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TEST DRIVE #1
TDM # 1
Welcome to The Cavern, wayward souls.
It's good to see you again.
The TDM is game canon and will be active NOV—JAN. 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 NOV—JAN. For further details about the setting, please reference our current setting page. All the information there is fair game for this TDM.
arrival
— THE RIVER
The River is wide, black, and deep. It is so deep, and so dark, and so cold, that when you wake deep beneath its surface you may, for a moment, think that this is all there is. An abyss, a vacuum, a void. Nothingness in all directions.
It might even be what you expected, coming from wherever you were Before. The blackness, at least. Perhaps the cold. Maybe even the pain: all-encompassing, all-consuming. If a mortal wound brought you here, it might feel like it's being torn open anew, over and over again.
The current is simply slow, however, not non-existent. And you can swim. (Or, even if you can't, that's more of a procedural problem than anything: you don't need to breathe down here, it seems. Perhaps you don't need to breathe anymore at all.)
It hurts. It hurts so much. But if you can just concentrate long enough to pull yourself up onto the rocky shoreline, or even enough to get your head above the surface of the water, that pain will dissipate, almost as if it was never there at all. When you have the presence of mind to examine yourself, you'll find that you are actually hale and whole, with your body exactly as you expect it to be.
There are others in your same predicament. Maybe they can help you; maybe you can help them. You're all in this together, after all.
— THE CAVERN
Once you do finally pull yourself free from The River, you'll find that there was never any abyss at all. On the contrary, there's quite a lot to see — though your eyes might need a minute or two to adjust.
The Cavern yawns around you, the main chamber alone large enough to house a small town, and the ceiling too high to make out through the darkness. There's some light: you can see the eerie green glow of bioluminescent plants lining far-away walls, and tracing the underside of the land bridge that extends over The River. There are pinpricks up high on the cliffs above The River that are organized enough to suggest intervention, or at least planning.
There's something else, too — something orders of magnitude brighter than anything else in the chamber. Its glow is dim on this side of The River, and it's difficult to discern where exactly the light is coming from, just that it isn't coming from anywhere outside the cave. You feel as though you might be safer if you got closer, but maybe that's just because any light at all is comforting in a situation like this. If nothing else, you'd probably find whoever is holding it.
Either way, whether you follow the light or don't, there's plenty of time to be alone with your thoughts. Or to share them, if you're so inclined, with the others that are here with you, emerging one by one from the depths of The River.
Perhaps you've already accepted what's happened to you. Perhaps you need time, and it will take some discussion with the others to arrive at the one thing you all have in common. Perhaps even after that it's still too much, or you still aren't ready. However you get there, though, there's no way around it: you are dead.
If you have questions, The Ferryman is available to answer them.
KEEP TO THE LIGHT
— THE LANTERN
The source of the light is a lantern — specifically, it is The Ferryman's Lantern, an ornate metal lamp hanging from the end of a tall wooden staff. It's large, weathered from use, and despite how improbably far its glow casts — from the land bridge over The River, where The Ferryman is holding their vigil, up the cliffs above and into the subterranean city's many tunnels — it isn't so bright that it can't be comfortably looked at. The Lantern has an unmistakable aura of comfort and safety (maybe because of, or maybe in addition to, the light it casts), no matter how close or far you are from it.
It's only at the very far edges of the glow, where the last bits of light are swallowed by the darkness, that this sense of safety begins to fray. It's here that you can see them, prowling the boundary: wisps of something that you can barely see. Many somethings, in fact.
They can't cross into the light, it seems. All they can do is wait for you to leave it.
— THE SUBTERRANEAN CITY
Maybe you'd rather stay for now, though. There's plenty still to explore within The Lantern's shroud: to start with, the network of tunnels you can see built into the cliffs above The River.
The biggest hurdle is figuring out how to get into the city. You can spy the entrances, marked by dimly glowing torches set into the open mouths of tunnels, but they're so high up! Surely you're not meant to climb?
Well, yes and no. Some investigation reveals a series of wood-plank catwalks leading up to the lowest tunnel entrances, but it's a long climb. If you're feeling impatient (and brave), there's also a system of pulleys, ziplines, and simple rope elevators connecting the higher levels to the lower ones. The ropes have clearly been here a while, but they're probably safe, right? What's the worst that could happen, you die all over again?
(Too soon? We get it.)
There's plenty to see once you reach the city itself, even if there isn't much in way of a population. (Until now, at least!) The lamps and torches lining the walls are packed with the same bioluminescent plantlife that can be found elsewhere in the cavern, so there's no risk of them spontaneously going out. There are signs placed strategically throughout the tunnel system to point you toward major landmarks, using only simple iconography.
The city itself certainly appears lived in, even if it's currently empty; in fact, if you pay close attention to the signage and the decor, there appear to be layers of activity not unlike the rings of a very old tree. Older tapestries covered with newer ones with entirely different patterns; boxes of radically different table trinkets carefully stored in apartment closets, to make room for new ones on a shelf; evidence of the stone market stalls having multiple different usages, many of them apparently in sequence.
Some of those tapestries or trinkets might even be familiar to you, like they came from a culture of your homeworld. Strange, though, since you didn't arrive with anything similar on you. Where could they possibly have come from?
VENTURE IN THE DARK
— THE WRAITHS
The Cavern is big, and The Ferryman's Lantern only reaches so far. If you want to explore, you'll need to brave the darkness— and whatever else might be waiting out there for you.
You'll have some light, at least, even if it isn't much: the luminescent plants grow throughout the cave system, including its winding tunnels and cramped smaller chambers. As for whatever else might be lurking out there, well... without The Lantern, there's not much you can do to keep them at bay.
The Ferryman calls them "wraiths", if you were curious enough to ask beforehand. They're more what you might typically expect from the idea of a ghost: pale and insubstantial, like mist struggling to take and keep a shape.
And they certainly do have shapes; those shapes are just incomplete, sometimes blurry, like a pencil drawing that has smudged and faded over time. They have faces that seem to have been stretched too long or too wide; they have eyes with no color, unblinking, always staring back; some of them have mouths that never close, while others have no mouths at all; some of them have hands with wispy tendrils of grasping fingers; others' limbs seem to have lost their shape entirely.
There are dozens of them lingering just outside the boundary of The Lantern, and many more roaming throughout The Cavern. They do not speak, or otherwise make any sounds at all. They do not swarm, either, even when one of The Ferryman's souls crosses the boundary. They simply watch, and, seemingly at random, some will choose to follow you anywhere you go throughout The Cavern.
Annoying, maybe. Creepy, certainly. But that seems to be all. Just remember: The Lantern is the only thing that keeps the wraiths at bay. They can't hurt you, out in the darkness, but they will notice you, they will follow you, and they will remember you.
If your exploration takes you to the catacombs, you may find that your wraith shadows get lost just as easily as you in the tunnel system. Perhaps they get distracted? Or maybe they have some curiosity about the tunnels that outweighs their curiosity about you? Either way, it's possible to lose them for some amount of time there— but the wraiths aren't bound by petty things like physics the way you are. They will find you again eventually, either by floating through some wall, appearing at the dead-end of a tunnel, or even just waiting at the entrance for you to emerge again.
If, on the other hand, you find yourself stumbling upon the whispering pools, you'll discover that wraiths gather in droves there, circling the pools, sometimes trying in vain to press their faces to the water. The wraiths that followed you here seem to be the only exception; whatever the pools are saying, it's apparently not interesting enough to draw them away from you.
Aren't you lucky?
Image credits: 1, 2, 3 + stock imagery unless otherwise noted
The River is wide, black, and deep. It is so deep, and so dark, and so cold, that when you wake deep beneath its surface you may, for a moment, think that this is all there is. An abyss, a vacuum, a void. Nothingness in all directions.
It might even be what you expected, coming from wherever you were Before. The blackness, at least. Perhaps the cold. Maybe even the pain: all-encompassing, all-consuming. If a mortal wound brought you here, it might feel like it's being torn open anew, over and over again.
The current is simply slow, however, not non-existent. And you can swim. (Or, even if you can't, that's more of a procedural problem than anything: you don't need to breathe down here, it seems. Perhaps you don't need to breathe anymore at all.)
It hurts. It hurts so much. But if you can just concentrate long enough to pull yourself up onto the rocky shoreline, or even enough to get your head above the surface of the water, that pain will dissipate, almost as if it was never there at all. When you have the presence of mind to examine yourself, you'll find that you are actually hale and whole, with your body exactly as you expect it to be.
There are others in your same predicament. Maybe they can help you; maybe you can help them. You're all in this together, after all.
— THE CAVERN
Once you do finally pull yourself free from The River, you'll find that there was never any abyss at all. On the contrary, there's quite a lot to see — though your eyes might need a minute or two to adjust.
The Cavern yawns around you, the main chamber alone large enough to house a small town, and the ceiling too high to make out through the darkness. There's some light: you can see the eerie green glow of bioluminescent plants lining far-away walls, and tracing the underside of the land bridge that extends over The River. There are pinpricks up high on the cliffs above The River that are organized enough to suggest intervention, or at least planning.
There's something else, too — something orders of magnitude brighter than anything else in the chamber. Its glow is dim on this side of The River, and it's difficult to discern where exactly the light is coming from, just that it isn't coming from anywhere outside the cave. You feel as though you might be safer if you got closer, but maybe that's just because any light at all is comforting in a situation like this. If nothing else, you'd probably find whoever is holding it.
Either way, whether you follow the light or don't, there's plenty of time to be alone with your thoughts. Or to share them, if you're so inclined, with the others that are here with you, emerging one by one from the depths of The River.
Perhaps you've already accepted what's happened to you. Perhaps you need time, and it will take some discussion with the others to arrive at the one thing you all have in common. Perhaps even after that it's still too much, or you still aren't ready. However you get there, though, there's no way around it: you are dead.
If you have questions, The Ferryman is available to answer them.
KEEP TO THE LIGHT
The source of the light is a lantern — specifically, it is The Ferryman's Lantern, an ornate metal lamp hanging from the end of a tall wooden staff. It's large, weathered from use, and despite how improbably far its glow casts — from the land bridge over The River, where The Ferryman is holding their vigil, up the cliffs above and into the subterranean city's many tunnels — it isn't so bright that it can't be comfortably looked at. The Lantern has an unmistakable aura of comfort and safety (maybe because of, or maybe in addition to, the light it casts), no matter how close or far you are from it.
It's only at the very far edges of the glow, where the last bits of light are swallowed by the darkness, that this sense of safety begins to fray. It's here that you can see them, prowling the boundary: wisps of something that you can barely see. Many somethings, in fact.
They can't cross into the light, it seems. All they can do is wait for you to leave it.
— THE SUBTERRANEAN CITY
Maybe you'd rather stay for now, though. There's plenty still to explore within The Lantern's shroud: to start with, the network of tunnels you can see built into the cliffs above The River.
The biggest hurdle is figuring out how to get into the city. You can spy the entrances, marked by dimly glowing torches set into the open mouths of tunnels, but they're so high up! Surely you're not meant to climb?
Well, yes and no. Some investigation reveals a series of wood-plank catwalks leading up to the lowest tunnel entrances, but it's a long climb. If you're feeling impatient (and brave), there's also a system of pulleys, ziplines, and simple rope elevators connecting the higher levels to the lower ones. The ropes have clearly been here a while, but they're probably safe, right? What's the worst that could happen, you die all over again?
(Too soon? We get it.)
There's plenty to see once you reach the city itself, even if there isn't much in way of a population. (Until now, at least!) The lamps and torches lining the walls are packed with the same bioluminescent plantlife that can be found elsewhere in the cavern, so there's no risk of them spontaneously going out. There are signs placed strategically throughout the tunnel system to point you toward major landmarks, using only simple iconography.
The city itself certainly appears lived in, even if it's currently empty; in fact, if you pay close attention to the signage and the decor, there appear to be layers of activity not unlike the rings of a very old tree. Older tapestries covered with newer ones with entirely different patterns; boxes of radically different table trinkets carefully stored in apartment closets, to make room for new ones on a shelf; evidence of the stone market stalls having multiple different usages, many of them apparently in sequence.
Some of those tapestries or trinkets might even be familiar to you, like they came from a culture of your homeworld. Strange, though, since you didn't arrive with anything similar on you. Where could they possibly have come from?
VENTURE IN THE DARK
The Cavern is big, and The Ferryman's Lantern only reaches so far. If you want to explore, you'll need to brave the darkness— and whatever else might be waiting out there for you.
You'll have some light, at least, even if it isn't much: the luminescent plants grow throughout the cave system, including its winding tunnels and cramped smaller chambers. As for whatever else might be lurking out there, well... without The Lantern, there's not much you can do to keep them at bay.
The Ferryman calls them "wraiths", if you were curious enough to ask beforehand. They're more what you might typically expect from the idea of a ghost: pale and insubstantial, like mist struggling to take and keep a shape.
And they certainly do have shapes; those shapes are just incomplete, sometimes blurry, like a pencil drawing that has smudged and faded over time. They have faces that seem to have been stretched too long or too wide; they have eyes with no color, unblinking, always staring back; some of them have mouths that never close, while others have no mouths at all; some of them have hands with wispy tendrils of grasping fingers; others' limbs seem to have lost their shape entirely.
There are dozens of them lingering just outside the boundary of The Lantern, and many more roaming throughout The Cavern. They do not speak, or otherwise make any sounds at all. They do not swarm, either, even when one of The Ferryman's souls crosses the boundary. They simply watch, and, seemingly at random, some will choose to follow you anywhere you go throughout The Cavern.
Annoying, maybe. Creepy, certainly. But that seems to be all. Just remember: The Lantern is the only thing that keeps the wraiths at bay. They can't hurt you, out in the darkness, but they will notice you, they will follow you, and they will remember you.
If your exploration takes you to the catacombs, you may find that your wraith shadows get lost just as easily as you in the tunnel system. Perhaps they get distracted? Or maybe they have some curiosity about the tunnels that outweighs their curiosity about you? Either way, it's possible to lose them for some amount of time there— but the wraiths aren't bound by petty things like physics the way you are. They will find you again eventually, either by floating through some wall, appearing at the dead-end of a tunnel, or even just waiting at the entrance for you to emerge again.
If, on the other hand, you find yourself stumbling upon the whispering pools, you'll discover that wraiths gather in droves there, circling the pools, sometimes trying in vain to press their faces to the water. The wraiths that followed you here seem to be the only exception; whatever the pools are saying, it's apparently not interesting enough to draw them away from you.
Aren't you lucky?
Image credits: 1, 2, 3 + stock imagery unless otherwise noted
no subject
At least Sunny seemed to have some kind of determination, which.... good. Like, really good. He couldn't hope for anything else given their circumstances, he could barely keep himself together, having to drag sunny around was not an option. he wasn't strong enough for now.]
Yeah! That sounds good! We can look for something familiar! And if nothing makes us happy in that sense? WE can make it ourselves! nothing can stop us, right?
[The city was their goal, then? Fine. He didn't even know if he cared to get tehre but if that was sunny's goal- they were going to move.]
we may even take something to have light around the place, right? And, and.... oh, right! I don't know how our bodies work, not now, but if you get too tired let me know. I'll carry you. You've already been through a lot.
no subject
fake as it might be- but… he could take a page from Omori’s book, right? Worst that happens was… what? It couldn’t be worse than being dead, right?Still, he nodded a little shyly, pushing out a whisper. Thank goodness there was no wind here or his words would have been swept right away.]
Y-you too… [He sure wouldn’t be able to carry Kel but… maybe he could be a better friend? At least pay back the support - Sunny didn’t deserve Kel’s friendship otherwise. He was awful, terrible, had gotten them into so many messes… Kel had been through so much too. Sunny wasn’t the only one.]
no subject
[Focus on the good, focus on joking, don't give up. He can and will be the emotional pillar Sunny deserves and- well, if they meet more people, he'll try to do the same for them too.]
Jay tried, once. I was wearing Charlene's skirt. We both ended on the floor.
[That's a lie, but funny mental images may help, right? He brings both hands to his hips, taking a few steps toward the... road? the kless bothersome path toward the city.]
Shall we get going, Cap? I'll be your scout, making sure the path ahead is safe. We don't need any space cop to capture the leader of all pirates!
no subject
If Kel already tested that with his other friends… good. That means he might not have the adrenaline to do it again. …though sometimes, Sunny forgot Kel had ‘other friends.’ It left an ache in his chest, but… it was only fair. Sunny had locked himself away, forgone contact, living in a Headspace with idealistic versions of his childhood memories…]
[But then Kel was running ahead a bit, snapping the teen out of his thoughts. He fidgeted, one hand clasping his other arm… he didn’t want Kel to get hurt if he was the ‘scout’. That meant he would face whatever danger there was first… but Sunny didn’t correct him. He simply walked after his friend in an attempt to keep up.
Exploring was better than being left with his thoughts anyway.]
no subject
An attempt could at least probably get a genuine chickle out of him.
As for the other friends- yes? But love didn't come in limited quantities. Just because he loved Jay and Cris, it didn't mean he loved Sunny any less. There was no hard rule saying people couldn't have only X friends in life.
And it wasn't like he was going to see the others again anytime soon, right?]THere we go. So- [He made sure to slow down to wait for Sunny, turning around and walking backward to face him. What a wonderful scout.]
We can chat about all the fun stuff, right? To pass the time? I... let me think. Do you still like Spaceboy? I know it's been forever but...
no subject
As for friends, one thing hadn’t changed - Kel’s devotion to him was, apparently, still intact. Why else would he have come to Sunny’s door after four years of silence? Why else… would he still be here? It made Sunny glad… and ill. He didn’t deserve it - that thought kept running around in his head. And yet the teen had the gall to dream up friends that stuck with him no matter the bizarre or scary circumstances. Over and over and over…
Focus
Kel had waited for him, rather patient compared to the version in Headspace that would have just run far, far ahead. Maybe. And… oh boy, did he still like Captain Spaceboy? Did dreaming about the comic with some crossovers and frequent cameos count as ‘enjoying’ a media still? Or was it his brain trying to process something he still had yet to discover?
What could be worse than the Truth? The one he had woken up from mere moments before that fight? The one where he…]Mmmm. [The noise he made instead was small, a bit shy, but… pleased. That Kel remembered. Even if it was a distraction from the panic he was now trying to shove deep down into his chest again.]
no subject
Despite considering himself NOT the brightest of the friend group, he always, always tried his best for his friend group and never really gave up. Part of him almost regreted going to knock at Sunny's door, perhaps they'd all still be alive if he didn't- no. No need to focus on that.
At least Basil wasn't around, right? He wasn't ready to forgive him at the moment, not for what Kel perceived as Basil attacking Sunny and then having a nervous breakdown. He got it, his Grandma died, things were awful, but that was not an excuse for hurting someone else in such a way.
OKay. Focus on Spaceboy. He grinned widely, trying to act as casual as humanly possible. He... couldn't say he still followed Spaceboy as he did when he was a kid, but at the same time Kel was also aware Sunny didn't leave his house in forever so...]
WELL- I don't know if you read the essay but he had a crossover with My Little Horses recently. They went full Rainbow Unicorn Attack on them and even made a videogame about it. It's in the arcade near the school but I can't really win at it- Just imagine Spaceboy on this horse with rainbow holographic mane and tail. It was glorious!
As for the context? It was an epic mission to save Sailor Earth and Rococo from the cruel government army-
[<And with that, he was just... talking. Some parts of the story, he invented for dramatic effect. Some were atually in the comic. He just tried to fill the silence and distract both of them from their situation]
no subject
Kel could have been lying about the events and Sunny didn’t care.
Wasn’t that what they had done when they were younger? Fabricate adventures for the Captain and his crew, no matter how outrageous it might have been? Waiting for the next comic to release with bated breath?
Now, it didn’t matter - the teen followed after his friend, listening to Kel’s chatter. Kel’s stories gave him a sense of normalcy, absorbing the familiar cadence of the other’s excited tone… and it let him space out. Just a tiny bit. Enough for the pieces of lore that Kel was fabricating like shining droplets to permeate his imagination.
Walking closer and closer to that city in the distance, he could almost pretend that it was just another regular day.]