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⇨ 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.

THE GRAND BALL

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.

THE RULES
  • 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.



THE SETUP: 4TH WALLERS
  • 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.



THE SETUP: MANOR GUESTS
  • 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.



THE ACCOMODATIONS
  • 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.
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⇨ 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.

BEAUTIES AND THE BEAST

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.

THE DAILY SCHEDULE


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.


MAKE SURE THAT ALL DECORUM VIOLATIONS ARE REPORTED HERE.
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⇨ GREYSOL

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 CITY OF GREYSOL

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.
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⇨ THE SUMMERLANDS

Who: Everyone!
When: Day 138 - Day 152
Where: The Summerlands
What: The Ringmaster brings the carnival to the Summerlands immediately after being freed from Portland so that everyone can take a fucking nap. Her included.
Warnings: Individually marked! Most likely discussion of torture and trauma in here.

DAYS OF SUMMER

You made it! And things are back to normal... more or less. Upon waking, you will be greeted with a clear blue sky and gentle breeze – the carnival has found itself situated between a pair of mountain peaks, with great fields of flowers extending in the distance. In the other direction, you’ll see mountain-top cities and tall waterfalls accenting vast swaths of forest.

Some of you will already know this place. It’s the Summerlands. You game here once to rest in safety nearly a year ago, and now you’ve come to rest once again.

► WAKING UP: Shortly after the carnival arrives, the Ringmaster will send out a somewhat cryptic radio message - but her immediate location won't be clear. Whatever items you had on your person at the time the Severing was broken will still be on your person, including whatever clothing. All of the animals and pets of the carnival will have returned to the grounds as well, though they are currently free from their designated living spaces. Things in the carnival will appeared to have naturally aged a month, as if the carnival was been sitting here empty and waiting while everyone was in Portland. The lawn needs mowing.

► SUMMER CITY: After the Summer Fae become aware of everyone's presence, they will welcome you into their city. There are stairs that lead up the sides of the mountains, but thankfully there are also magical means of getting up there as well. The Summer Fae will be willing to help workers with the injured as needed, offering herbal remedies and healing magic to those that want it. You'll also be invited to join them for dinner, but they will not be particularly offended if they are turned down, for now.

► SUMMER PEOPLE: The fae here will mostly enjoy the company of any carnival members that offer it - it doesn't seem that much happens here besides day after day of peaceful meditation and relaxation. It is not uncommon to see Summer Fae spent days doing exactly the same thing, whether that be enjoying the weather, listening to music, or dancing - the day and night periods may be similar to earth, but when you don't need rest it can all blur together just the same. Some of the fae work on feats of agriculture or craftsmanship, and while there is no particularly need to work in this place, they take pride in the fact that they do.

► NEW ARRIVALS: Though the Ringmaster will not be offering much guidance for the first week or so, eventually the carnival will begin running for a few small performance sessions, off and on, as a thank you to their fae hosts. The carnival will also be open to receiving new arrivals during that period, and so there will likely be some newbies to train and get orientated as well.
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⇨ The Tourist Trap: WEEK 4

Who: Anyone, anywhere in Portland.
When: October 22nd - 31st, 2017
Where: In Portland, for the last time.
What: The seasons change as the Winter Court seizes a surprise victory, claiming both the Tree of Life's pendant and the blood catalyst needed to take control of the Severing Ritual. Meanwhile, interdimensional problems are about to get more weird. Check out the conflict results for the attack on the Circle as well as the Beast's attack on the Summer Court here.
Warnings: Individually marked!

DAYS OF WINTER

As the end of October nears, so does the grasp of winter. On the night of the 22nd, it will freeze overnight, and the temperature will drop for the following days. As the night grow long, world-wide magic slowly reaches it apex, set to reach it on the night of Halloween. With so many factors at play, knowing what to do with that moment of power may be a challenge.

► FULL CIRCLE: The Angels succeed in their planned attack on the Circle, managing to get to the living quarters of the Council members with the help of Ashleigh Mischief. The plan goes without much resistance from the mages or from the demons attempting to claim the ritual object for their own. Of course, when the fae make a surprise attack on the Angels after they flee the scene, it has the surprise result of the Winter Court ended up with the pendant in their talons. Threads for this attack can be done in this log. If you need mod direction at all, let us know, but otherwise feel free to NPC demons, angels, or random Circle members as you require.

► THE QUEEN'S GARDEN: Realizing that the Rose Queen is distracted with attempting to claim the pendant, the Beast will summon her co-conspirators to raid the Queen's gardens. The ultimate plan seems to be to get the Beast far enough into the gardens to kill the Queen, while also rescuing as many changelings as possible along the way. As it turns out, this doesn't go well. While they do manage to penetrate the gardens with Childermass's help, the Rose Queen, Ignatius, and Nightshade happen to all be there. Seriously outnumbered, even by the Beast's terms, it will take everything the group has to just make it out alive, sustaining heavy injuries as they go. In the end they will manage to rescue Greg universe and four additional changelings that were imprisoned there, but any damage done to the Summer Court itself will be negligible. Threads for this can also be played out here!

► REFLECTIONS: As the ritual draws closer, the line between this reality and the one you came from will also be becoming less clear. Regaining memories is not required, but it will naturally become easier to occur, especially if you're already started receiving them. It's a good time to start making connections, while you still have the chance.

► THE SEVERING: One way or another, the Severing is going to make an impact on both this world and the lives of those trapped inside of it. The Angels are going to be making an attempt to interrupt the Winter Court's ritual, as will the Summer Court and Anath's forces. Whoever comes up on top will be the ones to decide what to be done with it. Yet, with news that the Severing continuing could cause irreversible damage to the planet's spirit, it could feel like there are no perfect options. There will be an event header put up for this by the mods closer to the end of July.

(NOTE: canon powers will returning while the ritual is in progress, so keep that in mind for planning - both sets of powers will be active.)
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⇨ The Tourist Trap: WEEK 3

Who: Anyone, anywhere in Portland.
When: October 15st - 22th, 2017
Where: Still in Portland
What: As all sides of the struggle gradually become informed, and the awareness of outsiders begins to spread, Portland faces a critical question - what should be done with them? And who gets to decide?
Warnings: Individually marked!

THE WOLVES AMONG US


► WHEN SEPTEMBER ENDS: It's fairly common knowledge that October is a special month - Halloween has always been an excitable time in the supernatural community, because its during this month that the magical energies of Earth seem to disproportionately swell in power. This peeks on the 31st, and has every year for as long as anyone can remember. The holiday of Halloween is a byproduct of this, because the magical phenomenon has gone on for ages past. It's also a pretty common time for wizards to attempt bullshit shenanigans, and also when the Severing first came into effect.

► TOUCHED BY AN ANGEL: Towards the end of the week, Prudence Jaeger will be asking her angelic contacts for a pretty huge favour - she wants them to help her and some of her associates break into the Circle stronghold that the visiting Council members are staying at. It seems that they have some kind of macguffin item that will be needed to crack the barrier cutting off the Earth from the cosmos - and, to that end, allow the angels and mysterious outsiders to return to wherever they call home.

► THE PATH TO HELL: Perhaps unsurprisingly, Team Heaven isn't the only group to clue into the fact that the Circle has what they need. On the same night that the angels go in, so will Anath's army, as the arch demon finally arrives in the city just in time to join the party. Whether the angels and demons fight each other all the way or cooperate to achieve a mutual goal is up to them.

► WITH GOOD INTENTIONS: The Circle and Torchlight aren't all bad, okay? It's entirely possible that they are just acting in the best interest of humanity - unfortunately, that has resulted in them being pretty massive pricks recently, and now the payback for that is arriving on their doorstep. If you're a member of the Circle, you may or may not realize that anything is coming in time for you to prepare. (That will depend on your threads up to the end of the week.) However, once the fight starts, you'll be charge with defending the Councillors whether you like it or not, and Torchlight is getting pulled in as an unexpected ally to ensure their safety as well. Are you going to heed their call? Or is it time to split from the pack?

► BLOOD OF ICE AND FIRE: It's been made no secret that the Rose Queen isn't the only fae trying to pull back her lost changelings - now the Winter Court appears to be doing it, as well. More than a handful of changelings have gone missing over the last couple weeks, lost to both the thorns and agents of the Count. Whatever they're doing, it's also in competition with each other - Winter and Summer will be biting at each other's heels far more than normal, to the degree that it becomes clear they must have some competing objective in mind. Unfortunately for everyone else, that objective happens to conflict with the desires of just about everyone else. Fae are, by nature, opportunists.

- ✪ -

These are the major conflicts that will be coming to a head towards the end of Week 3. In the meantime, your actions will decide how certain elements are set up, and what the likelihood of success is for each group.

Dice rolling handily won the opinion poll where we asked for the preferred method of conflict resolution, so that will be coming into effect a bit later on to determine who actually wins and loses, with advantages based on the choices made.
betheman: (i can feel the waterworks already)
[personal profile] betheman2017-07-01 12:41 am

Tourist CONFUSION [CLOSED]

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 )
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⇨ The Tourist Trap: WEEK 2

Who: Anyone, anywhere in Portland.
When: October 7st - 14th, 2017
Where: Portland area, in the new reality.
What: The week begins as the time of the Animal Fair finally arrives! Meanwhile, the truth of this reality starts to be revealed, and forces both human and celestial alike attempt to take advantage of a rare opportunity.
Warnings: Individually marked!

BY ANY OTHER NAME

Tensions thicken as various supernaturally forces react to the events of the previous week. Something critical is afoot, and it's only a matter of time before things start coming to a head. It's time to find out more about what's happened to this world, and what will happen in its future.


► A NIGHT AT THE FAIR: From the night of the 7th to the morning of the 8th, the Animal Fair is officially in town. There is a top level down below with more information, though you can also RP content from this elsewhere if you wish. The host, who is very likely something called a Wyld Fae (if you discovered that ICly), will be present, but they will only be appearing to you of their own accord and attempting to track them down by force will be ineffective. Just kick back and relax! Fairs are supposed to be fun.

► THORNS IN YOUR SIDE: Culminating in a full fledged attack against the Sanctuary, it would seem that The Rose Queen is declaring war on the changeling population of Portland. Though the vicious attack of thorns against the safe house was eventually stopped, it wasn't without damage, and the black roses that caused it are still popping up around the city and threatening the places where homeless and lost changelings would be likely to congregate. It's obvious now that this is a serious threat - will it ever stop without an intervention?

► HELL ON EARTH: As Anath's march draws near, the first waves of her demons will be entering the city. Primarily acting as scouts and foot soldiers, these demons will be attempting to secure loyalty from the local demon populace, as well as taking out any angels they can manage to catch. It's a level of aggressiveness against heaven's forces that hasn't been seen for years, and it's a foreboding hint of things to come. These demons can be NPCed by anyone, and will mostly be thugs or manipulators who don't know much about Anath's plans but do know that you need to join their side. They are also rowdier than most of the demons in Portland, and are a threat to the innocent mortal populace as well, if they decide to try to get their kicks here.

► THE WIZARD POLICE: The Enlightenment Council seems to have demanded control of the local Circle chapter, and now backup has arrived. These mages are being sent out into the city as if they are a police force, and will be attempting to demand control of various common supernatural areas, as well as questioning community members that they run into. Whatever is going on, it seems to have resulted in the Council instituting what is essentially martial law... of course, not everyone sees any need to heed their demands. If you are a demon, warlock, or other rogue element, expect to be harassed or even attacked by them. These character can be NPCed, and if you need additional information you can ask the mods.
betheman: (i can feel the waterworks already)
[personal profile] betheman2017-05-15 02:58 pm

A Bit of a 'Downgrade' [OPEN]

Who: THE MAN, GONGENZAKA and you i guess
What: A MAN COMES OUT FROM THE GAME...And becomes Tree Covered...
When: Late Day 98 - Day 100
Where: Mainframe, The Lake, Carnival Grounds...
Warnings: N/A
TREE TIME... )
ringleaders: (dragoneyed)

⇨ THE GAME CUBE

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.
betheman: (n o)
[personal profile] betheman2017-04-18 03:41 pm

[OPEN] STRIKE THREE, YOU'RE OUT-

Who: Gongenzaka, and Y O U
Where: Carnival Grounds!
When: Day 86, During and After performances
What: GOIN ON PATROL
Warnings: None... ...Except Team Skull Grunts being dumb I guess
Nothing says stealthy like a Giant Dogman )
ringleaders: (Default)

⇨ 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.

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... )
ringleaders: (Default)

HELL OF A HANGOVER PT. 2

Who: The people who were captured or turned.
When: Very early Day 66 to Day 67
Where: Vampire Hell
What: Those that were captured by the vampires are brought back to one of their demonic home dimensions to be imprisoned or integrated into the pack. People can start moving over here as they resolve their threads at the masquerade.
Warnings: Horrible BS, most likely. Violence, sexuality, torture, etc.

GOING TO HELL

You don't get to see what the outside of the fortress looks like, since when you were brought here, it was either by portal or by a ritual summoning ring set up by the vampires. However, the realm is easy to get the gist of - it's about classically hell dimension as you can imagine. Lava runs throughout the fortress like water in Venice, and the architecture is smooth black and grey stone that puts a significant effort into looking imposing. Skulls, demons, suggestive nudity - it's all carved straight into the pillars, or provided via ornate tapestry. It's hot, too, though not as hot as it should realistically be while standing at the edge of a lava pool.

Prisoners and freshly turned vampires will end up separated - those that have been captured will be chained in iron and locked within a great stone cell within the center of a ring of lava (as pictured above), with only narrow bridges leading across it. Those that have been turned will be unceremoniously thrown into the living areas of the other neonate vampires - which turns out to be a cavernous pit of almost-rooms where a vast quantity of newly turned vampires have been left to sort themselves out.

► IMPRISONED: The supervisors (or other captives that have made themselves exceptions) will be bound with iron and left in a large cell kept separate from the rest of the prison. At first, they'll all be locked in there together - spread around the walls of the dungeon to be kept apart from each other, but able to communicate across the gap. As time goes on, they may be pulled away for "special treatment" - whatever cruel fate the vampires end up having in mind for them, whether that be interrogation, brainwashing, or simply aimless torment. Sometimes they'll be brought back, and other times they won't. How exactly they are bound is up to you, but at the very least each prisoner should have either a collar or shackles of iron, which will rob veteran characters of most of their powers. It will be extremely uncomfortable, too.

► FORSAKEN: The newly turned vampires will be introduced to their "hazing" almost immediately - that is, they'll be mixed in with the other neonates, apparently collected from at least three different words. Most of them appear human, however, so the looks of the new arrivals may set them apart - potential in ways that may cause them difficulties. These young vampires have been dumped into a series of caverns and left to live with each other, with animals or human victims occasionally tossed in for them to feed. There is not enough blood to go around, ultimately, and the human victims are highly preferred over the animals - these means there is constant and violent competition over who gets to feed. The ideal is for the neonates to thin their own ranks, allowing the strongest and most canny to survive long enough to be accepted into the rest of the clan. You'll want to stick together - after all, vampires can feed off of each other, as well.

► MORNINGSTAR: Apparently the demon in charge of this all is a creature that calls herself "Morningstar." You won't see her long if you see her at all - the only sight of her you see is a form within a black cultist's robe, with their face concealed in shadow. Beyond her, you can continue using adult or neonates vampire NPCS to torment your characters, or ask the mods for the presence of an elder, if needed.

Whatever scheme is going on here, it's clear you're just another pawn.
ringleaders: (Default)

⇨ CHANCE OF A LIFETIME

Who: The Ringmaster and possibly YOU.
When: Day 55 - 57
Where: Carnival grounds.
What: The Ringmaster is mortal now, or something, and it's possible to kill her? But, the real question is... will you? This post can be used for actual murder attempts, but also anybody who really wants to talk to her while she's doing this. (Murders take threading priority, of course.)
Warnings: Possible murder, I suppose.

GAME'S ON

So, apparently the Ringmaster is mortal now. Or, at least, that's what she says. It may seem like some kind of trick - but on the other hand, she has also sworn this to be true in a way that those more familiar with fae would realize makes lying impossible. Even in general, fae are not inclined to lying and the Ringmaster does not have a history of it.

After her announcement on the radio, she can be found around the carnival, no longer an enormous sea serpent mer, but instead back to her normal human form. She doesn't have a mer tail either, at the moment - instead she just walks on the sand as if there is no water, her thin dress and hair the only think disrupted by its flow. She will not hide from anyone wanting to take a closer look, nor will she threaten people away from taking action against her. For the most part she will just keep acting like she usually does, without the flashy gimmicks, still expecting the same levels of respect.

Why, though, is the question? Why is she not capable of accessing her magic, and why is she telling everyone about it like it's no big deal? It's as if she's trying to play some kind of game - but the suspiciousness of it all may not be enough to put all all opportunists. Believe it or not, the Ringmaster's life may actually be in the worker's hands.

Characters may work to protect her if they wish, but she will not directly order them to. Characters may also, if they choose, actually kill her. This is a real possibility, and something that there are plot plans for if anyone dares make the move - it won't get rid of her forever, but it will affect the upcoming plot in significant ways. Also, obviously, it will affect your character's life, and the lives of those around them.

One thing we can promise is that the Ringmaster will not strike back against her murderer when she inevitably comes back somehow. Of course, whatever other consequences may come from the choices they make are yet to be seen...

Caw-Caw

Who: Starscream and YOU
What: Shistscram is freed from one kind of bird jail, but is still just as trapped as ever in the other. Er. He's out of his cage, but he's still trapped inside a tiny feathery body.
Where: Here, there and everywhere around the carnival grounds.
When: After the Matrix
Warnings: Nothing worse than a Rude Nasty Bird.


First the Ringmaster turns him into a crow, then he gets shoved into solitary for an extended period of time. Truly, the cruelty of the tyrants that run this place knows no bounds.
At least, that’s how Starscream sees it. Anyone sensible who actually has the full story would unanimously agree that he deserved it for being a wad, but, Starscream isn’t a Cybertronian known for taking responsibility for his actions.

Regardless, he’s back now. Free, in a sense… or as free as he can get when he’s bound to the carnival grounds. As soon as he’d been turned loose from the Ringmaster’s tent he’d taken wing and flown as high as he could get, circling several times around the carnival grounds before settling atop the peak of the Big Top. He’s been out of action for a while… the first thing he should probably do is get the lay of the land.


A. Somebody’s watching you…

Relative newcomers to the carnival scene may find themselves suffering under the uncanny sense that they’re being watched. That feeling can be traced back to a singular source: A large, black and grey crow that has been skulking around the fairgrounds, watching workers and guests alike with its beady little eyes. It doesn’t seem to be particularly malevolent, nor does it seem to want anything. It’s just watching you, far more closely than any regular crow should be. In fact there’s something unsettlingly intelligent about its gaze, even by corvid standards. Like it knows and understands far more than it should, or that maybe it’s capable of speaking to you, and just hasn’t spoken up yet.

Wherever you are, if Starscream doesn’t recognize you, he’s going to be watching you. Trying to size you up, and figure out if you’re the type of person who might be useful to know…


Bad Blood (closed to Veterans)

Likewise, veterans of the carnival who have been around since before the vampires attacked may also get that same feeling of being watched, but Starscream is being far more furtive about it with you. In some cases, depending on past interactions, he may even be avoiding you, cawing and flying away at first eye contact.

Basically this is a sort of vague prompt for establishing old CR and playing out reactions to seeing a known traitor and troublemaker out and about on the grounds once more. Starscream used to work as a scout before he hecked up and got a one-way ticket to crow town, so veterans from that area will likely know him as a former 30 ft. tall robot with a nasty attitude. He’s kind of a negative CR machine. Message me at [plurk.com profile] awkwardpossum if you want to set up anything concrete for this.
ringleaders: (dragoneyed)

⇨ INTERLUDE: A Continuation

Who: The Ringmaster, all Supervisors, and any rule-breaker onlookers.
When: Twilight on D40
Where: The woods surrounding the grounds.
What: The Ringmaster found something threatening and has decided to share it with her supervisors.
Warnings: Wannabe satanism.

CATCH A FALLING STAR

The Ringmaster waits for all of the Supervisors to arrive before continuing onward. She doesn't say much about what they are doing as they wait for everyone to arrive, simply explaining that she has found something concerning that she needs to show them. Once everyone is together, she will lead the pack into the woods - with or without any snoops who may be trying to follow after, against her wishes.

The forest is far more accommodating to her than it is to anyone else who tries to navigate it. Instead of getting wound in circles by its path, and running into dead ends, it's as if the trees have moved themselves to intentionally create an easy path for her to follow. It's stretching into the twilight hours as they travel, and various phosphorescent flowers and pods have begun glowing among the leaves with the shift to night, faintly illuminating the way. The sun is low in the sky when they arrive at the spot, still present but swiftly fading as its light cuts through the trees in beams.

They reach an area that is not so much a clearing as it is a small space, tucked away between trunks and branches. In the center of that space lies a large, black mark, cut into the earth like a ritual sigil. The dirt and rock is blackened along its lines, and all plant-life within a few feet of its presence has died out completely. As the dark approaches, the black of the lines will seem to paradoxically glow, as if the void within it somehow creates a light of its own.

The Ringmaster kicks a few last leaves off of the mark - it seems that she's been clearing away mess from this spot already today, and indicates the digit with a snarl of disgust.

"I told you I was cursed!" she insists, putting her hands on her hips.

[OPEN] Sher-meleon

Who: Sherlock and you!
What: In which Sherlock gets turned into a chameleon for running away.
Where: Here and there
When: D33-D39

Worst week ever )

It's a dangerous business, going out your door.

WHO: Jimmy Novak and everyone.
WHAT: Orientation, changes, and wandering during breaks.
WHERE: Trailer #12 or various locations around the Carnival.
WHEN: The day after his arrival. (D33-ish.)
WARNINGS: None.


Day 1 of 366. )

Defying Gravity [Open]

Who: Sherlock and YOU
What: In which Sherlock turns green and shiny
Where: Trailer #23, also everywhere else pretty much.
When: After he gets back from the Agent attack
Warnings: Some tiny bit of body horror

This is going to go exactly how you imagine it to be... )

I Think I Need A Little Change

Who: Greg and Anyone
Where: Around and about
When: In the week or so following the kidnappings
What:The feeling when you just can't find the silver lining and give up trying

While Steven's more than earned some time off of work recovering from his wound and the sudden rush of changes, Greg can't justify the same. As much as he'd like to stay with Steven all day there's still things that need fixing and lights that need arranging, and so long as Steven's in no actual danger Greg has to trust he can be left to his own devices. After all, Greg usually has to leave him to his own devices even when there is actual danger. That's how things have always been. It's no different.

No different, no different. Who cares about growing horns or fangs or the rest, it's happening to everyone. He has to get over it, deal with the differences, it gets better after all, and so many people just love living here, and what has he got to complain about anyway. Steven's fine, he's fine, everything's fine.

Nothing's going to fix this, is it? )