'd only come North again to fight against the Night King. Does he not know?
"I am Queen in the North now. I am far from a little bird who is frightened of everything."
Only her dreams, when they come, but even those are less these days.
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What is the last thing you remember from home?
He stares at her, eyes narrowing, thoughtful. Keenly assessing what's happening here, the implication, what it means.
I am the Queen in the North now.
At length, slowly, he ventures, "They say... time moves differently, here. When they pulled you through, or your brother... might not be the same as when they pulled me through."
A beat, and then he nods in her direction, a gesture with the tip of his chin.
"You're older. Older than the last time I saw you, by more than just a few seasons."
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"I last saw you on the eve of a great battle. You hadn't seen me since I was a young girl - not since the Blackwater. I've been wed and widowed since you saw me last."
And a great host of other things, too, but she doesn't think those are the sorts of things she should share with Sandor Clegane in the open. Those are the things she keeps deep inside her and doesn't reveal to those who don't already know them if she can help it; sadly everyone knows about Ramsay Bolton.
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