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countryclub2022-09-25 09:57 pm
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SEPTEMBER TEST DRIVE MEME!
SEPTEMBER 2022 TDM
STANDARD ARRIVAL
A FADED MEMORY
FRIEND OR FOE
CODING
Another month, another test drive meme! Our test drive memes are open to anyone interested - regardless of whether or not you join our game!
All Test Drive Memes are game canon. Players can choose to keep their TDM threads canon or not. TDM threads can be used for AC and can be used as your writing sample for your application.
Our TDMs serve as a way to build into the actual lore and worldbuilding of Deer Country and we strongly encourage everyone to enjoy and participate! Current players are always welcome to pull prompts from the TDM to reference on the Network or bring into logs as well as tag out to new characters top-leveling on the TDM itself.
Characters will always be able to actively die during TDMs as this is an extremely dangerous world. You can still have this be game canon! Check out how character death in Deer Country works here.
If you have any questions about the TDM, please ask down below!
IMAGE DESCRIPTORS IN ORDER OF APPEARANCE
Prompt One
[Image One: Bread Cornucopia filled with fruits and veggies]
[Image Two: Creepy glass eye embedded in sand]
Prompt Two
[Image One: A Lone Lighthouse by night]
[Image Two: Ghost Ship in dilapidated condition]
Prompt Three
[Image One: Wasps, Wasp Nest made from human Mask screaming terror, swirling eddies in wasp Nest]
[Image Two: Horribly mutilated Cenobite in Latex gear with exposed teeth]
All Test Drive Memes are game canon. Players can choose to keep their TDM threads canon or not. TDM threads can be used for AC and can be used as your writing sample for your application.
Our TDMs serve as a way to build into the actual lore and worldbuilding of Deer Country and we strongly encourage everyone to enjoy and participate! Current players are always welcome to pull prompts from the TDM to reference on the Network or bring into logs as well as tag out to new characters top-leveling on the TDM itself.
Characters will always be able to actively die during TDMs as this is an extremely dangerous world. You can still have this be game canon! Check out how character death in Deer Country works here.
If you have any questions about the TDM, please ask down below!
Prompt One
[Image One: Bread Cornucopia filled with fruits and veggies]
[Image Two: Creepy glass eye embedded in sand]
Prompt Two
[Image One: A Lone Lighthouse by night]
[Image Two: Ghost Ship in dilapidated condition]
Prompt Three
[Image One: Wasps, Wasp Nest made from human Mask screaming terror, swirling eddies in wasp Nest]
[Image Two: Horribly mutilated Cenobite in Latex gear with exposed teeth]
WHEN: First Week of September
WHERE: The Farther Shores/The Boardwalk, Koz's Orphanage
CONTENT WARNINGS: Creepy Prosthetics buried in the sand
WHERE: The Farther Shores/The Boardwalk, Koz's Orphanage
CONTENT WARNINGS: Creepy Prosthetics buried in the sand
On some level, you are one of the fortunate ones. The storms of August are now a distant memory. It is the waning of the Blood Moon and the tempestuous state of the Beast Moon this year is fading finally while the harvest is being collected. Sleepers arriving find no particular difficulty in actually reaching the shores for the most part, and transformations back into their natural state of being are relatively easy.
They are met by happy Trenchies and fellow Sleepers with robes of white and their bags as normal, and motioned towards the waiting tents set up along the
What is strange, however, is that when Sleepers arrive, they may find their eyes drawn to something disturbing amongst the sand. Water washes with the waves and tide, and reveals a body part! They are always prosthetics of some variety, and many are glass eyes that eerily stare at the person. They can be retrieved with some ease, though they're in bad need of cleaning. Perhaps they belong to someone in town? If not, however, asking around will get a suggestion to bring those to Koz's Orphange in Crenshaw. They have a Lost and Found there, and it is the season of finding what and who is lost. If they do, they might catch a glimpse of Koz floating mournfully through the area, and one of the children will gratefully take the item, saying that they will add it to the rest of the Lost and Found, before coming back with a photo in hand. "Here, I found this, and I think it might be yours?" The photo is, indeed, of the giver and someone from their past. Perhaps it is an actual photo taken, or one they cannot remember having been taken. Regardless, it is offered to them in a cheap wooden frame. How it got there, the orphan does not know. It was probably there when they arrived.
SEASONAL DETAILS ON THE BOARDWALK
The Boardwalk is quite the spectacle this time of year, and those who were here the prior year will remember many of the decorations and festivities. Pumpkins have been stacked on spikes lining the Boardwalk with grotesquely realistic carvings of faces decorated on them. Massive white linen has been hung in the air to look like ghosts floating back and forth against the ocean wind.
Delicious smells waft from the Boardwalk as fresh donuts, candied apples, and hot apple cider are sold at every other booth, along with complementary cornucopias given to each new Sleeper made out of bread that has fruits of all varieties but always seems to have a small jar of the favorite fruit, seed, vegetable (or even meat) of the person receiving it. If asked where it is from, the Sleepers shrug and say "The Orphans took up a collection to give a welcoming gift to new arrivals." If what is in the jar is eaten by the person given it, it will help to ease their mind and give them a calm that can last up to a week as they acclimate.
Preparations are in order for this year's Black Parade. An annual celebration, it is promoted among the excited locals as something that people can participate in. Face Painting booths and costumes are available to those who wish them, with the statement by the Trenchies, "We do it to disguise ourselves from roaming spirits and hungry beasts."
What is strange, however, is that when Sleepers arrive, they may find their eyes drawn to something disturbing amongst the sand. Water washes with the waves and tide, and reveals a body part! They are always prosthetics of some variety, and many are glass eyes that eerily stare at the person. They can be retrieved with some ease, though they're in bad need of cleaning. Perhaps they belong to someone in town? If not, however, asking around will get a suggestion to bring those to Koz's Orphange in Crenshaw. They have a Lost and Found there, and it is the season of finding what and who is lost. If they do, they might catch a glimpse of Koz floating mournfully through the area, and one of the children will gratefully take the item, saying that they will add it to the rest of the Lost and Found, before coming back with a photo in hand. "Here, I found this, and I think it might be yours?" The photo is, indeed, of the giver and someone from their past. Perhaps it is an actual photo taken, or one they cannot remember having been taken. Regardless, it is offered to them in a cheap wooden frame. How it got there, the orphan does not know. It was probably there when they arrived.
The Boardwalk is quite the spectacle this time of year, and those who were here the prior year will remember many of the decorations and festivities. Pumpkins have been stacked on spikes lining the Boardwalk with grotesquely realistic carvings of faces decorated on them. Massive white linen has been hung in the air to look like ghosts floating back and forth against the ocean wind.
Delicious smells waft from the Boardwalk as fresh donuts, candied apples, and hot apple cider are sold at every other booth, along with complementary cornucopias given to each new Sleeper made out of bread that has fruits of all varieties but always seems to have a small jar of the favorite fruit, seed, vegetable (or even meat) of the person receiving it. If asked where it is from, the Sleepers shrug and say "The Orphans took up a collection to give a welcoming gift to new arrivals." If what is in the jar is eaten by the person given it, it will help to ease their mind and give them a calm that can last up to a week as they acclimate.
Preparations are in order for this year's Black Parade. An annual celebration, it is promoted among the excited locals as something that people can participate in. Face Painting booths and costumes are available to those who wish them, with the statement by the Trenchies, "We do it to disguise ourselves from roaming spirits and hungry beasts."
WHEN: Mid October
WHERE: In Swimming distance (Barely) of the Farther Shores
CONTENT WARNINGS: Ghostly Ship & Lighthouse, Threat of Corruption, Remains of Ghastly Murder and Dismembered Corpse
WHERE: In Swimming distance (Barely) of the Farther Shores
CONTENT WARNINGS: Ghostly Ship & Lighthouse, Threat of Corruption, Remains of Ghastly Murder and Dismembered Corpse
It is by accident that your eyes chance to look towards the Farther Shores. There, you happen to see a lighthouse, but you know for certain that it cannot be the lighthouse that is normally there and manned by the fishermen. You can't usually see that from this angle. The moment that you see it, a feeling of mounting dread falls upon you, and you realize that there is no light in the lighthouse. Though the compulsion to investigate can be resisted, there is an almost overwhelming urge to go, to investigate, to re-ignite the flame before it is too late!
The question is getting out there. The fishermen, when the lighthouse is mentioned, will make warding gestures and look terrified. All will resolutely refuse to sail out, muttering incomprehensible curses and lashing their boats securely to the shore. There will be no fishing tonight. The lighthouse, from the docks and shores, is out in the water on a rocky outcrop that nobody remembers being there, though any Trenchy asked will pale at the mention. The only way to get out there is to swim. It is a hard, dangerous swim, but the tide is coming in, rather than going out, so the riptide is not pulling down. It can be done, or a raft can be hastily made. When clambering up the stone steps to the lone lighthouse, it is apparent its door is ajar. And within? Horror awaits.
The insides of the tower are caked in viscuous, green blood. The Lighthouse itself is barely standing. It looks as if a thunderous, colossal fist has battered it repeatedly, the building nearly collapsing at every step. It does not actually break apart, but those who ascend the steps find themselves fighting not to slip on old, caked and thick blood that smells of roses. The contact with the blood isn't doing anything good to the person's sanity and hallucinations of the screams of the dying can be heard, along with shrieks of "What is it?" at the top of someone's voice. An increase in corruption is possible here, though not required. The more one contacts the blood, the greater the risk is. In the top of the lighthouse, dismembered, skeletal remains lay in gobs of what may once have been flesh. One of them holds desperately a torch in their hand, and there is a lighter present. One look out into the night will see a great vessel approaching, broken, its sails tattered and ruined. there is little time, and hopefully the lighter works!
The moment the torch lights the lamp in the lighthouse, the ship veers away from a collision course that would have destroyed the lighthouse and likely the flimsy rock outcropping on which it stood. Shades of dead sailors stare in horror at those who man the lighthouse today, the ship sailing away into the night. All are pointing beyond, and if you look over your shoulder, you can barely see a collosal figure in shadow walking into the town beyond, seemingly confused and wailing. Nothing further happens, and when the people in the lighthouse reach shore again, they will find upon turning back that it is gone, as is the outcropping, though a close inspection does see the remains of a shallow of stone there where the island once stood.
Note: The Ghost ship cannot be interacted with. If someone has the ability to reach it, they will pass through it only to realize it is nothing more than a memory in the land. Fragments of rotted wood and broken masonry can be found in the water below, covered in countless barnacles. Nothing within them shows any proof of what once transpired. There is a risk of corruption from blood exposure, though this is very much up to the players if they wish to incorporate it.
No Trenchy will willingly speak of what transpired, though a careful investigation at the Pale Sanctuary may find a tome among the sacred texts associated with Cloverfield. Reading from it, one might find a forgotten marking that the first sighting of Cloverfield, long ago, saw the collapse of the original lighthouse. No Disciple recalls the incident, and none will speak of it.
The question is getting out there. The fishermen, when the lighthouse is mentioned, will make warding gestures and look terrified. All will resolutely refuse to sail out, muttering incomprehensible curses and lashing their boats securely to the shore. There will be no fishing tonight. The lighthouse, from the docks and shores, is out in the water on a rocky outcrop that nobody remembers being there, though any Trenchy asked will pale at the mention. The only way to get out there is to swim. It is a hard, dangerous swim, but the tide is coming in, rather than going out, so the riptide is not pulling down. It can be done, or a raft can be hastily made. When clambering up the stone steps to the lone lighthouse, it is apparent its door is ajar. And within? Horror awaits.
The insides of the tower are caked in viscuous, green blood. The Lighthouse itself is barely standing. It looks as if a thunderous, colossal fist has battered it repeatedly, the building nearly collapsing at every step. It does not actually break apart, but those who ascend the steps find themselves fighting not to slip on old, caked and thick blood that smells of roses. The contact with the blood isn't doing anything good to the person's sanity and hallucinations of the screams of the dying can be heard, along with shrieks of "What is it?" at the top of someone's voice. An increase in corruption is possible here, though not required. The more one contacts the blood, the greater the risk is. In the top of the lighthouse, dismembered, skeletal remains lay in gobs of what may once have been flesh. One of them holds desperately a torch in their hand, and there is a lighter present. One look out into the night will see a great vessel approaching, broken, its sails tattered and ruined. there is little time, and hopefully the lighter works!
The moment the torch lights the lamp in the lighthouse, the ship veers away from a collision course that would have destroyed the lighthouse and likely the flimsy rock outcropping on which it stood. Shades of dead sailors stare in horror at those who man the lighthouse today, the ship sailing away into the night. All are pointing beyond, and if you look over your shoulder, you can barely see a collosal figure in shadow walking into the town beyond, seemingly confused and wailing. Nothing further happens, and when the people in the lighthouse reach shore again, they will find upon turning back that it is gone, as is the outcropping, though a close inspection does see the remains of a shallow of stone there where the island once stood.
Note: The Ghost ship cannot be interacted with. If someone has the ability to reach it, they will pass through it only to realize it is nothing more than a memory in the land. Fragments of rotted wood and broken masonry can be found in the water below, covered in countless barnacles. Nothing within them shows any proof of what once transpired. There is a risk of corruption from blood exposure, though this is very much up to the players if they wish to incorporate it.
No Trenchy will willingly speak of what transpired, though a careful investigation at the Pale Sanctuary may find a tome among the sacred texts associated with Cloverfield. Reading from it, one might find a forgotten marking that the first sighting of Cloverfield, long ago, saw the collapse of the original lighthouse. No Disciple recalls the incident, and none will speak of it.
WHEN: Anytime in October
WHERE: At the frindges of the main districts
CONTENT WARNINGS: demonic bugs, Bug Horror, Grotesque death, Self mutilation, Bug Infestation
WHERE: At the frindges of the main districts
CONTENT WARNINGS: demonic bugs, Bug Horror, Grotesque death, Self mutilation, Bug Infestation
The first thing that alerts you to the danger is the screams. They are agonizing, gut-wrenching and full of naked horror. When traveling near the edge of any of the districts, particularly the Crenshaw district, it is possible at times to witness a truly horrifying sight. The screams, if investigated, come upon the grisly attack of a horde of not exactly wasps but closer to demonic insects swarming over a person. They shriek, their whole form shrouded by the terrible creatures as they're being stun and the things seem to be extruding some sort of substance to cocoon them while still alive to one of the trees. There is no cry for help, as the person is clearly unaware of who is there, but do you reach out to save them?
If you do not, the scene is horrific and grisly beyond reckoning. The wasps trap the hapless victim against a tree, grafting the extruded paper all over their screaming visage to form a new wasp nest before they ultimately begin crawling inside of them, devouring them from the inside out and implanting their eggs in the new 'home' created for them. It is at this time that the palpable danger may dawn upon you. The infernal bugs have not yet seen you, but they seem to be aware that there is other life around. Do you take this moment to try and beat a hasty retreat, or do you fight it out with the bugs? They can be destroyed, but only by means of abilities and powers that destroy multiples at once, such as great gouts of flame. Hopefully you have a coldblood present! Fleeing them is easier, but can you leave this person to their fate? Still, if instead you observe and take no action, eventually the bugs seem to notice you, and though they swarm near, as long as they are not attacked, they seem to do nothing.
Strange.
If, however, you try to save the victim, a very different scene plays out. The same rules apply to fight the swarm, and if you stop them short of killing their victim, you will see just who it is that you have saved. There, mutilated through self scarification and brutally altered in horrible ways that seem almost fetishistic, is one of the blood crazed zealots. Despite being weakened and badly injured, they lash out at you, their defender. The power that they wield with their blood is incredible, and they demonstrate an ability to wield it that is well documented. The only note is that no Cold-blooded Zealots are present, and so their powers are not represented this time. However, they are drained and though they pose a threat to your life, they can be killed here with a bit of care, can be resisted with great difficulty and certainly be escaped. Either way, there is no true reward for having killed them other than knowing that you have done so. Why are they here? Alone?
It is almost as if they were an advance scout, and the wasps were someone's defense against them, someone's early warning.
If you do not, the scene is horrific and grisly beyond reckoning. The wasps trap the hapless victim against a tree, grafting the extruded paper all over their screaming visage to form a new wasp nest before they ultimately begin crawling inside of them, devouring them from the inside out and implanting their eggs in the new 'home' created for them. It is at this time that the palpable danger may dawn upon you. The infernal bugs have not yet seen you, but they seem to be aware that there is other life around. Do you take this moment to try and beat a hasty retreat, or do you fight it out with the bugs? They can be destroyed, but only by means of abilities and powers that destroy multiples at once, such as great gouts of flame. Hopefully you have a coldblood present! Fleeing them is easier, but can you leave this person to their fate? Still, if instead you observe and take no action, eventually the bugs seem to notice you, and though they swarm near, as long as they are not attacked, they seem to do nothing.
Strange.
If, however, you try to save the victim, a very different scene plays out. The same rules apply to fight the swarm, and if you stop them short of killing their victim, you will see just who it is that you have saved. There, mutilated through self scarification and brutally altered in horrible ways that seem almost fetishistic, is one of the blood crazed zealots. Despite being weakened and badly injured, they lash out at you, their defender. The power that they wield with their blood is incredible, and they demonstrate an ability to wield it that is well documented. The only note is that no Cold-blooded Zealots are present, and so their powers are not represented this time. However, they are drained and though they pose a threat to your life, they can be killed here with a bit of care, can be resisted with great difficulty and certainly be escaped. Either way, there is no true reward for having killed them other than knowing that you have done so. Why are they here? Alone?
It is almost as if they were an advance scout, and the wasps were someone's defense against them, someone's early warning.
no subject
it was someone else
good luck scaring me
i mean hey try if u want
challenge accepted i guess ???
there is so much weird stuff but at least ur not asking me if we can come out of the omni
no subject
still learning the ins/outs of it. the omni.
fancier than anything the topsiders have come up with.
1/3
2/3
that's specific.
re-reads the username.
okay that's--]
3/3
1/2
2/2
no subject
my username tip u off or was it something else
where u at kiddo?
no subject
how could i think you were anyone else.
i'm in some place called cellar door.
no subject
u on the street or inside
what statue is closest
no subject
[It may have been way prompted his question. Because wow do they have a thing for squids.]
no subject
i got u
i spy
with my eye
[there's an audible *thunk* a bit behind him, and she steps out of the nearest alleyway, grinning as she walks, arms out. if she gets a little teary-eyed it's all good - and ...this would have been so much more dramatic had she not been assured that you're still alive, kid. sorry if her hug is too tight, though.]
Never thought I'd see you here, Little Man.
[she also can't say that at least once.]
no subject
I wasn't sure who else might be around so I didn't broadcast too much.
no subject
[she hums it against his ear before she pulls back, a hand still on his shoulder, a sigh.]
You know Jinx is here then, too.
[she broaches this with as much care, as much caution in her voice as she can.]
no subject
...Yeah. We maybe ran into each other on the Boardwalk. Fun talk.
[He was possibly drugged into a zen state at the time, but he's not going to get into it.]
Anyone else?
no subject
a brow lift at 'fun talk'. she's not going to press it. they've talked, they've both lived to tell the tale? that's enough. it's enough of a start for vi.]
Viktor's one of us, but I don't think you've met.
[did she just like ...straighten his cowl? yup. well, she did mess it up with her face, so. and she can't leave this out, as much as she would like to:]
Silco was here. In and out like a ...heist.
no subject
Silco? [Considering he knows Jinx is here, he wonders how the town hasn't been blown up.] Yeah I guess being a slimy sea creature that spits black ink at people fits him just right.
[Team Fuck Silco.]
no subject
Yeah. I'll tell you about him some other time. I...
...look at you, all settled in and damn, I don't even get to show you around.
[she's not really disappointed, it's a playful tone. but still. she's barely had time to get used to him being all grown up. he's sharp in more ways now, and she's both sad and proud to see it.]
no subject
Vi is always going to be his big sister.]
Not like it takes much to settle in around here. It's not so different from Zaun...if it time traveled a few hundred years and everything was blood magic.
[He nudges her with his elbow.]
And you can still show me around. What spots do you get into the most trouble? [Because he knows you Vi.]
no subject
[maybe it's a shocker, maybe it isn't.]
Yeah, the blood magic, though? It's a real ...party.
Okay, first stop on the train is ...well, you'll see. I already know you can keep up.
[a loaded pause before she's headed up the side of the building - partially because yes, she wants to show him a place that he possibly has seen already (she doesn't discount that) but also to burn off the nervous energy she's feeling - running rooftops is a meditation of its own - a think-free zone while she's moving. but before she heads toward willful machine, she looks down once - just to make sure he's good to go.]
no subject
Lead the way.
[And he does follow her easily. His board is strapped securely to his back and he's climbing the sides of the building and taking off over roofs without any trouble. The city looks different this way, than it does on the ground.]
So I take it you don't bother with the ground when you don't have to.
no subject
First week here, I wouldn't use a lamp, except with Alay---Sansa. I use 'em now, but I like this better sometimes. Some places don't have any roofs, and buildings are ...sparse, and it's too far to walk or [scoff] take a carriage. You'd be fine, though.
[a nod to his board. and a loaded, concerned sigh escapes her before she even thinks to check it. that's the problem - her guard's just ...down. he's family. he's always been family. and now he's here to witness this whole mess.]
This is my second favorite place, or maybe third.
[as if on cue, there's a shout from below as someone bolts and another gives chase. cries of 'thief' and 'stop! give that back!' are lost, eventually, and no one seems to give it much thought after a moment - everything returning to its regular and chaotic pace below: just with more facepaint.]