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TDM #3
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, of course. This is a tavern after all, and what is a tavern without drinks?
BLACK CAT You finish most sentences with cat-like mewls, trills, and other such sounds.
SINFUL CIDER made from a particular variety of apples with a sharp intense flavor and a smooth caramel finish, the tart sweetness blends perfectly with the spices. Suddenly you feel like you need to confess something. Past sins? A deep, deep desire? A secret? Anything that you simply wouldn't admit under most circumstances, it seems like a fabulous time to unburden yourself.
BEETLEJUICE A Calderan fall delicacy, the drink is made by marinating beetles in a strong liquor reminiscent of malort. drinking 3 of them in a row is a common challenge, if you can stomach it...
HOT CHOCOLATE The standard fare with or without marshmallows. Drinking this makes you want to cuddle up with someone - anyone, really - especially by a fire.
RAMBLER You are prone to rambling and being generally more verbose than usual.
VANILLA BOURBON An aged bourbon with a strong vanilla finish… though be warned, it might make you more… vanilla than usual.
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, with 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, but due to recent events the amount of airships in the docks are limited. Travel is still possible, but there may be some delay while they ferry people back and forth. The locals speak of the day the sky fell and close inspection or further prodding provides new arrivals with some idea of what had happened a few weeks prior: a piece of Heaven's Bow had broken off, leaving many losing family members and friends to the tragedy. Attempts to rebuild are slow going.
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.
Down near where land meets sea, a large crater has formed from the piece of Heaven's Bow that landed there weeks before. Debris still scatters the landscape, and rescue efforts are ongoing even if hopes of finding people alive are slim to none these days. Broken columns of once majestic buildings lay in pieces, and the earth itself seems to be weeping with molten rock that has been unearthed by the impact.
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.
Much like the cities above, transportation is a little delayed. Much of the manpower usually kept for upkeeping the docks has been diverted to repairing pieces of the bubble that have started to leak. Not enough to truly worry the inhabitants of Salt Spire, but enough that it's slowing down a lot of other areas of the city while people work to fix it.
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.
Given the extra bounty, a temporary café has opened in Grey Ward. Wander in with a good book and experience the aromas that will greet you at the door: apple crisp, pumpkin bread, cider donuts... the smell of all sorts of sweets and deserts with an autumnal twist. The pumpkin spiced latte seems to be a favorite drink among the locals.
Of course, it's not only Grey Ward participating in the fall spirit. Head to Heaven's Bow for tastes of all sorts of soups to warm yourself as the days grow cooler, especially where the winds are strong. Everything from pumpkin to roasted red pepper, most served with hot cider--spiked, of course, with a cinnamon-based whiskey upon request.
Far below in Salt Spire you can expect to find the market stalls serving hot pot and oden, a savory stew full of tofu, daishi, and a variety of vegetables and noodles. You might even wish to purchase sake that has been aging since the spring, its flavor a perfect complement to any meal--though steamed buns seem to be a favorite for social gatherings.
Whatever you might like to celebrate the comforts of autumn, the harvest is bountiful and Caldera seems to be healing--at least for the moment.
"Welcome Calderans and Visitors alike to Princess Harriet's Haunted Boat Tour! Come and see the spirits that haunt the deep dark seas! Hear tales of romance, adventure, and tragedy like none you have ever heard before! Just 10 Bones apiece and we shall set sail once the seats are full!"
The seats are full quickly, but should you manage to get on board, the inside of the ship is large and dimly lit, blue flame candles casting odd shadows along the rows of seats and the others along for the tour.
The ship sets off out of Salt Spire and into the sea. Each landmark is met with a new tale of a different ghost.
"And here," Harriet chimes in. "In Cordelia's Rest. You know, it's said that those that perish at sea will often find their way here, following the light like a beacon. With it dimmed by unknown forces, who knows how many poor souls will be lost forever..." She weeps theatrically into her hand, stopping a few seconds later to continue speaking of the local spirits.
More stories are told with each stop - the tale of the Sylph and Undine lovers that tragically ended when the sylph tried to dive into the ocean to be with their lover and did not anticipate the fall (a story that, given Heaven's Bow's disaster a few months prior, unsettles many in an unintended way). Then there are the ghosts that haunt the Violet Drop - yet another with unpleasant implications given recent events concerning a certain Cult. But that did not stop Harriet in the slightest, who went on and on until the boat started to jerk wildly when they neared too close to Anchor Wash and its dangerous currents.
"Fear not, folks! I am sure that is just the thousands of ghosts of dead sailors that have- gods above, what is that!?" There is true terror in her voice as the ship shook and rattled, a massive shadow passing along the outside of it - large and indiscernible in its shape. For a moment, whatever it was seems to pass by without issue. But just as Harriet begins to speak again, the ship jerks violently, sending passengers flying into the sides of the vessel, into each other, and onto the floor. Harriet's assurances fall on deaf ears while everyone is shaken about like a toy in a dog's mouth, the ship creaking ominously. The helmsman shouts for aid through the bird-shaped communication device, but who knows how long it will be before help arrives.
They did not confiscate your weapons upon boarding, and there are rebreathers on the ship. Harriet shouts that someone has to help, because she's pretty sure ghosts aren't this strong. If you choose to assist and venture outside the vessel, you are met with the odd sight of shadowy tendrils wrapping themselves around the ship with the intent to crush it, the source of the arcane energy coming from a crack in the ocean floor below. Thankfully, the shadows seem to be corporeal enough to hit with mundane weapons - although magic ones seem to dispel them faster. Take them out and make sure you get back on board before the ship sails back to Salt Spire, those tendrils are dangerous, and being around them too long makes you feel dizzy and disoriented.
You are powerless. You could hide. Or you could fight.
A face you may recognize seems to duck behind a wall of bricks--was that there before?--and you hear a soft growl nearby.
You, and anyone you've found yourself with, are being hunted.
You have a sense that you need to escape the forest before the sun fully peeks over the horizon, or you may find yourself at the receiving end of a hag's hunting. Escaping the forest is straightforward enough: a portal that needs to be activated by collecting various items of import from your past, scattered throughout the forest.
Just make sure not to fall into any of the hag's traps, or you may find yourself deceased by dawn.
The full bounty of the Dryad people’s harvest is on display, particularly the wide, colorful assortment of gourds from, you guessed it, Gourdmill. Loading up in a hay cart and touring the patches to select the perfect pumpkin is a long standing tradition–just don’t make too much noise about carving one where the locals can hear, because Gourdmillians get persnickety about that particular tradition (why waste a perfectly good pumpkin when a nasty old turnip from the Burrow is right there.
Speaking of the Burrow, the Berry Bakers are selling their famous hand pies in nearly every flavor of fruit tree and bush berry imaginable, and are trying something new to bring more attention to their little corner of the land: an escape room! Billed as “The Haunting of Hollow Barn”, it costs only a few bones for entry, and participating groups must uncover the truth behind the disappearance of Old Farmer Kelly, who vanished this very month, from this very barn, long long ago.
The barn itself was in disrepair and had an eeriness to it already, but has been decorated with flickering lanterns, thick cobwebs, and scatters of bones (animal bones, but play along!). The first clue is easy to find: a cracked leather bound diary which seems to detail the farmer’s last night alive. Following these cryptic clues will lead the group to a hay bale, beneath which is a small compartment in the floor. This compartment contains a second clue: a puzzle box with a cylindrical lock. The symbols and the order they must be placed in harken back to an old nursery rhyme. Once unlocked, the puzzle box is found to contain four colorful, glowing stones, which, when held up, emit a light that reveals hidden messages painted on the walls. Following these messages and instructions will lead to uncovering four lanterns, each one the same color as the stone that revealed its location. Once the stone is placed inside, and the lanterns are placed on the right hangers, the group will hear a click, as the cellar door opens.
Descending the dark, musty stares, they will find the ghost of Old Farmer Kelly (definitely not a poor, bedraggled farmer whose wife talked him into this, doused with flour that puffs softly every time he tries not to cough), who recites a riddle: “Take me out of a window, and I leave a grieving wife. But stick me in a door, and I can save the poor man's life. What am I?” With the correct answer given, the ghost will declare that you have freed his tormented soul and as such you are free as well, and produce the key to the barn door.
Should one fail to solve the puzzles in time, one is doomed to perish in the barn and their spirit will haunt it forever (or, Miss Maisie Weston will retrieve you at the end of the time limit, and you don't get a prize). Any questions as to what actually happened to Old Farmer Kelly, and what the riddle has to do with anything, will be met with blank stares, a vague muttering attempt at a ghostly sound, and puffs of flour dust as he ushers you out; one must remember this was an elaborate mystery thrown together by a farming community, so please just take your prize (one free hand pie!) and move along.
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.
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