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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxasooc2024-03-20 11:39 am
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TEST DRIVE MEME #17

Test Drive Meme
Important Links
SettingGame HistoryNPCsArcanaFAQ
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 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. You can also find answers to questions asked on previous TDMs in their respective question threads.

The TDM is forward-dated to when the summonings occur in-game (when applications are accepted), at the start of April.

While the world is undergoing some tumultuous weather, newly arrived characters will be assured that everything is being taken care of and cautioned to shelter indoors where possible.
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 getting anywhere. If you reach for an item you were carrying the last time you remember being awake, your hand will only touch bare skin.

You're naked and floating helplessly through the void, and what little air you have in your lungs is running out.

There's a pinprick of light that almost looks like a faraway star but as it grows it becomes clear that it's actually quite close. It's hard to make out any individual objects as if you're looking from beneath rippling water.

A hand plunges through and you realize water is just what it is. Whether you take hold of the hand or not it will grab you and yank you up through the surface, lifting you out until you're sprawled on solid ground - still unclothed.
Arrival
You'll find yourself summoned to one of the following three major territories: 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.

Go to scenario
Welcome to Thorne
Set into an indent on a marble slab behind the fountain is a card bearing the image of one of the Arcana. An apprentice mage - the one whose hand lifted you out of the fountain - brushes the water off on their robes and runs back to join a group of three others, who all stare intently at another mage with highly decorated robes and a large, heavy book. The man peers up at you for a moment and starts flipping through the book.

"One moment," he says, not bothering to look up from the tome. He looks tired. "I am Ambrose Rhett, the High Mage of the Kingdom of Thorne. We’ll explain everything in a moment, but for now, please calm down. You’re completely fine."

Regardless of your response, he keeps flipping through the pages, until he stops on one specific passage, stares at it for a moment, and then nods, satisfied. "Excellent." He motions for one of the young apprentice mages over. "Settle our guest in, please. I don't have all day."

The apprentice hurries forward with a fine silk tunic, pants, and some basic sandals. With a wave of their hand, the clothes reshape to fit you perfectly. Once you're dressed, the apprentice leads you into the hallways of Castle Thorne, prattling on about the kingdom, names of royals and nobles, and, of course, the reason why you're here: the world itself is in great peril, and tales of your exploits have reached far and wide across universes. If asked about these exploits, the apprentice will simply smile and shrug. The High Mage was happy to see you and that's good enough.
◎ Surroundings
Castle Thorne is where not only royals and members of the court reside but includes the surrounding city itself. Now in spring, the weather is cool and marked by howling windstorms. In the distance, snow continues to cover the mountain peaks. Spring flowers are beginning to bloom in 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:
  • Windstorms batter the walls outside. The city of Castle Thorne is largely safe, but debris, fallen trees, and toppled wagons are still a danger. Try not to go outside unless you have to! Across the sky, lightning surges horizontally, never touching the ground.

  • 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. There's some buzz about the arrival of Admiral Rudolph Sidwell, the Queen's uncle. While Rudolph is temporarily staying in Nott, he can occasionally be seen in the castle halls when he visits Castle Thorne.
◎ Exploring
Despite the troubles that plague the land, Castle Thorne and its surrounding city have much for you to indulge in.
Sorting Tomes
A few apprentices out on errands have grown trapped behind some fallen debris, leaving the library short of helping hands. Volunteers are desperately needed to help sort and shelve the books, which are beginning to pile up. Fortunately, Thorne's magical shelving system means the shelves will immediately let you know if a book has been placed incorrectly. Unfortunately, the way this works is that the book will expel itself back out and fall to the floor. Watch your head!

Serene Steeds
Due to the heavy storms, Thorne's prized horses are growing nervous in their stables. To help soothe them, apprentice mages have asked you to cast a calming spell on each horse. The spell relies on Academic Magic. While the spell only requires saying a few words correctly, a lack of concentration can result in some unexpected memories or feelings surfacing, inducing strong emotions. You might vividly recall a tumultuous moment in your life or find yourself reflecting on who you are, where you came from, and where you might go next.

Painting Session
You're encouraged to explore Thorne's proud naval history in Borrel at its Maritime Fair. Because of the storms, it's being held indoors within heavily strengthened walls. Here, you can join a paint and cider session where you can follow a guided instructor to paint a displayed model of Thorne's famous naval warships. To finish your masterpiece, 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 eternal darkness and is home to the werewolves and the vampires, is, unfortunately, CLOSED due to recent events.
◎ 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, day trips 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 or you can earn some pocket money by doing chores around the Castle.

Welcome to the Free Cities
Dry warmth hits you at once as you're set on a hard floor of dull ruddy stone. Men and women in unfamiliar uniforms of brown and red leather stand in a semi-circle around a small pool of water - the very pool you were just pulled from. The water is still now, rimmed in pale gold tiles with odd symbols etched into them. Across it is a raised pedestal with a card bearing an Arcana symbol.

A guard covers you with a simple robe and returns to their place in the semi-circle. Before you stands another woman, dressed in a more elaborate and decorated uniform than the others. A sword rests at her hip. She carries an air of authority as she approaches you with a nod and a warm smile. "Sorry about the circumstances. Take a minute, catch your breath. I'm Prime Minister Marlo Reiner and you're in The Free Cities. That nice lady over there will explain everything to you and get you settled."

A robed mage off to the side approaches to help you up. She brings you out of the cave through a corridor that angles upwards until you emerge in what looks like some kind of storage facility. You'll learn you're in the Cadens Desert Outpost 003, a military base on the outskirts of the major city of Cadens. You're told the world is in delicate and dangerous times, and you're needed to help. You're important and they're very grateful you're here.
◎ Surroundings
While you're currently at the outpost just outside of the city proper, Cadens on the whole is a large bustling city. The climate is hot and dry, though the sandstorm has obscured the sun, lowering the typical spring temperatures. At night, temperatures will drop further. 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 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:
  • Sandstorms assail the cites, especially in Cadens. The dust is thick and choking, and visibility is low. Try not to go outside unless you have to! Across the sky, lightning surges horizontally, never touching the ground.

  • In the Cadens barracks, soldiers are hard at work fortifying its walls and preparing for further changes in weather. Shops and merchant stalls that populate Cadens' outdoor markets are absent. With the storms going on, the city streets are eerily empty except for vagrants and those who don't have shelter to retreat to.

  • 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.
◎ Exploring
Despite the troubles that plague the land, the barracks and Cadens have much for you to indulge in.
Pimp My Ride
Innovation is the way of the Free Cities, and showing it off is just as important. Every few years, wagon enthusiasts will display their customized New Magic-powered wagons in the Wagon Parade. Although this usually takes place in the streets of Cadens, this month's storm has forced the parade indoors into the Fortune Arena, the oldest horse arena in the city. They'll need help boarding up windows and doorways so that the this year's amazing entries aren't harmed. As with any event, pop-up merchants appear along the parade line selling food, drink, and a variety of commemorative tokens.

Masking Up
Dust storms are not unheard of in the desert, but the reduced air quality is still a concern. In response, the government is distribuing breathing masks and is asking for volunteers who are willing to brave current conditions to hand them out. Standard government-issued designs are free, but some wealthy citizens have elected for a more refined design while the cautious opt for total coverage. You'll be given your own mask (in the design of your choice), but the winds will still be a force to contend with. Be sure to travel with a partner for safety.

New Wave, New Age
New Magic is how the Free Cities diverges from reliance on more traditional magic. With New Magic, the Arcana plays a much more limited role. However, New Age thinkers of Libertas have risen with the arrival of the Summoned. They stress that to move to the future, you cannot forget your past. To encourage this reconnection with one's roots, a group of New Age practitioners have set up a table at the Cadens Library. You can take part in designing your own tarot card on pieces of thin metal. The goal is to create a design that speaks to you the most: find inspiration from your connections to the world, from home, or through an important symbol in your life. Special pens will easily burn and engrave any marks you make, so craft carefully.

Nocwich
Nocwich, which is shrouded in eternal darkness and is home to the werewolves and the vampires, is, unfortunately, CLOSED due to recent events.
◎ 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 are 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.

Welcome to Solvunn
You're in a grassy clearing amid 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 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 who 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 who 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. With spring on the way, the winds remain somewhat chilly and the rains are heavy - not to mention the small twisters forming across the plains and on the ocean. 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:
  • Small twisters assail the settlements. While it isn't strong enough to lift homes or large structures, important shrines, and small animals are still in danger. Try not to go outside unless you have to! Across the sky, lightning surges horizontally, never touching the ground.

  • Shops and stalls have closed due to conditions. The strong community means in Solvunn everyone has chosen to pitch in to help each other out, delivering meals when there's a break in the storms, finding lost pets, repairing broken gates, and exchanging essential goods.

  • Fishing in the Tertiary Settlement has also ground to a halt. Isar Hart, who sits on the Council, can be seen frequently in the Primary Settlement to gather much-needed supplies for the residents.
◎ Exploring
Despite the troubles that plague the commune, the commune and its settlements have much for you to indulge in.
Shrine Offerings
As a new arrival, you'll be encouraged to perform your first offering. Due to the turbulent weather, Solvunn believes offerings in the tradition of High Magic might quell the Gods' fury. Create a bundle using a combination of fruit, wine, flowers, or an animal you've hunted. It must be picked and put together by your own hand. Once you're ready, you can approach any shrine belonging to a God that speaks to you: is it Cadaevos, who purifies the community and soul? Endrborrin, who brings forth spring and change? Vagn, who oversees one's journey in death? It's a good idea to travel with a partner. While the twisters aren't deadly, they can be dangerous if you're not careful. Perhaps, along the way, you can talk about what the concept of gods and blessings mean to you.

Goatnado
Due to the heavy rains, Solvunn's fine tradition of goat racing has been put on hold so the goats can be kept safe inside their pens. Of course, the goats prefer their free-range lifestyle and are prone to escaping. Help find missing goats or tend to the ones who have been returned to their pens. It may not be as simple as following the sound of bleating and tying them up; reports of small twisters picking up goats and other livestock have been made, sending them far away from their pens and farms and even into the more dangerous wilds or inconveniently on buildings and houses. You'll need to team up and track them down before they can cause any property damage or get hurt themselves.

The Shrieking of the Weeds
Goats and livestock aren't the only victims of the sudden winds. Farmlands and crops also face the brunt of destruction. The twisters travel quickly across Solvunn's low and flat landscape, and the freshly tilled earth is even easier to disturb. As a result, Shrieking Weeds, a staple garden guardian in Solvunn, are being ripped from the ground and sent in whirling, noisy tempests that keep everyone up all night and day. The weeds must be retrieved and will only quiet when planted back into the ground. Luckily, you can easily follow their discordant cries to find them.

Nocwich
Nocwich, which is shrouded in eternal darkness and is home to the werewolves and the vampires, is, unfortunately, CLOSED due to recent events.
◎ 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.

Questions & 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 territory your character is drawn into has nothing to do with their morality, beliefs, or how highly they regard themselves and their 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 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 into 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 territory?
No, they must remain within the territory except when visiting Nocwich. Review the Travel section on each territory's Setting page for where characters can go within their borders.
Can my character eventually change territories?
Yes, but tensions between the major territories are at an all-time high. Doing so is possible, but will require some plotting 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. Those interested in court politics, the Singularity, and magic will have the most access in Thorne. Anyone who wishes to uncover the secrets of the Gods and other mysteries will best do so in Solvunn.

This is not to say characters are locked out of other scenarios completely. With effort and the help of friends, anything is possible! Don't get too anxious about your choice. Every character in each scenario can work their way towards many individual goals. Additionally, once in-game, the Horizon, Nocwich, and certain events will let characters make easy cross-border 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. You'll 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?
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. In situations where Nocwich is closed, you can put up prompts for multiple scenarios, though only the one you choose in the application can become canon.
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. 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.




rookvision: (and yet you don't know)

new wave, new age

[personal profile] rookvision 2024-03-21 05:37 pm (UTC)(link)
[Jacob’s never been one for magic. He’s still trying to wrap his head around the entire concept of its very existence here, and tarot cards are an entirely new thing to him—he’s never held much of an interest in the occult before. That’s more Evie’s field than his, and he can’t help but feel like this activity’s a bit wasted on him. Still, he’s always up to try something new, and he has a pretty good idea what he wants for his card.

The Sun, huh? Well, the sun looms large in his card, but front and center is a little black bird in flight, a knife in its talons. It also happens to be wearing a little top hat—they’re going for fantastical imagery anyway, might as well.

He looks up when Sephiroth approaches, scoots over to make some room for him.]


So what sign did you get saddled with, anyway?
dead_tongue: (smiiiile)

[personal profile] dead_tongue 2024-03-21 05:41 pm (UTC)(link)
"Yeah!" Nevermind that the brain could probably just make them feel pain regardless.

"Edward is cool," Iggy says, smiling as he passes him more books.

"So where are you from?"
dawn_is_breaking: (soft_down)

[personal profile] dawn_is_breaking 2024-03-21 05:46 pm (UTC)(link)
"Est-ce que cela semble plus français ?" She asks him with a little smile, "I don't sound French because I'm actually originally from London but I lived in America for years so I don't really have an accent anymore."

Dawn nods and moves towards the horse, "Sure." She extends her hand out to the horse to sniff and then gently strokes it's muzzle, shushing it softly. "I lived on a farm for about four months with an ex-boyfriend, he taught me a few things about horses."

"Art school huhn? That sounds nice, what type of art do you do?"
dawn_is_breaking: (yup smile)

Wildcard - conversations with goats

[personal profile] dawn_is_breaking 2024-03-21 05:53 pm (UTC)(link)
While strolling through the outskirts of the village one morning Dawn comes across a young, slightly scruffy man. This is nothing that strange until she notices that he is having a full on conversation with one of the little goats that she's seen wandering around in and outside the main village area.

"Has he told you anything interesting?" She asks with a smile. "Besides 'I want more food' I mean."
dead_tongue: (gosh)

[personal profile] dead_tongue 2024-03-21 06:01 pm (UTC)(link)
"Uhm. Non." He grins. "I flunked French, sorry."

He watches, impressed. "Did they tell you the magic words? The guys here,I mean, not your ex."

He carefully repeats said words to another horse, watching it settle.

"Uhm. Watercolours, mostly. I was getting my masters, I had a residency and stuff. It was pretty cool. Do you work? Or are you rich?"

Look, she lived in Paris and London and knew a guy with horses. That sounds like rich people stuff to Iggy.
dawn_is_breaking: (pretty_shock)

A. shrine offerings

[personal profile] dawn_is_breaking 2024-03-21 06:02 pm (UTC)(link)
Unluckily for Travis he just grabbed the wrong person, normally Dawn wouldn't be so jumpy but this whole being dragged from her world into this one has put her a little on edge and her natural fighting instincts have kicked in. Which means when she is grabbed by a stranger she just reacts, turning her body into his and flipping him onto the ground.

"Oh my god!" She gasps, "I'm so sorry! I...you startled me."
dawn_is_breaking: (think)

cw: mention of drug addiction

[personal profile] dawn_is_breaking 2024-03-21 06:08 pm (UTC)(link)
"Magic words?" She asks with a raised eyebrow and then watches as Iggy repeats them to the horse, her eyes watching him curiously. "No. But that works too. I was just going to calm them down the way Hank taught me."

"I guess I am, technically. My mother was very wealthy and when she died I got half of it." She explains as she runs her hands over the horse's neck and back. "But the farm wasn't fancy, it was a run down little place we moved into to try and fix up and turn into a place for teens with drug addictions."
Edited 2024-03-21 18:09 (UTC)
tedandroses: (grin)

[personal profile] tedandroses 2024-03-21 06:16 pm (UTC)(link)
Oh, excellent! Thank you!

(And makes total sense not to plan it all out just for TDM purposes ;D)
whatam_i: (wonderful)

[personal profile] whatam_i 2024-03-21 06:18 pm (UTC)(link)
"Gotham."

He places a few more books on the shelf, one of which doesn't like where it's being placed and shoots out again, smacking Ed in the ribs.

"Oh come on!" He yells at it and then tosses it down the aisle in frustration.
revise: dnt ([053])

alan wake | alan wake 2(/remedyverse) | solvunn | the magician

[personal profile] revise 2024-03-21 06:21 pm (UTC)(link)
((cw: Wake's character may touch on themes of suicidal ideation, substance/alcohol abuse, disassociation, possession (for lack of a more succinct term.....it's a weird canon), and cult violence. You can find more info here. If there's a certain topic you'd like to avoid or need specific CWs for, shoot me a PM. Happy to oblige!

Prompts are in prose, but I can swap to brackets if that's you preference.))


RETURN (offering, part 1)
This isn't the first time he's gotten it wrong.

Wake knows that much in his gut. The details might be hazy but he's aware of a wrongness rattling around in there like a marble clattering around the inside of a shaken glass. Too much of that, he thinks, and something is going to chip and shatter. Or maybe it's happened already and this is all just what he's dealing with in the aftermath. He'd taken a wrong turn. Gone too deep into the labyrinth. Written himself into a corner, and now finds himself stuck jumping through a few more outlandish hoops to get himself back on track.

Period fiction isn't really his go to. But fuck it. The themes fit: man from another place washes up into one where he doesn't belong, half amnesiac and three quarters drowned. He's lost. The only way through is forward. When the locals start talking in terms of gods, of blessings and offerings, it feels inevitable.

'This is the ritual to lead you on.'

Sure. He can work with this.

(There's something he's forgetting.)

Later, Wake will wonder how he didn't recognize the sound of his own voice screaming in his head or the sensation festering in him like fruit left to rot on its vine. Today, he's occupied.

"I need to get back the summoning pool. Can you point me in the right direction?" says the guy shoving a handaxe into his belt. So sue him, he hadn't really be in the right frame of mind to make note of cardinal directions before March bundled him into a carriage.

INITIATION (offering, part 2)
It's a dark and stormy night.

—Christ. Imagine if that's really how this started? What a load of bullshit.

Only it is. And it does.

Objectively, the sensible thing to do at this hour is to wait for daylight before making his way to the shrines of the Solvuun gods. Wake's spent all day gathering the right materials. At this point, he should just climb the stairs back to room laid aside for him, stoke the fire in the little hearth high, and pretend for a time that there's nothing to be afraid of in the wind and weather and the harrowing dark.

Subjectively? No time like the thematically ominous to set out on a quest.

So here Wake is, pale and rain sodden, armed with a lantern (flashlight? check) and that handaxe (gun? close enough). He's looking for a partner to make the trek to the shrines in the early hours of evening. If there's a public meeting house or a place where people seem to be congregating despite the storming, he tries there first. If not, he's not above tracking down fellow Summoned someone may have mentioned offhand in earlier interrogative conversation. The pitch is more or less the same regardless:

"I'm headed to the shrines. I think I'm supposed to have a partner when I go."

What, that isn't convincing?

HORIZON
From the little room in Solvunn, it feels natural to do. Easy. Like parting a curtain. Like slipping under the surface of still water. From the other side, in the Horizon, it's like coming awake with a hard jerk. His heart races. His blood runs cold. The pressure in his ears builds to an agonizing crescendo. Then pops.

In some dark corner of Horizon, a door with a spiral marking on it Becomes. Beyond the door is a too big attic room. Inside it is a desk. A typewriter. Maybe the Writer is there too.

If he isn't there, it's because Wake's gone wandering—poking into darker domains, and whatever strange corners of Horizon he can picture himself in. If he's drawn to exploring domains with spookier aesthetics, then we'll all agree to call it being genre savvy and not masochism.

WILDCARD
[Wake can be found:
- In the library
- Being incredibly normal about trying to get information on the second settlement
- Asking other Summoned invasive questions about how they got here, what they remember from before they arrived, and what they know about current events
- whatever else; feel free to throw anything at me, or shoot me a PM if you want to make plans]
aquaveiled: (himeka-653)

iii

[personal profile] aquaveiled 2024-03-21 06:25 pm (UTC)(link)
You are doing it right! Though now I have to ask you about Waterdeep. What sort of water is it? And how deep?
dead_tongue: (cleaned up)

[personal profile] dead_tongue 2024-03-21 06:32 pm (UTC)(link)
"Oh, they didn't send you in here to help? You just like, came in on your own? That's really nice of you." Iggy had been more or less recruited since he'd just been hanging around doing nothing.

Iggy glances over. "That's really beautiful," he says sincerely. "Horse therapy, that is a thing, isn't it? I feel like I saw it on TV."
areou: (pic#10958456)

sorting tomes — wheezes my feels got away from me

[personal profile] areou 2024-03-21 06:45 pm (UTC)(link)
( she has to admit: the library is impressive, even if the last thing clarisse would ever want to do is read. just thinking about it makes her head hurt. but she's looking for someone, and this is exactly the place that someone would be. it's been months since they last saw each other, her and annabeth (not since clarisse booked it back to arizona for college; maybe a scattered iris message here and there just to check in, though clarisse has had her hands full between classes and parties and terrorizing frat boys), but if anyone could make sense of this place, it'd be annabeth.

clarisse may not admit it, but as soon as she'd freed herself from the apprentice, her first thought had been i need to find annabeth. (and percy, surely, but that can wait.) there's no doubt in clarisse's mind that if she got pulled here, her friends must be here too. tales of their exploits? yeah, annabeth and percy have had way more and way more impressive exploits. (she doesn't need to go looking for percy. if there's one thing she's absolutely sure of: the universe will find a way whether she likes it or not.)

and where there's a castle, there's a library. where there's a library, there's an annabeth. clarisse wanders the stacks aimlessly for a while, tilting her head every now and then to squint at the spines of volumes as if she's actually interested in them. eventually, when she doesn't immediately happen upon a blond-haired girl with gray eyes, she resorts to the ultimate library faux pas: shouting.
)

Annabeth!

( her voice echoes through the grand hall until someone nearby loudly shushes her in return. clarisse sneers childishly, rolling her eyes, but she doesn't bother shouting again. surely annabeth heard her. but it isn't until after clarisse hears annabeth cursing from a stack away that they actually meet, clarisse sprinting down the aisle just in time to see a book nearly peg annabeth in the head.

clarisse barely contains a laugh, but she picks up the fallen book — her own hands are, naturally, empty, because like fuck if she's doing any work, especially not with all these dusty old books. her mouth settles into an amused smirk, almost like a cat who would much rather be swatting all the books off the shelves than putting them back.
)

Careful, Wise Girl. ( goodnaturedly, fond. sure, they've had their differences in the past, but they've come a long way since then. especially considering last winter. percy's disappearance had made them both a little crazy. clarisse still isn't sure if all the dryads have forgiven her for using their trees as target practice (she'd been "scaring the newbies" too much using the arena), but she'd asked grover and juniper to put in a few good words before she left for the university of arizona anyway. ) Wouldn't want you — ( she tips the spine of the book, tapping it gently against annabeth's temple ) — losing your head.
assembles: (is that so)

[personal profile] assembles 2024-03-21 06:55 pm (UTC)(link)
[ Ex-military is right. Steve has never agreed to join the army here, and he certainly isn't wearing any sort of uniform either. He's got on desert gear that will keep him protected from the storm if he gets caught in it, though, a pair of goggles currently hanging around his neck because the winds aren't blowing too hard at the moment. He's also got a hooded cloak, some heavy-duty boots, and thick gloves, every inch of his skin covered save for his face.

Nothing he isn't used to, after wearing uniforms for years. ]


As much as they'd like us to enlist, they haven't gotten to the point of instituting a draft. [ Though Steve's tone sounds unsure rather than relieved, because he wonders on a regular basis if they'll eventually reach that point, and what sort of chaos will unfold as a result. Most Summoned aren't going to accept that laying down.

As soon as Cid holds out his hand, Steve takes it and gives it a firm shake. ]


Steve Rogers. And it depends on how you mean. We've been dealing with the storm for a few weeks now, but I live in Cadens. This outpost is where the summoning ritual is performed, though, and it was about time, so I figured I'd come see who was fresh from the well.

[ No familiar faces, but that's for the best. Steve still wants to help anyone like Cid who's been dragged into this mess with little explanation. ]
carmesi: <user name="berks"> (Default)

initiation

[personal profile] carmesi 2024-03-21 07:04 pm (UTC)(link)
It is quite indeed a dark and stormy night (and as much has been a common conception in Solvunn for the past couple of weeks) when a newly-arrived Summoned approaches Wanda. Wanda, who is making her way from the Primary Settlement to her home, a little ways out, using her magic to create a buffer between herself and the perils of the persistent storm.

And yet she pauses, turning towards the man.

He is pale and rain sodden, while Wanda stands in the same spot as him, dry and untouched by the rain. Headed to the shrines, he says, and she but studies him for a moment, expression hardened as if trying to pinpoint if it really is very convincing at all.

"You've chosen an unusual time of day for it," she responds, but it's not like there is a set schedule. She raises a hand, tentatively, as if asking for permission, before settling it on his arm; cold and wet turns warm and dry after a charge of red magic springs forth from her hands. "Step closer. You wouldn't want to catch a cold."

'Closer' meaning inside the sphere of her unseen magic, where neither rain nor wind can affect them.
dead_tongue: (drinks?)

[personal profile] dead_tongue 2024-03-21 07:39 pm (UTC)(link)
"Oh. Is that... in the USA?" Look, geography was never his strong suit.

Iggy watches this boot of physical comedy and snorts. He then goes to fetch the errant tome.

"Do you have magic and shit there?" he asks as he hands it over.
revise: dnt ([092])

[personal profile] revise 2024-03-21 08:07 pm (UTC)(link)
Her hand raises. Wake rocks back on his heels, subtly wary. Tension pings through him like the plucking of a lone string on a forgotten instrument.

He resists the urge to draw away. It's a surprise when the prickle of sensation that comes crawling up his arm from under her fingers turns out to be warm and dry like the glare of summer daylight through a streaked window pane. Chases the damp away. Warms numb fingertips. Feels, for just a split second, something like comfortable instead of just relief. That freaks him out enough to turn his arm and break the point of contact between them even as he shifts in closer inside the radius where the wind's bite and rain's splatter sheds away.

The shadow he casts there is long. It stretches up the footpath as if eager to be away from the lantern's light and the touch of—

Sure. Magic.

"I've dealt with worse." Come to think of it, catching a cold would almost be a novelty. (No, cut that. Better avoid introducing the whole pestilence and disease thing into the narrative.) "If you won't come with me, I'll settle for directions."
Edited (editor's note) 2024-03-21 20:08 (UTC)
carmesi: <user name="berks"> (Default)

[personal profile] carmesi 2024-03-21 08:16 pm (UTC)(link)
Touch doesn't have to be a point of comfort for people, and Wanda certainly understands that it isn't for the majority. He breaks away from her hand, and she brings it instead to settle over her bicep, arms crossed.

The new ones will come to understand magic one way or the other, and some days Wanda is more keen to be a teacher. Other days, the rupture of her cold introverted ways keeps her quiet and undeterred by equally cold receptions, or wary suppositions about herself and this place.

They'll all come together, in the end.

An eyebrow raises at having dealt with worse, but that is par on the course with those who have been unlucky enough to be summoned.

"I'll go with." It might as well just be on the way. "Are you looking to go to a specific shrine? There are many gods here to make an offering to."
iustise: (26)

[personal profile] iustise 2024-03-21 08:36 pm (UTC)(link)
Lord John feels for the other man's frustration, even if he does not quite understand it. John also had to start from scratch, learning magic here in this place. The only difference is that he had never known it to start. Which is worse? Having something taken from you and having to learn to walk all over again, or never knowing in the first and being made to feel like even more like an infant in this strange new world? John cannot say for certain.

An assistant. He flashes the other man another smile at that, before pressing a hand to his chest and offering a small, polite bow. Thoroughly correct in all its measure. If John's introduction weren't about to out him as a member of nobility, his manners certainly would do.

"Lord John Grey," he introduces, "Your servant, sir." His lips quirk to the side, his humor getting the better of his manners as he adds, "I shall do my best to be your second, although I must confess I have not the slightest notion of their systems. So far I have been mostly succeeding by guess work, I am afraid."
ushiri: (pic#15827097)

[personal profile] ushiri 2024-03-21 08:43 pm (UTC)(link)
Kahlil rolls his eyes, his expression leaning toward mirth more than anything else. The book in his hands, which doesn't seem to belong to these nearest shelves related to arts and cookery, is set on a nearby table. He digs through the pile for something that won't require him to walk to the other side of the library.

"I was brought here two summers ago," he replies with a half nod of confirmation, finding a book of egg recipes - all eggs, and eyeing the shelves for where its space. Although his sleeves are long, if Gale looks close he might notices old, faded scars on Kahlil's hands - the same is true of face.

"I can help you with some of those, if you have specific questions. Unfortunately they don't keep all of their history in the books here," he says as he set the cookbook into place, pausing a moment to watch in case he needs to suddenly duck. When he's certain it's safe, he continues.

"But if it's enchantments you're most curious about, you'll want to speak with Istredd or Yennefer. They're the Summoned with the most magical expertise."

Years ago Kahlil had hunted witches. It's Parfir's will that he lives surrounded by them and magic now. He holds no grudges, even though he sometimes gets a perverse pleasure at the thought of sending unassuming men to Yennefer's study room.
Edited 2024-03-21 20:45 (UTC)
revise: dnt ([097])

[personal profile] revise 2024-03-21 08:52 pm (UTC)(link)
He could have made it alone. This wouldn't be the first time Wake's gone moving through the dark in unlikely, shit weather pursuing ground rendered thematically weird by powers beyond. But it settles something in him that she agrees.

(And frustrates something in him that isn't him that would rather she didn't. More on that later.)

For now, it feels like a good sign. Not quite an omen, but close. 'Meet a witch on the road in the dead of night' may not be everyone's idea of good news, but it has narrative precedent. You meet all sorts of catalysts at crossroads. He might be getting somewhere with this after all.

"I'm looking for Adlewyrd's."

Masked followers all in red. Dressed or painted with it. That had rung a bell. Felt true.
whatam_i: (normal)

[personal profile] whatam_i 2024-03-21 08:54 pm (UTC)(link)
"Yes, it's near New York and Jersey."

He takes a breath before taking the book and then shakes his head. "No, no magic. Well." He pauses to think about the Lazurus pit that Babs mentioned a few times.

"Okay maybe a tiny bit, but nothing like this. It's not an everyday thing. What about where you're from?"
dawn_is_breaking: (side smirk)

[personal profile] dawn_is_breaking 2024-03-21 08:57 pm (UTC)(link)
"No, I was actually on my way to one of the gardens but heard the horses so I thought I'd check on them."

Dawn smiles, there's a hint of sadness to it. "Apparently yes it is. I never had any experience with it either but Hank was a natural, he was good with both the horses and the teenagers."
carmesi: <user name="berks"> (Default)

[personal profile] carmesi 2024-03-21 09:17 pm (UTC)(link)
Wanda doesn't expect to have to tell him to follow her as soon as she starts making her way down the path she had once settled on going down. Adlewyrd's shrine is not too far off the premises of the Primary Settlement, as most shrines are these days, but it's far away enough to where the houses are no longer found within its vicinity. Strength in numbers, in community, and all that.

"Adlewyrd is prayed to when the locals want for peace in the middle of a conflict."

Is it likely he got information on the locals about it? Regardless, it's fascinating to her how quickly some take to it all.

"You aren't weirded out by the idea of old gods and shrines?"

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