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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.




gadjos: (Surprise)

[personal profile] gadjos 2024-03-20 08:31 pm (UTC)(link)
( Cool, so that's fuckin' new. The text makes him falter, wide eyes blinking as they trace the words through the air, through nothing. It's an automatic reaction to cast a suspicious look Wrench's direction, and the words spill over his lips kneejerk: )

The fuck - ?

( He is, it seems, the first person to do the Horizon Text thing to Peter since his arrival. Wow, crazy, surely that isn't a common theme for Wrench or anything.

At least it's a momentary distraction from him getting all riled up about the Halloween thing.
)
wwrench: <lj user=manual> (pic#13696595)

[personal profile] wwrench 2024-03-20 10:07 pm (UTC)(link)
So it appears that drawing a pentagram from berries does not naturally predispose a person to a familiarity with magic. That's great. This guy must be more of the spray paint and brick walls type. Wrench sighs through his nose and levels an unimpressed look at the newcomer. It's an audacious sort of expression, since he is the one who will soon enough be demanding the other man's patience, but for the time being it feels like he has the upper hand.

When's the last time someone reacted to his mere presence with this level of shock? Actually, come to think of it, it hasn't been that long at all. Just since the last time he pulled this trick on someone unsuspecting. Wrench crosses his arms in front of his chest and shrugs his shoulders.

You just got yanked naked through a portal, didn't you? Are sparkly words really that weird, in context?
gadjos: (Hangin Round)

[personal profile] gadjos 2024-03-20 10:20 pm (UTC)(link)
Look, he's familiar with magic. It's just that the type of magic he's familiar with has fuck-all to do with words appearing behind your eyes like you've got a fucking Bezos implant in your brain or some shit. That's not how magic works where he's from.

He's not normally the defensive type, but you know what? Sue him, yes, he did just get yanked naked through a portal, it's a lot to fucking process.

"Yes, okay. Maybe a little. How are you doing that? Also, why?"

If he weren't so startled and on his guard, he might be able to make a few guesses. As it stands, you know what happens when you assume things. He's never one to make an ass of himself if he can help it.
wwrench: <lj user=proverbially> (pic#13703906)

[personal profile] wwrench 2024-03-20 10:29 pm (UTC)(link)
It's a damn good thing that this has quickly become the most predictable conversation Wrench will have in Solvunn, because by now he can guess at all the beats even with his eyes closed. He spares a moment to revel in the sentiment of taking someone off guard. Soon enough he assumes he'll come to learn that the man standing before him can bend light around him or draw nutrients from an object just by touching it, or that he's the heir presumptive to some imaginary-sounding land. But in this very moment, Wrench actually has the upper hand.

He's never really been one to toy with a victim, so the moment of simple pleasure passes almost as quickly as it comes to him, and he's explaining in the direction of what he assumes he's been asked:

It's about the easiest thing you can do here. It's so easy it's hard to explain. Just think towards me, and try to want the words to appear. Try to want to make them visible to me.
Edited 2024-03-20 22:29 (UTC)
gadjos: (Disbelief)

[personal profile] gadjos 2024-03-20 10:44 pm (UTC)(link)
What Peter is, is simultaneously far more ordinary and far less normal than any of those things. No heir presumptive, unless you count the trailer left to them by his cousin Vince — except that wasn't even left to them, it was left to a different cousin who traded it to Peter's mother in exchange for half a pack of smokes and a hand massage. No bending light, no stealing life from plants.

He steals his life from the moon.

But that's a conversation for maybe never.

Right now is the time for concentrating, on magic, on words. With an exhale, and a blink, and a thought, it works — and he sends:

𝑊ℎ𝑦 𝑒𝑥𝑎𝑐𝑡𝑙𝑦 𝑎𝑟𝑒 𝑤𝑒 𝑑𝑜𝑖𝑛𝑔 𝑡ℎ𝑖𝑠?
wwrench: <lj user=manual> (pic#13696539)

[personal profile] wwrench 2024-03-20 10:49 pm (UTC)(link)
So I can ask you why exactly you're making a pentagram with berry juice.

That's not really the reason, of course, though Wrench is a lot more curious by nature than he ever lets on. He's had a near-lifetime of accepting most of his questions as unasked and unanswered, so there is a novelty to all of this that he's only starting to let himself explore. It's finally starting to sink in that there's nowhere far enough out to completely shield him from the steady ebb and flow of life in this place, and maybe that doesn't have to be such a terrible thing after all. Thus far, no one really knows who he is either. If he can manage to keep it that way, maybe he won't need the benefit of that distance.

And because I'm Deaf, and I've got no clue what you said to me earlier.
gadjos: (Hunched)

[personal profile] gadjos 2024-03-20 10:57 pm (UTC)(link)
Ah. Okay. Cool. That actually... makes sense. He'd been braced to be pissed, to assume some random asshole decided to screw with him for arbitrary reasons — because he's new, because he's in the wrong place at the wrong time, because somehow he'd divined Peter's heritage or his lack thereof. Any of the above.

Turns out, Peter's the asshole. A fleeting look of understanding passes over his face, and he does one of about four total signs he's learned in his travels: a closed-fist little circle over his heart. My bad, dude.

As weird as this method of communication is, he grasps it quickly enough, and rolls with it. Taking weird shit as it comes is just part of survival for him at this point.

𝐼𝑡 𝑑𝑜𝑒𝑠𝑛'𝑡 ℎ𝑎𝑣𝑒 𝑗𝑎𝑐𝑘 𝑠ℎ𝑖𝑡 𝑡𝑜 𝑑𝑜 𝑤𝑖𝑡ℎ 𝐻𝑎𝑙𝑙𝑜𝑤𝑒𝑒𝑛, 𝑓𝑜𝑟 𝑠𝑡𝑎𝑟𝑡𝑒𝑟𝑠. 𝐸𝑎𝑐ℎ 𝑝𝑜𝑖𝑛𝑡 𝑜𝑛 𝑡ℎ𝑒 𝑠𝑡𝑎𝑟 𝑟𝑒𝑝𝑟𝑒𝑠𝑒𝑛𝑡𝑠 𝑎𝑛 𝑒𝑙𝑒𝑚𝑒𝑛𝑡, 𝑤𝑖𝑡ℎ 𝑡ℎ𝑒 𝑡𝑜𝑝 𝑝𝑜𝑖𝑛𝑡 𝑟𝑒𝑝𝑟𝑒𝑠𝑒𝑛𝑡𝑖𝑛𝑔 𝑡ℎ𝑒 𝑠𝑜𝑢𝑙. 𝑇ℎ𝑖𝑠 𝑖𝑠 𝑠𝑢𝑝𝑝𝑜𝑠𝑒𝑑 𝑡𝑜 𝑏𝑒 𝑠𝑝𝑖𝑟𝑖𝑡𝑢𝑎𝑙𝑖𝑡𝑦 𝑠ℎ𝑖𝑡, 𝑟𝑖𝑔ℎ𝑡?
Edited 2024-03-20 22:58 (UTC)
wwrench: <lj user=manual> (pic#13696576)

[personal profile] wwrench 2024-03-20 11:06 pm (UTC)(link)
That is precisely one more sign than Wrench is expecting the man to know, and for a fleeting moment, the shock of it totally disarms him. It's readily apparent in that second that he truly isn't fucking with the newcomer. Or if he is, that he's now been thrown far enough off his guard that he won't any more. Because Wrench actually softens at the sight of it, just a little bit. His shoulders slump and he gives the gesture a dismissive wave, like the other has nothing to be sorry for. It's a strangely vulnerable moment that's long gone by the time the other man is making it apparent that the comment about Halloween hasn't been forgotten after all.

For as many times as he's seen the image of a pentagram, this is already more than Wrench knows about them. The elements being fire, water, earth, and air, he presumes. The four building blocks upon which every single other thing has been composed, if you're taken to believe some philosopher trying to make sense of things even before God himself. Wrench tips his chin skeptically.

I don't know a lot of spiritual people who call it "shit," so what do you believe? I don't think anyone here will care much if you do or don't.
gadjos: (Beer)

[personal profile] gadjos 2024-03-20 11:17 pm (UTC)(link)
He doesn't know much, but it's hard to travel as much as he has and meet as many people as he has without picking up one or two. Just like he knows about two sentences worth of Spanish, and how to tell someone to go fuck themselves with a baguette in French. Maybe that last one's a little bit different.

Whatever.

The look Peter levels at Wrench is ever so faintly annoyed — but in an otherwise relaxed, good-natured kind of way. You can judge somebody for saying some wrong shit without getting all up in arms about it. It's the most neutral-pleasant you don't know shit about me look a human can convey.

𝐼 𝑏𝑒𝑙𝑖𝑒𝑣𝑒 𝑠𝑝𝑖𝑟𝑖𝑡𝑢𝑎𝑙𝑖𝑡𝑦 𝑠ℎ𝑖𝑡'𝑠 𝑏𝑒𝑒𝑛 𝑎𝑟𝑜𝑢𝑛𝑑 𝑓𝑜𝑟 𝑎𝑠 𝑙𝑜𝑛𝑔 𝑎𝑠 𝑝𝑒𝑜𝑝𝑙𝑒 ℎ𝑎𝑣𝑒, 𝑎𝑛𝑑 𝑖𝑡 𝑘𝑒𝑒𝑝𝑠 𝑠𝑜𝑚𝑒 𝑜𝑓 𝑢𝑠 𝑤𝑎𝑟𝑚 𝑎𝑡 𝑛𝑖𝑔ℎ𝑡. 𝐼 𝑎𝑙𝑠𝑜 𝑏𝑒𝑙𝑖𝑒𝑣𝑒 𝑝𝑒𝑛𝑡𝑎𝑔𝑟𝑎𝑚𝑠 𝑙𝑜𝑜𝑘 𝑓𝑢𝑐𝑘𝑖𝑛𝑔 𝑚𝑒𝑡𝑎𝑙. 𝑇𝑤𝑜 𝑡ℎ𝑖𝑛𝑔𝑠 𝑐𝑎𝑛 𝑏𝑒 𝑡𝑟𝑢𝑒 𝑎𝑡 𝑡ℎ𝑒 𝑠𝑎𝑚𝑒 𝑡𝑖𝑚𝑒.

( Followed by a sup not in Wrench's general direction. )

𝑊ℎ𝑎𝑡 𝑑𝑜 𝑦𝑜𝑢 𝑏𝑒𝑙𝑖𝑒𝑣𝑒?
wwrench: <lj user=roximonoxide> (pic#13397459)

[personal profile] wwrench 2024-03-20 11:27 pm (UTC)(link)
Right or wrong, Wrench has pretty much made up his mind that Peter is, in fact, a little shit. The kind of little shit who would definitely paint a pentagram on the side of a cathedral just to watch the old ladies clutch their pearls. For a fleeting moment he feels absolutely convinced that it's not far off from how Grady might've turned out, had fate not intervened for the both of them. Once the thought has occurred to him, he can't help but smirk at it.

Fair enough.

He wishes he had such a tidy explanation for his own beliefs, but the idea of putting something like that into words in any language feels awfully elusive. Wrench isn't sure what faith has ever gotten him. He's toyed around with it a bit, in moments of utter despair, but the idea that there's something more out there waiting for him has never felt particularly comforting. Ultimately, he shrugs.

There are people who were brought here that call themselves gods and archangels and seem to really think they are. I don't think I know enough to believe much of anything. There's enough happening in front of my face I don't need to think that far ahead anyway.