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TEST DRIVE MEME ⚔️️ 16
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A ⦿ Soaking in Your Arrival
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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. |
B ⦿ The Caravan to Camelot
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Once everyone is wrangled up to the top of the White Cliffs, the handsome owner of the Rent-a-Ride, Archimedes, will distribute smart phones and a pair of ear buds and tell them to "Check the Shit Box." The "Shit Box" refers to wardrobe more formally known as the Wardrobe of Finding, a hammerspace-like wardrobe that opens to each person's items and pets when the person touches the handle. It was recently enchanted by Merlin to prevent people from having to fish their waterlogged possessions and pets out of the water with them. From there, Archimedes directs everyone to settle in groups into modernized carriages pulled by horses and gives them a basic explanation of why and how they've been brought to Avalon: The rest of the universe is frozen in time and your character has been brought here by a familiar that was able to bond with them. They'll have to learn magic to help save their own world from destruction, but first they've got to get them to Camelot. It is here that you have the first opportunity to decide who they will be in their new home. You'll have about an hour to wander around here, meet and greet, and pet the horses before it's time to go. |
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 a special feature for warm winter drinks like hot apple toddy and butter beer. Characters can use their smartphones to connect to Camelot's internet service, avalononline (AOL), to chat with other characters, watch dumb videos, learn about the world, contact Camelot Support (they'll answer any questions they can for you, from how to use a smart phone to where to find quests and resources to learn more about your magic). Be careful if you decide to use your phones while in the caravan-- if you don't use those earbuds and start forcing everyone to listen to your nonsense, Archimedes may make you walk. |
C ⦿ The Red Spring | |
The journey from the White Cliffs to the City of Camelot is a long one, and the first evening you arrive you'll end up spending at the Red Spring, a booming resort town. Newcomers get free inn rooms for their one night stay on the way to Camelot, containing two twin beds, a bathroom, a mini-fridge and microwave, and a TV equipped with a couple of entertaining video games and movies. Don't want to relax in the room? Take a dip in the communal hot spring. The waters have restorative properties that help horses and travelers recover quickly. 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! | |
Those who listened to the Fae Queen last time have made it clear to her who is going to trust her when they are given the chance willingly and who is going to defy her. Was it a fair system that only measured trust and wasn't swayed by peoples' ability to figure out her riddles? No, certainly not. Fairies don't care, nor have they done much to give the impression that they don't care about the trivialities of human subtleties. But there is a new batch coming in, and before she shares the information she promised, she needs to see where upon her line they lie. I beckon thee to wither's tree, Where widows often cry, A poisoned place of death's embrace North selkie's weary eye. You seek the prick whose corpse makes rot, And rot begot those life forgot, 'Fore the questing beast slips by. The riddle is presented to all in the form of a dream with a magical compelling not to forget the words, nor to ignore them. There do seem to be two main parties forming based on clues within the riddle, resulting in different possible adventures and proof-of-completion items. |
A ⦿ The Dragon's Graveyard | |
| Welcome to the Land of Rot! Home of banshees (crying widows!?), where nothing living can really survive except things like zombies, skeleton warriors, and so on. Get past all that to the northernmost area of the Land of Rot (or, where is the northernmost now after the collapse of the Ash Mountain took out part of it) and you'll find The Dragon's Graveyard. It's not a traditional cemetery, but the land seems to have been landscaped into an open pit mine. It's clearly not active, leaving huge bones and fossils of skeletons sticking out of the walls. There's a lot of dried blood dying the dirt a copper-y color, and it's unclear what happened in this portion of the Land of Rot, but it clearly wasn't pleasant. Draconic Wraiths run freely around the Dragon's Graveyard-- the unsettled beasts created from the mass slaughter of dragons during the age of dragon slaying. |
With the world having been rocked by the death of a dragon for the first time in centuries, despite it being within the rules of this world, they are particularly vicious and unwilling to spare any lives. They cannot be touched by physical weapons and can only be fought with magic. However, if they run through your character, they will immediately plunge into a hypothermic state and will need an immediate healer to undo the damage or a siphoner to remove the Wraith's curse and stop the damage from getting worse. Going three days without a healer or siphoner will result in your character dying! What's more, your character will see a vision of their own death in the future upon the moment of contact.
They do seem to be guarding something at the center of the pit: a broken ceremonial sword with dried blood on it. Perhaps this is the "prick" the queen meant? The sword itself seems immensely heavy and impossible to carry on your own, so bring it back as a group effort and decide where it should go. A bit of asking around and someone will be able to identify this as a sword called "Clarent." |
B ⦿ Well, Sssssshit | |
The Forest of the Fisher King seems to be another popular interpretation of the riddle. After all, the "prick whose corpse makes rot" could definitely refer to the Fisher King, whose body is rumored to be buried within the forest. I hear that guy's whole story is that his wife stabbed him in the leg with the holy lance because he cheated on her and she didn't want him to be able to die or have kids ever again- definite prick! |
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Turns out, if you manage to get past the spores and get your friends free of it to go deep enough in, even the ground itself will try to swallow you up! Quick sand only takes moments to try to pull you under. Better hope you came with a friend to pull you out. The more you resist, the more likely it is to kill you! Though, everything in the forest is dead or thriving off of death anyway, and with a stroke of luck you'll see a snake slither right down in (or maybe you stopped by the Archivist before you wandered in single brain cell first). |
For those who are less adventurous, don't worry. There are ways to test their dedication and trust as well. Before the parties leave for their determined destinations, everyone is sent a lock from the fairy queen with a simple note: Slice your sobriquet upon this seal, Secure our sprouting solidarity. Shackle it at the stockade. Sing sayonara to the key. |
A ⦿ Trust Trinkets | |
There's no explanation as to what it will do attached, so it boils down to choosing whether or not to trust the fairy queen. Very, very simple. Well, if you can figure out which stockade it's referring to. As it turns out, in Nicnevin there is a bridge that crosses the shores of its moat that can only be seen by those who have been granted permission by the fairy queen. Etching a name into the lock, be it real or nickname or initials, will automatically transport you to the start of it. It contains myriad locks attached to it, and there are thousands of keys glittering in the water beneath them. The key to the lock is cursed- failure to discard it in the river will result in a curse falling upon your character. Your character broke an agreement with the fairy queen by taking the key with them despite accepting her invitation and instructions by taking the lock to her bridge and now they must pay the price. | |
Now they will find that they are unable to open or enter any door without getting someone else to give them an invitation through it. This curse will remain until they find a siphoner to remove it... so you definitely may have some immediate struggles in this new world! |
B ⦿ Pretty Pleases | |
| Don't know a siphoner? Don't you worry, there's a wizard right there in Nicnevin who can help you out! The half-fairy, half-vampire wizard, Speculoo-- master of the dark, dark, evil artes! An escapee from the fae prison, he'll be approaching anyone who seems to have been cursed by the fairy queen to offer them the deal of a lifetime. Speculoo offers them a potion black as tar and tells them to drink up. Drink the potion and Speculoo will explode into a poof of dust and let out a maniacal cackle-- a pixie! Seriously, you thought you could bamboozle the fairy queen just like that? The pixie's potion will cause you to be unable to resist commands from any person as long as they say "please." Time to teach you some manners!
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Either live with this curse, or offer your name to the fairy queen to have her remove it. Don't trust her and try to skate past her punishment right under her nose and you'll find yourself with little choice but to. |
• All test drive prompts are open to anyone in the game at any time to create your own logs with, as the events within are considered game canon. |
1
Ah.... it looks like you just arrived here.... Everyone goes through that, my lord.
no subject
He backed up as the creature stepped forward, instinctively reaching for the gun that should be hosltered but finding his belt lighter than it really should be in this moment. ]
Woah! Woah! Woah! Easy, easy! Is that thing yours?
no subject
Ah yes, sorry... Rafiel is a little protective of me. You probably startled him, my lord.
no subject
[ He reached for something else on his person, a knife, but that too was missing. Case and all. Leaving him virtually defenseless against the griffin. ]
In fact, where the bloody hell am I??!?
no subject
Yes, he does have a gentle soul in him. And people usually don't run up to me looking like you did.
[She is going to try and calm the situation down a little.]
You are in a world called Avalon... I am still learning of it myself but we don't have our original abilities and...
[She glances towards the griffin who isn't relaxing.]
... We get familiars. Rafiel here is mine, he picked me and dragged me out of the lake when I arrived.
no subject
[ There's a flush of red in his neck to compliment his wide-eyed disbelief. ]
Do I look like a short wick?? And you, whatever you are-
[ He points to the griffin. ]
-step off, yeah?
no subject
It is the truth, even if you don't believe me right away.
[And that pointed finger is gonna get snapped at. A gestured that Leanne gives Rafiel a quick swat for.]
Rafiel! Be nice. I am sorry... He is usually a lot more friendlier.
[Okay, she is gonna try and place herself between the newcomer and the griffin.]
Should I lead you to where you would be staying for now, my lord? You... Probably need some time and space to yourself to let everything sink in.