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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.
13th-Jan-2017 04:11 pm - ⇨ ATLANTIS
ringleaders: (Default)
Who: Everyone!
When: The morning of D44 and onward.
Where: The ocean realm of Atlantis.
What: The carnival abruptly arrives at an underwater realm, and everyone is transfigured into merpeople just as suddenly.
Warnings: Body horror, I guess.

THE CITY OF ATLANTIS

The visit starts without much warning, but at least there is a full week of free time before performances start. In the meantime, your characters will be given ample opportunity to adjust their acts for an underwater audience, get used to their new fishy appendages, or just spend the whole time enjoying the sights and sounds of Atlantis city. King Triton will not be immediately seen, but it's possible to gain an audience with him if you get in contact with the ambassadors of the kingdom. Just, make sure that you're not wasting his time. He's a lot less patient with nonsense than the Ringmaster is.

► FISH FRIDAY: You fell asleep, whether or not that's something you usually do, and the next morning you wake up as one of the merfolk. A few last additions may grow in after you're awake, but for the most part everyone will have a method of swimming and a method of breathing underwater transfigured into them upon waking. Don't worry about your belongings - everything is waterproofed, and technology will work the same underwater as it does above it. That doesn't mean there won't be plenty to get used to, though.

► GREAT BLUE YONDER: The ocean realm where Atlantis resides is enormous, and the depths seem to be unending. Despite the fact that there doesn't seem to be any surface, sun glimmers all the way down to the ocean floor. Atlanteans use creatures like whales and dolphins as rides and beasts of burden, and they can be seen swimming in and out of the city as constantly as roadways filed with cars in earth civilization. Beyond that, there's everything you would expect to see on the ocean floor here - huge reefs of coral, both familiar and exotic, enormous ocean plants, deep ocean trenches, and all kinds of weird critters living in them. There are a mix of mythical and standard ocean creatures, and are likely a combined populations of many oceans worth of beings.

► THE ATLANTEAN MARKET: The Atlantean market (aka the "merket") is a long trench between rows of buildings in the middle of the city, lit with bio-luminescent plants and rocks, and filled with all kinds of weird mer stuff that you can buy. There are a great many individual booths, mostly with hand crafted wares and objects that have been salvaged from various sunken ships. The Ringmaster has already traded a large number of goods to the merfolk here, and has taken the profit to award each worker with 100 Atlantean Gold to spend as they please. One gold is worth roughly five USA dollars, for a comparison of how much that is. There is a top level set up below in which characters can make their purchases, and you can also handwave the purchase of random common, necessary items (food, drink, etc) at your convenience.

► TREASURE HUNTING: Right now, the only major salvage areas are a few left over sunken ships that have mostly been picked over by the merfolk. However, you are welcome to head over to them and explore, and see if fortune smiles on you when it comes to finding anything that hasn't been taken yet. The current options are three similar looking brigantine that all probably came from the same world. Merfolk do not seem to consider them to be anything extraordinary, though magical items and gold have allegedly been found within them. Whether or not anything is left, is the real question.

► LIMELIGHTING: Merfolk are curious and generally socially forward, as a species. This mean that they find the carnival's workers to be a fascinating novelty, and also are unafraid to make that fascination obvious. Given the opportunity, merfolk will demand your character's attention for bombardments of questions and for general socializing, especially if they are particularly unusual for some reason. Don't be surprised if you get invited to stay at total stranger's houses, or dragged off to a merfolk bar to surprise party with their friends. They'll let you say no, reluctantly, but they will also be pleased as punch to get up in your gill.

It's also possible to make some money, this way, if you're willing to do street performances, or are willing to sell your "skills" in a more private environment. Yes, there are opportunities to become a fish hooker if you are so inclined. Merfolk may also offer money to take you as arm candy to various public events, escort style. They don't consider this to be a particularly socially inappropriate thing to do, either.


You can ask general questions about this setting over on the event post. There are top levels below for buying Atlantean merch, and also for making dolla dolla, if your character is inclined to try.
dorkypantsuit: (Default)
Who: Psi and Open
What: Drinking Alien Booze
Where: The Cookhouse and Around (see prompts)
When: Right after the supervisor meeting.
Warnings: People using alcohol in unhealthy ways. Drunkenness. Adult language highly likely.

a ton of introspection )

I. The Cookhouse
When he finds the bottle he holds it up victoriously. The drink inside appears to be a truly distressing shade of fluorescent lavender. He smiles before twisting off the top and pouring himself a drink. It's an Alternian liquor, or at least that's what the label seems to imply.

"This stuff is the best. Here, try this." And if you're nearby he pours you a drink. Even if you're not that nearby he'll probably end up calling you over. "This is what real liquor tastes like."

II. Around the Carnival

He's just a little bit drunk right now. He isn't stumbling, but his psionics seem to be going off much more frequently then normal.

"Hey, you! You!" he shouts loudly as he see's you walking by. He rapidly waves your character over before excitedly asking them, "Truth or dare?"

III. Supervisor Grove

Now he's really really drunk. He probably should not have drank that entire bottle, but it's too late for regrets now. His head is spinning, which is annoying, and he keeps wobbling a bit as he tries to balance himself. He stumbles, tries to catch himself with his own psionics, misjudges the force and ends up pushing himself flat on his back in the opposite direction. There's the thud of his body hitting the ground before before he just starts laughing hysterically. He makes no attempt to get up whatsoever.
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