All game-relevant updates will be posted on lostcompass, but you can also consider following eastbound. There is an informal optional game discord server — you’ll get a private message with an invite, once you comment to the Taken List.
Like it says on the application page tin — you can have a maximum of two characters in the game, and you can invite one new person in per month.
If you’re not already served on that front, we have some custom codes to help you set up a character inbox or permissions post. Both are entirely optional, and feel free to customise at will!
Your character is exempted from activity requirements this month.
Since Jon has effectively died once (but been revived), you may need to treat him as more sensitive to the summons and compulsions of Eastbound’s undead lieges. Some of the middling local undead might sometimes also mistake him for one of their own. This will be outlined in relevant events.
NOTES
INTRO: Jon’s story begins two weeks prior, when he wakes farther out east, in a desert encampment. He is greeted by the very Merchant, who provides him with a communication and translation device and takes him through the story so far. He explains Jon is a newcomer to a world where contingents of undead battle the living and each other for absolute rule, and that otherworldly strangers have been weaponised in the conflict. For both their sake and that of his world, the Merchant seeks to take all newcomers east, to long-buried portals that might deliver them to their respective homes.
Sadly, Jon’s must first travel west, to help save others like him from the political games of magical citadel Taravast. The Merchant entrusts him with two keys: the first key must be handed over to party members Wrath and Wen Qing, with the following note: Seek the walls of Bonaccorso’s library. The second key, the Merchant says, is currently for safe-keeping.
Jon is supplied with some coin and arrangements for fresh swap horses at various points over his ten-day travel. He must ride furiously and discreetly. His travels will see him often encounter the retreating retinue of the Huntress and the Beastmaster, who recently stormed Taravast. They are followed by the wealth of the Beastmaster’s xenomorphic and blood-thirsting animalist creatures, all of which yet live. The Huntress is meanwhile escorted by undead and nightmares. They are heading east, unlikely to seek out diversions. Still, their beasts hunger, and the canyon-like passageways to Taravast are often narrow and deceptively still. I leave it at your discretion how troubled Jon is in his journey. By the tail-end of it, he attracts the attention of this beautiful boy, who gives chase with a couple of his friends all the way back to Taravast. Jon can either defeat them alone or, once closer to Taravast, he can ask the help of the party within (you can arrange something in Jon’s OOC intro post or have him do a network post, if you think you want to explore that).
If the large creature wounds anyone to the point of spilling blood, they will become marked as quarry of the Hunt — please let me know if you decide to take that route.
Within Taravast, Jon receives no team assignment. He is introduced by the sorceress Karsa — the Merchant’s subordinate, who assists the group locally — as an envoy of the Merchant. He is given a surprisingly wide berth by Taravast's and breezy access (mostly) everywhere. He is allowed to sleep in don Bonaccorso Spina’s own wing of the Palace of the Doxe.
Karsa can also explain the piazza — a style of communicating to the city at large, with an eye to influence public opinion.
ACCEPTED
Thank you for your application and notes!
ADMIN
NOTES
Sadly, Jon’s must first travel west, to help save others like him from the political games of magical citadel Taravast. The Merchant entrusts him with two keys: the first key must be handed over to party members Wrath and Wen Qing, with the following note: Seek the walls of Bonaccorso’s library. The second key, the Merchant says, is currently for safe-keeping.
Jon is supplied with some coin and arrangements for fresh swap horses at various points over his ten-day travel. He must ride furiously and discreetly. His travels will see him often encounter the retreating retinue of the Huntress and the Beastmaster, who recently stormed Taravast. They are followed by the wealth of the Beastmaster’s xenomorphic and blood-thirsting animalist creatures, all of which yet live. The Huntress is meanwhile escorted by undead and nightmares. They are heading east, unlikely to seek out diversions. Still, their beasts hunger, and the canyon-like passageways to Taravast are often narrow and deceptively still. I leave it at your discretion how troubled Jon is in his journey. By the tail-end of it, he attracts the attention of this beautiful boy, who gives chase with a couple of his friends all the way back to Taravast. Jon can either defeat them alone or, once closer to Taravast, he can ask the help of the party within (you can arrange something in Jon’s OOC intro post or have him do a network post, if you think you want to explore that).
If the large creature wounds anyone to the point of spilling blood, they will become marked as quarry of the Hunt — please let me know if you decide to take that route.
Within Taravast, Jon receives no team assignment. He is introduced by the sorceress Karsa — the Merchant’s subordinate, who assists the group locally — as an envoy of the Merchant. He is given a surprisingly wide berth by Taravast's and breezy access (mostly) everywhere. He is allowed to sleep in don Bonaccorso Spina’s own wing of the Palace of the Doxe.
Karsa can also explain the piazza — a style of communicating to the city at large, with an eye to influence public opinion.