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methuselah ([personal profile] singmod) wrote in [community profile] singillppl2023-10-09 11:52 pm
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October 2023 Test Drive Meme

OCTOBER 2023 TDM


PROMPT ONE — ARRIVAL: METHUSELAH'S FEAST: A new group of arrivals find themselves lost in the frozen wilds and vulnerable to the dangers of nature. With luck, they make it to the town of Milton, and to a friendly face offering food, warmth and shelter — not to mention the fact they are not the first to come here.

PROMPT TWO — GUILTY PARTY: Interlopers are kidnapped and held captive by a being and forced to confess their wrong doings, or face fatal consequences.

PROMPT THREE — OFF THE BEATEN TRACK: Interlopers get more than they bargained for when a mysterious albeit friendly dog comes across them and persuades them to follow them into the wilds.


ARRIVAL: METHUSELAH'S FEAST


WHEN: Mid-October.
WHERE: Milton, Milton Outskirts.
CONTENT WARNINGS: potential animal attacks, potential injuries, potential cold injuries/hyperthermia risk.

'You are the Interloper. You are not part of nature’s design.'

It’s the last thing you hear. A dark, deep voice. Impossibly ancient. You feel afraid. Maybe you’re dreaming, maybe you’re wide awake. You saw the lights, and then your world went dark. But you hear it in the blackness, you won’t forget those words.

You awaken. You are not where you were before. It’s different for everyone, there doesn’t seem to be much of a pattern in where you find yourself. You may open your eyes to find yourself in a cold, dim and dank cabin. The air is stale, dust hangs in the rays of weak sunlight that shine through the tiny windows. Someone lived here once, but they aren’t to be found. You look around, it seems like no one has been here in several weeks, maybe longer. The fire is stone cold, the dishes in the sink are mouldy — it's possible the place has been ransacked, as if they've gone through the drawers and cupboards looking for something. It is quiet. The wood creaks around you. Or perhaps you may awaken to find yourself shivering in the yawning maw of a cave, the freezing stone below you. Or maybe you’re unfortunate enough to sit up to find yourself lying in the snow, in the middle of the wilderness. Snow lies thick around you. It’s freezing out. You haven’t felt a cold like this before in your entire life. Cruel and biting. You have no idea where you are, and what’s worse — you are completely alone.

You may feel different, too. Any powers or magics you may have feel... absent. Disconnected. Things that may not have affected you previously now do. Something in you has changed.

You know you can’t stay where you are. You’ll need to move, try to work out where you are and how you came to be here. So you walk, head out into the unknown, in hope of finding a trail or a road. You’ll find one soon enough. It’s here you may find someone else in the same boat as yourself, equally freezing and confused. You’ll both need to keep going. It won’t be easy. You hear howls of wolves around you, and the terrain is difficult: slips and falls are likely. You’re completely vulnerable out here in the open.

Or it’s possible you may come across someone else here. Someone who looks far better prepared to deal with the freezing cold and frozen landscape, out hunting or gathering. They’ll likely offer help and get you into town. However, for the unlucky ones who don’t come across anyone, you’ll carry on until you see it: the lazy trail of smoke rising in the air. Fire. Not just one, but several. Civilization...?

Follow it, and soon enough the way you’ve taken will certainly become a path or road. Unfolding before you in the mountainous forests, you’ll see the most welcome of sights: a small mining town tucked up in the valley. Battered, rusted road signs will direct to “MILTON, POP. 947”. You’re almost there, you keep going, and it looks like other people have had the same idea as you. In fact, you’ll hear the muffled sounds of life. People! In the town!

As you head into the outskirts and then further into town, you’ll find it’s a little easier to walk but the cold has gripped you hard. You’ll find the buildings, both shops and homes, some are dark and lifeless, some of them are boarded up, some of them are occupied. People are going about their business, or stood watching from their tiny porches of their small, timber homes. For a town this big, there doesn’t seem to be many people. Several dozen at most, but no more.

Towards the center of town, you’ll find the building from which the biggest of the smoke trail rises: a school-house of sorts, or some kind of community hall. Perhaps both. You’ll find more and more people all drawn to this place, each and every one of them in the same position as yourself (and your companion, if you’ve found one). Some are in worse states than others: some are bloodied, nursing bite wounds or cuts; others might have some other kind of injury sustained in the journey here from falls. Others may look as if they could faint from the cold at any second.

The door opens, and you’re greeted by the gnarled, wizened face of an elderly man, dressed in thick furs. He has a kind face. He smiles warmly, and with pity, ushering you in with haste.

“Ah, more of you have come.” he nods, just as he suspected you might. “I am Methuselah. I welcome you Newcomer, although I’m sorry for how you’ve come to find yourself here. You are not the only one, the lights are changing things. Come. Mother Nature has not been kind to you, but there are plenty here to help.”

The room is dim, lit only by natural daylight through the windows. A roaring fire sits at one end of the huge hall. It crackles, bright and cheerful... and warm. Even as big as this place is, the room is pleasantly warm. You’ll also find basic cots set up down one side of the hall, and while it seems there's a few people already living here, there's enough space for those in need of them. There's places to rest for a moment and get your bearings, or just trying to recover from the cold. Down the other side are tables and chairs, and long tables laden with food, drinks and bottled water similar to one might find at a soup kitchen. Once again, Methuselah offers a feast, aided by some of the other Interlopers.

There are canisters with hot herbal teas and coffee, along with soup and stew and trays of charred deer and rabbit meats, plus some grilled fish, instant mashed potatoes, and tinned vegetables. It’s very basic, but it’s hot and filling. A feast. The old man has been busy. And Methuselah will continue to busy himself, still; there is plenty to do. He will fetch blankets, tend to wounds, serve food and drinks. He does not have much time to talk. More and more people seem to be coming in from the cold. He will not stop to sit and rest until everyone is seen to, taking up a place by the fire to gaze silently into its flames. He is troubled, thoughtful. The arrival of so many is not something that sits well with him. The others from town will eventually trail in too, to eat and warm themselves, and search amongst the new faces.

He will encourage newcomers to get warm and eat, and when they are ready to — they can explore the town and find one of the many empty homes to call their own. He will not speak much, but perhaps you might be able to get some answers from those fellow arrivals who’ve been in this place for some time now.
GUILTY PARTY


WHEN: Over the next month.
WHERE: Paradise Farm Outbuildings.
CONTENT WARNINGS: forced imprisonment; forced honesty; supernatural beings; confessional themes; threat of death; possible character death; possible death by throat injury.

You don’t remember how you came to be here. The air is cold and damp, the rot of wood is strong, and… blood. Why does it smell of so much blood? You can’t seem to see all that much in the gloom, but you think you’re in some kind of outbuilding of sorts. You find yourself chained to a chair, the metal is heavy and cold against you and no matter whatever you seem to do, you can’t seem to free yourself from them. No struggling can ease their hold, and there’s no lock to unpick or break. They weigh you down in your seat, you can't even seem to tip yourself over.

But you’re not the only one here. Across from you in the dark is someone else. One of your fellow Interlopers is trapped here with you, too. They too don’t remember anything either, they’re equally as confused and uncertain as you. Perhaps frightened. Not only this, they’re also sat chained up just as tightly. You have a little time to talk before you realise the two of you aren’t alone.

There's a glooming green light, the feeling of a presence. A huge figure steps into view, cloaked in black. It’s hard to tell whether it’s a man or a woman, and it’s difficult to make out much detail of them. Their face is obscured by a stone mask in the shape of a monstrous, horned and fanged Jackal. Green light glows from behind it, foreboding in the dark. It will not answer you if you try to speak with it.

“WICKEDNESS LIES WITHIN YOU.” The voice is a fierce chorus of whispers, but yet so loud. It sends a shiver down your spine. “I HAVE SEEN IT.”

... You can’t help but know it to be true. Something inside you knows what they speak of is true. Any misdeed or wrongdoing done by your hand, any cruel word you spoke, any life you took or heart you broke. You feel exposed, seen. The figure knows what you have done.

“CONFESS.” the figure demands. “UNBURDEN YOUR HEART AND BE FREE. BE SILENT AND CARRY IT TO THE GRAVE.”

The figure holds an item in its hand, something that glints in the light that glows from its mask. Now you realise why there’s so much blood in the air: it’s a sickle, dripping with blood. You are not the first to be brought here. You will not be the last.

Speak, unburden yourself, and if the figure is satisfied — you will, in fact, go free. Refuse, or not take the demand seriously, and the figure will deem you unworthy. They will move within the blink of an eye, striking you with the sickle in the neck — let it be a mercy that they kill you quickly.

OFF THE BEATEN TRACK


WHEN: Over the next month.
WHERE: Milton / Milton Outskirts.
CONTENT WARNINGS: supernatural creature; trickster creature; themes of peril; possible character injury; possible dead body discoveries; potential cold injuries/hyperthermia risk; possible character death.

The weather will continue to prove difficult for all who try to navigate this world, but with the current footfall in and around Milton, it’s at least helped to keep paths and roads somewhat clear despite the snow’s best efforts to cover up these walkways. Still, it’s a pain to get around, especially on particularly snowy days. Unfortunately, it’s sometimes necessary to go out on such days — survival doesn’t stop for the weather to pass.

And so journeys must be made, hunting must be done, forageables must be collected. You try to keep to the paths and trails, where the terrain yields before you for an easier journey.

… Until you hear barking through the trees, the sound of paws through the snow. Given the recent wolf activity of the last month, it’s understandable to be on edge. However, it isn’t a wolf that comes into view: it’s a large dog, bigger than any dog you’ve seen before. Coated in thick and shaggy black fur, this animal doesn’t seem to be like the wolves that have been found so far in this world. While the wildlife has certainly been altered, this dog remains very much like anyone would expect a dog to act in terms of behaviour. It’s playful with some, certainly friendly, constantly trying to play chase with you as it loops around in circles with a wagging tail.

However, there’s an insistence with this dog. It wants you to follow it. It will bark incessantly, trying to pull you from the path to go after it into the woods. It wants to show you something, take you somewhere. It will even try to gently pull at a coat-sleeve or trouser-leg to coax your forwards before heading off, keeping just in sight for you to go after it.

You’ll find it increasingly difficult to keep up, even if you pick up the pace as you head further into the woods. There’s less snow here, but the forest floor is filled with holes and tree roots that will trip you up. Falls are likely. But even worse is when before you know it, the ground simply gives way beneath you, sending you tumbling into a small valley or getting you stuck deep into soft, muddy earth. With it, perhaps, twisted ankles or worse. Or perhaps simply battered and bruised and unable to climb out of trench of earth. Maybe you come face to face with the body of some other poor Interloper who'd met their own end in similar manner — trapped and injured in the ditch.

Or worse still, the dog might just have you stumbling over a cliff face and tumbling into the Basin. Whatever fate befalls you, it’s as if the dog simply led you into it. And said dog, however, will be nowhere to be seen. It will have left you stuck, hurt, lost in the woods.

You’re sure you can hear some dark chuckling on the wind. Maybe it’s just the trees.
FAQs

ARRIVAL: METHUSELAH'S FEAST


1. Arrival threads can be treated as game canon.

2. Items characters have brought from home can be found either strewn around them when they awaken, or in the community hall — as if someone left them out for them to collect. Methuselah will not know how they got there, and will be quite bemused by the happenings.

3. Reminder that all characters are now depowered upon arrival. They can choose not to notice it at first, or can immediately sense something is different about them.

4. If asked any personal questions, Methuselah will smile and say "Oh, you don't want to know about an old man like me. But I have lived all over in these parts for all my life." He will be more concerned with trying to help Newcomers, and is genuinely concerned for them and their well-being. Other Interlopers will say much of the same — there's little to know about him.

5. More information about Milton can be found here.

GUILTY PARTY


1. Characters will find that once they have confessed, they will pass out. When they awaken, they will find themselves lying or sitting on the floor — the being, chairs and chains have gone. They are free to leave.

2. Attempts to search the outbuildings at later dates will prove fruitless. There is no sign of the being, nor the chairs or chains that held characters, but there will be blood on the floor that can be found.

3. One character can confess, or both. Player choice! As long as someone's doing some confessing.

OFF THE BEATEN TRACK


1. Gyests, sometimes called Ghests or Bargyests are evil creatures from Northumberland, UK folklore. They seek to lure travelers away from a known and safe road to their miry and marshy demise, or perhaps lead them to walk in the darkness of a Cheviot night over the edge of a precipice. Often taking the shape of horses, donkeys or large dogs, Gyests could also shape-shift to appear as men, or even stacks of hay. But always their intention was to trick humans, for their own amusement, and lure them to their doom.

2. Attempts to lure or trap the Gyest will not work.

amo: (▪ 0 9 6 ▪)

c — guilty party

[personal profile] amo 2023-11-05 04:20 pm (UTC)(link)
[ From far too many experiences to count, Vash knows from the second even the slightest sliver of consciousness returns to him, that he's tied up. It's something old and familiar by now. That, combined with the thick scent of iron that's next to hit his senses, is enough to startle him into full awareness. His vision filling with dark gloominess does little to help the disorientation he comes to, but that's not his first and foremost concern. He doesn't have to strain too much against his restraints — metal sturdy chains it turns out, much to his growing dismay — to know he's not getting out of them easily. If only they were rope, it would have been a different matter...

His mind is already racing trying to think of a way out with little regard as to the how and why he's suddenly somewhere else tied to a chair — those are questions that can always be answered later — but his thoughts come to a screeching halt when his eyes adjust and focus properly on what's right ahead of him. It's then that the dread spikes sharply, his stomach plummeting into free fall. ]


Knives!? Are you okay?

[ It's one thing to wake up somewhere and be tied to a chair all on his own, that's frankly per the norm for Vash the Stampede, but it's another entirely to find his brother right there in the same position. They're both powerless now, Knives especially so. That it reeks so strongly of blood only adds to his growing panic.

Desperately Vash throws his weight around in the chair in a bid to try and scoot closer to his twin, only to find that it's not budging an inch. Before he can say or do anything else, there's a dim green light and he becomes keenly aware of a presence joining them in the room. Instinctively Vash is tensing up, ready for... well, not what happens. Whatever he might have been expecting, for a tall masked figure to come out and proclaim to know their "wickedness" and demand for them to confess sure wasn't it.

Still reeling from the sudden relocation and general alarm of the entire situation, he's only left staring nonplussed. ]


Wha...?
brutalact: (20)

[personal profile] brutalact 2023-11-07 04:47 pm (UTC)(link)
[when knives comes to, it is with a sudden and violent jerk. his neck cracks and he growls at the discomfort that feeds into the migraine he feels pulsing to life now that he was awake. the stench of blood is familiar, but unexpected, as are the heavy chains he feels wrapped around his body tight. all of these details he notes at the back of his mind, his attention solely focused on what sat before him in a mirrored predicament.]

Vash?

[his panic is the same as his brother's, acutely aware of how dangerous their situation was without any means of defense or offense to offer protection. he flexes his hands tied behind, testing the strength of the chains. his jaw clenches, hard enough to have his teeth creak under the pressure. just as he opens his mouth, to chastise or demand will never be known as they are joined by a mysterious third party.

knives doesn't miss the glint of metal, a scythe sharpened with blood held in the hands of what he could only presume was their captor. his mind races, casting a furtive glance in vash's direction.]


I will confess.
amo: (▪ 0 4 4 ▪)

[personal profile] amo 2023-11-08 02:36 pm (UTC)(link)
[ His heart is pounding rabbit-fast in his chest, his eyes wide as they go from their captor to Knives and back again, briefly taking a detour to the sickle dripping with blood. Somehow Vash doesn't doubt that this- person? creature? knows exactly what terrible things they've done. It happened before with the voice in everyone's heads trying to lure them all their death by their own hands. This time it seems to be taking a much more direct approach. Although the demand for confessions leaves him baffled and skeptical. Why not just kill them and be done with it? He's not even sure whether to believe they'll be let go at all.

Vash's first defense, as always, is to play the fool; try to diffuse the situation with words and a placating attitude with a disarming smile to match. ]


I... uh, sure? We can confess. But is it just confessing in general or to each other? Because if it's the latter, we already know so there's really not much of a point there.

[ It's as much a stretch for time while his brain tries to desperately think of ways to get them (or at least Knives) out of this situation unscathed as it is genuine nervous babbling. He tries to reach for his dormant power, just to see if he can should he need to use it as a last resort to save his brother, only to be met by a frustrating wall of sorts. Is there truly so little left he can't even use it?

He doesn't get to try or stall for very long at all, the figure doesn't care for anything he's saying and when it takes a menacing step closer, steel glinting in the low light, Vash is quick to cry out: ]


Okay, okay!
brutalact: (12)

[personal profile] brutalact 2023-11-13 07:04 pm (UTC)(link)
[knives tenses instantly as the blade is raised in warning, the sight of something so familiar and yet detached from his own body inciting within him a frenzy of panic. vash was at risk here, his stupid brother running his mouth in the face of death itself and if knives weren't chained down he'd hit him over the head for his foolishness. they would have to survive this to dole out the punishment later.]

I have murdered millions, so many that I have lost count. I have incited violence upon the weak and helpless simply because they stood in my way.

[everything vash already knew himself. knives had never felt any need to hide his terrible deeds from his brother when in his mind every action was necessary. brutal, but necessary, acts of violence. he continues, wanting to drag their captor's attention away from vash.]

I was prepared to doom an entire population to their demise without hesitation. I would have continued to try until my death. [his confessions only scratch the surface of his guilt, because it isn't the murder of helpless humans that weighed him down. it wasn't so simple as that.]
amo: (▪ 0 7 7 ▪)

[personal profile] amo 2023-11-16 11:36 pm (UTC)(link)
[ He breathes a smidge easier when their captor seems to stop in their tracks, stilling and seemingly listening when Knives starts to talk if the slight tilt of their head is anything to go by. The unsettling mask makes it hard to truly tell. What Knives says is nothing Vash doesn't already know and yet hearing his brother say it out loud and put it so plainly still makes his stomach churn. His gaze drops the floor and remains there, fixed unseeingly on some undetermined spot as his brother's voice washes over him, laying bare the worst of his sins.

Acting the fool hadn't worked and so that mask is dropped, replaced by something quiet and pained as he speaks up to add when Knives is finished: ]


So many people died because of me too. I leveled a city with people I knew personally, who were kind to me and who cared for me. I killed them all. I'm a murderer.

[ The last sentence rings truer than ever before, because it's not just July and anyone who ever fell victim to the loss of control of his gate. There's one person he willingly shot and killed, whose blood forever stains Vash's hands for a very selfish reason. He is just as much of a murderer as Knives is. In some ways, he really is no better. There's a reason why he's wished they had never been born at all and why he believed death was the better outcome for them both.

There's no movement he can hear or see in his peripheral from the figure and so he chances a glance sideways at them, seeing it just standing there, impassive and still with an air of expectation. Between feeling both horribly trapped and flayed open — all his innards and soft bits on grotesque display — his temper flares and he finds himself straining against the chains and snapping like a cornered animal before he can think better of it. ]


Oh, come on! Surely, that's the worst of it? What more do you want!?