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.
shit, sorry, missed this one :/
"Yeah, I'd take the shittiest bottle of wine right about now." At least they seem to have that in common, a hankering for some booze, though if it comes from the same place is yet to be determined. "I'll make sure to let you know if I come across anything."
At least then he wouldn't be drinking alone. Though he doesn't much care either way.
"That way lies madness," Booker sighs, and he starts to head towards the kitchen but pauses as the stranger observes the tables. Does he know for sure that madness lies that way? No. Does he want to put in the effort to figure out if it's so? Most definitely not. "Know someone who wouldn't mind talking to you about God though. Not sure it'd be worth it."
It took him long enough to start asking 'why' about his particular immortal quirk, he's not about to pick up another potentially equivalent mystery.
no worries!
He manages to keep all but a trickle of that same exhaustion out of the bone-dry words. Walter would have loved the unexplored part, naturally, but Matthew... Matthew would have loved the rest.
Try as he might not to let the pained tug on his heart reel him back into the fugue of thinking, remembering, missing, the man's response--an echo of a warning he'd received for prying into a future not his to know--makes the hairs on his arms pickle with uneasy deja vu, causing him to abruptly look at the other strangely. Almost wonderingly.
"You know, a friend once told me similar. He liked to talk about God, too. But I didn't listen on either count," he admits, the tilt to his head resigned. "I fear some of us only have the one way and there's not much any higher power can do about it."
And the damned have little to lose.
Straightening up from his perusal, he sighs as well, though his comes from a place of some resolve, as if an internal matter has been settled.
"Wait a moment. I'll go ahead." To look first--and perhaps if some otherworldly mischief lies ahead, he can provide first warning. What does he have to fear when the worst has already happened?
no subject
Excellent. Now it's double likely that they'll find something to help pass the time without the weight of uncertainty and god-awfulness so heavy on their mind. There had to be some around here - and if there wasn't, hell. Wouldn't be the first time he made his own, but that, unfortunately, took time.
"You bring around some booze, we can toast to whatever the hell you want to bub."
"I used to buy into the whole spiel," Booker admits - it was impossible not to, in his age. "Now I just do my best to try to ignore it."
Booker glances around the empty hall, and he gives a nod to the stranger, "Sure. I'll watch the 6," he offers, and he keeps a few paces behind. Not that this place seems remotely dangerous, but he's been part of a unit for long enough that it's habit anyway.
Though the possibility of danger does bring up another question; "Have you found any weapons around here?"
no subject
"Kit," he supplies, arguably just as short, sweet, and easy to clip to the ends of agreements between thirsty cynics. "Kit Marlowe." The remark that follows is reciprocally long-suffering, and to it he adds, "Which one, God or madness? Or both? We seem to be in a marriage between the two."
Where he's left to riddle out meaning in some of the man's slang, he'd have thought wait to be easily understood between them, but he's surprised to find the human volunteering to follow at a distance. Possibly as a watchful second set of eyes--or maybe he is just on the hunt for a hot meal and headed the same way.
Regardless, it makes Kit's offer to go ahead seem of greater import than were it him alone, and he's not sure how to feel about that. If they were to encounter anything threatening, he's not in a state to be of much use. Except, maybe, as a warmblooded diversion. He shakes his head in the negative, mussed hair tumbling on his brow. Even with attention brought to their tenuous lack of arms, he starts for the doors leading into the kitchen quarters after sharing a glance with the other. They'll soon find out if they're needed, one way or another.
no subject
The name gives Booker momentary pause - he's heard it before, he's sure of it, but among which of the centuries of useless trivia, he's not sure. "Kit," he says, and there's a 50/50 chance he'll remember to use it, next time.
"God," Booker clarifies. "Both," he amends. "But I've glimpsed madness and know it's real, but God..." that's more of a mystery. "Best to avoid both, really."
If there's any sort of danger, Booker's more likely to throw himself in front of it, level of association be damned. He doesn't throw a bad punch either, though given the state of some of the people he's seen around here... it looks like he might have to do the fighting for both of them, but he's been surprised by people before so he doesn't put much weight into it.
Inside the doors to the kitchen is what amounts to a buffet, two plats at the end of the counter they're closest too, still warm as if they'd been laid just for them. No trace of a presence inside the kitchen, and thoughts of danger completely fade away with the portions of food laid out. "Damn."
no subject
The thought has a certain poetic justice to it. He'd been ready to cast the witch away on a ship with no thought to where she went so long as she was away, and it is him cast off into a strange world in the company of strange people. He hasn't even pressed the other for a name in return--but then, he feels the only way to stay afloat on these waves is to let things come as they may.
He's still slow to proceed into the kitchen with exploratory caution, senses pricked to a taut and bristling alertness after the shadow guardian. More so when the prickling continues past a sweep of the unoccupied room. "No, wait," he interjects, putting out a hand to buffer the man before he can stray too far ahead. "Something's not as it seems."