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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"That sounds like it was quite unsettling. Are you alright?" A question most never bothered to ask him after his ordeals, so he tries to ask it when he can now. "I would disagree, unless you have left a trail of bodies behind you. Which, I doubt you would be wearing a halo if that was so."
He managed a smile, despite his fangs. "Well, I am pleased to be so. Most ghosts I have seen have been friendly, but I expect that to change. Luckily, I am versed in these things."
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He sighs a bit. "It's ... complicated. Did I directly kill anyone? No. But my rival and I were fighting over control of a town. I knew the town would be worse off with him in charge, so I kept fighting back. I know I wanted the wealth from the mine too. But ... his men tortured his miners. I couldn't ever prove it, but there were rumors. So many of them died.... I know they agreed to fight for me even knowing they might lose and be dragged off to Malcolm's side of the mine, but ... the fact that they were tortured and died.... They wouldn't have been around to get involved in the first place if I hadn't hired them." He sighs again. "Was I justified because it was war? Or did I lose sight of everything except the wealth? I just don't know."
Normally he doesn't spill all this out to anyone, especially someone he's just met. But he's kept it inside so long and now he's here in this new strange place and has no idea when he'll ever get home. It just poured out at long last.
He blinks at this statement. "You know how to handle unfriendly ghosts?"
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Jonathan rests his hands in his jacket, and stupidly tips that rickety chair back on two legs. Which probably won't hold long that way. Blue eyes staying on the other as he nodded, listening and taking in the story without judgement. "Radley." He finally spoke up. "They followed you to fight, knowing the risks. I've been in those shoes before. I knew the risks and accepted death was a possibility. A brighter future sometimes requires sacrifice, my friend. That is not on you." Not a drop of judgement in his tone. While Jonathan says it, he thinks of poor Quincey dying in the final battle.
Looking up at the next question, he nodded. "Exorcism, which requires someone of faith, which isn't me. Or salt. Salt and fire tend to work on most creatures."
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He smiles a bit wanly at these words. They're comforting, and what he wants to hear and believe, but ... what if the wealth was foremost in his mind? That's what keeps tormenting him so. Would Yusei and Kalin have left him behind if he was really worthy?
"I've told myself that," he admits. "I know I started out with good goals. I just don't know if I really became a greedy warmonger like some thought. I don't know if I'll ever really know.
"And you ... it sounds like you've been through a lot yourself."
He ponders this. "Salt, huh? Who'd think something so simple would be that powerful?" That's intriguing.
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Watching the other as he nods, words not being exchanged in that moment. He got it, he suffers from a lot of guilt and despite his pleasant demeanor, he gets it.
"Sometimes we are the hardest people to convince. It's easier when others say it, harder to believe, right?" Jonathan offered in that same easy tone. "Well, I would say to just try to do the best you can here. Maybe that will help you feel better?" Another nod. "I have, despite how old I look, I've seen a lot I wish I hadn't. But, we persevere."
Finally, the chair snapped, the comment lost to a loud curse as Jonathan flailed to free his arms to try and catch himself.
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He trails off as the chair snaps and he dives off the desk, wings spread as he tries to grab for Jonathan.
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"Thank you." He spoke up quickly, shifting so he could get back on his knees, to pop back on his feet, careful of the wood of the chair. "I owe you for this." He adds as he quickly lets go once he is righted. "But yes, salt is pure, that is why." He tries to play it off. More embarrassed than worried about being discovered.
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He smiles wanly. "That wasn't much, though.... It wasn't far to the floor." But he didn't want anyone else getting hurt because of his failure to protect.
"Pure.... Yeah, that's true. I didn't think of it like that before. I should have, when I own a restaurant."
He's wearing gloves, but he might have felt something of the cold hand through the leather anyway. If he did, though, he doesn't seem confused or bothered. He would probably just think it was another transformation brought about by this place.
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It had looked dodgy and he trusted it anyway. "It may not have been far, but I do appreciate it a lot. Rather embarrassing that."
Now, that got a quirk of his pale brow and an amused look. "You own a restaurant? That is fantastic." He may not be able to eat anymore but he still loves the smell of food. Paprika most of all. "If we can find some salt, we could make a circle of they get violent."
Jonathan was glad it didn't seem to be noticed or mentioned. He preferred to pass as human.
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He smiles, looking proud for the first time. "It was the first family-friendly eatery in the town. A lot of people appreciated having a place to go other than Malcolm's raucous saloon."
He looks around. "I'll be surprised if there's salt anywhere," he sighs. "Maybe if one of these buildings connects with a restaurant? We should probably get moving again and see if we can find the way out." He's content to stay together; he really doesn't like being alone.
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That proud look on the other was contagious. Jonathan looked please as he listened and nodded. "Sounds like a fine place you made." The more he heard, the more he assumed the other was doing his best back home, even if it sounded complicated.
"Likely not, but it does not hurt to look." Nodding, Jonathan took his sunglasses off his shirt and slipped them into an inside jacket pocket. "That sounds like a good plan to me, how about this way?" He motioned the direction he had been going when he ran into Radley.
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He agreeably followed Jonathan, tensing at the sight of another ghost. But this one seemed nice enough and didn't bother them.
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Seeing the spirit looked friendly, Jonathan slowly approached. "Good evening, my friend and I are looking for the exit." He spoke up, hoping this one might be helpful, but it paid them no mind. "That happened to me last time as well."
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He sighs when the ghost ignores them. "Well, it's an improvement over wanting to come at us with a hatchet. There's a door over here. Maybe it'll be more useful."
He opens it and that just leads into another house.
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A concerned look crossed Jonathan's face at that. "Excuse me? A hatchet? I'm loving this." The last words a little sarcastic, as he nodded a thank you when the door was open, letting the other go first.
Of course, they had to speak it up, a blade flew at the door before they could pass the threshold.
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He smirked at the sarcasm, but yelped when the blade went by. "What the ... ?!" He looked in the direction it came from. Of course now there'd be another nasty ghost.
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He stayed very calm, motioning his new friend towards the far wall. Turning towards the angry spirit. "Come now, let us pass and we will be on our way. We wish you no harm and for no trouble." Perhaps the dead would listen to the dead, but he doubted it. It was worth a shot.
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A table in the room started to shake.
"Oh, great. That's probably gonna be the next thing it throws," Radley realized.
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Wood splinters were just not Jonathan's favorite thing, a stake wouldn't kill him, but it sure would hurt. So would losing blood, neither he intended to deal with. "There is a door over there!" He called to the other, moving quickly now as the table was launched their way.
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He reached for the knob frantically.
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Reaching the door he yanked it open a little too hard, his claws catching the handle, but he didn't seem to mind. "This way!" He called as furniture broke. At least this room seemed calm again as he got inside, and faked catching his breath, with the skill of someone whose had to fake it for over a century. "That... was rather.... unpleasant."
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It was a relief to get into a calm room. He shut the door and leaned against it, breathing heavily for real. "Well, that's the understatement of the year," he said. He just hoped it wouldn't be further downhill from here.
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Looking over to him, managing to keep the faked heavy breathing to a realistic level. "I was aiming not to be crass." He admitted. "Even if the moment may have called for it." Another deep breath as he waved a hand in an elegant swirl. "Shall we try to escape further? Or wait here awhile?"
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He pushed away from the door. "I'd really like to find the way out, if it's even possible. There's gotta be a way somehow."
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Sorry for the delay I was out of town!
That's okay!