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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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"Thanks, Zuko," he manages, after a long second. "I'm glad I can be here. For all of you."
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"Oh! Have you found your familiar yet?!"
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But as for the rest, his brow furrows.
"People keep talking about that, but...not yet."
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"Do you wanna meet my familiar?" A hint of a smirk grows on his face at the idea. This would be exciting to introduce Aang to Zunyan... The two boys share their own special connection that will surely make Zuko's familiar all the more impressive, after all.
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"Sure, Zuko," he replies, "but only so long as you make it a big reveal."
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He rolls his eyes some, his voice dripping in dismissive sarcasm. As much as he's come to love his familiar, it sure is goofy. It has embarrassed him on numerous occasions — probably not excluding this one.
He gets up from his seat, crouching over toward the window of the entrance and peering out before he makes any moves, watching the scenery roll by. They're in a horsedrawn carriage so it's not going all that fast, but still, worth being cautious before being reckless.
"So— I sorta just... think about it? Focus my energy on wanting him? They come when you need them, even if you don't think about it sometimes, but if your bond is strong— you can just call them and they'll come," he explains, recalling his first encounter with his familiar arriving of its own accord. It wasn't pleasant, but it was necessary, and indeed for Zuko's own good. The familiars have a deep wisdom within their spiritual bonds and know what's best for their partners — at least, Zuko's seems to. Sort of. When it's not giving him a headache acting out like a naughty puppy.
He takes a moment, closing his eyes with a deep breath, then leans over and opens the door of the moving vehicle, a cold gust of wind rushing in as he does. Safe. Sound logic. Sure. Yup. Let's do this...
"Close your eyes. And no peeking," he warns, scowling, not fully trusting Aang not to ruin the big reveal he himself had requested. "His name is Zunyan... Or Zun for short. Spelled like 'Honor.' He doesn't talk— that's just what I've called him..."
And on cue, there is a scraping sound outside the carriage, and then a thud inside. The creature Zuko had so respectfully named 'Dignity' in their home's language has arrived none too gracefully. It seldom does. If Aang's closed his eyes as told, he'll hear Zuko sigh, grumbling as he shifts back to his seat beside the Avatar. Then... something small pressing light pressure against the boy's lap, the feel of two tiny feet with sharp little claws crawling gingerly across his legs, then two more after a beat; it must be long despite its small size, like a fire ferret... but somehow, it doesn't seem furry, even without touching it. It's warm, radiates some heat naturally just being near it, and clearly nimble, as it takes to crawling up Aang's arm already, ready to find a perch on his shoulders.
"Zun..." Zuko scolds, narrowing his eyes at his familiar as it scales his friend. It was a rude, misbehaving creature with no consideration or cares at all for other people's comfort. Ahem. Zuko's spiritual animal companion.
When Aang opens his eyes, he'll be greeted up close and personal by the fanged face of a dragon, as majestic as it is terrifying to find oneself face-to-face with a dragon by surprise. But thankfully, this dragon is a lot smaller than the last dragons they found themselves staring down. Travel-friendly.
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"Ok, ok, fine," he responds with a smile. And how weird was it that this was a thing? Just a few years ago, this would have been a quick way to die.
And for a split second, he remembers that when he opens them, exclaiming a "woah!" and reeling back a little, wide-eyed quickly becoming wide-eyed and smiling.
"Wow!"
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Seeing Aang's smile at his dragon, it's contagious, and Zuko's beaming back at them. How wild to be sharing this with Aang after their downright spiritual experience with the dragons; of all his interdimensional travel, somehow having a little dragon of his own feels the most miraculous and fantastical to Zuko. He's excited about it literally every day, even when he's mad at Zun for misbehaving. It's like a dream. A pet dragon. Sharing this with Aang is even more surreal, but Zuko's visible excitement and bright smile is definitely very real.
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"Zuko! They're amazing!"
He tentatively reaches out a hand for the dragon to sniff. That's what you do, right? Oh, and show respect, which he does, by bowing his head.
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Even if it's a little goofy... After a beat, it nudges Aang's fingers with the tip of its snout, then zips up his shoulders to wrap itself around his neck comfortably, claws clenched to his shirt on each shoulder, wings folded against its back as it cozies up to him. Clearly Zuko lets it crawl all over him like this... The prince is still grinning, watching the pair. Magical moment for Zuko.
"He gets big, too. Not as big as the dragons we met, but — big enough to ride on. Like a little bigger than an eelhound or a tigerdillo? He's only done it a couple times so far. He likes staying small, I guess..."
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"Woah, that tickles," he replies. He watches the entire thing in wonder for some time.
As for the saying small..."Well, wouldn't you? I mean, this way he can curl up on a warm Zuko whenever he wants, right? He's a reptile, after all."
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That is an unusual piece of information, however, which Zuko rattles off seemingly without the bat of an eyelash, reaching out to stroke the side of Zunyan's face on Aang's shoulder gingerly with the backs of his forefingers. Does that imply Zuko and Azula are now 'buddies' as well? And if so, what does that mean, then? Uh oh.
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"Wait, Azula's here? And...wait..."
He looks shocked at that. The last time he'd seen Azula she had been...well. Certifiably insane. And hardly a friend to either of them.
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“...Yes, she’s here. And she’s changed,” he stresses, feeling almost as if this line is defending himself more than he’s defending her, for as many times as he’s repeated it to their friends from home. Iroh, for one, wasn’t buying it.
“She doesn’t have fire magic here and she hasn’t attacked any of my friends— well, one, but you don’t know him and that situation was different, okay? She’s different...! And— she’s older than me now, too. She’s from my future; so things must get better between us after I’m Fire Lord, I guess...”
His tone darkens and trails off toward the end of his nervous ramble, and a vague expression searches Aang up and down, gaze drifting to the tiny Appa in thought. An important question of his own remains that’s absolutely relevant to Azula problems but potentially a good segue to escape talking about her, too, if Aang vehemently disbelieves in her more than Iroh had.
“When are you from...? You’re obviously older, too...” he asks with narrowed eyes, dubious. Zuko’s already casually revealed a bit about his own timeline just in that remark; he’s not yet Fire Lord, from the sounds of it. So his future is vast and unknown. Maybe Aang has insight into the future Azula refuses to give Zuko. He doesn’t want to know too much, but— hearing it from Aang rather than Azula, it’s a different creed of credibility.
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He sighs, shaking his head and looking back up at Zuko.
"Zuko, if I'm honest...I don't know if she can change, not really. I mean, I'd hope, but..." He pauses, collecting his thoughts. "Time and place can change people, I accept that readily - but with Azula...I'd need to see it. Really see it."
He pointedly doesn't answer the last question - mainly because Zuko can probably read the answer on his face. He's from further down the line, as it were - and things do not get better.
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"I understand," he says softly, eyes downcast in his lap. "I wish I could explain— I know what you're saying, what you must feel... And I can't prove anything for her. But— it was you and Uncle who taught me to believe in the power of second chances. Third chances. Even Azula deserves redemption; she's a person, not a monster... But I know that's hard to believe for anyone who doesn't know her that closely. Even for Uncle. It used to be even for me. It's just— it's different, being spirited away. What's there to fight over here, away from everything else that matters? It's just us now, just us as people..."
This was the most honest case he's made in her favor so far. He'd been convicted in defending her against their uncle, feeling more gusto there, leaning on family ties. But Aang? There was nothing but Zuko's honesty to defend Azula.
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Who knew what waters she had found on the other side of seeing their mother again?
"I want to believe that, Zuko. I really do. But after all the times I've dealt with Azula..."
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"It's just— Someone needs to be there for her, Aang," he continues after a beat, and looks up with a soft sigh. "She needs me. She's all alone without me here. And I think that'd be worse for everyone — but especially for her..."
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He closes his eyes, breathing deeply to move back towards calm. This isn't his world. He doesn't know it. And he has to accept that.
"Ok. But if I'm here and she starts hurting people..."
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"I don't wanna have to pick sides. We're all in this together now. I don't think she's gonna hurt anyone... But if she does, then I'll want to stop her, too. Just— without hurting her. But I don't think anything will happen. She doesn't have any motivation here — there's no reason to fight. She accepts that."
That's about as close to an 'alliance' as he's managed to get her to agree to.
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Minds like Azula's...they tend to think in balances of power and in plans to achieve more of it. Seeing a tipping point could by itself prompt a change.
"I guess we'll see then," he responds, carefully.
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"Yeah. I guess we'll see," he parrots darkly, casting his eyes aside with torn emotion. He had no expectations on how this might go, though he knew it wouldn't go over well; he'd not exactly imagined Aang's reaction. He doesn't imagine these things clearly quite as well as he speaks his mind clearly. And with years ahead of him still unknown, Azula and Aang together hold a delicate balance between them now more than ever.
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"Zuko, she killed me. If it weren't for Katara, I'd have been dead. Or remained dead. She's tried to kill you, Katara...practically everyone I've ever cared about."
He closes his eyes, head dropping.
"Maybe it's true. You've been here longer. But can you understand why I'll have to see it with my own eyes?"
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His voice is softer, ruminative, dripping in uncertainty and conviction at once. No matter how far apart, when or where or why, that much is still consistently true of Zuko, how he can hold both these opposites in some unique delicate balance he tightropes like a trapeze through life. He will always have some duality to make sense of. And being so close to Azula now, more than ever before in their lives, definitely guarantees that.
"And I know it sounds crazy, but... I need her, too."
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