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soddersays2018-10-30 04:39 pm
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Entry tags:
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

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

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:
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

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

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.
off with their heads
As the other knight, X'rhun knows how to play the position. They look like two peas in a pod, in fact, save for his tail and ears, chapeau hanging from his belts rather than on his heat.]
Oh no, this is absolutely what what I would expect from Deerington.
And there are rather obscure rules to this town, being honest... I would not presume to say that we are safe here, but mayhap we could play the game first, and see if we can win without sacrificing ourselves?
no subject
Otherwise, it is a great matchup. She observes the "battlefield" of the chessboard quietly, trying to decipher if she can figure out something... anything... to do with this.]
That is three pieces we have to try to keep safe, including our King. Are you well versed in such strategy? [Doesn't hurt to ask. She could do something with this, but she's not sure how skilled their 'opponent' is. Who is even controlling these things?
Maybe the King isn't whom they should be attacking anyway.]
If not, I'm sure there could be some arrangements to be made.
no subject
Four pieces-- if we were to loose our Queen, we must needs have a pawn ready to promote. [Then X'rhun stretches, cricks his neck as his tail waves behind him. Right, now he's properly ready to think.]
If I were to have that pawn move one pace, it shall be taken by the knight that removed its fellow's head-- but that leaves it open for yourself to take. What say you?
no subject
[Funny, because the Cainhurst Knights typically tried to protect Queen Annalise, but this is not that time.
She ponders the strategy momentarily - the pieces tend to move themselves eventually, so there's not much time to ponder, but she nods.] It may put me in an exposed position, but I think risk may yield reward, here.
no subject
Then the Miqo'te directs the furthermost pawn to take a step forward, his ears twitching as they swivel forward.
And he winces as the opposing knight leaps forward once more and takes its head as a prize.]
Now!
no subject
The Pawn is exploded into bits, used as bait as it was, but Maria has her chance, and she takes it, using her Quickening to move, and, in a flash, come up right next to the enemy Knight... and swiftly dismantle it with a few broad strokes of her swords.]
... These pieces really are made of solid stone, it's quite hard to cut through them.
no subject
Meaning we must hope our blades wont be dulled too much after this. [A small joke, in an attempt to lighten the mood, even as he sees an enemy pawn on his side of the board move forward, and he prods one of the pawns before him to cut off its advance, creating a stalemate between the two pieces, either one unable to advance with the other blocking its way, until another piece comes to deal with it.
But even as he's busy working on a strategy that will shift with the way the enemy will move, he does find time to compliment her.]
Your form is impeccable however, my friend! I've not seen the like.
no subject
And to make sure she and he are on the same page, and that they are going to be able to win. He plays a bit more conservatively than she would, but when there are two lives at stake, here, she doesn't blame him much.]
Thank you. If it weren't for the fact you'd likely be confused for a Beast, I would happily take to a hunt with you, as well. [Or she would've. Before being a Hunter became a... problem.]
no subject
Though really, he's not at all offended by her assumptions. Too many people have mistaken him for one thing or another, here in Deerington. He's become inured.
The way one would become inured to aching scar tissue.]
And my kind are indeed natural hunters, I have been out finding bears and pantera the moment I turned old enough to be allowed on such ventures!
[Still, he's strategizing, working. One enemy bishop comes menacingly close to his companion, except it's made a mistake, and she's not on the right square for it to remove her from the board.
For his part, he finds his own pick, taking a great leap through the air to snatch a pawn he's only just noticed is in the right range for his required movements. And he doesn't just come down on it-- he comes down on it with a number of ghostly blue broadswords and simply crushes it to pieces.
Excessive force? Of course.]