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.
no subject
"Honestly, doc? I was shocked at first. I arrived with-" He stopped himself, glancing in Sunny's direction and opting to avoid details "A few cuts. As soon as I rejoined the group they just kind of... it all closed on its own? It was rather unpleasant, but it all got together. Maybe the light of the Ferryman has healing properties?"
It was one theory like any other, right?
"And.. well, I do admit I don't know the first thing about fixing clothes. But I can put the shirt away if I find something my size around here and save it until next trip...?"
A pause, then, turning around to look at Sunny. Oh, you silly, silly boy.
"Sunny, no. I don't-" He raised both hands up, trying to squish his cheeks between the palm of his hands. Perhaps the other lived too much like an hermit to get the 'idiot panini' meme, but he couldn't help himself as he attempted to give the other's face a gentle squeeze. "-I would rather run around naked than taking that from you. We're still besties, right? while I don't have any problem with your... eye, I want you to be comfortable. That stays with you."
no subject
"I understand entirely. It's a good thing, of course, but we should both do our best to not get injured from here on out." He says quietly, knowing that he himself cannot uphold the promise, but if he can get Kel to agree, then, that'll be good for everyone involved.
And he nods again, particularly because he doesn't want to upset Sunny either, "If I do manage to find another shirt around here I will save it for you." Dankovsky says. He may just approach that Ferryman for one.
no subject
And the doctor’s own offer of help made him nod in agreement. Another writing in his notebook:]
I’ll help look too. Even if it’s temporary. The clothes don’t stay here.
no subject
"Well, it's a good thing I plan not to get injured anytime too soon. I feel like it did something and right now there's a big hole when I try to think back about my homeworks and such- but that was porbably just me, you know."
Must. Be silly. Must smile.
"Make sure it's orange, friend. I kind of have a trademark when it comes to colors. I think it's called trademark at least? Well, a style."
And he pushes his shirt remains back, covering what's possible in the name of decency. The grin grows only large while he turns toward Sunny and checks the notebook.
"RIGHT. Now with You two by my side, I'm sure we'll find something I can wear at least for a moment, right? I believe in the power of friendship!"
no subject
He holds out his hands to show his own style of dress. Black dress shoes, black pants, red vest, and a dress shirt topped off with red cravat, held in place with a pin of a snake. He certainly also has his own brand, and only wears about three colors.
"And you haven't even seen the best part. Though it is a bit too hot to be wearing a snakeskin coat." He chuckles at that, as if he's make an interesting joke, "I'm certain we can find something for you."
no subject
It was a relief they would be able to find clothes for Kel.
As Sunny looked down at his own simple pair of shorts, t-shirt, and vest… he had to wonder… did he have a style? Was something like that important?
no subject
He didn't care much about clothes as long as they didn't bother him while he was running around, but he had to admit some people looked good in them.
"Mh? Yeah, Snake, buddy! I should look into a pin cat for you, shouldn't I? you always had the slightly more elegant style, too..."
How could he even call Sunny's style? Painfully monochromatic? He didn't even question it, now or back then. It was just Sunny being Sunny.
"Oh? We're actually looking for clothes? Well then... I'm challenging you two to 'who gets kel the most awkward clothes?'. I bet that with all the weird stuff around we can find something awful and brightly colored." Merely attempting to lighten the mood, there.
no subject
He could go into how the reason for his snake motif is because in the Capital he was often called a snake. To his face and beyond it. So he decided to lean into it, complete with the ostentatious coat. But that seems like a conversation best suited for different company.
"I shall see what I can find then!" He says, it's a silly game, but he's happy to oblige. It'll give him something to do. He's so damn bored. "May the best man win."
no subject
Sunny had no hope of winning. Sure, he was good at finding stuff, but something for Kel? Something orange? And against Mr. Dankovsky? With his superior style?
Nope, no chance.
“M-mmmm.” He tried to seem enthusiastic. And by that, it was really a noise that came out half-hearted. His defeat was already half in hand.
no subject
Sorry, 'doc', Kel valued the mental health of his buddy far too much.
"HEH! You say this because you've never seen me in a proper suit, with tie and all- last time I convinced my pa' to let me wear an orange shirt but I still looked so goofy and stiff! But I do appreciate the positivity."
With that, he took two steps back, looking at both men and raising his hands up with a big smile on his face.
"Meet here in... half an hour? Or whenever we think we're done? I'm so ready to play a game!"
no subject
He doesn't head off right away, though. He'll wait for Sunny to pick a direction to head off in, and then Dankovsky will head off in the opposite.
no subject
Oh no. Make a choice? The teen’s gaze glanced around almost worriedly. Where… was he supposed to go? Where would clothing even be here? Sunny hadn’t found any so far except from the Ferryman, and he was pretty sure that would be cheating if he asked them.
“U-um…” a small, almost lost noise, left Sunny before he turns around, heading towards the makeshift huts near the one he shared with Mari.
(He maybe spends a solid ten minutes in said hut trying to calm down and form a plan.)
no subject
He cheers, raising both hands up and bouncing on the spot a couple of times still waiting to see where Sunny will go. It's only when the teen is turned away and heading toward one of the huts that he turns into the older man's direction and mouths a 'we let him win, kay?' pointing at his friend.
They're both 'older', they can be mature about it, right? Sunny... Sunny deserves all the support he can get, if you ask Kel. He'll... barely put any effort in seeking for a shirt, but he does offer the other a little wave before hopping toward the nearest shelter. He may or may not just take a small carpet and pretend he can use it to cover himself very TArzan style.