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âś– THE CARNIVAL
â… . ARRIVAL & THE TEMPLE
You can read all about your character's arrival in the game lore.
You can see the lights of the Ferris wheel from the water, and by the time you pull into port you can smell popcorn, cotton candy, grease, sawdust. Music drifts on the air, interspersed with screams from the rides.
The carnival is in town.
Not just any carnival, either - the carnival. The one to end all others. Every circus you ever read about or saw in a movie, with striped tents filled with acrobats and sideshows, midway games complete with carnival barkers in straw boater hats. But it's also every shitty fair that ever rolled through your hometown, with unreliable looking men with greasy mullets smoking as they jockey the Wild Mouse, the Gravitron, the Zipper, the Corkscrew. There's a constant stream of 80s hair metal playing underneath the roar of the rollercoaster tracks, blending somehow with the traditional piping organ of the carousel.
Experienced Travelers will know by now that every island has its own temple, and this one is no exception. It’s not in the carnival proper, though; if you step away from the lights of the midway and tents, you’ll notice dozens of old wooden circus trailers, arranged in a circle, growing tighter together the closer to the center you walk. The trailers are functional living places, with built in beds - sometimes one, sometimes two - and a small table and an old wood burning stove with a cooking top just big enough to boil a kettle on. There’s a toilet, but if you want a shower you’ll have to go outside and find a tent set up at the outskirts of the makeshift trailer park where there are tent showers set up, locker room style.
The clearing in the middle of the parked caravan is completely empty except for a solitary midway game: a towering high striker. It must be at least twenty feet tall, surmounted by a round, red bell. A wooden mallet is leaned against a sign next to the game that reads, predictably, TEST YOUR STRENGTH.
Step right up.
â…ˇ. HALL OF MIRRORS
When it comes to amusements, the Hall of Mirrors has always been second-fiddle to the Haunted House. But the line for the former was shorter, so here you are. The guy working the door has weasel eyes and is smoking. He gestures for you and whoever is behind you to enter together; "No singles. For safety."
The lights are a dull neon, cycling from deep blue to cyan to purple and back again. You find that your outstretched fingers will bump against smooth, clear glass as often as not. The mirrors reflect the maze back into itself over and over, disorienting and strange.
Some of the mirrors are convex, some concave, and as you pass them your reflection warps and bends alongside that of whoever you're stuck inside the maze with.
At some point you will realise that the reflection looking back at you isn't quite right. It's still you, sure, but it's not how you really look, not on the outside.
Looking back at you from the cold glass is how you perceive yourself. Perhaps that's stronger, perhaps uglier, perhaps as a sniveling child or an ancient hag. And this reflection is going to follow you from mirror to mirror as you desperately try to find your way out.
One of you spots an exit sign, bleeding red light. Only catch is that it's behind a pane of glass. And another. And another. You could break your way through all of them, certainly, but it's not as if there's anything laying around for you to use to do so. Just yourself, which might work in action movies but tends to cause a lot of physical damage in the real world.
Above the glass someone has placed a sticker that reads, “who are you really?” in black sharpie. Answer it, and the glass will swing open. Don't, and well...
Guess you'll have several years worth of bad luck.
â…˘. THE CAROUSEL
CW: childhood trauma
Old fashioned organ music and a million flashing lights draws you to the carousel. It's a vintage delight: huge, with ornate animals carved out of wood and lovingly hand painted. There are horses, of course, but also lions and leopards and birds and rabbits and wolves... any animal you could want! In fact, you'll see an animal that looks perfectly YOU. You just have to climb up on it for a ride.

Settled on your mount, the ride begins to move. To your surprise, it begins to move backwards. You can't seem to ungrip the pole you're hanging on to, so you're helpless to escape as the ride spins again and again.
When it stops and you step off, you will be younger. You will in fact be the same age you were when a formative event happened to you.
You're a kid at a carnival! How fun! Well, maybe you're not that young, and it's probably not very fun at all considering that now your trauma is fresh.
The only way to become your proper age again is to get on the carousel and get it to run forward. Depending on your age, you might not be able to figure any of that out, but surely one of the other Travelers can help you. You'll definitely need someone to man the carousel controls. Oh, and be careful not to knock it into overdrive...
â…Ł. COULROPHOBIA
CW: clowns, suffocation
Who can possibly resist the big top? Not you! You're ushered into the tent and you take a seat in the stands, where you have an excellent view of the huge ring before you. The excitement in the air is palpable, and even if you're the grouchy type you'll find yourself a little bit thrilled.
It's a little surprising when the lights go up to the sound of screaming guitars. Mist belches from hidden foggers, and flames shoot from near the center of the ring. The lights stutter red, blue, green. The whole thing is a lot more rock show than it is Ringling Brother's.
At any rate, even if the ringmaster looks like a reject from a trailer park metal band and the music is liable to burst some eardrums, it's still a circus. There are trained horses and riders, contortionists, and a score of talented trapeze artists. It's all sparkling and impressive and terrific fun.
The trapeze artists take their bows, clearly ready for a break. And if a break is needed at the circus? You know what happens next, don't you?
SEND IN THE CLOWNS!
The clowns spill into the ring, all sorts of them! There's Harlequin and Pierrot, Auguste and Tramp. There's Bozos and Ronalds and Clarabelles and Krustys. Hopefully no Gacys, but there's so many of them that it's hard to know for sure.
One of these clowns - the one you hate the most, of course - approaches you in the stands. With comically exaggerated movements, it leans close to you and whispers...
Well. It whispers horrible things to you, really. It recounts to you some instance in your life where you delighted in the suffering of another, a moment where you really and truly were happy that somebody else was hurt. It's not a moment to be proud of, for sure, but as the clown tells your own secret shameful joy to you, you start to laugh. Really laugh - soon you're bent over double, tears running down your face, absolutely howling with laughter.
Your stomach hurts, and you're running out of breath. Very soon you won't be able to breathe at all.
Eventually, one of your fellow travelers won't be able to resist asking you, "What's so funny?"
The only way to stop laughing is to tell them. Otherwise you're going to pass out right where you sit, a creepy clown leering over you the whole time. Maybe your fellow traveler will be nice enough to drag you out of there if that happens, because if you're left alone? Everybody knows clowns get so much scarier alone in the dark.
It wouldn't be a party without some jams.
You can read all about your character's arrival in the game lore.
You can see the lights of the Ferris wheel from the water, and by the time you pull into port you can smell popcorn, cotton candy, grease, sawdust. Music drifts on the air, interspersed with screams from the rides.
The carnival is in town.

Experienced Travelers will know by now that every island has its own temple, and this one is no exception. It’s not in the carnival proper, though; if you step away from the lights of the midway and tents, you’ll notice dozens of old wooden circus trailers, arranged in a circle, growing tighter together the closer to the center you walk. The trailers are functional living places, with built in beds - sometimes one, sometimes two - and a small table and an old wood burning stove with a cooking top just big enough to boil a kettle on. There’s a toilet, but if you want a shower you’ll have to go outside and find a tent set up at the outskirts of the makeshift trailer park where there are tent showers set up, locker room style.
The clearing in the middle of the parked caravan is completely empty except for a solitary midway game: a towering high striker. It must be at least twenty feet tall, surmounted by a round, red bell. A wooden mallet is leaned against a sign next to the game that reads, predictably, TEST YOUR STRENGTH.
Step right up.
Notes:
1. Please remember to mark threads appropriately with Content Warnings when necessary.
2. These prompts are a jumping off point - how they affect your character and their development is up to you.
3. The island temple is accessible to all. The High Temple is only accessible to new characters this month - it will re-open to all others next month.
4. The Test your Strength game can be played by anyone. How well your character does is entirely up to you, but the game does not necessarily measure physical strength.
5. These residents of the island are normal humans. Killing them is possible and will affect the colour grading of your Scrywatch depending on the situation.
6. Any food found on the midway is safe to eat, and is consumable by non-human entities.
7. Have fun!
â…ˇ. HALL OF MIRRORS
When it comes to amusements, the Hall of Mirrors has always been second-fiddle to the Haunted House. But the line for the former was shorter, so here you are. The guy working the door has weasel eyes and is smoking. He gestures for you and whoever is behind you to enter together; "No singles. For safety."
The lights are a dull neon, cycling from deep blue to cyan to purple and back again. You find that your outstretched fingers will bump against smooth, clear glass as often as not. The mirrors reflect the maze back into itself over and over, disorienting and strange.

At some point you will realise that the reflection looking back at you isn't quite right. It's still you, sure, but it's not how you really look, not on the outside.
Looking back at you from the cold glass is how you perceive yourself. Perhaps that's stronger, perhaps uglier, perhaps as a sniveling child or an ancient hag. And this reflection is going to follow you from mirror to mirror as you desperately try to find your way out.
One of you spots an exit sign, bleeding red light. Only catch is that it's behind a pane of glass. And another. And another. You could break your way through all of them, certainly, but it's not as if there's anything laying around for you to use to do so. Just yourself, which might work in action movies but tends to cause a lot of physical damage in the real world.
Above the glass someone has placed a sticker that reads, “who are you really?” in black sharpie. Answer it, and the glass will swing open. Don't, and well...
Guess you'll have several years worth of bad luck.
Notes:
1. Yes, characters can bash their way out of the maze, but it is real glass and will cut anyone who isn’t invulnerable. There is a first aid station run by extremely unreliable carneys on the premises, so hopefully they can patch themselves up enough there.
â…˘. THE CAROUSEL
CW: childhood trauma
Old fashioned organ music and a million flashing lights draws you to the carousel. It's a vintage delight: huge, with ornate animals carved out of wood and lovingly hand painted. There are horses, of course, but also lions and leopards and birds and rabbits and wolves... any animal you could want! In fact, you'll see an animal that looks perfectly YOU. You just have to climb up on it for a ride.

When it stops and you step off, you will be younger. You will in fact be the same age you were when a formative event happened to you.
You're a kid at a carnival! How fun! Well, maybe you're not that young, and it's probably not very fun at all considering that now your trauma is fresh.
The only way to become your proper age again is to get on the carousel and get it to run forward. Depending on your age, you might not be able to figure any of that out, but surely one of the other Travelers can help you. You'll definitely need someone to man the carousel controls. Oh, and be careful not to knock it into overdrive...
Notes:
1. If your character does not get back on the carousel and ride it in reverse, they will revert to their actual ages at the end of the month.
2. Please be especially mindful of content warnings with underage characters. A reminder that the game does not allow explicit sexual content with minors.
3. You do not have to regress your character to childhood - if a very formative event happened at age 20 for example, you can choose that route instead.
4. Speeding up the carousel while it is moving forward will result in, you guessed it, aging your character UP. Obviously you can ride it backwards again to fix this, or again the aging will be reversed at the end of the month.
â…Ł. COULROPHOBIA
CW: clowns, suffocation
Who can possibly resist the big top? Not you! You're ushered into the tent and you take a seat in the stands, where you have an excellent view of the huge ring before you. The excitement in the air is palpable, and even if you're the grouchy type you'll find yourself a little bit thrilled.
It's a little surprising when the lights go up to the sound of screaming guitars. Mist belches from hidden foggers, and flames shoot from near the center of the ring. The lights stutter red, blue, green. The whole thing is a lot more rock show than it is Ringling Brother's.
At any rate, even if the ringmaster looks like a reject from a trailer park metal band and the music is liable to burst some eardrums, it's still a circus. There are trained horses and riders, contortionists, and a score of talented trapeze artists. It's all sparkling and impressive and terrific fun.
The trapeze artists take their bows, clearly ready for a break. And if a break is needed at the circus? You know what happens next, don't you?
SEND IN THE CLOWNS!
The clowns spill into the ring, all sorts of them! There's Harlequin and Pierrot, Auguste and Tramp. There's Bozos and Ronalds and Clarabelles and Krustys. Hopefully no Gacys, but there's so many of them that it's hard to know for sure.

Well. It whispers horrible things to you, really. It recounts to you some instance in your life where you delighted in the suffering of another, a moment where you really and truly were happy that somebody else was hurt. It's not a moment to be proud of, for sure, but as the clown tells your own secret shameful joy to you, you start to laugh. Really laugh - soon you're bent over double, tears running down your face, absolutely howling with laughter.
Your stomach hurts, and you're running out of breath. Very soon you won't be able to breathe at all.
Eventually, one of your fellow travelers won't be able to resist asking you, "What's so funny?"
The only way to stop laughing is to tell them. Otherwise you're going to pass out right where you sit, a creepy clown leering over you the whole time. Maybe your fellow traveler will be nice enough to drag you out of there if that happens, because if you're left alone? Everybody knows clowns get so much scarier alone in the dark.
Notes:
1. What happens if you really do get ditched with the clowns? Great question. Maybe they make you one of them. Maybe they eat you. Maybe you just wake up in the Big Top dressing room and see all the clowns smoking cigars and taking their floppy shoes off to film Clown Foot Erotica.
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[ Chloe shrugs faintly. ] I’ll tell them if they really want to help, they’ll send us all back home.
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( Her gaze drifts away from the other woman. ) Without wishing to be rude, it may be worth keeping in mind that not everyone would want to go back home. Or have a home to go back to.
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I'm glad, if even one person chooses to be better, because of or despite the circumstances we're in. I'm always glad when people try to be better. I always think it's worth it to try. But that doesn't change the fact that bringing us here against our will, without our consent, was wrong. It was kidnapping, and it's wrong.
[ She says that with firm conviction. If anything, she's surprised by the number of people here who seem to not be as bothered by the kidnapping as she is. Whether they have a home to go back to or not. ]
Is that the situation you're in? You have - nothing? No one, to go back to?
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( Looking down, she shrugs. Chloe's usually game for theorising but at the moment she feels... off. Debates of moral and ethical sketchiness are too close to home. )
No. I do. I have someone. There are differing circumstances among us, that's all.
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And frankly, it seems a little cruel to me, to say I have to jump through a bunch of vague, ill-defined hoops to get back home to my kid. I don't even know exactly why I'm here in the first place. [ She's not angry anymore - she's blinking back tears, sucking in a shaky breath. She will not cry. She will not cry. None of this is helping her get back to Trixie. To Lucifer. To any of her friends. ]
Sorry. It's pointless to argue about it. This just - isn't the first time I've been kidnapped by someone much stronger than me, who thinks they're above human morality. [ At least Michael had the balls to show his face to her, so she could yell at him about it. ]
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Seeing the look on the woman's face, her thoughts fade into the background and she puts an arm around Chloe's shoulders. It's on the tip of her tongue to say she knows a circumstance that's kind of like that, but she bites it back. )
I didn't mean to... I can imagine it's awful to be put in a position like that again. If it's useful at all, I'd be very glad to help figure out those hoops. Or if you ever just want to talk. If nothing else, you aren't alone here.
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But none of that will change the fact that she's here. She's said it herself, in the past: we can't control what happens to us. Only how we react, and the choices we make. She's going to have to make choices to get back to Trixie. She may have to suck it up and jump through the hoops, whether she likes it or not. There are a lot worse things she'd be willing to do for her daughter. She'd kill for Trixie. She'd die for Trixie, if it came to it. Embarking on an absurd self-improvement regimen should be a piece of cake, comparatively. Right?
The other woman's arms are around her, and even knowing she's an android, she can't help but be reminded of Ella's hugs. So she hugs back. Hugs can be good, sometimes. ]
Thanks. You're right: we're not alone. That's something. It could be a big something, if we put our heads together.
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It really could. Such diversity among us could be a boon as there's so many perspectives and experiences. People do seem like they'll work together to puzzle it all out. Maybe we just haven't caught the right thread yet. But I'd imagine that to be a skill of yours.
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[ Chloe is happy to try and shake off the mood that's befallen her, offer a small smile to the other woman. Android. Whatever. ]
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( Her smile is one of gentle encouragement. She may have a bit of a bias towards law enforcement but Chloe seems capable and determined. )
Are you taking early retirement?
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[ Chloe shrugs. ]
Lucifer is planning a big career change, and I’m going with him. As his… consultant.
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Besides, she’s talking to an android who happens to have the same name as her. ]
Well, Lucifer’s dad decided to retire. From, you know. Being God. So Lucifer is going to take over. And sure, yeah, that’s… pretty exciting.
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I'm sure this is trite to say but that sounds like quite the responsibility. A lot for you too, to be standing by his side. You must love him dearly.
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[ She shrugs. ] It just makes sense.
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Well, I don't know about that.
[ She's not always great at taking compliments. So, changing the subject it is! ]
Have you tried any of the food yet? Oh, wait - do you eat food? Is that a thing?
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It's an interesting quirk of being here, actually. Typically no, I wouldn't be able to eat but here I've found that I can. It's been quite the experience. And I imagine all this fried food would be quite an experience. ( She finishes with a soft chuckle. )
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[ Look, she's a cop, she's used to asking people all kinds of weird questions. ]
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( Well. Physically. More human in less literal senses of the word? That’s more debatable. )
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[ Chloe chuckles faintly. ]
But it's interesting that whoever brought us here seems to be able to make changes - even if they're just minor ones.
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( She takes pause, growing more thoughtful. )
It's also interesting what they haven't changed. The extent of the powers are unclear but if changes can be made, why not make everyone fully human? An even playing field, so to speak.
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[ Yeah, her mind is going there, too. ]
It could fit, with their story about wanting us to improve ourselves or whatever. Don't significantly change any of us, because we all have to learn to live with ourselves as we are.
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If the Ancient had a set plan for the journey, it would make sense for their to be set rules, a means of progression through the ScryWatch colour system? I suppose it could be argued that knowing the rules means being able to game the system but if there is a set system, discovering it through trial and error isn’t going to help anyone reach the end goal.
Perhaps we’ve been so determined to figure out the Ancient’s machinations because the thought of it being just this, just down to us, is a worse thing to contemplate.
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[ Chloe bites her lip, wringing her hands a bit in thought. ]
In my world, when a person dies, they go to Heaven or Hell. But it's not God, or Lucifer, who decides where they go. It's... each person themselves. It's a subconscious decision, based on whether they believe they deserve to be punished for something they did in their life - or not. It's self-determination. And the people who do go to Hell, there's nothing actually keeping most of them there, except their own guilt.
I'm not saying that's what's going on here, as well. I don't know that I chose to bring myself here, necessarily, but - I can't rule out the possibility that whatever self-improvement thing we're supposed to be on is the same kind of idea.
(no subject)
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