Entry tags:
TEST DRIVE ∞ May 2025
Test Drive ∞ May 2025
The First Collision
The Diadem is an invite-only panfandom game set in a retro-futuristic world where uprooted souls find themselves deep within an eerie wasteland of roads and highways frequently assailed by cosmic storms. Three united strongholds keep the population. Its capital is Panorama, a large metropolis at the planet's center.
Soon, you realize you aren't alone. Calling themselves fluxdrifts, the "locals" have similar stories to you, either for themselves or their ancestry. You speak to an old woman who claims she hailed from another star. You meet a young man who says his great-great-grandfather knew a strange language everybody spoke "back home." As you explore, you stumble across a coin you recognize or your sister's locket. How did it get here? What does this mean? That's for you to discover.
But first, you need to find a ride.
Soon, you realize you aren't alone. Calling themselves fluxdrifts, the "locals" have similar stories to you, either for themselves or their ancestry. You speak to an old woman who claims she hailed from another star. You meet a young man who says his great-great-grandfather knew a strange language everybody spoke "back home." As you explore, you stumble across a coin you recognize or your sister's locket. How did it get here? What does this mean? That's for you to discover.
But first, you need to find a ride.
No invites needed to play on the TDM. Everyone's welcome! Use the Invite Request thread below to request an invite from another player.
∞ Summary ∞
IC-wise, arrivals are scattered throughout the month. Events described on the TDM are also ongoing throughout the month. If you'd rather jump right into the action, you're free to begin in media res with your character having already been on the planet for several days.
Post-impact, characters will wake up in a med tent by the Scrapyard. From there, they must accept a vehicle on loan and make the 2-hour drive to the nearest city, Panorama. If they refuse the car because they don't want the loan, they'll be in debt for medical bills instead...so just take the car. It'll come in handy.
Some things to keep in mind when bringing in your character:
TDM threads can be canon if characters are accepted. Top-levels made to the TDM should be open to all.
Post-impact, characters will wake up in a med tent by the Scrapyard. From there, they must accept a vehicle on loan and make the 2-hour drive to the nearest city, Panorama. If they refuse the car because they don't want the loan, they'll be in debt for medical bills instead...so just take the car. It'll come in handy.
Some things to keep in mind when bringing in your character:
- Pick an injury. At minimum, they got knocked out; at most, whatever they can recover from. Medicine is decently advanced so they'll heal faster if not painlessly.
- Decide items kept. Reasonable items on their person only: photos, keys, clothes, costumes. No pets or animal companions. Wildly out-of-place tech and personal cell phones will be damaged beyond repair.
- Select a weapon. Do this only if eligible. Guidelines about weapons and powers are on the FAQ.
- Choose a vehicle. Decide whether your character gets 2-3 options or if they're stuck with something they hate. Players can pick directly from our collection or source their own images. Anything under a similar aesthetic will work. If your character needs accommodations for driving, they can have them. Ask us for details.
- Get a phone. Characters have to obtain a phone (and a SIM card) themselves. If they've got one from home, it's damaged beyond repair. Phones are cheap. It'll only take a couple of weeks to afford one. You need to know the number before you text or call anyone. Read about phones and the Forum before you hop on it.
TDM threads can be canon if characters are accepted. Top-levels made to the TDM should be open to all.
Fluxdrift
Arrival & Introduction
Date: Throughout May
You've tumbled over a cliff. You were fighting for your life. You're on the cusp of death. You slipped in the shower. Whatever the catalyst, you struggle to cling to consciousness. As darkness overtakes you, a swirling vortex warps light and shadow in a way that defies all physics. A dark wail etches into your very bones. You couldn't describe it if you tried. You can barely comprehend what it is.
Then you open your eyes.
Through the figure's mask ©, you swear the face is grinning down at you. The tent you're in smells of antiseptic, and scratchy blankets line your cot. Injuries you've sustained have been bandaged. In the corner, you spot a MedBot that's fixed you up. Depending on the extent of your injuries, the doctor on duty might give you some painkillers before you go. Thankfully, your belongings are by the exit. Sorry if anything's damaged. Your landing was pretty rough.
You follow the figure outside. They are Yom Crook, here to lend a hand to fellow fluxdrifts like yourself. Their car's parked beside them. Actually, there are lots of cars around, but Yom Crook's stands out with its painted shark mouth. They explain they found you, unconscious, in a diffusion zone and brought you here. The nearest city is a 2-hour drive northeast. Forget about walking. You'll never make it. Also, you owe the doctor a lot of money for patching you up. But you're in luck: they've got some wheels for you and if you accept the vehicle on loan, Yom Crook will cover your medical bills. That's a good deal, right? It's not the shiniest car or motorcycle, but it'll do. If fortune favors, you'll get to choose between two or three options. Plus, if you need accommodations to drive—like adjustments to your seat height or modified controls—you'll receive all that for free.
Take the vehicle. (And the loan.) Yom Crook assures you that you'll have six months before collectors come around. Any time you're ready to pay a part of it down, return here to the Scrapyard. You'll get a receipt and everything. Paying off the loan in six months isn't impossible, but it will take a lot of work. Just don't get too lax. There's a good chance you'll be juggling multiple loans as you try to get by.
You either know how to drive, or you'll have a bare-bones manual to get you started. Road rules are more a suggestion than enforced, so just hit the pedal and go. The car has some basic features. The built-in compass will help you navigate.
Through the figure's mask ©, you swear the face is grinning down at you. The tent you're in smells of antiseptic, and scratchy blankets line your cot. Injuries you've sustained have been bandaged. In the corner, you spot a MedBot that's fixed you up. Depending on the extent of your injuries, the doctor on duty might give you some painkillers before you go. Thankfully, your belongings are by the exit. Sorry if anything's damaged. Your landing was pretty rough.
You follow the figure outside. They are Yom Crook, here to lend a hand to fellow fluxdrifts like yourself. Their car's parked beside them. Actually, there are lots of cars around, but Yom Crook's stands out with its painted shark mouth. They explain they found you, unconscious, in a diffusion zone and brought you here. The nearest city is a 2-hour drive northeast. Forget about walking. You'll never make it. Also, you owe the doctor a lot of money for patching you up. But you're in luck: they've got some wheels for you and if you accept the vehicle on loan, Yom Crook will cover your medical bills. That's a good deal, right? It's not the shiniest car or motorcycle, but it'll do. If fortune favors, you'll get to choose between two or three options. Plus, if you need accommodations to drive—like adjustments to your seat height or modified controls—you'll receive all that for free.
Take the vehicle. (And the loan.) Yom Crook assures you that you'll have six months before collectors come around. Any time you're ready to pay a part of it down, return here to the Scrapyard. You'll get a receipt and everything. Paying off the loan in six months isn't impossible, but it will take a lot of work. Just don't get too lax. There's a good chance you'll be juggling multiple loans as you try to get by.
You either know how to drive, or you'll have a bare-bones manual to get you started. Road rules are more a suggestion than enforced, so just hit the pedal and go. The car has some basic features. The built-in compass will help you navigate.
OPTIONAL PROMPTS: a flat tire; a body on the road (is it a trap?); a fender bender
Panorama
Explore & Settle In
Conditions: Warm spring temperatures, light showers
After 2 hours on the road, you find civilization. The largest of the strongholds, Panorama is where the economy thrives. Massive power plants glowing red make it visible from a distance. The city is divided into three districts. For now, you can access the Pavilion and the Blocks. Don't worry about the Sanctum; they're not letting you in.
You only need to know two things about Panorama: 1) it's big, the size of a modern metropolis, and you'll need your car to get around; 2) anything goes as long as you don't pick a fight with the wrong person. Street smarts will get you far. Despite its geographical size, the population isn't huge. With roughly a million people in a city designed for over twice that number, Panorama is far from deserted, but nor is it overcrowded. It's a good thing. Resources are limited as it is.
You only need to know two things about Panorama: 1) it's big, the size of a modern metropolis, and you'll need your car to get around; 2) anything goes as long as you don't pick a fight with the wrong person. Street smarts will get you far. Despite its geographical size, the population isn't huge. With roughly a million people in a city designed for over twice that number, Panorama is far from deserted, but nor is it overcrowded. It's a good thing. Resources are limited as it is.
The Pavilion: Free Samples
Like any large city, Panorama features a couple of supermarkets. The stock's not as consistent as a proper supermarket. On occasion, shelves can remain cleaned out for a week or two. Regardless, the long tradition of free samples remains. If you're not already shopping, you'll notice the crowded parking lot and clusters of lines inside.
Try samples, push through the crowds as you shop, or give yourself a five-finger discount. If you're cautious, you can pocket a few small items without consequences. The Pavillion doesn't have the infrastructure for surveillance; unless someone sees you, you won't be caught. Steal from the store or pilfer someone's wallet. Maybe you even make a new friend if you bump into another fluxdrift. Or, start a fight with somebody who cut you off in the cheese line. Don't make too much of a ruckus, or you'll be thrown out.
As you look around, you'll see posters advertising temporary positions for the cash register or graveyard shifts in the warehouse. Seems they might've lost several employees recently (how'd that happen?), which is good for you! It's just a 6-week position, but it'll get you on your feet. The city has temporary positions like this all over. Permanent ones are harder to come by when you're new.
Try samples, push through the crowds as you shop, or give yourself a five-finger discount. If you're cautious, you can pocket a few small items without consequences. The Pavillion doesn't have the infrastructure for surveillance; unless someone sees you, you won't be caught. Steal from the store or pilfer someone's wallet. Maybe you even make a new friend if you bump into another fluxdrift. Or, start a fight with somebody who cut you off in the cheese line. Don't make too much of a ruckus, or you'll be thrown out.
As you look around, you'll see posters advertising temporary positions for the cash register or graveyard shifts in the warehouse. Seems they might've lost several employees recently (how'd that happen?), which is good for you! It's just a 6-week position, but it'll get you on your feet. The city has temporary positions like this all over. Permanent ones are harder to come by when you're new.
Samples include: steamed cabbage dumplings, synthetic cherry juice, cheddar cheese, and chocolate-covered alien eggs (it's crunchy and weirdly tasty). They're served in the usual throwaway paper cups with little toothpicks.
The Blocks: Power Outage
Power's finicky in Panorama, especially in the Blocks. Saint Margery's Hospital, located in the same area, has priority for power so the first to go are the motels. Maybe you've been in your room for a couple of weeks, maybe you just got here—and by the way, every motel desk is happy to put the fee on your tab if you don't have the money upfront—but all the motels on the east side are in a blackout, leaving only the west side motels up and running.
What do you do? You have three choices:
What do you do? You have three choices:
- Risk leaving your room and head to the other side where there's power. Knock on some doors and negotiate with another to share the room. They might shut the door in your face, ask for a favor in return, or be nice enough to help you with no strings attached. There's no guarantee your unattended room will be untouched, though, and you'll be on the hook for any damages an intruder causes.
- Sit in the dark and deal. It's not the worst idea, but the TV's down, the vending machines are powered down, and with the entire place plunged into darkness, you risk getting robbed. If you struggle with defending yourself, you might want to find some trustworthy company. You can also sneak out of there and let them take your leftover pizza. It's not like you've got a ton of valuables, right? Plus, clobbering someone in the face with a frying pan sounds great until you realize you've gotta do something with the body. And what if this person's got a friend waiting?
- Get in your car and drive (or grab a friend for a road trip). If you scroll the Forum, you might notice reports on diffusion zones southward. Besides, these motels are hardly your forever home. The city can only provide so much. Why not go for a ride and see what you can find out there?
OPTIONAL PROMPTS: clean up on aisle 3 (what is that goo?); a knock at your door but no one's there; you hear screaming or a commotion down the hall
The Fringes
Quad 3: Lockdown
Conditions: Stormy, with flooding roads
Felix Bjurstrom
> Date: 125-05-17
> Time: 02:15:57
> Emergency road lights have been reported in Quadrant 3! Please, can someone go see what's there? When last we chasers investigated emergency lights, a whole truck filled with sour candy had tipped over. Our stores were stocked for weeks! Oh, be careful - reception looks bad in that zone.
> Date: 125-05-17
> Time: 02:15:57
> Emergency road lights have been reported in Quadrant 3! Please, can someone go see what's there? When last we chasers investigated emergency lights, a whole truck filled with sour candy had tipped over. Our stores were stocked for weeks! Oh, be careful - reception looks bad in that zone.
Through the open windows, a computer awakens and displays a cheerful smile. The lights inside switch on.
Pick your scenario role below. Your thread partner doesn't need to take the opposite role! They can join you in the same scenario (i.e. trapped together). Players are also free to create a generic NPC for the other side to facilitate the thread.
After characters escape, they'll find one bottle of antibiotics in their pocket or car, whether they remember taking it or not.
After characters escape, they'll find one bottle of antibiotics in their pocket or car, whether they remember taking it or not.
A: Sealed In
As you peer through the windows, you see crates of medicine floating around. Antibiotics in the diadem are valuable. Hospitals and doctors are always buying. You can keep it for yourself or make a quick buck. Or maybe you're compelled to help somebody back in the city who's in need. Whatever the reason, you decide to take the risk and step inside.
Water splashes around your ankles. The lock buzzes behind you. If you try to break the windows, you discover they're unnaturally resistant to shattering. With the whole place locked tight, the water begins to churn. Then the computer lights up again.
Warning, it flashes in large, bold text. Quarantine in progress. Release code required for exit.
- To find the code, you'll have to search. Duck under the water, go through sopping envelopes and sticky notes or pick the locks on the filing cabinets and desk drawers. You can also try hacking the computers. Use your computer knowledge or fall back on the age-old trick of seeing who wrote down their password.
- The files, notepads, and emails start innocuous, but as you look through them, disturbing phrases jump out at you—a dark thought you've had or a cruel taunt from someone in your past. The longer you're fixed on the terrible words, the higher the water begins to rise. Only another can break you out of your trance.
- With the rising water comes fear. And the more you're afraid, the more the water also rises. You begin to see faces in the water, bobbing like balloon heads. Do you recognize them? If you move to take a closer look, they will sink back beneath the surface as if never there.
- If you manage to swallow your panic, you can eventually find a triple-laminated binder with the release code and instructions. Bad news: you need someone on the outside to punch in the 6 strange symbols in order. The instructions explain that the code panel is located at the back of the building.
B: Set Free
As you peer through the windows, you see not just the crates of medicine but someone trapped inside. They look like they might be in trouble, and from your vantage point, you notice that the water is bubbling strangely. It's definitely not normal rainwater. As you watch, the water rises unnaturally, stopping and starting. It's as if the water level is responding to an external stimulus.
- The glass is soundproof. You can't hear what the person inside is saying, so you'll have to communicate with each other another way. Try charades, typing on your phone, or whatever you think of. Eventually, you determine that they're stuck and that you need to enter some sort of code onto a pad located—according to your trapped partner—at the back of the building.
- Around the back, shadows swallow your surroundings. The panel must be pried open, but a slippery substance makes it hard to get a good grip. Each time the substance touches you, you grow uneasy. You swear you see eyes watching you, though when you turn around, nothing's there.
- You can't seem to keep the instructions in your mind. And those symbols...they burn into your retinas. Through them, you glimpse an incomprehensibly massive figure unfurling in the darkness, pulsing as if in a deep sleep. When you snap back to reality, you realize you've injured yourself, slicing your hand on a sharp edge or a bruise you can't remember getting.
- Once you manage to release the doors, the water inside the office drains upward into the sky as though sucked out by a giant hose. The darkness spreads. Get out of there fast before the shadows drag you or your partner into the void.
Main Navigation ::: ⇅
Top
arlecchino (the knave) | genshin impact
B. 🎵On the Road to Panorama City🎵
C. Wildcard
the junkyard.
Vi has never driven, but she's a quick learner. With her excellent balance and general lack of what one might consider a healthy amount of caution, it feels easy. The engine rumbles and sputters unevenly, tires streaking the road when she takes the turn too fast. ]
Shit-- [ The bike nearly tips, but she's got fast reflexes. Vi kicks out her leg to push up from the ground, revs the throttle, and jerks forward enough to right herself before hitting the brake and coming to an erratic stop near the woman who's been watching her. ]
Hm. Getting the hang of it.
no subject
I'm pleased to hear it. Normally, I would expect machinery like this to take quite a bit of training to conquer.
[ Though as she speaks, she knows that the concept of training must be a joke in the Junkyard. The whole place is a comedy. ]
Was that your vehicle of choice?
no subject
Well. At least this one person isn't immediately being an asshole. Refreshing.
Vi approaches with a tentative smile. ]
Yeah, actually. Wanted something... versatile. I liked this better than the big one. [ She nods toward some parked pickup trucks. ]
Guess I got lucky.
Though if you're hoping for lessons, keep looking. It's my first day.
no subject
In lieu of a return smile, she gently closes her user's manual when the other woman approaches, setting it aside. ]
Is that so? [ An affected little sigh. ] And here I thought you looked the kind, charitable soul. It seems I'll simply have to endure looking the fool instead.
[ There's a hint of drama among the even tones of her voice, yet she remains straight-faced. Her odd little version of a joke, maybe. She straightens, black hands and sharp nails lightly dusting her coat where it rested against her motorcycle. All precise propriety next to the other woman's relaxed approach. ]
If I can't have a lesson, perhaps you'll at least grant me an introduction. I am The Knave. [ Fourth of the Fatui Harbingers... she doesn't say. A habit suppressed. ]
no subject
[ Vi snorts, but it comes with a twitch of her lip in a crooked smile. She doesn't mind a little sarcasm. ]
Oh, I could be charitable enough. Here's what I can teach you: I've figured out how to make it go. And mostly how to stop. Most of the time.
[ Nothing against an introduction, either-- but the other woman's attempt at one makes Vi pause. She cocks her head. That can't possibly be a name. Is she being insulted somehow and she doesn't get it? ]
...first name "The," surname "Knave"? Your parents must've lost a bet.
no subject
wildcard.
It's only when he catches sight of a well-dressed gentleman leading a little girl away from her parents that he bothers to intervene.
'Intervene' but it's more of a redirection of his original path, his afternoon sweet treat forgone in favor of following this odd pair that no one else seems to think twice about. Casually, hands tucked into his jacket pockets - his ostentatious coat and vest combo has since been swapped out for a much more unremarkable red hoodie plucked off the rack of an unassuming thrift store - he follows them, waiting until they merge into the shadows of a small back alley to make his presence known.
Except, as it turns out, he is not alone. ]
no subject
Cliche.The well-dressed gentleman is guiding the girl toward it, speaking to her in sugary sweet tones. And then, he slows. Sensing something off. He drops the child's hand, eyes darting, survival instincts awakening.Black hands emerge from the shadows and slowly, tenderly, place themselves over the child's eyes. The little girl startles slightly, but the voice that fills her ears is utterly calm, gentle. Soothing, if it weren't so cold. ]
Now, child. You've played for long enough. But before you go... would you like to see a magic trick?
[ The well-dressed gentleman is frozen now, shocked to silence by the well-dressed gentlewoman suddenly in the alley with them. But Arlecchino doesn't look at him; instead, she turns her head to look at Wriothesley, her eyes bright crimson in the darkness. ]
Our friend here is very good at disappearing.
[ Tendrils of baleful black and red seize the well-dressed gentleman's head completely so that he can't make a sound, no matter how he tries to claw the tendrils apart. ]
He may even vanish, as if... he was never here at all.
[ "That doesn't sound like a very good trick," the girl complains.
Nevertheless, Arlecchino invites Wriothesley with her eyes. Every magician needs an assistant. ]
no subject
No time now to grapple with the questions of how and why The Knave might also be present in this strange new land. Between "magic trick" and the pointed glance she sends his way, he can put two and two together.
With his hands still in his pockets he crouches down until he's closer to eye level with the little girl, adopting a friendly smile that scrapes off only a little bit of the intimidation that comes with a larger build and visible scars on his person. ]
Well, you haven't seen the whole trick yet, now have you? Everything takes a little bit of patience and a whole lot of belief, magic included.
[ Stretching out one hand, he motions for her to take it. ]
Why don't you come stand here with me and close your eyes? And then we'll see if we can't make a bit of magic happen.
[ Apparently childish whimsy is enough to overcome her doubt; after a few moments, she does as instructed, migrating over to his side and dutifully closing her eyes. That's his cue to glance back at Arlecchino. Time to pass the metaphorical baton back to her. ]
no subject
And while normally she'd like to take her time with these things, she does have an audience. She can't profess to have Lyney's showmanship — why, she might even profess to being stage shy — but she can still manage a little something.
Crimson crosses pierce the darkness. Before Wriothesley's very eyes, the well-dressed gentleman takes flight. Shoots straight in the air, disappearing in the blink of an eye over the neighboring rooftop in complete silence. (The eagle-eyed might glimpse silken flashes wrapped around the man's neck in the moment before he disappeared.)
The Knave grants her audience of one a jesting bow and a smile, a crueler shade of Lyney's proud stage bows. ]
And... voila.
[ As promised, a vanishing act without a single trace left behind. ]
no subject
With Arlecchino's magic trick performed and done, the little girl opens her eyes—and then boggles at the realization that the strange man really had disappeared—without a trace or a sound. There's an oooooh of awe and a roll forward onto the balls of her feet as she excitedly asks how it was done. Since he is just the assistant here, Wriothesley keeps his mouth shut.
Mostly. ]
A magician never reveals her secrets, right? Though maybe this one will be kind enough to tell you on the way back to your guardians.
[ They're going to be the suspicious looking ones if they loiter in this back alley any longer. ]
no subject
Arlecchino's expression mellows to neutrality as she addresses the little girl. ]
As the gentleman states, a magician cannot reveal her secrets. But hurry quickly enough, and I may just perform another trick for you.
[ The little girl's disappointment is quickly supplanted by an excited, "Okay!" Off she trots in the direction of her parents. Arlecchino passes Wriothesley an expectant look before following after the girl at her own pace. ]
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
a is for AAA, the insurance that clearly doesn't exist here
What do you think?
[He considers it an achievement to have kept the venom out of his voice, but that still leaves sharp-edged frustration as he perches on the ratty seat, snout-deep in a driver's manual.]
no subject
The sharp response doesn't bother her. She replies calmly, almost pleasantly. ]
What seems to be the issue?
no subject
The first time I take this...contraption...out on the road, I'm going to become a red smear on the ground. That heads the list.
[Amber-gold eyes glance in her direction so quickly that it seems like an illusion, as though he was blinking away dust.]
"You'll never make it on foot," they said. Hmph...
no subject
A reasonable concern. Perhaps protective gear would assuage your fears? I believe I've even seen some equipment lying about in your size.
[ She'll even fetch it for him if he seems interested. A kindness from one woebegone newcomer to another. ]
no subject
[Those eyes on him makes his scales itch, not liking the feeling of being watched. Call it prey instinct, that sixth sense of knowing when something bigger and stronger has you on their radar. A pass of his hand to gesture briefly at his broken horns, to adjust the hood of his cloak, disguises a discreet check along his side; the weight of his hidden daggers is subtle but comforting, almost as much as the distance still between them.
He glances at her again, less fleetingly this time, just to make sure—and raises an eyeridge.]
You don't look much better off.
[Not when that motorcycle looks like something Optimus Prime would puke up.]
no subject
Arlecchino notes the fidgeting, makes no attempt to ease any potential discomfort. If she made the discomfort of others her concern, she'd never know rest. She closes her user's manual soundlessly except for a long scrape of one sharp red nail as she presses the warped edges flat. ]
Indeed. This was the vehicle Yom Crook saw fit to lend me, so I'll have to make do, the same as you.
[ The name is staccato on her tongue, a spot of naked disdain. ]
Yet one must harness all of life's offerings, meager as they may be. A bit of skin sacrificed to the street is a small price to pay for progress, wouldn't you agree?
(no subject)
(no subject)
a.
in situations like this, adapting was imperative... and if driving this shoddy excuse for a ride, then it'd have to do. at the same time, it doesn't mean he won't test a few cars on the lot first. when sylus steps out of the vehicle, he hears the voice and gives a noncommittal hum. ]
Yes, no, maybe so. If you consider the sounds of it almost breaking down at every turn as pleasant, then you're welcome to try yourself. [ he says as he is now tossing her the car keys. just like that. ]
no subject
How generous. I should warn you that I have no experience with these vehicles. I won't be held responsible for whatever havoc I may wreak.
[ Why so threatening? No reason, really. This is just her natural state of being. Heaven forbid she ask for help learning how to drive. ]
no subject
It looks like these cars have been through worse. Besides, I'm interested in what the chaos you sow looks like. [ since she seemed to confident in causing destruction, he figures it'd be entertaining enough to see it first hand.
surely nothing can go wrong with putting her behind the wheel. ]
no subject
Very well. Then may our ride be a joyous one.
[ Her pleasant tone dips into gravity. Wicked heels still manage to sound crisp on the beaten ground as she approaches the driver's side and slips into the seat.
She's the kind of studious individual who likes to understand as much of a situation as possible before stepping in to tackle it, but sometimes life calls for a crash course. Maybe very literally, given how inappropriate her extremely sharp and high heels are for driving. She settles in, eyeing the various buttons and levers at her disposal before slipping the key into the ignition. ]
With whom do I have the pleasure of driving with today?
no subject
Unfortunately, I can’t say I have any luck with “joyous.”
[ at least it seems like she probably understands the principles of driving? she got the key in at least. in theory, they’re making great headway. but, that doesn’t stop him from leaning over slightly from the seat, just enough to point at the where the rusted buckle of seatbelt is. ]
But, you should put that on first. [ a pause. ]
Sylus. [ a tilt of his head as if to ask the same question back. ]
no subject
The Knave.
[ Clearly not her birth name or even a proper name, but she's sticking to it. She looks at the buckle that was pointed out to her, pulls the seatbelt out. It slows in her hand as she gives it an impassive yet dubious look, before it clicks home and secure across her body. She is successfully chained to the vehicle, their fates now intertwined. Not to be dramatic.
She managed to get the key in because her motorcycle requires the same, but from here, it's a matter of patchwork translation from the principles of motorcycle operation to a four-wheeled car. The clutch? The throttle?? They're around here somewhere, she's sure. She turns the key and the engine coughs to life. The car immediately begins to roll forward. ]
Hmm.
[ So many options to tinker with. She could ask questions of her passenger like a normal person, but The Knave is no beggar. Instead, she begins to calmly and methodically twist, tug, and push every implement at her disposal from left to right, top to bottom, until advised otherwise. She'll worry about turning the wheel when it becomes an unavoidable problem. ]