TEST DRIVE MEME ⚔️️ 19
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A ⦿ Soaking in Your Arrival
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palm-sized baby octopi working together to try to heave a single person out of the water. No matter which you get, they all seem to have unique personalities, but animal mages may note that as a species, they all seem to think of the otherworlders as fun little playthings. These little otherworlders are so funny. | |
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. 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 and rain. There is also a mini-bar that pops out of the console. 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! |
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The people have spoken! This means that brave Otherworlders will be heading into the Bermuda Station-- an underwater train station that passes to other worlds. Currently frozen in time, a train half in Avalon and half in another world, it's an extremely unstable location so certain preparations will need to be made... including how to get past the Falak, a humongous sleeping snake whose side is blocking the entrance. That's definitely something the newbies can be enlisted to help with though! |
A ⦿ Get Lost | |
| The first thing to do is to budge the sleeping snake, and for that we need strength. The kind of strength not even ten siphoners could manage because this snake is buried deep underground, sleeping, and titanic. And so, the Elphame Traders have brought with them to Camelot their greatest alchemist to hold workshops on how to brew the most excellent strength potion... the only thing is, you have to fetch the secret ingredients first, so everyone should be out gathering those to make these potions! It requires a super rare ingredient that's coincidentally only available during the month of May. Enter the Edge of the Dusklight Wood and seek out the Shadlins. Though their eyes are haunting and you won't forget about them soon, those brave enough to chase after them will find themselves utterly lost in an endless forest so dense that you cant see the ground or the sky for |
the treetops and foliage. Don't try to find your way out, just keep walking, listening, watching and following whatever direction you see the eyes of the Shadlins next. Travel with another as the silence of the forest can be deafening and has been known to drive people to talk to themselves, hear voices that will attempt to coax them into doing harmful things to anyone else they run into, or even attract ear wyrms-- a tiny draconic creature that curls around a person's ear and gruffly (they are wyrms) sings the last song they hear endlessly on repeat until they hear a new one-- and doesn't let go unless someone else whispers a song into their ear... at which point, it will switch to theirs. Good luck tricking someone else into trading ear wyrms! | |
B ⦿ Fountain of Yewth | |
Eventually, you will come upon what appears to be some kind of toxic, tar pit, at which point, you have reached the sacred bathing pit of the Tree People, a type of plant fae that are known for trading fertile land potion to Camelot to keep their crops lively no matter. It turns out, they are extremely territorial and not at all peaceful when they are not on diplomatic trade missions. They will attempt to sneak up on you and whoever you're with, capture, and roast you over an open fire for dinner. Elemental mages will have the best chance against them, but be careful- the gases from the tar are flammable, so you will have to defeat them without using fire magic. (Green mages will be great boons as well, but secondary magic is definitely a lot harder for new arrivals than it is for practiced magicians!) You'll need to escape once captured and scoop up some of that toxic tar carefully, in a container so you don't get it on your skin. It's very potent and in its base form, will temporarily grant super-strength | |
but will deplete your character's body and cause rapid aging (as in, a good 30 years in a day's time). May is the time when the tree people sprout flowers and thus their pollen is contained within the tar, which is the secret ingredient we need! Just don't get killed in the process. | |
C ⦿ Unseen Path | |
| Following the eyes is the way that got you there, but following your heart is the way that will get you out. As you may have noticed, the forest is dense and dizzying and somehow, everything looks the same. There's quite literally no way to find your way out with your eyes-- and quite intentionally. Magic prevents anyone who can see from finding their way out of the forest. To this end, characters will need to blindfold themselves and a partner, then tie an enchanted cloth (be sure to pick one up from the alchemist before leaving on your journey!) around both of your waists. It's best if you do it side-to-side if you don't want any awkward contact (though it may be easier to walk spooned together if you're comfortable) especially since to activate the enchantment, you both have to compliment the other person every 10 minutes after putting it on. This will cause the binding to tighten and then behind your closed eyes, you will be able to see the binding glow, and both of your footsteps from the day will illuminate in your |
mind. Follow the footsteps you can only see with your eyes closed and you will find yourself back where you started outside of the forest. Hopefully you get along with your partner-- it's a long walk home when you can't see. | |
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The strength to budge the strength obtained, an even more valuable item is needed to counteract the magical energy crackling in and out of frozen time: a rare collection of hourglass coins. Rumor has it that they are actually in Camelot, held by an Arcane Mage embedded deep within an organized crime family. The rumor, of course, is true- and was put out by the family themselves. The end of the world is nigh, which is why they have released the information. Call it civic duty! But they aren't going to lose such a valuable asset for free. Which is why the rumor contains the following information: An underground casino is holding a gambling tournament. High-rollers will be given a special card that will give them access to an illegal auction, at which the coins are being auctioned off. Queen Elphame, pleased that the otherworlders have decided to entrust her with the Fisher King, sends this information in an encrypted text to all otherworlders, along with a warning that the auction will not be dependent on money, but that Elphame is happy to pay participants for bidding. As long as you don't piss anyone off, it should be safe for anyone to help. |
A ⦿ Safe Bets | |
Once you find the delicious Sichuan-style restaurant that acts as a front for the casino and say you're "here for more heat than the peppers," you'll be led down to a literally underground casino. Blackjack, poker, roulette, craps-- there aren't any slot machines, all the games are monitored and in groups, so you won't be left wanting for opponents. Pick a game and play your way to the top! If you play for long enough and do well enough, you'll be escorted to yet another secret room in the back and asked to change into something more appropriate for high rollers from their selection of suits and dresses (per your preference). Just be wary not to get caught if you try to use your magic to cheat- there are bouncers around, and they're more than happy to drag |
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you out crying and screaming. The only way you're getting back in if you're caught cheating is with a very good disguise-- and only once. Then you go to magic casino jail, where they have a cognitive master magician trap you in the world of Mr. Dollaman, a fictional golden coin with a fedora who runs a slot machine from inside the game like a hardened blood-thirsty businessman, Wreck-It Ralph style. Good luck getting out- The only way is to get past Mr. Dollaman by admitting what you're most greedy for, then rushing to pull Mr. Dollaman's slot machine plug while he revels in your admission of guilt and gives a villainous monologue. | |
B ⦿ Bidding Wars | |
| Now you're dressed to the nines, you're invited into a large lounge-type room. There are little tables, cocktails being served-- and 100% alcoholic ones, this is an illegal establishment, they don't care to enchant for proper drinking ages (but from an OOC standpoint: please content warn for underaged drinking and use common sense/be responsible- little kids drinking is inappropriate af, but high schoolers without supervision isn't something we're going to pretend doesn't happen. Just don't be skeezy about it.) It's a good place to network and mingle ahead of the auction, and once the auction starts, it's good to have someone you trust to sit with. After all, it's not your mother's auction. The auction begins and despite expectations, money isn't the only thing you're allowed to bid. There are fae involved, and the black market. You can bid organs, services, hot dates, control of your name, all kinds of things! Outside of the the grand prize of the hourglass coins, a glimmering set of coins forged from frosted glass that are able to filter and stabilize time magic on a small- |
scale, but extremely breakable that is necessary for the success of the Bermuda Station mission later this month, there are other prizes you can win, such as:
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C ⦿ Knot a Problem | |
It's important to relax before you get involved in something stressful. A healthy way to clear your head involves taking up a hobby, and as such, a small section of Camelot has put together the Avalon Craft Fair. With such a daunting task ahead of everyone, now seems like the perfect time to lower peoples' stress anxiety with a healthy outlet. There are plenty of booths selling crafting materials, art, paintings, and more... but there seems to be a theme this time, and there are a lot of knot-centered booths:
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• 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. |















*also tl should say he bathed in the lake after the Kur journey, not after the herb loss, oops
nonetheless, his relationship with snakes, as with goddesses, might be described as somewhat strained. currently, however, the King of Heroes's primary preoccupation is with the shadowy forest at hand, and those bright eyes that beckon from within it.
but that voice... it is one whom he knows, indeed. and it may even be said that there is a certain twinge of satisfaction (if mild!!) in thinking that the Master might also be here -- again, he is certainly not one for whom solitude is an issue or an impediment, as it has been his habitual state for most of his existence sans the time he spent with his friend... yet, perhaps he has developed a certain fondness for those of Chaldea. there are few humans who must ever be deemed worthy in his eyes, but it could be said that the purpose provided by a Master (and, in that case, the others with whom they associated) had a certain appeal, especially for one so focused on duty as he was in his wiser form. even for a Servant such as himself, who did not submit or fawn, there was a certain quality of which he approved. ]
I did not expect to encounter you here, Fujimaru Ritsuka.
[ but if he must complete this journey and challenge, then her participation might be of some assistance. she did show her capabilities within his kingdom, after all. ]
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[ But she's smiling as she says it, a bit of tension bleeding out of her shoulders. Whatever else might be said about their situation, it's still a relief and a comfort to be recognized. She might not need recognition or admiration, like Merlin warned would never be hers... but to be known by the people she knows? That's something she does care about. ]
I'm always gonna be where I probably shouldn't be. At this point, I just go with it, wherever someone needs me.
[ Whether she will or not. It's always been both her choice and not her choice, the places she's gone in Chaldea's main mission. Sometimes she gets spirited away, and sometimes it's just an impending disaster that needs her--but no matter what it is, Ritsuka's willing to go with it. ]
Not that Your Majesty necessarily needs me. But I'm still happy to see you again.
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at her words, he cannot help but spare a certain smile. ]
You certainly do get around. Hmph... it was only hours ago that I had seen you within Chaldea.
[ to think that they are both here... ]
So I suppose you were transported here for the same reasons, hm? Another mission to save the world? How curious that, once more, we both find ourselves on the same journey, even though it is a different journey. Do you know if there are other companions of yours here? Others of your Servants, perhaps?
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[ Because in all honesty, Ritsuka knows she probably would have been a wreck to be somewhere entirely on her own. Once upon a time, she was good at being on her own, coasting through things; now she knows what it's like to have people she can trust and turn to, and it would be miserable otherwise.
But while she isn't thrilled by the overall situation, she is doing all right. She grins back in response to his smile, folding her arms behind her back. ]
Beowulf, Gareth, Kipposhi... Ereshkigal and Mash, too. Izou-san, Ryouma-san. There's a few others, but they're not the versions that I know.
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The goddess of Kur? Tch...!
[ quite the surprise: certainly not one he had expected to hear... ]
And Mash is here as well, hm?
[ so the demi-Servant continues to accompany her Master, even in such a place. though Gilgamesh supposes it is well enough that the two of them remain together. where would Mash be without Ritsuka, after all? it must be conceded... there is perhaps a slight note of nostalgia at the thought of seeing the two of them again. though in an absolute sense, it has not been long since he has seen them in the form of his summoning as a Servant, his memories from their journey to his kingdom are... on the fonder side. ]
Yet, she is not here with you in this place. [ he waves a hand, gesturing at the darkness surrounding them in the forest. ] One would expect the two of you to be together, aha. That said... I presume you are here on the journey to find the ingredients to create strength enough to move that sleeping snake, hm?
[ to get back to the task at hand, which may yet prove... interesting, for them both. it is well enough to have Ritsuka here, knowing what she is capable of: after all, she won the support of three goddesses for humanity and performed quite a few other remarkable feats. well, remarkable for a mongrel human Master, but still. ]
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[ And if that isn't the crux of so many things about Ritsuka's life. She always wants to help, even if she feels like her contributions are small things in the grander scheme of--well, everything that has happened in her life. The snake being in the way is causing trouble, and she doesn't want it to be a fight (even if, knowing her luck, it will be one), but if they can wake it up and encourage it to leave... that counts for something, right? ]
But yeah, Mash is here, just not here-here. ...I also didn't tell her I was coming.
[ Ritsuka loves Mash, okay; Mash is her best friend and the one person Ritsuka trusts above everyone else--but she also knows exactly how much Mash would fuss... especially in a place like this alternate Camelot, without access to her shield or the Ortenaus system. ]
Since you're here, though, Your Majesty, I hope you don't mind me sticking with you for now.
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[ something something the potential of a descent into madness if one goes alone -- granted, Gilgamesh thinks such things to be the outcome for lesser individuals than himself, but the point stands. and, honestly, if it is Ritsuka, it may be acceptable for her to accompany him.
the King of Heroes has approved of Ritsuka, after all. ]
I suppose our first matter should be finding our way through this forest, then...
[ so, yes, he shall permit her company!! ]