Miz
Level 20 Mizard
Children of London
A Miz & Pineapple Production
Children of London is a game where 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. You attend the Ambrose Academy as a student in order to gain a better control of your magical powers. However because you have difficulties with developing your abilities you have been placed in a special study group by the Academy’s Rector, Sir Benjamin Reeds. This group is the first of its kind and was created as an experiment by Sir Reeds to test various Arcanamagicism Theories and in the hope that it might improve your performance.
This group is expected to meet each day to practice together and aid each other in their endeavor. It is a contrast to the more individualized system of study practiced at the Academy. You are now forced into a group of magical misfits, trying to get better and stronger. How will you develop? Where will you go with your life?
Currently we wish to only have a limited number of players to play the game. This is because the game will jump through many time periods in our character’s lives and because we wish to have a close-knit group to allow for collaborative writing. For this reason we will not be expecting character submissions in this thread and instead will make a thread to discuss character creation when the forum is up.
For those who are interested, please read the content below at some time and post that you are interested in this thread. While all of it will be present in the Forum, it is important for your understanding of the setting and the game itself. We hope to see you in our game!
The Rulebooks
Storyteller
There is no storyteller in this game, all players are equally responsible for controlling and using the various NCC (Neutrally Controlled Characters) in this game. All character who are not PC (player characters) are NCC. This also means there is no storyteller to say what can and cannot be done. However, every player has a voice, and can call a player out if they believe the persons actions were out of character, or influenced by outside knowledge.
Theatrical Release
This game follows the historical evolution of plot. This means that the game is broken up into Acts and Scenes. Scenes are events that occur, and Acts are periods of time. Each player will get a chance to determine the event in a scene per act. Meaning, each player is guaranteed to have control over four different scenes. There will be scenes where no one gets to determine the events, these scenes will be there to progress the overarching plot of the game.
It’s important to note that scenes need to stay focused. If someone decided the scene will be about their character getting into trouble with the church, that is what we are dealing with. Characters can talk about other issues, such as their issues with their parents, however, this scene is dedicated to specifically solving the scene, so characters should not try to take over a scene or spend the entire scene not getting involved in that scenes plot.
Victorian Setting
This game takes place during the mid 1800’s london in the Josephinian era which is a strong parallel to the Victorian era in feel and social stigma. This means that people wishing to play the game will need to understand and be willing to learn about Victorian England. Learn about the clothing, the mannerisms, the rules, and social rankings. The largest change will be that females and male characters have vastly different roles in society than normal. Players should research what they need to know, and should feel free to ask about Victorian era customs from Pineapple and I.
Classless Academy
This game takes place at the Ambrose Academy. This academy is a place for magicians to develop their magical powers through the help and guidance of skilled Magicians and revolutionary Arcanamagisists. Here students are expected to study and practice their magical powers so that they can best serve the Crown and it’s realms. There are no organized classes, as all magicians have already gone through basic education as wards of the state. Here they are to focus on developing their innate powers.
Magically Challenged
Your characters while magically gifted must have some difficulty that is inhibiting their magical ability. This difficulty can be expressed through a conflict between the character and the familiar or be a physical complication that is affecting your character’s use of magic. This difficulty is necessary to the game because it not only gives your character a goal to strive for but also gives you a reason to be with this group of students to begin with.
Defining Race
Your characters race (human, elf, and orc) will affect how they were raised, and their experiences in life. It will affect how you look, and how others view you. It does not however force specific attitudes onto your character. It’s important to note with elves and orcs, only two characteristics are ‘required’. These are the characteristics which define these races. An elf can not exist without horns or antlers just as an orc can not exist with claws.
Race by Birth
A child's race is not influenced by their parents or ancestors, and is mostly random. An orc can be born of two elfs, just as two humans can birth a human.
Spellbook
A characters magic should be broken up into spells with a clear use. Character do not get to use any magic that they feel is applicable to their school. Each character has in a sense, a spellbook of spells they are capable of casting. Characters should make sure they do not have excessive or insufficient magical spells. There is restrictions on what these spells can be. For details look into ‘evolving magic’ and ‘themed magic’.
Evolving Magic
This game will be lasting for years in game time. This means that character should be evolving their magical abilities over time. They should start much weaker than they will evolve into. This can be separated into four moments of time. Basic powers is where your character begins. Developed powers is where your character will be in two years. Advanced powers is where your character will be in five years. Lastly, Master powers is where your character will be in ten years.
There are two ways for powers to develop, either through Unlocking or Development. Unlocking powers means that at each stage of life, they gain additional magical powers. They work towards mastering these powers over time so that they can use them. Consider this is learning new spells. The other, development, is having many weaker base powers which upgrade and improve over time. Consider this as your spells leveling up.
Themed Magic
All familiars come with a specific potential of magical abilities. These abilities will need to have one consistent theme to them, one that is clearly shown and relatable to the familiar. However, a few themes and spells are outright banished from use in the roleplay. These themes and spells can be seen below (however, this list is not complete, and will be eligible for change).
Elemental-mancer:
Any elementalist themes are banished. No one can be a ‘pyromancer’ or a ‘cryomancer’. What this means is that the theme should not be fire, ice, lightning, etc... This is to promote creative themes and interesting abilities.
Gravity:
Gravity magic is banished, as it is the power of a very important plot figure.
Time Magic:
Any magic that affects time is outright banished. No spell can allow the ability to reverse, slow, or otherwise alter time. This is because any spell that affects time forces everyone else to have to react to it and change their point in time.
Cognition:
Cognition is a banished power, this includes but is not limited to, pre-cognition, retro-cognition, omni-cognition. This means no character can know the past, present or future outside of what they have personally experienced. This is so know character can know every and anything.
Mental Powers:
No character can have any powers that control or read the minds of others. This means they can not have the ability to read minds, control people, or force effects on people. Characters can influence and suggest to mental states, however, it can not be any forced effects. This is so anyone can fight back against mental powers.
Long Ranged/Mass Teleportation:
In general, any spell which allows teleportation to any location you can not see is banished from use. This is because long range teleportation is simply a plot killer, earning it a spot in the banished list. As for mass teleportation, this is to prevent people being able to drag others with them.
Ethereal Interaction:
Any spell or ability that deal with ethereal creatures is banished, as familiars are meant to be untouchable creatures.
Familiars Presence
A childs familiar descends down to their side at the birth of the child. The familiar stays with the child their entire life, learning with them, helping them, and protecting them. These familiars have very obvious presence. They can not descend later in life, or appear later to the child. Familiars have no understanding of our world at first, and must learn with the child. However, they have much higher comprehension, making the process quick for them compared to the child.
Familiars Etherealness
A familiar is an ethereal entity. This means that a familiar is not affected by the physical world. Objects travel right through them; they can not be harmed or affected by object. This also means any form of magic does not work on them, the magical energies will go through them just as a ball. However, a familiar can will itself to interact with an object. Meaning, a familiar can pick up a ball on the ground, yet a spear thrown at them would pass right through.
Familiar Connection
A familiar is bound to their child for their entire life. From birth, to death. In this time, a familiar is restricted in their ability to wander alone. Every familiar has a magical ‘leash’ in a sense. This is not a real object, or even a magical one. Familiars share a strong bond with their companion, because of this they can never leave the companions side. The stronger a bond is, the shorter the leash will become.
Familiar Control
A magi’s familiar is the source of their magic, and the true caster of such magics. What this means is that magi are simply the one person able to talk with and utilize a specific familiars powers. Because of this, a familiar can restrict their companions magic if they do not approve of it’s use. A familiar will always know the true intentions of their companion because of their telepathy, explained below in ‘familiar thought’.
Familiar Thought
Every thought a magi has is known to their familiars. A familiars bond with their companion allows them full access to their companions mind. This connection is required for magic, a magician who loses this connection have severely diminished magical abilities. This is due to the fact that a familiar will read the thoughts and choices the magician has, to determine how and when to cast spells, being able to understand your every thought. Without this, the magi would need to verbally explain each detail of their spell to the familiar to get it cast. A bonus aspect of this connection is the familiars ability to speak directly into the mind of their companion telepathically. This process of telepathy is exhausting to the familiars and is typically avoided.
Familiar Look
A familiar will always have an appearance and typically a personality that seems to be in unison and flow properly with their gifted magical abilities. This means that there is a clear and strong correlation between the familiars appearance and their magic (A familiar which grants pond magics will have a familiar which is clearly related to a pond environment, such as a frog, newt, or duck). This always means the familiars personality will typically match what one would expect from such a creature and magic.
The Other Races
Orcs
At Best - Stereotypes:
Strong, Loyal, Fearless, Diligent
At Worst - Stereotypes:
Dumb, Gullible, Reckless, Aggressive
Key Features:
Enlarged Canines, Opaque Tinted Skin & Prehensile Tails
Additional Features (Optional):
Over Developed Muscles
Unusual eye colours (Red, Gold, Purple, Bronze)
Unusual Coloured Hair (Dark)
Claws
Increased Height
Thickened Skin
Social Stigma:
Seen as strong and determined, Orcs are viewed as champions of physique and discipline. But for every respect given to Orcs for their strength and perseverance, countless more insults go against their intelligence. Considered the dullest and most reckless of mutants, Orcs are regarded as dumb and gullible, many finding it easy to trick or surprise them. Even so, Orcs are highly prized in professions dealing with manual labor or protection, this is because of their enhanced strength but also the belief that Orcs are loyal and easy to discipline. Additionally Orcs are pushed into fields of combat and war because of their broad stature and intimidating nature, but rarely are Orcs ever promoted to the ranks of officers.
Development:
Like all mutant infants, Orc children can be easily identified as mutants upon their birth. This is because of both races unnatural eye and skin colours. However the knowledge of whether a child is an Orc or an Elf is unknown until around the age of two.
The first stages of mutation manifest while the orc child is only a few months old; the skin and hair begin to darken and become more imbued with colour. These first few characteristics are at first mild but become extremely prominent after the age of two. Around this time the first signs of Orc-hood emerge as the child’s tail begins to develop, starting as a small growth appearing on the coccyx (tail bone), the small tail will continue to grow throughout childhood.
Young orclings should expect to experience the growth of enlarged canines at approximately the age of seven (when their permanent teeth begin to surface). This process has been compared to ingrown wisdom teeth in pain, though it typically last no longer than two weeks. At first small, these canines may continue to grow in length far into adulthood. In a few cases, these teeth have been documented to grow indefinitely. In some cases young orclings maydevelop their claws at the same time as their canines. The process begins as the orclings fingernails begin to thicken as they grow out. This causes a constant stinging sensation around the cuticle, creating a painful sensitivity in their fingers for weeks. Once fully developed, these claws are comparable to stone in toughness and require iron filers to dull.
Adolescence is a time where additional Orc features can manifest. The first of these, is the thickening of a orcling’s skin. This process varies drastically in children, developing first in those who perform manual labor. An orc’s skin may never become thick, but this is usually because of social obligations. The most commonplace for thicker skin for any orc is the palm of their hands and the soles of their feet, allowing many Orcs to forego gloves and shoes in manual labor. Like normal children, orclings also grow in height around adolescence. Normally this is in the form of a growth spurt, however unlike other children, orclings may exceed the traditional range of height and have an elongated growth time where they can reach remarkable size; up to eight feet over several years. This growth in height is also matched by an orcling’s tail. However it is not uncommon for the tails to lengthen before an upcoming growth spurt. Leading to an awkward period of time in an orcling’s life where their tail is disproportional to their bodies. The last feature to develop is an Orc’s enlarged muscles. This can occur in some Orcs around late adolescence, and press into adulthood allowing for some Orcs to gain their renowned stature.
Elves
At Best - Stereotypes:
Refined, Benevolent, Enlightened, Optimistic
At Worst - Stereotypes:
Weak, Immature, Vain, Egotistical
Key Features:
Horns/Antlers, Pastel Tinted Skin
Additional Features (Optional):
Under Developed Muscles
Unusual eye colours (Silver, Orange, Pink, Lavender)
Unusually Coloured Hair (Light)
Luminescent/Reflective Hair
Unusually Shaped Ears
Soft Angular Faces
Social Stigma:
Seen as gracious and benevolent, Elves are viewed as the perfect examples of enlightened men and women. Yet for all of their untainted grace, Elves are often insulted for their egotistical nature. Regarded as the most immature and vain of mutants, Elves are considered to be the most conceited of mutants and the worst to encounter in social situations. Even so, Elves are seen to be excellent politicians and entrepreneurs. This is because of their regal optimism but also their obsession with being on the cutting edge of fashion and cultural affairs. Elves are sometimes enlisted into the military and given lower officer positions because of their ability to remain positive regardless of the hazard. However Elves are not viewed as loyal or disciplined, and many are known to disrespect their own personal relationships or their subordinates for their own ends. For this reason it is not unheard of for individuals underneath an Elf’s leadership to break ranks.
Development:
Like all mutant infants, Elf children can be easily identified as mutants upon their birth. This is because of both races unnatural eye and skin colours. However the knowledge of whether a child is an Orc or an Elf is unknown until around the age of two.
The first stages of mutation manifest while the elf child is only a few months old; the skin and hair begin to become lighter and become more imbued with colour. These first few characteristics are at first mild but become extremely prominent after the age of two. Around this time the first signs of Elf-hood emerge as the child’s horns/antlers begins to develop, starting as a small swollen bump appearing on the child’s head, these horns/antler will continue to grow for the entirety of an Elf’s life and must require maintenance to prevent damage or injury.
Young elflings should expect to experience the drastic change of their hair colour as young toddlers. The elflings facial characteristics begin to develop over the many years that follow, creating a much narrower facial structure. In a few cases, an elf’s hair will begin to illuminate in darkness as they approach the young age of five. This strange occurrence may only last a few weeks, however it often carries through with the child for the rest of their life.
Adolescence is a time where elves go through a large change in their life. It is at this time their child horns shed, leaving large holes in their stead. This holes are very sensitive to touch, and should be handled with the utmost care. This shedding is to pave the way for the elves adult horns which will proceed to grow over the following year. This process is accompanied by the drastic and painful re-shaping of a few elves ears. During adolescence elven ears may begin to distort and transform into strange shapes, usually these transformed ears offer greater hearing capacity. This entire process only takes between two to three weeks, however it is common for elves during this time to have their ears swell in pain and block or otherwise muffle their ability to hear for the duration. As the elf grows into late adolescence it becomes very clear that many elves do not experience the same level of muscle growth that humans experience. This is due to a trait that seems inherent in elf kind, which prohibits muscle growth.
The History of Mutants & Magic
1732 - Rift Appears
Mass panic occurs in the city of London as a strange fissure appears in the skies over the city. What started as a strange astrologically phenomena - a small speck of purple light in the sky - developed into a large gash of swirling purple and pink hues over the course of a few months. Directly over the head of Buckingham House, the strange tear causes anxiety and worry for those in city.
1733 - King George II purchases Buckingham House
After several months of panic in London over the tear in the sky, King George II believes the tear is a sign from God and purchases the lands from the dying duchy of Buckingham so that he could build his new throne underneath the so-called “divine-marker”.
1734 - The First Mutations Appear
Unusual birth defects (which would later be found as Mutations) first appear in the neighborhood in London closest to the Rift. Parents and doctors alike are horrified and mass-panic of a new plague is spread throughout Britain via newspapers.
1736 - Buckingham Palace Completed
The Palace has finished being constructed, much smaller than its current state, King George II slowly moves his estate to the new Palace as it continues to expand and go through further renovations.
1739 - The Royal Proclamation of Segregation
As the birth effects become more and more prevalent, leading physicians have determined two new races of humans have developed. Uncertain what to do with these mysterious and terrifying developments, the Crown asserts a Proclamation that these mutants are not considered human and do not share the same rights as Humans. The proclamation is made in the hope that these measures might stop the spread of the mutations. This decree also makes mutants in between humans and animals legally, allowing parents to abandon or kill their mutant children without consequence.
1740 - First Familiars Descends (Preferring Mutant Children)
Strange shooting stars appeared to be fall out of the rift. The cause of this was unknown to astrologists until a fateful night at ---- hospital in London where three of the falling stars materialized as mysterious ghost-like creatures. These creatures hovered around the cribs of three separate infants and refused to leave. Bewildered, the physicians and midwives in the hospital tried to isolate the infant from the supposed monsters but to no avail. Any sort of separation or barrier between the monsters and the infants were easily bypassed by the creatures. Media sensationalism in London caused panic at first, and scientists and priests were sought in order to dispel the creatures. A debate began between enlightened thinkers and religious scholars on whether or not the children were possessed by a demonic force. Ultimately the hypotheses about these creatures only became evident when the quarantined children began possessing magical abilities. Scientists observing the children were amazed by the spectacle and theories of magic started circling. As the children grew older and learned to speak, the creatures began to speak, calling themselves Familiars. Further familiars would begin to appear to newborns as years progressed in areas around London.
1745 - Birth of Ambrose Bryan, the Orc Mage (Future King)
The Future King Ambrose is born to the scientist Earl Lewis Bryan and his wife: Countess Martha Bryan. Even though the child had a mutation and a strange familiar descended from the sky to the child, the two enlightened parents decide to keep their first-born son and hoped to raise him as a normal child. This event would begin Earl Lewis Bryan’s investigations into magic and the rift.
1752 - Earl Lewis Bryan discovers the Rift is growing in size
The famous scientist Earl Lewis Bryan determines that the Rift is growing rapidly in size. He publishes a book on his theories about the rift and its possible relationship to both Familiars and Mutants. He continues his findings by observing the rift for the next decades, becoming an expert on the Rift and gaining notoriety in the scientific community. However as years passed, Earl Bryan began to become mocked as his findings became less believable about the Rift. People asserted that the Earl lost his mind staring at the rift for too long.
1754 - The Hyde Park Massacre Occurs
Protests in London becomes a violent riot in Hyde Park. The protesters, all of whom are young adults with mutations, condemn the Royal Proclamation of Segregation and were angered by the common practice of killing or abandoning mutant children. They pleaded to parliament and the Crown to reinstate their rights as British citizens but were ignored by the government. In retaliation the protesters stormed Hyde Park and refused to leave, forcing the Crown and the military to act. Nicknamed the “Hyde Park Mutant Riots”, or the “Hyde Park Massacre”, thirty-five people on both sides would die in the brawls between the protesters and the military. Which side started the brawl is still unknown to this day.
1755 - The Act of Internment of 1755
As a reaction to incidents like the Hyde Park Riot, the Act of Internment is created by Parliament and endorsed by the Crown. The Act allows for the state to intern mutants that are either perceived as a threat to public safety or mutants that are abandoned by their families. Most of the mutants who are interned are expected to stay in the camps for the rest of their lives. As abandonment of mutants had reached epidemic levels in London, several internment camps are created outside of London to house London’s mutants. The camps are unruly places, and they help spread the notoriety of the many negative stereotypes that exist about mutants through incidents inside the camp. These incidents would be reported on in the Newspaper and later used as propaganda against mutants for the public.
1760 - Death of King George II & Succession of King George III
King George II dies at the Age 76, his grandson George, Prince of Wales, succeeds to the throne as King George III.
1761 - The First Meeting of the People’s Commune
A secret meeting of mutants, nobility and citizens come together to form the People’s Commune. First localized just in London, it spreads out to other areas in England (and eventually Scotland) where the Rift had begun to reach. The meetings of the People’s Commune discuss problems within the British Government most concerning Mutant rights, Magic rights and the rights of the Poor. Several nobles join the Commune secretly in order to gain possible popular prestige.
1762 - The Plea of Equality
A letter written to King George III and Parliament pleading with the government to overturn the Royal Proclamation of Segregation and the Act of Internment. While the document does spark some debate in the House of Commons, it is dismissed by King George III and the majority of Parliament. The letter is unsigned but is later known to be written by the People’s Commune (who take credit for it in the War for London)
1763 - The Mutant Correspondents
A series of published letters and debates written between members of the People’s Commune anonymously that appear in British newspapers. Using pseudonyms, the several writers discuss publicly their grievances towards the government. Most of the published letters concerned the rights of Mutants but others did discuss magic and the hardships faced by the poor. While it is unknown who the writers are to this day, it is assumed Earl Grimwood and future-King Ambrose played a role in some of the letters. The Correspondents are published continuously until 1766 just before the War for London begins.
1765 - The Correspondent Investigations are launched by the Crown
Both Parliament and the Crown grow concerned with certain topics discussed in the Mutant Correspondents. This causes King George III to launch investigations into the letters. Some members of the People’s Commune are arrested and thrown into the Tower of London but very little information beyond the obvious is gained from the investigations. However the Crown received rumors of military defectors and underground armament trading but none of these rumors appear to be conclusive and were soon dismissed.
1766 - The War for London Begins
A six month civil war for the Crown of Great Britain that encompassed the city of London and its surrounding territories. The War concluded with the death of King George III of House Handover and the ascension of King Ambrose of House Bryan as King of Great Britain. Initiated in the warmer months of Spring, the War began at first as a unified rebellion of interned mutants in the several internment camps surrounding London known as “The Great Upheaval”. As laws for moving the interned camps out of Britain and to colonies gain increasing popular in Parliament. What appeared at first as mere coincidence of mass riots was infact planned by the People’s Commune as a way to cause military overreaction. Unknown to the guards and the army officers called into quel the multiple simultaneous internment riots, Commune forces had been secretly arming the rioters with weapons and supplanted magicians inside the camps for months. As the Crown’s military marched into the internment camps they were met with heavy resistance. Outside Commune forces performed flanking guerilla-style attacks on retreating soldiers. A day after the Great Upheaval the People’s Commune declared war on King George III for his crimes against mutant citizenry and named Earl Theodore Grimwood as their leader.
Marching out from the internment camps (which became both the commune’s military forts and headquarters), the forces advanced towards London. At first the forces merely cut off the supply routes to the city, but two months into the war they managed to seize control of the city’s armory. Fighting then broke out into the certain districts of London. During this time the Commune forces made multiple publications and decrees, known as the Five Doctrines, they explained the Commune’s purpose, their enemies, their compensation to supporting factions and their intent to not harm civilians. These Doctrines were met with mixed results, but they served as propaganda against the Loyalists (the forces fighting for King George III) throughout the War. To add pressure on the Loyalists, other European powers also took advantage of the situation. Most notably was France, who did battle with the British navy and supported the Commune’s claim to the Throne.
However after two months of skirmishes (four months into the war), the tides appeared to be turning. Loyalist forces managed to usurp the French fleet in several naval victories, and forces contracted from other parts of the Realm and abroad were arriving to supplement wary troops around London. Loyalists acted on these benefits in the decisive Battle for Westminster, where Commune forces were almost jostled out of London. It was during this battle that Earl Grimwood began meeting with Loyalist forces to forge an armistice. While proposed treaties were drawn laying out a possible peace plan, the process was stalled indefinitely after the mysterious death of Grimwood in a supposed surprise attack by Loyalist forces. Hailed as a hero, the death of Earl Grimwood was mourned by the Commune. His second-in command: Earl Ambrose Bryan, the previous head of the Commune’s magician corps, was left in charge of the war. Bryan unlike the studious Grimwood, was more of a military commander and while educated, sought military victory against Loyalist factions. In a staunch and desperate attempt to end the war before Commune forces were expelled from the city, the future King selected some of his most veteran magi to infiltrate Buckingham Palace. The attack was not easy, but was successful as the palace’s defenses were proven insufficient against the magical powers of Ambrose and his kin. Upon arriving to the throne room, King George III pridefully refused to remove himself from his throne. It would be only through magical means that the King would be forced to his knees by Ambrose’s mystical sway over gravity and decapitated by Ambrose’s sword.
1767 - The Humble Agreement & King Ambrose’s Coronation
The Humble Agreement was the terms of peace forged after the War for London. Within it the House of Hanover forfeited its rule over Great Britain to the House of Bryan. In return the House of Bryan pledged not to declare war on the Kingdom of Hanover, allotted a pension to the House of Hanover and allowed all living members of the House of Hanover to return to the Kingdom of Hanover. One of the last provisions in the document however, pledged the loyalty of the House of Hanover to the House of Bryan and that the two houses would be unified by a future marriage between one of King Ambrose’s future children and a Hanover family member.
1768 - The Mutant Equality Act of 1768
The Mutant Equality Act is passed by Parliament and constructed mostly by King Ambrose himself in 1768. Created mostly as concessions from Parliament to the previously-warring mutants underneath the People’s Commune, the Mutant Equality Act cements the Doctrine of Liberation professed by Commune forces in the War for London. Underneath the act both the Royal Proclamation of Segregation and the Act of the Internment are considered void, returning rights to Mutants.
1774 - The First Blackthorn Rebellion
The Blackthorn Rebellion was a series of unified efforts by Hanover Loyalists and Anti-Magicites to remove the House of Bryan from power. While the rebellion centered around an invasion of forces from the Kingdom of Hanover, many nobles signed onto the rebellion more out of fear of a magical dictatorship with King Ambrose than as supporters for the Hanover cause. So when the naval invasion (while ambitious) inevitable failed, many nobles within Great Britain broke ranks with the House of Hanover. To make matters worst the last of Anti-Magicites turned on the Handover Loyalists after their Handover Pretender (Ernest-William Hanover) cited his hopes of an “Army of Magic” within his own reign. The Blackthorn Rebellion would be defeated in the Battle of Eastfield with the help of Scottish and Magical Forces supporting the House of Bryan. It also marks the end of the House of Hanover within Great Britain, the confiscation of Hanover lands (which were used to fight the war) and the breaking of terms within the Humble Agreement.
1776 - Act of Reorganization - Peerage, Lands and Colonies Reorganized
The Act of Reorganization was a reaction to both the Blackthorn Rebellion and the tensions concerning the American Colonies at the time. Consisting of several Acts and Proclamations, it not only reshaped the nobility (removing those who were traitorous to King Ambrose’s reign and rewarding nobles and parliamentarians who remained loyal), it also reshaped the Kingdom itself, making concessions to Scottish for their loyalty during the Rebellion and to the American Colonies as a way to prevent further warfare. In doing this the Commander-and-Chief of the Continental Army, George Washington, was made Lord Deputy (Viceroy) of America and the Thirteen Colonies were allowed to keep their colonial governments, elect their own governors and gained seats in House of Commons.
1787 - The Burning Circle is formed
The Burning Circle was a secret order of mages that appeared in London. They were followers in Magical Supremacy, a philosophy that denotes Magic users as a separate and superior race. Their symbol was an Undying Blue Flame, and they would engrave this insignia magically at any crime scene they were responsible for.
1795 - The Burning Circle Dissolved - “The Princely Plot”
After several years of running a muck in London, the leaders of the Burning Circle were at last either killed or apprehended. This occurred during the Burning Circle’s plot to assassinate young Crowned Prince Jeremiah, the nephew of King Ambrose. Because the Burning Circle valued mages over non-mages, they sought to ensure that whoever inherited the throne would be a mage of similar caliber as King Ambrose. This meant that they could not let then-Prince Jeremiah inherit the throne, and hoped to remove him in order for his younger magically-gifted sibling: the now-late Bernard Bryan, Duke of York and Albany, to become Ambrose’s successor. The plot, nicknamed the “Princely Plot”, failed however and the Burning Circle dissolved as an organization altogether.
1797 - The Magician Accords of 1797
As a direct reaction to the Princely Plot, Parliament passes legislation under the guidance of King Ambrose that is aimed at controlling magic use. Ever since the War for London, mages have had unbridled freedoms over their own abilities and several controversies over magic have developed where magic was used for immoral or purely personal reasons. The Magician Accords intended on curbing these incidents but also attempted to avoid alienating such a powerful minority that had defended the kingdom on several occasions (most notably the Blackthorn Rebellion). When forging the new laws, King Ambrose, a champion amongst mutants and mages, acted as mediator between the state and magicians within the realm. Under the new provisions: every mage (regardless of age) is made a ward of the state and the Crown for the duration of their entire life, magical abilities are deemed lawful if they are used for the betterment of the Crown and its Realms, and magical users gain certain rights and privileges making them a special class of citizens under the law. Magicians also are forced to join a registry with information about their powers available to the public but in return registered mages gain a monthly pension for the rest of their lives. Further awards and pensions can be allotted to Mages who continually act in the best interest of the Kingdom or perform duties in the name of the Crown and its Realms.
1800 - The Acts of Union of 1800
Similar to the Acts of Union that created the Kingdom of Great Britain in 1707, the Acts of Union that occurred in 1800 were twin acts uniting Kingdoms of Great Britain and the Kingdoms of Ireland as one sovereign nation. The Acts of Union of 1800 gave rise to the United Kingdom of Great Britain and Ireland. The union came into effect on January 1, 1801.
1804 - The Gifted Education Acts of 1804 & The Opening of the Ambrose Academy
The Gifted Education Acts of 1804 were supplementary provisions to the Magician Accords of 1797. As worries manifested within the Empire about the rising Napoleonic Wars occurring within continental Europe, many in the government sought of a way to train magical users in order for them to better deter threats to the Kingdom. Of the acts, two statutes are the most important. The first declares that all registered mages were entitled to a proper education (regardless of social-class) growing up. This was done so that all mages could perform the duties necessary for leadership. This portion of the act paid for tutors and learning materials, and constructed a curriculum that would instruct magical youth in basic reading, math, history and philosophy. The second forged the creation of the Ambrose Academy. Named after the aging King Ambrose, the Academy was expected to be a place for maturing mages to develop their abilities. Built inside and around the grounds of Grimwood Keep, the Academy was staffed with numerous mages - many of them soldiers that fought in the War for London and the Blackthorn Rebellion - along with experts in the field of studying the rift and magic. By request of King Ambrose, the Academy and the land around it was made a special district under direct control of the monarch. The Crown was also made Chancellor of the Academy and was allowed the ability of appointing the Rector (or Dean) of the Academy.
1817 - Death of King Ambrose I & The Succession of King Jeremiah
King Ambrose dies at the age of 72. The entire realm mourns the loss of their beloved King. He passes with no children, leaving the Crown to his brother’s son, the Crowned Prince Jeremiah of House Bryan.
1819 - The Second Blackthorn Rebellion
The Second Blackthorn Rebellion was a series of terrorist attacks by a group of anti-magicites claiming to be the true successors to King George III. Their Hanover Pretender, Albert Ernest Clayworth, was supposed a member of the House of Hanover that remained in Britain even after the Humble Agreement and the Acts of Reorganization. While Clayworth’s lineage was a debated topic at the time, many aristocrats and parliamentarians seeing the weakened state of the House of Bryan after Ambrose’s death decided to support the group. Unlike the First Rebellion, the Second Blackthorn Rebellion did not use military forces in the traditional sense. Instead deserters and turncoats supporting the Rebellion’s cause were used to infiltrate King Jeremiah’s ranks. The Second Blackthorn rebellion would lead to the assassination of many officials within the British Government, but most know the event for its climactic end. In the Autumn of 1819, members apart of the Rebellion managed to pervade security of Windsor Castle and held the now-late Duchess Mildred (Princess Royale at the time) captive. Upon hearing the news King Jeremiah immediately dispatched members of his Royal Guard to the Castle in order to rescue the Princess. However the attack on Windsor Castle was only a diversion, and as attention was redirected away from Buckingham Palace, the members of the rebellion stormed the Palace and eliminated a majority of the guards. Infiltrating to the center of the Palace, they were met by the Duke of York and Albany, Prince Bernard, along with the rest of the Ambrose Company (the division royal magi guards of the Palace). The fight lasted almost an hour, with the Royal forces being victorious. However the battle was not without losses, as the Captain of the Ambrose Company, Prince Bernard, was killed in the battle. The failed rebellion also cements King Jeremiah’s reign, with the remaining members being executed.
1827 - The Rift expands over the English Channel
Scientists on a naval expedition confirm that the rift’s reach has expanded over the English Channel. This development trumps Earl Bryan’s estimations of Rift growth by three years. While they are certain it will still take some time for the rift to reach continental Europe, concerns within the United Kingdom grow as the scientific community expects familiars to descend onto mainland continental Europe within decades as the Rift continues to expand at unprecedented rate.
1832 - The Arcana & Magic Theories are created
Benjamin Reeds, a young professor researching at the Ambrose Academy, with his companion and assistant, Travis Quinn, develop their findings into the Arcana and Magic Theories. These ground breaking theories are the first ever explanations of magic that are endorsed by the scientific community. The jointed theories also solidified the previous studies of magic into one new school of science and thought known as Arcanamagicism. A quarrel between Reeds and Quinn would develop however as Benjamin Reeds would later become knighted by King Jeremiah for the two theories.
1839 - Sir Benjamin Reeds becomes the headmaster of the Ambrose Academy
Following the death of former headmaster, Dean Victor Crowley, King Jeremiah appoints Sir Benjamin Reeds as the new headmaster and Rector of Ambrose Academy in honor of his work in the field of Arcana Magicism, as well as his interest in helping students further their magical abilities.
1843 - Death of King Jeremiah & Succession of Queen Josephine
King Jeremiah dies unexpectedly at the age of 58. With both his brother and his sister dead and King Jeremiah leaving no male heirs due to the untimely death of his only son. The crown falls upon the head of his eldest daughter Princess Josephine. After her coronation, she becomes the first Elf monarch in history.
1848 - Marriage of Queen Josephine I to Prince Consort Nicholas
The marriage of Queen Josephine to Prince Nicholas of Saxe-Coburg and Gotha was a cultural phenomenon throughout all of Britain. The third son of the reigning Duke of Saxe-Coburg and Gotha, the young Nicholas was married to Josephine as a political concession to the magically-powerful Kingdom. The entire affair became a media spectacle with newspapers releasing stories on the details of the wedding. This eventually lead to weddings throughout the Kingdom trying to replicate the Royal wedding and the Queen’s style of dress. This also began the people’s obsession of making the Queen a trendsetter for women's fashion.
1849 - Birth of Prince Ambrose II
Only a few months after her marriage to Prince Nicholas, Queen Josephine had become pregnant. As the gender of the child became a heavily debated issue, the Kingdom rejoiced when news came that the newborn was a boy. Her first son and heir, the Queen named the child after her Grand-Uncle: King Ambrose. The young Prince Ambrose was a human mage, and it became clear that he possessed the same magical capabilities as his namesake. He became a very renowned child, many magicians and mutants believing him to be Ambrose incarnate. The young crowned prince also became a puzzle to those who studied Arcanamagicism, sparking new debates between experts on the variations seen in magic.
1862 - The Multiple Arcana Theory
After investigating the powers of young Prince Ambrose and other hereditary magical users, Travis Quinn publishes his own theory known as The Multiple Arcana Theory. In the thesis, Travis proposes the possibility that there are multiple types of Arcana that can be accessed by familiars. While at first popular, the theory became under scrutiny of Quinn’s former research partner, Sir Benjamin Reeds, who questioned the merits of the research.
1864 - The Multiple Magic Theory
As a reaction to the Multiple Magic Theory, the aging Sir Benjamin Reeds publishes his own theories about hereditary magical users and the variations seen in magic users. Known as the Multiple Magic Theory, Sir Reeds proposes the idea that variation is caused by magical individuals and it is their role as conduits that controls the outcome of magic. Much like the Multiple Arcana Theory, portions of the Arcanamagicism field adopt this theory but others like Travis Quinn scrutinize it, creating two camps within the scientific discipline
1868 - Present Day
History Reference
For those who need a reference when it comes to Royal family members, you can also see the
http://www.rpdom.com/miz/bryan-house.htmlBryan Family Tree
http://www.rpdom.com/miz/bryan-house.htmlfor assistance.
Reminder
If you’ve gotten this far thanks for reading. Once again please post below if you are interested in this roleplay. As we said previously we will discuss characters with anyone who is interested once the forum is up and go from there.