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13th-Oct-2017 06:00 pm - ⇨ FOURTH WALL EVENT! (OPEN TO ALL)
ringleaders: (Default)
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.
29th-Aug-2017 02:54 pm - ⇨ EVERYTHING STAYS [CLOSED NOW]
ringleaders: (masquerade)
Who: The Summer Maiden, the Ringmaster, and possibly you!
When: Day 146 - Day 152
Where: The Summer Maiden's garden, in the Summerlands.
What: Just some gals being pals. The perfect opportunity to both snoop and hassle some fae.
Warnings: Nothing specific.

THE SUMMER MAIDEN

The Ringmaster is reborn without much fanfare. One day her egg is resting in the egg tent, and the next she's out and around the carnival, back to normal - or mostly, at least. She takes the same humanoid shape as she did before Portland ever happened, but now instead of appearing totally human, she's retained a set of curved horns, and longer, sharper nails.

She personally offers no explanation for it, without being asked. Otherwise, she does her very best to settling back into the old routine, acknowledging what they all just went through as little as possible. After the first few days of getting the carnival up and running again, she disappears off into the summer cities. People who were here for the last visit to the Summerlands probably have a pretty good idea of what she's doing.

They are few restrictions as to where you can go, in the mountain top cities. One particularly majestic mountain supposedly contains the home of the Summer Maiden herself - a plant filled temple that would be considered unassuming by fae standards. There are no guards blocking the entrance, or locked gates keeping you out. Once you find it, you are free to explore.

Free enough that you may stumble upon the sound of a familiar voice, and private discussions. Are you going to be polite, or are you going to listen in?

[OOC: Tag in with your character entering the temple and heaving the Ringmaster talking to someone, or the sound of an unfamiliar voice singing. Each of my replies will be a bit different. I'll do my best to keep up with as many threads as possible, but priority will go on a first come first serve basis, in the event I get overloaded.

Indicate whether you'd like to talk mostly to the Ringmaster or mostly to the Summer Maiden in your top level.]
16th-Aug-2017 10:42 pm - Summer Birthday for a Sunshine Child
destiny_key: (Er...)
Who: Sora and You!
When: Day 147
Where: Somewhere in the Summerlands
What: Sora's birthday party!
Warnings: None~

Kind of a sad party, though... )
whattaprick: (Default)
Who: Nightrunners, engineers, and anyone who wants to check out the new facilities.
What: WELCOME TO THE GRIND aka. training yard construction + actual use. Prompts/ideas of what you can find there are in the log text and in this OOC post; otherwise it's a make-your-own-toplevel kind of log!
When: After the engineering meeting; through the end of the Carnival's stay in Mainframe and the break.
Where: The newly-cleared training yard space in the woods!
Warnings: Shenanigansss.

for you, the laws of physics are merely a suggestion )
26th-Mar-2017 05:52 pm - ⇨ ALOLA
ringleaders: (Default)
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... )
25th-Mar-2017 05:32 pm
cuckooed: (you tried star)
Who: Koel and OPEN
When: The Day 72/Evening of Day 72
Where: The cookhouse
What: Food, and also Vampires Anonymous
Warnings: Discussion of vampires and blood and flesh and eating/drinking them and related topics.

we are all monsters )
3rd-Mar-2017 03:25 pm - HELL OF A HANGOVER PT. 2
ringleaders: (Default)
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.
26th-Feb-2017 02:17 pm - ⇨ THE MASQUERADE
ringleaders: (dragoneyed)
Who: Everyone! Attendance is mandatory.
When: Late Day 65
Where: The Celebration
What: The Masquerade arrives, and so does the carnival's enemies. For more info, check out the Draculas 101.
Warnings: Further party hell. Also, vampire violence, mind control, etc.

THE HOST & THE HORDE

The time of the Masquerade arrives. You've been given free reign of the place up till now, but a few hours before the party commences the Host will inform you that your presence will be required, and will assist you (forcibly, if need be) to sort out any last minute costuming concerns you might have if you've left it until now. When masks and outfits are sorted, you'll be left to your own devices until you are summoned on the evening of Day 65.

The Masquerade will start off normally - relative to everything else in this place, at least. Everyone in the Celebration will be called in for this event, centered in a grand hall with side rooms offered to those that need them for whatever reasons might come up. The food and drink is especially ambrosia-esque this evening, and the music will stir your soul, even if you're not usually a music person. Enjoy it if you can - the peace won't last.

► MASKS: Though the masks seemed only mundane before, once within the Masquerade atmosphere, they will magically begin obscuring people's identities beyond what a normal mask should be able to do. When a person is wearing one, it would be supernaturally difficult to figure out who they are - maybe you forget what their voice should sound like, or maybe the other details escape you. Of course, it's possible to figure out if you look for it, based on general shapes and personality traits, but unless you know someone well it could be a challenge. Of course, you can just take your mask off and remove the enchantment entirely - though the Host will hassle you if they notice you going without. Stop ruining the party!

► TEMPTATION: Though it's felt easy to be whisked away by the draw of pleasure and luxury during the rest of the week, that feeling will seem to come to a head at the actual party. If you are aware of what needs to be resisted then it's possible to fight back and ignore it, but more than ever it feels all too easy to just dance your life away. Nobody seems to be dying from it, at least, or 'burning out' any faster as a result - it's mostly just extremely distracting from other concerns. Like vampires, for instance.

VAMPIRE: THE MASQUERADE
It's during the latter half of the party that things will start to go bad. Though it will go unseen by the carnival, the Masquerade has gained an additional set of guests - the vampire's of the demon lord that has been chasing them for the last several months. The Host doesn't discriminate, and anyone is welcome to attend the Celebration, provided they don't start a fight.

Right. About that.

► THE KINDRED: The vampires don't like to play fair, which means that they are going to be attacking with stealth and trickery - taking advantage of the way that the party has dulled the alertness of many of the carnival's workers. They'll be using that lack of inhibition to lure individuals into places they can be attacked or turned in private - their primary goals are to capture the Supervisors and to turn as many of the Ringmaster's workers as possible before escaping back to their dimension. Some of their targets will be gone before anyone has a chance to notice.

Remembering that they will be avoiding big public confrontations, so if anyone starts one of those it will probably by the carnival members striking back. This is going to wear on the Host's patience extremely quickly.

► COLD IRON: Oh, right, and they are definitely bringing iron weapons - as pure as they could get. They'll have things like iron collars or shackles to try to trap people with, as well as iron daggers and guns with iron bullets. They'll have to be on the down low with, but they are going to exploit that weakeness as much as possible. Those that have only been in the carnival a few months will mostly just feel discomfort at the touch of it - as if they are touching something that is slightly too hot or too cold. Veterans that have been around for years will find its touch to be burningly cold - the type of temperature that would threaten to destroy flesh after prolonged contact. Those that have been here for up to three years will take it the worst. See the Transformations page for more details!

► TURNING THE TABLES: Being turned is a mixture of pleasure and pain, and is often hard for mortals to mentally reconcile as it happens to them. Being drained by these vampires is simultaneously impossibly satisfying and extremely terrifying - once they've started in on your, the way it overwhelms your mind and body can make it nearly impossible to stop them without help. Once you are dead or dying, they will feed you their blood - at which point your body will go through a painful transformation as the demon spirit takes its place inside of you and your dead body is violently resurrected.

As soon as you wake up, freshly changed, the bloodlust will set it - it will be extremely hard to control, and at first all you will think about is wanting to sate that hunger. Combined with your sire having direct control if your mind through your blood connection, new vampires will be mostly incapable of doing anything but following the whims of the rest of the vampire pack and seeking nourishment. This blood lust will begin to fade after they've fed. Killing isn't necessary to feed, but it can be hard to stop yourself, as a neonate vampire.

► CLOSING TIME: Before the party is officially over, the Host will have had enough. Before you can pursue all of the vampires or take back the people they've stolen, the lot of them will have escaped back to their dimension, and the Host will have kicked the entire carnival out for participating in so much violence. If you want to make any final moves before you go, this is the time.
17th-Feb-2017 11:54 am - ⇨ THE CELEBRATION
ringleaders: (Default)
Who: Everyone, especially YOU.
When: Day 60 - Day 65
Where: The Celebration
What: The carnival workers are invited to spend the week within the realm of the Celebration, the grounds of a party that has been going on for centuries. Accommodations are luxurious, but those with keen instincts might notice something off about this whole arrangement... (Questions can go to the original setting post!)
Warnings: Booze, drugs, sex, and everything in between.

THE CELEBRATION

If you observe that the layout of the Celebration grounds seem inconsistent, then you would be correct. In reality, what lies at the end of each corridor depends largely on what the guests of the Celebration want at the time - if a few people find themselves craving a drink, a bar may appear. If a group finds themselves wanting to dance, a club will open up. This goes on at all hours of the night, and given how many dedicated partiers fill the building, the services are well used. It isn't instantaneous, and the Host has to consciously decide to provide that service, but the changes are fast none-the-less.

► ROOMS: Each trailer pair will be assigned a room to themselves - whether or not it has two double beds or a single king sized bed seems essentially random. Hopefully you aren't too sensitive about keeping that space to yourself. The curtains at the far side of the room don't actually lead outside, but instead to a walk-in closet filled with the Host's best guesses at the type of clothing you might like. They may not hit the nail on the head, but at the very least all the clothing will be in your size. The styles could be just about anything, from any universe, but they do tend to average out to clothing that is Earth-ish. Either that, or clothing that looks like they are meant for elves from a high fantasy novel to wear.

► SHOPPING: If none of your pre-picked outfits tickle your fancy, plenty of boutiques and clothing shops can also be found around the grounds - whatever you're thinking of, you'll probably be able to find a shop appropriate for it eventually. Though, maybe it doesn't really count as shopping if you don't have to pay for any of the things you take back to your room with you? Unfortunately, from the sounds of it, you won't be allowed to drag all of your haul back to the carnival with you, so you better enjoy it while you can.



► DINING: There is no daily schedule to follow, after you arrive. You are free to attend the dining room whenever you wish, and will be seated at large round tables with whoever else may be around at the time, and can either order from the menu or most dishes you may think of off the top of your head. If you don't like the fine dining experience, there are also a selection of smaller cafes and eateries that open and close at varying times of day - and, of course, you can always call for room service.

► ENTERTAINMENT: There is plenty of live music around the grounds (not that you can ever seem to remember who the performers were afterwards) whether it comes to harp music while you eat or a full set of DJs in the club you found. If you are inclined to look for them, you may also find some cozy lounges with big screen TVs, and access to a multi-universal quantity of films. What's there or isn't there is unpredictable, but if you come from a standard variety of Earth you probably recognize some of them.



► SUBSTANCES: You don't have to be coy about it - just ask one of your servers, and you'll be able to get whatever kind of vices you might be craving. Drugs, alcohol, ice cream... it's all good. If this sounds like a nightmare for potential addicts, you would be correct. It's not uncommon to see people clearly over-indulging in certain locations, though guests are usually escorted back to their rooms if they take ill - only to see them back at it again the next day.

► SPA DAY: If you'd like to take a swim, pools of various aesthetics are easy to find. So are hot tubs, and saunas, and Host servants who are willing to give you a massage or manicure. If the party crowd isn't your scene, there are plenty of more low-key opportunities to indulge.



► GREENSPACE: There is one park area on the grounds, which appears to be constructed on the rooftops of other parts of the complex. While there are trees and greenery, there is no real sky that you can see - only the illusion of one. It may start to occur to you over time that no window or rooftop actually leads to any kind of outdoors. The Celebration really is there only thing here.

These are really just examples, and you can get creative with what kind of services you find offered while here, when it comes to generally mundane comforts. It really feels like the Host wants to win you over, as if you staying just a little longer has some sort of intrinsic appeal.
10th-Feb-2017 10:24 pm - It's the Great Pumpkin, Charlie Brown
periphrasing: (Happy Family)
Who: Peridot and Lapis, Peridot and YOU, Lapis Lazuli and YOU, or, you AND Peridot AND Lapis! Now featuring Pumpkin.
What: Peridot called in a favor from the Ringmaster and got her vegetable dog back! Also, Lapis brought home a gross skeleton and a weird sword, and you can see it outside their trailer.
When: The night the carnival leaves Atlantis and on
Where: The supervisor's grove, and around the Carnival in general

A. CLOSED TO LAPIS

"Look on the bright side Lapis! We match now!"

This would be Peridot's attempt at reassuring her roommate that the changes which she has retained, following two weeks of being underwater, could be a whole lot worse. They are blessedly walking (instead of swimming) back to their trailer in the supervisor's grove, and Peridot is pointing at her mouth and flashing a sharp-toothed grin.

Read more... )
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