Children of London - Victorian Era Magic Game

Miz

Level 20 Mizard
Children of London


Children of London is a game that has been in the works by Pineapple and I for some time, it is a roleplay that focuses on character’s developing their magical abilities in an alternative Victorian era setting.


In the game you play as young-adults in London during the Josephinian Era (an alternative Victorian Era) that have been bestowed a magical familiar at the time of your birth. This familiar fell from a magical rift that appeared over London in the 18th Century, and has been bound to you for all of your life. It is through this familiar that you have gained individualized magical powers that only you can develop. The roleplay is very traditional, requiring no books or mechanics to play; just a wanting to write and a care for lore and history of this alternative world.


While we will be acting as Storytellers and have provided an abundance of lore and history, ultimately the game is very player-driven and we are looking to have players who care to add to the game with their characters. The game will play out much like a play, with Acts and Chapters. Each Act is a different time in the characters’ lives where they develop their magical powers further and further. A chapter is a segment of this period of time with a major plot event occurring. This major plot event will hopefully center on a specific player character - so we will vote on and cycle through who gets the spotlight for each chapter, or occasionally a plot which has no player spotlight. The purpose of this is to keep characters on track and moving forward towards a final goal, but most importantly to develop each character in depth through giving each character the starring role. Character development and character exploration is the biggest aspect of this game. Spin-Off threads can be created to roleplay remotely (as in, with only select people) and progress with minor side quests.


Ultimately the game is looking for players who are involved, care about detail and aren’t afraid to know a little history and lore in order to play their character correctly in this type of setting. Remember that although magic is central to the plot of the game and it does make this game unique, it should not be your only motivation to join this game. The game is not necessarily focused on combat but instead the characters and their life events that they get involved in. That’s not to say combat won’t occur, but instead that magic is an accent to this setting. So while it is key to the plot and will be important to your character’s life, it should not be seen as a driving force for the gameplay.
 
This sounds completely fantastic.


So, first question, familiars: what exactly are they? Do they talk? Are they seemingly-ordinary animals, fantastic creatures, or somewhere in between - cats with serpent tails and such?
 
Viatos said:
This sounds completely fantastic.
So, first question, familiars: what exactly are they? Do they talk? Are they seemingly-ordinary animals, fantastic creatures, or somewhere in between - cats with serpent tails and such?
As for Familiars in this game, each character has a magical incorporeal familiar bound to them. These familiars cannot be harmed by anyone or anything. They are bound to your character and have a limited range they can travel away from your character’s person. This familiar must be a creature or animal that clearly represents your character’s magic. The creature can be anything of your choosing: from any animal that exists in our world to mystical/fantasy creatures that you would find in a fantasy game. Just remember your selection should make sense with your character’s abilities (example being: a polar bear for an ice manipulator) and the familiar cannot be humanoid. Familiars will have their own personalities and they should not always agree with your characters on everything. Ultimately your familiars control your magic, as it is their powers you are utilizing.


A secondary thing to note is that Familiars are telepathically connected to the character, but this connection is one-way. So your familiar will always know what your character is thinking but not the other way around. Lastly - Familiars have no memories of their own before your life, and they have always been with you.
 
I like that design. So, next question, magic: Ice implies the usual elements will make an appearance, any others? What're the limitations here? Can one learn the magic of both fire and ice? Can one learn the magic of shadows, or machinery, or fear, or motion? What's the...I guess schema, for lack of a better word?
 
Basic elements are actually not allowed (As in, you can't be pyromancer, or thunder mage, etc...) This is to encourage creativity in spell powers. However, when thinking of magic it is best to think of a theme of magic you want to go with, and create spells based off that theme. These spells should feel like the theme you wish to go for. Your character's spells evolve over time, or perhaps they get new spells over time.


So, I'm making a spell power for this game, I want to go with the theme of... pond magic. Magic that gives the feel of a pond. Well, what sort of spells would I have? What familiar would I have?


There are a few ideas for a familiar that could work, frog/duck/newt/etc..


As for spells:


Generate Mist


Conjure Lilipad (creates large lilipads that can be floated on)


Fish Empathy


etc...


As you see, it's more about a themed character than picking a type of magic.
 
Would "cosmic horror" be acceptable as a theme, calling out Lovecraftian elements and standbys?
 
One shall be applying one top hat to this endeavor, for one observes great merit in this.


Edgar Eames, a practitioner of the magics of smoke and flame shall be joining your school.


Captain Hesperus
 
[QUOTE="Lux___Wolf]Do familiars have speech?

[/QUOTE]
I've asked this before(Since I was aware that they were working on this before it came out) and I've been told yes.
 
I would be interested... but not sure i will have the time. It all depends on how things develop with the new job I have to start next week.
 
I would like to join this, schedule permitting (I'm on CET [berlin, Paris, Madrid, Rome] with summer time).


In terms of character, I'm thinking a dilettante. But whether old or new money I am not quite sure. For familiar, I'm thinking a mockingbird, and for magical theme illusions or divination.
 
Not sure how large your target player pool is, but I would love to be considered.


I would be interested in magic based off theft. Familiar types could be anything from a cat, mouse, monkey, ferret or potentially some form of magical creature.


Edit: Actually another idea just struck me. I think it would be interesting to have powers based off hoarding! Like a dragon's hoard, where in some stories the larger and more valuable the hoard the more powerful the dragon. The familiar would naturally be a dragon, but she wouldn't develop powers based on typical draconic attributes. Instead they would be more about acquiring new treasures, and zealously keeping anything that belongs to her.
 
Oooh, I love me some magical alternate history.


I don't suppose there's room in the game for a mage dealing with sickness/infection, with a rat or insect familiar?
 
While I feel that I would be ill-suited towards the freeform style game in mind, the premise and setup intrigue me. I shall be following this game if it does take place. Top hat, pocket watch, monocle, coat tail and dragon/lizard familiar all required ^.^. Magic centering around steam, the engine of the Victorian era.


Hmm.
 
After having given it thought, my character would be Mark, rags to riches and orphaned chimney sweep who is adopted into the wealthy Harris family. He'd be enrolled to a private school and groomed to be a banker and a pianist. Envied by his former crew of poor boys for his outrageous luck, he has to watch the roofs lest he be rained in soot. His familiar is a tawny grey bobcat which loved to sleep on ouija boards, giving it its name: Planchette. He has desert-themed magick. Dryness, evaporation of water. Can cause thirst, hangovers, and blackouts. Extreme exposure to sun and cold winds. Can cause sunburns or frostbite. Sand and diamond dust. Can cause temporary blindness and irritated skin. Planchette refuses to be considered as Mark's family but as his divine guardian instead, prompting Mark to contemplate why he was anointed a familiar and what exactly was he destined to do.
 
I'm thinking of a character, I might be a young woman destined to be an opera singer. Her voice is beautiful and sounds like a nightingale. Her power can be something along the lines of snow. She can cause snowy weather, and her familiar is an arctic fox, named Phantom (I'm kinda loosely basing this off of Phantom of the opera). I am still thinking of a name and back story.
 
[QUOTE="Lux___Wolf]Do familiars have speech?

[/QUOTE]
Familiars can speak to you in all languages your character comprehends or is fluent in. This is because they are telepathically linked to you. They can occasionally speak to you telepathically but this is rare as it asserts more effort than just talking but can be done when silence is important.
 
Can using magic, or having a particular type of magic, effect the character physically or mentally if it is in theme? For instance, black magic is frequently depicted as addictive, or causes you to do evil things. In some stories, using any kind of magic costs something personal , like memories.
 
It shouldn't affect your character really, as it's important to note that magic is cast by your familiar. when a character 'casts' a spell, it's actually the familiar knowing what you want to do, and doing just that. People don't use magic in the typical sense. That is why familiars can and will say no to your magical requests if they disagree with it's purpose (and yes - they always know what you know. So you cannot trick them).


However, familiars come to you and become bound the night you are born. They are with you for your entire life, and you have had magic around you since infancy. If it did effect you at all, it would be part of your personality and character from birth. This means it couldn't be pin pointed on the magic.
 

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