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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.
5th-Oct-2017 12:51 pm - ⇨ HEARTSTONE MANOR
ringleaders: (Default)
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.
27th-Sep-2017 06:08 pm - [Closed]
hippocarnival: (my mom is a punk ✮)
Who: Yuya, Yuzu, Gongenzaka
When: Day 167
Where: Yuzu's trailer
What: Yuzu gets some of her answers from her friends. 
Warnings: None expected.
Read more... )
16th-Sep-2017 04:21 pm - [Closed]
hippocarnival: (✮ 69 ✮)
Who: Yuya and Strange
When: later day 161
Where: Greysol and the lake
What: Yuya tries to teach Strange how to swim.
Warnings: Secondhand embarrassment?

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

His hands are stuffed in his pockets when Strange walks up, Koemi perched on his shoulder. Once he looks up he manages to pull his hand up to wave enthusiastically. "Mr. Strange! Siobhan!"
fusionactuallysuitsher: (Default)
Who: Yuzu, Yuya and Gongenzaka later on
When: Day 159, before the spell goes off
Where: The carnival
What: Yuzu has arrived in the carnival as the new cashier and a promise of answers. Juuuuust that there may be a few complications...
Warnings: Regularly dopey stuff involving these three?

Read more... )
4th-Sep-2017 07:53 pm - ⇨ GREYSOL
ringleaders: (Default)
Who: Everyone!
When: Day 155 - Day 169
Where: Greysol
What: The carnival resumes its tour, this time heading to Greysol, a city tied deeply into the fabric of the multiverse. Here, everyone has an animal companion from birth that is the second half of their soul - and thanks to the Ringmaster, so do you. (Remember, [plurk.com profile] joysweeper is our guest event runner for this location, and location specific questions should go to them.)
Warnings: Individually marked!

THE 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.
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.]
26th-Aug-2017 09:22 pm - MOPS AGGRESSIVELY [Open]
control_freak: (But ground yourself with Jacob's ladder)
Who: Foster and you!
When: Day 151
Where: Carnival Grounds - Various
What: Psi has hits upon a clever way to get Foster's goat.
Warnings: Foster.

And it feels, and it feels like sabotage )
16th-Aug-2017 10:53 am - [Open]
hippocarnival: (just kidding (no i'm not) ✮)
Who: Yuya & everyone
When: Day 146-152
Where: Around the Carnival & Summerlands
What: Recovery, new changes, and continued antics while the carnival has a nice, long break.
Warnings: None, probably?

Read more... )
15th-Aug-2017 09:28 pm - [OPEN] 3 Spoopy 5 Me
puddingemote: (i been sleepin in my bed)
Who: Tamaki and Anyone!
When: Post Day 145
Where: The Summerlands
What: Tamaki's realized he kept a... useful ability from his time as a ghost.
Warnings: Depends on what you want to talk about.

The first time he'd used it had been an accident; without even really thinking about it, Tamaki started to walk through the wall of the cookhouse like he used to as a ghost and-

Well. He crashed into it. Fell flat on his butt, actually. It took him a moment to remember that oh yeah, he's solid again. Walking through walls isn't really a thing he can do anymore.

Though he'd still been a bit curious to see if he really couldn't get through the wall anymore; being able to phase through things easily was really the only nice thing about being a ghost. He'd leaned against the wall of the cookhouse, remembering the way it felt to be completely weightless, just a person-shaped mass of soul energy that could go anywhere-

And then he fell through and landed on his face. Welp.

That little bit of slapstick dispatched, Tamaki was eager to try out his new ability on the Carnival. Which is what lead to now, where a seven-foot teenager has just walked through the wall. He glows blue for a moment before coming solid again, looking all around the space before his eyes land on the person he just most likely startled.

Trailers, tents, game stalls... the only thing he seems to be purposefully avoiding entering unlawfully is bathrooms. He could really be anywhere.

At which point he'll look at the person he just so rudely intruded upon, blinking like they're the ones who just showed up.

"Uh. Pardon the intrusion."
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