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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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no subject
Oh, wait, it's hitting her. Phoenix sets that question aside for a moment, his brow furrowing.
"Why don't we sit down, Kay?" Phoenix sits down on the floor without hesitation, one hand reaching into the air, as if he can steady her from the other side of the bars. "It's a lot of information. It's okay if you need a second to take it in. Remember, it's only a theory at this point."
no subject
Flustered, Kay waves him off. "I-it's fine! I'm fine." She exhales, steadying herself before forcing a grin and continuing. "Seriously Mr. Wright, sitting down is the last thing I want to do right now. I mean, what else do you think there is to do in here the rest of the time, when I don't have visitors? Ha ha..."
no subject
But he's going to sit. It might make her more comfortable doing it herself if she needs to.
"How do they treat you down here?" He says instead, shifting the topic a little bit.
no subject
Which, she hasn't. Yet. And she'll gladly take ambivalence over being called a wretched creature by some smug, stuck-up wizard guy.
"Although I gotta say... At least when I got arrested back home, the guards at the detention center fed me more than once a day. And they were at least holding me on actual charges," Kay huffs. It feels weird to be speaking in an even remotely positive way about ANY part of that experience, but. When you compare the two, it really is a night and day difference.
Also, speaking of food... She's kind of surreptitiously side-eyeing the basket again, trying to suss out if it's OK to take more.
no subject
"Good thing I thought to bring food, then." He rests his hands on his knees, frowning at her description. "I'm glad to hear that's the worst of it, though."
Because given the history of dark dank dungeons like this... Phoenix can imagine much worse.
"Try to keep your head down while I ask around about what can be done, okay? This doesn't seem like the kind of place where they have much in the way of prisoner rights."
no subject
"Yeah. Okay," she says a bit wistfully. "I guess getting let out is probably the sensible way to go about this, huh?"
It's what Mr. Edgeworth would tell her to do, probably. And even if busting out on her own would be way more badass, it's not like she has any follow up plan about where to go, or what she'd need to do to get home once she got free. She's... Overwhelmingly glad that Phoenix showed up here, really. Having an ally on the outside makes her feel loads better.
"But hey, you know you're talking to THE second Yatagarasu here, right?" she smirks at him, trying to lighten the mood. "So don't worry about me too much. If you can't figure out a legal way to spring me, just bring a lock pick on your next visit! Then I can break myself out of here in a snap."
no subject
After all, if they were okay with imprisoning people for no reason, then what would happen if they thought someone was giving them a reason to do something? But nope, he doesn't need to think too hard about that, because hopefully Kay will sit tight and let him see what he can do for her first.
His eyebrows go up at the name. "Yatagarasu? You mean that famous thief a while back?" Yeah, he's clued in by now that this girl has a history with crime and law enforcement, but he's worked with plenty of people who do shady things. And hell, maybe her skill set will be helpful in this weird new world.
no subject
"Yes! The very same! The great thief of justice, the three-legged raven who flies the darkest of night skies and shines the light of truth upon the world!" She puffs up, clearly quite proud of herself. "That's me! Kay Faraday, the second Yatagarasu! ...In training."
no subject
"So you're a thief for justice in training?" He smiles indulgently, leaning forward to show he's listening. He probably shouldn't be encouraging criminal activity in minors, but hey, he'd rather talk to a vigilante thief than whatever the heck the mages are. "Then I suppose you must want to help people, right?"
no subject
But as for the first thing...
"Actually, I'd just completed my first job as the second Yatagarasu right before I wound up here," Kay continues. She's still kind of riding the high from that success. "It was kind of a different sort of thieving than what my dad and Uncle Badd have done, but... I think they'd still both have been proud." She gives Phoenix another cheeky grin. "Oh yeah! I didn't mention, did I... My dad was a lawyer too, you know! Except he was a prosecutor, not a defense attorney."
no subject
"Your father was a prosecutor? What was his name? Maybe I knew him." While it's a little strange to go from prosecutor to thief, even a vigilante thief, Phoenix can't muster too much shock. He is, after all, mentoring his junior attorneys while they face off with a convicted murderer that is currently on death row on the prosecutor bench.
HOPEFULLY MY TIMELINE MATH CHECKS OUT...
"Oh yeah, maybe! Um... His name was Byrne Faraday!" She squints at Phoenix and attempts some quick mental arithmetic. He looks like he's probably about in his thirties, if she had to guess? Kay frowns. "He... Died, about seven years ago, so... I'm not sure the timing works out. Were you even out of law school then?"
She is, of course, completely unaware that Phoenix is an additional 7 or 8 years ahead of her on the timeline, but.
Ace Attorney doesn't worry much about math, so why should we?
He folds his hands in his lap, his eyes soft. "Who have you been staying with since then?" Hopefully she has a responsible guardian. Maybe one who might have fallen through the fountain. He hopes.
DFSLKDFS:Mkl THAT'S... TRUE. FAIR.
"Well... I was only 10 when dad died, so... After that, I went to go live with my mom's family. So that's been fine! They've been really good to me over the years. Although..."
She trails off into a sort of ominous silence, lost in thought, brow furrowed. She doesn't look particularly upset, just. Contemplative? Her house is not where she remembers last being, prior to getting pulled from the fountain. As far as her family knows, she's just off in Los Angeles still. Are they just going to think she disappeared out there somewhere? And much more pressing than that... Gummy and Mister Edgeworth are probably both half out of their wits with worry right now. And Kay just left them, right in the middle of something incredibly important!
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"Kay, I need you to listen to me." Phoenix's mouth settles into a serious line, and he waits for her to look at him before continuing. "I promise that I'll do everything in my power to get you out of here. And once that happens--and it will happen--I'll look out for you in any way you're comfortable with. Okay?"
He's not her dad, but that doesn't mean he won't volunteer to be a guardian if she decides she needs one. Some might consider this an impulsive thing to do, but Phoenix has long since made a habit of taking in kids who really need a dad in their life, and he's not going to stop now.
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This man... He's only just met her, and yet he's willing to go this far to help her? Not even just stopping at getting her out of jail, but promising to stick by her side even after that? Kay is hardly unaccustomed to grand gestures of kindness, but considering how grim the current situation is, it... Well. Let's just say there's a lot to unpack. Besides which, she's fully aware that Phoenix has also been pulled into this world against his will... It seems unfair to her, to have him concern himself so much over her well being when he surely has plenty of his own problems to deal with... Right?
And yet, she can't push him away. She's not the type to reject help when it's offered, and it is such a comfort to her-- far greater than words can possibly describe-- to have someone this firmly and earnestly on her side.
"O-Okay," Kay manages to croak finally, her throat tight with emotion. She coughs a few times, trying to loosen up so her voice doesn't full on break while she's talking. "Thank you, Mr. Wright. Um..." She hesitates, biting her lip. "In that case... Can I ask you a favor?"
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He has the grace not to point out her show of emotion, though it does break his heart a little. It reminds him a bit of Trucy when he offered to let her call him Daddy. He notes with some relief that she doesn't reject his offer; he thinks he'd fret about her even if she insisted on making her own way. That dad instinct is unfortunately very powerful.
"Anything, as long as it doesn't hurt your chances of getting out of here," Phoenix says. Which basically means, nothing that he has a reasonable certainty is illegal in this place.
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If there's even the slightest chance either of them are here, she wants to make sure she finds them as soon as possible. It can't hurt to ask. Right?
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It's a little sad she's so nervous about asking. It seems like the simplest thing in the world, keeping an eye out for this girl's friends.
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Kay initially makes to gesture with one hand towards her own throat, because normally the first thing she'd cite to identify Edgeworth with would be the cravat he's always wearing? But she aborts the motion abruptly, realizing that if her various hair accessories didn't make it through the fountain, Mr. Edgeworth's signature ruffles probably won't have either.
Rewinding. Starting over. "The first one is a man; older than me, probably a bit younger than you? Um. He has... medium-grey hair, with bangs that kinda go like this--" her shackles jangle as she cups her hands at her temples, trying to recreate the severe arches of Edgeworth's hairline-- "And he almost always has his brow furrowed like he's either constipated or thinking super hard about something. And he has this SUPER intense, killer, icy-death-glare of intimidation that he gets sorta sensitive about whenever you point out he's doing it. What else... Uh, I'm pretty sure he's only in his twenties, but you wouldn't guess it from how he acts because he tends to talk like a stuffy old grandpa a lot of the time... Also, he usually looks like he's in serious need of a nap--"
...That's when she realizes there was a much, much more direct way to lead into this, and she cuts herself off with a light palm to the forehead. "Oh! Duh, he's also a prosecutor! So you might just know him anyway! His name is Miles Edgeworth."
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"Edgeworth? You think he's in his twenties? He's thirty-four. We were in the same grade in elementary school!" Yes, that's the part he mentions first. Because Miles Edgeworth, stuffy asshole extraordinaire who was born wearing a bow tie, is not younger than Phoenix. He catches himself, clearing his throat. In this moment with the subject of Edgeworth, his face suddenly seems younger, his eyes wide and the lines of his mouth and eyes soft, and his complexion is noticeably pinker. "I mean... yeah, I know who you're talking about. We've known each other a long time."
Since when is Edgeworth running around with teenage vigilantes, anyway?
Honey why didn't you tell him that you both had a second daughterno subject
SECRET STEP-DAUGHTER LOCATED!!! ACHIEVEMENT UNLOCKED!It's Kay's turn to be startled next. "Wha-- You went to ELEMENTARY SCHOOL together!?!?" she squawks. She'd expected, at the most, recognition of the name... not long-standing history. Holy shit. There's so much information to process here? So many questions she wants to ask? It's dizzying.
"Wait wait wait. Hold on. Did he LIE TO ME about his age? And! I don't think he's ever mentioned you before! I mean, I'm pretty sure I'd remember if he brought up someone with a name like 'Phoenix Wright'! Unless..."
Wwwwwwait. Mr. Edgeworth HAS made reference to a mysterious 'certain defense attorney' during the past cases he and Kay have worked on together. Like, more than a few times. Could he really have meant...?
EUREKA!. Kay gasps, and then plants her hands on her knees, leaning forward with the biggest, most shit-eating grin she's displayed throughout this entire conversation thus far. "Mr. Wright! Are you... Could it be that you're actually 'that man'!?!"
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(Why would Edgeworth lie about his age? Gasp is he insecure about getting older???)
But there's no time to keep going down that train of thought, because Kay has just asked him a very pointed question that makes zero sense. Phoenix blinks owlishly at her. "That man? I... have no idea what you mean by that."
Which means that, yes. Yes, he is that man. The one person Edgeworth wouldn't refer to that man to.
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She just needs to poke a little bit to be sure.
"That man! Um, see, Mr. Edgeworth... He's always making these weird obtuse references to this guy he knows, yeah? But... For some reason, he never seems to refer to him by name! He only ever mentions him off hand, even though it's SO obvious the guy is really important to him. It's always just, 'that man', or, 'a certain man', or 'that bluffing defense attorney'..."
Just in case Phoenix needs to be freaked out further: Whenever she talks in direct Edgeworth quotes, she does it in an impression of the guy that is just EERILY on point, complete with haughty expression and the best attempt at irritably crossed arms that she can manage while her hands are in chains.
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Welp. Yes. Yes, apparently he is that man, because clearly Miles Edgeworth is allergic to saying his name when he's not around. Because Miles Edgeworth is allergic to feelings.
Phoenix is blushing when he looks back at Kay, rubbing the back of his neck. "I didn't know he talked so much about me..."
And, to be frank, he doesn't look entirely displeased by the revelation.
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Vague AAI2 spoilers in this one, just in case anyone skimming by cares about those
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