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TDM #1: WELCOME VISITORS
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.
The Tavernkeeper offers more than just answers. This is a tavern after all, and what is a tavern without drinks?
"I know just what you need." They say, giving you little time to reply before some manner of drink (alcoholic or not) is set before you.
A SPOT OF COURAGE: a tasty concoction so nice on the tongue it loosens it up. You suddenly want to reveal something about yourself!
SKY HIGH: a fizzy blue drink billowing with white smoke and served with a lemon slice as a garnish. It has been known to make the drinker giggly and sometimes even float a few feet off the ground.
CRYING FROG: a swirling bright green drink that makes you want to cry - or is it something else about this place that just makes you want to tear up…
SHARING IS CARING: a large, delicious frozen concoction that comes with two straws. You can't finish it alone! (No, like, you quite literally can't finish it alone.)
52 PICKUP: It's just whiskey. But for some reason it really puts you in the mood for cards, or a game of mahjong, maybe a couple rounds of checkers
QUICKSAND: The thickest chocolate milkshake you've ever had. The flavour is rich and delicious, but it moves like concrete. Sucking it up the straw takes effort. Makes the drinker mellow and lethargic. It's all good, man. Don't worry, be happy.
BEER: Beer? I thought you said bear! (animal transformation)
SEX ON THE BEACH: literally just sex on the beach, but also an aphrodisiac. Have fun! (The rooms upstairs are still open, for the record…)
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.
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.
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.
All locations are available to be explored! Please mind that it is an active work in progress and will hopefully be finalized by June 8th.
We are looking at an opening date of July 1st with reserves opening on June 28th and and applications on opening day.
The TDM is game canon and all completed quests can be carried over once accepted into the game.
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"I can see all those qualities mirrored in you, although I am delighted you think so highly of me." He may be humble, but it's also nice to hear nice things about yourself sometimes. A leatherclad finger taps at his chin as he considers Dion, taking his eyes off him only to glance back at the bar.
"Shall we have another drink? Mayhaps they've a bottle of wine we can share?"
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But he follows Joshua's eyes and laughs shortly.
"I suppose we're long overdue to indulge ourselves."
He stands and offers Joshua a hand he absolutely does not need.
"Lead on, Your Grace."
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"Will you do the honours then?"
Should they return to their little table in the corner or go somewhere else? Wherever Dion decides is suitable, Joshua will follow.
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But those titles and futures are behind them now, and here they are at a bar in another world, about to split an entire bottle of wine. Dion takes it up with a grin and with a reciprocal tug on Joshua's arm, leads them back to their table.
He cracks open the bottle and gestures for Joshua to hold the cups as he pours for them both.
"And what shall we toast to this time?"
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But all of that was a what-if scenario that never could have come to bear fruit. Even after saving the world, even if they had the means to rebuild their broken kingdoms...
Out go the glasses, perhaps a bit too eagerly. He is far too sober for such harrowing thoughts right now, along with the reality of his fate.
"To a brighter future." What else could he hope for?
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He sets it down with a shrug, then accepts his glass from Joshua and holds it aloft. If it tastes like swill, then so be it.
"To a brighter future, then."
Dion tips their glasses together and drinks.
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But, as he raises the glass to his lips to take a sip, he finds it's not really terrible at all. A little tart, sure, but there's a sweetness to it too. With a smile he sits after their toast, settling back in his chair to smile over the table at his fellow Dominant.
"What do you think of it?" He swirls his glass a little. "I think it's all right." Good enough for the son of an archduke but maybe not for a prince.
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Thus he does not quite manage to mask a slight grimace. "I've certainly had worse, but it will suit our purposes nicely." And he can't rightly complain about free wine.
Dion resumes his seat and takes a longer draught. "I believe that last time I overindulged was some five years ago, after we narrowly reclaimed Belenus Tor from Waloed." He'd slept like the dead first, then drank heavily when he awoke and fell back to sleep before leading a rather depressing march back South.
"What of you?"
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Hearing that Dion got wasted after the battle at Belanus Tor doesn't surprise Joshua in the slightest. He had heard the stories of how brutal the conflict had been and how both Odin and Bahamut had took to the skies. What man wouldn't want a drink after such a conflict?
The question has him glancing at his glass, suddenly feeling a little self-conscious. Although he and Dion were the same age, it wouldn't be wrong to claim that he was far more sheltered than his peer. Five years of his life had been taken by a coma, others wrapped up by regaining his strength and learning how to live again. Before that, his mother had kept him under her wing. After, it had been the cage of the Undying that had a hold on him.
"Admittedly, I've never been drunk. Mayhaps that's hard to believe, but 'tis true." Or maybe it isn't that hard to believe at all. "I've never had the opportunity to truly enjoy a drink."
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And then of course, Ultima.
"Well then," he says, lifting his glass in a salute. "All the more reason. There is nothing left for us to fear."
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Dion is right though - there is nothing left to fear. They're dead, and while this place may require things from them what does it matter in the end what happens to them? Maybe Joshua will worry about that tomorrow. For now his only worry is making sure he isn't a lightweight or worse - embarrasses himself in front of Dion Lesage.
He takes a big sip at that, his own glass raised and brought back to his lips.
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Dion lets his shoulders drop and hums a content note with a brief glance around. "Would that there was some musical accompaniment, though I suppose chatter is better than the bawdy tavern songs my men prefer to attempt singing when they're at leisure."
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"Do you sing, Your Highness? Surely your men have tempted you to join in?"
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"No, I leave them to it. They would not be able to relax so much with all the weight my station brings. Rather, I overhear them in the encampment."
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"Do you ever sing though?"
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"Drake's Head had a beautiful inner sanctuary few ever entered, open and cavernous enough for a rather pleasing echo if one was of a mind." He takes a drink and affects a shrug. "I may have tried a time or two."
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Or maybe that's just the wine talking.
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"I would have to be rather more intoxicated to agree to that, Phoenix." The wine is only just beginning to thread pleasantly through his mind. "What of you? Do you have the voice of a songbird to go alongside your Eikon?"
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He chuckles lightly at Dion's reply, taking a longer sip of wine, his glass now half full. It really isn't so bad at all.
"I cannot say whether I sound sweet to one's ears or not. I would not be averse to singing a tune or two to you, however."
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"By all means," he says, gesturing loosely. "Whenever you like. We could even relocate if you would prefer." To where, he isn't sure, but certainly they're encouraged to leave.
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"Shall we get a bit of air then? I doubt they will mind if we take the bottle with us."
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"I'll follow wherever you lead."
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Outside the air is warm but not in a suffocating way. It's pleasant, if anything. Joshua spots a bench not far off from where they are near a few trees, waving for Dion to follow.
"Let's head there."
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Trees and grass unmarred by Blight. Mayhap there was evidence of it elsewhere, but not so far as he could see from here.
Dion waits for Joshua to sit, then gestures the bottle toward his cup. "More wine?"
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More wine? Why not! It tastes good enough and he's certainly enjoying himself and even more so Dion's company. "What are the songs in Sanbreque like?"
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