Welcome to Galia, a nation locked in a dangerous, violent war. Two companies, though to call them sovereign nations would not be far off, the New Trade Company and the United Skyway Transit are at war. These massive companies have divided the nation in two, civilizations pledging soldiers, materials, and land to support the ongoing war.. Each company has, however, begun hiring mercenaries and gifting them the airship of the mercenaries own design. Gas balloons and heating vents, massive propellers, or even harnessing the dangerous material Float (a VERY unstable, gravity defying stone, ground to dust and placed in tanks, lovingly called Floaters). The loadouts of these ships, the crews, and even fuel are provided, as long as you're doing your job. But, that aside, welcome to the war.
Cordoned off in one of the few Gentlmen's Zones, New Meridia was used by both companies to hire recruits, pay mercenaries, and generally try to bolster their own numbers. The high-rise buildings did little to obscure the two massive ships that seem to be locked in a staring contest. The NTCS Warmonger and the USTS Titus were some of the largest ships in the fleets of the New Trade Conglomerate and the United Skyway Transit respectively. Each was armed to the teeth, and itched to knock the other out of the sky. However, the Gentelmen's Zones scattered about the nation were standing agreements handed down at the beginning of the war. Garret C. Tormer, CEO of the New Trade Company, had met with Kormik J. Sadere, the CEO of United Skyways Transit. The two gentlemen, after a bout of dueling, decided war was the only way, but each required locations from which to gather their arms. And so, places like New Meridia began to rise, as each company pitched in to gain population, which in turn gave them possible soldiers, pilots, engineers, whatever they needed to keep the war going. A bus pulled up to the Recruitment Depot dropped off a fresh batch of furs, looking to join up with a company, or make their riches by salvaging and independent warfare.
As the fresh batch entered the terminal, it was clear just how divided the land was. A young basset-hound stood smiling, in a suit of crisp, crimson silk, offering each passer-by a pamphlet describing what exactly the United Skyways Transit company stood for. Just a few yards down the way, a grizzled silverback stood in his finest dress uniform, telling the potential recruits all about the New Trade Company's outlook on the world, and the good they planned to do. Each pitch-man was trying his hardest to sway potential recruits. At the back, however, stood another fur, a good-looking bat dressed in a deep purple suit, offering those who passed a ticket on the CTS Keller, a large airship that was at one point armed to the teeth, but now the de-clawed ship was used as civilian transport, taking anyone to any city they so wished, for a modest fee of course.
This is where you, dear player, will start.
You can start as a fresh recruit, finally looking to join in the war, a veteran captain looking for a crew, a crew-member taking R&R, or whatever else you think'll fit. Perhaps you're looking to see the sights and travel the globe.
Anyway, here's the skinny in case the description above was foggy, Airships! is a diesel-punk style RP wherein two companies fight for control over cities, factories et cetera. Your story here is your own, you can start fresh, have some history, whatever you wish.
Rules:
No magic, BUT species-based whatevers are fine (ie certain dragons breathe fire, or have wings, or both).
This world is locked in a pre 1920's world, so everything's got a WWI flair to it (if this doesn't make sense, just search up 'diesel-punk' to get an idea.)
Your ship can vary in size, from a one-man fighter plane to a 20-crew dreadnought.
Weapons include the standard WWI affair, but configurations are of your own design.
Character Sheet:
Name:
Age:
Occupation: ((Recruit, Captain, Crew-fur, Mercenary or whatever else.))
Clothing (off-duty/rest):
Clothing (on-duty/active):
Weapon(s):
Bio:
Extra: