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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[The last gem finally drops out of his robe, and Caduceus straightens up, giving it a very careful shake to check for any hiding in some cubby, corner, or pocket. It would be bad luck to stick his arm in and get his own side effect. (Ha ha, no way. ...Unless-)]
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Lets hope you don't have any hiding somewhere, or you're in for a real awful surprise.
i rolled 2 separate effect generators and they both gave me this. fated.
[Better get to Rue's while you can, Leo!
since this is backdatedBefore he can say anything else, though, once the robe is on, Caduceus moves to tie it around himself- and his fingers brush up against, big surprise, a hitherto undiscovered gem. He has exactly enough time to go,]
Oh for the lo-
[And then it bursts in a big puff of smoke. When it fades after a moment, he seems... fine! Perfectly fine. Except for the third eye on his forehead.]
...Hah?
im cry
Before he makes eye contact with that third eye..]
Hm.
Do you want the good or bad news first?
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[Whyyy is his vision so WEIRD right now... he's squinting. All three eyes are squinting.]
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Bad news, you have another eye. [He taps the middle of his own forehead for emphasis.]
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[Caduceus reaches up to touch his forehead, and only the fact that he can see it coming prevents him from poking himself in that third eye.]
Oh. Uh. That sure is not great news.
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...Can you see from that thing? If you closed your other eyes would it be like reasonable to see out of? [He has so many questions.]
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[He sits there blinking and winking for a handful of moments, each eye closing him different sequences, but he can't seem to get the hang of closing the two regular eyes and not the third. Finally he gives up and covers them with each fuzzy hand, leaving the third unblocked.]
I... can see, yeah. Sort of. Perception's way off. ...This one's weird.
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This is definitely a struggle Caduceus is having. ] How about we sit down for a while? I don't think you're gonna enjoy walking much with three eyes.
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[He does reluctantly sit down at the river's edge, though, feeling around the eye to test its capacity for feeling.]
We may need to figure out an actual reversal for this one. I don't relish the idea of tearing it out, but I don't have a spell that'll just make it go away.
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Unfortunately, any magic I had was more... offensive magic than anything that could help with extra eyes. [How do you solve the problem of third eye??] I don't think covering it would help either in this case. Since it'd... just be there.
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[Caduceus sighs faintly. He's a patient man, but these gem issues over and over are really testing his limits at this point. Though he has had plenty of worse days, it's just... been a while.]
Worst case, we remove it and I heal the wound after. But there's probably some trial-related method to fix this. Just... not sure what that is, yet.
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Well. The moss and flowers kind of slowed down as we talked? Maybe we need to just talk?
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[The area feels reasonably safe, and honestly, he'd like to relax more, so with a soft exhale he tilts back to lie in the dirt, hands folded together on his chest, gazing awkwardly up at the sky with all three eyes.]
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At least the river is nice to listen to. I'm still kind of amazed by... all of this. I missed nature. More than I thought possible.
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You ought to spend more time in Willow. Call me biased, but I think it's the prettiest part of this world. Nature is especially thriving there.
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[He's been cramped on a ship enough times by now to know what cabin fever is, and has journeyed deep underground to know the maddening sensation it creates in a person. Being on the ocean is different, sure, but the concept of trapped doesn't change too much.]
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[He's old friends with dirt, and grey. That was his life growing up, too. Where his hands went, what he saw in a mirror or the faces of his family. A very different life, but shades are shared.]
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For a good while, we had... good fruit and vegetables. He did everything he could to make that last. It was really nice.
I kind of miss those weird blueberries he used to grow.
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[He knows blueberries! He doesn't know what makes them weird.]
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