adstring: aradia's dreamscape

Welcome to the Land of Quartz and Melody. As far as the eye can see is crystal: blue, white, pink, clear. The sky is always dark; it is always night here, although sometimes stars can be seen. Always music is playing here. The melody changes as you move through the crystal land, but there is never, ever silence.
There are also music boxes. There are many different styles and sizes, but all the music boxes have a hand-wound crank on the side. There are music boxes that could fit in your palm, easily wound, and music boxes twice your height, which might be harder to wind up. Winding up these music boxes effects changes on the dreamscape. Sometimes it's as simple as darkening colours, or a different tune - but often these music boxes play memories. The only way to progress further into the land is by opening memories and allowing them to open further paths through the crystal landscape; at the center of the land is what appears to be a crystaline castle, and that is where you wish to go. The memories might differ, but in effect one would have to go through something from each iteration of Aradia (although any can be handwaved to allow someone to go to whichever point they prefer).
Music: x x
The first iteration is the girl who lived on Alternia. When you find a music box that leads to a memory-dream from her, the world will change.
Welcome to Alternia - and more importantly, to Aradia's home. She lives out in the country, far away from other trolls. When you come across here here she might be doing anything - exploring the ruins near her home, or deep in one of the excavation sites she's started up. Inside her hive, speaking to friends - or maybe playing a game. This isn't the "real" Aradia as such, but people can interact with her. Although they can't change what ultimately occurs - any other memories will flicker by quickly until they get to one: Aradia on her husktop, typing.
The text on the screen can be seen, before Aradia hurries outside. There's a figure in the distance getting closer, and anyone familiar with Sollux from a previous encounter might recognize him - although they'll notice excitement changing to confusion before red and blue lights consume the entirety of the landscape. The entire scene goes dark after that occurs, until there's a voice.
It's Aradia's, and it's hollow and doesn't seem to come from anywhere you can see, but she will lead you out of the darkness and back into the land of crystal, deeper into the crystal cityscape than you were previously. This second Aradia can only be seen by people who have the ability to see spirits. She will disappear as soon as you step out of the darkness and into the realm of crystal, so if you wish to talk to her, do so in the shadows.
The third Aradia is a frog ghost. She can be found in one of the music boxes in this new section of the crystal world, and once she is found she can be asked to lead someone further in. She's not the most emotive or helpful of spirits, but it isn't hard to convince her to lead someone further on so long as she is certain they have no malicious intent. She will lead you to a hidden gate, and give you a choice: travel closer to the center of the dream, or leave. She won't begrudge either choice. Stepping through the gates will lead you to a platform, where another Aradia stands at the center.
The fourth Aradia is a robot. She's easily the most violent iteration of herself, and will be the most reluctant when it comes to helping trespassers. There are likely to be several versions of this Aradia at the platform - more will come as she gets more agitated. Those who can convince her to let them through will be able to open the door; those who can't will be thrown out of Aradia's dreamscape and into another by an army of irritable blue-blooded robots. As you speak to the Aradiabots the darkness around the platform will change, showing memories from their times - doomed timelines included - although the most pertinent memories may be of a violent fight with Vriska and an altercation on this self-same platform, when Jack Noir ripped apart time and space to interrupt their game.
When Aradiabot is convinced to allow someone through, the images stop, fading to black, and she disappears, leaving the platform empty and the door ready to be opened. Stepping through will lead one into space; there is a crystal staircase rising in front of you and nothing behind you. Far up is a platform of crystal, illuminated by a green sun in the background. Now you just have to climb.
And now you've come to the final Aradia, sleeping upon her quest bed at the top of the staircase of crystal. Waking her will wake Aradia as she is, freeing her from her memories and the dreamscape itself. It's up to you how you choose to do so. Given weird timelines and dreamlines, more than one person is capable of doing this - or they can find Aradia sitting on the quest bed wide awake, prepared to help someone through into a different dreamscape, already awoken by someone else.
There are also music boxes. There are many different styles and sizes, but all the music boxes have a hand-wound crank on the side. There are music boxes that could fit in your palm, easily wound, and music boxes twice your height, which might be harder to wind up. Winding up these music boxes effects changes on the dreamscape. Sometimes it's as simple as darkening colours, or a different tune - but often these music boxes play memories. The only way to progress further into the land is by opening memories and allowing them to open further paths through the crystal landscape; at the center of the land is what appears to be a crystaline castle, and that is where you wish to go. The memories might differ, but in effect one would have to go through something from each iteration of Aradia (although any can be handwaved to allow someone to go to whichever point they prefer).
Music: x x
The first iteration is the girl who lived on Alternia. When you find a music box that leads to a memory-dream from her, the world will change.
Welcome to Alternia - and more importantly, to Aradia's home. She lives out in the country, far away from other trolls. When you come across here here she might be doing anything - exploring the ruins near her home, or deep in one of the excavation sites she's started up. Inside her hive, speaking to friends - or maybe playing a game. This isn't the "real" Aradia as such, but people can interact with her. Although they can't change what ultimately occurs - any other memories will flicker by quickly until they get to one: Aradia on her husktop, typing. The text on the screen can be seen, before Aradia hurries outside. There's a figure in the distance getting closer, and anyone familiar with Sollux from a previous encounter might recognize him - although they'll notice excitement changing to confusion before red and blue lights consume the entirety of the landscape. The entire scene goes dark after that occurs, until there's a voice.
It's Aradia's, and it's hollow and doesn't seem to come from anywhere you can see, but she will lead you out of the darkness and back into the land of crystal, deeper into the crystal cityscape than you were previously. This second Aradia can only be seen by people who have the ability to see spirits. She will disappear as soon as you step out of the darkness and into the realm of crystal, so if you wish to talk to her, do so in the shadows.
The third Aradia is a frog ghost. She can be found in one of the music boxes in this new section of the crystal world, and once she is found she can be asked to lead someone further in. She's not the most emotive or helpful of spirits, but it isn't hard to convince her to lead someone further on so long as she is certain they have no malicious intent. She will lead you to a hidden gate, and give you a choice: travel closer to the center of the dream, or leave. She won't begrudge either choice. Stepping through the gates will lead you to a platform, where another Aradia stands at the center.
The fourth Aradia is a robot. She's easily the most violent iteration of herself, and will be the most reluctant when it comes to helping trespassers. There are likely to be several versions of this Aradia at the platform - more will come as she gets more agitated. Those who can convince her to let them through will be able to open the door; those who can't will be thrown out of Aradia's dreamscape and into another by an army of irritable blue-blooded robots. As you speak to the Aradiabots the darkness around the platform will change, showing memories from their times - doomed timelines included - although the most pertinent memories may be of a violent fight with Vriska and an altercation on this self-same platform, when Jack Noir ripped apart time and space to interrupt their game.
When Aradiabot is convinced to allow someone through, the images stop, fading to black, and she disappears, leaving the platform empty and the door ready to be opened. Stepping through will lead one into space; there is a crystal staircase rising in front of you and nothing behind you. Far up is a platform of crystal, illuminated by a green sun in the background. Now you just have to climb.
And now you've come to the final Aradia, sleeping upon her quest bed at the top of the staircase of crystal. Waking her will wake Aradia as she is, freeing her from her memories and the dreamscape itself. It's up to you how you choose to do so. Given weird timelines and dreamlines, more than one person is capable of doing this - or they can find Aradia sitting on the quest bed wide awake, prepared to help someone through into a different dreamscape, already awoken by someone else.
