Lost Carnival Logs
Recent Entries 
whattaprick: (Default)
Who: Nightrunners, engineers, and anyone who wants to check out the new facilities.
What: WELCOME TO THE GRIND aka. training yard construction + actual use. Prompts/ideas of what you can find there are in the log text and in this OOC post; otherwise it's a make-your-own-toplevel kind of log!
When: After the engineering meeting; through the end of the Carnival's stay in Mainframe and the break.
Where: The newly-cleared training yard space in the woods!
Warnings: Shenanigansss.

for you, the laws of physics are merely a suggestion )
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... )
25th-Mar-2017 05:32 pm
cuckooed: (you tried star)
Who: Koel and OPEN
When: The Day 72/Evening of Day 72
Where: The cookhouse
What: Food, and also Vampires Anonymous
Warnings: Discussion of vampires and blood and flesh and eating/drinking them and related topics.

we are all monsters )
3rd-Mar-2017 03:25 pm - HELL OF A HANGOVER PT. 2
ringleaders: (Default)
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.
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.
10th-Feb-2017 10:24 pm - It's the Great Pumpkin, Charlie Brown
periphrasing: (Happy Family)
Who: Peridot and Lapis, Peridot and YOU, Lapis Lazuli and YOU, or, you AND Peridot AND Lapis! Now featuring Pumpkin.
What: Peridot called in a favor from the Ringmaster and got her vegetable dog back! Also, Lapis brought home a gross skeleton and a weird sword, and you can see it outside their trailer.
When: The night the carnival leaves Atlantis and on
Where: The supervisor's grove, and around the Carnival in general

A. CLOSED TO LAPIS

"Look on the bright side Lapis! We match now!"

This would be Peridot's attempt at reassuring her roommate that the changes which she has retained, following two weeks of being underwater, could be a whole lot worse. They are blessedly walking (instead of swimming) back to their trailer in the supervisor's grove, and Peridot is pointing at her mouth and flashing a sharp-toothed grin.

Read more... )
15th-Jan-2017 01:17 am - LEARN 2 SWIM WITH SORA
destiny_key: (default)
Who: Sora and YOU!
What: Sora teaches people to swim with their fabulous new mer-bodies and shenanigans happen.
Where: Inside the carnival
When: The day after everyone becomes mer-people

It started out unofficial. Sora didn't even post a sign, really. He started with just one person who had marveled at his skills, and then the number grew until he had a small class of people. He supposed he did have a bit of a benefit, having had fins multiple times before, and he was absolutely happy to help anyone who needed it.

Yes, that's right, Sora is teaching people how to swim with their new bodies. Anyone is welcome, whether he knows them or not, and he'll teach them all about the ways of being a sea creature; it's really not that hard at all!
dorkypantsuit: (Default)
Who: Psi and Open
What: Drinking Alien Booze
Where: The Cookhouse and Around (see prompts)
When: Right after the supervisor meeting.
Warnings: People using alcohol in unhealthy ways. Drunkenness. Adult language highly likely.

a ton of introspection )

I. The Cookhouse
When he finds the bottle he holds it up victoriously. The drink inside appears to be a truly distressing shade of fluorescent lavender. He smiles before twisting off the top and pouring himself a drink. It's an Alternian liquor, or at least that's what the label seems to imply.

"This stuff is the best. Here, try this." And if you're nearby he pours you a drink. Even if you're not that nearby he'll probably end up calling you over. "This is what real liquor tastes like."

II. Around the Carnival

He's just a little bit drunk right now. He isn't stumbling, but his psionics seem to be going off much more frequently then normal.

"Hey, you! You!" he shouts loudly as he see's you walking by. He rapidly waves your character over before excitedly asking them, "Truth or dare?"

III. Supervisor Grove

Now he's really really drunk. He probably should not have drank that entire bottle, but it's too late for regrets now. His head is spinning, which is annoying, and he keeps wobbling a bit as he tries to balance himself. He stumbles, tries to catch himself with his own psionics, misjudges the force and ends up pushing himself flat on his back in the opposite direction. There's the thud of his body hitting the ground before before he just starts laughing hysterically. He makes no attempt to get up whatsoever.
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.
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