![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
TDM #4
It happens in an instant. A heavy weight in your gut, a trembling of your limbs, the world spins and you barely have time to register that you're falling before you lose consciousness. And when you awaken, it's not where you were last. Dark, unadorned oak walls surround you in a tiny room, the only furniture the bed you are currently resting upon, and the bedside table with a folded piece of parchment resting atop it that simply reads:
As you exit you find others like yourself emerging from the surrounding rooms. You are indeed in a tavern, but there is no hustle and bustle one might think to hear in such a place. The only person down on the main floor is a humanoid figure wiping down the bar, who smiles when they see you. They're familiar, but not, and you can't quite place their face. For some reason, however, their presence is comforting and warm.
“Welcome, Visitor. I'm sure you have a lot of questions.”
And you most certainly do.
Due to popular demand, the starter tavern and the drinks provided are available to in game characters via a portal accessible only to those with a faction gem.
JINGLE BELL A crisp, bright drink...that makes jingling bell sounds as you walk. There are no bells, and yet you jingle.
S(LAY) RIDE This drink has an earthy, woody taste. Almost as woody as the tavern floor it forces you to lie down upon. You cannot get up unless someone else helps you.
MISTLETOE MEAD Made with honey from enchanted bee hives and a touch of mistletoe leaves. Time to find a smoochin' partner!
HOLLY JOLLY SPICE A bold and fiery blend of rum, cinnamon, and cloves with a secret twist—just a dash of enchanted holly berry syrup that makes your cheeks flush with warmth and your laughter contagious. One sip, and you're the life of the party, even if you're by yourself.
CANDY CANE CRUSH A festive burst of minty sweetness with a cool, refreshing sensation that tingles the tongue. The drinker’s mood subtly shifts the color of their surroundings, briefly changing the hues of objects or lights in the room to match their feelings.
GINGERBREAD MAN A thick drink that tastes exactly like a gingerbread cookie. However, candy and other delicious accents start appearing on you as if YOU were the cookie. Is that icing on your nose? Candied cherries in your hair? Gumdrop buttons? But on the bright side, free candy!
As the effects of your drink wear off, the Tavernkeeper speaks once more:
You are compelled to walk through the only door leading out of the tavern, finding yourself not outside, but in a deep black, seemingly endless room with five portals arranged in a circle. As the last of you leave and the door closes behind you, gone when you look back again and replaced with nothing but that black void, three of the portals illuminate:
The first portal is surrounded by an almost blinding light, prismatic rainbows shining brightly in the dewy air outside of the tavern. A soft breeze may gently caress you, pulling you toward it. The portal seems to lead to a city in the clouds, airships and winged beings of all sorts soaring through the skies. Of the little bits of visible land, much of it boasts giant waterfalls that look like clouds melting into the land below. The portal calls to those who crave independence and freedom; and especially to anyone that wishes to find the strong bond of a family not forged in blood.
The second portal is encircled by a fairy ring of spotted white capped mushrooms, the faint scent of damp stone and rich earth wafting from within the faint green glow. Peering inside, one can see a sprawling harbor city of gray hewn stone, a melting pot of humanoid beings going about their day, and beyond, rolling green farmland and cottages clustered in small villages. This portal is destined for those who crave stability and solid ground beneath their feet. A simple life, an adventurous one, and everything in between can be found within.
The last portal is adorned with shells and seaweed, the glow of blue around it catching on droplets cascading down the circular opening. Beyond it you see a city housed inside a massive bubble deep under the ocean, spiraling towers encrusted with coral, and a variety of different creatures mingling about the streets. Outside of that bubble, merfolk swim, a massive squid engulfs the view from the portal as it smoothly glides through the water, and schools of fish disperse as it passes. A sanctuary in the sea that calls to those with a hunger for knowledge and a desire to aid those in need. Or perhaps it is the mystery that beckons you - the lure of the unknown in the depths that bids you explore it.
Upon following the pull of the breeze through the first portal, you are thrust into the beauty of a lively city that goes by the name of Heaven's Bow. Much of this main city feels exactly as you would expect on a city below, but there are clouds surrounding every direction you look. The walls of buildings are made with light-colored limestone, and buildings are generally built up to heights made even more grandiose by their position in the sky.
The Skyfall Docks are the first thing you notice, boasting hundreds of airships sailing in and out across the clouds with shouts that accompany a typical port city. Just outside is a fantastic market with goods not only from the other regions of Caldera, but from what some shopkeepers claim are other worlds--items sold or left behind by Visitors. Almost anything can be found in the markets if one is willing to look hard enough. Transport to other locations throughout the sky and even to the land or sea can be found here.
If the docks are too lively for you, you may instead find yourself roaming the underbelly of Heaven's Bow and finding brothels and gambling parlors filled with the promise of pleasure and fortune. The guild house for the Sylphs can be found here as well, giving out quests and training to prospective adventurers and guards alike--though none of them seem concerned with the illicit activities that surround them. Perhaps the freedom the Sylphs boast of extends to what others may deem an undesirable activity.
But most curious of all, you find a shimmering opal gemstone in your hand. When placed anywhere on the body, it will transform into a piece of jewelry with the gemstone set in the center.
If it was the second portal that called to you, you will find yourself in the busy city of Grey Ward, with its cobblestone streets and sturdy grey stone buildings. You are in the heart of the city, the Glass Market, so named for the colorful stained glass windows of the surrounding buildings. The scent of cooking food and the sound of barkers fills the air; watchful guards keep an eye out for pickpockets and thieves, and citizens go about their day. From here, one can investigate the rest of the city: the Sundown Docks, where both sea and sky faring skips transport people and goods. The Soot Spire, home of inventors and engineers. The Hearthstill, the main residential area. The Downs, a smaller residential area for those with less means.
Outside the city walls, one can explore acres of farmlands to the east and west, or follow Terra’s Pass to the less settled areas, but take care. Past the Skyward Range, out in the smaller burrows and villages, the influence of the city guard diminishes quickly, and you’ll have to keep your wits about you. Bandits along the road are always a risk, and the wildlife are less controlled by regimented hunting.
In your hand is a gemstone, a brilliantly green emerald that, when placed anywhere on the body, will transform into a piece of jewelry with the gemstone set in the center.
If the last portal beckoned you through it, you find yourself within that bubble covered city beneath the sea, the city of Salt Spire. Your ears pop with the change in pressure, and the smell of the salty sea fills your nostrils. All around you buildings made of dark stone encrusted with coral and seagrass tower high above your head, the backdrop outside the dome a deep blue, seemingly endless sea filled with fish and merfolk and all other manner of creature swimming through the water. You stand in the heart of it all, surrounded by people with gils on their necks and scales upon their vibrantly colored skin, all of whom seem intrigued by your arrival. You have many options of where to visit in the city under the sea, but where oh where will you go first?
The Salt Spire Library is right before you, an impossibly large building housing thousands upon thousands of books of all genres. Fiction, non-fiction, romance and mystery and all between. You may even find books from your world and others! Oddly enough though, no Calderan history books are to be found, and if you ask for them, the librarians and locals all choose to ignore your questions.
If scholarly pursuits aren't to your interest currently, perhaps a trip to Bluetide Market would be more your style? The marketplace is host to every manner of shop one might ever need: artisans of all varieties, apothecaries and healers in the Shimmer Quarter, the most in fashion undersea clothing shops, food stalls, and all between can be found in Bluetide. There are also the Tideshore and Fogbottom docks on either end of the city. The former allows transport to the surface via large, magical bubbles for those that cannot hold their breath or make the swim themselves yet. The latter allows people to venture further into the sea. Those without their underwater abilities are offered rebreathers for travel that last for four hours before needing to be replaced.
In your hand is a gemstone, a shining sapphire that, when placed anywhere on the body, will transform into a piece of jewelry with the gemstone set in the center.
Visitors in all starter cities are offered a standard home with basic necessities provided (your choice in design, etc.) that can house 1-4 people if they so choose. Home upgrades can be purchased via rewards.
Whether or not the assurances of the leaders ring entirely true, life, as it often does, presses on. The people of Caldera have once again immersed themselves in the comforting bustle of distraction, turning their attention to the imminent Season of Lights celebrations. This holiday, it seems, bears a striking resemblance to the festive cheer of Christmas (and a mix of new years), with gifts exchanged in abundance and decorations of shimmering silver and radiant blue casting their glow across the sky, sea, and land in harmonious splendor.
One of the seasons's highlights is the grand Feast of the Sky, a night when the people gather beneath a star-filled canopy to exchange gifts—ornate trinkets, hand-crafted items, and tokens of affection that carry deep personal meaning. In the days leading up to the feast, a tradition of "Lightwalking" emerges, where families and friends embark on midnight strolls through streets aglow with lanterns, singing carols and sharing stories of hope and renewal. Sea-going vessels, too, partake in the festivities, their sails and riggings festooned with glowing orbs that drift like stars across the waters.
The Season of Lights is, above all, a celebration of resilience, a time when the people of Caldera set aside their worries, if only for a little while, to bask in the glow of community, generosity, and the promise of brighter days ahead thanks to the Visitor's arrival...
The palace at the heart of Heaven’s Bow is a breathtaking sight, its walls adorned with silver and blue decorations that catch the light from thousands of lanterns floating in mid-air. The atmosphere is both jubilant and tense, a world on the brink of collapse holding its breath in the hopes that this fleeting night will offer a glimmer of salvation. The sky above is painted with the colors of dusk and dawn, swirling in a palette of purples, blues, and silvers.
Sylphs—the free-spirited, airborn people of the Sky—flutter about, their wings glinting in the light, performing acrobatic feats in the air, their laughter and music mingling with the sounds of the celebration. Guests, their masks intricate and stunning, move among the crowd, exchanging pleasantries and stories, some joining in the dances while others linger near the grand tables, laden with food and drink from every corner of Caldera and beyond.
As the night unfolds, the guests find themselves drawn into different corners of the event—each space offering the Visitors a chance to prove themselves worthy of the leaders’ favor. There is no shortage of opportunities to learn, grow, and, perhaps, change the course of this dying world.
At one end of the palace's terrace, a floating platform hovers above the clouds, surrounded by shifting air currents. Sylphs glide effortlessly through the space, their wings leaving trails of light as they move to the lively music, which seems written by the wind itself.
Aella, Admiral of the Slyph, stands at the center of the platform, her cloak of shimmering feathers rippling in the breeze. She surveys the crowd, inviting those brave enough to take part in her challenge. Before them, a maze of floating platforms stretches out, some wide and stable, others narrow and swaying in the wind. The task is simple: leap from one platform to the next, navigating the shifting air and ever-changing obstacles.
The platforms move unpredictably, some rising higher, others sinking, and a few disappearing entirely. Guests must time their jumps perfectly, balancing agility with timing as they avoid falling into the clouds below.
Those who succeed will earn Aella’s favor (in the form of 100 Bones and a single white feather). And those who falter will simply reappear the start of the challenge to begin anew or give up with no repercussions for the latter save perhaps a bit of embarrassment.
Cordelia, Queen of the Sea, stands quietly on a raised platform at the edge of the garden, her presence calm and powerful. Her eyes, deep and unfathomable, seem to reflect the vastness of the ocean, and though she watches the guests, she does not engage with them. Her stillness holds an air of mystery, as if she is both present and yet unreachable.
The Undines move silently through the garden, offering peaceful company to those who wander nearby. The garden is a place of contemplation, where guests can simply pause and connect with the tranquil beauty of the water—its soothing flow, its quiet depths, and its promise of renewal. There are no tests or challenges here, only the peace of the Sea to calm the mind and soul.
Those who linger may feel the weight of ancient knowledge in the air, a silent understanding of the oceans' mysteries and the healing power of water. In this place, the answers are not spoken, but felt—a quiet reminder that some of the world’s deepest truths are best discovered in moments of stillness.
As the evening fades, those who have found solace in the garden’s stillness will discover, tucked gently in their palm, a lustrous pearl. Unlike any found on the shores, this pearl is soft and warm, its surface shimmering with an inner light. It is a symbol of the wisdom that comes from quiet reflection—the knowledge that some things, like the depth of the sea, cannot be rushed.
In the heart of the palace gardens, beneath a canopy of flowering trees, the Dryads drift gracefully among the guests, their earthy skin glowing with life and their eyes bright with the vitality of nature. The air is thick with the scent of blooming roses and jasmine, while the ground beneath the guests' feet pulses with a quiet energy, inviting them to pause and feel the garden’s magic.
Terra, the Lady of the Land, stands at the center, her form adorned in living vines and blossoms, moving as if the garden itself flows through her. Her presence is both nurturing and fierce, a silent invitation to those seeking connection—to the land, to love, and to one another.
Guests are drawn to the tranquil beauty of the garden, stealing soft moments with their partners among the flowers. Lovers exchange quiet glances, touch petals with gentle fingers, and share unspoken promises beneath the soft glow of lanterns. The garden hums with romance, as if the earth itself is blessing these tender moments, offering the quiet assurance that love—like the land—can grow in the most unexpected places.
As the night draws to a close, Terra’s gentle power is felt in the air, and for those who have taken the time to connect with the garden’s beauty, a soft gift of nature is bestowed. A flower—unique and radiant—appears in their hand, a token of love and growth, a reminder that even the briefest moments can take root and blossom into something everlasting.
Settled in? Good. It's time to make your way to the Questboard located in every city in numerous, easy to access locations. That is, if you want to make any kind of impact on the world or just get some Bones for anything you might wish to purchase. Visitors are given a very small stipend in which to survive every month, but all it does is keep you fed and housed. These quests will assure you greater wealth, and they're the main reason you're here: each finished quest helps the Calderans fix their shattering world.
Quests can be accepted at the questboard via magically signed parchment upon the board. Just sign your name to accept and the paper will be whisked away... somewhere. You're not actually sure. Probably nothing to concern yourself with.
Once quests are completed, earned Bones will be dropped off at the character's residence by Bonita, the mysterious artisan who has supposedly handcrafted every Bone circulating in Caldera. Please do not speak to her, she startles easily.
For OOC questions, please direct themhere.
All locations are available to be explored!
The TDM is game canon and all completed quests can be carried over once accepted into the game.
That they are
Yes? [Barely any time at all as he said.] I've learned enough to get my sword back. [He gives the man a look.]
no subject
Those who bear blame refuse to acknowledge it. It is why every man should search his soul for his duty and to exterminate any impurity in his soul.
[Gadriel frowns.] And what indignities did you have to suffer to accomplish that? [He's ready for the worst. ]
no subject
They are not men, though, nor even elves like I am. I doubt they'd take such advise to heart.
Nothing I would not have done even had no reward been offered. [He says cassualy.] I helped capture two fire lizards, I helped safeguard a nest of sea turtles and I helped rescue some children that had been taken by some sort of twisted spider creature. [Hardly anything he'd call an indignity. Especially on the part of fighting that twisted spider creature.]
no subject
Who is your god, then, Eldar? [He bristles. There is one correct answer to this. A bunch of incorrect answers as well, but if the answer is Slaanesh, the stranger might get intimate with Gadriel's fist. This must be settled before he can decide if he trusts the seemingly benign picture the other is painting of this place. ]
no subject
God? Eru, I suppose. [He says after some thought.] Though I can't say I'm a terribly devout man. Or that Eru ever have demanded that we worship him in the first place.
[If Maedhros ever made claims of worshiping something like Slaanesh he'd be terribly disappointed in anyone who didn't slit his throat for it. For he'd obviously had his mind taken over by the Shadow then and leaving him alive would be cruelty of the highest ordet.]
no subject
What god does not demand devotion? [The Emperor denied his own divinity, but of course he would, being the perfection of the Imperium, and holding all virtues, including that of modesty. But he still demanded duty and obligation from his own.]
no subject
no subject
[He's not afraid of danger, he's just not excited about danger he can't kill his way through. ]
He made us in his own image, to do this exact work he demands from us. To be given the gift of the Astartes and not live up to the obligation is to fall into the profoundest sin.
no subject
Our creator made us because he desired children. Because he is a force of creation and takes joy in the making of things.
no subject
Desired children to what end? There has to be more. He has to want something for you. [Even the Chaos gods wanted something from their underlings beyond mere existence.]
no subject
Perhaps he was lonely? In the beginning there was only Eru after all. Him and the Void, but the Void is simply an emptyness so there's not really much for him to interact with there. No doubt he has some sort of plan. He himself said so before he departed for the Timeless Halls, at least according to the Valar, but whatever it might be is likely to vast for us to truly comprehend. Likely we'll never know what it is until the Second Music, whenever that will occur.
no subject
So your Eru has a plan but no one can divine what it is or when it would be made manifest? [That sounds terrible. Trust Gadriel, you want to live in a world where it is very clear what's going on.] How do you tell ally from enemy, then?
no subject
Not even the Valar can. Or if they do they have not spoken to us about it... which considering how they can be is not an impossible scenario. [He's not too bothered by it, however.] Fairly easily. When Morgoth rode in on that Void spawned horror, killed the Two Tree's as well as my grandfather and ran off with my fathers Silmarils as well as all other treasures of our house he made it pretty clear that he and his were no friends of ours. Not that we trusted him before, mind you. [He says with a sour look on his face.] That was the Valar's mistake not mine.
no subject
[Suspicion is always good, in Gadriel's mind. To be suspicious is merely to ward oneself against the touch of the Archenemy.] These [He's going to try it and probably butcher it, but he's an Astartes so A for effort.] silmarills are holy relics? Have you retrieved them?
no subject
My father trapped some of the light of the Two Tree's within them. Other than the sun and the moon they are the last remnants of that holy light. [Then, with a grim look upon his face he continues.] I died with one clutched in my hand. Consigning myself and it to the fires of the earth that none may take it again. The second my brother had... what he chose to do with it I know not. The third... and last is a star upon the heavens now. Carried by the father of my foster-sons. And so I hold my Oath fullfilled for they are once again in the keeping of my family in one way or another.
no subject
...this sounds like sorcery. [Oh no. Sorcery BAD. ]
no subject
[The look he gives the man is both flat and unamused. Humans. Everytime his people does something they can't understand the workings of it somehow makes the whole process magic of some kind.] Well, it's not. Just because your people haven't learned how to capture light like that does not make it magic. My father, whatever else one can say about him, was a genious and the greatest craftsman of his age and he applied all his skill and knowledge into crafting those gems and I'll thank you not to make light of his work by calling it 'sorcery'.
Sorry had to drive back from family holiday visit time .__.
Then what is magic if not using invisible forces to make changes in reality? [Huh? HUH?!?! ]
That's ok, I'm going to be a bit slow today and tomorrow because of work
To use supernatural or unnatural means to do so. [Obviously.] The wind blowing a leaf from one way to another might be an invicible force making a change in reality but I would not call it magic. Just because a thing can not be seen does not make it unnatural.
Boo, adult responsibilities.
What is not seen is corruptible by unseen forces. [His kind dealt with psykers--astropaths, navigators, and the like, but it was always uneasy. As he had seen, they could be taken by the Warp, by daemons or Chaos sorcerers. ] How do you know when it is good?
Boo, indeed. Adulting is the absolute worst...
Corruption, unfortunately, has been too enmeshed in the Song of creation by now. [Unseen or otherwise. It has been there since the first note of it was sung and it will be there until the Second Music when the world will be broken and remade free of it's marring.] Some things we can never truly know with perfect clarity. All we can truly do is strive for the light and hope our best is enough.
no subject
And once corrupted, there is no way to purify that which has been tainted. Except death and fire. [Two whole options. He's such an optimist.]
no subject
That would depend on how deeply the corruption has spread... [But he can certainly understand taking such precautions, even if it saddened him to hear it. There was a reason, after all, why most elven realms had shot escapees from Angband on sight rather than to see if any of them were salvageable. Maedhros had been one of the few that did not, but not everyone knew as well as him what signs to look for when it came to which were lost causes and which were not. Having been a prisoner there himself once upon a time.]
no subject
I need no weapons [Someone hasn't read the fine print and thinks all of his enhancements are still enhancing.] to bring the forces of Chaos to heel.
[If they could be defeated by confidence, everyone here would be saved. ]
No, even the slightest taint of corruption calls down the wrath of the Inquisition. They are...ruthless. [His Lieutenant's punishment was a key example. If they did that to someone who was merely suspected of corruption, they would do magnitudes worse at actual contamination.]
no subject
In your world. [Maedhros points out patiently.] Things are different where I'm from. Though, I'll admit, we too have had to be ruthless at times...
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
OMG Gadriel needs you after this disaster he created in town.
He's going to get such a headache when he learns about that...
He did listen to you and not attack anyone. it didn't work out so hot.
He kind of gets the feeling like they aren't exactly on the same page on what counts as an 'attack'
He used his words! Isn't that what you wanted? GOSH.
He'd have liked it better if you kept using your words for a bit longer than that...
Counterpoint: OR maybe words SUCK since they got him almost killed.
He's pretty sure him chasing after someone like a maniac is what almost got him killed...
Maybe the other guy shouldn't have run then.
My dude... who in their right mind wouldn't have when you were acting like THAT?
Like...some guy trying to protect them from having their tasty souls devoured by an evil elf?
That would only be a good excuse if someone was ACTUALLY attempting to devour anyones soul
how was he supposed to know she wasn't? He's not a psyker! she could have been *nibbling* daintily
How could he not know? Is this disconect from his soul a human thing?
Gadriel isn't really the guy to ask about normal human anything
Probably not. Still... an Elf would know if their soul was being munched on