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calderaevents ([personal profile] calderaevents) wrote in [community profile] calderamemes2024-11-29 12:00 am
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TDM #4



ARRIVAL

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:

“The Tavernkeeper is awaiting your arrival downstairs.”

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.

DRINK MENU
WINTER'S WHISPER A fragrant spiced tea that calms the nerves and inspires the drinker to share their hopes and dreams.

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!

CHOOSE YOUR DESTINY

As the effects of your drink wear off, the Tavernkeeper speaks once more:

”It is time, my friends, for you to find your new homes.”


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.

FANNING THE FLAMES
The renewed seething of the lava flows brought on by the tempestuous events deep below the sea seem to have been dealt with, though city guards have been stationed around the crater and are barring anyone from approaching to investigate any further than the outskirts. Interestingly, not only does the crater seem calm, it appears to be changing. Any remaining lava flow is being directed as if by unseen hands, and when the light catches just right, the barest hint of a shimmer can be detected surrounding the glowing rivers. New rock formations take shape as the days pass, though one never can catch the presence of a mason working on the structures. It's as if something intangible or invisible is repairing what was broken, turning what was previously chaos and ruin into order and life.
SEASON OF LIGHT
The world remains unsettled, still bearing the scars of the trials endured just a month prior, not to mention the oddities happening with the volcanic crater and the ominous shadows creeping in from the sea continue to haunt the collective psyche, leaving both locals and visitors on constant edge, fearful of a sudden, unprovoked assault. Despite these lingering anxieties, the leaders have publicly reassured all that calm has been restored. They claim that the worst is behind them and that every measure is being taken to prevent such devastating magics from ever threatening Salt Spire again. The protective bubble holds, new Undine are being ushered into their roles, and the world, it is said, is slowly healing. Or so they claim.

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 GRAND MASQUERADE
Another highlight of the season is the Grand Masquerade that unfolds high above the world in Heaven’s Bow, the floating city where the wind dances in the sky and the stars seem close enough to touch. The event is more than just a celebration of the Season of Lights—it’s a gathering of hope, a last-ditch effort to save Caldera from its slow unraveling. Here, among the clouds and the wind, the people of Caldera and the mysterious Visitors from other worlds come together in a shimmering, ethereal celebration, their faces hidden behind elaborate masks and appropriately fancy dress provided when one steps through the threshold of the castle gates.

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.
THE SKY'S ASCENSION



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.
THE SEA'S SECRETS
On the other side of the terrace, a serene water garden unfolds, its shimmering pools reflecting the stars above. Water flows in delicate, endless cascades, filling the air with a soft, soothing melody that mingles with the distant sound of waves. The Undines, graceful and serene beings of the Sea, glide effortlessly through the space, their robes flowing like gentle currents, their movements as fluid as the water itself.

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.
THE LAND'S EMBRACE



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.
QUESTBOARD [NEW QUESTS ADDED]

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.
OOC NOTES
Welcome to Caldera's fourth TDM! All characters awaken in a strange tavern with nothing save the clothes on their backs, all of their powers stripped, and a piece of parchment directing them downstairs to the Tavernkeeper. There is a thread of all questions answered by the Tavernkeeper here, and if you have more, feel free to ask there for what would be offered ICly.

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.

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lettersfrombel: (judging)

season of light

[personal profile] lettersfrombel 2024-12-27 04:53 pm (UTC)(link)
Look, that food vendor knows what he did, or rather what he didn't do. "I'm telling you, there is supposed to be meat in this, not just a lot of fried breading. If I'd known, I would have just bought the fried dough."

Unlike his observer, Bel is dressed for winter, including a hat keeping his ears warm (albeit less visible), and boots. Seasons are definitely a mixed bag for him, but less than a decade living in places that have them mean they are still novel.

He will probably notice that he's being watched, but not until he gets either his money back, or a replacement skewer of whatever he's eating.
goethbeforethefall: (Default)

[personal profile] goethbeforethefall 2024-12-27 07:52 pm (UTC)(link)
It goes on for quite some time.

At first, Solas resolved himself to simply ignoring it. And then, as time passed, and the argument only seemed to revolve, neither accelerating towards any kind of conclusion, nor indeed showing signs of ending in a fizzle. He sighs, only once, and quietly. Well, then. He'll just have to do it himself.

"If I may," He interrupts, turning to join the argument even without approaching, "You will find it much more prudent simply to give him what he wants."

The Vendor is a squat, hirsuit man with a round, ruddy face, weathered from long years standing over griddles, cookfires, and frying vats. He looks between them with a suspicious, gimlet air about him, like an old sailor testing the likelihood of an oncoming storm. He does not like what he sees: Solas standing straight-backed, aquiline and aloof, his manner and bearing one of polite annoyance, held far above such petty matters.

...and of course this other, who's stake in the proceedings was by now well-established.

'I give you half back,' He says, shoving the money at Bel unceremoniously, and gesturing at the meat-bun-on-a-stick that he had earlier sold him, 'Keep that, and you go. Take or leave it.'

Solas gestures at him as if to say and there you have it. Well, what'll it be? Take the deal or leave it?
Edited (typos T-T) 2024-12-27 19:53 (UTC)
lettersfrombel: (Default)

[personal profile] lettersfrombel 2024-12-27 08:52 pm (UTC)(link)
Look, Bel will take it. He doesn't really miss his people's fearsome reputation, but it means he doesn't know how to deal with the petty annoyances that come from buying and selling things. "Thank you, stranger," he took the money with a flourish and tucked it away. "My apologies for delaying your purchase, though I can't say I recommend this particular vendor."
goethbeforethefall: (the trouble with having an open mind)

[personal profile] goethbeforethefall 2024-12-27 09:03 pm (UTC)(link)
"I am called Solas, if you would accept an introduction," He replies, mildly, bending at the waist in the sketch of polite bow, "And I have no intention of eating here. I was only passing by."

It would be most accurate to say that he had been here first, and it had been the food cart and this stranger both who had been passing him, but it hardly matters. What's interesting now, is the stranger's appearance: at this closer distance he can see that he is an elf...and yet very unlike any elf Solas has ever seen, outside of nightmare and artistry. Most unusual.

"May I presume you to be in this place under similar circumstances to myself? A fellow..." What was the insipid little code-word these people had come up with? Ah, yes, "...Visitor?"
lettersfrombel: (Default)

[personal profile] lettersfrombel 2024-12-27 09:28 pm (UTC)(link)
Bel was distinctive looking. His coloring was obvious, of course, even when mostly hidden by his clothing. Drow men also tend to be short, even by Faerunian elf standards. But relative to Thedas, Bel moves through the world assuming people see him as potentially dangerous but definitely as an equal, unless he is trying to present an alternate image. At the moment, he is not putting in effort either way, so his body language is confident and open. Maybe slightly embarrassed that he spent so long arguing about such a small amount of Bones, but more that someone had observed him doing it.

"Yes. My name is Belantar Vivalfin. Currently of Heaven's Bow, but prior to this," he waved to indicate Caldera, "a traveler around the continent of Faerun, which I do not expect you to have heard of."

Bel has registered Solas as an elf, or close enough, and the utter lack of reaction to Bel puts him in the group of 'not from Toril'. Which was interesting. (Not that Bel didn't find people interesting in general.)
goethbeforethefall: (were I you I’d sue my face for slander)

[personal profile] goethbeforethefall 2024-12-27 09:45 pm (UTC)(link)
By the standards of modern elves of Thedas, Solas is quite tall. He wears it proudly, stiff back, square shoulders, and clothing that emphasizes the graceful lines of chest, waist, and hips: there is elegance in him, the way he is now. But he offers no specific arrogance, nor deference, towards Belantar. He is merely presenting himself with strength; there is nothing frightening to him, about a Drow. It is only a novelty to meet one for the first time.

"I admit it freely: I have not," Faerun. A fascinating implication, in that name, and yet further in the truth that he has never heard of it, not even in dreams. There is such strangeness to this reality, "Though I have often been a traveler myself. Some would say I am known for it. If you have time, I would appreciate if you would tell me what you can of this place, it's magic, and it's people."
lettersfrombel: (Default)

[personal profile] lettersfrombel 2024-12-28 01:53 am (UTC)(link)
"Well, I'm told that talking is one of my skills," Bel said. Lies; he's not told that, he just does not shut up. "Shall we walk adn talk, or would you like to find somewhere to sit down and have a drink?"
goethbeforethefall: (Default)

[personal profile] goethbeforethefall 2025-01-02 04:25 pm (UTC)(link)
"Let us walk," He says, needing the air. There would be more people in any tavern, after all and Solas is not sure enough of his surroundings to seek out the crowds.

The snow is falling in silent speckles, the light catching on it in motes of solemn brightness. Somewhere, not far, children chase and laugh. Behind them, the man at the food stall calls out to someone, bidding them come near and try his wares. It is a peaceful, lovely scene. Solas, consumed by thoughts of how to escape, does not appreciate it.

"How long have you been a guest of this place?" He asks, after a sufficient pause for politeness, "You seem to know it well enough."
lettersfrombel: (Default)

[personal profile] lettersfrombel 2025-01-02 04:37 pm (UTC)(link)
"Hmm," Bel considered. "Almost half a year now," he said. "I arrived near the end of summer. Not so long unless one has something urgent to do."

Bel's sense of time is skewed by his age, but since he assumes other elves see the world on the timescale he does, he doesn't mind saying it. He is old enough to have experienced that time weighs differently as one ages.
goethbeforethefall: (Default)

[personal profile] goethbeforethefall 2025-01-02 04:49 pm (UTC)(link)
Solas has been among mortals for too long to recognize the natural perspective for what it is; he blinks. Six months was enough to establish oneself— but then, was it really? Or more likely, it was just a turn of phrase.

"Alas, I did have pressing business," He says, thinking of all that had transpired while he languished in captivity, "What of yourself? Your calm is noteworthy, but do you have so little to return to?"
lettersfrombel: (Default)

[personal profile] lettersfrombel 2025-01-02 04:55 pm (UTC)(link)
"Friends, who were going their separate ways. Mostly home," Bel said. "Sensible people don't live a life of itinerant blades for hire for long. I was going to help a friend search for her missing brother." At least partially because Bel had never met someone less suited for leaving her home village and dealing with people than that particular friend. Sylvia's utter lack of guile was sometimes useful, but most often made Bel assume something terrible would happen to her. "I'm told time does not pass while we are here. We've had one person who could confirm that, having left and returned. Neither of his own will. So whatever business you had will be stalled."

He shrugged. "Who knows? Maybe you'll learn something useful here. Depending on what you were doing." It was an invitation to talk more. Bel is nosy.
Edited 2025-01-14 15:31 (UTC)