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4.0 Test Drive Meme
4.0 Test Drive Meme
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Welcome to Well! This cycle is a little different, if you've visited us before—this TDM takes place in Well's updated setting. See the first prompt for how your characters arrive in Well. Your character arrives with only a handful of memories, clad in a mix of Old Western clothes and clothes that might fit in at a renaissance fair, and no items from home.
Anyone is free to play on the TDM, but you need an invite to apply. Feel free to use these prompts, and interact with the arrival or locations. NPCs are around, but only say a certain set of phrases. TDMs can be considered game canon.
This TDM takes place from the first week of November onward, and can happen concurrently with other events during November and December. This will be the only TDM for November, December, and January.
Applications are open October 27th until November 1st, and November 27th until December 1st. Invites are available for friends of current players.
Into the Maze
Content warnings: deadly traps, aggressive foliage, vines, potential drowning, spikes
You wake up surrounded by green. Thick, dark hedges as tall as two adult humans stretch all around you. They're thick, nigh-impenetrable. You don’t quite know who you are, but you’re pretty sure that here, right here? Is not where you want to be.
You’re at a crossing: paths stretch out between the hedges on four sides of you. Which path do you take?
The sprawling hedge maze is vast and complex, especially if you’re not even sure where you should be going. Along your way, you hear giggling, shouts, excited screaming, low murmurs, and, sometimes, the sound of radio static. You might see the faint outline of someone slipping around a corner, and hear them giggling, a long, white dress or robe following them as they move. But you never find whoever, or whatever, is making these noises.
If you follow them, you instead come across:
Thankfully, at these obstacles, you might find another person, equally as lost as you. They may have been following the same person. Once you join forces with each other, the way out is easier to find. Not easy, but possible. If you continue to forge on on your own, the exit will never reveal itself to you.
When you do finally stumble out of the maze, you’re greeted with the site of Wellstone.
tl;dr:
You wake up surrounded by green. Thick, dark hedges as tall as two adult humans stretch all around you. They're thick, nigh-impenetrable. You don’t quite know who you are, but you’re pretty sure that here, right here? Is not where you want to be.
You’re at a crossing: paths stretch out between the hedges on four sides of you. Which path do you take?
The sprawling hedge maze is vast and complex, especially if you’re not even sure where you should be going. Along your way, you hear giggling, shouts, excited screaming, low murmurs, and, sometimes, the sound of radio static. You might see the faint outline of someone slipping around a corner, and hear them giggling, a long, white dress or robe following them as they move. But you never find whoever, or whatever, is making these noises.
If you follow them, you instead come across:
- Thorny vines laying on the ground, or hidden in the hedges, that slowly wrap themselves around your ankles or your wrists, pulling you back, trying to subsume you into the hedge.
- A dark pond stretching clear across the path, blocking your way. You can wade into it, but when you do those voices get louder, so much louder, screaming in your ears. The bottom drops away from your feet. Strange things brush your ankles, turning into hands pulling you down into the oily water. The more you panic, the more difficult it is to get to the other side. Staying calm keeps the water at about chest height.
- Pieces of the path fallen away, down into a pit full of spiny cacti. You might not want to test this one, and instead trust yourself to jump across. It’s just short enough a gap to be scalable by most, but it sure isn’t a comfortable distance to cross. If you do fall in, boy howdy do those things hurt. You’ll need some help getting out!
- The graveyard. There’s nothing getting in your way in the graveyard, but you may simply stumble upon it. The graves are overgrown and covered in moss. The ground is moist and springy. In the middle you may find an old mossy well filled with clear water.
Thankfully, at these obstacles, you might find another person, equally as lost as you. They may have been following the same person. Once you join forces with each other, the way out is easier to find. Not easy, but possible. If you continue to forge on on your own, the exit will never reveal itself to you.
When you do finally stumble out of the maze, you’re greeted with the site of Wellstone.
tl;dr:
- You wake up lost in a hedge maze! You hear strange voices around you, and a figure dressed in white runs away from you.
- You run into obstacles: spiky vines, a deadly pond, a pit full of cacti, or the graveyard. Work with another character (or not) to escape the maze!
Welcome home
Content warnings: disorientation, feelings of being lost
When you stumble your way into the run-down old town of Wellstone, the deadly peril of the maze seems to be over. It’s cold and damp, sure, but at least you’re not in danger, and you’re in luck: up a small hill beyond some gates, you can see an ornate house with golden windows, practically beaming warmth.
Staywell Manor is a grand place, with high ceilings and exposed, ornate beams, lush carpets and tapestries, beautifully upholstered furniture. A man dressed like a butler (the old hotel receptionist, for those who’ve met him) greets you with a bland smile:
“Welcome to Wellstone. We’re so glad you’re here with us! What’s the name on your reservation?”
You remember your name, and you give it to him, and he offers you a heavy brass key. No matter the number, your room does exist in the four-story manor, and is decked out with a four-poster bed, a nice settee, and a closet full of clothes that fit you like they were made for you. They’re a strange mixture, though, a mishmash of old American Western rhinestones and denim and medieval fabrics and silhouettes in bright colors. You might find a fringed tunic dyed bright red, or a pair of cowboy boots with the toes curled up like a jester’s slippers, bell-tipped and absurd. Are those pantaloons made of denim? Weird!
While the manor is lovely and inviting, and much warmer than the outdoors, it is also pretty big. Well, it must be, because you keep getting lost! It’s incredibly difficult to find your way to your room this month. You might find your way to the wrong floor, to the parlor, to someone else's room. Remember to knock!
tl;dr:
When you stumble your way into the run-down old town of Wellstone, the deadly peril of the maze seems to be over. It’s cold and damp, sure, but at least you’re not in danger, and you’re in luck: up a small hill beyond some gates, you can see an ornate house with golden windows, practically beaming warmth.
Staywell Manor is a grand place, with high ceilings and exposed, ornate beams, lush carpets and tapestries, beautifully upholstered furniture. A man dressed like a butler (the old hotel receptionist, for those who’ve met him) greets you with a bland smile:
“Welcome to Wellstone. We’re so glad you’re here with us! What’s the name on your reservation?”
You remember your name, and you give it to him, and he offers you a heavy brass key. No matter the number, your room does exist in the four-story manor, and is decked out with a four-poster bed, a nice settee, and a closet full of clothes that fit you like they were made for you. They’re a strange mixture, though, a mishmash of old American Western rhinestones and denim and medieval fabrics and silhouettes in bright colors. You might find a fringed tunic dyed bright red, or a pair of cowboy boots with the toes curled up like a jester’s slippers, bell-tipped and absurd. Are those pantaloons made of denim? Weird!
While the manor is lovely and inviting, and much warmer than the outdoors, it is also pretty big. Well, it must be, because you keep getting lost! It’s incredibly difficult to find your way to your room this month. You might find your way to the wrong floor, to the parlor, to someone else's room. Remember to knock!
tl;dr:
- You're in the town of Wellstone, where it's cold, damp, and rainy.
- Staywell Manor is warm and inviting, but hard to navigate, and you're prone to getting lost in its halls.
Warm Your Bones
Content warnings: alcohol, intoxication, accidental consumption of blood, hallucinations of demons and shadow people
The town of Wellstone has clearly seen better days and warmer seasons. Cobblestoned streets trace their way between crumbling buildings overgrown with moss and ivy. The early-fall nip in the air is enough to make your breath fog up in front of your face. Clouds hang low and sulky over the down, spitting out little bursts of rain here and there. Wind whistles between the close-crowded buildings, blowing a few leaves and the odd tumbleweed along the damp stone.
With the heavy chill in the air and fog drifting the streets at night, thick and cold enough to creep into even the warmest clothes, it’s tempting just to stay indoors.
Luckily for everyone tired of the damp, the golden light spilling from the Cactus Pad Pub beckons. Just walking inside hits you with a blast of warmth. A fire blazes at full strength in the hearth, snapping and crackling, but more than that, every single table is set resplendently with mismatched fancy china: cups, saucers, creamers, little pots of sugar, and of course, tea, steaming and hot.
It’ll be hard to resist the urge to sit down at one of these little tables, and the moment you do, you’re stuck there for at least an hour. Truly: your butt is glued to that chair. At least there's tea, and there are cards on the table with conversation starters on them. But these conversation starters are a little, ah... odd? Comment below to get a conversation starter for you and your tablemate!
May as well have some tea while you’re here, and hope that it is in fact tea. You have a one-in-three shot. The steaming liquid in that pot might be:
Each of these effects lasts from half an hour to an hour, and longer if you drink more of whatever is in your respective pot. Once you're free from the table, if you sit down at another one, you'll be trapped there, too.
Feel free to ask the mods to roll for you to decide which teapot your character gets, and for a conversation starter, just for you!
tl;dr:
The town of Wellstone has clearly seen better days and warmer seasons. Cobblestoned streets trace their way between crumbling buildings overgrown with moss and ivy. The early-fall nip in the air is enough to make your breath fog up in front of your face. Clouds hang low and sulky over the down, spitting out little bursts of rain here and there. Wind whistles between the close-crowded buildings, blowing a few leaves and the odd tumbleweed along the damp stone.
With the heavy chill in the air and fog drifting the streets at night, thick and cold enough to creep into even the warmest clothes, it’s tempting just to stay indoors.
Luckily for everyone tired of the damp, the golden light spilling from the Cactus Pad Pub beckons. Just walking inside hits you with a blast of warmth. A fire blazes at full strength in the hearth, snapping and crackling, but more than that, every single table is set resplendently with mismatched fancy china: cups, saucers, creamers, little pots of sugar, and of course, tea, steaming and hot.
It’ll be hard to resist the urge to sit down at one of these little tables, and the moment you do, you’re stuck there for at least an hour. Truly: your butt is glued to that chair. At least there's tea, and there are cards on the table with conversation starters on them. But these conversation starters are a little, ah... odd? Comment below to get a conversation starter for you and your tablemate!
May as well have some tea while you’re here, and hope that it is in fact tea. You have a one-in-three shot. The steaming liquid in that pot might be:
- Piping hot black tea, caffeinated and bracing. Drinking it makes you energetic and exciteable and very eager to talk to your neighbors. It also makes you feel extremely fancy! Put that pinky up and use the biggest words you know to impress everyone around you.
- Dark mulled wine, spiced with ginger and cloves. Drinking it fills you with unbridled confidence bordering on arrogance. You'll feel lordly in whatever way makes sense: condescending and snotty, benevolent and patrician, whatever you might be prone to.
- Something… else. It’s dark, hot, and sweet, but there’s an odd metallic tang that sits strangely on your tongue. Whatever it is, it’s addictive. The more you drink, the stranger the world around you becomes: you’ll see faces in the shadows and glowing red in the eyes of your companions. Shadowy figures seem to haunt the walls of the pub, moving toward you. You’re filled with fear and paranoia but rooted to the spot.
Each of these effects lasts from half an hour to an hour, and longer if you drink more of whatever is in your respective pot. Once you're free from the table, if you sit down at another one, you'll be trapped there, too.
Feel free to ask the mods to roll for you to decide which teapot your character gets, and for a conversation starter, just for you!
tl;dr:
- There's a fancy tea party happening in the Cactus Pad Pub. It's sort of mandatory.
- Sitting at a table traps you at the tea party for an hour, and you'll be drinking one of three random drinks, each with different effects.
- There are conversation starters on the tables to help you get to know your fellow tea partiers!
- Tea makes you social and fancy, mulled wine makes you lordly and a bit drunk, and the last hot, sweet liquid tastes weird and makes you see demons.
- Ask the mods to roll a random teapot type for you if you'd like!
Cecelia Ardenbury - an OC
at the cactus pad.
cactus pad
"Got a minute? I want to show you something." She won't want to see it, but they'll cross that bridge when they get there.
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That said, the wincing of her eyes isn't because of him in particular, but because he sat down before she could warn him. Oops.
"Indeed? I...I suppose I have time." Given I cannot get out of this bloody chair. "What is it?"
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He flips his cup in its saucer, pours the tea - with, give him credit, the grace of a man who drinks a lot of tea - and lets her observe the steaming dark liquid, its scent sweet and metallic.
"So, the bad news: town's not as blood-free as you'd think."
It doesn't look like the 'water' had, but John doesn't sound like he's joking.
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"...None...none of the faucets I tried yielded even a hint of red," she utters, trying to keep the fearful waver out of her voice.
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cw: gross blood magic
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cactus pad
Even though she looks nice, from what he can see of her dress. It's richer, more vibrant, than what she wore before. It suits her.
His own outfit is tight dark pants and a dark tunic with a short, quilted jacket with fringe along the sleeves and back. It's a strange outfit, but he likes it well enough.
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It's a kind of undignified squeak of surprise, but she's already embarrassed, so whatever. Her head whips with eyes that widen, alarmed.
"Woh--oh, Yuri!" What she wouldn't give to jump up and hug him right now! But she can't. Her voice drops to a hissed exclamation. "No, I--I'm stuck, is all! Oh, you--"
Whatever, she's going to reach to hug him at an awkward angle anyway.
"I saw you outside a bit ago, I'm sorry--"
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"Don't sweat it. I know you need your tea," he pulls back to look her over. "What d'you mean, you're stuck?"
Unfortunately, he asks it just as he slips into the chair across from her.
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...
Too late.
She sighs.
"Well. Try standing up again." Surely it's not just her.
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in the manor
"Wait, stay there, please—" like she was really going to go anywhere, but he sort of stumbles to a halt in front of her anyway, his hands already moving up to take hers on pure instinct. His thoughts skid up behind him and collide together, tipping over into a pile and coming out in a mishmash on his tongue. "You look wonderful— I'm glad you're alright— were you going somewhere specific?"
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Surprised, relieved, even almost elated...undercut by the hasty request to wait. She watches him with bewilderment as he hastens over, her own tongue tied at a loss of what to say while he grabs up her hands.
To the compliment, she shakes her head, pulling her hands free so she can instead lunge into him and hug him.
"You're here, too..." Thank goodness.
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"I worry," he breathes against her without quite letting her drop. "I was so— I couldn't find you, and..."
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She'd needed the time, the small space, the safety of just herself and Darin, but that doesn't absolve her of the guilt she feels in taking so long to seek Flynn and others out. She squeezes him as though that would make up for any time spent worrying for her sake.
"I'm...I'm alright." Better than she was, at least. "You needn't worry."
She pulls back once her feet are back on the floor to look up at him, searching.
"And you? You must've...gone through so much since..." Since last she was alive.
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for darin
she wakes with a gasp, immediately fueled with fear and adrenaline, the sense of place and space rattled by everything new around her. it's a disorienting, frightening sensation that prompts her to scramble to sitting up on her knees; later she'll feel foolish for being so frightened, but right now, she's too vulnerable and confused. too confused to realize her clothes have changed, because everything around her has, too.
there's a want to cry out, but no certainty it's safe to. her ears are filled with the ambient sounds of nature...nature! leaves rustling, distant birds.
she will cry out when suddenly some of the nearby shrubbery starts to morph and...manifest a shape?!
it's screamin time.]
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[Now he's in this lush, green pathway. Tall shrubbery on either side. This...]
[Was this a hedge maze?]
[He's assuming the loop's restarted but this is something completely different. But...if it was different, did the loop even restart?]
[What about...?]
[His mind races. He's got to get to the Staywell. And...the fastest between two points was a straight line...]
[Which is why he pivots and just starts marching through the shrubbery. He's not in the mood for games. Any other day, he might be inclined to solve the maze but now, he was going to run through it.]
[Anyone wandering the maze might think he's some blue cryptid who fazes through the shrubbery walls as he just cuts across paths, but finally he steps out to...screams?]
[He knows those screams.]
[He just...stares. Tired and completely lost. Was this his Cecelia? Or did they break the loop and now...now she's someone different?]
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her mouth moves mutely a bit before she can choke out in disbelief:] Darin?
[him? a double? a dream facsimile?]
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In the manor
She was still dressed in reds and blacks, but they were a little less ruffled. But that was probably the most Cecelia might notice with her. She blinks when she sees the other girl- and her thoughts immediately go to how she had seen Darin the month before. Her expression softens a little.
"You're out and about again. That's good."
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Perhaps it was the attire.
Hang on, now--
"Again? You don't mean here, do you?"
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"No. Not like here, here. Or in like a double sort of way. I just heard that things might have been the best before we ended up here."
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in the manor
Something vaguely skittish appears on her face, but as if either to hide it or just greet Cecelia politely, the girl quickly bows her head for a moment before she dares to look back at the other again.
"Ah," she says, softly speaking up, but still audible. "I'm glad to see you about.."
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Cecelia's relieved to see another face she knows...but more relieved to be remembered. She can't help but expect it.
"It is good to see you. I owe you an apology...I spoke of dust and storms before, but it seems I was set up to give bad intelligence. The horrors you must've seen..." She shakes her head.
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Knowing the girl, it's likely that she doesn't want the other to blame herself for even a moment longer, which means she clearly has to respond quickly.
"You adequately warned me, please don't worry. If anything, I-- um, maybe I should apologize to you. I'm pretty sure I didn't see you around anymore at some point, and while it could just have been because of how chaotic everything got back there, it's-- um.."
It's hard to find words after everything that happened, really. After only suddenly finding herself alive here once more a few days ago, dragging herself here through the hedge maze.
But Olympia wants to try. It only feels proper to say this much, even her head bent apologetically.
"I'm sorry if something happened to you and I didn't even notice."
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cw: mention of not quite suicidal ideation but def some mental health stuff going on here
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The manor
Meanwhile, he has set about the task of documenting everything he can in this new and strange Staywell Manor. Like Cecelia, something strangely familiar pushes at his skull as he walks the halls, turning doorknobs and peering behind tapestries, noting every room he can find and what’s in it.
He’s writing in his notebook with a quill when he comes around a corner, his new grey robes picking up dust as they drag along the floor, and unlike Cecelia, he hardly notices that he is no longer alone.
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Thank goodness he doesn't see her first and see the initial fear that hits her; she has time to recompose.
It wasn't him, after all...
"Palamedes."
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Last time he’d seen Cecelia, she had lain still in his lap, her head nearly severed with rot, far part help. And though he had known she would return, it’s still a shock of a miracle to see her whole.
“Cecelia,” he exhales, rooted to the spot. “Emperor’s bones, it is good to see you, my friend.”
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