Lost Carnival Logs
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26th-Mar-2017 05:52 pm - ⇨ ALOLA
ringleaders: (Default)
Who: EVERYONE.
When: Day 73 - Day 87
Where: The islands of Alola.
What: The Carnival arrives at its next touring location, a series of tropical islands inhabited by a species of animal called Pokemon and their trainers!
Warnings: Pokemon is pretty PG-rated.

IT'S A POKEMON WORLD

Alola is broken up into four different islands, with a number of unique points of interest. Boats can easily be rented in order to get between the islands, or you can just pay for the fair of a scheduled trip. If you can prove you have the skills for it, you can also call on a "Ride Pokemon" - that is, either a Charizard or a Lapras that will fly or swim you between locations.

► POPULATION: Though the islands appear very small as an abstraction in the actual games, that doesn't hold over into the actual reality of it. When interacting with the different locations, imagine that they are about as big and spread out as they would be in real life. It's about on the same scale as Hawaii is on earth. Ignore any wikis that say the population of each island is like 200 people, because that's just adding up all the scripted NPCs, and there are realistically more than six houses per town.

► AMENITIES: Even if they aren't overtly listed on island maps, it can be assumed that all towns and cities will have basic amenities - that is, places to eat, place to go to the washroom, places to buy souvenirs, and the other things one would expect in a tourist heavy area. You can also buy malasadas pretty much anywhere.

► POKECENTERS: You'll be able to find a Pokecenter in pretty much every town - a Pokecenter is a public building in which Pokemon Trainers can rest and get their Pokemon healed. Think of it like free international Pokemon healthcare. You can also buy Pokeballs here, as well as potions and other healing items for later use.

► AETHER FOUNDATION: A peace keeping organization that shelters Pokemon from harm and abuse. If you kill/maim any Pokemon or otherwise act violently in public, they will come to try to take you down with their Pokemon. They also are the main force working against Team Skull.

THIS IS SO LONG... )
9th-Mar-2017 03:14 pm - ⇨ HELL
ringleaders: (dragoneyed)
Who: Vampire prisoners and rescue squad.
When: Evening Day 67 - Day 68
Where: Vampire Hell
What: The rescuers go to hell. Top levels are in approximate chronological order.
Warnings: Violence, torture, tryhard demons who aren't very creative.

RESCUE MISSION: HELL

The air smolders as you travel through the star-shaped portal the Ringmaster has opened - the gateway to the hell dimension that has taken so many if you. Ahead, you can see the grand entrance to Morningstar's fortress, a single point of civilization in the center of a barren, lava drenched hellscape. Of course, you won't be entering from the front. That would be stupid.

The Ringmaster's plan is simply in explanation but far more difficult in execution. Her instructions are that she will attack the fortress directly, and that the rescue team is to enter inconspicuously and rescue who they can while she engages Morningstar. She has provided you with silver weapons - daggers, swords, and some projectiles - which you may or may not choose to use. Shedding a trail of orange and green embers, the Ringmaster will sprout her dark, feathery wings and take to the air, leaving the rescuers to contemplate their instructions now that they've arrived.

The fortress is large, and as such there are many potential side entrances to find. It will take some doing, but the group will be able to accomplish it. Meanwhile, many of the vampires within will be distracted by the Ringmaster's now very audible arrival, and don't seem to be expecting a secondary attack. The initiative is yours, and the captives are there to be found... but will you succeed?


► GATEKEEPING: For those who don't trust their mettle enough to travel all the way to hell, there is an important job to be done back at the carnival. The Ringmaster's obsidian daggers have opened a portal there, but while the rescuers enter that portal must be protected - both to keep it from collapsing and stranding everyone there, and to prevent anything demonic from escaping onto the carnival grounds and causing havoc. If you need to take it easy but still want to help, this is a good place to be. It's also a good place for nervous hand-wringing about whether any of your friends will make it back alive.

► PLAYPEN: The cavernous pits where the neonate vampires are dumped, in order to engage in a survival of the fittest style battle royale where only the strongest and most cunning will emerge. Those that were turned during the masquerade were dropped down here a couple days ago, and so someone needs to go collect them. Try not to get eaten by the hordes of other starving neonate vampires down there while you're at it. Maybe you could even try to save some of them, if any seem worth redemption.

► CAPTIVES: While the supervisors were initially all caged together in large cell surrounded with a moat of lava, it seems that most of them have now been moved elsewhere. Where they have ended up is a puzzle you'll have to solve quickly - there are plenty of vampire sentries about to try to get in your way, and some of the prisoners may already be significantly worse for wear. If anyone has any powers that help them find people, this would be the time to use them.

► MINIBOSSES: Unfortunately, the enemies here aren't only capable of damaging the body, but the mind, too. In these particular cases, that corruption of the mind has been used pointedly to Morningstar's advantage - two of the carnival's most dangerous members have now been turned against it. If you want to get out of here alive, you'll have to go through them. If you're really lucky, you'll get them out alive, too.

► BOSS FIGHT: Before the rescuers and the rescued can escape, Lord Morningstar will arrive to corner them, with an entourage of elders. Let's hope that she gloats long enough for something to turn the tables.
2nd-Mar-2017 02:48 pm - HELL OF A HANGOVER PT. 1
ringleaders: (Default)
Who: The people who escaped!
When: Very early Day 66 to Day 67
Where: The Carnival
What: The Ringmaster brings everyone she can back to the carnival after getting kicked out the Celebration, a bit worse for wear. Those that have resolved their threads at the Masquerade can start trickling over here as they sort things out.
Warnings: Angst, mostly likely, as well as potentially graphic injuries.

RETURNING HOME

About 45 minutes after the conflict with the vampires begins, the Ringmaster will finally show her face at the Masquerade - and immediately be mortified by what she sees. Though initially mostly confused by the fact that there's been problems over the week, and characteristically obtuse about what's going on, as soon as she realizes the severity of the threat she will launch into action. If the Host managed to miss the combat already going on, they won't be able to miss the Ringmaster tearing up the joint and looking for her people. She's quick to scoop up those that have managed to gather in the dining hall - but unfortunately her arrival seems to be the vampire's cue to retreat.

Her attempt to challenge the Host about this will result in the being finally losing their patience and banishing all the vampires and all of the carnival workers from the premises, forcing them back to the portals they arrived from and launching their remaining belongings out with them. The Ringmaster will be pretty fucking pissed off when they return (once again) and will tell everyone to take the time they need to recover, but to stick together and stay safe for the time being. She has a plan to chase down the carnival members that have been stolen, but it will take time.

► BEER PONG: Apparently the Ringmaster spent the entire week playing a nonstop game of beer pong, against several dozen of the Host's bodies. She hadn't quite won yet when the Masquerade began, so she was late. Whether or not she was caught up in the same spell as everyone else is up to interpretation, but the answer "definitely probably." She won, for the record.

► MISSING: Upon doing headcounts, it will turn out that all the supervisors are missing, as well as several regular workers - a few of which will have been spotted as freshly turned vampires during the fighting. Whether that was the point of the attack or not is unclear, but it's pretty clear that the Ringmaster is a little bit devastated about it - particularly about the supervisors. However, she will refuse to talk to anyone long enough to get into too many details.

► THE PLAN: The Ringmaster will announce that she intends to get everyone back - it's just a matter of figuring out their way back to the dimension they've been stolen off to. She guarantees that she will find it, but that it may take some time. In the end, the workers will have a total of two days to recover and plan - during the evening of Day 67, she will be leading a rescue mission to get them all back. You don't have to come, but lives do depend on its success.
14th-Feb-2017 12:53 pm - ⇨ INTERLUDE: A Dark Ritual
ringleaders: (dragoneyed)
Who: The Ringmaster, Mari, Sans, Zecora, Childermass, Strange, and Lambert.
When: Day 58, at night
Where: At the devil mark in the trees.
What: The Ringmaster has attained what she needs to strike back at the leader of the vampires that have been stalking the carnival, but she needs some help.
Warnings: More wannabe satanism.

FIVE SHARP POINTS

Three of you were here for the original meeting in which the sigil was discovered - and two of you scryed in to watch said meeting against the Ringmaster's orders. Either way, the majority of those invited by the Ringmaster are familiar with the demonic sigil burnt into the ground within the carnival's forests, now in the center of a small crater instead of buried beneath fallen leaves. It's glowing an angry red, like burning coals, and has been every since they tried to destroy it with explosive a few weeks earlier.

The Ringmaster has explained herself to you in advance, this time. She spoke to you in private, asking how strong your grasp was on the arcane, and if you'd be willing to aid her in a ritual meant to defend the carnival from its enemies. Presumably you said yes. She was looking for mages and magic users, the best in the carnival. Also Lambert is here, for some reason, despite only having turned up a couple days ago.

She leads you out to the spot, and starts passing out a set of five obsidian daggers - one to each person, excluding Lambert. They have an odd weight for their size, supernaturally heavy, and read as deeply magical in a way that feels akin to a thick haze of black smoke.

"I need you five to stand at the points of a pentagram, around the sigil. And be careful! We can't risk any geometric carelessness..."
27th-Jan-2017 03:19 pm - ⇨ CHANCE OF A LIFETIME
ringleaders: (Default)
Who: The Ringmaster and possibly YOU.
When: Day 55 - 57
Where: Carnival grounds.
What: The Ringmaster is mortal now, or something, and it's possible to kill her? But, the real question is... will you? This post can be used for actual murder attempts, but also anybody who really wants to talk to her while she's doing this. (Murders take threading priority, of course.)
Warnings: Possible murder, I suppose.

GAME'S ON

So, apparently the Ringmaster is mortal now. Or, at least, that's what she says. It may seem like some kind of trick - but on the other hand, she has also sworn this to be true in a way that those more familiar with fae would realize makes lying impossible. Even in general, fae are not inclined to lying and the Ringmaster does not have a history of it.

After her announcement on the radio, she can be found around the carnival, no longer an enormous sea serpent mer, but instead back to her normal human form. She doesn't have a mer tail either, at the moment - instead she just walks on the sand as if there is no water, her thin dress and hair the only think disrupted by its flow. She will not hide from anyone wanting to take a closer look, nor will she threaten people away from taking action against her. For the most part she will just keep acting like she usually does, without the flashy gimmicks, still expecting the same levels of respect.

Why, though, is the question? Why is she not capable of accessing her magic, and why is she telling everyone about it like it's no big deal? It's as if she's trying to play some kind of game - but the suspiciousness of it all may not be enough to put all all opportunists. Believe it or not, the Ringmaster's life may actually be in the worker's hands.

Characters may work to protect her if they wish, but she will not directly order them to. Characters may also, if they choose, actually kill her. This is a real possibility, and something that there are plot plans for if anyone dares make the move - it won't get rid of her forever, but it will affect the upcoming plot in significant ways. Also, obviously, it will affect your character's life, and the lives of those around them.

One thing we can promise is that the Ringmaster will not strike back against her murderer when she inevitably comes back somehow. Of course, whatever other consequences may come from the choices they make are yet to be seen...
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