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!

no subject
[ she gestures. ]
Not all of them are even interested in us being here. There's a reason there aren't more of them keeping an eye out.
[ which says a lot, really. all that nami needs to know, anyway. she sounds very authoritative when she says: ] It's about making us change our minds. If we get free, the ones interested in doing that would sooner wait and see if we learned our lesson, then wait for the right moment to teach it again.
no subject
Besides, he's desperate enough to be alright with trying anything. Better than being stuck in this cage for whoever knows how long these people plan on keeping them in here to learn a 'lesson.'
Daniel exhales, then straightens a little. ]
You see that guy over there? [ He turns his head to look there, hoping she'll be able to follow his gaze from her adjoining cage. ] I saw him lock some of these cages earlier.
[ That obviously means he's got to have keys. Hard to not notice when perceiving things is basically all they can do while they're stuck. ]
You think you can lure him over here? Just say something they don't want to hear, seems like that's what's getting them to come over to us to do something about it. I'll take care of him and get the keys.
[ And maybe running will be enough after that, as long as they're fast enough, abusing the element of surprise they'll have.
As long as she's right about what she said. ]
no subject
who could blame her for seizing the opportunity to slip out along with him?
she looks over at the guy in question and almost laughs because she decides immediately that it's going to be easy. he's not a smart-looking guy. shaggy hair, shaggy beard, belly as wide as he is tall. he's a brewer, she thinks.
nami nods, then moves to the bars. she looks back at daniel, waiting with arched eyebrows for some sign he's ready to go, then she reaches out between the bars and yells. ]
Kinda hard to charge bravely into the Void from in here, buddy. I'm getting some mixed messages.
no subject
He watches the man approach until he's right in front of where Nami is, and only then does Daniel lean forward to try and grab the ring of keys hanging off the man's belt--
Except he's just a little more out of reach than Daniel expected him to be. It makes him frown, but not give up just yet, just having to reach a little further through the bars than he anticipated.
But it also means having to fumble with the keys more than expected. Just enough that the guy notices the moment Daniel snatches the keys and pulls them back towards him. Daniel lets out a curse underneath his breath as the man turns his attention towards him now, reaching through the bars to grab at Daniel and the keys, but Daniel does his best to jam the keys into the lock with one hand, and use his other to grab the man's hand and push the other's arm down against the bars hard, making the man yell out in pain. After a few moments of jiggling the keys, he opens the door, quickly moving out of the cage and landing a well-aimed karate kick onto the shaggy guy to knock him to the ground.
He could run off right now, but Daniel - true to his word - wasn't planning on leaving Nami behind. Rushing to take the keys out of the door to his cage, he jams it into the lock on hers instead, only to find it uses a different key. ]
Shit--
[ He quickly tries another key, but it's not exactly a quick process. And the action sure drew attention, more of the locals starting to head their way.
Daniel doesn't seem to be giving up though, still trying the keys in the lock to her cage with a concentrated frown on his face. ]
Hold on, I'll get it.
no subject
it's luffy's voice in her mind. the little quirk of excitement that he always got when he was scoping someone out as a potential addition to his crew. like he'd scoped her out. but she wasn't his crew. she wasn't a pirate, and he wasn't her captain.
the sawtooth tattoo on her shoulder would dispute one of those claims.
she rushes for the door where daniel is, grabs the keys from him from between the bars. ]
Go. Go, I've got this. [ the threatening townspeople are drawing nearer, and the promise of violence is doing the opposite of discouraging them, actually. like maybe they think they'll work something out if they manage to put their hands on him. ] You handle them.
no subject
So Daniel nods at Nami, wordlessly accepting the idea, and then turns back towards the people approaching the cage, leaving her to work out the situation with the keys.
The way he's outnumbered here isn't exactly the best prospect, but when backing down isn't an option, the only option is what Daniel does next - blocking the punch the first local that's able to reach him throws with his arm, before throwing a kick to their side. The next one gets grabbed by his arm, before Daniel uses the momentum of the way the guy charged at him to swing him straight into the next oncoming one of the townspeople.
Technically there's a gap. Technically he could run - but he hasn't heard the sound of the door of the cage Nami is in opening behind him yet, and he still isn't about to abandon her, even though it seems like the townspeople sure aren't ready to give up yet. Another one runs at him, a guy bigger than him that actually manages to grab him, but after a moment - and with quite a bit of effort - Daniel manages to throw the guy over his shoulder, making the local end up on his backside on the ground.
Daniel breathes a little harder from all the effort, but he keeps his eyes in front, especially since that still didn't seem to be the last one. He has to stay alert, hands up and ready to fight, even as he calls out: ]
You almost out there yet?
no subject
then, she pushes the door open and steps outside. she picks the keys up and tosses them into the nearest occupied cage before she turns back to him. ]
Good time to run.
[ she doesn't abandon him to the attackers. he hadn't abandoned her, even though later, she'll point out that he should have. instead, she comes up behind the one who's advancing on him, kicks out the back of his knee. then she pushes at daniel's shoulder, rushing towards the town's boundary wall. ]
no subject
She's in the lead, but Daniel isn't falling too far behind himself. The fatigue from the fight will probably kick in a little bit later-- right now there's no choice but to run.
The man honestly isn't too sure how far they've ran, but after a while he glances over his shoulder to notice that it seems Nami was very much right about the townspeople just giving up after a while, considering there's no longer any sound of footsteps chasing them anymore. It makes the man halt, the exhaustion apparently catching up with him, his breath a little harder now. ]
.. I think we made it. [ He shakes his head, and despite the fact that he's still catching his breath, he still continues as he looks over at her with: ] Are you alright?
no subject
[ she puts her hands on her knees as she catches her breath. shoulders heaving. she glances over one, a little grimace on her face like she expects to have to bolt again at any moment. but no. they're both in better shape than the average rubean, it seems.
she straightens her back, sighs low and slow. ]
They're gonna keep haunting that boarding house, aren't they?
no subject
Safety first, he reminds himself, not matter how prudish this is making him feel, making an attempt to only look at Nami's face. ]
Probably.
[ Daniel shakes his head, letting out a fatigued breath. ]
We need to find some other place we can stay away from them.
no subject
[ she gestures. ]
They might be watching the gate, but if we stick in town, but move closer to the wall, there'll probably be fewer people. Less chance of being seen.
no subject
[ Even if they are spotted out there, at least it means having to deal with less people at once. It kind of felt like back at the cages the locals could have kept coming for them indefinitely.
So Daniel starts moving again. Not a sprint anymore, this time - especially when they're both probably pretty tired after all that, and they're thankfully no longer being chased. He even looks back at Nami to make sure she's coming too. ]
I'm Daniel, by the way. Daniel LaRusso. Not exactly the best circumstances to meet, I suppose, but.. I'm glad you're okay anyway. [ As okay as anyone can be, given the circumstances. ]
no subject
it had never been real, yet she misses it as if it were.
she huffs out a breath. ]
Nami. [ she stretches her arms over her head, folds them there, and walks beside him, all casual like they're not naked and they're not on the run. the cooler they are about it, she figures, the less likely they are to get noticed. she shouldn't ask. she shouldn't care. but it still comes out, because luffy would ask, and luffy would care: ] Where'd you learn to fight like that?
no subject
Someone taught me karate when I was a kid. [ And maybe answering this particular question is kind of a comfort, anyway. Easier to focus on the most important person in his life than on their current situation.
It even manages to make Daniel smile a little as he glances over at her face. ]
It comes in pretty handy when people are being needlessly aggressive, huh? That's the reason I learned how to fight like that in the first place. [ Some things maybe never change.
Even when you end up in a weird and terrible different world. ] To defend myself, and to protect others.
[ Like Nami. ]
no subject
That ... sounds like a load of bullshit, you know that, right?
no subject
[ For a moment he stares at her, perhaps a little surprised - or at least caught off guard - by her reaction. Judging by the shift in his facial expression a moment later, it seems that Daniel has had some realisation though that breaks right through the surprise, seemingly explaining something to him that he doesn't voice out loud.
(Nami is still so young. Older than the teenagers Daniel teaches back home, sure, but still young enough to definitely be seen as a young person in Daniel's eyes.) ]
It worked pretty well back there though, didn't it?
no subject
[ because she really can't conceptualize anyone doing something for selfless reasons like that, so she can only guess that he's trying to get some kind of validation out of it, to feel like or look like a nice guy.
and nami is insistent that she would have been fine even if he hadn't helped her out. ]
no subject
Hence why he shakes his head, looking faintly amused. ]
Nah. I'm not expecting anything.
[ He's not lying about that one. ]
I know it might sound strange [ - to Nami, anyway, given her reaction just now - ] but I'm really just glad you're alright. If you end up in trouble again, just let me know and I'll try to help.