All game updates are posted on lostcompass, but you can also follow eastbound. You’ll get a private message with an invite to the informal game discord server, once you comment to the Taken List.
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.
We are now in Arc IV: Sethica, and our latest game-wide event was The Unwinding. Your character can reach out to NPCs for investigations at any time. You can also handwave they’ve been brought up to date with the Arc Story So Far by party member NPC Karsa, if you so choose.
NOTES
Your character receives one of the shiny new Arc IV pocketwatch translators and communicators, allowing written, video and audio interaction. It contains an inevitable clock portion, whose beat seems to get louder as time ticks towards 6:00 and 18:00. A sharp, tinny alarm rings at these times.
John is formally assigned to Minaras, where he is a public conduct disciplinarian: if someone spits on the road or curses or exhibits the wretchedness of their bared ankle, it is your job, nay duty, to preach until they've been set on their righteous, community and virtue-loving path.
…yes, John can hold on to any cigarettes, opiates and other trinkets he confiscates in the name of public decency.
John’s pre-assigned network username is wooden dice.
INTRO
John joins the party at the end of the the U n w i n d i n g event. He wakes with everyone else in the Mouse House orphanage run by Ma’am Mariol, while the group negotiates its safe return overground.
The Merchant contacts him and Lila Pitts with a brief assignment, facilitated by miniature transportation beacons that deliver them to the lighthouse of Ellethia — a now barren island overcome by plush vegetation that spawns fresh each morning and wilts at night. Nothing truly dies here. Formerly an academic and learning institute, the lighthouse was the first site assailed by the undead — and the tower’s interiors show numerous scars of scratches, tearing and debris. Ghosts live everywhere.
The party has previously visited here to uncover the dark past of Ellethia, leaving it a… slightly safer space in wake of their travel. Lila and John are tasked to find and retrieve one or more of the white uniforms worn by the previous workers of the institutes. The garments seem to be absent.
While inspecting the remains, Lila will run into the locked chamber of the Sleepers, where an engraving urges visitors to make a wish as their price of entry. Unknown to John and Lila, these wishes always come true, but take a turn for misfortune.
Lila is set to make a wish, which will allow both John and she to enter. You can drop a line if you also want John to make a wish, just recall the aforementioned warning. You can find several torn, but recognisable white uniforms inside. Both John and Lila can grab a few, if they so wish.
The Merchant will want them to ask the group if the ‘man in white’ observed during the U n w i n d i n g was wearing one such uniform. Lila and John can ascertain the answer is yes. You can put that in an OOC note, if you decide to make a network post about it, so other players know this is the man-in-white’s regalia — confirming the Merchant’s suspicion that the stranger is a survivor of the institute of Ellethia.
If you decide to take the post route, feel free to do that at any point over the next 10 days.
Again, to make things exceptionally convenient, assume travel to and from the lighthouse is done via transporter beacon and takes a strategic few seconds each way. Magic, man. Who needs diesel.
If you fine folks want to talk amongst yourselves about anything regarding this (or just have questions!), feel free to throw them here.
ACCEPTED
Thank you for your application!
ADMIN
NOTES
INTRO
The Merchant contacts him and Lila Pitts with a brief assignment, facilitated by miniature transportation beacons that deliver them to the lighthouse of Ellethia — a now barren island overcome by plush vegetation that spawns fresh each morning and wilts at night. Nothing truly dies here. Formerly an academic and learning institute, the lighthouse was the first site assailed by the undead — and the tower’s interiors show numerous scars of scratches, tearing and debris. Ghosts live everywhere.
The party has previously visited here to uncover the dark past of Ellethia, leaving it a… slightly safer space in wake of their travel. Lila and John are tasked to find and retrieve one or more of the white uniforms worn by the previous workers of the institutes. The garments seem to be absent.
While inspecting the remains, Lila will run into the locked chamber of the Sleepers, where an engraving urges visitors to make a wish as their price of entry. Unknown to John and Lila, these wishes always come true, but take a turn for misfortune.
Lila is set to make a wish, which will allow both John and she to enter. You can drop a line if you also want John to make a wish, just recall the aforementioned warning. You can find several torn, but recognisable white uniforms inside. Both John and Lila can grab a few, if they so wish.
The Merchant will want them to ask the group if the ‘man in white’ observed during the U n w i n d i n g was wearing one such uniform. Lila and John can ascertain the answer is yes. You can put that in an OOC note, if you decide to make a network post about it, so other players know this is the man-in-white’s regalia — confirming the Merchant’s suspicion that the stranger is a survivor of the institute of Ellethia.
If you decide to take the post route, feel free to do that at any point over the next 10 days.
Again, to make things exceptionally convenient, assume travel to and from the lighthouse is done via transporter beacon and takes a strategic few seconds each way. Magic, man. Who needs diesel.
If you fine folks want to talk amongst yourselves about anything regarding this (or just have questions!), feel free to throw them here.