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avalaughs2021-04-01 12:00 am
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TEST DRIVE MEME ⚔️️ 6
![]() 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 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 still chilly, but not enough that you can't manage on your own. The Lady of the Lake is swimming around under the water, but seems to be focusing on coordinating a band of mossatees to help rescue any wayward new arrivals. Mossatees are a special Avalonian manatee that is green in color and has what appears to be a patches of grass or other short plant life growing on its back. While some are fully green, many sport blooming flowers or fairy circles of mushrooms. If anyone tries to ask the Lady of the Lake for directions, she will direct you to Archimedes at the Rent-a-Ride. Those with animal magic may get their info from the manatees, though may notice that they're really overly friendly and have zero concept of personal boundaries. Everyone may notice they have no concept of personal space, as they will happily run right into someone's belly for a snoot squishing. 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. *Reminder: Your character's familiar may or may not be with your character in their initial plunge. If the familiar isn't partial to water, it may meet your character on the beach or sit atop their head while they swim. Or if they are, they might splash about and swim alongside your character. Familiars have different personalities and body specs and we leave those up to the players. 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
Unfortunately, due to a bee infestation and massive amounts of rain, the hot springs of the Red Springs are not available this month! Instead, an underground salt cave is offered as a way to relax and unwind. Gather around in the rejuvenating, dimly lit caves and breathe in the relaxing effects of salt crystals. Feel the sand between your toes, or if you don't like sand, try one of the many pools with tiny garra rufa for a fish pedicure. Or, lie down in a recliner and stare up at the "stars"-- magic sparkles in the ceiling that move to spell out single-word concepts you may be experiencing. (Maybe you're relaxed? You might get something like "Chill." Find your relaxation buddy hot? Just be careful to look away before the stars spell "Thirsty" to the whole room.) 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. ![]() As it turns out, a mythical land that's been around for a few centuries has a few things in common with many modern worlds. It's got the internet, and games have evolved a little bit past hoop trundling and draughts. April, being the traditional month of mirth and games and lots of rain making it hard to have fun outdoors, is the time for Camelot City Gaming Convention, affectionately shortened to CameCon. Come into the large convention center located in the south part of town, get dry, and check out some of the awesome things to do. A ⦿ Couchless Co-Op
Or plug your phone into the stage podium and get away from the humdrum fantasy life by joining in a live-movement game that combines synchronous kinetic and light magic. Move your body in the vortex illusion of your favorite rhythm dance game with a buddy! Or maybe you're more into the free-style gaming of Grand Theft Automation with both friends and strangers-- step onto the illusionary stage itself to explore crawling cityscapes and live the life of crime you always dreamed of... at least the cops won't really arrest you if you do it here. Just make sure if you use magic you remember you're on a stage and don't accidentally send some flying off at a poor convention go-er just past the illusion stage. B ⦿ Arthurian RP in your Arthurian RP
Either way, once your role is decided, put your acting skills to the test! ...and if you don't have any, well, they have costumes that will help you get into the mood with a little dress-up and props that will magically give you sword skills... though only while using the dull-edged plastic props. Or you can just sit on the sidelines and have a picnic on the concrete floor of the center with a potential new pal and watch other people play-- there's a lovely little buffet table with pastries, coffee, and juice in the corner. C ⦿ It Figures...
Of course, when the rain breaks through and floods the exhibition room, there's a lot of mass hysteria as people scream and climb up onto tables, trying to protect their merch above all else. Hurry, help someone else up onto your table before their ent dakimakura they just purchased gets wet! Only you can save the gamers from water! ..Or that's what you thought, until a second later the electricity goes out and you're left in a total electricity blackout in the convention hall. It may be a good idea to use some magic to try to light the way and find a way out of the flooded hall... ![]() A ⦿ Keep Your Vines to Yourselves
Hopefully, you've got some kind of destructive magic that can help you fight off the overly friendly vines as you head into the forest to investigate the strange reports citizens have been making of their friends and family disappearing in the generally friendly, if odd forest when they've gone to fetch herbs or other supplies, gone on walks, or who knows what else from the forest. It seems like the best way to get the vines to let go without magic is to tickle the person the vines have captured, so you really better hope you're ticklish... and there's someone willing to really go in on it. It takes a lot of laughter to get these vines to leave you alone! B ⦿ Selfies with Selkies
Take a trip up to the Archivist will lead them to find a book that includes information on the species: The Cereus de Anima. This giant flower rapidly grows when a seed from the Land of Rot transfers via someone's clothing to an appropriate forest environment and is known to absorb a piece of a person's essence from anyone it touches with its vines. People often seem to go missing for a short period of time when one of these appears, then come back behaving a little differently but ultimately don't seem to be in distress. No one is quite sure what the cause of this is. There doesn't seem to be any record of there being lasting damage, however questionable the plant is... The Archivist, upon seeing you researching the plant, says that he's heard some of the lake's residents just off of the Silent Shore have some experience with one. He hands you a couple baskets of some specially anti-rust enchanted parts and tells you he was supposed to deliver them to a Selkie man living in the lake for a project he's working on. You and a partner can make the delivery and ask your questions from him. The Selkie isn't going to be particularly friendly to fellow men, not trusting human men farther than he can throw them, but will decidedly try to seduce women as Selkie men are known to be extremely handsome and flirtatious with human women. Non-humans he will be neutral toward. It's best to go in pairs so you don't end up on a whirlwind candlelit beach picnic with a shirtless selkie in exchange for information about how to uproot a Cereus de Anima. (At the very least, the selkie will want you to take a selfie with him before you leave so that you have something to remember him by, and you'll always be welcome back if you change your mind.) Regardless of how much of a challenge it is for you to get to that point, as long as he gets the delivery from the Archivist, he'll eventually tell you and your traveling partner about how he heard that there used to be a village at the edge of the Dusklight Woods that was overrun with one of them, and that there's only one survivor who moved to in a cottage on the other side of the Pure of Heart Bridge.. Those familiar, yes, it is the old man that Morganna tried to kill and save in a quest a couple of months ago! Time to travel all the way back to the Pure of Heart bridge and make your way over to the cottage and talk to the man and it sure seems like this quest is long and tedious and you may be wondering if someone will have noticed you're gone... C ⦿ The Answer is No
Those who find out they've been replaced may want to return to Camelot quickly to try to reclaim their lives. Doppelgangers will attempt to kill their original if they come into contact with them when they aren't around other people, so you may need to flee for your life if you haven't gotten good enough at magic to defend yourself yet. Around other people, the doppelgangers will do their best to try to prove themselves the real person and since they were made from the original, will have the same memories as the original character so asking questions that "only ___ would know" may not work. Eventually it will come out that the doppelgangers have occasionally wriggling vines instead of spines underneath their clothing, if you're willing to check that to see who's real, but that won't be common knowledge. What can be found out from the old man at the Pure of Heart bridge if you choose to leave your doppelganger alone is that Cereus de anima doppelgangers can only live for a month without killing their original and absorbing the rest of their essence. However, if the original plant isn't taken care of with a special venom you can only obtain from certain creatures in the Forest of the Fisher King, the problem will just keep happening over and over until the city is overrun and becomes nothing but a breeding ground for the flower and its replicas. 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. • You can have any animal-style poncho you want! They are themed, not made from actual animals. No animals have been harmed in the making of these ponchos!! • TIMELINE: The resolution to the third prompt will be in April's event! The first two prompt sets will be during the first week of the month. The doppelganger problem and obnoxious traveling and research will be occurring for the second and third weeks of the month. • People with green magic may be able to fill something off about the doppelgangers, but may not be able to identify what it is right away. Blood mages will be able to feel that their blood feels the same as the original as they are essentially copies. Cognitive people will be able to use their magic normally except for hypnotic suggestion- the doppelgangers are immune to it, so while you may be able to find other ways to out them, hypnotizing people to tell the truth won't work this time. Doppelgangers are made from the essence of the person, so they will be able to access their phones and accounts. Note that the Cereus de Anima and doppelgangers are not fairies and cannot be contracted with. If a Death Mage attempts to possess a doppelganger, it will technically come in contact with the doppelganger's vine and may end up with more than one doppelganger depending on how many times they try it. Siphon magic can be used to destroy a doppelganger easily, however, the essence that was stolen from the original's soul may be destroyed in the process so it is not recommended as the original may start to feel as though they are no longer a whole person. • If nothing here tickles your fancy, try one of this month's Quests for your TDM prompt. • The first "Arrival" prompts are present on every TDM, but contain seasonal tweaks for flavor. All other prompts will change monthly. Make sure to read the Red Spring section on this month's even if you're normally familiar-- the springs are closed this month, check out the alternate prompts! • Questions about this TDM's content? Comment here! If you have a question about the game at-large, please head over to the FAQ. |
Walk
"You look halfway to Helheim already, friend. Perhaps you should rest a moment before you collapse."
no subject
His gaze roams over the woman. Her look is foreign, but he can tell her weapons are finely crafted. She certainly looks like she knows how to use them.
"Halfway anywhere might be nice." He's been walking awhile and has no idea how much further there's to go. (He misses his horse.) Still, he's not interested in falling flat on his face. He sits on a nearby boulder, stretching his leg out. It's been wrapped around the thigh, covering a bite beneath.
He tightens the knot on the bandage. He didn't expect to see someone else walking out here. Guess he wasn't the only one. "They give you shit on the ride, too?"
no subject
"I disembarked myself. The ride was dull, and I prefer the wind in my face." Normally that's either on horseback or hanging off the aft of the Drakkar, but deprived of those things here, she'll walk a bit. Plenty of sun left in the day.
"I would offer you some clean linens for that bite, but I'm afraid I have none to give." Instead she flips open a pouch on her belt and pulls out a small bottle of brandy. The mini-bar had been inviting and she'd been happy to pillage it before she stepped off. "But this might dull the ache a bit." She offers the bottle to Geralt.
no subject
"I tripped," he replies, deadpan as ever. "Fell onto some teeth."
It hasn't been a good decade, in truth, but at least wherever he is? It's got fresh air. It's not been set ablaze. No ghouls trying to chew him apart. There are a few points in its favor. (Only a few.)
When he finds a little glass bottle in his face, there's a pause. Hmm. Can't say it's not a welcome offer. He considers the wisdom of knocking back small liquor bottles from a stranger when he can't exactly trust his sense of smell right now. Tempting, to say fuck it—but he waves it off, getting back to his feet.
"Keep it. Something tells me you'll need it sooner rather than later." Seems they're all here for awhile. He shoulders his bag to carry on. "You have a name?"
no subject
"Suit yourself." She shrugs off his dismissal of the brand by popping it open and downing it herself, letting the bottle fall once she's emptied it of its contents. She has plenty to spare, after all. Camelot, they said is their destination. This place isn't England, at least not as she knows it, but the similarities are close enough she's hoping they'll have heard of mead. "I am Eivor, of the Raven Clan. And you, warrior?"
no subject
He tests the weight on his leg, giving a hum of agreement. It's not great, but it's doable. He wants to find shelter before nightfall, whether that's at an inn somewhere or ducked under an overhanging cliff.
"Geralt." There's no clan that he offers, though the medallion he wears isn't subtle: round and silver, shaped like a wolf's head, hanging off a chain around his neck.
He's not quick to make friends with strangers. But perhaps it speaks to the unfamiliarity of this sphere that he finds her the most familiar thing here since he was dumped in that damn lake.
"Take it you don't know where the nearest inn is, either."
no subject
She brings the Dane axe back up onto her shoulder as Geralt tests the leg, apparently deciding to be back to it. She shakes her head. "Not exactly, but I heard talk about some sort of spring. I assume they have lodgings set up there." And since they were headed this way down the road, she sees no reason not to continue that way. Time was, Sýnin would be useful there; Eivor's ability to see what her raven sees would have been useful in identifying the location of this spring. But while the raven has been circling the sky overhead this whole time, Eivor hasn't been able to connect with her the way she was once able to.
"Come, we find the spring, we find rest. And maybe someone to look at that leg of yours. Be a shame for you to lose it." Don't want to risk that bite turning sour, after all.
no subject
It does, however, mean the mud leaves tracks behind from the carriages and horses. Might as well follow that for now. He walks a little more carefully, making sure nothing sends him slipping.
"I am fond of this particular leg," he says dryly. "It's been with me awhile."
no subject
She laughs. "A sense of humour! I think this journey will be a good one." The rain hasn't seemed to dampen her spirits any, despite how thoroughly soaked she is. Spending time on a longship has a way of toughening you up where exposure to the elements are concerned, after all.
She also keeps scanning the countryside, or at least what she can make out of it through the downpour; this place is unnervingly similar enough to England that a wolf or bear attack isn't out of the question for two travelers on the road like this. Wouldn't want Geralt to get anymore gnawed-on than he already is, after all.
no subject
He's silent for a portion of their walk, though she'll get a grunt of acknowledgement out of him here and there if she fills the quiet. He's slower as time goes on—his leg obviously bothers him. It's a combination of stubbornness and simple unawareness that he is not, in fact, as sturdy as he'd be were he back home that has him push onward.
Though it's starting to catch up to him.
"Could really use a fucking horse."
no subject
Leave him. the voice only she can hear whispers at her ear. His wound will claim him long before you reach any possible help. You know this. He is not of your clan. He is not your responsibility. It is of no concern to you what becomes of him. She can feel the phantom presence of the Allfather just behind her shoulder, the piercing gaze of his one eye upon her. So, the visions did follow her here. She wondered. And just like that, the presence fades.
Just in time for the sound of hoofbeats coming up the road. "Fortune favours us, it seems. Helheim will have to wait a little longer to claim you." She steps out onto the road, taking her axe in both hands. A rider emerges from the rain on a grey and white spotted horse, but the second he sees the heavily armed woman in mail standing in his path, the horse rears up in alarm, skidding to a stop only a few feet from her.
"Good god! What is this?"
Eivor steps around to his side, looking up. "Apologies, but my friend is injured. Have you traveled far?"
"What?" The man looks up towards Geralt, seeing him for the first time. "Oh, uh no, not at all. Only twenty minutes or so since I left the Red Springs up the road. Wait, are you two-Augh!" He's given her all the information she needs. Eivor reaches up and pulls the man down off his horse without a second's hesitation. "Your horse will be waiting for you at the inn." She tells him bluntly as he sputters in indignation on the ground. Walk will do him some good, anyway. Not sparing him a second glance she looks up at Geralt and nods towards the horse, holding it by the reins. "Climb up. Should be able to take us both."
no subject
That's. Mm. Actually not that unexpected, given who he's traveling with.
Fuck it. If he had the coin, he might've considered dropping a few to the poor bastard for the inconvenience, but he doesn't and his morals don't extend as far as giving up his leg to help someone avoid a walk in the rain. The man will manage.
"Thanks." Is that directed towards the unwilling stranger or Eivor, for her robbery? Hard to say. Ambiguous at best, as with most of Geralt's comments. (He appreciates the crime committed on his behalf. As long as it doesn't bite them in the ass later.)
Red Springs. A location's name is better than nothing. He mounts the horse, with more effort than usual, settling on with a wince. The weight off his leg is a relief. He waits for Eivor to join him, eyeing the now horse-less man in case he has any ideas of trying to take his horse back.