Entry tags:
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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[Only in this world for the magic thing, though.]
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[If everyone's affected by this role stuff, Charles is fairly certain that it'll hold true. But he supposes a couple tests wouldn't hurt anything.]
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[Casey grins again, and arcs the staff lower, coming close to the ground.]
I think we can put the gemstones around here.
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[Once they're close enough to the ground, Charles doesn't even bother to wait for a full and complete stop before he's hopping off. What's it gonna hurt, he's already a ghost!]
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[Casey laughs, not really scolding, and halts his staff, hopping off as well. he dismisses it back to his pouch and unslings the backpack, carefully supporting it from beneath so none of the gems tumble loose. It would be bad if the whole thing exploded.]
We just need to find a good spot for 'em.
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Hmm... might wanna try and scatter 'em out a bit yeah? Feel like the river'll have an easier time soakin' up the energy if it's not just a big heap somewhere.
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[Beyond the additional side effects, that would mean a completely wasted trip.]
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Here, if we put the bag by the bank we can both pull a few at a time without risking tipping the lot.
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That's a good plan, yeah. [Casey follows him, carrying the bag with him and setting it gently down on the edge.] Just keep your gloves on, and I think we'll be okay.
[He is! Determined! To succeed here. Teamwork will save them.]
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He does however brighten a bit at Casey's complement of his plan in turn, nodding his agreement readily.]
Absolutely! [Charles rummages first for the handful of gems that had gone into his coat pockets, moving a little ways down to where it seemed fairly unobscured and he didn't see any gems, and sort of rolled them into the water so they'd scatter with the current rather than clumping up in a heap. Teamwork makes the dream work!]
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Casey follows suit, very carefully scooting the gems in smile packs bit by bit, pausing after a few have been rolled out to move sideways and repeat the process. It's slow, but steady, and they gradually empty the bag out, creating a little pathway of new gems along the water's edge.]
Huh... it's not very many, technically, but it's a good start. Should we go again?
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Gotta start somewhere, yeah? And absolutely, I'm down for another go- [Still standing calf-deep, he pauses when he feels something thump to a stop against one of his loafers, glancing down, eyes widening slightly as he sees it's one of the chunkier looking gems. One that immediately starts cracking apart-
But doesn't explode! Instead, the ghost teen is left gawping in bewildered confusion as his grey backpack is suddenly just hooked against his leg in the current.]
What the- [He's not gonna waste a second in snatching the bag out of the water, giving it a shake as he chuckled in startled amazement.] Cor, I was just thinkin' how much I missed this thing!
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[Casey lifts his arms to protect his face instinctively, but as the dust settles and nothing seems to have happened this time, he lowers them to look in surprise at the sudden arrival.]
...Oh! That came from the gems?
[It's not unusual for some trial or assisting new arrivals nets something from home, but Casey hadn't seen the source of it this time yet, so he hadn't seen that coming.]
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[He's just gonna flip it open, peek in. Frown a bit in confusion before just... shoving his hand into the bag, all the way up past his shoulder. Way farther than the bag was by the looks of it, and there was a little hum going on from it as he was rooting around, before coming up empty-handed, shaking his head with a huff as he shouldered it.]
Empty! Blimey, hope it was done by magic and not some poor bugger havin' to pull things out by hand.
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[Because wow his arm sure did go down a lot further than expected.]
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Bee jar?
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Never know when a jar of bees'll come in handy mate!
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[Though now he wonders about how annoying bees would be for the Krang. Without their armour on, they could be stung anywhere.]
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[Charles sounds VERY certain about this, despite the fact that so far a jar of bees has not come in useful for him. Someday! Someday the bee jar will come in clutch!]
So! [Given the bag was empty, it's going to be shouldered, Charles mindful of where he steps to avoid the gems as he moves away from the river, at least a couple feet.] Now that we've cleared that load, you were gonna show me the chainstick, yeah?