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TEST DRIVE MEME ⚔️️ 21
QUICK NAV: | |
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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! | |
D ⦿ Light it Up | |
| With the sun and moon temporarily gone, some fae have put forward a solution to fight the dusk off for a little while. They have made special lanterns holding a spell which, when powered up with any kind of magic, activates a small energy field large enough to comfortably fit up to five people. This field takes its form straight from the magic-providing person’s mind - so whether they're feeling homesick or just really want to be stuck in a deserted island for a while, the lantern will make it happen! Naturally, all of it is an illusion so nothing is actually real... but it feels very real, especially to the person providing the magic. The lantern will not make illusions of other humans or animals - just places, buildings, and flora - and those taking part will be able to move around and explore… but be careful not to get too excited, or you might just end up moving your real body and knocking another person out of the illusion, or falling out of it yourself to a very disorienting awakening. |
If you don’t mind being crowded together, the energy field could squeeze in up to ten people, but the risks of someone being nudged out accidentally go up as more people enter. After that, anyone else who tries to step in - invited or not - will find themselves repelled by an invisible wall around the outside of the illusion. There is, however, a time limit on this. While the spell can last up to twelve hours, it's advised that the lantern isn't used for more than a few hours at a time. If this guidance isn’t followed, it’s possible that after the lantern is deactivated the people who took part will keep seeing the illusory scenery around them for some time afterwards. If a person uses the lantern for the whole twelve hours, the illusion will continue for up to three days in the form of intrusive, imaginary objects and buildings that only they can see, or even faint shades of people from their own worlds. |
E ⦿ Getting More Familiar | |
With Elphame and Camelot in better relations than ever thanks to the efforts of Otherworlders, Queen Elphame and King Arthur are working closely together to accomplish the next step of her plan, despite some tension about her not sharing what she intended to do with the Fisher King from the get-go. But they're talking now, and the place that everyone needs to go next is a place only familiars can reach. The first thing that needs doing is a little bit of magic practice before anyone can go on the full mission. This will be much easier for those who have been here longer, bonded with their familiars longer, but will certainly not be impossible for those who have just arrived. Team up with another person to help balance | |
your brand new and unstable magics to accomplish what amounts to changing bodies with your familiar. Result can be unpredictable if you step outside of the lines with this spell, depending on which part you mess up, so players should feel free to come up with their own mishaps based on what each of the above ingredients for the spell are should they wish to go that route. Once you've managed to become your familiar (and your familiar you... good luck with that), you need to practice being your familiar. Get the hang of moving, the hang of your familiar's characteristics, voice (or lack thereof), and how to function as them. Exactly how to do that will be a personalized experience based on what your familiar is, so there's no clear means to practice... which means it's a good time to send you on a softball, but useful quest to practice before the real thing! Each of you who have done this should head into the Brocéliande and look for silver flowers that look like daffodils. Within them are drops of what appear to be water, but those drops are actually enchanted glass spheres only visible to familiars. Be careful- the silver daffodils are guarded by skunk-like spirits that spray knock-out gas, then they will drag you to a random location in the forest. You really could get lost very easily, but don't come back without your sphere! Those will be super important for bringing back the sun and moon soon. |
• 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 as long as the characters are currently in or join the game during the application period. If new players do not want their TDM to be considered canon, they should state as much on the OOC intro once accepted. |
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"You likely remember more than you think," Felih murmurs. "This lamp draws on the unconscious as well, does it not...?" He follows his mate to the park, and he can't help the little smile on his lips. He can easily imagine Hades napping away in a place like this...
"It's peaceful here," he murmurs, before he takes more time to look around, to examine the flora and see if anything looks familiar to him. There's so much to take in, see what the world was like before. It's oddly familiar, in a way that unsettles him, but perhaps it's merely the strange contrast between this and the Tempest...
"Did we- did you... did Azem ever rest here, with you?"
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Even as he says it, he knows it's a deflection. He clears his throat and fixes his gaze on a tree. "But...sometimes, yes."
More often it would be Hythlodaeus who lay beside him when he woke from his naps. Rarely, oh so rarely, he would wake and find two warm bodies either side. The memory of it casts a gloomy pall over him and he gives himself a shake, letting go of Felih's hand to stride over to the tree. Without preamble, he takes a seat on the grass with his back against the trunk.
"Let's sit for a few moments."
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"Did folk ever bother you for sleeping out here?" he asks with a soft laugh, looking out over the park before him. But after that, he falls silent, content to just rest and cuddle, tilting his head against Hades' arm.
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He says it tiredly, resting his chin on top of Felih's head. He idly strokes the other man's hair.
"Eventually I would feign sleep when I wished to avoid being bothered."
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"A popular man ever-in-demand for your reliability and skill, I imagine," he chirps, gently bunting the top of his head under his beloved's chin in an affectionate feline gesture. His tail curls up over both their laps as they sit, and he clearly intends to claim as much snuggle time with his mate as possible.
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And to think he had once thought such petty troubles the most arduous part of his day. He wishes that was all he had to deal with now. He wishes--
Ah, there's no point dwelling on such thoughts now.
"...Do you truly remember nothing?" The question is so quiet, only a miqo'te's sharp ears could pick it up. There's an unfathomable sadness behind it - a plea and desperation. Is being brought here still not enough?
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"...I do, sometimes. When I dream. When I'm in places like this," he murmurs. "But I don't know how much is familiar because of memory, or... because I've seen places like it, in the Tempest."
"The more time I spend with you, the more I feel as if... I get closer. To remembering, somehow."
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How many times has he wished for this sort of peace and been denied it? Now he has it, at the end of everything, in death.
Lifting his gaze, he stares at his city's elegant spires and decides he will spend as long as he can here until the enchantment fades.
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"Even so... I could still love you. Over and over... I feel as though it would be inevitable, with you. You, and Hythlodaeus, and Azem... aren't we all intertwined, to the end?"
The word we slips out unconsciously, and he continues to cuddle, seeming to relax more the tighter Hades holds him.
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"What else did you wish to see?"
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He leans forward and steals a quick kiss from Hades' lips.
"I want the whole tour, love."
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Well, perhaps it doesn't matter now. He only has dim memories of it. Would it even appear here?.
"This way." He gets to his feet, offering a helping hand to Felih if needed. Then he leads the way to a section of the city which feels a lot more like it has been built as a recreational space. Hades enters one of the apartment buildings - unremarkable from the outside - and stands before a metallic door. It opens automatically for them. Felih will recognise the styke from the first such elevator he took at Achora Heights. A disembodied voice greets them.
"Good afternoon. Please state your desired floor."
"The top," Hades says.
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But Hades stands and offers him a hand up, which Felih gratefully accepts, ears perking up again when the other begins to lead the way. He doesn't let go of Hades' hand, however, lacing their fingers together and giving a gentle squeeze. The city is vacant, after all- why shouldn't he indulge in these small affections?
"Oh? The very top?" he chirps, eyes widening in awe. "The view must be incredible... how did you select this one? It never occurred to me, how the Ancients must have decided upon their homes... what priorities they had, compared to us."
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The lift slows. A gentle ping and the doors glide open, revealing a fairly ordinary hallway of doors no different from those on any other floor. The layouts of each room are also equal, so as not to encourage jealousy amongst one's fellows.
Hades halts before one of the doors. There are no privacy wards upon it in this illusory world, so he simply opens it and steps through. The room beyond is minimalist but homely, lit by warm light and decorated with sparse possessions. There are images on the wall of unknown vistas, small, exotic trinkets on the tables or counters from far-flung locations, and everything is kept as immaculately as Hades keeps their current home. The furniture is largely monotonous in colour, with only the minimal decor adding splashes of colour.
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For now, however, it's the man's home that intrigues him. His ears perk up, tail aquiver in delight, and he finds himself beaming as he notes the myriad trinkets all over the place. "You kept them!" he exclaims, laughing brightly, "All the souvenirs!"
That's what they must have been, yes? Felih feels like they had to have been gifts from a certain wanderer. They stand out so much against the minimalist, tidy home.
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"Oh..." He sighs. "Of course I kept them. Why would I not?"
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He still remembers, sometimes. Little things. He always needed help, a prompt, a reminder... and this lamp is providing them plenty of memory to spark his own.
"If I was off wandering around," he says with a soft laugh, "Then I'd want to send you lots of things so you wouldn't forget about me. Things to make you think of me when I wasn't there. Seeing them here..." He feels a joy he can't quite explain just from an outside perspective. No doubt it comes from his love for Hades, which Azem no doubt also shared.
"It simply makes me feel happy. Like I've left a little mark here of my own."
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He walks further in to join Felih. He can hardly recognise some of the trinkets lying around. Some have purposes which defy his memory.
"He was a rascal. He sent me so many odd things I could never find a use for..." Hades brushes a hand over the back of one of the seats. "Like mentor, like student, I suppose," he says with a sigh.
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He peruses the myriad souvenirs littered around the abode, before he laughs softly and returns to Hades' side to cuddle against him. "Rascal, huh...? I'm not surprised... I wonder, is it simply a trait that lends itself to filling the seat of Azem...?"
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He points to an item with his other arm. "That one is a rock from a volcano they quelled. Its porous nature means it can float on water."
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(Comfort creature-)
Nonetheless, the hold makes him relax and lean into his beloved, a purr starting up in his chest as he basks in the warmth and touch. His ears perk attentively, and he ends up smiling at the stone. "Porous volcanic stone... To quell a volcano seems stunning. It's a true force of nature, and I couldn't even imagine how to do such a thing if it was on the verge of eruption. How did they do it?"
His tail is already aquiver with curious delight, the Miqo'te insatiable as ever for knowledge. Felling beasts and armies feels tangible and real, but how does one stop a volcano? A hurricane? An earthquake? "It must have been some intriguing magic...!"
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One that he had no choice but to assist with, else the jaunt may have ended poorly. He doesn't remember much about his scolding but he does remember the smile upon Azem's face and the sooty scorch marks all over their robes.
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He laughs, bright-eyed and thrilled, chirping, "So Hythlodaeus helped Azem out with the plan... I'm not surprised at all. Nn, that reminds me of the volcano in Vylbrand... ah, now I want some of those grapes we helped to revive and restore..."
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...Wait.
"Did you just say you restored the Empty?"
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Hades' surprise, however, catches him off-guard. Had he truly neglected to tell his beloved about this?
...oops.
"Oh, ah... yes! We did! It looks rather beautiful, if you ask me. We started with a small region, but once that seed of balance and flow was achieved again, it's been steadily spreading further and further... we hope that one day, the remainder of the First will one day be fit for habitation and life again."