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THE CROSSING #2
THE CROSSING #2
It's that time again.
For more detail on the particulars of the event, be sure to refer to our info and planning post!
For more detail on the particulars of the event, be sure to refer to our info and planning post!
always keep moving
— CLOUDS ON THE HORIZON
The Desert is sprawling. If you've ever gotten turned around in the rolling dunes, it may have once felt endless. But in the weeks and days before the descent of The Crossing, something appears on the horizon: first a dark smudge of storm clouds, not unlike the others that have rolled through before, then growing — wider, darker, and more threatening.
You feel it, too. For some of you the feeling is new; for others it's a reminder of a trial you've been through before. It's a weight in your body, a solidity of your self, a vulnerability to whatever is approaching.
The storm overtakes the oasis. As the first drops of rain begin to fall, The Ferryman speaks in your mind.
It's time. Those who are prepared to pay the toll are instructed to gather on the bank of The River. As for the rest of you... we hope you have a plan.
taking refuge
— THE RIVER OF MUD
The storm hits hard and fast. Even as you gather around The Ferryman, the rain grows from spitting droplets to a desert monsoon. The Ferryman's protection only goes so far: even if you're promised safety from danger, you'll still have to cope with the cold, the wind, and the water.
As before, The Lantern's Light grows dark. As before, The Ferryman gathers memories one by one, consolidated into a mote of light in their palm that becomes the new center point for the growing temporary bubble of safety. But this time— what it was too dark to notice in the Cavern before— you realize that The Ferryman themselves is changing, too. Their form fades as the light in their hands grows, becoming as fuzzy and insubstantial as mist... not unlike the wraiths, outside of The Crossing.
The sparkling white salt flat before you begins to melt and grow murky, exposing the sticky, grasping mud beneath. The Ferryman glides out over the roiling muck of The River, and so do you, your steps as light as if there were still a crust of salt to separate you from the mud before.
You must keep moving, though. Linger too long, and you'll start to sink... and the mud might not let go, this time.
— A HAVEN FROM THE WANTS AND ILLS OF LIFE
The journey is arduous, and the storm is unrelenting. The Ferryman, unfamiliar as they might be in this form, leads confidently through the blur of lightning, wind, and rain. As before, the mote of light created from your memories follows in their footsteps, illuminating the path to follow along the wide expanse of The River.
Even with The Ferryman's protection, it is exhausting work. It's as mentally taxing as it is physically draining. As such, when the path forward begins to shudder and shift, it may come as a reprieve. The wall of wind and rain finally breaks, the Desert around you replaced by... somewhere else. A place you may recognize, or may not.
Whatever stress or fear you may have been feeling from your journey wanes, replaced by feelings of calm, peace, or joy. If the place you are in is unfamiliar, the feelings are muted, as if they don't quite belong to you... but surely this is better than returning to the monsoon? Perhaps you can rest a while. Play a game, recover in shelter, or take a meditative walk through a maze. What's a few minutes, anyway? Time hardly means anything anymore.
Just don't forget: if you linger too long in any one place, the mud of The River will start to suck you down. It's best to stay alert— and to keep an eye on those traveling with you, as well.
storm chasers
— SWEPT AWAY
The Desert isn't designed to weather a storm like this one. Beyond the pounding rain and cracking lightning, those of you who have decided to travel without The Ferryman must also navigate the environment itself. Flash floods sweep through lower-lying places in the dunes, where the sand isn't able to absorb water quickly enough. Creatures that may have been docile before are now panicked, and might impede your progress, or even lash out themselves.
And, of course, there are the wraiths.
They're easier to spot this time around, across the rolling dunes. It's easier to make out just how much they've changed as well: the claws, the teeth, the exaggerated proportions... and the unmistakable pain and fury in every movement, in every shriek and wail.
You are vulnerable to any and all injury during this time, whether from the wraiths, the wildlife, or the elements. As long as you follow your gut, you'll know where to go — but we hope you have a strategy, all the same.
— AN EYE IN THE STORM
At least in the Cavern, you had cover. Nooks and crannies, branching tunnels, rocky outcroppings... But out here, beneath the wide-open sky of the Desert, there's very little in terms of shelter. The odd plateau, or cave entrance, or inexplicable feature might grant you some reprieve, but there's always more sand to cross in-between.
On occasion, however, you may spot a strange sort of wraith watching you at a distance. Some of you may even recognize it: an eerie, dissembling creature that some have dubbed the Smart Wraith. Its form, like the others, has solidified into something grotesque and painful, as if its body has been plucked like clay by a particularly spiteful child. Unlike the others, though, it does not attack, or even approach. It simply watches, as it always have.
If you have the presence of mind to notice, however, you may find that there are occasional reprieves from wraith attacks, especially across longer stretches of dunes. They're brief, but often crucially timed (such as when someone is significantly injured, or when a flood has just rolled through), and always correspond to a moment when The Wraith can be found watching from some far-flung vantage point.
It's odd, certainly. But do you have the luxury of looking a gift horse in the mouth?
stormbreak
— CLEARING SKIES
Eventually, the storm calms. Your body lightens. The atmosphere realigns.
The Crossing ends.
The thick, sucking mud of The River has become shallow and waterlogged. It's easy to wade through now, if a touch... unpleasant. Fibrous plants and reeds line the sloped banks, inexplicably dotted with bright orange flowers. Light is low, though the sky has cleared, as if wherever you are now lingers in perpetual dusk.
If you were traveling with The Ferryman, the mirages that dogged your journey finally fade and stay gone. If you were traveling on your own, any wounds you sustained heal rapidly on their own. As before, the healing is natural, but on fast-forward, and thus may not always resolve perfectly.
For both groups, memories bleed away from you - perhaps literally, perhaps not. Anything you found in the Desert, unless given to you by The Ferryman, is gone from your pockets.
When you look again, The Ferryman appears just the same as they were before The Crossing began. Let's take a break, they say. It's been a long journey.
It certainly has.
Image credits: 1, 2 + OMORI'S STORY, and stock imagery unless otherwise noted
The Desert is sprawling. If you've ever gotten turned around in the rolling dunes, it may have once felt endless. But in the weeks and days before the descent of The Crossing, something appears on the horizon: first a dark smudge of storm clouds, not unlike the others that have rolled through before, then growing — wider, darker, and more threatening.
You feel it, too. For some of you the feeling is new; for others it's a reminder of a trial you've been through before. It's a weight in your body, a solidity of your self, a vulnerability to whatever is approaching.
The storm overtakes the oasis. As the first drops of rain begin to fall, The Ferryman speaks in your mind.
It's time. Those who are prepared to pay the toll are instructed to gather on the bank of The River. As for the rest of you... we hope you have a plan.
taking refuge
The storm hits hard and fast. Even as you gather around The Ferryman, the rain grows from spitting droplets to a desert monsoon. The Ferryman's protection only goes so far: even if you're promised safety from danger, you'll still have to cope with the cold, the wind, and the water.
As before, The Lantern's Light grows dark. As before, The Ferryman gathers memories one by one, consolidated into a mote of light in their palm that becomes the new center point for the growing temporary bubble of safety. But this time— what it was too dark to notice in the Cavern before— you realize that The Ferryman themselves is changing, too. Their form fades as the light in their hands grows, becoming as fuzzy and insubstantial as mist... not unlike the wraiths, outside of The Crossing.
The sparkling white salt flat before you begins to melt and grow murky, exposing the sticky, grasping mud beneath. The Ferryman glides out over the roiling muck of The River, and so do you, your steps as light as if there were still a crust of salt to separate you from the mud before.
You must keep moving, though. Linger too long, and you'll start to sink... and the mud might not let go, this time.
— A HAVEN FROM THE WANTS AND ILLS OF LIFE
The journey is arduous, and the storm is unrelenting. The Ferryman, unfamiliar as they might be in this form, leads confidently through the blur of lightning, wind, and rain. As before, the mote of light created from your memories follows in their footsteps, illuminating the path to follow along the wide expanse of The River.
Even with The Ferryman's protection, it is exhausting work. It's as mentally taxing as it is physically draining. As such, when the path forward begins to shudder and shift, it may come as a reprieve. The wall of wind and rain finally breaks, the Desert around you replaced by... somewhere else. A place you may recognize, or may not.
Whatever stress or fear you may have been feeling from your journey wanes, replaced by feelings of calm, peace, or joy. If the place you are in is unfamiliar, the feelings are muted, as if they don't quite belong to you... but surely this is better than returning to the monsoon? Perhaps you can rest a while. Play a game, recover in shelter, or take a meditative walk through a maze. What's a few minutes, anyway? Time hardly means anything anymore.
Just don't forget: if you linger too long in any one place, the mud of The River will start to suck you down. It's best to stay alert— and to keep an eye on those traveling with you, as well.
storm chasers
The Desert isn't designed to weather a storm like this one. Beyond the pounding rain and cracking lightning, those of you who have decided to travel without The Ferryman must also navigate the environment itself. Flash floods sweep through lower-lying places in the dunes, where the sand isn't able to absorb water quickly enough. Creatures that may have been docile before are now panicked, and might impede your progress, or even lash out themselves.
And, of course, there are the wraiths.
They're easier to spot this time around, across the rolling dunes. It's easier to make out just how much they've changed as well: the claws, the teeth, the exaggerated proportions... and the unmistakable pain and fury in every movement, in every shriek and wail.
You are vulnerable to any and all injury during this time, whether from the wraiths, the wildlife, or the elements. As long as you follow your gut, you'll know where to go — but we hope you have a strategy, all the same.
— AN EYE IN THE STORM
At least in the Cavern, you had cover. Nooks and crannies, branching tunnels, rocky outcroppings... But out here, beneath the wide-open sky of the Desert, there's very little in terms of shelter. The odd plateau, or cave entrance, or inexplicable feature might grant you some reprieve, but there's always more sand to cross in-between.
On occasion, however, you may spot a strange sort of wraith watching you at a distance. Some of you may even recognize it: an eerie, dissembling creature that some have dubbed the Smart Wraith. Its form, like the others, has solidified into something grotesque and painful, as if its body has been plucked like clay by a particularly spiteful child. Unlike the others, though, it does not attack, or even approach. It simply watches, as it always have.
If you have the presence of mind to notice, however, you may find that there are occasional reprieves from wraith attacks, especially across longer stretches of dunes. They're brief, but often crucially timed (such as when someone is significantly injured, or when a flood has just rolled through), and always correspond to a moment when The Wraith can be found watching from some far-flung vantage point.
It's odd, certainly. But do you have the luxury of looking a gift horse in the mouth?
stormbreak
Eventually, the storm calms. Your body lightens. The atmosphere realigns.
The Crossing ends.
The thick, sucking mud of The River has become shallow and waterlogged. It's easy to wade through now, if a touch... unpleasant. Fibrous plants and reeds line the sloped banks, inexplicably dotted with bright orange flowers. Light is low, though the sky has cleared, as if wherever you are now lingers in perpetual dusk.
If you were traveling with The Ferryman, the mirages that dogged your journey finally fade and stay gone. If you were traveling on your own, any wounds you sustained heal rapidly on their own. As before, the healing is natural, but on fast-forward, and thus may not always resolve perfectly.
For both groups, memories bleed away from you - perhaps literally, perhaps not. Anything you found in the Desert, unless given to you by The Ferryman, is gone from your pockets.
When you look again, The Ferryman appears just the same as they were before The Crossing began. Let's take a break, they say. It's been a long journey.
It certainly has.
Image credits: 1, 2 + OMORI'S STORY, and stock imagery unless otherwise noted
Waiting in the Rain
Did... anyone... lag behind, before?
[The toll is supposed to make the trek safe from the suddenly irritable wraiths, is his understanding. He assumed that meant that the group would be working together to stay together, and that The Ferryman would be looking out for them in that regard. If that's not the case, he's starting to have even more qualms about this intentionally giving up a memory thing.]
no subject
[this is an extremely dignity-sparing way of saying that Celehar became overwhelmed and collapsed, unable to rise, and she'd gone after him and bodily carried him back towards the light as he trembled and cried out. Fortunately, some of his strength had returned as hers waned with the effort.]
I don't know what happens if someone lags too far, but it's better not to find out first hand.
no subject
[Is imagining a sudden nap a more dignified interpretation of the event than stumbling and being too dazed to continue? Maybe, maybe not... But seeing as the euphemistic meaning of fell over doesn't - surely can't - apply, he might as well make a joke of it.]
I guess paying a double toll, to take that train someone was talking about, would be too easy...
no subject
That's exactly what I said.
Everyone's getting to the other side one way or another, I'd hope.
no subject
[It's a relief in many ways that his brother isn't here yet. That storm looks decidedly unpleasant to traverse without magic to his name, let alone if he had to drag or carry a persistently snoozing skeleton along with him.]
Hopefully pre-crossing mud naps are safer. I tried doing a headcount, but alas... the numbers didn't add up. And I think someone said, someone disappeared a while ago?
[Makoto, though whether the skeleton's heard the name or seen the face in anything but distant passing is ambiguous to this player.]
no subject
People do that. I'm told either they make their own way and we see them later, or the Ferryman comes for them eventually.
[Some get lost like Shepard, some return to the River, like several other people at this point.]
And there's a few so determined to Cross on their own they don't even bother with the bank. When we see them again, they'll probably be bloodied.
[If they see them again.]
no subject
[He didn't experience a whole lot of weather in the underground, and most of it was pretty consistent - snowflakes drifting about in Snowdin, dripping in parts of Waterfall, heat in Hotland. So reliable that the regions were named for it. There was some variety in the surface weather and what he's experienced in his time around the oasis, but...]
But this is the worst I've ever weathered? [Nyeh heh heh - even this surprised, he hasn't lost his touch.] If we're as real and injurable as I feel, bloodied might be the least of it...