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.
no subject
But Tess is on the family thing - right. "Nah. No idea who he was, if he's out there." She rolls a shoulder in what she hopes looks like an easy shrug. Marlene hadn't given her much, and Ellie figured she didn't have that much to give on who Ellie's father had been - never mind if he were even alive. "What about you? You have family out there somewhere?"
Was she like Joel? Parted ways with them, maybe had a falling out? Maybe she had people in the Boston QZ?
[ ooc: 7 SEASONS?????????????? i think i just experienced a runtime error irl, jesus. wow, if it's going that long we might actually get a good chunk of flashback stuff if it isn't incorporated in the earlier episodes, maybe? ]
no subject
There's a reason they're always conscripting.
"And you've been in Boston your whole life, huh?"
There used to be other places to go to, other QZs. Not that most people could get in, but the grass is always greener, and all.
[OOC: LMAO RIGHT it's totally unconfirmed and I'm just just Kenney talking out his ass but if it's EVEN REMOTELY POSSIBLE... give! me! flashbacks!]
no subject
"I'm sorry," she says a little softer - and though it isn't much, that's all she really has to offer in the face of all that. It's sincere for what it's worth. "That's... really shitty."
Man, this conversation has gone and gotten depressing; Ellie's shifting a little to lean in and look out the windshield toward the jungle on either side of them as the Cadillac rolls onward.
"Yeah, grew up in Boston. When you and Joel took me out, that was the first time I'd been outside the QZ. The woods were so cool... got to see fireflies - the real ones, I mean. Oh man--" She cuts off with a laugh, "and there were even fucking monkeys? Pretty awesome."
The novelty of the great outdoors might have faded some after months and months of roughing it, and her focus might've been much more tunnel vision toward the end of their journey with the (hopeful) end in sight, but... occasionally, there'd be something new that would take her by surprise.
"What about you? I'm guessing you ended up in Boston but you must've been all over before that, right?"
[ ooc: what have you done, now the flame of hope is alive inside me... I will be so sad if we don't get this now even if it's a pipe dream okay :'( imagine if we get Tess-Joel-Tommy shenanigans...... I want it 😠 ]
had a bonkers week, sorry that this comes late!
She adjust her grip on the steering wheel. Life is terrible. Tess lets it roll off her like water off a duck's back. Can't let it hold anyone back.
"Monkeys," she repeats, disbelieving, but she's sure wild monkeys are a thing as much as wild dogs and horses must be. "Me, I grew up D.C., but I've traveled a bit. Mostly New England." And, if that bears clarification to a kid born while it became its own little dominion again, cut off from the broader United States as the ranks closed: "The collection of states that used to be early colonies. You've probably spent more time out West than I have at this rate."
all good! o/ noooo worries friend
Have to admit... Ellie is super curious how Tess and Joel ended up partners, and maybe this is a roundabout way of getting to that - but she's trying to work her way up to it. She knows Tommy had some part in it at one point and time, but even so... she feels like she's just looking at a tiny corner of a photograph and missing huge chunks of the big picture.
Plus, knowing who Tess had been before... well, everything - that would be nice. There's a lot of time left unaccounted for. She's not entitled to any of it, but if Tess is cool sharing, then... no harm no foul, right?
no subject
There's the principle of it, but then there's also the dodge, temporary as it may be: ending up in Boston is a whole story, but where she lines up with the as world Ellie knows, the world of Joel and Marlene and Tommy and all those people, that's trickier.
"You pass much in the way of Quarantine Zones on your way out there? Any other settlements that aren't overrun with hunters or Fireflies or whatever?"