ABRAXAS MODS (
abraxasmods) wrote in
abraxasooc2024-09-20 11:50 am
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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.

sebille | divinity: original sin 2 | free cities | hanged man/tower
And then to be pulled from water like a soaked and drowning cat, naked, wracked with the remnants of pure adrenaline. It wasn't her finest moment, then, to stare at unknown faces and to feel as if she had finally and truly gone mad. How ironic, that to be free of that wretch and to fall apart anyway. Shameful.
There was kindness, understanding even, at her shaking. At her rage, at her loss. She supposes, several days after her arrival, that they only assumed the shock was from her transport, the ritual. Someone must find it a cruel joke, to have done this to her. It's a miracle she didn't truly lash out in that moment.
For the first two days, Sebille has been holed up in the barracks, under blankets and in the dark, adjusting poorly to this new reality. Perhaps it's the absence of Source - or the inability to grasp it, as she feels it flow like blood in her veins - or perhaps it's simply the hollow feeling in her chest at her lost prize. For a woman who has only wanted to be free for the longest time, to now suddenly be without companions, without certainty of her victory, and flung into something foreign and new to her...it all feels wrong. It feels like failure. She imagines Tir-Cendelius mocking her, furious in his impotence. And yet she cannot hear him now, cannot feel him in the twining of her Source. Good riddance.
On the third day, Sebille rises before dawn, settles outside in the cool air, and by the light of the new day, she is herself again.
Or, as much of herself as she can be. ]
free cities.
[ The climate doesn't quite agree with her. It's too warm, too red. There are so few flowers and trees, nothing that makes her feel at ease or at home. It's such a strange feeling, when she has been away from those places for so long as it is, but in traveling what little ways she has...she's grown fond of the forests once more. And now? Now they are nowhere to be seen.
But cities are familiar too, the hustle and bustle of people, the humming of work to be done. And it's as good a place as any to look to make contacts, to take on bounty work. To put her blades to use.
Don't look too eager, now. You've no more names for your arms.
While Sebille manages to duck around doing anything too necessary for the talent show, she does end up being enlisted to help with simple stitching for the costumes when they come undone, or finding clever ways to keep things tied up. It's an odd little exercise, to be sure, but her fingers are quick and the kids are smiling and thanking her, tugging at her leggings. She isn't soft towards children by any stretch of the imagination...but to watch them brings some kind of emotion in her chest, something lost. Something from another life, the knowledge that her people have so few children. And further, that all of these children do not have homes.
So it's later, when the kids are performing, when people - and Sebille - are watching, that she murmurs for the few nearby: ]
...Why are there so many of them? What's happened for so many children to be alone?
[ War, likely. It's not as though she's unfamiliar with it all. But recent? Or has something worse occurred?
Later, still, she can be found in the market stalls, looking at what's for sale. It's far more advanced than Driftwood or any towns she's been to, to be certain. She flits about, slipping between the crowds like an agile feline, only allowing herself to be drawn in by merchants who seem to know their work.
...And those who seem to be trying to make a quick bit of coin on lies.
Her hands are skimming over a merchant selling trinkets made out of finely crafted wood or even some in bone. Sebille spies a set of dice and looks them over, fingers skimming the tops. She picks them up, rolls them over and over in her hands while the merchant jabbers about how nice they are. There's a curious, hidden weight to them. Sebille's smile for the man is sickly sweet, her eyes carrion-sharp. With a strange, quick grace, she snags a passerby's sleeve to get them to stop. ]
Fancy a quick game of dice? [ She winks, all charm, but the set of her shoulders looks tense. ] I'd like to see if they're worth the price.
[ The merchant seems flustered; surely a set of unique dice made of bone would be beautiful for a collection? No need to try them out.
No need to realize they're rigged. ]
What do you say?
nochwich.
[ A place of eternal darkness might not seem the best place for an elven woman, whose people bonded to their Mother Tree and who, in turn, reached for the sun. But this is familiar to another part of Sebille, one she cannot turn from, and so she does not; she takes her time to explore all that she can with sharp but bright-eyed sort of wonder, an expression she takes care to keep muted when she thinks someone is taking notice.
And, what luck! No one tries to take her daggers. They're all she really needs in the absence of her needle, after all.
Sebille stalks the gloom like a shadow, neither seeking trouble nor shying from it, even if her objective is just to observe. To get her bearings. Even before she'd been under the thumb of the Master, her freedom was limited; here, with neither chains to hold her back nor companions to guide her steps, she is free to wander, and to take responsibility for her every choice.
She can be found in the gambling den for the whole of the first night there, having observed long enough to catch some tells - though she'd never speak it. To the well-trained eye, her fingers move from time to time as if she might be curling dice again and again in her hands, but closer observation shows nothing at all. She'd be a fool to waste coin on getting some, though she misses the easy and quick games she'd play on the ship.
When a shadow falls nearby and Sebille knows someone has stepped close, she doesn't take her eyes from the table currently in play, which is far from her seat. She smiles, a lazy thing, cat-like. ]
They're not rolling too well tonight. [ Not that it matters; the house will win in the end, no? ] But I think that one [ a nod to a lanky man in dark grey, ruddy hair slicked back ] will keep going until he's all out of coin.
[ He plays, wins, goes again; plays, wins, goes again; plays, loses, goes again. There's a cat and mouse game going on, with the dealer giving him just enough rope to hang himself with in the end.
Whispered, almost conspiratorially: ] I think he has three more hands at most before he folds.
[ But on the second day, Sebille can be found in the hunting woods for a time, eager to set her own blades to use. She doubts she'll be very successful on this hunt; indeed, it's more about the experience than the reward. But this is the closest she can get to the freedom she once felt in her own forest, far from the prying eyes of others. To feel the grass beneath her feet, to feel the flood of adrenaline in a rush. To know herself again where the Mother Tree cannot touch her, cannot feel her, cannot extend her tendrils into Sebille's heart.
Throughout the 'day' (still eternally dark, after all), she takes her time in the woods. She stalks lesser prey, learns their habits, and stops just before attempting a kill. She picks ferns and flora, mushrooms, anything that seems of use - and always with gloves on, that she might take it to a stall to sell, barter, or learn from later.
But in the cool of the evening, before she winds her way back to the city, she lounges in one of the trees and watches one of the dreunania with an almost abject melancholy. In the dark, her golden eyes find the shapes of others walking nearby, and she slides further out onto the branch. In a hushed whisper, she calls out: ]
Don't disturb that one.
[ Dreunania aren't aggressive, no. She isn't intent on protecting anyone should they disturb the creature. There's simply a quiet possessiveness to her tone, though whether she is trying to protect it or poach items from it is anyone's guess. ]
[ ooc: Open to other prompts, can do prose, whatever. Please PM if you have questions; I also have her info on the journal but beware of plot spoilers if it matters.
Just a quick note - Divinity is hard to get character caps/faces from, so I'm using a PB and getting icons from the comic. A better visual would be here for reference, and for the scar on her cheek. ]
free cities; market stalls
Or, maybe that's normal where she's from. He shouldn't assume. But another elven-like Summoned in the Free Cities is enough to hold his attention for the moment. He could let this all play out - and instead he takes an alternate tactic: ]
Oh no, darling - with your luck you shouldn't even gamble in jest. [ He feigns familiarity, his tone playfully theatrical even though his gaze on her is sharp. ] Come along now, I saw some Evereskan leatherwork that you'll absolutely adore ...
[ He'll give her sleeve a tug as he whispers: ]
Let the poor man ply his crooked trade in peace. You've only been here - what, a day? A week?
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You're right. Best not to risk it. But maybe I'll think on it for another time.
[ It's something like a threat, though the merchant doesn't seem to mind. Torn between someone finding out he's selling rigged dice and losing a sale, he'll take his chance on the latter, and Sebille straightens to turn to Astarion, amicable, easy even.
She takes the invitation to move with him, like they're going to go on a stroll. It's enough of an excuse to get away from the stall and make sure the merchant isn't eavesdropping. She murmurs back: ]
Oh, so you know? [ That she's not native to this place. He doesn't look like one of the guards. And he looks...a bit like her, now that she has a better look at him. Interesting.
Sebille's smile turns guarded, but she'll at least answer the question honestly. ] It's been a few days now, nearly a week. [ A light sigh there, almost matching his own theatrical tone from before. Her voice is light, unconcerned. ] I thought I'd see what the city had to offer.
[ The setting may change, the range of magic and the like, but people are still people, and it's practically expected to find some people swindling. ]
And what of you? [ Still hushed, still keeping up the facade as they move away. ] You're not native to this place, I'm guessing?
jksksf I assumed her ears were noticeable but lmk if not!
You'll find none of our kind native to this realm. [ He gives a pointed look toward her ear. ] The closest you'll find are the Fey, but they keep to themselves in their own territory.
[ For the best, he supposes.
But, maybe she has no idea what he's talking about! ]
I've been here for - oh, almost a year now, I suppose? [ He says this almost flippantly, weaving their way through the market with an eye on the local ne'er do wells, he's familiar with most of them in this part of town by now. He's been around long enough that he can choose to walk here without without a hood, and not expect so many unwanted stares.
He arches an eyebrow at her. ]
Although, I knew well enough on my first day not to start trouble with the locals...
[ Committing such acts as, for example, antagonizing merchants. ]
oh no her ears are def obvious....
But maybe she's also just hopeful - oddly - that there is somewhere safe for elves. Somewhere people cannot touch.
Sebille hums thoughtfully, at the information and the little comment, and she rolls her shoulders back in a shrug that seems too lackadaisical to be taken seriously. ]
Oh? I would think that a merchant plying trade to untold amounts of people would know better, too, than to sell something rigged.
[ Or maybe she's just unlucky. Or looks too easy to take advantage of. It wouldn't be the first time.
The edge in her voice doesn't soften, per se, but there's at least a note of understanding, even if she shoots him a similar look: raised brows, even a bit of a crooked smirk. ]
Do you really want to say you weren't tempted to needle a little at those who've wronged you? [ Or is he just too nice for that? ] Having been here almost a year, have you never wanted to push back just a little? Or have you always simply known better?
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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free cities, audience
[ The woman who answers hasn't been standing there long — she's clearly just on her way to somewhere else and has stopped to watch the show with a passing interest. And it's easy to tell that she wasn't there just a short while ago, because she sticks out, her hair bright pink with a single streak of white now running through one part that frames her face. Her voice is foreign as well, an accent that has only slightly softened after years in Abraxas but will never actually fade away, one that only those from certain variations on the same Earth can ever identify: a melodic, sticky Southern drawl.
She barely looks over when she explains, appearing far more interested in the skewered meat she's holding, still steaming hot from the cart a street over. ]
There was always a lotta orphans here, especially out in the mines. But after Libertas got bombed, it was real bad. I guess they wound up over here when Portam Hall was evacuatin' 'em and just never went back. Can't blame 'em.
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In the mines.
They were having children dig? Or at least to be close to where their parents might have been. The hunger is gone, replaced by a sick feeling that roils against the cold, muted disgust. ]
Bombed, you say? By whom? [ Her gaze returns to the woman from the corners of her eyes, cat-like in their color and nature. ] How long ago was this?
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[ The whole story is told as if it's a discussion about mathematic theory, almost bored. The truth of the matter is that the world has gone through so much bullshit since the bombing that it feels ancient, unremarkable. Time has moved on. Much of Libertas has been rebuilt already. And there were always orphans, long before any of the Summoned got here.
She takes another bite of meat, then actually looks over at the woman properly, as if it's the first time she's realized she's talking to someone else. Her eyes are green and lined in kohl, her lips a dark red. She glances at the skewer in her hand for a second — she's down to just the one, the third of three that she's eaten just in her walk from a few streets over. ]
They just pull you outta the well? I'm Julie. You hungry? I don't have anymore of this, but if you gimme a sec, I bet I've still got some... in my bag...
[ She doesn't wait for any kind of response to anything she's said. Holding the skewer between her teeth, she opens the small purse around her wrist, then shoves her entire arm down into it, to the elbow. She mumbles around the stick in her mouth, clearly feeling around inside the unseen depths of something no larger than a coin pouch, then triumphantly withdraws with a muslin sack in her hand. It's at least four times bigger than the bag it came out of. ]
Ah-ha, knew it. Here. [ She proffers the sack with an insistence behind it. The sack is filled with a variety of extremely elaborate croissants, all decorated and mesmerizing to look at, let alone eat. ] You can have these.
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Sebille starts to answer her, pauses, sees her fussing with her belongings without even waiting for the follow up. The elven woman looks curious, perplexed, and then baffled in increasing order as the woman pulls out a sack from...inside of a small purse, and the sack is full of food. Pastries, nothing looking old or messy in transit.
Her brows lift, glancing from the parcel to the woman and back. Sweeping an arm around the bag to hold them, she nods, and goes rummaging for whatever looks good first, decorum be damned. ]
Impressive. A bit of magic in you, or the bag? [ She grins, finds a croissant with chocolate in it, and tears off a bite. ] And yes, I'm a few days fresh from my swim in the well. [ She offers a crooked, easy smile. ] My name is Sebille.
Are you like me, one of the Summoned? [ That's what they're called, yes? ] You've been here for some time, I take it.
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Oh, sugar, most everyone's got a bit of magic 'round here. Even the regular Abraxans can do basic stuff like cleanin' and small wounds and whatever. This world is the source of all magic — well, the source of everythin', supposedly. It's the Singularity. [ She touches one earring, a small cluster of clear crystals, and it immediately begins to transform into a large golden hoop, with a Wheel of Fortune symbol inside it. The matching earring on the other side does the same. ] My world didn't have any magic at all. I thought it was fairy tales until I got here.
[ Well, not exactly. She'd thought it was fairy tales until she met the man who'd tried to ruin what was left of her world. But that hadn't even been six months before she was brought to Abraxas. And it's nothing she wants to talk about.
She also doesn't clarify that it takes time and practice to actually get good at magic. ]
You probably won't see as much magic as you think here, the Cities like New Magic, which is like, magic mixed with technology. But Thorne and Solvunn do a lot of magic. Plus, we're connected direct to the Singularity, it means we have like... maybe not more but easier magic skills. And you'll see the Horizon, that whole thing is just pure magic.
[ She gnaws the last pieces off her skewer, which vanishes once she's done chewing. Sucking some sauce off her thumb, she nods. ] I was in the second group they ever summoned. Three years ago.
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And there are so many other revelations to happen in this conversation, it seems. Two thin brows quirk up in surprise, a muted emotion beneath the spark of interest that she shows. ]
Three years ago isn't so long in the grand scheme of things. [ Few years at all for an elf. But the point - that this woman isn't from this land and has been absent from her home for so long - is more than disturbing. It's unacceptable.
I can't remain here that long. Not when my target is so close-- ]
But it must feel like forever when this place isn't your home. [ Another mouthful of pastry, considering as she chews. ] Have they not sent anyone back? Is there truly no magic that will reverse the summoning?
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nocwich
he doesn't expect much but maybe he can wing some money with a few hands of cards. still, he wanders at first, ending up at nearby. when she speaks, his eyes follow towards the person in question and he scoffs a bit. )
Perhaps then he'll start to bet his clothing. That might be entertaining.
( and he'd come here to be entertained. )
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Not worth it, I'd say. The man doesn't have much to part with.
[ He isn't wearing anything drab but nothing worth gambling for either, unless the house wants to completely humiliate him. Sebille chances a glance at the man who's spoken to her, giving an inquisitive but amicable tilt of her head. The thought of watching the next card play vanishes for just a moment, though she's listening for any tell-tale signs of loss over yonder. ]
It'd be a poor show of entertainment; just another beggar losing his earnings. But if there's some heftier fish swimming around... [ She casts her eyes around for just a moment, looking for someone who might have more coin to lose. Someone who perhaps could stand for a bit of loss. ] ...that might be more fun to watch, if you're keen.
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Do you have someone in mind that you're...eyeing?
( she'd been here longer than he had so maybe she's already picked someone out. his eyes skim the room. there were plenty of people to choose from. )
There's always someone with money walking around here, hoping for more.
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I've watched a few come and go, and they meander upstairs. [ Her gesture is flippant, disguised so it's not too obvious she's indicating the staircase in the corner. Just in case. ]
I wouldn't be surprised if there are private tables up there or something more exciting. [ Or something more dangerous and even illegal, frankly, but that goes without saying.
So her eyes skim the room again, purposefully looking for someone she'd seen earlier. And when she finds the group, she tips her head in that direction, more meaningful. ] I can't be certain but the man over there came in with a few clingers on his shoulders. He hasn't been playing much but I'd think he's either waiting for the early players to clear out...or he's waiting for something else.
[ An invite upstairs? An invitation to a better looking game? Unclear. She leans back for a moment, assessing. ]
I'm not too familiar with how...fashion works here, but he seems dressed well enough to mean something.
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( but she's right, it's hard to tell which one of those things he is. nikolai watches for a few moments longer before he glances at her. )
Tell you what, I can go over there and talk to him, see how he acts and you watch from here, pick up the body language and then we should be able to have a good idea of what he is.
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talent show
War.
[His smile fades as he answers the woman's question, not knowing he's echoing her thoughts. There are always children in need, but it's true there are more now than in quite some time.]
Or a very large skirmish. I'm not certain if it reached the point of true war. [With its endless grind of misery, hurting the people far more than the combatants.] But these are dangerous times, especially for the vulnerable.
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[ It is so like humans and their kind to be embroiled in bloodshed, to cause pain to others.
There's conflict simmering in her chest. She does not know these people, does not know these children; in truth, she thought her heart too blackened and hollow to care much for anyone or anything any longer. But it's wrong, she thinks. All of this. She's heard these children could be working in the mines, and now having lost a source of work, here they are...begging with smiles and songs.
It makes her skin crawl.
Her gaze flicks over to the man who spoke. ] What war is being waged here that isn't over petty territorial disputes? Is it worth the loss, the displacement? The damage?
[ It is not her problem to raise but it strikes a bit too close to home. ]
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Just a little nugget of insight into what makes a person tick, given freely. A good way to spend one's hours of wretched idleness and boredom.
The crowd bustles, though, and sometimes he has to move to another spot to get a better view of one of the more exciting tables. In doing so, he's earned the remark from another wayward soul.]
Hm?
[He raises a pale brow, his tone unaffected and softly lilting as it usually is for a stranger, then Henry shifts his gaze back towards the table.]
And what makes you so sure? A whiff of desperation?
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Her gold, cat-like eyes hold a hint a mischief that is far from innocent. They're the eyes of a predator in lazy repose, waiting for something more to catch her attention. ]
He's already been hooked by the fishing line but doesn't see it. Once he realizes, he won't have much of a choice. [ She hums, considering the metaphor. ] Or he's wandered too far into the den and doesn't realize yet that he's not a proper lion.
[ With a roll of her shoulders, Sebille gives a half-hearted shrug, fixing her gaze on him instead. ] His clothes make it seem like he doesn't have much to bet with, but he keeps playing because he's gotten lucky a few times. It makes a man arrogant.
[ It makes him prone to mistakes. ]
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He shrugs a shoulder, smiling at her assessment. It clearly amuses him, and though Henry often puts on a front, this part is sincere.]
It makes him think he’s invincible. [Their thoughts align, at least.] You don’t seem to feel terribly sorry for him, though.
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Should I?
[ The reply isn't precisely haughty, the question almost innocent in nature. Should she feel sorry for someone embroiled in more trouble than it's worth? ]
Perhaps I'd feel concerned if there was true danger in what he was doing. [ And less for him and more for her own needs. If a native is capable of being fleeced for something so banal as losing a game of chance, then there are far bigger things to worry over than a dice game.
(But, then, would that be unexpected in a place of endless night, when anything can happen under cover of dark?) ] It's only a game, though.
[ A meaningful pause, as her gaze returns to his, as if searching for the answer before she even asks: ] Right?
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But he does say-]
Right. At least, most of the time.
[Gestures out at the sight.]
Sometimes people get upset, call each other cheaters, and then there's a fight to contend with. This place often brings a rough and tumble crowd. Or... sometimes the observers can stir the pot a little.
[He leaves that hanging as if it say — Interested?]