The Crossing Mods (
thecrossingmods) wrote in
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.
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

CHAT WITH THE FERRYMAN
Or just to chat. They can do that too.]
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It's instinct to follow the light, and he figures if anybody's likely to have the ability to answer questions, it's probably the person holding it.
When he's close enough to speak without having to raise his voice and disrupt the somber atmosphere, he offers a little wave. )
Hi. Sorry to bother you, and- even more sorry if this is presumptuous, but- are you.... are you supposed to be Charon?
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They're very still, standing there. Not a twitch or a fidget to speak of. Even so, their body language is very relaxed, like it's a day at the pool. When they look over, there's a twinkle of mirth in their expression.]
I've been called that before, yeah.
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thank you for humoring me!
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Hello! [He waves, calm and cheerful.] Do you know how we got here? Besides being dead, I mean!
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That's the only way in, kid.
[Being dead, that is.]
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It's what sees the dull faced woman approach the Ferryman, bowing her head out of politeness toward them. Whether they're a god or not, they've shown the people here incredible kindness, and they're deserving of respect.]
...Forgive me if such a statement would be overtly presumptuous, but would I be correct in assuming that you live in this this...strange land?
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They return Amaya's bow, a gentle incline of their head, and then return to stillness.]
Not the way you mean. [If anyone could have been called a resident of this place, it wouldn't be The Ferryman.] I'm here because you're here.
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Velgarth dead usually appear as countless motes of light suspended in human shapes, but she'd always hated looking like that and had put great effort into being able to coalesce, become opaque, have colors, to be able to appear as she had in life. A big, sturdy, scarred older woman with a direct gaze.]
So. I'm hoping you don't stand on formalities, I'm no good at them. Is this - what, to humble me? [by which she means not being able to change her spirit-shape or fly, examine souls, be in multiple places at once etc] Get me on an even footing?
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Nothing that philosophical. [Formalities? No thanks.] Just makes things a little simpler.
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Without any immediate threat, she just observes and finds herself working up the nerve to talk to the individual holding the comforting lantern. Aliens and entire planets are old hat, but the unassuming appearance is giving her pause.
As she approaches, a surge of self-consciousness fires and she channels it into making a good impression. Military-straight posture, voice clear and confident.]
I'm guessing you're a guide here. What can you tell me about this place?
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Plenty. Where do you want to start?
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I gotta know what's going on back home. How do I do that?
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You don't. [There's something to be said for bad news, and breaking it directly.] That's the hardest part. So they tell me.
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Except in a case where all the stuff he knows gets thrown straight out the window in favor of whatever this bullshit is. The best he's got is that he's got an eye for picking out who's supposed to be calling the shots.
So here he is.]
Yo. What's the deal? This ain't where I'm supposed to be.
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Where's that?
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Will we end up like them?
[She'd had opportunity to exchange thoughts with the others here, but ultimately, how should any of them know the truth? If anybody knows, it's probably the Ferryman.]
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I'm here to make sure that doesn't happen.
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[The name he addresses the Ferryman by is a question and a statement, all at once.
Still, Celehar starts with that, because... what else is there to begin with? He has served the God of Death with his calling for all of his life. He had tried to abandon it once, in his grief, and found it to be its own kind of living death. He has come in his lifetime to pray to that god, not to be answered in turn.
There's another name, he thinks, that should be on the tip of his tongue. The secret, true name of his god, one that was only ever whispered to him as a child, when he was inducted into the rites. Only, the name has disappeared from his mind, almost like it was plucked away from him.
His long, pointed ears droop downwards as he watches the Ferryman, his mouth working - please give him a moment. He's having a bit of a crisis, here.]
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Then, gently, when the moment feels right,]
No. [For all their ambivalence with names, The Ferryman knows that there are some that aren't theirs to take on.] I'm just here to get you where you need to go.
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Walking closer to the Ferryman, Makoto carefully watched the creatures and asked in a hesitant tone.]
...What are those? Are they lost souls like us?
[Were they a threat? Or did they need help?]
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Lost. Yeah. [There's sadness in it. They look back to Makoto.] But they're not like you. Not anymore.
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Another chat with the Ferryman! This time with Komaeda too! They need answers.
Excuse me, Ferryman-san? We have some questions to ask if that's alright with you.
[He pushes aside his own nervousness to ask this, waiting for an answer before asking more.]
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Any of that awkwardness doesn't stop him from going right ahead with asking questions, though.]
Yes, hello again, Ferryman-san! To start, we'd like to know why Naegi-san is dead! I don't remember him dying the way he says he did--or at all--and there's no way he would be lying.
[This is the most important question to Nagito right now and he is going to get it out there immediately.]
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The first step to forming any strategy was information and he greeted the Ferryman with a small smile.]
May I ask your name?
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I'm The Ferryman. You can call me whatever you like.
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the snail returns! sorry I'm so late orz