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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!
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...right. sure. she gives her fingers a curt squeeze - she's not much of a handshaker, really. nothing personal.]
Yes. Apologies. Formalities are a bit...mm. They're not consistent amongst us all. But, yes, likewise, I'm sure.
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[But you can bet that during that curt squeeze, Estelle still gets in much as a happy little shake as she can. And with that taken care of...]
I should apologize, too. You see, um...I don't recognize you at all! I'm really very sorry.
[And she bows apologetically, because even though Cecelia seemed to know her, Estelle doesn't recognize anything about her.]
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beat.]
...Dear girl, I'm not offended. Though you noticed, didn't you. That you seem familiar to me. [she's surprised by the insight. it's a good surprise.]
I don't suppose you know of something called 'blastia'?
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Yes, I do. I heard from Yuri that most people have forgotten even them.
[Or rather, that's her interpretation of what he said. How strange, she thinks, that people can forget something so integral to civilization.]
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I had seen you before, back in a memory of his.
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I...I'm afraid I don't really understand. You saw Yuri's memories? And you saw...me?
[Yuri said she reminded him of someone. Was he lying? For what reason?]
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Before this structure and...everything outside of here...the place I and he and others were at... There was a time where our memories surfaced. And we saw them. Together. He recognized it as his, where I did not.
I saw your form there, as did he. I cannot speak to who you were beyond a frightened girl concerned for a friend, same as I, but... [her mouth twitches faintly.] But I don't think it such a waste knowing it, all the same.
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[Honestly, she doesn't entirely understand how such a thing can be possible, nor does she quite know how she should feel about it. Cecelia does not seem to think ill of her, though, and concerned for a friend is...a normal enough emotion. She doesn't remember much, but she's already growing attached to each new friend she makes here.
She closes her eyes, taking a slow breath to center herself, before quickening her pace to catch up with Cecelia. If she has questions about the memory, Yuri would be the best person to ask. Here, she would rather not bother Cecelia too much about it.]
Well...I hope that from now on, we can get to know each other properly. Um, speaking of which...if you don't mind my asking...what kind of person do you think you are? Isn't it difficult to know, when we've forgotten so much?
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The act of simply living and interacting tells us true enough, I wager. Whether or not our past has experiences which alter or stifle some natural proclivity is hard to say, but...we are all quite individual personalities, even without the full scope of our experiences at-hand.
[she lingers at the window, scanning what she can see of the hedge maze for signs of people moving through.]
Even before remembering anything else, I remembered languages and found my hand took to a pen very naturally. Whether I spent so long recording things as I do now, I cannot still say, but it wouldn't surprise me, either. What I remember of my life doesn't speak to it, but it must be so all the same.
[she glances sidelong toward the girl.]
I think...one could agonize quite a great deal about it, if one were of the predisposition to. But I daresay it wouldn't be the best use of one's time. Whether you mean to learn or not, memory will find you regardless all the same. Sometimes abruptly, sometimes after a clear signal.
And how we act now will certainly matter more than how we had previously, I think.
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You're right...actions speak louder than words, or so they say, yes?
[Whoever "they" are. And perhaps those actions will speak louder than their pasts, too.]
Thank you, Cecelia. You're so wise! It's a relief to have someone like you...if you don't mind me saying so.
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I'd rather you credit yourself with good fortune: It is simply a decent day with less to fret about up-front.
Still...I'd rather a good impression than a poor one, hm.
I wager we'll want to see you up these stairs, yes? Given that number value. Let's see about it.
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The stairs are really there! Oh, finally! You're amazing, Cecelia--you even have a good sense of direction!
[And yes, she says that with absolute sincerity. Estelle has not a single sarcastic bone in her body.]
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[She's in the middle of nodding in agreement about the statue, simultaneously making a mental note to connect it with the window and staircase, when that last comment sinks in, and she blinks at Cecelia curiously.]
Oh...is that normally a problem here?
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[her tone is almost a shrug as she starts up the stairs.]
Of what came of the place before this mansion...what may come after...I still don't have the means to assume, to predict it.
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[It's amazing to think that all of this was desert before, when she can see the thick treetops from the windows they pass during the ascent...and soon, the third floor.
She clasps her hands together gratefully.]
Thank you so much! I think I'll be able to manage from here. I would hate to trouble you further.
[She'll probably be okay. Maybe. No, she should think positively!]
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[yet, if she's so eager to roam ahead unfettered, far be it for Cecelia to stop her.]
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Oh? Are you in some kind of trouble?
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This place is new to me, as well. I don't think any of us are native to it. So the trouble is first getting one's bearings, isn't it.
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Oh, I see. Yes, it's hard when everything's unfamiliar... Would you like to look around together, then? We should locate your room, too!
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[A bright smile, because she's quite happy to continue talking with Cecelia, too. She starts down the hall, glancing to the other girl as she does.]
Is yours also supposed to be on this floor?
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Then again, most of these...are empty, are they not? [she wanders toward the next door in their path, giving the handle a jiggle.
unlocked.]
Mn. Then, supposing you prefer a different floor, you may be able to simply have your pick... [she pokes her head in to see the furnishings.]
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[Oh, she's too late...Cecelia already opened the door.]
I...I really think we should look for our assigned rooms. We don't know if this one belongs to someone...
[Although she hangs back, she does catch sight of the state of the room, and her voice trails off. Even from here, she can see that it looks dusty and dingy, the furnishings moth-eaten and decaying.]
They aren't...all in this state, are they?
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her focus shifts as her ears pick up the sound of footsteps, prompting her to lean back (nearly into Estelle) and peer to see the concierge - no, he's a butler now, isn't he? - walking down the hall with a plate of food.
her eyebrows lift.]
...That is new, too. He never left his desk post in the other building before...not willingly, anyway.
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