|
| Who: Lambert and YOU When: In the time the Ringmaster gives them to make up their minds. Where: In the newly-reformed Carnival. What: Bother him about recent events and about the choices ahead. Warnings: Lambert's potty mouth, references to past violence, etc. ( never dreaming what we'd have to go through ) |
|
| Who: Everyone pursuing the Huntsman. When: Day 134 - Day 140 Where: The Wyldlands What: Working as scouts from the Summer armies, the carnival makes a dangerous trek into the Wyldlands to find the Huntsman, defeat him, and save the Ringmaster from the Hunt. The day descriptions below are an outline, and details may change based on actions earlier in the week. Overall, though, it will keep the same general locations. You can make up encounters with Wylderkin at any time. Warnings: Probably violence and gross Huntsman stuff. HUNTING THE HUNTER↴
 Upon first arriving in the Wyldlands, the carnival will find themselves in a scene much like the picture above - strange mountain ranges rise up around them, while thick forest cling to the land between. Every so often, giant silhouettes of Wyld Fae will fly overhead. Thankfully, the Summer Fae have picked an area with plenty of cover to hide in to begin their infiltration, and as the carnival is arriving via teleporation, there will be squadrons of Summerland and Summer Court Fae spreading out and concealing themselves within the trees. They will be following the carnival's trail as they move deeper into the Wyldlands, looking for their guidance to avoid the maw of the Hunt.
The carnival Supervisors will be given several golden scrolls that unfurl into small light elementals. These will transmit information between the Summer armies and the carnival at speeds similar to sending a text message. They takes various forms, but most of them are abstract motes of light with wings and tails. When delivering messages, they take the form and voice of whoever gave the message, like a custom hologram that disappears immediately after finishing.
After the carnival has been debriefed one more time, they will be sent off ahead to begin their scouting duties. Through a mixture of augury and expertise, the Summer Fae have narrowed down an area the Huntsman should be, as well as designated a general route that will mostly have ground cover. Who knows if it will stay that way, though, with how quickly the Wyldlands change. Much like in the Summer Court, time here is subjective - all sense of time varies between individuals, and the only solid way of knowing when a day is over is to have the light from the sky disappear. All time pieces will perform erratically while here.
The carnival will still need to eat and rest, as well, which means that they will have to figure out the best times to set up camp. They have sufficient rations, at least.
► DAY 134: The carnival heads deeper into the forest on the first day of their scouting mission, told to head for a giant tree that they can see on the horizon. Apparently, this tree is a landmark that will remain consistent for the time being. Someone will have to check above the canopy every so often to keep everyone on target, which risks gaining the attention of flying Wyld Fae. There are plenty of Wylderkin around (lesser Wyld Fae that behave more like standard fantasy animals) but overall the journey through this section will not be hugely perilous, as long as they remain cautious and hidden. There will be a Megathread on this day, dealing with some optional and only mildly important Summer Court NPC interactions.
► DAY 135: Early during the next day of travelling, the forest will begin to fill with more and more magical fungi until giant shrooms have almost completely replaced the trees. At first they will seem innocuous, but as their presence becomes more inescapable, it will gradually become apparent than many of the mushrooms are poisonous to the touch - and eating them will be far worse! Those with empathetic connections to plants may be able to determine which are poisonous and which aren't, while some fungi may even have beneficial effects, if they get lucky enough to find and identify them. Generally speaking, though, there are few non-plant creatures around here, due to the fact that everything is toxic, including the swampy water that covers large sections of the ground. There will be no mod directed interactions during this period, besides handling general investigations.
► DAY 136: During the middle of this day, the carnival will finally reach the giant tree. On one hand, the plant-life has become relatively safe again. On the other, the giant tree is the lair of several neutral Wyld Fae who probably won't like the carnival's presence. On the other other hand, maybe those Wyld Fae might be willing to help or offer them directions? It's up to the group to decide if they want to attempt diplomacy, or to stealth past the tree and find their own way. There will be a Megathread on this day, based on however the team decides to handle it.
► DAY 137: Past the area surrounding the big tree, the lush foliage of the forest will begin degrading until nothing is left but dark naked trunks filled with glowing pods of various sizes. It's here that those with a connection to the Hunt will start to get a sense of the Huntsman's presence, and will be drawn in a vague direction. Unfortunately, this will also be their first major brush with the Hunt itself. Hunt patrols skirmish with neutral Wyld Fae in this forest, and the collateral damage of their warfare can be seen all over. The carnival will want to either map out a path through the trees that the fighting can be avoided for the sake of the Summer troops, or give them enough data to be able to handle the threat. How this portion goes will partly depend on the outcome of the previous day's Megathread.
► DAY 138: The forest will open up into the beginnings of a mountain range, with flowing water, luminescent plant life, and the occasional cluster of crystals sprouting from the earth. There are large parties of Hunt controlled Wyld Fae patrolling this area, and so making it through will require careful navigation. As the path becomes more and more mountainous, it will be possible to find routes that mostly avoid the patrols - this information will need to be communicated back to the Summer troops. There will be a Megathread here dealing with a Hunt patrol encounter.
► DAY 139: The mountains will continue to steepen, and the crystal formations will grow more huge and consistent. The air is always cloudy, and the air condition is bad, making it harder to breathe. Weather will become more and more unfavorable the higher into the mountains the carnival gets, with cold winds and lightning that frequently strikes the crystals and causes them to send out bursts of destructive energy. Paths will occasionally crumble. There is still a heavy Hunt presence, here, though they keep to safer trails - the best way to avoid them may indeed be taking the most dangerous routes. It's probably better than being mauled to death by beasts, though. Some distant mountain tops look like the might be volcanoes. There is almost no plant-life here, besides the most stubborn of brambles. By this point, the pull of the Huntsman has grown much stronger.
► DAY 140: The sky clears enough to show a deep red skyline. Barren cliffs are punctuated with rivers of lava, and paradoxically vibrant trees and foliage in erratic spurts. The those in the carnival with a connection to the Hunt will find themselves drawn to a valley in the center of the rocks, absolutely filled with Wyld Fae and other slaves gathered from around the multiverse. This will be the final encounter, and the carnival may have to trust in their Wyld Fae disguises to make it through. There will be multiple Megathreads here, detailing the encounter with the Huntsman and bringing this log to an end. |
- Tags:!event, @wyldlands, ginko, john childermass, jonathan strange, lambert, noboru gongenzaka, papyrus, peridot, rita mordio, sans, yugo, yuusei fudo, yūya sakaki, zangetsu
|
|
| Who: Everyone! When: Day 119 - Day 126 Where: The Summerlands What: Ignatius and Gild portal everyone to the Summerlands, with hopes of appealing to the Summer Maiden for help. Meanwhile, the carnival gets the chance to relax in luxury as only tentatively welcome guests. Here is the location write up from the last time the carnival visited. Since then, of course, some things have changed. Warnings: Nothing in particular. THE SUN RISES↴
 After taking the time to rest, Ignatius and Gild will be able to pool together their energy to portal the carnival (and the airship) to the Summerlands. Those still in Polaris will be left to their own devices for the moment as Gild intends to ask for the Summerlands aid in relocating them, hopefully as soon as possible. With the effort the carnival put into sorting things out in there, however, they should be fine on their own for a little while, at least.
They will arrive in the flowery fields at the base of the mountains, and soon the Summer Fae will notice their presence. Since the last time they visited, however, the atmosphere has changed.
► YOUR ARRIVAL: As the Summer Fae discover the group's arrival, it will quickly become apparent that there is a tension present that wasn't there any of the other times the carnival has visited. The Summer Maiden comes to greet the group personally, with an entourage of armed Summer Fae. They are not at all aggressive unless provoked, but there is clearly a wariness that is new. They seem uncertain about Ignatius being here, and while Gild will be able to do a lot of the talking and smooth things over, the Summer Maiden will deflect having a serious conversation about affairs until the carnival has taken time to 'rest.' It's more likely that the Maiden needs a moment to think over this new information before dealing with it.
► SUMMER CITY: After the Summer Fae become aware of everyone's presence, and the initial uncertainties are accommodated, they will invite 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 it feels like more of a formality, and no one is obligated to take them up on it.
► SUMMER PEOPLE: The fae here will do their best to entertain these new visitors - but 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.
► FAMILIAR FACES: One very different thing about the Summerlands this go around is that there appears to be a small settlement built at the base of the mountains, filled entirely with the former residents of the Manor. Alyss and Reyna will explain that they set up a place to live down there with the Summer Fae's help, and that the fae seems to be trying to remain hands off except when they are needed. The Manor folk overall seem to be doing well, though there is some tension regarding their place in the Summerlands - they are clearly seen as refugees, and while the Summer Fae do their best to help them, the arrival of the carnival and the request for even more help with refugee aid seems to be making things awkward.
► OF THINGS TO COME: The Summer Maiden will remain distant for the first few days, but according to Gild and based on personal observation, it will seem that the news that the Ringmaster has been taken and the idea that even more desperate mortals are requesting to come here are putting her at significant ill ease. She's not rude or dismissive, but she seems reluctant to address the situation head on, though she has said that she will hold a meeting with the carnival later in the week to discuss everything in more detail. None of them seem particularly angry or resentful, but they seem to regard the carnival as an ill portent of things to come. |
- Tags:!event, @summerlands, alphys, beauregard, commander syrlya, ginko, gongenzaka, john childermass, jonathan strange, lambert, papyrus, reira akaba, rita mordio, yukio okumura, yūya sakaki, zangetsu
|
|
| 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. 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. |
- Tags:!event, @polaris, @wyldlands, alphys, beauregard, commander syrlya, gongenzaka, herbert west, hinawa, jonathan strange, kirigakure shura, lambert, papyrus, peridot, reira akaba, rin okumura, rita mordio, sans, tanyuu karibusa, yūya sakaki
|
|
| Who: Everyone! When: Day 115 Where: Polaris What: On the morning of day 115, a couple hours before the technicians would come to pick up the test subjects, the escape plan will officially come into effect. If your character has been left out of the loop up till this point, feel free that someone hastily explains the plan during the initial phase! The meat of everything else will be played out via megathreads and any private toplevels people want to make. Warnings: Probably violence. PEER REVIEW↴
The plan starts with getting everyone out of their cells. Childermass is going to be using his Gilded Mark to enhance his shadow movement abilities, unabling him to teleport himself and other people out of containment. If your character has other ways of escaping they are free to pursue that, but on a base level, it can be assumed that everyone gets out thanks to Childermass. (Thanks Childermass!) Once everyone has been removed from their cells by some means or another, they will be forced to split into teams as swiftly as possible, as the moment people start breaking out, negative attention from the staff will start building. The area is poorly guarded at first, but as people become aware of the breakout, more will arrive.
Gild, speaking on behalf of her inside plant, will say that those that 1) want to get their stuff back, 2) want to find Ignatius, should get the assistance of their allied Deltas to access sector A5. From there, they will have to access Polaris's storage in A3, a neighbouring sector, and find access to C2, the station where Ignatius is being held. They should expect to be met with armed resistance, but with any luck allies will be there to assist them.
In general, characters will be most effective if they back one of these major objectives:
► TEAM LOOT: This team is trying to get back the items and pets that were confiscated when the group was brought into Polaris. Their objective, according to their allies on the inside, is to get to A5, and then make their way to A3. The important thing is being able to locate their stuff among a sea of other items, and to make it through security in order to reclaim it. Gild's plant has said that they will assist with this. After getting these items, Team Loot may wish to merge with Team Rescue.
► TEAM RESCUE: This team's primary focus is to get to A5 and then make their way to C2. If desired, they may wait for or join with Team Loot, or they may strike out ahead in order to take advantage of the element of surprise. The key factors are obtaining a way to access C2, as well as being prepared for armed conflict with the technicians guarding it, as well as possibly the Mother of Invention herself. Though, the ideal is that Gild will be distracting here at that time.
► TEAM DISTRACTION: This team can do their thing wherever they please, as their main intent is to sew general discord and distract the staff from the teams doing more important things. They should be prepared for armed resistance, but what tactics they pursue beyond that point are highly variable.
► TEAM FORTRESS: This team is attempting to set up a protective base of operations in the original sector in order to survive the conflict and protect their noncombatant comrades. How they accomplish this is also highly variable.
Other objectives may exist, of course, and can be made with their own separate top levels. Chunks of these megathreads will have to be played out in summary form, so when characters are simply trying to get from place to place and specifics aren't necessary, feel free to stick to that format. Assume that everyone is already out of their cells for the purpose of the megathreads.
Here is a shitty map of how the sectors connect, from a side view of the central Polaris hub. |
- Tags:!event, @polaris, carly nagisa, commander syrlya, jonathan strange, lambert, papyrus, peridot, rita mordio, sans, yukio okumura, yuusei fudo, yūya sakaki
|
|
| Who: Everyone! When: Days 110 - 114 Where: Polaris What: After a mysterious explosion shakes the station, the staff of Polaris struggle to maintain order while the test subjects fight for freedom with the aid of hidden allies. Productivity info is here. Warnings: More graphic experimentation. THEORY & CONCLUSION↴
 At the midnight between Day 109 and Day 110, something happens. For most people, it won't be clear what - yet, they are shaken by it just the same. Violent tremors appear out of nowhere, rattling the entirety of the Polar station, violent enough to throw sleeping test subjects off their bunks. The source is unclear, but there is a sudden flurry of activity from staff as power flickers and is lost in various parts of the facility. Subjects, for the most part, will be left to their cells while they try to sort things out.
The next morning, the staff are late picking people up. It's more like 6:30AM than the usual 6AM when they arrive to take people to the farm, which is a bit of tardiness that is entirely without precedent. Any questions about the incident the previous night will be waved off with the explanation of 'technical difficulties' that have been 'resolved.'
► DELTA: The three new Deltas will be left in their cells for even longer, waiting to be picked up, instructed that they would be escorted elsewhere instead of to the farm. Around 6:45AM some unfamiliar technicians will arrive and tell them that they are here to begin their processing into Delta. They are led into a previously untouched section of the station, where they are invited into a somewhat more intimate medical room to be asked some cursory questions and given a check up. Then, their suits will be removed, and they will be provided with their new uniforms, which they can apply like normal clothes.
Delta life begins there. There will be a top level for the initial parts of their processing to be played out. Ultimately, however, they will end up being given a tour of the new Delta facilities, which amounts to a waterfront area that borders the new apartments they'll be staying in, as well a small supply shop where they can pick up an allotted amount of 'amenities' per day, based on their level of productivity and other achievements. This includes luxury items like food, pleasant smelling soaps, or other hygiene related tools. There are even small things like decorations or pictures of other places available, though they are fairly expensive.
The first day will mostly involve the processing, a tour, and some basic training regarding the new tools they will be using, such as the mandatory visors and basic computer access. The next day, observation shifts in the farm will start, as will participation in trials.
► FARMING: The Farm will continue as normal, though it seems like there are fewer staff observing it at the moment. The ones that are there seem a little bit more tense than usual. Power is still down in some places, but the Farm is thankfully still active. Sometimes the productivity turn-in scanners might be a bit glitchy, so try not to panic if it measures fewer points than you're due.
► TRIALS: Trials are continuing as projected, though with the most broad of experiments already under way, they may be more selective. If you have an idea for a trial you can be sure to share it with the staff, and they will take it under advisement! Any information you want to provide is encouraged, they will say, especially if it involves notable traits about you or your fellow test subjects - or perhaps behavioral patterns you've noticed. You might even be rewarded! |
- Tags:!event, @polaris, commander syrlya, eruka frog, gongenzaka, hanamaru kunikida, herbert west, john childermass, jonathan strange, lambert, peridot, reira akaba, renzo shima, rita mordio, sans, steven universe, tanyuu karibusa, tyki mikk, yugo, yukio okumura, yuusei fudo, yūya sakaki, zangetsu
|
|
| Who: Everyone! When: Days 102 - 109 Where: Polaris What: With the Ringmaster kidnapped and the rest of the carnival imprisoned, characters find themselves at the mercy of a Winter Fae called the Mother of Invention. Warnings: Graphic experimentation in places. TRIALS & TRIBULATION↴
 After a day of cleansing and processing, where all the belongings and attire of their old lives are stripped away and replaced with something newer and more form fitting, the former members of the carnival will find themselves let loose into the Farm for the first time. A sizable green area, filled with orchards growing inorganic looking fruits and field ready for tending, the Farm is where they will be spending their days for the forseeable future.
Food and drink are no longer needed, and so every day is an endless cycle of work. Technicians are seen only when necessary, and when being taken from your place of work to your lonesome cells at night. Every day, there are new postings on the "Production Board", where various dire sound scientific trials ask for subjects. The majority won't be forced, at least not yet, but the system is at work to push its participants to the brink and force their hand.
After all, volunteers make the best subjects.
► PRODUCTIVITY: As explained elsewhere, characters will be forced to compete to attain enough Productivity Point to be considered Satisfactory. There are literally not enough points to go around for everyone to attain this, which means that at least some people will be deemed "Below Expectations" by the end of the first four-day cycle. What this means has yet to be discovered, but the Technicians have grimly warned against it.
Productivity involves many tasks, including orchard picking, tilling, planting, harvesting, watering, maintenance, and more. Any task you can think of that would take place on a plantation is applicable here. Beyond that, the Production Board awaits you, offering precious Productivity Points in exchange for your cooperation. How you become Satisfactory is up to you, but it's every person for themselves. Only one person can turn in the credit for harvesting or preparing fields, and while you can certainly try to help others by letting them take credit for your work, it's a sure fire way to fall behind the herd, especially if you are already in a low Classification.
Fruits and fields will miraculously grow overnight, and will be ready for a new day when you are. You've been told not to eat anything you harvest, but right now you aren't hungry anyway.
► POLARIS BY NIGHT: During the night, you are left alone to your thoughts and maybe an annoying roommate. Solo or in pairs, the entire night will be spent in small sleep pods, as shown on the locations post. Is it possible to sneak out? It doesn't seem like it is, but who is to say? The real question is if you want to dare to try. There is one hour of rest before and after seven hours of darkness. Even if you don't usually have to sleep, you'll find yourself oddly weary and inclined to rest. Supernaturally, almost.
► PARTICIPATION: Sometimes participation in experimental trials is manditory, sometimes it isn't. You are free to handwave your character having been pulled aside for minor examinations, such as blood tests or aura scans. Each time, you will be pulled into a separate part of the station and analyzed by a Technician and heavily automated machinery. Anymore more complex than basic check-up level tests will be posted about in a section called "TRIALS" in the body of the post below. |
- Tags:!event, @polaris, alphys, amethyst, beauregard, commander syrlya, eruka frog, ginko, gongenzaka, hanamaru kunikida, john childermass, joker, jonathan strange, lambert, papyrus, peridot, reira akaba, renzo shima, rita mordio, sans, yukio okumura, yūya sakaki
|
|
| Who: Everyone! When: Day 100 Where: Shabondamashii What: The Wyld Hunt unexpectedly crashes the Shabon's dimension, leaving chaos in its wake. Those that have been with the carnival for a while might recognize it as the personal army of a fae called the Huntsman - also known as one of the Ringmaster's age old rivals, whom she dethroned thousands of years ago. The last we heard of him, he was pursuing the carnival, and it turns out he found them faster than anyone thought. Warnings: Violence, theoretical cannibalism. THE AUTUMN MOON↴
 There isn't any warning. You might not even notice what's happening at first, with the approach of the threat happening as spontaneously as a zombie uprising. You're minding your own business, enjoying Shabon, when a random alien charges you on foot with sudden and aggressive intent. Whether or not you can throw them off or defeat them, you'll soon find they weren't alone. An entire army is descending upon the city now, and the carnival is the target.
► THEY ARE LEGION: The Wyld Hunt comes in all shapes and sizes, with beasts and men from all kinds of different universes having been caught up in its sway. Those that have been in the Hunt for a long while have more or less completely lost themselves - they now function only as part of a pack, hunting whatever the Huntsman wishes and consuming what their prey leaves behind upon death. Some members of the Hunt are newer and more unsure, but they are all a part of a psychic hive mind that compels them to move as a unit. Everyone in the Wyld Hunt instinctively know what the Huntsman wants them to do, even if they never speak to him.
Their skills, powers, and physicalities are all over the board, but there are a notably large quantity of Wyld Fae among them, often being used as mounts by more powerful humanoids within the Hunt. When NPCing members of the Hunt for threading purposes there is a lot of flexibility to what you face, including entities and beasts from your own worlds - provided they are creatures capable of functioning independently.
► HUNT OR BE HUNTED: When set upon by the Hunt, it is easy to become overwhelmed. Unfortunately, in that situation, the only way to beat them is to join them. Beginning to hunt alongside the others will immediately pacify them against you. As soon as you start to follow, the thrum of the Huntsman's will will start to take over - the more you hunt, the harder it is to turn away from it. If you do stop, or successfully oppose the compulsion, they will be quick to set upon you again. Like the others, you will feel the craving to consume any individuals the Hunt has felled - you must resist this, because once you have eaten the prey of the Hunt, you'll be trapped within it indefinitely.
► WORN OUT WELCOME: The people of Shabon are used to crisis, but this is a bit beyond what even they are prepared to tolerate. The Hunt will be causing collateral, both of the human and the material sort. While the workers in Shabon have very well practiced escape procedures in the event of something like this, the other guests are not as fortunate. Plenty of them are capable of fighting back on their own, but they will not always be capable of avoiding the hordes. The longer this goes on, the worse it will get. Eventually, the Shabon workers will realize who the Hunt is after and start actively trying to turn carnival members over to them in order to make it stop.
► IN TWO PARTS: Tragically, this turn of events and the realization that she's managed to put everyone in danger once again will be what finally causes the Ringmaster to split in two. One side will immediately become disinterested in using violence to counter this problem, while the other will be desperate and reckless. This will also completely screw her ability to get anyone back to the carnival in time. There will be at least one Megathread dealing with her actions during this.
PLEASE NOTE: This is a conflict the carnival is meant to survive, not win. The main point of this is to get the plot rolling in a new direction, so don't worry about figuring out how to defeat the Huntsman, because in this moment it basically won't be possible. Have fun threading out the crisis, and see where it leads. I wanted to be up front about that, as opposed to letting everyone grasp at straws to prevent a result that will be inevitable, even if the details will shift. |
- Tags:!event, @shabondamashii, carly nagisa, commander syrlya, eruka frog, ginko, gongenzaka, john childermass, joker, jonathan strange, lambert, peridot, renzo shima, yūya sakaki
|
|
| Who: Everyone! When: Day 92 - Day 99 Where: Shabondamashii Bathhouse What: With the Silver Mirror claimed and the animals of Eden relocated, it's time for the carnival to kick back and enjoy an interdimensional bathhouse and the surrounding festival city. Meanwhile, the scattered shards of the Mirror have an unexpected effect. Warnings: Dark/Light halves acting weird. THE BIG CLEANSE↴
 As the carnival recovers, the Ringmaster has brought it to the gates of a famous interdimensional bathhouse to rest. She won't be joining you for most of it, though she will be checking in frequently and available by radio. She's fixed a large portion of the Silver Mirror after it shattered, but it seems like pieces are missing. She doesn't want to rest until the missing shards are dealt with, and the Mirror itself is locked away safely.
► YOUR OTHER HALF: The shards missing from the Silver Mirror didn't just disappear - after breaking apart in Eden, fragments of the object embedded themselves in the spirits of those not already touched by its powers, and those that had been the most fae-touched. That means, your characters. The effect of this, explained in more detail on the plotting post, is that some characters will be splitting into two versions of themselves: the Light, and the Dark. This doesn't mean good and evil, of course, it's far more complicated than that.
Splits can start happening at any time after arriving in Shabon, and initially characters won't know how to rejoin with their twins. Later on, it will become apparent that they need to reconnect via the shard of the Mirror they share... of course, in order to rejoin, you have to have both halves, and not all twins will be as eager to go back to the way things were before. This plot point is optional.
► SPA DAY: When you're not engaging in metaphysical division, you are free to enjoy the many luxuries that Shabon offers. Things will mostly have an east-Asian bend, like what you would see in the movie Spirited Away, but as long as it doesn't affect the setting much, you can honestly have whatever spa-type services available that you want. Food is served both in restaurants and 'buffet' style. There are also well paid sex workers here, if that is your thing, but make sure to tip well.
► FESTIVAL TOWN: The city surrounding Shabondamashii is largely meant to catch the business of interdimensional tourists. There are frequent parades and other events held, and the architecture is very closely packed. It's easy to get lost if you leave the bathhouse, but it's definitely worth it if you like party. You can pick out a few outfits for yourself and some fun nick nacks, but nothing that would normally require mod approval. |
- Tags:!event, 9s, @shabondamashii, amethyst, beauregard, carly nagisa, dark mousy, doll, eruka frog, ginko, haruhi fujioka, jasper, john childermass, joker, jonathan strange, lambert, papyrus, reira akaba, rin okumura, sans, steven universe, tyki mikk, yukio okumura, yūya sakaki, zangetsu
|
|
| Who: Childermass & open. When: D90-D91 Where: Back at the carnival, in the medical tent. What: Childermass had a bad time with a bear's claws and now he's stuck on bed rest. Warnings: Mentions of violence, injury. ( only he hates hoppin places so this is awful ) |
|
|