Lost Carnival Mods (
ringleaders) wrote in
lostcarnival2017-03-26 05:52 pm
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Entry tags:
- !event,
- #ringmaster,
- @alola,
- ashleigh mischief,
- carly nagisa,
- elsa,
- foster van denend,
- ginko,
- gongenzaka,
- greg universe,
- ishida yamato,
- jamie hemeros,
- jimmy novak,
- john childermass,
- joker,
- jonathan strange,
- lambert,
- lapis lazuli,
- lauren,
- miko nakadai,
- papyrus,
- peridot,
- renzo shima,
- rita mordio,
- sora,
- steven universe,
- susan,
- tallisibeth (scout),
- the psiioniic,
- yotsuba tamaki,
- yūya sakaki,
- zecora
⇨ ALOLA
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.
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. MELEMELE ISLAND↴ [MELEMELE DETAIL MAP] [GUARDIAN DEITY TAPU KOKO] [WIKI LINK] ► TRAINER SCHOOL: A full fledged for young, aspiring Pokemon Trainers! Students go here to learn about Pokemon care and battling before setting out on their own journeys. It would be sort of weird for an adult to show up here, like it would for an adult to try to attend an elementary school, but you can probably learn some of the basics just from touring the facility. ► HAU'OLI SHOPPING DISTRICT: The biggest shopping district on Melemele, you can do a lot here, from eating out to getting your hair dyed. A lot of shops are, unsurprisingly, completely Pokemon focused - but there are some that aren't, too. There are also some very nice beach fronts nearby. ► BERRY FIELDS: Berries come in a lot of different types and have different effects when used. Mostly, Pokemon love to eat them, regardless of what type they are. This is a big field of them, most of which are free to take if you catch them when ripe. ► TEN CARAT HILL: The secluded interior of a small mountain, filled with some rare types of rock Pokemon. You have to be able to bypass the left overs of some recent rockslides to get in. ► TRIAL SITE: There is only one trial on this islands, which is the Normal type trial. All you have to do is fight a bunch of Pokemon ferrets, and then fight an even bigger Pokemon ferret that thirsts for your blood. It's not so bad. AKALA ISLAND↴ [AKALA DETAIL MAP] [GUARDIAN DEITY TAPU LELE] [WIKI LINK] ► TIDE SONG HOTEL: A big ass hotel near the port - if you want to stay on Alola overnight, this is a pretty good place to go. It isn't too expensive, and is also rather nice. ► DIMENSIONAL RESEARCH LAB: Alola, on occasion, has been the site of various dimensional breaks (haha) in which extraplanar creatures called Ultra Beasts have crossed over. There isn't much information about these beasts, but they are something that are being actively studied. Characters who are nerds might find some of this information interesting. ► HANO GRAND RESORT: The inevitably big, fancy resort that tends to take route in touristy places like this. If you actually pay to spend some time there, you can enjoy all the things you'd expect to find in a fancy resort, except with way more Pokemon. There is also a fancy, secluded beach for resort goers only. ► BATTLE ROYALE DOME: A battle area in which 4 trainers fight each other all at once, with teams of there Pokemon. The trainers here are mostly quite expert, and you need a team of three Pokemon to play, so player characters probably won't be able to participate. However, you can still come to watch, if you like seeing a bunch of colourful monsters slapping each other around. ► PANIOLA RANCH: A large ranch that keeps a lot of Pokemon that resemble earth farm animals. You can leave Pokemon here to stay for a while if you need a break from the strains of trainer life. Quite often, however, your Pokemon will end up getting knocked up and leave you with another egg to care for. ► TRIAL SITES: Brooklet Hill is a lake filled area that contains the Water Trial. You have to fight a bunch of schooling Wishiwashi, and then an even bigger schooling Wishiwashi to win. Wela Volcano Park contains the Fire Trial, where you must climb to the top of the dormant volcano, and spot the difference between a series of ceremonial island dances. Then you gotta fight a team of Marrowaks and a giant Salazzle. The Lush Jungle contains the Grass challenge, in which you have to find a series of rare organic ingredients in order to brew something that will lure out a giant Lurantis. ULA'ULA ISLAND↴ [ULA'ULA DETAIL MAP] [GUARDIAN DEITY TAPU BULU] [WIKI LINK] ► MALIE GARDEN: A nice big garden to hang out in and chill. Also, there are Pokemon there... and also, Pokemon battles? There's really no end to it. ► MOUNT HOKULANI OBSERVATORY: Up at the top of the local mountain, you can go see a space observatory. Like most things in Alola, it's like a regular observatory, except with more Pokemon, since some Pokemon just straight up come from space. You can take a bus up here, but you can also hike if you want. ► HAINA DESERT: A shitty desert in the middle of the island. Mostly only good for if you want the kinds of Pokemon that live in shitty deserts. ► ABANDONED THRIFTY MEGAMART: A Megamart, but haunted. Extremely haunted, filled with the kind of ghost Pokemon that would actually kill you. You have to take a bunch of pictures of ghosts on your way through here if you want to beat the Ghost Trial. ► PO TOWN: The ramshackle remains of the town that Team Skull have taken over. It's completely walled off from the rest of the world, and is pretty terrible. No point in going in there unless you're fighting crime, in which case you can expect to get challenged to Pokemon battles by a lot of Team Skull knuckleheads. ► LAKE OF THE MOON: A huge, round temple thing in the middle of nowhere. It's used to praise a legendary Pokemon that existed years ago, but there presently doesn't seem to be anything around except cool architecture. ► TRIAL SITES: The Observatory contains the Electric Challenge, during which you have to fend off various kinds of electric grubs, before eventually taking on a giant Vikavolt. The Abandoned Megamart must first be cleared before challenging the Ghost Trial officially, at which point you will have to defeat a powerful Mimikyu. PONI ISLAND↴ [PONI DETAIL MAP] [GUARDIAN DEITY TAPU FINI] [WIKI LINK] ► SEAFOLK VILLAGE: A village made of nothing but houseboats and other water fairing homes. It's the only major town on Poni Island. ► ANCIENT RUINS: Most of Poni Island has been reduced to ruins, over time. Not many people live here, relative to the other islands, but there are a lot of abandoned buildings from when they apparently used to. ► VAST PONI CANYONS: Most of the island is comprised of canyons, caves, and valleys filled with particularly strong Pokemon, and also a lot of fight-hungry Pokemon trainers. Most of them will want to fight you as soon as they see you, since they are there mostly to train, but they will back down if you tell them you're not a trainer. Though, at that point they will strongly urge you to go home, because it's too danger for anything other than the strongest trainers. ► ALTAR OF THE SUN: A matching altar to the one found on Ula'ula, except this time dedicated to a legendary Pokemon of the sun. If you play some magic flutes here at the right time then apparently a giant lion might show up, but there's no way to be sure. ► TRIAL SITES: The only Trial here is the Grand Trial, which is a fight against the leader's ground type Pokemon. You may also get lucky and have the Fairy Trial's kahuna deign to fight you, with her fairy types, if she randomly wanders into your path. Both of them are very strong, and are not advised to challenge for new trainers. |
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For himself? Less so. He isn't planning on resorting to the necklace because he isn't planning on drinking terribly much.
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"Seems like we should toast something," he murmurs. "We're not going to be here for much longer." 'Here' being Alola, even though they're standing in the Carnival, it's still anchored to the world by the gates they enter and exit through.
Watching their Pokemon -- the comical contrast between the stoic, gargantuan horse and the tiny, hyperactive dog dashing around her legs -- he wonders if they'll even have any awareness of leaving the only home they've ever known behind.
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To the rest, he can only break away from watching the two Pokemon play, to look at Lambert again, and shrug. Overall indifferent towards the idea of toasting, apparently.
"And to what would we toast? To one stop without anyone getting hurt? To your promotion? To the carnival gaining a horrifying plant monster?"
Yeah, don't think he didn't notice what the Ringmaster is letting creep around the forest. Where did that even come from...? Oh well. He'll probably never know.
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With little more ceremony than that, he taps their mugs lightly together and takes a long drink, whiskey burning down his throat like a bad decision. After that, it's back to turning their attention to the Pokemon, Lambert coaxing Pig back to his side to give Childermass the opportunity to actually eat his damn dinner (assuming he doesn't feed it all to the dog) and brush Baker clean of dried mud. An attempt to play with the Growlithe by tossing grapes for him to catch in his mouth is cut short when Pig uses her height advantage to steal the whole bunch out of Lambert's other hand. Eventually, though, the witcher will step over to the other end of the enclosure and retrieve a simple bit and bridle, slipping it onto her head with practiced ease and using the reins to lead her over to the magician.
"Ready whenever you are," he grins, sharp teeth flashing in the dark. "Don't back out on me now." Of course, there is the question of whether they're riding double up or switching off, but the lazy ease Lambert holds himself with suggests he's not too worried about how things go from here.
Or possibly, he's waiting to see exactly how Childermass is going to manage scrambling onto her back. Either way, he expects to be entertained, and his tail lashing and curling behind him says as much.
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Moving past all of that, however, and onto what the magician already knows all too well is expected to be the Nightrider's amusement for the evening. He probably expects him to go about this in a useless manner, seeing how the horse herself is taller than the both of them.
"Is she even trained to accept other riders?" Is the first thing he's going to ask because he's not an idiot. He doesn't want to get thrown, not by something that massive. And even as Lambert leads Pig over towards him, he shakes his head and sets his mug aside — still a bit of whiskey in there, he really nursed that drink this time around.
The headshake isn't meant as a 'no', however, but rather that he'll gesture for Lambert to bring her up alongside the enclosure itself. Time to see how well built this thing is, eh? There won't be any scrambling, provided Lambert's answer about how ridable she is seems positive enough. He'll be using the makeshift fencing to boost himself up half the way instead. From there, making his way up onto Pig should be simple enough.
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"She's never tried to throw me, and she knows you. I can catch you if she bucks," he adds, though his tone of voice suggests that's not something he's worried about at all. Indeed, while Childermass swings himself on top of her back (the fence, for a wonder, doesn't wobble under his weight), Pig's stoic as a wall, the flick of an ear the only indication she gives that she's noticing anything going on back there. From on top of the horse, Baker seems smaller than ever, a blur of orange and yellow fur darting around on the ground. It's a wonder she never steps on him.
Once the magician's found his seat, Lambert doesn't swing himself up behind Childermass just yet -- he'll step forward to check on how Pig's doing, pat her on the neck and murmur something low in her ear, before glancing up.
"Can you hold her steady for me?" he asks, offering him the reins. That probably answers the question of whether he was planning to ride behind him or not, at least.
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"I could do that," he begins, "However..."
He won't. Now that he's taken the reins that the witcher so helpfully handed over, he's giving Pig's sides a gentle nudge with his knees and leaning the way he wants her to start trotting off in. Let's see just how loyal the Mudsdale is. Will she ditch Lambert? Will she stubbornly stand still?
Childermass honestly doesn't know. Baker may be quick to jump sides depending on whoever is giving him the most attention, but Pig may very well be the complete opposite.
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"Since when are you a horse thief?" For his part, Lambert's laughing, already setting a foot into the fence and using it to vault up onto Pig's back much the same way that Childermass did before, tail lifted out of the way so he doesn't awkwardly sit on it when as he slides up behind him. As before, she doesn't step or stagger, but her ears prick up a little and the muscles of her back flex as she adjusts to having two riders instead of one.
Once he's in his seat, and neither of them seems in any danger of getting thrown off, Lambert's hands drop to grip Childermass's waist, clicking his tongue. That seems to change the horse's mood, and she paws at the ground with a hoof, suddenly antsy.
"Try again." The witcher's grin is audible. He's using his own knees to keep himself on the horse rather than direct her, but this time, she'll respond to the magician's command, the same thundering stride that sets the ground to shaking underfoot a very different sensation to an actual rider.
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The thought had been to avoid just this, Lambert sitting behind him and hanging on. Admittedly, Pig is definitely big enough to carry two, but it doesn't have the same humor to leaving the witcher behind in the dust and probably just taking the horse back to his trailer. Seeing how Baker is bound to follow, it would have been a fine joke.
He tosses a look back over a shoulder at Lambert once he's settled behind and he signals Pig that it's fine to move, then shrugs and does just that, repeating what he had tried before. Rather than aim for making Pig turn back towards the backyard, though, he'll lead her towards the lakeshore itself.
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Pig goes as Childermass directs, and Baker follows close, though less underfoot now that she's actually on the move. The Growlithe won't have much trouble keeping up, because her pace is a gentle one as she heads for the lakeshore.
For his part, Lambert's grip on Childermass is perfunctory, more or less for balance than to actually hold himself on. Her back's wide enough that it isn't terribly difficult to stay on, though the trot makes it a bumpy ride, jostling them together as she goes, until Lambert finally has to say it:
"Are you trying to crush my stones again? You can take her faster than this, you know."
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But no, apparently the horse doesn't go without Lambert on and so here they are. He will lean forward, though, giving Pig another squeeze to the sides to get her to pick up speed. He doesn't particularly want to cause any earthquakes, which seems to happen whenever the damn creature runs, but if that's what Lambert wants, well, he may as well take advantage of having a horse for the brief few moments he can.
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A silly detail to remember, from a stupid game that was one ill-advised decision among many -- though without it, would they have caught onto what was going on? Lambert doesn't dwell on what-ifs, preferring to focus on the present. For example, when Childermass lets Pig pick up the pace. The difference is immediate, the hard, bouncing trot smoothing out into a canter more natural to move with. Of course, it causes the expected damage to the environment underfoot. Lambert presses his calves into Pig's sides to keep his seat, clawed hands tightening their hold on the magician for that first initial jolt forward then relaxing once she hits her stride.
Baker, of course, has no difficulty keeping up with her despite his much shorter legs. Pig is big, but she isn't fast, and it seems to be more of a game to try and keep ahead of her, then fall back to let her pull ahead, only to race forward again.
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He's not much a fan of causing the ground to shake, however. Brewer was faster and much quieter, so he reckons he'll still prefer a normal horse over this. Just as well he decided against a horse from that world, he supposes, considering the options were increasingly odd (like one with a literal fire mane). Those thoughts aside, he lets Pig canter on along the lakeshore, occasionally letting his gaze stray to where Baker is darting about once he's more certain the way ahead of them really is clear.
Baker is definitely in no danger of being crushed, with how fast he is on his own, though he really wishes the dog would stop weaving in and out of Pig's path like that...
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Such ruminations are quickly terminated, however, when Baker's playful dodging has the only result one could have reasonably expected at this point: after the Growlithe skirts too close to the Mudsdale's hooves one time too many, breaking her stride, the Mudsdale is forced to pull up short, hooves digging into the ground as she slams herself to a halt.
That does nothing for her riders, though, still carried forward by the inertia she's built up.
"Let go!" Lambert snaps, as soon as he realizes what's about to happen. His weight slams into Childermass from behind, and in a blur of motion and surprising strength, he wraps an arm around the magician's waist, presses the other hand to Pig and pivots on the momentum to pull them both off her back in an emergency dismount. He's trying to land them on their feet, but considering he's not used to doing this with another grown man who might possibly not take kindly to being yanked around so sharply, it's entirely possible he'll find himself landing back-first on the ground, or worse.
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Now, the nice thing about it being dark out? It's the abundance of shadows. Why is that an important thing to note? Because while they aren't going to land on their feet, Lambert's not going to find himself crashing painfully back-first into anything at all thanks to having them landing right in the shadow of a tree, one infinitely darker spot across the already dark ground cast by the distant lights of the carnival. It is, however, going to be scary as all hell since there's no warning. Darkness engulfs them both the second Lambert touches the tree's shadow and remains that way for all of one second, two, and then they're spat out of a different shadow not all that far away from the first, only Lambert will find them rolling across the ground to a stop with no painful witcher-to-solid-ground impact involved.
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Stunned, Lambert lies there panting. Farther away, Baker barks in confusion at his master's sudden disappearance, but that seems like such a distant thing with the blood rushing through his ears, heart thumping from the near miss.
"What the hell?" He says finally, wide-eyed, forcing himself to sit up despite the disorientation. "Did you just--?" The shock is, just faintly, starting to fade in an expression Childermass likely hasn't seen on his face before: awe.
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Shadows seemed thematic with him, anyhow, so it was natural to go with them.
"I can't believe it," he starts, but with a laugh rather than actual disbelief in his voice. He turns enough to look back at Lambert, a triumphant grin spreading across his face not unlike how he would grin back during the Celebration, only this time it's all on his own, no drink or drugs or enchantment required. "It actually worked! I've been trying to do that for weeks and it took this, of all things..."
It makes enough sense. Faerie magic is supposedly more attuned to wanting something to happen than having a laundry list of specific words, devices, and ritual to go through. Nearly getting their necks broken, that seems like a sure cause for triggering it.
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"That was amazing," he says, when he gets his breath back, grinning back at Childermass. Because it was -- Sans has teleported him before, and so has Strange, but those had been under markedly different circumstances. For one thing, those had never involved taking him out of danger.
The longer they spend staring at each other smirking like idiots, though, the more Lambert's expression shifts subtly, eyes dilated in the darkness so his irises are little more than a thin band of gold. Having Childermass in his lap makes it easy to reach up without a second thought, wind his fingers into the front of that fine, embroidered coat.
"Congratulations, you're a magician after all," Lambert murmurs, breathless for a different reason altogether. That's all the warning Childermass gets before he pulls him in for a firm kiss.
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Uncertain on what reaction to honestly settle on, Childermass is going to fall back to good old-fashioned offense, brow furrowing, nose wrinkling as he frowns at Lambert.
"What—" Seriously, what? What? "What in the world do you think you're doing?"
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"Kissing you," the witcher answers, slowly, like Childermass might be particularly hard of hearing or rattled by their unexpected tumble. "You do know what a kiss is, don't you?"
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He will turn back to glower at him after, though, and add, "But it doesn't answer why. You're taking that joke a bit too far, aren't you?"
Because he can still easily recall the last two times the witcher's invaded his personal space. After Hell, during Alola, now this? Ridiculous.
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"Who says I'm joking?" Is what Lambert settles on instead, shrugging. He brushes off his clothe and huffs lightly as he looks away, letting his tongue run absently along his lip. Hm. Still tastes of whiskey, which he's vaguely regretting leaving behind.
As for why ... he'd wanted to, he supposes. He still wants to, he realizes, looking at him. But he is starting to wonder, now that he's not caught up in the moment, where the impulse came from. Yet now is hardly the time for introspection, which has never been Lambert's strong suit anyway. Instead, he decides, a more affirmative way to get an answer to both their questions would be to take action. The matter settled in his mind, he takes a step forward, brows raised as his tail curls lightly in the air behind him.
"I can do it again, if you want to know how serious I am." It's an offer as impulsive as everything else has been, tonight, and he can't help smirking. He's pretty sure he's not going to take him up on it, but it was fun while it lasted.
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The Growlithe goes right to Childermass, setting about sniffing him and trying to jump up on him, wanting to make sure for himself that his trainer is absolutely okay. He disappeared! How could he do that! That was irresponsible! Ignoring the fact that the dog himself had caused the need for it to begin with, but, hey, he's probably a little bit apologetic, even if Childermass can't really understand him.
"Oh, calm down," he turns his attention to Baker rather than Lambert, crouching down to let the dog leap up on him and lick his face. "See? I'm fine."
Pig isn't at all far behind, the ground trembling under hoof as she pushes her way straight through the underbrush and bushes with no trouble at all to shove her head right into Lambert's shoulder, nickering with concern.
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Inspection done, he glances over to the magician and his dog. "We should head back." And there it is again, that small, ever-present smirk that never really quite leaves his expression. "You gonna walk, or can you pull that trick again?"
The best way to get better at magic, after all, is to use it.
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"If I got it to work once," he says as he rises back to stand, "I should be able to get it to work a second time."
Which he says with the distinct hope it doesn't only work under near-death circumstances. He will in luck, though. Wanting to be away from here as quickly as possible works to the same effect and so, without further ado, he shoots Lambert one last look, one tinged with uncertainty, before turning towards the nearest patch of shadow in the already dark forest. He takes one step into it, two, three, and then he's gone, just like that, dog and all. Not even a 'good evening' or anything, just him, getting the hell out of there, as rude as that is.