Entry tags:
TEST DRIVE MEME 003
⚰︎ ⍢ ⌲ ⍚ TEST DRIVE MEME:
Welcome to RUBILYKSKOYE — a dark, horror-smut game where player choices will drive a mod-run storyline about the world and its NPCs. This test drive meme provides a medley of prompts evoking the game's general tone.
THESE THREADS CAN BE GAME CANON if both players are accepted into the game and agree to it. However, if players who'd prefer to start fresh are welcome to reuse these prompts in their own personal logs upon acceptance into the communities. Note: characters arriving in September's application round will arrive in the midst of a two-part event that will continue through October. Players may date their character's arrival any time from September 8th onward.
CONTENT WARNINGS for this game include: monsters, body horror, dub-con, non-con, religion, blood/violence, and marking/branding, loss of autonomy/self, and mental influences. This log additionally has warnings for: disorientation, loss of direction, hallucinations, time distortion/lost time, aphrodisiacs, group sex, dubious consent, cannibalism and cannibalistic urges, spiders, bondage/restraint, loss of autonomy, body horror, sadism, torture, cult behavior, assault, arson, caging, free use, and public sex.
If you have QUESTIONS about the test drive prompts, please ask HERE. Questions about the game itself or the general setting should be directed to the FAQ.
FAQ ✧ SETTING ✧ CALENDAR ✧ RESERVES ✧ APPLICATIONS
THESE THREADS CAN BE GAME CANON if both players are accepted into the game and agree to it. However, if players who'd prefer to start fresh are welcome to reuse these prompts in their own personal logs upon acceptance into the communities. Note: characters arriving in September's application round will arrive in the midst of a two-part event that will continue through October. Players may date their character's arrival any time from September 8th onward.
CONTENT WARNINGS for this game include: monsters, body horror, dub-con, non-con, religion, blood/violence, and marking/branding, loss of autonomy/self, and mental influences. This log additionally has warnings for: disorientation, loss of direction, hallucinations, time distortion/lost time, aphrodisiacs, group sex, dubious consent, cannibalism and cannibalistic urges, spiders, bondage/restraint, loss of autonomy, body horror, sadism, torture, cult behavior, assault, arson, caging, free use, and public sex.
If you have QUESTIONS about the test drive prompts, please ask HERE. Questions about the game itself or the general setting should be directed to the FAQ.
IN THE WOODS SOMEWHERE
The chirping of partridges in the treetops rouses you. Light barely filters through the canopy, just enough to suggest daylight. By the time it reaches the forest floor, the light has taken on a sickly green. You lie amongst the frost-covered mosses and ferns, the frozen soil cold and just a little damp on your bare skin. Wherever you were before this moment, whatever you were doing or wearing, when you awaken in this forest, you find yourself naked and helpless as the day you were born. As you sit up and get your bearings, aside from a brief wave of disoriented nausea, you seem to be no worse for wear than you last remember.
The gnarled oaks and moss suggest no sign of civilization or sentient life. Just flickers of movement from curious squirrels or brave lizards emerging from a temporary retreat from the wintry weather. With your feet under you, and you'll find the wood is filled with berry bushes and nut trees, though much of the fruit has been picked clean. The freshwater stream that runs north-south, populated by both poisonous toads and delicious crawdads, is running actively again as the weather warms back up from the recent snowstorm.
You may start out alone, or among others sharing stories just like yours, or you may run into others who are fully clothed and ready for a strange expedition ...
LOST WOODS:
The expedition party made their way into the woods on September 14th expecting a direct route to the Void. Instead, they've found themselves lost and disoriented.
Their navigational tools seem useless, leading them around in circles as ancient trees, caves, water sources, and other reliable landmarks do not align with the maps. Trees seem to move — didn't you see that exact deer drinking from the brook a quarter mile ago? The ever-changing and impenetrable maze of the woods may separate characters from one another, or get them so lost that they wind up back at the edge of the wood, staring at castle walls or farmlands.
With no easy measure of their progress, and the treetops obscuring the light, time feels dilated. Characters may feel they've been in the woods for hours when it has been days, or for weeks when it has been hours. The amount of time that passes in the woods will be individualized for each character, and will not match the full month that passes for characters back in town.
Their navigational tools seem useless, leading them around in circles as ancient trees, caves, water sources, and other reliable landmarks do not align with the maps. Trees seem to move — didn't you see that exact deer drinking from the brook a quarter mile ago? The ever-changing and impenetrable maze of the woods may separate characters from one another, or get them so lost that they wind up back at the edge of the wood, staring at castle walls or farmlands.
With no easy measure of their progress, and the treetops obscuring the light, time feels dilated. Characters may feel they've been in the woods for hours when it has been days, or for weeks when it has been hours. The amount of time that passes in the woods will be individualized for each character, and will not match the full month that passes for characters back in town.
While some folx are being turned around and sent back to start, those that make it deeper are in perhaps worse shape. The dilated time and the circuitous nature of their efforts may stretch their week's worth of rations too thin, driving them to rely upon foraged mosses and fruits for sustenance.
The woods are full of fungi and edible flora with aphrodisiac side effects like increased bloodflow, heightened arousal, and increased tactile sensitivity.
Much like the animals afflicted by the Void, the plant-life here grows strange. The deeper they go, the more troubling the side effects of their foraged sustenance becomes.
Deep in the forest they may find:
The woods are full of fungi and edible flora with aphrodisiac side effects like increased bloodflow, heightened arousal, and increased tactile sensitivity. Much like the animals afflicted by the Void, the plant-life here grows strange. The deeper they go, the more troubling the side effects of their foraged sustenance becomes.
Deep in the forest they may find:
- A moss that makes them hallucinate an idealized sexual experience from deep in their repressed subconscious, which they will determinedly act out.
- The pulsing fruits that grow amongst this moss will render them desperate to orgasm as if they have been edged for hours, but they will find themselves physically incapable of doing so — unless they succumb to its secondary effect, the hunger for still-warm human flesh.
- A nut that grows in bushes leaves those who eat it unable to feel satisfied by just a single partner, seeking out threesomes and moresomes with a lost hiker or another pair.
REVENGE OF THE SPIDERS:
Monsters thrive this far out. Huge, blood-red spiders the size of hunting dogs drop from the treetops. In addition to their venomous bite, which contains a fast-acting paralytic, these creatures are clever: they attempt to use their webbing to entangle any trespassers, binding limbs together or to trees. If you're unfortunate to become fully cocooned, you don't have long before this forest will be the last thing you see.
However, some of the clothed expeditioners will be able to tell you that the Duchess of the nearby town has a special relationship to these spiders, and players should expect their treatment of the spiders to influence future events
However, some of the clothed expeditioners will be able to tell you that the Duchess of the nearby town has a special relationship to these spiders, and players should expect their treatment of the spiders to influence future events
BORDER CROSSING:
The void can play tricks on your senses. As madness sets in and you lose all sense of direction, you may also lose control of your body — what is that steers your hands to turn against your friends? Why does it sound like your own voice whispering?
In the fog, you may also hear the voices of those familiar to you — people you know from the town, or people whom you know with almost perfect certainty aren't here. these figments may recreate unhappy memories or force trespassers to hallucinate their worst nightmares. Nothing is as it seems in the void, and when you swing at these figments, desperate to silence them, it might not be a figment at all, but a friend in the flesh trying to help you. By the time you see their true face, it could be too late to stop yourself.
There are risks associated with Void proximity: increased aggression, paranoia, emotional instability, accelerated monster transformations, and hallucinations.
As the time dilation worsens, characters' monstrous transformations may happen in uneven stages. For instance, a character may manifest a physical aspect or supernatural ability or urge that suits their fully transformed state even if the other aspects of them remain human. These changes can happen totally unprompted, or as a result of their generalized Void proximity symptoms.
Even untransformed, the closer they get to the Void, the more intensely those on the expedition feel intrusive violent and sadistic urges — not just to lash out at others suddenly, but also a fascination with inflicting pain (emotional or physical) that may or may not be erotic in nature. This sadism seems especially potent in anyone with a Niez mark. Those who notice the pattern may be inclined to urge some of their friends to turn back now, before they reach the Void ...
In the fog, you may also hear the voices of those familiar to you — people you know from the town, or people whom you know with almost perfect certainty aren't here. these figments may recreate unhappy memories or force trespassers to hallucinate their worst nightmares. Nothing is as it seems in the void, and when you swing at these figments, desperate to silence them, it might not be a figment at all, but a friend in the flesh trying to help you. By the time you see their true face, it could be too late to stop yourself.
There are risks associated with Void proximity: increased aggression, paranoia, emotional instability, accelerated monster transformations, and hallucinations.
As the time dilation worsens, characters' monstrous transformations may happen in uneven stages. For instance, a character may manifest a physical aspect or supernatural ability or urge that suits their fully transformed state even if the other aspects of them remain human. These changes can happen totally unprompted, or as a result of their generalized Void proximity symptoms.
Even untransformed, the closer they get to the Void, the more intensely those on the expedition feel intrusive violent and sadistic urges — not just to lash out at others suddenly, but also a fascination with inflicting pain (emotional or physical) that may or may not be erotic in nature. This sadism seems especially potent in anyone with a Niez mark. Those who notice the pattern may be inclined to urge some of their friends to turn back now, before they reach the Void ...
writer's block?
If you're struggling to pick a way to engage the prompts, try: naked hiking, fighting or getting webbed up by spiders, acting out a hallucination, or grappling with aphrodisiac flower symptoms!
TOWNIE TROUBLES
Turn your back to the darker, shadowy parts of the forest and eventually the glow of manmade lights and the curve of a dirt road may come into view. At the edge of the wood, you'll find a town surrounded by a fifty-foot wall of beige stone. The only entrance is an iron gate positioned on the southern edge. When you arrive, the gate is already open, welcoming people inside.This quaint, historic town of five-thousand has cobbled street and signs lit by gas lamp. Wooden shutters protect otherwise open-air windows on the buildings, which are all under three stories with gabled roofs. A number of businesses hug the main street — a clockmaker, a cobbler, a grocer — while residential homes sprawl outwards towards the wall. At the far end of the main street, visible about a mile to the north now that the trees and the enormous wall is out of the way, sits a castle with three towers.
When you enter, the streets are full of people, but despite any efforts on your part to hide or make excuses, they don't seem offended by your nakedness. Even families with children don't gawk or look twice. Those determined to find proper clothing regardless will find that modern clothing stores aren't available — the closest this town has is a tailor's shop and a stand in the central marketplace selling scarves and blankets.
BUNKING UP:
The locals may still direct newcomers to the boarding house for both clothes and a place to stay. Accessible through an embellished iron garden gate and obscured by hanging plants, trees, and vines, beyond an overgrown yard in the residential sprawl of the town is a bright-red door, which opens to a spacious cottage of several stories. Parts of the house still bear the dust of disuse, gathered on various furnishings — bedding, sofas, curtains, wooden tables. However, it's already full of people! Anyone who's already appeared in the village just as you did today lives here.
Don't spend too much time exploring, though. You'll want to claim a bedroom quickly because each one only has two full-size beds, and there aren't enough spaces for everyone. The last people upstairs will need to double up to squeeze in. Roommates will not be mod-assigned; players should coordinate directly with one another to determine their living arrangements.
Don't spend too much time exploring, though. You'll want to claim a bedroom quickly because each one only has two full-size beds, and there aren't enough spaces for everyone. The last people upstairs will need to double up to squeeze in. Roommates will not be mod-assigned; players should coordinate directly with one another to determine their living arrangements.
ON THURSDAY WE HAVE ORGIES:
On Thursdays, religious ceremony spills into the streets as soon as the sun and the children are safely abed. Dancing locals paint their faces painted red and purple and black and yellow. They all wear revealing clothing that, to your sensibilities, may seem sexually suggestive. Some individuals openly expose their breasts and nipples, while some others may incidentally reveal when they turn around to tend to their errands that their dress is backless — entirely! Notably, the locals' choice of clothes reveal a mark on their bodies. An astute person will notice that there are four varieties — and a very astute (thirsty) person might notice that their fellow woodsfolk also have one of these somewhere on their body.
The folks dancing and selling their wares are all offering their energies to give thanks and ask for their god's patronage! The abstractions are all familiar — fertility, harvest, peace. Smalltalk makes them eager to chat and draw you into those festivities — including some ceremonial wax-dripping on the exposed parts of your body! In addition to dancing and the lighting of any number of candles, you may stumble upon fighting rings inspired by Terry Silver's basement club, where the locals brawl until they're bloody and unable to move.
The folks dancing and selling their wares are all offering their energies to give thanks and ask for their god's patronage! The abstractions are all familiar — fertility, harvest, peace. Smalltalk makes them eager to chat and draw you into those festivities — including some ceremonial wax-dripping on the exposed parts of your body! In addition to dancing and the lighting of any number of candles, you may stumble upon fighting rings inspired by Terry Silver's basement club, where the locals brawl until they're bloody and unable to move.
CULT CONSCIOUSNESS:
Usually, the people of the town are very generous, but the atmosphere of the town this month is a little ... darker.
Word has spread around town that some of the void-touched chose to remain behind, and perceptions turn critical rather quickly. Even those who thought they might offer support in alternative ways, or who weren't quite up for making the trek for various valid reasons, will be seen as refusing to help the Duchess. The townspeople increasingly consider those who stayed behind to be a threat to their beloved matriarch.
This unpopularity has consequences, as the townspeople of Rubilykskoye not only see no problem with acting upon their everyday violent urges, but feel that it's their civic duty! Newcomers who are just settling in won't be spared either, as they're found guilty by association for emerging from the wood instead of staying within it to join up with the expedition team.
As a result, the void-touched who stay behind will be targeted for everyday acts of violence and intimidation: they may be attacked on their way to work, or at the tavern. One reckless individual tries to set the boarding house aflame. Players are welcome to invent and resolve their own conflicts here,
but please make sure to reach out to a moderator if you feel it might be something that leads to meaningful consequences.
This behavior escalates over the course of the month, and by mid-month, the blacksmith has produced a number of stocks and human-sized cages to sit out in the town square. NPC townspeople will not hesitate to gang up on the void-touched, strip them, and throw them into these devices to 'learn a lesson' about being a part of this community. Similarly, the townspeople see no issue with sating their sexual urges with the folx who are caged, whether they're willing or not.
Word has spread around town that some of the void-touched chose to remain behind, and perceptions turn critical rather quickly. Even those who thought they might offer support in alternative ways, or who weren't quite up for making the trek for various valid reasons, will be seen as refusing to help the Duchess. The townspeople increasingly consider those who stayed behind to be a threat to their beloved matriarch.
This unpopularity has consequences, as the townspeople of Rubilykskoye not only see no problem with acting upon their everyday violent urges, but feel that it's their civic duty! Newcomers who are just settling in won't be spared either, as they're found guilty by association for emerging from the wood instead of staying within it to join up with the expedition team.
As a result, the void-touched who stay behind will be targeted for everyday acts of violence and intimidation: they may be attacked on their way to work, or at the tavern. One reckless individual tries to set the boarding house aflame. Players are welcome to invent and resolve their own conflicts here,
but please make sure to reach out to a moderator if you feel it might be something that leads to meaningful consequences. This behavior escalates over the course of the month, and by mid-month, the blacksmith has produced a number of stocks and human-sized cages to sit out in the town square. NPC townspeople will not hesitate to gang up on the void-touched, strip them, and throw them into these devices to 'learn a lesson' about being a part of this community. Similarly, the townspeople see no issue with sating their sexual urges with the folx who are caged, whether they're willing or not.
writer's block?
If you're struggling to pick a way to engage the prompts, try: acquiring clothing or other inventory items, staking your claim on a bedroom, or wrassling with a local who's trying to throw that character into a cage!

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No one said anything. ] Okay. Guess you look the part.
[ Iggy is all pretty angles, red hair curling around his ears, cheekbones sharp and delicate. ] Well, what do you want to find? Coke? MDMA?
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[Relatively certain he's not about to get his ass beat, Iggy perks up.] Both! But if I have to choose, coke. Honestly, just no hallucinogens. Shit gets weird on those, and frankly I don't think we need any more weirdness.
I'm still not convinced I'm not in a coma imagining all of this.
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Retro? Come on, man, I'm cutting edge. [ His nose wrinkles at that. Clearly more offended at being called 'retro' then being called a porn star. He was kind of going for that, in all honesty.
He shrugs once. ] Thought I was going to crawl out of my skin when I did acid... [ A beat: ] But, yeah. You wake up in the forest?
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Yeah, for the eighties. Which is cool! I like the eighties - great music.
God, you ever have the death trip? I have friends who have, they say it's awful.
[He nods, moving so he can sit crosslegged on the bed.]
Yeah. Butt naked. And trying to walk out... I feel like it took days, but that can't be right. Did you have any, uh. Difficulty? Getting out of there?
Something's not right with this place.
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[ He's sitting in a boarding house, in strange clothing, talking to some queer who talks to a fairy. And the locals are— he's still wrapping his head around all of that. The monsters. His mark. The cages and stocks. ]
Yeah. Had some— difficulty. [ Enough said on that. ] It's 1985, man. No fucking clue what all this is.
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Yeah.
1985? Oh, wow. You haven't even had Madonna's True Blue yet...
But that's cool. The mullet is very cutting edge, then.
You're not gonna hit me if I say it's hot, are you?
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He gives Iggy a look. ] Christ, man. [ If he were home, if he were alive back home... yeah. ] Guess you can't help yourself. I get it.
What's your name?
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His eyes widen in exaggerated innocence.]
Believe it or not, I'm trying to be respectful. I don't really want you to throw me out on my ass. I need my ass.
Iggy Melville. Yes, really.
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[ His eyes flick down. It's not like anyone else is around. And it's not like anyone here seems to care what's going through his head. ] Do you even got one?
[ An ass, that is. ]
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Uh, yeah. [Debatable. Iggy's built like David Bowie.
He actually twists to try and look at his own butt.]
Okay, granted, it's not exactly luscious, but whatever. I still need it. Sex sells.
[He sits back again, watching Billy with interest.]
What were you doing before you wound up in the woods here?
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[ The question makes him blanche. ]
Really want to know? [ It doesn't bode well for the others, if they're like him. ] Because I'm pretty sure I was dead.
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[He stops with the antics entirely, long hands clasped as he regards Billy seriously.]
You're not dead now.
[When he's not being an idiot, his voice actually is pleasantly low.]
I'd know if you were dead. I've spent my entire life talking to dead people.
Which makes this much weirder, doesn't it? Because I'm pretty sure I'd notice if I had died. So this can't be the afterlife.
[He pauses, brow creased, and leans forward a little.]
But. Wait, you mean you just died? Like the moment before you got here? Oh, shit. That's fucking traumatic.
[He reaches out and barely touches Billy's shoulder.]
Are you okay?
no subject
[ He's not fine. ] What do you mean you can talk to dead people? I— yeah. I was dying. Bleeding out. [ There shouldn't have been any coming back from his torso looking like that. Unconsciously, his hand touches his torso, his abdomen, where all those healed over scars stand out pink. ] You weren't?
no subject
Okay. Okay, you're fine.
I mean I can talk to dead people. It's... it's weird, I know, but nevermind that.
Fuck. That's a bad way to go.
[He leans in a little. He's not usually terribly compassionate to people, but Billy has hit him right where he's been trained to be.]
No. No, the last thing I remember was coming home from the club.
no subject
It's really not the half of it. The possession and crying little girls made it the worst way to go. The talking to dead people should shock him more. But a lot has happened to him. Is happening. ]
So, you talk to ghosts and shit? You ever seen like... possessions?
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Yeah. [He sighs.] My whole family does; we're Spiritualists. I just have an easier time with mediumship than most because I've been doing it since I was a little kid.
[He laughs. It's a high, sharp noise that he cuts off almost immediately.] Yes. Usually from the inside.
no subject
His nose wrinkles at the laugh, non-suspiciously cut off. ] What does that mean? From 'the inside'?
no subject
[He shrugs his bony shoulders.] I know you probably don't believe me. That's fine.
no subject
I believe you.
What do you get... possessed by.
no subject
Oh. Thank you.
[Very cautiously, he turns so he's sitting more alongside Billy than across from him so that he can stretch his legs out. They're very long.]
Dead people. It's easier to get clear answers if they can just talk directly through a vessel.
[He almost-laughs again.] Totally harmless. So I've been told.
no subject
What happens? Do you remember what they do with your body?
no subject
[He chews absently at the side of one thumb, shoulders drawn up.]
It's like watching things from inside a well, or down a tunnel. You can see what's going on but it feels so far away. You can't change any of it. You can hear your own voice, see your own hands, and you just... watch. It's easy to forget, too. Like a dream.
It's... sort of awful, if I'm being honest.
no subject
Yeah. [ He agrees, absently. ]
That's how I remember it.
no subject
Wait. You...?
[He gently lifts a hand to touch Billy's shoulder.]
I'm so sorry. That's horrifying. Especially if you're not used to it.
no subject
Jesus Christ, I don't need your pity. It's fine.
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