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TEST DRIVE MEME #17
Test Drive Meme
Important Links
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.
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.
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.
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.
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.
"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:
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.
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.
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:
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.
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.
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:
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.
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.
Jacob Frye | Assassin's Creed | Free Cities
[As jobs go, this is one of the cleaner ones Jacob's ever done, and one of the simpler ones. No need to knock someone out or kill someone from above, all he has to do is climb up somewhere and hammer some boards into place. Simple enough. He's done with his bit fairly quickly, and now is making his way over to the next person, making no real effort to silence his footsteps as he peers at what they're doing.]
So which stalls would you say are worth the price?
masking up
[Dust storms are new.
The sensation of something clogging up his nostrils, though? That's not new. He's been living in London for most of the year, he's an old hat to smog. This is just...a bit grittier than that, 's'all, and besides they even gave him this nifty mask. They actually also gave him a bunch of other masks to distribute out in this weather, and recommended he tag along with somebody for his own safety.
He'd taken one look at the weather and tactfully agreed. Frankly, probably better for him to team up with some other Summoned anyway, because he wants to know more about this place and he highly doubts that their dear hosts are telling them everything they need to know. Call it an Assassin's paranoia, he supposes.
From the perspective of his partner, Jacob comes off as fairly competent, if a little...odd. He's a chatty fellow, but every so often he stares off into the distance, as if concentrating, before suddenly turning in a different direction and walking with purpose. Slow down, and he'll look back.]
There's someone this way who'll be needing this mask. Come on now, there's only so much time in the day.
[He pauses to let his partner catch up with him, then says:] So while we're here, I was wondering, what do you think of the Free Cities so far? I'm rather new, you see, and I'm still trying to get my bearings.
wild card
[make up your own scenario here or hmu
masking up
As you say.
[He's not slow but neither does he rush; mostly he moves with purpose, keeping an eye out for whoever Jacob spotted and continuing to size the man up. Perceptive and chatty, it seems.]
That's a broad question. What is it you want to know to acclimate?
no subject
(He skipped that history lesson from his father.)
He slows his pace a little more to accommodate the measured, purposeful gait of his companion.]
Wish I could say "everything," but that's too broad a topic to start with, so let's say... [Hmmm.] Any problems making themselves known on the streets, lately?
no subject
[Such as it is. But the Free Cities are not actively at war, even if tensions remain — he knows the difference very, very well.]
If there were greater trouble to be found, I expect you would be able to see just in your first days here. [He pauses briefly, considering.] Unless you were very oblivious.
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[And yet Roth happened. But the less Jacob thinks about that the better. Instead his hand briefly steals up to his head to adjust his hat before he remembers: he doesn't have a hat. Nor does he have his hidden blade, which makes him feel naked. It's not a sensation he likes.]
As for the sort of problems I'm looking into, I was thinking that perhaps I might see if there were any persistent troublemakers around, causing problems for the authorities. [And round them up into a proper gang.]
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(Not that one can tell with the hood currently helping to protect his eyes from the windswept dust.)]
Oh? You may wish to share those sentiments with Portam Hall. I'm sure they would be pleased to have a new arrival so willing to assist them.
[This man has clearly tasted the boot of authority.]
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Mm, I'll check Portam Hall out as well, but I'm aware not everything gets reported to such a rarefied hall. [Plus he doesn't trust them.] Thought I might step in and take care of those problems before they get big enough to get Portam Hall's attention.
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[And likely seek to manipulate him to put a handy tool to better use. But that is this man's future problem.]
Is that what you did in the world you came from? Assist the authorities?
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[This is as specific as he's willing to get with someone he doesn't quite know or, frankly, trust. Despite how familiar the man is, Jacob's not sure how he'll react to finding out that he leads a gang back home, so best not to say much about that or his real plans here.]
And what'd you do back in yours?
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[The mostly-lie comes easily, automatically, well practiced after more than a year in this world. Altaïr's attention is more focused on a word, a place, that he recognizes.
London. He's never been that far into Christian lands, but he knows of it, of course. That means he and this man are from the same world, if not the same time.]
You're English?
masking up [cw: language, this boy swears a lot]
Wait! Ahhh...shit...
[What he does find annoying is how tall people with long legs have no respect for someone who has to literally run after them because they are damned storks and their one step is four for him. So in their little excursion, he's permanently out of breath. As if the stupid mask and the stupid storm didn't already make breathing difficult! So Eari is wheezing like a race dog when he finally catches up and gets thrown a question.]
Horrible. Just horrible. Can't really see the splendid architecture for all the sand in the air. Unless it's so ugly they do it on purpose.
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I don't care if it's ugly so long as I can climb it. [Although these sandstorms are definitely going to make seeing anything from a vantage point more than a little difficult.] Although to be fair, I don't think they designed the place thinking that one day they might need to be seen through an entirely excessive amount of sand.
[There's gonna be so much of it in his clothes after this job is done. God.]
Personally, I think it's quite exciting so far.
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[He knows why he would, but it's unusual, and thus interesting, thing to say.]
I do care. [The statement is accompanied by an eye-roll and a huff. Someone considers themselves too good for ugly places.] If I'm going to be stuck somewhere I'd rather it be somewhere pretty.
[Eari shrugs.]
You never know. People do all kinds of weird shit. I've seen a city that's all mirrors. Difficult to get inside, but pretty solid defenses.
[He chuckles. Even most of it is muffled by the mask and the wind howling around them, it's recognizable by the way his shoulders shake a little.]
I'd rather take my excitement without a whole boatload of sand. The food is good though.
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[And also he just likes to climb to high places. Fear of heights? Jacob’s never even heard of such a thing.]
Should’ve gone somewhere other than the city then, if you wanted a pretty place to live in. [He’s just saying, man.] In my experience, the more beautiful a city is, the dirtier its secrets are.
[He says this like he’s lived in any other city besides London in his entire life, and he hasn’t even been living in London that long. Still, it is true, from his experience: the nicer parts of London shine like a mirror, hiding the darker side of itself underneath it—the children forced to work backbreaking jobs, the women walking the streets late at night for just a little more money, the bullies and thugs in power and holding power that Jacob’s dealt with.
He is more than a little bit familiar with the horrors of city living, and it goes beyond the architecture. But he says none of that.]
Oh, I can imagine how that would be a tad difficult! [Jacob chuckles. A city of mirrors, huh?] But I notice you didn’t say it was impossible to get inside.
[It’s covered by the mask, but the grin is evident in his voice as he speaks:] Right? The cuisine here is spectacular. The soldiers at the barracks were really holding out on us new Summoned, I’m glad I left.
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[That's why he climbed the mountains. To see far. Not that it helped him against gods. Well, one. Sadly, one was enough.]
I would have picked a better one if there was a choice to have. [There's a tiny pause before he speaks again.] My city was the most beautiful of them all. [Never before has the world seen such a den of vipers.]
A little. They used to burn all of the unwanted visitors. Pretty clever system. [Another pause. It's probably better than Jacob can't see his face right now. Most people don't understand.] I did not.
[The subject of food is a better one. Everyone likes talking about food, and you almost can't say a wrong thing with it.]
So did I! I don't know what they expected, but do I even look like someone who could be useful in an army?!
[Mostly because he doesn't need one.]
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[And boy does Jacob know exactly what he means by that. He loves London. It's a city that always surprises him. But god—sometimes you don't see what's lying in wait for you until it's too late.
His head jerks slightly toward Eari, floored.]
Burn them? That's a bit of an overreaction to a spot of trespassing. [Says the Assassin for whom trespassing barely even registers as a crime.] Did you manage to break in?
[Jacob looks Eari up and down, mulling over the question. Then:] Well, not as a soldier on the front lines, but perhaps in espionage and information-gathering. Nobody'd recruit my sister, after all, but she's a right terror in a fight and I don't know anyone else who's almost a ghost while sneaking around.
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Quite a lot. I could say you would be surprised how many, but I have a feeling that you wouldn't.
[Eari shrugs.]
They had very good reasons to be wary. [Like the whole content of their treasury. Which was something Eari has been entirely uninterested in. He just wanted one book.] Oh, I didn't have to. I sent them a letter and they let me in.
[His whole postures seems to collapse on itself at the suggestion. A shiver passing through him. Like an echo of distant pain. His voice is barely above the noise when speaks.]
I wish I had the courage.
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[What else can you call a Templar but a snake with its fangs dug deep into the city, pumping poison into its system?]
Truly? That's all it took? Are you some sort of diplomat, then?
[He's pretty impressed! And then he quickly grows concerned when he sees Eari's posture simply collapsing on itself, because Jacob had just been making small talk with the fellow. He'd thought he sounded encouraging, but it's apparently touched a nerve, so he turns to look at him, a hand quickly darting to his elbow as if to steady his partner.]
You're out here in this weather. That takes a measure of courage already.
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[Just a god's champion. Very unwilling champion, so almost doesn't count. Eari knows he shouldn't brag, but he can't help it. The idea wasn't his, only the execution, but he's still quite proud how it turned out in the end.]
I might have included a drawing of a ballista that their neighbours were building. That just happened to be able to operate right out of the reach of their mirrors.
[Don't ask him how he got to know that. It's complicated.
He shakes his head, then straightens his back, and looks up at Jacob.]
I'm sorry, I didn't want to worry you. It's fine. This is nothing. It's just weather.
masking up!
still, she wants to help, and she likes spending time with newly arrived summoned to learn more about them and their worlds. she mostly listens to jacob, occasionally making observations or asking questions to prompt him further. but it's the way he pauses and leads them in a new direction that most catches her attention; normally she's the one led astray by things no one else can see or hear.
she wonders what it feels like for him, but she holds onto that question for now to answer his own. ]
It's hot, and dry. The people too. Every man for himself. But they look out for each other, when they have to.
[ lifting her handful of masks as an example, but river gives jacob a meaningful look as she makes direct eye contact. ]
There's always going to be someone that needs a mask. Can't reach them all.
[ the summoned are more inclined to try than the government, at least. ]
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She looks him in the eye and he meets her gaze through the mask.]
Maybe we can't, but it's worth trying anyway. Anyone who gets one is one more person who gets to go home without worrying they'll suffocate on sand while they're out here.
[They can't save everyone, and Jacob knows that, but he wouldn't be able to live with himself if he didn't at least try. He has the ability to do something about it, so why not?]
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Sand is always on the menu, unfortunately.
[ maybe it's not so literal of a translation; this dire level of storming is unusual but the sand is in the air and there's always them that don't have homes to return to. so's the way of the world.
river sighs and lets the masks swing at her side as she walks down the direction he gave. ]
You'll fit in with the others. The officials can be wúqíng de zhū but lots of Summoned are always trying to get them to do better. Not always successful, but it's worth trying.
[ like he said. ]
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[Save him, he's already so tired. That's the problem of living in a desert area, he supposes—or, well, one of them, anyway. Jacob keeps moving forward, wishing he had a hood he could pull up against the storm, but he knows where his target (for lack of a better term) is, and they seem to be—well, they're doing all right, as much as they can under the circumstances, so he'll slow a little and let River set the pace instead.]
Good to know I can trust the other Summoned with helping out if I need it. [The brief spatter of Chinese is confusing to him, though, and he inclines his head towards her.]
What's that mean—wu-ching de shoo? [It's...not a very close pronunciation.]
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Like pigs, but less cute or friendly. Hard to trust anyone in Porkham Hall.
[ should she be so open about her dislike of them? who knows. she's not the type to pay attention to those sorts of niceties.
suddenly she points down the road to someone leaning against a wall, seemingly struggling to unpack some crates. ]
Is that them?