let's set d o w n some (
groundrules) wrote2021-01-08 03:30 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Entry tags:
applications
Eastbound is primarily an invite-only game — each existing player can currently invite up to one person per month, or get in touch about further invites. Existing players can hold two characters in game. A third character can be applied, if players can prove they have met activity requirements for two consecutive months with their existing two characters and have stayed engaged with the game. If you don't have an invite, somehow stumbled upon this neck of the woods, and you’d like to stay, drop the mod journal a line — we'll try to figure it out.
As of Oct. 1, cast/game caps are off. Please note, as of Dec. 1, Eastbound only has 3-4 months of gameplay left.
WHAT CHARACTERS CAN BE APPLIED?
YES: canon and original characters, if they have a solid and consistent personality and background. Characters brought in after they've died are a-okay. For characters taken from a time point just as they're in the process of dying, please read below on meeting medical requirements.
NO (at this time): real people, original characters set in a canon environment, characters from canons or canon instalments that have been released for less than one month, characters with imported development from other games (CRAU), alternate universe, or gender-swapped versions of canon characters.
Children or characters with very specific medical/magical/environment needs: appable, but please make a note of how your character will ICly meet their requirements and stay alive. Likewise, if you are applying for a character taken just as they're dying, provide a suggestion for how they can be kept alive on arrival (this might be easier in some app cycles than others). You can bend the world a little to make miracles happen (ex: a substitute for the medication your character needs to survive can be found for a high price at certain apothecaries, etc.)
Characters that were dropped or swept by activity checks: yes, but they’ll come back without their previous memories, if they are applied in by a different player.
APPLICATIONS CLOSED
→ NAVIGATION MENU
ACCEPTED
Great, thank you so much for that — that helps glean the rest of your portrayal!
ADMIN
NOTES
Sansa awakens in the sorcerers’ district, crowded by the distressed witches of Bessis, who do not speak her tongue. They seem intent to apprehend her. To her luck, Sansa is rescued by the sorceress Karsa, an employee of the party’s Merchant benefactor who is currently journeying with the group. She gives Sansa a translation and communication device, along with the full rundown on her whereabouts and on the story so far.
Later, Karsa can also explain the piazza — a style of communicating to the city at large, with an eye to influence public opinion.
As part of the electoral espionage team divisions, Sansa is assigned to serve Macaluso Spina. She will reside in her patron’s wing of the Palazzo of the Doxe while in Taravast.
Sansa is introduced at court as the illegitimate daughter of don Urbano — a prominent witch of the Bessis, who have historically supported Macaluso. Don Urbano recently died in the dragon disaster at the tower of the Bessis — mere hours after announcing his betrothal to party member Wen Qing, as brokered by her ‘uncle’ Beitang Moran. Sansa will be, of course, presented to her ‘step relatives.’ The players have been advised of Sansa’s role OOCly. Our Wen Qing player is currently hiatused, but both are excited!
Sansa is brought before the Bessis as a ‘fire-kissed’ child — a young daughter dedicated to the witches' primordial fire element, who has volunteered to burn alive when she formally becomes a woman of twenty summers. Because of her great upcoming personal sacrifice, she is considered holy, marked by the palms she must dye red each morning. She receives special consideration among the witches of Bessis, who open their doors to her freely and sometimes give her gifts of coin, in light of her calling or in the memory of her father.
The witches of Bessis insist that her sainthood and the purity of her heart could even coax the demons of sickness from don Bonaccorso’s body, and request a special audience with the Doxe. Sansa is received by the Doxe at any point of your choosing during the lockdown event (before 19 October), in Bonaccorso’s private quarters. She finds the old man stranded in his sick bed, physically frail and depleted, consumed by fevers and glassy-eyed. A very strong smell of cloying incense envelops the room — if Sansa comes near enough to the old man, she can smell blood from him and also his sheets. Only a few spatters on the floor, furniture and carpets betray the spillage — the rooms are otherwise extraordinarily carefully cleansed.
Don Bonaccorso will speak to Sansa to the best of his ability: he never knew his good friend Urbano fathered a daughter, but he is not surprised that he kept her from court. It is no place for children. His own offspring perished because of court treachery, he says, leaving behind only his greatest treasures: Vannozza and Macaluso, who now quarrel to inherit Bonaccorso’s title. Throughout their audience, he asks Sansa to read from one of his books a long, favoured poem over the cruelty of time, the pleasures of youth, the fleeting fool’s hopes of reincarnation. He also asks her to sing or tell him court gossip.
On her way out of the Doxe’s wing, Sansa may notice the groups of healers who rush into Bonaccorso’s rooms with various instruments, theories, books and medicines. She can also spot the sentries, who slither out of the Doxe's apartments with a great weight bundled in curtains — shaped eerily like a small, covered corpse.
Consider sharing some of this with the class at some point!
no subject
no subject
no subject
no subject
no subject