Entry tags:
arrival.
ARRIVAL
WELCOME TO DIM CARCOSA
( NAVIGATION ) Read carefully.
Characters have three ways that they can enter Carcosa, and none of them are entirely by choice or informed consent. That is to say, it's more a player decision than anything else. This will impact how your character fares in the game, at least at first.
TRICKED: Characters might encounter a terrifying monster in their dreams before arrival. This monster is uncomfortable to look at ... It looks like you, looks like loved ones. Looks like black stars against white skies. This monster will appeal to your good nature, your kindness, your compassion. If your character is the magnanimous type, or if they're easily tricked and gullible, this might be how they enter.
Upon entry, characters will feel the most emotionally stable, but there will be an underlying sort of dread that permeates the air for them ...
STOLEN: For characters that fall into different camps, or just for players who want their characters disoriented and upset for a while. It'll be like falling just right, or maybe just wrong; one minute they're walking and stumbling into a wall, the next they're just on the bloodied ground of Carcosa. Think backrooms.
Characters who enter this way will be heavily disoriented and might seem a little useless. It clears up after a little while, and they're left with clarity and their own feelings about being displaced.
WISHED: For characters who have difficult lives or are, maybe, just a little bored. They wish hard to be anywhere else. Or maybe they wish for purpose. Or maybe they wish for something to just happen. Either way, the depths of longing have them springing forth from the earth in the nearby forest, under a small, dead sapling. Gasping, dirt in the lungs, under the nails.
Characters who enter this way will have a natural advantage with their sanity, in that the happenings of the place and the atmosphere won't get to them as quickly or as hard as the others.
WELCOME TO DIM CARCOSA
( NAVIGATION ) Read carefully.
Characters have three ways that they can enter Carcosa, and none of them are entirely by choice or informed consent. That is to say, it's more a player decision than anything else. This will impact how your character fares in the game, at least at first.
TRICKED: Characters might encounter a terrifying monster in their dreams before arrival. This monster is uncomfortable to look at ... It looks like you, looks like loved ones. Looks like black stars against white skies. This monster will appeal to your good nature, your kindness, your compassion. If your character is the magnanimous type, or if they're easily tricked and gullible, this might be how they enter.
Upon entry, characters will feel the most emotionally stable, but there will be an underlying sort of dread that permeates the air for them ...
STOLEN: For characters that fall into different camps, or just for players who want their characters disoriented and upset for a while. It'll be like falling just right, or maybe just wrong; one minute they're walking and stumbling into a wall, the next they're just on the bloodied ground of Carcosa. Think backrooms.
Characters who enter this way will be heavily disoriented and might seem a little useless. It clears up after a little while, and they're left with clarity and their own feelings about being displaced.
WISHED: For characters who have difficult lives or are, maybe, just a little bored. They wish hard to be anywhere else. Or maybe they wish for purpose. Or maybe they wish for something to just happen. Either way, the depths of longing have them springing forth from the earth in the nearby forest, under a small, dead sapling. Gasping, dirt in the lungs, under the nails.
Characters who enter this way will have a natural advantage with their sanity, in that the happenings of the place and the atmosphere won't get to them as quickly or as hard as the others.