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The Crossing Mods ([personal profile] thecrossingmods) wrote in [community profile] thecrossinglogs2024-11-09 11:57 am

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.
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
blindluck: (002)

lantern/wraiths

[personal profile] blindluck 2024-11-11 12:33 pm (UTC)(link)
[Nagito is sitting on a rock, carefully remaining within the range of safety the lantern provides. He's been watching the wraiths. Looking over at the woman who addresses him, what he thinks is that this is woman is the first person who looks old he's seen here in the afterlife. That's not really relevant, though. (Nagito himself is twenty-two.)]

I think I'm going to have to stop watching horror movies. [Ghosts were a relaxing enough topic when he thought he wouldn't have to deal with them; now it's looking kind of different.]
Edited (noting the age I'm playing him real quick) 2024-11-11 12:35 (UTC)
hasapoint: you are wrong and she is right (A consciousness that smoldered endlessly)

[personal profile] hasapoint 2024-11-11 05:04 pm (UTC)(link)
[She was seventy-something when she died. Losing strength and endurance, but not infirm, not yet. Need looks Nagito over. Not a literal child, but quite young.]

Horror what now? [Need frowns. She's a little bit aware of other realities, but visiting them is a long-lost art in Velgarth; she's only done it once recently ("recently") and that wasn't one with a lot of technology.]

Those are picture stories, was that it?

[She flicks a rock out at one of the wraiths. No effect.]
blindluck: (012)

[personal profile] blindluck 2024-11-11 10:50 pm (UTC)(link)
You could call them that. [Need isn't the first one who's shown a lack of understanding of something Nagito would see as commonplace. He still thinks it's all very strange.] I'll have to stop reading horror novels, too, if ghosts are real like this.

[Books are older, so maybe that's easier common ground.]
hasapoint: an old scarred woman considers (by Anna Akhmatova)

[personal profile] hasapoint 2024-11-12 07:26 am (UTC)(link)
Possibly.

[Need looks away from the wraiths more firmly and back at him. She should probably do a public service, as one of the few people who sorta knows about other canons.]

We're probably not from the same world, you know. We don't have mo-vees in Velgarth, and you probably don't have vrondi.
blindluck: (002)

[personal profile] blindluck 2024-11-12 07:42 am (UTC)(link)
You're suggesting that possibility so casually, are other worlds something you're familiar with? [Nagito is starting to lean in the direction of other planets or something similar being the case, but for everything that has happened to him, coming across aliens is a new one, let alone something like other universes.] But you're right, I have no idea what a vrondi is.
hasapoint: you are wrong and she is right (A consciousness that smoldered endlessly)

[personal profile] hasapoint 2024-11-12 08:08 am (UTC)(link)
Yep. Where things can be very different. There's some where people live in the upper sky in boats and the distances are all stupidly huge. [She doesn't like outer space.] And ones with talking dragons and magic is all wordplay, and ones with no humans at all.

Used to be, long time ago, there was a... sort of fashion to look into other worlds and try to visit, but no one could more than send their minds there, and getting them back was another problem. These days hardly anyone does it and those few just think they're having hallucinations.
blindluck: (004)

[personal profile] blindluck 2024-11-12 08:12 am (UTC)(link)
If you're not making all this up, then it seems like our situation is only going to get more confusing. [Nagito is used to talking at cross-purposes with people who are from the same place he is; he can't imagine the kinds of mistakes he'll stumble into if he's dealing with people who aren't even from Earth.

As immediately as he suggests the woman might be making things up, Nagito isn't actually dismissing it entirely. It's simply also possible she's making it up! But he's come across plenty of strange things by now.]
hasapoint: annoyed and amused (It is such pain and yet such ecstasy)

[personal profile] hasapoint 2024-11-12 08:34 am (UTC)(link)
I'd be surprised if it got less confusing.

[She doesn't say anything about making it up. It doesn't particularly matter if he believes her, but the idea's a useful framework for understanding why people might be strange to him.]

You can call me Need.
blindluck: (003)

[personal profile] blindluck 2024-11-12 08:40 am (UTC)(link)
I'm Komaeda Nagito. Is "Need" a normal name where you're from? [Or is it even actually her name? Not that Nagito really minds calling her that, he's just curious and often blunt about it.]
hasapoint: an old scarred woman considers (by Anna Akhmatova)

[personal profile] hasapoint 2024-11-12 08:47 am (UTC)(link)
Nope. People like me - not that that means anything here, hah - end up forgetting our names and taking one-word-purpose names that have to do why we hang on so long. Like Duty, I knew a Duty. Hunger. Command. That kind of thing.

[She raises her heavy eyebrows.]

I've been dead a good while. You?
blindluck: (002)

[personal profile] blindluck 2024-11-12 08:57 am (UTC)(link)
A few hours now! [Which he says very cheerfully for a dead twenty-two-year-old.] But if you've been dead for a while, then does that mean you've been here for a while? [It would make her the first person besides the Ferryman, who isn't technically a person, to have an experience with this, if so.]
hasapoint: an old scarred woman considers (by Anna Akhmatova)

[personal profile] hasapoint 2024-11-12 09:10 am (UTC)(link)
Afraid not. I was closer to the living world. Haunting it, you could say. I had a focus that kept me anchored, but now that it's gone, well.

[She shrugs a heavy shoulder. Need tends to come across as very steady and calm, if also intently alert.]

This isn't one of the options I was presented with, as far as I can tell, but I've never ventured very far into the afterlife.
Edited 2024-11-12 09:11 (UTC)
blindluck: (003)

[personal profile] blindluck 2024-11-12 09:54 am (UTC)(link)
[Not one of the options? That is curious, maybe worth tucking away into a mental evidence file somewhere, even if he doesn't yet know the shape of the mystery.] That's pretty strange, isn't it? That this wasn't something you could have expected.
hasapoint: annoyed and amused (It is such pain and yet such ecstasy)

[personal profile] hasapoint 2024-11-12 12:25 pm (UTC)(link)
Not that strange. I know about some of the possibilities, but they're pretty specific.

[The favored of the Star-Eyed Goddess get to choose between several options. Those not favored by her...]

And you? [She flashes teeth in a smile.] Were you expecting anything specific?
blindluck: (012)

[personal profile] blindluck 2024-11-13 07:22 am (UTC)(link)
I wasn't expecting anything, really. [His tone is airy and casual. He does mean that literally, though--he wasn't expecting any afterlife at all.] What are some of the possibilities where you're from?