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.
Harrowhark Nonagesimus ☠ The Locked Tomb ☠ OTA
Ⅱ. THE MASQUERADE
Ⅱ. THE PLAY
IV. LOST CARCOSA
V. WILDCARD
Ⅰ. THE TEMPLE
But eventually even she too must rest, though she is wary to become vulnerable here for even an instant. The dark fey moves quietly along the row of beds stretching out from the structure's center, in pursuit of a nesting spot that feels as comfortable as it possibly can. She's a tall, imposing figure: large horns curving upwards from her head, and long feathered wings sweeping behind her. But she steps lightly on bare feet, making hardly a sound.
She is passing near a bed when she catches the scent of blood, and quickly turns her head towards it — there, leaned over, is a young woman. A cloth is pressed to her face, and her eyes water with blood as well. The fey tenses, sharp gaze glancing quickly around to see if any others will assist the girl, but they are further way from her position; perhaps they have not noticed.
After a long moment of hesitation, Maleficent moves a little closer, coming to stand in front of the girl's bed.
"Are you in pain?" She announces her presence in a quiet voice, but one that is not warm: cold to the touch, like the side of a stone kept in shadow, not exposed to the sun's rays.
no subject
Have been far more disturbing.
This is almost nice, and Harrow even half-smiles to herself for a moment that is longer than the widening of her eyes in reaction to the stature of the invader of her little space.
"No," she says, softly but curtly. "I am merely inconvenienced."
no subject
Maleficent purses her lips slightly, curiosity further piqued by the response. Is it a wound? Or something she's used to, some medical condition, perhaps? Maleficent knows humans have their various ailments; their bodies are so soft. So easily broken. ...But she isn't sure how to take this. She has never seen someone bleed from their eyes before.
Like the work of a curse, something in her whispers, and she wonders.
The dark fey stares for a moment longer, and then lifts her hand quietly into the air. With a flicker of shimmering gold magic, a piece of her own robe splits at the end, and drifts to her hand. Maleficent then holds it out towards the girl: more cloth, to clean herself with, to catch more blood.
"Here."
no subject
She does not look that appreciative, but her tone is softly such. Her expression still gives away nothing, stoic and emotionless.
"I am sorry to have necessitated damage to your robes."
no subject
"Do you require medical attention? Perhaps there is someone here. A.... doctor, I believe they are called."
The fey is not used to the term, but she's picked up a few things here and there from the humans around her. Of course, in her own land, she would simply heal any surface wounds with her abilities; there was no need for human medicine.
....Theoretically, she could try healing the girl herself, but this ailment, or whatever it is, is.... an uncertainty. It would not be wise to tamper with something she doesn't understand, not just yet.
no subject
But this woman ... creature? has been kind to her, and she owes, perhaps, the simplest of explanations.
"No, I am—will be— fine. It is an effect of overuse of my necromancy; I have been trying to ward the bed so I can rest and the wards aren't taking is all." Clearly her new companion understands the use of magic, so she may as well be frank. "Thank you, though," is soft and polite. Harrow does have good manners. She is an excellent Reverend Daughter; she was raised properly. (She was not raised properly, but she was raised to be proper.)
no subject
Certainly, it is a type of magic, though. Something involving wards, enchantment.
The soft sentiment of gratitude is unexpected, and Maleficent's blood-red mouth parts slightly, as though she means to say something — but a beat later she simply shifts back to the information she was offered.
"Is this a typical occurrence for you? Or is this place affecting your magic? ...Weakening it?" She's curious, as she's had some experience with that herself, and she's heard of others.
iv.
Well, it's more like: he pretends not to see it. Because it's with a girl, small and dark and singing a sad song, but not performing, exactly. The songs are all morbid and flowery and he assumes they aren't meant for him to hear. To look at her, really look, would be like catching a lady before she puts her face on. So he pretends she's transparent, for the sake of politeness, staring out at the black water that seems like it could reach back into forever.
So when the fog starts to roll in, he notices. It'll start clinging to them soon. He fidgets, awkwardly. Should he interrupt? How many words can possibly rhyme with tomb? He holds himself for a moment in awkward, noticed silence.
no subject
Only after she's ceased speaking does Harrow turn her head over her shoulder to note Bucky, and nod once. It's unlikely he actually wanted her attention specifically, only so much to try to get her to be quiet, or -- the weather does seem to be encroaching, doesn't it?
Harrow reaches a fingertip to the skull's forehead, to thank it for its time, and then is looking to get a better read of the man alongside her. He looks like a cavalier, but can't be, unless he's left his necromancer somewhere far behind.
no subject
Bucky isn't a cavalier, but he's trying to be a shield. So he isn't planning on leaving a stranger alone on the beach. Even if her songs are really creepy. (Doom, gloom, womb, consume. Jesus.)
no subject
And yet: nothing. Harrow has failed again. The broken Lyctor.
But even a broken Lyctor can sense the growth of thanergy nearby, and can sense how this approach is going to go. "It might be wise," she says.
no subject
As he gets ready to leave, though, the skull catches his eye— a glint in the sand, reflecting a light that isn't there. He stops, hesitates just long enough for something with limbs to stumble out of that fog.