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.

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( nero eyes the spectre. judging from that mean little glint in his eyes, being attacked or killed is a small price to pay for doing what he wants.
Still… Nero’s gaze rolls to Vincent. ]
So… You would rather damn this child to an eternity alone, so lost that he cannot recall his beloved brother’s face? Cruelty and compassion truly are two sides of the same coin for you.
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Think what you want want of me. There's probably some truth in it.
[ He could have pointed out that Nero was up in arms simply because a lost child spirit insisted on calling him brother. He does not. The man's body leans back, disappearing behind the partition once again.
But his voice drifts out once again. ]
There is a shrine in Never Fade. Some people say if you give the spoons there enough lore, it'll bring the owner back.
[ There's a point to this tale. There generally is with the man. It's probably one that's pretty obvious given the situation. ]
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Explain.
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Vincent lifts his left arm. Cruel, golden hued claw points to an object across the room. There's a table with a place setting waiting for a meal. Everything seems made of simple materials except the spoon; oddly ornate against the rest. It is not a true spoon. Somewhere on the shrine in Never Fade, there will be an identical one, in so many nigh undentifiable fragments.
He opens his eyes. ]
Spirits, just like us, have the spoons which hold lore. Like us while we're here, they must connect with others exist because of it. Otherwise they... and we, would fade away.
[ Though the child spirit can't be seen through the partition, Vincent does glance briefly in the direction it presumably wanders back into its routine. ]
I don't know the whole truth. Just that it might be possible to find that spirit's spoon and give enough lore to bring it back to living. Or whatever we do here.
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... but that feels like a waste when he could try to understand the nature of this place. memories he understands. they make a person. they are all that remain once a person ceases to be a person, merely a remnant of something that once was.
nero's wings flex slightly against his back, his gaze also shifting to the direction of the child. ]
And where would such a utensil be?
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[ Vincent is looking directly at Nero when he says that. There is the matter of being trapped in the maze after all. But aside from that, the gunman likely has little or no intention to leave the Sable to explore this option completely on his own.
Well, to the extent that he could. It would not be hard at all to dig out the information from someone else and the shrine itself, in the underground of the floating isle of Never Fade, was easily enough found.
Sadly the living spirits were quite helpful to most any Star Child and that would especially include a Legend-marked Nero. ]
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[ the look nero throws the older man falls somewhere between intrigue and annoyance. his babysitter is selective in his attention, and while nero would prefer to run amok, a guide doesn't hurt.
it's just a hindrance if he wants to have fun in a way vincent's surprisingly tender heart will not allow. ]
Do you have a plan to escape?
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At the very least, he has a moral compass that almost all Tsviets lacked.
A plan though. Vincent tilts his head to one side in thought. ]
I was sitting here deciding my next move.
[ There are four notable exits to the room in question. Any amount of time in the maze of the ghost town would have revealed that once he made a choice, he had to stick by it. There was no coming back the same way. ]
Thought I'd see I'd see what happens if someone else were to pass by and I tried to follow them.
[ Would the exit be closed off to following? Would he appear in the room with that individual? It was a relevant question, particularly if someone had the ability to find the quickest route to the exit. ]
Was also thinking of sniffing my way out. [ As that aggressive beast? Probably not at the time, but he's hardly going to use one of his frail Familiar forms in Nero's presence and reveal a weakness. ] What about you?
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but that's not what's occupying his mind. no, instead nero fixes the older man with a curious look. why use his nose when they have the same shared secret?
unless... ]
I see... You can not sense the dark. [ yet he can pursue nero into it and holds immunity. curious. nero turns his head lazily to face one of the exits, extending a hand in an ominous point that would make damien thorn himself jealous. ] Come then.
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Should the maze allow two people to do so. Maybe it would, maybe it won't. But Vincent is able to follow Nero at least.
Maybe because of who they are. ]
It's familiar.
[ ...Familiar? Ah, the dark. Perhaps he's talking about his small sojourns when Nero uses his talents. Perhaps something else.
If he wasn't talking, Vincent's presence would be nigh soundless, with only a soft flutter of cloak occasionally penetrating still air in the next room. Seems to be some abandoned stores. Old crates, rotted burlap sacks. Not even ghosts to haunt the memories of what this place might once have held. ]
Different, maybe because of what we experienced.
[ How it came to form in the Sable may well have had to do with the procedure just as it was for Vincent. But afterward, what if it was their circumstances and environment that shaped how they made use of that darkness within them?
The truth might never be known. ]
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It does not speak to you, then.
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But until recently, Vincent was Chaos. And Chaos... was Vincent Valentine. Rather than the dark speaking to him...
Nero will hear a soft chuckle. ]
Not exactly.
[ Whether you could have ever thought of the two as separate beings sharing the same body, in times Vincent had ever 'heard' Chaos speaking to him, how much of that would have been, at best, like hearing a recording of your own voice trying to tell you what you were? ]
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[ he won't admit how badly he wants to know. that would be admitting he wants... something. a connection with the stranger behind him. and that would be blasphemous. ]
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Ever stand in an empty chamber and screamed?
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[ every day of his sad, miserable life actually. ]
What is the relevance?
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[ The response is somber and serious and Nero wouldn't have to turn around to know the man is staring at him. ]
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... you shout and it does not respond?
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Yes, it is dangerous to talk about to Nero. But it... is hard to talk about. Even to one who understands probably the best of anyone on Gaia.
But for a moment, the Sable is graced with a nearly straight answer. ]
I just hear... echoes. Of my own voice.
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Curious... it echoes with sound, then?
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No.
[ Even in a box, you'd hear the sound of your own screams. Your own voice pleading to be let out. Groaning in nightmares relived. Vincent spent thirty years in one to know that much. ]
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... i do not hear it as such. It is a wordless plea of many voices if it makes a sound. The meaning is felt, not heard.
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[ Vincent seems to falter. A frustrated sound is pulled from the back of his throat. ]
The place you call your darkness. Inside that, maybe.
[ He might have heard or felt rather, something close to that. His time's always brief there. And it doesn't affect him like others.
What was it Nero said to him? The older one. 'Soul wrought of terror corrupt.'. Even without Chaos. And how strange it still felt to think that way. 'Without Chaos'. ]
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vincent is the first who has been able to survive any exposure to his dark. their connection has some of the same beats, but it seems to stem from different sources. for nero it is as easy as breathing, as deep within him as his own blood... but for this man it's different. ]
I see. [ ... ] Perhaps it is a lack of exposure. [ the barest of pauses, nero looks over his shoulder, gaze dragging over the older man's attire to try to discern if he's wearing anything to contain his power. ]
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The cloak covers much, but in a gesture that seems too little for all it is grandiose, Vincent's arm shoots out to his side. The cloak itself rises- front and back mantles a swirling crimson of fabric and tatters at level with his shoulders and showing naught but dark clothes and custom equipment. Nothing which seems to scream limiter or containment.
There is also a proud splay of a chocobo's tail features which match the black ones laced in his hair. Marks of the Fox's gifts; not anything made of Gaia.
Seconds more and the cloak flutters down again. Gravity's norms allowed to exert themselves once more. ]
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... but that is another gift they seem to have in common. the defiance of gravity at a whim. ]
How is it you came to possess these abilities?
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