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Your character's 'mental world'?


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Your character is in a coma (or something else narratively convenient) and in order to wake them up, your friends must travel into their Mental World! A mental projection within their mind or soul, that represents who they are as a person - their personality, memories, hopes, fears, and so forth. What do they find?

 

This could be their childhood home with pictures of their friends and fears hidden in the basement, or a well-ordered library stocked with memorized facts and knowledge in cataloged rows, or an overgrown playground with broken toys and a rusty swingset, or something else entirely!

 

 

For my character, I think it would be a long dormant volcanic crater, covered in grass and trees, with a small lake in the middle. A volcano, since he used to be strong and boastful, but dormant as he's gotten older and calmer. Plants, because he's gotten a bit wiser and thoughtful (or so he likes to think), and a peaceful lake to represent his centered self of sense and what is right and wrong.

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This happened once to one of my characters, and his friend went into his mind to 'retrieve' him. I wrote that his mind was like a white 'desert-like' expanse, foggy/misty, with compartments similar to doors and rooms, partially obscured by 'grey matter' (basically just parts of the mind that weren't active) each of which held a memory or emotion in it. Not easy to identify or open up, but left his friend with a general 'sense' of what that memory was.

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I thought a bit about this on the way to work this morning and this is what came to mind:

 

Chachan's mental dreamscape would actually be generally pleasant. The first thing that came to mind was a pleasant, sunny field full of sunflowers, rippling grass, and calm little streams and ponds. Pretty idyllic and friendly. His smithy would likely be there, set on a little hill at the center, along with other places he has positive memories of - like the Quicksand or Tiroro's apartment.

 

However, on the fringes - just on the edges of view from the center of the field - are darker things. A mental copy of the ruins of Doma, a Garlean Castrum, the Dimwold. Scenes of all the darker turns of his life made manifest, forever in the back of his mind - never forgotten. And yet - between all of these, perhaps even seguing from them - is that happy field. Existing either because of them, or in spite of them.

 

Something like that, anyway.

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Xih's would probably be a stone room, a study, with rigid walls and bookcases, a single window placed above a desk on one wall. Outside, it always rains, sometimes thunders. There's no rug and only a bare wooden chair by the desk and a fireplace one one side of the room. On the mantle, there'd be a bent and twisted hunter's horn.

At first, the place would feel at the same time cold and faintly cozy, dominated by strict lines and order, despite the storm raging outside. If one tried to take a book from the shelves, some would appear old and worn, some new - and when touched some of them would not budge at all, some shackled down onto the shelves. They are the manifestations of his memories, his thoughts, many of them bound and suppressed with the same rehearsed order. When touched by the right person, some would be more responsive. If you tried to take the books off the shelves by force, the entire room would've felt like it was shuddering.


It's how I imagine him at least. He's a control freak and has to try and keep himself and others in line through logic and order, getting easily embarrassed over showing emotion or weakness, while disguising far more depth than he lets others see. That, and books have long been his source of solace and peace. There is more symbolism there, but I'll leave them as my own little mystery. :D 

 

Edited by Xihsa'li Tayuun
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  • 2 months later...

Vons would most likely be one of his camping spots within the highlands, a warm fire among the cold plains, a blanket and a sleeping bag to rest and his supplies at his side, due to living in the war most of his life he has never really escaped that mindset! Despite all the horror that came from it his most focused and strangely happy times for him was when he was out in the wilds hunting down the enemy.

 

I imagine those sorts of memories from his war days would be whats flooding his mental-scape, and a few of the battles that left scarring or trauma on him over the years intermingled in there too!

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V'arekai is likely "childhood home" kind of guy. Streets of Limsa Lominsa and... salty seabreeze and all that jazz.

 

He loves his bae and is way too serious about wanting to be by Candra's side forever... He does not mind the extravagance and luxury and gilded EVERYTHING Candra loves and wants to live surrounded by.

...V'arekai's brain just probably wasn't build to comprehend so much MONEY to begin with! In form of furnitures and teacups and clothes and stuff! 

If you would make him to take responsibility about the aesthetics and scale of his home? It'd be stupidly ascetic. It's kinda sad, sometimes he has great imagination about things and other times.... just nope.

 

But what can you do. You can take boy out of La Noscea but you can't take La Noscea out of boy. 

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  • 4 weeks later...

That would be character-dependent, but I think Nerezza’s would be the most interesting.

 

Her unhappy background has made her repulsed by venial sin. That no one has ever loved her in any capacity places her in wavering states of fear, defensive numbness, and longing. She found escape in a enchiridion (not to be mistaken with the Enchiridion) about black mages with the classic look (black ‘skin’ and glowing eyes), believing them to be superior people who converted from flesh to aether and therefore liberated of corporeal need and desire. Knowing the risks and disdain the practice of black magic, she nevertheless tirelessly pursues her goal.

 

I imagine her mental world would be fraught with monstrous imagery of debauchery: cold reprobates, giggling drunks, money-worshiping sybarites, Quicksand succubi who tarnish men’s virtues, and so on. If this was a playable sequence, the “boss” would be her own mother as a chilly demoness, having been one of said Quicksand succubi who left her husband for a younger man after having an affair, finding herself pregnant and sending the baby that wasn’t even his back to her ex to raise. Nasty lady. 

 

Nerezza herself would be entombed in shadow-webbing, curled up and shivering in a featureless morass that represents her depression and feelings of worthlessness. Who can save her? Who would bother?

Edited by Nerdessence
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  • 1 year later...

[edit: yikes, just saw that I opened a year-old topic :| ....]

I won't go into detail with my answer but I just wanted to say I really like this prompt. It reminds me of the part in Final Fantasy VI where the party has to dive into Cyan's nightmare and literally fight his demons. The nightmare world looked like the ''Phantom Train'' that his deceased wife and kid rode to the afterlife on.

 

But anyway, to keep it simple, Basho's would probably be the room he and his mother lived in when he was a child.

Edited by Ser
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An endless, impossibly large dungeon housed inside a standard castle, filled with traps, pit falls, monsters, and dead ends, multiple floors, trapped forever. You can't die. You just start again. Eventually, you'll make it to the end or go mad trying. 

 

Basically, Dragon's Lair at max difficulty on an endless loop. Also, Hell.

 

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Edited by Darshendros the Eternal
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  • 4 months later...

I can definitely see Oliver's mind world being a vast ocean with a single small island in the middle of it. In the distance are other far off land masses, but no matter how long someone swims they never get even a smidge closer. On the island there is some dense lominsian flora and a relatively small castle in the middle made of white stone. It's full of twisting corridors that are very easy to get lost in. A few rooms in it are locked, while others are wide open and usually contain either contain a mess of some sort (furniture and such) or something silly Oliver purposefully put together. Depending on her mood being good or bad, the ocean and surrounding skies range from clear to just cloudy to thunder storming.

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  • 1 year later...
  Vikohla (Reveal hidden contents)

 

 

  Madame Pholnaset (Reveal hidden contents)

 

 

  Joribri (Reveal hidden contents)

 

Edited by Moon Type
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  • 2 weeks later...

For Narengal, her mental world would be a recreation of her Kagon Iloh, but the entrance to the cave blocked off. Inside would be her deceased mother and father and all of the smiling faces she remembers of home. She would be willfully ignorant to her situation, delighting in being with her parents once more. At the entrance to the cave system, one would be able to hear the sounds of battle. Screams and jeers and the clash of steel. Outside, the sun would be shining, and her parents' bodies would be once more laid before her. An army of yellow garbed warriors shouting victoriously.

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  • 3 months later...

The sky above is cloudy, strokes of lightning occasionally illuminate them, creating a light show that is both dazzling, driving your anxiousness for what is coming, and yet comforting. You know the rain will follow, and somehow you think of the soothing feeling you will be embraced by, looking forward for that feeling against your form. As intimidating as the storm seems, forever prepared to encroach, it never reaches you, wild and natural, and also denying you the comfort you hope for for now ... in time, in all due time. The breeze, however still heralds its coming, brushing past you gently enough as it drifts over the area you're in, treating you much like a rock in the river, not forcefully pushing you along, but gliding around you in a steady breeze.

The surrounding area seems to have the mountains of Ilsalbard standing in vigilance around you, but no formation seems to match anywhere familiar, but the snow topped reaches seem to linger at the edge of the clouds, as its rocky face crawls out to below into the valley below, where this place is nestled. As much as trapping this place in a persistent lock of time, it also feels to protect it from the outside, lights barely visible  at the edges of the mountains suggest you are not alone here, yet the mountains bar too much advancement, your jailer and your guardian.

A path you follow to this point seems to go on forever, even if it is not yours, it feels familiar. Scattered along it are items, objects that incur faint memories, some as insignificant as a fly to your ear, others more profound, but all have been moved on from. The hatchet in the soil, it was your first, you went to training with it. The broken sword, the first blade to serve you, and your first weapon to take a life, shattered and discarded. The memories go on, most long left to history. But along this path, you come to a circular structure, walls as high as the shoulder, strewn with defenses, it's an encampment for battle, but it looks abandoned. Yet you can hear them, voices in the air, dim yet still audible, singing a chant or song, gutteral as much as it has rhythm, a song you swear you know eager to add your voice among them one more time, but like the faded voices, your tongue fails to bring words to this tune. Among the battle prep, the tents and equipment, there are banners and flags, piled up at one end like discarded, broken gear, each one burned and torn. You feel you could recall each one, but so many have stood here as the testament of your current loyalties, but all have ended up like this, some so faded, you can barely recall why it stood there to begin with, yet as you stare at them, there's a profound sense of loss, a listlessness that makes every step forward harder than the last, yet ... you cannot feel despair hold you for long. Yet despite the stark reminders of these losses, the encampment feels as much as a comforting home as any other, it -is- your home, ever ready to pack up and leave, as you can see the path on the other side stretching out and beckoning to continue your march.

Among it all, you spot a few pieces, carefully set about, things you just remember of those you connected with. A battle axe here, a harness, a smell, or even a voice: Friends, mentors, brothers in arms, intimates, yet among them all there is one, nestled aside and covered in torn, battle worn tent cloth. Just staring at it gives you sense of longing and pain as the cloth drifts in the breeze, but never raises fully, giving just subtle hints of what lies beneath. Dried crimson still lingers  beneath it, and as your hand reaches out to pull the cloth aside, there is a shuddering sense of dread, that if pulling it aside would shatter the camp. Your hand curls back slowly in hesitation as you keenly become aware that the voices, the sounds, even the very wind has gone still around you as you dare to desecrate the rest of what lies beneath. Stepping back, leaving the morbid display be, lost among the other items, life seems to come back to this encampment. But feeling that you have discovered as much as you should, the opening at the other end of the encampment beckons ... beyond it, the sounds of hearty battle cries, the thrum of the drum, and the unified roar of the charging host. Despite your comfort in the encampment, there's a magnetic draw to this, your feet almost move on their own ... yet you linger, like there's always business unfinished.

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  • 3 months later...

I did come up with an idea for my character's mind-scape. It's like an alternative to Shadowbringers where he becomes a full Sin Eater dubbed 'Forgiven Chaos' an allusion to his mental struggles. 
 

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