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The City ([personal profile] citycenter) wrote in [community profile] citylogs2023-08-02 12:00 am

TDM: AUGUST 2023





TEST DRIVE MEME

A TRAIN COMES INTO THE STATION.
You wake up on a train.

Your phone is buzzing. It's in your pocket, in your hand, on the seat next to you. It's a normal phone, and you're on a normal train car. One of the lights flickers, a little further down. The world is very quiet. It feels like you're right where you're meant to be. On the phone's surface is a white screen and the words—


WELCOME TO THE CITY. BEGIN ORIENTATION?

▶ YES
▶ NO


Please take a moment to complete your orientation.

Once you're finished, the subway doors slide open to let you out onto the train platform. To your right, the platform continues on and eventually ends; to the left is a set of stairs that will lead you up into the station itself. The platform is quiet, clean, empty—there's no one else around, and the only sounds you can hear are your own footsteps, your own breaths, and the occasional faraway sound of a creaking pipe or rush of air. The train you disembarked will stay there as long as you do, its doors still open, until you finally decide to venture up into this new locale.


As you make your way up the stairs to your left, you find yourself in the belly of City Hall station. The station is large, a sprawling underground mini-metropolis of corridors and storefronts. Here, you may find others like you, freshly-arrived city residents from other realms (or even your own). There is also a subway map, which will give you an idea of the layout of the neighborhood, and ticketing machines, which can currently only be used to buy tickets to a handful of stations located on lines 1, 2, and 9.

If you're hungry or in need of any kind of supplies, there are plenty of storefronts inside the subway station as well—snack stands, convenience stores, restaurants, clothing stores, a pharmacy, and a variety of empty shops that may or may not have ever been in use. Everything is unlocked, and you can take whatever you need.



Characters may stay on the train platform indefinitely, and may re-board and re-disembark from the subway as many times as they like, but the train will not depart nor will the doors close. Once they go up the stairs into the train station, they may hear the train doors closing and the train departing. Another train will not arrive, no matter how long the character waits. Only once they come up the stairs into the station itself may characters encounter their fellow newly-arrived residents and take advantage of what the city has to offer.

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WELCOME TO THE NEIGHBORHOOD.
The station is located in the city center. It has three major exits that lead to areas of interest in the district, but there are several other smaller exits that lead in other directions around the neighborhood. You are welcome to use any of them, but may find the north, southwest, and east exits to be the most welcoming.
TO THE NORTH
The northern entrance to the station leads up into the sunlight and puts you out in a brickwork plaza. There's a modest building in front of you, three or four stories of stone with a welcoming facade. There's a sign above the entryway—it says City Hall. You may be tempted to explore, if you're interested in learning more about the city and how it functions, but prepare to find yourself disappointed—the folders in the records rooms are full of empty, blank sheets of paper, and the logbooks and balance sheets are similarly devoid of information.


Immediately to the southwest of City Hall, you will find a small building that houses the tourist information kiosk. It looks welcoming, with an inviting glass facade and a sign above the entryway announcing it as the "TOURIST CENTER." It's a humble building with a receptionist's desk on the back wall opposite the entrance, empty magazine shelves lining the side walls, and a few spinning brochure racks full of blank pamphlets. Anyone is welcome to peruse the tourist literature, though they won't offer much information, being primarily filled with pictures of the surrounding area—City Hall, the park, a statue garden, and the surprisingly heavily-featured cemetery. There are a few sentences sprinkled throughout about basic offerings of the city, such as apartment complexes and office buildings, as well as a few maps with the same limited scope as the larger version on the wall behind the receptionist's desk.


The main feature of the tourist center is the interactive kiosk installed dead in the center, right in the middle of a few rows of uncomfortable chairs that fill the small room. It's noticeably in the way of any would-be foot traffic through the tourist center, and something about the technology seems a little more modern than the computer behind the desk or the landline phone on the wall. The kiosk is a tall silver rectangle, about average adult height, and the upper half is a screen welcoming visitors to touch it to activate the kiosk. If you were to touch it, the screen would come to life with simple dialogue inviting visitors to ask it their questions.

However, residents should note that the kiosk is only programmed to assist with exploration within the available areas of the city. It may not be able to answer every question, and tampering with the kiosk may result in unreliable or inaccurate answers!
TO THE SOUTHWEST
The western exit of the station takes you up into a city park, lush and green with a very light fog still hanging about the trees. There are lampposts on the walkways and benches where you could rest, and plenty of flora, although you can neither see nor hear any signs of animal life. You walk the paths that meander idly through the verdant grass and you feel a sense of peace, some of your unease about this place easing into a pleasant calm. The air smells fresh, like it's recently rained, and you'll find the grass ever so slightly damp should you decide to take a seat.


As you make your way deeper into the park, the trees grow denser and the smell of soil and plant life grows stronger. This is the older part of the park, very nearly a forest, with ivy climbing the trunks of the trees and plants and shrubs growing riotously around their bases. As you turn a corner, you find yourself first in the statue garden, although the statues are harder to see now, choked as they are with ivy. There are many statues, some partially obscured, some fully—very few of them still stand free of the vines and clinging roots. (It doesn't feel quite as peaceful here.) If a statue's face looks a little bit familiar, you may not want to look at it too long.

Continue down the path and you will find yourself in a graveyard, one that seems centuries old. Most of the headstones are worn away by time and covered in moss, rendering them impossible to read. The few that are free of moss are blank, or bear only suggestions of names too faint to be understood. (Was that the name of—no, it couldn't have been. Could it?) Many of the headstones stand at an angle or are toppled over completely, having been subjected to either strong winds or the roots of the trees that grow up from some of the graves, spreading branches toward the sky.
TO THE EAST
The final exit of the station, to the east, puts you out on a quiet surface street. Are you hungry? Or are you paralyzed by choice? There are plenty of restaurants, offering options of almost any food you can imagine. You could try a convenience store—it's well stocked, and the items there seem free for the taking. How about a restaurant? There's no one to take your order, but when you look in the kitchen, there's something on the stove, and it's just what you've been craving. Imagine that.


A few blocks down, you come in through the lobby of a tall building and find yourself in a corporate office. The fluorescent lights are steady and unforgiving, and the cubicles and offices are empty. There are a few pieces of paper on desks, a few folders left in organizers, but everything is perfectly blank. Despite how empty and quiet the office is, it nonetheless gives you the feeling that just a few minutes ago, this place was bustling with workers going about their daily business.


You enter another building and find yourself in the lobby of an apartment complex—finally, a place to rest. The first door you try opens easily into a completely empty living room, freshly vacuumed but without a single piece of furniture. It's a nice apartment, quiet, but with a little too much echo for your taste, maybe. Still, and perhaps oddly, you have no trouble envisioning what life here would be like.

The second door you open leads to an apartment that feels lived-in. Why does it feel lived-in? It's fully furnished with items that seem to go together perfectly, true, but the feeling is more than that—the room feels like someone was just here, maybe standing right in the kitchen only moments before you swung the door open. The air is a perfectly comfortable temperature, and it somehow smells like home despite that you've never once set foot here before. The refrigerator is stocked, and the cabinets are full of spices and flatware and kitchen utensils.


As you look around the living room, you find that there are pictures in frames on the walls and some of the flat surfaces—a seascape, a field, a shot of a city park bench. In each of the photos there's something just slightly wrong with the angle, as though the photographer were aiming for a subject that can no longer be seen.



Characters are welcome to explore the district around the City Hall subway station to their heart's content. The City Hall building itself contains several floors of offices and file rooms, but none of them contain any particularly interesting information. Nonetheless, characters may wish to team up with other newcomers and try to find some hints about the nature of the city. They can also spend a while in the park, the statue garden, or the graveyard. In the blocks surrounding the station there are plenty of options for food and housing, as well as office buildings, storefronts, and alleyways to look around. There are no workers in any of the buildings, and there does not seem to be an honor system for payment, nor any consequences for taking food from the stores or setting up camp in an apartment or office building.

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I SCREAM, YOU SCREAM.
Have you ever visited the ice cream parlor located in District 2? It's a pretty quirky little joint!

When you walk in, what you'll likely notice first is the colors. Everything is bright, almost oversaturated—the pink of the leather seats, the teal of the walls, the red of the menu sign hanging over the counter. By all rights it seems like these colors shouldn't go together, but somehow they do, or maybe that's just because being in an ice cream parlor puts you in a good mood. It smells like waffle cones, and overhead, there's music pumping through the speakers at just the right volume, providing some nice background noise to your decision-making process.


Wait, music?

There's a jukebox at the far end of the shop, which seems to be where the music is being chosen. As you head over, the song comes to an end and the jukebox machinery shuffles through its options before landing on a new one. The song sounds sort of familiar, doesn't it? And the longer you listen, the more the lyrics really seem to speak to you. It costs money to pick your own song, so if you happen to have some coins on you—or if you're really, really determined—you can choose the next round of tunes.

When you're done at the jukebox, you can go check out the serving area of the shop. Behind the counter you can see milkshake mixers and waffle cone makers; there are ice cream cakes in the freezers that line the wall; and when you approach the main counter you can see the tubs of ice cream in almost any flavor you can imagine.


Pick a flavor, whichever one's your favorite! Do you want it in a cone or in a bowl? There are regular cones and waffle cones, and all kinds of toppings—sprinkles, syrups, gummy candy, mini marshmallows. Decorate your ice cream however you want, the sky's the limit when it comes to choices! You can even come back for seconds if you want, or thirds. Who's going to say anything about it, after all?

But the more of your ice cream you eat, the more you start to feel… strange. Maybe you're starting to get angry, or sad, or giddy—maybe you feel romantic, or feel like you want to tell a secret to a stranger, and you're not really sure why. You also can't quite seem to stop eating your ice cream, and the more you eat, the less worried you feel about whatever's happening to your emotions. After all, why be concerned about that when you have something so delicious in front of you?

Flavor Effect
Strawberry You find yourself compelled to seek out strangers and tell them a hidden truth about yourself
Rocky Road You find yourself compelled to seek out strangers and convince them of some egregious lie
Vanilla You are overwhelmed by a sense of total calm, and can only speak in aphorisms and platitudes
Rainbow Sherbert You are overwhelmed by amorous feelings towards whoever is near you and try to cuddle or kiss them
Chocolate You feel suddenly morose about something in your past and cannot stop crying until someone consoles you
Bubblegum You become uncontrollably giggly and giddy, and can only speak in rhyme
Caramel Ribbon You become angry and perhaps even violent, trying to attack anyone who comes near
Mint Chocolate Chip You suddenly have a common but exaggerated phobia (for example, a fear of heights where the step down off the curb is too much)



When characters first enter the ice cream parlor, they may notice that there's music playing overhead! That's from the jukebox, and the lyrics of the song may sound like they're particularly apt for a character's circumstances. Players are welcome to choose their own jukebox songs for their characters—it doesn't need to have appeared in canon, but characters from modern times are welcome to recognize the music being played. (Players can also feel free not to pick a real song at all, and instead just describe the overall sound of the song and content of the lyrics!)

This is an ice cream parlor, so of course there's also ice cream to be had. Characters can serve themselves whatever flavor combination they want, but shortly thereafter will find themselves suffering certain emotional effects depending on what flavors they chose. These emotional effects, shown above, will last for roughly an hour before slowly dissipating, and their intensity depends on how much ice cream the character ate and whether they were able to recognize what was happening and stop eating. Not every flavor has an emotional effect, so players can also choose to have their character eat a normal scoop and go about their day.

JUMP TO TOP ↑ | ↓ JUMP TO COMMENTS

WILDCARD.
The city is by no means small, and there are plenty of things for you to see. There's no rush in exploring, so feel free to take your time looking around and peering into various nooks and crannies and alleyways—and don't worry, you're not very likely to find anything peering back.



If none of the above prompts appeal, feel free to check out the Locations and Maps pages and write your own freestyle prompt using one or many of the available locations.

JUMP TO TOP ↑



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matermali: (172)

{ and i don't wanna cry no more

[personal profile] matermali 2023-08-02 10:22 pm (UTC)(link)
[ An angel.

From behind a tall hedge, pale eyes gaze unblinking, with a silence only from breath that's been held fast. For while she wants nothing more than to reach out and run her fingertips along the fringes of those tiny wings, Vanessa is afraid that any movement may startle and shatter the delicate looking thing.

An angel.

The girl moves and breathes as prey do, and Vanessa is a predator to the bones, drawn naturally to something that appears so...pure. But this is no hunt. For what she can see, this girl looks around in such a wonder that it reminds Vanessa of someone else. Naturally, a protective urge draws her closer with silent, calculated steps; to better see if the child feels brave enough to touch the grass.

Such hesitation. For Vanessa, her ruin is her own impatience. ]


It isn't poisonous.

[ The raspy voice that drifts from behind the girl is accompanied by the lurking form of a woman in a fine, dark dress, with black hair tied back away from an expression that may pass to anyone else as neutral, almost distantly friendly. By contrast, Vanessa's gaze carries a hidden intensity, as if the anticipation of what comes next drives her even more than this sweet creature who treats even grass with such care. ]
Edited (whoops, titles for context) 2023-08-02 22:23 (UTC)
culver: goodjobself @ dw (just one yesterday)

[personal profile] culver 2023-08-03 01:27 am (UTC)(link)
[Considering the way her life has gone so far, one would think Nill would have learned to pay closer attention to her surroundings, and not completely ignore them when something catches her attention. But the grass is so green, so beautiful, and she can't help but fight with herself about whether or not she should touch it.

She doesn't get the chance to decide, because when a woman's voice comes from behind her, she loses her balance in her crouch and falls almost face-first into the grass. Her wings flare, but they're too small to really stop her from tumbling down. Her palms press into the grass, and the new knowledge of how incredibly soft it is cuts through her initial wave of surprise.

Well yeah, it better not be poisonous.

After a few seconds of marveling at the grass beneath her fingers, Nill remembers that she isn't alone. She scrambles up to her feet, briefly noticing that there are now green stains on her skirt. Her attention returns to the woman, and she almost freezes--almost. Nill has spent her entire life learning how to read people, to note the smallest details about them. It's the only way she knew to anticipate what people were thinking or what they would do. To keep herself safe.

She sees something in this woman's eyes that make the small hairs on the back of her neck stand on end. She just doesn't know why.

Nill's face falls into a practiced, neutral expression. But there's caution in her eyes. Not the same kind of caution she reserves for men she doesn't know, but more of a general wariness. She's in a place she doesn't know, and hasn't seen anyone she recognizes. Coming out to this park was probably a bad idea in the first place.

Still, she bobs her head in acknowledgement, in thanks--for letting her know that the grass isn't dangerous. It's just... grass, but that doesn't make it less wondrous to her right now.]
matermali: (111)

[personal profile] matermali 2023-08-03 03:03 am (UTC)(link)
[ Well, now Vanessa at least has the decency to feel some shame over the state of the poor girl's skirt. Given that Vanessa's own fashion is nothing like that she has found here, she suspects this girl may have an even more difficult time finding outfits that are right for her.

Any time her gaze casts over the wings peeking from behind the girl, Vanessa can feel a lump in the back of her throat. An angel couldn't truly be here, so then what is she? Whatever it is, she must restrain the desire to weep in the child's presence. One would have trouble understanding that if they saw her from a distance, for the most she offers on the surface is an apologetic, if sheepish smile when the girl nods.

She had been jesting about the poison, but she sees now how suspicious it may have sounded. Vanessa has been told that she can have a certain...presentation toward people, as well as a light step. ]


Your skirt. My apologies. I feel I ought to offer to clean it, now.

[ Though, she understands a girl with an aptitude for wariness (smart) may not wish to follow a stranger home, and Vanessa has yet to discover the dry cleaners. ]

Although there may be some fashion here you would enjoy. It wouldn't be difficult to alter them for—

[ The barest stutter — a lump in her throat, oh she wants to cry. ]

For your wings.
culver: goodjobself @ dw (somethin' bad)

[personal profile] culver 2023-08-05 01:46 am (UTC)(link)
[She--isn't ready for the smile. Nill has spent so long being afraid, known so much cruelty in her short life, that even such a small, kind gesture by a stranger catches her by surprise. The line of tension running through her shoulders lessens just so, and the invisible hand constricting her chest loosens.

Without really thinking about it, she lets herself smile back, tentatively, uncertainly, as if she isn't used to the expression.

Nill looks down at the skirt, at the green stains there, and her brows pull together, the smile falling into a small frown. She's learned how to get blood out of clothes, but grass? She isn't even sure if Badou knows that one. Nill reaches down to gently draw her fingers over the stain, as if that will help her figure out how to get it out--but then all she smells is fresh, crushed grass, and it's so new and strange that her fingers freeze where they are as she just... takes it in.

But then the woman mentions her wings, and said wings flutter briefly before settling against Nill's back. She looks up, uncertain, shoulders hunched up just a little. She doesn't like when people point out her wings, but she reminds herself that this woman has been--kind. She makes herself lower her shoulders, shaking her head, and then mimes scrubbing at the skirt. It's fine, really, she can clean it. She doesn't have money for new clothes, anyway. Everything she has came from Heine.]