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TDM NO. 1
TDM № 1 : December 2023
Part I; Chapter 1. Fires We Don't Put Out
Part I; Chapter 1. Fires We Don't Put Out
Hey, neighbor, welcome to the very first TDM for Silent Spring, a semiprivate suburban 60s horrorgame based loosely on the likes of We're Still Here, Holly Heights, and similar. Characters wake up in the uncannily idyllic early 1960s suburbia of Sweetwater, Maryland, an integrated bedroom community of Washington, DC - in the same household as a complete stranger to whom they have apparently always been married, at least according to the eerily and unwaveringly chipper neighbors who seem to know a little more than they should. This TDM will give you a place to test out the setting and get some sample threads if you're going to apply for an invite. Right now there are at least 20 slots available to the general public.
This game and its world, including this TDM, heavily feature nuclear panic, the Red Scare, conformism, sexism and restrictive gender roles, heteronormativity/gender binarism as it relates to being forced into a 'nuclear family', surveillance, gaslighting, brainwashing/propaganda, disinformation, pollution/contamination, poisoning, loss of control, and uncanny valley. IC consequences can involve anything from social shunning to sleep deprivation torture, brainwashing, and nonconsensual administration of large doses of haloperidol. These are the crux of the game and cannot be opted out of — this game offers a very specific flavor of horror and it is up to players whether or not they want to engage. The atmosphere is a dystopia, and while people can certainly bond with each other in extreme circumstances, the point of this game is not an ingame domestic AU, found family, 'adopting' other characters, etc. Although this TDM has been opened for everyone to enjoy, I ask that you be respectful of the work I've put into cultivating a very specific environment. You have full permission to borrow this setting/premise for PSLs focusing on those things.
I. National Everyone-Smile-at-One-Anotherhood Week

Maybe you were on your deathbed, taking your last gasping breaths. Maybe you had just drifted off into sleep. Or maybe you were just in the middle of another ordinary day—but whatever the case may be, you now wake staring at an unfamiliar popcorn ceiling, dressed in a coordinating pajama set or nightgown straight out of the Sears catalog. A complete stranger lies asleep beside you. Perhaps a dog or a cat you don't recognize lies sleeping on a red tartan bed on the floor behind the mahogany footboard.
This is your house, but it’s not your house: on one of the twin dressers in the room, the morning light reflects off the cover glass on a framed photograph of the two of you standing side-by-side and smiling like figures in a Norman Rockwell painting, maybe with a third, also unrecognizable younger party in the foreground between you. A Civil Defense booklet titled ”Survival Under Atomic Attack” hangs halfway off the corner of the dresser, its pages and cover curling upwards with wear atop a dogeared Macy’s Christmas catalog. The other dresser hosts a watch box and a compact radio: yours, if you’re the one wearing the coordinating flannel shirt and pants, or your new husband’s, if you’re in a babydoll-style nightie.
It’s not immediately clear if you’ve found yourself in the fifties or the sixties, at least until you throw on the robe hanging on the back of the bedroom door and head out into the driveway at some point. There you find a rolled newspaper tossed onto the concrete beside a shiny new car, dated December 1, 1960.
Prompt Details:
— All characters wake in a normal human body with any disability aids (including glasses or contact lenses) converted to the most common form of them in the 60s unless a modern development like a sip/blow powerchair is needed for them to be playable. Although cutting edge technologies like myoelectric limbs were just starting to come around at the time, they were not common and readily accessible, and therefore are not allowed.
— Characters have no powers, and regains will not happen in this game. If they biologically need something to function that is fantasy in nature (ex: have to drink blood), that need is gone and replaced with only a normal human’s needs.
— Characters will find their belongings, up to 3 items from home, around the house in normal places for each item to be: a book on the shelf, a framed photo on a flat surface, etc. Items that don’t exist in the regular universe in 1960 may not be brought (ex: gameboy, pokeball, wizard’s staff).
— Characters may bring one normal, non-livestock pet, or may meet said pet for the first time when they wake up in Sweetwater. They can also be petless.
— No items or weapons from after 1960 are allowed, and no weapons more powerful than a hunting rifle or handgun can be brought with them. One weapon per character.
This is your house, but it’s not your house: on one of the twin dressers in the room, the morning light reflects off the cover glass on a framed photograph of the two of you standing side-by-side and smiling like figures in a Norman Rockwell painting, maybe with a third, also unrecognizable younger party in the foreground between you. A Civil Defense booklet titled ”Survival Under Atomic Attack” hangs halfway off the corner of the dresser, its pages and cover curling upwards with wear atop a dogeared Macy’s Christmas catalog. The other dresser hosts a watch box and a compact radio: yours, if you’re the one wearing the coordinating flannel shirt and pants, or your new husband’s, if you’re in a babydoll-style nightie.
It’s not immediately clear if you’ve found yourself in the fifties or the sixties, at least until you throw on the robe hanging on the back of the bedroom door and head out into the driveway at some point. There you find a rolled newspaper tossed onto the concrete beside a shiny new car, dated December 1, 1960.
Prompt Details:
— All characters wake in a normal human body with any disability aids (including glasses or contact lenses) converted to the most common form of them in the 60s unless a modern development like a sip/blow powerchair is needed for them to be playable. Although cutting edge technologies like myoelectric limbs were just starting to come around at the time, they were not common and readily accessible, and therefore are not allowed.
— Characters have no powers, and regains will not happen in this game. If they biologically need something to function that is fantasy in nature (ex: have to drink blood), that need is gone and replaced with only a normal human’s needs.
— Characters will find their belongings, up to 3 items from home, around the house in normal places for each item to be: a book on the shelf, a framed photo on a flat surface, etc. Items that don’t exist in the regular universe in 1960 may not be brought (ex: gameboy, pokeball, wizard’s staff).
— Characters may bring one normal, non-livestock pet, or may meet said pet for the first time when they wake up in Sweetwater. They can also be petless.
— No items or weapons from after 1960 are allowed, and no weapons more powerful than a hunting rifle or handgun can be brought with them. One weapon per character.
II. Death of a Salesman

You haven’t had much time to acclimate to your new life—maybe a day or two at the most—before there’s a knock on your door. When you open it, a man in a hat and a brown two-piece suit smiles at you, holding a briefcase in one hand and a brand new vacuum cleaner in the other.
“Hey there! My name’s Charlie and I’m here to tell you all about the latest in vacuum technology. Is the man of the house home?”
Regardless of what you say, Charlie the vacuum salesman finds a way to barge into your home and set up his briefcase and vacuum in the center of the living room. He insists that everyone in the family join him to watch, and then the demo begins as he tells the family how inadequate their current vacuum is and how the dirt it leaves behind will make you sick and make your wife look like she can’t keep up with running the house—but if she just buys this vacuum, she’ll be the envy of all of her friends, and isn’t it great timing that there’s a Christmas special on this very unit right now?
He tells the family he’ll give them ‘a moment to think on it’ while he fills up the water canister for the steamer function in the kitchen sink. Characters can hear the faucet running and then shutting off, but the salesman doesn’t emerge with a water tank—he emerges with a butcher’s knife.
“You took too long!” He announces. “I better get to the next house!”
With that, he charges, and begins to attempt to slice or stab whoever’s closest. You’re in luck, or at least it initially seems—it’s two or maybe even three against one. But once you attack him, you’ll notice something odd—the salesman doesn’t seem to react to being sliced at or stabbed, and if your character has a gun, gunshots don’t stop or even slow him. Shooting him in the head, cutting his jugular vein, or beating him on the back of the head are the only ways to kill him - good luck!
Should your household manage to kill him before he kills you, something even stranger happens. The moment he takes his last breath, lying in a pool of his own blood, there’s a knock on the door. If characters ignore it or say “one moment please!”, the knocks get more and more vehement until the hand is practically banging on the door. If they still ignore it, the neighbor strolls around to the window and looks in to see if they’re home, cupping her hands to the glass— but doesn’t react to the dead body. Instead she just smiles brightly, gives an enthusiastic little wave, and points to the door.
When characters finally open the door to let her in, they’ll notice that she’s holding a mop and bucket, smiling brightly.
“I thought you could use a little help cleaning up the mess!”, she says, barging past just like the salesman did before her. At no point does she stop smiling, or seem to register that it’s a dead body—she just starts mopping up the pool of blood, occasionally dunking her mop into the soapy pink water of the bucket, never referring to it as anything other than the vague “the spill”.
If characters ask her for help disposing of the body, she’ll bring in her husband, a similarly cardboard figure who assists the ‘man of the house’ with digging a grave-sized hole in the back yard and dropping the body in. The next day, the ground is undisturbed.
“Hey there! My name’s Charlie and I’m here to tell you all about the latest in vacuum technology. Is the man of the house home?”
Regardless of what you say, Charlie the vacuum salesman finds a way to barge into your home and set up his briefcase and vacuum in the center of the living room. He insists that everyone in the family join him to watch, and then the demo begins as he tells the family how inadequate their current vacuum is and how the dirt it leaves behind will make you sick and make your wife look like she can’t keep up with running the house—but if she just buys this vacuum, she’ll be the envy of all of her friends, and isn’t it great timing that there’s a Christmas special on this very unit right now?
He tells the family he’ll give them ‘a moment to think on it’ while he fills up the water canister for the steamer function in the kitchen sink. Characters can hear the faucet running and then shutting off, but the salesman doesn’t emerge with a water tank—he emerges with a butcher’s knife.
“You took too long!” He announces. “I better get to the next house!”
With that, he charges, and begins to attempt to slice or stab whoever’s closest. You’re in luck, or at least it initially seems—it’s two or maybe even three against one. But once you attack him, you’ll notice something odd—the salesman doesn’t seem to react to being sliced at or stabbed, and if your character has a gun, gunshots don’t stop or even slow him. Shooting him in the head, cutting his jugular vein, or beating him on the back of the head are the only ways to kill him - good luck!
Should your household manage to kill him before he kills you, something even stranger happens. The moment he takes his last breath, lying in a pool of his own blood, there’s a knock on the door. If characters ignore it or say “one moment please!”, the knocks get more and more vehement until the hand is practically banging on the door. If they still ignore it, the neighbor strolls around to the window and looks in to see if they’re home, cupping her hands to the glass— but doesn’t react to the dead body. Instead she just smiles brightly, gives an enthusiastic little wave, and points to the door.
When characters finally open the door to let her in, they’ll notice that she’s holding a mop and bucket, smiling brightly.
“I thought you could use a little help cleaning up the mess!”, she says, barging past just like the salesman did before her. At no point does she stop smiling, or seem to register that it’s a dead body—she just starts mopping up the pool of blood, occasionally dunking her mop into the soapy pink water of the bucket, never referring to it as anything other than the vague “the spill”.
If characters ask her for help disposing of the body, she’ll bring in her husband, a similarly cardboard figure who assists the ‘man of the house’ with digging a grave-sized hole in the back yard and dropping the body in. The next day, the ground is undisturbed.
III. We'll become silhouettes

Whoa there, Neighbor! I hope you and your picturesque new family didn't get so comfortable you lost sight of the looming Red Menace. No, it's not just confined to the silver screen: the Communist threat is everywhere, maybe even in your own home—and the skies above. Around 1:15 PM on December 20th, they hear the sound: the air raid sirens clustered like bananas atop the tall poles dotting the city come to life like singing frogs on a bank, sending out long, drawn out calls in a chorus of overlapping pitches. The radios in every room crackle on as if by magic, and a man's transatlantic voice reads the announcement:
"Your attention please. This is Ron Chapman, one of your official civil defense broadcasters with a special message. Military authorities have advised us that an enemy attack by air is imminent. This is a red alert. You are advised to go to your nearest shelter area immediately. Find shelter. There is not time to leave the city.
Your state civil defense director has just issued the following instructions: Please remain calm. Every precaution will be taken for your protection. Keep your radio tuned to this place on the dial throughout the alert period for information. Telephone service to your home may be cut off to permit military and civil defense authorities to carry out vital operations. Do not attempt to join your family or children if they are now separated. They will be cared for where they are. Obey your civil defense warden and find shelter NOW. Take shelter in your basement or in your nearest shelter area. If you can plug in your radio in the basement, take it with you. Use a portable radio set if you have one. Otherwise turn up the volume of your radio so that you can hear it in the basement. Keep calm, don't lose your head. If you are at work, obey your civil defense authorities. Go quickly and calmly to their designated shelter. If your children are at school, they are being directed to shelter by their teachers. If you are in an automobile, pull over to the curb and then go immediately to the nearest shelter area. Do not leave your car where it will block traffic.
This station will continue to stay on the air throughout the alert period to bring you authentic information and official instructions. Stay tuned to 640 or 1240 kilocycles on your radio for official information. Refuse to listen to unauthorized rumors or broadcasts. This is your official civil defense broadcast . . . Your attention please. This is Ron Chapman, one of your official civil defense broadcasters with a special message . . ."
If characters are at the high school, teachers will usher them out of the classroom and down a single packed cement staircase in the direction of the basement, past a yellow and black sign on the wall over the hand railing that reads FALLOUT SHELTER. They don't visibly panic—but it's clear to almost everyone that the teachers are just as afraid as they are, if not moreso. They've simply been deliberately trained not to show it, though there is a quality to the eyes that training can never reach.
The portable emergency radios echo off of the cement floor and stacked barrels of drinking water lining the walls opposite unopened boxes of survival rations. Teachers call roll in strained voices, accounting for every student left in their care—and then, once everyone is in, the heavy metal door to the shelter is closed, shutting out the aboveground world as Principal Jones tells everyone to stay quiet so they can hear the portable radios.
Characters at home have the option of going into the basements of the homes they awoke in, which have some survival rations but hardly qualify as fully outfitted bunkers, or disregarding the civil defense office's commands and risking it to seek safety in the community fallout shelter beneath the Sweetwater Fire Department. It is up to each "couple" whether they split up or seek safety in numbers, whether they prioritize immediacy or amount of protection.
If characters decide to hunker down in the fallout shelter under the fire department, they will be joined by dozens of their terrified neighbors. Responses vary dramatically: some seem almost catatonic, as though unable to believe that the events before them are really unfolding; others weep with fear. A woman breaks free of her husband's arms, screaming that she has to get her son, but a firefighter keeps her from climbing back up the staircase more and more people stream down.
Regardless of where characters choose to shelter, they are trapped there for the next five hours, listening to the Maryland civil defense director's warning circulate over and over in the claustrophobic space. Now might be a good time to field any questions to Dick Clark, your town Civil Defense Officer and Police Chief.
—until at last, the message changes.
"Your attention please. This is Ron Chapman, one of your official civil defense broadcasters with a special message. Military authorities have advised us that the anticipated enemy attack has been diverted. You may now leave shelter and rejoin your families. This concludes the red alert. Your attention please . . ."
Uh oh. Hope you didn't say anything in the heat of the moment you might now regret.
"Your attention please. This is Ron Chapman, one of your official civil defense broadcasters with a special message. Military authorities have advised us that an enemy attack by air is imminent. This is a red alert. You are advised to go to your nearest shelter area immediately. Find shelter. There is not time to leave the city.
Your state civil defense director has just issued the following instructions: Please remain calm. Every precaution will be taken for your protection. Keep your radio tuned to this place on the dial throughout the alert period for information. Telephone service to your home may be cut off to permit military and civil defense authorities to carry out vital operations. Do not attempt to join your family or children if they are now separated. They will be cared for where they are. Obey your civil defense warden and find shelter NOW. Take shelter in your basement or in your nearest shelter area. If you can plug in your radio in the basement, take it with you. Use a portable radio set if you have one. Otherwise turn up the volume of your radio so that you can hear it in the basement. Keep calm, don't lose your head. If you are at work, obey your civil defense authorities. Go quickly and calmly to their designated shelter. If your children are at school, they are being directed to shelter by their teachers. If you are in an automobile, pull over to the curb and then go immediately to the nearest shelter area. Do not leave your car where it will block traffic.
This station will continue to stay on the air throughout the alert period to bring you authentic information and official instructions. Stay tuned to 640 or 1240 kilocycles on your radio for official information. Refuse to listen to unauthorized rumors or broadcasts. This is your official civil defense broadcast . . . Your attention please. This is Ron Chapman, one of your official civil defense broadcasters with a special message . . ."
If characters are at the high school, teachers will usher them out of the classroom and down a single packed cement staircase in the direction of the basement, past a yellow and black sign on the wall over the hand railing that reads FALLOUT SHELTER. They don't visibly panic—but it's clear to almost everyone that the teachers are just as afraid as they are, if not moreso. They've simply been deliberately trained not to show it, though there is a quality to the eyes that training can never reach.
The portable emergency radios echo off of the cement floor and stacked barrels of drinking water lining the walls opposite unopened boxes of survival rations. Teachers call roll in strained voices, accounting for every student left in their care—and then, once everyone is in, the heavy metal door to the shelter is closed, shutting out the aboveground world as Principal Jones tells everyone to stay quiet so they can hear the portable radios.
Characters at home have the option of going into the basements of the homes they awoke in, which have some survival rations but hardly qualify as fully outfitted bunkers, or disregarding the civil defense office's commands and risking it to seek safety in the community fallout shelter beneath the Sweetwater Fire Department. It is up to each "couple" whether they split up or seek safety in numbers, whether they prioritize immediacy or amount of protection.
If characters decide to hunker down in the fallout shelter under the fire department, they will be joined by dozens of their terrified neighbors. Responses vary dramatically: some seem almost catatonic, as though unable to believe that the events before them are really unfolding; others weep with fear. A woman breaks free of her husband's arms, screaming that she has to get her son, but a firefighter keeps her from climbing back up the staircase more and more people stream down.
Regardless of where characters choose to shelter, they are trapped there for the next five hours, listening to the Maryland civil defense director's warning circulate over and over in the claustrophobic space. Now might be a good time to field any questions to Dick Clark, your town Civil Defense Officer and Police Chief.
—until at last, the message changes.
"Your attention please. This is Ron Chapman, one of your official civil defense broadcasters with a special message. Military authorities have advised us that the anticipated enemy attack has been diverted. You may now leave shelter and rejoin your families. This concludes the red alert. Your attention please . . ."
Uh oh. Hope you didn't say anything in the heat of the moment you might now regret.
IV. There's no place like (your new) home for the holidays

What a stressful week–even if the townspeople don’t seem too phased by it. In fact, they’re acting as if nothing’s happened at all, and will laugh off any suggestion that anything different might be the case. The neighborhood Christmas party at the grand neocolonial home of HOA president Marjorie Taylor proceeds as planned on the 22nd of the month–Characters’ wardrobes, of course, already contain some cocktail attire, but if it doesn’t suit their tastes, they can find all of the latest fashions on display in the completely normal department store.
Punch made by Marjorie herself is served in a tremendous green Tupperware bowl, though those who would prefer a simple cocktail will have no trouble finding one on any of the bar carts around the house. Mistletoe dangles from the arch leading to the secluded hallway lined with doors to the guest room and downstairs bathroom, out of the sight of those who might judge a character for stealing a kiss from someone other than their new spouse. Married couples dance in the living room while their friends perch on the couch like an overloaded liferaft to watch. The air of the room is bright, jovial, loud - the red threat looms in the dark unknown beyond the windows, but for the moment, all is well. Enjoy yourself, neighbor!
Punch made by Marjorie herself is served in a tremendous green Tupperware bowl, though those who would prefer a simple cocktail will have no trouble finding one on any of the bar carts around the house. Mistletoe dangles from the arch leading to the secluded hallway lined with doors to the guest room and downstairs bathroom, out of the sight of those who might judge a character for stealing a kiss from someone other than their new spouse. Married couples dance in the living room while their friends perch on the couch like an overloaded liferaft to watch. The air of the room is bright, jovial, loud - the red threat looms in the dark unknown beyond the windows, but for the moment, all is well. Enjoy yourself, neighbor!
V. Slip a sable under the tree

Three days after Marjorie's successful neighborhood Christmas party comes Christmas morning. When characters head down the stairs (or step into the living room on the same floor, if they're the 'child' of one of the newly introduced couples), they'll find the fully decorated Christmas tree that greeted them upon their arrival now has a few presents wrapped in metallic reds and silvers resting at its base, one for each party in the household, addressed simply with From: Santa.
The catch? The wrapping paper is impossible to open, the ribbons are impossible to tie and uncut, until everyone sits down as a family and opens them together in a true representation of an old-fashioned American Christmas morning.
Characters will receive 1 extra item from their homeworld abiding by the starting inventory guidelines—but the item has to be deeply personal, and something that they're uncomfortable with others seeing... which, judging by the similar reaction their new housemates have to their own presents, almost seems to be by design. It could be a compromising photo, a piece of subversive literature, a relic of who they were and things they'd rather remain hidden... but whatever it is, they've now been seen with it.
The catch? The wrapping paper is impossible to open, the ribbons are impossible to tie and uncut, until everyone sits down as a family and opens them together in a true representation of an old-fashioned American Christmas morning.
Characters will receive 1 extra item from their homeworld abiding by the starting inventory guidelines—but the item has to be deeply personal, and something that they're uncomfortable with others seeing... which, judging by the similar reaction their new housemates have to their own presents, almost seems to be by design. It could be a compromising photo, a piece of subversive literature, a relic of who they were and things they'd rather remain hidden... but whatever it is, they've now been seen with it.
Players may keep TDM threads canon if both players are admitted, and TDMers are encouraged to play around with multiple possible family member matches. Have fun!
no subject
(He won't rule it out just yet, but it's definitely lowered.)
"Well, I've never woken up in bed with a strange woman before," he retorts drily. "It's a day of firsts all round."
But... there's no getting around his primary problem at this point.
"However, er..." He takes a breath, bracing himself for- what, exactly, he's not sure. "If we're going to get dressed first, I... I'm going to need your help. I'm blind."
no subject
Suddenly it all makes sense – the cautiousness of his movements, the way he'd acted after he tumbled out of the bed – and Helly feels a sharp flash of guilt followed by paralysing indecision. She's never met a blind person before, never mind tried to help one, and for a few seconds she just stands perfectly still, her hands curling into and then springing out of fists over and over again as she tries to think and finds herself running into a wall. On top of everything else, now there's this.
"Okay." No use just standing here, so Helly takes a breath to steel herself. She can't change where she is or why someone put her here, but there's a problem facing her now that she can help to solve. "So, you're wearing pyjamas. They kinda match mine, which is a little humiliating, and I'm just now realising I could've just not told you that and spared you the knowledge, so – sorry. Misery loves company, right?" She scans around the room for the first time in a little while, trying to actually take in the objects artfully laid out around the place, and alights on a fetching pair of blue tartan slippers. She heads over to pick them up. "I found shoes for you. That's step one. No stubbing toes."
no subject
Helly's terrible at this.
Which means he has no objective idea of his surroundings, he is being forced to rely on someone who has no idea how to best work with him and is extremely likely to start some kind of scene here, and... fuck it all, he misses John. Even if he just betrayed everything they were working towards.
"Right." He makes no motion to reach for the shoes, because he has no idea where she is. "Well. Let's get a few things out of the way before we get too ahead of ourselves, shall we? I think we need to lay out some- some ground rules first. Co-ordinate our situation as we understand it."
no subject
At around about the same time, Helly is having the same realisation. She is extremely unequipped for this. It's not that she's stupid, she's just so far removed from knowing what a blind person needs, and now that she's aware of that and trying to see the room – and their predicament in general – in this new light, she's overwhelmed by how much of this is going to be a problem for them. She doesn't know where she is, so whatever information she gives him is going to be tainted by that. Everything in this room is unfamiliar to her, and she hasn't even headed out into the rest of the place yet. Helly chews her lip, casting another glance around the room, and she spots a framed picture on the dresser. She moves closer, thinking maybe it'll be a clue to where they are, whose house this is, anything – but what she sees makes her stomach flip.
It's the two of them, Helly and Arthur, with blank, toothy grins plastered on their faces. She has never posed for this photograph, and she'd bet that Arthur didn't either. "What the fuck," comes out of her unbidden at a whisper, before she remembers that there's another, far more pressing issue for them both. She'll put the photo on the list of crazy shit they have to reckon with. "Okay," she says. "Tell me what you need, because I have no idea where to even start."
no subject
"I have to trust you," he says flatly. "I have no concept of what this place even looks like, let alone things like what I'm wearing or how people are reacting around me. I am reliant on you for- damn near everything. Picking my outfits, helping feed me, keeping me safe - and believe me, I'm no happier about the fact than you are."
He takes a breath. "I need you, to- to never lie to me, about what you can see, what you're describing to me. To- even if you're frustrated with me, furious about our circumstances, to let me have that fucking illusion of dignity."
And a sigh, running his hand through his hair as he leans the other on the bedframe. "If I can't trust you, my ability to function - not just as an investigator, as a person is compromised. So- please. Help me."
no subject
"I can do this. You can trust me." A pause, and then she says, equally for herself as for him, "We're in this together."
She picks up the photograph in its frame, a little numbly, and drags her feet back over to the bed to sit down on the edge, just to gather her thoughts. This time, when she looks around the room, she tries to actually think about the space, about what she'd need to know if she couldn't see it. The size of the room, anything she might run into.
"We're in a bedroom. It's... maybe ten feet square? The bed is in the middle of the room, up against the wall. Where you're standing right now, if you took maybe two steps you'd hit the end of it with your right leg. Nightstands next to both sides of the bed with a lamp on each. The door is behind you and to your... left. Maybe six steps forward and you'd be almost at the wall. There's a window there. I can see another house through it. In front of you and left, there are two... dresser things. If you walked straight you'd miss them. And I just found, on the dresser, a picture of us together, me and you. I don't remember posing for it. It's... pretty creepy."
no subject
He steps back warily, finding the bed with his hand before his leg just as she said, and he commits the rest to memory as best he can.
It's hard when she immediately distracts him with the reveal of the photograph.
"R-right..." He takes a deep breath, lets it out slowly as he tries to think. "Alright. So." He stays with his left hand resting against the bed frame, and his right gesticulates gently as he thinks out loud. "Whatever this place is, there is- undeniably some supernatural element to it. Don't--" His hand comes up quickly, before Helly can argue that. "Don't argue with me on this- where I'm from, the supernatural is real, and there's no way I should have been removed from my circumstances without something exceptionally powerful fucking with us.
He gestures vaguely towards the dressers. "We've already been established here, as some sort of couple, So- whatever this place is, it expects us to- to fall in line, with this fucking fascimile of a normal life. And for right now? We might very well have to. I-it might be the only way we'll be safe, until we can find a way to gather more information."
no subject
"Okay." There's no point arguing, but in truth Helly doesn't doubt him. She believes him instantly. After all, all she's ever really known is scary numbers and goats and the Break Room, and she doesn't have to know anything about the outside world to know that those things aren't natural. "Okay. That... that makes sense. We should – talk about that, maybe. If we're supposed to fall in line, we should make sure our stories are straight, right?"