tags;Â stray kids cinematic universe, miroh music video, alternate universe, coming of age, angst, fantasy, hurt/comfort
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"I don't like these lyrics," Han says, his fingers picking at a loose thread on the arm of the sofa.
"What isn't working?" Chan asks him, as patient as ever.
Changbin opens his mouth to speak, and instead comes back to himself in a rush of intaken air, filling his lungs so full to bursting that when he breathes out again, he doubles over and coughs and gags until his throat is raw, choking on nothing. He doesn't know where it comes from. He could swear for a moment he can taste saltwater in his mouth.
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tags; stray kids cinematic universe, miroh music video, alternate universe, coming of age, angst, fantasy, hurt/comfort
---
If you're going to write something to overrule the victory song, you have to mean it.
The words live with Changbin through the night, echoing over and over in his dreams until he rises with the shaft of the morning sun that falls across his bedroom floor.
His bedroom. Plain and bare, furniture that he never bought and precious few personal items, but they've been here long enough for it to feel like a familiar space where he comes and goes every day, a shelter from the shifting walls of the house and the unknown city outside it. He sleeps easy here now, lays down and drifts off just the same as he would in the dorms of their own world, listening to the sound of the wind brushing past the window outside.
Still in the building they found in the previous chapter, Seungmin is woken in the middle of the night by a small disturbance in the building. He comes face to face with a girl in the darkness who is dressed in the same clothes as the other patients from District 9 and seems very scared.
She introduces herself as Hana, and Seungmin offers her food, encouraging her to stay when she offers to leave rather than face all eight of them. While she eats, they talk; she points to Chan and asks if he 'invited all of you here too', and explains that she expected to meet some people in this building who knew the way to Miroh where 'they wouldn't be able to catch us again'.
Seungmin admits freely that they have no idea where they are or where they are going. Hana informs him that this is Injeon, and also gives him more information on the purpose of District 9, the Six, and the Cle.
Han wakes up in time for them to hear the sound of engines running on the hills outside and the echoes of voices shouting. Hana tells them it is a group of people called the Isekai, coming to take them back to District 9. They wake the other boys and start moving, first towards the door they entered the building through and then towards a second exit when they hear the sounds of people entering through that door.
The Isekai chase them out into a rocky valley. Chan wants to keep moving down the valley, hiding behind the rocks - Hana insists they will get caught that way and that they should steal the car parked on the ridge. She asks him why he wants to go down the valley when they have 'been that way before, and been caught'.
Chan doesn't have time to ask what she means; the Isekai chase them as they climb the hill, nearly catching Felix. All nine of them make it to the truck parked there, and they take off down the road towards the city.
Characters
This chapter's main intent, other than moving us towards the city of Injeon, is to introduce the first major original characters of the fic - Hana, the girl that joins Stray Kids for the Injeon arc, and Junseo, one of the leaders of the Isekai.
Junseo is very much a secondary character, introduced simply as a figurehead and a voice to the otherwise faceless Isekai. He is a villain through and through, a loyal servant to the Six and an enemy of SKZ, and not important enough to warrant much other information on.
Hana is the first representation of Stay included in Nevermore, inspired by the Prequel: Highlight Reel trailer, in which leaving District 9 is described as 'we went towards a small light, with you' - the you that they are indicating being Stay. She is named one as an indication that she is always destined to be alone - though this won't become truly noticeable until much further in the future.
In this chapter, Hana is introduced as scared and rather like a wild animal, fresh out of District 9. A little of her backstory is included - she used to live in the city, she claims to have met Chan before - but for the most part, she serves as a conduit through which to deliver information to SKZ in an audience-friendly manner, giving us more knowledge on the world that we've been tipped into, the powers at play, and solidifying the fact that we have stepped out of the 'normal' world into something much different.
Plot
There's little to no content pulled directly from music videos for this chapter, except for a few details inspired by different media:
the truck they steal is supposed to be similar to the one they are seen driving in the Side Effects music video
again, the warehouse is supposed to be the building from the end of District 9, adapted to suit the narrative
the scene within the valley where they hide behind the rocks was heavily inspired by the scene in The Sound Of Music in which the family hide within the shadows of the gravestones
The 'main' SKZ of the series, or the first SKZ to exist, these versions are existant throughout the entire series, from their first mentions in Nevermore, to the flip of Neverwas where they are now the villains. Neverwhere is their main story, though their history goes back much further than any of the series reaches.
Born in Yellow Wood, from the fear and anger of SKZ 1 during their time there in Nevermore, the clones are a piece of that SKZ's soul/being that was left behind, nurtured by the strange world they were created in. They play a role as antagonists in Neverwhere, and are the main focus of the story of Neverwas.
SKZ 3 are the strangest version of SKZ by far - a group of fragmented, confused beings who always feel like there is something missing inside them. Because they were created from it, they begin their story only knowing fear and anger, and it is this and the intrinsic knowledge that something is wrong with them that drives them to chase after the other versions of SKZ, to prove somehow that they are real people just like the other versions of themselves. Often, their thought processes don't make sense, or don't seem logical - as they get more desperate, they only embrace the madness more, folding to the expectations of the world they find themselves in.
Their journey is one of identity again; of fighting against being the same as the other versions of themselves and accepting those similarities as part of themselves. In a way, their story is also about the formation of a friendship as deep as the bonds seen between SKZ 1 and SKZ 2, a journey not yet seen between any version of SKZ in the series yet.
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The Gwoemul is a sly and devious creature, and capable of pettiness too - once crossed, it delights in the pursuit of revenge. The Six in particular have crossed it several times - and so, even though the potential of its resident's voices is an enticing enough meal, its driving force is to escape the corner of Geomijul it is imprisoned in and make its way to Miroh, to devour everything in its wake and finally cut The Six down to size.
For most of its history, the streets of Miroh have been unmappable, their layout changing with the wind and new structures always being squeezed in or taken away. Everything is out of order in the Miroh, inside the buildings and outside on the streets; to travel anywhere, people step out the front door and trust it to guide them where they want to go.
It is only within the Moment, when time is frozen, that the streets have settled into a permanent formation, only smaller sections of alleys maintaining that wild persistance of changing their layout regularly. Even new buildings have been curbed to a particular section of the city, while other sections lay empty.
There is no water or food to easily be found within Miroh without passage to Levanter and Injeon as there is no rain when every day is the same, cloudless passing of the sun. There is also no art or music anymore; the city is nearly on lockdown to hide from the Gwoemul that wants to take its voice, suffocating under its own silence.
as seen in: I Am NOT Trailer, District 9, Voices Performance Video, I Am You, Scars
A desert world, Injeon is a flat plain of rock and dirt and not much else, ringed by tall mountains that will only swallow you in fog until you can't find your way through. In the past, Injeon was prone to long droughts and heavy, one-off rainfalls that caused flash flooding and very little plant growth, carving out an image of itself of dry rivers and long, dusty stretches of nothing, its plant life all dead and withering away on the ground before it even has a chance to grow.
Being such a flat, empty space made Injeon the perfect space for innovation from the Six, expansion away from the fickle nature of the Miroh to a more stable, sleeping world where they could build life as they wanted. A city was purpose-built here, and after the Moment, a prison in the form of District 9, and for a long time it functioned as intended; until the Gwoemul was attracted to its noise and its doorways to Miroh and it was destroyed, its entire population wiped off the map.
Now, in the Moment, its city stands as a ruin on its eastern end, the remnants of the fight against the Gwoemul, and an empty city inhabited by the remnants of its citizen's souls further inside its borders. It is caught on the day that a storm breaks over a drought, rain washing it away every evening, and yet still nothing will grow - like the ground can't forget that it was barren, no matter how many days it lives.
---
GEOMIJUL
as seen in: Venom, Red Lights, 5 Star Dome Tour VCR 3
A liminal space that most often dresses itself in endless hallways, Geomijul, the Spiderweb, draws people in like flies to a trap, and doesn't easily let them go. Like Miroh, it's a maze - unlike Miroh, it doesn't want you to make your way through its hallways, but takes the most joy in seeing you lost and scared; especially if you happen to run into one of the monsters hiding in its halls.
Miroh's sister, the open land to match its endless urban sprawl, Levanter is a utopia of rolling fields, sprawling lakes, and tidy forests dotting the landscape. Homes don't come as easily here as they do in Miroh, needing to be built themselves and cared for so that the land doesn't swallow them, but crops are given in abundance, far from the modest effort of greenhouses in other cities.
Levanter has always been an even-tempered place, its weather and its temper consistent and its tolerance with the small city built upon its surface by the Six stretching long. This doesn't mean that it cannot be cruel though - where Miroh is gentle in its playfulness, Levanter is fickle and severe in its punishment to those who don't respect it. Many times, upstarts have found the ground ripped into chasms beneath their feet or the wind strong enough to toss them over the mountains in Levanter.
The rules of Yellow Wood are hard to understand to those stepping into its weird dreamscape for the first time. The lines here are blurred, between individual souls and creatures and magic and science - it's easy to leave part of yourself behind in Yellow Wood without realising, and easier again to get lost altogether.
As the name suggests, a great deal of the flora found in Yellow Wood is yellow; rolling hills and autumnal forests make up its majority. It seems to be an infinite space, as no one has reached its edge before and returned to tell the tale, though there are plenty who have tried.
Everything in Asadal moves in circles; the city, the rivers, and the black wasteland beyond it. The sun comes up rarely, cloaking the world in cloud and darkness. No one knows where the borders of the world are, or what lurks out there in the darkness, because no one has ever returned from a trip to Asadal. It is widely regarded as an obscure sort of prison, albeit one as likely to swallow its jailors as it is its captives.
In the Moment, it was caught in an endless storm, the land ravaged - like Injeon, Meori is a ghost town now, impossible to access and uninhabitable by even the bravest souls.
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THE NEVERMORE
as seen in: Social Path, Rockstar: Prologue, LaLaLaLa
The space between the worlds, the void, the nothingness of a black hole. The Nevermore is endless potential and the ending to everything, a place that shouldn't exist and should never be accessed - and yet, still, stories exist of its planes and valleys. Someone has seen it, and returned to tell the tale.