OOC1. This is an invite only, no apps, no activity check game. In short, we're just here for fun!
2. AUs, OCs and whatnot are all fine. For simplicity's sake let's try to keep the multiples to a minimum, but if everyone involved says it's okay, far be it from me to stop you.
3. There is only one community (this one) where all in person logs, network posts, and OOC activity will be posted. Just tag it appropriately with the entry tags, and tag with your character's name as well. It makes stalking easier.
4. You are free to make things up for the setting as you so desire. No, really. I don't care. This is generally based off of
lastvoyages, so feel free to use them for inspiration on the mechanics, but we'll be deviating from them in several places and you can do so at your whim.
IC1. This is taking place on a large, old fashioned whaler ship. Let's call it the
Charles W. Morgan because I've been there. Here's a shot for
size comparison, and a view of the
interior. Everyone has their own cabin, which is more like a small closet with a cot in it, but it is private and at least locks, though wardens can open their assigned inmate's lock.
2. Which brings us to... wardens and inmates. Inmates are people that have died in their canon. If they
haven't died in canon, make up a reason for them to have died and play that AU. For whatever reason, these people are restless dead, and would not find peace in the afterlife until they have worked through some of their issues and more or less redeemed themselves. They emphatically do not have to be villains, just people that need guidance before they can be at peace.
3. Wardens are people who were offered a deal: graduate an inmate, and have a wish granted.
Any wish. They know what's going on here and are theoretically in charge.
4. Inmates will arrive without knowledge of what's going on, but since wardens have volunteered, they will arrive with all the information.
5. After an inmate has graduated, they can choose to do one of three things: 1. move onto the afterlife, whatever that is; 2. become a warden themselves and have a wish granted; 3. get a second chance at life and return to the point at which they died, with all their memories of the Morgan intact.
6. While wardens are on the ship, no time is passing at home. If they choose to leave, they will be returned to the time from which they left, with no one else the wiser. If they take "vacations" to go home, this may lead to their canon becoming slightly AU if that is how you want to play it.
7. Write in places on the ship! Seriously. A garden, a pub, whatever. This is the trans-dimensional afterlife, we don't really have limits, and the game itself has very few rules. Go nuts.
8. Occasionally we will have events where the ship pulls into port in some various location. These can be serious or crack-y as we decide.
9. Anyone killed on the ship just comes back the next day. This is the afterlife, after all. Those that abuse their abilities for violence may find them removed or limited, and those that use more mundane means for violence may find themselves in the brig, to be released only at their warden's discretion.