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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.
no subject
It ought to have been awkward, wooden fingers, cool to the touch. But the veneer was smooth and elegantly applied, the wood moving almost as skin would, over internal joints. He could sense nothing of its interior, limited as he was, but he guessed at lyrium, and a combination of runes. Solas brought her knuckles to his lips and kissed them, first the wooden hand, and then the one of flesh and blood, as the light of her flare played over his face. His foolishness was what had allowed this to happen; he would never forget the terror of her screams as she lay curled around the mark's agony.
"Ir abelas," He murmurs, both for the delay, and for her pain, "Come, now. Let us get this over with. The sooner we begin..."
He lets her go, and steps back, finally. Deep breath, now. And step into the water, where it is hideously, blessedly, cold.
no subject
Scars he blamed himself for, of course. He never turned away the opportunity to find a way to make her problems his fault, did he?
"Vhenan." She whispers it to his back as he turns away from her. But he's already gone from her again, this time into the water. What else can she do, but what she has always done? She follows Solas, down into the water.
Which is wretchedly cold. She would have gasped, if not for the rebreather. The sensation itself is--bizarre. She doesn't care for it, but she cares less for drowning. She waves to Solas, waves her hand and points where they were told to go, then begins swimming. The entrance to the cave should be close, at least. It was the cave's twisting tunnels that would be the struggle.
no subject
Lavellan's flare moves as she swims, and then gestures— yes, he nods with exaggerated care, wishing only belatedly that they had agreed upon a system of hand-signals. He sees them.
The caves are a world unto themselves, and for the first twisting stretch the darkness is complete, black rocks nearly-invisible even in the wane lights of their flares, and sharp under Solas' hands as he leads the way. The tunnels open up after a dangerous interlude into a submerged cavern and Solas is brought up short with surprise.
It is a scene of surpassing beauty, every surface speckled with tiny lights, and the have gone from the weight of claustrophobic writhing into a world of stars, suspended in the blackness of the night sky itself...
He reaches for Lavellan to stop her before she can drift forward. Behind them, their entry-tunnel already seemed small and nearly-invisible in the brilliant glory of it all. If they went too far without marking the place, they would never find their way back.
no subject
Though. Maybe it will be the last time for this particular one.
The thought is dashed from her head when they breach the cave, and Lavellan quite nearly gasps, air bubbles escaping her as she looks around. It is only Solas grasping her arm that stops her from drawing closer, like a moth to a flame. This was more than worth the trek here, and Lavellan's face is alight with wonder as she looks around.
But Solas draws her back down, and she glances at the entrance. Ah, right. Well, there is one thing that she did make sure to have on hand with her, when she thought she would be leaving with Solas. After a little fumbling, she pulls it out and presents it: a small compact of lipstick.
no subject
When she goes, he follows, clinging to the lip of their tunnel while she works, and watching the location of the mark on the stone, to be sure of its placement. It would not do to mistake it, and become disoriented.
And then he dives.
Close up, the light is from the dim blue glow of small creatures, clinging to the rocks, something close to a slug and worm combined, crawling slowly along as they scrape the rocks for sustenance It's a curious thing, underwater mushroom. They grow in bunches here and there, blooming between the rocks shyly, as if the light of the glowing worms was what they needed to survive— or perhaps they depended on such creatures to transport their spores? Carefully, Solas plucks a cluster and a brief, luminescent cloud of spores fogs the air around his fingers. He offers it to Lavellan for examination.
Is this their target?
no subject
She tilts her head as the mushrooms are offered, holding the flare up for further light. After a few moments, she nods, and fishes a sack out of the pocket of her shorts, opening it up for him to deposit the mushrooms. Then she turns and starts to look to see if she can find any more. Maybe if they're quick, they can spend a few moments in the cavern above water, take a break before making the unpleasant journey again.
no subject
Eventually, when her sack seems full, he grasps her shoulder and points upwards, towards the silvery-black surface. They are done.
The cave is, save for glimmers coming up from deep below, pitch black. The walls and stone roof are close enough by to touch, if they were to stand, but Solas only sets himself on the bare ledge nearest the water's edge, and leaves his feet dangling bare in the water. The air is remarkably sweet, almost dizzyingly so— and he is mystified by that until he feels the slickness under his hands. Plants, of a sort? They would renew the air... And they are in no position to complain, so long as it is breathable.
"Vhenan," He says when he head breaks the surface, reaching out to help her up beside him by way of greeting, "Come. Rest."
It had not been an especially strenuous swim, but the constant pressure, the danger, and the darkness of it, unbroken by any form of respite, was wearying. Even so, it was done, and soon their reward would be in hand.
no subject
A quick nod to communicate her assent, and she rises with him. His offered arm is accepted, and she lets him pull her up to his side. The rebreather is popped off, and she greets him with a kiss on the cheek. The air against wet skin is colder feels colder than the water, but Solas is near, and any chill feels distant with him this close to her.
"I hope you aren't regretting letting me drag you here, Solas. I'm quite glad I had you here with me, for this." For anything, really. "Not quite as bad as the Fallow Mire, right?"
no subject
"On the contrary," He says, hoping to warm some measure of the chill out of her limbs, by dint of his body-heat alone. Were he whole, he could offer better, but for now— it would have to do, "I am more grateful for your presence than you can know. Were I alone, I would—"
What would he do, exactly? Struggle? Fight back feebly, pointlessly? Descend into meaningless violence, petty schemes, or simply... panic? This world was wound and balm both in one hand. It was the steadying weight of her, pressed against his side, that kept him from weeping with the emptiness of it. In the end, he says nothing, and knows, or hopes, she will understand.
"...It is better than the Fallow Mire. On that, we can agree."
no subject
But she leans into him anyway. He is so warm, and she missed him so much.
"You would survive and you would manage, as you always have." She says it with a sense of certainty. "I expect you would wander around doing a great deal of frowning, with a crease in your brow, right here." This is accompanied by a poke right between his eyebrows, which is followed with a kiss, to soothe. "But I am glad that I can offer you some comfort. As handsome as you are when you frown, I think you rather more so when you smile."
She's trying to distract. To make light of a situation that she can't imagine, couldn't begin to. Maybe in the act of losing her arm, had she come close to being akin to a mage without magic. Quite nearly made Tranquil. But she's hoping that he'll smile, instead of worry.
no subject
Solas breathes of the salt-smell of the cavern's seawater, and tries to be calm. It is difficult.
"You humble me, Vhenan," He says quietly, looking up at her with worshipful hope lying bare in his eyes. If only he could embody her vision of him in truth, "That I still carry your confidence in me is more than I deserve."
no subject
It comes tumbling out of her mouth without her thinking about it. How can she think anything but, when he holds her so tightly, looks at her so? The subtle lighting of the cave plays against his face, but that look of adoration is the most beautiful sight she could imagine. There's a twist in her stomach, and her expression is as loving as her words. Her eyes soft and adoring, love rendering her the lovesick teenager she'd been trying to keep herself above. Whatever. She doesn't need to be dignified before him.
She moves to cup his face with both hands, hold him with the tenderness that he deserves, treated like the precious thing he is. Like he has the fragility that the world never allowed him to possess. "You carry my heart and my joy. Why not my confidence? I've seen few men who deserve it more." A thumb brushes against his cheek. "But it is one thing to survive, and another to live. I hope we can live, here."
no subject
Her confidence in him has maimed her, has nearly broken them both. And world is...
She kisses him, gentle as a mother, and it is a balm against everything, and an absolution in and of itself. He closes his eyes and lets her be right, of only superficially. What argument can he make? He can no more deny her than to cause the sun to run backwards. Would only that could.
"Ar lath ma," He replies, softly, "Perhaps we can, for a time."
Lesser chains than such a promise have secured the service of greater dogs than he, after all. The gods of this place understood what they were doing, to bring her here with him, to strip him bare, and... and he would comply. With them, with her, with the necessity of the situation. What else was there to do?
"Ar emma lath, ma halani dirthara atishan."
no subject
Another time. She'll get to it. They have that time, here or back home. The world does not matter, she will soothe the pain in Solas' eyes. There is no room for another option.
"I will, Solas. You've fought for so long. I will lead you to peace." She fetches the sack of mushrooms (and tucks a few of them into her pocket. They will not be missed), and hefts it on her shoulder. "I think the first step will be turning this quest in. Then we can see about finding a place to stay."