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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.
sheepies
"That one," he said, pointing at a particularly fluffy one. "See her eyes? She cannot see as well as some of the others; the wool has grown over them." Estinien paused, then crossed his arms and smirked. "I'd like to see how quickly you can shear a sheep, Lord Commander."
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"That said...I should like to think myself quick to learn." He smirked as well. "Perhaps I should be the one to hold them this day while you shear. But I shall keep a learning eye upon you."
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Even wrangling a sheep could be quite difficult without a trained hound. And these sheep seemed a little more feral than the ones Estinien's family had in their flock when he was a boy.
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"I shall approach her from behind. Stand ready," he said, barely above a whisper. Even so, there was a note of authority in his tone. Despite their situation, he remained the lord commander.
Aymeric began the slow but sneaky path around behind the target sheep. Despite being a
tankleader in the field of battle, he could move quite smoothly and quietly when necessary. But the question remained if he was quiet enough.The half-blind sheep seemed unaware so far, but as for other sheep nearby...
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"These beasts do not know who they are messing with."
But they weren't supposed to injure them, were they? "Quickly now, Lord Commander."
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Even knowing as little about sheep as he did, Aymeric couldn't help but think that these sheep were far too aggressive. But he was saved from a fleecy thrashing in the nick of time. He nodded his thanks, lacking the time for more, before continuing towards their target.
The noise nearby made her more alert, but she couldn't quite turn in time before Aymeric grabbed a hold of her. His hands sank into her copious fleece with a gasp. His face skewed; being wrist deep in years of dirty, accumulated fleece didn't feel like the soft, cottony fluff he'd hoped for. The sheep didn't like it from her end, either, and made to dash away from him. Aymeric held fast, but he only had a grip on her fleece. In the hopes of holding to her better, he began delving further into the fluff.
"I think - I have her!" he grunted, finding himself just past his elbows in matted fleece in order to actually grab her body.
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He pulled out the shears they'd brought and aimed to position himself to begin the shearing quickly as he was able; the concern that some of the wild sheep could disrupt them at any time would mean a loss of reward if he had to kill any of them.
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Aymeric had to wrastle her a moment more, but with a very ungentlemanly grunt, he heaves her up and onto her bottom. The sheep does not like this and tries flailing her legs out, though with her abundant, overgrown fleece, they can't do much.
"Have at her! Quickly! Oof!"
Emphasis on quickly, as some of the other sheep have taken notice of them.
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He tossed the wool aside and gave Aymeric the nod that the sheep could be allowed to go--she blinked at them for a moment, able to see, and gave a happy little bleat once she realized she could see again. "Seems she's happy. Maybe she'll tell the rest of them."
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Aymeric smiled as the sheep moved and stretched, free at last from years of wool. "She does indeed. Why, she seems rather sweet now. Hopefully she will forgive us for manhandling her."
The sheep began to tentatively frolic. She was a bit stiff still, but the more the moved, the more she was able to move. And more than anything, she could see! Other nearby sheep that had been watching defensively now looked on in cautious curiosity.
"Well, they're not attacking us. At least not yet." Aymeric glanced at the freshly sheared wool. "Does the wool seem of usable quality?"
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"Aye. No rough cuts. I got the whole coat in one large piece; harder to carry, but easier to use for textile makers."
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Aymeric noticed one sheep slowly, cautiously approaching, while the rest remained at a wary distance. Although the pace of her approach was in large part because her fleece was so overgrown, she could barely move at all.
"Halone's mercy, the poor creature..." he remarked as he watched the overburdened sheep totter closer.
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This time Estinien grabbed the sheep without warning, wrangling her in a smooth movement. Like he'd told Aymeric, he sat her on her hindquarters and looked over at Aymeric expectantly. "Don't leave a woman waiting, Lord Commander."
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All the same, Aymeric crouched into position before the sheep and did his best to imitate Estinien's first cut. He was careful with each snip and shift of the shears; even without the bonus, he wouldn't want to hurt her. So far, he achieved that much, though he soon often looked to Estinien for further direction.
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"Keep going. If you stop and she gets away you'll never chase her down again."
And when the final cuts were being made, he could feel the sheep beneath him flailing as if she was ready to be let go. Once Aymeric finished completely, he would do just that.
"That's a damn fine amount of wool for a beginner."
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"Thank you. I had a rather adept guide to help," he replied with a smile. "This ought to be enough, I think."
In the meantime, both sheared sheep frolicked together.
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With a grunt, Aymeric heaved the wool up over a shoulder. Its volume was more trouble than its weight for him, but he managed a solid-enough hold on the stuff.
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"You've found a house already?" Estinien was shocked, and a bit jealous. "Sun Spear and I have not even decided what sort of place we'd like to live yet. Nor do we have the coin to do so--how did you manage so quickly?"
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Although he probably should run it by Night Sky first, Estinien and Sun Spear had already lived with them before. They were used to each others' comings and goings.
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It was true enough, though--they were offered some dwellings, but Estinien had not looked into it as a rather nomadic person himself. It made sense that he and Night Sky would settle down right away--especially knowing the dryad and her desire to never wear clothes.