Sodder (
sodder) wrote in
deerington2019-06-11 03:24 am
Entry tags:
- *event,
- 10 doctor: blue,
- agent maine: kas,
- allura: freya,
- benedict dearborn: ghoulette,
- billy hargrove: cass,
- brianna berenson: lor,
- caitlin snow: sheena,
- castiel: blythe,
- chara dreemurr: zero,
- credence barebone: tj,
- diarmuid: ashlee,
- fern: pan,
- gellert grindelwald: xan,
- henry coles: shira,
- jyushimatsu matsuno: elie,
- kaede: sam,
- klaus hargreeves: javid,
- laura: ashlee,
- loki laufeyson: fox,
- mary: taku,
- max caulfield: julio,
- namine: soph,
- newt scamander: kim,
- nicholas d. wolfwood: essie,
- osomatsu matsuno: junebug,
- peter parker: ashlee,
- rachel amber: trace,
- reaper: vette,
- roxas: silas,
- sam winchester: cass,
- shinichi izumi: jhey,
- sora: mich,
- steve harrington: anne,
- the tetherer: javid,
- wade wilson: steph 2.0,
- will graham: rowan,
- wynonna earp: carly,
- yoshiya kiryu: taku
Bob Gray's Traveling Circus
Who: Everyone!
What: The gang learns to hate the circus.
When: June 11th onward.
Where: Circus is set up in Deerington's Park next to Deerington Hall. Sewers throughout Deerington. The smoke event is located all throughout the National Park.
Content Warnings: Specific warnings listed inside per section.
All players, new and old can have their characters experience the power-swapping event from May until the end of June. All powers will return to normal come July 1st.
The Authority of Deerington will return to Deerington during the first week of June and laws will be effectively in place once more. No more murder sprees for the good people of Deerington. Townsfolk will return to their usual behavior though they will be icier and a bit ruder than usual.
Make sure to check out the Prelude for any further information regarding the event!
Characters have high chances to be severely injured or even die during many events. Please tag content accordingly! And if your character does die, make sure to fill out a Death Certificate.
CW: All applicable content warning will be detailed in the content warning section.
➟ Potential Fourth Wall Breaking
➟ Forced memory sharing
➟ Potential CWs based on various canons
➟ Potential spoilers for various canons
➟ Potential spoilers for various canons
➟ Clown-based horror (pic included)
➟ Shapeshifting-based horror
➟ Mind-reading
➟ Potential intense fears based on various canons/characters
➟ Potential gruesome/violent deaths
➟ Potential disfigurement/body horror of loved ones
➟ Body horror-type monster (pic included)
➟ Potential gruesome/violent deaths
➟ Potential disfigurement/body horror of loved ones
➟ Emotional/Mental manipulation via monsters
➟ Potential vore-like horror
➟ Paralytic poison/Paralysis
➟ Womb/sac horror
➟ Potential coma-type states
➟ Hallucinogenic-based visions
➟ Potential spoilers for various canons
➟ Potential CWs based on various canons
➟ Ceremonial use of smoke/fire/plant burning
➟ Low potential for burn/smoke-related injuries
➟ Claustrophobia

When This Begins: June 11th
When This Ends: End of June
"Come one, come all, we've got the greatest show that'll make you laugh til you fall!"
The announcement crackles through speakers pitched up around the edges of the Park in attempt to draw people in. Not that they really needed the extra hoozah. The Park has been transformed for the circus. There seem to be a hundred balloons tied up to poles and the gates outside of the park, and swelling from within is a constant musical tone that practically invites people to come have fun. There's an irresistible smell of fried foods in the air, and the sound of children laughing. Might as well stop in by to see what all the fuss is about.
All throughout the park are colorful tents pitched up. Outside each tent is a large sign declaring that you'll see rare and unusual spectacles within each tent. Some of the signs seem to be fairly generic, things like: watch a man-eating lion be tamed! But other things seem to stand out a little more to you. Signs that vaguely describe something maybe you have personally experienced, and it begins to unsettle you. Surely it is just a coincidence...But why would a circus tent be advertising something as odd as Watch three young children become orphans!
So you decide to check it out. Maybe you check out a sign that seemed familiar to yourself, or maybe you just looked at one of the more unusual signs. It couldn't really be, could it? Only one way to find out.
The inside of the tent turns out to be...Well.
The inside of a tent.
It's a little underwhelming, honestly.
There dirt floor is as dull as the wooden stands that have been put up for audiences. You take your seat and figure you might as well stick around. There's a wooden stage set up in the middle of the tent, and once there seems to be enough people in the stands, an unusually tall being steps into the center of the ring.
"Greetings, Sleepers," the being says in a strange, hollow voice that sounds as if they are speaking from somewhere far, far away.
"It is...my honor...To perform my show for you today...Will you kindly stay...until the very end?"
Whether you want to or not doesn't seem to be much of a choice anymore. A single white string appears above you that is connected to the very top of your head. You can't seem to find any way to cut the string or even pull it out. It seems to just...be part of you now. And if you try to rush out of the tent, it will yank you right back in.
So, looks like you have no choice but to stay around now.
"This story...begins..."
The Ring Leader whirls what look like...miniature planets? Around its body before pulling one of them up and enlarging it. You realize, maybe if you're aware of that kind of thing, that it's your world or your universe.
"As many so often do...with a world unlike this one."
Then the planet/universe seem to explode outward, and the tent is shrouded in pitch black. You can't even see your own hands, and if you try to talk, your voice won't carry beyond the person next to you.
But then just as soon as the dark comes, it is softened by a spotlight being shown on the stage where the Ring Leader had been seconds before only they're no longer there.
Instead there's a scene set up like what you'd maybe see on a Broadway. Maybe there's stage props of chairs and a fake TV, or maybe there's crudely made trees and a fake river.
After a while, it dawns on you what you're looking at. It's a memory from your past set up as a play. The actors playing the roles are strange, black-shelled humanoids wearing masks that vaguely look like parodies of people you know. Like painted faces crudely made to look like your own, or the people you know from home.
The longer you sit and watch, the more detailed the scene becomes. Maybe it becomes more realistic as it goes on, fake blood turning to real, or maybe it remains some goofy parody. Either way, it doesn't look like you can do much but watch it transpire. At least it seems like you can talk during it without disturbing the a..ctors?
Important Notes:
1. Any canonical memory can be experienced during this event even memories characters do not actively remember in game. Please be considerate of any potential spoilers.
2. These can only be memories aka experiences that characters have already gone through whether in their canon OR in Deerington.
3. Since these scenes take place on a theater stage, multiple characters can see your character's memory at the same time if you so choose.
4. There are different tents located around the circus that will provide different memories for your characters. Alternatively you can have all your chosen memories for them played out in one tent.
5. Characters can either directly interact with the memories or have to be forced to sit through them until completion.
6. The Ring Leader seen at the beginning of the performance does not reappear at the end. It is physically impossible to get closer than six feet of them. They smell like nothing, and there is absolutely nothing that can be traced about them whether magical, spiritual, or technological.
7. The only way you can leave the tent prior to experiencing any of the memories is to say "No, I will not stay the end" or some variation of refusal. The Ring Leader will then seem disappointed, but the string will vanish and you will be free to go. You can say this at any point and you will be able to leave. This is the only way to leave besides just staying until the memory is finished.
8. Once the memory is complete, everyone in the audience may leave. The actors on stage will bow and everything will return to looking extremely fake before their actors take their leave of the stage.

They all just seem to be slightly out of place from each other. Someone with a quick eye might be able to pick up on it, or maybe it winds up being you.
The thing is every booth seems to feature something specifically from your home. In other words, all the booths feature things from everyone's home worlds. Some booths might contain delicious snacks that you missed dearly, or other booths might contain those rare comics you used to love to collect. It's the real deal too. For once there doesn't seem to be any sort of Deerington trap at these booths.
Except that's kind of the problem. There is no trap except for the fact that these are directly from your heart: they're the treats you missed the most, the simple things you missed the most. Which means you're left in a pretty vulnerable state.
That's when you reach some of the more personal booths. You see bottles stacked up for shooting, maybe, and think to look at the prizes and that's when it hits you. There's something intimately personal for the prizes. Maybe it's a picture of your family, even if a picture had never before been taken of them, or maybe it's your father's watch you had lost years ago. Either way, it's something that this town should of never been able to get a hold of and you don't want just anyone getting that prize!
The games all seemed to be rigged so you lose- unless you've got some serious super powers or super strength, and who knows, maybe with the power swap going on maybe you do? Either way, you're going to have to cheat to win the prizes or outright steal it. The games vary all around: some are the bottle games, some are the balloon-popping games or the ring tossing games. Pick your poison and get your things back! Or maybe steal someone else's stuff.

When This Begins: June 11th
Where This Takes Place: End of June
"Would you like a balloon?"
It's a cheery voice that asks you, and when you turn to look, it's just a clown. There's a bunch of clowns around this circus: some are dancing, some are juggling, others, like this one, are handing out balloons. Some might even hand out balloon animals.
All of the clowns have immaculate make-up and friendly pale blue eyes, and you think, you think maybe they're just a little intense about their careers. They don't seem to blink whenever they're performing, just smiling, watching for your reaction. Do you like this one's juggling? That one's splits? Neat, huh? Don't you like clowns? Who doesn't like a clown?
Take the balloon.
The clowns laugh often, startlingly really, whenever you do react. Okaaay. You suppose that's part of their job?
You start to notice that the same clown you first interacted with keeps popping up. Is It following you? No, surely not! It's just doing Its job and it isn't like this park is a very big place!
Except, you know, if you leave the park you seem to see It around town too.
No, you gotta be hallucinating, right?
Maybe you stay in the park. Maybe you decide that it's just your nerves telling you this place is finally getting to you. After all...
Clowns are harmless.
"_____ is your name, isn't it?" the clown finally asks you, approaching you again. Or maybe it says something else, something just as uncomfortably familiar. Maybe it asks you about a family member, or some surface insecurity you have. How did It know?
When did Its eyes become yellow? Are its teeth suddenly growing? Irrational fear begins to grip you, and the worst part is it roots you to the spot.
These clowns take two approaches. One is the taunting method, where the clown remains a clown but seems to attack someone with their mental insecurities and problems, seemingly able to read their mind and pick out all of the things they hate or dread the most about their lives or themselves. It seems sadistic, enjoying the emotional torment.
Or...If you have a more prevalent fear, these clowns will take the shape of it. Is your greatest fear spiders? Looks like you're suddenly being hunted down by a spider. Is your greatest fear accordion players? Looks like an accordion player is going to be in your closet at night.
These are dedicated predators and will not stick to just the park to hunt. The clowns will be invasive to Deerington, haunting specific people. Some clowns may take their time, dragging out their hunting for the entire month when finally trying to make their kill at the end. Others might just want a quick bite.
The worst part though? Unless someone else has seen a clown and experienced It themselves, they won't believe you about it. No matter how close you may be: they just won't believe it. They'll tell you that you're being paranoid, or silly, or that they have no idea what you're talking about.
But you gotta do something about these fucking clowns. If only the one hunting you specifically.
Important Notes:
1. The clowns will manifest singularly as your character's greatest personal fear. It might be a metaphorical representation of that fear for those without literal fears (ie; arachnophobia). For characters who fear concepts/truths of themselves, the clown will taunt them verbally. You can choose whether or not the clown actively transforms or not.
2. Only two things can defeat the clowns and drive them away from your character: silver or personally accepting the fears and acknowledging them and trying to overcome them. Silver hurts the clowns and can weaken them, making them stop/vanish, but they will likely come back with a vengeance. But overcoming your fears can permanently keep the clowns at bay.
Injuring a clown with silver will result in a tear in the skin that has white light shining out of it.
3. Only one clown will attack a person at a time. The clowns can physically harm/maim/kill characters, and they can read their minds but only in regards to what that character is afraid/insecure about. They can attack multiple people at once, and the clowns will alternate their appearance depending on who's fear is the strongest. The clowns will not seem to be aware of each other or care about each other. They will never hunt together.
4. The clowns feed off of fear which is why most will taunt a character before finally trying to actively eat them. The clowns all have extremely potent teeth/claws and will eat people in parts. They have a tendency to draw it out to feed off the negative emotions felt while dying.
5. The clowns can appear anywhere in town- not just the circus! They can even appear in homes! You can protect your homes if you believe completely in some sort of defense for your home: meaning people who believe in the power of a cross, or the power of the antlers, or the power of their own magic being able to have defensive barriers- all and any of this kind of magic will work, but a character has to believe it to be completely real and true for it to work! It can't be a flimsy partial belief.

The voice comes from the least suspecting place: a sewer drain.
A face is looking back at you. It...looks like how you remember that person to look last. Something's a little odd, but you can't really put your finger on what. But maybe you don't care enough to figure it out. After all, this is a person important enough that you've probably already rushed on over, right?
"I was trying to get away from the clowns," they're saying, "And I went down a manhole but now I'm stuck down here."
Okay, that seemed fair enough right? Something got them down in that drain and you need to get them out!
Their layer seems to be all of the sewers underneath Deerington. You'll discover the walls have thick sludge coating them, and you might even find a few ominous, spongy looking nests hanging in the crevices of the sewer that seem completely impervious to any damage...Or at least you thought they were.
What Can Happen:
There are many different paths/approaches you can take with this monster! You can choose to operate this prompt from above-ground and out of the sewers, or you can have your character find the nearest manhole and go down into their layer.
Option 1: The longer you talk to them, the more they will become agitated. They will start to lose character, and their eyes will begin to discolor until they look like silver light, going cross eyed. The faces of the ones you love will begin to peel apart at the mouths and the tongue will begin to split and turn into tentacles. This is not the person you know. You might be able to run away in time!
But if you don't...
Once the physical shape of them has broken, they will become instantly violent and try to attack whoever is within reach.
Option 2: If you were successfully lured into the sewers and to the creature, they will appear even more like the person you remembered. The person will be glowing with a strange light, and ask for you to come closer. This will lead to the monster clamping onto the neck and injecting a paralyzing poison into the neck. Of course, you might be lucky if you're immune to poisons! Though it will still make those immune a little dizzy and sick, but at least you won't be a sudden sack of potatoes.
Option 3: Anyone who isn't saved by the paralysis will be consumed slowly by the monster and put into a sac-like womb under their bellies. They are essentially now a parasite looking to invade their host fully as they will slowly take over the person's body and after 3 Days the Sewer Dweller's regular body will die, and the womb will break open and the person who steps out will now be one of the monsters, but stronger, and faster, and with the full memories of the person that the monster had consumed which will make them a far deadlier predator.
This person will be a hybrid of the Sewer Dwellers and what they once were, but they will ultimately be reduced to the instincts of the Sewer Dwellers and want to eat and/or replicate. Their bodies will take 6 Days to become like the actual monster's body once they have come out of the womb.
You can save someone who is in the sac. The person in the sac is kept alive through nutrients the monster gets while eating, and the paralytic poison does keep them stable and alive as well.
Saving them is as simple as killing the monster- but you have to be careful to not kill them too by accident!
Alternatively you can just get the sac open since the sac itself isn't actually that hard to break through: a regular person could do it with their bare hands with enough pressure. It'll be pretty gross, and if you thought the sewers smelled bad wait til you smell the sac fluids!
Anyone who is pulled out of the sac will still be paralyzed all over and will be for ten days. However, the paralyzed person will gradually day by day grow feeling and motion throughout their body and some people may heal quicker than others. You can also potentially advance the healing process through means of magic, advanced medicine, or other such means.
Option 4: If you don't approach the monster and instead attack or question it for too long, the monster will then become purely violent and want to attack for the sake of traditional hunting. It will try to kill anyone in order to eat them like a regular predator would. They need the nutrients too to keep on going! The monsters are abnormally fast and capable of sticking to the walls of the sewers which means that they can crawl across the ceilings and walls.
Sewer Dwellers have paralytic poison in their mouths, and they will rely on it to render prey incapable of moving. But they also have abnormal strength and are able to easily rip limbs off. However, their strength is also limited, and therefor if someone has an abnormally strong body, the monsters will have a harder time of hurting them.
Important Notes:
1. The essence of the prompt is that whoever's in the drain is trying to lure your character's in. They're capable of mind-reading to some extent and will be able to use basic manipulation to get people into the sewers.
2. The Sewer Dwellers will not leave the sewers! They are a species that hunts in their own territory only, and at most they will try and kill people from sewer drains if they have to. You will not be able to lure Sewer Dwellers out of the sewers.
3. Silver is the most effective against the Sewer Dwellers. Light from flashlights or even basic fire seems to scare them and hurt their eyes enough to get them to shy away from it, but that will only work so long before they will try to attack again.
Sewer Dwellers are extremely sturdy. They are completely resistant to any poison, but they can die from enough gun power or if a character is strong enough. Magical attacks also work on the Sewer Dwellers! They have absolutely no resistance to magic.
Regular strength humans will not be able to kill a Sewer Dweller with their bare hands, but they might be able to escape them!
4. Multiple Sewer Dwellers can try to lure/attack at once. They can take on the faces of multiple people, but they have a limited time with these imitations.
5. The person who has been paralyzed can be completely unaware of what's going on or fully aware. You can choose to play this out either way! People can be poisoned above ground or in the sewers! They also DO NOT have to be consumed by the monster right away after poisoning! Maybe someone saves them in time, or maybe the monster is distracted by something in the distance.

When This Begins: The smoke is first tracked at the beginning of the month, but the underground ceremony spots will only begin to appear from June 11th onwards.
When This Ends: The smoking ceremonies begin to vanish at the end of June.
The smoke seen throughout June begins to thicken substantially on the eleventh. To those who have been curious about where the smoke is coming from, now might be the best time to explore. The scent of it will be sharper, spicier, and you'll be able to tell that something specific is burning.
All of it is coming from the woods, and it looks like that's where your adventure is going to take you. There seem to be multiple stacks of smoke floating up, and you eventually find yourself approaching the source of one.
It seems to be coming from...the ground?
No, that isn't quite right.
A chimney fashioned out of an old tree stump sits in front of you, black smoke puffing steadily up out of it. If there's a chimney, that means that there is an underground place, right? Start rooting around, and it won't take you any time at all to find a wooden plank of some sort that had grass or sticks thrown over it to hide it from view. It swings open easily, and some smoke pours out.
Yet the smoke has a slightly pleasant spiciness to it that you can't fully define. Cover your mouth and choose to explore, and you'll find a very tiny underground space dug out. The spaces vary in size, but they all remain consistent in how they look. The ground is moist earth: roots and sometimes even little worms are visible among the healthy dirt. It would be the ideal place to plant some flowers if it weren't so deep underground. The unsettling part would be how many deer skulls are embedded in the walls of the underground space. There's dozens of them, and they all seem to be staring at you, even if they lack eyes.
But that smoke. Where is it coming from?
It doesn't take long to figure it out. The skeleton of an entire deer lays in the middle of ever space, and in the ribs, a massive bundle of earthy green leaves are burning. Those with a good nose, and a good eye, might recognize the plant as salvia divinorum. There's no trace of who put the plants there or who lit them on fire.
If you leave the plank off the entrance to the space, you'll get a little dizzy and start to see colors speckling the edges of your vision. But if you choose to close the plank behind you and breathe in the smoke? That's when it starts to work its magic.
It's a ceremonial challenge. You have to tolerate the burning lungs and the smoke filled room, you have to let it burn your eyes and choke you out. It's going to be unpleasant for those who can breathe: and those who can't? You're lucky, but you'll still have to wait a while before the smoke works its magic.
The smoke is filling the entire space, and for a while, you're aware of the space around you. But then the smoke seems to be endless, and you seem to feel endless with it. You're only aware of the smoke and whoever you're with- and suddenly, you realize you are with someone whether you entered that space alone or not. Try to say hello, it might be better to venture this journey together.
The smoke takes you to an impossible place. Some place far into the future, a world you may be familiar with. Maybe it's a distant possible future of yours, or maybe it's the world long after you have died. Maybe it's how your world came into being, or maybe it's the world as it was destroyed. Either way, you see it from the smoke, and you let it seize you.
Eventually, for everyone, even those who may have resistances, the smoke and visions will become too much. You will no longer be able to stand it and you will physically have to bring yourself back down and rip yourself out of the space to breathe in fresh air. You'll be thirsty for days after, but it's nothing some nice fresh water won't be able to fix. You may also be a little out of it as well, more vacant and prone to zoning out at the worst of times. This also last a few days.
Important Notes:
1. The potential futures seen can either be a character's canonical future or a future you've made up that seems possible for the character whether in Deerington or their canon. It could also show alternate future timelines.
2. The events characters may seen should be general to the canon and not character specific. For example, characters seeing the result of mass disaster events or maybe what happened after they died etc. This means that they can see major events in canon that they may or may not have been part of.
3. The smoke will impact characters regardless of their ability to technically breathe it in. The idea is that the smoke in somewhat circulates their body in some way long enough to inspire the vision. How you choose to translate this is up to you.
4. If you try to put the plants out, the ribs from the deer will seem to cast a protective shield around the plants. Nothing can get through them: not wind, water, or any sort of magic. The plants always seem to be burning, so you can visit for multiple visions.
5. The visions technically carry the soul, which means you can have characters view these events from above or like a movie or any way you seem fit to the interpretation.
6. Characters can technically go into these visions alone, but these smoking visions bring characters together so your character can accidentally enter another's vision.
7. You can go from one vision to the next to have multiple visions in one session.
What: The gang learns to hate the circus.
When: June 11th onward.
Where: Circus is set up in Deerington's Park next to Deerington Hall. Sewers throughout Deerington. The smoke event is located all throughout the National Park.
Content Warnings: Specific warnings listed inside per section.
June 2019 Event
All players, new and old can have their characters experience the power-swapping event from May until the end of June. All powers will return to normal come July 1st.
The Authority of Deerington will return to Deerington during the first week of June and laws will be effectively in place once more. No more murder sprees for the good people of Deerington. Townsfolk will return to their usual behavior though they will be icier and a bit ruder than usual.
Make sure to check out the Prelude for any further information regarding the event!
Characters have high chances to be severely injured or even die during many events. Please tag content accordingly! And if your character does die, make sure to fill out a Death Certificate.
CW: All applicable content warning will be detailed in the content warning section.
Content Warnings For Event
Part One: The Show of the Century
➟ Potential Fourth Wall Breaking
➟ Forced memory sharing
➟ Potential CWs based on various canons
➟ Potential spoilers for various canons
Part One: The Booths
➟ Potential spoilers for various canons
Part Two: Clowning Around
➟ Clown-based horror (pic included)
➟ Shapeshifting-based horror
➟ Mind-reading
➟ Potential intense fears based on various canons/characters
➟ Potential gruesome/violent deaths
➟ Potential disfigurement/body horror of loved ones
Part Two: Hiya!
➟ Body horror-type monster (pic included)
➟ Potential gruesome/violent deaths
➟ Potential disfigurement/body horror of loved ones
➟ Emotional/Mental manipulation via monsters
➟ Potential vore-like horror
➟ Paralytic poison/Paralysis
➟ Womb/sac horror
➟ Potential coma-type states
Part Three: Smoke Them Out
➟ Hallucinogenic-based visions
➟ Potential spoilers for various canons
➟ Potential CWs based on various canons
➟ Ceremonial use of smoke/fire/plant burning
➟ Low potential for burn/smoke-related injuries
➟ Claustrophobia
"Looking backwards is the only way to move forwards."

THE SHOW OF THE CENTURY
When This Begins: June 11th
When This Ends: End of June
"Come one, come all, we've got the greatest show that'll make you laugh til you fall!"
The announcement crackles through speakers pitched up around the edges of the Park in attempt to draw people in. Not that they really needed the extra hoozah. The Park has been transformed for the circus. There seem to be a hundred balloons tied up to poles and the gates outside of the park, and swelling from within is a constant musical tone that practically invites people to come have fun. There's an irresistible smell of fried foods in the air, and the sound of children laughing. Might as well stop in by to see what all the fuss is about.
All throughout the park are colorful tents pitched up. Outside each tent is a large sign declaring that you'll see rare and unusual spectacles within each tent. Some of the signs seem to be fairly generic, things like: watch a man-eating lion be tamed! But other things seem to stand out a little more to you. Signs that vaguely describe something maybe you have personally experienced, and it begins to unsettle you. Surely it is just a coincidence...But why would a circus tent be advertising something as odd as Watch three young children become orphans!
So you decide to check it out. Maybe you check out a sign that seemed familiar to yourself, or maybe you just looked at one of the more unusual signs. It couldn't really be, could it? Only one way to find out.
The inside of the tent turns out to be...Well.
The inside of a tent.
It's a little underwhelming, honestly.
There dirt floor is as dull as the wooden stands that have been put up for audiences. You take your seat and figure you might as well stick around. There's a wooden stage set up in the middle of the tent, and once there seems to be enough people in the stands, an unusually tall being steps into the center of the ring.
"Greetings, Sleepers," the being says in a strange, hollow voice that sounds as if they are speaking from somewhere far, far away.
"It is...my honor...To perform my show for you today...Will you kindly stay...until the very end?"
Whether you want to or not doesn't seem to be much of a choice anymore. A single white string appears above you that is connected to the very top of your head. You can't seem to find any way to cut the string or even pull it out. It seems to just...be part of you now. And if you try to rush out of the tent, it will yank you right back in.
So, looks like you have no choice but to stay around now.
"This story...begins..."
The Ring Leader whirls what look like...miniature planets? Around its body before pulling one of them up and enlarging it. You realize, maybe if you're aware of that kind of thing, that it's your world or your universe.
"As many so often do...with a world unlike this one."
Then the planet/universe seem to explode outward, and the tent is shrouded in pitch black. You can't even see your own hands, and if you try to talk, your voice won't carry beyond the person next to you.
But then just as soon as the dark comes, it is softened by a spotlight being shown on the stage where the Ring Leader had been seconds before only they're no longer there.
Instead there's a scene set up like what you'd maybe see on a Broadway. Maybe there's stage props of chairs and a fake TV, or maybe there's crudely made trees and a fake river.
After a while, it dawns on you what you're looking at. It's a memory from your past set up as a play. The actors playing the roles are strange, black-shelled humanoids wearing masks that vaguely look like parodies of people you know. Like painted faces crudely made to look like your own, or the people you know from home.
The longer you sit and watch, the more detailed the scene becomes. Maybe it becomes more realistic as it goes on, fake blood turning to real, or maybe it remains some goofy parody. Either way, it doesn't look like you can do much but watch it transpire. At least it seems like you can talk during it without disturbing the a..ctors?
Important Notes:
1. Any canonical memory can be experienced during this event even memories characters do not actively remember in game. Please be considerate of any potential spoilers.
2. These can only be memories aka experiences that characters have already gone through whether in their canon OR in Deerington.
3. Since these scenes take place on a theater stage, multiple characters can see your character's memory at the same time if you so choose.
4. There are different tents located around the circus that will provide different memories for your characters. Alternatively you can have all your chosen memories for them played out in one tent.
5. Characters can either directly interact with the memories or have to be forced to sit through them until completion.
6. The Ring Leader seen at the beginning of the performance does not reappear at the end. It is physically impossible to get closer than six feet of them. They smell like nothing, and there is absolutely nothing that can be traced about them whether magical, spiritual, or technological.
7. The only way you can leave the tent prior to experiencing any of the memories is to say "No, I will not stay the end" or some variation of refusal. The Ring Leader will then seem disappointed, but the string will vanish and you will be free to go. You can say this at any point and you will be able to leave. This is the only way to leave besides just staying until the memory is finished.
8. Once the memory is complete, everyone in the audience may leave. The actors on stage will bow and everything will return to looking extremely fake before their actors take their leave of the stage.

THE BOOTHS
All throughout the tents are dozens and dozens of booths. Every booth seems to feature some different sort of treat, and there's so many it's easy to not really see what's so off about all of the booths.They all just seem to be slightly out of place from each other. Someone with a quick eye might be able to pick up on it, or maybe it winds up being you.
The thing is every booth seems to feature something specifically from your home. In other words, all the booths feature things from everyone's home worlds. Some booths might contain delicious snacks that you missed dearly, or other booths might contain those rare comics you used to love to collect. It's the real deal too. For once there doesn't seem to be any sort of Deerington trap at these booths.
Except that's kind of the problem. There is no trap except for the fact that these are directly from your heart: they're the treats you missed the most, the simple things you missed the most. Which means you're left in a pretty vulnerable state.
That's when you reach some of the more personal booths. You see bottles stacked up for shooting, maybe, and think to look at the prizes and that's when it hits you. There's something intimately personal for the prizes. Maybe it's a picture of your family, even if a picture had never before been taken of them, or maybe it's your father's watch you had lost years ago. Either way, it's something that this town should of never been able to get a hold of and you don't want just anyone getting that prize!
The games all seemed to be rigged so you lose- unless you've got some serious super powers or super strength, and who knows, maybe with the power swap going on maybe you do? Either way, you're going to have to cheat to win the prizes or outright steal it. The games vary all around: some are the bottle games, some are the balloon-popping games or the ring tossing games. Pick your poison and get your things back! Or maybe steal someone else's stuff.
“I'm every nightmare you've ever had.”
CLOWNING AROUND
When This Begins: June 11th
Where This Takes Place: End of June
"Would you like a balloon?"
It's a cheery voice that asks you, and when you turn to look, it's just a clown. There's a bunch of clowns around this circus: some are dancing, some are juggling, others, like this one, are handing out balloons. Some might even hand out balloon animals.
All of the clowns have immaculate make-up and friendly pale blue eyes, and you think, you think maybe they're just a little intense about their careers. They don't seem to blink whenever they're performing, just smiling, watching for your reaction. Do you like this one's juggling? That one's splits? Neat, huh? Don't you like clowns? Who doesn't like a clown?
Take the balloon.
The clowns laugh often, startlingly really, whenever you do react. Okaaay. You suppose that's part of their job?
You start to notice that the same clown you first interacted with keeps popping up. Is It following you? No, surely not! It's just doing Its job and it isn't like this park is a very big place!
Except, you know, if you leave the park you seem to see It around town too.
No, you gotta be hallucinating, right?
Maybe you stay in the park. Maybe you decide that it's just your nerves telling you this place is finally getting to you. After all...
Clowns are harmless.
"_____ is your name, isn't it?" the clown finally asks you, approaching you again. Or maybe it says something else, something just as uncomfortably familiar. Maybe it asks you about a family member, or some surface insecurity you have. How did It know?
When did Its eyes become yellow? Are its teeth suddenly growing? Irrational fear begins to grip you, and the worst part is it roots you to the spot.
These clowns take two approaches. One is the taunting method, where the clown remains a clown but seems to attack someone with their mental insecurities and problems, seemingly able to read their mind and pick out all of the things they hate or dread the most about their lives or themselves. It seems sadistic, enjoying the emotional torment.
Or...If you have a more prevalent fear, these clowns will take the shape of it. Is your greatest fear spiders? Looks like you're suddenly being hunted down by a spider. Is your greatest fear accordion players? Looks like an accordion player is going to be in your closet at night.
These are dedicated predators and will not stick to just the park to hunt. The clowns will be invasive to Deerington, haunting specific people. Some clowns may take their time, dragging out their hunting for the entire month when finally trying to make their kill at the end. Others might just want a quick bite.
The worst part though? Unless someone else has seen a clown and experienced It themselves, they won't believe you about it. No matter how close you may be: they just won't believe it. They'll tell you that you're being paranoid, or silly, or that they have no idea what you're talking about.
But you gotta do something about these fucking clowns. If only the one hunting you specifically.
Important Notes:
1. The clowns will manifest singularly as your character's greatest personal fear. It might be a metaphorical representation of that fear for those without literal fears (ie; arachnophobia). For characters who fear concepts/truths of themselves, the clown will taunt them verbally. You can choose whether or not the clown actively transforms or not.
2. Only two things can defeat the clowns and drive them away from your character: silver or personally accepting the fears and acknowledging them and trying to overcome them. Silver hurts the clowns and can weaken them, making them stop/vanish, but they will likely come back with a vengeance. But overcoming your fears can permanently keep the clowns at bay.
Injuring a clown with silver will result in a tear in the skin that has white light shining out of it.
3. Only one clown will attack a person at a time. The clowns can physically harm/maim/kill characters, and they can read their minds but only in regards to what that character is afraid/insecure about. They can attack multiple people at once, and the clowns will alternate their appearance depending on who's fear is the strongest. The clowns will not seem to be aware of each other or care about each other. They will never hunt together.
4. The clowns feed off of fear which is why most will taunt a character before finally trying to actively eat them. The clowns all have extremely potent teeth/claws and will eat people in parts. They have a tendency to draw it out to feed off the negative emotions felt while dying.
5. The clowns can appear anywhere in town- not just the circus! They can even appear in homes! You can protect your homes if you believe completely in some sort of defense for your home: meaning people who believe in the power of a cross, or the power of the antlers, or the power of their own magic being able to have defensive barriers- all and any of this kind of magic will work, but a character has to believe it to be completely real and true for it to work! It can't be a flimsy partial belief.

"HIYA!"
It's a voice you recognize instantly. Instantly. It's identical to one you know well, and it's one of those voices you'd never be able to turn away from. Maybe it's the voice of your best friend, your mother, your lover, or maybe it's just the voice of someone you had thought died a long time ago. Whatever it is, it's got your attention.The voice comes from the least suspecting place: a sewer drain.
A face is looking back at you. It...looks like how you remember that person to look last. Something's a little odd, but you can't really put your finger on what. But maybe you don't care enough to figure it out. After all, this is a person important enough that you've probably already rushed on over, right?
"I was trying to get away from the clowns," they're saying, "And I went down a manhole but now I'm stuck down here."
Okay, that seemed fair enough right? Something got them down in that drain and you need to get them out!
Their layer seems to be all of the sewers underneath Deerington. You'll discover the walls have thick sludge coating them, and you might even find a few ominous, spongy looking nests hanging in the crevices of the sewer that seem completely impervious to any damage...Or at least you thought they were.
What Can Happen:
There are many different paths/approaches you can take with this monster! You can choose to operate this prompt from above-ground and out of the sewers, or you can have your character find the nearest manhole and go down into their layer.
Option 1: The longer you talk to them, the more they will become agitated. They will start to lose character, and their eyes will begin to discolor until they look like silver light, going cross eyed. The faces of the ones you love will begin to peel apart at the mouths and the tongue will begin to split and turn into tentacles. This is not the person you know. You might be able to run away in time!
But if you don't...
Once the physical shape of them has broken, they will become instantly violent and try to attack whoever is within reach.
Option 2: If you were successfully lured into the sewers and to the creature, they will appear even more like the person you remembered. The person will be glowing with a strange light, and ask for you to come closer. This will lead to the monster clamping onto the neck and injecting a paralyzing poison into the neck. Of course, you might be lucky if you're immune to poisons! Though it will still make those immune a little dizzy and sick, but at least you won't be a sudden sack of potatoes.
Option 3: Anyone who isn't saved by the paralysis will be consumed slowly by the monster and put into a sac-like womb under their bellies. They are essentially now a parasite looking to invade their host fully as they will slowly take over the person's body and after 3 Days the Sewer Dweller's regular body will die, and the womb will break open and the person who steps out will now be one of the monsters, but stronger, and faster, and with the full memories of the person that the monster had consumed which will make them a far deadlier predator.
This person will be a hybrid of the Sewer Dwellers and what they once were, but they will ultimately be reduced to the instincts of the Sewer Dwellers and want to eat and/or replicate. Their bodies will take 6 Days to become like the actual monster's body once they have come out of the womb.
You can save someone who is in the sac. The person in the sac is kept alive through nutrients the monster gets while eating, and the paralytic poison does keep them stable and alive as well.
Saving them is as simple as killing the monster- but you have to be careful to not kill them too by accident!
Alternatively you can just get the sac open since the sac itself isn't actually that hard to break through: a regular person could do it with their bare hands with enough pressure. It'll be pretty gross, and if you thought the sewers smelled bad wait til you smell the sac fluids!
Anyone who is pulled out of the sac will still be paralyzed all over and will be for ten days. However, the paralyzed person will gradually day by day grow feeling and motion throughout their body and some people may heal quicker than others. You can also potentially advance the healing process through means of magic, advanced medicine, or other such means.
Option 4: If you don't approach the monster and instead attack or question it for too long, the monster will then become purely violent and want to attack for the sake of traditional hunting. It will try to kill anyone in order to eat them like a regular predator would. They need the nutrients too to keep on going! The monsters are abnormally fast and capable of sticking to the walls of the sewers which means that they can crawl across the ceilings and walls.
Sewer Dwellers have paralytic poison in their mouths, and they will rely on it to render prey incapable of moving. But they also have abnormal strength and are able to easily rip limbs off. However, their strength is also limited, and therefor if someone has an abnormally strong body, the monsters will have a harder time of hurting them.
Important Notes:
1. The essence of the prompt is that whoever's in the drain is trying to lure your character's in. They're capable of mind-reading to some extent and will be able to use basic manipulation to get people into the sewers.
2. The Sewer Dwellers will not leave the sewers! They are a species that hunts in their own territory only, and at most they will try and kill people from sewer drains if they have to. You will not be able to lure Sewer Dwellers out of the sewers.
3. Silver is the most effective against the Sewer Dwellers. Light from flashlights or even basic fire seems to scare them and hurt their eyes enough to get them to shy away from it, but that will only work so long before they will try to attack again.
Sewer Dwellers are extremely sturdy. They are completely resistant to any poison, but they can die from enough gun power or if a character is strong enough. Magical attacks also work on the Sewer Dwellers! They have absolutely no resistance to magic.
Regular strength humans will not be able to kill a Sewer Dweller with their bare hands, but they might be able to escape them!
4. Multiple Sewer Dwellers can try to lure/attack at once. They can take on the faces of multiple people, but they have a limited time with these imitations.
5. The person who has been paralyzed can be completely unaware of what's going on or fully aware. You can choose to play this out either way! People can be poisoned above ground or in the sewers! They also DO NOT have to be consumed by the monster right away after poisoning! Maybe someone saves them in time, or maybe the monster is distracted by something in the distance.
"Where were you when they came for us?"

SMOKE THEM OUT
When This Begins: The smoke is first tracked at the beginning of the month, but the underground ceremony spots will only begin to appear from June 11th onwards.
When This Ends: The smoking ceremonies begin to vanish at the end of June.
The smoke seen throughout June begins to thicken substantially on the eleventh. To those who have been curious about where the smoke is coming from, now might be the best time to explore. The scent of it will be sharper, spicier, and you'll be able to tell that something specific is burning.
All of it is coming from the woods, and it looks like that's where your adventure is going to take you. There seem to be multiple stacks of smoke floating up, and you eventually find yourself approaching the source of one.
It seems to be coming from...the ground?
No, that isn't quite right.
A chimney fashioned out of an old tree stump sits in front of you, black smoke puffing steadily up out of it. If there's a chimney, that means that there is an underground place, right? Start rooting around, and it won't take you any time at all to find a wooden plank of some sort that had grass or sticks thrown over it to hide it from view. It swings open easily, and some smoke pours out.
Yet the smoke has a slightly pleasant spiciness to it that you can't fully define. Cover your mouth and choose to explore, and you'll find a very tiny underground space dug out. The spaces vary in size, but they all remain consistent in how they look. The ground is moist earth: roots and sometimes even little worms are visible among the healthy dirt. It would be the ideal place to plant some flowers if it weren't so deep underground. The unsettling part would be how many deer skulls are embedded in the walls of the underground space. There's dozens of them, and they all seem to be staring at you, even if they lack eyes.
But that smoke. Where is it coming from?
It doesn't take long to figure it out. The skeleton of an entire deer lays in the middle of ever space, and in the ribs, a massive bundle of earthy green leaves are burning. Those with a good nose, and a good eye, might recognize the plant as salvia divinorum. There's no trace of who put the plants there or who lit them on fire.
If you leave the plank off the entrance to the space, you'll get a little dizzy and start to see colors speckling the edges of your vision. But if you choose to close the plank behind you and breathe in the smoke? That's when it starts to work its magic.
It's a ceremonial challenge. You have to tolerate the burning lungs and the smoke filled room, you have to let it burn your eyes and choke you out. It's going to be unpleasant for those who can breathe: and those who can't? You're lucky, but you'll still have to wait a while before the smoke works its magic.
The smoke is filling the entire space, and for a while, you're aware of the space around you. But then the smoke seems to be endless, and you seem to feel endless with it. You're only aware of the smoke and whoever you're with- and suddenly, you realize you are with someone whether you entered that space alone or not. Try to say hello, it might be better to venture this journey together.
The smoke takes you to an impossible place. Some place far into the future, a world you may be familiar with. Maybe it's a distant possible future of yours, or maybe it's the world long after you have died. Maybe it's how your world came into being, or maybe it's the world as it was destroyed. Either way, you see it from the smoke, and you let it seize you.
Eventually, for everyone, even those who may have resistances, the smoke and visions will become too much. You will no longer be able to stand it and you will physically have to bring yourself back down and rip yourself out of the space to breathe in fresh air. You'll be thirsty for days after, but it's nothing some nice fresh water won't be able to fix. You may also be a little out of it as well, more vacant and prone to zoning out at the worst of times. This also last a few days.
Important Notes:
1. The potential futures seen can either be a character's canonical future or a future you've made up that seems possible for the character whether in Deerington or their canon. It could also show alternate future timelines.
2. The events characters may seen should be general to the canon and not character specific. For example, characters seeing the result of mass disaster events or maybe what happened after they died etc. This means that they can see major events in canon that they may or may not have been part of.
3. The smoke will impact characters regardless of their ability to technically breathe it in. The idea is that the smoke in somewhat circulates their body in some way long enough to inspire the vision. How you choose to translate this is up to you.
4. If you try to put the plants out, the ribs from the deer will seem to cast a protective shield around the plants. Nothing can get through them: not wind, water, or any sort of magic. The plants always seem to be burning, so you can visit for multiple visions.
5. The visions technically carry the soul, which means you can have characters view these events from above or like a movie or any way you seem fit to the interpretation.
6. Characters can technically go into these visions alone, but these smoking visions bring characters together so your character can accidentally enter another's vision.
7. You can go from one vision to the next to have multiple visions in one session.

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