futurologists: (Default)
Hathaway. ([personal profile] futurologists) wrote in [community profile] thirstology2015-09-14 06:51 pm
Entry tags:

TEST DRIVE.

test drive




Firstly, thank you for your interest! Secondly, since the game hasn't begun and therefore characters haven't actually gone to a world yet, this test drive is going to be a little different. It's intended to be presented as a mini-mission of sorts, on a much smaller scale and timeframe than a real mission in-game but with a somewhat similar feel. Because of this, if you join the game, you're allowed to count this as game canon, so make sure you make choices you want to follow your character into the game!

You know how this works, so go forth and have fun, and don't forget to reserve!



BASICS

Anwick might have been a beautiful town once. It's hard to tell now, since most of the buildings are scorched and crumbling, but they do resemble some rural modern-day buildings. Likewise, the people don't appear to be living too much in the past; several are carrying intimidating guns. For years, Anwick has been terrorized by dragons, living in fear of the next attack. Not anymore.

The people have just ended a bloody battle. Several people limp towards the outskirts of town, holding their bleeding wounds or new burns. In the center of town lies a slain dragon, the last full-grown one left in the world. To be honest, it looks like they've already taken care of their own problem.

A monotonous voice comes through your communication device to explain. You aren't here to help the townspeople; you're here for the dragons. The one motionless on the ground may have been the last adult, but it certainly wasn't the last dragon. Her children are located in a nearby cave, alone and orphaned. They're the ones you need to protect.



WYRMLINGS

The wyrmlings are still growing up, only the size of a small dog. Each has a slightly different appearance, but all of them have at least a few bright copper scales. They're beautiful, and they look a little bit harmless... at least, until they notice you. These dragons have never been exposed to humans before. Or anyone outside of their family, for that matter. They're small and scared, and they don't know any other way to protect themselves than to attack. Luckily, because of their tiny size, they can't do much more than small burns at a time — but make no mistake, it still hurts like hell.

The cave they're located in is pitch-black and labyrinthine. Every footstep echoes throughout it if you aren't light enough on your feet. It'll be difficult to navigate if you don't MacGyver yourself a torch or other form of lighting. Cell phones will work decently, at least until their battery dies, but you don't want to get stuck deep within the cave with no light.

If you do manage to get through the cave and rescue some without getting burned to a crisp, the trouble's not over yet. You'll have to find a safe place to stash them until they can be relocated; the townspeople aren't done with their dragon-slaying yet, after all. Walk into town with one in tow, and you're putting a target on your back. (Of course, this doesn't mean you can't do it.)


PROMPTS

ONE ✗ GOING ROGUE
Not feeling too obedient? Maybe you're ignoring the orders and helping the wounded people in town instead... or just coming to gawk. Maybe you're coming to slay the wyrmlings yourself. Whatever it is, at least try to be sneaky about it.

TWO ✗ THE DRAGON'S CAVE
Try to navigate the cave, fail to navigate the cave and get lost, or try to take the wyrmlings without getting barbecued. Somehow, you get the feeling that you aren't alone. Those footsteps are probably just your imagination... or they could be townspeople coming to kill you and the dragons. Of course, they could also be an ally, but you'd better hope you don't find out.

THREE ✗ HOW TO TRAIN YOUR DRAGON
You've gotten the dragon(s) to a secure campsite out of town, but the fun's not over yet. They're kind of freaking out a little. Some of them are still spitting fire. Even the less aggressive ones are crying shrilly, bound to attract townspeople or at least annoy everyone nearby. It can't be too hard to calm them down; they're basically scaly, fire-breathing babies, right?

FOUR ✗ NIGHT TIME
It's been a long day, and now it's time for the crew to sleep. Get to know your tentmates, try to ignore them, pray that they don't want to bring along a wyrmling to cuddle... or maybe you've been put on night watch with a few others, in which case you'd better find a way to pass the time until your shift's over.

FIVE ✗ CHIT CHAT
Network option! Maybe you've got a little downtime and you're bored. Or maybe you're frantically asking the rest of the team how bad a dragon bite is. Maybe you're just trying to figure out how the hell this magical jewelry thing works. No matter what, you get one username to identify you and one only — if you don't enter one, it will default to your real name (for example, Voldemort's would be tomriddle.) Choose wisely... or make it assfarts69, if that's your thing. More information on the network is here!

SIX ✗ WILDCARD
Do whatever the hell you want. Explore the ashes of the burned city, try to run as far away from this crap as possible, or try to teach a wyrmling tricks. The world is your oyster.

disheartening: (pic#8611470)

[personal profile] disheartening 2015-09-23 08:52 am (UTC)(link)
It's not that bad.

[ but she is right in that it isn't a catch, either. ]

if these...people brought us here, then they should be able to bring other things in. People are harder to ship around realms than items, I should know.

[ being the one who shipped a whole kingdom to storybrooke, maine to begin with ]

If they could bring us maybe we can have them bring the dagger.
dreamcatcher: (042)

[personal profile] dreamcatcher 2015-09-23 09:14 am (UTC)(link)
You think they brought us here on purpose?

( because the story was that they poofed here all on their own, but Emma agrees that seems a little too convenient. everything happens for a reason, and even space and time didn't tend to do things randomly.

having the dagger would at least abate her fear that she could slip out of control. if somebody had the reins, they could pull her back before it's too late. )


If they know what's good for everybody here, they'd do it.

( because as far as Emma is considered, she's a hazard without it. )