I have made a companion blog!
Magic at the Masthead is an LGBTQ+ inclusive tall ships game of adventure, magic, and romance. I've been commissioned to write it by Choice of Games.
You can find out all about it on my WIP forum page, and play the 60K word demo, here.
I made this blog specially for the game. It's going to be copies of my history and worldbuilding newsletter, Wheat Googling, pictures I draw of things from my games, and musings on the characters. Tumblr feels like the right place for RO musings...
Magic at the Masthead
You are the new first lieutenant on the MNS Meredith, a neat, fast little frigate in the Measarrean Navy. Officially, your orders are to get out there and harass the enemy. In fact, Measarrean naval intelligence has tasked you with finding out if there is any truth to the rumours that your enemies, the Oriolenn, have developed a weapon powerful enough to manipulate the fundamental laws of nature. It’s a mission that will take you into the heart of enemy territory, and challenge your crew to the utmost. And if you can find, or even claim, this weapon, what then? Will you allow it to transform the world forever? Claim it for yourself? Or attempt to destroy it?
Play as cis or trans; male (he/him), female (she/her), nonbinary (they/them), agender (e/em), or set your own pronouns; gay, straight, bisexual, asexual and/or aromantic with alternative ‘particular friend’ paths available for platonic intimacy.
Focus on naval prowess and hone your crew into a fighting force that can win any battle - with your tactical genius, of course.
Focus on naval intelligence and gain as much information as possible on the enemy’s plans - while using your skill and guile to sew sedition in their ranks.
Focus on natural philosophy, and become a world expert on magic and all the ways it can - or can’t - be harnessed.
Survive attacks from magical creatures and miasmic magical storms. Build diplomatic relationships with mer people. Build a happy and efficient ship - or let it become lubberly and mutinous.
Use your influence over your fellow officers to shape them into very different possible versions of themselves.
Map of the archipelagic world of the game
You
You are a newly qualified lieutenant in the Measarrean navy. You first went to sea at 14, so this has been your life for a long time. You’re now in your mid twenties, and your new captain has promoted you over the heads of your more senior new colleagues into the role of first lieutenant - second in command of the ship. You’re adept at the major skills needed for a sailor. But in the Measarrean navy, all command officers also have a second specialism, and you chose to be either a ship’s navigator, surgeon, or bard (something between a ship’s counsellor, a master of revels, and a cultural consultant). You also have some unique abilities that got you recruited for this secret mission in the first place.
Main NPCs
The following characters are available for romance, or to become particular friends (depending on how things play out - they might hate you!)
You will also have a high level of influence over the kinds of people they become by the end of the game, and what happens to them. They are all pansexual.
NOTE: I have used they/them/theirs throughout, but all genders are variable as detailed above.
Second Lieutenant (and navigator) Ferhan Ahmet [25, Measarrean Kuz-Kusi]. Dashing, intelligent, ruthless. Beloved by the crew for their daring and tactical innovation, they are also deeply ambitious, far more interested in their own professional progress than the good of the service. They are bold and forthright, and give short shrift to those they consider intellectually beneath them, but they take their responsibility to the people under their command very seriously, sacrificing their safety for their crew’s without a thought, and are passionately loyal to the small group of people they consider friends.
Third Lieutenant (and bard) Celyn Davies [24, White Maesarrean]. Celyn is very observant about things that interest them. Those things are magic, and people. They are a capable officer when they remember to be, but they come alive when engaging with their passions. They’ll spend hours on deck, wrapped in a cloak, studying the patterns of magical light on the surface of the water, or making extensive notes on the magical creatures that sometimes break from its depths. They get completely wrapped up in their intellectual passions, potentially to the extent of neglecting their duties. But they notice people, and are well loved among the crew for their quiet compassion.
Fourth Lieutenant (and Surgeon) Ellis Evans [27, Measarrean Malimbean]. Sweet, earnest, honorable. Tender hearted Ellis never wanted to go to sea, but it was the wish of their two very forceful diplomat parents, and they had no choice. Their true calling is as a doctor, and they are very good at it. They are trusting, tender hearted, and have an unfortunate hatred of violence. They think war is fundamentally A Bad Thing.
Magic (please note that you might have more fun inferring all this from the game than having it laid out for you here)
In this world, magic is a natural force, like the winds, or gravity, or the sun. It can be harnessed, but not controlled. There are three main elements to it. Here is how they are understood by the people of the world:
Magic heals and purifies. If you leave barrels of seawater out on deck, the salt will gradually sink to the bottom, leaving pure drinking water on top. If a person has an autoimmune disorder, their symptoms will be vastly improved at sea, where most of the magic is. If a person is trans, and they wish it, the magic will cause a Sea Change, in which their outer form comes to resemble their inner self.
Magic hates injustice. Try to take a group of people prisoner and transport them across the sea, and your ship’s wooden hull will petrify and break, the sails will molder, the food will spoil. Vengeful magical storms will assault the ship from above, and magical creatures will attack from below. The ship will sink before you’ve gone five miles. Try to invade a nation by sea, and you’d better be stealthy. If your intended victims spot you, the magic of the oceans will rise up in their defence, and your ships will suffer the same fate before they can reach the dock. Try to go to sea with a largely conscripted crew, and you’ll have a very hard time of it.
Magic is especially powerful at sea. All hospitals are on ships for this reason.
As it happens, the people of this pre-technology world have got quite a lot of this wrong. Maybe you’ll find out what’s really going on.
Do you like overthinking? Wordlbuilding? Obsessively managing fictional communities? Then you might enjoy my newsletter!
Content Warnings
This game is set on a tall ship during a war between nations with no technology and limited medical knowledge, so you should expect genre-typical content. The following things can happen:
Death of unnamed members of your crew in battle or through battle or starvation or sickness or accident.
Death of named tertiary characters through some of the above.
Mutilation or injury in battle.
Amputation without anesthetic.
Pre-technology naval medical care generally (blood, gore etc.)
The symptoms of scurvy, which can include old scars opening up.
The MC getting a chronic injury that never fully heals.
Violence with cutlasses, boarding axes and pistols.
Murder.
Drunkenness and alcohol consumption.
Drowning.
Classism.
Things that will not happen:
There will be no…
…transphobia, homophobia, biphobia, racism, sexism, ablism, ageism etc. Prejudice does exist in this world, but it is based around social class. The MC is middle class, so does not come in for this personally.
…sex scenes. There is romance, but everything fades to black beyond the level of heavy petting.
Feedback
I love feedback! I am deliberately putting up this demo very early in the process so the game can benefit from your insights as much as possible.
Please tell me:
What you loved (this really is very useful to know)
What didn’t work for you
Suggestions for changes
Hopes for what will happen later in the story
General comments
Sailing/ships/historical inaccuracies or inconsistencies (it is set in a fantasy world, but the ships are the same)
Anything about gender and sexuality that isn’t sitting right with you (especially if are LGBTQ+ - I am queer myself but obviously we are a diverse bunch!)
Requests for things you would like to see
Bug fixes
Points where you were confused
Spelling mistakes/Britishisms/weird grammar etc.
Genre cliches/suggestions. CYOA is a new passion for me, so please tell me if I am missing cool tricks, or putting in things that are old hat
Literally anything else you can think of. I have been writing for a long time, and I’m used to having maybe a handful of readers pre-release. The idea of an audience that can just literally tell you what they want before you actually finish something is VERY EXCITING!
Links
My Choice of Games WIP page.
If you like worldbuilding and/or history, you might enjoy my new newsletter. It’s called Wheat Googling: speeding up your research one fanatical deep dive at a time. Right now, it’s all background detail for this game, so expect lots of chat about ships and how to blend history with magical worldbuilding.
My website, if you’d like to see what else I get up to.
My Bluesky, if you want to make friends.














