Wilderlands Mods (
wildermods) wrote in
wildermemes2018-05-10 02:57 pm
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TEST DRIVE ※ 3

TEST DRIVE ※ 3
The spirits of the Green need defenders but the game of fate they must play makes it so that their plans are like a garden, always in need of careful pruning. Only certain individuals are capable of living a life of adventure -- and even many who are capable may not be the heroes the Wilderlands needs.
The only way for the Green to be sure is by providing a test -- and as far as tests go, this one's a doozy, because the situation is real. There are countless conflicts all over the Wilderlands that are in need of intervention, so the Green tosses you head first into one of them with no warning or explanation. During it, you may perhaps run into others like yourself, thrown in over their heads -- or into others that came to the Wilderlands before you. Either way, your only chance of getting through it is to work together with whatever other unfortunates you find.
Welcome to the wilds, hero. It's time to put on your ruby slippers, pick up your vorpal sword, and carry that ring into Mordor.
The ruling government of the Wizarding World is the Ministry of Magic, nestled away in the confines of Magical London. Most of the Ministry's departments are what one might expect of a typical government, filled with offices and cubicles and the usual trappings of government bureaucracy. Magical or not, a ruling government still needs a metric fuckton of paperwork, apparently.
But one department isn't like the rest. One department is an agency that handles the most secret and sensitive parts of the Wizarding World: The Department of Mysteries. This Department is filled with magical items and secrets from the world over, gathered by the department's mysterious agents, the Unspeakables. Here, alongside the deepest secrets of magic, the Unspeakables study the intangible mysteries of the universe, like love, space, thought, time, and death. With the Wizarding World now part of the Wilderlands, the agents have extended their secret-gathering to include secrets from the other worlds now attached to the Wilderlands, too.
You've been teleported to the Department of Mysteries for some unknown reason. It's after hours, so the Department is eerily empty and dimly lit only by blue-white torches. The spirits of the Green wants you here for a reason, but all you have are their enigmatic whispers...
See the secrets in the room full of stars. Destroy the spheres before the masked ones take them.
Whether those two ideas are meant to be related is difficult to tell, but with the many odd dangers of this place, one thing is clear:
To find out, you're going to have to survive all kinds of weird-ass magical bullshit first.
A. WRANGLE MAGICAL CREATURES
Some of the most dangerous magical creatures in existence are kept in the Department of Mysteries for study, and even more are brought in every day so magizoologists can add more data to the Unspeakables' body of research. One section of the Department is filled with pens, cages, and magical indoor habitats that house creatures like brutish trolls, venomous acromantulas, screeching banshees, ravenous kappas, and shadowy and suffocating lethifolds. With the additional exposure to new lands caused by the formation of the Wilderlands, the Unspeakables have started to collect creatures that are native to other realms as well.B. AVOID OUT OF CONTROL MAGIC
Normally, this wouldn't be a problem, but today isn't a normal day. Someone has gone through the section and opened latches, shattered glass enclosures, and broken open cages. Now the Zoology Office of the Department of Mysteries is...well, a zoo. A lethal one, at that.
You may find yourself facing dangerous creatures, including deceptive ones like the tentacle monster that disguises itself as a statue in a water fountain, then drags its victims in to try to drown and eat them if they get too close.
Or you might have to face a boggart, a creature that bursts out of the wardrobe it hides in, taking on the form of someone's greatest fear. This can even include taking on the image of dead loved ones. The boggart can only be banished back into its wardrobe if the person facing it wills themselves to work past their fear and attacks it with magic or force to scare it back in.
Maybe the creature you face will come as a total surprise.
Whether you wrangle creatures just enough to escape them, or plan to valiantly try to put them back in their cages, you're guaranteed to have your hands full.
[ooc: Feel free to use any magical creature from anything with this prompt, as creatures from more worlds than the Harry Potter universe are kept here. If you want more information on a creature or want a random creature thrown your way, comment here.]
Even if your character avoids the wild creatures running loose other dangers can be found here. The Unspeakables have an entire area devoted to experimental magic, the experimental wand and staff room. Due to its security spells being disrupted, the wands are blasting magic all over the place, making it so someone that has misfortune to wander in may find themselves cursed, hexed, jinxed, or otherwise altered by a random spell.C. BEAN SOME BRAINS
Any effect could be caused by a spell, ranging from your legs turning to jelly, to your face getting covered in boils, to your hair being turned to worms.
[ooc: Again, feel free to make up any effect you want. If you'd like a random effect chosen by the mods comment here.]
In one empty room, there's an enormous glass tank of dark green liquid. In it, there are usually pearly white brains floating around -- usually -- but because the tank has been broken, the brains are on the loose, wandering the halls of the Department. Whenever they find people, they reach out and grab them with tendrils of glowing thought and memory that unravel like rolls of film.D. SEE THE DANCING OF THE SPHERES
If a brain captures you and someone else at the same time in its tentacles, you'll each see each a random memory from the other person's mind. The longer you're trapped, the more memories you'll both share, and the more intense they'll get.
It's possible to escape from the grip of one of the brains, but you'll have to fight your way free with the help of whoever you're ensnared with.
The Space Room is what the Unspeakables use to try to uncover the physical nature of the universe. This is the room full of stars that the Green wanted you to see. Here, the entire multiverse is visible, little universes floating in the starry void. The images swirl and zoom in on little worlds within those universes and show worlds getting...dismantled? Strips of land are shown getting ripped off and transplanted on to a shimmering, shifting impossible Frankenstein of a world that keeps expanding in size.E. DODGE DEATH EATERS
The dimensionally strip-mined planets that are left behind? Apparently, they cave in on themselves and crumble in a mess of fiery molten lava and earthquakes that burn away what's left of the surface, making it uninhabitable. The peoples whose lands have been transplanted to the Wilderlands have long had questions about the parts of their worlds that have been left behind and apparently the answers aren't pretty.
Even worse? Your world is visible here, too. When you think of it or wonder about it, it suddenly appears and the Frankenstein planet that is the Wilderlands is shown next to it, its magic tugging at your homeworld's skin, which is slowly starting to unravel and reach ever so slightly towards it.
The magic creating the Wilderlands is strong and before long, it won't just be fantasy worlds that un-spool and become a part of it - if the Unspeakables' projections are right, perhaps it's just a matter of time before all worlds have chunks pulled into the Wilderlands - with only disasters, calamity, and mass extinction events happening to the chunks that are left behind.
This is the other place you're needed, a massive hall filled with racks upon racks of blue globes. These globes have shimmering, moving images inside them, recorded memories of prophets and oracles relating their prophecies.F. FREESTYLE
You must destroy some of these prophecies, because the "masked ones" have come. Death Eaters - once servants of the Dark Lord Voldemort, now servants of the Unfinished Princess - have descended on the Department of Mysteries. In fact, they're the source of all the security breaches and magical creatures being sprung loose. These robed and masked wizards start flinging colorful spells and curses your way, cackling sadistically, as they chase you between the different racks of prophecies.
The Green whispers its reminder: Destroy the spheres before the masked ones take them.
The Green has enchanted you with several gifts. One is a special vision that lets you see what you need to see; the spheres they want you to destroy glow with a gentle light the same color as new plant shoots so that you can find them. The other gift is an immunity to the enchantment around the spheres. Normally, people who try to take a prophecy that isn't labeled with their name are cursed to go insane. But the Green has made it so you can pick up any prophecy you want.
Some of the ones they want you to destroy are labeled with the names of people that are leaders and people of influence in this universe: Tiffany Aching, Aragorn, Harry Potter, Aang, and others. Some of the globes may perhaps be labeled with your name or the names of those you just met in the Department of Mysteries who have been in the Wilderlands longer. Unfortunately, even if your name is labeled on a globe, you don't have time to view the prophecy within and if you hesitate the Green reassures you there are other ways to find out what's prophesied:
There are other prophets, other ways to see.
You cannot hesitate. The Death Eaters have found an immunity to the curse that protects the globes, too. You must fight the Death Eaters and destroy them first, before they fall into the wrong hands.
The Department can hold all kinds of weirdness and secrets. Feel free to make up a strange scenario or an entire section whole-cloth if you want!
✦ Feel free to play around with powers. If your character has powers from canon you want to play around, go for it. If you'd like to test out possibilities for game powers, also go for it.
✦ All the technology is broke. The magic of the Wilderlands messes up technology so that it doesn't work. Any weapons beyond the level of a crossbow will suddenly cease to function, including guns. Repair is impossible, as they'll seem to be in functional condition and still not work.
✦ This TDM is open to everyone. However, top-levels should be made for potential new characters only. Characters currently in the game should only tag top-levels.
✦ Potential players may use test drive threads as their log samples. However, at least one post in their thread must fit the requirements for apps, both in length (200 words) and in quality. If you do plan on using a thread as a sample, please make sure the writing throughout your threads is a good example of your writing skills and has some solid examples of the character's voice.
✦ Current players can count TDMs towards AC. They can only count towards comment-based AC proofs.
✦ Potential players can opt to keep these threads as game canon when they app in, or start over fresh, based on preference. The magic bringing them to the game universe can fog their memories, if players don't want their character to remember TDM threads when introing into the game.
✦ The game has limited slots. Please keep this in mind! As of this post 23 of 30 player slots have been filled, with one app still pending. This means 6 player slots are currently open.

no subject
[Ed, rapidly disappearing down the tunnel, presses his hands together. Fingers dragging along the side of the tunnel, feeling the bump of stone (calcite, silica, some kind of sandstone), he pours energy into it. Wills it to change.
A shelf explodes from the wall, and Ed twists around, darting up it as the monster (don't look at it, don't think about how much it looks like Nina) crashes into stone and howls with rage. He rushes down it, an inelegant tumble of limbs and a face contorted with aggravated terror.]
It's been ten seconds!
[It's been about three.]
no subject
Go! [ Turning to the click-clack sound of his geta against the stone floor, Urahara lashes out with Benihime again. The sword bites deep into the creature's arm, causing it to pause. It's long enough, just long enough for Urahara to bolt after Edward down the tunnel.
Five seconds. Four. Three. Two. ]
NOW! SPRING IT NOW!
no subject
Lightning crackles down the rock, singeing the bricks and exploding through the salt water he'd transmuted earlier. The monster screams, and Ed cringes away for a moment.
He slides down the side of the tunnel, breathing hard. The grin falters now. He's not sure if the creature is dead (he hopes it is, hopes it's not suffering and that he put it out of its misery), but it's not moving, and now he wants a chance to breathe.]
Was that the only one?
no subject
With a sigh, Kisuke rubs one hand over his face. ]
It's the only one I saw. [ That part of him used to doing such things tries to reach out and sense the spiritual presences around him. But there's nothing. No ribbons dancing on invisible winds that only Soul Reapers can see. No brush of spiritual energy. Urahara would not go so far as to say the world felt dead or colorless or anything so dramatic, but it does feel off like a coat with one sleeve too short and the other too tight. ] But that's no promise that the fight didn't bring any friends that it might have had. You okay?
no subject
Also food. His stomach growls in loud complaint at its emptiness. Alchemy exhausts him. Always has.]
Hungry. Think they have any chickens in one of those cages?
[Because that's the perfect question to prelude the arrival of a basilisk.]
no subject
[ A small smile curled Urahara's mouth. Too bad it didn't last. Above them, the stones groaned as if something very heavy had passed over them, but there were no sounds of footsteps. ]
Oh great, what now? Hey Ed, wanna hop up there and take a peek?
no subject
He transmutes a spear from the wall, catching it in his hand as he glances up, judging the path whatever's above them might have taken. Probably... Yeah, there's a stairwell there.
Pressing against the wall to the side of the door, he leans his spear against his shoulder and transmutes part of his automail into a blade. This, he tips around the side of the doorframe.
And it reflects back the body of a giant snake.]
Huh.
Hey, Urahara... Have you ever heard of a giant snake monst—ah! [A giant snake that had no patience for exposition, and burst through the doorway in a shower of bricks.]
no subject
Basil?
Barley? ]
Give me a minute! [ He cried out while dancing back from the lashing tail. ] Basilisk! That's it.
Uh - don't look at it eyes!
no subject
Don't look at its eyes? Sure. He tears a piece of cloth from his shirt and ties it roughly around his eyes. Kneeling there, knowing he's wide open, Ed wracks his brain for an idea. For something. Anything.]
Anything else? [He shouts the words at Urahara. He's never heard of a basilisk. Isn't sure why he can't look at its eyes, but he's willing to trust this guy. They got through the last fight together.]
no subject
I'm going to try to distract it. [ Urahara really hates it when he has to play bait. ] You'll need to hit hard and fast.
[ Or Kisuke might find out what being dead, dead feels like. In the reflecting of Benihime's blade, Kisuke catches a glimpse of the creature's back as it looks around for a target. Swallowing down no small amount of nerves, Urahara hopes that he's still as quick as he thinks without his powers. ]
You ready!?
no subject
[Snakes don't—you know what, he's not going to question this right now. This whole thing is crazy enough. That snakes speak, that people speak snake? Sure, sounds reasonable.
Hard and fast, though, he can do that.
Mindless animal hunting? Spikes. Lots of them. He hopes the floor has enough material for this. Hopes Urahara is fast enough to dodge the spikes and the holes that will appear in the floor.]
Ready when you are, old man!
no subject
[ As the snake struck, Urahara flipped back, pivoting on foot the moment he landed. ]
Now, now!
[ Because the snake thing twisted and its long, coiling loops all folded close together for a few precious seconds. Lots of surface area to hit. Turning his head away as the snake rounds on him, Urahara slashes out with Benihime again, pulling the sword quickly back to guard position. ]
no subject
When Urahara calls out, Ed slaps his hands against the ground, not turning around.
The room becomes a kill box. Energy consumes the walls, bits of the ceilings, chunks of the floor. Debris from the story above them crashes done onto the basilisk as spears of rock puncture its body. Screams pierce the air, rough and gutteral and so loud Ed thinks his ears might bleed. He keeps his focus, hunching, refusing to turn around to check on Urahara. Either he's managed to keep his footing, or he's fallen through one of the holes in the floor.
Something heavy crashes down from above. The basilisk screams again as more spears of rock tear into it with wet, slick sounds.
Ed's bile rises, but he chokes it down. He's tempted to do another transmutation, but the infrastructure won't support it. If someone else strikes, it needs to be precise.]
no subject
The sound it makes sends chills down Urahara's spin and its large body thrashes feebly before shuddering once and going still Relief drags Urahara's shoulders down for a fraction of a second. Shaking off the weak-kneed sensation, he pulls the sword free. ]
We need to find a way out of here.
[ Both fights weakened the stone around them. If anything else comes crashing down here, Kisuke and Ed might be buried with it. ]