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!
ADMIN
NOTES
Jim’s good work with mending sails is so deeply appreciated that he is asked to perform his services on the Pariah after its encounter with the Concord. Whilst on this assignment, Jim is given freedom to roam a cabin that holds the Pariah’s most precious and rare inventories — from fragile explosives to thick thread and specialty needles, alongside exotic baits. If Jim keeps his eyes open, he might notice the many shelves also house over 50 pocket-sized bottles that each contains one or more miniature lifeboats. Curiously, the bottled boats are exact replicas of the lifeboats secured aboard the Pariah, which frequently transfer crew between the vessel and the Queen Zanyra. This is enough theoretical capacity to save a group that numbers more than double the crew of the Pariah. An inevitable note by the bottles says, Break at sea.
The bottles are bound together and to the floor with a thick chain that has all of one lock. It possesses no other magical wards or defences. If Jim manages to discreetly break the chain, or brings one of the other
shadyquestionable party members to pick the lock, you can have exactly one [1] bottled lifeboat — and might want to pocket it discreetly.