The Crossing Mods (
thecrossingmods) wrote in
thecrossinglogs2025-02-05 04:26 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Entry tags:
- !tdm,
- akatsuki no yona: soo won,
- attack on titan: frieda reiss,
- chronicles of osreth: thara celehar,
- danganronpa: makoto naegi,
- danganronpa: nagito komaeda,
- heralds of valdemar: need,
- mass effect: allynbee shepard,
- omori: sunny,
- overlord: arche,
- pathologic: daniil dankovsky,
- toilet bound hanako-kun: hanako,
- toilet bound hanako-kun: nene yashiro
TEST DRIVE #2
TDM #2
Welcome to The Desert, wayward souls.
It's good to see you again.
The TDM is game canon and will be active FEB—APR. For further details about the setting, please reference our current setting page. All the information there is fair game for this TDM.
It's good to see you again.
The TDM is game canon and will be active FEB—APR. For further details about the setting, please reference our current setting page. All the information there is fair game for this TDM.
arrival
— BENEATH THE RIVER ( NEW CHARACTERS ONLY )
CW: claustrophobia, being buried alive
If your journey is starting here, you begin as all others have, and all others will: in The River.
You awake in the dark and the damp, with pressure all around you. In this case, however, it isn't water that surrounds you— but earth. Specifically, it is mud made from the sand of the desert and the standing water of the sparkling white salt flat that The River has become, and it behaves like quicksand. It has you here, and it doesn't want to let go.
You aren't in any direct danger; you may or may not notice that you don't need to breathe down here (or at all). But that may be difficult to appreciate in the moment: immediately on waking, you are seized by what was perhaps your last memory— or, at least, the somatic feeling of it. Panic, terror, pain; or (depending on the circumstances) maybe peace, or relief. It is the moment of your death as told by your body's visceral, emotional response, and it won't stop until you pull yourself out of the mud.
You are close to the surface. Even a bit of lucky thrashing might be enough for you to break through the sludge, and crack the shell of salt above. But The River will not release you easily; it will continue to suck you back down until you are able to fully pry yourself free— or someone else is able to lend you a hand.
— BEYOND THE RIVER ( EXISTING CHARACTERS ONLY )
If you arrived here from the Cavern, you'll find that the cave you came from opens up onto a rocky cliff face, not unlike the one you may have found yourself settled in before The Crossing. From here you can see the sprawl of the Desert ahead of you: the Oasis tucked against the base of the cliffs, the endless dunes, and the wide, white expanse of The River — though it hardly looks like one now.
There is no city to be found among these cliffs, though. They are steep and rocky, with dry, loose sand making finding and keeping traction difficult. There is a narrow, winding path to the Oasis below, but it will take time to hike, and the sun is already hot and oppressive above you.
Theoretically, there's a more direct route... if you're feeling bold. The cliffs are covered in jutting striations (as if, say, carved by a massive river, or maybe a River) that make halfway decent handholds and footholds for anyone hoping to climb their way down instead.
Just don't change your mind too much. If you turn back, you may find that the path behind has become impassable or now leads somewhere else entirely. You don't ever see it happening, but it's almost as if the cliffs are rearranging themselves whenever your back is turned.
shelter from the storm
— THE OASIS
The Oasis, as well as the rest of the surrounding Desert, is bustling with life. (Or do plants and animals have a Journey they need to complete, too?) It's a green, if not lush, patch surrounding a small lake of fresh water, partially shielded by the arms of the cliffs from the winds blowing across the dunes.
There are creatures besides you making their homes here: from small, skittering mammals to circling scavengers. If you look closely, though, you'll find it's a bit of a mishmash, as if an ecosystem appeared rather than developed... and, depending on where you're from, some of it might even be recognizable to you.
Those of you that came from the Cavern might appreciate the return of natural light, though you might be disappointed to discover that day and night don't always arrive at the cadences you might expect them to... In fact, they don't seem to follow any recognizable or even trackable pattern at all. Some noon suns stretch on forever; some sunsets speed run straight into dry, cold night.
If that were all the unpredictability the Desert had to offer, it might be tolerable enough... but the weather proves to be just as erratic. One day is clear and bright, with wide-open skies; the next brings dust clouds and lightning storms rolling in from the dunes. (And when today might be half as long as yesterday, those swings add up.)
Luckily for all of you, there have evidently been others here before you, just like in the Cavern. There is a collection of shelters lining the Oasis, no more than huts designed to keep everyone within as cool as possible. There's less space than there was in the Subterranean City, but that means some things are easier to find... The huts are decorated just like the city was before it, as if in layers with the odd familiar trinket from your home stashed in a drawer or under a mattress.
shifting sands
— THE DUNES
The Ferryman is holding vigil at The River, as they always are. They have positioned themselves (and their Lantern) so that their Light casts over the Oasis— but that aura can only cast so far.
The Lantern's Light might not be quite so obvious here as it was down in the Cavern, drowned out as it is by the desert sun, but you can still feel when you approach the edge of its protection, the way the sense of comfort and safety wanes. Beyond it are the rolling dunes of the Desert, where wraiths gather in great numbers.
Those who have been paying close attention will recognize that these are not the same wraiths you encountered in the Cavern. Or, at least, none of the wraiths you encountered in the Cavern are represented here.
These wraiths are not the violent, wailing beasts encountered by some during The Crossing. They are just the same as the wraiths originally found in the Cavern: silent, insubstantial, and always watching. The ones who have found the Oasis prowl the edge of the boundary; the others wander the dunes as if lost. Or, perhaps, searching.
If you, yourself, wander the dunes, you'll find them at best difficult to navigate— or, at worst, impossible. You may be swallowed by a sand storm, or lose sight of your landmarks when descending into a valley between the dunes. You might find yourself somewhere you never expected to be... Or, you might just need to send a message out to the others for help finding your way home.
If your journey is starting here, you begin as all others have, and all others will: in The River.
You awake in the dark and the damp, with pressure all around you. In this case, however, it isn't water that surrounds you— but earth. Specifically, it is mud made from the sand of the desert and the standing water of the sparkling white salt flat that The River has become, and it behaves like quicksand. It has you here, and it doesn't want to let go.
You aren't in any direct danger; you may or may not notice that you don't need to breathe down here (or at all). But that may be difficult to appreciate in the moment: immediately on waking, you are seized by what was perhaps your last memory— or, at least, the somatic feeling of it. Panic, terror, pain; or (depending on the circumstances) maybe peace, or relief. It is the moment of your death as told by your body's visceral, emotional response, and it won't stop until you pull yourself out of the mud.
You are close to the surface. Even a bit of lucky thrashing might be enough for you to break through the sludge, and crack the shell of salt above. But The River will not release you easily; it will continue to suck you back down until you are able to fully pry yourself free— or someone else is able to lend you a hand.
— BEYOND THE RIVER ( EXISTING CHARACTERS ONLY )
If you arrived here from the Cavern, you'll find that the cave you came from opens up onto a rocky cliff face, not unlike the one you may have found yourself settled in before The Crossing. From here you can see the sprawl of the Desert ahead of you: the Oasis tucked against the base of the cliffs, the endless dunes, and the wide, white expanse of The River — though it hardly looks like one now.
There is no city to be found among these cliffs, though. They are steep and rocky, with dry, loose sand making finding and keeping traction difficult. There is a narrow, winding path to the Oasis below, but it will take time to hike, and the sun is already hot and oppressive above you.
Theoretically, there's a more direct route... if you're feeling bold. The cliffs are covered in jutting striations (as if, say, carved by a massive river, or maybe a River) that make halfway decent handholds and footholds for anyone hoping to climb their way down instead.
Just don't change your mind too much. If you turn back, you may find that the path behind has become impassable or now leads somewhere else entirely. You don't ever see it happening, but it's almost as if the cliffs are rearranging themselves whenever your back is turned.
shelter from the storm
The Oasis, as well as the rest of the surrounding Desert, is bustling with life. (Or do plants and animals have a Journey they need to complete, too?) It's a green, if not lush, patch surrounding a small lake of fresh water, partially shielded by the arms of the cliffs from the winds blowing across the dunes.
There are creatures besides you making their homes here: from small, skittering mammals to circling scavengers. If you look closely, though, you'll find it's a bit of a mishmash, as if an ecosystem appeared rather than developed... and, depending on where you're from, some of it might even be recognizable to you.
Those of you that came from the Cavern might appreciate the return of natural light, though you might be disappointed to discover that day and night don't always arrive at the cadences you might expect them to... In fact, they don't seem to follow any recognizable or even trackable pattern at all. Some noon suns stretch on forever; some sunsets speed run straight into dry, cold night.
If that were all the unpredictability the Desert had to offer, it might be tolerable enough... but the weather proves to be just as erratic. One day is clear and bright, with wide-open skies; the next brings dust clouds and lightning storms rolling in from the dunes. (And when today might be half as long as yesterday, those swings add up.)
Luckily for all of you, there have evidently been others here before you, just like in the Cavern. There is a collection of shelters lining the Oasis, no more than huts designed to keep everyone within as cool as possible. There's less space than there was in the Subterranean City, but that means some things are easier to find... The huts are decorated just like the city was before it, as if in layers with the odd familiar trinket from your home stashed in a drawer or under a mattress.
shifting sands
The Ferryman is holding vigil at The River, as they always are. They have positioned themselves (and their Lantern) so that their Light casts over the Oasis— but that aura can only cast so far.
The Lantern's Light might not be quite so obvious here as it was down in the Cavern, drowned out as it is by the desert sun, but you can still feel when you approach the edge of its protection, the way the sense of comfort and safety wanes. Beyond it are the rolling dunes of the Desert, where wraiths gather in great numbers.
Those who have been paying close attention will recognize that these are not the same wraiths you encountered in the Cavern. Or, at least, none of the wraiths you encountered in the Cavern are represented here.
These wraiths are not the violent, wailing beasts encountered by some during The Crossing. They are just the same as the wraiths originally found in the Cavern: silent, insubstantial, and always watching. The ones who have found the Oasis prowl the edge of the boundary; the others wander the dunes as if lost. Or, perhaps, searching.
If you, yourself, wander the dunes, you'll find them at best difficult to navigate— or, at worst, impossible. You may be swallowed by a sand storm, or lose sight of your landmarks when descending into a valley between the dunes. You might find yourself somewhere you never expected to be... Or, you might just need to send a message out to the others for help finding your way home.
CHAT WITH THE FERRYMAN
Replies will be slow for the next couple of days. Thanks for your patience!]
CHAT WITH THE FERRYMAN (Post thread with Celehar’s)
So scribbling into his notebook is the comfortable method, takes longer but lets him formulate his thoughts.
Even if everyone else could see what he’s writing. Maybe that’s the point.]
Hi.
[A test - to make sure he can still talk to the Ferryman. While Sunny made it through the Crossing, he wasn’t sure if he had done so ‘properly.’ Maybe the Ferryman wouldn’t want to talk to him…?]
no subject
Hi, Sunny. How are you feeling?
I promise there’s a purpose to this; he wasn’t just saying hi XD
he's allowed to just say hi too!
That’s so nice T.T <3 I’m used to being regarded as a bother if so ^^;
(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
He politely greeted the Ferryman with a small smile before it dropped with his concern.]
The wraiths here are different. Can wraiths not cross like the rest of us?
no subject
Not like you, no. Their journey is different from yours now.
(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)
CHAT WITH THE FERRYMAN (Might as well have these two meet, especially if Hanako is staying in game)
The boy Nagito had mentioned something about other spirits - ones that weren’t just human and ended up here - and after a few hours of talking and explanation, Hanako figured it would be best to approach the closest spirit to being in-charge: The Ferryman.
Everyone had mentioned the name in one way or another, and if anyone was the overseer of this potential Boundary, it had to be them.
Not being able to float near someone was also a change, but he could make do. The boy approached as close as he could get, waving his hand within their viewpoint.]
Hello, hello~ Anyone home?
no subject
Hi, Hanako. What do you need?
(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)
(no subject)
(no subject)
(no subject)
no subject
She doesn't know what to say. There are still so many questions and there's still the matter of the Smart Wraith that she spied in the cave by the dunes. After a few beats, Lyn speaks up.]
Thank you.
no subject
That's what I'm here for.
(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
"Now, listen here," He begins, "I did not follow you on your silly crossing because I did not wish to pay your toll. I shouldn't have to pay a toll, nor should anyone else here. You're taking memories from children, are you not? You should be ashamed of yourself."
Is he speaking for everyone else like he's an authority, and should be able to? Yes. Yes he is.
"Furthermore, upon my own crossing, and making it over to this desolate place, abet with injuries." He motions to his leg he limped over on, he's still not putting much weight on it, "I still, you know..." He drifts off for a moment, still upset that he lost another important memory, "Anyway, what is the point of telling people they have a choice in the matter when they don't? Do we truly have any choices anymore?"
That last bit has a bit of venom taken out of it, sounding more like a plea than an accusation.
no subject
"You do," they say, once it seems he's reached a stopping point. "You have a choice how you move forward. But you do have to move forward."
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
no subject
Hey there. Huh... any suggestion on how to get some kind of permanent wardrobe to relace my shirt?
And. Huh... mind if I have a couple more serious questions for you?
no subject
It's hard for you still, huh? That makes sense. [whatever that means] We'll be here for a while. You can use what you find. Just check back with me again before we Cross next.
[As for serious questions:]
Until then, ask away.
(no subject)
(no subject)
(no subject)
(no subject)
Chat With The Ferryman | Second Day Post-Arrival
As most of Arche's efforts seem to be.
Arche desperately wishes she had her staff; failing that, any staff would do, as it's something to hold in her hands and make gestures of respect feel less awkward and stilted. As it stands, she clasps her gloved hands on front of her lap and bows low as she approaches the Ferryman's personal space, raising her head and then her body only after long moments. Her voice is unusually quiet, a far cry from the confident student she once was, or the professional she recently ceased to be.
"I am given to understand that we are in your care, Mistress Ferryman," Arche greets, and she curses herself for how awkward it sounds. Like she's a first-year again, Thirteen take it all. "...Thank you. For looking out for us."
The urge to just blurt out her questions is strong. Flauder encouraged it in her, excited at his talented pupil, but this is not Archmage Flauder; this isn't even any of the afterlives Arche might have expected. It costs nothing to be polite. So why is it so hard?
no subject
They turn only to acknowledge Arche's bow with a soft incline of their head. Their expression is calm, either not noticing or politely ignoring any awkwardness Arche might feel.
"You're welcome. It's what I'm here for. Whatever you need, I'm here to help."
A gentle, indirect nudge: Arche is free to ask her questions.
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
no subject
However, it turns out that she has additional quieries. Having convened with the others at their first "townhall meeting" in this new location, she paid attention to which matters they (more or less) have a consensus on, and which require further information. As such, she makes her way to the dry riverbank again.]
Ferryman, how are you? I know that you must have answered many questions about the wraiths by now, but they keep occupying all our minds. Can I ask you why they attack us during the Crossing? What do they hope to gain? Surely, they cannot regain a material form by stealing our flesh and blood?
no subject
You shouldn't be worrying about that, Frieda. [That said, they'll still answer the question.] The wraiths are in pain. Even they don't know what they want.
(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)
(no subject)
(no subject)
(no subject)
(no subject)
no subject
[Nagito has finally caught on. This isn't a question, of course. It's also not softened by any attempt at a greeting. He isn't even smiling. He sounds distinctly accusatory, though not angry. Upset. Lost.
(He's glad it's gone. He feels guilty that he's glad it's gone. He feels even more useless now that it's gone. He doesn't know how to handle it.)]
no subject
It's just you here.
[That's tougher on some than it is on others.]
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
no subject
Hey, I've heard you're called the Ferryman...? Except, you don't seem to have a ferry.
[...He'll build his way up to the more pressing questions, after establishing a little nomenclature consensus.]
(ooc: I'm planning for Papyrus's first toll to be 'Papyrus' - as in, memory of his own name. Both his recollection of having been called that, and his ability to remember it for long, even if people remind him of it. Not sure if that impacts how the Ferryman would greet him?)
no subject
Not at the moment, no. [with some humor] You can call me whatever you like. That's just the one that's stuck the most so far.
( ooc | definitely good for us to know! we'll keep it in mind when threading with him. :) Thanks for the heads up! )
(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)
Re: CHAT WITH THE FERRYMAN
H-hello...
[She peeked her head around the rock she had been hiding behind.]
The others told me that you are who we talk to if we have questions?
[And Yashiro had many... but time would tell if any of them were answered...]
(no subject)
sticker time is for EVERYONE
cute...
no subject
Good afternoon, Ferryman-san. It seems like Sunny-kun has run off into the desert. We're looking for him now, of course, and I'm sure everyone has enough hope to find him--but we thought it would be best to let you know and ask if you'd be able to find him if we can't.
(no subject)
(no subject)
(no subject)
(no subject)
a couple of days after makoto disappeared
If this was like the incident with Sunny, Nagito could go look for him. But he doesn't even have a direction this time.]
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)