Lost Carnival Logs
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7th-Mar-2019 10:10 am - ⇨ EPILOGUE
ringleaders: (Default)
Who: Anyone who's ever been in the game before!
When: Day 143 and for the rest of time.
Where: The Ringmaster's Realm.
What: It's a time of reunions and also a time for goodbyes - for now, but probably not forever. This is the final official log for Lost Carnival, and it's potentially open to anybody who's played in the game. Thanks for everything!
Warnings: Is it safe? It's probably safe.

THE EVER AFTER

It's done. The Huntsman is gone and the Winter Queen has been cured of her self-inflicted condition. It will take time, but if things proceed well, it seems like they could end up with a sympathetic party in the Winter Throne. At the very least, guilt is a hell of a drug when it comes to getting someone's ear on important matters.

The damage that has been done is not something that can easily be fixed. Lives have been ruined or lost completely, and emotional wounds can last a lifetime. Yet, for the first time in eons there is a bold hope for the future - a hope for change in ways the Courts never knew they could.

There is so much to do in the aftermath that it will be years before any of it has been truly seen through. In the immediate hours and days following, however, the Ringmaster will be focused on seeing to the needs of her carnival. Or, at least, what was her carnival. She isn't sure what it is now. She'll probably always think of them as her family, even if they don't return the sentiment. Things are different now, are they not? They are no longer her followers, but the friends and peers she had always wished for in her previous life.

After they have finished their business in the Winter Court, she will bring them all back to the remains of her realm. They need time to rest, and time to think. As she begins the reconstruction of her world, she has a few announcements to make.

Firstly - all lingering contracts for those present are now considered paid. She will fulfill their wishes to the best of her ability regardless of how many days would have been left. Of course, it will take her a bit of time since they are all happening at once, but she'll be going down the list! All other contracts will be fulfilled or cancelled depending on individual situations, and whether or a person's connection to the carnival was still active. Otherwise they've probably been reset and their contract cancelled anyway.

Secondarily - she is unsure of the future of the carnival itself. With how much there is to do, she doesn't feel that she can simply run away again, no matter how easy that would be in comparison. Being one of the Miracles puts her in a unique position of power, and this time, she wants to do right by it. Her and Ignatius have some ideas, but it will probably be a while before they come to fruition. However, she will rebuilding her realm in a new shape, and everyone is welcome to stay there as long as they want. Alternatively, she will help them travel to wherever in the multiverse they'd like to go instead, and they will retain easy passage back to her realm whenever they wish to travel there. In the future they can probably even learn to world travel on their own!

Thirdly - she is going to be inviting back people who still had open contracts so that everyone can catch up and make decisions about going home. Not all of them will show up in this time, but she wanted to give them the opportunity. So, if friends or family went home but haven't been reset, they may possibly be arriving at the new Ringmaster realm to catch up. Otherwise, their contracts will be considered paid and they can stay at home. This mean, previously dropped characters can reappear in the realm to visit and get some closure.

As a final helpful gift, those who became Miracles will be able to edit the reality of the realm to their liking while she works on it. So, if you want to hang out and build some things, you are free to design and magically construct your own spaces like high-res Minecraft.

And that's only the beginning.
25th-Feb-2019 10:02 am - ⇨ THE WINTER COURT
ringleaders: (Default)
Who: Everyone willing to come.
When: Day 142
Where: The Winter Palace
What: Whether you've ascended to godhood or been blessed with temporary protections, it's time to confront the Winter Queen.
Warnings: ???

THE BEGINNING AND THE END

Once everyone has made their decisions, the Ringmaster will take those that have chosen to ascend to an isolated place within her realm. As it turns out, that end up being the core of the two moons, combined into one impregnable space. This might be a bit explosive, she warns. Can't be too careful.

With everyone together, back in her partly humanoid form, she will bring out the Blue Rose and the Silver Mirror - both in their sword and shield forms respectively - and begin her work. Her wings, now feathery and glowing red with power, spread around the group, and they will feel a stirring in their body and soul.

The space becomes blinding, like overwhelming light and darkness all at once, burning and freezing all at once. Life and death, all at once. You bleed into the ether, become one with it, and then reform - only you've brought something back with you. The domain of one of the Miracles has bound itself to you, body and soul. Though it is the Miracle's legacy, the power is now yours, to do with what you will.

No other force will command you.

Once it is done, the moon has become an eclipse, it's corporeal form melting away. You will find yourself floating back down to the surface of the realm, changed but empowered. Your body may appear different than before, or it may be the same - regardless, you are something fully new. You have the same memories, the same desires, the same hopes, but they have come together to create something else.

You are born again.
betheman: (-3- hrmnnnnnn)
Who: Yuuya and Gongenzaka (And Marishi, potentially)
When: When the Ringmaster was letting people mull over Godhood
Where: The Junk-pile where the Giant's Tent was
What: Gongenzaka and Yuuya discuss their (opposing) decisions
Warnings: Possibly some existential chatter, since, Immortality. References to past violent events.

Eventually they'll figure it out )
whattaprick: (what fades away)
Who: Lambert and YOU
When: In the time the Ringmaster gives them to make up their minds.
Where: In the newly-reformed Carnival.
What: Bother him about recent events and about the choices ahead.
Warnings: Lambert's potty mouth, references to past violence, etc.

never dreaming what we'd have to go through )
20th-Feb-2019 06:12 pm - CLOSED | OUR NEW STORY
alphudo: (Default)
Who: Yuusei and Carly
When: While the Ringmaster is letting everyone consider her offer, before either of the two have declared their decisions
Where: In the remains of the carnival
What: A conversation about the offer and the future ahead
Warnings: Shouldn't be any but will edit if there are!


Our lives are just about to start. )
20th-Feb-2019 03:40 pm - [OPEN]
anti_nonsense: (turned my back on the world)
Who: Rita, Francis, and you!
When: During the day or so the Ringmaster allows for everyone to consider their choice.
Where: The carnival, or what's left of it.
What: Rita reunites with her cat, returns to what remains of her temporary home in the carnival, maybe gets sappy over her boyfriend, maybe gets talking about the decisions they all have in front of them.

Return to nowhere )
17th-Jan-2019 10:51 am - OPEN | THE EYES HAVE IT
fortuneglass: (:D)
Who: Carly, and You!
When: Day 132 - 133
Where: Summerlands
What: Carly's nabbed a new spell (and rock)- She can SEE! ...She's offering wardrobe stuff.
Warnings: None!
Eye Agate is probably cursed but it's fine )
16th-Jan-2019 02:51 pm - [OPEN] The Final Countdown
hippocarnival: (✮ 087 ✮)
Who: Yuya and you
When: Day 132 - 133
Where: Summerlands
What: Learning new Creation magic before they roll out to the Wildlands.
Warnings: N/A

Read more... )
16th-Jan-2019 02:56 pm - ⇨ THE WYLDLANDS
ringleaders: (Default)
Who: Everyone pursuing the Huntsman.
When: Day 134 - Day 140
Where: The Wyldlands
What: Working as scouts from the Summer armies, the carnival makes a dangerous trek into the Wyldlands to find the Huntsman, defeat him, and save the Ringmaster from the Hunt. The day descriptions below are an outline, and details may change based on actions earlier in the week. Overall, though, it will keep the same general locations. You can make up encounters with Wylderkin at any time.
Warnings: Probably violence and gross Huntsman stuff.

HUNTING THE HUNTER

Upon first arriving in the Wyldlands, the carnival will find themselves in a scene much like the picture above - strange mountain ranges rise up around them, while thick forest cling to the land between. Every so often, giant silhouettes of Wyld Fae will fly overhead. Thankfully, the Summer Fae have picked an area with plenty of cover to hide in to begin their infiltration, and as the carnival is arriving via teleporation, there will be squadrons of Summerland and Summer Court Fae spreading out and concealing themselves within the trees. They will be following the carnival's trail as they move deeper into the Wyldlands, looking for their guidance to avoid the maw of the Hunt.

The carnival Supervisors will be given several golden scrolls that unfurl into small light elementals. These will transmit information between the Summer armies and the carnival at speeds similar to sending a text message. They takes various forms, but most of them are abstract motes of light with wings and tails. When delivering messages, they take the form and voice of whoever gave the message, like a custom hologram that disappears immediately after finishing.

After the carnival has been debriefed one more time, they will be sent off ahead to begin their scouting duties. Through a mixture of augury and expertise, the Summer Fae have narrowed down an area the Huntsman should be, as well as designated a general route that will mostly have ground cover. Who knows if it will stay that way, though, with how quickly the Wyldlands change. Much like in the Summer Court, time here is subjective - all sense of time varies between individuals, and the only solid way of knowing when a day is over is to have the light from the sky disappear. All time pieces will perform erratically while here.

The carnival will still need to eat and rest, as well, which means that they will have to figure out the best times to set up camp. They have sufficient rations, at least.


► DAY 134: The carnival heads deeper into the forest on the first day of their scouting mission, told to head for a giant tree that they can see on the horizon. Apparently, this tree is a landmark that will remain consistent for the time being. Someone will have to check above the canopy every so often to keep everyone on target, which risks gaining the attention of flying Wyld Fae. There are plenty of Wylderkin around (lesser Wyld Fae that behave more like standard fantasy animals) but overall the journey through this section will not be hugely perilous, as long as they remain cautious and hidden. There will be a Megathread on this day, dealing with some optional and only mildly important Summer Court NPC interactions.

► DAY 135: Early during the next day of travelling, the forest will begin to fill with more and more magical fungi until giant shrooms have almost completely replaced the trees. At first they will seem innocuous, but as their presence becomes more inescapable, it will gradually become apparent than many of the mushrooms are poisonous to the touch - and eating them will be far worse! Those with empathetic connections to plants may be able to determine which are poisonous and which aren't, while some fungi may even have beneficial effects, if they get lucky enough to find and identify them. Generally speaking, though, there are few non-plant creatures around here, due to the fact that everything is toxic, including the swampy water that covers large sections of the ground. There will be no mod directed interactions during this period, besides handling general investigations.

► DAY 136: During the middle of this day, the carnival will finally reach the giant tree. On one hand, the plant-life has become relatively safe again. On the other, the giant tree is the lair of several neutral Wyld Fae who probably won't like the carnival's presence. On the other other hand, maybe those Wyld Fae might be willing to help or offer them directions? It's up to the group to decide if they want to attempt diplomacy, or to stealth past the tree and find their own way. There will be a Megathread on this day, based on however the team decides to handle it.

► DAY 137: Past the area surrounding the big tree, the lush foliage of the forest will begin degrading until nothing is left but dark naked trunks filled with glowing pods of various sizes. It's here that those with a connection to the Hunt will start to get a sense of the Huntsman's presence, and will be drawn in a vague direction. Unfortunately, this will also be their first major brush with the Hunt itself. Hunt patrols skirmish with neutral Wyld Fae in this forest, and the collateral damage of their warfare can be seen all over. The carnival will want to either map out a path through the trees that the fighting can be avoided for the sake of the Summer troops, or give them enough data to be able to handle the threat. How this portion goes will partly depend on the outcome of the previous day's Megathread.

► DAY 138: The forest will open up into the beginnings of a mountain range, with flowing water, luminescent plant life, and the occasional cluster of crystals sprouting from the earth. There are large parties of Hunt controlled Wyld Fae patrolling this area, and so making it through will require careful navigation. As the path becomes more and more mountainous, it will be possible to find routes that mostly avoid the patrols - this information will need to be communicated back to the Summer troops. There will be a Megathread here dealing with a Hunt patrol encounter.

► DAY 139: The mountains will continue to steepen, and the crystal formations will grow more huge and consistent. The air is always cloudy, and the air condition is bad, making it harder to breathe. Weather will become more and more unfavorable the higher into the mountains the carnival gets, with cold winds and lightning that frequently strikes the crystals and causes them to send out bursts of destructive energy. Paths will occasionally crumble. There is still a heavy Hunt presence, here, though they keep to safer trails - the best way to avoid them may indeed be taking the most dangerous routes. It's probably better than being mauled to death by beasts, though. Some distant mountain tops look like the might be volcanoes. There is almost no plant-life here, besides the most stubborn of brambles. By this point, the pull of the Huntsman has grown much stronger.

► DAY 140: The sky clears enough to show a deep red skyline. Barren cliffs are punctuated with rivers of lava, and paradoxically vibrant trees and foliage in erratic spurts. The those in the carnival with a connection to the Hunt will find themselves drawn to a valley in the center of the rocks, absolutely filled with Wyld Fae and other slaves gathered from around the multiverse. This will be the final encounter, and the carnival may have to trust in their Wyld Fae disguises to make it through. There will be multiple Megathreads here, detailing the encounter with the Huntsman and bringing this log to an end.
27th-Dec-2018 10:10 pm - ⇨ THE SUMMER COURT
ringleaders: (Default)
Who: Everyone in the Summer Maiden's entourage.
When: Day 129 - Day 131 (Subjectively experienced as only one day.)
Where: The Summer Court
What: The Summer Maiden returns to the Summer Court for the first time in eons, leading a posse of carnival workers and Summer Fae. The Summer Queen has initiated a peaceful Elysium for discussions to take place, with dozens of the Court in attendance, but the true tone of the negotiations has yet to be unearthed.
Warnings: Fae being bitches.

SUNSET OF AN ERA

The phase shift takes few minutes to complete, when it's time. The Summer Maiden gathers everyone together - her guard of Summerland Fae, and her carnival wards - and activates the spell to bring them to the Summer Court. It's been planned with the Summer Queen, she says, and they should have her cooperation. Nothing has been settled in terms of negotiations, but at the very least, the Queen was not willing to shut down the opportunity to see her daughter for the first time eons, along with her lesser children, Ignatius and Gild.

The Summer Maiden has recommended that everyone dress formally and conduct themselves with respect, but she is not forcing anyone to do so. It simply seems like the best way to make an impression.

When they arrive in the Summer Court, they are in a courtyard. The Maiden's light magic fades and they will see themselves in a garden of alien trees, with golden towers rising up around them in all directions. Two Summer Court fae are waiting for them at an ornate gate, but it isn't until the Summer Maiden has claimed her role as an adjudicator or the present Elysium that she breaks the barrier surrounding her party. She tells everyone that it is safe to go forth but to be cautious. There is no way of knowing what direction negotiations will take.

The guard leads them in, and they will find themselves in a spacious and life-filled throne room, with massive trees that function and supporting pillars and the throne itself. A variety of True Fae that the carnival has never seen before are scattered around the room, waiting with a thick air of tension. As the Summer Maiden leads them in, she will announce herself to the Queen, and claim all those present as under her protection.

The introductions are brief, and after the Maiden is done, the Queen will ask to speak with her privately. There is a clear nervousness beneath the Queen's veneer of control. As the Maiden joins her at the throne to speak about personal matters, everyone else is free to explore the throne room and mingle - if they dare.


► STICKING OUT: There are some notable reactions going on as the Maiden's entourage arrives. In general, the Court Fae respond strongly to Ignatius's presence - both the fact that he's turned up as an ally to the Maiden, and his curious magical transformation. Ignatius, for his part, holds back and tries to keep to himself, looking like he's trying to hide a significant amount of stress. To the Gilded Mark, there is a particular note of resentment, which she mostly seems to ignore and focuses on staying close to the carnival folk. The Starlight, the Whirling Rainbow, and a few other Summerland Fae have come along, and they all hold back as the Summer Maiden discusses things with the Queen privately. In general, the Court Fae eye the carnival with a mixture of curiousity and disgust.

► TOUGH CROWD: There are dozens of Summer Court Fae here that no one will have seen before. They mill about the room as if this is an uncomfortable formal engagement, eyeing up the Maiden's entourage an gossiping with one another. The opinions they hold of the situation vary wildly - some seem more of the attitude that the Court would be better off if the Summer Maiden were to die and be replaced, where others are openly optimistic and excited about the potential of reparations being made. You are free to make up/NPC any of these fae as long as they aren't doing anything radical, like trying to break the Elysium. Some of them will treat the visitors as threats, while others may even attempt to ask them questions about the situation.

► ACCOMMODATIONS: There is food and drink provided while negotiations endure. Normally you may want to be cautious about accepting this kind of thing, but given that it's part of Elysium, they are obligated to not harm any of those present. So, if you want, you will be able to enjoy faerie ales and other luxury foods that have the capability of being distractingly tantalizing to mortals with low self control. If you need some space, you are free to go back out to the courtyard where you arrived. There are few fae out there, but it is still covered by the Elysium. Take some time to settle in - this could take a while, and there's sure to be drama before it's over. Later on, there will be public discussion.
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