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Welcome to Victorian Gothic: Bloodlines of Magic

05:14, 29th March 2024 (GMT+0)

Victorian Gothic: Bloodlines of Magic

Step into the enchanting world of 1840s London, at the turning point of magic and science. In this alternate historical setting, magic is real and is as old as humanity itself. It is a treasured art, meticulously cultivated and bred within the highest echelons of society. The bloodlines of the noble and the royal were intertwined with arcane power, shaping an era of grandeur and mysticism.

However, where magic once flowed freely through the halls of nobility and royalty, the glory of magic gradually waned. The decline of the magical arts can be traced back to the Tudor era, the last great epoch of magical prowess, when powerful mages held court and shaped kingdoms. Yet, as their bloodlines merged and diluted over time, the potency of magic diminished, like a dwindling flame struggling to cast its radiance.

In the present day, the once-mighty families of enchantment still retain a trace of their former glory. They are the aristocrats, the nobles, and the royalty, bearing the weight of their magical heritage. Within their veins courses the remnants of ancient spells and rituals, their power diminished but not extinguished.

As the game unfolds, characters will find themselves entangled in a society where magical birthright reigns supreme. Players assume the roles of individuals from various backgrounds within the gentry, each tied to the world of enchantment in their own unique way. Whether they be the heirs of noble families, scholars uncovering forgotten arcane knowledge, commoners with hidden magical talents due to being born noble bastards, or people who find themselves completely devoid of magic.

The 1840s London social Season serves as a backdrop, mirroring the familiar historical events of the real world while integrating the fantastical. Amidst the bustling city streets and opulent ballrooms, players will uncover ancient enchanted objects, unravel family mysteries, and navigate the intricate webs of social and mystical intrigue that surround them. As they delve deeper into the story, they'll confront the consequences of a fading magical world, the struggle to remain relevant in a changing world, and the light and dark side of magic carefully bred only among the elite.

In Bloodlines of Magic, players will forge alliances and rivalries, encountering other powerful people and those who covet their power. The game combines historical authenticity with fantastical elements, allowing players to shape their own destiny through moral choices and intricate magic.





What exactly is 'The Season'?
The social season emerged in the 17th and 18th centuries when the British aristocracy and gentry left their country estates to spend the summer months socializing in the capital and attended balls, dinners, charitable and sporting events. The tradition reached its peak in the 19th century, when the purpose altered slightly, with children of marriageable age being launched into society. For debutantes (from the French for ‘female beginner’), ‘The Season’ was a very serious business that required months of preparation and lasted usually from April to August. The 12th August (‘The Glorious Twelfth’) officially marked the end of the season and a return to their country estates for the start of the shooting season.

You can read more about Victorian Social Etiquette here: link to a message in another game

Further general resources:
https://en.wikipedia.org/wiki/19th-century_London
https://dickensmuseum.com/blogs/charles-dickens-museum/10-surprising-facts-about-victorian-london
https://www.onthisday.com/events/date/1840
https://www.english-heritage.org.uk/learn/story-of-england/victorian/
https://www.victorianlondon.org/districts/character.htm#:~:text=praise%20or%20blame.-,...,may%20be%20taken%20as%20examples

How can players determine their magical abilities?
Players are allowed to choose any number of magic abilities for their character as long as it is consistent within the rules of magic we established (as magic is hereditary). The total percentage of all types of magic genes summed up should not exceed a total of 45% (the percentages are explained under the section about the Strength and Repercussions of Magic). For example: Necromancy 4% + Divination 41% = 45% total of magical potential (expressed as Nec4/Div41 within the character description).

More about magic in this world can be found here: link to a message in another game