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).

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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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[He almost sounds deflated by it but leads the path. Thankfully the food truck area is popular enough they've set up a little eating area with benches and tables. He grabs one that's more out of the way and not as easily seen from the other trucks. He takes a second to set them both out, bright fresh breadbowls with packaged soup separately so the bread doesn't get too soggy in transit.]
About as close to chicken soup as we can get without being on earth.
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There are a million things he wants to say, to ask. Especially about Leo's arm, but he doesn't.]
That's good, yeah?
[Just going to talk about soup, yep.]
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It's pretty good, yeah. I get some a few times a month. [He gets his going, dumping the soup into the bread bowl, grabbing his spoon to take a sip. It's warm, got a good texture, good flavor that isn't too overwhelming.]
If it's too much, lemme know, I'll eat it.
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[As he goes about getting his soup into the bread bowl, and Leo might notice he is... Purposefully just getting broth, maybe a little wary about taking on anything more than that just yet.]
... You said I could ask questions, is that still on the table or?
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Sure is. Got all day, not like I'm doing anything. [Well he should go update the family, and probably check on the arcade, and finish moving his stuff into the lair-]
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I have two, may I use one of your katanas for a second? And... What happened to your arm?
[These have nothing to connect either of them, but he needs a sharp blade and he is very sure Leo has kept his swords up to snuff and really? The arm is something he wants to ask about.]
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One, what do you need the sword for, and two you have to promise not to be upset about it.
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[Flat look at the promise thing.] For one, I can tell just by looking at it that it's my... Your brother's handiwork, and two it's not really my place to get mad about it.
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And that's not a promise.
[Two can be stubborn at this table. As Leo just slurps his soup obnoxiously loud.]
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[Just skirting the promise now.]
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[THIS IS VERY LEO BEHAVIOR, HE HATES IT.]
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I think it's fair that I know what you're checking with one of my swords.
[And if Tello doesn't want to promise, then maybe Leo just won't tell him the entire story of what happened. Just strategically leave some parts out.]
cw: self harm
... Just sharply exhales and then.]
Fine. [And he's just going to make out of ninpo a small blade, grab it with one hand and let the sleeve of his hoodie drop down his other arm as he well.
Cuts his arm in a swift and quick motion, and he keeps his arm in a position so that it will bleed. His attention on the blood oozing out of the cut now. Which so far, it's just regular red blood.]
Re: cw: self harm
His eyes get so big seeing what Donnie is doing.]
Whoa- Hey HEY! [But no stopping him, even as he reaches for Donnie's wrist but... Just normal blood?]
Dude, I don't have healing or anything here.
Re: cw: self harm
[He doesn't stop Leo from touching him either, but he does seem... Anxious about the blood? As in he's not doing much to try and stop it.]
It's the quickest way to check if I... If it's still there. [The Infection, that he is still so very worried he still has. Maybe Thirteen just made it dormant, and it'll come back with a vengeance, now wouldn't that be cruel?]
Re: cw: self harm
If it were just a simple infection, it'd be easier to tell. Being this cagey and weird about it? Gotta be one thing... But he remembers how Raph looked at the time. And he doesn't really see it here.]
...I don't think you have it. [He says it gently at least. A little understanding.]
Re: cw: self harm
Re: cw: self harm
Re: cw: self harm
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