ringleaders: (Default)

[sticky entry] Sticky: ⇨ FOURTH WALL EVENT! (OPEN TO ALL)

Who: Everyone and the 4th Wall Visitors!
When: Day 175
Where: Heartstone Manor
What: THE 4TH WALL BALL BEGINS! This is where unapped visitors can post and roleplay. Please read the rules and setting info below. For more information and visuals refs, read this. Questions can be asked over here.
Warnings: Individually marked! Could be a lot of things.


Heartstone Manor is a giant, spooky castle floating in the middle of a twilight filled void. It is the home of a Wyld Fae calling himself The Prince - and despite his name, he is a bestial creature crammed into a gentleman's clothing, completely obsessed with replicating the ideals of old timey human society, much like the 1800's. The Prince and his many servants all dress in a manner appropriate to to the 1500's - 1800's, and decorum and beauty are held sacred above all else. All the workers of the carnival are currently staying there, in the hope of enabling a successful diplomatic venture between the Ringmaster and the Prince. The Grand Ball is being thrown by the Prince to honour these guests, but his manner of doing this is going to come as a bit of a surprise.

  • Powers are all partially nerfed for 4th Wallers. They can be used in small to moderate ways for the sake of RP and narrative flavour, but 4th Wallers shouldn’t generally be using any powers in a super disruptive manner. No using powers for fighting with NPCs (yet), causing general chaos, or otherwise making your character a burden to the Prince. If they try, they’ll find themselves unable to do so.
  • Your character isn’t sure how they got here but they think they’re okay with it. Your character won’t remember how they were captured by the Prince at the start of the ball. They’re just kind of here and in formal wear, and something tells them it’s probably fine to just enjoy the ball. They are wrong.
  • In-game characters won’t initially remember how they all ended up at the ball either thanks to a temporary amnesia effect, but they will be able to be concerned about the fact that other people (possibly people they know) have shown up, and the fact that those other people are probably the Prince’s captives. Weren’t they doing something else at the castle before this, though? It’s hard to remember. This is all very confusing.
  • 4th Wall character who aren’t apping in were possibly never the real deal in the first place. There are a mixture of genuine captives and spooky replications created with magic – this is to provide some flexibility regarding 4th wall character’s states in game, as well to allow more than one of each character to be played. If there are multiple people playing the same character, then whichever one has an app accepted will have been the real one.
  • No doubles of in game characters. (Taken list here.) No AUs, no CRAUs, and nothing else besides characters that have full source canons or are original characters/fandom OCs with no bearing on the canon plot. If you tag in with a character who breaks these rules we reserve the right to remove them.

  • With incredibly foggy memories of their recent past, your character will find themselves at a grand ballroom dance, filled with a mixture of normal humans and odd looking humanoids that have strange features like wings, horns, tails, fur, and the like. They have vague memories of being dressed for the occasion, but are not sure by who or why. Most disturbingly, they will find that, at first at least, they don’t really care about the details. It seems like a pleasant event, doesn’t it? Why not enjoy it.
  • This effect is definitely some kind of mind control, so you can feel free to have your characters be a bit confused and conflicted about it. Ultimately, they have been charmed to participate in the dance, so they will feel like riding the wave is the best thing to do even if that wouldn’t normally be their cup of tea. If your character has resistances to some forms of mind control, they are still overruled in this circumstance.
  • They may discover people they recognize (castmates) or even duplicates of themselves (somehow?), and these can all be treated as canonly occurring and played out as such. This event is canon for Lost Carnival, so it should be played seriously and respectfully – not that silly shenanigans aren’t also bound to happen.
  • All characters are required to dress in formal attire appropriate to a period area – specifically anywhere from the 1500s to 1800s. The Prince prefers if people are heteronormative in their clothing choices, but if you want you can probably get away with your ladies wearing suits or men wearing dresses as long as they look presentable otherwise.

  • You find yourself at the Grand Ball without really remembering how you got here. The last few days are a foggy blur, and though you can remember some of the important stuff you were dealing with, it will feel less important right at the start. Of course, as the night goes on, memories of how the carnival reached this event will become more and more clear – as well as the inevitable worry and stress that comes with it.
  • For most people, there will have absolutely no memory of anything that happened after the morning of Day 175. Did the boating trip ever happen? Possibly not. Even as the night progresses, they will still have no recollection of how most of Day 175 went, which is probably disturbing. The Mod has contacted those that are exceptions to this privately to tell them what they will remember.
  • The people lost to the Manor’s security earlier in the week will be here too, but not as guests. In fact, all of them will be dressed in the black attire of a Heartstone Manor servant and will seem pretty okay with that fact. There are parts of them that look changed – and their dispositions are definitely one of them. How else could they possibly be working for the Prince now?
  • Updates to the event situation will be posted down in this section below. People can react to these posts as the circumstances change, and may new top levels based on them. It is possible to try to sneak away from the ball, but Manor Security will be trying to hunt you down. There is no mandatory outcome planed to this event, so character decisions can and will have a major effect in where the plot goes from here.

  • MUSIC AND DANCING: There will be music playing the whole night, and most of it is so good you feel practically compelled to dance to it. It's possible to resist, but why would you want to do that, you party pooper?
  • FOOD AND DRINK: There are circle tables set up with fine silverware, and upon sitting down you will soon have a waiter come back to ask for an order. You can request basically any European cusine and it will be made for you. You will also be given drinks, most of which are alcohol, no matter your age. Fae don't care about children.
  • BALCONY STARGAZING: There are balconies that are connected to the ballroom in multiple locations that you can step out onto to get some fresh air. You'll see the courtyard of the Manor down below you, but everything beyond that is black, as if the castle is floating within a twilight void. (Because it is.) One small change is that there are stars out tonight, probably added to the sky for the occasion.
  • ALL NIGHT LONG: The ball will go on far into the early morning. Or, at least, until everyone fucks it up.
ringleaders: (Default)

[sticky entry] Sticky: ⇨ HEARTSTONE MANOR

Who: Everyone!
When: Day 170 - Day ???
Where: Heartstone Manor
What: The carnival arrives at the Heartstone Manor. Do your best to play along, and try not to get too far ahead of the schedule with threading if you can avoid it, in case something that would affect your character happens early on.
Warnings: Individually marked! Could be a lot of things.


When the carnival arrives at the Manor, everyone will be taken into the Throne Room to greet the Prince for the first time. He will be lounging on his throne, and will take a look at the guests that the Ringmaster has brought before eventually dismissing everyone so that he can talk to her alone. After that, they will be given a brief tour of the Manor by some of the servants, and then brought to their rooms to start picking out clothes for tomorrow. On the first night they will be permitted to wear regular clothes, but starting the next morning the dress code will be enforced.

There will be a number of servants helping guests with clothing, and making alterations to suit the non-humanoid features they may have. The tailors work with fabric by hand, but their stitching is impossibly quick and accurate, with changes being made to complex clothing at unbelievable speed. Some guests may note while working with them that one of the seamstresses has wooden mannequin-esque hands instead of human ones, and another has two sets of arms. The arms are one of the most obviously inhuman traits that they'll see while first touring the building.

Come the morning of Day 171, the daily routine will begin.


FIVE MEALS A DAY: Between breakfast, lunch, tea, supper, and evening drinks, the meals you are required to attend are frequent and long. Each meal (except drinks and tea) will have multiple rounds, and use all of the fancy cutlery. It will be difficult to keep up for those that are untrained. The food will vary greatly, but will generally to be palatable to those that are into whatever kind of food it might be. Some of them are odd delicacies that are very much an acquired taste, however. People who cannot eat will be given a pass once the Ringmaster explains it, but will be looked down on for it.

DAILY ACTIVITIES: There are scheduled activities for every morning and afternoon,
and everyone is required to attend. Descriptions of each activity are provided on the "Event Descriptions" tab of the spreadsheet linked up above. There is only one hour of free time scheduled per day, after supper, and beyond that the servants will almost constantly have you on the go. The Prince and Ringmaster will not be present for most of the activities, but they will be there for every meal. If you character refuses to follow the schedule or makes a huge mess out of proceedings, make sure to report it here.

AFTER CURFEW: At 11PM, everyone is expected to return to their quarters and spend the rest of the night there. Wandering after curfew is unacceptable by the Prince's rules, and if you do it there will be the chance of discover. Based on your character's stealth abilities, there will be dice rolling to determine if they are discovered or not, and by whom. Make sure you report any after curfew activity to the mod post here. This can also take place as an investigation if they are actually looking for something instead of just farting around.

ROOM AND BOARD: The servants will remain upbeat for most of the time the guests are here, unless something is done to provoke them. They will be present at every activity, and there will be a variety of different individuals. One frequently spotted character will be the butler, a man with dark hair and small, sharp horns. He seems to be the main organizer of things.

ODDITIES: Even beyond the obvious, there is something off about the Manor. Doors, windows, and other household objects will sometimes move seemingly without cause, and other times there will be banging sounds in the walls, or mysterious voices heard at a distance. It feels like you're being haunted. If you have a moment to wander the corridors, then you'll sometimes see open doors abruptly slam shut the moment you lay eyes on them, and wall sconces turn off or on. It's weird, man.

THE HUNT: The Hunt activity will have its own event post, and some sign ups for those that will participate meaningfully. There will be some dice rolling to determine who hunts the most impressive game, and rewards handed out accordingly. Before that post goes up, however, you can do some investigations for the start of the event, if your character is interested in looking into the specifics of the contest and overall context.

Entry tags:


Who: Psi and Labor Crew
What: Change of Plans...
Where: The Dining Hall
When: Day 173, right after breakfast.

Doesn't matter who you are or what you are doing. After breakfast on day 173 Psi is hunting down members of his crew, using the radio if he has to. He's already been doing headcounts at breakfast every morning, visually checking up on everyone even if he can't ask them personally if they are alright. Headcounts mean shit to him right now, however. He's clearly stressed, has been for the past few days, but he's managed to not scream at anyone at least. That might be changing now.

"Listen to me." He says, nervously looking around to make sure no one is paying attention to them. "Evening radio check-ins are now mandatory. I don't care what you are doing, if I can't see you, I better be hearing your voice on the radio."
ringleaders: (Default)


Who: Everyone!
When: Day 173, the Afternoon
Where: Heartstone Manor Courtyard
What: Everyone goes into the forest with arrows, swords, and horses and is told to hunt and the kill the biggest beast they can find. Best kills win a prize! Or, if you'd rather not, you can wander around the forest and pretend to hunt instead.
Warnings: Violence and ethical quandaries.


Come the day of the Hunt, everyone will be brought to the courtyard forest and provided with arrows, bows, and blades as requested. Magic and other weaponry can be used to hunt, but it is suggested by the Prince that the best kill is the one done in a gentlemanly manner, which probably means he will be most impressed by those using the tools provided.

The "Best Kill" will be determined from a mixture or whatever beast the Prince decides is best, and the method in which it was killed. The less damage done to the body the better - tearing the body apart will receive poor grades.

The corpses are not yours to eat or keep, and all must be returned to the Prince at the end of the day for judgment.

The servants are especially nervous, tense, and solemn today, and unless they have no choice, most of them will be trying to give the courtyard a wide berth. Those that have to serve will have stony expressions, or at best will be trying to put on a cheerful face.

If casually asked why they are upset, most of them will say something vague about the Hunt making them nervous, and how dangerous it is to participate.

OOC: Those who make top levels will have a chance to be randomly selected for a couple particular plot events, so be prepared for that.
Entry tags:


Who: Ginko and Foster
What: Ginko has questions and Foster has somewhat questionable answers. Also talking about the nature of happiness or something
When: early in Heartstone; let's say Day 172? also it's night
Where: Ginko and Foster's room
Warnings: Foster van Denend explaining BDSM
Read more... )
kingsroads: (well drat now)
[personal profile] kingsroads2017-10-04 02:59 pm

stabby hollow vs. dumb magician

Who: Strange & Zangetsu
Where: Training grounds!
When: Day 170, in between the "don't fuck this up" post and the "don't fuck this up" dinner party
Warnings: probably none, will edit if needed

showmystar: (is this enough tell me if it's too much)
[personal profile] showmystar2017-09-28 02:42 pm
Entry tags:

this is a terrible idea (closed)

Who: Allen & Tyki
When: Day 170, after Lambert & Sans' message but before Hinawa's gathering
Where: Cookhouse
What: Tyki teaches Allen courtly table manners. This is fine. This'll go fine.
Warnings: Probably violence, eventually. Plus cruel and unusual food-withholding.

You said there'd be food. )


Who: Yuya, Yuzu, Gongenzaka
When: Day 167
Where: Yuzu's trailer
What: Yuzu gets some of her answers from her friends. 
Warnings: None expected.
Read more... )
wild_magic: (6)
[personal profile] wild_magic2017-09-27 10:59 am
Entry tags:

are these boys ever not dumb?

Who: Lauren & Susan
When: After the Ringmaster's second message, Day 170
Where: Trailer 17
What: Susan is not pleased with their new destination. Lauren tries to reign his dumb younger brother in before he does something else stupid.

the answer is no. they're always dumb. )

My fair faire

Who: Erryone
When: Day 170, right before leaving for Heartstone Manor
Where: The cookhouse
What: dinner and a show A crash course in table etiquette, and/or your chance to get your bad behavior out of your system.
Warnings: Watch your damn language.

the rain in Spain stays mostly on the plain )

[This is a mingle-ish! Jump on in!]
whattaprick: (did you even notice?)

all we need is a magic formula, a whole new backbone

Who: Lambert & Jonathan Strange
When: Day 161+, after Strange returns from London.
Where: Hot springs to start, maybe Lambert's trailer afterwards?
What: Magic practice gets interrupted by a certain magician's return.
Warnings: References to shitty events in Strange's canon and end of series spoilers, I guess?

so you wanted to change the world but i didn't believe you )
ringleaders: (Default)
Entry tags:


Who: Anyone who fits the stipulations below!
When: Day 160 - Day 169
Where: Kerner Island
What: Remember the Spectres? Now's the time to meet them, if that's something you want to do for some reason.
Warnings: Individually marked!


[This is a selective mingle log. Note: characters who are young, have flying dæmons or no dæmons at all, and/or have angelic aspect can come to Kerner. Others will feel the presence of Spectres too keenly to set foot on the island. Ask Joysweeper if you want to see what your characters find or talk to NPCs. ]

Kerner Island is covered in plants and animals not local to the reality, let alone the area. Most noticeably it’s absolutely overgrown with a version of kudzu which produces fuzzy kiwifruits. The vines half-choke trees and splay across buildings, creating deep cover for various animals, including shy, harmless rabbit-deer-rodents sporting tiny antlers. There are a few windows to other worlds scattered about, and during the day a couple dozen children ranging from ten to their mid-teens can be found ducking in and out of them. The oldest of them stays night and day unless persuaded to leave. The biggest concrete danger comes from blue tektites ranged in size from softball-sized juveniles up to beachball-sized adults. The children kill them whenever they can, seeing them more as a nuisance than a real danger - a twelve year old and their dæmon and a big stick can easily defend against several at once.

To children and unsettled teenagers the tektites and any new hostile creatures coming from other worlds are the only danger on Kerner. Teenagers closer to settling will feel a sourceless unease, and their dæmons will see things out of the corners of their eyes. The closer someone is to settling, the more they will be able to perceive Spectres, and the more Spectres will notice, passively leach from their souls, and be drawn to them.

The Spectres are intangible, insubstantial, noiseless, and nearly invisible even to adults. They seem formed out of tenuous things like mist, heat-haze, smoke, light reflecting on water, and have twelve-foot-tall shapes that are usually read as columns, or trees, or humanoids. Adults and settled teens can sense a Spectre’s effect on their soul and and pinpoint it by the feelings of nausea and wrongness. Spectres are mindless, drawn to consume souls in the same way fire is drawn to consume fuel. If they can physically reach a dæmon it only takes a few minutes to consume it; if they can’t they feed passively on the internal soul or the soul’s connection to the body, which takes hours to a day to complete. A Spectre’s passive range is much wider than their physical reach.

Having an adult soul and being anywhere near Kerner is unpleasant. Even a few minutes of passive exposure to Spectres leaves the soul worse off. It's more obvious with dæmons, which go quiet and appear to be in pain, but their bodies, and anyone who still has internal souls, feel it too. Most people experience nausea, disgust, weariness, and mounting despair often coupled with a desire to hide it and pretend nothing’s wrong. Even when safely away effects linger, but creating or building things, or spending time around other people, helps restore the soul.

Different kinds of magic can lure and direct some Spectres out of the way. They can’t be damaged physically or by most magic. Angelic magic has some effect on them directly and might destroy a few, but the Spectres are so thick on the island that staying to fight is just going to result in being overwhelmed. This is not a place of glory, unless you’re a kid.
idiotwizard: (hair tug)

stranger I know so well (open)

Who: Taako and whoever comes to see him.
When: Days 159-16something. Let's say 162 for now.
Where: Trailer #18.
What: Taako had a realization and has shut down completely, and is hiding away in his trailer. Anyone want to check on him...?
Warnings: Massive spoilers for The Adventure Zone; language, grief, and Taako likely being a huge asshole because he's upset.

isn't my good side worth rescuing? )


Who: Yuya and Strange
When: later day 161
Where: Greysol and the lake
What: Yuya tries to teach Strange how to swim.
Warnings: Secondhand embarrassment?

Yuya's ready to make an honest effort at swimming lessons with Strange, but first they're going to need something more appropriate than heavy coats and slacks for swimming in, so when Strange reaches out to him, Yuya sets up a meeting at the first swimwear clothing shop he can find--he doesn't look into it much beyond the sign, but there's gotta be something normal in there, right?

His hands are stuffed in his pockets when Strange walks up, Koemi perched on his shoulder. Once he looks up he manages to pull his hand up to wave enthusiastically. "Mr. Strange! Siobhan!"
kingsroads: (well fuuuuuuck)
[personal profile] kingsroads2017-09-16 05:38 pm

this is no place, but here I am

Who: John Childermass & Jonathan Strange
Where: Childermass's trailer
When: day 161
What: Strange got canon updated! as such, he & Childermass are going to actually talk about things for once.
Warnings: none, will edit if needed

this is not quite yet )
Entry tags:

Yes to understand this lie [Closed]

Who: Foster and Taako
When: Day 158
Where: Trailer 18
What: Taako is having a breakdown. Foster is.... not the right person to be around.
What: TAZ spoilers, language probably

I scratched out all these eyes myself last night )

Arrivals and Plenty of Confusion [Closed]

Who: Yuzu, Yuya and Gongenzaka later on
When: Day 159, before the spell goes off
Where: The carnival
What: Yuzu has arrived in the carnival as the new cashier and a promise of answers. Juuuuust that there may be a few complications...
Warnings: Regularly dopey stuff involving these three?

Read more... )
ringleaders: (Default)


Who: Everyone!
When: Day 155 - Day 169
Where: Greysol
What: The carnival resumes its tour, this time heading to Greysol, a city tied deeply into the fabric of the multiverse. Here, everyone has an animal companion from birth that is the second half of their soul - and thanks to the Ringmaster, so do you. (Remember, [plurk.com profile] joysweeper is our guest event runner for this location, and location specific questions should go to them.)
Warnings: Individually marked!


The carnival arrives in a manicured park in the center of a big city that sprawls out along where the river reaches the ocean. It’s spring, early enough that nights are chilly, warm enough in the days that people and their souls savor the weather, and sometimes shelter together from the rain. Greysol was designed from the bottom up to accommodate the human-dæmon bond. Go out and see!

THE SHAPE OF YOUR SOUL: The dæmon-forming spell kicks in at about four in the morning. Most characters will wake up with their souls in some small form, curled against them. Even if they were awake, they became dazed and unfocused while their souls were being drawn out of their bodies and have little memory of how it happened.

Until that evening every character's dæmon is able to change shapes, and children and some teens will continue to do so. Most will settle on their permanent forms by evening. Characters without dæmons will just look on, and the few who are thousand-pound bears have to handle being really big.

IT’S GOOD TO SETTLE: Elaine Tavis Aracari, sixteen-year-old daughter of two actors and a moving pictures sensation herself, just ‘settled’ - her dæmon Tavis stopped changing shape - as a stunning blue peacock. Settling is a major coming of age milestone and celebrated as such in different ways all over the world. She and her family are throwing a massive party in the central park and inviting the public to join in! Enjoy easy access to free catering, live music and showings of moving pictures, and displays of mostly trivial magic. There are also form readers from across the country setting up booths, happy to accept a small fee to inspect your dæmon’s settled or most favored forms and tell you what they mean. Is there anything to these analyses? Eh, maybe, but they’re flattering and fun.

WITCHING HOURS: Characters who are clearly witches for this event will often be assumed to be in town for a lover, and people, witches and not, may want to know who that is. Humans usually regard them with wary respect and interest. Real witches living with their human families or on business quickly suspect that something’s up, but without clear and present danger take a relaxed wait-and-see attitude. Wait for long enough and any possible decision will come around again, they believe.

There isn’t time to learn much witch magic, but witches, real and carnival-made, have an inherent power: the ability to fly using branches of “cloudpine”, an attractive soft-needled tree common in the park. Witches usually ride large branches as if they’re steeds but can use even short sprays, and you’ll probably see the few witches in the city coming to the park to do so. Why not try?

BEAR PUN: Human-panserbjørn relations have historically been troubled, but have warmed in the past century. It’s the 65th anniversary of the breaking of the Siege of Bertin, a much-mythologized time when Spectres flooded Greysol and a company of panserbjørn arrived and directed efforts to get the survivors out of the city. A statue is being erected and many florid accounts of the story are being told. If you’re in a panserbjørn shape for the duration of the visit you will probably get thanked and celebrated by people trying to hide their nervousness of you. Expect someone to ask if your dæmon would be a human - it’s a common supposition.

KERNER ISLAND: From the harbor you can see a wooded island. Although there are no rocks to speak of it sports a tall lighthouse, and nearly all boat traffic avoids it carefully. On a clear day someone with binoculars or a particularly sharp-eyed soul can see loads of trash, birds and various other animals that don’t seem local, and… children? Adults and settled teenagers will see tall vague shapes moving about too.

When asked about it the most important thing adults will tell other adults is don’t go there. They’ll hold their dæmons close and tell you that on that island are things that eat souls. They may also admit with mixed pride and shame that it’s been a source of wealth and innovation for the city. There’s a facility there that can open windows into other worlds, and the children who can reach it can cross through and bring things back. Many of the children are recruited by research and development teams on the lookout for items they can use, but there are also kids out to have adventures or who’ve run away. More on this later.
whattaprick: (back the fuck up)

smoke and mirrors, silver and gold

Who: Idiot 1 (Lambert) and Idiot 2 (Jonathan Strange)
When: Day 148, after fae and Pokemon breeding chatter on the radios.
Where: Training grounds!
What: English magician bullshit meets witcher bullshit.
Warnings: The usual, where these two are concerned

magic and swords are something to behold )

[closed] book review

Who: Two gigantic magic nerds (Rita and Strange)
When: Near the end of the Summerlands visit
Where: Strange's trailer
What: Rita gives Strange's book back, with some critiques
Warnings: strong opinions

get yourself an editor, loser )