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
The fact that it's easy bothers me. [ It's casual, but the intent is there: Jack had been eyeing the boats for exactly the same reason as the other, all jokes aside. ] As tempting as it is, to be so certain the good Lord had delivered unto me a foolproof means of escape by simply allowing me to saunter in the vague direction of the docks sits rather poorly with me. On the other hand, gift horse, mouth, ectetera.
You've not sailed before?
no subject
[ Anders glances back over his shoulder, though he doubts if a second look will prove anymore illuminating than his last several, far longer attempts. Finding the catch here, he suspects, will take a much closer inspection.
Whether or not it's a trap, though, the odds still seem better than just waiting around to see what happens next.
His smile turns wry as he shakes his head. ]
Never really had the chance. Though I did make the acquaintance of a very lovely pirate captain, once. Oh, she was a charmer. ...But I suppose that doesn't actually help, does it?
i'm so sorry for his massive ego
If he's to be trusted, then surely he has some good sense about him, hanging with his own ilk. He extends a hand, gaze expectant, hungry for recognition: ]
Captain Jack Rackham.
i mean i'm also sorry for anders just like.. in general, so it's cool
But there's no flash of recognition there, either. Not even a glimmer of it. ]
Anders. No fancy titles, but I make up for it in plenty of other ways.
[ Punctuating that remark with a wink for good measure, of course. ]
no subject
I see.
[ It's said in a staccato fashion, the 'care fo elaborate?' question left unsaid but implied. Jack's got a hand idly on his hip: an informal question, a light chat. Is he assessing the other? Absolutely. But people have taken a chance on Jack before, and he's a tall, scrawny kind of guy. Granted, he was a package deal with Anne Bonny, but, you know. Details. ]
no subject
Any good ship should have at least one mage, that's what I say. And one a capable healer as well as handy with a fireball? Invaluable.
[ It's a little bit of a shameless brag, too. But when you spend your life being told every day what a blight and a curse you are, you have to learn to talk yourself up (if you don't start believing it). ]
so sorry for the late response!
Different worlds, the man aboard the boat had said, the one giving them the spiel--the one that gave Jack one hell of a bad feeling, the one he's most assuredly going to find a way to talk to whether he likes it or not if he can't escape this fucking island--but what's to say Anders can't actually chuck a fireball here or there? He brings a thumb up, pressing against his mustache as he thinks, making it a bit of a show. ]
Show me. [ He's curious--and maybe the dock isn't the best place for a little bit of flame, but damned if he isn't incredibly intrigued. It's just a matter of playing it cool. ]
no worries, i'm slow af lately so it's never late for me!!
Milder in his acquiescence than his enthusiasm, before, Anders nods, holding out a hand. There's a bloom of light, pale blue, in his palm, and then a flash of flame. Sustained, the small ball of seemingly ordinary fire hovers just above his open hand, easy as blinking to conjure. ]
I'd rather not draw the attention of the guard with anything too flashy— [ Or destructive. ] —but if you're going to make demands, I might be in the mood to entertain them.
no subject
Incredible.
The toothy smile turns into something more, a grin, far more devious than should really be necessary. The chuckle that spills out of his mouth is nothing short of elated. ]
And you can do this on command? Without burning a hole in a ship?
[ He's lucky, he realizes, that someone is so willing to follow demands from someone they've barely met -- Jack's got a natural charisma to him, but he's well aware that asides from his facial hair and especially in the local clothes he'd stolen, he doesn't particularly look like a captain. Not with his lanky limbs and rather scrawny appearance. Usually he has Anne to lurk in the background, an intimidating right-hand man.
Ah well. Lucky, lucky, lucky. Especially since he's fairly certain the other could kill him with a snap of his fingers. The rush he feels about the fleeting thought is palpable. ]
no subject
But - for the moment, Jack's still in the clear. The awe he tries to mask (to some success) is a boon to Anders' pride, and he laughs in the face of it, clearly delighted. ]
Well, maybe if you say pretty please.
[ In a wholly unnecessary flourish, Anders blows out the little ball of flame, sending it fluttering out of his palm and vanishing harmlessly. ]
But, no. I'm no careless apprentice, singeing my robes every time I get excited, if that's what you mean. My magic goes where I will it and only harms as much, too.
no subject
There's a lot there, a lot to unpack, little words that shed some light onto the other's world--that there are apprentices for this, like he's a tailor. It makes sense, but it's still strange hearing it, the word ringing oddly in his skull. Everything about Anders rings oddly, though, so he supposes that's par for the course.
One hand moves to his hip, scrutinizing Anders, and then the water. It's far less judgemental and far more calculating. He finally extends a hand for the other to shake, idly wondering if it would be warm to the touch since there was flames there moments before. A deal. ]
Welcome aboard. There'll be another person with us, hope you don't mind. [ It's non-negotiable, but manners and all of that. ]
no subject
His hand is warm, but no more than it should be, naturally. If there was any flame there at all, one wouldn't know it from just a touch. ]
Not at all. The more the merrier, that's what I say.