avalonmods (
avalonmods) wrote in
avalaughs2020-12-31 11:53 pm
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TEST DRIVE MEME ⚔️️ 3
![]() Premise ⚔️️ Rules ⚔️️ FAQ ⚔️️ Taken ⚔️️ Reserves ⚔️️ Apply ⚔️️ Locations ⚔️️ Bestiary ⚔️️ Top-Levels Only ⚔️️ ![]() A ⦿ Soaking in Your Arrival
Regardless of what you were in the middle of, you and your familiar have been magically pulled into the world of Avalon just above the Bay's chilly waters. After a brief plunge into the Bay, the rush of water filling your ears and soaking up into every creak and crevice of your body, you may need to cough to clear your airways when you rise above the surface. It's paralyzingly cold for a few seconds before you're approached by the Lady of the Lake beneath the water's surface. She puts a vial of a vibrant, glowing red Everwarm* potion to your character's lips. The icy water doesn't feel so icy once consumed and you'll be able to move your limbs enough to swim to shore on your own. She can't stick around to explain, she's got to get this to all the new arrivals! Many of which you'll see plopping in around you. If you can't swim, a handful of helpful ice turtles will scoop you up from beneath and drop you off at the shore. When not helping people, the turtles are going around and hitting the ice that keeps forming on the surface with their shells to keep the surface open for the falling arrivals or pushing personal items to the beach near the new arrivals they smell like (belong to). If anyone tries to ask the Lady of the Lake for directions, she will direct you to Archimedes at the Rent-a-Ride. If anyone with Animal Magic asks the turtles, they will give the full spiel, but very slowly, and they like to get off topic and gossip about other turtles you've never heard of. The shores themselves are littered with new arrivals complaining their way up a staircase carved into the walls of the White Cliffs. There is no railing, so be careful, but if you do fall, be prepared for a mysterious sand hand to reach out of the side of the cliffs to catch you. The hand will pat you atop the head twice before retreating back into the wall. This is the Cliff Beast; despite the name, he is quite friendly. B ⦿ The Caravan to Camelot
These carriages use fae technology that combats weight, so your character will be able to get in regardless of whether they're light as a feather or weigh two tons. The carts have air conditioning when it's hot, heating when it's cold, and a mystical shield to protect from bugs. There is also a mini-bar that pops out of the console with nip bottles. Characters can use their smartphones to connect to Camelot's internet service, C ⦿ The Red Spring
If you don't want to relax in the room, try taking a dip in the spring for another chance to meet your fellow travelers. The waters have restorative properties that help horses and travelers recover quickly when drunk. It is known to relieve stress, improve energy levels, and mildly accelerate healing. It may be a little chilly when you get out though, so make sure you don't slip rushing back indoors when you get out! The springs are also home to a large training grounds just outside town limits, where there are teachers who will teach basic magic safety and help you discover what kind of magic you have together with other new arrivals. Try target practice, obstacle courses, meditation circles, and other ways to try to figure out just what you can do... if you didn't already have an accidental discovery on the ride there. ![]() Everyone needs a little fun from time to time; the locals have put together the annual Snow Games. As with all things Avalonians plan, magic plays a part in the competition. There will be three separate tiers for characters to enter. Each Tier will have its predetermined track or ring, set up and ready to go. A ⦿ Foot Races
Along the route, racers can expect to run into minor obstacles such as snow bunnies, puddles that can’t be jumped, a flock of snowbirds giving hassle, trees that upend their own roots and move to confuse the pathway. Whatever the interruption, it will come in the form of either a small creature made of magical snow or some minor hindrance to the path. Competitors will have to use magic to overcome these obstacles. Whatever your magic class, find a way. B ⦿ Sled Races
On the path, obstacles will come in the form of wholly washed out portions of the track that need to be reformed using magic to pass. Use elemental magic to flatten rocky areas or wash away debris. Larger creatures such as snow deer and moose congregate in large groups blocking the path, so an animal magic user could be useful for asking them to move... someone with cognitive magic could try their hand at a little hypnotizing a fellow newcomer with big muscles to move fallen logs for them. Healing mages could easily use buffers to support their fellow magicians with temporarily increased speed or strength. Use light magic to sneak past living obstacles, or dark users can cast a love enchantment and make a love match between two moose even though it's far from spring. There are tons more creative uses of magic to help you get through the obstacles on the sled's pathway. Find a creative way to use magic and get through the obstacle; make sure you are faster than the other guy. C ⦿ Snow Chicken
Just... be wary, these friendly yeti are surprisingly big on hugging as a form of congratulations. It's much more challenging to escape from a yeti's embrace than it is to knock one over. ![]() Trumpets hail an announcement by the town crier in front of the castle. More than a few people pull out their phones to record it and post it to the AOL network for all to see. "Hear ye, hear ye! Our noblest of lords, King Arthur of Camelot, will host a tournament on this January the 20th on castle grounds. All are welcome to participate in competitions to determine those most skilled in both the physical and magical arts. In preparation for the upcoming tournament, we are sending envoys to Celliwig. In Celliwig lies the Magic Mirror of the South, gifted to Camelot by the Fae, and a means to communicate with their royal court at will. It is a vastly important task in your journey to become magicians and to show your good will toward the fairies. Parts of the mirror's frame have been damaged. We will need those brave of soul and pure of heart to retrieve the crystals needed to repair the mirror. Those interested, the party leaves at dawn." A ⦿ Brave of Soul
B ⦿ Pure of Heart
"The pure of heart will form the bridge with a leap of faith." Since everyone has gone as a group, it will be possible to see others walking over the water once one person figures it out. Though the clue may seem challenging, it is quite straight-forward. Characters who are pure of heart will find that if they believe in themselves, they will be able to step off the bridge and hardlight will form beneath their feet to allow them to step over the water. Those with ill intentions or those who are willing to harm others to get their way will slip into the rapid waters and may need to be saved by other characters. At least you're off the bridge, so magic will work to that end. C ⦿ Celliwig, the Splendored Court
The party is led to a hall at the center of the city-- the hall of mirrors. Those who have succeeded in obtaining crystals need to bring them and set them on a table placed before a mirror at the end of the hall, which appears to have a number of empty settings. It's unclear what happened to the mirror previously, but now it's necessary to restore it to garner the favor of the fae. Once crystals have been delivered, people will be free to explore the quiet city, but it seems most of the city is closing shop while the visitors are around. There is a restaurant that will serve visitors food, though all of the dishes are of the molecular gastronomy variety. Alcoholic drinks seem to come in vapor form and flashes of light if ordered, but seem effective nonetheless. The local general store seems to be willing to sell supplies to weary travelers as well, but that's about it. ...That said the inn doesn't seem particularly keen on allowing visitors in strangely, so you're either going to be sleeping on the iridescent streets or camping just outside the city if you prefer the soft grass and the darkness of night. Just be aware, if you leave, you won't be able to get back into this mysterious city so easily. MOD NOTES: • All test drive prompts are open to anyone in the game at any time to create your own logs with, but this post should have top-levels by potential new characters only. Current characters may reply to any threads, but should not top-level comment on this post. • If your application is accepted, you may accept TDM threads as game canon as long as both players consent. Characters may begin threading as soon as their journal is accepted to the communities. • If nothing here tickles your fancy, try one of this month's Quests for your TDM prompt. • Note that the third prompt in this TDM will have consequences on the game's progression. After the application round, a poll will be put up to see how many characters who are in the game, both new and old, are able to obtain the crystals from the Brave of Soul and Pure of Heart prompts. • The first "Arrival" prompts are present on every TDM, but may contain seasonal tweaks for flavor. All other prompts will change monthly. • Questions about this TDM's content? Comment here! If you have a question about the game at-large, please head over to the FAQ. *This Everwarm does not count toward your potion collection for those who wish to take up potion brewing. You must obtain Everwarm from the Elphame Trader's to count. **Jackets come in a variety of neutral colors, enchanted with a fit-adjustment spell that will adjust to your character's size. |





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[Wow. He really was running out at full pelt wasn't he? That was impressive for all the wrong reasons.
Ergh, if only she was wearing her combat boots! There was no way she could outrun them if she just bolted the way he did. So she settled for a more tactical retreat- darting out of the open and using the trees to give her better cover, moving like one were trying to get out the way of enemy fire.
Her practiced movement patterns really, really didn't match the panicked tone of voice she used, but hopefully Hijikata was too frightened to notice.
Whatever these things were, Mukuro somehow couldn't get a gauge on anything about them. The glowing eyes were clear enough- but the size of those things? The distance away? She just couldn't figure it out.
The Hellhound with her growled at the creatures, its fur bristling up with embers to at least try and shield its mistress.
Hopefully these three wouldn't get too lost as they tried to flee the scene- but after a certain point, all the trees looked remarkably similar, didn't they?]
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Junko?
[He can hear her, he thinks - unless it's something else running through the trees not too far away. That thought sends a chill down his spine, and he summons a flame in his open palm to at least have some light to illuminate his immediate surroundings and to serve as a beacon so she can find him. He slowly turns around in a circle, but there are no glowing eyes anymore... at least not right now.]
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[Oh- yeah, she spotted that flame not too far ahead of her! That gave Mukuro a chance to try and get back to him.]
I'm closing in on your location now, okay?? Hold tight.
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never mind that they were just looked at and nothing actually happened.]Okay! I think we lost them, but... we lost the way too! Or at least I did!
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Usually when she got stared at like that it meant she messed up her makeup.]Seriously, what the hell were those things?? It was like there were all these eyes just staring out at us!
[Finally jogging over to meet him, and looking around...if only she'd actually made those marks on the way in!]
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[He says that as if he weren't the more panicky one between them...]
Can your familiar guide us out?
[God, he wants a cigarette so badly to calm his nerves, but no such luck.]
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[She gave a small whistle into the darkness, her Hellhound silently moving out of the shadows and onto the path beside her. Mukuro reached over to scratch behind her ear. Part of her wondered where her companion's familiar had gone off to...but that wasn't important right now.]
Hey, girl... can you lead us out of here? Something isn't right about this place.
[The familiar sniffed at the air for a few moments, before starting her way down a path to their left.]
...Let's go.
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We don't exactly have much to report. I've got no clue what those things were, or even how big, or how many. From what you said you couldn't make out anything either, huh? I hope they'll even reward us.
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[She took a deep breath, thinking back to try and analyse what she saw. She had to try and salvage some intelligence out of this, right? Especially with his despondent expression...]
And- something was stopping me gauging their distance from us.
Engagement was just before I tried to mark that tree, perhaps they objected to that. One hostile appeared at approximately 1 o'clock from our location, and after a minute or so, three more appeared at 4 o'clock. Retreat order was issued and enemies did not pursue.
Potential use of magical cloaking ability to disorientate us as we tried to disengage.
[And then her Hellhound carried on into a dense part of the woodland- almost as if she was walking right through the nearest tree. Perhaps whatever was out there was causing them to see extra trees where there were none?]
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You're used to this sort of thing, huh?
[He slows his steps as he sees that... ghost tree? What was this? Or did his eyes just play a trick on him?]
Are we really on the way out?
[He walks up to that tree and puts his palm against the trunk, just to be sure.]
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[Oh damn, she'd gone too far, hadn't she? Despite the situation her cheeks went a little red as she tried to come up with an excuse.]
No, no, not at all! Just- I just thought if I sounded cool and like I had it all figured out, it'd make you less nervous! Did it work?
[Well, whether or not he bought her explanation, she looked up at the tree just ahead...
It sure looked like a tree- but it certainly didn't feel like one. It didn't feel like anything, in fact, as his hand would go right through it.]
No way... it's an illusion. No wonder we're getting so lost.
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[She clearly said it was likely a cloaking spell, but what if it's really ghost trees?! Whyyyyy did he think it would be a good idea to investigate this forest at night?! Avalon's backstreets and sketchy industrial districts (if there are any) would have been better areas to be in! At least the only dangers there would be firmly corporeal. He doesn't even dare look behind them for fear of seeing those glowing eyes in the darkness again.]
Your familiar knows her way regardless, right? A dog's nose is going to win out against these foul tricks, right?
[As if Mukuro knew. Well, at least his fear has completely taken his mind of her military demeanour, and he gladly accepts her explanation without question.
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[Tentatively, Mukuro put her own arm through the false tree, before giving him a nod and stepping her way through it.
Once she was on the other side, her Hellhound was waiting, patiently watching as if she really wasn't sure what the problem was.]
It's okay, you can come through! We're good!
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[He follows, feeling a little reassured. The prospect of probably having to walk through a whole bunch of illusionary trees sucks, but at least it didn't feel cold or ghostly or anything. He can do this!!]
So this is a new phenomenon..? These things, whatever they are, were awakened by our magic? I'm getting war flashbacks here. When the good old forces get revived so do the bad ones.
[He's been through something similar on Prismatica. The more life energy the off-worlders fed back to the almost dead planet the more old gods rose to new power, and not all of them were aligned with their agenda of restoring the world. He doesn't want to confuse Mukuro with his unrelated RPG adventure stories, though, instead focusing on providing light for her with his magical flame.]
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[She couldn't be sure from his wording - not that the wording particularly bothered her, either way, but she was intrigued.
The light was much appreciated, either way. She gave her Hellhound a little pat on the side as they continued.]
...You okay, Fenrir? Good girl.