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CYCLE 120Current time: Apr 03 2025, 03:11 AM



North-East Quadrant — Tunnel F

Tunnel F is an interesting passage, in that it is completely overgrown with trees that curl into each other and form a completely living tunnel. Waystones of glowing labradorite and various crystals lead the way, as many of the original cave lights have been lost to vegetation but still light the trees from above. The path is kept clear of overgrowth by helpful lessers and the soil is always soft underfoot. Though this tunnel may seem too narrow for wider creatures, the trees will yawn and breathe, expanding to accommodate those within and closing back after they have passed. There are hidden alcoves and dens along the tunnel, if one can fit between the trees to access them.
LOCATIONS

Cepheus Entrance
More varying crystals line this entrance and glow with glittering shine, enhancing the glimmer of the room beyond.
Pegasus Entrance
An inviting warmth of light welcomes visitors through this entrance, with flowers and labradorite waystones guiding them in.
The Carnival
Tucked away down an ever-shifting winding path of clawing trees and scurrying bushes lies a sprawling, haunted carnival. (Read More)
 

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» Cepheus       » Pegasus


THREAD LOCKED
The Carnival IN The Carnival
 
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An fox-like imp beckons to you from behind a tree, its body adorned with tiny bells and bright, puffy clothes. Each curl of its hand jingles gently, its wide eyes enticing as it dares to draw you down a mysterious pathway. You feel like you cannot refuse. You step off of the main path and follow the echoing sound of jingles and laughter, though after a time you cannot tell if they are coming from in front of you or from behind you—or are they moving, all around...? You look back, but the path is gone. Trees have shifted to close the space, bushes have moved to scramble your steps—was there ever even a path to begin with!?

Lost, you continue on, in the direction that you think is forward. Music can be heard now, it bumps and bangs and squeaks and honks: it sounds so joyful! But at the same time, it also sounds... off. Like it missed a key or two every now and then...

Finally, you break free of the foliage prison and find yourself among a gathering of strangely dressed creatures, various stalls of food and goodies, rows of mini-games, and several rides, each with their own host waiting to introduce their respective charge. The colors seem to shift with the light of the tunnel, from golds and reds to oranges and purples; lights strung up by poles and wires web their way through the entire space. Mist crawls along the ground, making it impossible to tell how far this space really goes. It is littered with both bare trees and trees with shimmering leaves, scattered with naked bushes and thin, thorny stalks peppered with flowers.

In the center is a large tent, large enough to fit even the largest valkhounds, and within it plays a show with lesser gembound trained to do tricks—though not all of them seem cooperative, so sit in these stands at your own peril.

The food and snack stalls have questionable things at best—ranging from candies and sugary treats, fried foods, and hot dogs to things that look like science experiments—except for the caramel popcorn which seems almost too normal. Considering the cursed appearance of everything else, why would this one seem so safe? Despite how good it looks and tastes, you cannot shake the urge to feel immediately suspicious of it.

The rides consist of a boat-like structure that rocks itself back and forth, until it reaches higher and higher on each side to finally spin around—except sometimes it spins too fast. There is a ride with connected carts that follow a track in a circle, speeding up until it is nauseatingly fast, and then it lurches to a halt and begins to spin backwards. The speed of this ride makes it feel unsafe, as if the carts could come of the rails at any moment... and they do! You witness the train snag a bump and the carts come flying free, but land safely back on the rails... this time. Finally, there is a carousel, with mounts made of gleaming crystal in all different colors, their shapes... familiar, and their eyes too warm. Were these once living animals? Are they living now? You lean in to inspect one, and its eye snaps to focus on you.

You jump back. The imp carny who operates the carousel notices and shoots you a quick smirk.

"That's the ones come in, and don't leave," he says with a laugh that sounds more like a smoker's cough: it is chunky and deep, and he wipes his lips with the back of his hand. "Just kidding." His eyes narrow and his smile grows.

You decide to check out the house of mirrors instead. It has a lot of wacky rooms and paths, though sometimes it feels like your reflection does a different action than you, or takes a different turn—but when you look, it's normal. Then the reflection winks. You stumble back into a turning tube-like tunnel that feels like it is endless, the moving space-like image within it is encompassing and engulfing. You can see the light on the other end but feel like you cannot reach it, tripping over your feet and falling continuously into the void. And then, you're free! You manage to escape the Fun House entirely... somehow. You look back curiously, and spot your reflection in one last mirror, but it doesn't do anything funny. It did wink once, right? As you turn your back, your reflection waves goodbye.



Somewhere hidden in the trees, Nemean high-fives the Collector's palm with both of her tiny paws.

The Carnival is here! Your characters are free to discover and enter this space in their own threads, but they must roll for their safety at each attraction, and for their attempts to escape back into Tunnel F.

Fails can be determined by you, but you may also Request GM to roll one for you.

Attraction prizes range from carnival-themed accessories, plushies, and useless knicknacks to dead animals, bones, and various other strange, macabre items. You may roll for them yourself or Request GM to roll something random for you.

There is a small pond with an underwater tunnel connecting to a stream in Tunnel F, but its passageway is just as mysterious and difficult to follow as its land-side twin.

 
 
THREAD LOCKED



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