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soddersays2019-11-23 01:49 am
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Entry tags:
DECEMBER 2019 TEST DRIVE
DECEMBER 2019 TEST DRIVE MEME
Welcome to December's Test Drive Meme!
This month's Test Drive's theme is: PROPHETIC HORROR.
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.
CW: Possible death via exposure (freezing), Krampus imagery, possible vore, visual and auditory hallucinations, monster violence, stalking, decapitation
Don't forget to tag content whenever necessary. Have fun!
This month's Test Drive's theme is: PROPHETIC HORROR.
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.
CW: Possible death via exposure (freezing), Krampus imagery, possible vore, visual and auditory hallucinations, monster violence, stalking, decapitation
Don't forget to tag content whenever necessary. Have fun!
VANISH LIKE THE WARM STOVE
But there’s something unusual about the cold. It feels bone-deep and no amount of layers or staying inside seems to make it shake. Your teeth are always chattering, you feel the need to hunch in on yourself to keep any heat from escaping, and if you look at your hands, you might see them go from bright red, to white, to even the slightest tint of blue throughout the day. You’re getting colder by the minute and it feels like there’s no way to stop it. Maybe you’re just doomed to freeze.
The box is waiting on a bench. You didn’t see who placed it, but there’s a small tag with your name on it, so clearly it was meant for you. If you ignore the box, it will start to show up on random surfaces around town wherever you might be; the kitchen counter, a desk or display case at your work, the floor of your bedroom… No matter where you are, the box is there too. Eventually, you might as well just give in and open it.
Inside every box are three matches. They’re relatively long, like the sort you’d use to light a fire in a fireplace, and they appear to be completely normal. People who can sense magic won’t get a reading off of the match and no amount of testing the wood or the tip will show anything other than the exact chemical make up one would expect. So maybe they’re safe! There’s a small note tucked inside the box with only two words written in childishly messy scroll; Keep Warm.
If you light the match, you’ll find that you’re instantly starting to feel a little less cold. It’s the first bit of heat you’ve managed to snag in so long that you’ll probably find yourself a little desperate to hold onto it. The matches burn at a relatively steady rate, not too fast or too slow, and the wind can easily blow them out, so be careful! You’ll have to protect the flame from the elements if you want to keep yourself toasty. The only strange thing that you might notice is that whenever you’re near another person who has a lit match, both the matches seem to burn a little stronger and stay lit a little longer. So maybe you’ll have to pair up and learn to share. If you’re smart, you’ll light just one of each of your matches at a time, giving you a total of six chances to keep yourself from freezing to death.
There’s always a catch though, isn’t there? Each match will come with a unique vision as the flame dies out. A vision that can be seen by both of you. The vision will belong to whoever’s match as burning and it will be as vibrant and detailed as if you were really in the middle of it.
The end of the first match will show you something you want. It can be anything; a warm meal, a new bed, an object from home you’ve longed for. You’ll be able to pick it up, taste it, smell it, do whatever you would normally do; but at the end of the day, it isn’t real, and ultimately you might find that you’re just chewing on your own (or your companion’s) hand.
The end of the second match will show a vision of someone that you miss. Whether it’s from home, a previous world, or someone who’s come and gone from Deerington, you’ll see them clear as day, calling for you and beckoning you to come with them. It’s probably best to not. After all, you’d have to leave your matches behind, and it’s cold out there.
The end of the third match will show you a vision of somewhere you miss. It’ll be like you’re standing in the middle of the very place you’ve been longing for ever since you arrived in Deerington — maybe even longer. It’ll look, sound, smell, and feel like the place you’ve missed most. It’s almost easy to want to stay and forget to come back to reality and light your next match.
If you both can make the six matches stretch until the sun sets, you’ll find that the cold has finally broken, and you’re able to keep yourself warm again. If you don’t? Well, it’s time to find someone else with a bundle of matches, and hope they’re okay with some basic invasion of privacy to stop you both from getting hypothermia.
BETTER WATCH OUT

It might just be the paranoia from having to flashback to your worst memories at all hours of the day, but eventually you start to feel like someone (or something) is following you. You hear the scrape of nails against cement, the thud of heavy footsteps, or the sound of a heavy sigh by your ear accompanied with the smell of rancid breath. But every time you go to look, it seems like there isn’t anything there. No matter how logical a person you might be, you still end up feeling a little on edge, and you know you’re right about being… well, stalked. You may not be the sort who usually goes for comfort from others, but something inside of you tells you that maybe you’ll be a little safer if you aren’t alone. You seek out a friend, a colleague, or even a complete stranger— just someone who might make this creeping suspicion of being watched go away for a little while.
Except the moment that the two of you are together, Krampus finally arrives. He seems to fall from the sky, landing in front of you with a ground shaking thud, his long tongue hanging out of a mouth filled with razor sharp teeth. He’s ever bit the demon you’d expect him to be and he looks hungry. You can try to run or you can try to fight, but he’s quick and strong, certainly hard for any normal human to take down. And if you look into his eyes, then things are about to get a whole lot worse.
Whoever locks eyes with him will have the very thing you have been feeling guilt over put on display for both you and your companion to see. It’ll be like you’ve been transported directly into the memory, Krampus’ clawed hand gripping your shoulders and forcing you to watch whatever your shame is play out in front of you all over again. The detail is striking and there’s nothing left out, no matter how hard you or your companion try to stop it.
When the memory stops playing, Krampus will start to move his tongue around you, wrapping you in the long, blood red muscle like it’s a snake. You can try to break free and it’s possible to cut the demon’s tongue with a sharp blade if you or your companion happens to have one; whatever you do, it’s best to do it quickly before you end up a snack.
Krampus can be taken down in one of two ways; either the person who is experiencing the guilt must confess their sin out loud and profusely apologize, begging for forgiveness for their misdeeds or he can be taken down in a somewhat simple ceremony. The chains dangling from the Krampus wrists must be grabbed and somehow secured into the ground; this will weaken Krampus greatly and leave him more vulnerable to attack. Once he is secured, you must take off his head. It doesn’t matter if it’s cut off, ripped off or blown off, the moment the neck is severed from the rest of the body, the Krampus will turn a deep black, like coal, before crumbling into dust, leaving only the head behind.
A little messy, but definitely efficient.
Character Arrival
You can read how all characters arrive in Deerington here.There is not a collective "all these characters showed up at the exact same moment" occurrence in Deerington. Since characters fall asleep, die, or pass out at various times throughout all their worlds, it wouldn't make too much sense if they arrived in game all at the exact same time. There should be some discrepancy between character arrival, whether by a couple minutes, hours, or even days up to a week.
The players are entirely in control of how/when they want to play their characters arriving in Deerington. For TDMs, you can play it like your character has just arrived and that can be maintained as your game canon, or you can wait until game events for that moment. Or you don't need to acknowledge it at all. The flexibility for character allows a bit more of an organic feel to the character arrival situation, so please play it to whatever feels right for you.
If you are interested in having an "arrival" introduction for one of your TDM prompts, you are more than welcome to explore that option.
no subject
but she doesn't think she'll have to convince katherine in the same way. she'll just need to let katherine decide for herself, and in the meantime, not do anything to make herself look like she'd be a threat... which should be easy.
just like katherine said to her, caroline has no reason to screw the other over. what would be the point? this place is enough of an enemy for a whole town of vampires. ]
Alright. [ easily given, a tip of her coffee cup in katherine's direction. ] But you're buying the drinks next month.
no subject
it reminds her of pearl. i get this, you get that. it's the type of banter she recalls many years ago before she decided her self-preservation was more important than maintaining a friendship. she misses her. pearl would never have bought her a cup of coffee, though.
before she lifts her cup to her lips again, ] Where are you living? [ easily, and almost like she's making a joke, she says, ] I don't think it's a shock to you that I'm going to scope out the places there.
[ does katherine know where caroline is? yes and no. she's a paranoid 539 year old vampire—she's going to know the streets everyone lives on. ]
no subject
Out in the country, I think. Clarke Acres. [ in a big old virginian farmhouse, ripped from the history books of the countryside, like the ones her mother's parents had owned when she was little. ] I have ghosts for roommates.
[ is that a joke? whoooo knooooows. (get it) ]
no subject
You don't.
[ ghosts usually come in the form of vampires or witches, not actual casper ghosts.
she's over 500 years old, seen some crazy shit over the centuries, and still, she does not believe in ghosts. she believes in immortal, mythical legendary creatures, but when it comes to actual death, you're gone. donezo. ]
You just have a very creaky house, Caroline.
no subject
[ she knows what bonnie would say. it's witchcraft. the work of another vampire. it's caroline's lack of sleep or generally distracted mind that's leading her to forget where she put things or what time the grandfather clock read in the study.
it's not mostly-invisible protoplasm in the shape of small girls in victorian nightgowns, no matter what caroline thinks she saw. ]
no subject
as for the moving candles... that's easily explained away. ] Or you're in a new place and you don't know where you've put things.
[ yeah, not believing for a second there's a ghost here, blondie. she can bring her casper and katherine will still think someone's bewitched a sheet to appear like a corporeal person.
pursing her lips, she grabs her cup and casually murmurs over the rim, ] Maybe that senile vampirism is already settling in.
[ no one can't say katherine pierce isn't a shit stirrer. ]
no subject
I didn't put the candles anywhere. They were on the countertops, and then I turned around, and they were on the dining table. They just moved.
[ candles don't move on their own. they don't have feet. they don't have brains. they're candles! ]
Very funny. If I'm senile, you're a vegetable.
no subject
a vampire afraid of alleged ghosts. ha. is the tooth fairy real, too? ]
This very fresh and young vegetable believes you. [ her tone of voice (which is a light laugh) suggests otherwise. she is, after all, openly smiling. ]
no subject
You'll see, okay. Come have lunch with me sometime, and I'll introduce you.
[ she hasn't learned the ghosts' names yet, but she will. she will hold a seance and think of bonnie the entire time if she has to. ]
no subject
leaning back in her chair, arms crossed against her chest, she declares her disbelief with a shake of her head. ] Will these ghosts be your chairs covered in white sheets? Is one also called Casper?
[ ngl, she's having a lot of fun with this. ]
no subject
[ of course they aren't sheets on chairs. she knows the difference between play and reality, even if it's impossible — but then, what really is impossible? they're in a nightmare, caroline's been apparently written in as homeowner of a strange new southern mansion, damon's around pretending he hasn't lived the last five years of his life...
why would ghosts suddenly be the limit of what seemingly impossible things can't be real? ]
I don't know their names yet. But I'll ask, and then you'll be introduced, because they're real.
no subject
[ she won't be seeing it, though, because katherine knows 1) she's not being invited to caroline's place despite the friendly talk that she will be and 2) ghosts aren't tangible for anyone to see who wasn't jeremy bland gilbert. it's sheets! ]