Posts Tagged: 'test+drive+meme'

Jul. 19th, 2024

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7.0 Test Drive Meme

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7.0 Test Drive Meme
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Apr. 19th, 2024

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6.0 Test Drive Meme

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6.0 Test Drive Meme
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Jan. 19th, 2024

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5.0 Test Drive Meme

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5.0 Test Drive Meme
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Oct. 19th, 2023

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4.0 Test Drive Meme

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4.0 Test Drive Meme

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:
  • 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:
  • 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:
  • 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!


Jul. 19th, 2023

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3.0 Test Drive Meme

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3.0 Test Drive Meme

Welcome to Well! Characters arrive a little differently this month (see the first prompt). Your character arrives this month in the middle of the formless desert with only a handful of memories, clad in old west style clothes of your choosing, with 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 August onward, and can happen concurrently with other events during August and September. This will be the only TDM for August, September, and October.

Applications are open July 26th until August 1st, and August 27th until September 1st. Invites are available for friends of current players.

A Little Lost
Content warnings: heat exhaustion, feelings of unreality

You wake up in a sea of sand. It’s hot, and dry, and it seems to go on forever. You don’t remember much about yourself except your name and a handful of memories that most likely aren’t useful right now.

The sand slip-slides under your feet with every step. Sun beats down heavy and hot on your neck and your head. You’re so thirsty. How did you get here? How long have you been walking? Where are you headed? You can’t know. You feel like you’ve been walking forever, but the sun stays high above you, like it’s always noon. It may have been hours, it may have been mere minutes. What are those things circling in the sky above you? Vultures? That can't mean anything good.

Eventually, you find someone else, another new arrival, maybe, or a resident of the town who may have wandered a little too far into the desert. Maybe they have some water on them? Either way, company is exactly what you need right now, because there sure isn’t anything else in this desolate place. Not a cactus, not an animal, not even hints of a town.

Once you’re together, it seems a little easier to move forward. Time starts to move, too. The sun dips in the sky, your feet tread through the sand, and together, eventually you find the town.

If you take too long after you find one another, and the sun sets, be careful. Cacti sprout up closer to town, and after the sun sets, the cacti start to move, and they seem hungry for blood.

tl;dr:
  • This time, new arrivals wake up lost in the middle of a vast desert.
  • There's too much sun, too much sand, vultures circling and too little water.
  • Finding each other makes time start again, and lets you find the town.
  • If you don't make it back to town before nightfall, vicious living cacti appear to attack you.

Face Your Fears
Content warnings: hallucinations, reality shifts

In this town, fear soaks the hot, dry air. It lurks in shadows and the corners of rooms, waiting for their moment. What is it that you fear? Monsters? Disappointing your parents? Maybe you’re afraid that everyone you love will leave you, or that you’ll end up alone. Whatever it is, right now, there’s a chance of becoming very real.

It happens suddenly. Your mind drifts. You lose focus on what you were doing, and when you look up again, the world around you has shifted. What was a nice lunch with a new friend or a fun visit to the saloon becomes a nightmare. What fear manifests is totally up to you, and it can be different every time. The person beside you could become a monster you think is trying to attack you, or you could be suddenly alone in a cold dark space, desolate and empty.

Whatever horror your mind conjures up for you, it will feel real in all ways and with all senses including, of course, your perception of pain. As far as you know, you’re trapped in a nightmare with no way out.

Except, of course, there is a way out: you just need to figure out that it isn’t real. Maybe you’re strong enough to do that on your own; maybe you’ll need help from a friend or a new pal, reaching through the illusion to pull you back. After all, these hallucinations are entirely in the mind of the beholder: to everyone around you, it sure just looks like you’re yelling at your pancakes!

tl;dr:
  • You start hallucinating that the things you fear most are actually happening to you.
  • These fears feel like real, concrete sensory experiences, even though they're only happening in your head.
  • You can escape by recognizing that what's happening isn't real, either on your own or with help.



Bullrider
Content warnings: mild bovine coercion, alcohol

Come on, hot stuff. You know you want to.

Bet you can’t stay on for more than half a minute.

You don’t look too tough.

You think you can tame me?


In the saloon, you hear a voice in your head. It calls to you, the words seductive and enticing: you want to prove it wrong, you want to find out what it’s promising, you hate to lose. Whatever the motivation, you find yourself abandoning your drink and making your way to the new attraction at the back of the saloon: the bull.

It’s a big boy: a massive mechanical bull. Covered in spotted cowhide, with a bull head and big horns, this thing sits on a massive pedestal like a challenge. Around it is spread... relatively thin padding and a flimsy rope to keep the audience back an appropriate distance.

The compulsion keeps a hold on you until you’re on the bull. Maybe you’re on it with a friend, or a stranger, and it starts up with a mechanical buzzing. It starts to sway under you, and now you have just one job: stay on.

It starts easy, but gets harder as it goes along. It’s incredibly difficult to stay on for more than a minute. But during that minute, you feel amazing. You feel hot as hell, in whatever way that works for you: sexy, powerful, bold, in control.

Until he throws you off onto the padding or into the crowd! When you get thrown, there's a good chance you'll go flying into the crowd. Hopefully they're ready to catch you!

If by some miracle you manage to stay on for more than a minute and a half, the bartender slides you a bullrider special: a spicy whiskey cocktail with a hint of lime. Feel free to leave it up to pure chance, and have the mods roll a die for you to see whether you manage to stay on or not.


tl;dr:
  • There's a mechanical bull in the back of the saloon!
  • There's a strange deep voice in your head, coercing you into giving it a shot.
  • It's hard to stay on, but when you're on it, you feel powerful, bold and in control.
  • The padding's pretty thin and you'll get thrown hard when you do. You might hit someone!
  • If you stay on for more than a minute and a half, you'll get a fun little drink as a reward.



Apr. 20th, 2023

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2.0 Test Drive Meme

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2.0 Test Drive Meme

Welcome to Well! Characters arrive the same way every month. Your character arrives with only a handful of memories, clad in old west style clothes of your choosing, with no items from home. This month, there is a strong possibility that those old west style clothes include a pair of jorts or daisy dukes.

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 May onward, and can happen concurrently with other events during May and June. This will be the only TDM for April, May, and June.

Applications are open April 26th until May 1st, and May 27th until June 1st. Invites are available for friends of current players.

All-Night Diner
Content warnings: feelings of euphoria and mild intoxication, exhaustion

There’s banner over the diner's doorway reading Welcome!, with colorful flags drooping in the heat. Inside, the waiter greets you with a wide smile and an announcement:

“Welcome to the Stardust Diner! Pie’s on the house today. Have a seat.”

During the day, the diner is just that: a diner. You can get anything on the very extensive menu, including prickly pear lemonade. The pie is free, and everything else is put on the tab for your room that will never come due, probably. It seems like a shame to eat that pie all alone! Accepting a piece of pie makes you feel like you should share this moment with someone. Luckily all the booths are plush and open, and it’s easy to plop down with a stranger to share this special moment.

At night, the mood shifts. The diner’s neon sign is a beacon against the thick darkness, beckoning you in with blinking lights and a line of text reading FORGET YOUR WORRIES. Inside, country-swing music rolls in time with throbbing red lights. The tables have been pushed aside to make room for a makeshift sticky dance floor, and the atmosphere is intoxicating.

It’s as easy as anything to be swept along with the vibes, the dancing, the intensity of it all. When you start dancing, you really do forget your worries. You forget that you don’t know how you got here and that you don’t may not even know the person beside you; you forget that you’re supposed to be anywhere else except here. Everything feels briefly perfect and beautiful, meant to be, no matter what else is happening to you.

When you stumble outside, it will be dawn, no matter how long you think you’ve been there, and you’ll be exhausted enough to simply curl up right there in the sand and fall asleep. Hope you made a friend kind enough to drag you home, or that someone wakes you up!

tl;dr:
  • The diner is open and the pie is free.
  • If you get a slice of pie, you feel compelled to share it with someone.
  • At night, the diner transforms into essentially a nightclub. The vibes are intoxicating and you can forget all your worries and dance the night away.
  • You can only leave at dawn, and your body will be exhausted. Better get help getting back to your room!

Something’s Coming
Content warnings: blood, blood-sucking, monsters

A few hours after dusk, strange creatures begin to scurry from shadow to shadow, chasing after anything that moves: chupacabras. Large ones. They’re big creatures, the size of large dogs with spikes down their spines and tails, dark and hairless with fearsome teeth. They are everywhere, and they are hungry.

They are indiscriminate in who they try to bite: the biggest among you is just as at risk as the smallest, but the bigger you are, the more of them might come for the fight. No matter where you are, there’s a risk: they seem adept at making their way into buildings. You might find one looming over your bed, resting on your chest, getting ready to bite; one might slip into the diner while you’re dancing and latch on when you’ve forgotten to be concerned.

If a chupacabra manages to bite you, it will suck your blood, and it won’t stop until you’re completely drained unless you do something about it. Having your blood sucked by one is not a pleasant experience, it’s excruciatingly painful and the creatures will do their best to keep you prone while eating their fill. The more they drink, the more exhausted you’ll get, until it’s very difficult to fight them off.

They can be killed or scared off, but the further they are into a fight or into their meal, the harder they are to get rid of. If a chupacabra has latched on to you, you’ll need help escaping!

tl;dr:
  • Chupacabras strike the town at dusk.
  • They want to suck your blood, and are indiscriminate in who they attack. They will try and drain you completely.
  • They can be fought or scared off. It's easier to get rid of them if you have a pal.



The Walls Have Eyes
Content warnings: eyes, trypophobia

There are eyes everywhere. They peer out of cracks in walls, the floor, the grout in your shower, an open cut in your skin. There are even eyes in the craters on the moon, staring down at you unblinking.

These eyes seem familiar, even if you don’t remember them. You feel like you do. You feel a heavy weight settle over you when you look at them, guilt curdling in the pit of your gut.

The eyes belong to someone, or someones, who you’ve hurt or let down. They belong to your greatest mistake, to someone who you left behind, to someone who you regret. The same eyes over and over again, or the eyes of many who you’ve hurt, watching you, judging you, pleading for you to save them or apologize or make up for the mistakes you may not even remember making. You just know that you made them. They eyes don't lie.

The more you ignore these eyes, the more they seem to encroach on you: appearing in the walls, following you around corners, in the creases of your knuckles, the fold of your sheets. They replace the eyes of the people around you, the same eyes staring at you from everywhere you look.

Your skin itches with the constant feeling of being watched. Your head feels tight, and your own eyes feel too full, like there’s too much of you inside your skin. You’d do anything to get away from this feeling.

Soon enough, the mounting pressure explodes: you have to confront them and your guilt and your mistakes, and beg for the forgiveness they’re asking of you. Even if you don’t remember what those mistakes were, or why you should feel guilty, you have to tell someone. If you don't, the feeling will only mount, until all you can see are eyes. Eyes, just eyes.

tl;dr:
  • The eyes of someone(s) who embodies your regret appear in the cracks of the world around you.
  • The more you ignore the eyes, the more of them appear, and the more you feel an intense, heavy sense of guilt.
  • The guilt you feel can be based on things you remember, or things you don't. If it's based on things you don't know, your head will also hurt.
  • The eyes will ease if you admit your guilt, to the best of your ability. Tell someone your guilt, and the eyes will recede.
  • If you don't, your whole world will become eyes.



Jan. 3rd, 2022

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1.0 Test Drive Meme

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1.0 Test Drive Meme

Welcome to Well! Characters arrive the same way every month. Your character arrives with only a handful of memories, clad in old west style clothes of your choosing, with 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.

Applications open on January 20th, and the game opens on February 1st. Invites are available for members of the mods' plurk lists.

Put on your dancing shoes
Content warning: Alcohol, intoxication, altered mental state

Something’s happening at the Cactus Pad Saloon. It’s lit up bright against the growing night, and music spills out onto the street. Seems like a fun time that you should check out. In fact, it’s hard not to check it out: the closer you get, the stronger the urge to join the fun. If you’ve been spending a lot of time alone, you’ll feel even more compelled to come get a drink.

The bartender serves up anything you can think of: from whiskey to apple juice to blood, if that’s your preference. She doesn’t blink an eye, no matter what’s ordered. The funny thing is, no matter what you order, once you take a sip, the world feels a little easier to deal with, your worries seem to melt away. You’re flush with sudden confidence.

If you strike up a conversation with the person next to you, conversation flows like you’re talking to an old friend. You feel a sense of kinship, deep and meaningful, good or bad, that bonds you together.

The old record player is playing a fun ditty, and the longer you stick around, the more you’re tempted to join, or start, the dancing. Whether you’re a great dancer or you have two left feet, you find that you feel capable of dancing like no one’s watching. No one knows you here, after all. You barely know yourself, so why not draw a partner into the fray? A party’s better together!

If you end up staying there til closing time, the bartender kicks you out with a gruff “come back tomorrow,” leaving you to stumble home with your new best friend. What was their name again?


Sand trap
Content warning: Quick sand, potential drowning in sand

You step through a door into a room you didn’t mean to enter. You were trying to head into the saloon, or your hotel room, or the bathroom, and instead you’re here: in a small, tight, windowless room in a white-washed building. The air here is old, stale, and thick. Hazy gold light bounces off the walls, but you can’t tell where it’s coming from, since there’s no visible ceiling. The walls just stretch up and up into bright nothingness.

Someone else is there, too, coming through an identical door on the opposite wall. Both doors snap shut, and won’t open again, no matter how hard you try. They won’t even break.

This might not be so bad, except that a sound starts to fill the space: sand, trickling down the walls. It’s just a dusting to start. It comes sprinkling down above, seeping through the cracks in the door. The longer you stand there, the faster it comes: sand flows down the walls in massive torrents, building up on the floor, shifting and thick, trapping you in place.

The only way out is up. When you look again at the walls, you’ll notice it: about 10 feet up the wall hangs a flimsy rope ladder, half-hidden by the waterfall of sand. You’ll have to work together to even reach it, or maybe let the ever-growing pile of shifting, slippery sand lift you up? Be careful, because even if you manage to reach the rope, you both have to get out of here, and the longer you’re here, the faster and harder the sand falls. The ladder seems to go on forever, tens of feet up an endless wall. The better you work together, the closer the top seems. No matter how well you collaborate, they're at least 50 feet high.

When you’ve fought your way through the sand and reached the top of the ladder, you finally see it: the sand is coming in through the open windows of a steeple. You can’t see where it’s from, not really. You can’t see much of anything, but it’s clear: the only way out is, well, out. You have to jump, trusting that yourself and your companion will be safe.

Once free, you land together outside of one of the buildings or rooms you were trying to enter, like nothing happened at all. It’s a calm day, after all.

Memories of the living
Content warning: Cemetery, contemplating mortality

Dusk settles purple over Wellstone. Early stars are out, the moon is thin, and you find yourself inexplicably drawn to the graveyard. You can resist, but the more days you do, the harder it gets. The graveyard is calling to you in a voice you can’t hear.

While it seems small before you enter, once you start walking through the crumbling graves, it seems to stretch endlessly. You pass elaborate dust-covered crypts carved with strange angels; bleached wooden crosses overgrown with cacti; a crumbling old well, long gone dry; worn-down headstones jut at odd angles. Some graves have old offerings on them, brightly colored beads or candles or framed photos, sun-bleached beyond recognition.

You may have been walking for five minutes or fifty, but when you look around, you can’t see to find the exit. You hear howling, and see the flicker of lights from behind the graves, but you can never find their source, no matter how much you look. No matter how long you spend in the graveyard, the sun never seems to sink lower in the sky. An oppressive sense of being watched grows to the point that you whip around, expecting to find someone there until—

You do. You find each other. Others drawn here to the graveyard, walking among the crumbling stones, will end up by the same headstones. Exploring together eases the watchful feeling just a little, but it won’t help you get out. No, you’re looking for something. The exit? No, you’re sure there’s something more important than that.

If you follow your impulses, you may just find it: a gravestone, weathered, old, with a familiar name on it: yours. Your date of birth can be visible, but the date of death is too weathered to read. You may find an offering there, something small and meaningful to you, a small shiny coin or some bright beads.

Once you find your grave, when you look up, you’ll see the exit. You’re really not that far from it, after all, the rusted iron arch barely a stone's throw feet away. Your companion won’t see it yet. You can make a dash for it, get out of this awful place, or help your companion find their own gravestone. When your companion finds their stone, they will also be able to see the exit. Exiting together will alleviate the impulse to come back to this place. Leaving alone will only draw you back, making it more difficult to find your grave again.

You can take the offerings left on your grave if you want, but the sense of being watched will only grow greater until you’re compelled to return them, and leave another offering of your own.