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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.
slides back in 10 years later...
Oh, I would do far, far more than needle anyone who's wronged me. [ His smile has a razor's edge, his words venom. But then he laughs again, this time with incredulity. Has he always known better? He once thought so. And that's how he ended up like this, he supposes.
Whatever he'd been building up to seems to abruptly fizzle out, and he begins walking again, waving his hand dismissively. ]
In any case, most of these people aren't worth the effort. [ And - now that he as some minor semblance of control over his life, there's not much in his day to day that he feels the need to push back against.
It's mostly the stupid rock making him miserable, and that's the one looming part of his life he has no chance of control over... ]
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At least it means he isn't a bleeding heart. So perhaps she can speak a bit more freely, if wth caution. ]
Fair enough. But I don't suppose they would be, as no one here is directly responsible for our summoning.
[ Not among the market stalls, at least. It's a coin flip whether she thinks the soldiers and their ilk are actually responsible for her being dragged here like a hell creature or whether she thinks there's another design at work here, and neither of those options are worth contemplating when she can't do anything about it. Not for the moment, at least.
If she can do anything at all. ]
What have you learned, then, in the time you've been here? What has been worth your time?
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[ Another sharp laugh, followed by a grimace. It's not been a pleasant few months here. But he can say it's almost never boring. Clearly, he believes Marlo Reiner in charge of these matters, true or not. As they walk they get some stares here and there, which he continues to ignore.
He arches an eyebrow at her. ]
Far easier for you to tell me what else you're seeking.
[ He's not about to share everything, "elven solidarity" or not. Besides, he expects half expects her to treat him with disgust if and when she realizes what he actually is. Most Summoned have been surprisingly accepting, as have the locals who are familiar with a more domesticated breed of vampire. But he's not so soft as to accept to same from one of his own kind newly arrived. ]
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[ Wouldn't get close enough for it to matter, really. And one single person is likely not responsible for everything about this, as much as she'd love to take her frustration out. Patience, she supposes, is needed...even if she feels she's been patient enough these years. But Sebille doesn't think this is some divine providence, either, and so it just means she'll have to dig some more.
And despite being a bit sharp around the edges, she can at least Astarion getting to the point.
Her frown is firm, unwavering, but the emotion is mostly bottled up. It's business, really, and not much else. She can't afford to be emotional here, not when she knows no one now. ]
Information, for starters. Not propaganda, not beliefs. I want to know how and why I am here, why any of us are here, and what needs to happen to change that.
[ A tall order, perhaps even delusional. She's certain, too, that he's heard it all before. She can't imagine too many of those summoned are grateful. ]
And if it cannot be changed... [ She dislikes that word, if. Too much leeway in it. Sebille catches Astarion's gaze and holds it pointedly. ] Then I want to know what can be changed.
[ Does she need influence to keep herself safe? Power to buy her way back? She's just as willing to go walk out into the desert if it means finding a solution; she doesn't need or want the pity or anything else. But information is a tool all on its own, it's the start of something stronger, and she's willing to bend if it means building herself back up later.
It's not the worst position she's been in, frankly. ]
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The how... [ He shrugs with a slight grimace. No, she might actually have to ask Reiner herself if she'd like that answer. Astarion knows at least one other person intent on untangling the Summoning ritual, but that isn't a name he's about to give away just yet. ]
But the why - well, there's a war going on. Or, rather, was going on. Hard to say where diplomatic relations stand at the current hour, though I would hazard to guess chilly.
[ Thorne took the heaviest losses by the looks of everything, with the Free Cities having chased them back across the Badlands. He tips his head toward her, arching an eyebrow. ]
We - the Summoned, that is, hold a particular skill that these nations covet. A connection. Truthfully - I never do these sort of introductions. You will usually find some of the welcoming committee here...
[ He stops in front of the Sarstina's doors, opening them for the elven woman with a bit a gentlemanly flourish - or perhaps mocking one. ]
Come inside. I suspect all of this goes down better with some ale...
[ It's not overly crowded right now, she can choose a table or the bar. ]
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So it's a bit of a surprise that he continues, and what he says sounds...very similar to what she's heard from someone else. She follows him to the doors of the inn, only taking stock of his little bow for a moment.
There is a smile, grim, sharp. ]
Likely. But wouldn't that mean you'd need to pay?
[ She doesn't like debts. But she heads inside and finds them a table close to one of the windows, where she can sit with her back mostly to the wall. Old habits and all. And once Astarion has come to sit, she takes general stock of the room before speaking, low: ]
Does this connection have something to do with a stone? [ She's trying to be vague here in the hopes of not getting any attention whatsoever. ] Before you ask, I don't know much at all, and of that I don't know what to even begin believing.
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You'll be surprised to find that's not often how it works amongst us. But - [ since he remembers very, very keenly not trusting anything different than what she implies ] ... consider it this way - someone here once gave me coin when I had none, and I repay that debt to him by paying for your drinks tonight. And doing the whole - [ waving his arms again ] - routine of introductions. So, perhaps in a month or two, you can repay me by offering the same to some other poor, lost soul. So that I don't have to repeat all this...
[ Does that sound fair? He doesn't wait for a response, letting her find a seat while he speaks to someone behind the bar to order some red wine rather than ale, a bloodwine in particular for himself. And, of course, it's right back to question as he takes his seat across from her, sliding a glass her way. ]
Why yes, it does. [ This comes off mockingly, he can't help himself. He rolls his eyes. ] Apparently, anyone who isn't Summoned that attempts to approach the damn thing gets... ah... what's the best word... vaporized. Which the locals find unfortunate, seeing as how they want to control it's seemingly god-like power.
[ Honestly, he doesn't blame them for the disappointment. ]
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Oh, I see now. You get to call in a favor next time you're beset with a long lost lamb looking for help. [ A sigh, dramatic. ] Suit yourself. If they come back distraught, it'll really be your fault.
[ That's a clear bit of teasing. She can play nice with most people, and she'd be willing to help if she needed to. The rest... Well, she doesn't comment on it, not at first. This idea of people helping one another without actually looking for recompense is...new. New and awkward and not quite worthy of her trust.
But then, things change. And some people, she supposes, can be trusted. So she doesn't push in that regard, instead letting Astarion confirm what she's been told. Sebille tips her head, considering, thoughtful. ]
And this stone is the source of power here. Not just here, either. [ But all of the worlds, connected, like them. This she understands in some sense. ] So the hope is to convince us to use our connection and relative safety to...what, steal its power? Convince it to help those who brought us here?
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[ That would be hilarious. He takes a sip of his bloodwine, swirling it around in one hand, the other sets beneath his chin with his elbow against the table. ]
Mmmm, yes, that's how they tell it. [ All powerful dangerous rock. Connected to all realms, etc etc. He frowns slightly, nodding his head from side to side in a wishy-washy gesture. ]
Possibly? Also, entirely possible - they haven't even a clue themselves what to do with us yet. [ He scowls again. ] Over the spring they tossed us all in its crater to try to abate the magical storms tearing the realm apart. It worked but... ah - there were some... interesting side effects. A... sort of shared vision of the future that most of us experienced. Perhaps it was a moment of true divination. Perhaps simply a shared hallucination. However, think centuries from now, after all the Singularity's power has been flowing through our veins - what do you think becomes of us?
[ He raises an eyebrow. ]
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By contrast, Sebille leans back in her chair, though her hand is on her glass while he speaks. She listens with rapt attention, though there is something that sharpens in her gaze when he speaks about power, a shared vision of the future. Divination. There is something truly, almost unspeakably uncanny about this whole affair, and not for the first time, she considers if this moment isn't the hallucination for her.
That in her moment of most clarity, so close to her goal, she is being told about a world at the center of all things, where great power can change so many.
She realizes, belatedly, she hasn't answered his question. ] You become Divine. You ascend, become something beyond yourself. You have power almost beyond all reckoning.
[ There's just one problem with that scenario that her own circumstances hasn't factored in: to ascend to Divinity is the privilege of one, who takes power from all of the gods. But for many people to have access to such power, not unlike her own allies... Hmm. ]
If everyone attains such power, then it becomes messy. You are either revered as gods or you're the next worst thing to happen to the world. [ Power comes at a cost, after all. If a god isn't paying for it, then mortals are. Power from Source brings Voidwoken, after all. ] And there's likely terrible havoc that comes with it. Right?
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Terrible havoc? Actually, no. [ He laughs, almost surprising himself. ] Well - not world ending havoc, in any case... some did go a tad bit overboard, I suppose... [ Himself included. He paid for that, though. He sighs, taking another sip from his glass before continuing. ]
I wouldn't call us a blight upon this world. [ He gives a slight shrug. ] No more than the catalogue of gods from my own realm. Gods are always messy when they deign to give even the slightest attention to the material realm. But the more powerful you become, the more divine [ he wrinkles his nose at the word ] - the more... disconnected you become from what you once were. The less you can meddle in mortal affairs, unless they specifically call to you. [ And even then, prayers could be ignored. ]
It was... strange, to say the least.
[ Not at all what he was expecting, let alone hoped for. But now he has the benefit of hindsight. ]
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She takes a very long drink, lets herself process this. ]
But you're speaking of this as it has already occurred. That you know what it's like to have touched that power.
[ Her voice is kept forcefully low, not daring to even allow this to be heard. Her gaze is intense on Astarion, looking for the slip somewhere that might show her he's lying or exaggerating. And she doesn't find it. ]
Because you were thrown into a pit with that stone. [ Because he had direct contact with the Source of this world, if she's understanding. ] And this was only a vision?
[ A vision that was shared. That's what will happen to them? Sebille leans back in her chair, pausing to pore over everything she's tried to learn about the gods in Rivellon with what little time she's had between everything else. But what he speaks about sounds not so dissimilar to becoming Divine. ]
You didn't need to fight the others for your power? You were able to share in this? [ Their power was not limited to only one of them? ]
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We did. [ Share. Though he rolls his eyes again. ] There were... tiffs, of course. But not over some limited pool of power, if that's what you mean.
[ Their powers only grew as they aged, in fact. He sets his glass down now, eyeing her with curiosity. ]
Now that I've answered some of your most pressing questions... why don't you tell me about where you've come from?
[ With all these sharp questions about power and the divine. ]
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Sebille smiles, a sly little twist of her lips, as she takes another long drink. ]
I come from a world that is currently falling apart. [ Even if most people don't know that, not really. ] A world without a Divine, a world where the gods are in danger of being killed by terrible creatures from the Void. And so the question of power - who has it, how, and why - is something that is of interest to me.
[ It's not a lie, just not all of the truth laid out for him, though he's welcome to ask further about any of that. ]
The last Divine died several years ago, and it'd been quite a difficult matter to select the next one. So life has been, as you can imagine, very hard to manage for most.
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Well, Abraxas must seem quaint in comparison to that. [ Like a nice vacation, ignoring the non-consensual kidnapping to another realm. He leans back in his chair, canting his head again. ]
And this Divine is... what? Ruler of the gods? Or something akin to our mercurial rock friend...?
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After all, there's only so much information that's been given, though she knows well enough that many have tried to become Divine. ] But the gods - seven of them - give their power to one single mortal to act in their stead. To be their voice. To fight for them against the Void, I assume.
[ So Astarion can possibly understand why she asked about sharing and whether others had to fight for their right to power. ]
So it sounds like said stone here is certainly more powerful than those lot. [ Because, really, if seven gods could only give their power to one person, and the Singularity can give power to so many, clearly it holds more potential. ] And I wondered if this was just another... [ She gestures, unsure of the word. ] ...another layer of things. The start of it all, the things that ties everything together.