The Big Applesauce Moderators (
applesaucemod) wrote in
applesaucedream2014-07-05 01:52 pm
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Entry tags:
- character: daine sarrasri,
- character: gabriel,
- character: johnny truant,
- character: rashad durant,
- character: sunshine,
- dropped: aglet bottlerack,
- dropped: aiden,
- dropped: andrew noble,
- dropped: cecil palmer,
- dropped: croach the tracker,
- dropped: dana cardinal,
- dropped: edgar sawtelle,
- dropped: gus fring,
- dropped: ianto jones,
- dropped: jennifer strange,
- dropped: jodie holmes,
- dropped: lucy saxon,
- dropped: seth,
- dropped: the doctor (8),
- dropped: the tardis,
- dropped: zagreus,
- party post,
- retired: aziraphale,
- retired: bee,
- retired: peter vincent
The Shavings Off Your Mind are the Only Rent [Open to All]

Picture a house. Actually, picture two houses. They're (almost) identical structures that share an uneasy coexistence, tangled together on a quantum level. One of the houses is Good: bright, cheerful, full of comfortable furniture and a pervasive feeling of safety. The other house is Evil: dingy, dilapidated, and haunted by the dreamers' greatest fears.
The good news - and bad news - is that travel from one house to the other is as simple as passing through a door. All a dreamer has to do is walk through a doorway, any doorway, and they'll find themselves in whichever house they weren't in before they crossed the threshold. Perhaps they'll step out of a beautiful library and find themselves in a threatening hallway - or perhaps they'll flee a menacing kitchen and find themselves in a perfectly safe dining room. That is the nature of the houses' entanglement: every door is a portal between the two.
There are, of course, complications. Dreamers in one house can't perceive the other; if you're in the Good house and looking through a doorway, the space beyond will look as nice and inviting as the space you're in now (until you step through that doorway, of course). Dreamers also can't really perceive one another if they're in the same room, but in different houses, though they might see a flash of movement out of the corner of their eye, or think they heard something.
Perhaps the greatest complications are the houses themselves. They have rather strong personalities, and they aren't very fond of one another. Each house will want to keep you if it can (keep you safe, in the case of the Good house, or keep you for itself, in the case of the Evil one). Dreamers may attempt to cross a hall and find the door that looked open and inviting a moment ago is now barred shut, leaving them trapped in the hall - or have doors suddenly close in their faces before they can end up anywhere unpleasant. Still, there's only so much either house can do, and even a locked door can be jimmied open or busted down.
Escape from the houses is possible, but the formal gardens beyond are similarly entangled, with neatly trimmed lawns and expertly plotted flower beds becoming overgrown tangles of nettles and algae-choked reflecting pools. An archway is as good as a door, as far as the gardens are concerned, and there are plenty of arbors and arches over the paths. Of course, dreamers may find that a sound arbor in the Good garden has collapsed in the Evil one… and heaven help anyone who dares to explore the hedge maze.
[ooc: y'all know the drill. ALL characters are welcome, regardless of whether they're in the game. Characters can remember or forget the events of the dream at the players' discretion.
Also, this dream party marks the aforementioned calendar freeze. For the next three weeks, the IG date will sit on July 3rd. Posts dated July 3rd or earlier are allowed and encouraged. The calendar will resume forward motion at a 4:1 ratio on Saturday, July 26th.]
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He takes off his sunglasses as an afterthought and pockets them, gazing into her sharp eyes. "Not usual behavior," he adds, rather unnecessarily.
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"The hallway?" she repeats, raising her eyebrows. A quick glance over his shoulder is as good as an added, 'that hallway?' It doesn't look particularly threatening. More to the point, it doesn't feel threatening. Quite the opposite. But there was that strange sound, and the perplexing fact that she didn't sense Adam's approach until he was already stumbling (stumbling!) through the doorway. How very intriguing. And worrisome.
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He frowns. He doesn't want to go investigate - he'd rather look at those mandolins he's just noticed. But he'll defer to Eve's curiosity. He always does.
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She has a hand raised, intending to extend it experimentally into the hallway, when there's a faint creak from the door. Eve steps back, a faint, perplexed smile on her face, as the heavy wooden door that had been propped back against the wall slowly swings shut. She fancies that there's something a little sheepish about the motion, as if the door might say, don't mind me. Still, it's with a gentle firmness that it finally clicks shut.
She looks to Adam, smile widening. "I believe we're meant to stay in here."
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"The right choice, I think," says Adam gently, and turns to observe the wall of mandolins. "And a good room for it, after all."
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She's drifting over for a closer look at a harp when she spies another door in the wall perpendicular to the hallway. There is nothing notable about it, aside from the fact that she's certain it wasn't there a minute ago. It seems this place has a bit of a door-based theme to it.
She doesn't like to interrupt his music, but this demands some attention, she thinks. "Adam." She glances back at him to be sure he's listening, then turns to the new door. "I don't think this belongs here."
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"I don't think so," he concedes. "Should we...?"
Without waiting for an answer - he can almost taste her curiosity - he reaches out and opens the door. It gives without resistance; heavy and slow, creaking only a little.
The room beyond seems too perfect to believe: windowless and almost empty apart from the table in its center, upon which rests a crystal decanter of unmistakable sustenance.
Adam doesn't make a move forward. "We seem to be staring down a gift horse right between the teeth," he says finally.
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She steps forward, close enough to the threshold that she can extend an arm through the doorway and beyond. Nothing catastrophic happens, and she turns her hand palm-up, as if checking for rain. There is something off, a sense of something like pressure, or humidity, though it's neither of those things. She withdraws her arm, considering.
"Curiouser and curiouser," she murmurs. The table is close enough to the door that she could just about reach it from the threshold if she crossed it. So there's really no need for both of them to risk crossing the room. One could stay here. A lifeline.
Eve dons her sunglasses and smiles like a scythe. Nothing ventured, nothing gained. "Take my hand, baby. I'm going in."
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He watches her as she steps through, right up until she vanishes. He jerks forward in surprise, not actually crossing the threshold, and tightens his grip on impulse. There - he can still feel her hand in his, maybe a little less closely, like she's not completely solid, but it's there. He can't smell her, can't hear her. The rest of the room and the decanter remains undisturbed, but hell, he's not taking chances, not after what he went through. He clasps her tightly and yanks back, pulling as hard as he can against some mild resistance - a thickness in the air, or something. He hisses with the effort.
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There are no monsters, as it turns out, and there is no gorgeous decanter, either. The room changes in a blink from what she'd expected to something altogether different - still small, and still featuring a little table, now distinctly worse for wear and devoid of any offering.
There are also many windows, and not one courteous curtain to be seen. Sunlight fills the entire space, and Eve hisses as her skin begins to smoke, then blister.
Adam's hand feels wrong in hers, less substantial than it ought to be, but not so much that she can't feel his grip tighten and give a slight tug. She whirls back toward the doorway, finds it incongruously, impossibly blocked - how can it still be shut despite their joined hands? - and claws at the doorknob with her free hand. The entire mechanism breaks free of the rotted wood; she hurls it aside and wrenches open the door. She can't see Adam, but at this point she can't see anything. Without further delay, she throws herself back over the threshold.
The subsequent collision with Adam's chest is painful, and her sunglasses are knocked askew, but now that she's back in the cool, curtained darkness, she can already feel her body repairing itself.
"That," she says when she's once again capable of speech, "was unpleasant."
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"It seems we're stuck here," she says, not terribly upset by the prospect. There are worse rooms in which to be stuck, and far worse company. Her lips quirk into a smile. "Until nightfall, anyway. Then we could leave by the windows." Probably. She hasn't been able to take in the scenery for obvious reasons, so they could be on the tenth floor, but she's not averse to a little climbing.
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"Any requests?" he asks, only half-joking.
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