Entry tags:
June-July 2024 Test Drive Meme
June-July 2024 TDM
Introduction
Welcome to Folkmore's monthly Test Drive Meme! Please feel free to test drive any and all characters regardless of your intent to apply or whether you have an invite or not.
All TDMs are game canon and work like "mini-events". For new players and characters, you can choose to have your TDM thread be your introduction thread upon acceptance or start fresh. Current players are also allowed to have in-game characters post to the TDM so long as they mark their top levels ‘Current Character.’
TDM threads can be used for spoon spending at any time by characters accepted into the game.
Playing and interacting with the TDMs will allow characters to immediately obtain canon items from homes especially weapons or other things they may have had on their person when they were pulled from their worlds! There will always be a prompt that provides some sort of "reward" to characters who complete certain tasks.
🦊 New Star Children meet the Fox still in their worlds, and she brings them into the new realm of Folkmore. As you follow her, your body begins to change and new characteristics emerge. These may stay for a while, or perhaps they will hide away after. And during all of this, the Fox explains to you where you will be going: to Folkmore.
and then... you fall like a shooting star, falling to the land in a burst of starlight.
🦊 Experienced Star Children are already familiar with this time of the month. There are shooting stars all across the sky, and some fall to the land, which means the Fox has brought new arrivals. These newly arrived Star Children will face some tests, but Thirteen wants the more seasoned residents to participate as well.
Perhaps you follow the falling stars on your own, or perhaps the Fox simply teleports you there, but it appears you too will be part of this.
Content Warnings: Ghosts, Potential Violence, Potential Death
Summer has hit. It's hot, and nowhere is it hotter than Cruel Summer. Naturally, new Star Children arrive in Cruel Summer with no indication of which direction to go to escape, unless they're so lucky as to arrive near the Selkie River. The water provides a break, and a selkie skin will protect Star Children from the heat. Though beware the cruelty of leaving a selkie without their skin. Along with the heat, Star Children can hear whispers and the echoes of screams throughout Cruel Summer. There's no obvious source of the noises. Not the normal creatures. Not anything anyone can see.
Whether new or old Star Child, anyone lost, overheated, in need of a rest, or anything else will find a friendly spirit will find them in the sands, rock, or shores of Cruel Summer. They'll guide the way toward the huts found in Cruel Summer. These huts have changed; the huts are bigger and grow together, making them one interconnected twisting winding empty town. No one appears to live there. The wooden town is in disrepair, varying from building to building. Even so, they are cool inside, a welcome break from the summer heat.
No matter how one entered, even through the swinging doors to the saloon, that exit disappears behind Star Children. There's no turning back. The only way out is to explore the way through the buildings. This fact continues to be true building to building as exits continue to vanish. The abandoned town isn't as empty as it first seems. As Star Children explore the branching paths through the wooden structures, they see ghosts of spirits going through the paces of their lives. They're familiar to these spaces and interact with missing objects that sometimes shimmer in spirit energy.
Spirit Children may interrupt these routines to try to talk with the ghosts. Some ghostly spirits are friendly. They may interact with Star Children as though they're someone else, someone the spirits used to know. Others, like the bartender, may treat them like a new customer. Other ghosts are determined to stick to their routines and, should Star Children continue to interrupt, will attack those who disturb them.
These spirits may kill Star Children when they attack. Normal weapons won't hurt them. There are revolvers, shotguns, iron pokers, hunting knives, and other plain weapons around to grab in self-defense. Salt bullets and iron will dispel ghosts. These weapons may be grabbed at any time. However, doing so attracts the creatures in Cruel Summer. A blood red worm spitting yellow acid may break through the floor to eat or spray Star Children. An enormous coyote may leap through the window. Whether attracted by the use of weapons or passing by, any dangerous creature found in Cruel Summer seems agitated when they come near these structures and will attack them and anyone inside. They will focus especially on anyone with a stolen selkie skin.
Should Star Children die, whether to ghosts or creatures, they will not immediately return to life.Do not pass go. Instead they will haunt the ghost town for one week in the room where they were killed. Other Star Children may recognize them and work to snap them out of their routines. Yet nothing will free the Star Children's spirits before the week is through. At the end of the week, they'll come to, alive, in their bodies in the room they died in. Best get through and out of the ghost town before dying again!
A constant through these scenes are the spirits' spoons, visible somewhere in each scene. The ghost spoons are whole. Once free of the ghost town, Star Children may choose to travel to the Shattered Spoon Shrine in Never Fade to search for the broken fragments of any of these spoons. They are in such small pieces, however, that no Star Child may feed them enough Lore alone to bring the spirit back. Two or more Star Children may spend time in the Shrine creating and feeding Lore toward the spoons to heal them. It just may be enough to bring someone back.
Summer has hit. It's hot, and nowhere is it hotter than Cruel Summer. Naturally, new Star Children arrive in Cruel Summer with no indication of which direction to go to escape, unless they're so lucky as to arrive near the Selkie River. The water provides a break, and a selkie skin will protect Star Children from the heat. Though beware the cruelty of leaving a selkie without their skin. Along with the heat, Star Children can hear whispers and the echoes of screams throughout Cruel Summer. There's no obvious source of the noises. Not the normal creatures. Not anything anyone can see.
Whether new or old Star Child, anyone lost, overheated, in need of a rest, or anything else will find a friendly spirit will find them in the sands, rock, or shores of Cruel Summer. They'll guide the way toward the huts found in Cruel Summer. These huts have changed; the huts are bigger and grow together, making them one interconnected twisting winding empty town. No one appears to live there. The wooden town is in disrepair, varying from building to building. Even so, they are cool inside, a welcome break from the summer heat.
No matter how one entered, even through the swinging doors to the saloon, that exit disappears behind Star Children. There's no turning back. The only way out is to explore the way through the buildings. This fact continues to be true building to building as exits continue to vanish. The abandoned town isn't as empty as it first seems. As Star Children explore the branching paths through the wooden structures, they see ghosts of spirits going through the paces of their lives. They're familiar to these spaces and interact with missing objects that sometimes shimmer in spirit energy.
Spirit Children may interrupt these routines to try to talk with the ghosts. Some ghostly spirits are friendly. They may interact with Star Children as though they're someone else, someone the spirits used to know. Others, like the bartender, may treat them like a new customer. Other ghosts are determined to stick to their routines and, should Star Children continue to interrupt, will attack those who disturb them.
These spirits may kill Star Children when they attack. Normal weapons won't hurt them. There are revolvers, shotguns, iron pokers, hunting knives, and other plain weapons around to grab in self-defense. Salt bullets and iron will dispel ghosts. These weapons may be grabbed at any time. However, doing so attracts the creatures in Cruel Summer. A blood red worm spitting yellow acid may break through the floor to eat or spray Star Children. An enormous coyote may leap through the window. Whether attracted by the use of weapons or passing by, any dangerous creature found in Cruel Summer seems agitated when they come near these structures and will attack them and anyone inside. They will focus especially on anyone with a stolen selkie skin.
Should Star Children die, whether to ghosts or creatures, they will not immediately return to life.
A constant through these scenes are the spirits' spoons, visible somewhere in each scene. The ghost spoons are whole. Once free of the ghost town, Star Children may choose to travel to the Shattered Spoon Shrine in Never Fade to search for the broken fragments of any of these spoons. They are in such small pieces, however, that no Star Child may feed them enough Lore alone to bring the spirit back. Two or more Star Children may spend time in the Shrine creating and feeding Lore toward the spoons to heal them. It just may be enough to bring someone back.
- Whispers, echoes of screams, etc become common throughout Cruel Summer
- Huts become bigger, interconnected, growing together. Anyone lost, overheated, in need of something in Cruel Summer gets a friendly spirit redirecting them to these buildings
- Buildings will still be in some state of disrepair, but like a whole twisting winding town
- Insides are a cool respite
supernatural ghost spirit air conditioning - Only way out is through, no turning back, as the exits disappear behind you
- Many are friendly, but some are not. One can attempt to talk to them, but how interactive they are varies
- Occasionally other creatures from Cruel Summer may burst in and attack
- If a Star Child dies, rather than return to life immediately, they stay a ghost for about a week, part of the tour
Content Warnings: Fire, Coerced Confessions
Fire! Fire across the realm! For the second half of June, wildfire burns everywhere. While it doesn’t hurt Star Children, it can reduce everything else to ash: homes, businesses, gardens, spirits. The local spirits will be in a panic and beg Star Children for help from small ice mice in Wintermute to fennec foxes in Cruel Summer. How can Star Children help? Confessions. Anything the person they are with doesn’t know. The more earnest and meaningful the better.
When wildfire erupts and spreads, Star Children may stand in or in front of an area they want to protect and confess something to another Star Child who happens to be nearby. Their neighbor? Their partner? A stranger lost in a new land? These confessions simply need to be something the other person doesn’t know to protect structures and spirits. Memories related to the confession will show in the fire. The fire will fuel these memories until they run out of energy, dying down to embers. At least in that place at that time.
Should something start to burn before someone confesses, multiple confessions are necessary to catch the wildfire’s attention and distract it from the fuel source it is feeding on. Two or more Star Children will need to make confessions whose memories are shared in the flames. Water powers can also help quell the flames, but confessions are necessary in the end.
Once July hits, the wildfires are mostly gone, only sparking up here and there on occasion. In their stead are embers. They spark in the air like fireflies and fly around Folkmore, attracted to Star Children. These embers land on Star Children and make them glow. There’s no pain. In fact, the embers provide sparks of insight into memories, situations, and other emotional dilemmas that Star Children haven’t previously understood. Talking the issue over with another Star Children provides further emotional clarity.
Spirits are welcoming to both embers and Star Children. Confessionshelp Folkmore grow as well. Gardens bloom in beautiful displays. Crops grow healthy and joyful. It’s even possible to hear humming from some of the vegetables and fruits. The land grows with the Star Children. Anyone who lacks a green thumb can work their way around that with confessions! Save that dying plant and grow those tomatoes.
One time that a Star Child confesses, either to wildfire or to embers, they will find a jeweled box shaped like a flame. The peak of the flame comes off to reveal the insides. Within, there is an item from home. It may even be a weapon or magical item. Larger more meaningful confessions are more likely to receive weapons. These items may even be larger than should fit in the box or its entrance. Whether the box should only hold a single ring or fill the palm of one’s hand, these items fit. Star Children also can keep the jeweled box, and this one item from home can be stored within the box. Other items too large to fit the box will not enter it. Only the one from the box.
Fire! Fire across the realm! For the second half of June, wildfire burns everywhere. While it doesn’t hurt Star Children, it can reduce everything else to ash: homes, businesses, gardens, spirits. The local spirits will be in a panic and beg Star Children for help from small ice mice in Wintermute to fennec foxes in Cruel Summer. How can Star Children help? Confessions. Anything the person they are with doesn’t know. The more earnest and meaningful the better.
When wildfire erupts and spreads, Star Children may stand in or in front of an area they want to protect and confess something to another Star Child who happens to be nearby. Their neighbor? Their partner? A stranger lost in a new land? These confessions simply need to be something the other person doesn’t know to protect structures and spirits. Memories related to the confession will show in the fire. The fire will fuel these memories until they run out of energy, dying down to embers. At least in that place at that time.
Should something start to burn before someone confesses, multiple confessions are necessary to catch the wildfire’s attention and distract it from the fuel source it is feeding on. Two or more Star Children will need to make confessions whose memories are shared in the flames. Water powers can also help quell the flames, but confessions are necessary in the end.
Once July hits, the wildfires are mostly gone, only sparking up here and there on occasion. In their stead are embers. They spark in the air like fireflies and fly around Folkmore, attracted to Star Children. These embers land on Star Children and make them glow. There’s no pain. In fact, the embers provide sparks of insight into memories, situations, and other emotional dilemmas that Star Children haven’t previously understood. Talking the issue over with another Star Children provides further emotional clarity.
Spirits are welcoming to both embers and Star Children. Confessions
One time that a Star Child confesses, either to wildfire or to embers, they will find a jeweled box shaped like a flame. The peak of the flame comes off to reveal the insides. Within, there is an item from home. It may even be a weapon or magical item. Larger more meaningful confessions are more likely to receive weapons. These items may even be larger than should fit in the box or its entrance. Whether the box should only hold a single ring or fill the palm of one’s hand, these items fit. Star Children also can keep the jeweled box, and this one item from home can be stored within the box. Other items too large to fit the box will not enter it. Only the one from the box.
- Last two weeks of June, wildfire burns across Folkmore. After that, they are rare.
- Confessions can protect or rescue buildings, land areas, and spirits.
- Come July, embers spark across Folkmore like fireflies. They provide insight for Star Children. Talking helps.
- Confessions help the land grow.
- Confessions reveal a jeweled box containing an item from home.

Cobb Vanth | Star Wars | Familiar | current character
The desert is where Cobb is most comfortable. The dry heat doesn’t bother him any. He moves across the shifting sands with ease. The bright sun is shrugged off. One could say he was born of the desert and one that has never been as kind as Cruel Summer.
This desert only sometimes tries to kill people. Tatooine always is.
When the stars of new arrivals started falling, Cobb figured out pretty quickly they were landing out in the desert again. Given his comfort out there he gathered up the necessary supplies with extra for those he’d find lost among the sands and went out.
Luckily, no one seems to be deep in the Wastes. That’s a miserable walk back for anyone not used to the place. Cobb’s barely sweating when he spots a figure among the dunes. He makes his way towards them, long legs and easy steps covering the ground quickly and almost effortlessly.
“Hey there,” he calls out when he’s close enough to be heard. “You stay put, I got water and know the way to civilization.”
If he’s noticed the haunting sounds echoing through the desert he doesn’t give any outward signs of it. When he’s close enough he holds out a metal canteen. “Drink slowly or you’ll make yourself sick.”
—
Ghost Tours - OTA
Cobb knows he made a mistake when a window shatters and a beast comes through. Should’ve known better than to trust scattered weapons but a slug thrower (shotgun) was hard to resist. He needed something stronger to protect himself from the bigger threats in Folkmore than his pistol could handle.
He barely has time to regret his greed because the giant wild animal - something canine in appearance - is going straight for the only other person in the room.
Fear. Horror. Anger. A lot of emotions rush through Cobb at lightning speed. What he intends to do is instinctive. Muscle memory. He intends to reach for his pistol and shoot the thing. A bullet won’t put it down but it’s instinct.
What happens instead is that he lunges and his body lengthens. Twist and grows and changes from a lanky man to a long, heavy, serpentine creature.
The krayt dragon.
A smaller version than what can be found on Tatooine, the native home of the krayt. The one that lunges at the monster is only twenty-five feet long and has a very distinctive scar along its right temple. It’s still a large beast that can go toe-to-toe with the oversized coyote that just broke into the room.
Cobb’s eyesight is pretty terrible like this but he can sense the other monster in the room, a bigger heat source than the other Star Child in the room. In his confusion at suddenly not being in his body but being in a very different body he stumbles over his multiple legs and doesn’t really lunge but more crashes into the big monster.
His weight is enough to send them both into the wall with gives way under their combined weight. Another instinct takes over and Cobb finds himself wrapping his long, thick body around the dire coyote.
He wants to tell the person to run before they’re caught up in the fight. He tries but all that comes out is a roar because he can’t speak. He can’t speak as a krayt dragon and he has a very angry monster biting him.
One problem at a time maybe.
—
Flames to Embers - OTA
Frankly, Cobb had just about enough of confessions. First the bonfires and now wildfires. These things aren’t a problem on Tatooine. The buildings aren’t made of wood and there’s no real natural growth to burn away. This is really his first time experiencing the heat and destruction of wildfires tearing through nature and civilization alike.
The trouble is given that he’s done a few of these confessions he’s got to find someone new to hear what few confessions he is willing to say out loud. There’s so much Cobb keeps to himself and even in the face of a roaring blaze he’s reluctant to give them up. So much was forced from him before. He wants to keep a few things to himself.
“I wanted to keep the armor,” he blurts out through gritted teeth. “It was the right thing to do, the honorable thing but I miss that armor every single day. If I had that armor I wouldn’t have lost my arm. I wouldn’t have lost my deputy. I had to give it up but damn it, I regret that.”
The flames almost seem to breathe out a sigh and slowly the flames start to back away from his home and the barn he spent all winter building. It’s the only reason Cobb even said anything at all. He’s not usually so protective of material things but damn it he worked hard on that barn and he doesn’t want to lose it.
Cobb watches the flames as they retreat leaving an ashen mess in their path. The lovely lakeside forest that surrounds his home is gone and the air smells of smoke but his home is safe.
He huffs out a breath and grinds his teeth for a second before he looks at the other person who had the unfortunate luck to be around when the fire caught out here.
“You alright?” he asks them, absolutely determined to move on from his confession. No he does not want to explain or elaborate.
—
Wildcard
Want something else with Cobb? Feel free to drop some random starter.
Ghost Tours
Well, except inside was different from their expectation. The ghosts, the weapons (he picked up a hunting knife), and now a beast coming straight through the window to attack.
Maker help him, he was going to get in a world of hurt getting close enough to this creature to defend himself as it targets him. Though he's glad it does, not wanting it to go after Cobb since he considered himself more capable with close quarters combat.
And then Cobb is lunging and changing and--!!!
Fenris jumps out of the way as the strange dragon like creature that was once Cobb is now roaring and attacking the dire coyote. He's moving to the side and out of the way, because whatever is going on right now, he's confused. The Myth just changed... what in the void was going on?!
Luckily, his confusion is enough that his pride isn't as hurt as it could be to have his lanky melee useless lover lunging in to his rescue.
no subject
Maybe it's magic. Maybe it's instinct. Cobb doesn't know and doesn't care but he's holding his own against the dire coyote. He wraps his long muscled body around the animal and squeezes tightly.
The coyote bites at his arms probably the weakest part of him. He slams his armored head against the coyote's and then bites its neck clamping it tight in his jaws. He's got the thing pretty well held down. Slowly it stops struggling. Cobb tastes blood and fur, feels some scratches on his hide. But the fight is effectively over.
The monster dies in Cobb's crushing grip. He slowly releases it, unwinding his body and slithering back.
Okay. Now what?
no subject
Because Fenris is left in a bit of a lurch as he watches the strange creature that was Cobb kill this coyote with ease. Much more ease than he expects from a man that supposedly never transformed before. At least to his knowledge... has Cobb been hiding magic from him? The viciousness of the attack and killing don't bother him in the slightest, it's the fact that Cobb might have been hiding this from him...
No... why would he? Did he change into a familiar without knowing?
"I believe it's dead..." he moves over to the beast and sets his hunting knife into his belt to instead focus on the frankly hideous creature, reaching up to place a hand on Cobb's jaw. "... if you're a familiar, just focus on... the form you wish to be, believe it is you, and you'll find yourself again. At least that's how I do it."
If he's not a familiar then lmao good luck pal.
no subject
Thinking about it and how he seems himself eases him back to his human self, the dragon form shrinking away until he is his lean self again. He stands for a moment, breathing hard and eyes wide as he stares at Fenris.
"What the fuck just happened to me?" He reaches up and feels his horns. They're still there as they have been for the past year. Myths can't transform. Did something change? Did he get some fucking 'gift' from the fox?
Cobb has no idea and frankly he's a little uncomfortable with this revelation.
no subject
"It would seem... you've changed your designation to a Familiar? Though I do not know how." He's heard that it's possible, but never cared to learn how or why or if it's true, but now he regrets that indifference.
Fenris understands how uncomfortable it is, he doesn't like that his body changes, he doesn't like that its sometimes out of his control. It's why he's tried to learn how to control it, but it's not always successful.
Still, he watches the other man. "I would say thank you, but I'm unsure if that was necessary." His pride is a little hurt. "Though it was obviously unintentional." So no hard feelings.
no subject
"I didn't ask for it," he says with a frown, still feeling unsettled by the change. He was fine being a Myth. He'd even grown used to the horns being there. How's he supposed to know what he is if it can change without any hint?
He snorts. "I know, you're deadly as hell." He's seen Fenris in action. He knows how well he can protect himself. "Unfortunately for you, I care about you so I'll do more stupid shit like that."
Cobb glances towards the dead animal. "Maybe not exactly like that now that I know..."
no subject
He pauses and thinks about it, thinks about Cobb and the changes the man has gone through as of late. Maybe it wasn't entirely without reason.
"Perhaps she... thought you made progress on your 'potential'," he says it like it's a dirty word almost, because he doesn't believe the Fox really cares about that or has an idea what it means.
Retreating his hand, he also looks at the dead animal. "What was that you turned into?"
no subject
It sits uncomfortably on his shoulders.
"It's called a krayt dragon. It's what the horns are from." He taps his knuckles against one. "I killed one back home a few years ago. Not sure I appreciate being associated with a creature like that. They do nothin' good."
He would've liked to be something good if he had to be anything.
no subject
He doesn't say it harshly, just matter of factly. Honestly, something powerful and able to survive the harshness of its reality suits Cobb rather well.
"I do understand the discomfort of her... "gift". The fact it happened without warning is disquieting."
He also hates that his body transforms, but it is what it is. He's had a year to grow used to it.
no subject
There are also better creatures on Tatooine. Cobb can admire massiffs and anooba even though they can be just as deadly. Powerful the krayt might be, Cobb still thinks of it as his enemy. Not a part of him.
"Yeah, well, like everything else I can't change it now." This is something he can do now. "I can choose not to use it though."
Cobb won't rely on becoming the dragon to protect himself. He'll still shoot first.
"But we're out of that place, at least." He nods his head towards the collection of buildings.
no subject
But he doesn't comment much more on it, the fact that Cobb doesn't comment on what he says means the subject is as good as over. Which Fenris respects.
"You can, I rarely if ever use my own," Fenris shrugs, because it's true, he doesn't really use his if he doesn't have to. He likes it better that way, even if sometimes high emotions or dangerous situations take over and force the issue.
"We are, now to rely on you and your expertise in the desert."
no subject
"You don't need teeth to bite," he says with amusement. "That sword does it for you."
Cobb's always been impressed by Fenris' fighting skills. He doesn't need to be a wolf to take people down. He does just fine on his own. He barely needs Cobb for backup.
This, though, this is Cobb's element. He's wandered the desert all over. He knows how to get them home. "Not that hard to get us back. Question is, we risk pickin' up weapons again?"
It might mean they get attacked again.
no subject
"Indeed, and I am hesitant to risk weapons, though being without my sword now means I may very well have to depend on my wolf form if we get attacked again." It was a huge wolf, he would be willing to fight as that to spare Cobb having to fight in a form that makes him so uncomfortable.
Fenris might now like it, but he's had nearly a year to get used to it.
"Mostly because I do not wish to risk entering the building again, her magics are such that the walls may very well close up behind us again if we do."
no subject
He nods in agreement. Yeah, they might get trapped again and he's really not in the mood for that.
"Here's hopin' one of those spirits doesn't follow us home," he says as he sets off in the right direction. He knows the general direction of the winds out where and how the sand flows. He can get them to the river and from the river back home safe.
"Your skin burn under the sun?" he asks. "Or those markings keep you safe?"
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
Ghost Tours
His first instinct was to join in the fight but on second thought decided perhaps the better thing to do was step back and see how Cobb managed the fight on his own. Between the two combatants, he didn't want to get involved and possible end up getting squashed flat or losing another limb. So instead he just peered through the giant hole in the wall and watched as the two creatures tussled around
no subject
He's never been this big or weighty. Long he's used to being but this is a different sort of feeling. Cobb does his best to wrap his body around the coyote, use his length and muscle mass to his advantage.
It's difficult while the coyote is trashing and biting at him. His next roar also has him spitting acid all over the poor animal. Cobb almost feels guilty for the slow death instead of something faster and gentler.
no subject
He didn’t approach the krayt dragon. He knew he kept his mental faculties for the most part when he transformed into a deer but there were some instincts that always bled through and made it a bit harder to keep higher forms of thinking in mind. Maul had no idea what Cobb might do if his dislike for Maul had bled through to his new form, for his desire to get melted by acid was absolutely zero.
“I don’t suppose you know how to change back now, do you?” He questioned from his spot just outside the building the combatants had smashed through.
no subject
What he does is growl a little, of course in this form there's nothing really little about it. The sands vibrate under his bulk.
Cobb focuses on himself, who he is, and what he looks like. If there is one thing Cobb is certain of it is himself and who the hell he is. He's fought long and hard for that certainty.
It takes only a few minutes before he stands as himself on the sands again. "Seem to know how, don't I?" he says with a slight roll of his shoulders.
no subject
"You're already doing better than I did. The first time I turned into a deer, I lost myself so much my future husband had to punch me in the face and fight me until I regained my sense of self." Somehow, he had a feeling Cobb would enjoy the mental image of Maul as a black deer getting punched in the face and hauled to the ground by his antlers.
no subject
Then he considers the damage done to the building he crashed through. None of the ghosts inside come streaming out. He's almost waiting for it to start repairing itself through some weird magic.
"Don't think we should go back in," he says out loud, not directly to Maul. After another moment he looks at him directly. "You know the way back to civilization?"
Because Cobb does.
no subject
"I don't." Then a cloud of noxious green fumes seemed to flow from Maul and reassemble itself into a rather large Maalraas. She gave Cobb a polite nod. Out of the pair of them, Venge had always possessed the better manners. "Fortunately, she does."
no subject
"Then I'll trust you to find your way back," he says with a nod towards the creature. It looks like something that would be found in the deepest, darkest caves and pits of Tatooine. He's never seen a creature like it.
"I'm goin' back for more stragglers." There are always more people lost in the desert.
no subject
Venge was surrounded by neon green mist yet again and grew large enough for Maul to ride upon. He hopped up on his Omen with the clear air of someone used to riding creatures made of flesh-and-blood before waving to Cobb. Then off he went, Venge going at a good clip as she trotted over the sands.
Rescue
He has not been able to process yet that it's real. It can't be; he wouldn't be made into something that looks like an angel.