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
When she does, her sneer is suddenly interrupted by a look of shock as she takes in a creature like none she's ever imagined, let alone seen. Anne has little imagination, as a rule, and while she's seen some strangeness already here, it's nothing like those wings. Those eyes. Whatever she's wearing on her head. Is that what the rich fucks wear here? If it isn't she hasn't seen anyone like her yet.
When she finally gathers herself enough to speak, the snarl comes back quickly. ]
They can try.
[ She dares them to. Her tone of voice dares this thing to make something of it. That's about the only response Anne ever has to threats, both minor and truly dangerous. Both are indistinguishable to her because the required response is always the same: prove that you aren't weak. In a way, she relishes any opportunity to prove to the world that she isn't afraid of it. Because she very much is.
She finally stops what she's doing and drops a chunk of gold into her bag, then stands up slowly like she's being held at the end of a pistol. ]
You gonna tell them?
no subject
But what comes is a snarl, and the fey's sharp brows slowly lift just a fraction. She is used to hostility, but not from a single woman, alone, with no roaring army behind her to fuel anger up like flames against the pointed creature, the devil, the witch (and the many other colourful titles which have been directed to Maleficent).
No, this one's anger is on its own. Alone. And this is what she's most familiar with, this sharpness, this threatening reaction like a knife's edge. It's completely opposite of Aurora's softness, which has always been an alien thing to Maleficent, for as much as she's come to have love for the girl. She stares, dark mouth pursing slightly as the young woman slowly gets to her feet, facing her. ]
No, [ she answers simply, tilting her head slowly back a bit to take in the girl. It's a smart thing to do, crafty — but it's true that there could be punishment for it. And in this place of strange magics, Maleficent isn't sure what might be incurred upon them. (Concerned?? Of course not. It's not her job to look after the weak little human Travelers she's become unwillingly swept on this journey with.) ] These buildings of theirs are odiously tacky. They could use a bit of surface work.
[ Her eyes cut back to the "surface work" done by the girl, the chunks of gold missing from the structure, before returning to her face. ]
Is gold really of such value to you? Other humans seem to be getting by without it, here.
[ There isn't exactly a mass of the other Travelers doing what this girl's doing. ]
no subject
I ain't waitin' around to find out why everyone's bein' looked after here. 'Cause it ain't for anythin' good, I'll bet.
[ Besides, it's always better to have a safety net to fall back on, and if Anne is going to successfully steal one of the ships on the dock, she'll need something to barter for necessities once she gets to the next island or manages to find the coastline. She has no intention of being an animal in someone's pen, even if the situation she's trapped in is so far beyond her understanding.
She still knows the importance of independence and escape. ]
no subject
The little thief in the hat is suspicious. And that, too, is wise of her. It's a sentiment Maleficent certainly shares, her unease growing with each day that passes here. She balks from eating what's given to them, the supplies they're able to stock up on — sleeps only when she must, and always barely. The provisions are enough to keep them satisfied, at the least. Why? ]
Indeed. It feels rather like we're all pigs being kept locked away and fed. I wonder when the powers that be will decide we're ready to be feasted on.
[ It seems inevitable, really. Whatever true motive is at play here will be divulged, and.... and then what? Maleficent is all too ready to fight, but she also knows the importance of biding her time. Making an uproar now would draw the wrong sort of attention to herself. Better to stick to the shadows, even if she's done so wearing glinting gold, wandering the streets like some fantastical thing.
But perhaps she is not unlike this girl rummaging like a rat, scavenging. ]
And where do you plan to go? [ She wonders, tilting her head slightly. It isn't meant as a challenge, even though her cool tone is hardly friendly. She genuinely wonders. ]
no subject
[ That's what it takes for Anne's scowl to finally crack. A look of worried disbelief crosses her naturally pointed features and as much as she wants to believe it's an insane suggestion, there's a note of consideration in her eyes. She hasn't been able to figure this place out and without any concrete answers, is anything really out of the question? ]
Why'n the fuck would they do somethin' like that?
[ Even though she's seen inhuman creatures here, inside the temples. They have to be feeding on something to stay alive, right? Anne immediately resolves to keep a closer eye on the rest of the captives and see if any of them start disappearing.
Maleficent's question, while surprisingly forward, hardly stalls Anne. She acts without thinking often and returning to her roots hardly feels like a gamble. It's staying that would be the unsafe choice, she's sure. ]
Any place that ain't here. Anywhere that ain't where they put us.
no subject
They have brought us here for a purpose, and quite certainly it isn't a matter of redemption. They desire something of us. We are... objects to them, and we will ultimately be consumed, whether as entertainment or a literal meal. Perhaps for some reason even more damnable. [ ....Way to be a voice of doom, Maleficent. But of this, she is certain. This will not end well for them, and she isn't planning to go down easily.
She has something to return home to, after all. Something she will fight and kill to protect. ]
And if they pursue you? [ She lifts her chin, looking downwards at the other woman that way — again, not so much to challenge her, but with a genuine curiosity. She has not come across someone trying to make a break for it, yet. Especially not a human woman all on her own. ]