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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. |
Re: arrivaaal
Nash is the sort of person who ignores cats, which is to say, the sort of person cats adore. He doesn't reach over, or try to pet the cat, fluffy though it appears to be. Can you pet a cat that can jump through walls? Is this what his inner dialogue has come to?
"Well, cat," says Nash, still gripping his strange oracle stone, speaking in small words, as if to a Knight of Zexen. "Kind of you to join me as I finally go insane."
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As for the cat, she simply stares back at Nash, saying not a single word in return, as one should typically expect of a cat, and that stare will only waver and flit towards the carriage's door about two seconds before Caesar makes his own arrival. Unlike his familiar, he cannot simply phase through a wall, and so Nash will find the carriage's door being snatched open to reveal one particularly short Silverberg — a tad bit disheveled from hurrying to catch the carriage before it left — giving the cat an entirely offended look.
"You ran ahead on purpose, didn't you," he accuses her like him having to run at all was wholly her fault. Maybe it was, somehow. All that earns him is what eerily looks like an eyeroll from the cat before she leaps across to Nash's side of the carriage and immediately settles on his lap.
Nash is free to ignore her all she wants, that only means she immediately must sit on him. Such is cat law.
"...useless fuzzball," Caesar follows up with a mutter before finally, finally, looking at Nash. "So. You're here. Not really who I was hoping to see but I guess that can't be helped."
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"Don't worry. I wouldn't want to see the people who'd want to see me." His voice is casual and breezy, asserting control over the situation as witty banter always does. Is Nash's life a confusing mess? Probably not, did you hear how his voice didn't crack while he was fighting an ancient vampiric knight, for some reason?
Still, a Silverberg isn't a bad thing to have around. He knows Caesar has a good head on those short, slouchy shoulders. So, he can probably get some answers. So he asks the first question that comes to mind.
"Where's Viki?"
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He hops into the carriage and shuts the door after him, helping himself to the seat the cat vacated a moment before. He's sure it'll get rolling along at some point sooner than later and he'd prefer to be sitting when it inevitably does.
"I thought this was her doing at first, too, but it isn't. If you want someone to blame, well, there's one of them."
And he points right at the cat currently sprawling across Nash's lap.
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That's what Nash says, but he believes Caesar. Not implicitly, though any Silverberg has a capable enough head on their shoulders. But if Viki were behind this, she'd have sneezed in by now. She isn't subtle. And there are other things Nash has noticed that don't match up with the Viki hypothesis.
"So the speech I got about our world being trapped in time is accurate?"
He looks down at the cat, which by now has him thoroughly trapped. He will probably die here.
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"Unfortunately," Caesar answers, "Or so that the story they're sticking to, although I can't see any angle to dragging us here for another reason yet, provided there even is one."
So, it's stupid but likely true enough.
And the cat has curled up to doze off, so, yes. Nash is doubly trapped. He will die in the carriage from an unmoving feline, rest in peace.
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That's an almost unthinkable amount of power. "What were you doing before you got here?"
Maybe there's a clue there.
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"I was just leaving to get the True Fire Rune back from those ruins," Caesar answers what he feels is the much more pertinent question right now. "But that, apparently, doesn't match up with what Chris last recalls, so I may be a little behind from where everyone else is from."
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"But you're right. I remember leaving the ruins. And the Grasslands altogether."
He hadn't gotten much past Caleria, but his mission was over, as far as Nash was concerned. What could the discrepancy in the timeline mean? More importantly—
"Chris is here?"
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Was sharing someone's future with them a good idea? He doesn't know but he can't imagine such a near future revelation being able to change anything in how he himself acts but it's another topic not really worth getting into. Nash has asked a question and he should at least confirm after mentioning her twice already—
"And yes, Chris is here. So is Geddoe," he adds, and then, after a second of consideration, he'll be kind enough to include, "And that freak in black that Albert had working for him. Yuber. He's here as well."
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Nash falls back further in his chair, looking up at the ceiling in either exasperation or prayer. He spends a moment sitting very still. The cat swishes its tail, but shows no sign of abandoning the post.
"Weird whatever this is brought me and you instead of Hugo, right?" If this was a sequel to the Second Fire Bringer war, why involve Nash and not Nash's boss? "I mean, the whole thing is weird. But I'm not exactly the Flame Champion's legendary companion."
Nash makes a mental note to complain about that, later. Right now, he just wants to understand what's going on.
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"I don't know about that being weird. I'm the Flame Champion's strategist and you're her weirdo stalker, so maybe it does make sense we'd end up here with Chris. Although with Geddoe also being here, Hugo showing up wouldn't surprise me, either."
Complete the whole True Rune trio, he supposes, but otherwise, even he would have to admit it ultimately seems random.
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"You know she was actually following me, right?" Right? He glances down at the cat, who doesn't look convinced. "I just mean, I'm not the guy you go to for big world-saving magic. But then, I'm not Yuber."
That didn't make much sense at all. But it can't be completely random, either, can it? All of them were involved in the last Fire Bringer war.
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"You are not going to believe how incompetent he is at anything that isn't a massacre..."
Is it a bit of a topic change? Kind of, but so is this.
"So, have you run into your familiar yet? The only one I see here is my cat."
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"Mmmmm. I've been deliberately ignoring that. Thanks for noticing."
The cat is certainly thankful, anyway. It doesn't move.
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"What? Did you get something more annoying than a cat?"
Said cat turns her head to stare at him in what is a most disapproving fashion, as cats do.
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"What sort of creatures are they usually?"