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.
Bruce Wayne | DC Comics | OTA
🦇 THE MASQUERADE
🦇 LOST CARCOSA
🦇 WILDCARD
THE MASQUERADE
He physically startles at the suddenness of the announcement. His entire too thin body jerks a little and he takes an involuntary step away before he settles and turns those sharp eyes towards the man. Bright blue, brutally intelligent, and it seems like he's slowly picking the man apart, bit by bit.
When he speaks, his tone is quiet and holds an slightly upper class English accent. There's a slightly testy edge to it, as Victor is rather perturbed at being at this ball. ]
Thank you for clearing that up. I couldn't tell what that cowl was supposed to be. Or any of this. It's all a bit much.
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[ more a statement than a question, bruce's eyes peer around the room at the faceless crowd. on occasion, it almost looks like some of the mask's expressions shift as they dance and talk. as a waiter passes, he unceremoniously drops his mask on it without so much as a word. ]
Something tells me you don't want to wear that thing for too long.
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[He has to agree.] I can't really seem to remember how I got here and I certainly know I didn't put these cloths on. Which means something happened to bring us here. But I've noticed nothing medically wrong in myself that might warrant a sudden loss of consciousness. And. [Sharp blue eyes bore into Bruce again.] At the surface level, without any of my equipment handy, you look in good health.
[Victor scowls a little] Do you think if it stays on I'll end up like them? [Bruce isn't the only one that noticed the way the masks shifted.]
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[ he looks down at the pin on his lapel again, wondering if the lighting in the room has always been so yellow before? ]
Secrets. And something tells me they want it to be a good one.
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( the masquerade )
I have no idea who that is.
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[ he plucks the cowl from his face and tosses it aside. ]
It worked, didn't it?
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It did, though it feels anti-climatic if no one grasps the import of your secret. Am I right in guessing you're one of those Earth superheroes who run around in spandex?
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[ and now comes bruce's turn to give his mysterious counterpart a once over... ]
You look human enough, but you say 'Earth' like you're not from it. So, what exactly are you, then?
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masquerade
Is that your plan?
[Although now that he thinks about it, it's a decent idea. No one cares who the Batman is here.]
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[ bruce states, pulling off his mask, as though he was sure it would work even before he confirmed it himself. ]
And it also proves it doesn't need to be a secret that nobody knows, just one important enough that you wouldn't say it aloud. Jordan.
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[He's stalling as he tries to think of something. He can't do the same, he's far less invested in his secret identity than Bruce. Does he even have any big secrets to say?]
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[ bruce furrows his brow gently. ]
We don't have all night, and you don't want to keep that thing on longer than you have to. Spit it out already.
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eyyy masquerade
selina approaches, but remains quiet, content to keep that little bit of distance between them a moment longer so she can just watch him and see what he does. so she can see if he notices her or even knows her. just because he's bruce doesn't mean that he's her bruce, that's how these things tend to work, right? he's still nice to look at. ]
Well, that's very nice, Bat. I hate to break it to you, though. I've always known that.
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[ there are a few harder lines around his eyes, years of frowning etched a little harder into his face, but his eyes are still as sharp as they ever were, and she still looks as young to him as she ever has. she's not his selina, he's sure of it immediately, but that doesn't stop his surprise, his relief, or the immediate press of his lips against hers. ]
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[ oh, okay. no time to react or respond. just cutting straight to the smooching, she can work with that. she's happy to accommodate that. he might not be her bruce, but he still tastes the same and she grabs hold of him to pull him closer without even thinking about it. when was the last time she kissed him? (when was the last time she kissed him?)
she pulls away slowly, reluctant to break the kiss in case this is all just some fucked up trick the island or its inhabitants are playing to get some kind of emotional response out of her. she presses a hand to his cheek, gently tilting his head from side to side as if to get a better look at him, and leans back in to press a kiss to the bridge of his nose. ]
I should warn you, I'm a married woman. Not sure my husband would appreciate you kissing me like that. [ any recognition, there? ] He can get a little jealous.
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Sorry. You'll tell him I hope he understands whenever we manage to get the hell out of here.
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lost carcosa
You look like you're tryin' to set it on fire with your mind or somethin'.
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[ he hisses, standing. eyeing her champagne, he thinks it might be a good idea to trade one compulsion to tell the truth for another. ]
You mind?
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Except, y'know. Don't. Tide might come in and I don't think I could move you.
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[ he nods in appreciation, taking as big as swig as he can afford with what's left. ]
An understatement, but this place seems strange. The beach-- do you remember how you got here?
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🦇 temple 🦇 ish
he kicks the toes of his shoes against rubble, moves around looking behind things, between tall objects, shoves a shoulder against someone and tells them to lay off, fuck as if it was their fault he managed to ram into him.
and when he gets bored terrorizing the temple and everyone in it, he stomps his way right back out just as loudly. tips his head back towards the temple to look towards it for a moment on the way out, distracted enough that he doesn't watch where he's fucking going and--doesn't quite ram into bruce, but stops a few inches short of him. )
Move.
( who you. )
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so, how does a forty-five year old adult respond to a kid more than half his age demanding him that he move, in a single occupied space surrounded by open air all around him? well... ]
Make me.
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he looks vaguely familiar, but jason can't place it. build a little off, definitely way too fucking young for the person jason semi kind of thinks he might look like. so he opts to completely ignore any resemblance and instead respond full force to what this guy's thrown at him.
sneers up at him before he's reaching a hand out to shove against his chest. )
You don't wanna fuck with me, I'm not in the mood.
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I could tell from the fuss you were making back in the temple.
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