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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.
no subject
It wasn't like the gods gave much of a shit about things. It was on the demigods to clean up their messes. When the gods made their bed it was them that had to sleep in it, not the people responsible.
Did that make him nearly destroying the world right? No. But there was so much resentment built up over time and so much bitterness that set it and festered until he couldn't see another way out. Well, not one that he chose, anyway. But he'd died to stop it. Taken matters into his own hands. For Annabeth. For the others, too, but Annabeth had been instrumental in bringing him back. He didn't regret his choice. It was the right choice and it was a choice he'd make again. The dying part, not the near world destruction.
There was a long sigh before he nodded. "Yeah. They even race the goats. For some reason."
He wanted to ask how Annabeth and how the camp was. How things were going. It didn't feel like his place to ask, though. And it wasn't fair to expect answers out of someone that probably hated him.
cw: suicide and self harm
But he wasn't about to let Luke completely off the hook. Just because he had the right reasons didn't mean he did the right thing. But, this was all about taking responsibility right? Apollo in the end had taken responsibility. Luke had taken responsibility. The gods? Not so much. Only when they were pinned under the table. So, he was willing to give Luke a chance. Just like Bob had been given a chance. Just like they gave Nyx a chance. And Octavian. If they ended up hanging themselves with that chance, so be it.
"That seems derogatory toward the goats?"
Will braced himself. This would be the end of the idle small talk. But....but he had too.
"Are you okay?" Cause, he wouldn't be if he had just killed himself. Then again, Luke could be still in Kronos' clutches. But....he hadn't made a move. And apologized. So, Will was guessing he wasn't.
cw: suicide and self harm
The question drew out a short, hollow laugh before he can mentally stop himself from reacting. He knew that Will meant it. At least part of him did. But the question seemed so bewildering after everything. "The short answer is no. The long answer is...more complicated."
There was everything from his childhood on. It wasn't like therapy was part of being a demigod. It wasn't like he learned to voice his concerns. It wasn't like the gods cared if their children - toy soldiers, really - were emotionally or mentally okay. On top of that, he was living with the actions he'd taken on his own that hurt people he cared about. He'd hurt his own mother in a way, too. Used her the way the gods used him as an ends to a means. Was he really better than the gods? No. Not fully. And he'd had to kill himself to fix it. Which didn't really fix it. Just ended part of it.
Now he was in Solvunn where the gods were revered in a way that reminded him of home. From what he'd heard, the gods had punished someone for their behavior. Which certainly doesn't bode well for his feelings towards the whole thing.
Re: cw: suicide and self harm
"Come on, there's a bakery around the corner. How about a piece of cake and some hot chocolate?" Besides, Will knew he needed to keep his own self going. And he wasn't stupid enough to slip into a bathroom and light a sunshine spell alone with Luke Castellan. Not yet at least. There was a limit to how trusting he was. But cake, in public? Sure. In fact, Will probably was looking a little on the green side, sagging. This reverse vampire stuff kind of blew.
And here Will was. Buying sweets for the person who started a war and killed his family. Right. That made perfect sense. Maybe he needed therapy too.
cw: just forever continuation of mental health vibes
Still, the longer he looked at Will, the less well he looked. It seemed like maybe he needed something. Maybe he was a diabetic or something? Is that why cake and hot chocolate? "Are you feeling okay?"
cw: more mental health stuff! suicide, murder!
"I'm not going to poison you or something. I'm trying to be nice." Which...why was he doing that again? Right. Because Luke deserved a second chance. Everyone did. And he was really, really, really trying to believe that. Because in the end, he made the right choice. After he had killed a bunch of demigods.
Nope. Bad thoughts. Think about cake.
"I'm just peachy. And you right there? That's why I'm offering you cake. Because you care. Because you're trying. Because you've just been kidnapped into a strange place and if I just had killed myself I'd want someone to try and care and maybe listen. Now shut up and tell me what kind of cake you prefer." Will was definitely lacking that normal Apollo sunshiney-glow there, but he was still capable of yelling at you Luke.
cw: more mental health stuff! suicide, murder!
Of all the things he was expecting in this day and age, being yelled at about his preference for cake or really any of the other parts of it. He blinked a few times at the end of that before trying to find a way to respond. "Uh..." Yes. Very eloquent. In fact, it was the most eloquent. "Um." He cleared his throat. "If we're doing hot chocolate, I'll probably just get like...vanilla or something."
cw: more mental health stuff! suicide, murder!
So he picked up a couple of slices of vanilla, some cups of hot chocolate, and found an area to sit down with the man who had caused so much harm.
And then he waited for Luke to say something worthy of the cake he had just bought him. Something like 'i really made a mess of things didn't it', or 'are things at least better'. Something more that would show some kind of ownership of the situation.
Then again, what could Will really expect. This had all probably happened recently for Luke. There was only so much processing one could do in that time.
cw: more mental health stuff! suicide, murder!
Luke sat down, awkwardly trying to figure out what to do now that he had cake and hot chocolate. The simplest thing to say was, "Thank you." He did his best not to make it sound like a question. He wanted to sound as sincere as possible and not so much as awkward as possible, which meant using a bit of acting on his part. Part of him wished he'd requested chocolate chip cookies instead, but it was hard to get to the point where he felt comfortable asking for things he wanted from someone whose life he probably ruined at some point. So he would eat his cake.
But it was obvious that the silence was a waiting kind of silence. A waiting kind of silence that Luke didn't know what to fill with. "How's...um...things? You're...older? Has a lot of time passed?" He was clearly doing amazing at this whole thing.
cw: more mental health stuff! suicide, murder!
"No, we're not doing that." Congratulations Luke, you had managed to piss off Will Solace again. Keep that winning streak going. "You are going to say something about what just happened. You died. A lot of people died Luke. Because of you and choices you made. That has to involve a lot of feelings on both sides. So eat your cake, drink your hot chocolate, and we're going to talk about it. Not all of it. Just one thing. One part. One tiny part. And first things first. Are you still physically hurt?"
At least Will was looking......kind of better? In a not really sort of way? But he was going to keep going with the power of sugar, because there was no sunlight here.
cw: more mental health stuff! suicide, murder!
"I don't..." He resisted the words I can't even though he was sure he couldn't. He shook his head at the last question. He wasn't physically hurt. It had been the most alarming thing. He wasn't dying. "I'm fine." It was a lie. A general lie, but still...a lie.
Re: cw: more mental health stuff! suicide, murder!
"Physically fine. Okay. " he was going to take him at his word there because...there was only so much about his own abilities he wanted Luke to know. What he could surmise on his own, that was fine. But Will wasn't outright telling him.
"And don't try to convince me your emotionally fine. We both know that's completely dumb. I know we're not friends. We don't even really know each other. But I'm here. And I'm willing to listen. Eat your gods damn cake."
cw: more mental health stuff! suicide, murder!
He frowned at the part about the cake, lightly poking at it with his fork. He knew it wasn't great to waste food. He didn't like the idea of it after his life on the streets. So he ate a bite of it at least. "I don't know what you want me to say."
cw: more mental health stuff! suicide, murder!
"Ok. Let me tell you what I think then. I think you've stopped trusting people. That you've been on the run and on your own for so long that the only person you think you can count on is you. And even that you're not sure right now. Because the 'You' you trusted ended up in a bad situation, making poor choices that ended up hurting a lot of people. The people you counted on or wanted to trust failed you, right? Or maybe you failed them. It's hard to live up to everyone's expectations, isn't it? When you're being pulled in so many different directions. And now you're stuck here. You have to face all the choices you made and it's not in Hades. You have time to think about everything and its scary. How am I doing?"
cw: more mental health stuff! suicide, murder!
"Well, since you know everything already, there's not much point in talking about it, is there?" He knew this probably wasn't the reaction that Will hoped for. Or maybe it was. Pushing things until he snapped to prove that he was the same person he was back home. So he stood up, fully planning on leaving. "I'll pay you back for the cake later." He wouldn't let himself be indebted to Will for long.
Re: cw: more mental health stuff! suicide, murder!
"Don't worry about it. I'll bring the rest back with me." But he knew how children of Hermes felt about stuff like that. And while he didn't know Luke....he could guess. "It was a gift. Don't cheapen the sentiment."
Will got up, moving to pack up the cake in to go boxes. He could use some sunshine anyway. "Let me know if you want to talk." You were going to get some people sent your way in Solvunn, Luke. There were a few he knew well, and whether or not you were the enemy, whether or not you died a hero, he was going to make sure they checked up on you. Congratulations. You were on Will Solace's radar.
cw: more mental health stuff! suicide, murder!
"Stop pretending to give a shit." And that was how he chose to leave it. It wasn't his best look, but he walked off. He needed to let steam off, which was a problem when he didn't have any way to do it.