SEPTEMBER + OCTOBER + NOVEMBER TDM.
● ● ● T D M . 0 7

The words ring in your ears as in the darkness of your dream, a purple glow blooms, slowly enveloping you. It is not a feeling of comfort that surrounds you, though — as a distorted voice whispers in your ear, you feel it: cold dread, and a sudden certainty that everything is about to be irrevocably changed.
It is to this daunting realization that you wake, and as your heart slows into something resembling a normal tempo, you notice something you should have noticed immediately: you are not in your bed.
1.0 White walls, clinical yet clean, sparsely-furnished rooms. You may wake in one of three rooms: a room with only one bed, a room with two beds, or a room with four beds. Those waking up in rooms with more than one bed notice that they are very much not alone. Perhaps the other occupants of the room are still sleeping, dreaming the same dream as you just did, or a regular one after returning to the station just barely a week ago … or perhaps you wake to the other person in the room watching you.
What you do is entirely up to you: yell in surprise when you wake to someone staring at you? Or maybe you’ll try to sneak away before anyone notices you...
2.0 Those with life-threatening injuries find themselves awakening in the infirmary, in a regular hospital bed. Most of their injuries have been treated, and any lingering illnesses or conditions will have designated medicine bottles on the table next to the bed.
White curtains surround the bed on both sides, giving an illusion of privacy. But is that a rustling sound you hear? Some footsteps? Perhaps you’re not the only one in need of some medical attention... or you've attracted the attention of those with experience in medical aid, and they rush to your bedside, surprised about this sudden new patient.
It is not just for your injuries that you may want some company, but also for leaving the infirmary — you can’t stay there forever, after all, and will have to make your way through the hallways of the station to the living quarters, and claim a room and a bed there.
Once you’re up, you may notice there’s something in your ear: an earpiece that, when you become aware of it, quickly runs you through the instructions for how to use the network, a recorded message by a female voice that explains exactly why you’re here… and leaves you with a map of the station.

So what else is there to do but to explore? Best get to know what is now your new home.
3.0 When trying to decide where yo go, you may find your way to the armory, where you can try to work the machine there to make yourself a weapon — perhaps to replace one that didn’t come with you to the station… or maybe you want to be prepared for the future. The recently-returned team members will surely recommend having a functional weapon with you.
4.0 After you’ve exhausted yourself training, it’s time to grab a bite. For that, you should head to the kitchen, which is equipped with all the basic appliances you might need, and ingredients for most regular dishes.
5.0 A welcome reprieve to the cold, dark space that surrounds the characters can be found in the sunlight room. A skillful illusion surrounds anyone who steps inside the room: you can hear the trilling of birds, feel a light breeze caress your skin as you walk through a grass field. The illusion has been programmed to reflect the seasons — the leaves in the trees are currently bright with all the colours of autumn: orange and red and yellow; and the air is crisp and clean. If you follow the path, you'll be led to a bridge rising over a sparkling, babbling brook, a few fallen leaves floating on the water and falling around you like very bright raindrops.
With an illusion so authentic you can almost taste the pumpkin spice, it is easy to forget you are in space at all. Perhaps that gives you comfort, or just makes you miss the real nature all the more.
6.0 If you’d rather choose tinkering over nature, the lab is guaranteed to provide you with some entertainment. Glass vials and jars of chemicals sit on shelves in a surprisingly beautiful display of colour on one side of the room, while the other side of the room contains stacks of boxes containing assorted equipment: cords, bolts, panels, buttons, gears, gadgets, gizmos, and thingamabobs. The downside is that the parts available seem to have no apparent method to their sorting. So get digging, and you may just find exactly what you need to make what you’ve always wanted to make!
7.0 As you wander back towards the common areas, you may notice there seems to be a room there that hasn't previously existed... not that you, a newcomer, would be able to tell. The room takes up a chunk of the common area, and on its unassuming door is a little plaque that reads, 'The Ximusic room'. Should you enter, you will find a sound-proofed practice room that contains — yes, you guessed it, band equipment that even the most musically inclined should be satisfied with. So pick up an instrument, saunter up to the microphone to belt out your favourite tunes, or take a seat at the side of the room and enjoy others' playing.
8.0 If it’s items you’re lacking, though, some time after your arrival, the earpiece alerts you to a new message.
But something strange happens, then — the message turns into an incomprehensible jumble of sounds: at first, it is just static; then, whirring noises follow, as if something rewinding... and then, there's a knock.
Silence.
Another knock.
A sweet, lilting voice poses the question, the words sounding as if through a filter — soon after, a woman's laugh follows, lingering as its echoes fade away slowly.
After that, some may decide it's best to not look at the supply drop at all, while others may be even more curious — but as you make your way to the platform, you'll see there is nothing amiss in the neat piles of items on it. There’s clothes, shoes, dishware, skincare, books… even a couple of CDs, and a few cute stuffed animals. So sort through what there is and grab what you want, before someone else does!

For those on the antsier side, maybe a trip to the simulation room is just the thing to address all that restlessness. Here you’ll find a preprogrammed mission to get those orb-snatching skills of yours in tip-top shape.
Fortunately, the simulation gods have decided to smile down upon you this time around; there’ll be no need to search for the orb, you already know exactly where it is: in the hands of the High King of Selrahines. The good news? His Highestness has already graciously agreed to part with the orb. The bad news? He requires a bit of a favor first…
Every year, High King Ghythih celebrates his awakening day with a party. But not just any party. For three days and three nights, the entire kingdom of Selrahines rejoices His Noblestness’ life with drinking, dancing and debauchery — the most anticipated and talked about party of the entire Gamga Galaxy. Everyone in the cosmos is invited, which is good because everyone in the cosmos wants to attend.
Now if it weren’t for that pesky assassination attempt, everything would be perfect! You see, just two weeks prior, His Royalestness received a warning that this year’s awakening day celebration would be His last. Obviously, that absolutely must not happen because talk about a killjoy. Be good dears and thwart His would-be assassins, would you? Then the orb’s all yours.
9.0 Even though you’re here for a job, you’re still expected to dress up for the occasion. Ghythih has offered you full access to the royal tailors, but if you don’t mind off-the-rack, Selrahines has many boutiques and shops in the merchant district. Go big! Go bold! Just don’t upstage the High King, or He’ll have you thrown in the dungeons. (No, really.)
10.0 During the three day celebration there is plenty to do. The first two days serve as primers, consisting of street celebrations that close down all four roads leading up to the capital. Up in the north you’ll find the carnival, where a menagerie of exotic and dangerous animals from neighboring planets are showcased and — should you happen to know the right people — put up for sale. Over on the west is for the theater crowd, where plays are put on depicting all of the High King’s conquests and achievements throughout his 800 years of being awakened. Across that to the east is for those who prefer to be part of the action; riches and fame can be won during tournaments of jousting, melees, spell-weaving and pageantry. And finally down south, by the lowlight district, are where the sinners thrive and the saints go to forget their values. Here, everything and anything is not only allowed, but encouraged.
11.0 The main event, of course, is the High King’s Gala. For the entirety of the third day, the castle’s expansive ballroom opens its gilded doors to all who wish to celebrate Him. Here there are live bands, delectable foods and a dancefloor that never seems to feel too crowded, no matter how many attend. The atmosphere of the ballroom is effortlessly jovial and contagiously hedonistic — literally. The High King hates a party pooper, see, so nearly every inch of the ballroom is enchanted to encourage celebration; sometimes it’s a melody in a song that gets your feet moving, or the bubblies in your drink that have you smiling wide, or maybe it’s that pastry you snuck a bite of in between polite smiles making you feel warm all over. Whatever it takes, the longer you stay in the ballroom, you will have fun.
(—but “fun” is pretty subjective, isn’t it? Hopefully your idea of fun doesn’t ruin the party…)
12.0 But hey, don’t forget you have a job to do. Enjoy the festivities all you want, but remember you have to ensure the High King’s survival and the capture of His assassin(s). As His special guests, you have full access to every part of the castle and all the authority you could want to question anyone and everyone. Of course, that doesn’t mean everyone’s okay with that so you may find a couple of citizens and guests less than thrilled about being questioned when they’re just trying to have a good time. Remember, the High King isn’t a fan of Draduak Downers, so covertness is key here.
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N O T E: Additionally, personal tasks are provided to each character as they enter the simulation. In-game, each character will be given one task. For the purposes of the test drive, we’re leaving it to players to pick a task from the following list for their character and run with it.
A Pretend to be (or become) inebriated and make a scene.
B Ask three strangers to dance.
C Reveal to a teammate an embarrassing story of your past.

For those looking to do something a little less involved, there is always the training room — though there’s something off about it this time around. What is normally a large, mostly empty room lined with benches and wall racks to hold weapons now resembles more of the simulation room upon entering.
Try to fiddle with the control panel as much as you want, but nothing seems to set the room back to the way it was. Seems like the only way out is to let the simulation play through, but rather than any of the preprogrammed missions the simulation room is known for, these simulations draw on all of this team’s previous missions, as if you yourself were a part of it.
Seems you’re on an unexpected walk down the orbers’ memory lane… Maybe you’ll get lucky and someone will act as your tour guide.
• MISSION FILE: BRASS DEVIL — Bright lights, extravagance, and liquor-soaked evenings keep the city of Braccia alive. Three crime families rule the streets, and if you want to get anywhere here, you have to make nice with them. They may play nice on the surface, but there's something tense pulling at the heart of the city... Can you figure out what it is?
• MISSION FILE: THE SLEEPER — To sleep is but to dream; at least, that's what they say, but the inhabitants of Kilnan may not agree. A strange sleeping illness has taken over the kingdom and no one can figure out why. To make matters worse, the royal wizard, Remi, is unresponsive. How will these sleeping beauties save their kingdom from ruin?
• MISSION FILE: BAD COMPANY — Welcome to Scorpion's Bend, the wild west with a curious and melancholy twist. Something isn't right about this place, but you can't figure out just what it is. There's bandits wandering around looking for some kind of fortune, so you might want to avoid them. Oh, and, be wary of the food.
• MISSION FILE: UPSTAIRS, DOWNSTAIRS — A tale as old as time: "good" vs "evil," up vs down. Giva is a world steeped deeply in tradition and culture, so it stands to reason that the afterlife would be, too. Taeum is where the "good" souls go, Sedorum is where the "bad" souls go... or so everyone's been told. But, it won't take long for you to realize something isn't quite right about that distinction.
• MISSION FILE: 4:50 TO VREFESEA — Productivity and innovation have been the hot topic of Novis Nox lately, as new and amazing things are being produced in a way that almost seems like magic. If that was even a concept the locals understood, anyway. Craemore and Vrefesea are separated by a vast ocean and traveled between by train, usually easily with no interruption. And yet, suddenly, you find yourself in the middle of a family whodunnit. Hopefully, you can make it out of the finger-pointing.
• MISSION FILE: THE FOX & THE HARE — E-23b is a city on the brink of mass destruction, and yes, it's because of the government. A revolution is set to break, and you can help them. There's something deeply personal about this mission, and best discovered by connecting with The Fables. Can you manage to assist and help them begin to rebuild? Or will everything fall apart?
• MISSION FILE: WISH FULL — Qruria City is one of the many kingdoms scattered throughout the world of Xrisora, a beautiful place with a well-loved monarchy. There are new things to learn, new things to meet, and hopefully, you're not afraid of the ocean...
F Y I
• This TDM takes place during the downtime between missions from the middle of September to the rest of the year.
• TDM threads can be used as samples for apps. In fact, we encourage it!
• Reserves open on September 20 at 6PM GMT!
• Apps open September 25 and will remain open until September 30.
• For any questions regarding TDM, please direct them here. For questions about the game, please refer to the FAQ.
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[ so no, she hasn't left yet, he interrupted her. she crouches down in front of the bin of clothes, wincing as she wrenches the cover off with her bad arm. idiot. she rifles through the clothes, lifting things and holding them up to get a size of them before shoving them back in to look for something else. eventually she hands back a grey long sleeve shirt, luxuriously soft. the pants are measured against her arm because the memory of her arm curled around his waist as she hauled him to the beach is burned into her mind, she knows exactly how he fits and after some more pawing around she finds a pair of trousers that will probably fit him well enough. ]
No shoes, so maybe we'll find our own boots somewhere.
[ she's got one yellow and one pink sock on and a folded pair of black ones for cassian as she straightens up. ]
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[ he follows her, and even though his limbs don't feel like they're on fire anymore, his body still feels stiff and on the mend, so he's grateful she takes over and leans down. he's not sure he wants to bend over until he's sure he can get back up, but that flexibility will best be tested out of such a public eye. ]
[ at a first glance, the clothes look like they'll fit, and he nods a thank you when jyn passes them over. ] If they have clothes, they must have shoes. They are often not needed in a medbay.
[ a beat. ] It feels odd that we can just walk out.
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Some of our stuff survived, maybe our boots did.
[ her hand lifts to curl around the neck of her sweater, making it clear her crystal is one of the things that survived. it was sitting next to her bed — probably because even half dead she was liable to throw a fit if someone tried to take it from her.
jyn just stripped down and changed in the middle of the infirmary because she doesn't possess the concept of shame in regards to her body, but she figures cassian might want privacy or something so she pulls out another tote to paw through. ] I'll be here when you're done.
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[ he's left standing awkwardly for a moment, before he ducks away. ] Okay.
[ cassian isn't particularly modest either, but he has no idea the state of himself, and he would prefer to be the first one to find out, so he ducks back behind his curtains to change. the clothes jyn picked fit decently enough, and he doesn't notice anything glaringly new about himself - though he can't see his back, not without a mirror. that'll be a problem for later. he steps back out, tugging at the sleeves of the shirt. ]
Find anything else useful?
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[ she knows it's their stuff because the boxes are neatly labeled with their names: J. ERSO and C. ANDOR. she's already gone through hers and pulled her boots on, but the clothes are actually pretty damaged so she didn't change back into her own clothes, these are her clothes now too. ]
Poured out about a bucket of sand from mine so watch out.
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[ he pops open the lid, but hesitates before digging around inside. ] In that case, maybe I should do this over a sink, or trash can. I don't need to save the sand, but I don't need to make a mess either.
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[ she didn't peek, despite wanting to, figured he would get shirty about it, so she doesn't know what is in his belongings, but her blaster was in hers so she doesn't want to whip that out and brandish it around. ]
Find a sink.
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There must be one in here, unless you are itching to leave. [ he gets the sense she might be. he doesn't care walking barefoot, because at least the floors are clean. he'll take tiles over sand. ]
Have you seen many other people?
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[ she is itching to leave, he's right. the smell of antiseptic makes her stomach roll over, especially with cassian surrounded by it. ]
Come on.
[ without waiting to see if he follows, jyn stalks out. she trusts he will follow her which is a new and uncomfortable feeling, but they've come this far together already. he's not going to ditch her now that they have one more chance.
unfortunately she doesn't know what way to go when the doors whoosh open in front of her so she turns on a whim, heading left and grumbling about how she hates ships. ]
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There may be a map, alongside the earpieces we have received. [ he immediately starts looking for one - though it's different to have a map versus witnessing the layout for oneself. ]
Should we find a room?
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You wanna get a room? [ scandalous. ]
Maybe the map is on the earpiece.
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[ he opens his mouth, closes it, then rolls his eyes. ]
Unless you want to leave our things in a kitchen or dining hall.
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Ha! [ jyn leads them straight through, ignoring anyone milling around, and opens the first left door. it's a long corridor (she makes a soft, defeated little noise of frustration) so she steps back and moves forward through the common area again. the next door on the left brings them to a smaller hallway full of numbered doors. ha! again. ]
Your turn. [ pick a door, any door! ]
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[ cassian takes another cursory look around the common room, not long enough to make eye contact with the people lingering inside, but it's enough to file away faces and the layout for later. notes about where they are and what they're doing. ]
[ they pass through too quickly to be barraged by conversation, which works well enough for him. they find the new hallway and he moves quietly down it about two-thirds the way before he stops outside a room. ]
Let's try this one. [ far enough of a walk to maybe be tedious for most people, no real noise inside. ]
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Seems empty.
[ there's no belongings on the beds and no personalization so jyn takes this to mean it is free for the taking so she dumps her box on the floor in front of one bunk, leaving the other for cassian. could she put it on the end table or the desk? yes. it's still on the floor. jyn dumps herself in one of the chairs at the small table, slumping over the table top and tucking her chin in her hands. ]
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[ at least until jyn dumps her things. he does not frown about the literal dumping, but he pointedly does not look at it as he moves to the other bunk, but he catches himself before setting it on the bed. ]
[ there's another door, one he thought was a closet, but he has a thought, moving towards it and flicking it open to reveal a goddamn refresher. even that looks pristine and unused. ]
I do not think this is shared.
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[ if it's just a sonic she will immediately take back her delight because whatever, but pumped in water? hot water? might be worth dying for. ]
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I assume. Do you want the honors? [ of checking how it works and checking the temperature, obviously. ]
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stupendous. ]
It's not very hot. [ but that is her only complaint.
another stab of another button and the water comes out a different tap on the ceiling, another poke and she finds what is probably shampoo, one more and unfortunately she finds the off button, frowning at the shower in disappointment. ]
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[ he wrinkles his nose. ] I can literally see the steam.
[ but he's used to shitty showers if they're an option at all, so even warm water feels fancy. ]
It smells nice. [ he tries not to sound suspicious, but it's odd enough that he is a little baffled by everything she presses. ]
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You want to give it a go first?
[ maybe he if goes first he won't mind helping her cut all the singed pieces out of her hair once they're both clean and free of any lingering sand. she'd pawed some of it out before she tied her hair back up in its bun, but she knows she needs to cut out the dead ends. ]
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[ it's only a little bit sarcasm. ]
[ but he pauses. ] Sand and antiseptic is not a welcoming combination.
[ he does kind of want to get clean before he tracks more sand into his new space, but it's not like he wants jyn to do the same, and she might be less cautious about it. ]
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[ she is when food is involved, but that is a facet of food insecurity she is unlikely to grow out of any time soon. she changed so quickly she didn't give herself time to see what her body actually looks like after scarif and she is happy to let cassian take that leap first, especially if she can disguise it as being nice. ]
Go on, you smell like a medbay, it's horrid.
[ maybe he'll do it for her. ]
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[ but he's not going to argue with showering first. he really does want to wash down and get a better sense of the state of himself without any prying eyes. he sets his things down on the countertop in a gesture meant to urge her out. ]
Try not to get too much sand anywhere.
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she makes a noise of semi-agreement and closes the door behind her as she backs out. she sits on her bed, soft and warm, and when she hears the tap kick on again she tips over onto her side to have a little rest while she waits, kicking her boots off to fall to the floor with the rest of her things. she is asleep within seconds, lulled by the sound of the 'fresher and the proximity of cassian. ]
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🎀