avalonmods (
avalonmods) wrote in
avalaughs2021-04-30 11:10 pm
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TEST DRIVE MEME ⚔️️ 7
✨ Greet new players on the OOC intro while apps are processed HERE! ✨
![]() 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, helping to rescue any wayward travelers who look like they're struggling in the water. This month's helpers are giant pillow jellies, a species of jellyfish that is capable of ballooning itself at the surface to create bouncy pads for characters to hop across to the shore, should they choose or not be able to swim. They come in a variety of bioluminescent colors, but do not seem to be very talkative even to animal magic users. Those who try may find themselves being ignored, even if they hear the jellies talking amongst themselves about this and that. If anyone tries to ask the Lady of the Lake for directions, she will direct you to Archimedes at the Rent-a-Ride. 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
If you don't want to relax in the room, try taking a dip in the spring for another chance to meet your fellow travelers. The waters have restorative properties that help horses and travelers recover quickly when drunk. It is known to relieve stress, improve energy levels, and mildly accelerate healing. It may be a little chilly when you get out though, so make sure you don't slip rushing back indoors when you get out! 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. ![]() After the new arrivals come in, they'll find that this month they came in on the middle of a rather tumultuous time... people are arguing and debating about a future decision to be made. King Arthur recently tried to negotiate with Celliwig's people to open the doors to Camelot, but they refused, and the people have been left with a decision: 1. attempt long-distance, slow wooing of Queen Elphame via the Elphame Traders of the next couple of months, 2. attempt to prove a balanced and deeper understanding of the need for both pure and impure hearts by suggesting an acceptance of trials from Celliwig, or 3. band together under Camelot's flag to invade Celliwig. Celliwig is a place of communication between Elphame and Camelot that bypasses the need for weeks of dangerous, often fatal travel, so the choice is very important in regards to how Camelot both presents itself to the fae people in the future. To that end, people with strong beliefs about particular choices have arranged gatherings to draw people in to hear their perspectives on what the choice should be. A ⦿ Honey Over Vinegar
B ⦿ A Balanced Approach
C ⦿ A Show of Strength
• Amethyst: siphoners increase the potency of counter-curses and light mages will find this stone makes their hard light shields stronger than ever • Agate: strengthen cognitive abilities like post-cognition for a clearer picture of what happened by enhancing perception, and death mages will find they're able to extend their possession times by about 30 minutes by using an agate to stablize their aura • Moonstones: will increase navigation as a traveler's protection for kinetic users-- no longer will you risk tripping over a rock while going at enhanced speeds, or can be traded to fairies to potentially bring down a steep price to something more reasonable • Black tourmaline: a crystal that shields from opposition/negativity-- for technomancers and elementalists, this means that technology is more likely to side with them over another technomancer, or elementalists will find that when using opposing elements, theirs will come out stronger-- like water vs fire, electric vs rock, etc. • Hematite: can soothe blood, leaving it a good tool to enhance animal and blood magic-- animals may trust you more readily by having a calming effect on them, and blood mages may find that they heal more readily after using their abilities • Boji stone: alchemists will find that this is a good stabilizer for for particularly volatile potion combinations, and the properties of this stone leaves green mages to sense new types of plants they haven't yet encountered in passing, even if they're not looking at them ![]() With the surprisingly tame day in the Giant Cave, one would think that the Ash Mountains were something of a safe place. No one really bothered the travelers, but that's because no one had been home at the time. as it turns out, the Giant Cave is home to a giant... douchebag of a minotaur. Not a giant, despite the name. His name is Simon and he doesn't like to share, and now that a bunch of people have gone and taken his rocks (he didn't even know there were crystals inside, nor does he do anything with them). Now he has to take his revenge, regardless of not knowing who actually took the crystals that were never really his to begin with, they just happened to be in rocks near where he sleeps. A ⦿ A Stone's Throw from Revenge
B ⦿ There's Safety in Numbers
C ⦿ Gross
Mages who are able to handle the smell are asked to come help perform a ritual of water purification for the lowertown's water system. This ritual involves multiple groups of people performing synchronic magic, a magic type that requires you to be in perfect sync with your partner. Draw a special ritual circle with four candles at equidistant points. Chant a spell in sync with your partner, and blow a special powder made of ground jasper, charcoal, and rosemary into the center of the circle. It will be drawn into the candles' flames and with enough people doing this, all impurities will be removed from the lowertown's water and dissipate into the atmosphere.
**** The above key points are a new feature we're going to start including on TDMs and Events. Since it's new, the format is still fluid, so please let us know if you have any feedback for this section here. It should just include brief summaries of each prompt to make parsing information easier and more accessible. The original prompts should still be read and referred to for complete information and details. **** 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. • A poll will go up a little later this week regarding the mentioned voting, which should be answered ICly by each character you play. The poll will remain open through the 15th so that newly accepted characters may also vote if they choose to. •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. • Questions about this TDM's content? Comment here! If you have a question about the game at-large, please head over to the FAQ. |





no subject
Another rock lands, close enough to make Allura flinch in reflex — but not close enough to actually worry about dodging.
"This seems like an exceptional argument against needless violence, especially when there's so many avenues yet to be exhausted." It's not entirely clear if she's referring to the immediate problem at hand, or the greater political climate. It could be both, really.
no subject
"I agree." Violence rarely solves anything, at least not in a satisfactory way. But getting people to sit down and negotiation is sometimes next to impossible. It's true enough back home, and Diana imagines it's true enough here as well.
"If we're quick and somewhat sneaky, we may be able to get close enough to distract him, or to lure him away." Ideally to talk him down, though if it comes down to giving him a target other than the town, that could be a consideration. "Unless you've another idea?"
no subject
"Magically, of course, with a cognitive spell. And if we were dealing with a full human, it would certainly work. But animals have an immunity to the cognitive hypnosis, and..." There's a pause, as if she's listening for some of those angry bull noises that the minotaur is making in-between throws. "I haven't the faintest idea whether that applies to a half-animal like him."
"Still, it's worth a try, right? Especially since I wouldn't need to engage him directly to cast it."
no subject
And really, she makes a good point: the minotaur isn't really an animal, for all that he's behaving like one right now. It certainly doesn't hurt to try; in Diana's mind, a peaceable solution would be the best. She likes the way this other woman thinks.
"You might need someone to distract him while you try to cast it," she says, a mischievous smile crawling across her face, "and I might need someone to cast a spell while I'm getting his attention. I think we could make this work."
no subject
"I think so, too." And then, she looks up towards the pile of boulders to size it up. "Shall we split up, then? There's a few ways we could approach, but if you're feeling up to scaling his fortifications, I should be able to circle around the side."
no subject
"How shall we signal to each other?" Bird whistles? That could possibly work, unless she's got another idea.
no subject
"You might have to do something more conspicuous. Very conspicuous, if you prefer to work it into distracting him. But if not..."
And she trails off, frowning thoughtfully. Unfortunately, most of the sounds that come to her mind would mean nothing to an Earthling. Many of them are animal cries, for example — but they're all alien animals, ones that even her teammates wouldn't be familiar with.
no subject
It would help if they knew how much of the creature was man, and how much beast — though if they knew that, they'd already know whether the mental manipulation would work on him.
"To be honest, I'm more concerned with making sure you're in position, and that the distraction from my end doesn't come too soon." It won't do to have an adequate distraction, and no follow up. "Let's get a better look at the wall. If it looks like there's some kind of outcropping I can hide behind, I can get into position and you'd be able to tell me when to start distracting."
no subject
For the moment, she holds back, watching the rocks fly overhead — almost directly overhead, which means he's likely looking this way. It's a longer wait than it ought to be, as if he's particularly angry at that one building behind him.
"Come on... turn, you son of a Kaltenecker..."
And with patience, their target's rage shifts, and the sound of crashing boulders follows, now colliding with buildings nearly on the opposite side of the minotaur. Swiftly, Allura sprints towards the base of the pile.
no subject
And her companion makes a good point: best to see what they have to work with. Something entirely different may occur to them based on terrain, behavior, the presence of someone else, or — well, anything, really. There are so many possible factors it would be silly to lock themselves into one single plan of action too early.
Diana snorts in amusement at what sounds like a foreign curse; she'll have to remember to ask about that later. She's sure it'll be much more amusing when they're not tracing the path of rocks overhead, watching both for their chance and to make sure nothing is coming their way to flatten them. Luck seems with them, thankfully; they're not targeted, and they have an opening to sprint to the base of the minotaur's fortifications.
Even further luck: unless the creature looks straight down, they should be well-hidden. Diana grins at the other woman, pleased with the rush of adrenaline from their dash, and keeps her voice to a low murmur. "So far, so good."