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

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

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

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

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

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

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

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

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

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

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

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

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

The apprentice hurries forward with a fine silk tunic, pants, and some basic sandals. With a wave of their hand, the clothes reshape to fit you perfectly. Once you're dressed, the apprentice leads you into the hallways of Castle Thorne, prattling on about the kingdom, names of royals and nobles, and, of course, the reason why you're here: the world itself is in great peril, and tales of your exploits have reached far and wide across universes. If asked about these exploits, the apprentice will simply shrug. The High Mage was happy to see you and that's good enough.
◎ Surroundings
Castle Thorne is where not only royals and members of the court reside but includes the surrounding city itself. With autumn well underway, the weather is cool and rain becomes more frequent. Leaves are beginning to turn yellow and orange. The castle is enchanted to be at a comfortable temperature.

As you walk or look around, you take in some of what's going on around you:
  • The city of Castle Thorne is largely safe and the main roads are clear, but debris and fallen trees are still a danger if you stray too far towards any off-beaten trails. Smaller roads are closed. You may hear rumors of a strange phenomenon taking place.

  • The North Wing, devoted to housing the Summoned, is tightly guarded against outsiders. As one of the Summoned, you're free to come and go. The guards aren't keeping anyone prisoner. They're there to protect you, and they take their jobs seriously. The mood in Thorne is grim but determined.

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

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

Magic Lessons
Regular magic lessons are held by apprentice mages as part of their training, usually involving learning to cast a small spell. Join if you wish! The spell they will be teaching is conjuring a modest wind spell that can cast a warming bubble over you. Perfect for when the weather gets cold! The spell relies on Academic Magic which involves a few words said correctly. You'll likely need a few lessons to grasp it unless you're well-versed in magic already. The class of fresh-faced students means there's a constant gush of steam as the spells fail. It isn't dangerous, but it can be annoying...and cause everyone in the room to become very damp.

Painting Session
You're encouraged to explore Thorne's proud naval history in Borrel. Here, you can join a paint and wine session where you can follow a guided instructor to paint a displayed model of Thorne's famous naval warships. To finish your masterpiece, decorate the frame with Borrel's famous sea glass. The paints and brushes are enchanted to help you along, but it requires a little concentration. Growing frustrated with your progress might cause some splatters or turn the colors muddy. Not to worry! You can always start again with a fresh canvas.

Nocwich
Nocwich, which is shrouded in an eternal darkness and is home to the werewolves and the vampires, opens on the first weekend of every month for a total of 3 days. Shortly after arriving, you'll be given a pendant that allows you to travel to and from the portal. In Castle Thorne, the portal is a short walk around the back of the castle. You can enter Nocwich freely and explore what's available in Oleuni Square and Luna. You won't be able to enter Ikorr nor will you be able to exit into another territory's portals. Once there, you're welcome to meet those from other territories, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready to rest, you're shown to the North Wing, which has been set up as living quarters for you and your fellow newcomers. There are four people to a room, but each generously sized bed has opaque curtains that can be drawn around it. You can meet your roommates here and discuss your shared situation (those who were previously brought in may have a great deal of information to tell you).

As an important figure to the kingdom, you can't move out of the city of Castle Thorne without permission. If you're feeling restless, though, short trips to Nott or Borrel via portal are allowed, or you can visit Nocwich. Besides, Thorne gives you everything you need: fine clothes, great food and wine, massive libraries, and all the magic and knowledge you could want. Isn't that plenty? You won't be given money as you're provided for, so if you want to do some personal spending later, you'll have to find a job in Borrel or the city of Castle Thorne. Or, you can do jobs in the castle itself.

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

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

A robed mage off to the side approaches to help you up. She brings you out of the cave through a corridor that angles upwards until you emerge in what looks like some kind of storage facility. You'll learn you're in the Cadens Desert Outpost 003, a military base on the outskirts of the major city of Cadens. You're told the world is in delicate and dangerous times, and you're needed to help. You're important and they're very grateful you're here.
◎ Surroundings
While you're currently at the outpost just outside of the city proper, Cadens on the whole is a large bustling city. The climate is hot and dry, the sun remains bright at midday. At night, temperatures are beginning to dip lower than they did in summer. Bring a coat if you're not used to a slight chill. Look to the west and you'll see a long stretch of desert wasteland. This is the infamous Badlands. The soldiers don't recommend going out there unprepared - you're likely to face a slow death to the elements or be eaten. Reaching Cadens is possible by wagon, a trip of about 2 hours each way. You're asked to return by sundown for your safety... but no one will chase after you if you don't.

You'll be given a military style uniform with your Arcana stitched on it where a formal rank would normally be. As you walk or look around, you take in some of what's going on around you:
  • Medical tents, temporary facilities, and other signs of disarray are evident throughout Cadens and Aquila. Libertas is less hectic, but several theaters and playhouses are boarded up, having shut down permanently. A line snakes out of Portam Hall day and night as citizens await their turn with the government. Nonetheless, the mood in the Free Cities is hopeful. It seems they've come into a recent victory.

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

  • City guards are present around an inn and tavern at the heart of Cadens - The Sarstina - where the Summoned like you are often found. They're here for your protection, not to prevent you from moving freely.
◎ Exploring
Despite the troubles that plague the land, the barracks and Cadens have much for you to indulge in.
Oh My Gourd
A researcher named Esi Hollandse has returned with an upgraded variant to her creation last year: a handheld "laser" tool powered by New Magic. Originally created for sculpting marble and stone, she's attempting to refine the device so it can carve gourds for Eifstide. Citizens are lining up to test it for themselves and retrieve a free pumpkin to carve in the process. Why not carve a pumpkin of your own? Of course, it's a bit of a two-person job - someone needs to hold the pumpkin while the other operates the device. Be careful! The invention is still in the works so now and again, a gourd might burst.

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

Traveling Merchants
Word of new arrivals spread quickly to enterprising merchants. Many will arrive with samples of their wares, offering free things to try. These items include miniature pastries, trinkets powered by New Magic similar to those cheap flashing toys one find at a carnival, ales, fresh fruits, and healing elixirs. Not all of the elixirs are of proper quality. Some are akin to snake oil and might have adverse (though harmless) effects - take care not to accidentally turn your hair bright green or similar. All of the merchants will be gathered at a central point in the barracks so they'll be hard to miss. Maybe you can make a friend or two while perusing.

Nocwich
Nocwich, which is shrouded in an eternal darkness and is home to the werewolves and the vampires, opens on the first weekend of every month for a total of 3 days. Shortly after arriving, you'll be given a pendant that allows you to travel to and from the portal. In Castle Thorne, the portal is a short walk around the back of the castle. You can enter Nocwich freely and explore what's available in Oleuni Square and Luna. You won't be able to enter Ikorr nor will you be able to exit into another territory's portals. Once there, you're welcome to meet those from other territories, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready to turn in, the barracks are waiting for you. They have a communal bathing room at the end of the hall, with curtains that can be pulled around the individual raised round tubs for privacy. Each barracks room is rather sparse. Six simple beds are set against the wall, three on each side of the room, each with a trunk at the foot of it. You can greet your roommates here, most of whom will be new arrivals, as well. There is a great deal of new recruits around you this time. The Free Cities has been hard at work filling its ranks.

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

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

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

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

You're important. The gods have graced them with your presence. They're delighted you're here.
◎ Surroundings
The Primary Settlement is full of greenery, blessed with the fresh ocean breeze. Now in autumn, the weather is chilly and thunderstorms increase in frequency. Shops, farms, and homes around you are all modest and unassuming. You get the sense that the people here prefer to blend in with their neighbors than stand out.

As you walk or look around, you'll be greeted warmly, even eagerly...though there's an edge of awestruck nervousness to some. Though the settlement is often quiet and calm, there's still plenty to take in:
  • A few strings of animal bones decorate and hang among the trees in the forest, while the Tertiary Settlement has an abundance of broken seashells scattered across its shoreline, as if a large amount has recently shattered and has not yet all been swept away by the tide.

  • Some shops and stalls have yet to reopen. The strong community means in Solvunn everyone has chosen to pitch in to help each other out, delivering meals, repairing broken gates, and exchanging essential goods.

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

  • An offering bowl has been placed out in dedication to Winifred Bordeaux, who recently sacrificed herself for the good of the commune. It can be found in the woods next to Vagn's shrine, the Guardian of Last Passage.
◎ Exploring
Despite the troubles that plague the commune, the commune and its settlements have much for you to indulge in.
Goat Racing
That's right. One of Solvunn's fine traditions is its regular goat races. Meant to be a bit of informal fun, there's a pen of goats where you can choose a goat, get a number, and simply join one of the starting lines. These goats are not trained so the race is less of a race and more pure chaos as the goats do what they please. Whoever eventually wrangles their goat over the finish line wins. The only rule is that you can't pick up or physically pull your goat, but you're free to cajole, lure, or even use a bit of magic to get yours to the finish line first. Winners receive small prizes of cheese, ale, wood charms, woven baskets, and other similar tokens. On occasion, one of the goats may stare at you or lift its hoof, as though it intends to make a knocking gesture before returning to its goat-like ways.

Shrine Offerings
As a new arrival, you'll be encouraged to perform your first offering. Solvunn believes offerings in the tradition of High Magic will ensure continued protection from the Gods. Create a bundle using a combination of fruit, wine, flowers, or an animal you've hunted. It must be picked and put together by your own hand. Once you're ready, you can approach any shrine belonging to a God that speaks to you: is it Cadaevos, who purifies the community and soul? Endrborrin, who brings forth spring and change? Vagn, who oversees one's journey in death? It's a good idea to travel with a partner. While the woods are mostly safe, they can be dangerous if you're not careful. Perhaps, along the way, you can talk about what the concept of gods and blessings mean to you.

Evening Feast
Potluck-style feasts are common in the settlement as a way to strengthen the community. You'll be invited to join in one of these feasts at any time, held outdoors in a lush grove filled with wildflowers. As a new arrival, you won't be expected to bring anything yourself but you'll make a better impression if you do so even if it's merely a few apples you picked in the morning. Want to help hang decorations before the feast? Your assistance is more than welcome! Place flowers, pin ribbons, or lay the tablecloths. The food is simple and hearty, ranging from stews, roasts, fresh bread, and puddings. If you're shy, someone will be there to fill your cups and plates if you won't do so yourself. Eat, drink, and be merry - it's what the gods would want.

Nocwich
Nocwich, which is shrouded in an eternal darkness and is home to the werewolves and the vampires, opens on the first weekend of every month for a total of 3 days. Shortly after arriving, you'll be given a pendant that allows you to travel to and from the portal. In Castle Thorne, the portal is a short walk around the back of the castle. You can enter Nocwich freely and explore what's available in Oleuni Square and Luna. You won't be able to enter Ikorr nor will you be able to exit into another territory's portals. Once there, you're welcome to meet those from other territories, take in the sights, and - if you've come by some money or a generous soul - even make a few small purchases. Inns are available for a fee if you want to stay overnight. Otherwise, you'll need to return home through the portals each day.
◎ Settling In
When you're ready for your bed, you're brought to the center of town and escorted to an apartment above one of the establishments in town. The living conditions are temporary if you'd like them to be: the local families would also be happy to host you in their home. In return, you'll be expected to contribute to their household, taking upon daily chores and repairs. While money has its uses, many establishments and craftsmen are happy to barter with your time or skill for their goods. You'll find your willingness to trade and your friendliness with the natives more valuable than gold.

Goat-drawn wagons can help you get to the other settlements, but you're encouraged to remain in the Primary Settlement. If you insist, though, no one will stop you from leaving. Just be sure you have an invitation to the Secondary Settlement. There are tales of uninvited travelers to the Secondary Settlement disappearing without a trace. The gods are as hungry as they are protective.

Questions & Answers

If after reading these you're still unsure about anything, or your question wasn't covered, please feel free to hit up our Questions thread below!

How many slots are open?
Please check the Taken page for how many player, franchise, and canon slots are available. Activity Check will be processed before applications open, so the count may change between now and then. Existing players can apply for a second character without restriction.
How do I choose a scenario for my character?
Pick whichever situation appeals to you most. Which territory your character is drawn into has nothing to do with their morality, beliefs, or how highly they regard themselves and their accomplishments. Anyone can be put into any one of the situations.
What happens if my character refuses to comply with the NPCs?
They will be forgiven for their moment of panic or anger if they have one, and leaders will try to calm them and persuade them further. If they put up too much of a fight and/or start actively attacking anyone, they will be warned that everyone is willing to put them back in the well where they came from (see below), and if they continue to fight they will make good on that promise.
My character intends on causing a lot of trouble (destroying parts of the cities, murdering the NPCs, etc.), what would happen to them?
Characters who make too much trouble for the mages and other NPCs would be thrown back into the well (which will mean drowning in the void, not returning home). Brawling with other PCs and causing minor damage is fine and will be greeted with a cranky attitude and intervention from various NPC guards, and there will be plenty of opportunity for destruction and murder later, but for now, the Abraxans have no desire to keep huge liabilities around.
Is the power loss for characters permanent?
No, but it does take a week or so for their powers to be back in full, and certain powers (determined on a case-by-case basis) may require nerfs. If your character has world-breaking powers, please discuss with the mods what modifications may be necessary.
Can my character leave the bounds of the territory?
No, they must remain within the territory except when visiting Nocwich. Review the Travel section on each territory's Setting page for where characters can go within their borders.
Can my character eventually change territories?
Yes, but tensions between the major territories are at an all-time high. Doing so is possible, but will require some plotting with the mods once you're in-game!
How much will my choice of scenario affect my character's plot later on?
This choice will determine where your character initially lives as well as the bias of the information they receive from NPCs (although other PCs can and most likely will give it to them a bit more straight). It will also affect your character's day-to-day life and development. Characters who seek technological advancements or combat will find more of it in the Free Cities. Those interested in court politics, the Singularity, and magic will have the most access in Thorne. Anyone who wishes to uncover the secrets of the Gods and other mysteries will best do so in Solvunn.

This is not to say characters are locked out of other scenarios completely. With effort and the help of friends, anything is possible! Don't get too anxious about your choice. Every character in each scenario can work their way towards many individual goals. Additionally, once in-game, the Horizon, Nocwich, and certain events will let characters make easy cross-border CR.
Are TDM threads mandatory for my application?
No, you may use other samples, but we encourage you to post to the TDM and get a feel for this game and its mechanics. You'll still need to choose one of the three scenarios on your application.
What if I haven't settled on a sign yet?
Your Arcana sign won't have an immediate impact on your character beyond them seeing it on themselves or being told what it is by the locals. You're welcome to disregard those aspects in your prompts or try out different signs.
Can my character go to the Horizon?
For the purposes of the TDM, we suggest against using the Horizon. If you're interested in threading with characters outside your borders on the TDM, you can utilize the Nocwich prompt which will allow all characters to meet in person regardless of arrival scenario. In situations where Nocwich is closed, you can put up prompts for multiple scenarios, though only the one you choose in the application can become canon.
What about making use of the network?
Much like Horizon they would need to be introduced to it by another PC, as no NPCs would be aware of the network or be able to access it. We would advise against using this mechanic for TDM top-levels.
Can I try out more than one arrival scenario on the same TDM?
Yes, although only threads taking place in the arrival scenario you formally choose upon applying can count as canon. However, you're welcome to try out as many as you like on the TDM.




glibbery: (pic#16956011)

Theodore Blackwell 🌊 Into the Drowning Deep

[personal profile] glibbery 2024-09-20 07:09 pm (UTC)(link)
general arrival flavor

The voyage of the Melusine was intended to be Theodore Blackwell's last hurrah.

Fate had been against its humble crew's survival out there in the open waters surrounding the Mariana Trench. Their mission was a catch 22: success meant the near-guarantee they were signing their own death certificates. Theo had known this, and he'd chosen to sail anyway. Perhaps it would be the man's last great heroic act, but at least he'd have that. Out of the blue and into the black.... it's better to burn out than fade away.

Nowhere in the blueprint were any contingencies for being sucked through a portal and into a world at war with itself...

Theo has very much had quite enough of making first contact. His lungs don't strain against the swirling tide pool that surrounds him. Instead it feels, at long last, like his due. Against the bright light the willowy man closes his eyes and wishes to sink deeper, even as he's yanked through, bare as a newborn and equally as displeased to find himself in the midst of yet another world he never asked to be born to.


thorne
MAGIC LESSONS

It comes as remarkably benign news to Theo that magic is real. Not because he possesses any of his own, nor because it held any place in the world he's come from. But the man has just made a name for himself as the first person on earth to definitively prove the existence of sirens. A discovery like that can only scratch the surface of what's lurking in the depths just past human exploration. Theo knows there are entire worlds he doesn't know. So why not magic?

He approaches it all like it's a new scientific puzzle: the man is methodical and reverent of this potential new power. Unfortunately, that doesn't make him very good at harnessing it. His tongue trips over the incantation and the air above his head looms thickly before wheezing out a few drops of condensation.

There was a time he trusted waves underfoot even more than the solid ground. The water was an extension of himself, a fluid partner that carried him easily. But now Theo can't find that part of his body that used to welcome the chaos of the surf. It's not long until he finds himself in a heap on the castle floor, cursing himself.


PAINTING SESSION

He can try as hard as he'd like to pretend otherwise and do a passably good job at fooling most everyone around him, but Theo will never fully expel the brine of the sea from his lungs. Beyond the tailored suits and the days spent behind a desk with a cell phone permanently pressed up against his cheek, the man is an eternal thalassophile. He'll probably never again feel the easy thrill of commanding a barreling wave and coasting through sandbars, but privately he reminds himself that he is actually, literally, functionally part jellyfish.

He wanders Borrel like he's in no rush to get anywhere in particular, taking in the sights and the smells that feel half-familiar, despite the very impossibility of this place. When he comes across the painting session, he can't help but laugh, struck by the complete anachronism of the scene. He's reticent to pick up a brush himself, but Theo might be spotted thoughtfully considering others' masterpieces or holding a piece of ice blue sea glass up to the light. It's almost a perfect match for his pale eyes.


nocwich

Without a single coin to his name, Theo's presence in Nocwich is mostly exploratory. The thin man ambles among the shops and stalls with a gait that seems labored by a pain he obstinately refuses to let show in his face. He speaks in a mild, measured voice to any shopkeeper who catches his eye, seemingly without the anxiety of being spotted turning down their wares. His questions to all of them are similar: how did they learn to make their wares, where do they get their ingredients, and which of their products is the most precious?

In time he'll make his way to the hot springs, and the sirenic call of the water will be enough to overcome any hesitation at stripping bare. Clothes set aside, Theo sinks into the springs with the kind of purgative groan that can only come from a man who really, really needs all the healing they have to offer. If anyone comes to join him he'll be polite, but won't avoid eye contact simply for the sake of false propriety.


network

I hope this is working.

Forgive the intrusion. My name is Theodore Blackwell, and I'm one of the so-called "newly Summoned." I need to speak privately with someone who might be familiar with the pharmacological advancements of this place. I hate to say it's rather urgent.




All right, I'm giving Theo another go. I've missed Abraxas too darn much and I feel like he'd be a fun change of pace for me.
You can find me at [plurk.com profile] stickyholograms for plotting, or just chuck anything my way and I'll be glad to roll with it.

carmesi: <user name="berks"> (Default)

network

[personal profile] carmesi 2024-09-20 09:01 pm (UTC)(link)
If you are expecting a pharmacy, you are not going to find one. There are apothecaries, herbal remedies, that kind of thing. I guess it varies also on the territory you've been summoned into.
glibbery: (pic#16956008)

[personal profile] glibbery 2024-09-20 09:15 pm (UTC)(link)
The quality of medical care depends on your territory? How unfortunate.

And how unfortunately familiar, Theo thinks to himself. He's spent plenty of time wondering about what might happen to him if he ever found himself slipping from Imagine's good graces. He's never known how he'd fend without their medical advancements, and their charity. Now he's about to find out.
I'm in Thorne, which I believe bodes well. The compounds I'm after are mostly derived from marine life. What I can't tell is whether or not the animals here are the same as home.
carmesi: <user name="berks"> (Default)

[personal profile] carmesi 2024-09-20 09:25 pm (UTC)(link)
"Medical care". Sometimes you just get some mushed up concoction on a wound and a leaf placed on top to 'keep it there'.

Wanda is, mostly, vaguely exaggerating.
Thorne does have a lot of magic, so you might find something along those lines there. I don't really know about how they treat wounds or disease in general. Borrel is closest to the ocean, though, and that's far from the castle, I've been told.

Were you on a strict medication back in your world?
glibbery: (pic#16956017)

[personal profile] glibbery 2024-09-20 09:34 pm (UTC)(link)
So what you're saying is that I should endeavor never to get hurt? A totally feasible goal.

I was, yes. But that's a start of something, at least. I don't suppose it has to be exactly the same as it was back home, if there's a Thorne generic that could be made.
carmesi: <user name="berks"> (Default)

[personal profile] carmesi 2024-09-20 09:41 pm (UTC)(link)
I'll be rooting for you.

What is it though, if I can ask? Even if it's not an actual medicine or concoction, sometimes magic can do the trick here.
glibbery: (pic#16956018)

[personal profile] glibbery 2024-09-20 09:55 pm (UTC)(link)
Just promise me that if you start a betting pool you'll cut me in on any profits. I'm even willing to take a fall to maximize our profits here.

It's a rather noxious little cocktail. Botulism toxin, sea snake and cone snail venom, and a few synthetic stabilizers. And just about as hard-hitting as it sounds. Fantastic for cell regeneration, treating muscle spasms, and as a general painkiller.
carmesi: <user name="berks"> (Default)

[personal profile] carmesi 2024-09-20 10:02 pm (UTC)(link)
I wasn't thinking about it, but thanks for the idea. I don't know if we'll find many people interested in your specific welfare, though.

So, what do you use it for? Sounds like too much trouble to use it for just a painkiller. Or are you addicted to it?

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I'LL BE MINDFUL OF IT THO

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northerndragon: this is jon. he fights real good and we're proud of him. (right proper lad.)

Thorne, magic lessons

[personal profile] northerndragon 2024-09-20 10:22 pm (UTC)(link)
Jon usually finds the climate in Thorne more or less agreeable -- crisp enough, not too hot. But the room people are practicing in is downright steamy. Tied back though they are, his curls are sticking to his neck. And he has only ducked into this room because Theonia Townsend is among the children practicing the spell, and he means to reassure her that he still seeks her doll.

Before he can speak to her, he finds himself offering a hand to a new arrival -- someone much older than his very young pupil.

"You all right?" His brow is crinkled with concern.
glibbery: (pic#16955979)

[personal profile] glibbery 2024-09-20 10:28 pm (UTC)(link)
Surrounding himself with brilliant people has given Theo plenty of practice in accepting his own mediocrity. On any average day, it doesn't bother him all that much. But perhaps that's because he knows he possesses something far more important: power. Since arriving in Thorne, however, he's felt a distinct lack of that too. No one here cares about the newcomer's status. There are plenty of others with far more impressive ranks on every wing of this castle, which means at the end of the day Theo is just... mediocre.

He grasps the offered hand and hauls himself to his feet with some trouble, stretching and twisting like he expects something a lot worse. He might be a lot older than the kid this stranger was seeking out, but Theo still feels way too young to worry about being this hurt.

"Fine. Just continually humbled by a spell everyone assures me even a child can do."
northerndragon: You made something impossible happen. (ohhhh i would never presume)

[personal profile] northerndragon 2024-09-20 10:36 pm (UTC)(link)
That make Jon give a rueful smile, a sympathetic chuckle. "A child who was born here, raised to it. And even they are having trouble, or it wouldn't be so bloody wet in here." A pause, and he holds out his arm in a gesture of greeting -- to clasp, not to shake hands. "I'm Jon Snow. It gets better after the first week or two."
glibbery: (pic#16956000)

[personal profile] glibbery 2024-09-21 12:54 am (UTC)(link)
"I'm not even sure what 'it' is at this point," Theo grumbles. He knows that Jon is referring to the magic, but if he was brought here to learn to do that, surely they could've chosen someone with a little more capacity for it. Nevertheless, it's a good reminder that he's had to learn everything else he knows, and somehow he's managed to do that.

"Theodore Blackwell. I take it you've been at all of this for a while now?"
northerndragon: (fireside - attentive)

[personal profile] northerndragon 2024-09-21 06:25 am (UTC)(link)
Jon tips his head to the side, thoughtful. "Living in this place. After a week or so, you won't find yourself on the floor so much. After a few months, you might find you can do things you didn't know you could." A little ball of flame appears in his hand, hovers, and he closes his hand around it. "Would have helped me where I come from, but no matter. I've been here a little past two years now.

"What sort of place do you come from, Blackwell?"

He indicates a willingness to walk, if Blackwell wants to leave the children and their errors and humidity behind. Jon can catch up with Theonia -- Teddie, she is called -- later.
glibbery: (pic#16955975)

[personal profile] glibbery 2024-09-28 07:50 pm (UTC)(link)
By now Theodore knows there's more behind that question than he initially assumed. Questions of place aren't restricted to continents, nor to any time he previously knew to be the present. It's just as likely this man doesn't even come from the same world as him, so Theo approaches the explanation with more hesitation than the question would seem to warrant.

"Er, Earth," he tries at first. "I suppose I've always lived around oceans. Borrel almost seems familiar; it's just too far in the past. I'm from somewhere more modern."

The castle is still mostly unfamiliar to him, but Theo is glad to follow Jon away from the lesson and admit defeat for the time being. Though doing so leaves him wondering something else:

"Exactly how much are we expected to use magic here?"

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stations: (069)

m̷a̷g̷i̷c̷ l̷e̷s̷s̷o̷n̷s̷

[personal profile] stations 2024-09-22 11:03 am (UTC)(link)
He comes to these sometimes, now. It's been a long time since his first one, that weird and awkward lesson that they nudged him toward right after his original time being Summoned here. It had gone... about as well as Theo's first attempt, actually, but a little weirder because weirdness tends to touch everything Jack does. It's been over two years since then, not counting the few months he went back home. He's grown a lot. Had training from some of the best Summoned mages in Thorne, and he's actually pretty good at this stuff now. Not amazing or anything, but definitely not bad.

But it's not just about being good at it. It's that he's been trying to step up, trying to do more. Trying to be more for the Summoned, in a way that would've been inconceivable to him a few years back. He wants to help, and tentatively stepping in to these magic lessons as a volunteer is one of the first ideas he'd had.

He lingers mostly off to the side a while, watching the practice, looking for people who are struggling — and who don't look like they'd yeet him into the sun for having the audacity to quietly step in. Theo stands out, and so before long, a skinny, green-eyed man with a magical prosthetic leg and nine total fingers unobtrusively slides in beside him.

"Hey, um... You're doing really good for your first try, but I could give you some pointers really quick, if you want."
glibbery: (pic#16955984)

[personal profile] glibbery 2024-09-28 08:05 pm (UTC)(link)
For better or worse, Theo has had plenty of time to come to grips with the fact that he's perfectly average. Middling intelligence, passable looks, adequate competence... If there ever was an opportunity for him to be extraordinary, he considers those days long behind him. Perhaps the most shocking thing of all is that the realization hardly bothers him; he's simply stopped trying to compete. Because as his passions have faded, they've largely been erased by something just as satisfying: power. Power is something Theodore Blackwell has in spades.

Well, had. It seems he's lost that too, though it's much harder for him to admit. The frustrated, uncomfortably moist man ambles to his feet and finds himself turning on a total stranger. Theo can't help but groan.

"God, not a compliment sandwich," he complains before he thinks to stop himself. "By all means. Whatever I'm doing wrong, lay it on me."
stations: (58)

[personal profile] stations 2024-10-02 02:23 pm (UTC)(link)
Hey, man, you know what? If he could read minds, like, recreationally and not just when it's random and plot-convenient, he'd point out that Theo sure has a lot of average guy privilege. Standing over there with his averagely functioning brain and his conventionally acceptable face and averagely functioning brain — which is worth mentioning twice, if you ask a man with brain damage.

Jack, meanwhile, looks like he hasn't slept in 6 years — because he basically hasn't — and sometimes the meat computer in his skull just fully glitches out for minutes or hours at a time. He'd give a lot to be average. Maybe if Theo needs some perspective, he should own a failing eldritch gas station for a few years. He'd learn to appreciate being who he is right now, probably, even without all the power.

"No, no, not a compliment sandwich. Just a- regular sandwich. A learning sandwich, hold the pickles." Jack assures him kindly, moving his hands in a gentle, well-practiced gesture — not the spell they're actually working on, just a small one meant to dry Theo's clothes. It'll be easier to concentrate if he isn't soggy, probably. "So- you're coming at this like it's a science project, I think? Which isn't a bad thing, especially since Thorne emphasizes mostly Academic magic, it's pretty similar to- math, or chemistry, sometimes, deepening on what you're doing. But most of the time, it's actually language. It's communication. The pronunciation has to be precise, and this is gonna sound crazy, but it's- easier to get it right if you kind of feel it first and let the magic guide your tongue? I know that probably doesn't make a ton of sense, but that's how it works for me, at least. Think about your intention, and think about the concept of the word, right up until you start to say it, and then let it-- say itself, almost."

This isn't a method that works for everyone, but-- he's a writer. An intuitive, almost supernatural grasp on language is innate for him. Sometimes communication is innate for other Summoned, too.
glibbery: (pic#16956035)

[personal profile] glibbery 2024-10-02 04:03 pm (UTC)(link)
The gestures that accompany the drying spell could pass for meaningless gesticulation if Theo didn't find all traces of moisture suddenly evaporated from himself. He gives the man a suspicious glare. It's one thing to realize that magic might actually be real, but it's another thing entirely to watch someone wield it with all the casual intent of swatting away a fly. He's absolutely certain that he'll never get it. Theo's own capacity to learn has run up against the brick wall that is his status as a very normal, very uninteresting human being.

And yet the other man talks about the spell like it's something that just happens. Like all Theo needs to do is picture the atmosphere around him changing, and it'll happen. "Let it say itself?" he repeats, doing nothing to hide the incredulity in his tone. "Right, I'll just open my mouth and see what falls out, then."

It couldn't end any worse than what he's already tried, could it? Despite his disbelief, Theo does take the advice. He spares a few moments just imagining the change that's intended to happen. The shift in the air, the invisible pocket of warmth forming overhead. Theo lets himself believe that his skin can feel the heat. Then, he speaks the words again.

"That's... not possible."

But somehow it happens anyway. The space above the two men becomes a near-invisible dome of hot air, and Theo feels his skin start to flush. In a matter of seconds the little room goes from pleasantly thermal to almost sweltering, then the bubble bursts and they're both slapped in the face by an erupting wall of mist.
stations: (107)

[personal profile] stations 2024-10-04 05:11 pm (UTC)(link)
Not possible, he says, and Jack only shrugs. You know what else isn't supposed to be possible? Getting pulled through portals to different dimensions. Doing magic. Dying, meeting whale-god, and coming back to life in a giant, super lazy retcon — that last example is far more applicable to Jack's personal history than this moment, but the point still stands.

Eventually, you start to learn that the crazier a concept is, the less impossible it is. It's the mundane things that can't be done — like learning trigonometry after age thirty in a high fantasy setting.

He speaks the words, and Jack gets a few moments to relish that very satisfying sensation of having helped somebody learn a thing. It earns Theo a rare but earnest little smile, pleased for both himself and for the other man's accomplishment, right up until they're both slapped directly in the face with mist. He doesn't so much as duck. Just... closes his eyes and scrunches his face in the most passive this may as well happen brand of acceptance mankind is capable of.

Slowly, one four-fingered hand raises to drag the droplets of wet off his face, and then he opens his eyes again.

"Yep, that was- definitely better. It- takes a little practice. When I first got here, they tried to teach us to make little rain clouds. My rain just kept coming out as malt liquor, so... You know."

You're off to a better start than he'd had.
diametrically: (pic#17140985)

network

[personal profile] diametrically 2024-09-24 04:10 am (UTC)(link)
[ Cassian understands the lack of pharmacological advancements being a bit of a disappointment. And as much as he still dislikes this whole mind message thing, it's what they've got to work with. ]

i heard there's a summoned who's a doctor in the free cities but that might not help you much if you aren't there
there might be other means of getting what you need - it just depends on what it is
glibbery: (pic#16956023)

[personal profile] glibbery 2024-09-28 08:09 pm (UTC)(link)
I'm somewhere called Thorne. I get the impression we aren't free to move as we'd like, either?

Yes, there's a chance the ingredients might not exist here. Even if they were to, I'm not familiar with how to safely handle them, and they're pretty noxious stuff.
diametrically: (pic#16919560)

[personal profile] diametrically 2024-09-29 03:38 am (UTC)(link)
you can take overnight trips to nott and borrel you can assume they'll know where you are
nocwich is open on the first weekend of every month
travel to the free cities or solvunn are off the table

this is medication for yourself i'm assuming?
glibbery: (Default)

[personal profile] glibbery 2024-09-29 07:25 pm (UTC)(link)
Do you know why our ability to travel is restricted like that? We can speak to each other like this and meet each other in Nocwich. What's the concern about the rest?

Yes, that's right. It's possible some other combination of ingredients might work just as well, but I wouldn't know what.
diametrically: (pic#16919573)

[personal profile] diametrically 2024-10-01 01:33 am (UTC)(link)
war
the leaders are all protective and paranoid in their own way and we're seen like a commodity because they think we'll help them claim control over the singularity

not everything will be 1:1 here
but if you can figure out what you need i might be able to reach out to contacts and see if they can help acquire them
glibbery: (pic#16956025)

[personal profile] glibbery 2024-10-02 04:08 pm (UTC)(link)
What's the theory on why we were brought here, specifically? Were we targeted, or was it more of a fishing expedition? They just took whatever they dredged up? I'm not exactly war-ready myself.

I'd appreciate that. Unfortunately, I don't have anything of value to trade. I don't even know how a person gets money around here.

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