Lost Carnival Logs
Recent Entries 
1st-Jul-2017 12:41 am - Tourist CONFUSION [CLOSED]
betheman: (i can feel the waterworks already)
Who: 'Hugo', 'Noboru', Yuuya, and NPCS!!! (wow) (and Zecora)
When: October 13th, 2017
Where: Portland area, in the new reality.
What: ANGELS VS VAMPIRES well that's a curbstomp-
Warnings: FIGHTS ARE HAPPENING gon's gettin his rear whooped (he'll liveish)
RIP Gon ok no he's not dying )
31st-May-2017 11:56 am - ⇨ The Tourist Trap: WEEK 1
ringleaders: (Default)
Who: Anyone, anywhere in Portland.
When: October 1st - 7th, 2017
Where: Portland area, in the new reality.
What: Memories begin returning to the displaced as the fall gets chillier. How the hell did we end up here, again? Also, apparently, the fair is in town.
Warnings: Individually marked!

PORTLAND BY NIGHT

Memory regains will come into effect at the beginning of October, to whatever degree you've decided upon, and may be regained at whatever pace you desire from then on. For those with their full carnival memories, it will be like waking up in the body of someone else - for those with half and half, it will be like rapidly recalling sets of memories from a totally different life. Those with full amnesia will simply feel as if this is how it's always been.

Unfortunately for you, memories aren't the only thing you have to deal with. The supernatural community of Portland is bustling all of a sudden - could your presence and these events somehow be related?


► THE OUTER CIRCLE: As of the start of the month, the Portland Circle of Enlightenment will find itself starting to get swarmed with members from other chapters. Most notably, it would seem that a small cabal of top mages from the North American Enlightenment Council will be making their home in Portland's HQ. For anyone but the highest of ranks, the purpose behind their visit will be unclear, but it seems like something is definitely up on a metaphysical level. The Circle will be buzzing with rumours of unique planar activity and threatening omens. It seems that it all started with an unusual flare of activity in the planetary ley-lines, starting approximately a week ago. However, even if you would usually be the type to keep tabs on such things, you will find that you oddly have no memory of observing this phenomenon yourself.

► THE ANIMAL FAIR: Good news, the fair is in town! Or, at least, it would be good news... if this was a regular fair. Instead, what's being observed is a bunch of nearly identical flyers, spread all around Portland - each of which bears only the words "THE ANIMAL FAIR", a seemingly bloody paw-print of unknown origin, and the directions to a vague forested location outside of the city. It's dated for October 7th, and all instances of its posting having been discovered with a scattering of rose petals, crow feathers, and pre-burnt matches laying on the ground around them. Most are taking this to be some kind of bizarre viral marketing campaign, but others may know better.

► THE EARTH SPIRIT: If you have connections to The Pack or any of its many variations, you'll probably hear whispers of something very odd that occurred last week - according to the elders, it sounds as if the Earth Spirit, the magical and spiritual center of the planet, has suddenly taken a wound. It's not clear why or how, but there is a fair bit of concern among spiritual types, as it is werebeast belief and nebulous magical fact that the magical forces within the earth are the source of all magic here, as well as the source of life. While many werebeasts claim to have felt the Spirit succumb, you strangely have no memory of such an event occurring. Though things do feel strange, if you know how to tap into the Spirit yourself.

► THE WAR CRY: Though Anath's rain of terror across North America lasted for the first fifteen years or so of the Severing, most independent demons have had enough time to start taking the arch-demon's relative inactivity for granted. For that first while, the warrior queen had seemed determine to rebuild an army on earth by forcing her scattered brethren into service - only for her to gradually settle down in a fortress somewhere in Texas and dig in her heels. Of course, this was too good to last - it sounds as if she and her demonic legion have begun tearing their way up the west coast, their goals remaining a mystery. Their destination, however, is almost certainly Portland.
dontpokethat: to accentuate my dirt like quality (Default)
Who: Ginko and a whole bunch of people (Sans, Joker, Snake, Zecora, Tanyuu…)
What: In the aftermath of Foster’s shitty mushi plot, Ginko isn’t doing great.
When: From Day 90 onward
Where: Medical tent, trailer 13, and menagerie
Warnings: Possible talk of Foster’s shitty reasoning, also Ginko is a pile of depression and self-hatred in a trenchcoat.
and i know it for what it is )
7th-May-2017 05:49 pm - ⇨ THE GAME CUBE
ringleaders: (dragoneyed)
Who: Everyone who gets caught in the game.
When: Day 97
Where: Hellbound Hallows, the game inside of a cube inside of a city inside of a computer.
What: On Day 97, a massive Game Cube drops on the city of Mainframe, forcing those caught inside to fight against the User for their lives. This log is 100% Hellbound Hallows gameplay. Plotting deets are here.
Warnings: Diablo-esque violence, characters dying, and edgy video game aesthetic gore.

HELLBOUND HALLOWS
The Game Cube drops close to the entrance of the carnival - so much so that it will end up pulling a lot of people from it in, out of sheer terrible luck. Alternatively, your character may have seen it coming down and understood what allowing the programs to fail would mean, dashing in to be caught beneath it out of sheer heroism. Maybe you entered the game for some reason in between.

Either way, once the walls of the Cube have passed you, you'll find yourself in a new reality. You find yourself somewhere in the levels of a dungeon crawling game with a dark aesthetic. Some binomes and sprites from the city have been pulled in with you, and all oft them know what to do. It's time to Reboot.

Use the icon button the Ringmaster gave each of you. Tap it twice and say "Reboot", and you'll be able to assume your new form. Maybe it's useful, maybe it's not, but it's probably better than nothing. Probably.

Now, figure out where you fit in to the structure of setting, and wait for the Game to begin.




► LEVEL ONE: Level one is where the Users will enter. With a cold blue aesthetic, it appears to be some manner of underground fortress, filled with many hallways and grand archeways. In a standard game, the enemies here would be theoretically the easiest to defeat, but you are under no obligation to follow those rules. Level one is ruled over by Sora, rebooted into the form of a vampiric overlord. He must be defeated in order for the Users to gain access to level two.




► LEVEL TWO: The colour pallet shifts to purple here, the corridors becoming darker and only lit with scattered braziers and the occasional stream of lava. Banners and tapestries depicting some hellish god line the walls. The traps here are primarily fire based, with lava traps or geysers of flame becoming more common. Level two is ruled over by Yamato, who has rebooted into the form of a fiery hellbeast. He must be defeated to access level three.




► LEVEL THREE: As the colours shift into a sickly green, the Users will reach the final level. The architecture is shaped based on the screaming faces of the damned, and the rooms are large and dramatic, filled with vast obelisks and deep chasms. Subterranean plant life haunts the floors and shadows of this place, and poison traps become deadly and common. Level three is ruled over by the man Gongenzaka, the final boss of of the game. If he is defeated, the Users have won. Do not let this happen.
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.
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.
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..."
13th-Feb-2017 03:23 pm - Meet n Greet!
detonarrator: (Default)
Who: Sophie and youuuu. (and Sophie and Sans) (AND and Sophie and Carly)
What: Touring the carnival, seeing what's changed and what's stayed the same.
When: Post Atlantis.
Where: Wherever around the carnival, she's wandering.

oh jeeze i forgot to put this behind a cut initially my bad )
8th-Feb-2017 11:07 pm - [Closed] doctor, doctor
whattaprick: (you've got explaining to do)
Who: Zecora & Lambert
When: Sometime on Day 55.
Where: At the medical tent.
What: The new nurse reports for duty, but the doctor isn't exactly what he expected.
Warnings: None yet, will update as necessary!

gimme the news )
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