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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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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The next door opened into a room where several ghosts were apparently having a tea party. They looked up, but seemed most unconcerned and uninterested.
"Hi," Radley tried anyway. "Does anyone know how to get out of here?"
No one responded.
"Okay then. Sorry for bothering you." Radley headed for the next door, hoping for an easy exit.
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Nodding his head in a silent hello as Radley speaks to the ghosts, it almost tugs at his heart in a way. He missed those kinds of social gatherings from his old life, so he remained polite and followed his new winged friend along.
"If it would not be so rude, I would almost say we ignore them." He admitted, pulling the next door open for Radley. Another ghost, but these two seem to think they are returning from a battle, names at least Jonathan didn't know. He played along for a moment at least. Trying to pay attention and not slide closer to the next door.
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He was not thrilled with the scene behind the next door, but he followed Jonathan's lead in playing along for the moment.
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Looking from Radley to the ghosts, he gave a bow, which might look odd in his modern clothes.
"I thank you for the warm welcome back, but we must be off. Thank you." He played it up well, the ghosts back talking to one another as they headed off for the next door. "It must have an end, we must think. I saw no true exits as I came through so the way we came is useless, aside from the lack of returnable doors, logic dictates we must be going the correct way. Or where the ghosts want us to go. Do you agree?" A moment spared, blue eyes closed. To try to sense any more heartbeats close by, or blood. Nothing setting off his senses yet.
His eyes opened again as he started towards the next door.
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"Yeah," he agreed to Jonathan's musing. "There's not much else to think. Let's just hope they're not planning to keep us in here permanently to have fun with."
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"I am inclined to agree. And I would pray that they are not aiming to have fun with us. If it comes to that, we try to break through the wall. Which... I have my doubts that will work. If I am completely honest." He admitted, opening another door for the other.
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"It won't," he said with a grim smirk. "I watched some other guy try that."
The next room was empty. There was a salt shaker and he picked it up, but it seemed empty too. He sighed.
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"Well, one theory out of the way at least. And without possibly hurting ourselves in the process." He sounded almost pleased again when he said it.
The disappointment showed on Jonathan's face, seeing the salt shaker. "That is just insult to injury." A grumble as he looked around a moment, seeing nothing else of use for them, he headed for the next door. Trying to stay hopeful.
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Annoyance flickered in his eyes about the salt shaker. "At this point, I wouldn't be surprised if it was put there on purpose."
The next room featured two ghosts engaged in a duel. Radley stared in alarm at that. "Oh great."
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"That would be cruel, but I can't judge much on my first day here."
Yet, seeing those ghosts in a duel, was making his mood drop, a look of annoyance crossed his features, his eyes stayed blue for now. As he didn't know one of his changes was his eyes would shift to the red they take when he used his powers when he's upset or mad. He was irked, but not enough for the change.
"We had best keep on guard, here is hoping they don't notice us."
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He gave a dark smirk. "So far I'm not terribly impressed with what's going on in this place, so it sounds pretty possible."
Duels made him think of the card duels back home. Of course, card duels that he knew of usually weren't deadly, but those were, now that he knew Malcolm had Radley's Duelists tortured when they lost.
"No kidding." He kept his wings folded on his back as he tried to slip past them. So far they were too intent on what they were doing to care.
Hatred that went that deep, beyond the grave.... It was definitely disturbing to Radley.
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Nodding as he moved quietly across the wall, careful as the other to not draw attention to themselves beyond the conversation. The duel wasn't leaving the best feeling for him either, while he had never had a proper duel, it reminded him of all of the other undead he killed on command, thoughts he didn't want.
The kind of hate those duelists had for one another Jonathan understood, he knew he'd lunge for Dracula if the count showed up anywhere near him.
Shaking his head as he quickly slipped out the door, holding it for Radley and his wings, they had reached what looked like a long empty hallway. Cobwebs and cracks on the wall and an ominous feeling to it. "I almost want to go back in there, this feels wrong." But as expected the door would close vanish once they were through.
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He doesn't like the looks of the hallway either, and he likes it even less when the door slams shut. He flinches. "It looks like this place isn't giving us any choice, as usual." He looks up warily at the ceiling. "If this was a haunted house in an amusement park, I'd expect to see a ghost fly by overhead. I won't be surprised if it happens here, either."
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Jonathan used to think he had to bear his sadness alone, but years since Mina's loss has taught him otherwise. "The doors themselves feel like the illusion of choice." He admitted. "I think I might laugh myself silly if I saw that. The cherry on top, as they say."
(no subject)
Sorry for the delay I was out of town!
That's okay!