This paper describes an artwork titled Nine Gardens. The project is a series of slowly evolving digital landscapes meant to represent the interior states of fictional characters. Each garden relies on a system of elements and signals to generate character states then model these as visual elements on screen. In addition to signals from their environment, the elements that make up each garden rely on internal schemes of deliberation to decide their appearance. Deliberation rules were conceived of as ‘character states’. The aim of the project is to portray character as a dynamic system or post-dramatic construction as opposed to the conventional view of character as an aggregate of wants and goals. This paper describes the design of two of the systems in the series, the Malaspina and de Graaf gardens.