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calderaevents ([personal profile] calderaevents) wrote in [community profile] calderamemes2025-05-31 11:52 pm
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TDM #7



ARRIVAL

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.

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.

DRINK MENU
BLOSSOM BLUSH A radiant pink wine that releases floating cherry blossoms with each laugh.

FIREFLY MEAD Pale gold and gently glowing, it makes you shine softly in the dark

MORNING MINT Icy mint liqueur that makes everything you touch cold for a brief period of time.

BARDS ENCOURE Sweet spiced wine that compels you to sing everything for an hour.

MIMIC MULE Ginger drink that changes flavor every time you guess it wrong.

BUTTERFLY EFFECT Lavender liqueur that summons a trail of glowing butterflies as you walk.

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.
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.

WHISPERS TO THE TIDE
The message spreads quietly, without fanfare: a shoreline gathering, open to all. No formal invitation, no declarations from the leaders, just a time and place passed from mouth to mouth, realm to realm. At a quiet stretch of coast where the cliffs slope into tide-washed stone, someone has set out low tables bearing shell shaped lanterns. They glow softly: blue for the sea, orange for fire, green for forest, white for sky. No one claims credit for organizing it, but it's clear this is meant for those who fought. For those who died. For those who came back different.

But no one stops you if your grief is older, quieter, or comes from another place entirely. Some are new to Caldera, and for them, the name whispered might belong to someone from home.

You're told you can take a lantern, whisper a name into it—someone you lost, someone you failed, someone who isn't who they were before—Then set it in the water. The ocean carries the lanterns gently out with the tide, until the horizon flickers like a constellation fallen to the sea.

There's no stage. No speeches. Just space. Space to remember. To grieve. To speak or stay silent. To stand beside someone who understands, or to leave the lantern untouched.
BEGIN AGAIN
As the last lanterns drift out across the water, their glow swallowed by the sea, a hush falls over the shore. Cordelia, Aella, and Terra step forward. Triton stands just behind them, silent, watching. Vesper, for now, is nowhere to be seen. Waiting, recovering, enjoying time to himself.

Cordelia speaks first. Her voice is steady, her gaze lingers on the crowd. "That you stand here now is a blessing not all can claim. Caldera's own gave their lives for this moment. And you—the ones we pulled from other worlds—stood with them, gave your own lives just as readily. We do not look away from that. And we do not call this victory. Not yet."

Terra's voice follows, low and grounded. "The land remembers their names. Yours, too. This future was shaped by every hand that reached for it, whether it knew Caldera or not." She pauses. "And though not all is settled... we have the chance to begin."

Aella steps forward, her voice gentler but firm. "We know the cost. And we know we weren't always honest with you. You deserved more—answers, choices, time. But still, you gave us hope. You gave us a chance."

Then Triton speaks. There's hesitation in his voice, but he sounds sincere nonetheless. "I caused much pain. More than I can undo. I fell long before you arrived. But the world you walked into still carried my shadow. You were asked to survive what I helped create. I brought darkness where there should have been light. And for that, I am sorry."

He lets the silence stretch before continuing. "None of us can erase what was lost. But you deserve to be met with honesty. With fairness. With kindness. Not as strangers—never again as tools—but as people who mattered, and still do. Tonight is not an ending. It's the first step. One we hope leads somewhere better."

He looks out across the gathering. "So tonight, if you can—rest. Sit beside someone you fought with. Laugh, if it comes. Let the world be yours. Even if it's only for a night."
A BREATH OF SPRING
With a wave of his radiant hand, Triton breathes new life into the shores of Caldera. The once-quiet beach stirs as soft, cool waves ripple gently beneath a crisp spring sky, reflecting the golden shimmer of his light. Far below, Salt Spire's bubble glows faintly beneath the water, like a jewel set in the depths. Along the sandy shores, fires flicker to life, and colorful banners unfurl in the gentle breeze.

The air fills with the fresh scent of salt mingled with blooming wildflowers, as Triton's touch awakens the herbs and blossoms that carpet the nearby meadows. You notice stalls nestled between weathered wood and smooth stones, where roasting fish and sweet honey cakes invite you to pause and savor the moment. Near the water's edge, you see others carving tokens from volcanic glass and pieces of smoothed wood—symbols of strength and hope. You are welcome to join them, shaping your own keepsake to carry with you. Nearby, hands weave colorful reeds into bracelets and anklets, imbuing their craft with the calm energy of the sea. Perhaps you will try your hand at weaving, or chase shimmering fish darting through tide pools, or search for rare shells hidden beneath seaweed.

Further inland, beneath Triton's watchful gaze, storytellers beckon listeners near, spinning vivid tales of courage and redemption that stir the heart. You can gather with them in the warm sand and grass, share your own stories, or simply listen and let the warmth of their voices settle around you. Not far off, groups play a lively game where players toss a smooth, polished wooden ball back and forth, aiming to catch it without dropping while weaving between makeshift goals marked by sticks in the sand. The game is simple but fun, testing your reflexes and teamwork, and laughter rises with each playful challenge. Feel free to join in or cheer on the players. Along quieter paths, herbalists offer to teach you how to identify and gather spring blooms for healing poultices or charms, inviting you to take a piece of renewal with you.

As the afternoon deepens, Triton's golden light mingles with music—a haunting blend of sea shanties and lively dances—drawing visitors into circles beneath blossoming trees. Barefoot on the soft grass, you may find yourself swept up in a dance, moving with the rhythm of wind and tide.

Though Triton's radiant presence fills the beach with warmth and light, your gaze may catch subtle glances toward the rising moon—its silver face unusually bright, stirring a quiet unease deep beneath the surface. Yet tonight, under his revitalizing glow, the beach breathes easy, wrapped in a promise of healing, connection, and peace—if only for a little while.
QUESTBOARD (NEW QUESTS ADDED)



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 NOTES
Welcome to Caldera's seventh 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 themhere.

◾The Bestiary page has been renamed to Flora and Fauna, and has been updated with new beasts and information on local Calderan plants and herbs here.

Have fun, Visitors!


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