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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.
animal lover.
[ Comes a friendly voice a few steps behind her, and the soft crunching of grass beneath boots. A man approaches with an armful of wooden posts and a bag of tools slung over his shoulder. ]
That one likes fingers. I call 'im Nibbler. Or maybe it was another one that color.
...hey, weren't there more of 'em in here?
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She'd far rather make friends than annoy it, however... and it does seem to respond positively with another sound, much like bleeeeh.
Then, as he continues, she finally looks up. The man the voice belongs to (and what a funny way of speaking) is ruggedly handsome, in the way Odysseus is -- a man who looks like he belongs in the forest.]
They eat fingers? [She gives the goat a serious look-over, hmming to herself.] It doesn't look like much of a carnivore.
[Not that she has any experience with these animals, but...] Oh, one or two hopped the fence earlier, while I was busy with this one. They're quite nimble.
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Ah. They certainly are that. [ He mutters, half to himself. His accent is unusual, but not unpleasant, a sort of lilting quality to the cadence and a softness to his demeanor when he smiles that tends to put people at ease.
And he does smile as he approaches, though his eyes linger curiously on the glowing (?) arm and bones (?) shining through in a way that would probably alarm most folk a lot more than he is showing. ]
That's what these are for. [ He raises his arms a little, indicating the beams of wood. ] I'm here to make the fence taller.
[ The way she's reacting to the goats is so odd, though. It takes him a beat to realize she's serious when she asks about their carnivorous tendencies. ]
Oh, no. Not literally, mind. They won't eat your fingers, but you might get an uncomfortable bite if they get too enthusiastic.
Are you telling me... You've never seen a goat, lassie?
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-- Ah.
Well, that explains the sigh, then.]
These little things? It'll hardly sting. [She stands again, leaning against the (not very useful) fence.] I've only been to the surface a handful of times, and if there were any goats in Ephyra, they were already dead once I arrived.
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As he works, Red keeps glancing over, watching the strange young woman. She looks... well. Dead, almost. But she's not a ghost. It seems quite rude to just blurt out 'what are you?' especially in this world where he's learned people come from all sorts of places.
He goes instead for the more tactful: ]
Can't say I've heard of Ephyra. Is it... underground? What kind of place is it?
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You've never...? It's the capital of Thesprotia. Surely you've heard of...
[She's not sure of that, either. And, to be fair, it's only been her first time seeing it now that her family needed her help on Olympus. And mortals are from all sorts of places.]
You're not imagining I lived in a cave or something, are you? [Amusement lifts her lips.] If you show me what to do, I can help you.
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Is it Greek?
[ Hey, is she laughing at him? ]
What? You said you've rarely been to the 'surface.' What else could that possibly mean?
[ The offer is appreciated. He hands her a length of rope. ]
Thanks. See how I'm adding a top layer over the wood already here? It's only a temporary solution for now, until we can get stronger planks, but it should hold. Can you tie these pieces on, and I'll nail them together shortly?
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[She's laughing at him. A little. Taking the rope, she tests its strength, wrapping it around her arm, then tangling it between the fingers of the other to pull. It gives, snapping a few fibers, under her test.
All right. So she'll be gentle.]
There are plenty of places in between what is under us and what is above us. [The Crossroads would be difficult to explain, and more importantly, she will never give anyone any indication of where they are. (If she can even find her way back, with her magicks suffering so.)] An easy enough job.
[She starts at it, lifting wood with little effort, and holding it up, balanced on the post, with one arm as she ties.] So where are you from, then? Your own little cave?
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Ah. There are plenty of places like that, aye.
Thanks for helping me. [ He'll handle his own section as well while they chat, securing the posts as well as he can, though it looks inelegant. ]
If I may ask... Your arm's quite unusual. What's the story behind that?
I know of Greece, but not specifically the places you mentioned. I'm from Scotland, originally. Most recently from the Colonies in New England -- at least, that's where I was pulled from, not a place I consider home. Not a big fan of caves, either.