Bang Up To The Elephant

✖ VICTORIA'S SECRET
Ⅰ. ARRIVAL
You can read all about your character's arrival in the game lore.
The fog that has blanketed the city for a month finally lifts a little - there are days with actual sunshine now! Not many, and the sky is still frequently thick with smog, but every so often light pours through the holes in the clouds. The river that flows from the sea into the city still smells foul, but maybe you’re starting to get used to it.
Walk the cobbled streets and you will find that the city is crowded and filthy, but full of merchants, pubs, and theatres. Vast wealth and extreme poverty exist side by side.

In the center of the sprawling city is a temple with towering gothic spires and huge stained glass windows depicting all manner of beings that might be gods or angels or monsters. You could look for hours and still be finding new figures plucked straight from books of myth and religion. Inside, the main chamber has a grand vaulted ceiling, and dozens of pews line the aisle up to the altar, which is oddly anticlimactic compared to the lavish surroundings: just a plain stone table with a lit oil lamp in the centre. Two hallways branch off on either side of the room: one leads to private baths and a communal kitchen, the other to monastic style chambers with thin beds. Not the most comfortable place to stay, but it’ll do in a pinch!
The High Temple has also reappeared at the edge of the city, with its considerably more comfortable lodgings.
Alternatively you can venture into the city and find yourself some other lodging - every Traveler has been supplied with some pocket money. Just be careful that it isn’t stolen by some street urchin. Travelers can also find an era-appropriate outfit that will fit them perfectly laid in the first sleeping chamber they visit.
Ⅱ. COME UNDONE
CW: dead bodies, archeological graverobbing.
Somehow, some way, you find yourself with an invitation card:
Lord Trewlaney at Home: the Unwrapping of
THE JEWEL OF THE SEVEN STARS!
Half-past Eight
Unwrapping? How saucy! Or perhaps you have an inkling of exactly what that means.
The invitation gets you entry to a well kept home on the more well-to-do side of the city. There are plenty of servants circulating with food and drink of which you are welcome to partake. Society’s elite chatter and mingle all around you; maybe you fit in, and maybe you don’t.
Regardless, you don’t have to wait very long for the main event. The host of this little soiree - presumably Lord Trewlaney himself, a little man with a weak chin and an impressive mustache - stands at the front of the room and holds his hands aloft.
“Ladies and gentleman,” he says in a clear voice. “BEHOLD! We shall now commence with the unwrapping of this, a fine example of Egyptian mummification, who was once called the Jewel of the Seven Stars!”
A wheeled table is brought forward, covered in a purple velvet cloth. Dramatically, Lord Trewlaney flings it back to reveal a body wrapped in ancient linen bandages. The crowd sighs, and Trewlaney’s eyes scan the crowd.
“Ah, you there!” he cries, pointing at you. Or maybe the person beside you.
“You folk there! Here, come up, my friends! You may have the honour of being a part of history!”
The crowd pushes you and your companion forward with excited murmurs. Soon enough the two of you are beside the mummy, and Trewlaney is handing you a pair of scissors. Up close the body smells of cinnamon and something else, something familiar.
“Reveal its face!” he urges you. And so, you cut.
Much to your surprise what is revealed is not a desiccated corpse, but your own likeness. Before you have time to react the mummy sits up and turns to face the audience, who oohs and ahhs.
The mummy’s lips part and it speaks. What does it say? Something extremely revealing; in plain terms, the mummy reveals something an aspect of yourself that you would rather have kept hidden.
Oh dear! You can shut yourself up, of course, but before you do maybe you ought to consider that interfering with a mummy was considered a surefire way to fall under a curse…
Ⅲ. IMAGINARIUM
The sign above the door simply reads Cabinet of Curiosities. How intriguing! And at the very least you can get out of the chill.
Inside there are dozens of wooden cases with glass fronts, each filled with shelves of all manner of objects. Some look expensive and exotic, while others are almost painfully mundane. There are taxidermied animals, wet specimens, fossils, glass eyes, rocks and crystals, pottery, statuettes… There’s a little of everything.
As you peer amongst the stuffed ducks and fossilized plants, you’ll spot something familiar. It’s an object that you recognise as personally significant whether because it’s from your life back home, or because it’s symbolic. It represents a dream or a hope you have for the future.
If you take the object out of the cabinet for a closer look, you and whoever happens to be standing nearby will instantly be transported to a hazy vision of what that lovely dream is. It won’t last forever - indeed, maybe only a moment. Depending on what that hoped for future is, you might have some explaining to do.
Ⅳ. GARDENS
CW: mind altering substances.
If there’s one spot within the city where you might be able to find some refuge from the dank scent of ocean rot and the sour smell of body odour, then it’s going to be the Gardens. A jewel toward the west side of the city, you will find a greenhouse containing all manner of tropical plants, and a rose garden with over a 100 different types available for you to enjoy.
But why stop there? There are also areas where you can stop and have tea with a friend. They even have those little sandwiches with the crust cut off! They have cucumber, egg, and cream cheese. Each of these has a different effect: cucumber sandwiches will provide a mild sense of euphoria, while the egg will give you a lot of energy (and maybe some gas). Cream cheese will make you very relaxed and prone to oversharing. There are also perfectly regular cakes and biscuits available, as well.

Maybe you’re feeling a bit more somber. In the northeast end of the park there is a secret pet cemetery with over 300 tiny tombstones paying tribute to the tragic losses of many much-loved pets. The area is disused, overgrown with ivy and ferns. Sitting there evokes a sense of peace.
Prefer to see some living wildlife? Fear not, the park seems to attract several different types of songbirds which makes it a hotspot for birdwatching. There are binoculars available to use for that purpose. Or you could use them to peer into the city’s seamy underbelly. Just don’t get isolated and weird about it.
Sometimes I can still hear his voice...
You can read all about your character's arrival in the game lore.
The fog that has blanketed the city for a month finally lifts a little - there are days with actual sunshine now! Not many, and the sky is still frequently thick with smog, but every so often light pours through the holes in the clouds. The river that flows from the sea into the city still smells foul, but maybe you’re starting to get used to it.
Walk the cobbled streets and you will find that the city is crowded and filthy, but full of merchants, pubs, and theatres. Vast wealth and extreme poverty exist side by side.

The High Temple has also reappeared at the edge of the city, with its considerably more comfortable lodgings.
Alternatively you can venture into the city and find yourself some other lodging - every Traveler has been supplied with some pocket money. Just be careful that it isn’t stolen by some street urchin. Travelers can also find an era-appropriate outfit that will fit them perfectly laid in the first sleeping chamber they visit.
Notes:
1. The High Temple and anything you may have stored there is available to all characters this month.
2. Please remember to mark threads appropriately with Content Warnings when necessary.
3. The city greatly resembles Victorian London, and the technology and general way of life is all of that era. Feel free to explore the city! These prompts are a jumping off point - how they affect your character and their development is up to you.
4. Most food is safe to eat, and is consumable by non-human entities. Most. Some of it’s going to be pretty gross or cooked improperly, so be careful.
5. The people in the city are normal humans unless otherwise indicated. Killing them is possible and will affect the colour grading of your Scrywatch depending on the situation.
6. Have fun!
Ⅱ. COME UNDONE
CW: dead bodies, archeological graverobbing.
Somehow, some way, you find yourself with an invitation card:
Lord Trewlaney at Home: the Unwrapping of
THE JEWEL OF THE SEVEN STARS!
Half-past Eight
Unwrapping? How saucy! Or perhaps you have an inkling of exactly what that means.
The invitation gets you entry to a well kept home on the more well-to-do side of the city. There are plenty of servants circulating with food and drink of which you are welcome to partake. Society’s elite chatter and mingle all around you; maybe you fit in, and maybe you don’t.
Regardless, you don’t have to wait very long for the main event. The host of this little soiree - presumably Lord Trewlaney himself, a little man with a weak chin and an impressive mustache - stands at the front of the room and holds his hands aloft.
“Ladies and gentleman,” he says in a clear voice. “BEHOLD! We shall now commence with the unwrapping of this, a fine example of Egyptian mummification, who was once called the Jewel of the Seven Stars!”

“Ah, you there!” he cries, pointing at you. Or maybe the person beside you.
“You folk there! Here, come up, my friends! You may have the honour of being a part of history!”
The crowd pushes you and your companion forward with excited murmurs. Soon enough the two of you are beside the mummy, and Trewlaney is handing you a pair of scissors. Up close the body smells of cinnamon and something else, something familiar.
“Reveal its face!” he urges you. And so, you cut.
Much to your surprise what is revealed is not a desiccated corpse, but your own likeness. Before you have time to react the mummy sits up and turns to face the audience, who oohs and ahhs.
The mummy’s lips part and it speaks. What does it say? Something extremely revealing; in plain terms, the mummy reveals something an aspect of yourself that you would rather have kept hidden.
Oh dear! You can shut yourself up, of course, but before you do maybe you ought to consider that interfering with a mummy was considered a surefire way to fall under a curse…
Notes:
1. What is revealed can of course be of any degree of seriousness. Murder? Or do you just secretly enjoy RomComs?
2. Shut the mummy up before it has its say and you will suffer the Mummy’s Curse: bad luck that will plague you for the rest of the month!
Ⅲ. IMAGINARIUM
The sign above the door simply reads Cabinet of Curiosities. How intriguing! And at the very least you can get out of the chill.

As you peer amongst the stuffed ducks and fossilized plants, you’ll spot something familiar. It’s an object that you recognise as personally significant whether because it’s from your life back home, or because it’s symbolic. It represents a dream or a hope you have for the future.
If you take the object out of the cabinet for a closer look, you and whoever happens to be standing nearby will instantly be transported to a hazy vision of what that lovely dream is. It won’t last forever - indeed, maybe only a moment. Depending on what that hoped for future is, you might have some explaining to do.
Notes:
1. All futures are something hoped for. They may be completely unrealistic and bittersweet, but they are something wanted and not feared.
Ⅳ. GARDENS
CW: mind altering substances.
If there’s one spot within the city where you might be able to find some refuge from the dank scent of ocean rot and the sour smell of body odour, then it’s going to be the Gardens. A jewel toward the west side of the city, you will find a greenhouse containing all manner of tropical plants, and a rose garden with over a 100 different types available for you to enjoy.
But why stop there? There are also areas where you can stop and have tea with a friend. They even have those little sandwiches with the crust cut off! They have cucumber, egg, and cream cheese. Each of these has a different effect: cucumber sandwiches will provide a mild sense of euphoria, while the egg will give you a lot of energy (and maybe some gas). Cream cheese will make you very relaxed and prone to oversharing. There are also perfectly regular cakes and biscuits available, as well.

Prefer to see some living wildlife? Fear not, the park seems to attract several different types of songbirds which makes it a hotspot for birdwatching. There are binoculars available to use for that purpose. Or you could use them to peer into the city’s seamy underbelly. Just don’t get isolated and weird about it.
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Small wonder he is seeking other company, then.
[Maybe he'll let it stay on his book another few minutes.]
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Anders laughs, reaching over to scratch Pounce under the chin (at which the cat immediately tilts his head back and begins to loudly purr). ]
That's not true! Ser Pounce-a-lot loves me, doesn't he? Yes he does, what a good little kitty.
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Sephiroth unconsciously leans away from Anders a bit, but oh, the cat makes noises.]
Is he... purring?
[Is this what purring sounds like?]
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[ Anders pulls his hand back, gesturing to Pounce. ]
Give it a try and see.
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...he's certainly trusting.
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[ Although clearly that's the case, here. Pounce simply tilts his chin up, purring still as he rubs his chin against Sephiroth's hand. ]
Like all cats, he's an excellent judge of character.
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[Sephiroth didn't even have to bribe him with food for this. Do cats like the smell of books?? Unclear.]
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[ Don't question it if it's working!! He probably just senses Sephiroth's terrible, terrible past and is attempting to comfort him, though. It's basically his whole niche, here.
He's a good cat. ]
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[Sephiroth knows a lot of assholes, so it seems entirely plausible.
Do cats like being scratched behind the ears? He's going to try it.]
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And then some. You can't win a cat over with a few table scraps and some pity - they're far too intelligent for that. You must have something to truly offer them, or they'll simply move on.
[ Ear scratches, of course, definitely fall into the column of acceptable offerings. Pounce tips his head back into Sephiroth's hand more firmly, purring louder. ]
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[It still seems something like bribery to him, but he's iffy on the appeal of touch so he may be missing something.]
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No - more like respect, and autonomy. You can't make a cat stay, can't leash them and force them to heel. They have to want to come to you. And they will if they trust you'll treat them well.
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[And he definitely has a higher baseline respect for anything that isn't human.]
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[ And largely in jest, at that. But leave it to Sephiroth to take even a teasing jab as perfectly sincere. ]
Besides, this is no place to learn how to care for a pet. Pounce and I are already used to this sort of rough and tumble lifestyle, but I'd have worries about someone less experienced.
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Surely it isn't so difficult.
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Not particularly, but even cats can be rather needy, at times. You don't strike me as the type to get along too well with that.
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[Look how good he is at petting your cat already.]
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Do you take everything as a challenge? That must be so exhausting.
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You're the one who suggested it and subsequently decided it was a poor idea.
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I'm going to take that as a yes.
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Well, it isn't much of a challenge.
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It wasn't a challenge! Maker, you're the worst. [ (affectionate) ]
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