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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!
no subject
[It's a hum somewhere between thoughtful and questioning. The boy looks so much like Flynn, it's hard to think they're not related. She considers the boy--so, so young, but trying so hard already--and then to Flynn.]
Actually, I'd say you're just about the right age! Maybe you would have been young when he was born...but--it's okay, Flynn! I'm sure you're a great father! Look how hard he's working!
no subject
[ He's reeling in these implications here, watching this little boy pick himself up and try to charge again, his tiny face full of determination. Could he be the sort of person who has a son? Shouldn't he remember a mother, then, or something like one? Someone important enough to raise a child with must take up so much space in his heart but the only person Flynn remembers, really, is a boy raised beside him with eyes full of fire, so unless that boy somehow...
But then what kind of father would he be? ]
To be a father who abandons his child to go join the knights... I'd hate to think that— oh!
[ Thankfully for them both, before Flynn can spiral even further into thinking about maybe being a distant dad, a larger figure looms through the fog, landing a hand on one tiny shoulder. The boy freezes and looks up, his eyes full of fear and adoration both, a terrified sort of determination. ]
Again, Flynn. That was sloppy.
[ The man says in a low voice, and Flynn's stomach flips over on itself. ]
no subject
But then the man appears. There's a vague familiarity there, too, like he shares some of Flynn's features, but somehow fewer than the tiny boy...]
Huh? Flynn, he has the same name as you...
[It's as she's glancing to her friend again and seeing the look on her face that something finally clicks, though, and her hands fly to her mouth in surprise.]
Wait--you don't think...? Is he...actually you?
no subject
Flynn swallows, his fingers flexing uselessly. ]
He.... must be. It's hard to imagine I was ever so small. So then, this man must be... my father?
no subject
She rests her hands together in front of her, watching the man make changes to the boy's stance.]
Yes...I would think so. He must be. So...he was your swordmaster, too?
no subject
...I didn't think someone so young would be trusted with something like that.
no subject
He must have had a lot of faith in you.
[Or...high expectations, perhaps?]
no subject
[ At least Flynn doesn't sound bitter, saying that. Curious, maybe, watching his younger self try his best to adjust his form to match his father's instructions. The man is standing back now, watching with crossed arms. Tiny Flynn half-turns, almost looking up at him, and then shakes his head and turns back to face the target with a fierce frown.
Flynn bites down on a smile. ]
Faith I'm certainly not living up to here. I can barely manage a fight against Yuri or Jaune for four minutes before losing. Estelle, do you... remember anything about your family?
no subject
Th--that's not true! You're trying your best, Flynn! It's not your fault...
[She trails off as his question sinks in, and she looks to the ghostly father-son before her.]
Family... [The term stirs...something. She knows she must have one--after all, doesn't everyone have parents? And she could possibly have siblings, too, but... Nothing specific comes to mind for any of them, really. Just a feeling of...something she can't quite name, maybe because it hides behind the amnesia, just out of understanding.] No...I don't. Do you, Flynn? I mean, this is your father...
no subject
[ Flynn says it quietly, and right on cue, his younger self charges again under the watchful eye of his father. His face is unreadable. Was it always that way? How long was this man around, before... ]
...well, one thing, I suppose. I know he's dead. Both of my parents are.
no subject
[Her voice goes soft in surprised sympathy. It's so sad, to be robbed of the memory of his family, if the memories were all he had...]
Flynn, I'm so sorry...
[She doesn't know what else to say just yet. Maybe she should just give Flynn this moment, to let him see the father who's no longer with him...]
no subject
Oh— don't worry about it, really. I don't remember it happening, so it doesn't really... maybe it's callous to say this, but it doesn't hurt any more than any of the other things I don't remember.
[ Which is, perhaps, a little more vulnerable than he was planning on getting. His younger self stumbles one more time, looks to his father for support, and doesn't get it, so he picks himself up with a wobbling mouth.
Flynn swallows. ]
But it's nice to see that he... was real. To know his face, and maybe what sort of person he was when he was with me.
no subject
...Yes. I understand. Now you have at least one memory you can carry with you.
[Hm. Estelle wants so much to reassure the boy that he's working hard, he's doing well, because he looks like that's something he wants to hear, yet... The man seems quite stern in this. Was his manner warmer when he wasn't acting as an instructor?]
no subject
[ It's like he triggered the fading of the ghosts by talking about the memory. Right on cue, his younger self charges into the mist and vanishes, and when he looks back at the shape where his father was, there's only fog swirling innocently, shapeless.
Flynn's lips part, silent for a heartbeat longer. ]
...I suppose that's... it.
[ Strange, the wash of feeling like loneliness he has to fight down. He clears his throat, makes himself focus. Don't get distracted, Flynn. ]
Estelle, we should continue on home. I wouldn't want you to catch a chill.
no subject
[She lets out a soft exclamation, a hand half-outstretched as if to call them back for Flynn's sake. No, she wants to say, don't leave yet--but it's far too late, when they've already evaporated into the thick fog. She stays silent with Flynn for that moment, looks to him with sorrow in her eyes. She wants to stay out here with him, but-
Again, she thinks he should be allowed some privacy in this. Her hands lower, and she shakes her head.]
I'm alright, Flynn. I can head back on my own.
[It is terribly foggy, but she can probably find her way to the inn, right...?]
no subject
So he swallows around its shape and offers Estelle a smile he hopes comes off correctly. ]
It's really alright. I'd rather you didn't get lost— Yuri would have my head if I let anything happen to you, for one thing!
[ Something about saying that makes his temples throb, familiar and aching. He has no idea what it could be. He has to breathe through it, steady himself until it passes. The smile fades. ]
And, um— I think it would be nice, not to... walk back alone. For me.
no subject
Oh. So she'd been wrong--he doesn't want to be alone at all. She tries to offer what she hopes is a small reassuring smile in turn; if he'd like companionship, she is more than happy to oblige.]
In that case... Will you please accompany me?
[She extends a hand, to walk arm-in-arm like they did earlier.]
no subject
Flynn holds out his arm like a proper knight so she can seal a hand around it. The world feels a little steadier. ]
I'd be honored to.