Entry tags:
TDM #1
TDM #1
DREAMING

You take a step forward for what else is there to do? As you walk you begin to remember what it was you were doing before the nothingness; maybe something as simple as chatting with a loved one or close friend. Maybe you were just beginning a great journey or facing off against an old foe. Whatever it was, you get the distinct feeling that wherever and whenever that was, it is not here. Not now.
The path of light twists off into different directions. When you look up you can see that it is not a sky above you but the sky of everything, a grand cosmic tapestry littered with not mere stars but galaxies and clusters of galaxies that gleam like crystals against the velvety backdrop of space. Admire it for a moment, if you will. You don't know how long you will drift here, but you are not alone. Other wanderers will come and go as you bask together in the vastness of creation.
It seems to you that there are two paths to walk in this place, the light and dark beckoning in turn.
❖ THE LIGHT AT THE CENTER
One leads you to the center, splintered fragments folding together and colliding until only one thing remains: a light that speaks to you with the voice of all there is and has ever been. It greets you simultaneously as an old friend and as a lost child, both rejoicing in and mourning your arrival. You remember it too, somehow, with a feeling of complex nostalgia, as if returning to a place recalled from your distant childhood.
You’ll feel the same of the other wanderers that join you in the light; you know their faces, their voices, and as you reflect upon the world of your birth, you may witness fragments of theirs as well. You feel a comradery, then, a synchronicity of thought and emotion. Are the lives of others truly so different from your own? Or are you simply two hands of the same, greater being? Though some individualistic part of you may resist, the longer you spend in the light, the more you will find yourself becoming one with it.
Despite this welcoming call, no matter how eagerly your pursue its embrace, before you can fully submerge yourself in this oneness you will find yourself being torn away. As if seized by the impossibly long, cold arm of a creature unseen, you are plucked from the edge of fulfillment. The last thing you will remember is the sensation of your world, and all the others your experienced here, collapsing into nothingness.
❖ THE DARK OUTSIDE (CW: deep despair, ego death)
The other leads towards the outside, where the splintering becomes so great that the vestiges of reality can do nothing but collapse back into the abyss at the end of everything. As you wander to these barren outskirts, your thoughts will not be drawn to familiarity and oneness, but instead to memories of discontent and waste. The darker the path becomes, the more you find yourself dwelling on life’s disappointments and injustices, of the things about yourself and your world you find wanting.
If you see others here, at first they will feel frightening or contemptible, as if representing to you the worst experiences in your life. Even if they are someone you’re certain you know, that familiarity and affection will be stripped away in the face of the great emptiness before you. In the end, you were all the same. In the end, none of this was worth it. If you approach the end together, you may even form a kind of kinship around this acknowledgment, as the need for paranoia and hatred fades.
Slowly, the darkness encroaches, and you can see it devouring all the things you once knew. Memories of your home, of those you loved, dissolve into nothing, and you can only reflect on the barren emptiness in your heart as you see it happen. In your final moments, though, you feel peace with it all, knowing that there was no other way. You step from the edge of the last dwindling fragment of being and are greeted by silence.
❖ THE END
No matter which way you go, you are left with a single impression: you feel the world you came from die. It's a realization that transcends logic or sense; it weighs on your heart and leaves the vestiges of dark memories dancing in your thoughts like motes of ash. It's a memory of your home crumbling away into nothing as if consumed from within by rot. Returned to the void, all that's left to you is to be reborn.
REBIRTH

The chrysalis surrounding you bends like flesh and cracks like glass. It tears as you force your fingers through, finding liberation one inch at a time, until finally you have emerged. As if having undergone metamorphosis, you feel old and new all at once. You are weak, piteously so, but the markings and scars of your previous life remain. As you slump down upon the smooth cavern stone, you realize that you've just wrenched yourself free of gigantic crystal, though its hollow, shimmering form is now in pieces on account of your passing. Somewhere on your body, a shard of similar material remains embedded.
The cave itself looks almost like the inside of a geode, the walls and ceiling bedazzled with greyish crystal that shines with all the colors of the rainbow. While they vary wildly in size and shape, only a few have grown large enough to hold a form like yours, and you can see the one you just escaped isn't the only one bearing a passenger within. They may have already hatched, or they may still be lingering in stasis. Either way, there's enough time that you may have a chance to speak to yours unexpected peers, or to perhaps to struggle to find something to cover your naked body with. You feel the chill of the open air against your moisture laden skin, a distant light trickling in through the cavern's opening.
Make the most of this time. It won't be long before you're interrupted.
[Mod Note: If you don't want to deal with your character being naked in front of the others at that location, feel free to assume they emerge at a different time than the others of their legacy. Characters will be 'hatching' over a period of several hours.]
CAPTIVITY
It seems that someone was waiting for you to arrive, and not in the most friendly of ways. Though the specifics of who comes to get you will vary according to which legacy shrine your character awakens at, there are certain commonalities: most notably, how they are ostensibly here to capture and imprison you. It's easy for them, all considered. You can barely stand, so fresh out of your chrysalis, and whatever powers or special abilities you may have had will not answer your call. Even worse, your would be captors are well equipped for the job.
Each group arrives with several 'whips' made of unknown materials. What makes them so special only become obvious when one of them inevitable snakes its way around your body. Whether it be your ankle or your neck, being bound by these cords puts you under the influence of whoever is holding the other end of your leash. Your mind remains untouched, but you will find yourself physically incapable of performing physical actions that go against their will. While the possibilities are frightening, thankfully they all just seem to want one thing: for you to come along as a good little prisoner and to not cause any of them too much trouble.
The rest depends on your character's legacy:
❖ THE LOVER
The small island the shrine is built upon is approached by several modest boats with colorful sails. They carry what appears to be a collection of fearful fisherfolk and town guards. They are reluctant to speak with those being pulled out of the shrine or even look them in the eye. If they have their choice, the entire process will be done in silence. If you try too hard to upset them, the guards will sternly bring you to heel.
❖ THE CELEBRANT
The infrastructure of an entire festival ground seems to be built around this shrine, and as a result, there are an usual amount of people present. While most keep their distance, a few will engage with the local guards that arrive to capture the Aions, complaining that this is going to interfere with their preparations for the upcoming Lover’s Festival. They are pushed aside in short order, and the rest of the retrieval will be done in a stern but business-like manner.
❖ THE MARTYR
At first, those arriving to capture the Aions will be hesitant to even enter the barren crater this shrine is held within. Once the presence of the new arrivals becomes clear, however, they will run in as if crossing the no man’s land of a battlefield and complete their work with gusto. It appears to be mostly military folk and they seem to lack any patience or sympathy for those they capture.
❖ THE SOVEREIGN
The captors here seem to be a mixed bag, almost as if two separate squadrons have arrived at the same time. One is a gathering of people who give off the impression of mountain folk, while the others are well armored soldiers. Though it will be hard to make out the specifics, there seems to be some manner of disagreement between these two parties over what should be done, but the ones kitted out in full military attire win out in the end. By then, they are completely out of patience for further resistance.
❖ THE ARTISAN
The people here seem to have mixed feelings about your arrival. On one hand, it seems to be a moment of considerable trepidation, on the other, they seem unbearably curious about your nature. They will ask questions about any unusual features you have, or what your skills are, while others from the group try just as hard to shush them. Ultimately, they don’t seem that enthusiastic about having to capture you, but they also don’t seem to think they have much choice.
❖ THE INNOCENT
Among rolling hills of flowers, at first it seems as if this shrine may not be visited at all. Before the arriving Aions can escape it, though - naked and weakened as they are - a group of fairly normal looking townsfolk will arrive. They pause as they spot you near the shrine, almost like they are hesitating about coming at all. In the end, they will converge upon you and ask for you to please cooperate. They won’t hurt you, as long as you come with them.
❖ THE SEEKER
Armored soldiers are the ones to first pull you from the shrine, but as you arrive outside of it you'll see that it is situated at the edge of a great forest. An ancient observatory is build into the cliff face behind the shrine, and your captors are apparently in the process of negotiating with a series of robed individuals that have emerged from it. According to them, the soldiers kidnapping you are trespassing. Unfortunately, they are not the ones with weapons.
❖ THE WANDERER
When you first emerge from the shrine, it will appear as if you have just missed a skirmish. There are a few bodies scattered about, all wearing woodland armor made of leather and fur. The victors, it seems, come in the form of fully armored soldiers. Thoroughly irritated by the fight that just happened, they will not waste time on niceties. If you try to ask them what just happened, the best you may get is a sneer about ‘those damn forest people.’ You may spot a couple more bodies on the trail leading out of the forest as well.
❖ THE FIREBRAND
The first thing to be seen beyond the cavern entrance is a sheer drop into a raging canyon river far below you, with only a narrow path leading up the steep cliff face. It would be a difficult situation, even without black-cloaked warriors making their way down it to collect you. Struggle too much and you'll be at risk of being thrown into the chasm. These masked assailants are largely unmoved by your protests and will drag you the entire way up the cliff if you force them to. "Your soul will be claimed," they say.
❖ THE VISIONARY
The view from the mouth of the cavern is awe inspiring, revealing the foreign shapes of a world you've never seen before. Unfortunately, the altitude of this shrine means you will also be greeted with sharp wind and biting cold. Fortunately, or not, a party of mountaineers and three black-cloaked warriors will arrive to collect you. Despite their seeming inability to defy the orders of the warriors, the mountaineers will toss you some shoes and blankets for the trek down, even if they are taken away from you later. If the warriors speak at all, it's mostly in the form of ominous utterances.
❖ THE CHAMPION
Even if one were to stagger out of the shrine's cavern before being approached, the Aions arriving here will swiftly find themselves in a hopeless situation. Not only are there soldiers here to collect there is a moderately sized military barracks built around the shrine itself, and this particular squadron is not on your side. You will be swarmed before you can get far at all. There seems to be a mix of two squadrons here, some wearing heavy armor and red accents, while the others wear full face masks and dark cloaks.
Once you've been captured and pulled from the shrine, you will given a formless white gown made of moderately comfortable fabric, with sleeves reaching your elbows and its bottom reaching down past your knees. You will not be given pants or shoes. You're in for a journey, apparently - no matter who plucked you from the cave, most of the heavily armored soldiers in the prompts above will turn out to be 'Hylician soldiers', while the smaller number of black-robed warriors are referred to 'Achamites'. After the initial dealings with the shrines, all prisoners will be passed off to a squadron of Hylicians, though a few Achamites may follow along depending on the location.
Where are you all going? Back to Hylici, apparently.
Each group arrives with several 'whips' made of unknown materials. What makes them so special only become obvious when one of them inevitable snakes its way around your body. Whether it be your ankle or your neck, being bound by these cords puts you under the influence of whoever is holding the other end of your leash. Your mind remains untouched, but you will find yourself physically incapable of performing physical actions that go against their will. While the possibilities are frightening, thankfully they all just seem to want one thing: for you to come along as a good little prisoner and to not cause any of them too much trouble.
The rest depends on your character's legacy:
❖ THE LOVER
The small island the shrine is built upon is approached by several modest boats with colorful sails. They carry what appears to be a collection of fearful fisherfolk and town guards. They are reluctant to speak with those being pulled out of the shrine or even look them in the eye. If they have their choice, the entire process will be done in silence. If you try too hard to upset them, the guards will sternly bring you to heel.
❖ THE CELEBRANT
The infrastructure of an entire festival ground seems to be built around this shrine, and as a result, there are an usual amount of people present. While most keep their distance, a few will engage with the local guards that arrive to capture the Aions, complaining that this is going to interfere with their preparations for the upcoming Lover’s Festival. They are pushed aside in short order, and the rest of the retrieval will be done in a stern but business-like manner.
❖ THE MARTYR
At first, those arriving to capture the Aions will be hesitant to even enter the barren crater this shrine is held within. Once the presence of the new arrivals becomes clear, however, they will run in as if crossing the no man’s land of a battlefield and complete their work with gusto. It appears to be mostly military folk and they seem to lack any patience or sympathy for those they capture.
❖ THE SOVEREIGN
The captors here seem to be a mixed bag, almost as if two separate squadrons have arrived at the same time. One is a gathering of people who give off the impression of mountain folk, while the others are well armored soldiers. Though it will be hard to make out the specifics, there seems to be some manner of disagreement between these two parties over what should be done, but the ones kitted out in full military attire win out in the end. By then, they are completely out of patience for further resistance.
❖ THE ARTISAN
The people here seem to have mixed feelings about your arrival. On one hand, it seems to be a moment of considerable trepidation, on the other, they seem unbearably curious about your nature. They will ask questions about any unusual features you have, or what your skills are, while others from the group try just as hard to shush them. Ultimately, they don’t seem that enthusiastic about having to capture you, but they also don’t seem to think they have much choice.
❖ THE INNOCENT
Among rolling hills of flowers, at first it seems as if this shrine may not be visited at all. Before the arriving Aions can escape it, though - naked and weakened as they are - a group of fairly normal looking townsfolk will arrive. They pause as they spot you near the shrine, almost like they are hesitating about coming at all. In the end, they will converge upon you and ask for you to please cooperate. They won’t hurt you, as long as you come with them.
❖ THE SEEKER
Armored soldiers are the ones to first pull you from the shrine, but as you arrive outside of it you'll see that it is situated at the edge of a great forest. An ancient observatory is build into the cliff face behind the shrine, and your captors are apparently in the process of negotiating with a series of robed individuals that have emerged from it. According to them, the soldiers kidnapping you are trespassing. Unfortunately, they are not the ones with weapons.
❖ THE WANDERER
When you first emerge from the shrine, it will appear as if you have just missed a skirmish. There are a few bodies scattered about, all wearing woodland armor made of leather and fur. The victors, it seems, come in the form of fully armored soldiers. Thoroughly irritated by the fight that just happened, they will not waste time on niceties. If you try to ask them what just happened, the best you may get is a sneer about ‘those damn forest people.’ You may spot a couple more bodies on the trail leading out of the forest as well.
❖ THE FIREBRAND
The first thing to be seen beyond the cavern entrance is a sheer drop into a raging canyon river far below you, with only a narrow path leading up the steep cliff face. It would be a difficult situation, even without black-cloaked warriors making their way down it to collect you. Struggle too much and you'll be at risk of being thrown into the chasm. These masked assailants are largely unmoved by your protests and will drag you the entire way up the cliff if you force them to. "Your soul will be claimed," they say.
❖ THE VISIONARY
The view from the mouth of the cavern is awe inspiring, revealing the foreign shapes of a world you've never seen before. Unfortunately, the altitude of this shrine means you will also be greeted with sharp wind and biting cold. Fortunately, or not, a party of mountaineers and three black-cloaked warriors will arrive to collect you. Despite their seeming inability to defy the orders of the warriors, the mountaineers will toss you some shoes and blankets for the trek down, even if they are taken away from you later. If the warriors speak at all, it's mostly in the form of ominous utterances.
❖ THE CHAMPION
Even if one were to stagger out of the shrine's cavern before being approached, the Aions arriving here will swiftly find themselves in a hopeless situation. Not only are there soldiers here to collect there is a moderately sized military barracks built around the shrine itself, and this particular squadron is not on your side. You will be swarmed before you can get far at all. There seems to be a mix of two squadrons here, some wearing heavy armor and red accents, while the others wear full face masks and dark cloaks.
Once you've been captured and pulled from the shrine, you will given a formless white gown made of moderately comfortable fabric, with sleeves reaching your elbows and its bottom reaching down past your knees. You will not be given pants or shoes. You're in for a journey, apparently - no matter who plucked you from the cave, most of the heavily armored soldiers in the prompts above will turn out to be 'Hylician soldiers', while the smaller number of black-robed warriors are referred to 'Achamites'. After the initial dealings with the shrines, all prisoners will be passed off to a squadron of Hylicians, though a few Achamites may follow along depending on the location.
Where are you all going? Back to Hylici, apparently.
WAITING

Along the way you will be fed and watered well enough (though only with military rations), and at night you will be given flimsy bedrolls to sleep around the fire with. Captives will be under constant watch by the Hylician guard, and anyone who shows any signs of resistance will be required to be bound by one of those magic whips, usually around the ankle or wrist. The rest of the trip is spent being pulled along in carts or the storage bays of boats. After the groups start converging, captives of the same legacy will not necessarily be kept together.
The final muster point of the Hylicians and their captives will be among forest ruins. For what purpose you have arrived they will not say, but the entire group will be camping there until preparations are complete. Sadly, you won't be allowed much space to explore - not without being bound and under watch. If you've behaved yourself it's possible to move about the central ruins, but only if the guards are confident they'll be able to wrangle you when necessary. It does allow for moderately private conversations along the pillars and walls of the ruins, but venturing out into the forest itself is definitely out of the question.
From beginning to end, characters will spent about two weeks in transit and waiting in the ruins. To what end is yet to be seen, but if you listen closely, you may hear whispers of a 'ritual space' being prepared.
QUESTIONS
Are everyone's homeworlds really gone?
That's a complicated issue, and while the fate of their world is not without hope, they may certainly get the impression its been destroyed from the dream they had. Alternatively, they may refuse to believe what they felt and attempt to dismiss it as only a vision. More about this situation will be revealed as the game goes on.
Can I only experience one end of the dream sequence prompt?
Characters may experience one ending, both endings, or neither. If they experience both they will struggle to recall which came first or which feels the most 'true' to them, as both will simultaneously be the thought they are reborn with. If your character refuses to pursue either path they can simply linger in the middle until the infinite worlds above them start being extinguished one by one, eventually expelling them into darkness in a similar style to the light prompt. Which dreams they experience will not dictate their intial sect affiliation.
Is it possible to pull another character back from the end of the light or darkness dreams?
Yes! If your character is able to resist the pull of either end, they will have the chance to try to pull another character back from the edge of the abyss or the edge of oneness. Whether or not they succeed is entirely up to the other character, though.
Do you come out of the chrysalis wet?
For most intents and purposes it's the same experience as hatching out of a real butterfly chrysalis, so yes, a bit.
Can my character resist the influence of the whips?
Those possessed of particularly strong wills may be able to struggle with the whip's control in brief spurts, but not long enough to make a full escape attempt. They may be able to take an impotent swing at one of the guards or fight against being pulled along, though. Naturally, doing this will indicate to the Hylicians that you are a problem, and their handling of you will become harsher the more it occurs.
How cruel will the Hylicians be to the player characters?
The Hylician military are not friendly people and come across as being a bit callous even at the best of times. However, unless you provoke them, they will be primarily focused on just getting the job done with as few interruption as possible. If your character makes a habit of pissing them off, either by constantly fighting back or just by being persistently obnoxious, their treatment will get worse. If driven to it, they may take the opportunity to take out their frustrations on particularly troublesome prisoners, via physical punishment, humiliation, or deprivation.
That's a complicated issue, and while the fate of their world is not without hope, they may certainly get the impression its been destroyed from the dream they had. Alternatively, they may refuse to believe what they felt and attempt to dismiss it as only a vision. More about this situation will be revealed as the game goes on.
Can I only experience one end of the dream sequence prompt?
Characters may experience one ending, both endings, or neither. If they experience both they will struggle to recall which came first or which feels the most 'true' to them, as both will simultaneously be the thought they are reborn with. If your character refuses to pursue either path they can simply linger in the middle until the infinite worlds above them start being extinguished one by one, eventually expelling them into darkness in a similar style to the light prompt. Which dreams they experience will not dictate their intial sect affiliation.
Is it possible to pull another character back from the end of the light or darkness dreams?
Yes! If your character is able to resist the pull of either end, they will have the chance to try to pull another character back from the edge of the abyss or the edge of oneness. Whether or not they succeed is entirely up to the other character, though.
Do you come out of the chrysalis wet?
For most intents and purposes it's the same experience as hatching out of a real butterfly chrysalis, so yes, a bit.
Can my character resist the influence of the whips?
Those possessed of particularly strong wills may be able to struggle with the whip's control in brief spurts, but not long enough to make a full escape attempt. They may be able to take an impotent swing at one of the guards or fight against being pulled along, though. Naturally, doing this will indicate to the Hylicians that you are a problem, and their handling of you will become harsher the more it occurs.
How cruel will the Hylicians be to the player characters?
The Hylician military are not friendly people and come across as being a bit callous even at the best of times. However, unless you provoke them, they will be primarily focused on just getting the job done with as few interruption as possible. If your character makes a habit of pissing them off, either by constantly fighting back or just by being persistently obnoxious, their treatment will get worse. If driven to it, they may take the opportunity to take out their frustrations on particularly troublesome prisoners, via physical punishment, humiliation, or deprivation.
v2
Except he's captive, just like him, so Amos takes up a spot beside him, back resting against the pillar. He's looking out at the rest of the camp. When Matt speaks, Amos' head turns towards him. ]
Pretty decent, I guess, since that's kinda what I was doing before all of this. [ He sounds frustrated. Tired. Right from one shitty situation to another. He glances out at the forest, and there's a slight shrug to his shoulders. ] At least there's no nuclear winter here.
[ A silver lining! Maybe the only one he can think of. ]
no subject
Matt brightens slightly, if ambivalently, at the other guy's assertion that he has experience surviving in the wild. He's about to launch into the pitch for his (bad) plan (that is not a plan) of creating a distraction while the more outdoorsy prisoners make a break for it, but his mind catches on that last phrase. ]
Nuclear winter?
How ... widespread, is that? [ If their homes really are gone, then this question is purely academic. Still, Matt's curiosity is the last thing about him that'll die. ] There was some where I came from, but--only in one country, and awhile back.
no subject
Everywhere I went? [ He sounds more uncertain than sarcastic. ] So at least stretching along the east coast from Virginia area to New Hampshire. Probably more 'n that, but comms were out.
[ He's just going to assume everyone he meets is familiar with U.S. geography; it's fine. But then he frowns and glances down at his hand, like it's missing something. (A terminal, specifically, but...) ]
Don't think they even have comms here. Not sure if that's worse than them just being unavailable.
no subject
So you got a head start on the end of the world, is the first thought to come into his head. Absolutely useless. Macabre. Thankfully, Amos keeps talking. At those last remarks, Matt's eyebrows climb, his eyes lighting with realization. ]
Shit. That's a really good point. I haven't seen them ...
[ He mimes holding up a phone to his ear, though he realizes a moment later that that might be too culture-bound a gesture. ]
Using communication devices, [ he amends. ] I mean, in general, on the earth I come from ... we'd associate their dress with like, hundreds of years in the past.
no subject
His eyebrows climb, first with question and then realization, at what Matt's miming. His body relaxes slightly, the knowledge that he's speaking to someone with at least a similar frame of reference to him its own small comfort. ]
Yeah. Never was a history guy, so I've never seen anyone wear clothes like that. It all looks like some Dark Ages bullshit. [ And he glances down at his own white gown which, after the journey, isn't all that white anymore. ] This kinda thing someone would maybe wear if they were in a hospital or something.
[ ... That's not a pleasant thought. He pushes it away immediately. All the talk of rituals and... no.
He looks back at Matt. There's no way he's gonna have an answer, but still, now that the question's on his mind, ] How the fuck do you end up back in the Dark Ages?
no subject
Though at that last question, Matt puffs out a contemplative sigh. His head tips back against the pillar, gaze turned towards the anodyne sky. The clouds drifting overhead look perfectly normal to him, but the familiarity only makes him feel more adrift. ]
Space and time are the same thing, [ he says slowly. ] Or at least, they can be understood as the same thing. You can combine them into a four-dimensional map. So maybe traveling to the dark ages isn't actually that big a deal, if there was the right set of energy-creating circumstances.
[ He looks back down to Amos, uneasy. His teeth drag over his lip. ]
Something like the collapse of a star. Or a sun.
no subject
See, I always thought time was linear. [ He's both being flippant and... not. Not really. Time is linear. And at first, Matt's uneasiness is lost on him. ] Stars and suns are the same thing. Never seen one collapse, though. Never heard of anyone being close enough to one. You'd probably just die if you got caught up in that, wouldn't you?
[ He frowns at his own thought. Thinks he might be getting where Matt's coming from, now. Amos has always figured when you die, that's it. You're dead. That's the end. But... before he woke up in a crystal... ] Did you feel yourself in space? Like, you wake up there without a vac suit or anything, but there's still air and no radiation, and then you feel everything else die? 'cause I've spent 20-something years in space, and I don't have a single answer for that.
no subject
I did, [ he admits, soft. ] Yeah. I felt all that. Everything ...
[ But exactly what he felt everything do, Matt's still not sure. Suspicions rear reptilian heads in his gut, snake after snake: Ragnarok, supernova, Kalki. In the end, there probably isn't a better word for it than death. ]
You're right. There's no reason we should have survived something like that. [ His lips give a humorless twitch. ] Which would make this, what? Hell's waiting room? Our last synapses firing off before the end?
no subject
Where Matt's lips twitch, Amos' face slides into a blank slate. Expressionless. He hadn't thought that far ahead, as to what all this actually could be. ]
Does it always take this long for brains to die, or is this a side effect of your whole four-dimensional thing? [ It's rhetorical. Mostly. If they're dead, they shouldn't have had time for that entire journey. Unless death just really drags out, which— that can stop any time now. ] Didn't think there was any kind of afterlife, but feels kinda hard to dispute right now. Wouldn't have pictured this as Hell's waiting room, either. [ The ruins, sure. But a forest? Shouldn't it be the opposite of that, if it's a real place after all? he sighs, exasperated. ] But why not? This place is just full of surprises.
no subject
Which is to say that he feels warmed by Amos' proximity, even if he's chilled and puzzled by the sudden blankness of his face. Not that Matt can blame him, he just--would feel reassured if he could touch someone right now. ]
That'd be a four-dimensional thing, [ Matt says, because he is gifted in answering rhetorical questions. He sighs. ] I don't know if we really are dead, obviously, I'm just ... speculating. But it'd almost be nice if we were. It'd take the pressure off my other hypothesis, which is that they're gonna sacrifice us to something.