challinging: (no sleeping beauty)
Lin Beifong (琳北方) ([personal profile] challinging) wrote2010-01-03 11:49 am

Lin's dreamscape:

When you first arrive, it will look like a cave. Not wrought by human hands, it looks far more organic, shaped from the very earth itself. Dimly lit lamps here and there, seemingly at random, are the only signs of something manmade. Here you have three options:


First: stay where you are, and wait. There are rumblings in the deep, and they get louder the longer you wait. The lamps grow dimmer and dimmer but never quite go out. Still, it may or may not be enough for you to make out the Badgermoles, a whole herd of them. Go along with them deeper underground, and you'll come across old memories of Lin's in side caves, like bubbles off the main branch: badgermoles, caves, rocks, and an older (to people who knew her here) Toph Beifong, in a police officer's uniform or green clothes, often with an itty-bitty Lin in tow. Memories here are of training, earthbending, exploring the rocks and caves around Air Temple Island with a young crowd of children (Tenzin, bald and serious; Bumi, a little older, with wild hair to match his personality; Kya, all long limbs and a mischievious grin; a princess of the Fire Nation with kind eyes and quick laugh who will not give you her name; and others). Sokka, Katara, Zuko, and Aang will be there too, older and wiser (ish). Talking to one of them may pull you into their Dreamscape, if they're here.

If you did not go with the flow of the badgermoles, and stayed put, you'll eventually get knocked out of the Dreamscape.

Second: Turn around and behind you, there seems to be sunlight coming from somewhere. Go round the bend, and you come out into a building, sunlight streamining in large windows, built entirely out of metal and stone. Anyone familiar with Republic City's Police Headquarters will recognize this place. Doors here lead to strange places, rooms in different parts of the city. One door leads to a courtyard of an old Chinese style house, with gardens; another, to what seems to be an interrogation room, where you might find Korra, Mako, or anyone from Adstring, sitting in the interogator's chair, for some reason, or pacing. Talking to them will probably throw you into their Dreamscape, sooner rather than later. Another door leads to Lin's office, where Lin herself might be. If she's not, the drawers of the desk are all locked with locks impossible to pick--except the top one, containing a strange stone bracelet and the police manual.

Third: Follow the caves further in, see where they lead. The lamps continue to stud the walls at strange intervals, illuminating walls that get more regular, squarer, and at some point you may notice there are tracks, like train tracks, in the floor, which is itself turning from stone into metal. Eventually, the path comes out into a large open space, metal floor, niches in the walls. From the high ceiling beams hang the tattered remains of banners of some kind, red and black and white, impossible to say what they said, once. Along the walls, artifacts: a mechatank that touching brings a flash of fear and adrenaline and battle; a uniform without an officer, which brings grief, sorrow, and memories of fear and pain--the uniform of a fallen officer; a door panel with an intricately carved pattern on it, cracked in two--heartbreak and a deep numbness, from this. There are other artifacts here too, each with their own painful memories attached. One, on the ground, a mask, patterned like a Chinese opera mask. If you dare to touch it, it will rise up and take the place of a face on a form made entirely of shadow, bringing choking fear with it. Even if you resist, you will be knocked out of the Dreamscape.

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