Welcome to our first Test Drive Meme! The TDM is open to anyone to play and can be game canon. The TDM takes place February 2 - February 28; its events can take place at any time invitations are open. NPCs are not available in this round's TDM.
Applications are open today, February 2, until February 28. Invitations are automatically extended to the Plurk list of both mods. First-round applications will receive a +1 to give to a friend to apply.
The game will officially begin on February 8.
content warnings: n/a
You jolt awake, remnants of a nightmare slipping through your mind like water, the lingering shapes and voices blurring in the edges of your memory. You find yourself on cold, damp ground in a narrow alley between two dilapidated cabins.
As your senses return to you and you push yourself upright, your muscles ache, stiff and painful as if you’ve been lying on the ground for far too long.
You’re in the clothes you were wearing last, but nothing else from home. Your pockets are empty; any jewelry or trinkets or notes are lost. A new, unfamiliar iron key is hanging from twine around your neck.
A faint fog clings to the ground, swirling gently around your feet, thickening to an impenetrable dark wall beyond the edges of the village. The cool air is heavy with the sounds of a home reclaimed: the faint creak of distant bridges; the drizzling of rain against the creek; the wind through the trees; animals calling out to one another.
No one comes to welcome you, and there is nothing to indicate why you are here, where you should go, or where you can rest when night falls. A crow cocks its head from its thatch rooftop perch, eyes glinting. It watches you with unnerving curiosity as you orient yourself and wipe the mud from your cheek.
Welcome to
Pareidolia.
tl;dr
☠ Characters arrive in the clothes they were wearing last, nothing else from home, and a key around their neck. The key unlocks their cabin — if they can figure out which one that is.
content warnings: n/a
As you begin to wander the town, your path inevitably leads to the sprawling, weathered building at its heart. The moss-dappled sign above the double doors, painted in uneven and fading lettering, reads GATHERING HALL. The windows are a patchwork of broken glass and hammered boards, but the glow of light seeping through the cracks is strangely, undeniably inviting.
The bite of the mountain wind is immediately banished by the soft thud of the doors shutting behind you. Pass coat hooks and low, cluttered shelves as you wipe the mud from your shoes and approach the sagging sofas and blackened hearth. The fire crackles, casting long shadows that dance along the walls.
Mismatched chairs are set around numerous crooked tables, each set with a carefully lain tablecloth and stained cloth napkins. On the tables are meager arrangements of unappetizing food: slightly burnt bread, overripe fruit, bruised apples.
On the table closest to the fire rests a steaming iron teapot, stacked cups, and a book with a fraying spine reading The Language of Leaves. The pages are scrawled with illegible, frantic notes, lined so heavily in places it warps the paper. Its pages are bookmarked with ripped scraps of parchment and bent corners; they're covered with diagrams of varying formations of tea leaves: swirls, clusters, streaks, an endless array of shapes, each labeled with interpretations ranging from vaguely poetic to threatening and ominous.
You're not the only one who found this town's place for community gathering. Take a seat. Warm your hands around a cup of tea.
tl;dr
☠ You find the Gathering Hall, which has been prepared for your arrival. It's the only warm place in town to rest.
☠ The food doesn't look particularly appetizing, but there's tea and a book on tasseography. Comment for a random assortment of clusters and interpretations (or make one up yourself, or steal one from another comment).
content warnings: hallucinations
Trying to find your bearings may be more disorienting than stumbling into the gathering hall. Figures appear in your peripheral vision, but turning to catch them reveals only shadows too dark to be cast by the dim, clouded sky slipping past the cover of a building. Unfamiliar voices susurrate under the wind; air stirs behind you for no reason at all.
Your next exhale blooms in the cold air, and suddenly — there they are. Just ahead, in a place you could have sworn was empty, is a person from your past who couldn't possibly be here. Their presence pulls something primal from your core: a desperate yearning so intense it cracks open old wounds; a loathing so visceral your chest tightens with white-hot anger; a joy so bright it blinds. They seem impossibly sharp in detail: the fall of their hair, their uncanny gait, their clothes snapping in the merciless wind. They're just as you remember. If you look away or allow them out of your line of sight, they vanish, and you could spend hours wandering the streets, never to find them again.
But should you chase after them, rush towards them, take a single step of intent — everything narrows down to just that figure, the world around them a blur of unimportance. With every step closing the distance, your pulse floods in your ears as that emotion builds, splinters in your chest.
It's not until you get close enough to touch their shoulder or catch their hand, not until they turn at your call or your voice, not until you think you've caught them, that the vision shatters. Your mind clears, and relief or anger or mourning cracks your chest as you realize it was never who you thought you were chasing at all.
tl;dr
☠ As you explore the village, you come across someone from your past whose presence triggers an intense emotional reaction of any kind: hate, love, longing, mourning, etc.
☠ When you approach them, it turns out they're a hallucination, and it's really another PC.
content warnings: hallucination, potential violence
Cross the swinging bridge over the deep, mist-filled ravine to find the library. The dusty shelves of the library are densely crowded with stacks of rolled parchment and leather bound books, their edges and corners marred by tiny teeth and minuscule claws.
In the far corner of the library, a raised pedestal stands beneath a suspended oil lamp. The flame flickers and wavers gently behind the glass. On the pedestal is a book, its leather cover gleaming with intricate designs of twisting vines and unfamiliar symbols. Small, sharp studs protrude from the edges of the leather, breaking through the unnervingly organic curves of the binding. A small pointer rests on the lip of the pedestal, fastened to it by a thin gold chain.
Opening the book reveals neatly inked pages, but the lettering is of strange and unreadable design, and hurts the eye to look at too closely for too long, leaving your vision blurred and head throbbing. Nearly every line has been underlined in dull pencil, marked with endless nonsensical annotations of half-formed questions and cryptic warnings. Tucked between the final page and the back corner is a note on faded parchment, written in the same scrawled hand: WHO CAN BRING OUT CLEAN FROM UNCLEAN? A neater, blocked hand replies, THERE IS NOT ONE.
Touching the pages themselves sends a visceral sensation sliding up the nerves of your fingers, through your arm, and the library around anyone inside is replaced by a place in your memory. It trembles as the haze of vision settles into place.
You’re standing in a room you recognize: it’s the backdrop to an important moment in your life. A place where a touch was exchanged — physical or emotional, kind or unkind, something burned into your memory or something best forgotten. Only sharing the context of the memory, the context of what it means to you, aloud to your companion allows you to escape the vision and stand safely back in the library.
But should you choose to withhold what the place means to you, or if you lie? The scene before you becomes a grotesque, intensifying nightmare: the air thickens with fog and soot, impossible to breathe; the furniture rapidly degrades, the walls twisting and warping, the floors rotting and breaking under your feet; shadow creatures grab at your arms; bugs swarm from cracks in the walls; eyeless crows swarm, clawing at your skin and tearing at your hair.
Only confessing the significance of the room frees you and your companion – be stubborn enough, and your dream’s death leaves you gasping for breath on the library floor.
tl;dr
☠ Cross the ravine to find the old library. There’s one particularly attention-drawing book on a pedestal. Touching the pages of the book transports you (and anyone in the library with you) to a room where a strong memory occurred.
☠ Talking about the memory frees you from being trapped in the vision.
☠ Not sharing the memory (or lying about it) causes the vision to warp into a vicious nightmare that only ends when you confess – or, if you’re stubborn, when the nightmare becomes so intense you both ‘wake up’ on the library floor.