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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.




meetmyblade: (pic#10607969)

Evie Frye | Assassin's Creed: Syndicate | Free Cities | Hierophant

[personal profile] meetmyblade 2024-09-22 06:01 pm (UTC)(link)
Cadens

Barracks - Exploring


Evie doesn't have any desire to enlist with the military, nor does she particularly want to draw their attention to her not insignificant fighting ability, but there's something quite satisfying about getting one's frustrations out by hitting something and she certainly has some stuff to work through, which is why she makes her way to the training grounds once she's got wind of its location. The issued uniform she's wearing feels stiff and itchy, and she's hoping a good work out might just loosen it off a little so she can become accustomed to it before the real work begins.

It also puts her in the position where - she hopes - she might be able to overhear something useful that might be able to help her in her current circumstances.

She looks, to all intents and purposes, like your average physically fit young woman in her early twenties, but for those in the know, they may be able to recognise a degree of skilled proficiency in those practice weapons she's using, and an equally impressive use of her fists when it comes to unarmed combat. She stops when she notices anyone giving her a second glance, and smiles encouragingly.

"Do you fancy going for a round?"


Later, Evie ventures towards The Sarstina. She's used to spending time lurking around pubs to pick up snippets of information and to get a read on people's attitudes and opinions. The military presence nearby piques her interest somewhat; it could be the same as having the bobbies on the local beat having a watchful eye to stave off any trouble at kick out time, but she's no fool. She's seen the number of soldiers on the street, and something has to have brought them out of the woodwork.

Perhaps, as she nestles into a quiet corner nursing a pint, she might be able to find someone willing to have a little chat about it.

Later on in the day, she gets down to the important business at hand. At the end of the day, Evie Frye is an Assassin and the way that Assassins get on top of the topography is to climb. So she does; she sees the topmost spire of Portam Hall and she is going to put investigating that on her to do list eventually, but without any intelligence on the area it would be a very foolish thing to go and do right off the bat.

It's not like she's Jacob.

As the evening begins to fall, Evie can be found moving amongst the shadows on the rooftops, scouting for guard rotations and getting up as high as she can to look around the area. She is certainly not expecting to find others up there with her.

[OOC: Happy to come up with any other starters if none of these appeal! Hit me up on [plurk.com profile] LuceButNotLiterally or message me here if you want to do something different.]
itookashot: (Default)

The Sarstina

[personal profile] itookashot 2024-09-22 06:22 pm (UTC)(link)
Jesper lives at the Sarstina and as part of the welcoming committee, he keeps an eye out for people who might be new. He knows that often they're instructed to come here as it is the Summoned Inn. He comes in with several stacks of clothes in his arms and sets them next to the bar, sweating because that much fabric can be healthy and he figures he'll get a drink before stumbling them upstairs.

He goes behind the bar because he works here part of the time to get himself said drink and spots a young woman in a corner that he's never seen before. They do occasionally get outside visitors, some who like to be there to meet the Summoned personally or spy them, but they're not usually hiding out.

He takes his own pint and a second one over, setting it down on her table. "Here, if you finish the other one." Jesper smiles at her. Tall and skinny as a stick, his gray eyes are curious as he gives her a once over. He doesn't join her yet. "Are you new?"
meetmyblade: (pic#10607968)

[personal profile] meetmyblade 2024-09-22 06:40 pm (UTC)(link)
Evie notices the door opening and notes the new arrival and she's curious as to what he might be doing with all the clothes - perhaps he's a tailor of sorts, or a washerman? - but when he nips behind the bar and pours his own pint it certainly makes her all the more curious. His presence certainly doesn't seem to upset the staff, that's for sure. She tries to engage her sight to get a read on him, but for some unknown reason it's just not cooperating with her, giving her mere flashes and lasting for scant seconds, and any attempt to try and hold it for longer gives her a splitting headache. The newcomer looks over at her and Evie realises she's been spotted.

She shifts in her seat and tries not to look like she's doing anything other than enjoying a quiet drink, so when the man comes over and looks her over curiously, it's natural for her to politely return his smile with one of her own, especially when he puts the pint down. She's barely made a dent in her own, but she's not about to refuse and look churlish.

"Thank you. Is it that obvious? I hoped I wasn't sticking out like a sore thumb."
itookashot: (Yisxswy)

[personal profile] itookashot 2024-09-22 11:35 pm (UTC)(link)
"You don't, but this is the Summoned's inn. Now, normal civilians who come here are usually here to stare at us or see it as a novelty, but you're back here trying not to be intrusive. And I've never seen your face when I know every person who comes through here. Thus, new."

It's a quick rundown of how to get to what he sees as an obvious conclusion. Jesper's like that. He used to be the second in command to a gang boss, noticing details was literally his job. He's expected to be observant and to report back to someone, although these days it's reporting to himself, as he's the welcome party. He has a list of all the Summoned, so here's another person to go on it. And another beauty, unsurprising, considering.

He pulls out a chair for himself and sits, willing to get up and fuck off if she asks him to, but they're just chatting and he doesn't want to hover over her. She might notice that besides his bright green clothing that stands out, he's one of the only people around here with guns at his hips. They're pearl-handed and in colorful holsters. Guns are far rarer around here than swords because of their cost.

"I'm Jesper Fahey, I'm the welcoming committee. I also live in the attic, so I'm always around." He offers his hand with a warm smile.
meetmyblade: (pic#10658099)

Sorry for the delay! I have no idea where the last week went lol

[personal profile] meetmyblade 2024-10-01 06:04 pm (UTC)(link)
"And something of master of deduction I see," Evie replies, genuinely impressed by the man's use of logic. "Then I'm glad I've picked the right spot to come for a drink."

She can admire that. You get nowhere in life without knowing how to see things on different levels deeper than the obvious, especially not in her line of work. The green of his waistcoat is a comforting touch, as she's so used to friendly forces wearing the Rooks' green on the streets that she could almost imagine this is pub in Westminster. Almost.

Especially considering he's armed, and not too dissimilar to how she would prefer to be. It pricks at Evie's quietly concealed annoyance at how she arrived at this place totally disarmed, even more annoying than the state of undress if she's honest. The colourful holsters are a choice she's not sure she'd have gone for though, given how she prefers to operate with the element of surprise at her advantage.

Still, a potential ally is a potential ally, and this could be a good one to make considering how he's positioned. She returns Jesper's smile with an answering one of her own.

"It's a pleasure to meet you Jesper, I'm Evie," she replies, reaching across the table to shake his hand in reply. "Have you been the welcoming committee around here for long?"
itookashot: (KY_51)

no worries!

[personal profile] itookashot 2024-10-02 12:40 pm (UTC)(link)
"It served me well with the gang I used to be a part of back home." Jesper is unrepentant and unafraid to reference his criminal background. It's not relevant here given that they had to start over and don't have their past with them. Alas! Although the Summoned are their own kind of gang. Just not criminals. Ish. Jesper did just get back from blowing up an army base so.

They do get here with no weapons and for people who aren't used to it, that can be frustrating. Jesper had to work hard for months to get the coin for these. There used to be a Summoned who would give out blades for free, but he is long gone and that useful skill with him. Jesper can give her names though of people who will discount her.

He shakes her hand firmly before letting it go. "Yeah I'm two and a half years now here. We figured it was best to have some of us who have been around to be ready for newbies and their questions." And clearly from his warm manner and easy-going chatter, he doesn't mind in the least being that person. "Do you have any questions?"
bealufull: (Z239LEJ)

An evening, pick an evening

[personal profile] bealufull 2024-09-22 11:53 pm (UTC)(link)
In the evenings the Sarstina tends to get crowded and it's when Kaz isn't always happy to be there. Even after two years in this place he's gotten better about people and social situations. Better but not entirely okay with them.

So he finds himself wandering the city often to try and get away from it all, and give himself time to think.

Catching a glimpse of something above, of shadows moving, it sends his heart racing. His spider is in his thoughts all the time and he can't help how much it makes him think of her at that moment. He takes a few more steps, turns into an alley and then if anyone were to follow him there they might well find his cane tucked into the shadows but not the man himself.

A moment later though a large crow circles the rooftop, runes and glyphs in shimmering crimson shining through the midnight black feathers as it descends to a perch along the edge of a roof near where he'd seen someone moving along the roof.
meetmyblade: (pic#9744966)

Sorry for taking so long!

[personal profile] meetmyblade 2024-10-01 06:46 pm (UTC)(link)
It's a beautiful evening, all things considered. The air feels much clearer in this city than in London, Evie supposes it's down to the lack of industrial chimneys. It similar... but so different too in ways Evie wants to get to the bottom of.

She's perched on the roof, taking advantage of a shadow cast by a chimney to keep her concealed and lamenting her lack of a hood or darker clothing. Her eyes are fixed on the streets, watching for behaviour that might pique her interest. She's not sure what she needs to look out for, she has no idea who the power players of the city are yet, and the military patrols have her attention. She wants to make a note of the patterns or to see if there's anything - or anyone - that they might be looking for.

A flash of crimson on the edge of Evie's vision immediately catches her notice. For a moment, she wonders whether her sight might have kicked in unexpectedly to alert her to a threat, but as she snaps her head around to look at who might have snuck up on her, all she sees is a large crow perched near her with red glowing through its feathers.

Well that's... not what she was expecting to see.

Evie goes still and watches it, her eyes narrowed in concentration and something like confusion. Are crows supposed to glow like that around here?
bealufull: (x1PDZcl)

Can't say much myself. Sorry.

[personal profile] bealufull 2024-10-07 11:57 am (UTC)(link)
It isn't as if there aren't others in the city who take to rooftops as the young woman is, but Kaz can't help but to find it interesting to say the least. When he'd met Altair he hadn't had the means to come to the rooftop instead of luring him down.

He definitely prefers this to those means.

His head cocks to one side, the runes along his feathers flaring brighter for a moment and then, in the time between one breath and the next, there's no longer a crow but a young man dressed all in black and perched casually on the same ledge where the crow had been.

"Forgive the intrusion. I knew someone back home that made her way through the shadows of rooftops." It's been over a year since she vanished from the city but he held onto the possibility nonetheless.
aquilus: (pic#15822834)

rooftops

[personal profile] aquilus 2024-09-24 12:40 am (UTC)(link)
[Altaïr has resigned himself to the notion that the rooftops of Cadens are not solely his domain. Of course he has to share them with Jacob now, which is all well and good, and there are a few other Summoned who prefer them as a place of travel. He can't control any of that.

It doesn't mean he likes it. Which is why, one night when he spots a shadow moving through one of the most secure districts — a shadow he does not recognize — he makes a point to follow, and see what she does.]
meetmyblade: (pic#10534555)

how appropriate!

[personal profile] meetmyblade 2024-10-01 06:54 pm (UTC)(link)
[After a couple of nights of this behaviour, Evie's got something of a grasp on her bearings and finds herself returning to certain areas to try and ascertain where she wants to base herself once she's more established. Somewhere to serve as a hideout if she needs it.

And then, on this evening, she feels like challenging herself. She knows this is a secure district, she knows she's been able to travel these rooftops without interruption, and she knows when she starts to shimmy up a chimney, that she's quietly timing herself to see how quickly she can move around one of the circuits she's set up for herself.]
aquilus: (pic#9513252)

[personal profile] aquilus 2024-10-04 03:22 pm (UTC)(link)
[He's not particularly worried about being spotted. He knows he can avoid that. But Altaïr is very curious about the way this stranger moves — like she is very certain of herself, if not the area. She has no fear of falling. It's a rare thing, even among those who regularly venture up higher.

It's enough to spark a particular kind of curiosity. Could it be another of their people has found their way here? No way to know but to watch and learn.]
rookvision: (and yet you don't know)

rooftops

[personal profile] rookvision 2024-09-26 04:18 pm (UTC)(link)
There is someone else up here. It's probably the very last person she wants to see, because Jacob's clambered up this building and is also checking guard rotations, mostly to do a small amount of smuggling in this area of town. He hasn't hit Portam Hall yet, which is a small miracle, but then at this point his brand of chaos probably can't even begin to compare to, uh, everything else that's been happening lately.

He spots a shadow off in the distance. He doesn't quite recognize who it is just yet, so he leans over and calls: "Oi, Altaïr, that you there?"
meetmyblade: (pic#10658378)

Sublety thy name is Jacob Frye

[personal profile] meetmyblade 2024-10-01 07:01 pm (UTC)(link)
Evie is so consumed in her observations that she's peering over the guttering to get a closer look at a patrol that's moving about below her. What could they possibly be-

And then an all too familiar voice cuts through the silence, catches the attention of the soldiers below, and Evie just barely makes it back from the ledge in time to go unnoticed by the guards below. Ordinarily, she'd be furious at the complete and utter lack of caution from her brother, but while that feeling is definitely there, it's overwritten by the overwhelming sense of shock that she's even hearing his voice at all.

Shock and relief. And maybe something oddly comforting, but she's never going to tell him that.

She doesn't call back. The soldiers below are already on alert. Instead, she scans the area, looking for her twin.
rookvision: yet (nobody gets hurt; if you haven't heard)

l o l "subtle"

[personal profile] rookvision 2024-10-02 11:39 am (UTC)(link)
Oh whoops okay the guards are coming. Jacob's quick to find a hiding place, counting on his familiarity with the area to keep himself from being seen. It'd be one thing if this were a gang he could have it out with and pound into the pavement, but a patrol full of trained and armed soldiers? When he's got contraband in his bag? Yeah, no. He's learned his lessons from the few times he got into a fight with a bobby.

The soldiers pass by. Jacob pokes his head out of his hiding place, then slips into Eagle Vision, sighing with relief as the soldiers walk away. Then he glances around.

...hey, someone's still there! Doesn't look like Altaïr. The silhouette is—familiar, but. It can't be. Can it?

Only one way to find out. Jacob secures the bag at his side and starts running full-tilt for whoever else is on the rooftop.