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
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Kamala can join either the crew of the two existing pirate ships, the Queen Zanyra and the Pariah. She can later choose to stay here, or on one of the vessels commandeered by the party in the recent event. She will have been picked out from the sea's depths alongside other characters who were thrown in by the kraken. You are welcome to either assume a pirate NPC collects her, or to arrange with a player character for her valiant rescue, if you'd like CR that way!
Kamala has been underwater and spiritually in the stranding region for an extended period, her memories and sense of self gradually waning. She will wake once she is no longer underwater, and her amnesia and the listlessness that accompanies the stranded area will fade within 48 hours. The rate of her recovery is entirely at your discretion and can last anywhere between a few turbulent minutes and the full 48-hour span.
She can bring back the following observations, which you're free to have her share with the group at any point:
■ The tar creatures are not purposefully malicious. This does not mean they cannot act negligently or accidentally malicious! They clearly borrowed a sense of self from proximity to Kamala, in her experience in the stranded region. They seem to develop speech at a much slower rate and had a general feline-line curiosity in everything Kamala did.
■ The tar creatures would sometimes try to take the shape of inanimate objects (rocks, Kamala's clothes) but would lose interest and return to their nebulous form. Whenever the tar creatures metamorphose, they lose the previous shape and must struggle to regain it. Being shapeless appears to wound them, although it's unclear if emotionally or physically. They frequently emit a reedy howl when doing so.
Once Kamala has been collected in one of the pirate ships and has regained a good sense of herself, she is brought before the party's escort, the sorceress Karsa. She informs Kamala that she has reached the world of Akhuras, where undead factions battle each other and the living for control. The undead summon otherworldly reinforcements, to enslave or weaponise them in the conflict. Karsa serves the elusive Merchant, who finds and transports such newcomers east, where beacons might return the visitors back to their home worlds.
The pirate ships are currently en route to a location where such a beacon is expected — if they survive their sea travel.
Kamala receives a communicator pendant, which will allow her to speak local tongues and participate with text, video or audio footage.