Entry tags:
June-July 2025 Test Drive Meme
June-July 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:
Old wood creaks and groans, barely audible over a howl of wind. Wet droplets of rain hit faces and soak into clothing. Clouds overhead are a murky gray, blocking out the sun. Though summer weather is often somewhat temperamental, a true storm has now hit. Both newly arrived Star Children and veterans may find themselves in the midst of this situation quite abruptly, standing on the unsteady deck of an old, grand ship. Those who run to the nearest rail and peer overboard may be shocked to discover a stark absence of water below. Instead, the view just goes down… and down… The land of Folkmore lies far below, as this ship is flying through the storm, its sails struggling to hold under the force of whipping winds. There is no captain, there is no helmsman- there is no crew at all to be found, only fellow Star Children. And yet… the ship is still moving full speed ahead through the storm, as if it has a destination in mind.
A resounding boom echoes, and those with a keen gaze may just spot something whizzing past, missing the ship by a hair. Was that… a cannonball?
Just like that, a second vessel weaves its way out of a deck of gray clouds, pulling up side by side to the ship the Star Children are on. Lightning flashes, illuminating a whole bunch of sneers across the way, along with some eye patches, bandanas and goggles. Sky pirates are attacking! It's clear from their animalistic features that they're local spirits, but they're hardly as benevolent as those typically seen in Folkmore.
Ready yourselves, Star Children!
Those who wish to return fire will find several cannons lined along the ship's deck, ready to be used. These don't work just like any old artillery, though. In place of those unwieldy metal balls, one must load magic into these cannons. Lore, to be precise! It even says so on a small metal plaque, attached near the firing mechanism: "Connection is one's true ammunition." Find a fellow Star Child and start chatting! The more meaningful the conversation, the grander the magic ball one may blast at the pirates with the cannons.
Unfortunately, the cannons alone are not enough to fight off the pirates, as several of them swing their way aboard with ropes. (Or just fly, if they're bird spirits.) Star Children can head down into the armory below deck to grab a weapon. Yes, even weapons from home (or items that can be improvised weapons) are available, and may be kept after the fight is over. Star Children capable of flight may even be daring enough to make their way to the enemy's ship and deal some real damage over there.
The ship continues to shake and creak and bob in the storm, which may complicate the fight, but not all is lost. There, in the distance, up ahead… A beacon of light flickers, struggling to be seen through the thick clouds. What is that?
Old wood creaks and groans, barely audible over a howl of wind. Wet droplets of rain hit faces and soak into clothing. Clouds overhead are a murky gray, blocking out the sun. Though summer weather is often somewhat temperamental, a true storm has now hit. Both newly arrived Star Children and veterans may find themselves in the midst of this situation quite abruptly, standing on the unsteady deck of an old, grand ship. Those who run to the nearest rail and peer overboard may be shocked to discover a stark absence of water below. Instead, the view just goes down… and down… The land of Folkmore lies far below, as this ship is flying through the storm, its sails struggling to hold under the force of whipping winds. There is no captain, there is no helmsman- there is no crew at all to be found, only fellow Star Children. And yet… the ship is still moving full speed ahead through the storm, as if it has a destination in mind.
A resounding boom echoes, and those with a keen gaze may just spot something whizzing past, missing the ship by a hair. Was that… a cannonball?
Just like that, a second vessel weaves its way out of a deck of gray clouds, pulling up side by side to the ship the Star Children are on. Lightning flashes, illuminating a whole bunch of sneers across the way, along with some eye patches, bandanas and goggles. Sky pirates are attacking! It's clear from their animalistic features that they're local spirits, but they're hardly as benevolent as those typically seen in Folkmore.
Ready yourselves, Star Children!
Those who wish to return fire will find several cannons lined along the ship's deck, ready to be used. These don't work just like any old artillery, though. In place of those unwieldy metal balls, one must load magic into these cannons. Lore, to be precise! It even says so on a small metal plaque, attached near the firing mechanism: "Connection is one's true ammunition." Find a fellow Star Child and start chatting! The more meaningful the conversation, the grander the magic ball one may blast at the pirates with the cannons.
Unfortunately, the cannons alone are not enough to fight off the pirates, as several of them swing their way aboard with ropes. (Or just fly, if they're bird spirits.) Star Children can head down into the armory below deck to grab a weapon. Yes, even weapons from home (or items that can be improvised weapons) are available, and may be kept after the fight is over. Star Children capable of flight may even be daring enough to make their way to the enemy's ship and deal some real damage over there.
The ship continues to shake and creak and bob in the storm, which may complicate the fight, but not all is lost. There, in the distance, up ahead… A beacon of light flickers, struggling to be seen through the thick clouds. What is that?
- Star Children (new and old) find themselves aboard a grand wooden ship, flying through a storm. Yes, literally flying!
- Sky pirates attack! They're just the local spirits, but a rowdy bunch nonetheless.
- Use conversation to load up a cannon with Lore energy, then blast it at the pirate ship.
- Alternatively, grab a weapon (possibly from home) from your ship's armory and start swashbuckling.
- Star Children can keep one (1) weapon/item from home and other basic weapons.
Content Warnings:
Other Star Children, both new and old, may find themselves drawn to the floating island of Never Fade. Up here, in the clouds, the storm rages just as fierce, and the native spirits all share the same worry: the lighthouse is broken. Indeed, up on the highest hill of Never Fade stands a towering white spire, its beacon dimmed. 'A ship is coming in at any moment', the spirits all whisper. 'And there's reports of pirates in the area, too. What will we do?'
The goats which are quite common in Never Fade join forces to guide Star Children up the hill towards the lighthouse. And if not guiding, then dragging, chompers clenched around the fabric of sleeves or pant legs as they pull. The rain does not slow, but the wind thankfully blows uphill. Best to just go along with it, so you can go take shelter from the storm inside the enormous spire building, because the goats won't leave you alone otherwise.
Just outside the lighthouse stands a very curious cat. It's so large, it's almost the size of a pony, and its fur is black. No, white. … No, it's black, isn't it? (It really depends on what mood it's in.) Karma the cat peers up at any approaching Star Children with knowing eyes. It dashes inside the lighthouse for a second, then reappears with an envelope in its mouth, holding it out for the newcomer to take. Careful- the paper might get wet in the rain! Come stand under the awning or inside the house as you read:
"The lighthouse keeper is on vacation. Please help! The beacon needs to be charged. We need positive energy to power the light, and negative energy to rotate the lens. Be nice or be mean, both are good! :)"
Are you up for the task, Star Children? Then stay in the lighthouse's near vicinity, or go right on up to the beacon, and do as Karma asked: Either compliment your fellows, or insult them. Share fond memories with one another, or commiserate on how terrible this situation is. Both pleasant conversation and nasty confrontation will do the job. Before long, the light springs to life and the great glass lens begins to rotate around it, a majestic beam of light revolving outward from the spire, piercing the dark clouds.
Those who wait around will see it: that great big wooden ship which comes flying towards Never Fade's docks to make port there. … Is that a hole in its side? And a cutlass sticking out of the mast? Confusion may make way for relief, as all the Star Children aboard disembark, surely bursting with a great tale to tell. Elated spirits bring out the hot soup, bread and all other hearty comfort foods to celebrate the successful arrival. Time to celebrate! Or raid the armory for a free weapon from home, if you haven't gotten one yet- with an emphasis on one, because Karma the cat will attack anyone who got greedy, be it now or during the earlier voyage.
Other Star Children, both new and old, may find themselves drawn to the floating island of Never Fade. Up here, in the clouds, the storm rages just as fierce, and the native spirits all share the same worry: the lighthouse is broken. Indeed, up on the highest hill of Never Fade stands a towering white spire, its beacon dimmed. 'A ship is coming in at any moment', the spirits all whisper. 'And there's reports of pirates in the area, too. What will we do?'
The goats which are quite common in Never Fade join forces to guide Star Children up the hill towards the lighthouse. And if not guiding, then dragging, chompers clenched around the fabric of sleeves or pant legs as they pull. The rain does not slow, but the wind thankfully blows uphill. Best to just go along with it, so you can go take shelter from the storm inside the enormous spire building, because the goats won't leave you alone otherwise.
Just outside the lighthouse stands a very curious cat. It's so large, it's almost the size of a pony, and its fur is black. No, white. … No, it's black, isn't it? (It really depends on what mood it's in.) Karma the cat peers up at any approaching Star Children with knowing eyes. It dashes inside the lighthouse for a second, then reappears with an envelope in its mouth, holding it out for the newcomer to take. Careful- the paper might get wet in the rain! Come stand under the awning or inside the house as you read:
"The lighthouse keeper is on vacation. Please help! The beacon needs to be charged. We need positive energy to power the light, and negative energy to rotate the lens. Be nice or be mean, both are good! :)"
Are you up for the task, Star Children? Then stay in the lighthouse's near vicinity, or go right on up to the beacon, and do as Karma asked: Either compliment your fellows, or insult them. Share fond memories with one another, or commiserate on how terrible this situation is. Both pleasant conversation and nasty confrontation will do the job. Before long, the light springs to life and the great glass lens begins to rotate around it, a majestic beam of light revolving outward from the spire, piercing the dark clouds.
Those who wait around will see it: that great big wooden ship which comes flying towards Never Fade's docks to make port there. … Is that a hole in its side? And a cutlass sticking out of the mast? Confusion may make way for relief, as all the Star Children aboard disembark, surely bursting with a great tale to tell. Elated spirits bring out the hot soup, bread and all other hearty comfort foods to celebrate the successful arrival. Time to celebrate! Or raid the armory for a free weapon from home, if you haven't gotten one yet- with an emphasis on one, because Karma the cat will attack anyone who got greedy, be it now or during the earlier voyage.
- Star Children who weren't taken to the ship may instead have been drawn to Never Fade, where the storm rages just as fiercely.
- Goats guide Star Children towards the lighthouse, which is broken. Karma the cat awaits them there.
- In order to get the lighthouse beacon working again, it must be charged with both positive and negative energy. Engage in either pleasant or hostile conversation with a fellow Star Child to help out!
- Once the lighthouse is up and running, the ship from the first prompt will dock at Never Fade, uniting all the Star Children for a great celebration.
- The ship's armory is still available for a free weapon (possibly from home), but anyone who got greedy and tried to take more than one will be confronted by Karma. Literally. (And lose the additional items).

I'd apologize for him but he still tries to be a good boy
Everything about what Leo is telling him now seems so vastly different than his own, it's almost surreal. He tries not to brood about it but given everything that's gone on in the last few hours, it's a bit difficult to let it go. Yet even now, this Leo starts to explain things again, but Raph can see that it's not easy for the older brother to do so.
Especially when he says "was."
Green eyes flick to the sheathed katana at Leon's back and his throat closes up tight for a moment or two, not really sure what to say. He's observant enough (someone has to be with his team) and here he is complaining to an older brother who clearly has gone through Raph's worst nightmare.
"...i'm sorry..." It comes out small and delicate. Like it's hard to say, but he still says it, his eyes dropping to the ground.
He isn't the best at this, but he tries.
I was trying to cheer his ass up with leadership, and made it worse, LMAO
He pushes back off the mast, forcing himself to stay steady. He's tired. Leonardo wants to take a nap, but... that has never been in the cards. He had to keep moving. There was no other option.
"Not on you, Raph. Never on you." He reaches out to pat his flesh hand against the younger turtle's shoulder. Wanting to offer some comfort where he could. "Didn't mean to make this so sad. I owe you a slice, yeah?"
*slaps carapace* this baby is extra sensitive sometimes it'll jumpscare you
He considers what to say or do now, hearing the footfalls and lifting his head when the older turtle comes and tries to comfort HIM.
"Yeah but you--" it comes out in a rush, before he clacks his mouth shut and swallows hard. It's obvious that Leo doesn't want to talk about it. The hurt's going to be there. Raph doesn't even know when it happened - it could have been *recent* for all he knows. "...s'not your fault, Leo..."
But he reaches up and curls his broad hand against Leo's on his shoulder, squeezing it to reassure him that he's okay. "...this place better have pizza so I can take you up on that, big bro."
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He hums a little, "I'm sure it has to have something similar at least. Better than living off rations." He manages a teasing smile as he adds, "Been near a decade since I've had pizza. I've got catching up to do."
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"I'm probably half getting it the sayin' wrong but...Master Splinter said often that so long as we try and do our best, that's all that matters."
He's not sure if that's very reassuring now but once again, he tries.
It doesn't last long before he gets a smile, returning it, before the shock of rations makes him make a face. "Oh shell no, we definitely gotta find something for you. A decade? We gotta find an all you can eat place for SURE."
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All of them were doing their best in the situations they've been dealt. He hoped Raph would have a much easier time.
He laughed at the reaction, "I'm crossing my fingers that pizza doesn't take me out. That much grease might do me in after eating leaves for so long."
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Everything is still weird and a little messed up, but he can only proceed. At least he isn't alone - that'd be worse.
"Man, this place better have anything than that--I get needing to deal with the hand you're dealt, but anything now should be better for you. Maybe we can find somewhere that'll have gyoza - that's not as greasy."
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"Goyza, now I haven't thought about that in forever." The idea of eating anything is still... exciting in a way Leonardo can't completely articulate. It is overwhelming in a good way. "We'll have to see what's on ground level. Hopefully not too many pirates."
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Raph grins. "Man, if we were back home, I coulda taken you to Murakami's. He makes the best pizza gyoza for us." He glances around to see if there were any pirates lingering around before chuckling. "Even a sandwich to getcha some energy back, old man~"
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He ends up moving to lean back against the mast behind them.
"Shouldn't have given you old man rights, clearly." He jokes, trying to keep things light as he contemplates sitting. Damn it. "My son and you would have a field day."
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He checks around them again and the pirates have retreated enough that he relaxes himself, then laughs when Leo jokes about the right to call him old man. "Yeah, well, you can't take it back now. If ya gotta take a breather, I gotchu."
Though the mention of a SON makes him do a double take. "Wait what? You got a kid?"
Could they even HAVE kids!?
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"Just one, Casey Jr." Thinking about Cassandra is still sad, but the emotional wound has healed well enough. Casey Sr was a spitfire, her son is not too different when he set his mind on something. Talking about Casey does at least bring some warmth to Leonardo's features, taking away some of the weariness he's carried for years.
"Kept up the Hamato tradition, adopt a kid, and teach them to fight." He adds, half jokingly. Their family was not normal by any means. "He's a great kid. I'm proud of him."
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But when he finds out that it's CASEY... he's practically jumping out of his shell. "Holy---did April and Casey actually HAVE A KID IN YOUR WORLD?" That's...really terrifying. And you know, doomed relationship that he warned Donnie about because you know, humans aren't exactly going for mutants. Not with the way that it was clear that April didn't like Donnie in that way.
Granted, Leo seems happy about his kid and it clears some of that weary from his face as he talks about him. Sure, being a Hamato was just kind of taking in strays, but...then that means that April and Case must have not been around any longer---and that hurts to think about even if it's not HIS friends.
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"Oh- yeah, that is not where my Casey Jr came from. Casey and her spouse had a surprise baby. April had her own stuff going on." Leo firmly stayed out of whatever romantic entanglements people had going on. "Yokai, mutants and humans all mingled pretty freely in the base, so, everyone helped everyone. Only way to really survive against the krang."
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--but that's not where Leo's adopted son came from. He kind of lets out a breath in relief because really, that's kind of terrifying to think about. Not when there's all the weirdness surrounding April and Casey's his own brand of what the hell sometimes.
Though he picks up on the pronoun difference. "Huh? Casey's a girl????" Well that would explain the BABY THING but also WHAT.
He listens, his brows knitting together as this is kind of weird, but he focuses on the mention of the Krang.
"...hell, the Kraang are even in other people's worlds? Jeez..."
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He does become a bit more serious at the thought of the teenager having to deal with the krang. "Are you and your brothers handling that alright? No big troubles?"
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The question isn't surprising, since it's the Kraang and everything, but he sighs. "They've been a pain in the shell for as long as I can remember. We had to flee the city at one point because of them."
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He whistles a little, impressed. "You managed to take the city back? We lost half the continent a decade or two back. Kept New York out of pure stubbornness, but it isn't exactly what I remember it as."
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Raph nods. "Yeah, we had to get out because Leo was hurt and we needed to regroup and...we lost the Lair." It's not a happy thought, since Leo was in a coma for months. "But we couldn't let them just mutate everything and turn the world into another Dimension X."
The fact that Leo here has had to deal with them too just makes sense, though he's not fond of the thought that the continent went under. Over time, sure, it explains a few things, but it's still hard for him to think about all the bad stuff the Kraang have been up to. "Part of it was helped by the fact that the humans actually started helping, but things got rough there for awhile."
A thought passes through. "Wait. You were STILL fighting them?"