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.
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There. The last time I saw his hamsters he was keeping twelve with him.
CW: Mild Implied Possible Hamster Death? (considering there’s one here and the setting)
Then, the teen looked up at the hamster here, crossing out the one he had drawn. Well, maybe the number was eleven, considering one was here?
Sunny frowned slightly at that. If Mewo would suddenly come out of the desert grass, he probably would-
Nope, not thinking about that. Mari would sure be pleased though.
The next doodle Sunny did was of a black cat. Continuing to sit there rather awkwardly, he looked over at Nagito, voice a whisper.]
…just… watching?…
the unfortunate lives of hamsters
[Nagito certainly isn't concerned about the well-being of stick figure Tanaka-kun's doodle hamsters. They'll be fine.]
True T.T
[That still didn’t answer Sunny’s curiosity on what Nagito was doing watching the hamster. If there was any sort of end goal. Maybe it was just something to do - there wasn’t a lot going on in the desert.]
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[What was that second thing? Don't worry about it. They're very intelligent hamsters.
(If Nagito was watching the hamsters because they reminded him of home, because he missed the others--well, that's not important.)]
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All he could imagine from the description is a group of Super Hamsters, solving puzzles, saving the world, wearing tiny capes…
Another nod, this one a bit more enthused than normal. Nagito’s classmates truly were incredible.]
Puzzle… solvers… [He retracted his earlier statement - these hamsters didn’t do tricks.]
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Give Nagito an excuse to talk about his ~~friends~~ islandmates
That person wasn’t Sunny, or anyone near his level of thinking. And - for once - the teen thought that was actually alright.
His gaze wandered curiously over to Nagito.]
What about Makoto?
[Nagito had mentioned that Makoto was… the ‘Super High School Level Hope’… what did that mean? And Sunny had since learned that he couldn’t ask Nagito about himself - even if the teen was convinced that Nagito had to have some sort of superpower like his classmates.]
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[Nagito could absolutely talk about talent all day if Sunny keeps prompting him. Or if Sunny doesn't prompt him. If Sunny just sits there, really.]
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[Sunny’s expression was puzzled - one could win their way into school? Then again, Nagito had said his ‘luck’ had gotten him to win the lottery when kidnapped, so maybe that made more sense than Sunny realized…]
Hope… [The teen had a good idea of Hope now, what with the amount of times and depth that Nagito had explained it with. He nodded, almost seriously, as the information sunk in. Makoto was Absolute Good… and that made sense - the other had saved and support Sunny so many times already without expecting payment.
It was a safe feeling. It made him feel all the more worse, that someone as tainted as Sunny was receiving help from someone as kind as Makoto… and Nagito too…]
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Still… he vaguely wonders if he somehow crossed paths with the Super High School Level Gambler during his online matches for Blackjack. Sunny was good at games, and Blackback was no exception, but… highly doubtful. He wouldn’t have tripled his allowance money if he had met this fated foe online…
His gaze seemed to widen in awe as he took in the odds of being selected for school by the lottery. Another nod, almost sage like.] Lucky…
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[So yes, he did attempt to turn it down at first.]
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He hesitated for a moment, gaze wandering back towards the hamster.]
Do you… not like school…?
[The question came out small, scared almost, like he was going to offend the other for asking. Conversation was a nuance Sunny still didn’t understand - one talked about things and found common ground, but beyond that? It was so difficult for him.]
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[Sunny seemed almost confused by that. Nagito might not think he deserved to go to the school, and even if he won the lottery by chance, the school still thought he should be there so…]
You… have Hope…? [That was the common factor among all of the students there right? Aside from their outstanding abilities.]
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[Which doesn't really have anything to do with whether Nagito himself has hope, but it's fine.]
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[Oh! That made more sense! Sunny nods. Switching to his notebook again for more comfort.]
Like someone asking me to make a video game. I’m good at them, but I couldn’t.
[Don’t say you can’t until you try, Sunny! But 1990s/early 2000s technology is kind of a limit, no to mention the lack of any technology right now.]
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Makoto, save himHe knows better than to ask what exactly the school wanted Nagito to do: Sunny’s own thoughts back on school have him pouting again.]
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[Although--never mind.]
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[Ok, that might have been what Sunny could equate it to. He knew his own fanboy heart wouldn’t be able to take it if he met-]
…Captain Spaceboy… [Before he realizes the two words left his mouth… oops. But Nagito had seen the comic Sunny found back in the city. Maybe he wouldn’t get laughed at?]
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[He didn’t want the other teen thinking that he didn’t pay attention or something. That would be an insult, intentional or not.
Still… he has to nod at Nagito’s suggestion. If Captain Spaceboy had existed in real life back home, and if Sunny would have actually met him… that would have been a more pleasant way to get to the afterlife. He would have died of happiness. Probably.]
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We can wrap here or with yours :)