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(August) 2021 Test Drive Meme
AUGUST 2021 TEST DRIVE MEME
STANDARD ARRIVAL
DIFFERENT TIDES
OVERBOARD
CODING
Welcome to our first-ever live Test Drive Meme! Thank you so much for your interest! While our applications and reserves this upcoming round are for Early Access Members only, this Test Drive Meme is to open to everyone - both brand new players and old!
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: Lego face down on beach shore.]
[Image Two: Melting ice cream cone.]
Prompt Two
[Image One: Person screaming underwater.]
[Image Two: Waves crashing on rocks.]
Prompt Three
[Image One: Woman on a piano in the middle of the ocean.]
[Image Two: Pirate ship on wave during storm.]
Dates to Remember!
Read our Game Open information here.
Early Access is only applicable to those who played in Deerington from Dec2020-June2021. Public Access is applicable to everyone regardless of whether or not you previously played in Deerington.
August 27th: Reserves open for Early Access Members open.
September 1st: Applications for Early Access Members open.
September 26th: Public Access reserves open.
October 1st: Game officially opens. Public Access applications open.
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: Lego face down on beach shore.]
[Image Two: Melting ice cream cone.]
Prompt Two
[Image One: Person screaming underwater.]
[Image Two: Waves crashing on rocks.]
Prompt Three
[Image One: Woman on a piano in the middle of the ocean.]
[Image Two: Pirate ship on wave during storm.]
Read our Game Open information here.
Early Access is only applicable to those who played in Deerington from Dec2020-June2021. Public Access is applicable to everyone regardless of whether or not you previously played in Deerington.
August 27th: Reserves open for Early Access Members open.
September 1st: Applications for Early Access Members open.
September 26th: Public Access reserves open.
October 1st: Game officially opens. Public Access applications open.
WHEN: August
WHERE: The Farther Shores/Boardwalk
CONTENT WARNINGS: N/A
WHERE: The Farther Shores/Boardwalk
CONTENT WARNINGS: N/A
You're one of the lucky ones. Your journey is smooth sailing and you wind up exactly where you're supposed to: on the Farther Shores. You grow out of your squid body without a hitch, either with the help of another Sleeper or one of the Wakers, and you get to discover this new world. All new Sleepers might take some time to find their bearings. It might be tricky to remember how to use your body parts the way you're supposed to. You might stumble around the beach or forget how to talk - but don't worry! It'll come back to you sooner or later.
Hopefully, you've found something to wear, either in your Welcoming Bag or otherwise, and can start familiarizing yourself with your surroundings. Maybe you help some other squids out on the beach. Waking up sucks! You feel for the little guys. And hey, maybe you're hoping one of those squids is a good friend...Stranger things have happened.
SEASONAL DETAILS ON THE BOARDWALK
August means colorful streamers and fairy lights twinkling over the Boardwalk, lighting the way. Although Trench is a grim world, there is a distinct summer vacation feeling to the Boardwalk in August. You can smell fried dough and hot dogs being prepared - and no worries! Everything on the Boardwalk is completely free to Sleepers. The workers know it's your first stop and that you, more than most, need a bit of charity right now. Stop by and get a deluxe sundae or ice cream cone at the temporary ice cream booth. Want something besides your welcoming robes to wear? There are a few small shacks selling some solid pirate and sailor-inspired looks. There are also some cute bathing suits for those who think taking a dip in the ocean could possibly ever be fun. Get these summer goods while the going's good. They won't be around in September!
Some people have even set up some crude form of volleyball out on the beach. Join in for a game! The ball is a little leathery and strange to the touch, but it's probably for the best if you just ignore that. Hit the ball around enough and you'll notice that if it gets away from your court, it seems to roll itself towards the ocean. Pick it up again and it's just a ball again! Weird...Just play with the ball and don't ask questions.
The Boardwalk really is a gentle introduction to Trench. It's easy to forget that you just woke up to a hellscape dominated by blood. But hey. The corruption here is low and maybe that's the point. Take it easy while you can, Sleepers. The tide is coming soon enough.
Hopefully, you've found something to wear, either in your Welcoming Bag or otherwise, and can start familiarizing yourself with your surroundings. Maybe you help some other squids out on the beach. Waking up sucks! You feel for the little guys. And hey, maybe you're hoping one of those squids is a good friend...Stranger things have happened.
August means colorful streamers and fairy lights twinkling over the Boardwalk, lighting the way. Although Trench is a grim world, there is a distinct summer vacation feeling to the Boardwalk in August. You can smell fried dough and hot dogs being prepared - and no worries! Everything on the Boardwalk is completely free to Sleepers. The workers know it's your first stop and that you, more than most, need a bit of charity right now. Stop by and get a deluxe sundae or ice cream cone at the temporary ice cream booth. Want something besides your welcoming robes to wear? There are a few small shacks selling some solid pirate and sailor-inspired looks. There are also some cute bathing suits for those who think taking a dip in the ocean could possibly ever be fun. Get these summer goods while the going's good. They won't be around in September!
Some people have even set up some crude form of volleyball out on the beach. Join in for a game! The ball is a little leathery and strange to the touch, but it's probably for the best if you just ignore that. Hit the ball around enough and you'll notice that if it gets away from your court, it seems to roll itself towards the ocean. Pick it up again and it's just a ball again! Weird...Just play with the ball and don't ask questions.
The Boardwalk really is a gentle introduction to Trench. It's easy to forget that you just woke up to a hellscape dominated by blood. But hey. The corruption here is low and maybe that's the point. Take it easy while you can, Sleepers. The tide is coming soon enough.
WHEN: WHEN EVENT
WHERE: Among the Rocks in small crevices and caves.
CONTENT WARNINGS: Drowning, crushing bones, intense claustrophobia, flesh eating crabs, possible animal death via burning, possible hallucinations via toxins.
WHERE: Among the Rocks in small crevices and caves.
CONTENT WARNINGS: Drowning, crushing bones, intense claustrophobia, flesh eating crabs, possible animal death via burning, possible hallucinations via toxins.
While most Sleepers are lucky enough to wash up on the Farther Shores, not all are so fortunate. The ocean is unpredictable and in this world, the ocean also happens to be a temperamental living creature. Come in at the exactly wrong time and the Pthumerian Mariana might decide to send you on a harrowing course towards The Rocks. Having to wake up while being slammed up against slippery slopes of stone is no one's idea of a good time, and if you're not a strong swimmer, you might die before you even have a chance to realize where you are. Even if you are a strong swimmer, it's exhausting and brutal being slammed against slate again and again. But you're not the only one suffering. There are other Sleepers crashing against the Rocks with you. Maybe you can help each other out before it's too late.
If you have the ability, you can possibly grab hold on the side of the Rocks and cling for dear life. You might even discover the advantages of your newly reborn body and blood sooner than intended. Not too many can clash against the Rocks without spilling a little sacred blood but you might just be able to use that in your favor. Sometimes shedding blood in this world means getting a hell of an adrenaline kick - and you might need it right about now. Maybe you can climb to the top and back to safety?
Not everyone has to take a beating against the Rocks. Some are sucked into the undertide and carried directly inside of the Rocks. There are dozens of small caves and channels. If you're having a genuinely terrible day, you might break the surface of the water in a pitch-black space, with rock above you, rock all around you. There may be very little space between the water and the rocks surrounding you, making it harder to breathe and concentrate and easier to panic in. Cry out and you may get some help. Find your way to one of the open caves inside.
As you try to find your way in the dark, you hear a constant clicking noise all around you. It sounds like rocks bouncing together, clacking, clicking, some plopping into the water near you. You can feel them moving around you and eventually, one drops down onto your shoulder. It's a crab! The little guy is no bigger than a golf ball and he mostly just seems curious. Another little buddy joins him on your other shoulder. Looks like you have some friends! Maybe they are here to help you.
Then you feel a little sharp jab of pain. And another. And nope- these guys are not your friends. They use their small claws to take chunks out of your flesh and eat it. They are easy enough to brush off your shoulder, but the problem isn't their size, it's their quantity. As soon as you get one off, another is falling down. And some are a lot bigger than golf balls. They get as large as basketballs and when those land on you, brace yourself, because they are dense. You'll discover that the crabs seem completely impervious too. They have rock-hard shells and are resistant to blood magic - probably because they eat nothing but blood-and-flesh creatures. But like all living creatures, they do have a weakness or two: fire and light. You can completely stun and paralyze these creatures with a flash of light. The brighter the light, the longer they will be stunned. If you have a light source to carry around, the crabs won't come near you at all. Fire won't stun the crabs, but it does terrify them and will send them fleeing. If you set a crab on fire, you'll see why: it's the only way to kill them.
So congratulations, you have Trench Crabs. Not the best experience, but it's an easier experience for some than others. Unfortunately for Warmbloods, Palebloods, and Vilebloods there's a certain toxin in the crab's flaws that can cause mild hallucinations and confusion in response to your specific blood type. Hopefully, you're stuck with another blood type who isn't affected by the crab toxins. To get rid of the side effects, you will need to thoroughly clean out all of your wounds with warm salt-water.
Let's just hope you can all make it out of the Rocks alive. Good luck.
QUICK FAQ
1. Those whose Patron Pthumerian is Mariana will be much luckier in the waves. Some may even discover that the water urges them towards safer passages. If they ask for direct help, the water might directly respond with immediate help. In the most extreme cases, the water might heal flesh wounds, but it will burn a little. Never a good idea to put salt (water) on an open wound, but hey, better than bleeding out!
This applies to the third prompt as well. 2. Characters can either find their way across the Rocks and climb to the area around the Sanguine Station or wind up at the Farther Shores. Wakers would be quick to help any mangled Sleepers.
3. Other characters can go to the Rocks and try to help save the Sleepers being brutalized. Maybe throw someone a rope or if you have the power of flight you can try and get them to safety.
If you have the ability, you can possibly grab hold on the side of the Rocks and cling for dear life. You might even discover the advantages of your newly reborn body and blood sooner than intended. Not too many can clash against the Rocks without spilling a little sacred blood but you might just be able to use that in your favor. Sometimes shedding blood in this world means getting a hell of an adrenaline kick - and you might need it right about now. Maybe you can climb to the top and back to safety?
Not everyone has to take a beating against the Rocks. Some are sucked into the undertide and carried directly inside of the Rocks. There are dozens of small caves and channels. If you're having a genuinely terrible day, you might break the surface of the water in a pitch-black space, with rock above you, rock all around you. There may be very little space between the water and the rocks surrounding you, making it harder to breathe and concentrate and easier to panic in. Cry out and you may get some help. Find your way to one of the open caves inside.
As you try to find your way in the dark, you hear a constant clicking noise all around you. It sounds like rocks bouncing together, clacking, clicking, some plopping into the water near you. You can feel them moving around you and eventually, one drops down onto your shoulder. It's a crab! The little guy is no bigger than a golf ball and he mostly just seems curious. Another little buddy joins him on your other shoulder. Looks like you have some friends! Maybe they are here to help you.
Then you feel a little sharp jab of pain. And another. And nope- these guys are not your friends. They use their small claws to take chunks out of your flesh and eat it. They are easy enough to brush off your shoulder, but the problem isn't their size, it's their quantity. As soon as you get one off, another is falling down. And some are a lot bigger than golf balls. They get as large as basketballs and when those land on you, brace yourself, because they are dense. You'll discover that the crabs seem completely impervious too. They have rock-hard shells and are resistant to blood magic - probably because they eat nothing but blood-and-flesh creatures. But like all living creatures, they do have a weakness or two: fire and light. You can completely stun and paralyze these creatures with a flash of light. The brighter the light, the longer they will be stunned. If you have a light source to carry around, the crabs won't come near you at all. Fire won't stun the crabs, but it does terrify them and will send them fleeing. If you set a crab on fire, you'll see why: it's the only way to kill them.
So congratulations, you have Trench Crabs. Not the best experience, but it's an easier experience for some than others. Unfortunately for Warmbloods, Palebloods, and Vilebloods there's a certain toxin in the crab's flaws that can cause mild hallucinations and confusion in response to your specific blood type. Hopefully, you're stuck with another blood type who isn't affected by the crab toxins. To get rid of the side effects, you will need to thoroughly clean out all of your wounds with warm salt-water.
Let's just hope you can all make it out of the Rocks alive. Good luck.
QUICK FAQ
1. Those whose Patron Pthumerian is Mariana will be much luckier in the waves. Some may even discover that the water urges them towards safer passages. If they ask for direct help, the water might directly respond with immediate help. In the most extreme cases, the water might heal flesh wounds, but it will burn a little. Never a good idea to put salt (water) on an open wound, but hey, better than bleeding out!
This applies to the third prompt as well. 2. Characters can either find their way across the Rocks and climb to the area around the Sanguine Station or wind up at the Farther Shores. Wakers would be quick to help any mangled Sleepers.
3. Other characters can go to the Rocks and try to help save the Sleepers being brutalized. Maybe throw someone a rope or if you have the power of flight you can try and get them to safety.
WHEN: Pirates continually sail the Pthumerian Ocean therefore this event could take place at any time.
WHERE: Somewhere beyond the Fishing Zone of the Pthumerian Ocean
CONTENT WARNINGS: Drowning, kidnapping, imprisonment, "human" trafficking, cannibalism.
WHERE: Somewhere beyond the Fishing Zone of the Pthumerian Ocean
CONTENT WARNINGS: Drowning, kidnapping, imprisonment, "human" trafficking, cannibalism.
Some Sleepers don't make it to the Farther Shores or the Rocks. Your body might regenerate in the middle of the Pthumerian Ocean and the only thing in your favor is at least you're not reborn naked here (unless maybe you are - dealer's choice). You're cloaked in some long, white garment - not that it does much against the crashing waves all around you. This is not a great place to wake up! And it looks like you woke up in the middle of the storm only it's not really a storm...This is just the natural state of the Pthumerian Ocean: violent and unpredictable.
Waves crash and pull all around you, thundering through the air, the wind and skies above just as hostile and aggressive. You can't tell if it's raining or if you're just being constantly splattered by the mist and water of waves nearby. Whirlpools spin in gurgling clusters and it's easy to get sucked into them. Thankfully, you're not completely alone in this terrible situations. You can see other Sleepers nearby...And furniture?
Chunks of furniture float by. Couches, mattresses, pianos, bookcases. There is the debris of ruined ships too: flanks of wood, doors that could probably hold two people if you actually tried, masts, barrels, and the like. Might not be a bad idea to try and hold onto some of that stuff. Better than the alternative! Another thing going in your favor is that you showed up in August. The Pthumerian Ocean is a brutal place, but you won't be freezing to death in these waters. At least not this month. But what about where you are? Where you need to go? Well. That's answered for you.
There are few things tougher in Deer Country than the pirates who live by the law of the ocean. Their ships have been coated in blood magic, cutting through waves, navigating the tidal waves and the whirlpools with abnormal grace normal sailors could only ever dream of. But the people aboard are not human. Not anymore. Most have become completely corrupt by the violence of the ocean and they're more than happy to scoop up poor, disoriented Sleepers they find along the way. You'll find no mercy from these pirates. Instead, it's off to the brig with you! The people on the ship have disoriented appearances, looking more like sea creatures than humans, and they have the manners you'd expect from pufferfish and tiger sharks. They cannot be reasoned with - after all, they aren't just rude. They are blood corrupted and some of them are borderline on their way to full beasthood.
Pirates will value Sleepers for their blood and plan to either eat the Sleepers, use their blood for blood magic, or sell them to other pirates and most won't immediately try to kill a Sleeper. They might be violent, but they aren't stupid. Pirates may simply throw you in a cell or chain you up. They may put Sleepers in a cell together or separate them into cages. If Sleepers are especially mouthy, they may make you walk the plank, tied up with heavy chains that will surely bring you to the bottom (if there even is a bottom) of the ocean. Players can choose the severity of the imprisonment of Sleepers and how Sleepers may escape their situation. Maybe they sneak out of bond and steal a lifeboat. Maybe they overpower their captors and kill most of them or throw them overboard and steal their ship. Either way, once they have met some kind of escape, the Pthumerian Mariana will be impressed enough by their hardiness to help guide them through the currents all the way to the Farther Shores.
Waves crash and pull all around you, thundering through the air, the wind and skies above just as hostile and aggressive. You can't tell if it's raining or if you're just being constantly splattered by the mist and water of waves nearby. Whirlpools spin in gurgling clusters and it's easy to get sucked into them. Thankfully, you're not completely alone in this terrible situations. You can see other Sleepers nearby...And furniture?
Chunks of furniture float by. Couches, mattresses, pianos, bookcases. There is the debris of ruined ships too: flanks of wood, doors that could probably hold two people if you actually tried, masts, barrels, and the like. Might not be a bad idea to try and hold onto some of that stuff. Better than the alternative! Another thing going in your favor is that you showed up in August. The Pthumerian Ocean is a brutal place, but you won't be freezing to death in these waters. At least not this month. But what about where you are? Where you need to go? Well. That's answered for you.
There are few things tougher in Deer Country than the pirates who live by the law of the ocean. Their ships have been coated in blood magic, cutting through waves, navigating the tidal waves and the whirlpools with abnormal grace normal sailors could only ever dream of. But the people aboard are not human. Not anymore. Most have become completely corrupt by the violence of the ocean and they're more than happy to scoop up poor, disoriented Sleepers they find along the way. You'll find no mercy from these pirates. Instead, it's off to the brig with you! The people on the ship have disoriented appearances, looking more like sea creatures than humans, and they have the manners you'd expect from pufferfish and tiger sharks. They cannot be reasoned with - after all, they aren't just rude. They are blood corrupted and some of them are borderline on their way to full beasthood.
Pirates will value Sleepers for their blood and plan to either eat the Sleepers, use their blood for blood magic, or sell them to other pirates and most won't immediately try to kill a Sleeper. They might be violent, but they aren't stupid. Pirates may simply throw you in a cell or chain you up. They may put Sleepers in a cell together or separate them into cages. If Sleepers are especially mouthy, they may make you walk the plank, tied up with heavy chains that will surely bring you to the bottom (if there even is a bottom) of the ocean. Players can choose the severity of the imprisonment of Sleepers and how Sleepers may escape their situation. Maybe they sneak out of bond and steal a lifeboat. Maybe they overpower their captors and kill most of them or throw them overboard and steal their ship. Either way, once they have met some kind of escape, the Pthumerian Mariana will be impressed enough by their hardiness to help guide them through the currents all the way to the Farther Shores.
no subject
Robyn came from the same place I did, yes! But I haven't seen her yet, so you might want to keep a close eye out. Actually, if you find a wolf who talks like a human, send her my way? Thats sorta my adopted sister.
[Mebh was bound to find Robyn, but unfortunately for Luz, the same could not be said for her and Margot].
no subject
[That is, Robyn smells like a townie, which to Mebh doesn't smell that good, but at least that's a familiar scent.]
And if there are other wolves, I'll find 'em, too. [It's a little strange to think that there may be other wolves here. The wolf pack she and her mother live with back home may very well be the last wolves in all of Ireland.]
no subject
[Luz at least understood well enough wolves had much better sense of smell than human, so she had no doubt that Mebh would find Robynsoon enough].
Great! If you see her, please let me know! It's gotten where I kind of can't sleep without her.
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[And now Mebh has made herself sad by remembering that. Her mother has been gone for a while, and even though she's happy that Robyn is probably here, she still has no idea where her mother is.]
no subject
[Well now they're both sad. Darn it].
no subject
My Mammy went to find us a new place to live. She hasn't come back yet, but Robyn said she'd help me find her. She promised.
[And Mebh absolutely believes in any promises made to her. They have to be fulfilled, no matter what.]
no subject
I really miss her.
[And let's ignore all the super traumatic things that took place while she'd been away from her mother for right now, because that is a whole bag of worms Luz didn't need to bring up, specifically with someone who looked younger].
I see. In that case, I hope we fond Robyn soon! I was always curious about her wolf family anyway. I couldn't help but relate after being around Margot!
no subject
[Though Mebh doesn't realize that Robyn has been separated from her for probably longer than she thinks, and is likely more used to being a wolf by now.]
My family's not that big. Just me and Mammy. We just live with the wolves.
no subject
[Not that she hadn't sometimes picked up on some of Margot's more wolfy attributes at times. Before coming here she probably smelled more like a wolf anyway].
How did Robyn become a wolf like you then?
no subject
I...bit her. It was an accident, but Mammy said never to bite anyone, and I thought I fixed the bite, but Robyn became a Wolfwalker anyway.
[She brightens up a little, though.] But it's not so bad! It's nice to know another Wolfwalker. I thought Mammy and I were the last ones.
no subject
[Or were super pale, or needed to stay out of sunlight]!
No, I think it might have been a good thing if you made a sister by mistake! It's like me and Margot finding each other!
no subject
[And who would just drink blood? Meat is so much better.]
She didn't bite you too, did she?
no subject
[Poor girl is going to have no idea what Luz is talking about. Luz is unfortunately VERY familiar with vampires now, having been bit by one].
Oh, Robyn? No, not at all! So if you bit me, when I sleep I become a wolf, right?
no subject
Sounds like a right pain. Who'd want to go around drinkin' people's blood all the time? [At least Wolfwalkers just need regular food to survive.]
Yeah, every time. You get used to it, though. [Of course, she can say that because she's dealt with it her whole life.]
no subject
[So Luz had a LITTLE bit of sympathy for Claudia, even if she did feed on her].
But weren't you always one? If anything, Robyn would have to be the one to get used to it. If she was human first, the adjustment would be pretty intense.
Really, either way you'd have to make adjustments wherever you go.
no subject
[Though she's assuming that they won't be here that long, and once that's over with they can find a way back home so they can keep trying to find her mother. She hasn't quite grasped how this place works yet.]
no subject
[IF Mebh was stuck here, which Luz was only hoping for for Robyn's sake. They'd only spoken once but she really liked the girl, and was pleased they got to reunite here. Now if only she could find Margot...]
no subject
...it would be nice if Mammy were here, too, though.
[Even if she and Robyn do get home, who knows how long they'd have to stay here first? And who knows where her mother could be right now?]
no subject
What happened to her?
no subject
[She really doesn't want to think about anything potentially happening to her.]
no subject
[Luz wanted to be honest, after all. This place did not exactly have the best track record of bringing kids with parents. In fact, you tended to be lucky if it brought you anyone from your world].
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[Mebh is nothing if not stubborn in her beliefs, even if it's only a matter of time before she learns the full story of this place.]
no subject
[Luz normally wouldn't say this, but she didn't want to lie to Mebh. That didn't seem right].
no subject