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Entry tags:
DECEMBER TEST DRIVE MEME!
DECEMBER 2022 TDM
UNFORTUNATELY ALL TOO STANDARD ARRIVAL
THE MISDIRECTED
FROSTQUAKE
CODING
Another month, another test drive meme! Our test drive memes are open to anyone interested - regardless of whether or not you join our game!
All Test Drive Memes are game canon. Players can choose to keep their TDM threads canon or not. TDM threads can be used for AC and can be used as your writing sample for your application.
Our TDMs serve as a way to build into the actual lore and worldbuilding of Deer Country and we strongly encourage everyone to enjoy and participate! Current players are always welcome to pull prompts from the TDM to reference on the Network or bring into logs as well as tag out to new characters top-leveling on the TDM itself.
Characters will always be able to actively die during TDMs as this is an extremely dangerous world. You can still have this be game canon! Check out how character death in Deer Country works here.
If you have any questions about the TDM, please ask down below!
IMAGE DESCRIPTORS IN ORDER OF APPEARANCE
Prompt One
[Image One: Man in front of broken glacial ice]
[Image Two: Human face and shoulders, dripping blood with flaking skin]
Prompt Two
[Image One: Monstrous Human with sideways mouth and eyes]
[Image Two: Solitary Snowy Forest]
Prompt Three
[Image One: Frozen Zombie]
[Image Two: Icequake!]
All Test Drive Memes are game canon. Players can choose to keep their TDM threads canon or not. TDM threads can be used for AC and can be used as your writing sample for your application.
Our TDMs serve as a way to build into the actual lore and worldbuilding of Deer Country and we strongly encourage everyone to enjoy and participate! Current players are always welcome to pull prompts from the TDM to reference on the Network or bring into logs as well as tag out to new characters top-leveling on the TDM itself.
Characters will always be able to actively die during TDMs as this is an extremely dangerous world. You can still have this be game canon! Check out how character death in Deer Country works here.
If you have any questions about the TDM, please ask down below!
Prompt One
[Image One: Man in front of broken glacial ice]
[Image Two: Human face and shoulders, dripping blood with flaking skin]
Prompt Two
[Image One: Monstrous Human with sideways mouth and eyes]
[Image Two: Solitary Snowy Forest]
Prompt Three
[Image One: Frozen Zombie]
[Image Two: Icequake!]
WHEN: Last Week of November/First Week of December
WHERE: The Farther Shores
CONTENT WARNINGS: Body Horror, Frozen Wastes, Possible Transformations, Extreme Cold, weird offers of juice under suspicious circumstances?
WHERE: The Farther Shores
CONTENT WARNINGS: Body Horror, Frozen Wastes, Possible Transformations, Extreme Cold, weird offers of juice under suspicious circumstances?
The Heart of Winter in Trench is no time to enter the city as a sleeper. The entire beach is fully iced over with a glacially thick sheet of ice. Numerous patches of thick ice and heavy snowfall can be found around town, though they are shoveled to leave the paths accessible. Where the previous year, skates were rented and offered to those who wish to skate, the ice flows are far too craggy and irregular to be safe. Instead, cleats are given to those who greet and bring the sleepers to shore. Holes are bored at regular intervals deep into the ice flows and lights are lowered down into the holes to give guidance to sleepers' approach. When Sleepers rise from the depths, they find themselves in small wooden enclosures to protect from howling winds and bitter cold, able to form their bodies there in relative comfort in front of a censor with rocks heated by coldblood-infused stones especially for the purpose.
Outside of the bitter, and vicious cold, arrival to the city is a muted, quiet and otherwise uneventful occurrence. There are no tides of monsters. There are no horrific things waiting for people who arrive. There is simply a bone-chilling cold that numbs the soul a little. To help the people as they arrive, not only are they given their backpacks but they are also offered thick mugs of cocoa to help them cope with the cold. It seems to be helping quite a bit, actually. Yet, something about all of this seems off. The people of Trench are nervous, and there is an air of uncertainty in everything.
SEASONAL DETAILS ON THE BOARDWALK
Where normally there would be large food stalls set up and games, displays of beauty such as ice sculptures, the cold is bad enough that the people of Trench want not to be out as much as possible, and doubtless neither do the Sleepers. They are hustled and bundled from one small structure to another. Heavy winter furs that look reminiscent of great wolf pelts are given to everyone, especially those who have no clothing. But it is otherwise a strangely muted affair, though the people whisper of hope that the Shedding Ceremony is about to begin, and with it is the hope of new life and new birth in the City of Trench. In time, many will find that the symptoms associated with Madame Generosity's ceremony of shedding one's older self are in full swing throughout the month of January, complete with possible transformations and itchy, scaley skin conditions. Lovely.
Before every new sleeper leaves, however, a final gift is given. It is a small box, which contains a hand written note in scrawled black ink that is alarmingly similar to squid ink. This same box appears the morning of January 1st on the doorstep of every single home of a sleeper in Trench, without fail. If a person in Trench has strange accommodations, they nevertheless find this box where they would normally wake, or around a corner in the early morning with their name on it and no explanation. Inside the box are always the same items: 1 gallon of orange juice, 6 cans of chicken noodle soup, 4 boxes of tissues and what looks like an old world-war I era gas mask. The hand written note reads clearly 'DRINK THE JUICE!' Nobody in Trench seems to know why or who gave them.
Outside of the bitter, and vicious cold, arrival to the city is a muted, quiet and otherwise uneventful occurrence. There are no tides of monsters. There are no horrific things waiting for people who arrive. There is simply a bone-chilling cold that numbs the soul a little. To help the people as they arrive, not only are they given their backpacks but they are also offered thick mugs of cocoa to help them cope with the cold. It seems to be helping quite a bit, actually. Yet, something about all of this seems off. The people of Trench are nervous, and there is an air of uncertainty in everything.
Where normally there would be large food stalls set up and games, displays of beauty such as ice sculptures, the cold is bad enough that the people of Trench want not to be out as much as possible, and doubtless neither do the Sleepers. They are hustled and bundled from one small structure to another. Heavy winter furs that look reminiscent of great wolf pelts are given to everyone, especially those who have no clothing. But it is otherwise a strangely muted affair, though the people whisper of hope that the Shedding Ceremony is about to begin, and with it is the hope of new life and new birth in the City of Trench. In time, many will find that the symptoms associated with Madame Generosity's ceremony of shedding one's older self are in full swing throughout the month of January, complete with possible transformations and itchy, scaley skin conditions. Lovely.
Before every new sleeper leaves, however, a final gift is given. It is a small box, which contains a hand written note in scrawled black ink that is alarmingly similar to squid ink. This same box appears the morning of January 1st on the doorstep of every single home of a sleeper in Trench, without fail. If a person in Trench has strange accommodations, they nevertheless find this box where they would normally wake, or around a corner in the early morning with their name on it and no explanation. Inside the box are always the same items: 1 gallon of orange juice, 6 cans of chicken noodle soup, 4 boxes of tissues and what looks like an old world-war I era gas mask. The hand written note reads clearly 'DRINK THE JUICE!' Nobody in Trench seems to know why or who gave them.
WHEN: Last Week of December through End of January
WHERE: Outside of the Main Districts of Trench, the Wilderness
CONTENT WARNINGS: Horrifying Monster, Body Horror, Being Lost, Severe Disorientation, Hypothermia, Possible Death
WHERE: Outside of the Main Districts of Trench, the Wilderness
CONTENT WARNINGS: Horrifying Monster, Body Horror, Being Lost, Severe Disorientation, Hypothermia, Possible Death
There is no real warning about what comes. Somewhere in the last week of December, people just occasionally turn up missing. The numbers are never alarming, but they're greater than should have been expected in the month of January. Trenchies seem clueless to this, and the Hunters are left scratching their heads. They do not know what is causing the added disappearances, as none of the usual signs and warnings attend the recent uptick. This alone has them unsettled, and Trenchies begin to travel resolutely in pairs and trios everywhere that they go. The reason why becomes all too clear if one strays outside of Trench's main districts and wanders the roads between the districts or anywhere near the farms during this month and a half.
There is something out there. It can never be seen directly, but the sense that you are being watched is inescapable. Hints of a figure in the shadows of the trees are nothing new in Trench, but there is a definite air of malevolence to it, one that is obvious and pointed at your person the moment that you recognize that it is present and acknowledge its existence in any fashion or form. The creature is never there if you look directly at it, but if you happen to catch it more closely out of the corner of your eye, the horrifyingly twisted form of a human being whose eyes and mouth are turned sideways is barely visible, pointing at you!
This would be the time that many good hunters would attack, yet the creature is a slippery one. It never actually attacks directly and any time a person tries to turn to it, it is simply gone. Indirect attacks can cause it to flee, but it always comes back at some point, seemingly invulnerable to attack. What it does, rather than attack, is far more nefarious as its mere presence can be disorienting to anyone who encounters it. All sense of direction becomes lost, and the person can find themselves wandering further and further out into the wilderness, even if they were originally within sight of their destination. The more lost they become, the more that their mind descends into a fugue, one where concentration becomes worse and worse, and memory seems to slip away until they lose all sense of identity. The further out, the colder it gets, and the more the smell of rotten eggs lingers, fetid in the air.
The spirit is eventually identified by some of the Arcane Scholars as not being native to Trench, and they believe it is from somewhere much further in the north, from places far removed from this town. There are only snippets about one of their kind ever being encountered in Trench before, and the reports said it eventually became lost and left again, as will this spirit. It is indestructible and unkillable, as it is already dead. The only true defense is to, when the smell of rotten eggs comes along, to cover the mouth and nose completely. The burning of incense also helps, anything to block out the foul odor, which turns out to be the likely vector of its disorienting effect. If they happen to have a compass that unerringly shows direction from prior events, those too can be a protection of sorts finding their way back. If one travels too long out in the wilderness, though, there are fears that one might become as lost as the spirit and die in the wilderness, ultimately sharing the fate that brought it into existence. Even those who escape the spirit's wrath may have lingering memory issues, though those should pass over the next week.
There is something out there. It can never be seen directly, but the sense that you are being watched is inescapable. Hints of a figure in the shadows of the trees are nothing new in Trench, but there is a definite air of malevolence to it, one that is obvious and pointed at your person the moment that you recognize that it is present and acknowledge its existence in any fashion or form. The creature is never there if you look directly at it, but if you happen to catch it more closely out of the corner of your eye, the horrifyingly twisted form of a human being whose eyes and mouth are turned sideways is barely visible, pointing at you!
This would be the time that many good hunters would attack, yet the creature is a slippery one. It never actually attacks directly and any time a person tries to turn to it, it is simply gone. Indirect attacks can cause it to flee, but it always comes back at some point, seemingly invulnerable to attack. What it does, rather than attack, is far more nefarious as its mere presence can be disorienting to anyone who encounters it. All sense of direction becomes lost, and the person can find themselves wandering further and further out into the wilderness, even if they were originally within sight of their destination. The more lost they become, the more that their mind descends into a fugue, one where concentration becomes worse and worse, and memory seems to slip away until they lose all sense of identity. The further out, the colder it gets, and the more the smell of rotten eggs lingers, fetid in the air.
The spirit is eventually identified by some of the Arcane Scholars as not being native to Trench, and they believe it is from somewhere much further in the north, from places far removed from this town. There are only snippets about one of their kind ever being encountered in Trench before, and the reports said it eventually became lost and left again, as will this spirit. It is indestructible and unkillable, as it is already dead. The only true defense is to, when the smell of rotten eggs comes along, to cover the mouth and nose completely. The burning of incense also helps, anything to block out the foul odor, which turns out to be the likely vector of its disorienting effect. If they happen to have a compass that unerringly shows direction from prior events, those too can be a protection of sorts finding their way back. If one travels too long out in the wilderness, though, there are fears that one might become as lost as the spirit and die in the wilderness, ultimately sharing the fate that brought it into existence. Even those who escape the spirit's wrath may have lingering memory issues, though those should pass over the next week.
WHEN: First week of January
WHERE: Anywhere around Trench
CONTENT WARNINGS: Natural Disaster Horror, Frostquakes, Falling Peril, Sinkholes, Fear of the Dark, Frozen Zombies!
WHERE: Anywhere around Trench
CONTENT WARNINGS: Natural Disaster Horror, Frostquakes, Falling Peril, Sinkholes, Fear of the Dark, Frozen Zombies!
At first you think you're being treated to something spectacular! There's a small scale aurora that shows itself in the sky over your head. It's breathtaking and quite stunning to behold. The truth of the matter is all too real almost immediately afterwards however. There is a dull, booming crack as the frozen ground underneath your feet breaks and shudders, giving way! It's an earthquake, or more accurately a frostquake. In and around the city of Trench, as the temperatures shift in the dead of the cold of the Bone Moon, ice flows and patches of snow shift and compress against the ground, causing localized earthquakes to occur.
These frostquakes can damage buildings, causing items to fall, breaking plaster and the like. They are not, however, strong enough to do permanent harm to the buildings unless they are themselves structurally unsound. Each of them is localized, their experience not traveling more than two city blocks way each time one strikes. However, if you are unfortunate enough to be outside when it happens, they have an alarming habit of striking under the feet of unwary sleepers. Every time one of these frostquakes occurs, a patch of ground opens up temporarily into a deep sinkhole!
Falling into the hole can be an unpleasant sequence of events, but the ground beneath is littered with snow and something soft. Though banged up, the sleeper should be able to survive the fall intact. It's getting back out that is the problem. The walls aren't sheer, but it's a difficult climb. A rope can be thrown down, but it's very dark and cold in the space, making it hard to see much of anything. The real danger lies in the fact that they find that they are not alone! The 'softness' that they landed upon turns out to be a small number of other unfortunate souls who once fell in a prior frostquake, their bodies freezing to death long ago and rising as undead, waiting for an opening to escape. They attack blindly and though they can be defeated, they are still quite strong. Unlike some zombies, they do not hunger for flesh, but for the escape from their icy tomb and will do anything to crawl their way out, where they can wreck havoc finally on the living! Better deal with them quickly!
These frostquakes can damage buildings, causing items to fall, breaking plaster and the like. They are not, however, strong enough to do permanent harm to the buildings unless they are themselves structurally unsound. Each of them is localized, their experience not traveling more than two city blocks way each time one strikes. However, if you are unfortunate enough to be outside when it happens, they have an alarming habit of striking under the feet of unwary sleepers. Every time one of these frostquakes occurs, a patch of ground opens up temporarily into a deep sinkhole!
Falling into the hole can be an unpleasant sequence of events, but the ground beneath is littered with snow and something soft. Though banged up, the sleeper should be able to survive the fall intact. It's getting back out that is the problem. The walls aren't sheer, but it's a difficult climb. A rope can be thrown down, but it's very dark and cold in the space, making it hard to see much of anything. The real danger lies in the fact that they find that they are not alone! The 'softness' that they landed upon turns out to be a small number of other unfortunate souls who once fell in a prior frostquake, their bodies freezing to death long ago and rising as undead, waiting for an opening to escape. They attack blindly and though they can be defeated, they are still quite strong. Unlike some zombies, they do not hunger for flesh, but for the escape from their icy tomb and will do anything to crawl their way out, where they can wreck havoc finally on the living! Better deal with them quickly!
no subject
Good. Try not to move too much, I'm coming.
[And with increased speed and far more vigor, because now Ochako's not palying around. If there's some kind of monster, or Beast, down there with him, they need to get out sooner, rather than later. Ochako doesn't turn her light off, she keeps it on and finally sees the ground, repositioning herself and releasing her quirk to fall the slight distance to the ground and sink into the snow a little. Immediately, she shines her light around the area, hoping to find the young man and not...something else.]
Sunny-kun?! I'm at the bottom, can you see me?!
no subject
Another one of the snake like things pops out of the snow near the first one. The snow between them keeps shifting until something else emerges between them. This time he could tell what it was. It was a head. Oh. Then those other things were arms.
That was bad.]
I can see you. [At least Ochako was here. He waves his hands above his head hoping to get her attention better.] Also, a body's coming out of the snow. [Just as a heads up.]
no subject
There's a moment where the fear, her phobia of paranormal things like this, starts to seize up her muscles, but Ochako fights it back and rushes to where Sunny's voice was heard, picking up a heavy stone on her way.]
DON'T GO NEAR IT!!
[Activating her quirk on the hefty rock, Ochako hurls it at the body that just now started to rise from the snow, hearing the deafening crack of stone hitting bone and splintering. It echoes, and Ochako feels a chill run up her spine as other sounds start to move in the silence, that of shifting ice and snow. She hurries to Sunny's side.]
We need to go, right now - do you need me to carry you?
no subject
Sunny presses his hands against his mouth, trying to suppress the panic that was starting to well up in him at the noise. At the familiarity of it. The thump and crack and then the lack of movement.
This wasn't like that. This wasn't the same. His life was in danger and he had to keep it together.
The horror strikes him so hard that it takes Sunny a few moments to recognize Ochako's approach. Another few to process her question. The bodies coming from the ground are more aggressive now, some have pulled themselves out completely and are shambling towards them. Their hands reach out, waiting to grab either of the teens.
Sunny swallows and shakes his head.]
I can run.
no subject
Squeezing his shoulder, mostly to get him to focus, she offers a smile. It's meant to be reassuring - he's safe with her, she'll protect him.]
Good. Once we're far enough away, I can get us both out of here. I don't want them to try and grab us once we start floating...my boosters don't work well until we're at a specific height!! [Ochako jerks Sunny away as a zombie come in from their blind spot, teeth gnashing, and she blocks with her wrist guard, then smacks it with her palm. The zombie groans, then begins to lift off the ground slowly...then much faster when Ochako kicks it square in the chest.] No more time, they're closing in!! I'll clear a path, then we make a break for it!
no subject
Okay, I'm ready. [His brow furrows lightly, ready to dash when the path was cleared. An errant hand from beneath the snow grabs his ankle, however, and his eye widen. He tugs at his leg, before trying to use his other leg to stomp it without falling over in the processes.
There's another crunch as he manages to snap some of the delicate finger bones, but he loses his balance and grabs onto Ochako's shoulders to keep himself from face planting into the ground.]
Sorry.
no subject
She catches Sunny easily but doesn't let him go just yet. There's no other way, she has to use her wires and hope the ice and rock is steady enough to pull them up before floating higher to use her boosters.]
It's fine, are you okay? [She pulls him a little closer.] Ne, I don't think running is going to be so simple...but I can get us up with my wires. It'll be risky, and you need to not let go of me, okay? You won't fall, Sunny-kun, I promise, but I don't trust the winds in this ravine.
[If he's under the influence of Zero Gravity, and the wind picks up...Ochako could lose him in the darkness, and he'll freeze in this blizzard. As Ochako lets all her finger touch onto Sunny, there's a butterflies in the stomach sort of sensation as her fingertips flash pink for a second, and he's starting to lift off the ground inch by inch until Ochako secures her one arms around his waist.]
no subject
A small, distracting thought from the horror that was unfolding around them. They couldn't even run, it seemed. Sunny forces himself to focus on what Ochako is saying instead of how increasingly trapped he was starting to think the both of them were.
She knew what she was doing, he'd trust in that.]
I won't let go. [He promises. Sunny was going to cling to her with all of his might. The feeling of lifting off the ground only emphasized how much he was going do need to do that. Immediately, he grabbed onto her shoulders even more tightly. He wasn't going to fall. She'd said that. But the winds? Something bad could happen with the winds and he wasn't willing to find out what.]