ABRAXAS MODS (
abraxasmods) wrote in
abraxasooc2023-11-20 12:36 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Entry tags:
TEST DRIVE MEME #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.
go to top
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.
go to top
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.
go to top
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.
return to top
Questions
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
Will Solace | Riordan-verse| The Empress | Free Cities
Naturally. Finally finish your quest trapsing all around Tartarus and happen to not die? Get kidnapped by crazy people in a cave. With everything that happened recently with Apollo getting turned mortal and then turned into a god again and his own quest with Nico, well, was this pick on the Apollo cabin year?
And all they had to say was 'Sorry about the circumstances?' Really? He'd heard better apologies from the Olympians, and that was kind of saying something. And then, and Will quite thought this was the kicker, 'the world was in a delicate and dangerous time, he needed to help.' The end of the line was back that way. Take a number. At least he couldn't get sunburned, that was something of a silver lining here in the desert. Kidnap the Apollo kid, at least he wont die looking like a lobster.
"You know, if you all really needed help, you should have abducted me with my med kit. And maybe my clothing. Just saying. It's only polite." He didn't expect to be asked first. He didn't know who these guys were, but if the Olympians had taught him anything, it was not to expect common courtesy's. Granted, they usually provided clothing.
Cadens
The training grounds caught his eye, although the non lethal weapons and obstacle courses were hilarious compared to the exploding chainsaw frisbees and the climbing wall complete with bounders and lava that were found at Camp Half Blood. People learned a lot quicker. Or maybe that was just the demigods? Still, Will is happy to show off his skills, especially since he can't hurt mortals with the non pointy weapons. He's even more likely to go with the obstacle course, not being exactly a fighter. He is however, extremely fast. Good for running away when monsters are chasing you fast.
He will also be hanging around by the sidelines in case anyone manages to get hurt with those non lethal weapons. He'd seen people get their arms ripped off. You were all in fine hands. Of course, he had also been abducted without any of his medical equipment. Thanks a lot for that, so helpful!
"So why the kiddie proof weaponry?" He didn't get it. At all. Sure, mortals tended to be careful about that sort of stuff. "Call me crazy, but if you're going around abducting people because you're in desperate need of help? Maybe stepping it up with the weapons training? I'm not saying let's start leaping over lava but....I didn't know there was such a thing as a safety sword."
Will, likewise, would run up to help the merchant round up ornaments. The shock wasn't that bad, compared to say, lava burns. And there was something really funny about a glow in the dark demigod gathering ornaments that also glowed in the dark. He might glow a bit in response to the light up oranment, grinning softly before stopping so he didn't waste his energy. "Hilarious. I'm hilarious."
Nocwich
You can also find the son of Apollo poking around Nocwich, hoping against hope for any sign of skeletons, zombies or a certain grumpy ball of darkness otherwise known as his boyfriend. He might be examining items for purchase, wondering if they have any medicinal value or some sugary snacks to replenish his medkit with. You had to get creative in a word without kit kats and ambrosia.
" I don't suppose you know where I'd find ambrosia here? No? Yeah, too easy. How about some chocolate?"
[OOC: Nothing hitting your fancy? Want something special? Hit me up at
Merchant
Re: Merchant
(no subject)
...
...
...
...
...
...
...
Training Grounds
Re: Training Grounds
(no subject)
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
Nocwich
Re: Nocwich
(no subject)
...
Harley Quinn ❖ DCEU
the free cities
A:
B:
02 — cadens,
the free cities
03 — nocwich
04 — network
The quick brown fox jumps over the lazy dog
Understanding how the brain works is one of the key principles of psychology. Learning how and why people think the way they do, and comprehending the theory behind it, can be invaluable.
Harley Quinn
Harleen Quinzel
Harley Fucking Quinn
♠ ♥ ♦ ♣ ♤ ♡ ♢ ♧
!!! nocwich!!
best plentyoffish match ever
heheheh
...
...
...
...
...
...
...
nocwich
(no subject)
(no subject)
...
...
...
...
...
4
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
time for crime!!
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
...
...
1-b
(no subject)
(no subject)
...
...
...
(no subject)
(no subject)
nocwich!
(no subject)
(no subject)
...
WELL IT'S NOT SOLVUNN but nochwich
(no subject)
(no subject)
...
...
...
1-b
(no subject)
(no subject)
...
Nocwich
(no subject)
(no subject)
...
...
...
4 >.>
(no subject)
(no subject)
...
...
...
...
...
ed teach | our flag means death | the devil
≅ so many hands (solvunn)
≅ nocwich
So Many Hands
(no subject)
(no subject)
...
...
...
...
...
...
...
(no subject)
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
nocwich
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
arrival
(no subject)
(no subject)
...
...
...
...
...
...
...
≅ NOCWICH
(no subject)
(no subject)
...
...
...
...
arrival!!!!!!
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
...
nocwich!!
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
...
...
...
...
Hands!
(no subject)
devynn nisk ★ original ★ the hermit
nocwich;
(no subject)
(no subject)
...
...
nocwich
solvunn
crowley | good omens | the devil | solvunn
[ He probably looks wildly out of place, even dressed in the clothing provided for him. He slinks around as though he doesn't actually have a spine, a shock of red hair standing out (and probably a few inches above most people), not to mention the yellow snake eyes. ]
Why do I always wind up someplace cold and damp? Almost makes me miss the fire and brimstone.
[ He saunters up to a stand selling... something. Goods. Homemade goods. ]
Don't s'pose you have any sunglasses for sale? I left my spares in my car.
02; Helping hands;
[ How he got roped into doing this, is anybody's guess. But, once he's wrapped the goat (so, so gently) in its little jumper, he actually sits, right on a hay bale there in the little barn, and he pulls something out of an inner pocket, holding it out. The goat takes the treat, and Crowley's lips almost - almost! - twitch upwards. ]
You remind me of someone. The goatiest goat to ever goat. It was a long time ago.
03; Nocwich;
[ Now, this, Crowley can get behind. Spooky, in general, is his vibe. Big spooky fan, this one. Still cold, though, which forces him into a tavern. He settles into a dark corner, a spot for observing more than being observed, and orders "whatever's drinkable". ]
At least it's not the fourteenth century. I really hated the fourteenth century.
04; wildcard
[ Feel free to pick another starter, or make up your own! He can be found all over Solvunn and Nocwich! ]
sun..glasses
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
02
(no subject)
(no subject)
...
...
...
03
Re: 03
(no subject)
...
...
...
...
...
...
...
02
(no subject)
(no subject)
...
...
...
nocwich
(no subject)
(no subject)
...
...
...
...
...
...
...
...
river tam || firefly || the fool
she's post-firefly, pre-serenity. I haven't 100% decided on a faction yet so I'm trying a bit of everything. (╹◡╹)♡ hover over any chinese text for a translation! )
now, usually sunlight means open sky and fresh air, something they can't get enough of as space-farin' folk. but this is different, because there are hands on her naked body and strange men trying to tell her something she doesn't understand, things she can't begin to comprehend with a mind that's still drowning in the abyss of nothingness.
so the first thing she does is quite reasonable, by all accounts: she screams. for a good long while, river can be found by the fountain, hiding behind the lip of it while calling everyone around her liars and thieves and spewing rapid-fire chinese that is surely plagued with insults. she may even climb back inside of the fountain, splashing around in the water as she searches for the way back home, never you mind the freezing temperatures. all the while, the poor apprentices are simply trying to get the screaming naked girl into some clothes. woes be for a rough landing!
eventually, though, she'll realize no one is trying to hurt her and settle enough to let the mages guide her through the castle. such a beautiful thing with fantastical tales of magic and strife and some higher purpose they're meant to serve; none of it means a thing to a girl that hasn't been convinced this isn't an elaborate dream. she'll wander the hallways, bare feet against the cold ground and fingertips trailing along the walls as she takes in everything around her.
it's then that she'll notice, after the earlier screams have passed, that this world seems eerily blissfully silent. she may not even notice your character coming, eyes wide as they are tracing the designs along the walls and ceilings - apologies in advance for any accidental collisions. ]
she'll be bouncing around in the wagon, eager to see all that she can through the windows and clamoring from seat to seat as she finds things that catch her interest. pardon her manners if you happen to be riding along at the same time, as river won't stop to consider how she might be inconveniencing others. a scientific mind blown wide open by the addition of magic - how could she not be fascinated?
by the time they drop her off at the barracks to dress and settle in, she's chomping at the bit to go explore. but she takes one look at the militaristic uniform and declares it zhū shǐ; there must be something better around here. river looks around the cramped quarters, marveling at the abject silence coming from the walls and their inhabitants, then decides the best course of option is just to look.
so anyone with the misfortune of being one of her bunkmates may come back to find a waifish girl wearing only a robe and manic eyes as she tears through everyone's belongings and throws things around haphazardly. more than looking for anything specific, the search is half the fun - for her, at least. no fun for anyone else having their things thrown about and pilfered, sorry. :( ]
it's cold, after all, and running away into unknown territory while wet and naked won't get her very far. she accepts their clothes, thick and cozy like nothing she's felt before, and listens with only one ear on the way to the settlement. the land is beautiful, so far removed from the bottled up mènghuàn they sell across the 'verse as she knows it.
they speak of magic and she starts to believe it, if only for the sake of the flowers and the ocean breeze, an abundance of nature that makes a lost little girl feel right at home in the madness of it all. river ignores the greetings of any locals to make kind with the flora and fauna instead, which is where people can find her, wandering aimlessly while talking to any plants or animals she comes across.
asking questions, holding one-sided conversations, peering into the eyes of any livestock that don't walk away as soon as she approaches - anyone close enough to her quiet rambles will catch the gist of the conversation. with a childlike sincerity, she tells them: ]
This is a beautiful place to die.
[ cheers, mèimei. ]
free cities // wagon
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
solvunn - LIFTS U UP AND SPINS
REUNITED AND IT FEELS SO GOOD
ITS BEEN TOO LONG!!!! but it feels so good
...
...
...
...
...
...
free cities - barracks
(no subject)
(no subject)
...
...
...
...
...
...
...
★ ᴛʜᴏʀɴᴇ
(no subject)
(no subject)
...
...
...
SOLVUNN SOLVUNN SOLVUNN
yesssss
(no subject)
...
...
...
...
...
...
...
...
Solvunn
(no subject)
(no subject)
...
...
...
...
...
...
...
solvunn!
(no subject)
(no subject)
...
...
...
...
...
...
...
solvunn
(no subject)
(no subject)
...
Solvunn
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
free cities - barracks
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
...
...
...
...
thorne, fountain
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
...
...
vax'ildan | critical role ★ the free cities| death
o2; training grounds
o3; nocwich
o4; wildcard
arrival!
(no subject)
(no subject)
...
...
nocwich
(no subject)
(no subject)
nocwich; shopping
durge *A*
it's she!! and a vax!!
...
free cities // settling in
my god there was so much more introspection than i realized, i'm so sorry
oh gosh i love it though! I'M sorry this got long in return~
corpseviewing
boy howdy sorry about that T__T
it was all about building the anticipation
training grounds
(no subject)
(no subject)
Jack Townsend | Tales from the Gas Station | Thorne | The Moon
(castle thorne - hallways)
Sᴏᴍᴇ ɴɪɢʜᴛs, I ᴄᴀʟʟ ɪᴛ ᴀ ᴅʀᴀᴡ
(horizon — in front of the public gas station)
Sᴏᴍᴇ ɴɪɢʜᴛs, I ᴡɪsʜ ᴛʜᴀᴛ ᴍʏ ʟɪᴘs ᴄᴏᴜʟᴅ ʙᴜɪʟᴅ ᴀ ᴄᴀsᴛʟᴇ
(borrel maritime fair — paint and cider)
Sᴏᴍᴇ ɴɪɢʜᴛs, I ᴡɪsʜ ᴛʜᴇʏ'ᴅ ᴊᴜsᴛ ғᴀʟʟ ᴏғғ
(wildcard)
Thorne - drive-by
(no subject)
i do what i want
...
...
...
...
...
...
...
...
...
...
North Wing
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
horizon
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
...
Thorne hallways
(no subject)
(no subject)
...
...
...
...
...
...
andrea quill ★ class ★ the emperor
nocwich
(no subject)
(no subject)
...
...
...
...
free cities;
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
...
...
...
Free Cities
cassian andor | star wars | thorne | the tower
nocwich
the way he's about to fight her
LMAAOOOO what a nice friendly meeting
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
nocwich!
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
nocwich;
(no subject)
(no subject)
...
...
...
...
...
...
...
Nocwich
(no subject)
(no subject)
...
Log delivery - fight!
(no subject)
(no subject)
...
...
...
Eddard "Ned" Stark | Game of Thrones | Thorne
Okay, so this isn't exactly what he was expecting, but since what he was expecting was to be pulled from the dungeon of the Red Keep and hauled off to his execution, he's not going to complain. He might seem like he's not paying attention to the prattling of the apprentice, but years of being the lord of Winterfell have given him much practice at listening to someone talk while also being able to pay attention to his surroundings. And as the lord of Winterfell, he knows how important it is to understand the relationships between people. Otherwise a balance cannot be found.
Nor is he bothered at all by the chill in the air. Winter is coming, after all.
Logs
He doesn't look so out of place here, in the clothes they've given him, although stacking logs isn't exactly the work he's used to. He appreciates the need for everyone to chip in and make sure the work gets done, and he certainly wouldn't expect everyone else to do it all, but there are servants at Winterfell who do this sort of thing while he tends to his lordly duties. He doesn't have those duties here though, so he can enjoy having that weight removed from his shoulders and focus more on other things -- like helping to ensure that everyone stays warm this winter.
When he sees someone struggling to manage a large log on their own, he reaches out to grab one end of it to help tip it onto the growing pile on the back of a cart. "Allow me."
Seaside
This is the one place he's found so far that doesn't have him making comparisons with Winterfell. He knows there's shore around Westeros, but he hadn't seen it until he ventured out of the North, and even then, he hadn't spent much time there. He hasn't even visited the fair yet; he's simply been standing and looking at the vastness of the water stretching out before him.
He bends down to run his fingers along the sand, scoops up a handful, watches the wind carry it away. He's not in Westeros anymore, and as much as he feels like his duty is to his home, he knows that he can't do anything for Westeros anymore and the fate of the seven kingdoms are in the hands of others. He only hopes that all is not lost.
If only he had had a chance to say all that had needed to be said.
LET'S DEAL WITH SOME LOGS, DAD 😭
HELLO SON I HEAR WE HAVE SOME THINGS TO DISCUSS
(no subject)
...
...
...
...
...
...
...
...
...
...
...
dustin henderson / stranger things / the sun
SOLVUNN
A:
B:
02 — NOCHWICH,
CANDY COVERED CRAP
03 — NETWORK,
MORSE CODE
04 — WILDCARD,
CHOOSE YOUR OWN ADVENTURE
solvunn A
(no subject)
(no subject)
...
...
solvunn a-ish. YELLS AND SCREAMS AND RUNS AROUND!!!
<3333
<333333333333333333333333333
...
...
network
(no subject)
solvunn, A
(no subject)
(no subject)
...
jyn erso | star wars | thorne | the tower
[she'd been sentenced to twenty years on wobani, and had counted on being dead within five; that's the inevitability when resources, friends, and luck run out. at some point about five months ago, jyn had decided that if she could place a bet, she'd put 500 credits on some cellmate whose name she can't be bothered to remember (they've practically changed every week, after all) pulling a contraband vibroknife on her in her sleep. at least it'd be quick, and she probably wouldn't even feel a thing; it'd be a mercy.
but she should've known better than to count on a mercy, shouldn't she?
because that idiot droid that knocked her out during a so-called rescue hadn't been it, and neither had coming to underwater, with a hand pulling her to the surface at the last second.
and neither, honestly, is anything that comes afterward. not the people prattling on about things she has no frame of reference for understanding, not these stupid clothes and shoes that feel itchy and wrong to her, not the castle she's brought to that, even so far from everything she's ever known, is familiar to her in all the wrong ways, because it has the feel of being imperial.
the crease set into her brow and the hard line that her jaw forms don't fade, even as she's left to wander alone; nothing she finds makes her feel any better. if there happens to be a hand tapping her on the shoulder, trying to get her attention, that doesn't, either; that gets her turning sharply, and her voice becoming a knife when she says,]
Don't touch me.
fireside logs
[even with the (apparent) freedom to move around, jyn doesn't become any more convinced that she hasn't traded one prison for another as the days wear on. for one, almost everywhere she goes, she can turn and a see a guard standing somewhere in her periphery; something for your safety something else, the explanations had gone, but she's not stupid.
still, there's some relief to be found in moving around, and in having something to do with her hands. she takes to spending her days making log deliveries around nott, loading and pulling all her carts herself, ignoring every piece of advice telling her not to do this alone. any offers of help in her direction are met with silent, icy glares.
many of the locals are wary, understandably — but some surprise her, at times even thanking her. she never knows what to do with that, usually ducking her head and walking away without another word.
they stay on her mind long afterward. and if she sneaks extra bread and pieces of fruit out of one of the taverns just before she leaves? who's to say where that's going.]
nocwich
[she may be far from anything she's ever known, but this marketplace operates much the same as any other on a whole number of planets she's been to. there are always the legitimate sellers, the ones trying to make something off of a straightforward product, and it's easy to tell the difference between them and... others who aren't so legitimate, out to take whatever dirty advantage they can. they'll have a charm about them, carefully practiced to lure in the unsuspecting — and to distract from whatever absolute bantha shit they're holding in their hands.
it's not as if jyn has never scammed herself — but she'd only ever directed that toward imperials and complete asses who'd deserved it, and those types of standards aren't exactly popular.
in any case, she's taken to keeping watch by one of the stalls she's found particularly suspicious in the marketplace today, which is selling some kind of swirling liquid. maybe someone would have to be a complete idiot to drink something like that, and anything that happens would be something they'd brought on themselves, but still, she offers,]
I wouldn't, if I were you.
wildcard
[feel free to bring me whatever you'd like! just drop a top level, or hit me up via pm or on plurk at
nocwich
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
...
...
...
...
...
Arrival
(no subject)
(no subject)
...
...
...
...
...
...
...
...
...
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
(no subject)
...
...
...
...
...
...
...
...
...
...
...
...
...
nocwich
(no subject)
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...