|ESCAPE THE PRINCE!↴|
4th Wall characters who submit an app and are accepted will be able to have their character move on from the Grand Ball log fluidly, and will not have to re-enter. Essentially, they will be joining the game as they are at the ball, though their power nerf will lift as the event proceeds. They won’t have any weapons or clothes with them that they didn’t have at the ball, but they can arrange with the Ringmaster to pick necessary items up later if absolutely required.
Essentially, the haze on their minds will lift enough that they will be able to escape with the current player characters. The specifics of the final conflict of this event are still playing out via a series of attempted infiltrations, but wherever it goes, your character is welcome to participate and move along with the plot. There will probably be a couple more twists and turns for those brought in for the ball, given that – at least at the moment – they are still the property of the Prince.
Their method of entering the carnival will be this: in order to protect the 4th Wall characters from the way the Prince has marked their souls during their kidnapping, the Ringmaster will be taking them on board with a contract in order to overwrite the Prince’s ownership of them. There will be no contract rewards for this method, because the reward is getting to not be the Prince’s slave.
Once the carnival has moved on from this event, they will go with them, and will then be assigned their carnival jobs and trailer roommates. You will probably find out this OOC information in advance of when your character does, however. Your “reason for joining” on the app can essentially just be “escaping he Prince.”
If any 4th Wallers intending on applying have questions, you can ask them down below! If you want to make sure you don’t miss any of the 4th Wall Ball plot, make sure your application is in by the end of October 22nd.
On Day 170, the Ringmaster will announce that she will be leaving the carnival for a visit to an 'ally', and that in the meantime everyone should just stay in the carnival grounds and wait for her to come back. She will shrug it off as being a simple matter, and say that it shouldn't take much time at all, and that it is something for the good of the carnival.
Of course, a few hours later, she will return with another announcement - actually, her... "ally", has "requested" that all of her underlings join her in visiting his castle while they negotiate the terms of a potential agreement. She will insist that it's a diplomatic affair, and that while really all that is required of everyone is to behave themselves and to not provoke the Prince's ire, it's extremely important that they listen to her this time. This announcement will be made by radio.
The evening of Day 170, everyone will be brought to an enormous manor house, apparently suspended in some kind of twilight void. They'll all be randomly assigned rooms in pairs of two (OOC RNG time!) and instructed to arrive for breakfast at 8AM sharp. Follow the schedule, be polite, and everything will be great.
Heartstone Manor is a spooky looking cross between a castle and a monastery, floating in the middle of realm filled with nothing else but empty twilight. Specifically, it is the home of a High Fae called The Prince - or so the Ringmaster will explain. He's one of the Wyld Fae, like she is, and when he fled from fae civilization eons ago, he hid himself away here to live in solitude as he saw fit. No one and nothing else lives here except for the Prince and his servants, and there is no visible sun - only stages between twilight and darkness.
The Manor itself is a massive stone construction, filled with old fashioned looking architecture and filled to the brim with art. Frescos, statues, and engravings line every hall, ranging from classical to abstract. The subject matter is almost always that of beautiful humanoids - in the form of fae, angels, and the more seductive forms of demons. The servants mostly appear to be traditionally beautiful as well. This seeming obsession with beauty is tied directly to the desires of the Prince himself.
While you are in his home, formal attire is mandatory. He will be gracious enough to provide everyone with appropriate wardrobe - that is, formal wear that could ambiguously fit anywhere from the 1500's to 1800's on Earth.
( MORE PLOT DETAILS BELOW )
After leaving the previous location, and a few days before coming to Greysol, the Ringmaster puts a massive spell on the souls of every member of the carnival. Greysol is in a world where the souls of every human or sufficiently humanlike person takes the physical form of an animal. Plenty of characters wouldn’t qualify, but what’s the point of going to a dæmon world if not to show them what their inner selves look like?
The spell causes dæmons to form for most characters. They will wake up, either from sleep or a daze, with what appears to be an animal pressed against their hearts or equivalent important symbolic organs, but they will almost immediately understand that this is not an animal. This is part of them.
As dæmons are souls made physical they will have some element of characters’ soul color. At minimum their eyes are that color, and they may reflect some carnival changes, angelic/demonic nature, etc. For about a day their forms can change instantaneously into those of different animals. Children will remain like this, though there will probably be several preferred forms rather than randomness. Adults will ‘settle’ by the time the carnival arrives in Greysol, the number of forms they take dwindling until they become fixed on a single one. Look to the first comment for a more thorough explanation on dæmons.
The spell doesn’t work completely evenly. Some souls are more heavily insulated and do not become external. Players can opt out of dæmons this way and have a few options for their characters. A glamour butterfly in their souls’ colors can follow them while they’re in Greysol. Alternately, they become witches wearing bird pendants to symbolize dæmons supposedly far away. Characters with significant animalistic aspects may take the forms of panserbjørn - slightly anthropomorphized polar bears.
(If you don't want to type out dæmon - d & a e l i g ; m o n - all the time, daemon works too. It’s pronounced “demon”.)
Can you imagine my astonishment at learning that part of my own nature was female, and bird-formed, and beautiful?
Greysol is a large coastal city that seems to roughly equate to late 20th century Western culture and mores, with a vaguely Victorian teslapunk-influenced aesthetic and somewhat uneven technology. Horse-drawn vehicles and just plain horses are common, but horseless automobiles and strangely 21st century-looking bicycles don’t cause too much of a stir. There are paved streets, skyscrapers, and electricity even if they call it "anbaric lighting". Hot air balloons and dirigibles can be seen in the sky. There are many moving picture theaters, black-and-white and with somewhat questionable sound, but small portable radios are common. Watches that bear a suspicious similarity to smartwatches are all the rage, though they are in fact simply watches and require winding.
Every human and witch in this world has an external soul which most cannot go more than about twenty feet from, and non-consensually touching someone else’s dæmon is tantamount to assault. This presents some logistical difficulties in a big city, but humans have built Greysol to accommodate their other halves. Doorways tend to be wide, stairs broad and shallow, there are huge freight elevators in most buildings, and sidewalks are quite broad with human and dæmon lanes, though small souls are usually carried and flying ones can easily just stay above. Slick floors are never seen without hoof-friendly traction rugs and the like. Some of the street traffic consists of people riding their horse or similar dæmons, and you may see a giraffe soul at a lope, keeping pace with the carriage carrying his body. City life is harder on people with especially large dæmons, but they manage okay.
( MORE BENEATH THE CUT! )
This time, there is no preparation. When the Severing was broken, the Ringmaster immediately returned everyone to the carnival, no matter their earthly location - only to then drag the carnival's realm all the way to the Summerlands right after. As the workers arrive, they will have been scattered around the carnival grounds, back in their original bodies - including their old faerie changes, of course, plus perhaps a few new ones. Bodies and memories will return to what they were before Portland, and while the life they lived there will stay with them as memories, they will only now be left to fully contemplate what they just experienced.
The Summerlands are an idyllic realm of glorious mountain-top cities and vast fields of flowers and grass. It is inhabited almost entirely by the Summer Fae, a faction of the Summer Court which broken ties with their Arcadia homeland a long time ago. Veterans that have been with the carnival since the vampire's first attack will remember staying here for a couple months while everyone was recovering. The fae here will remember those workers as well, with an accuracy that is sometimes eerie.
There is plenty to do in the Summer Fae's city - though there is far more space than there is people, given that there are only a few hundred fae present here. There is no shortage of good food, music, and dancing - with plenty of other amenities like waterfall-side pools and gardens filled with small miracles. All workers will be offered rooms they can stay in within the city if they prefer, but they are also welcome to stay within the carnival grounds if that makes them more comfortable. There is magical wildlife of various sorts, but none of it is particularly aggressive beyond basic predatory tendencies.
The days and nights and both of pleasant temperature and weather. It's only major downside is that the peaceful and unchanging nature of civilization can come across as unsettling to those unaccustomed. Once you have been welcomed here, it's like you never left.
( MORE PLOT DETAILS BELOW )
The end of the event is drawing near, and while some investigation is still being resolved, the bulk of the plot's mysteries have been exposed in some form or another. This means it's time to talk about what will be happening as this event comes to a close - and in the case of this particular post, what your characters will be taking away from it!
The event will be ending with the Winter Court attempting to take control of the Severing Spell on the night of Halloween. It will be the player's role to make sure they are able to take control of it in order to bring it down, or at least to get everyone back to the carnival. How exactly that will play out is still up in the air, but once everyone is returned to the carnival (one way or the other) they will retain some memories and skills from their alternate lives.
Everything that occurred during the month long event will be in perfect clarity, but memories of their alternate backstories will be fuzzier, and will conflict less harshly as their true histories reassert dominance. However, that doesn't mean that new identity and new history is gone for good. Complete or not, it will still be a part of your character, and major backstory events will remain in mind, even if it feels more distant and confused than their original lives.
Beyond those memories, the characters will be able to potentially bring some other traits and skills with them, as outlined in this post.
( POSSIBLE GOODIES, BENEATH THE CUT )
|CONFLICT: RITUAL COMPONENT↴|
The time has come to decide who is coming up on top in the battle for the ritual component required for the execution and control of the spell intended to take control of the Severing. As voted by the players, this will be decided by dice rolls, modified with bonuses based on the in-game situation and player character support. There's going to be some cause and effect here, so each stage will have to be rolled separately, as how much they win or lose by may effect them in the next conflict.
The dice are going to be rolled publicly on the mod plurk (lostcarnival), and the results will be posted here. This is an organizational post to make sure this information all ends up in the same place, and is publicly accessible to all players. Each team requires two things to successfully take control of the Severing: this ritual component, and a powerful caster with a blood connection to one of the rewritten carnival members, who will be used as a catalyst. The catalyst must be at least half human. Here is a rundown of the current teams:
( THIS AND MORE, BENEATH THE CUT )
|FINALE OPINION POLL↴|
Sans is back to make another important event opinion poll, regarding how things should be resolved in the Tourist Trap event. We are moving into month two, which means we need to start considering how all of this is going to end. There are multiples ways it could be plotted from a mod perspective, and I would like you perspective on which options seems the most exciting/most satisfying.
But before the poll, I'm going to give a more thorough explanation of what each option means. Each "team" in this sense is something like, the Angel Team, or the Summer Court, who are all vying for different end goals. The winner of each of these options would decide where the final conflicts occur at the end of the event, and not necessarily who will win out over all. (Consider it a method of determining who starts out with the major advantage.
- PLAYER POLL: Choosing this option means that you'd like the mods to just explain to you what "sides" there are to the plot struggle at the moment, and have you decide which angle you'd like the endgame plot to take based on popular vote.
- DICE ROLLS: Based on the current situation and the current power dynamics between "sides", each group would be given a numerical advantage or disadvantage and then publicly rolled against each other to see which team comes out on top.
- MOD DECISION: The mods just plot out a series of events based on what seems the most likely/most interesting, based on the current IC climate.
With that explained, what is your preference? Feel free to ask clarifying question. Regardless of which options gets picked, there will be a Month 2 plotting post going up to help figure out where people are getting involved.
Open to: Registered Users, detailed results viewable to: Just the Poll Creator, participants: 20
Which method of determining a plot ending scenario do you prefer?
|OPINION POLL TIME↴|
Hello everyone, this is Quix, posting from my Sans journal because you need to have a paid account to make polls! This is just a general opinion poll about various events that have happened in Lost Carnival, and I would like you to rate your opinion of each one on a scale of 1 to 5. This doesn't necessarily have to reflect your personal experience with it (if you had a hard time because of IRL circumstances or you just got lost for reasons that weren't the fault of the event itself), but should rather give an impression of your outlook towards events like the listed one in a more general sense.
As you've probably guessed, the intent is for me to learn about what has worked and what hasn't worked as far as the players are concerned, so that I can keep that in mind when planning events in the future. Obviously, feedback on the current AU event will be incomplete, but you can comment based on your opinion on it so far.
You are also quite welcome to go into more detail in the comments if you have more complex opinions on a particular subject. Also, there are some questions at the end that are more specific.
( HELP A MOD, ANSWER THE POLL )
|AU ROLE CALL↴|
Now that you've had a week to plan, this is the official role call post for the AU. Please reply to whatever header your character is included in with a summary of their role in Portland, with your character's name in the post subject. You can just copy and paste summaries used in the plotting post if you like, though for the same of mod plotting I would ask that you name and bold any of the following in your descriptions:
Confirming your concepts in this post is not mandatory, but I would super appreciate anyone who does. If you do not reply to this post, your character will not be tied into the metaplot. Additionally, I will give everyone who does reply a +2 AC point bonus to their next activity check, per character they reply with.
- Organizations: If your character is in a group or organization of any kind, please bold it! This will be important for the dispensing of IC clues and NPC attention.
- NPC Connections: If your character has a powerful NPC of any kind that they are connection to, please list and bold them. The mods will be writing some of these NPCs into the metaplot, and we can't do that if we don't know they exist!
- Meetup Points: If your character runs or is affiliated with anything that could be considered a supernatural hangout, it would be useful to make them easy to find, for the sakes of people who want to know what kind of places will be available in Portland for their characters to hang out.
Concepts are due May 31st.
Events leading up to this location will be as normal. After Mainframe, the carnival will go into its usual travelling/transitional period for a few days, with no particular warnings or expectations. Normally this would be where I explain how the characters will entering the setting and what they will immediately see, but this is not a normal occasion.
Mostly because no one will have any idea how or why the carnival entered this universe - in fact, they may not remember entering anywhere at all.
Portland, USA is similar to the one of our modern earth in many ways, even if some of those are purely superficial. Importantly, it is the urban fantasy equivalent, meaning that standard city life is underlain with a complex civilization of 'supernaturals,' whose actions have the tendency to shake the world in unseen ways. It's a common formula in the multiverse, and some carnival workers may even come from a world much like it. The major difference here is this world in particular has managed to pull the carnival into its snare in an unprecedented way.
From the start of this visit an onward, the carnival will be rewritten into this world's rules - and in more than just a superficial sense. On day one, your characters will find themselves having awoken into completely new lives, with potentially no memory of anything that came before. How exactly this transition took place will start out unclear, and this will be a plot heavy narrative centered around investigation and the discovery of what has happened, and how those trapped here can leave.
Twenty five years ago, this world underwent a process sometimes know as "the Severing", in which a magical ritual of great power was used to severe the ties between earth and a number of otherworldly realms that had been cross-inhabiting it. The realms of faerie, heaven, and hell were disconnected entirely, stranding many of their members on earth with no way of returning home. The details of this ritual and its purpose are elusive, but its effects have spanned the globe.
Most supernatural stuff in this world is simply referred to as "magic", which is built upon an animistic reality in which all living creatures and all objects have some essence of "spirit" that can be interacted with. Casting and ritual magic is primarily centered upon esoteric means of interacting with these spirits in order to invoke various effects, while the magic of many supernatural creatures are considered to be innate traits of their species.
NOTE: This is a setting where magic is basically a "known secret", in that many people are factually aware of the supernatural, but it doesn't get talked about in public. Most people have probably seen something weird at some point in their life, but the supernatural is not officially recognized in society. Most of humanity does its best to try to pretend it doesn't exist, in order to avoid gaining the wrong kind of attention. So, you couldn't talk about doing magic on live TV, but there are a lot of places where you could get away with people seeing your supernatural traits if you keep to the 'underground.'
( A LOT MORE INFO TO FOLLOW )