The Voyage of the Dawn Star:
The year is 1850, and the world is not as you know it.
Magic, a force we have all felt and often suspected, never hid in this world. It rests in the forefront of humanity, with practitioners being respected or feared depending on their behavior. The political landscape formed much as we know it, nations rising, churches speaking with the voices of their gods, the commoners ground under the boots of the aristocracy, yet there are differences.
Firstly, creatures of magic live among us. Werewolves and vampires, goblins and fairies, demons and angels, the creatures of the night are a powerful, and threatening force. The world has been shaped by their politics, with vampires bending rulers to their will, werewolves serving as nigh indestructible soldiers, fairies making bargains with mortals to grant powers beyond what mortals normally possess. The world is a far more dangerous place.
Secondly, humans have a firm grip on the subtleties of magic. The powers of magic are a force mankind has long studied, and slowly mastered. Few magi ever master more than a single element of magic, though most have minor powers in one or two other branches. But even with only a single element, the human magi are one of the reasons why the Twilight Races havenít simply made humanity into their own version of livestock.
Thirdly, the New World has only now been discovered. In this world, the early adventurers who sought to find the New World never made it past the creatures of the sea, the Elder Sea Serpents are often hungry, and they are but one of the threats upon the wide ocean.
But now, with the advent of technology, combined with some magic, mankind has discovered a way to travel the skies! The creation of airships has given new life to the spirit of exploration, and as such new expeditions are being funded to fly west across the great ocean, to see what can be discovered across the great unknown.
Appropriate to Victorian Era, muskets, canons, etc. Some steampunk technologies as well, open to interpretation by players, but no automatons.
Magic is divided into elements;
Earth: Move rocks, find metals, great for craftsmen who work with metal or warriors who wish to draw strength or camouflage from the earth. Basically, anything dealing directly with the earth
Air: Moving air, calling down lightning, granting enhanced speed. Again, open for interpertation
Water: Manipulate water, turn seawater fresh, create hail storm, all sorts of things
Fire: You can burn shit. Control heat, prevent fire from spreading, etc
Body: Healing, regenerating the flesh of the body, enhancing the body to have more strength or more speed, at the cost of burning additional energy from that body.
Mind: Mental control, illusions and dream magic.
The Twilight Races:
There are a great number of fantasy races, here are some examples.
Vampires: They prefer to act sophisticated, often will conceal their true nature unless they are hungry or provoked. Vampires are one of the more organized and regimented races, ruled by their elders and always working towards goals that further their agenda.
Werewolves: The pack is one of the races that has little interest in ruling. The many packs of werewolf answer only to themselves, and simply enjoy the thrill of the hunt, or whatever lives they choose to carve out for themselves. It is not a rare sight to see werewolves as mercenaries, since they are so hard to kill.
Fairies: The varied races of fairy, from tiny brownie to stately elf, all serve one of the two Courts of Fae, Winter and Summer. Their representatives love to make deals with mortals, garnering power through these deals and frequently getting the better end of it. Some just like to live among mortals, often as merchants or diplomats.
Goblins: Bloodthirsty little devils, they carve out their own niche in society with their sharp blades. Specializing in wet work, goblins hire themselves out as assassins and problem solvers, when they arenít home protecting the burrow.
The Dawn Star:
A new airship being commissioned for a voyage across the ocean, it is now assembling a crew to brave the great unknown. Adventurers of all sorts will be needed, from healers to frontiersmen, airmen to soldiers, representatives of the merchant interests to botanists. Any sort of character that could be imagined for a journey such as this could be made.
I am looking to get 4-5 interested players, if I see any interest I will put together a character sheet. I am looking to do a freeform RP, no system in place. I want to let this be a sandbox as you interact on the voyage, and then the decisions you make when you reach the new world and meet the natives.
Also, this RP is not being sexually themed, but I am obviously not having any problem with sexual elements going on. I mean we will have a mixed crew locked up on a ship for months as they sail over the ocean....stress relief will happen and drama can ensue! But just wanted to say I am not themeing this RP around constant sexual events. Also this RP is LGBT friendly. Though based on the era, there could be obvious character dynamics and drama that go along with that.
Race: (Human, or a Twilight Race. If you wish one other than what I have listed PM me your idea and I will let you know)
Age: (Fairies, Werewolves and Vampires can have a maximum age of 300, I am not allowing someone to play an Elder of either race)
Class, or Description of Concept: (Give me a short description of what is the basic concept of your character. A weather mage? An explorer? Daring rogue? Ruthless Mercenary?)
Position: (What is your job on the ship? Are you the carpenter, the smith? The engineer? Quartermaster, perhaps Master at Arms? An explorer, a magi? Representative of the trade consortium? Perhaps a mind mage who specializes in being a translator?)
Skills: (What are you good at? If you are a Magi, what magics do you specialize in?)
Flaws: (What are you bad at, or perhaps what is a character defect that affects how you interact with others?)
Appearance: (Written description please, picture as well if you wish)
Why did you Sign up?: (What reason do you have for taking the dangerous journey to seek the New World? Do you have a burning lust for adventure? Wanderlust? Does the greedy thought of a percentage of any mineral find claimed for the consortium you represent drive you? The search for new vintages of human blood to taste? A desire to see if magic behaves differently in the new world?)
History: (As I said, the history of this world is similar to our own, only fantasy elements are alive and kicking. Feel free to make things up, if something feels too out of whack with how I am envisioning this, I will let you know.)
Equipment: (What is your gear? If you are a craftsman aboard vessel you will have your tools aboard, for anyone else bear in mind that you will need to be able to fit whatever you carry in a small chest. Unless you are an important passenger, then you would be allocated more cargo space.)