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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxasooc2024-09-20 11:50 am
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TEST DRIVE MEME #20

Test Drive Meme
Important Links
SettingGame HistoryNPCsArcanaFAQ
Welcome to the Test Drive Meme for Abraxas! This meme is run a little bit differently than most in that you'll be asked to choose one of three different arrival scenarios below for your character to take.

If you have any questions about this mechanic or anything else related to the TDM, please take a look at the questions below or ask one of your own under the Questions header below. You can also find answers to questions asked on previous TDMs in their respective question threads.

The TDM is forward-dated to when the summonings occur in-game (when applications are accepted), at the start of October.

The upcoming October application round is open to everyone again.
Summoning
You awaken suspended in the abyss, silent darkness stretching out in all directions. If you try to yell, you'll find that the sound doesn't carry. If you try to move, you'll find it's impossible to tell whether or not you're getting anywhere. If you reach for an item you were carrying the last time you remember being awake, your hand will only touch bare skin.

You're naked and floating helplessly through the void, and what little air you have in your lungs is running out.

There's a pinprick of light that almost looks like a faraway star but as it grows it becomes clear that it's actually quite close. It's hard to make out any individual objects as if you're looking from beneath rippling water.

A hand plunges through and you realize water is just what it is. Whether you take hold of the hand or not it will grab you and yank you up through the surface, lifting you out until you're sprawled on solid ground - still unclothed.
Arrival
You'll find yourself summoned to one of the following three major territories: the extravagant and magical Kingdom of Thorne, the bustling and advanced Free Cities, or the tightknit and faith-driven rural community of the Solvunn Commune.

If you had any powers, they feel unusually weak. Attempts to use magic or enhanced strength or powers of any sort fizzle out without any effect, but they don't feel completely gone, either. After a week or so, your abilities will return.

When you gather your bearings at last, you look up into a series of unfamiliar faces...and equally unfamiliar surroundings.

Go to scenario
Welcome to Thorne
Set into an indent on a marble slab behind the fountain is a card bearing the image of one of the Arcana. An apprentice mage - the one whose hand lifted you out of the fountain - brushes the water off on their robes and runs back to join a group of three others, who all stare intently at another mage in stark modern robes and a large scroll. Two hunting dogs stand by, watching you curiously but politely. The sharply-dressed young looks up from his scroll with a pleased smile.

"There we are." He places a hand at his chest in a short bow. "I am Mace Hemmet, the High Mage of the Kingdom of Thorne, here to cordially welcome you to our nation. You must be surprised, hm? Just calm yourself, I promise we'll explain everything in a moment."

Regardless of your response, he fluidly rolls the scroll back up and motions for one of the young apprentice mages over. "Let's settle our new guest in. New clothes, the works." He snaps his fingers. The dogs perk to attention and follow him out of the room.

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 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 autumn well underway, the weather is cool and rain becomes more frequent. Leaves are beginning to turn yellow and orange. 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:
  • 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. Smaller roads are closed. You may hear rumors of a strange phenomenon taking place.

  • 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. The mood in Thorne is grim but determined.

  • Apprentices, kitchen staff, guards - everyone seems to be bustling as the new King and Queen settle into their roles. Portraits, paintings, and anything associated with the former monarchy has been taken down. The new High Mage, Mace Hemmet, has recently taken over and is determined to do things differently.

  • When visiting Borrel, you'll see a large amount of construction going on, as new warships are being built at a rapid pace, using the aid of magic to speed things along.
◎ Exploring
Despite the troubles that plague the land, Castle Thorne and its surrounding city have much for you to indulge in.
Roaming Dolls
In preparation for the children who will Roam during Eifstide, the Castle is constructing autumn dolls to distribute on behalf of the King and Queen. Supplies will be laid out in one of the castle's rooms where you can create a variety of dolls using cloth leaves, waxed nuts, and yarn. An incantation is provided to enchant the dolls with a colorful sparkle, written in an ancient tongue. Make sure the pronunciation is perfect. A small mistake might cause your doll to turn a foul color or crumble into dust in your hands. If you possess your own magic, you can use that instead!

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 warming bubble over you. Perfect for when the weather gets cold! 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 gush of steam as the spells fail. It isn't dangerous, but it can be annoying...and cause everyone in the room to become very damp.

Painting Session
You're encouraged to explore Thorne's proud naval history in Borrel. Here, you can join a paint and wine 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. If you're feeling restless, though, short trips to Nott or Borrel via portal are allowed, or you can visit Nocwich. Besides, 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 Borrel or the city of Castle Thorne. Or, you can do jobs in the castle itself.

Welcome to the Free Cities
Dry warmth hits you at once as you're set on a hard floor of dull ruddy stone. Men and women in unfamiliar uniforms of brown and red leather stand in a semi-circle around a small pool of water - the very pool you were just pulled from. The water is still now, rimmed in pale gold tiles with odd symbols etched into them. Across it is a raised pedestal with a card bearing an Arcana symbol.

A guard covers you with a simple robe and returns to their place in the semi-circle. Before you stands another woman, dressed in a more elaborate and decorated uniform than the others. A sword rests at her hip. She carries an air of authority as she approaches you with a nod and a warm smile. "Sorry about the circumstances. Take a minute, catch your breath. I'm Prime Minister Marlo Reiner and you're in The Free Cities. That nice lady over there will explain everything to you and get you settled."

A robed mage off to the side approaches to help you up. She brings you out of the cave through a corridor that angles upwards until you emerge in what looks like some kind of storage facility. You'll learn you're in the Cadens Desert Outpost 003, a military base on the outskirts of the major city of Cadens. You're told the world is in delicate and dangerous times, and you're needed to help. You're important and they're very grateful you're here.
◎ Surroundings
While you're currently at the outpost just outside of the city proper, Cadens on the whole is a large bustling city. The climate is hot and dry, the sun remains bright at midday. At night, temperatures are beginning to dip lower than they did in summer. Bring a coat if you're not used to a slight chill. 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:
  • Medical tents, temporary facilities, and other signs of disarray are evident throughout Cadens and Aquila. Libertas is less hectic, but several theaters and playhouses are boarded up, having shut down permanently. A line snakes out of Portam Hall day and night as citizens await their turn with the government. Nonetheless, the mood in the Free Cities is hopeful. It seems they've come into a recent victory.

  • Soldiers continue to patrol the streets, keeping order as citizens begin to settle back into their normal lives in the aftermath of the attacks. Theft has become a larger problem, given the damage to some shops and merchant stalls, and the price of staple goods has risen greatly. You may hear rumors of a strange phenomenon taking place.

  • 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.
Oh My Gourd
A researcher named Esi Hollandse has returned with an upgraded variant to her creation last year: a handheld "laser" tool powered by New Magic. Originally created for sculpting marble and stone, she's attempting to refine the device so it can carve gourds for Eifstide. Citizens are lining up to test it for themselves and retrieve a free pumpkin to carve in the process. Why not carve a pumpkin of your own? Of course, it's a bit of a two-person job - someone needs to hold the pumpkin while the other operates the device. Be careful! The invention is still in the works so now and again, a gourd might burst.

Talent Show
To raise much-needed funds, children at an orphanage in Libertas are putting on a talent show for passersby and will insist on your participation if they corner you. They'll cajole you into doing everything from acting in a puppet show portraying grand battles against strange monsters to assisting with dance rehearsals. Be sure to bring your enthusiasm! Naturally, as with all talent shows, there might be a terrible emergency that needs your help. You could find yourself being asked to help with costume problems or to locate missing instruments and props.

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. There is a great deal of new recruits around you this time. The Free Cities has been hard at work filling its ranks.

If you plan on making use of your assigned quarters, you'll have your basic needs met: uniforms, a roof, bland food from the mess hall, and access to the training grounds. You won't be paid unless you formally enlist with the army. The longer you take advantage of the barracks, the greater the pressure to enlist. Some soldiers will start to see you as a freeloader if you refuse to join them yet continue to use their resources. If you're set on not enlisting, you'll eventually have to strike out on your own. The government won't provide for you and handouts are rare. You'll have to work to earn every copper and loaf of bread. Whether that's honest work is up to you, but you will want to start making money. Nearly everything in the Free Cities has a price - including the portal to Aquila. Luckily, the portal to Libertas is free if you want to stretch your legs.

Welcome to Solvunn
You're in a grassy clearing amid a circle of large stone slabs stacked to look like doorways. In the middle is the same glimmering pool you were just pulled from. An elderly mage stands before an ornate altar. He holds an old leather-bound book in one hand and the other is a card bearing an arcana symbol. "I detect no ill will from the gods," he says. "It seems we've been blessed with success."

Those who gathered all breathe a sigh of relief and now seem pleased. One offers you some clothes of leather and knitted wool that seem to fit you perfectly. A rough-looking man steps forward once you're dressed and motions with his head outside of the stone circle. His speech is informal, his consonants harsh.

"Hold your horses, I can see all those questions coming about! Rowan March, at your service. I'm one of the council members of Solvunn. There's a lot to discuss, but it's best talked about over a hot meal." He leads you to a horse-drawn carriage and helps you up into the back. He talks the entire ride to the center of the Primary Settlement. You're told that the world hangs upon the brink of disaster and that there are those in this world who are happy to see it fall to ruin with their meddling.

You're important. The gods have graced them with your presence. They're delighted you're here.
◎ Surroundings
The Primary Settlement is full of greenery, blessed with the fresh ocean breeze. Now in autumn, the weather is chilly and thunderstorms increase in frequency. 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:
  • A few strings of animal bones decorate and hang among the trees in the forest, while the Tertiary Settlement has an abundance of broken seashells scattered across its shoreline, as if a large amount has recently shattered and has not yet all been swept away by the tide.

  • 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, repairing broken gates, and exchanging essential goods.

  • Fishermen in the Tertiary Settlement are thriving since the arrival of the God who created the storm wall. Extra fish means you'll likely be offered jars of pickled herring, fresh cod, and plenty of shrimp to feast on.

  • An offering bowl has been placed out in dedication to Winifred Bordeaux, who recently sacrificed herself for the good of the commune. It can be found in the woods next to Vagn's shrine, the Guardian of Last Passage.
◎ 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. On occasion, one of the goats may stare at you or lift its hoof, as though it intends to make a knocking gesture before returning to its goat-like ways.

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 woods are mostly safe, 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.

Evening Feast
Potluck-style feasts are common in the settlement as a way to strengthen the community. You'll be invited to join in one of these feasts at any time, held outdoors in a lush grove filled with wildflowers. As a new arrival, you won't be expected to bring anything yourself but you'll make a better impression if you do so even if it's merely a few apples you picked in the morning. Want to help hang decorations before the feast? Your assistance is more than welcome! 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.

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.




princessvegas: (115. that girl is a problem)

free cities, audience

[personal profile] princessvegas 2024-09-22 05:36 pm (UTC)(link)
Different reasons, but mostly 'cause of Libertas.

[ The woman who answers hasn't been standing there long — she's clearly just on her way to somewhere else and has stopped to watch the show with a passing interest. And it's easy to tell that she wasn't there just a short while ago, because she sticks out, her hair bright pink with a single streak of white now running through one part that frames her face. Her voice is foreign as well, an accent that has only slightly softened after years in Abraxas but will never actually fade away, one that only those from certain variations on the same Earth can ever identify: a melodic, sticky Southern drawl.

She barely looks over when she explains, appearing far more interested in the skewered meat she's holding, still steaming hot from the cart a street over. ]


There was always a lotta orphans here, especially out in the mines. But after Libertas got bombed, it was real bad. I guess they wound up over here when Portam Hall was evacuatin' 'em and just never went back. Can't blame 'em.
preyed: starboard @ IJ (pic#12531854)

[personal profile] preyed 2024-09-22 06:37 pm (UTC)(link)
[ The vibrant color of her hair makes her think of forest flowers in the sun, blossoming in the middle of summer. It's beautiful if...unnatural on a human, though it draws her attention most immediately. Whatever she's eating makes Sebille's stomach turn with hunger, silent in its pain. Her gaze flicks to the woman, then to the children putting on a show. Three words roll around and around in her head, stoking anger.

In the mines.

They were having children dig? Or at least to be close to where their parents might have been. The hunger is gone, replaced by a sick feeling that roils against the cold, muted disgust. ]


Bombed, you say? By whom? [ Her gaze returns to the woman from the corners of her eyes, cat-like in their color and nature. ] How long ago was this?
princessvegas: (249. she tastes so sweet)

[personal profile] princessvegas 2024-09-22 07:15 pm (UTC)(link)
Mm-hm. The Queen of Thorne did it, two years ago last month. Her little boyfriend got himself exploded and she figured the Cities were responsible, so. [ She makes a whooshing and then exploding noise with her free hand, beaded purse dangling from her wrist. ] All in one night. She's dead now though, if that's what you're worried about. Full-on coup, couple months back. Her uncle's the king now.

[ The whole story is told as if it's a discussion about mathematic theory, almost bored. The truth of the matter is that the world has gone through so much bullshit since the bombing that it feels ancient, unremarkable. Time has moved on. Much of Libertas has been rebuilt already. And there were always orphans, long before any of the Summoned got here.

She takes another bite of meat, then actually looks over at the woman properly, as if it's the first time she's realized she's talking to someone else. Her eyes are green and lined in kohl, her lips a dark red. She glances at the skewer in her hand for a second — she's down to just the one, the third of three that she's eaten just in her walk from a few streets over. ]


They just pull you outta the well? I'm Julie. You hungry? I don't have anymore of this, but if you gimme a sec, I bet I've still got some... in my bag...

[ She doesn't wait for any kind of response to anything she's said. Holding the skewer between her teeth, she opens the small purse around her wrist, then shoves her entire arm down into it, to the elbow. She mumbles around the stick in her mouth, clearly feeling around inside the unseen depths of something no larger than a coin pouch, then triumphantly withdraws with a muslin sack in her hand. It's at least four times bigger than the bag it came out of. ]

Ah-ha, knew it. Here. [ She proffers the sack with an insistence behind it. The sack is filled with a variety of extremely elaborate croissants, all decorated and mesmerizing to look at, let alone eat. ] You can have these.
preyed: <user name=barrel_of_pbs site=insanejournal.com> (and it's an even song)

[personal profile] preyed 2024-09-23 02:42 am (UTC)(link)
[ The information is rapid-fire, mostly lost in context. But Sebille has heard of Thorne in passing, a territory far from the Free Cities, with contested land between them. So, a bombing, the death of a partner, and then a coup. My, my, but it sounds rather messy. It sounds like she's at least gotten what was coming to her. And a note for later: to know more about this uncle, if that is so great a change that she should be aware of.

Sebille starts to answer her, pauses, sees her fussing with her belongings without even waiting for the follow up. The elven woman looks curious, perplexed, and then baffled in increasing order as the woman pulls out a sack from...inside of a small purse, and the sack is full of food. Pastries, nothing looking old or messy in transit.

Her brows lift, glancing from the parcel to the woman and back. Sweeping an arm around the bag to hold them, she nods, and goes rummaging for whatever looks good first, decorum be damned. ]


Impressive. A bit of magic in you, or the bag? [ She grins, finds a croissant with chocolate in it, and tears off a bite. ] And yes, I'm a few days fresh from my swim in the well. [ She offers a crooked, easy smile. ] My name is Sebille.

Are you like me, one of the Summoned? [ That's what they're called, yes? ] You've been here for some time, I take it.
princessvegas: (005. turned dreams into an empire)

[personal profile] princessvegas 2024-09-23 05:24 pm (UTC)(link)
[ Julie is capable of carrying entire conversations alone, so that relentless stream of information will continue. And it's not like there's any shortage of information to give; at this point, Julie is sure she must have forgotten more insanity than she can remember. ]

Oh, sugar, most everyone's got a bit of magic 'round here. Even the regular Abraxans can do basic stuff like cleanin' and small wounds and whatever. This world is the source of all magic — well, the source of everythin', supposedly. It's the Singularity. [ She touches one earring, a small cluster of clear crystals, and it immediately begins to transform into a large golden hoop, with a Wheel of Fortune symbol inside it. The matching earring on the other side does the same. ] My world didn't have any magic at all. I thought it was fairy tales until I got here.

[ Well, not exactly. She'd thought it was fairy tales until she met the man who'd tried to ruin what was left of her world. But that hadn't even been six months before she was brought to Abraxas. And it's nothing she wants to talk about.

She also doesn't clarify that it takes time and practice to actually get good at magic. ]


You probably won't see as much magic as you think here, the Cities like New Magic, which is like, magic mixed with technology. But Thorne and Solvunn do a lot of magic. Plus, we're connected direct to the Singularity, it means we have like... maybe not more but easier magic skills. And you'll see the Horizon, that whole thing is just pure magic.

[ She gnaws the last pieces off her skewer, which vanishes once she's done chewing. Sucking some sauce off her thumb, she nods. ] I was in the second group they ever summoned. Three years ago.
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[personal profile] preyed 2024-09-24 11:16 pm (UTC)(link)
[ The revelation that most people have access to magic isn't precisely a shock - after all, enough people in pockets here and there have a penchant for the arcane back home. It's the next part - the source of all magic, the source of everything - that brings her thoughts to a standstill. Singularity. She chews the word over and over like the pastry getting mauled in her teeth. Horizon. Two words she keeps close for the moment, letting Julie carry the conversation. It's easy enough to do.

And there are so many other revelations to happen in this conversation, it seems. Two thin brows quirk up in surprise, a muted emotion beneath the spark of interest that she shows. ]


Three years ago isn't so long in the grand scheme of things. [ Few years at all for an elf. But the point - that this woman isn't from this land and has been absent from her home for so long - is more than disturbing. It's unacceptable.

I can't remain here that long. Not when my target is so close-- ]


But it must feel like forever when this place isn't your home. [ Another mouthful of pastry, considering as she chews. ] Have they not sent anyone back? Is there truly no magic that will reverse the summoning?
princessvegas: (131. you're on the bed)

[personal profile] princessvegas 2024-09-27 03:08 am (UTC)(link)
[ Julie can't help but snort softly, shaking her head. ] Three years can feel like a million lifetimes.

[ She's on her third, and she feels it all the time. It's begun to get hard to remember certain things. She worries that she was right, that it will be like the other two Julie Lawrys never existed at all. Once she forgets that wild child, that survivor, that socialite, there will be no one left to ever attest to her memory. She'll be erased from all of time.

It's not something she likes to think about very often. ]


People vanish sometimes, when their connection to the Singularity snaps. We can tell 'cause their domains — that's like our home in the Horizon – crumbles and disappears. [ It's not the easiest thing to explain, how they all sort of instinctively understand when one of their number is no longer tethered to the Singularity. ] Can the ritual be undone intentionally, you mean? Not as far's we can tell. We don't think the mages doin' the summonings know how to send someone back, but even if they did, they wouldn't tell us or use it. We're their little trophies, their toys. Weapons. Tools.

[ Her expression takes on a spiteful edge for a moment, though it's blinked away quickly. Her bitter resentment toward the natives manifests itself with a thicker stream of venom seeping from her fangs (which are mostly hidden when she's just speaking) and sliding down her throat.

Her eyes flick down into one of the shopping bags, where the viper she can summon at will — and sometimes unconsciously — is coiled. It flicks its tongue at her and hisses softly. It could disintegrate into butterflies and leave, but her anger won't let it just abandon her; this isn't the first time it's happened.

Julie sighs before looking back at Sebille. ]
Anyway, we don't know for sure why it happens. Some people have been summoned twice, they got brought back even after they lost connection. They say that we go back to where we were when they snatched us, and that we don't remember any of it. But not everyone comes back. And not everyone has a world worth gettin' back to.

I guess you could say we, like the Summoned as a group, kinda have a policy of lettin' the Singularity decide who it wants to throw back. [ She shrugs. ] Interferin' with the Singularity more than the territories already are is dangerous. They know it's dangerous, but they won't stop. Our real responsibility is to try and stabilize the Singularity. Keep it as calm and steady as we can. And it likes us. It likes bein' connected to us. So we don't push at it.
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[personal profile] preyed 2024-09-29 02:55 am (UTC)(link)
[ Sebille is silent for a few moments. And then, quietly: ] That it can.

[ She knows it. Lived it, in the dark, in the silence. In the song. In the nights where she was expected to do so much violence without argument. She shifts somewhat, not lost in memory but lost in thought, considering. She isn't one to openly apologize immediately, not off the cuff, but she lets the quiet linger by way of condolence, commiserating even if she doesn't speak it aloud.

It sounds like the other Summoned are beholden to a master of sorts here, too, between the cosmic forces of the Singularity and the territories that have bound them in ritual. Something to ponder later, she guesses, as she tries to untangle where one ends and where another begins. It might look suspicious to ask too many questions at once. There is small comfort in the idea that she might return home to finish her task. When that might be and if something will have happened in the meantime... That's anyone's guess. Perhaps divinity will truly be out of her reach; perhaps this was a kind of divine intervention on its own.

She considers Julie again, brows raised, something between surprise and genuine awe on her features. ]
It...likes you?

[ What an odd way to anthropomorphize it, she supposes, but Julie knows better than she; she won't question it. And it makes sense, at least, in context. If the territories are bending and twisting the rules of the Singularity, then it's no better than people intentionally trying to twist Source for their own reasons. And she knows well enough what good intentions bring forth from the tiny fissures opened up.

She chews absently at a corner of her lip. ]
How would one keep it calm and stable? Can you...communicate with it in a way that both you and...whatever it is understands you?

[ Again, not so far-fetched. But it makes her wonder if the Singularity isn't hiding something else within its depths, something more dangerous. ]
princessvegas: (055. i'm a selfish punk)

[personal profile] princessvegas 2024-09-30 04:51 pm (UTC)(link)
[ Julie tilts her head as if she doesn't quite understand the questions. ] 'Course it likes us. It gets so upset when it can't feel us and it don't know why. And it doesn't like other people or... creatures botherin' it.

[ There is a definitiveness to the way she speaks about the Singularity, a sureness of its awareness and sentience the same as a baby. Sure, maybe it doesn't exactly understand everything happening around it, but it knows whether or not it likes it. It expresses itself.

Constantly, at least to Julie. She doesn't know if anyone else can feel it the way she does, always in her head, always listening and prodding for attention when it's awake — Julie has heard and understood it for much longer than anyone else seems to have, and she can communicate back in a way that she's pretty sure no one else has learned to do yet. Of course, no one else was foolish enough to bind their psyche to it like she was, when she channeled through it to try and find the lost Summoned. Or when she spent weeks in contact with the real, physical Singularity, a dangerous and insane thing she had felt driven to do. ]


It's mostly calm, 'less the gods are fuckin' around in its space. Or if there's somethin' like, wrong. It's complicated. [ Her mouth twists. There's so much history stuffed into three years here, and she hates to overwhelm new Summoned. ] It looks like a big rock, but it's not just a rock. Think of it as alive. 'Cause it is.
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[personal profile] preyed 2024-10-04 01:44 am (UTC)(link)
[ Sebille's brow is carefully knit as she listens, something wrestling in her expression between incredulity and genuine curiosity, as she follows the beats close, closer still. There's something about Julie, she realizes, that seems familiar. Something she won't name in the moment, though it gives her pause and makes her listen all the closer for what she says. ]

It's primordial, then. [ Powerful, alive, feeling. And Julie can understand that. Maybe others can, too; she doesn't know too far past that. But there's weight to the way she says it, and Sebille is inclined to believe her. At least, for now. ]

Why would the gods want to meddle with something strong enough to be connected to so many? [ Ah, but that's a foolish question; what wouldn't gods want to meddle with? She shakes her head, holds up a hand. ] No, I suppose that's not the right question.

[ With a rueful sigh, she regards Julie carefully. ] How much of a threat are the gods to the Singularity?