calderamods: (volcano)
calderamods ([personal profile] calderamods) wrote in [community profile] calderamemes2024-06-02 04:27 pm
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TDM #1: WELCOME VISITORS

TDM #1

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.


SIT, STAY A WHILE

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.

DRINK MENU
PEOPLE SKILLS: A deceptively simple looking cocktail that when imbibed makes one feel very social. Time to make friends and influence people!

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…)

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.

A NEW NORMAL
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.


THE QUESTBOARD

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
Welcome to Caldera's first 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 them here.

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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zephrah: (it all fell apart)

[personal profile] zephrah 2024-06-03 09:47 pm (UTC)(link)
"I was being very honest!" That was why she was so indignant! For once, she wasn't doing anything illegal! "It's fine, it's fine," she assured Orym as she was walked the rest of the way out--because, while he was right, usually she could absolutely handle her own in a scuffle, she sadly without all the usual things that would make her good in a scuffle. "I'll just go somewhere else. Without gambling. You would think I'd have learned by now that casinos are not a good fit for me."

Still, she huffed a bit indignantly at the bouncers as they walked back inside without a bit of concern, then focused on Orym. "You're one of my people," she realized, tilting her head at him. It should be noted that she was...well, she hadn't changed much physically, but there was something different about her. She was less settled, let's say. "You're of the Ashari. That's...wow. I didn't have that at the last place."
orym: (pic#16007976)

[personal profile] orym 2024-06-04 12:07 am (UTC)(link)
A soft but noticeable smile crosses his lips as she gripes about her history with casinos, but it falters as she acknowledges him--as one of her people, yes, but seemingly without recognition.

"It's good to see you, Tempest," he says honestly, but there's an obvious thread of surprise and confusion beneath. Doubt is creeping in, not at her, but certainly about her.

How is he supposed to say you definitely know me, why don't you know me? without sounding conceited or disrespectful? Even before Keyleth honored him with a title as her Savior Blade, before he became part of an integral mission she's overseeing, before he lost Will and Derrig in an attack on her, she at the very least knew his name. She knew he was Derrig's son-in-law, she was friendly and kind to him during his shifts with her. That she's apparently drawing a total blank now is wrong.

There is something off about her. Since she looks more or less the same as she has his entire life, it takes him a minute to notice, but the way she carries herself is a little more...turbulent? than the Voice of the Tempest he's familiar with. Of course, the question is why, and that's not even starting to get into whatever she means by the last place.

"Normally I don't get to report back to you twice in as many days, but I guess nothing about this is normal." There. That's a tactful enough way to maybe...jog her memory? Though he already has a sneaking suspicion that the problem here is something else.
zephrah: (when somebody loved me;)

[personal profile] zephrah 2024-06-05 02:47 am (UTC)(link)
"Oh, oh okay." It was gonna be one of those situations. It was something she'd dealt with before, but it never got any easier. She just hated potentially upsetting people by telling them Sorry, I don't remember that! "Okay, so, listen, whatever you tell me has happened or will happen, just know I believe you. It just hasn't happened for me yet. Places like this can do that, just...pull people from different points in time." She really was trying to place a name with a face, but the Orym of her place and time is a child. "I know this probably sounds a little, well, crazy. I'm sorry."
orym: (pic#16667116)

[personal profile] orym 2024-06-05 07:56 pm (UTC)(link)
Keyleth is so earnest in her explanation, and it's clear that she's worried about him reacting badly. The sudden lack of shared history does hurt, but not in a way that feels personal. "No, I--I believe you, actually," he's quick to assure her. "I mean, I've seen a lot of weird stuff lately. Not just..." A sweeping gesture around them to indicate all of this. "Something messing with time is bizarre, don't get me wrong, but not totally far-fetched in context." It's very much a case of everything else is fucked, this might as well happen too.

"But I guess that means I should reintroduce myself?" He offers a hand; his right one, sword-calloused but bare, so she isn't just shaking hands with a leather gauntlet. "I'm Orym. I'm a Tempest Blade, served in your personal guard for a while, but in the last few years I've been away from home looking into things for you abroad. Mostly following up on rumors that concerned the Ashari or investigating new leads on known threats. One of those missions has gotten...very intense in the last six months or so." The understatement of the century, honestly.
zephrah: (i ask for nothing i can get by)

[personal profile] zephrah 2024-06-13 09:04 pm (UTC)(link)
Keyleth takes his hand and furrows her brow, quietly murmuring "Orym" under her breath before brightening. "Oh my goodness, you're Alma's son! Oh, I see it now! Wow, you got so big!" Listen, comparatively, to the like, six year old midwife's son she was connecting him to, he was big! Her smile dimmed a bit, the quick bright surge of recognition giving way to worry and sympathy. "I'm sorry to hear that, that's concerning, but not...really surprising." There was always something, wasn't there? And always would be something. She set her chin in a cupped palm, brow furrowed with concern. "Do you want to tell me about it? I understand if you don't." In her experience, there wouldn't be anything she could do to change it. If she could, Vax would still be alive. But sadly, it didn't work like that. That didn't mean she couldn't listen and commiserate, Orym was one of her people, even if the circumstances were...odd.