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TEST DRIVE #3
TDM #3
Welcome to The Marsh, wayward souls.
It's good to see you again.
The TDM is game canon and will be active MAY—JUL. 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 MAY—JUL. For further details about the setting, please reference our current setting page. All the information there is fair game for this TDM.
arrival
— TANGLED BELOW ( NEW CHARACTERS ONLY )
CW: trapped underwater, drowning
Your journey begins as it has for all of those before you: in The River.
The water is lukewarm, and murky with dirt and vegetation. The surface isn't far away— but it might be hard to tell what direction you need to go in to reach it. To make matters worse, you are tangled in the plantlife around you, and will need to break free in order to escape The River's grip. There are others here who may be able to help you... but they'll have to find you first.
It's not possible for you to drown here; you may or may not recognize that you don't need to breathe, even down here. But every moment you spend with your head below the surface, you will spend trapped in the memory of your death, as if by a flashback. Depending on what brought you here, it may exacerbate your panic and confusion: maybe it isn't reeds, holding you back - maybe it's an assailant's hands; maybe it's not water clouding your vision, maybe it's something else, claustrophobic, smothering you. Or, maybe it's the dreamy, floaty peace you were expecting when you closed your eyes.
Regardless, you'll need to push through — to even start your journey, let alone finish it.
— BALANCED ABOVE ( EXISTING CHARACTERS ONLY )
You've traveled a long way to get here. Finally, there is a reprieve from the heat and chaotic energy of the Desert: the environment emerging around you is cooler and calmer, if not quieter. There are quite a few creatures populating the Marsh, both fantastical and not. Frogs croak quietly from the reeds; fireflies float along the surface of the water.
Wading around and through the muddy shallows of The River isn't exactly comfortable, so it may be a relief when the group comes across a wooden walkway rising out of the water and leading deeper into the Marsh. The planks creak under your weight, but they hold firm, and draw something like a path through the dense same-ness of the environment.
That path is anything but straightforward, though. And in the seemingly-perpetual dusk around you, it might be easy to get turned around: whether you have to retrace your steps from a dead-end, or lose track of others in the gloom.
You must be tired. But surely it's only a little bit further... right?
a marsh less traveled by
— THE VILLAGE
However much further it is, eventually you reach it: a small village, mainly comprised of wooden, multifamily homes lifted above the water on stilts. (Be careful which ones you choose to rest in, though — some of them might wander off with you still inside!) As with the shelters in previous locations, the homes are decorated as if by many tenants before you, continuously building on top of what was there before, and you may happen upon small items you recognize from home.
Unlike previous shelters, these don't seem like they've been abandoned for long. The items you find might be in better condition than they would have been elsewhere, and there might be newer or more comfortable amenities. Beds with softer sheets and more numerous pillows; pantries stocked with shelf-stable foods; unbroken toys or even board games with all their pieces.
Given the nature of The River here, this is also the closest The Ferryman has kept their vigil to the group's living quarters so far. While they still remain on the outskirts of the village — seemingly as separated as they can manage while still casting the Lantern's light where it needs to be — it's not as much of a trek out to see them. You might even pass them more than once on your regular goings-on during the day.
If you continue following the walkways, out to the edges of the village, you'll find a small pier with a number of rowboats lashed against it. They're small, and maybe a bit dusty or mossy, but they're sturdy, and large enough to accommodate two people at a time. There's no one else here but you — presumably no one will mind if you take one out deeper into the Marsh?
mist of memories
— AND BEYOND
There's plenty to be found, if you venture out: from the burping firedamp, to curious reflections of familiar places, to the choking mists of the mangroves.
Try not to get lost in those mists. It's a disorienting situation on its own, but certainly exacerbated by the wraiths that will follow you in great numbers, their misty forms often camouflaged within the mist itself. It's stressful. That must be why you might feel like you're seeing other ghosts in the mist as well, figurative or literal. Snatches of familiarity, just at the edges of your vision; maybe a face you never thought you'd see again.
It's not all dark and dreary, though. There are patches of brightly colored wildflowers growing throughout the Marsh as well, hidden among the leggy roots of trees and patches of reeds out on the water. In particular, the same bright orange marigolds that dotted the path you traveled in from the Desert also peek out in places throughout the Marsh, usually in clumps of three or four. They almost seem to follow you as you pass — maybe, even, smile knowingly at you. But surely that's a trick of the light?
Harder to ignore are the rarer, but unmistakable, bioluminescent blue flowers scattered among the others. If you touch one, it may have something to whisper to you — but if it's a voice, it's almost too soft to hear, and even if you could, the words themselves are unfamiliar.
But there's no one else here but you. Right?
Image credits: 1, 2 + stock imagery unless otherwise noted
Your journey begins as it has for all of those before you: in The River.
The water is lukewarm, and murky with dirt and vegetation. The surface isn't far away— but it might be hard to tell what direction you need to go in to reach it. To make matters worse, you are tangled in the plantlife around you, and will need to break free in order to escape The River's grip. There are others here who may be able to help you... but they'll have to find you first.
It's not possible for you to drown here; you may or may not recognize that you don't need to breathe, even down here. But every moment you spend with your head below the surface, you will spend trapped in the memory of your death, as if by a flashback. Depending on what brought you here, it may exacerbate your panic and confusion: maybe it isn't reeds, holding you back - maybe it's an assailant's hands; maybe it's not water clouding your vision, maybe it's something else, claustrophobic, smothering you. Or, maybe it's the dreamy, floaty peace you were expecting when you closed your eyes.
Regardless, you'll need to push through — to even start your journey, let alone finish it.
— BALANCED ABOVE ( EXISTING CHARACTERS ONLY )
You've traveled a long way to get here. Finally, there is a reprieve from the heat and chaotic energy of the Desert: the environment emerging around you is cooler and calmer, if not quieter. There are quite a few creatures populating the Marsh, both fantastical and not. Frogs croak quietly from the reeds; fireflies float along the surface of the water.
Wading around and through the muddy shallows of The River isn't exactly comfortable, so it may be a relief when the group comes across a wooden walkway rising out of the water and leading deeper into the Marsh. The planks creak under your weight, but they hold firm, and draw something like a path through the dense same-ness of the environment.
That path is anything but straightforward, though. And in the seemingly-perpetual dusk around you, it might be easy to get turned around: whether you have to retrace your steps from a dead-end, or lose track of others in the gloom.
You must be tired. But surely it's only a little bit further... right?
a marsh less traveled by
However much further it is, eventually you reach it: a small village, mainly comprised of wooden, multifamily homes lifted above the water on stilts. (Be careful which ones you choose to rest in, though — some of them might wander off with you still inside!) As with the shelters in previous locations, the homes are decorated as if by many tenants before you, continuously building on top of what was there before, and you may happen upon small items you recognize from home.
Unlike previous shelters, these don't seem like they've been abandoned for long. The items you find might be in better condition than they would have been elsewhere, and there might be newer or more comfortable amenities. Beds with softer sheets and more numerous pillows; pantries stocked with shelf-stable foods; unbroken toys or even board games with all their pieces.
Given the nature of The River here, this is also the closest The Ferryman has kept their vigil to the group's living quarters so far. While they still remain on the outskirts of the village — seemingly as separated as they can manage while still casting the Lantern's light where it needs to be — it's not as much of a trek out to see them. You might even pass them more than once on your regular goings-on during the day.
If you continue following the walkways, out to the edges of the village, you'll find a small pier with a number of rowboats lashed against it. They're small, and maybe a bit dusty or mossy, but they're sturdy, and large enough to accommodate two people at a time. There's no one else here but you — presumably no one will mind if you take one out deeper into the Marsh?
mist of memories
There's plenty to be found, if you venture out: from the burping firedamp, to curious reflections of familiar places, to the choking mists of the mangroves.
Try not to get lost in those mists. It's a disorienting situation on its own, but certainly exacerbated by the wraiths that will follow you in great numbers, their misty forms often camouflaged within the mist itself. It's stressful. That must be why you might feel like you're seeing other ghosts in the mist as well, figurative or literal. Snatches of familiarity, just at the edges of your vision; maybe a face you never thought you'd see again.
It's not all dark and dreary, though. There are patches of brightly colored wildflowers growing throughout the Marsh as well, hidden among the leggy roots of trees and patches of reeds out on the water. In particular, the same bright orange marigolds that dotted the path you traveled in from the Desert also peek out in places throughout the Marsh, usually in clumps of three or four. They almost seem to follow you as you pass — maybe, even, smile knowingly at you. But surely that's a trick of the light?
Harder to ignore are the rarer, but unmistakable, bioluminescent blue flowers scattered among the others. If you touch one, it may have something to whisper to you — but if it's a voice, it's almost too soft to hear, and even if you could, the words themselves are unfamiliar.
But there's no one else here but you. Right?
Image credits: 1, 2 + stock imagery unless otherwise noted
no subject
Instead, he lets his eyes settle on the spiders as he walks slowly up to stand by Frieda's shoulder.]
I sought thee, in truth. there are some faces I had not seen, since I... wandered. Unless thy task is one best left to thine own time.
Again I forgot to thee/thou/thy..!! I blame Frieda having to code switch!
I thank thee for thy care. I do not mind the company, no.
[While she sought out this solitary area on purpose, the eerie creatures moving in on her make her grateful to no longer be alone out here - and, that aside, Thara is well-suited to share her assigned task, she feels. He seems like the kind who won't feel bored with what is, in the broadest sense, a gathering job. Before she tells him about that, though, she wonders...]
Thou hast explored these marshes? What didst thou find?
blame celehar lol
And speaking of - Frieda's question finally makes him glance her way, only briefly.]
For a time. I found little but mist and flowers - thine own efforts have found thee more interesting sights already.
I'll split the blame between them!
[The bright colours stand out in the otherwise largely grey-brown-green environment, however she hasn't yet had a literal brush with the blue flowers and knows not of their ability to "speak".]
For better or worse, the fauna seems more interested in me. These arachnids are only the latest to investigate my presence. I've seen small flightless ground birds, a multitude of frogs, and that gigantic slug... though in hindsight, only the latter didn't escape when I came near.
no subject
[He's not sure if Frieda's met the skeleton, but he has to assume that she's seen him around, by now.]
Hm.
[Back to examining the fauna.]
How close do they come? Ought I linger, to keep these from attempting further?
no subject
They make for uncomfortable company, so let's not stay here. I came to collect glowworms for the party Kel is planning, but any other place may be just as promising.
[Is Thara aware of the party? Or of the fact that about half the group is planning to live communally in one of the big houses (with her and Nagito having been roped in ad hoc)? If he's missed out on all that while wandering in the fog, she may as well catch him up!]
no subject
A party? What for?
[He sounds... baffled, to be honest. He does, at least, follow along beside as they start to depart, avoiding the staring eyes and the still patience of the spiders. He does, at least, offer a hand to take one of the makeshift bags, to share the burden.]
no subject
To celebrate our arrival here, I suppose, and to lighten everybody's spirits.
[In contradiction to her words, her expression turns slightly glum as they follow the wooden path, leaving the spiders behind.]
Doest thou feel like celebrating? I can't stop thinking of the ones we lost.