Log and OOC: Rukia's Dreamscape

Mar 06, 2011 13:21

Rukia's Dreamscape

The entrance is a very nice, sparsely appointed Japanese-style room. There aren't many personal effects save for a low desk and two sitting cushions, apparently set out by someone with forethought. One of the screens is open, looking out over a neatly landscaped garden, letting in a breeze that is mostly warm, with just an edge of cool to it at times.

You can stay here, and possibly a faceless, silent person will come with tea, but they will not say anything and will barely interact with visitors. Rukia herself may appear from time to time if she is not elsewhere. If you are a friend, she will sit and chat with you. If a foe, she may attempt to throw you out via the garden. If indifferent, her response will depend on yours, but it will be very polite.

There is another 'person' wandering the house and grounds: a pale woman, with snow-white hair and elegant white kimono that glitters as if embedded with ice crystals. She may talk with you as well, though her reactions will be similar based on your status. If she tries to evict you it will be cold, literally. This is Sode no Shirayuki, Rukia's zanpakutou.

You can leave the room via any of the four directions, including outside to the veranda. Opening each door will bring you to a new memory, and the scenery within the 'room' will change accordingly. So, for instance, the room may be anything from her classroom at Karakura High School, a room at the Thirteenth-Division's compound, Ichigo's bedroom, a city street in Karakura, a dark room in Hueco Mundo, the Senzaikyu prison tower, a graveyard, a sun-lit meadow, a dark clearing in a forest, a dilapidated shack or, in fact, a room in the Kuchiki household. The insides are almost always bigger than the outside.

There are paintings on some of the sliding doors. Occasionally these will give a hint as to what sort of memory is inside: for instance, the one with a phoenix leads to her memory of being rescued from execution, and one with a wave may lead to a memory of Kaien, while others are slightly more mystifying. The art is also a clue to the nature of the memory, whether good or bad: the more ominous the painting, the darker the memory will be, though this doesn't always hold true for the more obscure ones.

If you choose to go out to the veranda, the weather may change depending on her mood, your mood, or neither. Here you may find, wandering, shades of thoughts, as silent as the servant who perhaps visited you before. They will speak if spoken to, and though they may be rather stoic, they will give you some indication of what sort of 'thought' they are.

While in the dream, think or speak your intentions and your surroundings may accommodate you. If you wish to see memories of anyone or anything in particular, you may find yourself in front of that door next. If you wish to leave, saying so will likely turn the next door into your egress and escape from Rukia's dreamscape.

(Beware, some of Rukia's memories are rather unpleasant, even if the setting seems nice and innocuous enough.)

--

You find yourself in Rukia's Dream, in a Japanese-style room. You have several options. What will you do now?

ooc, log, event: dreamscape

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