The Crossing Mods (
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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.
A! Shelter
And so he'd had the same thought as Nagito - the abrupt change in lighting and the young man's efforts to tuck himself away mean that Celehar has moved more than a few steps into the space by the time his eyes adjust and he registers the slumped shape in the corner.]
Oh - my apologies.
[That, too, he says, before he realizes that he must have interrupted his rest, already taking a few steps back towards the entrance and bowing his head slightly in apology.]
no subject
You don't need to apologize on my account! It isn't as if this is my bedroom or anything. [Though he'll probably end up using it as temporary accommodations.] It's important to search every building thoroughly, after all.
[Between the passage of time and the nap, you could almost believe Nagito didn't have a loud, dramatic episode just a few hours ago with how he looks now.]
no subject
The voice is familiar, somewhat, from the crossing - it did echo, just as the others did. But Celehar doesn't ask.]
Is it? With the light, I had not thought to anticipate threats within them. Nevertheless - I did not mean to disturb your rest after so harrowing an ordeal.
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[The undercurrent there, from Celehar's own experience and his observation of those coming out of it... even with the memory faded, he thinks that most came through it worn. Even this young man - before he turned on the beaming smile, the exhaustion had seemed clear to Celehar.
Then again, he's a stick in the mud. Perhaps that's simply his own world-weariness speaking. The youth that surround him may simply be more resilient than he.]
I hope you are right.
Ah - my apologies, mer. My name is Thara Celehar.
no subject
no subject
[The casual nature of Nagito putting his arm back on takes Celehar aback, an emotion reflected in the subtle twitch of his ears. He is by no means an expert on the subject, but his impression of prosthetics is that there's a production of straps and buckles involved. This seems like a work of impressive maz, or clockwork, and his attention lingers on that - but the scars, too, catch his attention, stored away for the moment in his memory.]
And yourself? I believe it is obvious [Being one of the only elves here, and all] but I find many here to be strange, as well as strangers.
no subject
It's interesting how different everyone here is, don't you think? I wonder if having fewer reference points for everyone else's memories makes things easier when we're hearing them all.
no subject
I wonder at that. [His voice is gravely as he speaks. It's hard to recall the events of the Crossing in enough clarity to make an estimation, but...] I do see it that our own memories would be... the primary force occupying our attention.
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no subject
No, I suppose it wouldn't be. [He pauses.] Have you spoken to Osmin Reiss?
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[They had an argument at the group meeting everyone had before the first Crossing. Nagito is in the "we don't deserve to give up some memories" camp. It's his camp, he pitched the tent himself.]
no subject
Perhaps it's irrelevant in the end, or at least not worth bringing the argument up - after all, Nagito clearly did give up a memory, in the end. And given the stubborn nature of those who did attempt the Crossing on their own, Celehar has to imagine they would have done so, whether swayed or not. But - Celehar can't help being a touch stubborn, himself.]
And has Crossing changed your mind?
no subject
[At least, surely they don't all deserve that.]
no subject
But the impact is lessened, as you said - lacking context for it all.
no subject
[But then he shrugs, casual, as if this were only an academic exercise.] Of course, if it were simply a matter of overcoming adversity together, sharing awful memories would be good for everyone! But in the end the person who the memories mattered to loses them entirely. Spreading your misery to other people while getting escape it yourself, that's not hopeful behavior at all.
[And there's a difference between encouraging people to get involved in adverse situations in the name of hope and spreading despair. Nagito won't do the latter, even if he might be the only one who understands where and how he draws that line.]
no subject
[Celehar folds his hands, considering the state of them as he chooses his words carefully, the fabric of his long black coat swallowing him.]
The dying live through the pain and the suffering that leads to their death - sometimes quickly, sometimes slowly. But when they are gone, it is those left behind who carry that pain, still.
[He sighs.]
It is perhaps not fair. But it is dying - and we are still dying, in a way. And a burden borne for a friend... perhaps it is not so heavy as the one we must carry ourselves.
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If this were our fate to bear the burden alone, would we not be alone, ourselves? I find it more likely that it is a kinship of circumstance that brings us together.
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[Ah - called out. Celehar sighs, resettling in his seat.]
A voice, while haunting, is not one of the things I would find too much. But to live the life of another... [He trails off.] To witness, to feel, the death of another. I would not foist that on one unwilling.
no subject
[He obviously considers it an inevitability, the same way he views a lot of terrible things as inevitabilities.]
no subject
[Celehar admits that - reluctantly, though not begrudgingly. He's known since he came face to face with the Ferryman that while he knows of ghosts and ghouls, he is just as lost as the rest.]
But there are many things that keep us tethered to life... not all of them painful.
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Whatever speculation we make, it will be supplanted by the truth of the matter, when we learn of the next Crossing. These are only possibilities, after all.
[The true problem with his fair skin is how terribly it shows the faintest hint of a flush.]
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