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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[ 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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[ He did, but maybe not in detail. Not as much as Nero would probably like.
Vincent sighs and allows a few words. ]
I was subjected to experiments, before your time. Before Deepground existed.
[ Of course the experiments weren't pleasant. Vincent's eyes narrow; a part of pursed lips but that's hidden by the collar of his cloak. ]
The theories in Dr. Valentine research and Dr. Crescent's thesis was part of what was used.
[ And things other in Deepground are shown to have. Azul for instance and his transformation. Well, that was probably based on something that happened to Vincent too. Probably. ]
But I can't tell you if the Tsviets are a result of the experiments on me or just another branch off the same theories. I don't have that data. Hojo...
[ The name is loathed and the tone twists in disgust. ]
...would probably be the only one who really knows.
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[ again silence lapses as nero takes in these details. the man did answer, yes. but the sparse words did not provide the details he so desired to know. interest in anyone who was not his brother was new.
as was someone immune to his abilities.
that part still bothers him. valentine's connection to the darkness does not run nearly so deep, that much was obvious. but he did not seem to require the same limiters. was that pro, or con? ]
You were the proof it was possible. [ nero stops, cocking his head as he views the next set of doors before them. this space is a child's playroom, abandoned toys tossed haphazardly about. ] I would presume it was Dr. Crescent's influence, as it took several hundred more attempts before they found success once more.
[ the correct door bangs open as the shadows take corporeal form, nero moving smoothly though it. ]
Hojo does not create. He steals and fails to reproduce the work of his betters.
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Dr. Crescent's findings were used to stabilize Hojo's failings at the time.
[ Vincent's gaze flicks to their surroundings. Toys and games scattered. Pieces of a puzzle are scattered in many directions at an accidental scuff of his boot. Instinctively he finds another path across the room and follows.
He'd kept his voice even. His gaze indifferent. He would not give away the importance of one scientist, other than that they were held in as much disdain as Hojo. Another's stolen research perhaps? ]
Mm.
[ Vincent knows Hojo well. Though perhaps the monstrous metamorphosis had been Hojo's work. He'd failed after all. The thefts from his betters generally succeeded. Or were discarded like so many broken toys.
Vincent leaves the room in Nero's wake. ]
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in the future he'll know every detail, having feverishly poured over research. followed breadcrumbs given to him by his cruel creator himself in desperation to save his dying (dead) brother.
as it is now, nero is still young and weiss is still very much alive. his curiosities only go as far as their shared connection. ]
Can you die, Valentine?
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No.
[ Does he know that for certain? It's almost an absolute, now. It was probably already clear, from their earlier encounter, that he did not age. ]
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tame as he may be without the eyes of madmen watching him, he's still a tsviet at heart. and so far vincent has not proven himself to be an asset he needs on his side, just a pain in his ass. ]
Does that frighten you?
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[ Vincent really does seem to be thinking it over though. Not that he doesn't have an answer of what he does fear about immortality. But instead whether he should speak of it to Nero. But finally he does add something. ]
I suppose if there's anything to fear. It would be forgetting.
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[ that's a fear that's never occurred to him. the inability to die itself has been... distressing, to say the least. he's never lingered on what it means past that. ]
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[ It's a sobering thing. Once Vincent decided to speak about it though, he doesn't hesitate further. ]
One day everything around me. The people I know. The plants, the animals, the land. All of it will be gone and only exist here.
[ A hand lifts to his temple and on the way back down to his side, pauses near his heart. The latter is only the faintest of hesitation. ]
If I forget, then it will be gone forever.
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If there is no one to reminisce with, is it not already gone?
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[ And even then there is always yourself. ]
Air's changing.
[ Seems abrupt but it's true. Though cool temps prevail in the maze it seems a bit warmer now. And there is less moisture in the air as if the desert's influence has a bit more purchase. They must be near true exit.
Though Nero would surely know. ]
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Human memory is fallible. The dark will always recall what time represses.
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Heh. Then maybe I won't have to worry.
[ As metaphors go, if all he needs to do is brave the dark to keep his dearest memories intact, that doesn't seem such a bad price. They're worth it. ]
Still want to visit the shrine?
[ That had been, after all, the reason they'd initially thought to travel together. Vincent is either recognizing some building dissonance or confirming the interest is still present. Both could just as easily apply. ]
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Do you recall the way?
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Once we're out of here. It's a distance away from Cruel Summer though. We'll need to take the train.
[ MORE company. More time. ]
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Very well.
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We need to go to Never Fade, the floating island. It's not far exactly. Balloon is probably the best route.
[ Yes that does imply there are others. Both men have means to make it to the floating island if they simply traveled to it. And there is the Catbus.
Vincent is not going to test Nero's patience with the Catbus today, however. ]
You can meet me there.
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nero kicks off, his wings extending for balance. ]
Do not delay.
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The river, that's nearby and where the man is heading. In a nice little place where a bend and some rocks form a shallow pool of sorts with quietly resting fish, any passers by might end up with the sight of the former Turk suddenly unleashing his other self and lashing out at the once still waters. Several fish are caught in the galian beast's claws and sent to the banks of the river.
Vincent returns to his human self, the fish are gathered and a shady spot wandered to. And then with a rapid click of his tongue against the roof of his mouth, over the next few minutes, the former Turk seems to expect something to actually happen.
And that it does, as slinking over and down a low canyon wall, excitedly bounding over to the much smaller Vincent, Catbus makes his appearance. There will be purrs and something like a bit of rubbing but more importantly the offering of fish is gladly accepted with pleased sounding purrowling.
A speedy priority trip to Never Fade? It's important? No problem.
Vincent will board, though not without a fond expression and a bit of petting. Look, Catbus has grown on him, no matter how unusual. ]
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he doesn't trust anyone except his brother. doesn't trust that they'll hold up their end of the bargain in the end. after he disappears into the dark he doubles back, opting instead to occupy the older gunman's shadow.
( and proving to himself that the man's senses are not nearly as sharp as his own. vincent doesn't seem to notice that his shadow holds something more. )
infuriatingly, he does seem to dawdle. why is he fishing? does his inner beast need to be fed? no... no, he's not eating them. then vincent resumes his human shape and -
what the fuck is that.
what the fuck is that. he's seen creatures sort of like this in r&d, monsters meant to lure their victims into a false sense of comfort and - and valentine just willingly steps inside after stroking the beast.
nero waits to see if he's to kill it from the inside, but he doesn't. the creature just lurches skyward and nero rises up from the dark, scowling. ]
And what are we doing?
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Going to Never Fade.
[ As if it's the most obvious thing in the world. But there is no light or casual manner about him. Vincent is watching the younger man intently, on edge. ]
...Didn't think you were going to stick around.
[ But he must have suspected he'd be watched. It's only natural for a man of Vincent's background and skills to consider it and take steps that wouldn't leave him vulnerable. ]
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