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songerein2022-05-20 06:58 pm
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player plot: dreammare castle

PLAYER PLOT: DREAMMARE CASTLE
The result of Phantom’s alternate personality taking over and fleeing into the Wildlands, Dreammare Castle is situated on a ruined fort near the mountains and reconstructed using dreamotion energy. The Castle resembles Victorian architecture from a distance, furnished richly in black and red, and the doors are left wide open for visitors to enter.
The interior of the castle is an ever-changing labyrinth, procedurally generated as one wanders inside its halls. No two rooms are the same, and it is impossible to backtrack within the castle, as doorways completely vanish after being used. If you die inside Dreammare Castle, you will wake up at the entrance completely unharmed – fortunate, because many things inside the castle can and will try to kill you. While fighting in Dreammare Castle, dreamotion abilities are greatly amplified. Use this to your advantage!
There are many possibilities that can be encountered inside the castle. Some of the large rooms serve as stages where ‘scenes’ play out. These are excerpts from one of the Scarlet Troupe’s plays, where NPCs (or PCs) who have been kidnapped from Reverein will be brainwashed into acting out some of the plays’ leading roles. In order to free these people from mind control, the scene will need to be acted out… or you can kill them, upon which they will wake up at the entrance of Dreammare Castle without any memories of what happened while they were brainwashed. After clearing a scene room, characters will be sent back to the entrance of Dreammare Castle. They can totally go back in again if they want.
Other information can be read here. Questions can be asked here.
I. COMMON ROOMS



- Generic rooms such as long hallways, dusty storerooms, a noble’s bedroom, a deserted dining hall, etc. The walls of these rooms will start to ‘crunch together' if you stay there for too long – it’s the castle’s way of urging you onward.
- Nonsensical rooms that exploit optical illusions such as never-ending mirrors or confusing wall-to-wall stripes, making the exit hard to find.
- A room filled with a diverse assortment of teddy bears. There is one broken teddy bear, which has to be retrieved in order for the exit to appear. However, picking up the tattered bear will immediately cause all other bears to come to life and attack the characters holding it.
- A room with several stone statues that move if no one is looking directly at them. The statues will try to kill you with their fists or their stone swords, so try to get out as soon as you can.
- A ballroom where many people are dancing at a dinner party. While the ballroom poses no danger, the candles lighting the place give off fumes that have gradual sleep-inducing properties. The longer you stay in the ballroom, the less you want to leave.
II. SCENE ROOMS


In these rooms, pairs find themselves needing to play out a specific scene. Fortunately they are either able to figure out what needs to be done or given explicit directions on what to do. Only after the scene "ends" will they be able to leave the room. A scene with a goal does not need to be successful—failures and bad endings count, too.

B. Big Grieving Lock. Characters will see a young man being bullied by other theatre members for his clumsy puppet skills similar to a flashback. The actual scene takes place in a dark room containing a large teddy bear puppet. When approached, the teddy bear puppet will begin to cry, and its sobs will attract all sorts of dolls trying to tear it (and any nearby characters) apart. Only by defeating all the vicious dolls will the teddy bear calm down. He will tell his rescuers that he tried to leave the Troupe by committing suicide, but the Troupe Master bound his soul to a bear. His wish is to be decapitated by an outsider so that he can finally be free of the Troupe. Doing so will cause the scene to end.

D. Searing Sheep. A shepherd needs help shearing his sheep. Seems normal, except if you take too long to finish shearing a sheep, it will turn into a wolf. Hope you’re fast. Luckily, there are only fifteen sheep. If you manage to shear more than ten as a team, you will wake up at the entrance after the scene ends with a few antique gold coins.
III. LUCIEN THE CRIMSON DIAMOND



no subject
[ She pauses, looking at him a little more closely. He... really just looks like a younger version, doesn't he? ]
... Oh, sorry. My name is Sana. You are...?
no subject
There's no one here with that name. It's the devil tricking you!
[ Well, she's got here all by herself, and that seems to convince him a little more of her capability. He looks around, then back at her again. ]
Lucien. That's my name. You really want to stay in the castle? The devil will find you and catch you.
no subject
[ Of course. ]
I'm... sorry. Thank you for worrying about me, but... there's someone I'm worried about much more. And I don't really want him to be left alone here, even if he turns out to not be here at all.
... If I can ask, why are you here?
no subject
I can't leave. The devil took my soul.
[ His voice is deathly quiet, and he doesn't elaborate. What that means is left up to the imagination. ]
I'll come with you. The faster you find your friend, the faster you can go.
[ He crawls out from under the table. His clothes are a little dusty, but they don't seem to have any additional magical properties. There's two small knives belted to his left leg, in the same place as Phantom's own twin blades. ]
no subject
Maybe she can figure it out as she goes, but for now, she nods. ]
O-okay. Thank you, it sounds like you're going out of your way already...
no subject
Can a child truly harm the devil itself? The answer is actually yes, but it will come at a terrible cost; one that Lucien will only realize years later after the deed, because it was so horrific that his mind sealed the memory away.
But that's not something Lucien knows as he is now. He is a few years away from it all. ]
It's not a problem at all. [ He says this softly, almost mumbling. ] I don't want you to get hurt....
[ With that, he starts moving towards the door at the other end of the room so that they can leave. ]
no subject
[ Wow, he's so nice and he doesn't know her at all beyond her name. It still kind of startles Sana that there are people like this, but it just makes her all the more determined to see if there's anything she can do for him. For now, she just trots after him, anxiously glancing around in the event that something else might try to attack. ]
no subject
He stops near the centre of the room, glancing around. ]
How's your friend like?