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
no subject
1. Enemy forces strike while Aang and his companion friends are escorting a set of fragile refugees in travel. As the strongest fighter, Aang is told to remove the refugees, leaving his competent but tight-numbered friends to risk themselves by diverting the assailants. No one but Aang can remove the refugees safely, and they are heavily at risk if they remain on premise. What does Aang choose to do?
2. Aang and his team reach the homeland of a powerful ancient tribe to find it has just been bloodily eradicated by a younger group. They claim the slaughter was justice, earned because of the years of cruel oppression inflicted on them by the culled tribe. They refuse to show mercy to any lingering survivors. What, if anything, does Aang do?
no subject
1. Unfortunately Aang has been in this position before, and he really, really hates it every time! But for the sake of the refugees he would do his best to take them away from the fray. During their escape, he would look for any possibility of finding them a temporary place of safety so he could return to help his friends, but barring any reasonable opportunities for that, he would resign himself to simply drowning in worry until hearing about the team's fate. And unfortunately probably get real snippy even with the refugees who definitely didn't ask for any of this, because of the weight of the guilt of having left his team behind. After the refugees are safe, he would try to join in any rescue effort that follows.
2. Aang's first instinct would be to try to negotiate with or speak to the leaders of the younger group, because he's accustomed to his council being taken at least a little bit seriously due to his status in his canon world. If (or more likely when, because he's just a goofy looking kid and not The Avatar here) that doesn't work, he would immediately go behind the local authority's back to try and search for any survivors himself/release them if they've been imprisoned, to protect them and help them escape from the immediately dangerous territory. Obviously that would be a Bad Move for the prospects of the team traversing peacefully through said homeland, but he doesn't have much of a head for political machinations yet, sorry team. Even if he found out that like, there was definitely a lot of cruel oppression and maybe the younger group has a reason to be so angry, he wouldn't be able to live with himself just if he just stood by and ignored the slaughter.
ACCEPTED
Before writing out the plot-relevant part of your acceptance note: typically Aang's arrival would be woven into the latest event, but the latter is more horror-tipped than usual for us. The game-wide vote favoured a spooky October event, but I appreciate that this might not be 100% to everyone's comfort and taste. If I can bother you to have a skim, can you let me know if you'd like Aang to be brought into the game within Taravast (the citadel where the action takes place), or if you prefer I find him a plot-accommodating way of setting him up outside of it, so you can opt out of the more difficult parts of the event until it's over, but retain network access for him?
Please don't feel pressured either way, we'll go with whatever suits your OOC comfort. I just don't want you forced into a deeper horror event atmosphere, if that doesn't suit your needs right now.
no subject
no subject
Thank you for your application!
ADMIN
NOTES
Or is he.The merchants “turn him over” at Doxe Bonaccorso’s refugee camp in the witches’ sanctuary at the first opportunity. There, Aang encountersthe sorceress Karsa, an employee of the party’s Merchant benefactor who is currently journeying with the caravan. She recognises Aang as a newcomer to the world, spares him an updated communication and translation device and explains both his whereabouts and the story so far.
Unlike his predecessors, comes with his own reputation, as the merchants spread word that he is the worst of bad luck heralds. Karsa initially struggles to assign him a team, but Macaluso Spina feels Taravast has been so greatly battered by poor fortune that to hold the Ahn-Salack within his clutches is better than to let him fall in Vannozza’s hands.
Once order and proper accommodations are restored, Aang will reside in his patron’s wing of the Palazzo of the Doxe while in Taravast. He will receive especially lavish quarters and a handsome stipend.
He will find himself easily influencing every social class of Taravast, all of whom are petrified of him and seek to bribe him with gifts, if only he stops exuding bad luck their way.
Karsa can also explain the piazza — a style of communicating to the city at large, with an eye to influence public opinion.