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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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"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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And he'll have to forgive her cheerfulness. She's come across dangerous immortals before, and she's confident in her own abilities to handle herself. It's what she does.
A few steps in, she stops, listening hard. Oh, but this is interesting. And amidst all the strangeness, she realizes with a jolt of pleasure that there's a chiming note she recognizes.
"This way," she tells Andrew as she hauls him off to the left and through an ivy-draped archway. On the other side is a smooth expanse of manicured lawn. And sunning itself in the middle of said lawn is an enormous creature that certainly isn't native to New York. Sitting up on its haunches, it's a good six feet tall at the shoulder. Its body is like a cat's, feathered in brown and gold. The feathers help the feline features blend seamlessly with its eagle-shaped head, and its huge wings are spread to catch the sun.
"That," Daine says with a grin, "is a griffin."
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His mouth drops open at the sight Daine brings him to. "Yes," he says, awed. Then he frowns. "...I meant to say 'no.'"
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"Sorry to intrude," Daine says, not wanting it to leave just yet. It's not very often she gets to see creatures from home, after all. Guessing that this griffin might be as susceptible to flattery as the last one she met, she tries, "We only wanted to admire you. My friend's never seen a griffin before."
It was the right thing to say. The griffin folds his wings neatly and preens his chest feathers.
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That last question is directed back at the griffin. Handrew listens expectantly, eyes shining.
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"Okay," she says, lifting a hand, "I understand." To Andrew, she says, "He wants to know why you're asking. Griffins are very protective of their young." The creature's manner has changed; he's no longer preening himself, and is staring at Andrew intently while he waits for an answer.
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"Because I'm nosy," he blurts.
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"They do, he says. They like to nest on cliffs along the sea, where it's harder for any predators to reach them." And by 'predators,' she mostly means humans. Even the nastiest immortals she knows probably wouldn't risk tangling with two furious adult griffins just to make a meal out of a young one. But griffin feathers are valuable things - so much so that a human might venture to rob a nest if they were greedy or desperate enough.
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"I'd like to say I'm surprised," he sighs. How did he manage to turn this conversation to the topic of kidnapping? "I'm not entirely human, if that helps," he adds, going right ahead and throwing Daine and the rest of her species under the bus.
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