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TEST DRIVE MEME #18
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 June.
While the world experienced some severe weather damage, the storms are now over. Newly arrived characters will be assured that repairs are underway, though they may help if they wish. Nocwich was closed for the last 3 months, but is now open once more! On the surface, not much has changed, but observant characters might notice some increased tension between the werewolves and the vampires.
While the world experienced some severe weather damage, the storms are now over. Newly arrived characters will be assured that repairs are underway, though they may help if they wish. Nocwich was closed for the last 3 months, but is now open once more! On the surface, not much has changed, but observant characters might notice some increased tension between the werewolves and the vampires.
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. With summer around the corner, the weather is warm and marked by a cool breeze. In the distance, the snow has melted from the mountains. Spring flowers are in full 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:
- The city of Castle Thorne is largely safe and the main roads are clear, but debris and fallen trees are still a danger if you stray too far towards any off-beaten trails. Nott is especially chaotic. The cleanup and repairs in town are going a little slower than they are in the royal city.
- 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 he was previously in Nott to oversee a project, he's now moved to the city of Castle Thorne with his family: Lady Lia Sidwell and his two young sons. They live in a manor near the castle.
◎ Exploring
Despite the troubles that plague the land, Castle Thorne and its surrounding city have much for you to indulge in.
Cupcake Decorating
Noteworthy participants in the Blossom Cake Festival are given the honor of having their cakes displayed in the castle. You can have a slice of this year's winning creation, filled with rich bold notes of tangy orange and vanilla cream. Also available are an equally impressive lavender cake feature and a lemon honey cake. The champion pastry chef will be there to give decorating lessons. Why not join someone and pipe some flowers on a cupcake? Even if it doesn't turn out like you hoped, you can eat it afterwards!
Magic Lessons
Regular magic lessons are held by apprentice mages as part of their training, usually involving learning to cast a small spell. Join if you wish! The spell they will be teaching is conjuring a modest wind spell that can cast a cooling breeze over you. Perfect for when the weather gets warm! The spell relies on Academic Magic which involves a few words said correctly. You'll likely need a few lessons to grasp it unless you're well-versed in magic already. The class of fresh-faced students means there's a constant gust of wind slamming doors and windows as the spells fail. It isn't dangerous, but it can be annoying.
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 an eternal darkness and is home to the werewolves and the vampires, opens on the first weekend of every month for a total of 3 days. Shortly after arriving, you'll be given a pendant that allows you to travel to and from the portal. In Castle Thorne, the portal is a short walk around the back of the castle. You can enter Nocwich freely and explore what's available in Oleuni Square and Luna. You won't be able to enter Ikorr nor will you be able to exit into another territory's portals. Once there, you're welcome to meet those from other territories, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready to rest, you're shown to the North Wing, which has been set up as living quarters for you and your fellow newcomers. There are four people to a room, but each generously sized bed has opaque curtains that can be drawn around it. You can meet your roommates here and discuss your shared situation (those who were previously brought in may have a great deal of information to tell you).
As an important figure to the kingdom, you can't move out of the city of Castle Thorne without permission or take any extended trips. If you're feeling restless, though, day trips to Nott or Borrel via portal are allowed, or you can visit Nocwich. Don't try to sneak away for good - 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 away for good - 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, and growing hotter by the day as summer approaches. Though temperatures dip at night, they don't drop as low as they did in the winter. 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:
- Heavy flooding and powerful sandstorms have damaged structures in the Free Cities. While repairs are underway, some roads are closed and you might have to avoid dangerous debris when traveling. Watch your step!
- Soldiers continue to patrol the streets, keeping order as citizens begin to settle back into their normal lives in the aftermath of the storms. Theft has become a bit of a larger problem, given the damage to some shops and merchant stalls.
- 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.
Art Workshops
In the continuing spirit of Aquila's Form Over Function festival, where designers show off works that emphasize beauty over utility, free workshops have been set up throughout the Free Cities. These workshops are meant to market wares as well as encourage creative minds. You can attend a workshop on writing with one of Libertas' famous playwrights and get a brief lesson in the art of color theory to aid you in your future as a painter or clothing designer. Why not join a friend in the workshops? Or make some new ones!
Scrappy Salvagers
To help with the cleanup, salvage artist Axn Kade has offered a modest sum to anyone who will bring him scraps of metal. Despite his good intentions, this proposal has unfortunately resulted in small but fierce pockets of fighting over scraps gathered, especially among the vagrants and orphans. Some have even gone into dangerous areas to collect what they can. City guards could desperately use a hand to break up fights and rescue anyone who's gotten trapped under fallen debris.
Traveling Merchants
Word of new arrivals spread quickly to enterprising merchants. Many will arrive with samples of their wares, offering free things to try. These items include miniature pastries, trinkets powered by New Magic similar to those cheap flashing toys one find at a carnival, ales, fresh fruits, and healing elixirs. Not all of the elixirs are of proper quality. Some are akin to snake oil and might have adverse (though harmless) effects - take care not to accidentally turn your hair bright green or similar. All of the merchants will be gathered at a central point in the barracks so they'll be hard to miss. Maybe you can make a friend or two while perusing.
Nocwich
Nocwich, which is shrouded in an eternal darkness and is home to the werewolves and the vampires, opens on the first weekend of every month for a total of 3 days. Shortly after arriving, you'll be given a pendant that allows you to travel to and from the portal. In Castle Thorne, the portal is a short walk around the back of the castle. You can enter Nocwich freely and explore what's available in Oleuni Square and Luna. You won't be able to enter Ikorr nor will you be able to exit into another territory's portals. Once there, you're welcome to meet those from other territories, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready to turn in, the barracks are waiting for you. They have a communal bathing room at the end of the hall, with curtains that can be pulled around the individual raised round tubs for privacy. Each barracks room is rather sparse. Six simple beds 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 summer on the way, the light wind is refreshing and the rain is warm when it falls. 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:
- Heavy flooding and powerful twisters have damaged structures around the settlements. While repairs are underway, some roads are closed and you might have to avoid dangerous debris when traveling. Watch your step!
- Some shops and stalls have yet to reopen. 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 is also beginning to return to normal, but many fishing boats need repairs. 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.
Goat Racing
That's right. One of Solvunn's fine traditions is its regular goat races. Meant to be a bit of informal fun, there's a pen of goats where you can choose a goat, get a number, and simply join one of the starting lines. These goats are not trained so the race is less of a race and more pure chaos as the goats do what they please. Whoever eventually wrangles their goat over the finish line wins. The only rule is that you can't pick up or physically pull your goat, but you're free to cajole, lure, or even use a bit of magic to get yours to the finish line first. Winners receive small prizes of cheese, ale, wood charms, woven baskets, and other similar tokens.
Shrine Offerings
As a new arrival, you'll be encouraged to perform your first offering. Solvunn believes offerings in the tradition of High Magic will ensure continued protection from the Gods. 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.
Giant Crop Picnic
Potluck-style feasts are common in the settlement as a way to strengthen the community, but the spring is unique for featuring giant crops. Oversized gourds, melons, and cauliflower are aplenty as the locals display their creations proudly. Considered a blessing from the gods, receiving the boon of a large crop is a great source of luck and pride to Solvunn. As a new arrival, you can take a look at these unique fruits and vegetables - and eat them! - as well as help hang decorations before the picnic. Place flowers, pin ribbons, or lay the tablecloths. The food is simple and hearty, ranging from stews, roasts, fresh bread, and puddings. If you're shy, someone will be there to fill your cups and plates if you won't do so yourself. Eat, drink, and be merry - it's what the gods would want.
Nocwich
Nocwich, which is shrouded in an eternal darkness and is home to the werewolves and the vampires, opens on the first weekend of every month for a total of 3 days. Shortly after arriving, you'll be given a pendant that allows you to travel to and from the portal. In Castle Thorne, the portal is a short walk around the back of the castle. You can enter Nocwich freely and explore what's available in Oleuni Square and Luna. You won't be able to enter Ikorr nor will you be able to exit into another territory's portals. Once there, you're welcome to meet those from other territories, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready for your bed, you're brought to the center of town and escorted to an apartment above one of the establishments in town. The living conditions are temporary if you'd like them to be: the local families would also be happy to host you in their home. In return, you'll be expected to contribute to their household, taking upon daily chores and repairs. While money has its uses, many establishments and craftsmen are happy to barter with your time or skill for their goods. You'll find your willingness to trade and your friendliness with the natives more valuable than gold.
Goat-drawn wagons can help you get to the other settlements, but you're encouraged to remain in the Primary Settlement. If you insist, though, no one will stop you from leaving. Just be sure you have an invitation to the Secondary Settlement. There are tales of uninvited travelers to the Secondary Settlement disappearing without a trace. The gods are as hungry as they are protective.
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.
zoya nazyalensky | grishaverse | thorne | strength
2. THORNE: MAGIC LESSONS.
3. NOCWICH: OLEUNI SQUARE.
WILDCARD
Clean-up
How does he always get roped into some kind of menial work? A mystery. Quite unlike himself, Kell doesn't immediately turn to magic when confronted with physical work. His comment gets him a few pointed stares from the other men clearing the debris pile. He shrugs them off. He just got back from Nott, he's seen worse.
"The same as everywhere else. Storms. Singularity throwing a fit. Take your pick."
She reminds him Yennefer a little. As if his teacher would ever allow herself be caught doing such dirty work.
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She doesn't need to ask anything further about storms. Zoya's seen firsthand what damage they can do; she's been the conductor of many of them, after all. But the mention of this Singularity is one she can't pass up.
Noting the men's reaction to him, she ignores them for now. They've been kind enough, but none have been particularly forthcoming.
"Does this Singularity throw a lot of fits?"
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Honestly, he doesn't remember any of this magnitude,ever.
As the men load another cart full of rubble, Kell uses the opportunity the break gives them to take a better look at her. He missed a couple of months in the castle, still has problems settling back in, but doubts people already settle would ask this kind of questions. One welcoming party is usually enough to bring everyone up to speed with recent history. So she's new.
"I'm Kell," he says with a slight bow. No surname. It's even more pointless now that his brother is no longer with him. "I've been here a while."
It's been almost three years now. Most of it not exactly great.
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There are a multitude of questions she wishes to ask. Is this world really in peril? How many people have been recruited to assist against their will? How the hell do they go home?
But instead, she opts for one she's not quite sure she wants the answer to.
"How long is 'a while'?"
The men hadn't so much as blinked when she had wanted to assist. 'Summoned' was a word she understood to mean her. How many Summoned were there, and just how familiar were these people with them?
feel free to ignore this, if it feels too crusty. I would really like for them to have CR
Kell shakes his head. He can't believe it's only three.
"Feels more like thirty. Never a boring day here."
Just one thing after another. Not a moment to breathe. Any moment he thinks that he's somewhat settled, his whole life gets upended by some crisis.
"What do you like to know?"
never too crusty! let's get that cr. 💙
How has he been here for three years, and nothing has been sorted? Have things gotten worse? Remained stagnant? Is she expected to be here for three years? How is this even possible?
But those are too many questions, and Zoya can't ask them all at once. She's not Nina Zenik, who rattles off without thought.
She regards him curiously, though she draws her brows together. "How boring does this place get?"
<3 <3 let's go
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1. THORNE: CLEAN-UP.
He's standing a few feet away, blinking at her before he decides to go over.
"We've been having some bad weather lately," he says as he approaches, wondering if she'd recognize him. He's learned that people come from different times and maybe she was a time before him.
Wouldn't that be a travesty, though?
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Thank the Saints, I'm not alone.
No, Nikolai should be in Ravka, dealing with the so-called 'Blight' and the return of the wretched Darkling after everything they'd endured with Elizaveta's thorn wood and sap. But Zoya is known to be a selfish creature, and she finds the storm that's been quietly brewing within her since she arrived here has finally, even if temporarily, quieted at the sound of his voice.
But there's always a chance he's merely that: a voice inside her head. After all, she's plagued now with her own, a very old Saint's, and a fucking dragon's. (And hasn't she spent the last several days here asking herself, "What would Nikolai do?" among her questions of Genya's actions, Tamar's, and even Tolya's?)
Ignoring the clean-up, she turns to Nikolai with an unquestionable sense of familiarity, quietly grateful that he is here, not a voice in her head like Juris. Tilting her chin upward, she smiles at him a touch haughtily. "Isn't it a good thing I'm here then?" Who else can tame the weather better than Sankta Zoya of the Storms?
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He says it mildly before he makes his way over to her. She seems to recognize him so that's good but he's still wary, cautious. The wound on his chest throbs and he has to fight the urge to cover it with a hand.
"When did you get here?" he asks, sounding almost breathless. "You've been put in Thorne?"
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Unfortunately, Zoya doesn't possess a calendar, but she doubts the specific day and time are of interest to Nikolai. He wants to know if she's been hiding from him. She hasn't. She'd have found him instantly if she had known he was here.
Later, she'll be angry that she hadn't thought to search for him and that he's not in Ravka where he needs to be.
His second question prompts her to furrow her brow softly. "I found myself in Thorne, yes. I take it that you're not passing by from"—and she waves her hand dismissively—"some other place."
This is a very casual, easy conversation between a King and his very temperamental General. (She's doing her best to remain even-tempered.)
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He's gotten used to how things work now and half expects her to say she'd just seen him a few days ago or something like that. Time works so differently here, pulling and plucking people from random moments in time and dropping them here.
He rubs his fingers over his chin.
"Are you all right?"
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She blinks stupidly. That's not a question she finds utterly out of character for Nikolai. He cares about people and often shows it—and he hasn't been shy in doing so with her—but it's still an utter surprise.
Is she all right? No.
But what she says is: "Of course." She tugs her shoulders back and lifts her brows slightly. "I've been abducted by a strange force, thrust into a land we never marked on the map, and my hair is a mess."
At least Zoya's still Zoya.
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cw: child bride refs
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🎀
magic lessons
Her abilities remind Merrin a bit of her own magick, though it's her words that draw Merrin closer more than anything.
Folding her hands behind her back, Merrin will wait, not intending to startle either her or the student she is guiding.
It's only when the student seems to heed those words — drawing in a breath, seeming to focus and center themselves — that Merrin quietly adds, "She is right. You will feel it — words alone are not enough."
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"Are you familiar with magic?" 'Magic' is such a foul word for what she can do, but Zoya suspects it's easier to describe her abilities in such a manner. The confused, almost amused, looks she got from those in Thorne when she mentioned 'Grisha' had been frustrating at best.
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Were this a different time, were she younger and only recently free of the manipulations of Malicos, Merrin might have hesitated more in responding, or at least thought more carefully about a response. But those years are far behind her now and she has grown, learned, gained strength of wisdom and purpose. She knows who she is and who she wants to be.
"You know of it," with a brief nod to her. Though it's phrased like a statement, it's meant more as a question, as in, What do you know of it specifically?
This world has its own magic, but there is something different about the way this woman seems to call to her power. Different from what Merrin has seen here, at least.
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She understood it.
"I've been controlling the weather since I was nine," she says. It's a simplification of what she can do, although she's still coming to terms with what that is, given she'd only learnt it not long before being kidnapped to this universe.
"People think power needs to be forced. It's like you said—it's everywhere. You can summon wind with closed eyes or one hand behind your back. It's about calling to it and it responding, isn't it?"
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"Those who would force it do not hear it, feel it, know it — or themselves," she notes in agreement, speaking with a clipped Dathomiri accent.
There is an ease she feels in speaking with her that Merrin herself would also not have possessed only a few short years ago. Her entire clan taken from her in a single devastating day — it had left her both alone and wary of others. Slow to trust. Since leaving Dathomir, her experiences among other species and living things throughout the galaxy had shaped so much of her perceptions swiftly, and it's left her with an openness and curiosity she carries even now.
"Did it frighten you as a child? The first time such power came from within?"
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Her thoughtful expression doesn't change, although something twists uncomfortably in her gut. She wishes she had a story similar to her friends, a dull tale to offer about another Grisha coming and finding her, sensing her power, and bringing her to the Little Palace to learn and control it.
"No," she answers honestly. What had frightened her was her powerlessness before her power awakened. "It felt right." Zoya looks at her, pressing her lips together momentarily. "Like something inside me had finally woken up."
Like a slumbering dragon. She doesn't offer that as a descriptor, wishing to shift the attention away from her origins without so much as raising an eyebrow.
But it's curiosity that has her mirroring the question back.
"Were you scared when you discovered your power?"
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shopping!
"Now is that blood for vampires or the blood of vampires?"
Important distinction! It's not really clear whether she's asking Zoya or the shopkeeper, but she sounds much less doubtful than Zoya does. Largely because, well. Vampires just exist where she's from.
"Gross either way!" She concludes cheerfully.
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The shopkeeper mentions something about vampire blood being good for the skin (is it? Or is it simply a marketing ploy?), which prompts Zoya to look at Lup.
"Do you believe this drivel?"
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... Zoya was talking about the skincare advice, right?
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This is the first time where she understands the conversation completely. She almost confuses herself into believing she's back in Ravka, talking to one of her friends. How many times had she entertained herself with stories about vanity when all there ever was was war, war, and war?
She furrows her brows and softens what could be misconstrued for sharpness with her smile.
"Would you trust snake oil from a universe you've been kidnapped to?" she asks with good humour.
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She takes it in stride, same as she does everything else.
"No, probably not. I am going to have to figure out something for my hair though."
If anyone in Solvunn has heard of conditioner she'd be shocked.
The shopkeep couldn't look any redder than if Lup had set her head on fire. She raises her eyebrows. "I think we've overstayed our welcome here. You just window shopping or are you looking for a specific brand of bullshit?"
Looks like you've got a shopping buddy...?
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That reminds her -
"I'm looking for something that won't make my hair look like utter shit." Her dark hair falls thick and wavy, but she suspects that something in this universe's air is bound to see it tangled and looking lifeless sooner or later. Those in Thorne, capable of standing regal and tall, don't all know how to style themselves. (Ambrose Rhett could've used some assistance!)
Cocking her head to the side in silent invitation (or acceptance of Lup's unspoken invitation), Zoya leaves the jar of vampire blood behind and steps away from the stall, suspecting her new friend will join her.
"This place has one thing in common with home: the shopkeepers do their best to sell their bullshit."