đ¤Ąđ¤Ąđ¤Ą

â 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. Itâs not in the carnival proper, though; if you step away from the lights of the midway and tents, youâll 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. Thereâs a toilet, but if you want a shower youâll 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 Ą. 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, âwho are you really?â 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. Itâs not in the carnival proper, though; if you step away from the lights of the midway and tents, youâll 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. Thereâs a toilet, but if you want a shower youâll 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 Ą. 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, âwho are you really?â 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 isnât 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.
no subject
A society of one? It may well have been, for as little as he was permitted to participate. And the people who've tried to know him since... Well, not everyone will put up with 'spiky.'
"No," he says, "not better than I'd like. And there's no reason for you to pry into it. I didn't, did I?"
He strikes the last pane of glass. He doesn't know about the superstition, but is it cumulative? 21 years of bad luck?
no subject
âGriddle wasnât random. Itâs what the person Iâve pushed and pulled and tackled and scratched and kicked and punched and been through every hell with calls me. I doubt anyone else would have understood everything I saw in the mirror,â she explains, âBesides me. Iâm the coolest person youâve ever met, I know. Iâm made of hundreds of bones, and youâve barely seen my longest fingers.â She holds these up with a wink and a grin.
âYouâve already made at least two friends here, so donât tell me no one else has gotten past your guard.â
no subject
"...what two friends?"
He honestly has no idea who she's referencing. He hasn't designated anyone as a friend yet, and certainly Gideon doesn't know him very well.
no subject
She follows after him, sunglasses across her face again proper. Every island feels like itâs pressing its face against the glass directly toward the sun. Blinding. âHarrow,â Gideon holds up one finger. âAnd me.â She holds up a second.
Spiky Harrow is Gideonâs oldest friend, so her model of friendship is based on that. They could hate each otherâs guts and still be friends. Which, actually, what little she remembers of the OG saint crowd, fits in there too. Just as well.
no subject
Sephiroth may be bleeding a little bit himself right now, but he never claimed to be the coolest person she's ever met. He stops outside of the hall of mirrors and gives his robe a shake, aiming to dislodge any stray bits of glass. The hair's going to need a toss, too, and a more thorough check later.
His expression is all the more skeptical at her explanation of his 'friends.' "Harrowhark is an acquaintance. And you and I are simply sparring partners."
no subject
âIâm the one you chose to go into the House of Mirrors with,â Gideon says, âBreaking down some defenseless mirrors doesnât count as sparring. You looked around, and whoâd you land on? Me.â
She looks at him, wondering if heâs even worse at this friends business than Gideon is. âYou got friends back whether you came from?â Gideon asks. âHowâd they earn their friendship bracelets?â
no subject
"I mistakenly assumed you would be less irritating company. I won't, in the future."
He is absolutely worse at this friendship business; at least she's willing to apply the word. He'll even take the convenient out she provided him and dodge answering the first part of her question. "As if I would present anyone with anything so childish as a friendship bracelet."
...Zack would have liked that though, wouldn't he? Case in point, Zack is a child.
no subject
On top of his own brand of annoying curated extremely well.
âMetaphorical friendship bracelet,â Gideon rolls her eyes. âMaybe you wash each otherâs hair or hack monsters apart or cook really bad food. I wonât judge that last one. My shit is extremely plain and still better than snow leeks.
âYou were a child at some point, werenât you? Children do childish things. Itâs in the name.â
no subject
He's quiet for a moment, because she almost has a point. He forgot, for a moment, what's normal. Being permitted, as a child, to do childish things. To have childhood friendships. He's heard Zack talk about them.
"I didn't get on with other children," is what he says. "Too much biting, perhaps." It's an exaggeration of a single instance, when President Shinra brought his son into the lab to observe a demonstration. He hopes it sounds like something normal.
no subject
âYou should have met me,â Gideon says. âI doubt youâd have bitten me more than Nonagesimus did. We tussled a lot. Scratching, kicking, biting. Biting was mostly her.â Perfectly childish behavior. Admittedly, her memories of other children was largely Harrow with the late additions of the Fourth and the creepy uncle. Jeanne-Mary had definitely been a biter.
Pushing her sunglasses farther up her face, Gideon considers that Sephiroth possibly has no equivalent name as Griddle. Itâs the nonsense kind of name only children give each other. If Sephiroth only made friends as an adult, heâs out even more of something than Gideon is. Itâs more than a nickname. Itâs the whole of Gideon and Harrow mixed together to the point neither of them can break it, even when they both tried their hardest. They were in each otherâs bones. âYouâre due a friend like me,â Gideon says. âSuper annoying and frustrating but there even when you do your worst. Iâd prefer no biting, but itâs not a dealbreaker.â
no subject
"I fail to see how it would benefit either of us," he says. "Friendship is no requirement for sparring." He's never understood the immediacy with which some people take to friendship, and he understands it even less now. Gideon doesn't know his reputation, she has no cause to idolize him the way people do back home. What exactly has he done to invite this? Why does she think he needs an annoying friend?
no subject
âYou do seem awfully concerned with your hair,â Gideon admits, âbut youâre not an absolute dick. I cannot wait for when we actually get proper swords, even if they are rapiers. I feel like I can ask you about any absolutely epic shit you pull, so I can learn how to do it. Necros may start drooling over magical theorems, but swords are way cooler.â
She shrugs. If thatâs not friendship, what is?
no subject
"I am open to teaching you," he says. "Though I'm afraid I can't join you in turning your nose up at magical thoery. I'm no necromancer, but I am versed in magic. I simply can't cast here. A sword is... more reliable."
Even if he doesn't have a proper one. He at least has a blade.
no subject
âAre you a lyctor?â Gideon asks. Lyctors, too, are necromancers, but itâs the only logical union of magic users and sword users. He also has the better than you confidence Gideon can vaguely remember from the OG lyctors. It feels right. Which, wooooooah. Who did he eat?
âBack at you, if you want to learn a twohander or anything else you like that I can do,â Gideon makes sure to offer back. No one knows everything. She doubts heâs had to fight in a body thatâs never done a single pushup.
no subject
"I was under the impression that lyctors were another type of necromancer. Either way, it isn't anything we have in my world. Modern technology means that anyone could use magic, but few really understand it."
He hasn't eaten anyone. Sorry to disappoint.
no subject
"The ones I know of, yeah," Gideon says. "Necromancers becoming necromancer lyctors." She wonders if there are any baby pictures of Sephiroth, something she could use to check eye color.
She hums. "Saying anyone can use magic sounds way out there. I'd totally go and do it, but that's not here is it? We're in some other god's domain," she sighs. Perhaps each god makes their own magical rules? "Any gods in your world?"
no subject
"If there are any true gods on my world, I couldn't speak to them. Few worship them anymore. And our magic comes from the Planet itself--albeit through a conduit, as humans are incapable of speaking to it directly.
"Of course, there are those here with innate magic who claim to be human. I suppose we all find each other puzzling."
no subject
Harrow is, also, still human. Calling a necromancer not human is more Blood of Eden sounding-y. Harrow's humanity or lack thereof don't have much to do with magic. "Give you puzzling," Gideon grants. "Course I was only on two planets before I died. No Cohort. No frontline planets. No passing Dominicus and collecting two hundred dollars." She shrugs. The First House had managed to have fewer people than the Ninth. This place, she grants, at least has people and they're under the age of eighty and rattling in their bones.
no subject
He at least understands the notion of travelling to different planets, although: "Space travel in my world is in its infancy. I have been to no other planets, before coming here. One might think that would give you a wider range of experience."
no subject
Planet-wise, he's right. Two is greater than one. Even if they are two shitty planets.
"The Nine Houses are much farther along," Gideon says, "Ten thousand years or so of space travel. First in our system, Dominicus. I got two of those. With a name like the Nine Houses, this'll surprise you. That's two out of nine of our planets. I can knock off meeting people from each of the houses. Never got to a planet outside our system."
That gets a little sigh.
"That is a nice thing about being here, weird as it is. It's someone else's weird. Like those giant insects that love bad poetry and fish. Sure. Why not? Why would giant insects always be murderous hiveminds?
"This place isn't like your planet, right?"
no subject
There are times when he talks like he isn't part of humanity, and this is one of them. He may have interacted with quite a lot of people, but there's been no depth to it.
He did, however, mean 'wider range of experience' with some sarcasm.
"And no, this isn't like my Planet. It seems more Earth-like than anything else..." A fact which is a source of some frustration for him, but he won't mention that now. "But perhaps that would be more familiar to me than your world."
no subject
Gideon isn't sure of the answer to that. She could have paid more attention or read more books or whatever. The Ninth House isn't much like any of the other houses. Particularly more so than the rest of them, and Earth sounds like a name out of a crusty old book she'd more likely use as a pillow. "Possibly. It's more like the First House than the Ninth here, and we got busy in not that long with the whole murder problem. I've enjoyed the lack of life-ending problems. Punching mirrors isn't that bad," she says. "Though, the uh, whole no directions you're supposed to learn stuff is a lot like the First House." No one seemed to believe in directions or classes, even horrid ones with Dr. Skelebone.
no subject
"I've no interest in learning whatever it is the Ancient wants us to." He still believes what little direction they've been given is a lie, anyway. A pause. "Are your planets at war?"
no subject
She laughs. "Okay, but how do you know what not to learn?" Gideon asks. "Hard to avoid what you don't know to avoid. Like the opposite of trying not to think about the corpse in the room." That is nearly impossible to accomplish, to avoid particular thoughts. That sets her stomach to churn. It is possible, after all, if one's mad enough and stubborn enough. "There is a war. Not with each other. There's a group that hates necromancers, and the Houses don't like having their people blown up by grenades or whatever. So it's still going. I think someone used a nuclear bomb recently?" She shakes her head, unsure where that idea came from. Something Harrow knows? Something she flipped through while fighting heralds? She was kinda busy at the time and only skimmed files.
no subject
He shakes his head. "The Ancient wants us to change, in one way or another. I don't intend to." Whether she wants him to become a 'good' person, or an obedient tool--he'll have none of it.
A 'nuclear' bomb doesn't actually mean anything to him, specifically, and maybe it shows. "Then you are at war with people from another solar system?"