ABRAXAS MODS (
abraxasmods) wrote in
abraxasooc2021-09-24 07:52 pm
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TEST DRIVE MEME #3
TEST DRIVE MEME
Welcome to the third 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 the 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. For general game questions please still use the FAQ.
Our previous TDM has some answers to relevant questions as well, and feel free to look at our Game History page! Anything on that page - including information about the Horizon and the Singularity - can be assumed to be told to newcomers after they arrive, no matter which faction they are received in. For more information on Ambrose and the apprentice mages, Marlo, and Rowan, please see our NPCs page.
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 actually getting anywhere. If you reach for an item you were carrying 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. Through the opening you can see a bright room, but 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. Once you catch your breath, you can get a better look at the surroundings: tall trees and even taller stone pillars surround the platform you're laying on. Behind you is an ornate fountain, the base of which is so deep and so dark you might be compelled to scramble away from it lest it suck you back in to that endless abyss. Ahead of you are the walls of a large castle with several tall towers reaching up towards the sky.
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.
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 a mage with highly decorated robes and a large, heavy book. He peers up at you for a moment and starts flipping through the book.
"One moment," he says, not bothering to look up from the tome. He looks tired. "I am Ambrose Rhett, the High Mage of the Kingdom of Thorne. We’ll explain everything in a moment, but for now, please calm down. You’re completely fine."
Regardless of your response, he keeps flipping through the pages, until he stops on one specific passage, stares at it for a moment, and then sighs with relief:
"Finally!"
Ambrose's expression brightens, relief visible across his features. He waves one of the apprentices over with a fine silk tunic, pants, and some basic sandals and with a wave of his hand they reshape to fit you perfectly.
"Oh, thank heavens," he says, closing the book and approaching you with a sort of worn-out relief. “I was beginning to believe we’d never get it exactly right.”
Now that he's not hunching over the book, he doesn't seem quite so stuffy and inapproachable. The apprentices all seem to visibly relax, and the one that handed you the tunic stops to take the tarot card down from the marble slab. If you show any curiosity about the card, they'll let you take a longer look, but won't let you touch it.
"Please, come with me," he says, motioning for you to follow him towards the castle. "As promised, my pupils will explain your current situation. And, ah - if you had any magic of your own, or other special abilities you can't access right now, fear not, they'll return within the week. The summoning takes a lot out of you."
One of the apprentices steps forward and rattles on and on about the castle, Thorne itself, the names of a bunch of royals and nobles, and of course, your reason for being here. The Kingdom and 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 smile and shrug. The High Mage was happy to see you and that's good enough.
Once inside the castle you're taken 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), or you can wander around and meet the others.
There's also a dining hall stocked with a rotating 24/7 buffet in celebration of the new honored guests. Somehow, your very favorite food is part of the rotation (or at least an attempted recreation of it given the limited technology available to the Thorneans). The town surrounding the castle is all abuzz as well, with most shops and services willing to give free samples of their wares to the new arrivals.
You may also notice that your sign is embroidered on your tunic: the same image you saw on the card from before with the name of the sign itself beneath it. If you ask the castle residents, they'll tell you a little bit about your sign (and will mostly stick to the positives, although some might point out the negatives).
Last (and, if you ask anyone else in the castle, least) there is a worn stone staircase leading underground to the dungeon. You can go there, if you wish, but all powers are restricted in the dungeons and most of the cells stand empty.
You find yourself pulled from the water by a pair of strong hands. Dry warmth hits you at once as you're set on a warm hard floor. As your senses return you realize you're on dull ruddy stone and surrounded by strangers. 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 on the far side is a raised pedestal with a card propped on it. The card bears an arcana symbol.
You feel weak. Drained. Any abilities or magical powers you have seem far away and impossible to access. You're in what looks like a cave lit by dozens and dozens of torches set into the wall. There's no furniture or decoration to be seen besides the pool. It's almost uncomfortably warm and there's the sound of rushing wind somewhere in the distance. Flickering shadows obscure the faces of the guards. A robed woman stands off to the side, looking at you anxiously and then to the authoritative woman standing before you. She's grinning, dressed in a fancier uniform than the others. There's a sword at her hip. A guard covers you with a blanket and returns to their place in the semi-circle.
The woman with the sword lets out a low whistle and crouches down with her hands on her knees.
"It really does work..."
She gives you a good hard look before standing again.
"Take a minute, catch your breath, you've had quite a shock. Take it nice and easy. 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 nod to the robed woman off to the side.
Marlo Reiner steps back and the robed mage approaches to help you up.
"Come with me, please." 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. Shelves of wooden boxes and cloth bags line them, unidentifiable parts of what might be machines are tucked into corners and propped against shelving units. "This is one of the Free Cities' outposts," the mage explains as she leads you. "We're honored to have you with us, I'm sure you have many questions but please save them. You need to recover!"
You'll learn you're in the Cadens Desert Outpost 003, a military outpost on the outskirts of Cadens city. You're brought to a room in the barracks that's been prepared. Each barracks room is rather sparse and utilitarian. Six simple beds set against the wall, three on each side of the room, each with a trunk at the foot of it. You're told the world is in a delicate and dangerous times and you're needed to help. You're important, you're told, and they're very grateful you're here.
You're asked to stay close for the time being, but to make yourself at home. The outpost is more a proper military base than the name implies, with full facilities. The barracks 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. There's a mess hall that has food available from sun up till a few hours after sundown. You're even encouraged to make use of the training grounds, if you'd like, with non-lethal training weapons available for use and obstacle courses set up. And the city of Cadens is only a couple of hours away by wagon - though you're asked initially to please be back at the outpost within a few hours of the sun going down.
For your own safety.
The feeling of floating is the first sense that comes to you as the edges of unconsciousness start to ebb. Warm sunlight filters through the rippling water as you open your eyes, making you squint. Before you have the chance to panic and inhale, firm hands grasp your arms and pull you to the surface of the water. Moments later, soft warmth is wrapped around your shoulders as you're guided on unsteady legs out of a pool of water. You're lowered to the soft grass. Men and women in simple garments with lavish embroidery stand by, waiting with bated breath, glancing seriously at an old man in an ornate robe. He holds an old leather-bound book in one hand and in the other is a card bearing an arcana symbol. His eyes move quickly over the page, and he mumbles idly to himself.
Any strength you may have possessed feels as though it has slipped through your fingers. Any abilities or magical powers you have don't come to the surface no matter how hard you try. You're in a bright, grassy clearing in the midst of a circle of large stone slabs stacked to look like doorways. In the middle is the same glimmering pool you were just pulled from. A gentle breeze blows through, carrying the scent of honeysuckle from an ornately decorated altar set off in front of one of the stone doorways. The mage closes his book and steps out of the water, addressing a matronly old woman. Behind her are two younger people, a rough-looking man, and a meek young girl, both of whom are also watching the mage.
“I detect no ill will from the gods, it seems we've been blessed with success.” Those that had gathered all breathe a sigh of relief and now seem pleased.
The old woman smiles and steps forward, offering to take your hands and help you stand. “Any gift the gods give us is one we will happily take. I'm certain you have many questions, and they will all be answered in time. For now, rest and know you will be taken care of.”
She pats the top of your hand and steps away with a serene smile, letting one of the others come forward with some clothes that seem to fit you perfectly. The rough-looking man from before steps forward once you're decent 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 settlement.
You find out you are in the Primary Settlement, the first of three that make up Solvunn's great territory. The settlement is situated between two lakes and is humming with life. You're brought to the center of town and escorted to an apartment above one of the establishments in town. Rowan explains that the living conditions are temporary if you'd like them to be, that local families would also be happy to host you in their home. That there are others like you who have also taken up residence within the three settlements. You're told that the world hangs upon the brink of disaster and that there are those in this world that 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. Welcome to Solvunn.
Everything you need has been provided in this humble apartment, and if it hasn't, there are shops that line the streets and a marketplace in the center of town. Owners of some establishments or stalls are more than happy to give out samples or barter with your time for their goods. Babysitting can be a very lucrative business. You're told of the other settlements, that they'd like you to stay here for now, but if you can find a family to host you, the secondary and tertiary settlements are best to get to with an escort.
There are tales of travelers visiting the secondary settlement without invitation disappearing without a trace. The gods are as hungry as they are protective, young traveler.
You’ll find that there are more than enough activities to throw yourself into to better settle into your new life in Solvunn. Work is done in the first part of the day so that families can spend the rest of it together in leisure and work on their crafts - whatever those may be. For those children who are not of school age, they need nannies or storytellers, and there’s always a gaggle of them running about unsupervised. Families with livestock can always take a spare hand, especially since farms are so spread out, they have a tendency to wander. Whatever skills you may possess can always be of use to the community or to honor the gods.
If any of these options are no good for your lifestyle, the main roads between settlements can always use a bit of monster clean-up… just make sure you don’t go alone.
Questions
How many slots are open?
Currently, there are only six slots open for new players. We will process activity check before opening applications, so we will have a better idea of the exact count 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 faction your character is drawn into has nothing to do with their personal morality, beliefs, or how highly they regard themselves and their own accomplishments. Anyone can be put into any one of the situations.
Can I try out more than one scenario?
You can! But please keep in mind that only the one you eventually choose can be game canon, if you decide to keep any of your TDM threads.
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 the faction 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 once 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 in 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.
I want to wildcard a prompt or use one of the prompts from the original TDM that isn't on this one (eg. the library), can I do that?
Yes, in terms of the settings. As Thorne is no longer imprisoning any newcomers, that option is no longer applicable.
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 faction?
In Thorne, characters can leave the castle but not the city. In Cadens, they can take a trip from the outpost to the city. In Solvunn, they can explore the entirety of the Primary Settlement.
Can my character eventually change factions?
Yes. While the faction borders are currently closed, there will opportunities in the future for characters to relocate. For the time being, they are at the whims of the gods.
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). This decision - and every other major decision you make in game! - will also be used to flavor some mod surprises that will be coming down the line.
Don't get too anxious about this choice, though; this is just one choice you'll get to make in a game that has a lot of them, and every character in every scenario can work their way towards many, many individual goals and outcomes. You're not locking yourself out of anything in the future via the choice you made on the TDM. It will primarily impact the immediate future with the far-reaching effects being up to each player.
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 before you join. If you do not have a TDM thread you will still need to choose one of the three scenarios on your application.
What if I haven't settled on a sign yet?
You can ignore sign-related prompts if you're undecided (or try out different signs in different threads).
Can my character go to the Horizon?
First time visitors to the Horizon must be taken there by other characters, through either shared meditation or a physical journey to the Singularity, and all first-timers experience memory loss. For the purposes of the TDM, we suggest against using the Horizon.
Our previous TDM has some answers to relevant questions as well, and feel free to look at our Game History page! Anything on that page - including information about the Horizon and the Singularity - can be assumed to be told to newcomers after they arrive, no matter which faction they are received in. For more information on Ambrose and the apprentice mages, Marlo, and Rowan, please see our NPCs page.
Arrival
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 actually getting anywhere. If you reach for an item you were carrying 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. Through the opening you can see a bright room, but it's hard to make out any individual objects, as if you're looking from beneath rippling water.
Scenario One: Welcome to Thorne
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. Once you catch your breath, you can get a better look at the surroundings: tall trees and even taller stone pillars surround the platform you're laying on. Behind you is an ornate fountain, the base of which is so deep and so dark you might be compelled to scramble away from it lest it suck you back in to that endless abyss. Ahead of you are the walls of a large castle with several tall towers reaching up towards the sky.
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.
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 a mage with highly decorated robes and a large, heavy book. He peers up at you for a moment and starts flipping through the book.
"One moment," he says, not bothering to look up from the tome. He looks tired. "I am Ambrose Rhett, the High Mage of the Kingdom of Thorne. We’ll explain everything in a moment, but for now, please calm down. You’re completely fine."
Regardless of your response, he keeps flipping through the pages, until he stops on one specific passage, stares at it for a moment, and then sighs with relief:
"Finally!"
Ambrose's expression brightens, relief visible across his features. He waves one of the apprentices over with a fine silk tunic, pants, and some basic sandals and with a wave of his hand they reshape to fit you perfectly.
"Oh, thank heavens," he says, closing the book and approaching you with a sort of worn-out relief. “I was beginning to believe we’d never get it exactly right.”
Now that he's not hunching over the book, he doesn't seem quite so stuffy and inapproachable. The apprentices all seem to visibly relax, and the one that handed you the tunic stops to take the tarot card down from the marble slab. If you show any curiosity about the card, they'll let you take a longer look, but won't let you touch it.
"Please, come with me," he says, motioning for you to follow him towards the castle. "As promised, my pupils will explain your current situation. And, ah - if you had any magic of your own, or other special abilities you can't access right now, fear not, they'll return within the week. The summoning takes a lot out of you."
One of the apprentices steps forward and rattles on and on about the castle, Thorne itself, the names of a bunch of royals and nobles, and of course, your reason for being here. The Kingdom and 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 smile and shrug. The High Mage was happy to see you and that's good enough.
Once inside the castle you're taken 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), or you can wander around and meet the others.
There's also a dining hall stocked with a rotating 24/7 buffet in celebration of the new honored guests. Somehow, your very favorite food is part of the rotation (or at least an attempted recreation of it given the limited technology available to the Thorneans). The town surrounding the castle is all abuzz as well, with most shops and services willing to give free samples of their wares to the new arrivals.
You may also notice that your sign is embroidered on your tunic: the same image you saw on the card from before with the name of the sign itself beneath it. If you ask the castle residents, they'll tell you a little bit about your sign (and will mostly stick to the positives, although some might point out the negatives).
Last (and, if you ask anyone else in the castle, least) there is a worn stone staircase leading underground to the dungeon. You can go there, if you wish, but all powers are restricted in the dungeons and most of the cells stand empty.
Scenario Two: Welcome to Cadens
You find yourself pulled from the water by a pair of strong hands. Dry warmth hits you at once as you're set on a warm hard floor. As your senses return you realize you're on dull ruddy stone and surrounded by strangers. 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 on the far side is a raised pedestal with a card propped on it. The card bears an arcana symbol.
You feel weak. Drained. Any abilities or magical powers you have seem far away and impossible to access. You're in what looks like a cave lit by dozens and dozens of torches set into the wall. There's no furniture or decoration to be seen besides the pool. It's almost uncomfortably warm and there's the sound of rushing wind somewhere in the distance. Flickering shadows obscure the faces of the guards. A robed woman stands off to the side, looking at you anxiously and then to the authoritative woman standing before you. She's grinning, dressed in a fancier uniform than the others. There's a sword at her hip. A guard covers you with a blanket and returns to their place in the semi-circle.
The woman with the sword lets out a low whistle and crouches down with her hands on her knees.
"It really does work..."
She gives you a good hard look before standing again.
"Take a minute, catch your breath, you've had quite a shock. Take it nice and easy. 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 nod to the robed woman off to the side.
Marlo Reiner steps back and the robed mage approaches to help you up.
"Come with me, please." 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. Shelves of wooden boxes and cloth bags line them, unidentifiable parts of what might be machines are tucked into corners and propped against shelving units. "This is one of the Free Cities' outposts," the mage explains as she leads you. "We're honored to have you with us, I'm sure you have many questions but please save them. You need to recover!"
You'll learn you're in the Cadens Desert Outpost 003, a military outpost on the outskirts of Cadens city. You're brought to a room in the barracks that's been prepared. Each barracks room is rather sparse and utilitarian. Six simple beds set against the wall, three on each side of the room, each with a trunk at the foot of it. You're told the world is in a delicate and dangerous times and you're needed to help. You're important, you're told, and they're very grateful you're here.
You're asked to stay close for the time being, but to make yourself at home. The outpost is more a proper military base than the name implies, with full facilities. The barracks 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. There's a mess hall that has food available from sun up till a few hours after sundown. You're even encouraged to make use of the training grounds, if you'd like, with non-lethal training weapons available for use and obstacle courses set up. And the city of Cadens is only a couple of hours away by wagon - though you're asked initially to please be back at the outpost within a few hours of the sun going down.
For your own safety.
Scenario Three: Welcome to Solvunn
The feeling of floating is the first sense that comes to you as the edges of unconsciousness start to ebb. Warm sunlight filters through the rippling water as you open your eyes, making you squint. Before you have the chance to panic and inhale, firm hands grasp your arms and pull you to the surface of the water. Moments later, soft warmth is wrapped around your shoulders as you're guided on unsteady legs out of a pool of water. You're lowered to the soft grass. Men and women in simple garments with lavish embroidery stand by, waiting with bated breath, glancing seriously at an old man in an ornate robe. He holds an old leather-bound book in one hand and in the other is a card bearing an arcana symbol. His eyes move quickly over the page, and he mumbles idly to himself.
Any strength you may have possessed feels as though it has slipped through your fingers. Any abilities or magical powers you have don't come to the surface no matter how hard you try. You're in a bright, grassy clearing in the midst of a circle of large stone slabs stacked to look like doorways. In the middle is the same glimmering pool you were just pulled from. A gentle breeze blows through, carrying the scent of honeysuckle from an ornately decorated altar set off in front of one of the stone doorways. The mage closes his book and steps out of the water, addressing a matronly old woman. Behind her are two younger people, a rough-looking man, and a meek young girl, both of whom are also watching the mage.
“I detect no ill will from the gods, it seems we've been blessed with success.” Those that had gathered all breathe a sigh of relief and now seem pleased.
The old woman smiles and steps forward, offering to take your hands and help you stand. “Any gift the gods give us is one we will happily take. I'm certain you have many questions, and they will all be answered in time. For now, rest and know you will be taken care of.”
She pats the top of your hand and steps away with a serene smile, letting one of the others come forward with some clothes that seem to fit you perfectly. The rough-looking man from before steps forward once you're decent 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 settlement.
You find out you are in the Primary Settlement, the first of three that make up Solvunn's great territory. The settlement is situated between two lakes and is humming with life. You're brought to the center of town and escorted to an apartment above one of the establishments in town. Rowan explains that the living conditions are temporary if you'd like them to be, that local families would also be happy to host you in their home. That there are others like you who have also taken up residence within the three settlements. You're told that the world hangs upon the brink of disaster and that there are those in this world that 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. Welcome to Solvunn.
Everything you need has been provided in this humble apartment, and if it hasn't, there are shops that line the streets and a marketplace in the center of town. Owners of some establishments or stalls are more than happy to give out samples or barter with your time for their goods. Babysitting can be a very lucrative business. You're told of the other settlements, that they'd like you to stay here for now, but if you can find a family to host you, the secondary and tertiary settlements are best to get to with an escort.
There are tales of travelers visiting the secondary settlement without invitation disappearing without a trace. The gods are as hungry as they are protective, young traveler.
You’ll find that there are more than enough activities to throw yourself into to better settle into your new life in Solvunn. Work is done in the first part of the day so that families can spend the rest of it together in leisure and work on their crafts - whatever those may be. For those children who are not of school age, they need nannies or storytellers, and there’s always a gaggle of them running about unsupervised. Families with livestock can always take a spare hand, especially since farms are so spread out, they have a tendency to wander. Whatever skills you may possess can always be of use to the community or to honor the gods.
If any of these options are no good for your lifestyle, the main roads between settlements can always use a bit of monster clean-up… just make sure you don’t go alone.
How many slots are open?
Currently, there are only six slots open for new players. We will process activity check before opening applications, so we will have a better idea of the exact count 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 faction your character is drawn into has nothing to do with their personal morality, beliefs, or how highly they regard themselves and their own accomplishments. Anyone can be put into any one of the situations.
Can I try out more than one scenario?
You can! But please keep in mind that only the one you eventually choose can be game canon, if you decide to keep any of your TDM threads.
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 the faction 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 once 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 in 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.
I want to wildcard a prompt or use one of the prompts from the original TDM that isn't on this one (eg. the library), can I do that?
Yes, in terms of the settings. As Thorne is no longer imprisoning any newcomers, that option is no longer applicable.
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 faction?
In Thorne, characters can leave the castle but not the city. In Cadens, they can take a trip from the outpost to the city. In Solvunn, they can explore the entirety of the Primary Settlement.
Can my character eventually change factions?
Yes. While the faction borders are currently closed, there will opportunities in the future for characters to relocate. For the time being, they are at the whims of the gods.
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). This decision - and every other major decision you make in game! - will also be used to flavor some mod surprises that will be coming down the line.
Don't get too anxious about this choice, though; this is just one choice you'll get to make in a game that has a lot of them, and every character in every scenario can work their way towards many, many individual goals and outcomes. You're not locking yourself out of anything in the future via the choice you made on the TDM. It will primarily impact the immediate future with the far-reaching effects being up to each player.
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 before you join. If you do not have a TDM thread you will still need to choose one of the three scenarios on your application.
What if I haven't settled on a sign yet?
You can ignore sign-related prompts if you're undecided (or try out different signs in different threads).
Can my character go to the Horizon?
First time visitors to the Horizon must be taken there by other characters, through either shared meditation or a physical journey to the Singularity, and all first-timers experience memory loss. For the purposes of the TDM, we suggest against using the Horizon.
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QUESTIONS
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Elias Bouchard / The Magnus Archives / Wheel of Fortune arcana
Dormitories. How very Enid Blyton of our hosts.
[ hello, dorm-mates. the middle-aged man in the Wheel of Fortune outfit looks positively thrilled to be here. He extends a hand, continuing in a clipped, british accent ]
Elias Bouchard. A pleasure.
he didn't choose the thorne life: gossip at the dinner table
[ whatever else Elias may or may not have eaten, all he has on his plate right now is a slice of cake. and while the cake is very good, he's more interested in the conversational opportunities around him ]
So have you ever met the King or Queen?
helo
[The teenage girl gives no last name as she shakes his hand. She's already cast off Taylor Hebert, but 'Skitter' would be too odd here.]
England?
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Goro | Mortal Kombat | The Chariot Arcana
Goro inspects a rack of training weapons with a critical eye. Of course his true skill as a warrior has always been his ability to kill without the need for weapons. That said, there is a particular kind of weapon that has always played to his strengths, which is significant (or will be when it returns fully).
"This is a barracks, yes? I have yet to see the forge. I will require something custom-built." If his presence here is truly as important as they say it is, surely that will be no small thing to do.
Barracks-Trying to get settled in
The sparse condition of the barracks is somewhat displeasing to Goro, who as both Prince of Kuatan and former Grand Champion of the Mortal Kombat tournament, is used to accommodations both more luxurious, if more cavernous. But he is also a soldier, so if he must make do for now, he will.
Or he would if things were properly sized for a Shokan to use. At over eight feet tall, Goro is finding things are not quite built to his scale. He stands at the end of what is supposed to be his bed, chin thoughtfully in the palm of one of his upper hands, the lower ones crossed against him.
"Mm. Troublesome." He decides finally.
Barracks
His unusual appearance comes with a rather unfortunate predicament, however. The beds are made to accommodate the sort of people more similar to Alice's size than this man's. She approaches him as he frowns at the too-small furniture, clearing her throat lightly to make her presence known. He towers three feet over her, so it's not likely that she'll come off as a threat, but it's better to be safe than sorry.
"Would pushing two beds together help? I can sleep anywhere and don't mind finding a spot on the floor."
It's not a pleasant lie for the sake of charity. Alice can, and has, sleep like the dead on the cold hard ground.
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Cadens Military Outpost-Training Grounds
"Custom built, who do you think you a - "
He cuts off mid-word, jaw dropping.
"Holy shit you have four arms."
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Taylor Hebert | Worm | Death | Taylor is always cw:bugs
Thorne
Taylor feels half-drugged as she finds her way through the castle, anxiety a constant prickle without her powers. Her swarm-sense is utterly muted - she may as well be deaf.
And she can't be here, wasting time like this. Not while everything at home is in such tumult.
Still, she explores with purpose. She spends a little time in her room, leaning on the windowsill and seeing what she can of the layout of castle and town. She follows all the labyrinthine turns of the castle, building a mental map. Tall for a teenage girl, gawky and plain except for the wild mass of her curly hair, she stalks through the castle, her expression a good match for the skull and sickles of the Death arcana on her shirt.
Investigating the town is the first thing to start to penetrate her sour mood - she really is on another world. A world nothing like Earth Bet. It's upsetting - no one she's asking here knows of any way to leave this world - but more than a little awe-inspiring. She takes time to stop moving at last, out here, sitting beneath the trees that rise between the building, staring up into that massive canopy.
Solvunn
The warm welcome in Solvunn sets Taylor's teeth on edge. They don't know her. She doesn't trust anything anyone calls a god, or anything anyone is told by one. Still, she's polite, putting on the friendly-with-distance mien she uses on her own people. If she takes a few moments answering any local's questions, she has a good reason - she doesn't feel well, without her powers. She'll be better soon.
She's much more interested in seeking out the ones Rowan mentioned, the others like her, from other worlds.
Alice Elliot | Shadow Hearts | The Empress
[Coming to in the abyss doesn't faze Alice in the least. She's just died, consumed by the curse she knowingly inherited, and she mistakes her state for her soul traveling to the hereafter. It isn't until an ache begins in her lungs and a hand reaches through to yank her out that she realizes she's been floating in a deep pool of water and, somehow, isn't dead.
It's a disorienting transition that's made all the worse by the heat, the weakness that she feels, the dim lighting in the cave where she's been pulled through to. Alice doesn't even fully register the small crowd of people in standing around her until she's covered with a blanket. She's welcomed, at least, but that's about all she can say for her arrival. It's not until she's led off by the robed woman that she receives any explanation of what's going on at all.
It isn't a lot, but it's enough that she at least knows where she is and vaguely why she's here.
When she's finally left to her own devices, she lets out a deep sigh and wonders where to even begin processing all of this. She's alive and in a foreign country, literally worlds away from home. Her magic feels out of reach, as it it's being held somewhere that she herself cannot access. She's left behind a world on the brink of war to another in a similarly desperate state--"delicate and dangerous times" could mean a war is brewing here as well. Or worse.
However, she isn't alone in the room she's been left in, and once she realizes as much she files her troubled thoughts away for another time. She smiles at the other occupant, although it's more polite than sincere--her exhaustion is deeply evident despite her attempts to set it aside.]
Hello, my name is Alice. Were you brought here recently as well?
II. The City of Cadens
[After a few days of settling into the barracks and trying to familiarize herself with everything, Alice decides to take a wagon out to see this Cadens place she's been told about. Seeing more of the world is to her benefit, both in learning more about things and in her psychological state. The barracks are fine, but they're spartan and restrictive by necessity. A change of scenery, however temporary, will do her a world of good.
In the hours that pass as the wagon makes its way to the city's walls, Alice wonders if Yuri has been brought here as well. And, regardless of whether he's in this world or the one she's left, she hopes he's all right. She misses him.
Cadens reminds her of London, urban and industrial and teeming with people from clearly diverse backgrounds. It's easy to simply blend in, which suits her just fine as she explores the city. While it's tempting to allow herself to disappear deep within Cadens' streets to learn much and more of its secrets, the curfew she's been given prevents her from doing so. She doesn't know enough about how this world works yet to defy her... summoners? keepers? captors? They want her back no later than the hours just after dusk, and she has every intention of doing so.
It's not long before she finds herself seated outside of a small eatery, nursing the weak cup of tea that's been purchased for her out of pity ("You look tired, child, and I've not seen your face before. You must be new. Here."). She watches the denizens of the city move and live around her, violet eyes wide as she takes it all in.
In her staring, she locks eyes with someone and quickly averts her gaze.]
I'm sorry. I don't mean to be rude.
III. Wildcard
(( Neither of these suit your needs? Come at me, bro--I'm flexible. ))
II.
The nature of the city's bustle and the fact that he's been here a few weeks means he almost passes for a local. The only thing that stands out is his hair and eyes—but even then, he's noticed most don't blink twice. And with a crate casually balanced on a shoulder, he may as well be just any laborer when his gaze catches the woman outside the small shop.
He pauses. Cadens is too damn big for him to recognize who's new or not—faces are always coming and going—but the look of her, it's... different. Or maybe it's just her eyes. The colour of them. That shade of violet he's only ever seen on one other before now.
He sets the crate on the waiting wagon. Makes his way over, ignoring one of the men trying to call him back. (He'll sort that out later.) His head is tilted, curious. ]
You look lost.
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I.
But it would seem she isn't long to be alone in this part of the barracks, and Rinwell sits up on her cot, smoothing down the blankets with one hand; she is at least dressed, the oversized clothing she'd found in the chest having been fitted for her by one of the robed mages. (Mages, of all people..)
None of her friends have arrived during this time. And the blank looks she received when she asked about white owls had left her crestfallen indeed. But she at least manages to look somewhat awake when she gives a tentative smile to the other young woman, at least once she's been noticed. ]
Rinwell. I arrived yesterday.
sorry it took me a couple days to get to this!
No worries at all! RL gonna RL c:
that it will
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But she's in a foul mood, and feeling a bit tender. And testy.
In a split second-decision, Ciri pushes her hair back behind her ear instead with an air of casual defiance. Her eyes stay on the woman occupying the table beside her, an intense and unpleasant stare. ]
What is it? Something on my face?
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II. (sorry I am so slow ahhhh!!)
However, Jaskier tends to also stick his nose into the wrong corners. Quite often.
It is with more than a slight jog he is ducking through the streets, dodging bodies as he throws off his pursuers -- which is harder said than done when you're lugging around a bloody lute case.
He spots his opportunity, moving towards an outdoor seating area where he could more easily blend in -- luckily, he is not the only one wearing brighter colors here. Plenty of denizens of Cadens have enough cloth that they aren't all stuck in whites. As he passes, he catches the eyes -- violet, a startling color
(and one he unfortunately knows well in another's face) -- of a beautiful woman.
It's almost as if he doesn't remember he's currently prey in a manhunt. He swings around, sliding the lute underneath his seat and taking the seat across from her, head propped on his hand, as if he'd been eating with her the whole time.]
Hello. [He smiles.] Please, worry not about offending. People tend to stare here.
[It doesn't sound as smooth as he'd like considering he's almost out of breath.]
me tooooooo, it's all good!
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Aerith Gainsborough | Final Fantasy VII (Remake) | The Moon
( you're important, is the implication: we are so lucky to have you here.
and isn't that alarming? at first, she almost thinks it must be some kind of joke--waking up in this place after the darkness of the abyss, the strange, soul-stretching loneliness of being alone, again, and being ripped away from her friends. there are no turks here spying on her every move, no tseng to knock crisply at her front door, no reno to threaten to trample on the flowers. tifa isn't here to smile at her and reassure her that things will be okay; she even misses cloud's grumpy glances, the easy way he would refuse to do something without saying a word. instead, she is in a new, uncertain place, where everyone seems happy to have her and where she is something so important again, something beneficial and great. it reminds her too much of being back home to feel at ease: this is just another place where she is set off from the rest, another place where she's different, another place where she won't just blend right in.
no one's said a word about the cetra, or made any implication of the lifestream, here--which explains the shameful relief of silence around her. there are no cries, no distant pangs of something try to pull at her, to get her attention. there is only the greenery around her, the flourishing, quaint lifestyle of the settlement, and the encouragement to find something to do with her time, some work, something to help and help be a part of.
she decides, of course, to do what she's always done--to offer her help in anything she can get her hands in, from gardening to tending to animals to even watching the children that run around the village. there are other settlements, she's been told, and a road that stretches out between them: a road that's infested with monsters, of course, and how could she say no to something so beneficial? she wants to know what sort of monsters exist in this place, after all, what's different and what's similar, and though she stands at the outskirts of the entrance to the main settlement, she doesn't yet cross out of it and into the road just yet.
instead, she can be found waiting there, her hands gripped loosely around a makeshift weapon--something of a staff, hard and long enough to be wielded as such--trying to will herself to just pitch forward into the unknown. she's talking to herself, naturally: )
Come on, Aerith. Get a move on! You've got monsters to kill, you could totally be a SOLDIER, okay? Let's go!
( hopefully no one is listening to her literally carrying on a conversation alone. )
WELCOME TO SOLVUNN: TWO.
( the children in this place are wily and full of excitement. their energy is contagious--she finds herself trailing after them often, trying to round them up for dinner or to wash up or simply to stay out of danger, and it reminds her, keenly, of home. the orphanage in sector five had been a place she spent much of her time, after all, either by bringing flowers or food or simply helping to tend to the children's lessons. so it's no surprise that she gravitates to the same thing, here, or that she finds comfort in the way that the children speak their mind but never ask too much, never go too far, make her feel much more at home than any adult, at this point, could.
children are innocent, sure, but they're also refreshing: in the way that they aren't colored by their own misgivings and pitfalls, the way that they accept the unusual far more readily.
case in point--in a grassy field, close to the edge of town, she's got a party of at least five or six children gathered around her as she perches on a somewhat uncomfortable tree trunk; the children all sit in the grass before her, and rather than read them tales out of a fairytale book from town, or advise them things from their schoolbooks, she's making up the story as she goes, her voice warm and wild and animated enough to keep their attention. )
--And so, that princess, who didn't know she was a princess, was taken captive by the evil string bean men, and held up in their Tower of Isolation...
( her gaze flickers up: there's someone watching her, whether in amusement or annoyance, and she turns back down to look at the children, her hands opening wide as though to illustrate the story as she speaks. )
The princess thought she would never be able to make it out, and cried so hard the room she was in became a pool of torment... She had to sleep, floating on her tears, but then--!
( a gesture of her arm out, to--whoever is there, observing her, and she offers a teasing sort of grin. )
Why don't you tell the next part?
WILDCARD.
(( feel free to hit me with any prompts you'd like, or send a PM and we can plot something out! ♥ ))
2!
He's frowning. Markedly, actually- as he's leaning against the tree Aerith and the local children are enjoying the shade of- but this... it's not that bad. The kids are little snots, but... They're quiet. And not that annoying, he figures- even if their spirited fussing over the details of Aerith's story is sure a thing.
It's sort of peaceful. This field, the sunshine, listening to her voice rise up and lower at opportune places, probably just as into the story as the kids are. Aerith's got a way with them, for sure- and this is... nice(?)
...Yeah. It's nice.
...Except then it's not.
He blinks- opening his eyes, and fixing Aerith with a look that's one part confusion, the rest some vague fear.]
Uh.
[Great. Now the kids are looking.]
....Shark.
[A shark?]
Yeah. A shark was in the pool. Of torment. I guess. Came right out of all the tears she cried.
[Why this, Aerith.]
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[Aerith? A SOLDIER? 3rd class at best. Although that wasn't really the point. She could never become one. Even if Shinra were to welcome her, she was too valuable to put to that kind of work. But they all knew she would never join Shinra in the first place.
So why was she saying such things? Odd curiosity.
He folded his arms over his chest.]
What are you even doing out here?
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Cloud Strife | FFVII Remake | The Hanged Man
[The hands that pull at him are strong. They grasp at his skin. They wrench at his joints, and he feels like nothing. He's weak. Uncharacteristically so- not different from the water he's submerged in, at least until the hands invade it. As they manipulate his body, he's changing. He's becoming solid- like them- sensations, feelings, become apparent as if he's waking from a dream.
Like itching. Like coldness.
... Like discomfort. A lot of discomfort.]
Get the hell off me-
[His words aren't there. They're just bubbles- rising forcefully upward. Water? Must be. His lungs suddenly feel like they're burning- but he's pulled out. He has weight now. And as he kneels on the ground, surrounded by multiple robed figures, his instinct, first and foremost, is to cover himself with some roughweave blanket as it's dangled within grasping distance.
For his own embarrassment, mostly. He was freezing before. But instantly, strangely, now he's warm. The warmth... It's coming through the floor? Or is it all around him, coming from the walls itself? It's a dry heat. But he can't perceive that much before some woman opens her mouth.
Talking.
Someone that sounds pleased with herself. Her uniform's embellishments indicate that other people are, too. The uniform is perhaps the only reason he keeps his mouth shut. Deference to officers is a little something from SOLDIER that's part of his nature by now. Even if he doesn't recognize this uniform in particular.
The next mage, an undecorated one, is not so lucky. ]
Look, I don't give a damn about you being grateful. Or your problems. This ain't my fight, so don't force your shit onto-
[And he's ignored. The mage is too used to this now. Too used to bringing people in, too used to encountering indifference, hostility. He's simply given an overview of the complex, and left to his own devices. Perhaps it's even implied that he might find something worth fighting for.
...Like hell, he thinks to himself- as he watches the figure leave.
And he remains in the barracks, leaning against a wall, arms locked into a crossed position at his chest. Sulking? ...Yes. And keeping an eye open for any newcomers in the same position as he.]
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There's a bustle that's curious. A whisper from the soldiers far off he can only vaguely catch. Interesting. Could mean not much. Always something to whisper about in a city like this.
Geralt wanders forward when no one pays him too much mind. He shuffles the crate under one arm. Decides to try his chances and knock on one of the barrack doors. Reception depending, if it gets too unfriendly—he can just hand this thing over and leave. Probably.
Or Jaskier is about to have to figure out how the fuck to break him out of a cell a second time. Hopefully not that. ]
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barracks!
hi! ♥
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Carl the T-800 | Terminator: Dark Fate | The Emperor
It's not the first time the man who calls himself Carl has found himself transported naked to a different place, but this time was...unexpected. For a number of reasons. Still, this time clothes are readily provided for him, which is helpful. It's not always easy finding someone in your size after a time-jump.
After getting settled into this place..."Solvunn", Carl is quick to find something to do. He's always done better with a purpose to guide him, and right now there's work needing to be done on the farms, and Carl is good with his hands. Very precise.
Turns out a fence is damaged in a couple of places and needs some repair work. Easy enough to do, especially with a partner to help. "Hand me that crowbar, please." He asks, extending his hand. One of the wooden planks is too damaged to be salvaged and will need to be replaced.
Sunset
The day has left Carl with a number of things to reflect on. By sunset he's found a chair to sit on in the town square, not far from the apartment he's currently taken up refuge in. He watches the bustle of the town quietly, but his attention is caught by a dog, watching him cautiously a few feet away. Carl meets it's gaze, then leans forward and offers it his hand.
"Come here. It's all right." He tells it, beckoning. The dog hesitates, seeming...unsure. Something about Carl seems vaguely off-putting to it, which is still a better reaction than he'd expected.
"You don't need to be afraid. Come here. It's all right." It'd be nice to have a bit of companionship while he...reflects on things.
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"If you get that one off, the people I'm staying with asked me to bring back firewood."
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Rinwell || Tales of Arise || The Magician
[ Salt water enters her lungs, burning, tumultuous waves swallowing Rinwell, swallowing her companions. All the better to deliver them into the dark depths of the ocean.
So when she opens her eyes to darkness, stung by the water and weighted in place by unseen forces, everything that follows thereafter feels more like an absurd dream than a change in reality.
The yank, sudden force, has her emerging with a desperate gasp for air, and she curls in on herself as she chokes and coughs up water. She's in shock, certainly, and the lack of familiar faces means she's weakly trying to pull away from the woman who crouches down before her. She doesn't look, or dress, or talk like the Renan. But she's not inclined to trust this someone on their say so.
But the exhaustion is very real, any astral energy long drained, so for now, Rinwell behaves.
She's still tottery as she's led away from the pool and the strange soldiers, and their 'prime minister' (whatever that is). Her guide is kindly even as Rinwell shivers, trying to stay alert between the brief explanation of her new circumstances and remember the path she's been led on, before she's shown into the barracks. The warmth means any damp footprints are quick to dry behind her, and she's acutely aware that all she has is a blanket to protect her, tired blush present as the fourteen year old keeps it wrapped around herself tightly as she's ushered in.
Left with gratitude unearned ringing in her ears, standing is a lot of effort right now. Apologies to anyone who's called dibs on this bed, but Rinwell's going to sit on it. ]
ii. Wandering the Base
[ Rinwell's slept since then. And the bad dream has turned into a waking nightmare. Though perhaps that's a little harsh, given how accommodating the Cadens have been. There's even a surprising amount of freedom given it's a military base. It isn't like any the Renans have, of course, though it is clear that the technology is beyond anything the Dahnans have for themselves these days.
It's not uncommon to find Rinwell perched somewhere watching the training grounds, expression unreadable as she fiddles with her gifted clothing; scrounged from storage, the shirt and leggings have been modified from uniforms intended for shorter, younger cadets. At other times, she might be found in the mess hall. Even a teenager has to give in to the rumblings of her belly eventually!
But it's not home, it will never be home, and Rinwell can't help but feel sullen, doing her best to avoid her hosts outright where possible. She's alone, snatched away from the only people she's managed to form bonds with in years, snatched away from Hootle, and no amount of "thank yous" will change the mind of an intractable teenager.
On one such mission to sidestep an encounter with the locals, a corner taken too sharply leads into a collision with someone else. There's a squeak, one hand coming up to catch herself on the wall, before: ]
Ah! I'm sorry. I wasn't looking--
iii. A Canter to Cadens
[ Good behaviour while recovering means that when an opportunity to head into Cadens proper arises, Rinwell perks up immediately and is ready and waiting for the convoy come first light.
Does she plan on returning by nightfall? In all honestly, Rinwell isn't sure. It's been a lot to take in, and she really can't help but wonder what a 'free city' looks like. She'll strike up conversation on the wagon with any fellow new arrivals who feel like traveling too.
Once in town, she can't help but feel like its a drier Elde Menancia writ large. There are just so many people! She knows better than to wander the backstreets, keeping to the main thoroughfares for this first foray, but it's exciting to be somewhere with so many different structures and styles. And mid-market, she can't help but stop in the middle of the walkway and stare longingly at the books on display at various market stalls, briefly forgetting where she is.
There are so many! Do these people have any idea what a luxury that is? ]
iii!
Rinwell is one passerby that sticks out, staring at the books with open wonder, and he can't help but think of a certain princess back at home.]
Watch out. Don't want to get any drool on those.
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eizen | tales of berseria | the fool
[ Eizen's still damp when he enters the barracks, having had little interest in the towel that those in charge offered to him. If they thought that it would serve as some kind of salve against what they've done here — which, as far as he can tell, is abduct a group of people — they're as deluded as some of the Abbey's Exorcists.
Tempting as it had been to punch his way through this situation (and it still is), Eizen has quickly gathered that it wouldn't get him very far. This is a military outpost, well-supplied and run by what seem to be powerful people. The fact that everyone here can see him is a testament to their natural resonance and abilities. As friendly as they'd tried to come off, there's no denying that Eizen was brought here against his will, and if there's one thing he hates with all his being, it's that.
His malak Artes are inaccessible, something he's been told is only temporary, but he also feels drained. If what they're saying is true and he's traveled some great distance, it makes sense that he feels this way, but it's hard to imagine he's actually been whisked to an entirely different world. This could be a part of the far continent he's yet to see, even if he can't yet explain how he traveled such a far distance without remembering a single detail of the journey.
All this to say that he's in a pretty awful mood as he enters the barracks and spots someone else already there. He lingers near the door as he looks the stranger over, arms crossing over his chest as he shifts his weight. He still looks very much like he wants to punch something, but at least that something doesn't appear to be his fellow captive. ]
Did they drag you here against your will too?
ii. cadens desert outpost 003, training grounds
[ It's only a matter of time before Eizen ends up at the training grounds, seeing how he's already explored every nook and cranny of the outpost. He intends to leave the outpost before long, not interested in staying confined just because he's told to do so, but he does want to gather as much information as he can here before moving on.
He's had the basics explained by this point, has heard of the Singularity and the other nations that occupy this continent. The more he hears, the more he has to wonder if this truly is another world after all. Could there really be this much hiding beyond the known world of his home? More than that, he doesn't recognize any of the place names.
Rather than jumping in to participate with the training activities, Eizen hangs back near the edge in a small observation area. Nothing he sees is out of the ordinary for a military training operation, and while some of the trainees have more experience than others, he sees no reason to test his mettle against any of them.
When someone else enters the immediate vicinity, Eizen watches them for a few seconds before speaking up. ]
What are they preparing for? An assault on one of the other kingdoms?
iii. the city of cadens
[ As soon as Eizen catches wind that there'll be a wagon making its way to the nearest city, he makes sure that he's on it. For all of his fighting prowess, he has no reason to lend his fists to the people who kidnapped him or their war effort. He's already gathered that finding his way back home is going to be easier said than done, but as always, he's driven to explore. This is really just the first step.
He's aware that they're meant to make the return trip to the outpost, but it's not like he's got any interest in following their rules.
He won't be opposed to exchanging some words on the wagon ride into Cadens, though once it arrives he'll strike out to explore as much of the city as feasibly possible, meaning he'll be found just about anywhere.
As soon as he hears that the Singularity is relatively close, seeing it for himself becomes his next goal. The only problem being that none of the people native to this place are willing to make the trip.
Apparently off-worlders are the only ones who can get close to the thing without getting torn apart. That's good news for him, but it does mean he needs to find someone to show him the way. He'll do whatever he can to track down such a person, whether that means eavesdropping in a bar or asking around until he's pointed in the right direction. Strangely, no one seems to question his wanderlust all that much. ]
Training Grounds
"When our strength is returned, we must strike hard and fast. This...Thorne kingdom. It is more dangerous to us than farmers and woodsmen. It must be the first to fall."
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iii.
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i. Barracks!
i. hi barracks buddy!
Sypha Belnades | Castlevania | The Tower
[Bubbles gather on the water’s steaming surface before Sypha’s eyes. She’s sunk up to her cheekbones in it, exhaling slowly through her nose in an attempt to raise the heat of the bath. What would have been child’s play three days ago now strains her every internal fiber, all for an increase of a degree. Maybe two.
With a snort and a fresh burst of bubbles, she curls her knees to her chest and slips fully beneath the water. Her hair spreads around her head in a kelp-dark cloud, red as viscera in the perpetually warm light slanting through the barracks. She hadn’t bothered to draw the curtains when she climbed into the tub, determined not to shut out this strange new world. There are enough metaphorical veils drawn over it already. Sypha has an annotated mental list, drafted in the mnemonic style of her people: she’s taken the little card the mages pressed upon her and scored it into her mind, linking each symbolic piece to an unanswered question. So far it goes:
The Eye: Why had the robed mage been so nervous around Prime Minister Reiner? The condescending woman dressed and armed herself like a military type of authority, and her blatant wonder at the magic marked her as a beneficiary more than a practitioner. Who the hell is Marlo Reiner and what kind of power does she wield to keep world-bending mages in line?
The Dome: Encompassing the Eye question, what even is the governing structure in place here? A Minister suggests some kind of a cabinet, but by what means do they come to power? Is she in the hands of tyrants or something more benign?
The Teardrop: What kind of so-called gratitude drives a people to summon strangers from other realms? Sypha suspects she ought to disregard the appeal to her ego and name it desperation, instead. But whose desperation? The ministry or the people they serve, or…?
The Falling Stars: How the testicle twisting fuck did she end up rising through that nothingness, when the last thing she remembers is settling beside Trevor in a makeshift bedroom in Targoviste? If she’s here (because she’s important, because she’s special, blah blah fuckity blah) then he must be, too? Or is he still somewhere in that yawning darkness? Alone, all the air eking from his lungs—
Sypha grabs hold of the tub’s edge and hauls herself from the water with an inelegant splash. She shakes her hair out like a surfacing otter and slaps at her cheeks.]
All right! That’s enough of that!
[Maudlin bullshit! No room for it! With a decisive huff, she straddles her way out of the tub and goes pat-pat-patting across the tile on wet feet. The desert air’s so dry she’s halfway to damp by the time she finds a stack of towels, unbothered by her nudity and freshly determined to dig up a few answers before she expands her mnemonic down the rest of the Tower.
These people made the mistake of giving her some form of status. She’s about to make it everyone else’s problem.]
Cadens Military Outpost - Wagon
[The reins slot neatly into Sypha’s hands, settling into callouses worn by years steering wagons very much like this in a country very much not. It’s a small thing to draw comfort from, but the familiar are few and far between right now. She’ll take what she can get.
Outpost 003 is an hour or so behind her now, a smudge on the rolling horizon. The dunes have shifted into something a little scrubbier, dotted with shrubs and twisted trees. Sypha imagines she might actually taste a little moisture on the air, though that could be wishful thinking. The wagon itself is full of empty barrels and crates and other containers, ready to be swapped out with a fresh shipment from Cadens. She’s given to understand that someone will make the return trip alongside her and the supplies.
The message is clear enough: Don’t try to run. You have no means of survival in this desert. Your arrival is expected. You will be watched.]
Hmmmm, or maybe I’m being uncharitable? [The mule’s ears flick back as she muses aloud, hands light on the reins.] Everyone’s been kind enough on the surface. Maybe it’s real. Maybe I’m just…soured on strangers, now.
[She glances to her right, reflexively seeking a response from someone who isn’t even there, before jerking her eyes back to the road. Shit, she feels Trevor’s absence like a lost limb. Even more than that, the missing voices of her grandfather and aunts and uncles and cousins, all echoing in their conspicuous silence.
Speakers aren’t meant to be alone. For all her so-called independence, Sypha’s never truly been on her own. It’s--well, it’s--
Before she can put her finger on exactly how wrong footed she’s feeling, the mule snorts and shrieks and shies. Sypha curbs its antics with an expert touch, gaze snapping up to scan the horizon for anything that could have startled the animal.]
Dealer’s Choice
((Toss me a hook and I’ll guarantee you a…fish? A metaphorical fish, by which I mean a tag.))
Wagon!!!
On those days, he simply runs. Howls into the sky above, no responses ever coming back in turn. To run even with heavy fur, all unbridled freedom and volume, is no small luxury. It is a boon, especially after being imprisoned with all his natural abilities striped away.
It is the wolf that stops near the road. He hadn't realized this was a road at all, but how could he? There's too much to explore, and sands shift. But the surprise at civilization is not the reason he ceased.
Once, in a place where dream logic rules, he mistook a caravan of wagons for Sypha's people. It was only Jaskier in the end, but the day had been pleasant.
This time, there's no mistake to be made. Sypha's smell is distinct, even with the overlay of soap. She has always smelled of the road, of far away spices and fresh herbs, all mixed with a sweet natural musk that contrasts to sharply with Treavor's own headiness in the same department.
It is impossible to think it any over.
But the wolf stands where it is, a few hundred feet away from the road, gold eyes looking past the wagon.
He's not sure he wants her here.]
Brief because the flesh is weak and field work is going to kill me
no worries so long as they Suffer
no doubt of that
in which Alucard realizes that this is going to be a bad meeting no matter what
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Wagon Ride!
Re: Wagon Ride!
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Wagon
Perpetually amused that they have NEVER CANONICALLY MET
A Plot and B Plot separated by six degrees of Saint Germaine
Hector needs to stop handing his mirror info out to every new scholastic sugardaddy he meets...
For a scholarly time, call...
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wagon.
I had this reply written up, and realized I never hit Post…
no worries! and omg autocorrect, that's rude
What will it take to reprogram this keyboard!!!
oh my god the mule's name is Tim, thank you for this
Sypha has named him Timaeous, after one of her many cousins! Tim for short.
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Inej Ghafa | Grishaverse [Post-Crooked Kingdom] | The Hierophant | Solvunn
She has plenty of questions, but it is her default after her years with Kaz to simply listen, and gather facts first. There will be plenty of time to ask her questions later. At least this Rowan is chatty, it makes the collection of the initial information much easier. Everything he tells her sounds quite dire, a world hanging in the balance. She makes a note to find out more about these Gods later.
The flat she has been provided with reminds her of her room at The Slat, a thought that tugs at something in her chest as she wanders to the open window to look out at the bustling streets below. Moving from this place won’t be a huge priority for her for now. She would much rather be on her own in this settlement full of strangers.
Perhaps you find her wandering the streets, familiarizing herself with the town as mapping it out in her mind is her first instinct. She doesn’t think it will take nearly as long here, it’s much smaller than Ketterdam.
Or maybe you spot her as she idly browses in shops, not particularly in need of anything but curious to see what is offered.
Did she startle you by seeming to appear from nowhere? She does that sometimes, no harm meant. She smiles and apologizes politely.
startles
Katrina spots Inej perhaps a second or two sooner than your average person would, and in about that short amount of time, she whirls to face her, hissing and baring her teeth, her robes settling fluidly after the sudden movement, revealing the symbol of her arcana, the Hierophant.
She says nothing, violet eyes wide and fixed on Inej, watching her for any sign of where she'll move, if she has a weapon. Katrina would welcome a fight right now. She's restless, off-balance here. What better way to let off some of her energy than by beating someone into submission? Humans may not follow the same rules that sirens do in the ocean, but even they can understand that raw strength means something.
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Peggy Carter | MCU | Strength (will match style!)
(i) Mess Hall
[ Even after her arrival a few hours ago, Peggy is still processing everything that she has heard and seen so far. Being told that she was 'important' and 'needed' in this place was a little jarring; she was both important and needed back home, not wherever she was right now. There isn't much that Peggy could do about her situation here, at least not until she uncovers more information about it, and if there was a way out of here.
Until then, she keeps herself on high alert as she explores where she is permitted to look, eventually ending up in the mess hall. It's a familiar sight, having eaten many times with the soldiers she served with at the front. Peggy lines up with a tray to get some food, deciding that sustenance would be a good idea, especially if she was going to be here for a while.
She sits down at a nearby table, nodding politely at anyone who may be sitting at it. Peggy will engage in some conversation of course, but it won't get too personal just yet. At least until she finds someone she could trust. ]
(ii) Training Grounds
[ The punching bag is currently at the receiving end of Peggy's frustration and anger, but there's a skill in her movements, as if she's done it before. Her punches are measured and calculated, her steps never out of place while she hits the bag repeatedly. This continues for a short while until she needs to take a break, reaching for her canteen of water for a sip.
Later, you would be likely to find her tackling the obstacle course with relative ease, her earlier anger almost subsided by now. Maybe the exercise helped to calm her down, but Peggy is still guarded and suspicious of things around her. It's a habit that was difficult to shake when one was trained as both a spy and soldier to infiltrate enemy territory, embark on a near impossible mission and be expected to return in one piece to deliver a report.
Her recent experience in the SSR was a little less dangerous than the war, but there was always a risk involved. Peggy wonders how they were getting on without her, if they even realised that she was gone in the first place: it's a sobering thought, one that only makes her more determined to get back home.
To where she belonged. ]
Wildcard!
((ooc: I’m happy to play with each scenario or any location! Please reply with a prompt of your own, PM with a suggestion we can work something out :D ))
PEGGYYYYYY
it's complicated - all of this is complicated - but if they're still pulling people here, sam can't let himself just know that they're doing this without any real help. he doesn't have much, but having talked it through with the landlady, he has places for them to go. beds for them to have that aren't directed and organized by a nation they have no real allegiance to.
sam arrives to the barracks in cap mode, ready with what he hopes is a welcoming amount of information and to find any newcomers he can, which is how he ends up in the mess hall. he sees a woman settled on one of the tables who seems just out of place enough that sam is willing to place a bet, as he moves to sit across from her. ]
Kind of crazy to think mess hall food can somehow be the same, no matter whatever fantasy world you get portaled into, huh? [ cue smile, he knows he has a great smile.
(there's also something...vaguely familiar about her. really familiar, if he's being honest. but the answer as to why is just out of reach for now.) ] I'm Sam, by the way.
SAAAAAMMMMMMM :>
C:
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horizon wildcard! (lmk if there's anything you need tweaked)
It's perfect (apologies for the delay!)
no worries!
ii.
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Training Grounds!
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Training Grounds
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oberon, fate/grand order, the hanged man
( he can't blame the way they became stricken with fear just moments after taking his hand, not as the wind moved so softly through false wings as if trying to lift him. after all, people—or rather, humans and faeries alike, are typically unflinching in their hatred no many how many years have passed since the last incident.
he can't blame the way they wrestle with the profound beauty of knowing him, either, nor of trying to rescind their immediate kindness in the green gloom of the field. the country he was summoned into seems to be moving closer towards its own truth, and maybe it's own dread, and oberon listens to all that's necessary with the face of a child and the knowing smile of an adult, arms wide and welcoming in comparison. he may be a mock king from a totally different plane entirely, but that doesn't mean he has to act like some ill omen come to give them sweet, unreasonable dreams.
even if it were absolutely true.
still, a few days of constant monitoring and oberon offering his guidance and genuine curiosity with such steadiness later, he receives a cordial invitation by word of mouth to solvunn's annual harvest rites! no doubt to quell any leftover tension in proving that the 'gods' are tolerant of his presence... and well, why wouldn't they be? they're the ones who dragged him out of the proverbial void in the first place. with the night still young and most coiled around the blossoming pit of red that's still strangling the sacrificial grains, oberon joins in the festivities only to lock arms with the closest stranger and dance against the darkness.
when it's finally time for them to part, he lets go with a childish laugh, only to say: )
Has anyone ever told you about that dreadful footwork of yours? Not that it truly bothered me, mind you, it's just... I can't remember the last time my feet were ever in such danger is all.
ii. solvunn: poorly equipped for delight—
( a sigh escapes him in the middle of the market. oberon's early days in solvunn remain taxing, what with most coming undone in a couple of minutes whenever he approaches them to curry favor. it'd certainly be easier if he were able to do away with these over-sized wings of his, but ever since they beckoned him here it'd been nigh impossible to weave tendrils of mana into his abilities.
still, a spectator must do everything in their power to grasp the play's intentions. )
This may be a tad awkward, but...
( he turns to the closest patron with an arm full of bags in the crowded street, hands clasping together in a cutesy pleading gesture. that always works, right? ...right? it better work. )
Would a kind soul like yourself happen to have some spare coin?
iii. wildcard
( any scenario in solvunn's fine with me! )