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Entry tags:
MISSIONS | April 2014
Hello Chelonauts!
As part of the changes from our State of the Shell: Missions post in February 2014, we're expanding the known realm of Konryu and have updated and fleshed out the Setting page to include 8 new continents which are going to be gradually opened for exploration and development.
This month we have THREE prefabricated missions (fewer than March because of the scope of April's metaplot) but with plenty of opportunity still for player missions. We also have a comment header where you can suggest the sorts of missions you'd like to see in the months that follow! Feel free to be as succinct or not as you please, as we take these suggestions into account when creating the next month's missions based on this feedback as well as a comment for mission-related questions. Please don't hesitate to for more information or clarifications... we're still fine tuning everything to make sure players are able to get the most ICly and OOCly out of these missions.
MOD MISSIONS
Each month, a player can volunteer a character for up to three mod missions. Like other limited space elements in the game, we ask that each player only submit one character from their roster for the mod missions, though their other characters can be submitted for player missions, so long as it's one mission per character per month. To sign up, fill out the information below and choose your top three missions in order of preference. If there are more signups than available spaces for a mission, we will RNG characters into the slots. If your character isn't RNG'd into the first mission, they'll be added to the pool for the second mission, and so on for the third.
Mod missions will be tallied and their participants notified on the 5th of the month @ ~9:00PM EST. Unfortunately we cannot guarantee that everyone who signs up a character for a mission will be chosen for one of the mod missions, as it is based solely on the number of signups for each one. In the event that your character isn't chosen for any of your three choices, you can still sign them up for a player mission before 9:00PM PST on the 7th.
This month's planned missions are as follows:
→ YNRADN (NEGOTIATION)
→ ENDAI (ASSASSINATION)
→ IASHU (EXPLORATION)
PLAYER MISSIONS
Player missions can involve either just your character or a pre-planned group, or even have open signup! Once your mission is approved by the mods, including any clarifications or extra information needed, you're set for playing it out. Remember that the mission can take place at any point throughout the month. For convenience purposes, we've also created the %missions tag in the log comm and we'd be very appreciative if it could be added to mission logs when they get posted.
MISSION CREDITS
Each mission your character undergoes (threaded out with at least ten comments from your character, across any number of threads in the log) is worth a credit, and each handwaved mission is worth half a credit. Please note: only missions that you yourself come up with can be handwaved. The 'mod missions' are ones where participation is considered mandatory, as you are filling a limited slot. If we notice a trend amongst any one player of signing up for missions and leaving their mission-mates hanging, we will be speaking with them to determine a suitable outcome.
Mission credits can be claimed on the following month's AC post, where they will be confirmed by the mods and added to a spreadsheet for tracking.
As part of the changes from our State of the Shell: Missions post in February 2014, we're expanding the known realm of Konryu and have updated and fleshed out the Setting page to include 8 new continents which are going to be gradually opened for exploration and development.
This month we have THREE prefabricated missions (fewer than March because of the scope of April's metaplot) but with plenty of opportunity still for player missions. We also have a comment header where you can suggest the sorts of missions you'd like to see in the months that follow! Feel free to be as succinct or not as you please, as we take these suggestions into account when creating the next month's missions based on this feedback as well as a comment for mission-related questions. Please don't hesitate to for more information or clarifications... we're still fine tuning everything to make sure players are able to get the most ICly and OOCly out of these missions.
MOD MISSIONS
Each month, a player can volunteer a character for up to three mod missions. Like other limited space elements in the game, we ask that each player only submit one character from their roster for the mod missions, though their other characters can be submitted for player missions, so long as it's one mission per character per month. To sign up, fill out the information below and choose your top three missions in order of preference. If there are more signups than available spaces for a mission, we will RNG characters into the slots. If your character isn't RNG'd into the first mission, they'll be added to the pool for the second mission, and so on for the third.
Mod missions will be tallied and their participants notified on the 5th of the month @ ~9:00PM EST. Unfortunately we cannot guarantee that everyone who signs up a character for a mission will be chosen for one of the mod missions, as it is based solely on the number of signups for each one. In the event that your character isn't chosen for any of your three choices, you can still sign them up for a player mission before 9:00PM PST on the 7th.
This month's planned missions are as follows:
→ YNRADN (NEGOTIATION)
→ ENDAI (ASSASSINATION)
→ IASHU (EXPLORATION)
PLAYER MISSIONS
Player missions can involve either just your character or a pre-planned group, or even have open signup! Once your mission is approved by the mods, including any clarifications or extra information needed, you're set for playing it out. Remember that the mission can take place at any point throughout the month. For convenience purposes, we've also created the %missions tag in the log comm and we'd be very appreciative if it could be added to mission logs when they get posted.
MISSION CREDITS
Each mission your character undergoes (threaded out with at least ten comments from your character, across any number of threads in the log) is worth a credit, and each handwaved mission is worth half a credit. Please note: only missions that you yourself come up with can be handwaved. The 'mod missions' are ones where participation is considered mandatory, as you are filling a limited slot. If we notice a trend amongst any one player of signing up for missions and leaving their mission-mates hanging, we will be speaking with them to determine a suitable outcome.
Mission credits can be claimed on the following month's AC post, where they will be confirmed by the mods and added to a spreadsheet for tracking.
Mod Mission Signups | Player Mission Signups |
QUESTIONS
Question about ENDAI
I hope I got through what I'm asking. :)
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If you meant would they be imprisoned upon returning to Keeliai, no.
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MOD MISSIONS
YNRADN (NEGOTIATION)
Mission Duration: 5 days
Mission Difficulty: ★★☆☆☆ / ★★★★☆ (read on for details)
Mission Type: Exploration/Negotiation
Projected Plot Impact: Key insights into the cracks that Malicant's corruption seeps through
Proposed Worldbuilding Changes: Alliance with the Ynradn and counsel against corruption
DOSSIER
Evandau has one folder compiling eight single-page reports about a race of creatures called the Ynradn. Each document amounts to no more than half a sheet of speculation, describing thoughts and whims rather than some tangible concept. These reports, he will explain, offer such sparse details because most regard them as myth rather than fact, but he knows different. Once, long ago, the Ynradn taught the mages of his people the art of detecting and cleansing corruption. They are sentient beings that subsist upon the goodwill of others. Many died of starvation during the wars inspired by Malicant, for goodwill became a thing of the past in the wake of greed and treachery. While he holds no ties to them, he knows of a treaty signed between Eshai and the Ynradn that offers them refuge upon the shell of Tu Vishan in exchange for their aid against the rising tide of Malicant. After the sinking of Sinbrilee and that hard-won pause in the war, Eshai released the Ynradn and declared the treaty's initial terms fulfilled. Most disappeared over a handful of landfalls, but word reaches him -- and is proven by the reports -- that some yet exist in the wilds of the shellside.
The task set before them is to seek out the Ynradn and request their assistance, calling on their council to draft a new treaty with the Alderwood Emperor -- the terms of which he leaves to this Foreigner delegation. That is, if they can find this council.
THE YNRADN
Each Ynradn consists of nothing more than a whisp of grey smoke, a breathy voice, and a pair of eyes that blink open to read the soul mind of the person before them. They are a secretive race and the remaining population is centred deep within the remaining forests of the shellside. Each is born with a flawless grasp of mind magics, using them to reach the intents and past actions of those around them. This allows them to find goodwill -- positive actions and intents -- upon which they flourish, in a sense siphoning off the optimistic energy to sustain themselves.
They are a curious bunch, having only a strong grasp of morals and less about things such as fire, water, flesh, and swizards. Some might liken them to the will-o-wisp, for they will lead trespassers on a merry chase with hints of smoke, whispers of treasure in the wind, and -- during dangerous times -- screams of anger as though a dragon itself has been roused. Insubstantial at best, they are unable to cause physical harm to creatures of flesh and blood, relying instead of distraction and evasion to stay safe. To those that they encounter which possess a pure heart, intent, or a history of innocent actions, they will stop to mingle. Even play with them, all the while taking sips of their good karma to stay alive. It is not a parasitic feeding and their food source feels no lethargy or pain.
The Ynradn Council is what happens when five are brought together by those possessing of such positive energy. It requires not specific Ynradn, but the presence of five to draw them together and make decisions. This team will need to find five Ynradn and convince them to come together in memory of their treaty with Ironwood, and with the question of whether they would do the same with Alderwood.
Ynradn, however, are a bit finicky and it's hard to hold their attention until the magic number of five have been brought together, so it's best to set out in pairs to get the job done fast! Mind one's thoughts, however, for they will manifest before each character and look into their eyes, reading their soul, history, and moral compass to decide whether they will stay to play or run and hide. Those that earn the latter decision? Activate HARD MODE. Expect to be chased about by smoky figures, lured away by promises of treasure, and otherwise treated as a will-o-the-wisp might treat its victims, though the Ynradn are markedly less cruel to their 'prey.'
Up to five attempts can be made to recruit the Ynradn before they will move on and leave the delegation empty-handed.
OUTCOME
A successful gathering of the council will result in the Ynradn agreeing to support the Alderwood's request for treaty and the full council will return with the group to Keeliai for the sake of ratifying it. Meanwhile, they will teach the members of the group critical signs of corruption that, to them, are plain as the nose on your face. Not being creatures of smoke and goodwill, characters may have to concentrate, but they will learn how to sense what the Ynradn call the 'aura of intent' -- this is a haze around others that can be seen by squinting very, very narrowly at them. Bright lights in the aura indicate a person of good karma and a strong moral compass. Dark shadows suggest one with a dark past or intention. Then there is the corruption of Malicant, signified by a bloody haze around their aura -- difficult to see in the kedan, but still a way to tell whether one has been touched by Malicant. The downside? It's very obvious when one is trying to sense the aura of intent, as their must narrow their eyes to the point that it appears they have squeezed them shut. Still, a loss of dignity in exchange for the ability to sense corruption is widely held as a good thing. The characters that learn this from the Ynradn can, in turn, teach it to others, but be mindful that the learning curve will grow progressively steeper the further one gets from the source teacher (the Ynradn).
An unsuccessful gathering of the council will result in the Ynradn gleefully toying with the delegation before growing bored and dissipating into the evening mists. Frustation is like to abound and at least one accusation of 'you're obviously no shining angel' may be voiced.
Evandau will be grateful for the attempt with either outcome and will reward the characters with one favour (if successful) or one firearm from his personal armoury (if failed). While one is intangible, it may in the future provide some benefit, for the Emperor is hard-pressed to say no once a favour is called in. The consolation prize, alas, does not come with ammunition for the weapon selected, but each is a fine specimen of whatever battle he harvested it from and may yet come to good use.
Re: YNRADN (NEGOTIATION)
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Re: YNRADN (NEGOTIATION)
Akito still isn't 100% positive that Tu Vishan isn't a dream or a virtual reality, but he's leaning more toward it being real now (as much as it scares him). So he'll try his best on this mission! As much as he is bitter and angry about being kidnapped, it's also in his nature to try and help people when he can (and if he can get more info about wtf is going on, great!) and he was raised to do infiltration and undercover missions for SWAT, so the whole mission thing is old-hat to him. Uhh.. He'll still be using an alias instead of his real name, since he isn't entirely trusting of everyone yet.
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ENDAI (ASSASSINATION) - 16+
Mission Duration: unknown
Mission Difficulty: ★★★★★
Mission Type: Covert ops and potential assassination.
Projected Plot Impact: Several mages would come to Keeliai to help train and impart knowledge to the foreigners. This would mean that characters, likely working in conjunction with Keeliai's magic users, would have access to teaching and training to help in the coming battle.
Proposed Worldbuilding Changes: None major.
RESTRICTIONS: No characters under 16 would be chosen for this mission, and Eva would specifically look for characters that have a background in covert operations, stealth or fighting.
DOSSIER
Evastelei has been watching your character for quite some time, and now she has a proposition for them. She'll be waiting for them in their home one night, and supposing she's able to assuage whatever paranoia this may instill in them (she's so cheerful! How can you be suspicious of that?) she'll begin to tell them about something she's learned. That there are mages, actual mages, forming a small cadre on an island that Asti has only recently passed. But there's a catch. The leader on this island is refusing to believe, despite all evidence, that Malicant is back. So Eva will tell your character that that individual may have to be removed from power at your character's discretion.
She will tell them what she knows of the area, the people, and their magical abilities. It seems that they harness Death, but have somehow thus far escaped Malicant's notice, which means that they may have a natural immunity or at least resistance to his power. They would be of great use to the war effort, but they will not act so long as their leader is preventing them from joining the fray. As they are largely a peaceful people belonging to a race called the Endai, they will likely not fight, but may be persuaded to teach.
There are four key people to attempt to sway to your side:
JAITET: An engineer and mage, Jaitet is one of the few people that's been speaking out to proclaim Malicant's return over the last year. But she's grown increasingly tired of other people's complacence and has been jailed twice for speaking against the word of their leader. She has started rebelling more in secret, building magical weapons that show some promise against creatures summoned from the Death realm. She would make a valuable ally.
KE DIVAN: He long-ago eschewed a materialistic lifestyle, preferring by far to keep a Spartan existence. His philosophies are popular with the younger crowd of Endai, and although he has no particular opinion on Malicant one way or another, he commands people's attention and inspires them to listen. If he could be convinced of Malicant's return and the dire need for magic users, he would lend his voice to the cause.
MISCHE: The leader of the president's guard. She's long been loyal to the leadership of Kirrisa, and has served several generations of elected officials up to this point. But she's also been losing good soldiers lately, and she's spent months being told to cover up the official causes of death so as not to alarm the public. She's disillusioned, and can often be found drinking down at the docks after her shift. She tends not to speak to anyone – in truth, she's rather taciturn – but if a character were to come join her table with an offering of drink, they may hear certain stories, and/or learn vital details to the layout of the presidential palace. She is also the seniormost experienced mage in Kirrisa, and is extremely proficient in all forms of her people's magic.
SHAI: A young girl. Her parents have recently been killed, and she begs for food and scraps near the presidential palace. She pretends to be mute – although she isn't – for extra sympathy. Small acts of kindness towards her would go a long way, and she would be able to tell your characters vital details about the time the guards change, if there are any she thinks could be bribed, etc.
If your character attempts to seek an audience with the President, they will be turned away, but evidence of their imposed ignorance is everywhere. People who speak out about Malicant's return will be arrested in the streets for hearsay, and anyone who looks less than perfectly content with their lot in life will be at the very least interrogated. The Foreigners will be treated as dignitaries and they are free to make up their own backstories as needed, although Evastelei would also offer to give them disguises – the Endai are a smallish race, with long ears that they tie at the napes of their neck, and grayish skin – so magical transformation would be necessary. It's up to the characters how to proceed.
There are several options from this point. Eva would shy away from mentioning assassination, but a perceptive character might recognize that given the limited timeframe to sway the people, it may be the only viable choice.
Eva would suggest that they try to speak with the locals and gauge the general population's attitude, and possibly to simply bring those willing back with them, but at the end of the day she would admit that taking out the president would be the best option, especially if they could make it look like Malicant was responsible for it.
IF THEY MERELY PERSUADE SOME OF THE DISSENTERS TO ESCAPE WITH THEM: A few Endai will come with them back to Keeliai, and they will be able to teach those present how to interact with the Death plane in a way that does not draw Malicant's attention, magic which even Eva doesn't know. However, there will be too few of them to teach more than a handful of people.
IF THEY CHOOSE TO ATTEMPT AN ASSASSINATION OF THE PRESIDENT: If successful, Mische, Ke Divan and Jaitet would all lend their support to the Foreigner cause, and their combined influence would create a huge influx of Endai to Keeilai. This would mean a strengthening of the barrier, greater protections being placed on the baby turtles, and an academy being opened where people can learn magic for their own ends. This is the best-case scenario and would involve characters making the death look as if Malicant were responsible – IE: symbols carved into the wall, evidence of blood magic being used (of which the locals are ignorant), etc. If they only kill the President, the Endai would not be nearly so unified. Alternately, if they make the attempt and fail, the characters would be executed and would wake up once again in the Palace of Landed Sky.
OUTCOME: Detailed above, there are best and worst case scenarios involved! It will be up to the players to bring the mission to its conclusion.
WHAT CAN WE DO? Go nuts! Create local mythology, locations and extra side characters to help your characters along their way. Provide incentives – would your character need to witness an execution or arrest to convince them that killing the President is the best course of action? Or perhaps they themselves could spend a night in jail? The possibilities are endless.
ENDAI planning
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apparently dw ate my comment and I never knew
Re: apparently dw ate my comment and I never knew
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IASHU (EXPLORATION)
Mission Duration: Up to 1 week
Mission Difficulty: ★★★☆☆
Mission Type: Escort/Protection
Projected Plot Impact: A contingent of a dozen kedan wish to undertake a pilgrimage to Iashu Shrine, located on one of the higher slopes of Tu Vishan's old mountain ranges and wish some Foreigners to accompany them.
Proposed Worldbuilding Changes: Exploring the shrine and discovering more history on the kedan before their arrival to Tu Vishan, and recovering a valuable magical item.
DOSSIER
The climb is dangerous and the weather is not promising to be great, given that Tu Vishan is entering something of a rainy season coinciding with spring. However the kedan insist that they must be at the shrine by a certain date and are determined to undertake the venture regardless. The mountain itself will prove to be in rather poor shape and the rains will trigger rockslides without warning. It will take approximately 18-20 hours of walking and climbing to reach the shrine near the summit, but it is best split over two days to take advantage of the daylight -- the higher they go, the farther from the shellglow they are, making it dangerous to climb at night. Added to this is the fact that while these kedan are all reasonably fit, they're a mix of ages and skill levels, and none of them are what you'd consider mountaineers.
In addition to the dangers of the mountain they will also pass through the territory of Etiz-mor, a large carnivorous avian that looks like a cross between a vulture and a sabertoothed tiger. They are migratory and are currently in their mating season, which is making them even more aggressive than usual. They're fond of dive-bombing unwary travelers on mountain passes and their long fangs are capable of sheering off limbs, or carrying a full grown humanoid off, and they will be especially hostile to anyone else airborne as it encroaches their territory. Given these risks, it's entirely possible that not all dozen kedan wayfarers will make it safely to the shrine and home again; this will be at the players' discretion.
IASHU SHRINE
The Iashu Shrine is tucked on a small rock plain cut partially into the side of the mountain, about the area of a football field in a roughly crescent shaped concave with the top overhanging half, providing some shelter from the elements and giving them enough room to set up a camp. The focal point of the shrine is an 8' stone statue of a fearsome looking man with four arms, each bearing a sword and vaguely reminiscent in pose of a Hindu statue of Kali. There is a plaque on the pedestal proclaiming that this is the great warrior Daskel Iashu, who in addition to being a formidable combatant was also something of a philosopher and passages of his works (written in haiku-like format) adorn the walls of the shrine. The kedan pilgrims are all very reverent of the idol, explaining that this was a one of their own who lived prior to their race being brought by Eshai to Tu Vishan, when they were of very different and a warlike temperament. Half of the pilgrims will insist that this is actually Daskel himself, frozen in stone while the other half will say that's silly, and that it's only a carving. They'll banter this around between meditating on the haikus and praying for various blessings of strength, bravery and luck for a couple days during which time they'll largely ignore their Foreigner escorts until it's time to leave and head back down the mountain.
XURENU COMPASS
Around the neck of Daskel's statue is a bronzed chain leading to a large locket-like object. Though it rests securely into the statue as if purposely carved around it, both the chain and locket are actually separate and could theoretically be removed. If you do it in view of any kedan however, they'll fly into a screeching rage and give a tongue lashing about defacing their idol. Once pacified however, they will allow the Foreigners to examine the locket under their supervision. Inside the locket one one side is a mirror and the other is a compass, though it doesn't display the cardinal directions but rather indicators for YES, NO, and the numbers 0-9 just like a Ouija board. From the kedan's explanation, speaking the name of someone will cause their image to appear in the mirror at which point, questions can be asked about them and answers given in limited fashion. A few cursory tests seem to result in 50/50 accuracy, leading one to question if it's just coincidence or a genuine article.
OUTCOME
IF THEY LEAVE THE COMPASS AT THE SHRINE: The kedan will give glowing praise about the Foreigners once they're safely back in Keeliai to Evandau (and anyone else who will listen) and they will be well-rewarded for their assistance. This could include goodwill gestures like discounts at shops, generous gifts, etc. Characters can of course still tell others about the shrine and the compass including its unique ability, but they will be aware that anyone who wishes to use it themselves will likely end up facing the same perilous trek to get to it. Ultimately, it will positively impact how the kedan view the Foreigners overall.
IF THEY TAKE THE COMPASS BACK TO KEELIAI: If the Foreigners decide to remove the compass from the statue and return with it to the city, they have the choice of turning it over to the Emperor or keeping it among themselves. However the kedan will be livid at their shrine's desecration and badmouth those involved all over the city which may make things a little more difficult for day to day life (shopkeepers may refuse to serve them, they may lose a job under a kedan explorer, their suites may be damaged or graffitied, etc), the severity of which is at the players' discretion. Ultimately, it will negatively impact how the kedan view the Foreigners overall.
(Alternatively, you could just shove them all off the side of the mountain.)
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Re: IASHU (EXPLORATION)
Re: IASHU (EXPLORATION)
Let's Plot
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LOG IS UP
SIGNUPS FOR MOD MISSIONS
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Character Name & Journal: Bucky Barnes (trainwrecked)
Mission Choice #1: Endai
Mission Choice #2: Iashu
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Character Name & Journal: Wanijima Akito (
Mission Choice #1: Ynradn
Mission Choice #2: Iashu
I don't know if ICly he would be allowed to do any of these things yet, but I figured I may as well put it in, since he'd enjoy it. (Reading through them all again in more detail, the negotiation sounds less dangerous, so he'd prefer that one. I have no preference.)
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Re: SIGNUPS FOR MOD MISSIONS
Character Name & Journal: Ellie (mightythinice)
Mission Choice #1: Ynradn
Mission Choice #2: Iashu
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Re: SIGNUPS FOR MOD MISSIONS
Character Name & Journal: Iroh (whitelotustile)
Mission Choice #1: Ynradn
Mission Choice #2: Iashu
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Character Name & Journal: Mai (maipokerface)
Mission Choice #1: Iashu
Mission Choice #2: Ynradn
Mission Choice #3: Endai
(sorry, post wrong comment)
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Character Name & Journal: Booker DeWitt (washitaway)
Mission Choice #1: Iashu
Mission Choice #2: Endai
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Character Name & Journal: Tony Stark, 616 (definingfuture)
Mission Choice #1: Iashu
Mission Choice #2: Ynradn
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Re: SIGNUPS FOR MOD MISSIONS
Character Name & Journal: Raine Sage (ruinsprofessor)
Mission Choice #1: Iashu
Mission Choice #2: Ynradn
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Character Name & Journal: Kaine (unobtainableredemption)
Mission Choice #1: Endai
Mission Choice #2: Iashu
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Re: SIGNUPS FOR MOD MISSIONS
Character Name & Journal: Garrett Hawke (iwannabeadragon)
Mission Choice #1: Endai
Mission Choice #2: Iashu
And this time in the right spot.
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Character Name & Journal: Ava Ayala (superoverachiever)
Mission Choice #1: Iashu
Mission Choice #2: Ynradn
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Character Name & Journal: Toro Raymond (flamingshortshorts)
Mission Choice #1: YNRADN
Mission Choice #2: IASHU
Mission Choice #3: ENDAI
I'll be back from hiatus so I hope signing up is allowed?
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PLAYER MISSIONS
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Character(s) & Journals: Monet St. Croix (
Mission Duration: Three - four IC days.
Mission Difficulty: ★★★★☆
Mission Type: Investigation.
Projected Plot Impact: The truth regarding what happens to the bodies... and possibly the souls too.
Proposed Worldbuilding Changes: Monet intends to find out where the bodies of the people who disappear go, exactly; possibly discovery of labs, or cremation areas? Graveyard exploration if they’re being buried, or becoming ghosts? Anything could happen.
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MISSION SUGGESTIONS