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
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.