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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
(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.
no subject
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.
no subject
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.
no subject
She props an elbow on one knee and rests her chin on her palm, her grin shifting into something less manic and a bit more knowing, because the amount of blushing Phoenix is doing has NOT gone unnoticed. Ha ha you guys caaaaare about each other.
"Yeah, it's usually whenever he's getting particularly worked up about a case and waxing all philosophical about big stuff like 'the true meaning of the law', or what he believes it means to be a prosecutor. Although... I think maybe you've also come up a few times when he's been arguing with Miss von Karma? But she also never mentions any names, so it's usually just something like, "Miles Edgeworth, have you lost your mind!? You are starting to sound just like that FOOL of an attorney!"
Again, near perfect mimicry. She tops it with a little whip crack motion at the end for good measure.
no subject
daughterclient has found his weak spot, and it's Miles goddamn Edgeworth. Phoenix thought that Edgeworth was over his weirdness about acknowledging him as a friend to others, but apparently not. Then again, Edgeworth has always been a deeply private person. Maybe he just didn't want to mix up whatever friend circle Kay is in with Phoenix.Phoenix is incapable of stopping the blush. He just clears his throat, trying not to acknowledge how red he is now at the thought that Edgeworth is talking enough about him around other people (and apparently in a positive way) that he has his own mysterious pseudonym.
"Yeaaah, Franziska always hated the ways I rubbed off on him. She thought I made him weak at first, then I think she just decided she had to keep disliking me to justify disliking me in the first place." But now it's a more understated dislike. The 'We can tolerate each other over dinner' kind of dislike. She couldn't seem to bring herself to keep hating him after it was clear Edgeworth was a happier, stronger person for getting out of Von Karma's shadow.
He rubs his neck, glancing off to the side. For a moment, when it doesn't feel like he's being watched, his face is impossibly soft. "I'm surprised he talks about me. He's always been... private." Phoenix went through a whole year of knowing him and he hadn't even whispered a word of having a sister (although they admittedly weren't talking socially for the first part of that year). He doesn't reference friends either to Phoenix. It's always just... them, he supposes.
no subject
"I'm pretty sure he thinks he's being subtle about it," Kay snorts fondly, thinking back on all the times she can recall when Mr. Edgeworth has been lecturing some suspect or another about the duty of a lawyer, and slipped in a vague reference to an Important Someone in his life. "But! He underestimates my powers of observation. For little does he know, the Yatagarasu sees all! And what this Yatagarasu sees... Is that he most often thinks of you whenever an investigation hits its toughest point, and the situation grows its most dire!"
And speaking of dire... Should she tell Mr. Wright about the situation Miles Edgeworth is in right now? Is it even fair to do that, when they're both stuck here and can't do anything about it anyway? She's not so sure...
no subject
"Miles Edgeworth hasn't been subtle a day in his life. He's the only one who doesn't know it." Despite dunking on his friend, Phoenix is smiling that soft smile when he looks back at Kay. "The Yatagarasu has probably already seen this, but he's also a lot more sentimental than he likes to think."
Phoenix is a sentimental sap too, but at least he knows it. Like right now, how he feels a little like melting into goo when really he should be cracking books in the library and talking to people about releasing folks from the dungeon.
no subject
She knows Mr. Edgeworth as the kind of guy who can often have trouble expressing his true feelings just using mere words, so his actions have to do the talking for him instead. And those actions tell Kay that he cares about people, a lot.
He cares about her.
Her smile falters a bit, and when she looks up to make eye contact with Phoenix next, her expression is both serious and sad, despite the upward curve at the corners of her lips. "He... He's done so much for me over the years. And recently he sacrificed everything just to save me. I promised myself I was going to make it up to him any way I could..."
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Phoenix's mouth falls into a soft but serious line as Kay looks at him. He knows that look. The look of a guilty teenage girl, torn up about things that in no way are her responsibility to be torn about.
"I've known Edgeworth for a very long time. He doesn't do anything for credit, or reciprocity, or personal gain. He does things because he wants to, and because he thinks they're the right thing to do." He offers his hand to Kay to squeeze. If she's so close to Edgeworth, then she's basically family, after all. "I know if he were here, he'd tell you that you owe him nothing, and he'd want you to focus on yourself. He's a very smart, capable man. Whatever hole he's in, he'll find a way to pull himself out."
Phoenix doesn't like the sound of 'sacrificed everything', but there's not much he can do from here. And he has complete faith in Edgeworth's competence--and that if Edgeworth falters, that Franziska will be right behind him to help and then never let him live down the fact he needed her.
Vague AAI2 spoilers in this one, just in case anyone skimming by cares about those
She knows he's right. Actually, she finds it almost funny in a way, how if nothing else this conversation provides yet more evidence proving just how well those two must know each other... Because what Phoenix just hypothesized is pretty much verbatim what Edgeworth already told her himself.
She can't let go of the guilt, though. And it's not only guilt over everything with Blaise, or how Edgeworth has probably thrown away his entire future as a prosecutor by taking a stand against the P.I.C. While he may have done all that for the explicit purpose of protecting her, she is also quite aware that, at the same time, his decision had been about something much bigger than just her... And she trusts in his word that everything he'd done, he'd done with full conviction and zero regrets.
Kay's BIGGEST source of guilt... Ugh. No. She needs to be honest with herself: It's more frustration than pure guilt. She's frustrated that she's not still there right now to help drag the truth out into the light. Mr. Edgeworth may not expect any kind of reciprocity for his kindness, but she's supposed to be his assistant! The true Mastermind behind every case they've dealt with over the past two weeks still needed to be identified and made to answer for his deeds. Mr. Edgeworth, Gummy, Ms. von Karma, Agent Lang, Judge Courtney, John... Even Sebastian, she knows they are all meant to see this through together! And for Kay, there's no small amount of personal pride at stake in it. It's still raw, the guilt she feels for how this mysterious criminal had used her like a pawn. She'd been leveraged her against her friends, and used as emotional bait to manipulate Mr. Edgeworth in particular into doing exactly what the Mastermind wanted. She wants so badly to make them pay for that.
"Mr. Edgeworth, Gummy and me... We're supposed to be an unstoppable team. I just don't want to let them down," Kay says quietly with a shiver, her eyes downcast.
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Phoenix squeezes Kay's hand, patting it gently. He just needs to keep her head here with him.
"The only way you'd let them down is if you don't take care of yourself. They'll be okay. Focus on the here and now so you'll be well enough to team up with them again once we've cleared up this mess." This mess being by far the biggest and weirdest mess he's ever been in, and that's saying something. But he still has a warm smile on his face, because a lawyer should always be smiling at the worst of times. "Can you do me a favor, Kay?"
He hopes that not only she can help him, but that maybe helping him will keep her spirits up and her head down. Phoenix knows her kind, the kind who's had to worry about things above her pay grade too early and too long and doesn't know how to stop. She'll be happiest if she can be helpful, he suspects.
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She's quietly grateful for the distraction, even if the tactic is pretty transparent. Getting all mopey in front of people is NOT her idea of a good time.
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He pats her hand to emphasize what he says next. Phoenix is a very touchy person, and now that the touch barrier has been breached, Kay should prepare for him to touch a lot for affection and emphasis. "You all get to have exercise at the same time, right? I need you to try to count the people stuck in here. If you can get their names and confirm they also came from the fountain, that would be really helpful."
Phoenix is a soft touch, and he hates the idea of innocent people trapped in a dungeon. He intends to prioritize minors like Kay to get them out first, but he wants to figure out how to give every person in this dungeon their day in court, or whatever the equivalent of this system is.
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Her gaze follows in the direction Phoenix indicates; right, the "recreation" yard. With all its generously offered... Toy balls? As if being in a cell most of the time didn't already make her feel like an animal trapped in the world's crappiest zoo.
Phoenix is definitely right about one thing: having a mission does seem to perk her right up. That devil-may-care grin of hers is back in full force. "A head count? Okay! Leave it all to me Mr. Wright! I'll steal the role of your assistant and show you what the yatagarasu can really do!"
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He smiles at that grin. Oh, he really looks forward to introducing Kay to Trucy. He thinks they will get along great. And probably get into a lot of trouble together, but he wouldn't have it any other way.
"Thank you, Kay," he says, patting her hand once more. "That'll be really helpful."
He glances towards the way he came, the corner of his mouth twisting as he hears the footsteps of the guards. They'll probably take issue with him lingering so long with Kay, and while they won't take it out on him, they could take it out on her.
"I'm going to do a lot of reading and research about this place," he says, turning his head back to face her. "And I'm going to report back what I've found tomorrow at lunch time, okay?"
Which will also give her a chance to tell him what she knows, and give her a certain time to look forward to that she'll speak to someone on the outside. If nothing else, he's learned how important it is to a person in prison to know that someone is coming to talk to them at a set time.
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Phoenix could teach Ray Shields a thing or two about tactful hugging, tbhThere's a part of her-- the part that is still very much a kid-- that's scared to see him leave. But she also understands that having him stick around any longer would be unwise, to say the least. Plus, he can't exactly work at springing her from this joint if he stays down here just to keep her company!
Little about her outward appearance betrays that vulnerability, anyway. Kay is ALL fierce determination at the moment. With a job to focus on and an ally on the outside, there's now a fiery spark in her eyes which was all but absent when this conversation first started.
"Got it. I'll see you then. You can count on me, Mr. Wright! Ah--"
She nabs a few more pasties from the basket, bundling them into her arms.
"...Can't hurt to stash a few of these, right? Oh, and one more thing! If it's not too much trouble, can you see if you can sneak me a hair tie or something when you come by tomorrow, 'kay?" She pointedly blows a few stray bangs out of her eyes. "'Cuz this whole situation? It's intolerable."
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Phoenix has had to teach a few people lessons about respecting teenage girls' boundariesPhoenix narrowly stops himself from saying That's my girl. She's not his girl
yet, and he shouldn't treat her like she is. Instead, he smiles, squeezing her hand one last time."I know I can. Stash the pasties. I'll bring more food tomorrow. And a hair tie, if I can find one." He smiles fondly at the way her bangs fall in front of her eyes.
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"Thank you," she says in a carefully lowered voice now, turning back to flash Phoenix one last grin. "You should probably get out of here. I'll see you tomorrow!"
And with that, she scoops the pasties into her arms and makes tracks back to one of the lower bunks. She plants herself in the far corner and pretends to look surly for the guards, sitting cross legged with her stash of food hidden temporarily in her lap.