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lostcarnival2018-11-15 11:29 am
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⇨ POLARIS AFTERMATH
Who: Everyone!
When: Day 115-118
Where: Polaris/Wyldlands
What: After killing the Mother of Invention, the majority of the carnival has decided to take some time and sort out the Polaris refugees before heading to the Summerlands. This log covers miscellaneous post-Mother Polaris drama, as well as some light camping in the Wyldlands down below.
Warnings: Idk, stuff, I guess.
When: Day 115-118
Where: Polaris/Wyldlands
What: After killing the Mother of Invention, the majority of the carnival has decided to take some time and sort out the Polaris refugees before heading to the Summerlands. This log covers miscellaneous post-Mother Polaris drama, as well as some light camping in the Wyldlands down below.
Warnings: Idk, stuff, I guess.
ADAPTATION↴![]() After the battle, the majority of carnival members will opt to remain in the secured section to Polaris, hoping to spend some time making sure that the rest of Polaris is liberated. Many of the staff are not capable of coming to grips with the fact that the Mother is dead so quickly, and the remaining Alphas are doing their best to keep Polaris under their sway. It will be a busy few days of changing minds and exploring the remains of the station. Thankfully, with everyone's powers intact and allies at their side, they finally have the advantage. ► SHIFTING STATES: Right off the bat, about 10% of the staff will immediately change sides upon hearing whats become of the Mother. They are actively eager to get away from Polaris, and will do whatever they can assist the carnival. This is mostly Gammas and a few Betas, who were working primarily under duress. Over the next day or two, those numbers will grow to at least 30%, with some of the staff managing to convince their colleagues to join them. About two days after starting, one of the Alphas will surrender to the carnival, encouraging those beneath her to support their cause. That leaves four Alphas remaining, and staff cooperation at 50%. ► CAPTIVE ATTENTION: The loyalist staff's main tactics are trying to create defensive points within the various test group areas, using the prisoners as hostages. Luckily, the carnival (and the staff on their side) will be in a position where it's possible to push them out with a mixture of convincing and force. Once prisoners start being freed, there will be even more force backing the carnival's efforts, meaning that it will essentially become a matter of cleaning up the remaining staff rather than any uphill battles. Most of this is being left vague intentionally, as most of this action is being handwaved. However, you can play out parts of it if you want and NPC technicians and rescuees. Other test groups can be filled with basically whatever kind of residents you like, since they are grabbed from across the multiverse. Most of the test areas are similar to B7. ► THE JACKPOT: Alongside cleaning up the staff, some members of the carnival have expressed interest in convincing the staff to help them with armoury issues as well as hunting down some of the Mother's most private loot. This will be handled in investigations, mostly through summary, because I don't have it in me for another megathread right now. Post your plans, and I will respond! However, know that I also don't have time to generate five million special items, so loot drops will be limited to my availability. Also, the techs aren't really blacksmiths so they generally won't really be able creating weapons from scratch or anything. ![]() Meanwhile, Ignatius is going to set up a camp ground outside of Polaris, mostly because he doesn't want to be there anymore. He'll keep a fire going and they can drag things from Polaris down there for camping purposes, and mostly Ignatius is just going to be chilling and making sure that the campground doesn't get assaulted by magical creatures. The Gilded Mark will create a portal between the campground and the station so that people can go back and forth as required. It also creates a handy escape route. You can even see Polaris from here, floating up there in the sky. How picturesque. ► WYLDERKIN: Apparently not everything in the Wyld Lands is a full Wyld Fae - there are also a lot of less powerful creatures called 'wylderkin' - apparently lesser forms of the Wyld Fae, who are more akin to animal level intelligence. They can be a variety of expected fantasy type creatures, such as flower sprites, weird bugs, and general prey animals they probably spend most of their time getting eaten by bigger dudes. All of them are sort of weird and fantastical, and none of them are exactly like earth varieties, though they may resemble them. They are more of a pest than a major threat in this part of the Wyld Lands, and Ignatius will scare away any that cause too many problems. ► FLORA AND FLUID: There are some plants that you can eat down here, that Ignatius will tell you about. Mostly weird berries and roots. There is also some pools of clear water, thought hey are filled with weird fish. Try not to bitten by any weird leeches. You can safely make up some of the creatures you find as long as they fit the general theme of lesser faerie creatures. This is just a rest stop. |
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Sans is helping with info gathering by digging through computers for deets on iron experiments.
Lambert will likely want to handle looking for any stashes of iron himself.
Anyone who’s relatively able-bodied is welcome to come, combat abilities or not, to generally help subdue techs or talk them down.
ETA: For ease of streamlining investigation with the group, if you’re participating in the search/retrieval or your character would request them to look for something, please leave a relatively concrete description of what they’re looking for/doing below. No promises, but they’ll try their best!
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She won't be getting a new chip in her head after the old one was disabled, however. Instead, she'll ask Shimmer (perhaps after this expedition) if she can remove what's left of her implant.
While they're searching through stashed items, she'll be mostly interested in finding iron or magic items, but if she happens to find a good whip-like weapon, she'll grab it for herself.
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It's pretty straight forward.
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She does however, ask if people can keep an eye out for anything that could help with vision.
..Or at least. Hers. She'll explain that she can't perceive shadow anymore, which is suspected to be due to shoving bits of Strange's mirrors in her eyes.
She figures it's a long shot, but maybe some of the technicians have ideas on if there's anything in storage that may help?
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Just have to know before thinking about what Carly would or wouldn't ask after.
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In terms of information that seemed relevant to Childermass's interests, many of the studies have outlines of known information about faebloods, which I will summarize:
1) Faebloods are born with a part of their fae parent's magical spirit built into them. This is the key difference between them and a regular changeling - a faeblood isn't a mortal soul mutated by fae magic, so much as a being that was innately born with a partly faerie soul. It's more or less the same as when a faerie gives up part of themselves to create an entirely new fae, except it requires far less magical energy, and the fragment of fae-soul remains connected to the fae-parent instead of breaking off to form an entirely independent new faerie. Faerie progenitors do not have control over their progeny the same way that they do over their faebloods. This is more or less because the mortal spirit doesn't have enough strength to completely realign the power they were made with into something new.
2) Faeblood are basically immortal, or at least very long lived. They tend to die via illness, violence, or other misfortune before ever dying of sheer old age. They can be killed by all the regular things, but their body will never actually perish due to standard cell death, or whatever their equivalent is. Given that they don't become innately weaker due to age, they tend to be resilient against most diseases, and the power of their fae side helps them to push through medical issues a regular human wouldn't survive.
3) Faeblood can be controlled by their fae-parent, mostly because the fae-parent's soul is an integral part of their own. In some ways, a faeblood could be considered to be a fragment part of the fae-parent, or an extension of their magic. However, faeblood do tend to have their own will, and can make contracts on their own behalf without it involving their faerie progenitor. If a faerie parent was bound by an oath, it's possible that their faeblood will be included as a belonging or something "under their banner". However, depending on the strength/independence of a faeblood, the control of the parent can be fought. They may only inherit the effects of an oath to a lesser degree, but faerie etiquette usually defaults to them being considered as part of the progenitor anyway.
A fae can control their progeny by various means, though it usually involves an enhanced moment of connection, either through eye contact, physical contact, being spiritually in sync, possession, or any number of other things. The most distance between a faeblood and their parent, both magically and emotionally, the easier it is to resist.
4) The faerie component of a faeblood is not something that can be excised or cut out. It's woven into everything their are, both physically and spiritually, isn't merely a parasitic presence that can be removed. That is to say, being a faeblood is generally considered incurable. (Though this is something the Mother attempted to experiment with, resulting in the death or mutilation of a number of faebloods. Sans will mention that detailed records of that trial are available but not particularly worth reading.)
5) At one point the Mother experimented with creating her own faebloods and then experimenting on them. A lot of nasty stuff happened in these trials. All of those faebloods are now dead. It was during those trials that she discovered that imbuing a faeblood with TOO MUCH faerie magic during conception results in the child destabilizing as they age and essentially losing their humanity, while also not being powerful enough to become a full fae. So really, they just end up developing into mentally damaged, monstrous elementals. So, there is a limit to how much you can put into a faeblood creation before it goes all wonky. The Mother has also mused at length about the idea of trying to see how much faerie magic it would take after the fact to convert a faeblood into a full fae, and if the transition is even possible. (If you use that amount of energy when making the faeblood initially you essentially just start making a full fae anyway which will destroy the soul of the mortal baby you were attempting to make, so she was interested to see if that power could be added gradually and retain the mortal's identity.) This study is listed as "inconclusive". The most practical application of this research was in trying to save on energy when creating new fae by starting with a faeblood, but that didn't end up seeming like a thing that would happen.
6) The Mother has spend a long time experimenting with making "artificial faebloods" - essentially, imbuing a mortal with enough of a faerie's soul after the fact, and weaving it into them deeply enough that they are functionally the same as a born faeblood. The advantages to this: knowing what kind of person you are working with/not having to indoctrinate the faeblood/not having a raise children because they are difficult. She has had some success with captured Winter Fae/their progeny, but Ignatius and Rita were her first Summer Court successes. Sans will also dig up the details of the trial where the Mother examined Childermass himself, remarking on how an 'artificial' faeblood had been made via potent reality bending. She seemed unsure on whether or not it counted as artificial in this circumstance, and now she'll never know.
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He will also request information on any trials related to Ignatius or the Silver Mirror, to the point where he doesn't mind bullying some rando NPC Gamma/Beta/whatever to pull up the information if possible.
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RE: the Silver Mirror, though, he'll be able to get the info surrounding his and Carly's trials. It turns out they did use his eye material to do whatever they did to her eyes. It looks like they were trying to access the Mirror's ability to discern truth in Carly's experiment, but instead it just made her incapable of seeing shadows.
Light and Darkness as metaphysical elements are a balance of truth versus deception, and clarity versus obfuscation. That's alongside the more literal interpretations of Light and Darkness as physical aspects.
With Strange they mostly seemed to be trying to inspire the presence of the Mirror to strengthen, or to create more samples for study.
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In particular, though, he's going to be taking Carly's request and try to look for anything that could aid with vision (specifically shadow perception).
On the less magical side, he also wants to find some basic tools to take with him like what one would expect to find in the average toolbox, and a laptop he can access.
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Finding basic tools is easy, and he can probably get some kind of tablet working for him with some help from the staff.
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If the iron is located, he's interested in knives, daggers, or short-swords or anything that can be attached to a chain and used at a distance, like a sickle or kunai. He'll also be looking for some sort of weapon, iron or not, to attach to his tail.
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On the self-serving side, Beau's looking for large gems or stashes of coins as well as sturdy, interesting staves that she could use for staffwork and combat.
On the teamwork side, whether Lambert protests or not, she's assisting with searching for iron.
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Also she'll find some of these which are basically like stun staffs/batons, like the ones that the security were using. They essentially just project some kind of energy charge into whatever they hit, stunning most normal people. Good hits could put someone down for the count.
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