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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.
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.
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.
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.
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.
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.
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
"Weird. Was anyone else here in the other place with you?"
He's poised to get a hit of something off David. A glimmer of a feeling or a memory. But instead that suggestion redirects his attention. "Play ball?" he snorts. "I'm not going to grade grub for some cosmic gatekeepers. Not my scene. My cooperation in this little social experiment depends entirely on what I know about the motives of our Keepers. And as of right now, it's precious fucking little."
no subject
“You’re not likely to find out their motives. But if you do, let me know. For now, all I know is that they are judging us.”
no subject
"Thanks for the vote of confidence," he scoffs. "I dunno if you've noticed but doing things people tell me I can't do is kind of my hobby."
no subject
"Oh, I've noticed. Which raises the question: am I saying it just to get you to figure this out, or do I really think you should save yourself from tons of work for no reward."
no subject
He snorts at that. "I can't imagine you care what kind of Sisyphean tasks I set myself too. Then again I think you also know it can't be considered reverse psychology if it's only applied after the fact. Sooo maybe, you're just politely trying to brush me off? That I could buy."
no subject
What, was it wrong to be focused on himself and his needs like that? Perhaps. But for now he was willing to be a little selfish. Plus, you know, Kyle seemed to like the guy.
"You really assume it was reverse psychology applied afterward? Quentin, I'm a genius. I don't retroactively make plans. The plans are already in motion."
no subject
"Yeah, yeah," he waves a hand. "You're a genius, I'm a genius, half the people we know fall into some degree of geniushood. At some point the bell curve flattens out," he smirks.
no subject
"Yes, but when you're at my point it's really just a scattering of dots. Not even a line," David answered with a smirk. Bring it man. "Still, survive for now. I finally have an active power that can defend people, or be used in a fight. I don't intend to lose the Bruce Lee of it."
no subject
"Hmmm pretty sure that's a different kind of graph," he mutters and rolls his eyes dramatically before steamrolling his own remark. "Don't worry about me. One of these islands has yet to meet the full force of Kid Omega. But if you wanna practice some psionic shit sometime I'm around. I kind of told Carter I'd help him out anyway,"
no subject
"I'm worried about the islands meeting the full force of Kid Omega. That's my concern. But I'm impressed Carter is willign to let someone help him."
David? He just took advantage of anything he might get. And that included this. That included learning a skill.
"I do, of course. Not like Betsy is here."
no subject
What that says about Carter though, he has no idea. "Yeah? Why? Maybe he does't feel as safe after that ride on the Carousel That Time Forgot."
"Pftf, she's a one trick pony anyway. I'm an innovator," he smirks and chomps on a fresh Redvine.
no subject
"Betsy's a bit more... finesse than you are. You're basically a machete to her filet knife."
no subject
"Did you ride the Merry-Go-Back-In-Time too?"
no subject
"I haven't been on any ride," David answered. His trouble came from others doing so.
no subject
"So what was that face?" he points at David. He's of course no longer wincing down those thoughts, but Quentin knows what he glimpsed.
no subject
Still... he supposed there was no reason to not tell Quentin something.
"Jean-Paul took a spin. He was very different when he was our age."
no subject
"Oh God, I bet he did it on purpose. That guys' definitely one of those old people who hates feeling old. Hey, wasn't he one of those ran away and joined the circus types? Did he think he was right at home here or what?" he amuses himself at the thought.
no subject
But the idea that Jean-Paul did it on purpose makes David laugh.
"No. No that was clearly a mistake. I don't think he knew what he was getting into."
no subject
"Sorry I missed that. Did he get fixed or is he just palling around with the other acrobats and contortionists now?"
no subject
So the first option. But the idea of Jean-Paul playing around here, still young... Well, David didn't know what to do with that.
"I don't know," David admitted after a moment. "I haven't been looking for him."
no subject
"Well, now I kinda wanna find out. What I wouldn't give for a phone-cam or something if I find him all covered in sequins trying to get a job at the big top." He snickers to himself and looks off across the fairground as if he's deciding on a direction to embark upon that hopeful journey. "Was he at least less boring than old-him is?"
no subject
But now he was picturing Jean-Paul in one of his tight costumes, but this time with sequins. Oh yeah, that's... That's nice. Oh man he hates this.
"He's more focused."
no subject
When he spots the big carnival tent in the distance Quentin gestures and does an about-face, determined to go check it out just in case. "Younger him was? Hm. Weird. Maybe he still thought he had stuff to prove."
no subject
Which of course had David grumbling more than a little. But no, he should let it go. Anger wasn't helping him.
"It's partially that, and it's partially that sometimes you find something you feel is worth pursuing and you don't let it go until you win."
And David hadn't expected to be the thing focused on.
no subject
When it comes to useless argument Quentin has the stamina of a 10 year old. He gives it just enough of his attention to keep the ball out of his court.
"I guess he is the hyper-competitive type," he says wobbling his head thoughtfully. "I hear he had an even bigger chip on his shoulder— how young was he?"
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