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applesaucemod) wrote in
applesaucedream2013-08-30 07:33 pm
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The Fortress of Many Turnings [open]
Welcome to Caerdroia. Though at first glance this world seems calm, even idyllic, closer inspection will reveal a startling lack of linearity. A doorway in one place can suddenly lead to another entirely, the locals going about their business seem totally unaware of your presence, and you may find reminders of home that are less than welcome -- and less than safe.
The countryside seems almost designed to set one at one's ease. Gentle, rolling hills overlook a town in the near distance, and herds of friendly cows cluster here and there (with unknown intent).
The Garden of Curiosities is a walled-off park. Inside, streams and paths wind through beautiful landscaping, and animals can be found on the loose everywhere. For the most part, these creatures are friendly (or at least indifferent) toward visitors, though their appearance might perturb. One might see an animal one has never encountered before, or one might find the garden inhabited by creatures from one's own world that are somehow changed, whether in size, color, or behavior. And, of course, one might find something rather more predatory has taken up residence….
The town hall never seems to be in the same place twice. Finding your way through the streets to any one particular building is an exercise in frustration, as the town seems to shift and change whenever part of it is out of your sight. The hall itself isn't much better once you get inside; stairwells have a habit of appearing on the ceiling, hallways turn into dead ends while your back is turned, and floors are liable to open up into fathomless pits.
The Labyrinth is where many journeys seem destined to end. The way out is, more often than not, the way in. Try to leave one part of Caerdroia, and the doorway might very well open into the labyrinth. And, like any good labyrinth, this one is home to a Minotaur. And, like any good Minotaur, this one would be more than happy to tear you to pieces.
[OOC: Once again, the shared dream is open to all characters, including those not currently in the game and those belonging to players who are not currently members. Once again, too, players are free to choose whether their characters see the dream for what it is, whether they are forced to abide by its rules, and whether they will remember this in the morning.]
The countryside seems almost designed to set one at one's ease. Gentle, rolling hills overlook a town in the near distance, and herds of friendly cows cluster here and there (
The Garden of Curiosities is a walled-off park. Inside, streams and paths wind through beautiful landscaping, and animals can be found on the loose everywhere. For the most part, these creatures are friendly (or at least indifferent) toward visitors, though their appearance might perturb. One might see an animal one has never encountered before, or one might find the garden inhabited by creatures from one's own world that are somehow changed, whether in size, color, or behavior. And, of course, one might find something rather more predatory has taken up residence….
The town hall never seems to be in the same place twice. Finding your way through the streets to any one particular building is an exercise in frustration, as the town seems to shift and change whenever part of it is out of your sight. The hall itself isn't much better once you get inside; stairwells have a habit of appearing on the ceiling, hallways turn into dead ends while your back is turned, and floors are liable to open up into fathomless pits.
The Labyrinth is where many journeys seem destined to end. The way out is, more often than not, the way in. Try to leave one part of Caerdroia, and the doorway might very well open into the labyrinth. And, like any good labyrinth, this one is home to a Minotaur. And, like any good Minotaur, this one would be more than happy to tear you to pieces.
[OOC: Once again, the shared dream is open to all characters, including those not currently in the game and those belonging to players who are not currently members. Once again, too, players are free to choose whether their characters see the dream for what it is, whether they are forced to abide by its rules, and whether they will remember this in the morning.]
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"The entire shared dream is a trick of the rift," he points out. He hesitates a moment before he adds, "I don't think it was just you. I met a man named Topher in that dream and quite frankly, he was almost entirely incoherent. Raving. Sad, really. Then I met him in the waking world, ooh, yesterday, and he was fine." Except for the part where he passed out on the kitchen floor and still can't be roused. Andrew winces again and decides not to share that bit.
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He studies her for a few seconds, debating how to wheedle information out of her. "Did it sound familiar?" he asks gently.
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Goddess, what else was she doing in this dream, then? Did she try to hurt him? She can't imagine she was inclined to trust him at all; she hadn't trusted anyone outside the Pack and Cloud at the time.
"It was a long time ago," she finally says, folding her arms. Three entire years, Andrew; that's ages. She can't help adding, with no small amount of resentment, "You shouldn't've seen it."
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WHOOPS STILL AWAKE
Her face flushes, and she tugs her hand free. "Is that supposed to help?" she asks tersely, her eyes beginning to sting. Wonderful. Crying would just make this so much better. Thoroughly mortified, now, she ducks her head, hiding behind her curls.
*FAILS AT TAGGING*
"It was," he admits, shoving his hands in his pockets after all. "I'm sorry. I didn't tell anyone about it, if that helps." He'd just been concerned -- alright, so he'd been curious as well. Just now, though, prying for answers doesn't seem like the best idea despite this apparently being something that's happened before.
It's okay, I was across the street all evening, anyway.
The last time she dealt with the possibility of telling this story, she'd all but been under orders from the Badger. It had been needful. Now, though, she doesn't have the Badger's guidance... and she's wondering if Andrew really needs to know everything. All he saw was her running about like a wolf, right? She can explain that without getting into what really caused it. Probably.
Daine sniffs. "I was thirteen. Didn't know anything about my magic - didn't even know that I had any. But it was there, and it was all tangled up with the rest of me." She taps her forehead for emphasis. "It made it hard to - to remember just who I was, when I got too close to the People." A massive oversimplification, but he's probably in no position to notice it. "It doesn't happen anymore, because Numair put up a wall in my mind between me and my magic."
So hey, that answers your question about what's in Daine's head, Andrew! Be distracted by it!
<3
Congratulations, he's distracted...by the need to ask other invasive questions.
Re: <3
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"But the magic is in your mind?" he asks. "Is it actually part of you, or is it more like an non-organic symbiote?"
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That sad message delivered, she takes his hand once more. "There is a boy at the base who has some, though," she adds, pleased that it's the sort of thing that exists in other realms besides her own. "Edgar. Have you met him? He's about my age, and he always has his dog, Almondine, with him, and he can talk to her about as well as I can, just using his hands." It all comes out in a breathless rush, but she can't help her enthusiasm. She likes Edgar and Almondine, and they're a nice, safe topic.
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His grin grows and he silently congratulates himself on getting Daine off the subject of being angry with him. "I haven't," he admits. "Haven't been around the base much at all since we got the flat, though. Is he from your world?"
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She shakes her head in response to Andrew's question. "He's from Wisconsin. His family breeds dogs that are especially clever. They know what they're doing, too; Almondine's the cleverest dog I've ever met."
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"Wisconsin? Really?" Well, that just raises all new questions. Andrew moves to start walking again, meaning to get her to the menagerie still. "Have you met anyone else who's got it -- from this universe?" Because for all he knows, magic is as normal for Edgar as it is for Daine, Wisconsin and all.
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He turns his head to glance at the gaping distance before them, only to find that the wall of the garden is suddenly looming just ten feet away. Breaking into a grin, he says, "We're here."
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She blinks in surprise at the wall's sudden appearance, but then her face quickly splits into a grin. "I s'pose we'll soon find out if alien creatures have wild magic."
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And speaking of animals, Daine is just going to head along the wall in search of an entrance, tugging Andrew along after her.
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"I wouldn't know," she says simply. And therefore, neither would he, is heavily implied.
A door appears before her mood has a chance to really sour, though, and her face splits into an eager smile as she heads inside.
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He glances up at the sign near the door -- "Garden of Curiosities, that was it!" -- and looks at Daine with an ambivalent look. He's glad she's happy, but he doesn't think she realizes just how dangerous all of this may well be.
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