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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 shifts the pupper a little.]
That sounds good. Maybe we can find a covered bench or something?
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Mm.
[And another glance at the sky, frowning a little as he judges the clouds before he starts walking forward without any other prompting.
If there are other animals about he could maybe try to do that talking thing, but they're likely taking shelter.]
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She's not touching the tail because that might just wake the puppy up.
She follows after Eustace, and keeps talking as she does.] This is quite the city, isn't it? I wonder how he got all the way out there...
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Likely stowed away on the carriages or with some other traveler. I doubt it could have walked the distance on its own.
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Probably not. Poor thing. Well... we'll get him right back home!
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We may have to wake him up sooner rather than later...but for now let's keep moving this way before asking for directions.
[Since he's not sure how welcome stores would be in bringing in a wet dog, they'll need to find a suitable place for Adelle to wait while he gets information if the pup is unable to help further.]
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[Adelle keeps moving along. She glances at the clouds -- then she peers around, before she notices a small park. There is a bench there, under a tree -- and it'd likely give some shelter.]
Hm... what if I wait there?
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I'll ask around here and meet up with you.
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Right! I'll be right here, then.
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...And maybe for the nearest vet and pet store. Wouldn't hurt to know about them and more places to potentially ask if anyone reported a missing dog. It's here he'll receive some advice to use the device they all had received to look at the map, and it occurs to him he had meant to look into the device but had been distracted by the dog. Hmmmm.
With this new information, he heads back outside. It's still drizzling, but he just walks towards them, only shaking his head a bit when he reaches the cover.]
I got some information. There are a few dog parks we can look and ask around if they recognize the dog, as well as some clinics we could bring him into as they might recognize him as well.
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But Adelle doesn't respond.
It was a long day; there was chasing a puppy, a caravan, and walking through Camelot. And sitting down with a warm, comfy puppy, out of the rain...
...well, there's two snores coming from the bench.]
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It's only when he notices Adelle not really responding does he realize that she's asleep, and he can't help but stare at her a little dumbstruck. At first he opens his mouth to call out to her, but then he considers how long of a day it has been for all of them, and his expression softens a little.
Shaking off the water from his cloak, he unfastens it so that he can drape it behind the bench to dry a bit before sitting down next to her. There's not really much he can do right now other than let them rest, so he'll first take out Flamek to ensure it remained dry as well as just gently run his hand over the barrel, his brows furrowing slightly at sensing it still asleep before letting it rest over his legs. He then takes out his phone and starts exploring the device, curiously tapping through the various apps and finding the map again.]
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It takes a little while for Adelle to wake up. Her eyes flutter open -- blink a few times, like it takes a second to register where she is, that Avalon and Camelot are both real places -- and then her eyes dart to Eustace. She hesitates for a second.
Then she smiles.] Uh...
Sorry. [The puppy shifts, too; Adelle waking seems to have woken him. He does a yawn, and then a long stretch of his paws and body.]
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It's fine. Looked like you needed it.
[He could have forced her awake, but it's not like they're in any particular rush. Better to work with her more alert than drowsy, and the pup was still asleep, anyway. Now that it was awake, he'll be able to extract more information and be able to pinpoint the location.]
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She pats the dog on the head.]
Did you get any leads?
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[He turns to the pupper and his voice softens as he asks it quietly.]
Can you tell us more about your home? Do you recognize anything?
[The rain had let up by now making things a bit easier to see. The pup looks around and at first looks confused...but then it seems to recognize something and gives a small bark! Looking in its direction, Eustace sees a road that looks like one of the ones that led to a neighborhood near a dog park.]
He recognizes that street, and from the maps I seen, there should be a neighborhood there.
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[She watches curiously as he talks to the pup. It’s impressive, really! Still surprising, too. She nods to his explanation.]
Let’s check it out! I bet his family misses him.
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You should continue carrying him to keep him dry and reduce risk of him getting scared and running off.
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[She's got him in both arms. The pupper is wiggling a bit. Not quite trying to escape -- but he knows this area.
That makes him excited.
So Adelle's making sure to keep a good hold of him. She doesn't want to chase him twice today if she can help it.]
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Blue house... He says his home is a blue house and should be nearby.
[At that moment there is a loud shout and the sound of running steps as a young girl runs towards the, calling the pup's name.]
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Adelle laughs after that, hands down on her hips. She looks pleased, letting out a sigh of relief.]
Ah, would you look at that!
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[There's a very rare, soft, genuine smile as Eustace watches the heartfelt reunion. After the pup gives the girl lots of puppy kisses, he runs back to them to first jump onto Adelle to give her a few licks before darting to Eustace to do the same (well with a little help from the Erune). After expressing its gratitude it runs back to the girl who waves at both of them before picking up the pup to take him home.]
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Her voice is soft and warm.] All's well that ends well, hm?
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[Just a small answer of agreement as he continues to watch them until they enter the house. There's likely to be a happy reunion with the family there as well.
He then glances at Adelle, his expression slowly returning to its natural neutral state but retaining some of that softness from before.]
...Thanks again for the help.
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[She'd have scared the dog off. And even if she found the pup... well, she didn't have a way to get him home.
She's quiet for a second more.]
We should probably head back, huh?
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