Entry tags:
December 2025-January 2026 Test Drive Meme
December 2025-January 2026 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: Potential violence, potential outfit change (can be rejected)
While sand-filled deserts are known for scorching daytime heat, Cruel Summer is freezing. The means to get and stay warm is proving an awfully hot commodity this winter. (Pun absolutely intended.)
There are bright points to all of this! Little desert bushes have caught fire and burn merrily away without pause or fuel. Sadly, they're not transplantable, or movable, at all. Any interference puts the fire out, and quenched bushes stubbornly refuse to relight, even in the face of arson.
There's also an absolutely massive blaze going on at Agrona Academy: With a base a hundred feet wide, the flames stretch high enough to be seen from anywhere in the desert. Blessedly, while the scale continues for distance, it doesn't include intensity. The heat of the blaze covers a diameter twice the size of the campus but is never hotter than a standard bonfire from ten feet away. No flesh-melting intensity here!
If the direct heat of flames doesn't appeal, there are other ways to keep warm: anything that gets the blood pumping, as participant or spectator. This is Cruel Summer! That means that the fighting pits are open day and night, as the regularly-occurring matches put fire in the blood of fighters and spectators alike. There's always the more intimate route; the emotional equivalent of bundling-up-together-for-warmth seems to be working even better than the old standard two-bodies-one-sleeping-bag. Opening up to others about the people and ideals that inspire each person to keep going, even when things seem impossible, brings a welcome thaw to the immediate environment.
A good thing, too, because most of the trailers at Puca Park have no means of staying heated–so everyone's stuck bunching up at, or cramming into, the few true houses, no matter how small they might be. Going back to the trailers for very brief visits isn't really any worse than visiting any other arctic outhouse, though, so hopefully the lines for the bathrooms won't get out of hand. If they do, well… there's another chance to talk to the other people waiting in line, right?
When it's time to escape the intermittent bursts of cold wind blasting sand across every exposed surface, the flickering lights of spirit-tended bonfires beckon one and all closer. Camps throughout Cruel Summer feature wind-sheltered firepits and a collection of tents surrounding them. These normal bonfires carry the risk of the discomfort of extremes: a scorching heat from the fire, and the bitter cold of any body part not directly facing it. Perhaps a toasty-warm drink will help or snacking on the delicious fire-roasted foods that never get a chance to grow cold?
Those inappropriately dressed for the weather will get directed to one of the warm tents, where it's possible to get a winter outfit. There's a catch, of course. Those entering the tents don't get to design or pick their winter makeover. Instead, the choice will be theirs whether to accept the clothes or not—with the understanding that acceptance means wearing them for twenty-four hours. The outfit will be theirs to keep permanently along with a gift from home (or another world). The gift may even be a weapon or magical item.
Which world? The designer's world. See, across Folkmore there's a new app front-and-center on everyone's relics: Fox Couture. Design an outfit or two or ten to suit winter fashion in one's own home world. Fancy and formal, everyday basic, or walking-the-dog-at-three-in-the-morning… Whatever appeals, the app will find a suitable option to add to the little mannequin's display! Don’t take too long to complete an outfit, though. That's another of Folkmore's residents getting dressed up in what's selected. Once the outfit is marked complete, the maker and the model will be given each other's names and contact information. Gulp. Hope they liked it.
Nothing prevents coming back for future dressing-up sessions, and there's no requirement to accept the outfit. One's original clothing, no matter how poorly suited to the weather, is still available piled up neatly on the bench behind that folding screen over there. So spin that wheel as many times as one wants. Come in, get warm, get dressed up, and let the designer know exactly what you think about their selections.
While sand-filled deserts are known for scorching daytime heat, Cruel Summer is freezing. The means to get and stay warm is proving an awfully hot commodity this winter. (Pun absolutely intended.)
There are bright points to all of this! Little desert bushes have caught fire and burn merrily away without pause or fuel. Sadly, they're not transplantable, or movable, at all. Any interference puts the fire out, and quenched bushes stubbornly refuse to relight, even in the face of arson.
There's also an absolutely massive blaze going on at Agrona Academy: With a base a hundred feet wide, the flames stretch high enough to be seen from anywhere in the desert. Blessedly, while the scale continues for distance, it doesn't include intensity. The heat of the blaze covers a diameter twice the size of the campus but is never hotter than a standard bonfire from ten feet away. No flesh-melting intensity here!
If the direct heat of flames doesn't appeal, there are other ways to keep warm: anything that gets the blood pumping, as participant or spectator. This is Cruel Summer! That means that the fighting pits are open day and night, as the regularly-occurring matches put fire in the blood of fighters and spectators alike. There's always the more intimate route; the emotional equivalent of bundling-up-together-for-warmth seems to be working even better than the old standard two-bodies-one-sleeping-bag. Opening up to others about the people and ideals that inspire each person to keep going, even when things seem impossible, brings a welcome thaw to the immediate environment.
A good thing, too, because most of the trailers at Puca Park have no means of staying heated–so everyone's stuck bunching up at, or cramming into, the few true houses, no matter how small they might be. Going back to the trailers for very brief visits isn't really any worse than visiting any other arctic outhouse, though, so hopefully the lines for the bathrooms won't get out of hand. If they do, well… there's another chance to talk to the other people waiting in line, right?
When it's time to escape the intermittent bursts of cold wind blasting sand across every exposed surface, the flickering lights of spirit-tended bonfires beckon one and all closer. Camps throughout Cruel Summer feature wind-sheltered firepits and a collection of tents surrounding them. These normal bonfires carry the risk of the discomfort of extremes: a scorching heat from the fire, and the bitter cold of any body part not directly facing it. Perhaps a toasty-warm drink will help or snacking on the delicious fire-roasted foods that never get a chance to grow cold?
Those inappropriately dressed for the weather will get directed to one of the warm tents, where it's possible to get a winter outfit. There's a catch, of course. Those entering the tents don't get to design or pick their winter makeover. Instead, the choice will be theirs whether to accept the clothes or not—with the understanding that acceptance means wearing them for twenty-four hours. The outfit will be theirs to keep permanently along with a gift from home (or another world). The gift may even be a weapon or magical item.
Which world? The designer's world. See, across Folkmore there's a new app front-and-center on everyone's relics: Fox Couture. Design an outfit or two or ten to suit winter fashion in one's own home world. Fancy and formal, everyday basic, or walking-the-dog-at-three-in-the-morning… Whatever appeals, the app will find a suitable option to add to the little mannequin's display! Don’t take too long to complete an outfit, though. That's another of Folkmore's residents getting dressed up in what's selected. Once the outfit is marked complete, the maker and the model will be given each other's names and contact information. Gulp. Hope they liked it.
Nothing prevents coming back for future dressing-up sessions, and there's no requirement to accept the outfit. One's original clothing, no matter how poorly suited to the weather, is still available piled up neatly on the bench behind that folding screen over there. So spin that wheel as many times as one wants. Come in, get warm, get dressed up, and let the designer know exactly what you think about their selections.
- Cruel Summer is cold.
- Bushes burn in the desert, unless messed with, and Agrona Academy has an enormous bonfire.
- Emotional intimacy or physical combat (participation or spectation) can keep people warm.
- Spirits man bonfires & tents around Cruel Summer with free food and drink.
- Enter a tent to get free winter clothes, which just so happen to be designed by a Star Child via a fashion app on their relics. Accept the clothes, and both parties find out who the other is.
- Accept & wear outfits for 24 hours to keep them permanently. One time, Star Children will also get a gift from home or the designer's home.
Content Warnings: Potential violence, potential stalking (by monsters), potential forced transformation, potential forced emotional change/compulsion
The regional borders have shifted between Cruel Summer and Exile, so that the desert now encroaches to the bank of the northwestern fork of the Encantado. The river has a sandy shore, and between the old borders and new are a great deal of dead plants, downed trees, and other signs of Exile foliage that has given up the ghost. Further plants and soil can be discovered underneath all the sand. It's fine. It's desert now.
As prominent and easily found in this new area of Cruel Summer are weapons. From swords, axes, and halberds to bows, crossbows, and guns, they can all be found sticking out of the sand, free for the taking. They are plain, unadorned, and old. However, they're in good shape and ready to be used without needing to be sharpened or cleaned. Everyone who picks up a weapon will gain a feeling of being watched or stalked. This feeling carries with them no matter where they go, whether they head into Exile or deeper into Cruel Summer or even to another region of Folkmore altogether. Anywhere from 12-24 hours later, somewhere in Folkmore, a creature from Exile will attack them. These creatures vary, but they are all intelligent, dangerous predators. Therefore, they are more likely to attack once their prey has set down their weapon and is unarmed.
These weapons may find use more quickly because the border region of Cruel Summer and Exile has grown especially dangerous. The monsters of both regions have begun fighting each other over the territory. Exile's creatures clearly still see the land as theirs, while those of Cruel Summer come to claim ownership. Star Children may find themselves in the middle of a fight they don't mean or want to be in. Exile creatures will attack Star Children as invaders as readily as Cruel Summer creatures. However, those from Cruel Summer will not go out of their way to attack Star Children.
For those who aren't inclined to combat, beautiful (and naked) humanoid spirits in Encantado's waters will invite Star Children to take refuge with them in the river. Friendly dolphins may squirt Star Children with water, but nothing will attack Star Children there. The danger is more insidious. Star Children who stay in the river too long will transform into dolphins and forget who they are in delirium. Anyone who sees this happen or otherwise figures out that some of these dolphins are Star Children may want to rescue them! Star Children can be saved a couple of ways. They can be ushered down the river to Nereid on the coast or they can be brought home (or wherever else) to be set in some water in a pool, bath, or other large container of a Star Child's choice. In both cases, an hour or two in non-enchanted water will see them return to themselves. Memories of being a dolphin may be fuzzy or like an extremely strange dream.
Oases surrounded by shrubs, bushes, and trees pop up around Cruel Summer, creating new sources of fresh water. The soil near these oases are saturated with water, such that these small miracles may appear to be quite the blessing to those arriving in Cruel Summer. The water is cool and satisfies whatever thirst Star Children have. However, melancholy or other negative moods follow consuming it. These moods may be overwhelming or simply background. Unignorable is the compulsion to head toward Exile and the Swamp of Sorrows in particular. Star Children will head in that direction, regardless of wherever they think they are trying to go. Should they reach the swamp, they will find themselves stuck, lacking the will to leave, until they are rescued or die.
Fortunately for these compelled souls, all paths toward Exile will take them through Puca Park. That gives them a decent chance to run into someone before meeting their slow sad fate. Other Star Children may easily figure out something is wrong, and they have a couple ways to break the compulsion and the imposed negative moods. The first is to use words, conversation, to reach people. Get a compelled Star Children to talk through their negative mood and what in their life experience has caused them to feel that way before will set them free. Even better, the more Star Children open up about their own negative feelings and experiences, the more a compelled Star Child will feel like talking, even if they usually don't. The second is to use fists or other forms of physical force to knock the compelled Star Child out. Specially, Star Children must knock the compelled Star Child out with physical effort, not magic, sleeping pills, or other means. Nothing like a good hard knock to the head to reset.
Perhaps none of this should be a surprise. Agrona is the iteration who leads the fighting school, and Cruel Summer is a place that physically tests those who enter it.
The regional borders have shifted between Cruel Summer and Exile, so that the desert now encroaches to the bank of the northwestern fork of the Encantado. The river has a sandy shore, and between the old borders and new are a great deal of dead plants, downed trees, and other signs of Exile foliage that has given up the ghost. Further plants and soil can be discovered underneath all the sand. It's fine. It's desert now.
As prominent and easily found in this new area of Cruel Summer are weapons. From swords, axes, and halberds to bows, crossbows, and guns, they can all be found sticking out of the sand, free for the taking. They are plain, unadorned, and old. However, they're in good shape and ready to be used without needing to be sharpened or cleaned. Everyone who picks up a weapon will gain a feeling of being watched or stalked. This feeling carries with them no matter where they go, whether they head into Exile or deeper into Cruel Summer or even to another region of Folkmore altogether. Anywhere from 12-24 hours later, somewhere in Folkmore, a creature from Exile will attack them. These creatures vary, but they are all intelligent, dangerous predators. Therefore, they are more likely to attack once their prey has set down their weapon and is unarmed.
These weapons may find use more quickly because the border region of Cruel Summer and Exile has grown especially dangerous. The monsters of both regions have begun fighting each other over the territory. Exile's creatures clearly still see the land as theirs, while those of Cruel Summer come to claim ownership. Star Children may find themselves in the middle of a fight they don't mean or want to be in. Exile creatures will attack Star Children as invaders as readily as Cruel Summer creatures. However, those from Cruel Summer will not go out of their way to attack Star Children.
For those who aren't inclined to combat, beautiful (and naked) humanoid spirits in Encantado's waters will invite Star Children to take refuge with them in the river. Friendly dolphins may squirt Star Children with water, but nothing will attack Star Children there. The danger is more insidious. Star Children who stay in the river too long will transform into dolphins and forget who they are in delirium. Anyone who sees this happen or otherwise figures out that some of these dolphins are Star Children may want to rescue them! Star Children can be saved a couple of ways. They can be ushered down the river to Nereid on the coast or they can be brought home (or wherever else) to be set in some water in a pool, bath, or other large container of a Star Child's choice. In both cases, an hour or two in non-enchanted water will see them return to themselves. Memories of being a dolphin may be fuzzy or like an extremely strange dream.
Oases surrounded by shrubs, bushes, and trees pop up around Cruel Summer, creating new sources of fresh water. The soil near these oases are saturated with water, such that these small miracles may appear to be quite the blessing to those arriving in Cruel Summer. The water is cool and satisfies whatever thirst Star Children have. However, melancholy or other negative moods follow consuming it. These moods may be overwhelming or simply background. Unignorable is the compulsion to head toward Exile and the Swamp of Sorrows in particular. Star Children will head in that direction, regardless of wherever they think they are trying to go. Should they reach the swamp, they will find themselves stuck, lacking the will to leave, until they are rescued or die.
Fortunately for these compelled souls, all paths toward Exile will take them through Puca Park. That gives them a decent chance to run into someone before meeting their slow sad fate. Other Star Children may easily figure out something is wrong, and they have a couple ways to break the compulsion and the imposed negative moods. The first is to use words, conversation, to reach people. Get a compelled Star Children to talk through their negative mood and what in their life experience has caused them to feel that way before will set them free. Even better, the more Star Children open up about their own negative feelings and experiences, the more a compelled Star Child will feel like talking, even if they usually don't. The second is to use fists or other forms of physical force to knock the compelled Star Child out. Specially, Star Children must knock the compelled Star Child out with physical effort, not magic, sleeping pills, or other means. Nothing like a good hard knock to the head to reset.
Perhaps none of this should be a surprise. Agrona is the iteration who leads the fighting school, and Cruel Summer is a place that physically tests those who enter it.
- Cruel Summer has taken over Exile until it reaches the Encantado River.
- Weapons can be found freely throughout the new desert. Picking one up will lead to being stalked by an Exile monster and attacked 12-24 hours later wherever in Folkmore one goes.
- Monsters from each region fight each other in the new desert area. Might need those weapons if you get stuck in the middle!
- Naked beautiful spirits invite Star Children to escape the violence in the Encantado River. Stay too long and turn into a dolphin and forget yourself.
- Save a dolphin-ed Star Child by getting them to non-enchanted water, either down to the sea or take them home.
- Oases pop up in Cruel Summer, providing water to all who need it. Those who drink the water feel negative moods and are compelled toward the Swamp of Sorrows in Exile.
- All compelled Star Children pass through Puca Park. Other Star Children may save them by getting them to talk about their emotions (easier if you talk about yours) or by knocking them out with physical force. Bonk.

no subject
"Things are...tumultuous. Back home, on my world." She's well at home talking about different planets and worlds and realms, at any rate. "And I thought this might be as good a way as any to — find a way out of the tumult. Allies, or advancement, or anything I might be able to take home..."
To reach her potential, as her oaths bid her to do.
no subject
"Well, it still could. This place is like... I dunno, something outside of time? You could be here for years, and still get back home the same day you left. Except you might remember what you went through here. Good kind of cheat to get stronger, y'know?"
You just have to put up with a lot of garbage and testing to get there. Whether or not it's worth it depends on a lot of factors.
no subject
"That's my intention," she answer. Calm, accepting. More bothered by the prospect of sharing feelings and vulnerabilities than she is the notion that she might be stuck here for years on the off-chance of bringing something useful home.
"—Is that why you're here?"
Look. She's getting kinda chilly again. Warm a girl up. Share something that motivates you.
no subject
"Nah, I got nothing waiting for me back home. I followed the fox because I was dead anyway." Living is, admittedly, a great motivator. He loves living! Living is awesome. Being dead sucks. "But I stayed because the people I love are here, I'm one of the lucky ones."
no subject
"Are your people dead too? Is that why they're here?"
Because, look, she might judge a little bit if they have responsibilities to get back to. Don't distract someone from the greater good, bro.
no subject
no subject
"What illustrious company you keep."