Entry tags:
TDM: Mega Throwback Edition!

✖ TEST DRIVE MEME
Ⅰ. ARRIVAL
You can read all about your character's arrival in the game lore.
The island you find yourself on is a tropical paradise. The hair is heavy and humid, and a thick flowering jungle encroaches on the white sandy beach. As far as mysterious islands go, it could be a lot worse! Maybe there’s a bar with some Mai Tais set up here somewhere…

As you walk towards the jungle you become aware that something is moving in the bushes. Some sort of animal, probably - maybe your mind goes to jaguars, or monkeys. What comes running out onto the beach, though, is not remotely mammalian: it’s a dinosaur.
Just a little one - it’s about the size of a small dog, running along on its hind legs. Aww, he’s kinda cute if you ignore the sharp teeth and claws! Lucky for you it’s busy chasing something else and soon darts back into the bush unless you do something to grab its attention.
Listen closely and you’ll find that sometimes you can hear sounds that are distinctly mechanical. Whatever this place is, it at least sounds like it’s inhabited by something possessing intelligence. You could definitely go and find out. Just be careful!
Or maybe you think, hey, I’ve seen this movie, I’m staying on the beach! You could, but unless you’re good at diving for fish you might have a hard time finding food.
Ⅱ. CRETACEOUS PARK
CW: Dinosaurs! Violence, possibly against dinosaurs!
The jungle is thick and it takes a lot of effort to move through it. You’ll have to crawl under vines, climb over felled trees, and just generally pay a lot of attention to your surroundings. This is the sort of situation where having someone with you certainly makes things easier. Occasionally you will hear animals calling, and you’re bound to see some of them eventually. Maybe you’ll luck out and spot a herbivore like one of the armoured dinosaurs, just chewing on plants and not likely to attack you unless you piss it off. Maybe you spot something about your size with a decidedly less vegetarian diet and you have to decide between hiding or trying to scare it off.
Eventually in your wanderings you come across an unusual sight: a dirt road. It cuts its way through the trees and ferns, and to the south you can hear what is probably a familiar sound: engines. And shouting.
It’s getting closer.
Suddenly there are cars and motorcycles rushing down the road toward you - try not to get hit! One of the cars slows and a guy with a ragged blonde beard hangs out and tells you to get in the back. At close to the same time a truck slows and another guy tells you to climb aboard and grab a gun.
Why would you need a gun? The answer presents itself almost immediately: big daddy T-Rex is stomping its way down the road towards you.
You can escape with the first car, or pitch in and try to shoot the dinosaur with the second. Or you could try and prevent them from hurting the animal entirely, or just run off into the jungle by yourself. Better decide quickly, though. That T-Rex looks hungry.
Ⅲ. SETTLEMENT
CW: Kidnapping.
Whether you throw in with the humans or maybe stumble upon it by accident, you wind up at their encampment . It’s definitely the safest place to be - there are high walls around a series of small buildings mostly cobbled together from wood and tin. But there’s cots, and food. Outside the perimeter wall are tripwires and very basic motion sensors that will alert the settlement if any sizable animals are prowling around.
You’re informed that mostly the dinosaurs leave the camp alone - too much effort for not enough food.
While you’ll be welcomed the first night, as soon as morning rolls around it will be made abundantly clear that you’re going to be expected to pull your weight. Pitch in with the cooking or cleaning, or if you have some mechanical skill you can help fix up some of the rattling vehicles parked around.
From what you can gather, this is just one of a few different settlements on the island. Some of the others have small farms, and if you can drive you will be asked if you’d mind running over a delivery to one of these.
Agree, and you’ll be handed the keys to what sure looks like a 1970s era Cadillac. The mulleted gentleman who has asked this favour of you hands you a piece of paper upon which a small map is drawn, along with written directions. A note at the bottom reads, “don’t look in the tunk.” You think he means ‘trunk.’
“Package is in the trunk,” this gentleman confirms. “Don’t open it, sunlight’ll mess it all up.”
With that he sends you on your merry way. Best to take along a buddy for safety!
Partway through your journey you will come to realise that whatever is in the trunk is making a banging noise. You can ignore it and keep driving, passing the keys off to the people at the farming settlement, or you can pull over and investigate.
If you choose the second option, you’ll find that your ‘package’ is a person. Not a human one - this person has scales and huge, bulging eyes above small nostrils. They’re bound hand and foot and gagged, staring up at you with terror.
Well, jeez. Now what?
Ⅳ. REPTILIANS
Whether it’s because you’re led there, or because you find it by accident, you find yourself in a village - the houses are smooth stone, curving elegantly under sprawling vines and beautiful blooming flowers.
Upon your arrival several humanoid lizard people emerge from their homes and watch you, silent. One of them, stooped and wizened with age, moves to stand directly in front of you. When they speak, you realise that you can’t hear them with your ears; they communicate through telepathy.
You are welcome to stay in our village if you pass our Test of Bravery.
You’re half expecting that they’ll make you fight a velociraptor or something, but no - this village elder leads you and your companion both to the center of the village where there are several large flat stones ringed around one much larger stone. You’re both instructed to sit. More of the reptilian people approach, watching you.
Tell us a story of your bravery, the elder tells you.
You’ll have to dig into your memories to find a moment where you think you acted bravely, and then you’ll have to tell everyone assembled about it. You might be tempted to embellish a little bit, or to outright lie.
But if you do…

The moment you start fudging the truth, a different memory will play out just above the large center stone like a hologram. This memory paints you much more poorly: it's one of your most cowardly moments. Definitely not what you wanted to share with a village full of people.
When either your story or your memory is finished, the village elder will look at you with their strange eyes and pronounce whether or not you’re allowed to stay.
Greetings, prospective Travelers! Welcome to the POLYMYTHOS test drive meme and thank you for your interest in our game! We invite you to use this TDM to explore but one of many, many islands within the Endless Isles; use it as an opportunity to introduce and familiarize yourself with the game, form connections with other characters, and just have some fun. (Perhaps while also getting some solid samples together for your application! Apps are always open!)
Use the prompts provided below as-is or feel free to write your own set within the environment detailed in each. You're even welcome to access the network via your character's ScryWatch. While there will be some inevitable changes, TDMs may count as game canon and some islands may be revisited in the future. Be mindful of your surroundings -- you never know how you and your fellow Travelers might affect this place in the long run.
You can read all about your character's arrival in the game lore.
The island you find yourself on is a tropical paradise. The hair is heavy and humid, and a thick flowering jungle encroaches on the white sandy beach. As far as mysterious islands go, it could be a lot worse! Maybe there’s a bar with some Mai Tais set up here somewhere…

Just a little one - it’s about the size of a small dog, running along on its hind legs. Aww, he’s kinda cute if you ignore the sharp teeth and claws! Lucky for you it’s busy chasing something else and soon darts back into the bush unless you do something to grab its attention.
Listen closely and you’ll find that sometimes you can hear sounds that are distinctly mechanical. Whatever this place is, it at least sounds like it’s inhabited by something possessing intelligence. You could definitely go and find out. Just be careful!
Or maybe you think, hey, I’ve seen this movie, I’m staying on the beach! You could, but unless you’re good at diving for fish you might have a hard time finding food.
Notes:
1. Please remember to mark threads appropriately with Content Warnings when necessary.
2. These prompts are a jumping off point - how they affect your character and their development is up to you.
3. The people on the island are normal humans unless otherwise indicated. The dinosaurs are animals and can be killed. I mean, good luck with that, but.
4. Have fun!
Ⅱ. CRETACEOUS PARK
CW: Dinosaurs! Violence, possibly against dinosaurs!

Eventually in your wanderings you come across an unusual sight: a dirt road. It cuts its way through the trees and ferns, and to the south you can hear what is probably a familiar sound: engines. And shouting.
It’s getting closer.
Suddenly there are cars and motorcycles rushing down the road toward you - try not to get hit! One of the cars slows and a guy with a ragged blonde beard hangs out and tells you to get in the back. At close to the same time a truck slows and another guy tells you to climb aboard and grab a gun.
Why would you need a gun? The answer presents itself almost immediately: big daddy T-Rex is stomping its way down the road towards you.
You can escape with the first car, or pitch in and try to shoot the dinosaur with the second. Or you could try and prevent them from hurting the animal entirely, or just run off into the jungle by yourself. Better decide quickly, though. That T-Rex looks hungry.
Notes:
1. You determine your level of dino encounter! And what kind - nobody is going to get on your ass if you pick one from the Jurassic period instead of the Cretaceous. It’s a magic island for crying out loud.
Ⅲ. SETTLEMENT
CW: Kidnapping.
Whether you throw in with the humans or maybe stumble upon it by accident, you wind up at their encampment . It’s definitely the safest place to be - there are high walls around a series of small buildings mostly cobbled together from wood and tin. But there’s cots, and food. Outside the perimeter wall are tripwires and very basic motion sensors that will alert the settlement if any sizable animals are prowling around.
You’re informed that mostly the dinosaurs leave the camp alone - too much effort for not enough food.
While you’ll be welcomed the first night, as soon as morning rolls around it will be made abundantly clear that you’re going to be expected to pull your weight. Pitch in with the cooking or cleaning, or if you have some mechanical skill you can help fix up some of the rattling vehicles parked around.
From what you can gather, this is just one of a few different settlements on the island. Some of the others have small farms, and if you can drive you will be asked if you’d mind running over a delivery to one of these.

“Package is in the trunk,” this gentleman confirms. “Don’t open it, sunlight’ll mess it all up.”
With that he sends you on your merry way. Best to take along a buddy for safety!
Partway through your journey you will come to realise that whatever is in the trunk is making a banging noise. You can ignore it and keep driving, passing the keys off to the people at the farming settlement, or you can pull over and investigate.
If you choose the second option, you’ll find that your ‘package’ is a person. Not a human one - this person has scales and huge, bulging eyes above small nostrils. They’re bound hand and foot and gagged, staring up at you with terror.
Well, jeez. Now what?
Notes:
1. If you open the trunk and discover the Crazy Frog-esque figure within you can continue on to the settlement and deliver him as promised. If you choose the former, the people at both settlements will be angry and turn on you unless you can spin a very convincing lie about your prisoner escaping.
2. If you choose to free your froggy friend, they will indicate that you should follow them through the jungle to their home.
3. If you skip the delivery mission, you can still stay at the camp. It’s very bare bones, but there’s food and cots and bathrooms at least.
Ⅳ. REPTILIANS
Whether it’s because you’re led there, or because you find it by accident, you find yourself in a village - the houses are smooth stone, curving elegantly under sprawling vines and beautiful blooming flowers.
Upon your arrival several humanoid lizard people emerge from their homes and watch you, silent. One of them, stooped and wizened with age, moves to stand directly in front of you. When they speak, you realise that you can’t hear them with your ears; they communicate through telepathy.
You are welcome to stay in our village if you pass our Test of Bravery.
You’re half expecting that they’ll make you fight a velociraptor or something, but no - this village elder leads you and your companion both to the center of the village where there are several large flat stones ringed around one much larger stone. You’re both instructed to sit. More of the reptilian people approach, watching you.
Tell us a story of your bravery, the elder tells you.
You’ll have to dig into your memories to find a moment where you think you acted bravely, and then you’ll have to tell everyone assembled about it. You might be tempted to embellish a little bit, or to outright lie.
But if you do…

When either your story or your memory is finished, the village elder will look at you with their strange eyes and pronounce whether or not you’re allowed to stay.
Notes:
1. Whether or not you are allowed to stay is not based entirely on how brave you were - how you react to having to share (willingly or not) these stories also plays a part. For example, if you ran away from a fight but in the present you don’t try to justify it with bullshit reasons, you will still be invited to stay.
2. The Reptilian village is a blend of nature and advanced technology. Frankly, it’s a nicer place to stay than the human settlements. They have a lot more creature comforts, like nice deep baths and soft beds.
Greetings, prospective Travelers! Welcome to the POLYMYTHOS test drive meme and thank you for your interest in our game! We invite you to use this TDM to explore but one of many, many islands within the Endless Isles; use it as an opportunity to introduce and familiarize yourself with the game, form connections with other characters, and just have some fun. (Perhaps while also getting some solid samples together for your application! Apps are always open!)
Use the prompts provided below as-is or feel free to write your own set within the environment detailed in each. You're even welcome to access the network via your character's ScryWatch. While there will be some inevitable changes, TDMs may count as game canon and some islands may be revisited in the future. Be mindful of your surroundings -- you never know how you and your fellow Travelers might affect this place in the long run.
Eponine Thenardier - Les Miserables
She's unperturbed too, by the rustlings of the jungle, though the dinosaur emerging from the bushes makes her stop digging her feet into the sand and stare, slack-jawed, at the weird creature. Eponine's on her feet in an instant, running closer to it to get a better look. As it disappears into the jungle, so too does she plunge into the bushes, apparently unafraid of what might be lurking inside. When she spots someone else, she shouts.]
Hie! Hie! Did you see the - the - such a creature. So big - [She indicates] With the teeth of a fox only bigger, and the skin - skin like a frog? No - a toad, more bumpy! Only not so much like a toad. Oh! Did you see him? Do you see where he is? I mean - it is impertinent of me, I know, but will you help me anyhow?
Settlement
[Everything is peculiar here - the cars that made Eponine quite white in the face in fear for their noise and for how fast they went, the tents with the high fence, even the beds and the food. She doesn't mind pitching in - but she's often found near the food stores, looking furtively around before slipping a morsel of something or other into the pockets of her ragged skirt. When she spots someone watching, she lifts a finger to her lips.]
Don't peach on me, will you? I'll share if it means your silence.
Reptilians [CW for domestic abuse/ child abuse]
[By the time Eponine finds herself at the reptilian village, she is more convinced that this is all some strange hallucination brought on by lack of food or sleep or - or has someone made her smell those cloths they use? Is she drugged? Either way, she's convinced that none of this is real. She smiles at the reptilians as they lead her to the stone circle, and sits down.]
Is this the court? I ain't done it, if it is. I've not done nothing.
[But her assertions of innocence fall on deaf ears and Eponine is bade to remember when she has been brave. She's silent. Brave?
It's not a strong memory, and she's not really brave, but it's the best she can come up with.]
I ain't brave. Not really. There is no time for a hero and brave and that when there ain't nothing else. Me, brave is a choice, no? It is for rich, not for scum. Rich people have a choice to be brave, but when you try to stay just alive, it is not bravery to act, I think. It is just that - staying alive. I think this is a stupid test, Sirs, truly.
[But a memory plays out anyway, above her head. A younger Eponine's stood in a dingy room. There's sacking on the floor, and two thin mattresses with straw poking out. In the middle of the room is a rickety desk and a lopsided chair that's missing it's back. There's a bad painting of Napoleon propped against one wall, and the smashed window is grimy with old soot and dirt. A girl, younger than Eponine, but very like her sister, is huddled on a bed, whilst a giantess of a woman, ferocious and mean, ignores the girl's whimpering. A man, swarthy and thin, stands opposite Eponine, yelling obscenities at his daughter, as she yells back.
"Pa, she tried. She tried, but she is too stupid -" Eponine gestures furiously at her sister. "I brought you extra -" But her Pa is taking off his belt, and Eponine's arguments die on her tongue.
"She needs to learn. Hands, Azelma." He barks. Eponine looks at the scared face of her sister, and slowly puts out her own hands for the belt.
"I'll learn her better, Pa. Don't hit her. I'll take 'em for her. Do it."
The memory stops as the belt hits Eponine's hands and in the present day, Eponine shifts uncomfortably, looking down at her chapped fingers.]
It weren't brave. You'd do it too if you heard how much she screams for even one lash of the belt.
no subject
[only bigger. that's the part that gets minsu's attention, though what she goes on to describe doesn't sound like what he was worried about at all. he looks towards the jungle, trying to catch a glimpse or the scent of something - but between the salty air and the tropical flowers, there's just too much.]
Yes, I'll help you! What do you want to do?
reptilians
He sits on his own, having moved to the back of the pack after his own story went - well the way it went, and he's got to leave soon. Still, his eyes have barely left the girl as the crowd moved about her, as the scenes changed. She's in luck: Joe's got to be a good boy. There's no room in a good first impression for his type of love at first sight, so it's with a decent amount of genuine concern that he approaches her. He is a sensitive soul, even if he's the way he is.]
Hey.
[He raises a hand in greeting, smiles a tight smile. At least someone here knows the constraint of being trapped in some kind of cage. His youth still burns fresh.]
Listen, I just wanna say, you should give yourself some more credit. Your story. [Joe nods to the large stone-screen with his head although nothing flickers on it at present.] A lot of people wouldn't have done that, family or no.