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
(There's no point in living his afterlife in perpetual fear that another friend might suddenly start a lethal fight, when it was really only one moment out of his entire life that went like that. The sooner it sinks into his marrow, the sooner it'll become complete truth.)
"And consider yourself... sympathized with! That sounds horrible. Living death... People killed by the puppeted bodies of the dead..." Maybe even friends killed by the puppeted bodies of the dead, he shudders to think. Literally, in another rattle of a discomfited shudder. "I'm sorry you experienced such a death!"
no subject
no subject
THAT FUCKING ICON I'M DEAD
I so rarely have use for it, especially not so fitting! :3
"Dying without realizing, and then an afterlife of not realizing either...? Maybe we should all be looking for alarm clocks, just in case it could 'wake' them..."
no subject
no subject
"They definitely know more than they offer, which... I guess makes sense. If you know lots, you could trap people with social pressure in an unending conversation... Maybe it's better they really only answer what's asked, and only some of it..."
After all, without things like needing to eat or needing to sleep as polite exit points, they really could get trapped in a conversational maze, subject to whatever enthusiasm the speaker chooses... He'll need to practice some polite pause requests, just in case.
no subject
no subject
Shock, he'd thought at first. But conversation, cleaning up, exploring the immediate area, watching a bug intently... None of it had worked. And the Ferryman's comments in response to his questions...
no subject
always fun to be doing threads based after other in-progress threads, all the handwaving involved :P
"Didn't you say, you were wondering, what happened to the wraiths? If they were... missing things." Maybe the difference isn't ghostliness or undeath, but how much was gone that wasn't meant to be gone. A chilling notion.
no subject
I plan to app in next cycle, so I'll be available around the TDM this month o/
But to leave her to it, here, he'll need to depart. So he very cautiously telegraphs before standing, making sure she's genuinely not flinching at the motion as he does. "If I see anyone with answers, I'll tell them to talk to you later... And if I see any, unfriendlier skeletons, I'll be sure to tell them to leave you alone entirely."