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TEST DRIVE MEME #1
TEST DRIVE MEME
Welcome to the very first 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 two 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 here. For general game questions please still use the FAQ.
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 baring 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.
"I beg your pardon," he says, so absorbed in the pages of the book that he doesn't bother to look up, "I am Ambrose Rhett, the High Mage of the Kingdom of Thorne. One of my apprentices will explain everything in a moment, but please refrain from yelling and thrashing about until then. You're quite alright, and screaming gives me a hell of a headache."
Regardless of your response, he keeps flipping through the heavy tome, until he stops on one specific page, stares at it for a moment, and then exclaims:
"Aha!"
Ambrose's expression brightens, eyes twinkling with delight. 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.
"Success! It's a success!" he exclaims, slamming the book shut and scurrying towards you.
Now that he's not hunching over the book, he doesn't seem quite so stuffy and inapproachable. The apprentices all seem quite relieved at his jovial outburst, 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, you're an honored guest here," 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 (everyone appears to have arrived within the last few days), or you can wander around and meet the others.
There's also a dining hall stocked with all sorts of fancy food to meet every possible dietary need, and a library filled with epic tales and legends and the history of Thorne. Given that this is the Thorne library, it may be a biased account that makes the Kingdom look a fair bit better than the rest of the world sees them. Last but not least, there's a study hall where a few junior mages (younger and less experienced than the apprentices from earlier) might be willing to teach you some simple elemental magic. Think holding a small flame in the palm of your hand, or blowing a door shut with a gust of wind.
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 spending too much time with the prisoners will lead to some suspicion being cast upon you. If you ask anyone why the prisoners are being held there, you'll be told that they pose a great threat to the Kingdom (and, by extension, the entire world).
The High Mage scowls, grinding his teeth as he slams the book shut. "Another failure!" he barks at the apprentices, "You lot wouldn't know your ass from a hole in the ground, would you?"
All four of them lower their heads, and two of them mumble an apology that Ambrose either doesn't hear or refuses to acknowledge. "Well, don't just stand there," he says, waving a hand in the air, "We've put all this effort into getting this wretched creature, we may as well put it to good use."
One of the apprentices drops a baggy, rough-feeling tunic, a pair of pants, and some worn sandals in your lap and glares down at you until you put them on (if you refuse, they'll tell you they can kick you back down that well if you don't want to cooperate). They're glaring at the High Mage as much as they're glaring at you (when they're sure he isn't looking, anyway). You might catch one of them long enough to ask them why they're so upset with you, but all they'll say is that the High Mage knows something they don't, and he's awfully upset about it.
Once you're fully clothed, another apprentice clamps some heavy iron shackles around your wrists and leads you on. The High Mage is far ahead of you already, muttering some long string of Thornean curses before he stands up straight and pauses, spinning to face you.
"One more thing," he says, holding one hand in the air and chanting something under his breath, "Can't have you getting too troublesome."
If you had powers, the slight connection you still had to them slips away completely and you're left with nothing as the four apprentices drag you towards the castle. They may answer a few of your questions (with some insults and curses peppered in), but they won't tell you anything important.
Once you arrive at the castle you're brought to the dungeons and thrown into a locked cell. There are four people to a cell, and two sets of bunk beds with a thin and lumpy straw mattress. If you're over six feet tall, these beds are going to be awfully uncomfortable. You might as well meet your roommates. Once per day you're dragged out to an enclosed courtyard for one hour of recreation (with some crude weights, benches, and balls lying around but not much else), where you can meet the rest of the prisoners, but you can also talk to your immediate neighbors in the cells on either side and across the hallway. Just don't yell too much or the guards will snap at you to be quiet.
Everyone in the dungeon is fed one meal a day, and for a prison meal it's decent: a bit of meat, a bun, and a salad. It would seem that the Thornean chefs take too much pride in their craft to send bad food to the dungeons. The meals are all served in equal portions, though, so the smaller prisoners may be overfed and the larger ones may be getting hungry. Feel free to fight for food or share with your cellmates.
Crudely embroidered on the back of every prison tunic is the same image that was on your card and the name of the sign beneath it. A guard may explain a bit about the sign, and tell you some negative stereotypes they hold about yours.
You may be blessed with a visit from one of the more welcomed newcomers, and they may sneak you some extra food or a small book to read or they may share some of the information they've gathered. However, rumors travel fast and some people believe the honored guests in the castle above are somehow responsible for the lot of the prisoners below. And although you may hope for kindness, there's nothing stopping them from being cruel to you if they wish. The guards will certainly turn a blind eye if one of them wishes to take out their frustrations on you.
Questions
How do I choose a scenario for my character?
Pick whichever situation appeals to you most. Whether your character is honored or imprisoned has nothing to do with their personal morality, or how highly they regard themselves and their own accomplishments. Anyone can be put into either situation.
Can I try out both scenarios?
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 Ambrose?
Prisoners will be dragged against their will. Honored guests will be forgiven for their moment of panic or anger if they have one, and Ambrose and the apprentice mages will try to calm them and persuade them further. If they put up too much of a fight and/or start actively attacking anyone, Ambrose will warn them once that he's willing to put them back in the well where they came from (see below), and if they continue to fight he will make good on that promise.
My character intends on causing a lot of trouble (destroying parts of the castle, murdering the castle staff, etc.), what would happen to them?
Characters who make too much trouble for the mages and other staff 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 (if they are an honored guest) or a punishment like denial of food or temporary solitary confinement (if they are a prisoner), and there will be plenty of opportunity for destruction and murder later, but for now the Thorneans have no desire to keep huge liabilities around.
Ambrose will take it especially personally, as this experiment was his idea and too much trouble would risk the summoning spell being scrapped and potentially result in him being demoted. Rest assured it does not take much for him to throw someone back in the well at this point in time.
Is the power loss for the prisoners permanent?
No, although honored guests will regain their powers first due to the lack of interference from Ambrose, the prisoners will be able to regain theirs soon enough as well.
Can the prisoners talk about anything private, or will they be overheard at all times?
There are guards patrolling the dungeon, but they aren't always within earshot. Most of the attention is being focused on the new guests, so the prisoners will have some opportunities for privacy.
Can my character leave the castle?
For now they will be prevented from leaving the castle, even if they are an honored guest. A bit of a gilded cage, isn't it? They'll also find that any powers they regain cease to work outside of the castle walls (this is also a temporary effect) so flying outside is not an option.
Can my character eventually side against Thorne if I choose to make them an honored guest/can they side with Thorne if I choose to imprison them?
Yes, characters in Scenario 1 will be able to betray Thorne, and characters in Scenario 2 can work themselves into Thorne's good graces.
How much will my choice of scenario affect my character's plot later on?
This choice will have a major impact on gameplay throughout the first few months of the game, and potentially a bit beyond that depending on where our players guide the plot. 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 both scenarios 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 two 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 a put a character on the TDM if their canon is less than 30 days old?
Yes. For this app round, anything that's at least 30 days old when the game opens on June 12th can be applied from.
Do the apprentice mages have names?
Their names are Jeffrey, Grigory, Noelle, and Jolene.
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.
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 baring 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.
"I beg your pardon," he says, so absorbed in the pages of the book that he doesn't bother to look up, "I am Ambrose Rhett, the High Mage of the Kingdom of Thorne. One of my apprentices will explain everything in a moment, but please refrain from yelling and thrashing about until then. You're quite alright, and screaming gives me a hell of a headache."
Regardless of your response, he keeps flipping through the heavy tome, until he stops on one specific page, stares at it for a moment, and then exclaims:
"Aha!"
Scenario One: Welcome to Thorne
Ambrose's expression brightens, eyes twinkling with delight. 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.
"Success! It's a success!" he exclaims, slamming the book shut and scurrying towards you.
Now that he's not hunching over the book, he doesn't seem quite so stuffy and inapproachable. The apprentices all seem quite relieved at his jovial outburst, 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, you're an honored guest here," 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 (everyone appears to have arrived within the last few days), or you can wander around and meet the others.
There's also a dining hall stocked with all sorts of fancy food to meet every possible dietary need, and a library filled with epic tales and legends and the history of Thorne. Given that this is the Thorne library, it may be a biased account that makes the Kingdom look a fair bit better than the rest of the world sees them. Last but not least, there's a study hall where a few junior mages (younger and less experienced than the apprentices from earlier) might be willing to teach you some simple elemental magic. Think holding a small flame in the palm of your hand, or blowing a door shut with a gust of wind.
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 spending too much time with the prisoners will lead to some suspicion being cast upon you. If you ask anyone why the prisoners are being held there, you'll be told that they pose a great threat to the Kingdom (and, by extension, the entire world).
Scenario Two: Imprisoned
The High Mage scowls, grinding his teeth as he slams the book shut. "Another failure!" he barks at the apprentices, "You lot wouldn't know your ass from a hole in the ground, would you?"
All four of them lower their heads, and two of them mumble an apology that Ambrose either doesn't hear or refuses to acknowledge. "Well, don't just stand there," he says, waving a hand in the air, "We've put all this effort into getting this wretched creature, we may as well put it to good use."
One of the apprentices drops a baggy, rough-feeling tunic, a pair of pants, and some worn sandals in your lap and glares down at you until you put them on (if you refuse, they'll tell you they can kick you back down that well if you don't want to cooperate). They're glaring at the High Mage as much as they're glaring at you (when they're sure he isn't looking, anyway). You might catch one of them long enough to ask them why they're so upset with you, but all they'll say is that the High Mage knows something they don't, and he's awfully upset about it.
Once you're fully clothed, another apprentice clamps some heavy iron shackles around your wrists and leads you on. The High Mage is far ahead of you already, muttering some long string of Thornean curses before he stands up straight and pauses, spinning to face you.
"One more thing," he says, holding one hand in the air and chanting something under his breath, "Can't have you getting too troublesome."
If you had powers, the slight connection you still had to them slips away completely and you're left with nothing as the four apprentices drag you towards the castle. They may answer a few of your questions (with some insults and curses peppered in), but they won't tell you anything important.
Once you arrive at the castle you're brought to the dungeons and thrown into a locked cell. There are four people to a cell, and two sets of bunk beds with a thin and lumpy straw mattress. If you're over six feet tall, these beds are going to be awfully uncomfortable. You might as well meet your roommates. Once per day you're dragged out to an enclosed courtyard for one hour of recreation (with some crude weights, benches, and balls lying around but not much else), where you can meet the rest of the prisoners, but you can also talk to your immediate neighbors in the cells on either side and across the hallway. Just don't yell too much or the guards will snap at you to be quiet.
Everyone in the dungeon is fed one meal a day, and for a prison meal it's decent: a bit of meat, a bun, and a salad. It would seem that the Thornean chefs take too much pride in their craft to send bad food to the dungeons. The meals are all served in equal portions, though, so the smaller prisoners may be overfed and the larger ones may be getting hungry. Feel free to fight for food or share with your cellmates.
Crudely embroidered on the back of every prison tunic is the same image that was on your card and the name of the sign beneath it. A guard may explain a bit about the sign, and tell you some negative stereotypes they hold about yours.
You may be blessed with a visit from one of the more welcomed newcomers, and they may sneak you some extra food or a small book to read or they may share some of the information they've gathered. However, rumors travel fast and some people believe the honored guests in the castle above are somehow responsible for the lot of the prisoners below. And although you may hope for kindness, there's nothing stopping them from being cruel to you if they wish. The guards will certainly turn a blind eye if one of them wishes to take out their frustrations on you.
How do I choose a scenario for my character?
Pick whichever situation appeals to you most. Whether your character is honored or imprisoned has nothing to do with their personal morality, or how highly they regard themselves and their own accomplishments. Anyone can be put into either situation.
Can I try out both scenarios?
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 Ambrose?
Prisoners will be dragged against their will. Honored guests will be forgiven for their moment of panic or anger if they have one, and Ambrose and the apprentice mages will try to calm them and persuade them further. If they put up too much of a fight and/or start actively attacking anyone, Ambrose will warn them once that he's willing to put them back in the well where they came from (see below), and if they continue to fight he will make good on that promise.
My character intends on causing a lot of trouble (destroying parts of the castle, murdering the castle staff, etc.), what would happen to them?
Characters who make too much trouble for the mages and other staff 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 (if they are an honored guest) or a punishment like denial of food or temporary solitary confinement (if they are a prisoner), and there will be plenty of opportunity for destruction and murder later, but for now the Thorneans have no desire to keep huge liabilities around.
Ambrose will take it especially personally, as this experiment was his idea and too much trouble would risk the summoning spell being scrapped and potentially result in him being demoted. Rest assured it does not take much for him to throw someone back in the well at this point in time.
Is the power loss for the prisoners permanent?
No, although honored guests will regain their powers first due to the lack of interference from Ambrose, the prisoners will be able to regain theirs soon enough as well.
Can the prisoners talk about anything private, or will they be overheard at all times?
There are guards patrolling the dungeon, but they aren't always within earshot. Most of the attention is being focused on the new guests, so the prisoners will have some opportunities for privacy.
Can my character leave the castle?
For now they will be prevented from leaving the castle, even if they are an honored guest. A bit of a gilded cage, isn't it? They'll also find that any powers they regain cease to work outside of the castle walls (this is also a temporary effect) so flying outside is not an option.
Can my character eventually side against Thorne if I choose to make them an honored guest/can they side with Thorne if I choose to imprison them?
Yes, characters in Scenario 1 will be able to betray Thorne, and characters in Scenario 2 can work themselves into Thorne's good graces.
How much will my choice of scenario affect my character's plot later on?
This choice will have a major impact on gameplay throughout the first few months of the game, and potentially a bit beyond that depending on where our players guide the plot. 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 both scenarios 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 two 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 a put a character on the TDM if their canon is less than 30 days old?
Yes. For this app round, anything that's at least 30 days old when the game opens on June 12th can be applied from.
Do the apprentice mages have names?
Their names are Jeffrey, Grigory, Noelle, and Jolene.
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time shenanigans = drama = what else do these boys do? (other than all the ridiculousness)
Some of that dampens at the confusion, but not all of it. The question feels... weird. Introducing himself to Majima? The first time they'd laid eyes on each other, he'd already known his name.
All the same- ]
Kiryu. Kiryu Kazuma. I- [ Shit. How does he explain any of this? Well, it's probably best if he just keeps it simple. ] I was a part of the Dojima family. For many years.
Yes, good. I hope I don't mess up too bad though.
That so? [...] Never heard of ya. Clearly you've heard of me... my reputation that proceeding?
No worries! We're all here to have fun.
The way he handles most things: honestly and earnestly. ]
Yes, but this is more complicated.
What year is it for you?
<3
1988. Why ya askin' something like that?
no subject
It's 2016 when I came from.
[ He'll let him think about that for a moment before he adds- ]
If I ask you about the 'Empty Lot', do you know what that is?
no subject
Majima had to remind himself where he was and what was happening to him. This whole place, this whole scenario, being in another world altogether--kidnapped by some crazy old kook and his apprentices to do who knows what but decided to be a failure before they even gave him a chance? Yeah, this whole nonsense was crazy enough to just allow for that. Probably.
He still couldn't keep the surprise and dubiousness out of his look towards Kiryu. It was rather hard to process.]
...you're serious? You're serious. [No one with that kinda mug would joke like that.] Some kinda plot outta some crazy movie, ain't all this?
Shit...
[Give him one more moment. Then,]
What empty lot? Can't say that rings any bells.
no subject
Then early in the year. You're still in Sotenbori?
no subject
Yeah, I'm still in Sotenbori. [He eyed Kiryu curiously now, wondering just how much this guy knew about him.] Figured that's how ya knew me. It ain't the Grand that's got ya curious about me though, is it?
[Maybe he didn't want to know, but he couldn't help but ask anyway.]
no subject
There was a power struggle in the Tojo Clan around the Empty Lot. Both of us were involved, but we only got to meet one another afterwards. Once we were both reinstated with our families.
[ He realizes that he's giving him information he shouldn't have. But he also knows that they may never get back to where they came from. He knows how capable and loyal Majima is. Was. Has always been, as far as he's concerned. Whatever side he's on, they'll be on it together.
And maybe it's a comfort to hear, for all that everything he'd been able to find out about Majima's part in the events of that year made him wonder...
A lot of things. ]
I've never known a more loyal friend.
Kiryu-chan, you broke him.
Would it ever now?
There was an awe felt here. A bewilderment. A suspicious doubt shoved behind wry amusement. A lot of things.
And Kiryu had said one thing in particular that swirled around excessively in his head: reinstated with our families. That meant- that meant he made it back. The other guy, too, from the sound of it but that was a story for another time. He was stuck on the idea that he had finally made it back. It was going to happen. It was in his future.
Except now it was torn from him. How could he facilitate this future event if he was stuck here in this messed up world? Stuck in another prison... one he hadn't even made himself.
He was silent for a long, drawn out moment. He didn't know what to say.]
...I don't know what to tell you. Sounds like a fever dream. The medieval dungeon really sells it, ya know?
[It was said as light-hearted as he could manage it--which, truthfully, wasn't very.]
That's just his lot in life, ain't it.
Whoever hurt him...
He wants to find whoever hurt him and do things that he knows are unnecessary. He won't. Because that is wrong. But the impulse is there. His temper still exists, even if he has control over it. ]
I don't know what this world has in store for us, nii-san. [ Changing how he'd speak to him is as impossible the sun rising in the west. Majima was his nii-san. Would always be. ] But I know the man you become. And there's no one else I'd rather stand beside.
[ More quietly.]
Please give me the chance to prove that to you.
Yup. Poor pup.
He leaned his head back against the wall behind him and closed his eye.]
Yer a strange one, Kiryu-san. Why are you down here in the dungeon anyway? Aren't you one of the successes? No reason to be down here with the failures.
no subject
Any system that sees me as a success and leaves you in the dungeon is not one I trust.
[ Majima might be able to tell that he's not really all that pleased about anyone being immediately thrown into a prison. Tossed aside. All the same, he continues, his voice softening a little.]
Is there anything you need, nii-san?
no subject
[He felt the change before he saw it--the shift in the air causing Majima to open his eye and look at Kiryu once more as he listened to the frustrated words. It seemed fair enough to say that this Kiryu person was something of an honorable man. Majima's name might have been on the guy's lips but he hadn't known Majima was down here before he checked and it sounded deeper than one man so he was guessing Kiryu didn't like this whole situation any more than Majima did.
He just had a better lot than Majima currently held. Which brought them to Kiryu's question. What did he need? Well, he needed the three basic fundamentals to live but he also was being provided that, technically speaking. Not under the greatest circumstances but it was there.
What else was there?]
They got painkillers in this shithole? Got one hell of a headache...
[Again, he tacted on the last bit in the effort to make light of everything. As poor an attempt at it was. At least he still had a sense of humor even if it was wry and dark?]
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I'll see what they have.
[ A thoughtful pause before- ]
Would you like me to see if I can find a patch for you, nii-san?
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Sure.
[Thoughtful guy. Majima wasn't really worried about it at the moment but then--
Majima suddenly leaned forward away from the wall and looked Kiryu straight in the eye, catching him before Kiryu could get up and leave.]
Hey. They tell you anything useful about this place? As you can imagine, they didn't tell us shit.
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We haven't been told anything useful. [ And there's something to the way he glances towards the guards that says he doesn't trust what they will say even then. ] But they have allowed us to learn some small tricks of the magic here.
[ The way his eyes widen and then settle, he'd be willing to teach him in turn if he wanted to know. ]
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This guy was already using the term like he'd gotten used to it. So, was there really some sort of magic force here that could be used by anyone... even those not from here or used to such things. Kiryu made it sound like it was true.
He couldn't help but be skeptical though.]
...you've learned magic?
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Considering everything else about the situation, he accepted it. No sense in arguing with his own sanity at this point. If he was insane he might as well embrace it.
And find a way out of this prison just as he constantly strove to escape the one back home.
Majima moved away from the wall and inched forward towards Kiryu. He held out a hand to feel the warmth of the flame. The fact that he could feel it had to confirm its existence.]
All right. It's real. How'd you learn it?
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Some of the junior mages were willing to show us the way of these. I thought it was worth understanding.
[ He's not sure that he does, not completely, but it makes more sense to him than his cellphone most of the time, so that's got to be something. ]
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[Majima settled near the bars of the cage. It seemed like he was warming up to this Kiryu guy.]
Ya stick with it long enough, ya think you'll learn something larger scale? I get yer only showing me something simple but are they really gonna teach ya bigger magic than this?
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[ But his attention is taken up then by Majima, so close, looking like a living memory. He wishes he could touch him, just to make sure he’s real.
Just because he’d left didn’t mean those people were no longer in his heart. ]
I don’t know. I’m trying to understand what I can. [ a glance at Majima ] Which is more your strong suit than mine.
[ He’s usually more the jump in and punch people a lot sort. ]
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He looked up to meet Kiryu's gaze whenever the other mentioned it was Majima that was better at intellectual pursuits. He wanted to laugh again. He wasn't anything special, and he wasn't even that particularly good at anything of the sort. He only did what he had to do in order for things to get done.]
Hmm. I dunno about that. I just pick up what I can, where I can. If it works, why not put it to good use, eh? [a momentary pause] I learn better by watching and doing--but that might be a problem here. [It was his turn to spare a glance at the guard and back.] It would seem a waste not to learn something useful though.
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I meant picking up on details. Reading people. Figuring out what their motives are. What their aim is. You're good at that.
[ He? Is not. He tries, because he knows it's a good idea, but he's still not great at it. He might be able to read a sleezebag for a sleezebag, but figuring out how their minds work? He can't bend that far.
He meets Majima's eye and gestures with his other hand, making the flame disappear. ]
I can show you how to do what I learned. But I'm not sure if you'd be able to learn it now.
[ He bows his head. ]
I'll keep learning, though. And share what I can.
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