Entry tags:
December-January 2024-2025 Test Drive Meme
December-January 2024-2025 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 a canon item from home, 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: hysical Entrapment, Fictional Crimes, Forced Engagement
Winter has come to Folkmore in full force, and with it, the desire for most to get to their destinations as fast as possible. The cold is bitter, after all, and nips at bare skin in most of the realm's regions. The public transport system becomes a safe haven for all; a perfect way to take a break in comfortable warmth as both spirits and Star Children alike travel along stretches of land. From the Cat Bus to the trains, to the submarines that lead to Tides, to even the hot air balloons which provide a beautiful sightseeing tour before touching down on Never Fade… There are more than enough public vehicles to board.
And this is exactly where newly arrived Star Children will find themselves: aboard one of the bigger public transportation methods. With a flash of light visible to all, their landing in this new realm is made known to all other passengers.
Something funny is going on, that much becomes clear within several seconds. Perhaps a nearby cat spirit will keel over dramatically in the middle of the train's aisle, pretending to have died. Perhaps a frog spirit will let out a loud croaking wail, proclaiming their precious wedding ring has been stolen just now. Or perhaps a timid little mouse will come up to Star Children, prattling on about how worried they are for their missing spouse. They are all acting, as is evident from their lack of skill in that department. They relish the opportunity to spin their little tales, their characterization often broken by mischievous smiles or hasty snickers into the palm of their paws. Once the stage is set and the story is out into the world, the spirits will look towards the nearest Star Children with clasped hands and hopeful gazes. 'Will you solve the mystery?' they seem to ask. Sometimes they'll even voice the question aloud.
One thing is for certain: Star Children have found themselves in their very own locked room whodunnit setup!
The puzzling scenarios have a wide range of possibilities. Perhaps someone vanished, with the questions being whether they've hidden themselves somewhere in the vehicle and why. Or maybe a mysterious spirit suffers from a sudden bout of amnesia. Who are they, and how did they lose their memories in the first place? Was that person lying on the floor poisoned? If so, how? What makes these mysteries extra difficult to crack is the very magic coursing through Folkmore. That heap of ash under a seat may be evidence, burnt to a crisp with fire magic. The 'dead' body may have been moved from the original crime scene through teleportation. Or the missing ring may have been enchanted to return to its original owner, which leads to the shocking reveal that the one reporting the crime was a thief all along. All cases range in difficulty level.
There is a catch. The transport will not stop until the conundrum is brought to a satisfactory conclusion. The train will pass by stations, the Cat Bus will keep sprinting, submarines will circle Tides indefinitely… And the doors will remain locked, with even teleportation powers null and void. Star Children cannot disembark until the mystery is solved. Better work together to find those clues!
Winter has come to Folkmore in full force, and with it, the desire for most to get to their destinations as fast as possible. The cold is bitter, after all, and nips at bare skin in most of the realm's regions. The public transport system becomes a safe haven for all; a perfect way to take a break in comfortable warmth as both spirits and Star Children alike travel along stretches of land. From the Cat Bus to the trains, to the submarines that lead to Tides, to even the hot air balloons which provide a beautiful sightseeing tour before touching down on Never Fade… There are more than enough public vehicles to board.
And this is exactly where newly arrived Star Children will find themselves: aboard one of the bigger public transportation methods. With a flash of light visible to all, their landing in this new realm is made known to all other passengers.
Something funny is going on, that much becomes clear within several seconds. Perhaps a nearby cat spirit will keel over dramatically in the middle of the train's aisle, pretending to have died. Perhaps a frog spirit will let out a loud croaking wail, proclaiming their precious wedding ring has been stolen just now. Or perhaps a timid little mouse will come up to Star Children, prattling on about how worried they are for their missing spouse. They are all acting, as is evident from their lack of skill in that department. They relish the opportunity to spin their little tales, their characterization often broken by mischievous smiles or hasty snickers into the palm of their paws. Once the stage is set and the story is out into the world, the spirits will look towards the nearest Star Children with clasped hands and hopeful gazes. 'Will you solve the mystery?' they seem to ask. Sometimes they'll even voice the question aloud.
One thing is for certain: Star Children have found themselves in their very own locked room whodunnit setup!
The puzzling scenarios have a wide range of possibilities. Perhaps someone vanished, with the questions being whether they've hidden themselves somewhere in the vehicle and why. Or maybe a mysterious spirit suffers from a sudden bout of amnesia. Who are they, and how did they lose their memories in the first place? Was that person lying on the floor poisoned? If so, how? What makes these mysteries extra difficult to crack is the very magic coursing through Folkmore. That heap of ash under a seat may be evidence, burnt to a crisp with fire magic. The 'dead' body may have been moved from the original crime scene through teleportation. Or the missing ring may have been enchanted to return to its original owner, which leads to the shocking reveal that the one reporting the crime was a thief all along. All cases range in difficulty level.
There is a catch. The transport will not stop until the conundrum is brought to a satisfactory conclusion. The train will pass by stations, the Cat Bus will keep sprinting, submarines will circle Tides indefinitely… And the doors will remain locked, with even teleportation powers null and void. Star Children cannot disembark until the mystery is solved. Better work together to find those clues!
- New Star Children arrive in one of Folkmore's public transport vehicles.
- Spirits will re-enact locked room mysteries for Star Children to solve.
- Cases range from murder mysteries to missing persons, to simple theft.
- The vehicle will not stop until the mystery is resolved!
Content Warnings: Potential Information Reveal, Item Alteration
A cheerful ding rings out from each Star Child's Relic. It's a modest grab for their attention, a sign that something lies in wait. Checking out the origin, the recipients will find that they've received a message from Jewelia, one of Thirteen's aspects. It reads as follows: "It is a time for giving and a time for sharing. A time for friendship and a time for caring. Seek out this Star Child, and exchange with them a modest gift. Should you succeed and make the trade, then watch it shift."
What follows is not a name, but a list with facts. For example, a certain Star Child's role, which region they currently live in, what color their hair is, who their best friend is… It's all trivial data which, when put together, should point the seeking Star Child towards one particular individual. That's only the first part of the challenge, of course! Should they take the next step, they must give whoever they hunted down a gift. This can range from a batch of homemade cookies to a knitted sweater, to even a neat rock they found! It doesn't matter how big or small the gift is, whether it was bought or made… The present needs to be exchanged for something else.
As soon as the objects pass hands, they will evolve. They become nicer, or bigger, or tastier. The neat rock now shimmers like it's covered in eternal glitter. The knitted sweater now has a knitted hood to pull up over one's head. The cookies may take on a cutesy shape, or become more filling, with even a single bite enough to sate for a whole evening. The plain knife found in Folkmore becomes an engraved sword. This is the true power of sharing, and of paying good will forward.
Once an exchange is complete, each Star Child’s Relic will ding another time. A new list of facts appears, and they can repeat the process again. They have the option to give a new gift to their next match, or they can re-gift the item they were just given. There's no limitations to how much a single gift can upgrade, though objects will never become enchanted. They simply become nicer.
There's one more twist to this assignment: after three successful gift exchanges, the Relic plays an additional, cheerful little chime. A little victory note, almost. When the Star Child returns to their home afterwards, they'll find a small package waiting for them on their pillow (or whatever's close enough to a bed if they don't have one). Inside is a small item from their home world. It may even be a weapon or magical item. Just another reward for rising to the challenge!
A cheerful ding rings out from each Star Child's Relic. It's a modest grab for their attention, a sign that something lies in wait. Checking out the origin, the recipients will find that they've received a message from Jewelia, one of Thirteen's aspects. It reads as follows: "It is a time for giving and a time for sharing. A time for friendship and a time for caring. Seek out this Star Child, and exchange with them a modest gift. Should you succeed and make the trade, then watch it shift."
What follows is not a name, but a list with facts. For example, a certain Star Child's role, which region they currently live in, what color their hair is, who their best friend is… It's all trivial data which, when put together, should point the seeking Star Child towards one particular individual. That's only the first part of the challenge, of course! Should they take the next step, they must give whoever they hunted down a gift. This can range from a batch of homemade cookies to a knitted sweater, to even a neat rock they found! It doesn't matter how big or small the gift is, whether it was bought or made… The present needs to be exchanged for something else.
As soon as the objects pass hands, they will evolve. They become nicer, or bigger, or tastier. The neat rock now shimmers like it's covered in eternal glitter. The knitted sweater now has a knitted hood to pull up over one's head. The cookies may take on a cutesy shape, or become more filling, with even a single bite enough to sate for a whole evening. The plain knife found in Folkmore becomes an engraved sword. This is the true power of sharing, and of paying good will forward.
Once an exchange is complete, each Star Child’s Relic will ding another time. A new list of facts appears, and they can repeat the process again. They have the option to give a new gift to their next match, or they can re-gift the item they were just given. There's no limitations to how much a single gift can upgrade, though objects will never become enchanted. They simply become nicer.
There's one more twist to this assignment: after three successful gift exchanges, the Relic plays an additional, cheerful little chime. A little victory note, almost. When the Star Child returns to their home afterwards, they'll find a small package waiting for them on their pillow (or whatever's close enough to a bed if they don't have one). Inside is a small item from their home world. It may even be a weapon or magical item. Just another reward for rising to the challenge!
- Star Children receive a message on their Relic: a list of facts leading them to another Star Child.
- When they find this Star Child and exchange a small gift with them, the gift will evolve into something nicer.
- If a Star Child succeeds in three successful exchanges, they will find a small item from home waiting for them in their home, atop their pillow.
no subject
"I don't really have one at the moment."
It's a hazier answer than he's been giving, one that sounds less certain than he's been.
"But lately I've been talking to people about that. I enjoy helping people so I'm trying to figure out how to do that."
It turns out sitting with himself hasn't been particularly pleasant.
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Guilt?
Crossing her arms over her midsection, she regards him quietly for another moment. "Is that why you came over? To help? Because I assure you, I really don't need any..." And that probably doesn't sound all that convincing, because she can't even fully trick herself into believing it either. She mostly just sounds... sad.
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"Yeah. I used to help people. The way I did it just-- it was a little much. You know, killing bad people."
Then the definition of bad got muddled.
Her argument doesn't sound convincing but he's also a little too embarrassed to have jumped the gun and assumed she needed any help at all.
"I guess. It's hard for me to turn off the instinct to help; but if it's any reassurance, this time I came over because you were making too much noise."
There's some slight teasing there.
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But she smiles slightly at his answer. "Guess I'm just used to... needing help and never receiving it. That somebody helping with something that feels so minor in comparison..." and then she laughs. "It's not you, I promise. But maybe I'll have to cause a ruckus anytime I'm wanting you to come by."
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It's not how he starts off most introductions. The details are delivered clumsily, but in her own roundabout way Ava seems to have offered a detail about herself: her familiarity with killing and directives. Not being judged is-- nice in a way.
"It's not a great track record. I think I'm better off in the middle of nowhere-- thinking on things."
But he can't claim an entire trailer park. The people who have moved in are ones he gets along with, maybe even worries over slightly. It seems like there's a new addition to that growing list.
He gives a short laugh to her referring to her own antics as a ruckus. It's really more evidence that she's not a problem neighbor, just someone who appears to be as lucky as him when it comes to their path in life.
"Or, you know, you can just use the Relic to call."
no subject
"No, it does make it difficult to... integrate. Feel part of any community. Knowing eventually they'll find out what you are, the things you did. They'd just chase us off anyway. Just easier to preemptively make the move and withdraw willingly." But it comes with some relief, that it's not just her. That at least he won't be treating her with any hostility for more than noise complaints.
Ava rolls her eyes dramatically. "Nah, that thing is likely bugged and traced. Don't trust it."
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"Yeah. He used me up."
It's hard to say. Even with his hatred towards Khonshu there remains an attachment there, a working relationship soured to spite.
"There's people I killed here. I'm not proud of it, but if I can manage to speak to them-- I'm sure you'll find a place and people."
Her assessment of the Relic makes him blink and consider. He's never distrusted the device until now-- it's been quite handy.
"You're-- good with technology then?"
no subject
She does wince though, that there's the possibility of being faced with those you've killed. She can't think of anything worse. "Maybe this place is some sort of twisted hell we're sentenced to suffer through..." he did mention working for gods, after all. And she's long known that she's damned.
"Decently so. Did a lot of spy work."
no subject
He's interested, only lightly alert. In his previous line of work he's fought with mercenaries, spies, and everything in between. Arthur wonders who she pledged her allegiance to and if they were ever at opposite ends of some conflict.
It would be sufficiently awkward but not the worst he's had in Folkmore.
"Since we're a long way from home and the stakes are entirely different-- can I ask who you were a spy for?"
no subject
The question seems fair enough, though her jaw clenches just slightly in response before giving one, "SHIELD. Up until the end. And no, I did not know they were Hydra." Because she wants it quite clear she wasn't willingly working for those fascists, even if SHIELD was questionable enough on its own with its chokehold on international security.
no subject
"That's a bad deal."
There's some sympathy in his voice regarding SHIELD. He was running around in his own suit at that time-- even unaffiliated the revelation was devastating. He can't imagine having that kind of blood on his hands even after dealing with both Khonshu and Ammit.
"Most of the time this place is pretty quiet--" he's tentative about how he proceeds. He knows he has no business telling anyone how to live their lives and yet he wishes someone had told him much earlier that he could start fresh here and deserve it.
"-- you'll probably get a chance to sit and think on things. Try not to shut yourself off. There's a lot to do here. Clean slate, you know."
no subject
"I don't want others... knowing. Clean slate is an opportunity I never thought would be afforded to me. But it's not so easy. Even away from all that, I'm still just me."
no subject
He shrugs. When he first arrived he sent the people he murdered into a frenzy: Marc and Steven had been here longer, had social ties. It all felt like a bit of a nightmare. Now it's been sorted: he hasn't bothered hiding his life prior to Folkmore.
"At the same time, it's not anyone's business to tell you how to live. It doesn't seem like you're here with the intent to harm people."
They're not going to have any problems as far as he's concerned.
"But your story is your own to tell. I wouldn't tell anyone anything we talked about. Things are just different here in a lot of ways. You might still be you but things might not be exactly the same."
no subject
"Not the same, no. But." A vague wave of her hand, fingers flickering in and out of visibility. "People are as people are, no matter where you go."
lol the irony of this last sentence considering the Trial they are doing now 🙃
He watches her hand flicker in and out of existence. It might be fascinating if it wasn't so horrifying at the same time.
"At one time I would have told you that most people were good and only wanted to live in peace. Now I've seen too much shit to ever believe that again. But this place does feel different-- there's less judgement here, I promise."
If he can get on with his life here probably anyone could.
haaaha oops
"And I think most people prefer to turn a blind eye when they can, because they're so intent on protecting their sense of comfort and peace. As long as it doesn't inconvenience them directly, why should they care who else is out there hurting."
no subject
"Then maybe you need to make yourself known as not a threat but an asset to the community."
She doesn't appear to be the most social human being around and yet she's not going to be able to just stay in her trailer all the time. He knows, he's tried.
"People protect what they see as theirs. Sometimes that's property but sometimes that's alliances too. Finding your own here might not be the worst idea."
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She crosses her arms a bit uncomfortably over her midsection. "What would I need an alliance for?"
no subject
"I'm glad someone here is so open with their opinions."
Someone so vocal about their preferences probably makes a good ally-- definitely not someone who keeps many secrets. When she asks for an explanation his tone becomes more serious.
"Because this place is an absolute nightmare sometimes. Nobody should face it alone."
no subject
But honestly she has no intention of keeping her views quiet for anyone else's sake.
"Don't we all face our nightmares alone?" Because she certainly does every night.
no subject
Her talk of nightmares gets him to pause for a second. He, too, has his own but fortunately the things that plague him are nowhere to be found here...at least not yet.
"We wake up from those nightmares, even if the feeling sticks with us. Not this place. It's very real."
Perhaps he's being too cryptic for someone that just got here.
"For example, when I got here there were fires sprouting up everywhere. The only way to put them out was to confess something in front of another resident. It has a way of being... intrusive."
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So have a little faith in people."
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"It seems like you have a good head on your shoulders. I think the saying is shit happens."
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