let's set d o w n some (
groundrules) wrote2021-01-08 03:30 pm
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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
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.