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.
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.

Saxsice King | Original Character
[The last thing Saxsice remembered was trying to bully/threaten her way onto one of the boats, to little success. Then all of a sudden she's in a ballroom, lounging on a gilded couch and fanning herself with something sparkly and pink. She's also wearing something sparkly and pink, which is absolutely not her normal aesthetic.
She hops up, stumbling a little in the high heels and turning in a dopey little circle as she tries to look down at herself all at once. Once she confirms that things are, indeed, as shiny and pink as she first anticipated, she announces in a way-too-loud voice:] Well, for fuck's sake.
[That's when she notices the mask. It clashes a bit with the whole pink thing, but it's...definitely on the nose. Hilarious.
Saxsice can either be found trying to pry the mask off, sitting in a very unladylike way on the couch and sulking, or leaning over the bar and trying to talk the bartender into letting her take over making drinks, using the argument of:] No, seriously, you've been servin' straight champagne and gin all night -- which is great, don't get me wrong, but you could use some, uh. Variety? Get me?
ii. the play | got me lookin' so crazy right now
I actually came in here to sleep. [Saxsice is offering this to whoever else is stuck in there with her, as she scrambles up onto the stage, forgoing the stairs entirely. Her voice echoes against the cavernous walls, dampened not even remotely by the heavy velvet curtain.
Finally getting up onto the stage, Saxsice rolls to her hands and kneels, then heaves to her feet, brushing herself off -- she's still wearing the masquerade dress, albeit significantly smudged and stained after a night of wandering around. She brushes herself off, then continues:] Used to love sleepin' in movie theaters. All nice and dark and warm and stuff. Didn't realize this was like...a fancy theater til I got in.
[Having noticed the mask by now, she absently reaches out, picking it up and examining it from all sides. At least it isn't another wolf mask, right? Slumping down into the chair and propping her feet on the table, Saxsice turns it over a couple times, before announcing, apropos of nothing:] Y'know, I grew up in a cult.
[...well. She hadn't intended to say that, but now that it's out, she feels. Weirdly better?]
iii. lost carcosa | when i'm no longer young and beautiful
[Out on the lonely, foggy beach, Saxsice lingers longer than she meant to, staring at the skull and absently turning her Scrywatch around and around on her wrist. It glints periodically with a color -- yellow, flashing like a lighthouse in the gloom. She doesn't fully know what the colors mean yet, but the reason for this color fills up her chest, makes it harder and harder to breathe.
It feels like the skull knows. Like the empty eyes and grinning, ancient teeth contain the knowledge of what she did, the mistakes that followed her halfway across the country. A decade of mistakes, crowned with the biggest betrayal of all.]
It wasn't my fault. [Saxsice snaps this suddenly, sharply, either at the skull itself or at someone nearby.] I didn't have a choice. She didn't give me a choice.
ii. The Play
He stays in his seat as the young woman clambers up on stage, half amused and half curious about what she's going to do. He sure wasn't expecting such a blunt admission.
"Oh yeah? What kind of cult?"
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Then, looking a little alarmed at herself for the sudden confession, she tosses the mask back onto the table. "Uh, not a very interestin' one. Just your basic "us against the world, modern society is full of evils, only trust us" kinda thing. Super basic."
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His eyebrows both lift up high. "All cults are interesting," he says, leaning forward in his seat. "So it was some kind of fundamentalist Christian sect? I'm not judging you, promise."
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Then she grumbles, slouching down further in her chair. "Nah, that'd make too much sense. I mean, there'd be, uh, whatsit -- precedence for that. It was more of a..."preserve the family bloodline above all else, we are the chosen few, we are the blessed". But not by like, God or whoever." She waves a dismissive hand towards the ceiling, adding: "By the moon."
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Kyle raises his eyebrows. "The moon," he repeats, sounding nonplussed. "The moon as an object or as like, an entity?"
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ii.
[Sephiroth came here for the same reason, actually, and he doesn't know why she feels the need to announce it to him. He leans back into the seat he's chosen in the back, arms folded, closing his eyes, but she goes on talking. And this theatre has unfortunately good acoustics.
At her last admission, he lets out a sigh and looks back at her across the theatre, his eyes glinting in the low light.]
Is there some reason you're making a total stranger your confidant?
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Everyone here's a total stranger to me, mister. [She tosses the mask onto the table, next to her bare, dirty-soled feet.] Gotta start somewhere, don't I?
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And childhood traumas come before introductions, I see.
[He's not sharing his. Childhood traumas, that is. He'll give his name if asked, he's just being a dick.]
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[Like those few hours of sleep he was hoping to catch... Though, he must be tired if he only just thought to wonder: who was it that dimmed the lights anyhow? He's used to a certain degree of automation, but this world seems a little behind.
He gets up from his seat without explanation and approaches the stage. He means to look for a stagehand.]
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iii. lost carcosa
The salty air is refreshing as he breathes it in, hoping to clear his mind. That's when he hears her.
At first, he's worried he's stumbled upon a private conversation. Not very polite or becoming, to seem as though he's eavesdropping, but he realizes there's only one voice. All the more reason to go, really. Does he want to find himself alone with someone not feeling quite themselves? Not really, but he also can't leave a woman in distress, either, so he exhales through his nose and towards the voice. ]
Are you all right?
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She peeks out from under her hand at the stranger, offering a wincing sort of smile.] Yeah, I'm...fine. Just arguin' with the locals. [She gestures towards the skull.] I think I'm winnin'.
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He doesn't seem to have much to say, does he?
[ The smile Benedict offers is light and easy. ]
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[ What? Benedict's not going to not humour a lady, regardless of who the lady might be. ]
This place certainly has a way with bringing up things we'd rather keep unsaid, doesn't it? I feel I'm meant to reveal some secret at every turn.
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i. masquerade
Only it becomes clear after a few seconds of listening further to this exchange that the woman is not in some peril — she's simply asking for something from the bartender. Variety, she says. After a moment, Maleficent flatout interrupts, voice clipped and dry: ]
Perhaps you could convince them to offer something that is actually drinkable.
[ Yes, she is very much judging the alcohol she has not at all tasted for herself. It smells strange and humans made it, so it must be awful, of course. The fairy lifts her chin, taking in the sight of the woman (ignoring the bartender; she doesn't really have any concern for you) — the wolf mask upon her face. Perhaps she should recognise her, and perhaps something up in her does sense the wolf in the woman, but her own powers are hazier here, and for now, the woman only registers as some dimly familiar thing to Maleficent's own ancient spirit. ]
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So Saxsice is -- very casually familiar, even though there's little to no reason the fae woman would remember her. Blame it on the champagne. She scoots closer, rests a hand on Maleficent's shoulder briefly and leans in to tell the bartender seriously:] See, it's two against one now, and we know what we're talkin' about, buddy.
[The bartender remains unimpressed, and Saxsice shakes her head, clicking her tongue.] Impossible to get good help these days, huh, Mal?
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But she allows it, standing where she is and letting her eyes settle on the bartender that the other woman is addressing. A little gang-up of sorts is happening, and she's quite fine to stand alongside the blonde, assist her on her mission — but then suddenly she says the word Mal, and Maleficent: Mistress of Evil™ looks suitably surprised, her usually cool features shifting into shock.
M a l.
The fey looks completely away from the man again, sharp eyes resting on her present company, the one who has just seemingly given her a petname out of the blue. Surely she misheard, sharp brows lifting. ]
What did you just refer to me as?
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Then the cool voice comes, directed down at her -- Saxsice is tall, but she doesn't really loom the way the horned woman does. She blinks upwards, eyes wide and guileless behind the mask.]
Mal. Short for Maleficent. Your name's real long, and honestly, kinda confusin'. [Says the person named Saxsice. She reaches up with her free hand, patting the general area of Maleficent's upper arm.] Not a bad thing, it's a very nice name, but gets exhaustin', y'know? "Maleficent" this, "Maleficent" that, soooo many syllables!
[She shakes her head, rocking up and back from heel to toe, shoes clicking on the shiny floor.] "Mal" is much easier. Catchier than "Leffie", which I almost went with, but that sorta sounds like you're about to sneeze.
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....... The woman is draping an elbow on her shoulder and rambling on about the complexity of her name, and the possibility of other nicknames. She is patting her arm.
This is very different. She has no idea what to do, just standing there numbly; she has never been this sort of situation before. Not since— Aurora was only a small thing, reaching out to cling to her dress with an uninhibited closeness. Not knowing to be afraid. Maleficent isn't accustomed to others getting so close to her, especially adult others. Is this woman well? Perhaps she needs a doctor.
Finally, she speaks, tone snappy. ]
I can barely understand half of what you are saying.
[ What accent is that? It's nothing she has ever heard of?? She doesn't care for it. She doesn't care for any of this. ]
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ii
Matt sinks into an antique wooden seat on the front row and folds his cane. Compared to the party, the electric hum emanating from the sconces is a welcome change. He can hear that single heartbeat too, strong and scarcely nervous.
"Sounds like an expensive nap," he notes absently, until his company goes on. "Really? Religious, political...?"
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The question makes her hesitate, because it's...complex. "Uh, sorta just...moral? Like, "you can only trust the people in this family because the world is wide and full of evil". I guess sorta religious, if you look at it sideways and squint."
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"Sort of accurate, too. If you look sideways and squint." He adds the latter part after a beat, like it's meant to sound ironic. "You don't subscribe to their philosophy any more?"
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Another part doesn't care, hopping off the stage and coming to sit backwards in the seat in front of him. It's hard to see when he's out in the dim audience, after all. "Nah, I kinda think most people deserve respect and all that, not just people I'm related to." A pause, as she rocks back and forth on the seat, like an anxious child. "Regardless of whether I can trust them or not."
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