Lost Carnival Logs
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fragileandsoft: (community college didn't teach this)
Who: All those not gone to hell.
When: Evening Day 67 - Day 68
Where: The cookhouse
What: Stress cooking, stress eating, general stress.
Note: General mingle thread!

Many have been taken, many have gone after, and those who remain have little else to do but wait for the results on the other end. For once, the carnival is very, very quiet.

Though the rides are shut down, the games are still, the attractions unattended, there's still one central place for people to gather. All the kitchen staff has gone, but the lights in the cookhouse remain on, and the smell of food still wafts through the air. Anyone not content to wait alone would do well to look here for company and comfort.
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.
26th-Feb-2017 02:17 pm - ⇨ THE MASQUERADE
ringleaders: (dragoneyed)
Who: Everyone! Attendance is mandatory.
When: Late Day 65
Where: The Celebration
What: The Masquerade arrives, and so does the carnival's enemies. For more info, check out the Draculas 101.
Warnings: Further party hell. Also, vampire violence, mind control, etc.

THE HOST & THE HORDE

The time of the Masquerade arrives. You've been given free reign of the place up till now, but a few hours before the party commences the Host will inform you that your presence will be required, and will assist you (forcibly, if need be) to sort out any last minute costuming concerns you might have if you've left it until now. When masks and outfits are sorted, you'll be left to your own devices until you are summoned on the evening of Day 65.

The Masquerade will start off normally - relative to everything else in this place, at least. Everyone in the Celebration will be called in for this event, centered in a grand hall with side rooms offered to those that need them for whatever reasons might come up. The food and drink is especially ambrosia-esque this evening, and the music will stir your soul, even if you're not usually a music person. Enjoy it if you can - the peace won't last.

► MASKS: Though the masks seemed only mundane before, once within the Masquerade atmosphere, they will magically begin obscuring people's identities beyond what a normal mask should be able to do. When a person is wearing one, it would be supernaturally difficult to figure out who they are - maybe you forget what their voice should sound like, or maybe the other details escape you. Of course, it's possible to figure out if you look for it, based on general shapes and personality traits, but unless you know someone well it could be a challenge. Of course, you can just take your mask off and remove the enchantment entirely - though the Host will hassle you if they notice you going without. Stop ruining the party!

► TEMPTATION: Though it's felt easy to be whisked away by the draw of pleasure and luxury during the rest of the week, that feeling will seem to come to a head at the actual party. If you are aware of what needs to be resisted then it's possible to fight back and ignore it, but more than ever it feels all too easy to just dance your life away. Nobody seems to be dying from it, at least, or 'burning out' any faster as a result - it's mostly just extremely distracting from other concerns. Like vampires, for instance.

VAMPIRE: THE MASQUERADE
It's during the latter half of the party that things will start to go bad. Though it will go unseen by the carnival, the Masquerade has gained an additional set of guests - the vampire's of the demon lord that has been chasing them for the last several months. The Host doesn't discriminate, and anyone is welcome to attend the Celebration, provided they don't start a fight.

Right. About that.

► THE KINDRED: The vampires don't like to play fair, which means that they are going to be attacking with stealth and trickery - taking advantage of the way that the party has dulled the alertness of many of the carnival's workers. They'll be using that lack of inhibition to lure individuals into places they can be attacked or turned in private - their primary goals are to capture the Supervisors and to turn as many of the Ringmaster's workers as possible before escaping back to their dimension. Some of their targets will be gone before anyone has a chance to notice.

Remembering that they will be avoiding big public confrontations, so if anyone starts one of those it will probably by the carnival members striking back. This is going to wear on the Host's patience extremely quickly.

► COLD IRON: Oh, right, and they are definitely bringing iron weapons - as pure as they could get. They'll have things like iron collars or shackles to try to trap people with, as well as iron daggers and guns with iron bullets. They'll have to be on the down low with, but they are going to exploit that weakeness as much as possible. Those that have only been in the carnival a few months will mostly just feel discomfort at the touch of it - as if they are touching something that is slightly too hot or too cold. Veterans that have been around for years will find its touch to be burningly cold - the type of temperature that would threaten to destroy flesh after prolonged contact. Those that have been here for up to three years will take it the worst. See the Transformations page for more details!

► TURNING THE TABLES: Being turned is a mixture of pleasure and pain, and is often hard for mortals to mentally reconcile as it happens to them. Being drained by these vampires is simultaneously impossibly satisfying and extremely terrifying - once they've started in on your, the way it overwhelms your mind and body can make it nearly impossible to stop them without help. Once you are dead or dying, they will feed you their blood - at which point your body will go through a painful transformation as the demon spirit takes its place inside of you and your dead body is violently resurrected.

As soon as you wake up, freshly changed, the bloodlust will set it - it will be extremely hard to control, and at first all you will think about is wanting to sate that hunger. Combined with your sire having direct control if your mind through your blood connection, new vampires will be mostly incapable of doing anything but following the whims of the rest of the vampire pack and seeking nourishment. This blood lust will begin to fade after they've fed. Killing isn't necessary to feed, but it can be hard to stop yourself, as a neonate vampire.

► CLOSING TIME: Before the party is officially over, the Host will have had enough. Before you can pursue all of the vampires or take back the people they've stolen, the lot of them will have escaped back to their dimension, and the Host will have kicked the entire carnival out for participating in so much violence. If you want to make any final moves before you go, this is the time.
17th-Feb-2017 11:54 am - ⇨ THE CELEBRATION
ringleaders: (Default)
Who: Everyone, especially YOU.
When: Day 60 - Day 65
Where: The Celebration
What: The carnival workers are invited to spend the week within the realm of the Celebration, the grounds of a party that has been going on for centuries. Accommodations are luxurious, but those with keen instincts might notice something off about this whole arrangement... (Questions can go to the original setting post!)
Warnings: Booze, drugs, sex, and everything in between.

THE CELEBRATION

If you observe that the layout of the Celebration grounds seem inconsistent, then you would be correct. In reality, what lies at the end of each corridor depends largely on what the guests of the Celebration want at the time - if a few people find themselves craving a drink, a bar may appear. If a group finds themselves wanting to dance, a club will open up. This goes on at all hours of the night, and given how many dedicated partiers fill the building, the services are well used. It isn't instantaneous, and the Host has to consciously decide to provide that service, but the changes are fast none-the-less.

► ROOMS: Each trailer pair will be assigned a room to themselves - whether or not it has two double beds or a single king sized bed seems essentially random. Hopefully you aren't too sensitive about keeping that space to yourself. The curtains at the far side of the room don't actually lead outside, but instead to a walk-in closet filled with the Host's best guesses at the type of clothing you might like. They may not hit the nail on the head, but at the very least all the clothing will be in your size. The styles could be just about anything, from any universe, but they do tend to average out to clothing that is Earth-ish. Either that, or clothing that looks like they are meant for elves from a high fantasy novel to wear.

► SHOPPING: If none of your pre-picked outfits tickle your fancy, plenty of boutiques and clothing shops can also be found around the grounds - whatever you're thinking of, you'll probably be able to find a shop appropriate for it eventually. Though, maybe it doesn't really count as shopping if you don't have to pay for any of the things you take back to your room with you? Unfortunately, from the sounds of it, you won't be allowed to drag all of your haul back to the carnival with you, so you better enjoy it while you can.



► DINING: There is no daily schedule to follow, after you arrive. You are free to attend the dining room whenever you wish, and will be seated at large round tables with whoever else may be around at the time, and can either order from the menu or most dishes you may think of off the top of your head. If you don't like the fine dining experience, there are also a selection of smaller cafes and eateries that open and close at varying times of day - and, of course, you can always call for room service.

► ENTERTAINMENT: There is plenty of live music around the grounds (not that you can ever seem to remember who the performers were afterwards) whether it comes to harp music while you eat or a full set of DJs in the club you found. If you are inclined to look for them, you may also find some cozy lounges with big screen TVs, and access to a multi-universal quantity of films. What's there or isn't there is unpredictable, but if you come from a standard variety of Earth you probably recognize some of them.



► SUBSTANCES: You don't have to be coy about it - just ask one of your servers, and you'll be able to get whatever kind of vices you might be craving. Drugs, alcohol, ice cream... it's all good. If this sounds like a nightmare for potential addicts, you would be correct. It's not uncommon to see people clearly over-indulging in certain locations, though guests are usually escorted back to their rooms if they take ill - only to see them back at it again the next day.

► SPA DAY: If you'd like to take a swim, pools of various aesthetics are easy to find. So are hot tubs, and saunas, and Host servants who are willing to give you a massage or manicure. If the party crowd isn't your scene, there are plenty of more low-key opportunities to indulge.



► GREENSPACE: There is one park area on the grounds, which appears to be constructed on the rooftops of other parts of the complex. While there are trees and greenery, there is no real sky that you can see - only the illusion of one. It may start to occur to you over time that no window or rooftop actually leads to any kind of outdoors. The Celebration really is there only thing here.

These are really just examples, and you can get creative with what kind of services you find offered while here, when it comes to generally mundane comforts. It really feels like the Host wants to win you over, as if you staying just a little longer has some sort of intrinsic appeal.
16th-Feb-2017 07:16 am - Sherly's back
thevictoriandetective: (Default)
Who: Sherlock and you
Where: Here, there, everywhere
When: D60/right before they get to the celebration
What: Who are you and what have you done with Sherlock
Warnings: BBC Sherlock Season 4 spoilers

The most human human being )
empty_vessel: The Man With The Plan (Default)
Who: Jimmy and Sherlock
When: Day 47-ish? After the Atlantis event kicks off.
Where: Sherlock's trailer
What: Jimmy's just gotten some information from Joker that's amazingly good news! But he has enough sense to try and get a second opinion before running off to the Ringmaster.


Getting a second opinion. )
11th-Jan-2017 12:55 pm - [Open] Aftermath
thevictoriandetective: (Default)
Who: Sherlock and you!
What: In which a slightly off-kilter Sherlock deals with the fallout of being turned into a chameleon including that tongue thing
Where: Cookhouse, because it's warm
When: Late night, D39ish-40 (up to right before the Agents arrive)

Trusssssst in me )
7th-Jan-2017 11:12 pm - ⇨ INTERLUDE: A Continuation
ringleaders: (dragoneyed)
Who: The Ringmaster, all Supervisors, and any rule-breaker onlookers.
When: Twilight on D40
Where: The woods surrounding the grounds.
What: The Ringmaster found something threatening and has decided to share it with her supervisors.
Warnings: Wannabe satanism.

CATCH A FALLING STAR

The Ringmaster waits for all of the Supervisors to arrive before continuing onward. She doesn't say much about what they are doing as they wait for everyone to arrive, simply explaining that she has found something concerning that she needs to show them. Once everyone is together, she will lead the pack into the woods - with or without any snoops who may be trying to follow after, against her wishes.

The forest is far more accommodating to her than it is to anyone else who tries to navigate it. Instead of getting wound in circles by its path, and running into dead ends, it's as if the trees have moved themselves to intentionally create an easy path for her to follow. It's stretching into the twilight hours as they travel, and various phosphorescent flowers and pods have begun glowing among the leaves with the shift to night, faintly illuminating the way. The sun is low in the sky when they arrive at the spot, still present but swiftly fading as its light cuts through the trees in beams.

They reach an area that is not so much a clearing as it is a small space, tucked away between trunks and branches. In the center of that space lies a large, black mark, cut into the earth like a ritual sigil. The dirt and rock is blackened along its lines, and all plant-life within a few feet of its presence has died out completely. As the dark approaches, the black of the lines will seem to paradoxically glow, as if the void within it somehow creates a light of its own.

The Ringmaster kicks a few last leaves off of the mark - it seems that she's been clearing away mess from this spot already today, and indicates the digit with a snarl of disgust.

"I told you I was cursed!" she insists, putting her hands on her hips.
4th-Jan-2017 11:27 am - ⇨ THE MATRIX: Plot Finale
ringleaders: (Default)
Who: EVERYONE! Especially Tamaki, Carly, and Childermass.
When: S1:D40 - the first day of the second performance week.
Where: The carnival, while the gateway to the Matrix is open.
What: Agents find the carnival. They don't like it. Neither does the Ringmaster.
Warnings: Body horror for some people, gun violence for others. Also, a pissed off Ringmaster.

MATRIX: RESOLUTIONS

The days following the kidnappings and attacks are tense. The performances go smoothly enough, but are delayed by those that have been bedridden or captured - only for the vanished workers to return a few days after the initial attacks. Bad things have been done to them, clearly, but the specifics are unclear, as is why they seem to have been released without a fight. Maybe the machines just had no further use for them, as unlikely as it seems.

Regular humans from the Matrix come and go. They experience the carnival, balk at the possible unreality of their lives, and then go home. What it accomplishes is ambiguous and perhaps unsatisfactory to some. All the while, the threat of something more ominous lurks.

The sensible thing to do in this situation would be to pack up and leave, but even if it is broached to the Ringmaster, she will be resistant. She spends much of the Off Week mulling over the idea, only casually recommending that people might want to stay out of the Matrix for the time being, but not enforcing it. When the next week rolls around, she makes the somewhat unpopular decision to declare that the carnival is opening its gates to the Matrix again. Workers are directed to prepare for another week of performances.

This turns out to be an irresponsible choice.

► AGENTS ATTACK: Mere hours after the carnival gates open, theoretical threats assertively make themselves a reality. It may not be entirely clear what happened to all observers, but the generalities appear something like this: the gates open and performances start, humans enslaved within the Matrix start to come in, just as before, and then... chaos breaks out. Suddenly Agents are there, something the Ringmaster had assured wouldn't happen. The numbers of Agents present seem to multiple within a short time period, but with some luck you may spot the original source - it's the three captures carnival workers, Tamaki, Carly, and Childermass.

► THE BUGGED: For Tamaki, Carly, and Childermass, this is sure to be an unpleasant experience. How much they experience or remember of this will vary, but what will essentially happen to them is that three Agents are going to use their implanted bodies in an attempt to import themselves into the carnival's reality - that is to say, they are going to try to upload themselves into their bodies through the implanted bugs, and overwrite them as they do with the Matrix natives. (For an example of how this usually, watch the helicopter be overwritten by an Agent about ten seconds into this clip.) This won't really work like how they intended, given that the carnival's reality is a mixture of code, magic, and matter at the moment.

How exactly this pans out with your character is up to you - you can have them completely turn into an middle aged white man with a gun (or a different middle aged white man if they already are one) but have the Agent's control falter after a short while, or they can only partially change and partially take over. Or, they can just try to possess your characters body for a while, with no physical changes. Motivation wise, the Agents are pretty simple. They discovered the anomaly of the carnival and wanted to know what the fuck was going on, but what happens after arriving isn't really what they were expecting. They will be attacking primarily out of reflex and out of a lack of better ideas. They are machines, programmed for a purpose, and will do their best to accomplish that - right now, that is eliminating a threat. The bugged characters can be saved by being taken down/knocked out/restrained enough that the Agents will make the jump into another nearby Matrix native.

From there, they will multiply, for a short time.

► KICKBANNED: After the Agents enter through the three bugged characters, more Agents will appear by overwritting some of the nearby Matrix natives. Overall we are talking about 6 Agents spread out around the carnival at any given moment, but if you kill or injure their host they will be able to jump to a new human and take them over. The attack will be short, but unpleasant. After about 15 minutes the Ringmaster will realize what is happening, and put a swift end to it. If any of the possessed characters haven't been knocked out/saved by then she will literally and figuratively rip the Agents out of them, returning them to normal.

After that she will tear apart the coding/consciousnesses of the remaining Agents and kick all of the remaining visitors out, slamming the gates behind them. She will be very pissed, and it will be scary to watch. Then, she will declare that they are packing their figurative bags and moving the fuck on, thank you very much.


OOC GUIDELINES: The carnage here should not get excessive, though people are welcome to get hurt if they want to. The fight will be short, and ultimately the Agents will be too confused to be super effective - however, it's more than enough to provoke the Ringmaster into being done with this shit. Any Agents killed will revert to the dead body of whatever human they were possessing. These bodies will also disappear when the Ringmaster kicks everyone out. If they jump from a live host, the host will be left with whatever injuries they sustained. The bugged characters will have to get their implants removed by the Doctor.

Overall, this isn't meant to be a total bloodbath, and the carnival workers will have a good shot at handling the Agents on their own turf. It's mostly the fact that they keep coming back that is the problem. Character's abilities function as normal inside the carnival, and they may possess a small portion of their One powers for the duration of the fight, too.

OOC questions can be directed to the original plot post. If you are one of the three possessed people and really don't want to do this plot, we can figure a way to minimalize it for you, but I'm hoping this is something the plot volunteers find exciting.
3rd-Jan-2017 08:50 am - [OPEN] Sher-meleon
thevictoriandetective: (Default)
Who: Sherlock and you!
What: In which Sherlock gets turned into a chameleon for running away.
Where: Here and there
When: D33-D39

Worst week ever )
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