ringleaders: (Default)
Lost Carnival Mods ([personal profile] ringleaders) wrote in [community profile] lostcarnival2017-03-03 03:25 pm

HELL OF A HANGOVER PT. 2

Who: The people who were captured or turned.
When: Very early Day 66 to Day 67
Where: Vampire Hell
What: Those that were captured by the vampires are brought back to one of their demonic home dimensions to be imprisoned or integrated into the pack. People can start moving over here as they resolve their threads at the masquerade.
Warnings: Horrible BS, most likely. Violence, sexuality, torture, etc.

GOING TO HELL

You don't get to see what the outside of the fortress looks like, since when you were brought here, it was either by portal or by a ritual summoning ring set up by the vampires. However, the realm is easy to get the gist of - it's about classically hell dimension as you can imagine. Lava runs throughout the fortress like water in Venice, and the architecture is smooth black and grey stone that puts a significant effort into looking imposing. Skulls, demons, suggestive nudity - it's all carved straight into the pillars, or provided via ornate tapestry. It's hot, too, though not as hot as it should realistically be while standing at the edge of a lava pool.

Prisoners and freshly turned vampires will end up separated - those that have been captured will be chained in iron and locked within a great stone cell within the center of a ring of lava (as pictured above), with only narrow bridges leading across it. Those that have been turned will be unceremoniously thrown into the living areas of the other neonate vampires - which turns out to be a cavernous pit of almost-rooms where a vast quantity of newly turned vampires have been left to sort themselves out.

► IMPRISONED: The supervisors (or other captives that have made themselves exceptions) will be bound with iron and left in a large cell kept separate from the rest of the prison. At first, they'll all be locked in there together - spread around the walls of the dungeon to be kept apart from each other, but able to communicate across the gap. As time goes on, they may be pulled away for "special treatment" - whatever cruel fate the vampires end up having in mind for them, whether that be interrogation, brainwashing, or simply aimless torment. Sometimes they'll be brought back, and other times they won't. How exactly they are bound is up to you, but at the very least each prisoner should have either a collar or shackles of iron, which will rob veteran characters of most of their powers. It will be extremely uncomfortable, too.

► FORSAKEN: The newly turned vampires will be introduced to their "hazing" almost immediately - that is, they'll be mixed in with the other neonates, apparently collected from at least three different words. Most of them appear human, however, so the looks of the new arrivals may set them apart - potential in ways that may cause them difficulties. These young vampires have been dumped into a series of caverns and left to live with each other, with animals or human victims occasionally tossed in for them to feed. There is not enough blood to go around, ultimately, and the human victims are highly preferred over the animals - these means there is constant and violent competition over who gets to feed. The ideal is for the neonates to thin their own ranks, allowing the strongest and most canny to survive long enough to be accepted into the rest of the clan. You'll want to stick together - after all, vampires can feed off of each other, as well.

► MORNINGSTAR: Apparently the demon in charge of this all is a creature that calls herself "Morningstar." You won't see her long if you see her at all - the only sight of her you see is a form within a black cultist's robe, with their face concealed in shadow. Beyond her, you can continue using adult or neonates vampire NPCS to torment your characters, or ask the mods for the presence of an elder, if needed.

Whatever scheme is going on here, it's clear you're just another pawn.

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