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Sodder ([personal profile] sodder) wrote in [community profile] soddersays2018-10-30 04:39 pm
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November 2018 Test Drive Meme




NOVEMBER 2018 TEST DRIVE MEME









Welcome to November's Test Drive Meme! This month's Test Drive's theme is: WONDERLAND.

All Test Drive Memes contain at least one clue to the Deerington's upcoming in-game events for the month! Keep your eyes peeled! But...not literally.

Characters may die during TDMs, but you do not need to count it towards a game-canonical death unless you want to. Consider it a freebie. All TDMs can be considered game canon as TDMs introduce minor aspects about the world of Deerington that can be revisited by characters later on in the game. You may also use TDMs for your application writing sample as well as AC.

PLEASE NOTE: Due to the nature of November's plot, character arrival prompts are unavailable in this month's Test Drive. Throughout each prompt, all characters will very clearly feel as though they are still stuck in a dream, and are working on a way to get out.

CW: Body horror (growth/shrinking), implied drugging, violence via swords and bludgeoning

Don't forget to tag content whenever necessary. Have fun!











BEGIN AT THE BEGINNING


The hallway you've ended up in is long and narrow, almost seeming to twirl in on itself as it spirals a long way out of sight. There's no means to go back the way you came - it's walled off now, somehow, though you're not sure when or how it happened - and so you realize if you want to leave, the best thing to do is just move forward. You walk along the checkered marble floor, the click and the clack of your shoes echoing off the twisted walls, the only sound in the whole place as you move.

You're almost convinced you're never going to find the end of this hallway, until you start to see a pinprick of light in the distance. Maybe you even pick up your pace when you start to see it. Regardless of whether you keep at an even walk or you sprint towards the light, you eventually get to the end of the hall. The ceiling has stretched up way out of sight at some point, but there's still a light shining down from somewhere, casting a large spotlight on the only two objects in the room: a fairly large dollhouse on the floor and a table with a cup filled with what looks like punch and a plate with a piece of cake on it. There's a sign, neatly handwritten in black ink: EAT ME! DRINK ME! At least it's to the point.

You can choose to ignore that sign, but as you observe the dollhouse, or the hall you're trapped in, there are two things that might persuade you into realizing it's your only option: 1) There's no door at the end of this hall in order to let you out of it, which means you're still as trapped as you were at the start. And 2) There is a door on the front of the dollhouse and if you squint, you can see a tiiiiiiny key stuck in the lock.

This all might be looking familiar to a fortunate few.

Eventually, you'll have to cave, or end up sitting there forever. Whether you choose the cake or the cup, the moment you swallow, you'll start to feel an uncomfortable ache through your whole body. Soon you can start to feel your bones caving in on themselves, your muscles tightening and shrinking, and your whole body might even start to feel like it's about to implode. It's agonizing - worthy of a scream or two as the magic works through your body, and you see the world starting to become bigger and bigger...

And all at once, it stops. The dollhouse now looks as big as a real house and that key? Is just the right size for your hand. You turn the key, push open the door, and enter into a grand foyer, brightly lit and covered in flowers and ribbons. On top of that? You're no longer alone - someone is in the room with you and they seem to have been stuck waiting for someone to help them explore the house.


TAKE SOME MORE TEA


Sometimes dreams just don't make sense. And this room seems to be the one that sticks out the most. You can see the ceiling, decorated with whimsical paintings and colorful chandeliers, and you can see the four walls, but the ground is definitely grass and dirt, and somehow there seems to be a fresh breeze blowing through, bringing in the crisp air of fall and the scent of burning leaves. Strange, since the grass is so green, strikingly so when compared to the white linen of the table cloth covering the expansive table in the center of the room, and there's not a fallen leaf to be seen anywhere.

There is, however, several place settings, several tea cups, and several tea pots. Your favorite treats are stacked high on the plates in front of you, smelling so fresh your mouth is watering already. It seems like a feast just for the two of you and your stomachs are starting to growl. Maybe sitting for a little while to rest and eat wouldn't be so bad, right? You notice name cards in front of each place setting and eventually, you find your own names, neatly printed in bold lettering. It's best to take a seat if you're going to dig in.

As you start to pile food onto your plate, you notice there's a card between the two of you, with a fun riddle printed out for you to solve:

I'm as small as an ant,
as big as a whale.
I'll approach like a breeze,
but can come like a gale.
By some I get hit,
but all have shown fear.
I'll dance to the music,
though I can't hear.
Of names I have many,
Of names I have one.
I'm as slow as a snail,
but from me you can't run.
What am I?


It might seem like fun and games, but you'll find that as you eat, your mind is getting a little foggier, and the words are blurry and harder to understand. You think it's time to go and you get up from your seat to do just that, but the door you came through - the only door in the room - is locked.

Chances are that riddle is your only means to get that door open. When you finally do solve it, a bright light will appear, and you'll need to stand in front of it, lining your shadow up with the handle, and miming turning it in order to get the door to open itself.


OFF WITH THEIR HEADS



The strategists might enjoy this next room when they open it; in front of you is a giant chessboard, one half of the board all set up and ready to go, and the other half of the board just missing a few pieces in order to get started. The Knight seems to have gone off to do his own thing and, much to the dismay of those around them, the Queen seems to have made herself scarce as well. But luckily for you both, there's two of you! And you seem to be just in time to take the place of these missing players.

Once you each settle into your chosen square, the game begins. It seems pretty tame at first - pawns moving to various pawns, and maybe one of you is taking charge and shouting for where each piece should go next. Best left to the Knight, likely, considering the strategy needed for that particular piece. And all is well and good and fun - until the first piece gets taken. Or, rather, not so much taken, as suddenly smashed to pieces by their opposition.

It doesn't take long to realize the same will happen to you if either of you are captured by your enemies. You have to rethink now, figure out the best strategy to not only win the game, but to make sure that neither of you ends up dead on the way there. You see the other Knight has a giant sword, one that seems to slice through the marble pieces around you like they're made of butter.

If you fail, you can try and dodge the blast, and you could also choose to run from the start; but there's a high chance the pieces will begin to revolt and come after you. You can either play the game or try and fight your way to the door. An interesting dilemma, considering that you're unarmed.



I AM NOT MYSELF, YOU SEE


This dollhouse is filled with tons of rooms, all of which seem to have their own unique flair, and sometimes they seem to be very much filled with the uniqueness of you. As you and your companion explore each door, you eventually start to open ones that seem to contain pieces of them or pieces of you put onto display. How is that possible? Well, you're not quite sure, but it certainly seems like they've managed.

Some of these rooms may hold memories playing out like strangely made stop-animation films; clay versions of yourself and anyone who was in the memory with you, mocked up to put your deepest secrets or your happiest moments into a visual reality. Other rooms may hold objects that relate to your very being - either physical items from home that were exceptionally important to you or metaphorical symbols of who you are as a person. A heart for loving, a stuffed lion (or a real lion, though you'd better hope it's friendly) for courage... All those stereotypical links people have created to show who they are over time.

There's no choice but to keep searching these rooms, though, learning more about yourself and your companion than either of you probably ever wanted to know - because eventually, one of those rooms? Is your ticket out. You'll know when you see it. A giant mirror will be leaning against the wall, the image fuzzy and rippled and not at all the reflection of the room around it. If you put your hand to it, it will sink right through. So long as you don't shy away in fear, you've finally found the end to this dream - or nightmare, as the case may be for some.

corny: (033)

[personal profile] corny 2018-10-31 03:25 am (UTC)(link)
You still think we have to play through to get out.

[ he really doesn't want to do this, worrying his lip as he studies the board. this is not the time to spiral out, luke. ]

Okay, okay. What would Bobby Fish do? Give me a minute.

[ he walks around a few times, trying to get a better idea of what pieces are where. he scrubs a hand over his face and hopes he's not about to get them both killed. ]

E2 to E4.

[ the second he says it the giant white pawn surges to life and he watches it with horrified fascination. ]
hexse: <user name=castledust site=livejournal.com> (vlcsnap-00415_zpsiuzsk0xc)

[personal profile] hexse 2018-11-01 05:42 am (UTC)(link)
I think we should play until we find a way out.

[ Wanda follows him as he moves, not content to really stay in one place. She, too, watches the pawn move, head tilted to the side. It comes to a grinding halt, and the room is silent again.

It's eerie. Unsettling. Wanda's almost afraid to break it. ]


Now what?
corny: (052)

[personal profile] corny 2018-11-01 06:14 am (UTC)(link)
Now... we run.

[ he grabs her hand and yanks her out of the way just in time for the black bishop to slam their pawn to bits. yeah, so fuck this. sorry wanda, but he needs to get out of here. ]
hexse: <user name=castledust site=livejournal.com> (cw0073)

cw blood

[personal profile] hexse 2018-11-03 01:57 am (UTC)(link)
Oh—!! [ She stumbles a little as she's pulled, wincing at the sound of the impact. She throws up her hands at the last second, sending the shrapnel headed their way flying away from them.

And then she presses her fingers to her nose. Blood. That's never happened before.

Yeah, she's not going to argue running. ]


Let's go.
corny: (007)

[personal profile] corny 2018-11-03 03:42 am (UTC)(link)
[ woah. she's a super, and if he weren't running for his life right now he might even put together the pieces. that bloody nose can't be good though, maybe her power's on the fritz like his is. ]

Are you okay?