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August-September 2025 Test Drive Meme
August-September 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: Vampiric creatures, forced emotions, forced memory sharing/experience, potential physical dangers (lost, combat, drowning, etc)
New Star Children—and new Star Children only—arrive in Exile. Usually on solid ground. Usually with a sense of belonging and ease navigating within this region. If there's something particular the Star Child needs—food, clothes, shelter—something opens up and makes way. Anyone with hunting or gathering abilities may fend for themselves, a moss cloak may slough itself off a tree for a cool or cold Star Child, and a shack shudders up from the landscape when they grow weary. It's enough for anyone self-sufficient.
For those who want or need something more, they find a chittering scurry of squirrels around peat fires with tents set up. The squirrels provide nut based meals (bark substitute available), simple waterproof woolen clothes, and the use of the tents (two Star Children to a tent, no more, no less) for a small small price: a small prick of the finger and a few drops of blood. They have sharp teeth that can delicately pierce veins, for they are vampiric squirrels. It's the warmest welcome Exile has given to Star Children, not that new Star Children may know that. At least one wherein Baba Yaga—the iteration, the school, take one's pick—cannot be found.
New arrivals who wish to leave Exile and old Star Children who wish to enter Exile to greet the new arrivals shooting down over Exile face… challenges. The land does not want to let go of these newcomers. Nor does it want the old treading its paths, not even those previously welcomed in Exile. An uncomfortable mist filled with dread and rejection hugs borders. Those feelings manifest in a physical presentation of a difficult time in Star Children's lives. It's a time when Star Children had to make a choice: one that could get them exiled in some fashion.
A Star Child traveling alone will move through that memory exactly and must choose exile to pass. Those who made that choice before may have an easier time choosing it again. Or perhaps not.
Star Children who travel together or who come near each other in the wilderness face recreations that are not exactly the same. Their memories merge into one. In this shared false memory, both Star Children must choose exile to pass.
Star Children who pass find it easier to navigate Exile, whether to enter or to leave. Star Children who fail face further difficulties. Exile becomes confusingly similar in all directions. Star Children may be led to face the cunning creatures within Exile, with only basic weapons sticking from trees or held by skeletons to help them, or may be led to the Swamp of Sorrows, to drown under the weight of what bothers them. Whatever the exact challenge may be, it threatens Star Children's lives, and survival only means that: survival. They must retreat or face their memory again to move forward.
New Star Children—and new Star Children only—arrive in Exile. Usually on solid ground. Usually with a sense of belonging and ease navigating within this region. If there's something particular the Star Child needs—food, clothes, shelter—something opens up and makes way. Anyone with hunting or gathering abilities may fend for themselves, a moss cloak may slough itself off a tree for a cool or cold Star Child, and a shack shudders up from the landscape when they grow weary. It's enough for anyone self-sufficient.
For those who want or need something more, they find a chittering scurry of squirrels around peat fires with tents set up. The squirrels provide nut based meals (bark substitute available), simple waterproof woolen clothes, and the use of the tents (two Star Children to a tent, no more, no less) for a small small price: a small prick of the finger and a few drops of blood. They have sharp teeth that can delicately pierce veins, for they are vampiric squirrels. It's the warmest welcome Exile has given to Star Children, not that new Star Children may know that. At least one wherein Baba Yaga—the iteration, the school, take one's pick—cannot be found.
New arrivals who wish to leave Exile and old Star Children who wish to enter Exile to greet the new arrivals shooting down over Exile face… challenges. The land does not want to let go of these newcomers. Nor does it want the old treading its paths, not even those previously welcomed in Exile. An uncomfortable mist filled with dread and rejection hugs borders. Those feelings manifest in a physical presentation of a difficult time in Star Children's lives. It's a time when Star Children had to make a choice: one that could get them exiled in some fashion.
A Star Child traveling alone will move through that memory exactly and must choose exile to pass. Those who made that choice before may have an easier time choosing it again. Or perhaps not.
Star Children who travel together or who come near each other in the wilderness face recreations that are not exactly the same. Their memories merge into one. In this shared false memory, both Star Children must choose exile to pass.
Star Children who pass find it easier to navigate Exile, whether to enter or to leave. Star Children who fail face further difficulties. Exile becomes confusingly similar in all directions. Star Children may be led to face the cunning creatures within Exile, with only basic weapons sticking from trees or held by skeletons to help them, or may be led to the Swamp of Sorrows, to drown under the weight of what bothers them. Whatever the exact challenge may be, it threatens Star Children's lives, and survival only means that: survival. They must retreat or face their memory again to move forward.
- New Star Children arrive in Exile! All are treated warmly (for Exile).
- Old Star Children are not teleported into Exile. All are treated coldly.
- Vampiric squirrels provide basic needs for those who need it in exchange for a little blood.
- Mist full of dread and rejection encircles Exile, and it must be traveled through to enter or to leave.
- In the mist, face a recreation (pure or mixed with someone else's) of a time Star Children had to make a choice that could result in some form of exile.
- If everyone picks exile, travel easier through Exile.
- If not everyone picks exile, face further dangers: misdirection, fights against clever creatures, the swamp of sorrows, etc
Content Warnings: Explosions, Wild Environmental Changes, Small or Large Forced Physical Changes, Potentially Permanent Changes, Forced Proximity
The cracks that wracked Folkmore have been sealed, but the Encantado remains uneasy. The river threw itself farther into Exile to avoid cracks creeping along its banks. It abandoned many gems in the river bed and flows across new ground—both to curious effects. The magic in the gems has nowhere to go. It builds and builds within until cracks begin to show. If left untended, these gems explode in a bout of chaotic magic changing the land around them and perhaps even nearby Star Children. Enjoy the new hair color, the longer hair, the brighter eyes, the galaxies of freckles, and more. They're permanent unless another Star Child can help. The new flowing magic within Exile changes the land around it. The trees grow and grow until they seem a century old or older. Their branches intertwine across the river, and their roots sing. Wood taken from them has magical properties, raw and unrefined.
Magically inclined Star Children, Star Children of great mental reasoning, or any other pertinent skill may observe these effects and determine how to address them. Whether Star Children come up with the solution on their own or get nudged along by a slight dark fox spirit, there are two primary solutions: restore the river to its original path or help it along this new one.
Star Children may work to restore the river by carrying its water from the new river banks and pouring it onto the old river bed. The water can be carried in any vessel, and it's safe so long as the water is not spilled. When water spills, it changes the environment where it hits. A small mound becomes an enormous hill. A small dip becomes a deep ravine. The trees web together. The weather stoops to head level. It's wild magic, and in its wildness: dangerous.
Star Children may work to establish the new path by carrying its gems from the old river bed to the new river stream. The gems may be carried by any means: wrap them in cloth, wear gloves, or move them with telekinesis, or any other mode preventing touch. It is safe so long as gems do not touch skin. When gems touch skin, it changes the Star Children greatly. They may turn into a tree or be made of bark. They may lose the ability to speak and instead yip like a dolphin. They may turn into water and be unable to move themselves. It's a great change, and in its greatness: dangerous.
Both tasks are easier achieved in pairs and small groups. The magic in the water, the magic in the gems, can flow into the Lore generated between Star Children. Traveling together, Star Children may see Lore as motes of light or glowing threads or flowing water. The effects of spill and touch are lessened and split but present a new element: affected Star Children must remain near each other for some hours. The greater the spill or longer and larger the touch, the more hours. Travel farther than a few feet and hit a solid wall. It's impossible to move further without magically dragging the other Star Child along.
Either or both options shall settle the wild magic into its place. Star Children cannot work at cross purposes, only determine how much one way or the other.
One time—and only one time—upon successfully bringing water or a gem to the other side, a gem will split open and reveal an item from home. It may even may even be a weapon or magical item. Oh, and it may be from one's partner's home. The magic is a bit wild.
The cracks that wracked Folkmore have been sealed, but the Encantado remains uneasy. The river threw itself farther into Exile to avoid cracks creeping along its banks. It abandoned many gems in the river bed and flows across new ground—both to curious effects. The magic in the gems has nowhere to go. It builds and builds within until cracks begin to show. If left untended, these gems explode in a bout of chaotic magic changing the land around them and perhaps even nearby Star Children. Enjoy the new hair color, the longer hair, the brighter eyes, the galaxies of freckles, and more. They're permanent unless another Star Child can help. The new flowing magic within Exile changes the land around it. The trees grow and grow until they seem a century old or older. Their branches intertwine across the river, and their roots sing. Wood taken from them has magical properties, raw and unrefined.
Magically inclined Star Children, Star Children of great mental reasoning, or any other pertinent skill may observe these effects and determine how to address them. Whether Star Children come up with the solution on their own or get nudged along by a slight dark fox spirit, there are two primary solutions: restore the river to its original path or help it along this new one.
Star Children may work to restore the river by carrying its water from the new river banks and pouring it onto the old river bed. The water can be carried in any vessel, and it's safe so long as the water is not spilled. When water spills, it changes the environment where it hits. A small mound becomes an enormous hill. A small dip becomes a deep ravine. The trees web together. The weather stoops to head level. It's wild magic, and in its wildness: dangerous.
Star Children may work to establish the new path by carrying its gems from the old river bed to the new river stream. The gems may be carried by any means: wrap them in cloth, wear gloves, or move them with telekinesis, or any other mode preventing touch. It is safe so long as gems do not touch skin. When gems touch skin, it changes the Star Children greatly. They may turn into a tree or be made of bark. They may lose the ability to speak and instead yip like a dolphin. They may turn into water and be unable to move themselves. It's a great change, and in its greatness: dangerous.
Both tasks are easier achieved in pairs and small groups. The magic in the water, the magic in the gems, can flow into the Lore generated between Star Children. Traveling together, Star Children may see Lore as motes of light or glowing threads or flowing water. The effects of spill and touch are lessened and split but present a new element: affected Star Children must remain near each other for some hours. The greater the spill or longer and larger the touch, the more hours. Travel farther than a few feet and hit a solid wall. It's impossible to move further without magically dragging the other Star Child along.
Either or both options shall settle the wild magic into its place. Star Children cannot work at cross purposes, only determine how much one way or the other.
One time—and only one time—upon successfully bringing water or a gem to the other side, a gem will split open and reveal an item from home. It may even may even be a weapon or magical item. Oh, and it may be from one's partner's home. The magic is a bit wild.
- The Encantado River needs its magic stabilized either by restoring its path or establishing its new one (both is good).
- Gems in the riverbed explode, affecting people. Environment near the new path changes quickly.
- To restore its path, carry water from new to old without spilling.
- Spilling water causes large environmental changes.
- To establish the new path, carry gems from old to new without touching them.
- Touching gems causes large magical/physical changes to people.
- Effects are lessened when working in a group. However, messing up forces people to stay in close proximity for hours!
- After one (and only one) successful run, receive an item from home or your partner's home. It may be a weapon or magical item.
- Link your threads to impact where the Encantado winds up!

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I'll do my very best to stay alive. Been turned to dust once, wouldn't recommend it personally. Probably would've been awful tea. [He can and will joke about that, thank you.] We'll figure out business cards and a location later.
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Let's not make any big commitments while we're- ah- turning floral. Here, let me look-
[He scoots closer and starts trying to pick a few of the flowers out of the workings of Leonardo's prosthetic.]
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He turns enough so the firbolg can properly get full access to the arm.]
Yeah, good plan. Nothing serious when we're both sprouting. [Caduceus makes fairly good progress at plucking out some rogue daffodils. Any relief Leo has is short lived as the space is taken up once more. More daffodils push through, yellow petals bright against the cold metal of his arm. Alongside them an ivy seems to be creeping out from the spaces of his metal joints.]
...Do I have a full garden in there?
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Not quite a full garden, but your body seems determined to get there. [He coughs heavily into a sleeve.] Not that- I'm much better, I suppose. [They're going to have a whole flower cart's worth at this rate.] They're getting in your joints, I think. I can't get in between.
[Even his long, thin fingers are liable to get pinched if he tries. The connection is too tight.]
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Well, this is going to suck. [Leonardo muses, hitting upon the easiest solution. Taking his arm off doesn't hurt in the way it used to. Getting his arm off still doesn't feel great.] Give me a second; I'm going to get my arm off. Maybe that'll help. Don't try catching it.
[He takes a step back, just to give himself a little room. Leo debates with himself before very carefully moving to kneel on the ground. The last thing he wants is to drop the heavy arm on Cad or drop it from too high up. Getting the arm off one-handed by himself is a struggle but doable. It just takes finding where everything connects. He finds each spot, and the arm starts to go limp.
The hardest part is getting it loose from the socket in his shoulder. Leonardo grunts, managing to pop it out. The arm comes off, and along with it comes a long string of ivy seemingly having woven itself around the socket built into his shoulder. The sight is comically stupid enough to make him laugh a little between his uncomfortable breathing.]
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Quite dramatic, huh. [That sounded heavy, he's glad he didn't try to catch it. How in the world does he walk around with that?] Let's see if the garden wears off on that part now that it's detached, and keep pruning the rest of you. Come on, sit down. Standing can't be good for my coughing, either.
[They'll likely be stuck here for a while, so might as well take it easy.]
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He shifts enough to stand up carefully from his kneel. He grabs the arm one-handed, carrying it without too much of a struggle. He's gonna move away from any possible gems hidden in the dirt to hunker down away from where the riverbed once was.]
Alright, alright, sitting down. Rather you not hurt yourself from coughing. [And the arm is dropped again, the second KER-THUNK scares off a few birds overhead. Leo sits down carefully, trying to not list too heavily to one side. He's unbalanced now.]
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[Reminds him a little of certain friends. Funny, that. It's been a while since he felt anything like that before. Not since Fjord vanished...
He sits down with Leonardo, spitting out a mouthful of loose petals and tossing them aside, and returns to plucking vines and flowers out of the port and surrounding area, obviously not bothered by the lack of arm or the exposed parts.]
I don't know how long this is meant to last, but I'm afraid that spell might not be so effective the second time.
[It wouldn't work on whatever's going on with him, anyway. Maybe they'll have to wait it out.]
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Cad being unbothered does seem to make Leonardo relax a little more. Trusting the other man to handle the plucking.
Ferns slowly push their way free along his port. The leaves shuddering as they spread wide. The ivy unfurls from the edges of his port.]
You're allowed to give me a hard time if I've jinxed myself with that.
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[He's assembling quite a pile of loose bits of flower, vine, and stem at this point, a set of it discarded at their feet like the world's most casual of bouquets. He watches the ivy curl around, and gets his hand into a furl of it, coaxing it to tangle around him so he can pull it out slowly.]
Hmm. I'll have to think about what sort of trouble I ought to give you, in that case.
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[He tries to shake it off, just checking his flesh arm for any errant plant life.]
Take some time to ponder it, I'd have earned it fair and square.
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[It's already been in his mouth anyway. Rinse it, dry it out a while... could be tasty.
He keeps tugging at the vine carefully, not wanting it to preemptively snap. Weird experience, but not the strangest thing he's ever done.]
Not sure if it's better or worse, hm. Suppose it's better to feel it so you'll know when it's out. Sorta like removing a stitch.
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[He wrinkles his snout marginally.] We'll call it neutral for now, until something weird happens. For now, it's- okay? Weird? Tingly. Definitely tingly.
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[Caduceus chuckles briefly, turning his head to cough up a couple of dandelions, which are quickly discarded. Doesn't care much for weed tea, sorry.]
I'd like to know your definition of weird, if not this.
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[The fern leaves spread wider, growing and rippling with magic. Leaves curls around Cad's fingers, trying to keep him from uprooting them.]
Well, my twin put our oldest brother's soul into a robot at one point when he died. That was weird. Yet to top that.
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[He won't miss spitting up the leaves, granted, but what if they have good flavour?
Also: hang on?]
Did you say a soul in a robot?
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[He kind of expected that response.] Told you I knew weird.
He was lost for a few months after an attack, came back... injured enough he wasn't going to make it. Donnie, Mikey and I did what we could to keep him with us. Old family magic is a hell of thing. [Oh ninpo, we really in it now.] We transferred him to a new body.
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That must have been very strange, indeed. How did he take that?
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He did live for a few more years after that. Even if it wasn't always perfect, I am glad we had him just for a while longer.
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[How many times has he heard it, witnessed it? The cries of the family, left behind, the desperation to turn back time, denial of a loss that lasts forever. Those who have the power to change things, usually would make it happen.]
To pull a soul back from death... that isn't such a strange thing.
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Most people would disagree with that, but, I think, you and I are odd cases. At least, I'm assuming you have experience with it.
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[Destiny, too. Though that's a harder one to argue, since he's a big believer in its merit.]
Mm... I've been on both sides. Death doesn't have to be permanent, given the right time, place, and the gifts of those around it.
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The thought of Cad dying is... not his favorite. Leonardo can't help the way his lips press into a thin line. Concern, worry- it is all over now, but, it is still there.
He reaches out to touch the other man's arm gently. He's sincere when he speaks.] I'm glad it wasn't permanent with you.
Family, friends, love- they can pull anything off with just the right timing.
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Agreed on all counts.
[He does like not being permanently dead. And even in his worst moments, even with flickers of doubt here and there, he's never given up on his family.]
Thank you. I've held belief in such things for a long time.
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[Leonardo only draws back when a particularly independent daffodil grows at a strange angle from his shell, angled in just the perfect way that it smacks him against the cheek. He shakes his head a little, trying to grab at it.]
Hold on, I'm being viciously attacked- get out of here, you. [He is definitely losing a fight to a flower.]
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i rolled 2 separate effect generators and they both gave me this. fated.
im cry
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