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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).

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[Ah, shit. Letting that slip out, urgh. As to questions, he just has one.]
Which way to anything remotely resembling civilization?
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He shrugs and looks around to get his bearings. And concludes yeah this is out in the middle of fucking nowhere. He grabs a blade again and swipes open another portal.]
Through there, Epiphany. As close to a Manhattan city we've got here, you don't have to hide or anything.
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Good to know... thank you, again. And goodbye.
[He did mean it when he said he'd leave Leo alone after this, as he goes to go through the portal. Sure it's been years since he's been through one of Leo's portals, but he didn't even think of it being an issue earlier or now.]
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But he keeps staring at the portal and groans. If anything happens to him and Leo was the last one to see him, Casey might actually kill him. UGGGHHHHHHHHHH also he won't admit it out loud but he's a little worried himself. He already watched his own twin die where Leo couldn't reach, seeing an older version of him so... bad admittedly has him worried.
But he's mostly worried about the Casey part.
Leo follows after him.]
You still like mostly flavorless food?
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You don't really get to be picky in the apocalypse, Leo.
[Also pretty sure if he did eat anything too hearty, he'd be sick... Moreso than he already seems to be.]
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C'mon. [Sorry, he's getting you to a soup vender. There are at least a couple trucks around with bread bowls and hearty soups and stews.]
Knowing you, you probably don't have enough Lore yet to get it so let's go.
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[But since he doesn't exactly know where everything is, he will follow Leo. Although now that they're somewhere safer? He is very much letting how worn out he is show.]
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[Age has made him a bit better at reading people, but also he knows his brother and like Leo just said; You're my brother no matter what. Sure he said he shouldn't be treating Leo like his own brother, but he can't help but notice certain things.
Also focusing on Leo means he doesn't get to have a panic over being back in a city similar to a New York he hadn't been exposed to in decades.]
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What matters is you are here, and Casey'll kill me if I let anything happen to you on my watch.
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But he tries to cover that up.]
And if Casey blames you for something you have no hand in, he's a dumdum.
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Doesn't negate the fact he'd blame me and hold it against me.
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That's why you tell him I told you to leave me alone, then the blame is on me and me alone.
[Although he knows Casey would probably try to spin it so it's not Uncle Tello's fault, the reasoning is sound.]
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And if you knew him at all, you know that'd be not even worth the air. He cares way too much about you guys.
[Leo knows damn well that Casey would try to spin it so it's not Uncle Tello's fault. He stops at the truck with breadbowls and soup and asks for two. The weathered looking Dog spirit nods along and goes to get just that.]
We can get inside somewhere if you don't wanna be out in the open.
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[Considering he kept his illness hidden for so long, that he argued with his brothers over his final mission, that he took away all of their chance to say goodbye. Simply because he refused to waste away and have his death mean nothing.
Not that this Leo knows all that, but damn. With Leo suggesting they could go inside? Donnie frowns, he wants to tell the teen to stop being so damned observant. But he knows telling Leo that would be like telling him not to breathe.]
I'm fine with the outside.
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Are you sure? Because you do look like you're gonna pass out if I sneeze your direction.
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Maybe, but that can happen inside or outside. And perhaps I'd like to enjoy some fresh air for once?
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And maybe I want that to happen on a soft cushy surface, you think of that? Hate to break it to you, but others do care about you whether you like it or not.
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He could say a million things to Leo's comments, most of them not very nice, so he settles on the least nasty thing that comes to mind. Because he's not going to start beef with a teenager.]
I can just make sure I fall on you then.
[Not even touching the whole people care about him part.]
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[In the grand scheme of things? He'd take that over letting Big Donnie eat concrete.]
Look. I don't really care how old you are or how many years you fought in the war, or whatever. I've dealt with my own crap and it sucked just as bad. So get off the high horse.
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If I was on a high horse, you'd know it, Leonardo.
[Now he's just annoyed by this whole thing, he kind of is considering just leaving. Even if it would be rude since Leo is getting him food but? He kind of is tired and doesn't want to deal with a teenager acting like they know him.]
If we're just going to go at each other over nothing either of us has done to the other, I'll leave.
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It's not about you. He knows Rue and Peter kind of hate that phrase, but this is one situation it's kind of important to remember.
These two have been dealing with so much bullshit for so long, do they even remember how to relax? How to lean on someone else openly?
Leo takes a slow deep breath and lets it out sounding like he's just letting loose air in a tire.]
Sorry. It's- I'm still figuring out how to deal with all this ...situation. Let's just get some food in you and figure it out from there.
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Trying to compare the older turtles adaptability to say, Junior's? They most certainly will not have an easy time of it, mostly because of their age.
And oh boy, wait until the youngin's learn how much Donnie here has been masking and just doesn't know how to stop doing it. All for the sake of surviving.]
That's understandable, this can't be easy for any of you. You especially with my brother here on top of... This now. [He gestures to himself, as if him just existing is an issue.]
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...Sue me for not wanting anything to happen to you.
[He sighs and reaches up for the two bread bowls.] C'mon, let's find somewhere for you to sit, Gramps,
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You can just say you don't want to deal with the fallout with Junior.
[Because that's totally a motivator here, Leo even mentioned it earlier! But yes, bread bowls and soup. He has to stop himself from reaching out to take one of them from Leo, still not sure what he should or shouldn't be doing with the teen turtle.] Lead the way then.
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cw: self harm
Re: cw: self harm
Re: cw: self harm
Re: cw: self harm
Re: cw: self harm
Re: cw: self harm
Re: cw: self harm
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