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.
This character has been in the game before. While other characters might remember him, he will not recall any of the events of his previous sojourn. He was previously assigned a role serving Vannozza Spina, and an identity as a ruthless and fearsome kingmaker, who has a wealth of children. So many children. Has to keep ruining kingdoms and cashing in that coin, to support his many children.
He will retain this background and alignment.
INTRO: Wen Kexing’s wakes in the necromantic district, days after Vannozza Spina’s edict calling for a curfew and harsh restrictions against necromancers, in response to the recent hostilities of the now-retreated Huntress and Beastmaster.
While necromancers have typically been a tolerated fixture of Taravast, they are now receiving a cold shoulder and rougher treatment from local guards, who take care to all but exile them in their district at the end of the day. Here, damage from the latest conflict with the undead runs deep, and necromancers are not allowed to raise their own dead humans to help with repairs. They create golems and utilise spirits to the best of their abilities, but progress is slow and resentment prospers.
Wen Kexing is taken in by one of the necromancers, who mistakes him for another refugee of the recent disasters and spares him a poor communication and translation device. He can witness all of the growing suspicion, the discontent, the increasingly biting and violent rebellion. While necromancers acknowledge that the dead led the latest attacks, they do not understand why the Doxe and his nephew and niece seem to involve them in these hostilities. They have been given little assistance, and they feel they are treated poorly. Some speak of fleeing Taravast to pastures new and chasing their luck there. Others fear that the undead lieges who brought ruin to Taravast weeks ago might enslave them — and that, at best, the rulers of the other citadels would fear them simply for their often ill-received arts.
Some say, perhaps, if Taravast’s most illustrious minds won’t change their minds, then their minds should be changed for them.
Wen Kexing is spotted in the necromantic district by the visiting the sorceress Karsa, an employee of the party’s Merchant benefactor who is currently journeying with the group. She appears to be speaking to the necromancers and providing them coin on behalf of her master — although Wen Kexing might not immediately hear to what end. Nevertheless, he can notice that she is well received and liked by the group.
Karsa instantly recognises Wen Kexing and has to come to terms with his inability to remember his previous stay. She supplies him an upgraded translation and communication device and takes him with her to the Palace of the Doxe, where he will be homed in Vannozza Spina’s wing.
Karsa explains the Merchant’s mission and recounts the story so far. She also introduces him to the piazza — a style of communicating to the city at large, with an eye to influence public opinion.
ACCEPTED
Thank you, that did the trick!
ADMIN
NOTES
He will retain this background and alignment.
While necromancers have typically been a tolerated fixture of Taravast, they are now receiving a cold shoulder and rougher treatment from local guards, who take care to all but exile them in their district at the end of the day. Here, damage from the latest conflict with the undead runs deep, and necromancers are not allowed to raise their own dead humans to help with repairs. They create golems and utilise spirits to the best of their abilities, but progress is slow and resentment prospers.
Wen Kexing is taken in by one of the necromancers, who mistakes him for another refugee of the recent disasters and spares him a poor communication and translation device. He can witness all of the growing suspicion, the discontent, the increasingly biting and violent rebellion. While necromancers acknowledge that the dead led the latest attacks, they do not understand why the Doxe and his nephew and niece seem to involve them in these hostilities. They have been given little assistance, and they feel they are treated poorly. Some speak of fleeing Taravast to pastures new and chasing their luck there. Others fear that the undead lieges who brought ruin to Taravast weeks ago might enslave them — and that, at best, the rulers of the other citadels would fear them simply for their often ill-received arts.
Some say, perhaps, if Taravast’s most illustrious minds won’t change their minds, then their minds should be changed for them.
Wen Kexing is spotted in the necromantic district by the visiting the sorceress Karsa, an employee of the party’s Merchant benefactor who is currently journeying with the group. She appears to be speaking to the necromancers and providing them coin on behalf of her master — although Wen Kexing might not immediately hear to what end. Nevertheless, he can notice that she is well received and liked by the group.
Karsa instantly recognises Wen Kexing and has to come to terms with his inability to remember his previous stay. She supplies him an upgraded translation and communication device and takes him with her to the Palace of the Doxe, where he will be homed in Vannozza Spina’s wing.
Karsa explains the Merchant’s mission and recounts the story so far. She also introduces him to the piazza — a style of communicating to the city at large, with an eye to influence public opinion.