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THE CROSSING #1
THE CROSSING #1
It's time.
For more detail on the particulars of the event, be sure to refer to our info and planning post!
For more detail on the particulars of the event, be sure to refer to our info and planning post!
time to choose
— CALM BEFORE THE STORM
It likely isn’t a surprise, when The Ferryman speaks into your mind again. You’ve known The Crossing was coming, and for the past hours, days, or weeks (however you prefer to section your time in this place), you’ve been feeling it drawing closer.
You’ve felt the pull on your soul, guiding you to follow The River; you’ve felt the changes in the Cavern, and in yourself, a shift in atmosphere that seems to start in the humidity of the air and sinks deep down into your bones. You feel solid. More importantly, you feel vulnerable.
Those who want to pay the toll are invited to gather at The Ferryman’s point of vigil; those who don’t will at least have the draw of The Crossing to guide them.
If you have anything to say before the split, now is the time to do it.
— LIGHTS OUT
Because when the moment comes, it waits for no one.
The Lantern doesn't extinguish immediately. Those gathered with The Ferryman (and, perhaps, those gathered near The Ferryman) will see it: a precarious flickering of flame behind glass. The light shrinks, and with it comes a feeling of something else retreating, too — something that you may have understood was there without realizing it, or that you may have assumed was simply another aspect of the light itself.
The bubble of safety, you realize, is receding. And when The Lantern's Light finally goes out, so too does the shield keeping you separated from the wraiths prowling the tunnels.
The darkness closes in. The Cavern's glowing plants are now the only steady source of light in the entire chamber, which allows your eyes to adjust, but only so much; it becomes difficult to make out the faces of even those standing right beside you.
It's time, so says The Ferryman. Make your decision.
follow the leader
— PAYMENT COMES DUE
There is no pomp or ceremony associated with The Ferryman's toll collection. You need only to be willing, and ready.
The darkness seems to shroud The Ferryman more than it does the rest of you, somehow. You can't make out the features of their face, only hear their voice bidding you to step forward when you're ready. For any of you who might need a moment, The Ferryman will wait.
A mote of light appears in The Ferryman's palms as the toll is paid, growing in proportion to the number of memories it receives. It's small, but you can feel the influence of it: that protective bubble you felt recede when The Lantern extinguished grows again around the light, just enough to envelop the group gathered here.
Time to go, says The Ferryman. And even though you can't track their movements in the darkness, the light tracks it for you: over the lip of the land bridge, and down to the black River below.
Nowhere to go but forward. When you step off yourself (even if it takes a bit of psyching up to get there), you'll find that the drop is gentle, and that your steps suspend safely over the water.
Just don't get left behind.
— HEAR A VOICE THAT CAUSES YOU PAIN
And so, you journey.
You walk on the surface of The River as if it were a wide, black road. Ahead of you, that same mote of light follows in the steps of The Ferryman, illuminating the ripples they leave in the water as breadcrumbs for you to follow. The air above The River is cold, certainly, and sometimes the icy water might splash up onto your shoes or ankles — but The River is wide, and there's room enough to walk together, even if you can't see each other well. It's as comfortable as a journey like this might ever be.
But The Crossing is a trial. You didn't forget, did you?
It starts slow: sounds from the darkness that could be voices, unless it's been dark for so long that your ears are playing tricks on you? Shouts of anger, high-pitched laughter, cries of fury and despair.
Then there are words. They beckon to you from the darkness: some plaintive, some punitive. They want you to stop. They want you to stay. They want you gone. Most of the voices are unfamiliar to you, but at least one, you know very well.
You need to keep moving. If you lose sight of The Ferryman's steps, you run the risk of being lost in the Cavern forever. Or perhaps it's someone beside you who's on the edge of losing their focus, someone who needs you to help keep them on the path?
trust your gut
— FIGHT FOR YOUR LIFE
The rest of you, left behind on the banks of The River, have only your wits, the contents of your pockets, and the pull of something beyond the darkness to help you on the journey. The darkness is smothering, but not completely impenetrable: you have the glow of the Cavern plants, the faint gleam of the toll group’s steps on the surface of The River, and anything you may have picked up before you got here.
You can travel together or alone, but you must move. The metaphysical pull on you is growing stronger and more insistent the longer you stay in one place, and the Cavern, before preternaturally silent and still, is beginning to stir.
The wraiths, once silent, shapeless, harmless shadows following you about the Cavern, have changed. Where before they were merely unsettling to look at, now they have become larger and more monstrous: sharp eyes and claws, wide eyes and mouths. Where before they were silent, seemingly both unable and unwilling to make any sound, now they wail: wordless cries of pain and anger giving away their positions in the darkness.
Some of them may even be familiar to you, once they get close enough; the wraiths that before had seemingly taken a liking to you, seeking you out and following you wherever you went, now seem dedicated to hunting you specifically.
What the wraiths want from you, it's hard to say. If they catch you, they will tear at you without strategy or direction, like a ravenous animal — or perhaps a terrified one.
Any injuries you sustain during this time, whether from the wraiths or otherwise, are just as real to you as they would have been when you were alive: you bleed, you break, and you feel every inch of the pain inflicted on you.
Nowhere to go but forward. If you follow the pull in your gut, you'll get to where you're going. One way or another.
on the other side
— A MOMENT OF RESPITE
Whichever trial you've chosen, there is, eventually, the end.
You feel it first in the atmosphere: a resettling of the off-kilterness that's been surrounding you. The air slowly becomes drier, and the darkness less punishing. The plants that line the walls of the Cavern become more and more rare, their light replaced by ambient light leaking in from somewhere above you.
For the group traveling with The Ferryman, the wide expanse of The River gradually becomes shallower and narrower, until it's hardly a trickle beneath your feet, winding through the cave system. For the group traveling on their own, there comes a point where the wraiths seem unwilling or unable to follow, their shrieks in the darkness growing further and further away.
You feel it next in yourself: a smoothing of your rough edges, aches and muscle pain and physical exhaustion melting away. For any injured on the journey, your wounds resolve themselves as if natural healing on fast-forward. Natural healing is not always the cleanest or the most comfortable, though; you might be left with scars, crooked fingers or noses, or some other lasting memory of what you risked to be here.
Lastly, once The River has narrowed enough and two groups have reunited again: The Lantern relights. The Ferryman, for all that they were nearly invisible to you in the darkness, seems just the same as they were before. You made it through, they tell you, with no small amount of warmth and pride. Let's take a load off.
You should rest. If you took anything from the Cavern to help you on your journey, you'll find that it's gone from your pockets — when did that happen? Did you set it down? It's been such a long journey, it could have been a lapse of memory.
A memory? Ah, there's something else gone too, isn't there? Willingly or otherwise. If you try to reach for it now, it's like dust in the breeze, or a dream upon waking. You know it was there once, but the harder you try to recall it back, the thinner the details get. Eventually, you might not remember even that there was something to forget.
Congratulations. The Crossing is complete.
Image credits: 1, 2, 3, 4, 5, 6, 7, 8 + stock imagery unless otherwise noted
It likely isn’t a surprise, when The Ferryman speaks into your mind again. You’ve known The Crossing was coming, and for the past hours, days, or weeks (however you prefer to section your time in this place), you’ve been feeling it drawing closer.
You’ve felt the pull on your soul, guiding you to follow The River; you’ve felt the changes in the Cavern, and in yourself, a shift in atmosphere that seems to start in the humidity of the air and sinks deep down into your bones. You feel solid. More importantly, you feel vulnerable.
Those who want to pay the toll are invited to gather at The Ferryman’s point of vigil; those who don’t will at least have the draw of The Crossing to guide them.
If you have anything to say before the split, now is the time to do it.
— LIGHTS OUT
Because when the moment comes, it waits for no one.
The Lantern doesn't extinguish immediately. Those gathered with The Ferryman (and, perhaps, those gathered near The Ferryman) will see it: a precarious flickering of flame behind glass. The light shrinks, and with it comes a feeling of something else retreating, too — something that you may have understood was there without realizing it, or that you may have assumed was simply another aspect of the light itself.
The bubble of safety, you realize, is receding. And when The Lantern's Light finally goes out, so too does the shield keeping you separated from the wraiths prowling the tunnels.
The darkness closes in. The Cavern's glowing plants are now the only steady source of light in the entire chamber, which allows your eyes to adjust, but only so much; it becomes difficult to make out the faces of even those standing right beside you.
It's time, so says The Ferryman. Make your decision.
follow the leader
There is no pomp or ceremony associated with The Ferryman's toll collection. You need only to be willing, and ready.
The darkness seems to shroud The Ferryman more than it does the rest of you, somehow. You can't make out the features of their face, only hear their voice bidding you to step forward when you're ready. For any of you who might need a moment, The Ferryman will wait.
A mote of light appears in The Ferryman's palms as the toll is paid, growing in proportion to the number of memories it receives. It's small, but you can feel the influence of it: that protective bubble you felt recede when The Lantern extinguished grows again around the light, just enough to envelop the group gathered here.
Time to go, says The Ferryman. And even though you can't track their movements in the darkness, the light tracks it for you: over the lip of the land bridge, and down to the black River below.
Nowhere to go but forward. When you step off yourself (even if it takes a bit of psyching up to get there), you'll find that the drop is gentle, and that your steps suspend safely over the water.
Just don't get left behind.
— HEAR A VOICE THAT CAUSES YOU PAIN
And so, you journey.
You walk on the surface of The River as if it were a wide, black road. Ahead of you, that same mote of light follows in the steps of The Ferryman, illuminating the ripples they leave in the water as breadcrumbs for you to follow. The air above The River is cold, certainly, and sometimes the icy water might splash up onto your shoes or ankles — but The River is wide, and there's room enough to walk together, even if you can't see each other well. It's as comfortable as a journey like this might ever be.
But The Crossing is a trial. You didn't forget, did you?
It starts slow: sounds from the darkness that could be voices, unless it's been dark for so long that your ears are playing tricks on you? Shouts of anger, high-pitched laughter, cries of fury and despair.
Then there are words. They beckon to you from the darkness: some plaintive, some punitive. They want you to stop. They want you to stay. They want you gone. Most of the voices are unfamiliar to you, but at least one, you know very well.
You need to keep moving. If you lose sight of The Ferryman's steps, you run the risk of being lost in the Cavern forever. Or perhaps it's someone beside you who's on the edge of losing their focus, someone who needs you to help keep them on the path?
trust your gut
The rest of you, left behind on the banks of The River, have only your wits, the contents of your pockets, and the pull of something beyond the darkness to help you on the journey. The darkness is smothering, but not completely impenetrable: you have the glow of the Cavern plants, the faint gleam of the toll group’s steps on the surface of The River, and anything you may have picked up before you got here.
You can travel together or alone, but you must move. The metaphysical pull on you is growing stronger and more insistent the longer you stay in one place, and the Cavern, before preternaturally silent and still, is beginning to stir.
The wraiths, once silent, shapeless, harmless shadows following you about the Cavern, have changed. Where before they were merely unsettling to look at, now they have become larger and more monstrous: sharp eyes and claws, wide eyes and mouths. Where before they were silent, seemingly both unable and unwilling to make any sound, now they wail: wordless cries of pain and anger giving away their positions in the darkness.
Some of them may even be familiar to you, once they get close enough; the wraiths that before had seemingly taken a liking to you, seeking you out and following you wherever you went, now seem dedicated to hunting you specifically.
What the wraiths want from you, it's hard to say. If they catch you, they will tear at you without strategy or direction, like a ravenous animal — or perhaps a terrified one.
Any injuries you sustain during this time, whether from the wraiths or otherwise, are just as real to you as they would have been when you were alive: you bleed, you break, and you feel every inch of the pain inflicted on you.
Nowhere to go but forward. If you follow the pull in your gut, you'll get to where you're going. One way or another.
on the other side
Whichever trial you've chosen, there is, eventually, the end.
You feel it first in the atmosphere: a resettling of the off-kilterness that's been surrounding you. The air slowly becomes drier, and the darkness less punishing. The plants that line the walls of the Cavern become more and more rare, their light replaced by ambient light leaking in from somewhere above you.
For the group traveling with The Ferryman, the wide expanse of The River gradually becomes shallower and narrower, until it's hardly a trickle beneath your feet, winding through the cave system. For the group traveling on their own, there comes a point where the wraiths seem unwilling or unable to follow, their shrieks in the darkness growing further and further away.
You feel it next in yourself: a smoothing of your rough edges, aches and muscle pain and physical exhaustion melting away. For any injured on the journey, your wounds resolve themselves as if natural healing on fast-forward. Natural healing is not always the cleanest or the most comfortable, though; you might be left with scars, crooked fingers or noses, or some other lasting memory of what you risked to be here.
Lastly, once The River has narrowed enough and two groups have reunited again: The Lantern relights. The Ferryman, for all that they were nearly invisible to you in the darkness, seems just the same as they were before. You made it through, they tell you, with no small amount of warmth and pride. Let's take a load off.
You should rest. If you took anything from the Cavern to help you on your journey, you'll find that it's gone from your pockets — when did that happen? Did you set it down? It's been such a long journey, it could have been a lapse of memory.
A memory? Ah, there's something else gone too, isn't there? Willingly or otherwise. If you try to reach for it now, it's like dust in the breeze, or a dream upon waking. You know it was there once, but the harder you try to recall it back, the thinner the details get. Eventually, you might not remember even that there was something to forget.
Congratulations. The Crossing is complete.
Image credits: 1, 2, 3, 4, 5, 6, 7, 8 + stock imagery unless otherwise noted
Let's do it! ♡ (Also ignore the marks on her face in the icon!)
As a matter of fact, neither of them has an easy time. While Daniil gets mauled by angry wraiths, Frieda has to face the accusations of the man who took her life all over again.
When she sees him again at the end of their journey, she looks as exhausted as if she just made it through a days-long march through hostile territory. Her eyes wander over him, pausing at the spots where his clothing it torn and blood-stained, and it takes her some effort to get up from where she's sitting and walk over to his resting spot. If nothing else, she isn't injured.]
...
Are you in pain?
[She dreads the answer, given that she'd have nothing to alleviate it with, but she just hopes that their lessening corporeality may make it bearable for him.]
no subject
The Bachelor is indeed just that sort of person.
He looks up to Frieda, he can't bring himself to force a smile, though he almost wants to, just to make her feel better.
"I'll be fine." He dodges the question, a way of saying, yes, I am, without actually saying it. "It seems you and the others made it over safe, at least."
no subject
We made it, but... I can't remember what memory I relived, but I remember the others'.
[Their pain and unhappiness, the regrets they took to their grave. She sits down next to Daniil, still too "corporeal" to not feel the physical exhaustion, much as it's going to lessen.]
I'm tired. I wish I could sleep.
no subject
"I'm certain we'll get to." He says, not disagreeing. He is also tired, he wishes he could just lie here and go to sleep, it can be heard in his voice, "Hopefully just a bit more. We have the worst behind us, at the very least."
no subject
[She was hoping to uplift them both by saying it out loud, but her voice carries all the doubt she feels. What did they really accomplish? She does feel like she had to face something very painful, so much so that she almost succumbed to the despair, and now that weight, bereft of its context, is slowly lifting off her. Daniil and the others, meanwhile, paid for foregoing that ordeal by being made to experience physical pain. A fair trade? She couldn't say.]
I wonder how many more of these Crossing lie before us.
[Not too many, she hopes. She doesn't feel strong enough to do this countless times.]
no subject
"Humans have been nomadic before, tribes moving to and from, surviving off of what they can carry only." He rationalizes, remembering that his colleague Burakh's people were nomadic at one point, "We will survive, manage somehow... and we will have time to rest before the next crossing."
He's trying to be encouraging, but his voice sounds thin, exhausted, as if the idea doesn't really uplift him much either.
no subject
Survive...
[He still doesn't believe that he's dead, does he? She hesitates for a moment but, as before the Crossing, decides to leave him in peace about it. Why make him unhappy when he already had to suffer pain and fear? Instead, she shuffles a little closer to him, wanting to show a sense of camaradie rather than doubtful distance.]
You're right. If the first stage is any indication, we'll remain here for a while.
[How long have they been in the cavern - days, weeks, month? With no day-night rhythm and no need for sleep and sustenance, it's hard to say, but chances are that they'll be granted a comparable time in this new location. Little do they know, at this point, that the bare rocks they're sitting on will give way to sand before long awhen they'll follow their guardian and exit the cave.]
no subject
"Indeed." He agrees, and, he's silent for a moment. Honestly he's just appreciating the silence after the wailing of the wraiths, and everything else. The crossing had been impossibly loud to him, and now, there was nothing, "Hopefully it won't be so bad." Dankovsky says this as if he's trying to convince both of them.
no subject
If nothing else, there's light here.
[Beyond the shine of the lantern, which seems to have recovered its full strength, there's natural light seeping in from gaps into the rocks, far above them. She didn't expect to ever see sunlight again.]
no subject
"That will be nice." He admits, just thinking about the sun shining down on him makes him feel warmer, "I missed the sun without even realizing it."
🎀
[It may not be much hope that they're scraping together here, but it's something, and Frieda can feel the difference - and it seems like Daniil can to, going by the slight softening of his tired features as he looks up at the faint rays.
When the Ferryman gathers the group to move on, she'll lend him support, should he need it - but if nothing else, this underworld does grant them the mercy of fast healing.]