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TEST DRIVE MEME #20
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 October.
The upcoming October application round is open to everyone again.
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.
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 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.
"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:
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.
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.
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:
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.
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. 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:
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.
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.
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No. I came here to observe, not waste my time.
[ He finally sets the pumpkin down on the work table that's here for this purpose, sweeping aside chunks of previous pumpkins that hadn't been cleared away yet with his forearm as he does. ]
I mislike being volunteered for things against my will, but it's funny how that keeps happening.
[ He's being very sarcastic since he's still extremely bitter about that whole Summoning business. ]
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With the pumpkin set down, he moves the laser device to the pumpkin, tracing the delicate outline of a building. A spire to start with, because those can have fiddly bits.
Talking while doing this is probably an awful idea, but Alucard's caught the implication readily enough.]
I regret to inform you that it will happen with some frequency here. A pumpkin is the least of it.
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[ His tone is clipped and unpleasant, but he keeps his hand firmly in place on the pumpkin nonetheless. Some risks are not worth taking for the sake of pettiness.
Daemon lets Alucard work undisturbed for a few minutes, during which his irritation cools as he finds himself increasingly interested in the carving process despite his earlier reservations. It's magic, after all.
Finally, after a long silence: ]
... Is that meant to be a tower?
[ It's hard to tell if he thinks it's not a very good tower or if he's just having a hard time parsing art carved into the side of a pumpkin. ]
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[Alucard does not mind matching tone-for-tone. He's quite good at being dry in delivery as well. There are no regrets in his response at any rate.
By the time Daemon speaks, the tower has fully formed, but the shape that follows is a a bridge. The second tower is being added now. Alucard is seeking for something close to the silhouette of a particular castle.
In theory. I want to see how precise this thing can be, and an overly detailed tower seems a good test.
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But more importantly, the castle is taking on some absurd shapes. ]
It's certainly... imaginative.
[ He has no particular talent for art, but he is very sure castles don't work that way. ]
Wouldn't this sort of thing be better applied elsewhere? Why are we carving pumpkins with it?
[ Sure, "we" aren't carving anything, but that's not important. ]
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Agreed. By all accounts, it is a fantasy that should not work.
[The dhampir is halfway through the castle when the question of carving comes up. There's a small shrug.]
It's an adaptation from stone cutting. Nominally, the autumn holiday that includes pumpkin carving is the reason. More practically, the opportunity to use this as an everyday household object is intriguing, and this is an excellent way to work out any remaining error and drum up interest. That is, if I had to hazard a guess.
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The following explanation is more interesting, although the answer is not nearly as straightforward as he would like. There's a crease in his brow that appears when he's confused, but would like very much for you not to think he is. ]
A household object?
[ Daemon laughs out loud like it's a good joke. ]
Why?
You say it cuts through stone. Now, I'm no maester, but would it not be more valuable as a weapon?
[ He could believe Alucard was a maester, though, based on how he talks. Precisely the sort who might miss the martial applications of this sort of thing. ]
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There. That's the castle done, the outline impossible and fairly detailed. He makes an approving noise at the whole of it, offering the object back to the people actually running the show.
The man he is speaking with has the kind of bearing that makes it clear waxing poetic about the arts is pointless. Better to try economics.]
But a tool can be endlessly adapted. These cities thrives on trade. The more options available to artisans of all stripes, the stronger the economy is in the long run.
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[ It was a good call; it's been said that Daemon lacks the patience for governance, but he has even less for the arts. As it happens, he'd been the Master of Coin once, but the position hadn't lasted long (and he would argue the accusations that he was a spendthrift were grossly exaggerated).
He is much better suited to the mantle of the warrior, which is likely why this challenges his narrow view that focuses on advantages. At least he managed to have gotten through the demonstration without incident. ]
I would wonder how many of those endless adaptations my enemies were planning to use against me first.
[ It's dawning on him how little he understands about this world. This small "tool" would be game-changing back in Westeros. ]
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He's happy enough to step aside from the demonstration, gut instinct suggesting the man is going to find someone else to...exist at, for lack of any other words to describe the aura the man gives off. It's far too imposing. A poor contrast for the city he's in.]
Whatever enemies you have, they're not here. And whatever governing structure you're used to, you're more likely than not not going to find it here.
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[ Daemon finds no comfort in the knowledge that his enemies are left unchecked back where he ought to be, but it's better for everyone involved if he doesn't think about Otto Hightower getting word that he'd vanished.
Instead, he smiles in a way that doesn't reach his eyes and looks elsewhere. ]
My understanding is that you call it a Prime Minister, but I don't see how that's anything but a king by another name.
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[Alucard is not exactly thrilled that they have to account for a seemingly more aggressive element now, but at least he's gotten a first hand experience. That counts for...very little, actually.
At least he has a sense of the governing structure the man's used to.]
The position is elected, and there's no aristocracy here. There's classes, yes, but royalty that inherits title and ownership of the lives of millions? They rebelled against that system here.
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And you would be mistaken to assume anything's different just because the smallfolk threw out their betters.
[ He has seen other forms of government across the Narrow Sea in the Free Cities of Essos. At least a few of the nine elect their officials, but money lies at the heart of everything, which presents a different set of challenges. Greater minds have undoubtedly argued at length the benefits and shortcomings of either school of thought. Daemon, meanwhile, prefers whichever will secure more influence. ]
A king is only a king because he's convinced enough people that he and his bloodline have the right to rule them. [ Perhaps by having dragons and Valyrian blood. ] All you've done is change the rules. More players are on the board, but it's the same old game.
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In my experience, bloodlines are more trouble than they're worth. But my perspective is perhaps a little skewed. [There's that passing smile of making a private joke again. If this man hasn't clocked the fangs by now, well, that's on him.]
Every government is corrupt, this one is no different. But from everything I've observed since being the in the first batch of people to arrive here, I'd rather have more players and opportunities than something that has calcified for centuries.
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[ Daemon doesn't know what else to call them but what they are. One day he will probably say this to the wrong person.
As for those fangs, he's noticed but isn't sure what to make of them. He has relatives who were said to be born with different coloured eyes, so he imagines it to be a similar curiosity. ]
Not necessarily corrupt... [ Daemon looks like he's seeing how the word fits. ] Malleable, perhaps. Especially now, when loyalty can shift with the transfer of coin.
[ He doesn't sound like he minds. Compared to the petty politicking Daemon is accustomed to, a transactional relationship sounds very orderly, even if it isn't necessarily honest. ]
As it is, I have only one king. [ And it's his brother. ] My blood counts for nothing here; they made sure of that. I don't object.
aim to wrap in the next few tags?
[Everything else is nuance, and if those two words are difficult, well, so be it. Alucard's done more than one good deed for the day.
To the talk of politics, there's a very tired shrug. Alucard contends himself with politics as much as it impacts his work and the people whose work he supports in turn. Being involved with the fates of nations was something he stopped doing in Abraxas. Back home asked him to sacrifice both parents for the greater and moral good. He can be selfish here. It has served him well.] So long as you have coin.
[Alucard would have assumed that working was not something Daemon did much of, but the king's blood comment cements the thought. How he'll manage though, that seems a question mark.]
It is a place that judges entirely by what you do and the effect it has on others. I've found it far better than previous circumstances. But I've also had the chance to establish myself and build buildings. Where you begin is entirely in the air.
sorry for the delay! we can wrap it up!
[ But whether he will retain that information in the future remains to be seen. ]
I hope your real castles are less ridiculous in that case.
[ He can joke about it now that he'd gotten through the demonstration with everything intact. As for the rest — a question mark is correct, as Daemon has thought of little beyond getting a decent sword in his hand.
This exchange has driven home the importance of arming himself with knowledge or at least knowledge of those who possess what he does not. Daemon doesn't like to rely on others, but he also doesn't have years to learn all the ways of this world. He will adapt and find a way, as he always has. ]
Do you have a name? In case I require your counsel in the future.
[ Because he won't call it help. ]
I am Daemon Targaryen.
All good! Besides, this last part is the most important bit
[Alucard is usually more coy with the nature of his father's castle, but this is a small exception. He's invited questions about it in the first place, and from everything he can determine about Daemon's home thus far, magic isn't a factor. Better to start adjusting to the concept now. Or something.
No, it's just an excuse to be a mild dick.]
Alucard. I have an office in the city for architectural practice.
[A distant bell chimes in the hour, and Alucard pauses to consider his own schedule.]
If you'll excuse me, I have a meeting.
[Except the man doesn't keep walking. Where Alucard stood there is now a cloud of bats in broad daylight, squeaking and starting to take flight to wherever they're meant to be next. They move in an undulation, like a murmuration of starlings, except for one whose take off is a little too low, and smacks right into Daemon's face. That one makes a stunned little noise, flaps a few more times to get some height, then takes off properly.]
tyvm this is what he deserved
The bell tolls just as he has that thought — and the little shake of his head that accompanies it — so he barely has time to make note of the name he'd been given before he's suddenly aware of bats.
The unseemly way he swings (flails?) at the bats will likely stick with him and haunt him when he's lying awake at night because this is not his best moment. Embarrassing. He is a knight skilled in swordsmanship who has seen real combat, but none of that matters the first time a guy just turns into bats.
Now standing with his hands on his hips, Daemon projects his displeasure toward anyone around who seems to have noticed, as if he's daring them to laugh as he stalks off to leave. ]