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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. |
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She sighed, and just stomped forward, trying to push the pair apart. "See? It's not hurting you, or me."
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The grape Noise flails as Chris shoves it, finally popping off of Hibiki's arm and plopping onto the ground. It fails some more helplessly on the ground, trying to reorient itself.
"Uhhh, what the heck..." Hibiki mutters, rubbing her arm. She then looks at Chris. "What do you mean, a 'Noise but it's not a Noise Noise?'"
Still completely, absolutely, only finding THAT the weird part of this entire ordeal so far.
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Notably, she does not move to help the poor thing.
"It's called a familiar," Chris said, matter-of-factly, as she turned back towards Hibiki. "They take the form of creatures that are bound to us magically. You're in a world where magic is real, now."
As if that were the most obvious thing in the world.
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She then looks at the flailing Noise and without missing a beat, with that knowledge, she stoops down and helps it too its feet. It lets out a static-like sound that comes across as... happy? And it flails it's stubby little arms around cheerfully.
"Wait, magic?" Hibiki asks, brain finally catching up. She squints at her friend. "I feel like I'm missing some stuff... did Gjallarhorn send us here?"
But she wasn't at S.O.N.G. So that doesn't make much sense, either. But then, stranger things have happened.
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"Not the Gjallarhorn," she said. "Something else. Uhm, I don't know how to put this, but..."
Nope. She had to put this bluntly.
"Our home world is frozen in time. This is a magical world and we're in a place called Avalon. I don't know exactly what pulls us here, but it's the only way we can save our homes."
She crossed her arms. "I've been here for almost two months."
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Most of the time.
But that's still a pretty big thing to drop. She sputters and gawks at Chris. "Frozen in time?! ...and how could you have been here for two months, I just saw you earlier today!"
Of course, that would also mean everyone else was frozen! Including Miku! She definitely knows this is bad news, but there's definitely a few details here she's yet to nail down.
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Seeing her friend's distress, she guessed something, and said more softly, "Uhm. Miku's here too. So you don't have to worry about her, alright?"
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However, the next line derails Hibiki's thoughts completely and puts her right onto a single track. "Miku, too?!" Chris should've expected this. She leans forward. "And she's okay?! Even though we were just at home... Ugh, this time freezing thing is going to give me a headache..."
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At her next comment, Chris huffed a bit. "And yeah, she's just fine," she said. Then realization hit her, and she blushed slightly. "Uhm. Though there's something I need to talk to you about..."
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She then takes a couple steps back and shakes her head a bit vigorously, trying to get some of the water out of her hair. She was still drenched, and not expecting to deal with much more but getting to some sort of civilization, now.
She blinks at Chris, though. "Eh? Something wrong?"
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But she also knew it'd be bad if she sat on it for too long.
"I. Uhm. There was a party a few weeks ago, and. There were these masks that changed our personalities and made me more open than I usually am..."
She took a deep breath. "I. Danced with Miku."
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"Well, better her than me, I'd probably just step all over your feet."
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Then, predictably, she snapped.
"I dance with your girlfriend and that's all you have to say?!" she exclaimed. "I was all calling her elegant and what a great person she was! You should be mad at me!"
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Or idiot. Dummy. Or any variation of the theme. That's progress!
"Ehhhhh, but you already said something was making your personality different!" Hibiki shoots back, looking suddenly huffy. "Why would I be mad at you?! Besides, even if something was messing with you, I trust you! And Miku! Neither of you'd do something bad on purpose."
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... And why did Chris feel like she needed to be punished? As she mentally asked herself this, she sighed, and deflated visibly before her friend.
"You dummy," she said, quietly. And then, more loudly, "F-Fine! If you're gonna say something like that, I'll just consider the matter settled!"
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As if to illustrate that, she reaches out to grasp Chris' hand. "Good, 'cause I'm more worried about how you've been doing here! At least Miku's been here, but if no one else has..."
She's not calling you codependent on your friends, Chris, but...
...
...
Okay, maybe a little. But she means it as nicely as humanly possible.
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She gaped for a moment, before turning her head away, still blushing furiously.
"Y-You big dummy! I've been just fine! I've made new friends and learned how to use my magic pretty well! You don't need to worry about me at all!"
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Hibiki laughed, completely unfazed (in any particularly negative way) by her outburst, given that she's quite used to it by this point. "Well, good! It's not that I think you couldn't, but I'd be a bad friend if I didn't keep tabs on you, wouldn't I?"
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"You're not a bad friend, but you are an annoying one! G-geez, and here I was thinking I'd be able to give you some guidance for once! Instead, you're acting the same as usual!"
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She looks around them, people orienting themselves, some making their way up the cliffs. She then glances back at Chris.
"After all, you must know this place much better than me. I'm gonna need your help a lot!"
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"You're dang right you'll need my help!" she said. "And you'd better listen to your senpai, alright?!"
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(Look, Hibiki's weird.)
"Sure, sure! Hey, I take instruction really well so long as it isn't school!"
Just ask Genjuro!
"But, uh, question."
She grasps around her neck, or what's NOT there - her relic's red crystal isn't there. She'd noticed immediately, but hadn't gotten the chance to ask yet.
"You don't... have your Symphogear, do you?"
Clearly, there's an important factor of this world Hibiki has not been told about, yet.
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At what Hibiki asked her next... she blinked, before reaching up to pull out and display her sacrist.
"I have my receptor," she said. "You'll probably be able to get yours back soon, if it got brought back with you. But it doesn't work... our activation songs don't work at all."
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She leans in and looks at the jewel, though. "Uh, that's... a problem. Usually, even when we get sent somewhere, they still work."
Or even adapt to the environment at hand.
"That's going to be a problem..."
It must especially be one for Chris, Hibiki thinks, but DEFINITELY is at least not going to voice out loud, given Hibiki immediately thinks about the silver-haired girl's performance in their field training exercises when not using her Symphogear. She blinks and looks back up at Chris.
"So, what can you do here, then?"
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"Like I said, people here have magic," she said. "For me, one is elemental magic, meaning I can conjure fire and control water and stuff. The other kind is light based... I'm just starting to figure that one out."
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