Entry tags:
- ! event log,
- a discovery of witches: kit marlowe,
- dc: harley quinn,
- detroit: become human: chloe,
- detroit: become human: connor,
- dragon age: anders,
- final fantasy: sephiroth,
- locked tomb: harrowhark nonagesimus,
- marvel: carter ghazikhanian,
- marvel: jennifer walters,
- marvel: loki odinson,
- marvel: wade wilson,
- my hero academia: takami keigo,
- oc: elenore evans,
- oc: saxsice king,
- penny dreadful: victor frankenstein,
- south park: kyle broflovski,
- uncharted: elena fisher,
- uncharted: nathan drake,
- uncharted: rafe adler,
- uncharted: samuel drake
Destination: Carcosa

✖ Carcosa
Ⅰ. THE TEMPLE
You can read all about your character's arrival in the game lore.
The island's harbour is full of other ships, although not a single one of them seems to actually have a human being aboard. (You could certainly try to steal one, but doing so is an exercise in futility - you will find that even if you set off into the ocean you will wind up right back in the harbour again after spending a few hours lost in the fog.) Beyond the harbour is a glittering city of glass and gold. Curving arches and sharp geometric lines are the hallmarks of the architecture - an art deco paradise that whispers of decadence and hope for the future.
The people who crowd the streets wear suits and hats, drop-waist dresses and furs. Their faces are all blank smiles. It's the roaring twenties, darling, why do you look so concerned?
If it is your first experience of the Endless Isles, you have access to the High Temple. Should you wish, you may also seek out the island's own temple as well, which is located inside the city, in a district mostly forgotten by the residents. Don’t worry - your feet will carry you there.
The building is not large, and it is old and neglected. It has a domed ceiling, with panels of glass crisscrossed with metal painted gold curving upward. Whatever fine pattern may have formed there is lost to time; the glass at the centerpoint of the dome is gone, letting in the smell of the sea.
There are rooms equipped with beds spreading out like a spiderweb from the middle of the building. The temple proper is of course in the exact center, below the broken dome. In the middle of this circular room you will find dead branches gathered together to make a vaguely humanoid shape. This crude figure has been haphazardly painted yellow. A slab of concrete sits in front of it. There is not much to explore here; it is very quiet.
Either temple is a good place to simply rest, or meet some of your fellow Travelers. The High Temple of course has the Temple Chef and its usual Guardians, Flock, and Lantern.
The Island Temple has its own Guardians, which are small, pale humanoids with perfectly blank faces and small antlers like young deer. They will leave you alone unless you try to meddle with the central room. Doing so will result in one of them approaching you, and you will find yourself falling unconscious on the floor.
Ⅱ. THE MASQUERADE
Through happenstance, you find yourself in an enormous ballroom. Low couches are dotted everywhere, and a live band plays somewhere at the end of the massive space. A long bar takes up one side of the room, bottles sparkling under the light cast from the many cut-glass chandeliers hanging overhead. Champagne flows freely, and the scent of gin pervades the air.
All of the attendees are wearing masks.
You're dressed for the occasion, of course - you will find yourself wearing something reminiscent of 1920s America, with a small yellow sigil of some sort pinned to your breast. Ask any of the guests about it and they will tell you, "ah, it's a secret." You too, of course, are wearing a mask. You did not pick this mask, but if you look in the mirror hung over the bar you will find that it nonetheless hints at some aspect of your personality.
Which would be all well and good, except that you can't take the bloody thing off.
Moving around the ballroom, you will discover that a few other people also have the yellow sigil pinned to their clothing. It probably shouldn't surprise you that these people are all other Travelers, equally unable to take their mask off.
No, you can't unmask until you share something with your new-found friend: a secret. A REAL one, the sort you'd never speak aloud.
Of course, you can choose not to share. If you choose that route, however, you'll find that the mask is fusing with your skin. Leave it on past midnight when the cries of "UNMASK! UNMASK!" begin, and it will simply become your new face for the duration of the month.
Ⅲ. THE PLAY
Maybe parties aren't your style. No fear, there's plenty more to do and see in such a wondrous city. There's a theatre - the Meliora Grand as a matter of fact - and perhaps you're just the sort of person who would like to take in the arts.
The theatre has plush seats, and fabulous electric sconces lining the wall. Once you take your seat you'll find yourself looking at the stage, where a blood-red velvet curtain hangs. The theatre doesn't seem to fill up - indeed, it really seems that there's only you and one or two other people there. Curious.

The lights go down and the curtain is drawn open, revealing... well. Not much.
There are two chairs on the stage, a table between them. On the table lays a pallid face: a mask. Just a mask. Why not go on up and take a closer look?
Should you choose to touch the mask, you will feel a deep urge to speak to whoever else is in the theatre. You will, in fact, feel the desire to act out some sort of emotional trauma with them. Perhaps they suddenly look like your mother, your father, a lover who left you. Why don't you tell them how you really feel?
Naturally, you can both just sit in awkward silence instead. You'll be waiting until the morning to be let out, if that's the case.
Ⅳ. LOST CARCOSA
CW: the undead.
You find yourself walking along the beach at night. Along the shore the cloud-waves break, and black stars rise above you.
You can't quite pinpoint when you realise you are no longer alone. Maybe there is only one other person on the beach with you, or perhaps a few; you move as one down the expanse of sand until you realise there is something laying up ahead of you.
There is a heap of yellow cloth there, dry and tattered with age. It smells faintly of spices. Nestled among it is a jewel-encrusted human skull. Its empty sockets compel you to sit down in the cool, bone-white sand, to sit and speak to those around you about loss.
Everyone has lost something important to them. A person, a thing, a place, an aspect of the self. Something that's gone and you're never getting back. The skull grins endlessly, endlessly, encouraging you to speak about something you may not have laid to rest.
You can resist this compulsion. Maybe you were never good at sharing. Refuse the skull's silent request and you may continue down along the beach, or perhaps head back the way you came. As you walk, however, you will notice that there is a fog rolling in. It comes in off the sea/sky, obscuring the beach until you can barely see.
It's a terribly handy cover for the corpses that are shambling out of the surf. Wet, bloated, with eyes that glow a dim gold, they head for you silently. They wish to drag you back with them, into the depths. Better hope you can outrun or outfight them.
Bonus: What's that? You want a Carcosa playlist? You've got it, babes!
You can read all about your character's arrival in the game lore.
The island's harbour is full of other ships, although not a single one of them seems to actually have a human being aboard. (You could certainly try to steal one, but doing so is an exercise in futility - you will find that even if you set off into the ocean you will wind up right back in the harbour again after spending a few hours lost in the fog.) Beyond the harbour is a glittering city of glass and gold. Curving arches and sharp geometric lines are the hallmarks of the architecture - an art deco paradise that whispers of decadence and hope for the future.
The people who crowd the streets wear suits and hats, drop-waist dresses and furs. Their faces are all blank smiles. It's the roaring twenties, darling, why do you look so concerned?
If it is your first experience of the Endless Isles, you have access to the High Temple. Should you wish, you may also seek out the island's own temple as well, which is located inside the city, in a district mostly forgotten by the residents. Don’t worry - your feet will carry you there.

There are rooms equipped with beds spreading out like a spiderweb from the middle of the building. The temple proper is of course in the exact center, below the broken dome. In the middle of this circular room you will find dead branches gathered together to make a vaguely humanoid shape. This crude figure has been haphazardly painted yellow. A slab of concrete sits in front of it. There is not much to explore here; it is very quiet.
Either temple is a good place to simply rest, or meet some of your fellow Travelers. The High Temple of course has the Temple Chef and its usual Guardians, Flock, and Lantern.
The Island Temple has its own Guardians, which are small, pale humanoids with perfectly blank faces and small antlers like young deer. They will leave you alone unless you try to meddle with the central room. Doing so will result in one of them approaching you, and you will find yourself falling unconscious on the floor.
Ⅱ. THE MASQUERADE
Through happenstance, you find yourself in an enormous ballroom. Low couches are dotted everywhere, and a live band plays somewhere at the end of the massive space. A long bar takes up one side of the room, bottles sparkling under the light cast from the many cut-glass chandeliers hanging overhead. Champagne flows freely, and the scent of gin pervades the air.

You're dressed for the occasion, of course - you will find yourself wearing something reminiscent of 1920s America, with a small yellow sigil of some sort pinned to your breast. Ask any of the guests about it and they will tell you, "ah, it's a secret." You too, of course, are wearing a mask. You did not pick this mask, but if you look in the mirror hung over the bar you will find that it nonetheless hints at some aspect of your personality.
Which would be all well and good, except that you can't take the bloody thing off.
Moving around the ballroom, you will discover that a few other people also have the yellow sigil pinned to their clothing. It probably shouldn't surprise you that these people are all other Travelers, equally unable to take their mask off.
No, you can't unmask until you share something with your new-found friend: a secret. A REAL one, the sort you'd never speak aloud.
Of course, you can choose not to share. If you choose that route, however, you'll find that the mask is fusing with your skin. Leave it on past midnight when the cries of "UNMASK! UNMASK!" begin, and it will simply become your new face for the duration of the month.
Ⅲ. THE PLAY
Maybe parties aren't your style. No fear, there's plenty more to do and see in such a wondrous city. There's a theatre - the Meliora Grand as a matter of fact - and perhaps you're just the sort of person who would like to take in the arts.
The theatre has plush seats, and fabulous electric sconces lining the wall. Once you take your seat you'll find yourself looking at the stage, where a blood-red velvet curtain hangs. The theatre doesn't seem to fill up - indeed, it really seems that there's only you and one or two other people there. Curious.

The lights go down and the curtain is drawn open, revealing... well. Not much.
There are two chairs on the stage, a table between them. On the table lays a pallid face: a mask. Just a mask. Why not go on up and take a closer look?
Should you choose to touch the mask, you will feel a deep urge to speak to whoever else is in the theatre. You will, in fact, feel the desire to act out some sort of emotional trauma with them. Perhaps they suddenly look like your mother, your father, a lover who left you. Why don't you tell them how you really feel?
Naturally, you can both just sit in awkward silence instead. You'll be waiting until the morning to be let out, if that's the case.
Ⅳ. LOST CARCOSA
CW: the undead.
You find yourself walking along the beach at night. Along the shore the cloud-waves break, and black stars rise above you.
You can't quite pinpoint when you realise you are no longer alone. Maybe there is only one other person on the beach with you, or perhaps a few; you move as one down the expanse of sand until you realise there is something laying up ahead of you.

Everyone has lost something important to them. A person, a thing, a place, an aspect of the self. Something that's gone and you're never getting back. The skull grins endlessly, endlessly, encouraging you to speak about something you may not have laid to rest.
You can resist this compulsion. Maybe you were never good at sharing. Refuse the skull's silent request and you may continue down along the beach, or perhaps head back the way you came. As you walk, however, you will notice that there is a fog rolling in. It comes in off the sea/sky, obscuring the beach until you can barely see.
It's a terribly handy cover for the corpses that are shambling out of the surf. Wet, bloated, with eyes that glow a dim gold, they head for you silently. They wish to drag you back with them, into the depths. Better hope you can outrun or outfight them.
no subject
Did you see anyone else here, to pull the curtain?
[He can't detect any signs of another person. Could they have gone already?]
no subject
Or maybe it's ghosts. [She wiggles her fingers at him, eyes wide.] Oooo.
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I suppose a timer is more likely than ghosts, even at this level of technology.
[...he actually does believe in ghosts, he just doesn't think they're very common.
He walks to the side of the stage, because if it is on a timer, some part of the mechanism should be visible... but he's not seeing one yet.]
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See anythin'? Or anyone, I guess?
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And if our abductor built this entire city herself, I worry what we're up against. Still, she could have prepared some things for us...
[He hadn't really thought to consider what brought them here in terms of technology either. He'd been assuming a powerful magic, but science has its own ways of mimicking magic, doesn't it? And something like that might be easier to take control of.
...no way to know for sure yet which it might be.
For the moment, he turns his intention instead to the mask on the table. Something abandoned, or left for them intentionally? Two chairs, and two of them. He doesn't know the logic of this place yet, to know whether that means anything.]
no subject
[Following his gaze, she grimaces a little.] Or maybe they really do want us to bare our souls.
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[His amusement swiftly fades.] Bare our souls...? Did you feel some compulsion to do so?
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Oh yeah, when touchin' the mask thing. [Saxsice is...easily honest, it seems. She gestures towards the table.] It stopped when I put it down, though.
no subject
He eyes the mask with a frown.] I see. You could have said as much. [Instead of pretending it was her own decision.]
Perhaps that, we should destroy.
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[Then she glances over at the mask, looking a little dubious.] I mean, yeah, we could. But you're responsible for whatever unholy curse we unleash.
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But I'm sure I can handle it.
[He's assuming there's no problem as long as he doesn't touch the mask in the process, so he pulls out his utility knife as he walks to the table and slams it down into the mask--or at least tries to. Even as strong as he is, the knife doesn't so much as scratch it. Instead something seems to rebound onto him. Shouldn't have been so confident, Seph.
He takes a few steps back, and looks at her, seeing someone else entirely. Maybe we're sharing childhood traumas after all, because he was only six when this happened. The last time he saw Professor Gast. He didn't know it would be the last; it wasn't a significant moment until after, when he learned that Gast was dead. He's in the memory now, but with the weight of that knowledge. There are so many things he never got to ask...]
W-wait. Professor...
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She winces as he attempts to destroy the mask, hands half-raised to cover her ears, as if expecting some sort of loud, punishing noise. The sudden change in his expression is just as alarming, and she backs up a couple steps.] Uh, n-nope, no, not a professor. Virtual stranger here, remember?
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[He seems to register her words, but he doesn't hear them as coming from her. His brow furrows, hurt by the notion that Gast of all people would call himself a stranger, as if their acquaintance has been meaningless.]
You know me better than anyone. And you're just going to leave without telling me anything?
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[He gestures slightly with the knife he doesn't realize he's still holding, indicating the place around him which, to his eyes, definitely isn't a theatre.]
To say I'm "special"... it's meaningless. I need more than that.
no subject
Maybe you, uh...need to find your own purpose. Not wait for someone else to give you one.
no subject
He shakes his head slowly.]
If that's what you wanted for me, then you keep strange company.
Or... is that why they killed you?
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no subject
No, you're...
[He puts his free hand to his head, shutting his eyes. Gast is dead. He knows that. So how can they be speaking if Gast is dead? This person is a stranger, a stranger who can't answer the things he wishes he'd asked, a stranger who shouldn't have been party to the attempt.
He remembers the theatre, and-- He opens his eyes and looks sharply at the mask. Still unbroken.]
Hell.
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[There's a slight growl to his voice, and in lieu of being able to do anything productive about it, he kicks the table over, sending the mask tumbling onto the floor of the stage. He lets out a breath and turns his gaze on her.]
I trust you'll forget all that.
[No reason to trust it, hence the implicit threat. He doesn't even know her name and she saw him having a Feeling. What else is he supposed to do with that except bury it?]
no subject
Who am I gonna tell, exactly? The creepy little dudes in the temples? [Flatly:] I care about as much about your past as you do about mine, mister.
no subject
Good.
[It might be true for now, at least. He puts the knife away, eyeing her as he does. She doesn't seem the least bit intimidated, which is... unfamiliar. Stupid if she knew his reputation, but she doesn't. That's sort of the point here.
He's decided he doesn't like being called "mister," though. It sounds so average, ordinary. Wildly inaccurate.]
...it's Sephiroth.
no subject
Gesundheit. [Saxsice straightens up, tiptoeing around the fallen mask, seemingly unaware that she'd been given his name, not a bizarre sneeze.] I'm Saxsice, by the way.
no subject
He's not going to comment on the name, because he of all people can't really remark on strange names, but--]
"Gesundheit"? What does that mean?
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