Et in Arcadia Ego§
A game of magic, manners, and madness in Regency England.

Introduction§
The year is 1814. England is at war, with Wellington keeping the French at bay in the Peninsula. The king, George III, has gone mad, and his son, Prince George, has been appointed Prince Regent.
The well-to-do members of the bon ton spend their summers at their country houses, and their winters in London, during the social season. They take trips to Bath, or to the newly-fashionable seaside resorts such as Brighton. They attend balls and eat feasts and then the ladies withdraw to the drawing room while the men smoke and pass the port.
But meanwhile, magic is returning to England.
Three centuries ago, English magic faded, as the Ladies of the Lake left the mortal realm. Three years ago, the revival of English magic failed. The magician who tried it vanished, the magic they worked fell apart. Maybe it was never real. But you know better, because since English magic has been reawakened, you are among the handful who have access to it.
Magic left England because the Ladies of the Lake took it. Perhaps they took it because:
- It was dying and needed care in distant Avalon, like King Arthur.
- Henry VIII personally offended one of the Ladies, and this was how they punished him.
- The long relationship between monastic mysticism and the Ladies meant that Henry’s feud with and destruction of the monasteries had to be repaid in kind.
- The Ladies lost a bet with a fairy and had to retreat from the mortal realm, taking English magic with them.
- Anne Boleyn was a powerful changeling and they were protecting magic from her.
But no one can agree, and no one knows for sure.
Similarly, there are many theories regarding why and how magic is returning:
- The current king, George III, is mad, and that opens the gates between England and Fairy.
- Fairies suddenly need things from the mortal realm again in their own political games.
- The fairies feel they must defend England against the rise of industrialism, or perhaps some miner dug deep enough to open a gate to the fairies’ Otherworld.
- Lord Wellington actually is the rex quondam, rexque futurus and this is Britain’s hour of need.
- Myrddin Wyllt has gotten free, and is bringing back his dangerous magics with him.
Most scholars agree that back in Arthurian times, when Nineve imprisoned Myrddin, it was the last blow in a battle for control and stewardship of English magic. The Ladies of the Lake safeguarded it from then on. Myrddin Wyllt was an agent of chaos and half-demon and could not be trusted! The almost-fairy Ladies of the Lake could be.
But however it came about, eventually, the age of English magic passed, and England made do with no more than human strength and human ingenuity for the next few hundred years.
Making Characters & a Town§
When you sit down to play, one person will play the role of the Host, and will be responsible for adversity, supporting characters, fairies and goblins, and orchestrating affairs. Everyone else will play the main characters. You should come to the table with no strong image of who you may play, as things work best when everyone makes their characters together, and fit them into the town where they will be living.
Once you’ve made your main characters to play, it will be your duty each to play those characters with integrity, saying what they say, do, hope, and feel. The Host will play the rest of the world with integrity, saying what the supporting characters say, do, hope, and feel, and how the world reacts to your characters as they try to carve out a space for themselves.
Decide on some facts about the world§
The very first thing to do is to decide, together, how your town views the revival of English magic, and who the revivalist was. This doesn’t have to take a lot of time or be a big question, but it will contextualize the rest of the choices you make.
Was the revivalist a gentleman of obscure birth? A lady of good family? A strange foreign man? A wild and mysterious old woman? Someone else?
How do people feel about the attempt to revive English magic? Perhaps it is a tragedy the Revival failed; England needs magic now more than ever. Or perhaps it is a relief the Revival failed; magic is a distraction and unbecoming. Maybe even the revival was a sham; the government wasted money on it and the military wasted time. Or the revival was a sham, because magic was always a sham; the stories of Myrddin and the Ladies of the Lake are unsubstantiated old legends. I ask only that you recall that English magic is not called witchcraft, and there is no Inquisition.
Make the town§
At the outset of the game, the characters all live in the same place, in a small town or village in England. While this may change over the course of play, it grounds the characters and situates them in a community. “Three or four families in a country village is the very thing to work on,” as Jane Austen said.
You can either use a premade town, or make your own. There are rules for making a town in Appendix: Towns, but for now, let’s assume you have a completed town.
A town provides three crucial things: families, connections, and geography. Your characters can come from any of the listed families, or one unlisted. Your character will have some connections, based on answering questions on the town sheet. Your character will live and travel in the geography described. The families and geography are intended to be suggestive, and allow for elaboration or alteration. The connections should be taken more or less as-written, though if you and the table agree that some question should be adjusted or slanted or altered, who am I to stop you?
Make the main characters§
Once you have a context, make your characters. The first step is to choose a role. If you are ready to be surprised by the character you may play, draw two at random, and choose one. If you know who you want to play, you may simply play a role of your choice. I encourage you to consider the first option.
Once you have your role, choose your given name and family name (perhaps using a family name from the town sheet), briefly describe your look, and choose your age, best accomplishment, and manner. Save your hope for later.
Take a look at your reputations. These will describe how society expects you to behave. Should you fail in this, you may earn a bad reputation, in brackets.
In coordination with the other players, now fill out your connections. If there are two main characters, answer all four questions for your role. If there are three or four main characters, answer any three you like. If there are five main characters, answer any two you like. You can answer with a mix of other main characters, and supporting characters you or the host make up on the spot. Many answers will suggest other supporting characters, too, which the Host will note down for their own record-keeping. One of your answers should touch on the magical: either the person or the nature of your connection should include a magical element.
Now that you know some of who you are and how you fit into the community, choose a hope. This is your heart’s desire. The thing you would give your very world for. The thing that makes it worth it for you to pursue the dangerous practice of magic. Choose:
- I hope to marry for love.
- I hope to be revenged upon (here name another character).
- I hope to have land or money enough to live on.
- I hope to know and be known by my family.
- I hope to have my love for (here name another character) returned.
- I hope to be showered with glory.
- I hope to see justice for (here name another character).
- … or something else.
It would not be wrong to say that your hope is necessarily in conflict with society’s expectations for you. Otherwise, you might simply achieve it, or be on the way to doing so. It should still be something you can maybe, just maybe, see your way to accomplishing, though.
Next, turn to the inside of your role book. Here you will find the personal and magical. First, your character has two boons: a star, personal to them and the moment of their birth, and a root, shared with their family. If you have chosen to be part of one of the great local families, mark the root that comes with them. If you have not, you and any other main characters who you share a family with should choose and mark one root together. Then, individually, choose and mark a star.
Finally, choose two spells. The spells are organized into arts, within which there are tiers. The first tier is the apprentice, then the journeyman, then the master. Choose an apprentice spell from each of two arts. Why are you a magician? What do you want, what are you that society cannot accept and that drives you to understand magic? How did you learn your spells?
Now, you should be ready to play.
An example§
Angelo, Bridget, Carl, and Dianne are playing, with Harper as the Host. They have decided that the attempt to revive English magic came from an academic at Oxford, a scholar there named Wycliff. He began as an historian of English magic, but succumbed to the temptation many before him have, and tried his hand at practical magic. Unlike all his predecessors attempts, it worked. He helped the government for less than a year before vanishing. All his papers were in a cipher, and half of them were missing, and so the government (and the country) have doubled down on practicality and the stiff upper lip, and given up entirely on magic. Most people think magic is a distraction, and that England has become better and stronger for its absence. Of course, perhaps people only think that because it has failed.
They have decided to play in the town of Little Norlea, in the Southeast, not far from London, but out of the way. Angelo, Bridget, Carl and Dianne now choose their roles. They all choose the random route, drawing two roles and choosing one. Angelo draws the Ward and the Officer, Bridget draws the Gentleman and Clergyman, Carl draws the Invalid and Lower Servant, Dianne draws the Dandy and Companion. After some discussion and figuring out which roles most appeal to each of them, and which dynamics between them are most interesting, they settle on these roles: Angelo as the Ward, Bridget as the Clergyman, Carl as the Lower Servant, and Dianne as the Dandy.
The Ward is Sophia Bellamy, daughter to the late Captain Lucas Bellamy and granddaughter and ward to Squire Jonas Bellamy. She is pretty but not fashionable, has just turned nineteen, lighthearted and good at dancing. All of this paints a shallow picture of her so far, but Angelo has ideas: she has grown up with stories of her father’s daring in the wars, and wishes to follow in his footsteps, if only she could.
The Clergyman is the Reverend Mr. Coape Nightingale, freshly down from Oxford and given the living of St. Albans by the Squire. He will surely have stories of the late Mr. Wycliff, though whether he will choose to tell them is another matter. He is young, with sharp features that could become handsome as he grows into them. He is twenty four, dreamy and lost in his books, and a scholar of languages. What relationship, if any, he might have with Mr. Wycliff’s work remains to be seen.
The Lower Servant is Benjamin Cull, groom to Squire Bellamy. He is fit from his work, and cannot keep an ironical smile off his face. He is eighteen, caring (though often more for the horses than for people), and good at listening. He spends a lot of time with the horses, and should someone ask him, would have to admit that he first learned magic from them.
Dianne’s Dandy is Mr. Oliver Hawkes, cousin to the Norlea Hawkses, who has come to stay with his poor relations for reasons that certainly have nothing to do with fleeing creditors in London. He is the very pink of fashion, but his face is marred with a couple scars from some sword-duels he has fought. He is twenty-two, passionate, and a masterful fencer. Dianne hopes that he will draw the eye of Miss Bellamy, though Mr. Hawkes could not see her as a marriage prospect.
Now, while everyone’s very excited about these characters, it does lead to a problem: there are three men and one woman. Harper will have to be sure to make some more female supporting characters to ensure that there are ladies in Miss Bellamy’s life, and to ensure balance at dinners and dances.
After much conversation and back-and-forth, the four players of the main characters fill out their connections. They only need each pick three from their respective lists, since there are four players.
Angelo chooses to answer these three: Who is your guardian? Squire Bellamy. Who is courting you? Mr. Nightingale (with Bridget’s consent; they agree that an engagement would be unlikely, but think the tension will be fun). Who do you trust? Jane, my ersatz lady’s maid. Now, one should be magic-touched, and Angelo thinks that if Jane hears things from the fairies and goblins, that would be interesting.
Bridget chooses to answer: Who comes to you seeking religious guidance? Mrs. Lavinia Bellamy, the Squire’s wife. Who thinks you’d make them a good match? To avoid making things too convenient with Miss Bellamy, Bridget answers Miss Elizabeth Hawkes, the Dandy’s cousin. Who gives you respite from your duties? Here, Bridget wants to bring in the Ellicots, who have been untouched on the town sheet so far, and says Miss Kitty Ellicott is always willing to listen, offer insight, and share a good Latin pun. Of these, Miss Hawkes has been learning all she can about the work of the late Mr. Wycliff, to impress Mr. Nightingale with her knowledge of practical magic.
Carl’s Lower Servant has the following connections: Who is your master? Well, Squire Bellamy. Who is your sibling? My sister, Jane, is in service here, too, and imagines herself a lady’s maid to the young Miss Bellamy now. Who is your confidant? Rhadamanthys, the Squire’s prize gelding and best courser. Obviously, that we talk is both magical and secret.
Finally, Dianne’s Dandy answers these: Who is eligible here? Miss Kitty Ellicott, of course. The Ellicotts do not have the money they once had, but her aunt is a wealthy childless widow, and she may be set to inherit. Who gives you the best gossip? Jane Cull, though we must meet in secret. She seems to know things even the most astute servant wouldn’t hear, and have smelled the smell of goblins about her more than once. Who is your valet? Carver, and he is my trusted factotum, too.
All that remains: hopes, stars, roots, and spells.
Angelo chooses “I hope to get the chance to prove my valour on the battlefield” for Miss Bellamy. Because she is a Bellamy, her root will be Holly, per the town sheet. Her star is Mars, which fits with the themes of the character so far, but may be unlikely to come up until she approaches her hope. She will start with the apprentice spells of Clarity and Glamour, and hope to learn Affray some later day. She learned her spells through her father’s ghost visiting her in dreams.
Bridget chooses “I hope for glory and recognition for recovering Mr. Wycliff’s work, and restoring English magic again.” Though he never knew Wycliff, he has absconded from Oxford with some of the man’s ciphered journals, and hopes to use his skill with languages to unlock them. His root is Rowan, his star is Jupiter. He has learned magic from the few pages of Wycliff he has translated so far, and understands the apprentice spells of Supremacy and Weaving.
Carl chooses “I hope to be revenged on Squire Bellamy”. This comes as a surprise to the rest of the table at first, until Carl explains how Benjamin feels that the squire mistreats all below him: Benjamin himself, his sister Jane, his horses, even his wife. He sees him as a cruel man who uses his power to the inch. His root is Willow, like the Ellicotts (but as none of them are main characters, this is acceptable), and his star is Luna. Benjamin learned his spells from Rhadamanthys, who taught him first the apprentice form of Therianthropy (to speak with beasts), then the apprentice form of Navigation.
Finally, Dianne. She chooses “I hope to be rich as Croesus.” Mr. Hawkes is ultimately that simple: he enjoys the material pleasures of life, and resents the time he has been dependent on others. His root is Hazel, as he is a Hawkes, and his star is Saturn. He learned magic from the lifeblood of a man he killed in a duel, as it ran out onto the grass and spelled words only he could see. He learned the apprentice forms of Necromancy and Cursing this way.
The whole time, Harper has taken notes on all the supporting characters created, the dynamics, histories, and relationships. They take a brief break, and Harper considers where this story might start. As they reconvene, their Host begins: “On a charming summer day in 1814, in the village of Little Norlea…”
The Host§
As the Host, you have some particular duties and particular rules to follow. Your role is in some ways more difficult, and in some ways easier than everyone else’s.
Note also that although I use the term “Host” throughout, that should be be construed to omit the possibility of a hostess, or any other variation.
Agenda§
First, while the other players are playing to faithfully and compellingly portray and inhabit their characters, you have a slightly different agenda:
Make the world seem real§
That means verisimilitudinous, and that means that supporting characters should act with some sort of consistent psychological reality, and socially damaging actions should have repercussions and supporting characters should pursue their own agendas even when not on stage. It does not mean that you or anyone else should demand the exact proper forms of address and the proper placement of silverware. Inasmuch as those help express characters, their desires, and their relationships, they are valuable, but as a cudgel to use on the other players at the table, they are worse than useless.
Make magic seem rooted in the world§
Magic is a force with a will. It is an ancient and inscrutable and enormous thing. But it is a thing that is, ultimately, of this world. It is the way the world expresses itself, and some humans have just found a way to converse with it. It is the trees and the rivers, the rain and the hills. It is not abstract, scientific, mechanical. Magic does not like being treated as a vending machine, as a process that can be relied upon with no quid pro quo. Magic lives among the trees, on the wind, and in the stones.
Make the characters’ lives worthy of the telling§
This isn’t, and shouldn’t be, a story about people defeating Napoleon on the battlefield, but the characters’ lives should be interesting for their own sake. If you would put down this book, then step back a moment and try to see how things could be more interesting. Then push in that direction. This is a game where you are not saving the world, but perhaps saving yourselves.
Remember that nothing is written§
Don’t plan what will happen before it does. It can be tempting to take your position of responsibility and power and use it to write and execute on a plan. Don’t do that. You are creating the story in the moment as much as the other players.
This doesn’t mean that you shouldn’t think about, talk about, write about the game between sessions, or come in with no plans or ideas. Rather, those plans and ideas should be loosely held, and should be about what is happening off-stage rather than what will come to pass.
Push supporting characters’ plans, ideas, and agendas on the main characters§
The supporting characters are your main tool for shaping the main characters lives, and pushing them into untenable situations where they will have to make hard and interesting choices. This is a time and place defined by mutual obligation, and the main characters are not exempt from this simply because they wield magic. Every supporting character will have plans for them, and it is up to you to push those plans.
This goes in both directions, too: a social superior may easily try to exert pressure on a main character, as Lady Catherine does to Lizzy, but a servant may as easily try to shape their master’s behavior for their own benefit.
Principles concerning the world§
As you pursue this agenda, you are constrained by certain principles. There are principles about the world at large, and about magic in particular.
- Show how the world is unjust.
- Show how everyone is obligated and bound.
- Remember that disaster lurks around the corner.
- Make consequences real: relationships break, people die, fortunes are lost.
- Be a fan, not just a threat.
- Never worry about historical detail; as long as you all agree to it, it’s so.
- Show what will happen if the main characters do not act.
Principles concerning magic§
The principles concerning magic are fewer, but vital. Magic should veer towards the sublime, something slow and deep, not quick and flashy. Achieving this is an art, and every Host will find their own preferred style, but describing magic in matter-of-fact terms is a very helpful approach.
- Let magic show up in the corner of your eye.
- Let magic seem as though it’s always been there.
- Make magic have a will of its own.
- Make magic be old, feral, and of the land.
Supporting characters§
Your single most effective tool for enacting your agenda are the supporting characters. They let you embody and enact all of the things you must try to do.
However, it can be hard to play many supporting characters and keep them all straight! What follows are some tools to make that easier.
Names and roles§
As soon as a supporting character is introduced, write down their name and role. I like to use an index card for related supporting characters, but you could use one card per character, or a single sheet of paper, or whatever works for you.
The name and role can be something like “Mr. Ashbrook, the butler” or “Miss Cavendish, a lady of quality” or “Captain Fitzroy, a naval man” or “Alice, a chambermaid”.
Manners§
After this, note down one or two descriptors: “cunning and quiet”, “kind and brash”, “vapid and money-conscious”, “dashing and mysterious”. This will help you remember how to portray that character, as while playing you’ll be asked to switch context very often, and no one wants all the supporting characters blending into each other.
It may seem counter-intuitive, but don’t try to make their character deeper than a note or two for now. Only once the players express interest in a character and get to know them more should you make them deeper and more complex. At the best, you would have wasted effort on a character who never shows up in more than a bit part, and at the worst, you’d make a character who’s strikingly inappropriate for where the game ends up going.
Motivations§
Once it becomes clear, or if you introduced them with a motivation in mind, add that to the notes you have for them. This is the thing that character is pushing for, probably in relation to a main character. Something like “Wants status (marry Mr. Stanhope?)”, “Wants money (attach himself to Miss de Vere)”, “Wants a feeling of power (command Jack Kelly)”, or “Wants to get away from her mother (run off with Mr. Pryce?)”.
Fairies and goblins§
Fairies and goblins are much like other supporting characters, except they exist outside the bounds of society. The sorts of things they want are therefore very different.
Goblins usually want simple, single, horrific things. To see a love broken, to see someone murdered, to hear the cries of a lost and lonely child, to see good wheat rotting in the field.
Fairies, though, all at root share an esoteric desire: to possess and steal away mortal magicians. There are stories of magicians with fairy assistants back in the golden age of magic, but these magicians, even when they understood quite well what they were doing, walked a razor’s edge. The reasons a fairy might want to possess magicians might vary: as noble champions, as trusted confidants, as passionate lovers, as scorned jesters. But whatever the reasons, fairies will try to ensnare magicians and take them to their realm.
Save fairies for late in the game, or when a magician invokes one. Once a fairy is introduced, it becomes the fairy, and you should take a moment to envision it. You can find many suggestions in Appendix: Fairies & goblins, and feel free to use them verbatim, or to create your own.
Certain outcomes will say that the fairy gains a “strand” on a magician. This is how they steal magicians, and represents a bit of obligation and control that the fairy has over the magician. Once a fairy has five strands on a magician, they may steal them away to their fairy realm at their pleasure. No one has escaped from fairyland under their own power, but there are stories of magicians rescuing their loved ones from fairy, so perhaps this is possible.
Starting the Game§
You’ve all just spent some time talking and brainstorming and hashing out ideas, but not embodying characters and situations, and now it’s time to switch, and start the conversation not about what has happened but what happens. The transition can be difficult, but treat it gently and know that you are all collaborating, and you will find yourself past it.
The first session§
The first session will usually lay the groundwork: you’ll start to explore the relationships between the main and supporting characters, see who wants what from whom, how characters feel about each other, and what stands in the way of the main characters’ hopes and aspirations.
As the Host, you will create supporting characters as they are needed, and make them push on the main characters in various ways. If a character wants something, embody the reasons they can’t get or do it. Even if it’s something like a servant wanting to study at Oxford, that is, something all of society militates against, make a character who laughs at them for their erudition, or who dangles the promise of going up to Oxford accompanying their master in front of them, or similar.
Also make some characters to be the object of a desire: a character who hopes to marry for love should find some characters loveable, but unattainable. Perhaps the object of their potential love is below them, or above them, or married, or of the same sex, or shrouded in suspicion.
You also want, in this first session, to highlight the various main characters, and the core mechanics: use a good mixture of outcomes in moments of uncertainty, and have at least one main character cast a spell. This is a game with magic in it, after all! Don’t let them forget that.
The first scene§
Lofty goals for the first session are fine and all, but what do you actually start with?
First, take a breath. This is a transition, but it’s not like everything’s riding on this moment. Everyone will play and collaborate and it will be good. But you, as the Host, do have a particular responsibility here.
There’s a strange phenomenon, I find, where unless and until there are obstacles in their way, the players may not pursue their characters’ goals. Once they know what forces are arrayed against them, or what other pressing matters vie for their attention, they are more likely to begin the pursuit. And so, as the Host, you may wish to start the game with an urgent situation, an inciting incident, a “bang” as it were, that drives the characters to react, and interferes with their ability to start pursuing their goals.
You don’t have to start with one perfect incident that will make or break the game. You can throw out many possible hooks, as you explore the characters and their daily lives, and see which the players latch on to. Perhaps, though, this is a useful way to look at the problem: the players have spent a bunch of time setting up a status quo, albeit with tensions and uncertainties, but with a certain amount of established norms. It is up to you as the host to start to upset that status quo in ways that the players can understand as putting their characters at risk.
Has a character been hiding in rural solitude from his creditors in London? Perhaps a strange man with a staff and a blue jacket has been seen poking around the village. Has a character been hoping to receive a proposal from a well-to-do gentleman? Perhaps another house in the village is let to a family with three wealthy and beautiful daughters. Has a character been treating his vicarage as a sinecure, and neglecting the parishioners? Perhaps a group of Methodists or Quakers show up, providing an alternative and populist religious outlet. Has a character been struggling to make ends meet, and keep a roof over their aged parents? Perhaps the local landholder begins a process of enclosure, denying people access to the common land.
Some more concrete examples of beginnings:
An option: “Mr. Reynolds, it is a fine spring day. Who are you walking out to visit?” “Oh, uh, I think I might see how Miss Fanshaw is today.” (She is another main character.) “Ah, good. As you’re walking to the Fanshaw house, the vicar, your rival for her affections, Mr. Fyffe, encounters you on the road. He seems to be going to the same place.”
Suddenly, you have a scene: how does Mr. Reynolds manage a potential rival, and the likely social awkwardness?
Another option: “Miss Netherwood, your parents are hosting a ball tonight, in the hopes that you will return the affections of the odious Mr. Grosvenor. Your lady’s maid, Miss Jennings,” (another main character) “is helping you get ready.”
And here, suddenly, is a chance to hatch a plan, and make clear how the two characters feel about each other and Mr. Grosvenor.
You see the pattern? It’s two characters with a relationship to a third, in a situation that will force a reaction.
Leaving things to Chance§
As you play, there will be moments where the outcome is uncertain, and you will not find the host simply deciding based on their principles satisfying. Sometimes this is because a main character wants to achieve something, and sometimes it is because they want to avoid a danger.
In these moments, a player may put forward an outcome, either a risk they wish to avoid or a reward they hope to achieve. The host will then add one or two other facets to the table, resulting in a mix of possible outcomes in the moment.
The player then draws cards, and assigns them to the outcomes, to answer the questions of the moment.
Risks & rewards§
There are a particular set of risks and rewards to bring to bear in this game. For the full set, see Appendix: Outcomes.
Procedure§
Once there are outcomes on the table, shuffle the deck (keeping any cards that have already been used for magic separate, as always), and draw two cards. If you have acted in accord with a star or root, deal one more card for each of those you have enacted. You may also spend role tokens one-for-one to get more cards. Once you have checked your stars and roots, and spent any role tokens you wish to spend, you may look at the cards you have drawn.
If you have marked any passions or wounds, and that passion or wound would impede or influence any of the outcomes on the table, you must now discard the highest-value card you have of each suit matching your passions and wounds.
Now, allocate one card per outcome, setting aside any extras. If you have too few cards, treat any outcome with no card on it as though it had an ace on it.
Interpret the outcomes based on the cards you’ve put on them, then shuffle all the cards you drew back into the deck.
An example§
Mr. Nightingale, the vicar, has come to visit Longford in the hopes of some time alone with Miss Bellamy, but Mrs. Bellamy, her grandmother, has cornered him with some concerns about the scriptures. As the three of them sit in the drawing room, Miss Bellamy gazing longingly at the beautiful spring day outside, Mr. Nightingale attempts to speak secretly to Miss Bellamy, to tell her he has feelings for her. “Well, you see, you must consider this passage in light of the Song of Solomon, one of the most romantic parts of the Bible…” The Host considers the situation, and decides that he’s risking making a misstep. The worst he could do would be say something awkwardly overt, so it’s no going to be embarrassing himself.
He considers his stars and roots: Rowan, the realist, would give him a card if he could explain that there’s no other option than the one he sets out. Jupiter, the Ruler, would give him a card if he invoked his rightful authority over someone else. While he can see how to involve either of these easily with his scriptural interpretation, they both feel a bit inappropriate for a veiled confession of love.
He has one more way to get extra cards here, and that is to spend role tokens: he’ll willingly spend one, so he has two outcomes and three cards to assign to them.
He draws: the seven of clubs, ace of hearts, and four of spades. This is not good. The ace and the four are both bad outcomes, and the seven is a middling outcome. He counts his blessings that he has not had to mark “morose” and thus discard the seven. He tosses the ace, and puts the seven on speak secretly and the four on make a misstep. He communicates his feelings for Miss Bellamy, very clearly to both her and her grandmother. As slipping such amorous hints into his scriptural interpretation is hardly a good example of Christian morality, he marks a reputation towards “hypocritical”.
Spells§
You can’t make things right by magic. You can only stop making them wrong.
—Granny Weatherwax, in Witches Abroad by Sir Terry Pratchett
Of course, the main characters are also magicians. That means that they will cast spells.
Magic is wild, natural, romantic, and English.
There are two great laws to magic: first, it cannot create something out of nothing. Second, it cannot hold something inherently protean in place. While you can change the shape of a fairy or the quality of an emotion with magic, it will twist and bend out of any magician’s grasp, and be what it was before the spell even finishes.
Spells, arts and tiers§
Every spell is part of an art, and every spell is either the apprentice, journeyman, or master expression of that art. Before you can learn the master tier, you must learn the journeyman. Before you can learn the journeyman, you must learn the apprentice. At the start of the game, you know two arts at the apprentice level.
For details on the arts and spells, see Appendix: Spells.
Magical tools§
To cast a spell requires the use of magical tools. There are fifty-two magical tools available to English magicians, each with their own risks and each with their own effects on the spell cast.
You may use any number of magical tools to cast a spell, but only a few of them will have a material effect; the rest are florilegia, ornaments to disguise the essence of the spell-casting. An apprentice spell will require two tools, a journeyman three, and a master four.
Magical effects§
Magical tools strengthen the spell in various ways. Each tool offers a few effects, but when you cast a spell, you must choose which effect you’re aiming for.
The effects are:
- Carefully: side-effects, costs, and unintended consequences will be minimized.
- Cleverly: anyone who tries to understand, unwork, or extend the spell will have a more difficult time of it.
- Impressively: anyone who sees the spell or its effects will be struck by the magician’s power.
- Powerfully: the spell will overcome barriers and obstacles easily.
- Precisely: the spell will affect only what the magician intends.
- Safely: the spell’s costs will be minimized.
- Subtly: anyone who works to detect or trace the spell will have a hard time of it.
- Swiftly: the spell will go from notion to reality rapidly, and when done will vanish just as quickly.
- Thoroughly: the spell will affect everything the magician intends it to.
Procedure§
Having selected a spell to cast from those you know, you should select the two, three, or four magical tools you will use to cast the spell. The Host will put down cards for those tools, and some related outcomes. Always at least “magical corruption”, and possibly one or two others, like “uncover magical secrets” or “suffer an injury”. If you are casting a master-level spell, the Host will also choose an outcome from among the masterwork spell outcomes: death magic, transgressive magic, treacherous magic, ancient magic, harsh magic, feral magic.
Draw one card per tool and outcome in front of you, plus one because you are a magician. If there is a fairy present, you can bargain away anything you like for an additional one to three cards. Once you have drawn all the cards you will, you may look at them, and assign them to tools and outcomes.
For a tool, a face card means you get all the effect, and none of the risk. A 6 to 10 means you get both the effect, and the risk. An ace to 5 means you get the risk, but not the effect (though you still have cast the spell, and get the effect of the spell).
The Host will interpret the risks that have come to pass, and describe the side-effects of casting the spell, and you and the Host will describe together how the spell works.
Take all the cards you’ve assigned and remove them from the deck for the remainder of the session. Shuffle the unassigned cards back in to the deck.
An example§
Miss Bellamy intends to cast a spell. She hopes to sneak out at night to the militia encampment, and get a sense of the soldiers’ life, and maybe find a way that she could become a soldier herself; she dreams of military valour, after all. This is dangerous on so many fronts: she might be found by her guardians, the sentries at the camp, or footpads on the road at night. So she prepares by casting the apprentice spell of Clarity, a spell to alert one of present danger.
As it is an apprentice spell, it requires two tools. She wishes to cast it precisely, because there are so many dangers that a constant buzz in her head warning her of danger is hardly useful, and thoroughly, as she does not want anything to pass below its notice. She considers the tools available to her, and settles on braids or knots, and rowan.
She begins the ritual at sundown, as it will last until sunup. She retreats to her bedroom, having gathered some rowan twigs that afternoon. She sings an ancient song her father taught her, and traps the words in the braids she makes in her hair, winding them around the rowan twigs. The result is less than fashionable, but as the intent is to help her pass unnoticed, that shouldn’t matter.
Now, there are two tools and one outcome to assign cards to: braids, rowan, and magical corruption. The Host considers whether any other outcomes are appropriate, and decides not. Miss Bellamy draws one card per outcome and tool, plus one as she is a magician: Queen of hearts, four of hearts, eight of diamonds, ten of spades.
She hesitates: any cards she uses will be removed from the deck for the remainder of the session. So perhaps it’s worth taking some blows for the good of all? No. This is too important. She opts to put the Queen of hearts on rowan, getting the effect thoroughly as she intended, the ten of spades on braids, getting both a precise effect, and a risk that the Host will interpret, and finally the eight of diamonds on magical corruption: she will take a mark for the remainder of the session.
The Host considers: when braids or knots go wrong, it can lead to any of discord, entrapment, lies. “Entrapment” could be interesting: just because she can tell when danger is coming and prepare, does not mean that there will be a way out past that danger. That’s it: “You feel the tingling on your scalp that tells you when danger is near, and you veer from it, but every step towards the encampment makes you feel that, while you are not in danger, the labyrinthine path to avoid it gets more tangled. By the time you can see the sentries, you know that there may be no turning back safely.”
Meanwhile, Miss Bellamy has also chosen a mark: “You develop a constant sensation of being watched.” Even once the spell has ended, the feeling of impending doom will linger.
Gossip§
Remember that we are English… every man is surrounded by a neighbourhood of voluntary spies.
—Henry Tilney, in Northanger Abbey by Jane Austen
As you play, you will see scene breaks; one bit of action or drama in one place is over, and another begins elsewhere. At these breaks, anyone may call for Gossip. Take a momentary break, and discuss the scene that just happened as though you are the people in town, or the audience, mysteriously privy to all that happened. Each player may ask about any of the reputations on their character sheet, and the rest of the players (including the Host) should decide together whether that character expressed or upheld that reputation. If they did, give them a role token.
Privacy
As the quote from Henry Tilney above suggests, privacy is somewhat of a fiction in this time and place. You live a life surrounded by others: the rich have servants, the poor have family and neighbours, and everyone has their noses in everyone’s business. Gossip travels up and down the social ladder, and while something done in purest solitude may, under normal circumstances, be kept secret, in this Regency, there are people who speak the languages of the stones, the trees, and the birds. Unless you can swear them to secrecy, every secret eventually finds its way out. Even then, a town where everyone knows a secret but everyone is sworn to keep it is not uncommon!
Any reputation that has had all four boxes checked is replaced with the bad reputation in brackets, and can no longer provide role tokens. So for example a Gentleman who has checked all four boxes next to “display good judgment” has earned himself a reputation as a fool, and can no longer gain role tokens for displaying good judgment.
Once a bad reputation has been earned, it can under some circumstances be recovered and changed. See Recovery, Growth, & Change.
How to spot a scene end§
As the Host, you should in particular keep an eye out for the end of a scene, and remind people to call for Gossip.
Knowing where to cut a scene is a lifelong practice, but there are a few things to watch for:
- A revelation.
- A changed relationship.
- A decisive assertion of power.
- A decisive upset.
An example§
A scene with the main characters Miss Bellamy and Ben Cull, and the supporting character Jane Cull has just come to a close. Miss Bellamy was talking furtively with Jane near the kitchens at Longford, when Ben came up to confront his sister Jane. Miss Bellamy leapt to her maidservant’s defense, and Ben told her he knew just as well what she was up to, speaking with fairies an’ all. She reminded him of his place, and told him he had better keep quiet, and leave his sister alone, as who would believe a groom over the Squire’s granddaughter?
The two players involved in the scene each go over their reputations, asking the table whether they lived up to them. First, Miss Bellamy: “Did I assist the family proper?” Everyone else at the table discusses:
“Well, you were sorting out a disagreement between the servants, and that’s helpful.”
“But would the family have even noticed if two of their servants, a groom and a chamber maid with airs, were having trouble? Would they care?”
“If Miss Bellamy hadn’t stepped in and put her foot down, there’d be talk in town, if someone saw Jane red-eyed or worried later.”
That last decides it: Miss Bellamy gets a token for helping the family.
Next, “Did I do as I was told?” Well, the table agree quickly that she did not, not least of all because there was no one socially her superior to tell her what to do. Same with being “seen and not heard”: she very much asserted herself.
Now, it is Ben’s turn: “Did I do as I was told?” There’s a laugh of agreement at the table, “Absolutely you did, you backed down when she reminded you of your social status. Take a token.”
“Did I keep a confidence?” The table murmurs. “No, it didn’t really come up, but if it had, threatening to tell what your sister and the Squire’s ward are up to would hardly count, even if you don’t carry through on that threat.”
“Did I put my own needs last?” This is a hard one, and after much discussion of what Ben’s needs actually are at this moment, the table decides that he did, by conceding to Miss Bellamy, though it was clearly under duress. Still, he gets another token. Getting two tokens to Miss Bellamy’s one isn’t a bad trade-off for failing to get what he hoped for in the scene.
Recovery, Growth, & Change§
Over play, characters will acquire various scars: magical marks, damaged reputations, wounds, and runaway emotions. You have to be able to recover, right?
Passions and wounds§
Recovering passions is relatively straightforward: either be comforted, or do a particular kind of thing, depending on the passion.
For each passion you have, if you did the following, at the end of the scene, clear the associated passion:
- Irate: If you vented your spleen on someone or something.
- Insecure: If you acted decisively with no forethought.
- Morose: If you wallowed in an indulgence.
- Indecisive: If you missed a vital opportunity.
Recovering wounds is harder. Period medical care is shaky at best, and magical medical care has its own difficulties. But at the end of a scene, check:
- Slight: If you received medical care, magical or mundane, clear this wound.
- Grave: If you received mundane medical care to stabilize your wounds, you may clear this wound at the start of the next session. If you received magical medical care, you can clear this wound. Otherwise, mark “Mortal” at the start of the next scene.
- Mortal: If you received magical medical care, you can remain suspended on the brink of death until a fairy or a similarly powerful being can pull you back. Otherwise, speak your last words, you are on death’s door.
An Example§
The Dandy, Mr. Hawkes, has spent some time under the burden of a morose passion. He decides that, to wallow in an indulgence, he will retreat to his chambers and indulge in laudanum, leaving him useless and intoxicated when Mr. Nightingale comes to visit him.
Magical marks§
As you cast spells, you will eventually be marked by the magic you’ve used. Marks come in two varieties: temporary, and permanent. Temporary marks go away at the end of a session. Permanent marks don’t go away. It’s that simple.
Becoming a fetch (or something else)§
When you take your fifth mark, whether the marks above it are permanent or temporary, you become a fetch. Magic has burnt out your soul, and you become a human shell hollowed out and driven by fairy fire. Your soul is lost. Your character should be passed over to the Host to play, unless you wish to continue playing your character as a dangerous and amoral thing with a limited lifespan.
Certain spells can change your final mark from “become a fetch” to other, stranger things. These include a wraith, a spirit and mind without a body, cursed to linger on Earth, or Glatisant, the questing beast pursued tirelessly by the Wild Hunt. In any case, the same applies as for a fetch: unless you want to play a very different character, pass your character to the Host, and they will know the constraints governing your character’s new existence.
Damaged reputations§
As you damage a reputation, you will check boxes next to it. There is no way to uncheck those boxes, and once you have checked all four next to a reputation, that reputation turns into a bad reputation. A bad reputation cannot earn you role tokens.
However, if you begin a session with a bad reputation, and by the end of the session the table agrees that you have both suffered for it, and made amends and restitution as necessary, you can add a new reputation. You will not have fully lived down your previous bad reputation, but you have also earned a new one, and a new way to earn role tokens.
How to write a new reputation§
Writing a new reputation is a chance to change the role society has for you, and thus what society can accept. However, society does not change rapidly and readily. When writing a new reputation, the player and the Host should collaborate, in good faith as always, to write one that will still present an interesting and difficult set of trade-offs for the character.
Over the course of play, the characters’ actions and the changes those actions work on society may loosen this, but at the outset, Regency England is a classist and sexist society, among other things. Any reputation for a woman or a lower-class person will expect them to put their own goals aside for those around them with more power and privilege. Upending this in one go with a new reputation is usually much less satisfying than gradually breaking down barriers and rewriting your role in the world.
An Example§
The Clergyman, Mr. Nightingale, has earned himself a reputation as haughty, and can no longer gain tokens through charity. If he spends a session simply ignoring this fact, nothing changes. If he suffers for his reputation for haughtiness, perhaps with his attempts at good deeds being misinterpreted as self-interest or condescension, and makes restitution, humbling himself before someone he has wronged, he can rewrite the reputation.
Instead of being expected to show charity and concern, now, with the collaboration of the others at the table, he is expected to stand up for the least against the greatest, lest he become a coward. He writes the new reputation, with four clean boxes, on his sheet, and begins his new existence as a radical preacher.
Sex, Class, Romance, & Genre§
What follows are some essays on a few matters of particular concern to the players of Arcadia.
How does this relate to Jane Austen?§
One cannot talk about the Regency, and Regency fiction, without talking about Jane Austen. She has defined our image of what the Regency was, or at least, we think she has. To be honest, even for those of us who have immersed ourselves in her writing, the film and TV adaptations of her work still exert a tremendous influence on our understanding of the time, place, and genre.
The first thing to say, then, on this subject, is that Jane Austen is a terrible model for how to play characters in Arcadia.
In addition to the fact that her work is edited, and therefore can have a kind of tightness and attention to detail that an improvisational medium like a game can never achieve, she is also perhaps one of the best writers in all of English literature. She can make characters who seem [1] to have no problems still be engaging, which is a feat that I would not suggest any player attempt. A character with problems and insecurities is one with immediate needs and drives, and keeps you as a player urgently engaged with the events of the game.
If you must take a Jane Austen character as a model, think of Lydia Bennet, Catherine Morland, Marianne Dashwood. Think of Frank Churchill, Colonel Brandon, John Willoughby. The romantic figures, the cads, the people who do what they are not supposed to.
The second thing to say is that Jane Austen did not write romantic comedies, and this game is not a game of romantic comedy.
She wrote love stories, yes. Jane Austen’s heroines end up with a suitable romantic match. But the screen adaptations of her work always bend the story to fit the demands of the similar-but-different genre of romantic comedy. In her books, romance is not merely fated: it is sought and it is chosen over alternatives of security, stability, suitability. Her characters find themselves making difficult choices that sometimes pit them against the expectations of society, and they don’t simply fall for a romantic hero, but rather someone who can be an equal, a complement, and a collaborator.
This game, though, is perhaps more tragic. While the characters are by no means doomed to a bad ending, the road they travel is a hard one, and an alienating one. No magician settles down to a happily-ever-after. Even a romance between magicians is a relationship defined around the work, and the risks and hazards that come with it.
[1] | Though it is only “seeming”; all her characters have deep and urgent problems if you scratch beneath the surface. |
Playing with Romance§
Romance. It’s the natural next word after “Regency”. Whether you’re talking about the Romantic movement or Georgette Heyer’s novels, “Regency” and “Romance” go together.
It’s a time when passions and feelings and untamed nature are all increasingly valued, or at least given lip service. But it comes on the heels of a couple centuries of rationality and duty and family obligation. And so a tension is coming to the fore, the tension between marriage as a contract between two families, and marriage as an expression of the love of two individuals. Marriage is changing from a business matter to a personal matter.
The notion of love between individuals as the basis of marriage frees marriage to be, mean, and do different things than it had heretofore. Suddenly, people could seriously contemplate marrying well above (or below) their station. They could imagine marrying without parental consent. They could dream of marriage as a private and personal choice. Not that all this was impossible before, or perfectly acceptable now, but there was a social change underway.
So if love and marriage involves the feelings of individuals, how do you incorporate that into your game?
First, with the explicit consent of all involved. You can’t force a player to have their character fall in love with another. But if you talk about it, suggesting “Hey, I’d be really interested in exploring a romance between these characters,” you might get the buy-in you seek. Keep checking in and communicating as you go.
Then, to explore these characters’ feelings about each other, be sure to have some chances for the characters to interact in relatively normal situations, not fraught with family expectation, deadly smugglers, or conniving fairies. And then, also, explore how these characters get along in moments of extreme stress: with rivals, with misunderstandings, with fairies.
In many romantic stories, the couple in question are destined for each other. In an improvisational game like this, you have to be open to the possibility that this could equally be a story of love found, love lost, or love from beginning to end. Don’t decide on an outcome and play to it, play and see how it turns out.
Finally, consider the themes, tropes, and constraints of the genre: heterosocial contact is limited, and homosexual love is prohibited. Characters frequently deal with romance in the face of misunderstandings, mistaken identities, secret engagements, “understandings”, cads, rakes, and conniving “friends”.
To this I would like to add a caveat, for this or any other game: if you have feelings for another player, do not explore those feelings through your characters without their full, explicit, and informed consent. Otherwise your interactions could lead to very different things. I would repeat this warning if you have, say, a desire for murderous revenge on another player, too, but I think romantic feelings are much more likely.
The Comedy or Tragedy of Manners§
The stories we tell with Arcadia are mannered stories: the characters exist in a world constrained by social expectation, each character expected to act in certain ways and potentially being punished for stepping outside that role. And yet, that in no way constrains what these characters might want; passions never exist merely within society’s expectations.
The genre that might leap to mind, then, for some people is the comedy of manners, a genre in which the audience can observe and criticize the morals and manners of the day. This game is not that, at least not directly. We may look at our modern manners and morals through the lens of historical ones, but we don’t know when we begin a game of Arcadia whether it will have a happy or a sad ending. It may as well be a tragedy of manners as a comedy. When a character is driven by passions but bound by manners, there’s a very real possibility of tragedy no matter which course they take.
Your characters’ reputations and social roles should give you some guidelines for what society expects of you, and help you to see how and when to step outside those bounds safely, and how and when to do so unsafely. But we’re modern players, playing a modern game, so if you need to express something in modern terms, don’t be afraid to do so. Like all stories about history, we tell them to make sense of our own times.
Sex, class, and privilege§
In portraying characters (whether as a main character, or as the Host portraying supporting characters), you must navigate a Scylla and Charybdis: remember that those with privilege still have problems, and those without privilege still have agency. Here, let us talk about the latter case.
The social roles in Arcadia come in three flavours: powerful and privileged men, women of some standing, and those of lower classes. Both the female and the lower-class roles still have agency and goals and desires, despite a society that seeks to push them into convenient and pliant caricatures.
When you play an upper class man, there is very little distance between what you must do to pursue your desires, and what society rewards you for. The other roles do not have this luxury, and must find ways to get what they want while appearing always to be what society expects of them. When we consume media that portrays women and servants as only perfect exemplars of Regency mores, it can be easy to fall into the trap of playing such characters that way ourselves.
How society’s expectations restrict behavior manifests differently for upper class women and lower class people, and of course for lower class women, the intersection puts them in a particularly difficult spot. Generally, the female roles will be expected to react, and the lower class roles will be expected to obey.
But you must remember, at every turn, that these are people whose wants and needs are every bit as real as those with power and privilege, even if the ways they can pursue those wants and needs are constrained. Every time you find yourself stepping into the shoes of a character lacking privilege, take a moment to imagine them fully, and find the ways in which, even if they act on the surface like a perfect example of period propriety, they do not, in fact, fit perfectly into that mold.
Appendix: Geography & Culture§
This England is not, quite, the England you may know.
Geography§

Image courtesy of The Republic of Pemberley.
England at this time is just starting to be made small: transportation on the stage coach is getting both faster, and more affordable for more people. But there’s still a lot of regional variation.
For our purposes, we’ll divide England into a few macro-regions, and talk about each. Then, there are three cities that deserve special attention as noteworthy cities of the age: London, Bath, and Brighton.
South East§
Consisting of the counties of Bedfordshire, Berkshire, Buckinghamshire, Essex, Hampshire, Hertfordshire, Kent, Oxfordshire, Surrey, and Sussex, this is very much what you think of when you think of Jane Austen’s England. Rich farmland supports many small towns. You’re not too far from London, and so the rich who spend the Season in London and the off-Season at their country houses are most likely to be found in this region. The seat of the foremost of Anglican bishops is here, too, at Canterbury.
This is also where some of the most popular beaches in England are to be found, and as sea-bathing has become a fashionable medical (or quasi-medical) cure, towns like Brighton have begun to boom. But this coast is also where a French invasion would be most likely, and so the Navy patrols extensively, and militiamen walk the coast keeping an eye out for enemy sails. Meanwhile, the men of the Cinque Ports believe their ancient rights let them import luxury goods like brandy and silk from France without tax, while the Revenue men brand them smugglers.
Local legends speak of the sons of the giant Goemagot, who stalk the hills at night seeking vengeance for their father, who was slain by one of the first of English kings.
South West§
Consisting of the counties of Gloucestershire, Wiltshire, Somerset, Dorset, Devon, and Cornwall, the South West covers a range of landscapes and lifestyles. In Cornwall, life is hard and local politics is very corrupt. Mine-owners seek to extract what tin and copper remain, while fishermen turn to smuggling and piracy to make ends meet. But in the north and east of this region, the land is more giving and there are even fashionable resorts, like Bath and Lyme Regis, and the wealthy trading port of Bristol. While any slave who once walks on English soil is free, that same privilege does not extend to British holdings in the West Indies, and many abolitionists decry Bristol as a city made rich through great injustice.
Perhaps the most striking natural feature of this region is Dartmoor, a large area of moorland in the middle of Devon. It is covered with sparse vegetation and hills topped with granite pillars known as tors. At night the mists lie heavily on the moor, and locals say you can hear the fairy-hounds baying and the Wild Hunt riding through the air.
East England§
Consisting of the counties of Cambridgeshire, Huntingdonshire, Norfolk, and Suffolk, the East is marked by low-lying fens and extensive navigable waterways called the Broads, and few here are not comfortable on a boat. Much of the land is even reclaimed wetlands. But it is fertile land, and the farmers of the East have long been proud of their wealth and position. That is changing, as the mills of the North and the Midlands begin to eclipse the wealth one can find in sheep and horses.
No one likes to see their stability and status vanish, and those who live in East Anglia are no different. They are trying to diversify, and trying to use the force of government and law to shore up their position. The East was a stronghold of the Puritan Parliamentarians during the civil war, though, and their factions ultimate loss has not left them with much credit among the subsequent monarchs. So the landholders will go to great lengths to emphasize their loyalty to the crown.
The fens hold many ancient secrets, from the bodies of the first Danes to land on English soil, to the great one-eyed ghostly dog the locals call “Black Shuck”. He protects the souls of the dead, but ushers more into their number whenever he appears.
Midlands§
Consisting of the counties of Derbyshire, Herefordshire, Leicestershire, Lincolnshire, Northamptonshire, Nottinghamshire, Rutland, Shropshire, Staffordshire, Warwickshire, and Worcestershire, the Midlands are divided east-to-west by the line of the old Danelaw. The region is home to a mixture of the rich farmlands of the south, the growing industrial power of the north, and a foment of natural, spiritual, and mystical philosophy all its own. Great minds like that of Sir Isaac Newton, Erasmus Darwin, and James Watt all call or called this area home, and while the philosophical Lunar Society of Birmingham has collapsed, its influence is still felt.
It is said that the most powerful and malicious fairy of the Midlands, Black Annis, was trapped in her cave in the Dane Hills when a powerful magician of the previous age barred the entrance with a great oak tree.
The North§
Consisting of the counties of Cheshire, Cumberland, Durham, Lancashire, Northumberland, Westmorland, and York. The North has for a long time had a distinct identity from the rest of England. In the aftermath of the Norman invasion, and William the Conqueror taking the throne, many of the Northern lords refused to bend the knee to him, and rallied behind the last Anglo-Danish claimant to the throne. When they lost, their lands were ravaged, their people killed, their treasures taken. This wrong has not been forgotten, and a kind of distrust and enmity remain between Northerners and Southerners, though many no longer quite know why.
Compounding matters, the land of the North is now yielding a new kind of wealth, a wealth derived from mines and factories. Textiles, coal, and iron are making a new set of people in the North rich, and driving yet others into more abject poverty. The followers of old King Ludd, the ancient fairy king of the North, have been breaking the industrial looms to protest this oppression, and the government has held show-trials in this past year, and made “machine breaking” a crime punishable by death. The government is hoping that by the brutal and indiscriminate application of violence, they may suppress the movement and leave mill owners secure in their position.
London§
Famously, the poet Shelley once said “Hell is a city much like London… small justice shown, and still less pity.”
London is the driving force of encroaching modernity. If anything will close the gates to magic and Fairyland again, it will come from London. Magicians find it more difficult and dangerous to cast spells in London, just as they do when they are further from England’s shores.
While the action of a game may move to London, I strongly encourage you to not set a game here.
Bath§
Perhaps no city more fully captures the spirit of the age than Bath. Once a Roman city named Aquae Sulis, the city has endured and changed for centuries, always drawing people with its healing waters. Now, Bath has become the most fashionable destination for the gentry who wish to escape the stench and hazards of London.
If you wish to see and be seen, you could do worse than attending a dance at the Assembly Rooms, drinking the waters at the Grand Pump Room, or taking a walk along the Royal Crescent in front of the Palladian townhouses. Anyone who is anyone will be there.
Brighton§
The town of Brighton was in a steep decline until two events caused it to surge upward again: the increasing popularity of sea-air and sea-bathing, and the presence of the Prince Regent himself in the town. Many other luminaries have gathered here as a result, including the great Indian surgeon Sake Dean Mahomed, who has just moved back to Brighton to open his Indian Medicated Vapour Bath, where he uses his technique of shampooing as a medical treatment.
The Prince Regent, meanwhile, has made his home-away-from-home here in the form of the Royal Pavilion, where he holds great parties for his inner circle, and meets not-so-discreetly with his secret wife, Mrs. Fitzherbert. The Pavilion is built in a neoclassical style, but the Prince Regent has been considering rebuilding it in an Indian style to match the stables.
Religion§
Religion in the Regency deserves some particular mention. As many dissertations can and have been written on this subject, and on each religion mentioned here, this is necessarily an overview only.
Anglicanism§
The state religion of the United Kingdom at the time is Anglicanism. This is a branch of Christianity usually identified as Protestant, though some theologians in the period and before have insisted that it represented a middle way between Protestantism and Catholicism. The head of the Anglican church is actually the English monarch, but the de facto head and primus inter pares is the Archbishop of Canterbury. Anglican ministers not only can marry, but are expected to do so to set a good example for their parishioners.
As the emergence of the Anglican church more or less coincided with the disappearance of English magic, the church has never had to come to an official policy on the matter in any real way. Mostly, Church doctrine borrows from the earlier stance of the Catholic church in England: it is unseemly for a man of the cloth to practice magic, but it is not as though magic is itself sinful or wicked.
Catholicism§
Catholicism is often seen in the period as a religion of the Continent, but it has, of course, deep roots in the British isles. It is at this point still the majority religion in Ireland, and widespread in England despite years of official repression. As of 1791, Catholic worship has been made legal again, but Catholics are still barred from certain public positions, such as sitting in parliament. Catholic marriages were not legally recognized, either.
While the Mother Church in Rome looks down on magic, it has usually looked down at least as much on the idea of witch-hunters. English Catholics in particular though tend to accept the ancient laws by which magic might be practiced, as long as it didn’t interfere with the activities of the Church.
Methodism and its cousins§
In the early 18th century, Anglican priests John Wesley and his brother Charles developed a theology and practice of Christianity that they insisted was entirely in line with the Church of England, but which the Church saw as a threat to its power structure. Because of their reputation at school for following a strict code of holy behavior, they, and eventually their followers, were labeled “methodists”.
While superficially similar to Calvinism, in that they preached salvation through faith alone, they believed in free will and the ability to choose faith. They were known for preaching in the open air and to the poor and those that the Church of England neglected, and without regard to parish boundaries. This last point, and their encouragement of lay preachers, made the official power structure of the Church resent and suspect them. At this point, Methodism is present all over the country, but has begun to really take off in Wales.
Methodists have had precious little time to come to any conclusions about English magic, but so far the general consensus is that it is a practice that makes it all too easy to sin, and therefore should be avoided by all who wish to enter Heaven.
The Society of Friends (Quakers)§
In the middle of the 17th century, a man from Leicestershire named George Fox came to understand that it was possible for anyone to have a direct experience of Christ, without the intercession of clergy. He started a movement, and his followers formed a small but weighty set of people throughout England. While they had especial success in the now-independent American colonies, a surprising number of notable merchants and craftspeople in England counted themselves as members of the Religious Society of Friends, or Quakers as others called them.
The Quakers rejected the hierarchy and structure of the Church of England, and preached and practiced a life of material simplicity, honesty, and peace. Many of them rejected slave-produced goods, like cotton and sugar, and many of them advocated for abolition of the practice of slavery in England’s colonies, such as the West Indies.
While they were never very many in number, their impact on England of this time was outsized.
The Quakers are riven in two on the question of English magic. Some see it as a natural and therefore Godly English practice which is being revived. Others see it in light of the biblical Witch of Endor, as a practice which God forbade to humans. However, no Quaker would lift a hand to a magician either way, letting any judgment be God’s to give.
Others§
There are many other religions and denominations to be found in England at this time: Presbyterians (mostly from Scotland), a decent Jewish population (mostly of Sephardic descent, from Spain and the Lowlands, and mostly living in or near London), and some Muslims (mostly lascars originally from Bengal and Gujarat, now living in port towns). Look up Daniel Mendoza, the inventor of Scientific Boxing, or Sake Dean Mahomed, who introduced shampoo to England.
Terms of Address§
A major point of etiquette in this time and place concerns how two people might address each other. Titles, family names, and personal names all play a part, as do relative social standing and intimacy.
First, if you are addressing someone with an actual title (such as the duke, marquess, earl, viscount, or baron of, say, Newland), “my lady” or “my lord”, or “Lady Newland” or “Lord Newland” will suffice. A baronet or knight may be “Sir John”, and a baronetess or dame would be “Dame Mary”.
Most people, however, neither have titles themselves, nor regularly interact with those who do. For addressing a superior, or an equal with whom you are not especially intimate, “Mr.” or “Miss” or “Mrs”, and then their surname, would be appropriate. This includes clergy; while you might address a letter to “the Reverend Smith”, you would address him in conversation as “Mr. Smith”.
When talking about siblings, it is normal to use the first name to make clear who you mean, such as “Miss Elizabeth Smith”, or perhaps even just “Miss Elizabeth” if you are intimate and the context is casual, but the eldest unmarried daughter would usually simply be “Miss Smith”.
When you are close with a man, and the context is intimate, it is normal to use simply his surname: “Smith”. For a woman, one might use simply her personal name, “Mary”, but this demands a much greater degree of intimacy, especially if used by a man.
Social inferiors may be referred to simply by their personal name, and if they are a servant with an unusual or noteworthy personal name, it is not unusual to instead call them by one more mundane, so an “Ichabod” may end up being called “Jacob”, or similar.
Currency§
The currency of England at this time can be notoriously confusing, but a little guide should help. What’s crucial is to remember that this is a pre-decimalized currency, but that there is an essential unit and subdivisions, just like you’re used to.
The basic unit is the pound, which is divided into twenty shillings, each of which are in turn divided into twelve pence. An amount of two pounds, four shillings, and sixpence might be written £2 4s 6d, or £2/ 4/6, and said as “two pounds, four shillings and sixpence”, or “two pounds, four and six”.
The penny, the smallest unit, was sometimes further divided into halves and quarters, the ha’penny or the farthing. That even a quarter of a penny had some purchasing power should indicate first the inflation that has happened since (one pound in the period is roughly the equivalent of fifty pounds today) and the extreme wealth disparity present in England at the time. The working poor would expect never to handle a bank note, as seeing that much money together at one time would be rare, while the wealthiest landlords would expect tens of thousands of pounds a year simply from rents and investments. This situation was exacerbated by landholders engaging in the practice of enclosure, that is, removing access to what was formerly common land, and reserving it for their own private use.
Where many stumble with English currency is that many peculiar coins had nicknames, from the groat (a four-pence coin), to the crown (five shillings), to the guinea (a pound and a shilling, traditionally used to include a tip for any artisan whose services were expensive enough to merit a price in pounds).
The Magic of England§
There has always been another England. It lurks on the edge of perception, it appears when you don’t look right at it. Alfred Watkins sensed something of it when he wrote The Old Straight Track. William Blake referred to it when he wrote of “our clouded hills”. This is an older, stranger, other England. It may as well be called Annwn, Avalon, or orbis alius.
But as the Enlightenment opens many doors, so too does it close some. No one has accidentally or purposely walked into that other world for a long time now. The old fairy roads that led out of England have been long closed. Until—that is, until now.
Perhaps it is the king’s madness that has changed things, or perhaps it is the renewal of worship of old king Ludd in the North. Perhaps it is simply that the stars are right. But the Old Roads are opening, mirrors and rivers and clouds and rain once again bring visitors. Magic is returning to England.
The Realms of Fairy§
There are a number of fairy realms that the magicians of old wrote about, some of which are still remembered, and some of which may be accessible to the new magicians of the age. As no mortal has been to Fairy in three hundred years, and time moves very differently in Fairy, these places may be very different by now.
The Iron Coast§
The skeletons of ships broken along the hidden shoals, endless mists and howling winds, riches untold hoarded by the merfolk below the surface, with beautiful features and the teeth of eels. Most non-aquatic people here travel by rowboat, as it is safer than being at the mercy of the winds, and safer than traveling the narrow winding track along the clifftops.
Naddercott, the serpents’ wood§
What is tree and what is snake is hard to tell, and round the roots the adders dwell. Light and shadow play around, as serpents slither o’er the ground. But Adder’s wise, as well as fell, and if you pay, he’ll secrets tell.
The Manor§
Each room opens up on to the next, an endless series of chambers and galleries in enfilade. The windows look out onto enclosed courtyards, offering no escape from this endless architecture. The courtyards contain sculpted topiaries, in the French style, and fountains, and statues that look just a little too lifelike for a magician to be certain that they weren’t once living people.
The Greenspace§
Somewhere in Fairy, if you stray and don’t think about where you’re going, you may find a glade in the forest. It’s always summer, and the weather is always perfect. There’s a white stag you can see if you’re lucky, just flitting off into the trees. This is where fairies sign their treaties and meet with no weapons in their hands. This place is sacred, and a mortal trespassing in it will earn a death sentence. But as long as they remain in the Greenspace, no fairy may lift a finger against them.
Appendix: Towns§
When you start a game of Arcadia, you will need to select or create a town. If it is your first time playing, I strongly encourage you to choose a town. Once you are familiar with the towns here and wish to try something new, or if you have a very particular place in mind for your game, perhaps you will wish to create your own town.
Making towns§
To make an English town for this game, you must first understand that you are setting the stage for your game both geographically and socially. So between these two factors, you are really describing the themes of the game you will play.
A town requires a region (is it in the South East, the West Midlands, the North, somewhere else?), near any of the notable cities (London, Bath, Brighton especially), and a name. The question of English toponymy is much larger than this text can contain, so if you are interested in naming your town something apt, I would suggest A Dictionary of British Place-Names by A.D. Mills.
Making families§
You are now collecting your people delightfully, getting them exactly into such a spot as is the delight of my life. Three or four families in a country village is the very thing to work on.
—Jane Austen, in a letter to Anna Austen Lefroy
Everyone is part of, or attached to, a family, so the families of the town are a vital starting place. Two at a bare minimum, five at a maximum, but usually three or four families, with a family name, a few noteworthy members, some names for other possible members, and a standing in terms of wealth and status. Finally, decide which of the eight roots each family possesses.
Making locations§
Imagine walking through the town, and the surrounding countryside. What places stand out? What places might a local visit regularly, and which places might they studiously avoid? Include a mixture of socially important places (marketplaces, churches, pubs, others), family seats (from old tumbledown houses to new fashionable ones), and natural sites (glades, grottoes, ruined abbeys, others).
Short descriptions of about six notable locations should be enough to get you started.
Making connections§
Finally, make four possible connections for each social role. Connections should leave people in unresolved or untenable situations. This requires a mixture of connections that establish power relationships and obligations, and that establish wants and needs.
This is in some ways the most demanding part of making a town. You must make 48 short, punchy, and distinct possible relationships. By all means start with putting down the obvious ones, then bring in friends to brainstorm, circle back around to it, write more than you need when you are struck by inspiration, then edit, change, reassign.
Premade towns§
Little Norlea (Surrey)§
Little Norlea is a small village somewhere in Surrey. It is surrounded by rolling fields, woodlots, and gentle hills. There is a small river through town, and one bridge. The manor house is not grand, but it is old, and derives at least some degree of authority from that fact.
People§
The Bellamys of Longford (Holly)
- Squire Jonas Bellamy (m)
- Mrs. Lavinia Bellamy (f)
- Cordelia (f)
- Gregory (m)
- Lucy (f)
- Ellis (m)
- Sophia (f)
- David (m)
The Ellicotts of Perish-Not (Willow)
- Mr. Simon Ellicott (m)
- Mrs. Helena Ellicott (f)
- Rebecca (f)
- Edmund (m)
- Catherine (Kitty) (f)
- Matthew (m)
- Dorothea (f)
- Stephen (m)
The Hawkeses (Hazel)
- Sarah (f)
- Michael (m)
- Diana (f)
- Thomas (m)
- Elizabeth (f)
- William (m)
The Town§
People in the town might be:
- A farmer
- A publican
- A miller
- A smith
- A poacher
- An Anglican vicar
- A Methodist preacher
People in the town might be named:
- Mary (f)
- James (m)
- Margaret (Peggy) (f)
- George (m)
- Ann (f)
- Joseph (m)
- Jane (f)
- Henry (m)
- Susan (f)
- Edward (m)
- Martha (f)
- Daniel (m)
- Charlotte (f)
- Francis (Frank) (m)
Locations§
Longford§
The manor house. Seat of the Bellamy family.
Perish-Not§
An old picturesque house, once seat of the Ellicott family, now rented out.
St. Alban’s§
The parish church. Small, dilapidated.
The chalk horse§
There is an ancient horse carved into a hill- side, overlooking Little Norlea.
The glade§
A clearing on the banks of the river favored by lovers, or other who meeting in secret.
The old priory§
The picturesque ruin of a monastic building, destroyed in the reign of Henry VIII.
Connections§
For 2 players, pick all four. For 3 or 4 players, pick three. For 5 players, pick two. Make one of them magical in some way: a ghost, a fairy, or someone touched by one of those.
Gentleman§
- Who is your sister?
- Who is your best friend?
- Who is your servant?
- Who is your elderly relative?
Officer§
- Who has caught your eye?
- Who have you had a bad run-in with before?
- Who saved your life once?
- Who never tires of your war stories?
Clergyman§
- Who comes to you seeking religious guidance?
- Who are you set to inherit from?
- Who thinks you’d make them a good match?
- Who gives you respite from your duties?
Dandy§
- Who defines fashion here?
- Who is eligible here?
- Who gives you the best gossip?
- Who is your valet?
Lady§
- Who is your father?
- Who is your sister?
- Who is your lady’s maid?
- Who are you expected to marry?
Companion§
- Who is your employer?
- Who is your brother?
- Who is your mother?
- Who is courting you?
Ward§
- Who is your guardian?
- Who is out to get you?
- Who is courting you?
- Who do you trust?
Spinster§
- Who is your sister?
- Who do you wish could propose?
- Who still invites you to balls?
- Whose secrets have you learned?
Invalid§
- Who is your doctor?
- Who is your servant?
- Who visits you?
- Who is your cousin?
Upper Servant§
- Who is your master?
- Who have you had dark dreams about?
- Who always criticizes your work?
- Who values your advice?
Lower Servant§
- Who is your master?
- Who is your sibling?
- Who is your confidant?
- Who have you overheard revealing a secret?
Vagabond§
- Who is out to get you?
- Who is your drinking companion?
- Who gives you a roof to sleep under?
- Who is your cousin?
Porthwas (Cornwall)§
Porthwas is a small town clinging to the rugged cliffs of the Cornish coast. It gets by on fishing, tin mining, and smuggling. Sometimes ships wreck on the coast. Sometimes this is by design.
People§
The Blighs of Rosvelen (Rowan)
- Great aunt Meraud Bligh (f)
- Admiral David Bligh (m)
- Sophy (f)
- George (m)
- Katherine (Kitty) (f)
- William (m)
- Annabel (f)
- Peter (m)
The Pendars of Tregallas (Oak)
- Squire Arthur Pendar (m)
- Mrs. Senara Pendar (f)
- Morwenna (f)
- Piran (m)
- Eseld (f)
- Jory (m)
- Tamsin (f)
- Ross (m)
The Chynoweths (Hawthorn)
- Grace (f)
- Hugh (m)
- Demelza (f)
- Noah (m)
- Margaret (Peggy) (f)
- Robert (m)
The Town§
People in the town might be:
- A farmer
- A publican
- A fisher
- A free-trader (smuggler)
- A wrecker
- A miner
- A midwife
People in the town might be named:
- Ruth (f)
- Jacob (m)
- Laura (f)
- Luke (m)
- Prudence (f)
- Evan (m)
- Marianne (f)
- James (m)
- Frances (Fanny) (f)
- Andrew (m)
- Abigail (f)
- Simon (m)
- Tegen (f)
- Breok (m)
Locations§
Rosvelen§
Seat of the Bligh family. A great house with surrounding rolling hills.
Tregellas§
Home of the Pendar family. Almost falling to ruin, with an old overgrown walled garden.
Wheal Crose§
The Pendars’ mine, still turning out tin and killing miners.
The Drowning Man§
The pub. A meeting place for smugglers.
The Cove§
A hidden place with a good beach and caves.
Halangear§
A large moor surrounding the town. Beset with bandits, haunted, or both.
Connections§
For 2 players, pick all four. For 3 or 4 players, pick three. For 5 players, pick two. Make one of them magical in some way: a ghost, a fairy, or someone touched by one of those.
Gentleman§
- Who is your muse?
- Who is your cousin?
- Who is your creditor?
- Who will you inherit from?
Officer§
- Who is your old flame?
- Who is your companion-in-arms?
- Who could make or ruin your career?
- Who saved your life?
Clergyman§
- Who threatens your moral authority?
- Who takes any excuse to see you?
- Who is your closest local relation?
- Who has told you their secrets?
Dandy§
- Who throws the best parties?
- Who could bring you fortune?
- Who always tries to show you up?
- Who keeps you in this backwater?
Lady§
- Who are you expected to marry?
- Who can you trust?
- Who entrusts you with their secrets?
- Who makes your heart flutter?
Companion§
- Who treats you like a servant?
- Who flirts with you?
- Who can you open up to?
- With whom do you have real fun?
Ward§
- Who do you sneak out with?
- Who acts like they’re your guardian?
- Who gives you gifts when they can?
- Who has set their sights on you?
Spinster§
- Who is your elderly dependent?
- Who values your advice?
- Who uses you as a social buffer?
- Who did you reject?
Invalid§
- Who once loved you, and may still?
- Who comes to visit you?
- Who sees to your needs?
- Who do you miss?
Upper Servant§
- Who do you rely on?
- Who are you training?
- Who demands too much from you?
- Who flaunts their authority over you?
Lower Servant§
- Who thinks their thick as thieves with you?
- Who asks endless favors of you?
- Who inspires you? How?
- Who gives you a helping hand?
Vagabond§
- Who pretends they don’t know you?
- Who thinks you serve them?
- Who thinks they can save you?
- Who gives you companionship?
Mistlethwaite (Yorkshire)§
Mistlethwaite is a village on the edge of the vast Yorkshire Dales. The village is along a rill in a rich valley, and has long been a green and pleasant place to live. Now, though, a coal pit has opened on the edge of town, and some of those who once lived by the land are now digging the coal. The two major families of the town, the Earnshaws and Raines, are split on the matter of which way the town’s future lies, in the mines or in the fields.
People§
The Earnshaws of Stardon Hall (Ash)
- Mrs. Augusta Earnshaw (f)
- Mr. Robert Earnshaw (m)
- Hester (f)
- William (m)
- Caroline (f)
- John (m)
- Grace (f)
- George (m)
The Raines of Wakecross (Yew)
- Mr. Montagu Raines (m)
- Mrs. Martha Raines (f)
- Susan (f)
- Henry (m)
- Emma (f)
- Miles (m)
- Louisa (f)
- John Michael (m)
The Wades (Holly)
- Ellen (f)
- Martin (m)
- Beatrice (f)
- Lawrence (m)
- Rebecca (f)
- Edmund (m)
The Town§
People in the town might be:
- A collier
- A farmer
- A publican
- A curate
- A working widow
- A peddler
- A musician
People in the town might be named:
- Sally (f)
- Stephen (m)
- Penelope (Penny) (f)
- Mark (m)
- Althea (f)
- Guy (m)
- Julia (f)
- Simon (m)
- Peg (f)
- Septimus (m)
- Nancy (f)
- Percy (m)
- Moll (f)
- Adam (m)
Locations§
Stardon Hall§
The old house of the Earnshaw family retains its Tudor design, with half-timbering and high-ceilinged halls. It is far from the height of fashion, but its palpable age does lend a certain gravitas.
Wakecross§
The seat of the Raine family, Wakecross is a modest but fashionable new house, with a stream running near it through the carefully “wild” and “natural” grounds.
St. Mary’s§
Legends say the old parish church was built on the site of an ancient pagan temple, from before the arrival of Christianity.
The Falls§
One of the reasons the new “tourists” might venture to Mistlethwaite, which is otherwise quite off the beaten path, is the spectacular waterfall just upriver from the town, said to have once been the home of a fairy queen.
The Pit§
Dug into the hills near town is the new coal mine, going hundreds of feet deep into the seam, and belching smoke from the steam engines that drive breathable air down and pull noxious gases out. Coal is carted out by the wagonload.
The Cross Scythes§
The center of working-class social life in Mistlethwaite is the old pub, where music can be found most evenings and the men of the town discuss how they feel about the changes happening to their town.
Connections§
For 2 players, pick all four. For 3 or 4 players, pick three. For 5 players, pick two. Make one of them magical in some way: a ghost, a fairy, or someone touched by one of those.
Gentleman§
- Who is your creditor
- Who is your advisor
- Who is your rival
- Who you go to for fun
Officer§
- Who has your eye
- Who hangs on your words
- Who you must show deference to
- Who you thinks they’re better than you
Clergyman§
- Who thinks you are at their command
- Who loves you but shouldn’t
- Who are you teaching
- Who thinks you don’t deserve the parish
Dandy§
- Who keeps you here
- Who thinks they look better with you there
- Who won’t keep out of your business
- Who imitates you
Lady§
- Who do you trust
- Who do you enjoy
- Who makes you laugh, despite yourself
- Who fascinates you
Companion§
- Who snubs you
- Who keeps asking you for financial assistance
- Who courts you
- Who confides in you
Ward§
- Who refuses to believe you’re not a child anymore
- Who treats you like furniture
- Who is your co-conspirator
- Who have you not seen since you were both much younger
Spinster§
- Who thinks they know best for you
- Who thinks you owe them for the care they show you
- Who can you be honest with
- Who thinks you’re still a prospect for them
Invalid§
- Who is good to you
- Who would rather forget about you
- Who pities you
- Who loves you
Upper Servant§
- Who do you wish you could be with
- Who are you training
- Who are you afraid of, but can’t show it
- Who supports you, always
Lower Servant§
- Who is your best friend
- Who relies on you for support
- Who do you wish would notice you
- Who thinks they can use you
Vagabond§
- Who keeps you in Mistlethwaite
- Who knows your secrets
- Who values your company
- Who shares what they have with you
Egdon Heath (Dorset)§
People§
The XXX of YYY (ZZZ)
- … XXX (f)
- … XXX (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
The AAA of BBB (CCC)
- … AAA (m)
- … AAA (f)
- …(f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
The NNN (MMM)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
The Town§
People in the town might be:
- A …
- A …
- A …
- A …
- A …
- A …
- A …
People in the town might be named:
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
Connections§
For 2 players, pick all four. For 3 or 4 players, pick three. For 5 players, pick two. Make one of them magical in some way: a ghost, a fairy, or someone touched by one of those.
Gentleman§
- …
- …
- …
- …
Officer§
- …
- …
- …
- …
Clergyman§
- …
- …
- …
- …
Dandy§
- …
- …
- …
- …
Lady§
- …
- …
- …
- …
Companion§
- …
- …
- …
- …
Ward§
- …
- …
- …
- …
Spinster§
- …
- …
- …
- …
Invalid§
- …
- …
- …
- …
Upper Servant§
- …
- …
- …
- …
Lower Servant§
- …
- …
- …
- …
Vagabond§
- …
- …
- …
- …
Thorpe Michael (Norfolk)§
People§
The XXX of YYY (ZZZ)
- … XXX (f)
- … XXX (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
The AAA of BBB (CCC)
- … AAA (m)
- … AAA (f)
- …(f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
The NNN (MMM)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
The Town§
People in the town might be:
- A …
- A …
- A …
- A …
- A …
- A …
- A …
People in the town might be named:
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
Connections§
For 2 players, pick all four. For 3 or 4 players, pick three. For 5 players, pick two. Make one of them magical in some way: a ghost, a fairy, or someone touched by one of those.
Gentleman§
- …
- …
- …
- …
Officer§
- …
- …
- …
- …
Clergyman§
- …
- …
- …
- …
Dandy§
- …
- …
- …
- …
Lady§
- …
- …
- …
- …
Companion§
- …
- …
- …
- …
Ward§
- …
- …
- …
- …
Spinster§
- …
- …
- …
- …
Invalid§
- …
- …
- …
- …
Upper Servant§
- …
- …
- …
- …
Lower Servant§
- …
- …
- …
- …
Vagabond§
- …
- …
- …
- …
Hexwick (Northumberland)§
People§
The XXX of YYY (ZZZ)
- … XXX (f)
- … XXX (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
The AAA of BBB (CCC)
- … AAA (m)
- … AAA (f)
- …(f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
The NNN (MMM)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
The Town§
People in the town might be:
- A …
- A …
- A …
- A …
- A …
- A …
- A …
People in the town might be named:
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
Connections§
For 2 players, pick all four. For 3 or 4 players, pick three. For 5 players, pick two. Make one of them magical in some way: a ghost, a fairy, or someone touched by one of those.
Gentleman§
- …
- …
- …
- …
Officer§
- …
- …
- …
- …
Clergyman§
- …
- …
- …
- …
Dandy§
- …
- …
- …
- …
Lady§
- …
- …
- …
- …
Companion§
- …
- …
- …
- …
Ward§
- …
- …
- …
- …
Spinster§
- …
- …
- …
- …
Invalid§
- …
- …
- …
- …
Upper Servant§
- …
- …
- …
- …
Lower Servant§
- …
- …
- …
- …
Vagabond§
- …
- …
- …
- …
Crickworth (Wiltshire)§
People§
The XXX of YYY (ZZZ)
- … XXX (f)
- … XXX (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
The AAA of BBB (CCC)
- … AAA (m)
- … AAA (f)
- …(f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
The NNN (MMM)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
The Town§
People in the town might be:
- A …
- A …
- A …
- A …
- A …
- A …
- A …
People in the town might be named:
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
- … (f)
- … (m)
Connections§
For 2 players, pick all four. For 3 or 4 players, pick three. For 5 players, pick two. Make one of them magical in some way: a ghost, a fairy, or someone touched by one of those.
Gentleman§
- …
- …
- …
- …
Officer§
- …
- …
- …
- …
Clergyman§
- …
- …
- …
- …
Dandy§
- …
- …
- …
- …
Lady§
- …
- …
- …
- …
Companion§
- …
- …
- …
- …
Ward§
- …
- …
- …
- …
Spinster§
- …
- …
- …
- …
Invalid§
- …
- …
- …
- …
Upper Servant§
- …
- …
- …
- …
Lower Servant§
- …
- …
- …
- …
Vagabond§
- …
- …
- …
- …
Appendix: Social roles§
Gentleman (♂)§
You start with 3 role tokens.
Your title is Mister.
You must…
- act warm and welcoming [or be a libertine]
- uphold the honour of your family and those in it [or be a bully]
- display good judgment [or be a fool]
Your manner is…
- Pragmatic
- Caring
- Acerbic
Your best accomplishment is…
- Riding
- Dancing
- Shooting
Your age is 20 to 49.
Quick facts§
You make your income from rents. You have land, and tenants who farm it.
You’re a gentleman, not a peer. That means you don’t have a title, and don’t sit in the House of Lords, but are definitely part of polite society.
You were probably educated either at home by a tutor, or at one of the posh boarding schools like Eton, Harrow, or Rugby, before going to Oxford or Cambridge.
You may spend your days in social visits, hunting, riding, accounts and improvements to his estate, or visiting your club in London, probably White’s or Boodle’s.
You spend your evenings in reading, correspondence, dancing, and hosting and attending dinners.
You, in particular, are not as perfectly suited for society as you might look. What makes you a little bit of a misfit? That is, why did magic find you?
Officer (♂)§
You start with 2 role tokens.
Your title is Lieutenant, Captain, or Major, depending on your rank.
You must…
- are gallant towards ladies [or be a rake]
- display valour in the face of danger [or be reckless]
- enforce and uphold the law [or be a blowhard]
Your manner is…
- Lighthearted
- Guarded
- Haughty
Your best accomplishment is…
- Riding
- Shooting
- Fencing
Your age is 18 to 27.
Quick facts§
Britain is, and has been, at war with Napoleon Bonaparte. Most soldiers and sailors are pressed into service, with very little choice in the matter.
Officers buy their position, either from their own money or with that of a wealthy patron. This leads to a quality of leadership exactly as good as you’d expect.
Many army officers are assigned to militia regiments that don’t leave England’s shores, but protect it in case of French invasion. Naval officers spend years at sea, but then have long periods of shore leave.
You’re expected to know how to shoot, fence, and ride, but carrying weapons isn’t something you do in polite company. You can wear a sword on formal occasions.
Many people will be interested in your war stories, if you have any, but they probably want them edited to make them seem more heroic and less gruesome.
An officer-magician would be expected to never use magic to kill; the only honourable thing would be to use it for logistics.
Clergyman (♂)§
You start with 2 role tokens.
Your title is Reverend if Anglican, Father if Catholic.
You must…
- enact charity and concern for the least [or be haughty]
- offer sober counsel [or be pompous]
- set a good example of Christian morality [or be hypocritical]
Your manner is…
- Dreamy
- Rambling
- Serious
Your best accomplishment is…
- Languages
- Natural Philosophy
- Comportment
Your age is 23 to 40.
Quick facts§
The state religion is Anglicanism. Catholicism is legal again, but looked down on.
There are a few other strands of Christianity in England: Methodism and Quakerism are the two biggest.
A vicar is expected to set a good moral example for his parish. This includes setting an example of matrimony.
Even among the clergy, excessive religious feeling or taking religion too literally is looked at as weird in this period.
A vicar makes his living off of a farm parcel attached to the church, and stays at the church at the pleasure of the local landholder.
Three hundred years ago, the four estates were the nobles, the peasants, the Church, and magicians. Now those lines are old and muddy, but it can’t be appropriate for a man of the cloth to also be a magician.
Dandy (♂)§
You start with 2 role tokens.
Your title is Mister.
You must…
- crush someone with the perfect bon mot [or be cruel]
- reveal some gossip before anyone else [or be desperate]
- win, or lose, a great sum gambling [or be a cheat]
Your manner is…
- Quiet
- Passionate
- Familiar
Your best accomplishment is…
- Dancing
- Comportment
- Fencing
Your age is 18 to 27.
Quick facts§
This is an era of highly demanding fashion: trousers are getting long, wigs are out, waistcoats are in.
A man of fashion is expected to be able to converse well, be up on the latest in poetry and literature and art, to ride and drive a carriage well, and to be able to lose at cards gracefully.
Britain is at war with France, so fashion must not be too French, but dandyism itself is best understood by the French. A decade or so later, Balzac will write that dandies “all partake of the same character of opposition and revolt… dandyism is the last splendour of heroism.”
No matter his income, a dandy must live beyond his means. You can pay your debts later; you must impress now.
The London season, when all the fashionable people would be back in Town, lasts roughly the first half of the year, from maybe February to late spring, early summer. The rest of the time, the fashionable set go to Bath or Brighton or the countryside.
Living as you do, every edge is valuable. And magic is the ultimate edge. But how can you not be seen to cheat by it?
Lady (♀)§
You start with 3 role tokens.
Your title is Miss.
You must…
- choose an honorable path over an easy one [or be prudish]
- demonstrate your accomplishments [or be proud]
- make those around you feel at ease [or be insipid]
Your manner is…
- Pragmatic
- Haughty
- Familiar
Your best accomplishment is…
- Dancing
- Music
- Languages
Your age is 18 to 24.
Quick facts§
The goal for any young lady is a good marriage. You’re not property, but you’re hardly free, and society expects you to go from your father to your husband.
To attract a husband, wealth, charm, beauty and accomplishment are all valued.
You also need to seem morally spotless, and this means the rest of your family has to appear moral, too.
Finally, you have to be able to meet eligible men. Balls and socializing aren’t just for fun, they’re a way to secure your future. You are a saleswoman, and your product is yourself as a wife.
Society puts ladies up on a pedestal, though. You always decide the degree of acquaintance, you are implicitly responsible for managing social events, and you are seen as more “pure”.
There was a time when ladies in waiting would practice small magics for the court. Perhaps it might be appropriate again? Or perhaps you dream bigger.
Companion (♀)§
You start with 2 role tokens.
Your title is Miss.
You must…
- show your accomplishments [or be presumptuous]
- make the lady you attend shine [or be duplicitous]
- place yourself second [or be haughty]
Your manner is…
- Guarded
- Passionate
- Caring
Your best accomplishment is…
- Conversation
- Thrift
- Comportment
Your age is 20 to 26.
Quick facts§
A paid companion is not a servant, but is not part of the family. Everyone keeps up the polite fiction that you’re a live-in friend who gets an allowance.
You’re too genteel to work for a living without really acknowledging a loss of status, but not genteel enough to have your own source of income.
Most companions’ exit strategy is a good marriage. Being with a more prestigious family might give you a chance to meet more eligible bachelors, and if you can turn your charms on, you could be set.
You really have to be at the beck and call of your employer. If she wants to go to a ball, you go. If she wants to stay in, you stay in. If she’s a bore, you still have to find her funny. At least publicly.
It’s likely that you’re an orphan or one of too many children for your parents to take care of. Either way, you probably don’t have much of a home to go back to.
Your options were constrained when you became a paid companion. Now, suddenly, they are opening up. What dream deferred might magic enable for you?
Ward (♀)§
You start with 2 role tokens.
Your title is Miss.
You must…
- assist the family proper [or be ungrateful]
- do as you’re told [or be willful]
- be seen and not heard [or be putting on airs]
Your manner is…
- Dreamy
- Lighthearted
- Serious
Your best accomplishment is…
- Dancing
- Comportment
- Listening
Your age is 16 to 21.
Quick facts§
You don’t have to be an orphan to be a ward, but it helps. There’s no formal adoption, but often a wealthier relative will take over the raising of a kid, particularly if they have none of their own.
You might have some land or money of your own, but you have no control over it. Your legal guardian has total control of it until you come of age. The only thing that keeps them in line is social pressure and the over-worked Court of Chancery.
You can’t marry without your guardian’s permission. If you have some wealth, odds are they’ll want to marry it into their family.
Legally speaking, your father got to decide who would be your guardian in the event of his death, and when you could be legally considered of age. You could challenge either, but that rarely works out.
Is your guardian predatory or honestly trying their best? Either way, you’re almost certainly not treated quite like a real child. Almost more like a servant sometimes.
You have so little control over your life, legally and practically. Magic is a way out, but you know what happened to “uppity” young women who too clearly showed their magic. You’ll have to be careful.
Spinster (♀)§
You start with 2 role tokens.
Your title is Miss.
You must…
- be thankful for the gifts of others [or be a blatherskite]
- you provide a compassionate ear for others [or be two-faced]
- keep a confidence [or be a liar]
Your manner is…
- Quiet
- Rambling
- Acerbic
Your best accomplishment is…
- Music
- Thrift
- Writing
Your age is 25 to 39.
Quick facts§
A lady can’t propose, but she can always refuse. Have you never gotten a proposal, or have you refused all that you’ve gotten? Either way, why?
A woman’s ability to own property outright is limited. You’re probably living off of a married sister, a male relative’s largesse, or in very straightened circumstances.
You don’t have to be very old to be an old maid, but you do have to be past where you’d reasonably expect a proposal.
You often end up as a locus of gossip; whether people trust you or not, many people assume that no one will listen to an old maid.
You’re expected not to take part in things that are for people looking for marriage, like dancing and flirting. Playing cards or moralizing are more what people would expect from you.
Marriage is a powerful state for a lady, but perhaps magic, carefully guarded and practiced, can put you in an even better position.
Invalid (⚥)§
You start with 2 role tokens.
Your title is Mister or Miss.
You must…
- avoid strenuous activity [or be paranoid]
- get others to stay in with you [or be a mooch]
- show gratitude for favors and assistance [or be entitled]
Your manner is…
- Quiet
- Passionate
- Rambling
Your best accomplishment is…
- Conversation
- Natural Philosophy
- Writing
Your age is 18 to 49.
Quick facts§
There’s any number of things that can leave one an invalid: consumption (tuberculosis), ague (malaria), gout, or more. Health without modern antibiotics or sanitation is a fragile thing.
There are also those rich hypochondriacs who can afford to pretend to be ill. You’re not one of them, but that doesn’t prevent people from doubting the reality of your illness.
The big new medical discovery is “nerves”, but the exact details aren’t entirely understood. People suffer from attacks of nerves, or have to protect their fragile nerves.
Doctors come in three flavors: physicians for the rich, surgeons for the middle, and apothecaries for the poor. None are particularly effective.
Life expectancy is into your seventies if you can live past childhood, but for an invalid that may be a lot shorter. Medical treatment is mostly just supportive.
Some of the greatest magicians of the golden age were invalids, but they never seemed to heal themselves with magic. No one knows why, and the able-bodied tend not to even wonder.
Upper servant (⚥)§
You start with 2 role tokens.
Your title is Mister / Missus (whether you are married or not).
You must…
- do what’s needed before you’re asked [or be controlling]
- maintain precedence and order downstairs [or be self-important]
- advise those upstairs when asked [or be foolish]
Your manner is…
- Pragmatic
- Serious
- Haughty
Your best accomplishment is…
- Comportment
- Listening
- Thrift
Your age is 20 to 49.
Quick facts§
There’s as strict a hierarchy downstairs as upstairs. The upper servants are the butler, housekeeper (always “Mrs” whether married or not), valets, and ladies’ maids.
Service is an honourable and desirable form of work. As an upper servant, you have a good living situation and good pay, and enjoy status among the household and town.
You are expected to be your employer’s right-hand managing the downstairs staff, so they don’t have to directly. Valets and ladies’ maids especially often act as confidants of their employers.
A competent and experienced upper servant is rare and precious. Your employer should value you, and try to keep you happy, and trust you.
You have more time to yourself than the lower servants; a downstairs office, some time to sit and read improving books or enjoy some other perquisites.
Many of the greatest magicians’ upper servants were, in fact, fairies. Lord Ramsay in the 14th c. kept a fairy seneschal, who knew how to greet and serve fairy guests. Could you do as well?
Lower servant (⚥)§
You start with 1 role token.
You are addressed by your Christian name (or a more common name your employer gives you, if your Christian name is too unusual).
You must…
- do as you’re told [or be willful]
- keep a confidence [or be a gossip]
- put your own needs last [or be obsequious]
Your manner is…
- Dreamy
- Caring
- Acerbic
Your best accomplishment is…
- Skulduggery
- Inconspicuousness
- Listening
Your age is 16 to 25.
Quick facts§
Among the downstairs folks, you’re at the bottom: a footman, housemaid, groom, kitchen maid, or similar.
You’re up before dawn doing the work that makes the house function. You’re abed after the rest of the household. The work is not easy, and you don’t have weekends off.
You’re not committed to a life in service at this point. You’re trying to see if you can get ahead this way, but if you can’t, maybe you’ll work a farm, or try to learn a craft.
Footmen are in short supply, as many able-bodied young men have been pressed into service by the army or navy. Maids have had to pick up a lot of the slack, and do work that’s not always considered feminine.
You’ve got a little space to yourself, and less time: the only real holidays are from St. Stephen’s Day (December 26) to Twelfth Night (January 6).
The old stories say that fairies always seem to take a shine to the lower servants. They often feel a sympathy for those who are good and clever and must work for a master.
Vagabond (⚥)§
You start with 1 role token.
You are addressed by your Christian name, or perhaps merely as “you there”.
You must…
- flake on a promise [or be willfully indigent]
- offer odd jobs [or be inept]
- show gratitude for charity [or be toadying]
Your manner is…
- Guarded
- Lighthearted
- Familiar
Your best accomplishment is…
- Skulduggery
- Inconspicuousness
- Bargaining
Your age is 16 to 59.
Quick facts§
Vagrancy is a crime itself, but if you’re unattached and poor, everything you do is criminalized anyway.
You can also support yourself with odd-jobs, from tinkering to manual labour, but many people probably turn their noses up at you anyway.
There are basically three kinds of punishments: fines, transportation (to Australia), and execution. Poaching is a capital offense. Theft of more than 40 shillings worth is a capital offense.
Sleeping rough and making do with what you can is a hard life. But it’s better than the poor-houses, where you work in what amounts to slavery conditions.
There’s no organized police force, but local bailiffs and magistrates can form posses to look for people they want to apprehend.
If anyone has kept up a tradition of magic since the golden age, it’s vagabonds. Of course, most of them are probably just trying to make a bob off a fool, but maybe there’s some real wisdom there?
Appendix: Spells§
Affray§
This art aids one in battle.
Apprentice: Turn aside a foe’s blade§
The next time a foe would wound the magician, or one they touch, they instead miss by a hair and cause no wound. This applies not just to blades, but to fists and bullets as well.
Journeyman: Guide your blade§
The next time the magician would wound someone, they strike true: take the wound and make it one degree worse.
Master: Grant victory in battle§
When the magician, or one they touch, next enters battle against a foe, be it single combat or leading soldiers on the field, they must name their objective, and they will achieve it, whatever else happens.
Clarity§
This art enables one to see hidden truths.
Apprentice: Alert one of present danger§
Until the next dawn or dusk, the magician, or one they touch, will know when danger approaches, in time to prepare.
Journeyman: See through magical deceptions§
Until the next dawn or dusk, the magician, or one they touch, will be able to see the truths hidden under magical glamours and fairy illusions.
Master: Foretell§
The magician enters a trance and may ask the Host one question. The Host will answer truthfully, though perhaps veiled in metaphor and symbolism. Beware foreseeing your own doom.
Cursing§
This art enables one to harm an enemy.
Apprentice: Enfeeble an enemy§
Until the next turning of the seasons, someone the magician touches is rendered infirm, weak, and prone to illness.
Journeyman: Wound an enemy§
Someone the magician touches must mark a wound.
Master: Strike an enemy dead§
Someone the magician touches falls down dead.
Glamour§
This art forms illusions out of things in near the magician.
Apprentice: Make an ephemeral glamour§
The magician may make an illusion affecting one sense out of materials at hand, lasting until the next dawn or dusk. The sound of running water may seem to be conversation, or rain on the water may appear to be ships.
Journeyman: Make a substantial glamour§
The magician may make an illusion affecting all the senses out of materials at hand, lasting until the next dawn or dusk. Ships of rain will creak and sway, and feel as oak to the touch.
Master: Make an automaton§
The magician may make an illusion that performs a simple set of tasks, operating on its own, and lasting until the next dawn or dusk. A rotting log may appear to be a genteel, if dull, lady.
Mentalism§
This art enables manipulation of dreams and memory.
Apprentice: Visit the dreams of another§
Until the next dawn or dusk, the magician, or one they touch, may travel in the dreams of one they touch. They fall into a slumber while doing so.
Journeyman: Banish memory§
Until the next turning of the seasons, the magician or one they touch cannot remember a specific event or detail, lasting no longer than a dinner.
Master: Rewrite memory§
Until the next turning of the seasons, the magician or one they touch has a specific memory replaced with one of the magician’s detailing.
Meteorology§
This art gives control over the weather.
Apprentice: Summon mists§
Until the next dusk or dawn, the magician may summon or banish (or thicken or thin) mists and fog over the defined place they are currently in (a house, a field, a forest).
Journeyman: Call forth rain§
Until the next dusk or dawn, the magician may summon or banish (or thicken or thin) precipitation over the defined place they are currently in (a house, a field, a forest).
Master: Summon a tempest§
The magician may summon a tempest with wind and rain and lightning, that lasts until it runs its course, over the defined place they are currently in (a house, a field, a forest).
Necromancy§
This art enables dealing with the spirits of the dead.
Apprentice: Speak with the dead§
Until the next dawn or dusk, the magician may feel the presence of and speak and hear the spirits of the dead. These words are in one of the tongues of purgatory (as those who pass on to heaven or hell are not available to talk with), and are horrible to overhear.
Journeyman: Summon the dead§
The magician may command the presence of a dead spirit as with Majesty’s summon someone. If they are in heaven or hell, they are too far distant to summon.
Master: Command the dead§
A dead spirit the magician can see must obey their commands until the next dawn or dusk.
Subtlety§
This art allows one to hide in plain sight.
Apprentice: Pass unnoticed§
Until the next dawn or dusk, the magician or one they touch simply passes from view while standing still. Only the most observant may notice that something is afoot.
Journeyman: Assume the form of shadow§
Until the next dawn or dusk, the magician or one they touch may pass in and out of shadow, merging with it and becoming one with it as needed.
Master: Change one’s face§
Until the next dawn or dusk, the magician or one they touch may appear to be someone they are not. If this is a specific person known well to someone they interact with, they may notice something is wrong.
Supremacy§
This art enables one to control someone else’s movements.
Apprentice: Banish someone from a place§
Until the next turning of the seasons, someone the magician touches cannot enter or remain in the defined place they and the magician are currently in (a house, a field, a forest).
Journeyman: Summon someone§
As quickly as they can arrive, someone the magician names must come into their presence.
Master: Imprison someone in a place§
Until the next turning of the seasons, someone the magician touches cannot leave the confines of the defined place they are in (a house, a field, a forest, an oak tree).
Therianthropy§
This art enables dealing with the spirits of beasts.
Apprentice: Speak with beasts§
Until the next dawn or dusk, the magician or one they touch can both speak and understand the tongues of wild beasts.
Journeyman: Assume the aspect of a beast§
Until the next dawn or dusk, the magician or one they touch can gain an aspect of a wild beast: the sight of an eagle, the scent of a wolf, the strength of an aurochs, the durability of a boar.
Master: Assume the shape of a beast§
Until the next dawn or dusk, the magician or one they touch becomes a wild beast. They may still speak and understand the human tongues they did before the change.
Transmutation§
This art allows one to transform substances.
Apprentice: Transmute base materials§
The magician may transmute a simple and common material (such as wood, stone, or iron) they touch into another simple and common material, until the next dawn or dusk.
Journeyman: Transmute common materials§
The magician may transmute a simple, worked or composite material (such as ceramic, glass, brick, or leather) they touch into another simple, worked or composite material, until the next dawn or dusk.
Master: Transmute noble materials§
The magician may transmute a simple, worked, rare or precious material (such as rubies, gold, or ivory) that they touch into another simple, worked, rare or precious material, until the next dawn or dusk.
Vitality§
This art allows one to heal and energize.
Apprentice: Invigorate someone§
Until the next dawn or dusk, the magician or someone they touch are healed as though by miracle: the lame may walk and the blind may see.
Journeyman: Close wounds§
The magician or one they touch heals one wound. Disabilities can be permanently healed.
Master: Wake the dead§
A dead body that the magician touches returns to life, assuming that there is a soul available to inhabit it. It does not return to a better state than it was in before, though the soul is bound to it and will not leave until it suffers significantly more harm.
Weaving§
This art enables one to deflect or alter magic.
Apprentice: Shield the magician from magic§
Until the next dawn or dusk, the magician, or one they touch, cannot be the target of a spell, and will be shielded from any harm that has its origin in magic.
Journeyman: Unweave a spell§
End and undo a spell in front of you.
Master: Reflect a spell upon its source§
The next spell cast upon the magician, or one they touch, will bounce back on to the caster instead.
Marks§
When you cast spells, it marks your soul.
- A creature of some sort (a fox, a raven, a black hare, or perhaps a goat) comes to you, and accompanies you everywhere, no matter how you might try to shoo it.
- Animals panic in your presence. (In a time full of horses, dogs, oxen and more, this must be taken seriously!)
- Every room you enter becomes cold, damp, and dark, as long as you are present.
- Dry, dead leaves gather wherever you linger.
- Milk, beer, and other drinks sour in your presence.
- When you try to explain something important, all that comes out are ancient and irrelevant stories.
- You cannot bear to set foot in a church.
- You develop a constant craving for something grotesque (like desiccated mice, grave dirt, or human blood).
- You develop a constant sensation of being watched.
- You develop stigmata-like wounds that will not heal.
- You feel like space stretches and shrinks unpredictably, and you often feel like you are falling.
- You no longer bleed when pricked or cut. You may, of course, still die.
- Your reflection is wrong: it is faded, angled incorrectly, or simply missing.
- Your shadow leaves an ashy residue, more the longer you stay put.
- Your tears leave black and inky stains.
- Your voice becomes hoarse and raspy from the power of the magical words you have uttered.
Finally, when you take your last (fifth) mark, even if the ones before it are only temporary marks, if you have not already take this mark, you must take it:
- You become a fetch.
Appendix: Fairies & goblins§
The beings of Arcadia are divided by mortal scholars into two categories: the powerful, noble, and inscrutable fairies, and the base, voracious, and all-too-understandable goblins.
These divisions, of course, reflect the mortal scholars’ ideas of class, and ultimately fairies and goblins have more that unite them than divide them: they are all creatures in whom the principle of magic dominates, who live and breathe magic.
Bring goblins into the game when someone travels to Arcadia, as the magicians use obvious magic, or when you need them. Save fairies for late in the game, or when a magician summons one.
Goblins§
When you make a goblin, you must choose its hunger, powers, weaknesses, and tells.
Choose one or two hungers:
- Secrets, lies, and sorrows.
- Chaos, bickering, and hatred.
- Wealth, jewels, and luxuries.
- Praise, adoration, and obeisance.
- Blood, flesh, and bone.
- … or something else.
Choose two or three powers:
- To shrink to the size of a mouse or grow to the size of an oak.
- To fly.
- To talk with stones, plants, and rivers.
- To step into one shadow and out of another.
- To make worthless things look like gold.
- To lull people to sleep with their song.
- To shrug off the fiercest blow.
- To squeeze through the smallest opening.
- To make anyone who looks at them feel love.
- … or something else.
Choose at least one weakness:
- The sound of church bells.
- The sound of bees.
- The touch of rowan.
- Holy words.
- Iron nails.
- Spilled milk.
- Horse shoes.
- Their true name.
- Salt.
- Red ribbon.
- … or something else.
Choose at least one tell:
- Golden eyes and a wicked smile.
- A cow’s tail.
- A scabrous hide and bulging muscles.
- Long ears and a long nose.
- No shadow.
- The sound of wind in the trees.
- The smell of rain on tilled earth.
- A form no more substantial than mist.
- … or something else.
Fairies§
These are the rulers of Arcadia, the nobles and dominions of that other land.
When you as the Host are playing the fairy, you must resist the temptation to be coy. Fairies are not ashamed of who they are, nor are they frightened of a mere mortal magician. In a world bound by social norms, the fairy is your chance to say what no one else will say, to take decisive and inhuman action, and to ensure that, despite the best efforts of these little people living their little lives, change and chaos will prevail.
The Beast of the Moors§
The Beast is inhuman. It may take many forms (a hairy and disheveled wild man, a great brindle hound with red eyes, a silver-and-black fairy cat the size of a lynx, or more), but no one would mistake it for something normal and natural.
And yet, the beast can communicate very clearly. It may not use words, but there is never any doubt what it asks of you.
It values a kind of authenticity, but it sees compassion as inevitably inauthentic, and a kind of violence and selfishness as the highest goal. It advocates for taking what you want by force and rewards those who are willing to become predators.
The Hanged God§
Some would say the Hanged God is an aspect of Woden, as the god of poets and magicians. If so, he has none of the wise and kindly traveller left in him. This is an old and wizened man with a rope-scar on his neck, who looks more like a vagabond than any respectable man. He is a master of lies, a master of self-abasement for his own gain, and wants nothing more than to see the entire social order inverted. It may be easy to sympathize with his goals, while reviling his means. Of course, as he sees himself as being oppressed and trampled by everyone, a complete social inversion would put him at the very top, so.
The Horned God§
The Horned God is a hunter, and the hunted, all in one. He may take the guise of a country squire, a vigorous young officer, a gamekeeper, or even a poacher, but he is always hale, and male.
While some other fairies have nightly balls to which they steal mortals, the Horned God holds a hunt, that courses over all of Britain, and sometimes as far afield as Hell or Europe. A hunt needs many people, of course, and he is likely to find any number of accomplishments to his liking. And then, there’s always the risk that you will instead catch his eye as quarry.
King Ludd§
The Old King of the North, Ludd (or Lludd of the Silver Hand) cuts a regal figure, adorned in robes and brocades all of the finest fabrics and furs. His right arm or hand is a silver prosthetic, worked with exquisite filigree, and perfectly functional.
He values nothing so highly as ancient nobility, though he may find it in surprising places. He sees deeds of arms and valour as the evidence of this nobility. He desires nothing so much as to destroy the low-born cullions and varlets who are putting on airs of greatness with their newfound money. To do this, he is happy to break machinery, but happier yet to break men.
Choose among the highest status characters present. One is his nemesis, in whom he sees nothing but baseness. He will seek that character’s overthrow and destruction, but he cannot do it himself; to do so would be to rob the truly noble and valiant people he sees in this town of their rightful chance to elevate themselves through feats of valour and strength. No, he must help them towards their destiny.
The Lady in the Lake§
The Lady in the Lake (not to be confused with the half-fairy Ladies of the Lake) is a figure of surpassing beauty and wisdom. Those she befriends will prosper, and those she hates will stumble and fall. While she would never admit that she was the same who gave King Arthur his power, she does not deny it, either.
She is tall and willowy, wearing diaphanous white gowns of the latest fashion. Her hair falls in golden tresses, like light shining off a brook. She is exacting in her demands, and never forgives a transgression. Obedience is the highest virtue in her world, and while she would never make an unreasonable demand, neither may her requirements be questioned.
Old Iron-boots§
Also called Robin Red-cap, he wears the guise of an old soldier, with weary eyes and many stories for those that will listen. He leans on a stick, and walks with a heavy tread.
Don’t let that fool you. He is a spirit of death, and wants nothing so much as to bathe in the blood of the sweet and innocent. He plays by strange rules, though: he can gain no satisfaction from killing those who have not first accepted his hospitality.
Choose who has particularly drawn his attention as prey.
The Sable Lady§
A young widow, still (and always) in her mourning blacks. Her face remains obscured, but no one doubts her beauty. She stands staring forlornly out windows, walks about the gardens in hopeless circles, and wishes everyone the greatest happiness in a voice creaking from recent crying.
Any who promise her respite from her grief may have her friendship, until they fail, as all before them have, at which point her grief begets her anger, and she will visit her own sorrows a hundredfold on her false friends.
The Three Sisters§
Some say that these were the weird sisters that Macbeth saw upon the heath. Some say that they are the goddess Hecate, or whatever inspired her legends. They are also the phases of the moon, but above all, spirits of the storm. They revel in chaos, in order turned upside-down and ships and lives broken upon the rocks. They love secrets, and giving them out in half-measures to those who will misunderstand them. They are inseparable, and they do not need words to communicate with each other.
They will usually find a champion and promise them their heart’s desire, and never make clear how the path there is bloody and doomed.
Fetches, Wraiths, & Glatisant§
When a magician irreparably damages their soul with magic, they may become a fetch or a wraith. These things bridge the border between Arcadians and mortals: they were mortal, but now are creatures of magic, and so have lost all the moral foundation available to mortals.
A fetch is a mind and a body, but it has lost its soul: this has been replaced with fairy-fire, which will eventually consume both the mind and the soul, but until then provides a powerful source of magic.
When you become a fetch, you should consult with the Host about whether you will continue to play the character. While the fetch has all the memories of the person it once was, it has none of the moral character, and this may be a hard switch to make. The Host, who has practice playing amoral characters, may prefer to take over.
A newly-formed fetch starts with five fuel, and consumes one fuel at the change of each season, or whenever it casts a spell. Any spell it casts will be perfect, as though it had drawn only face cards, without having to draw any. If it would consume a fuel and has none to consume, it destroys itself instead, in a flare of fairy-fire.
A fetch can gain fuel by serving a fairy, which can dole out fuel, or by consuming another mortal being in fairy-fire.
A wraith, contrariwise, is a soul and a mind, but no body. Its curse is, in some ways, the opposite of the curse of a fetch: rather than consuming itself, it will linger, impossibly, and in suffering. A wraith can only be seen by those who are magically sensitive (magicians, cats, the very young, the very old, the very ill, and so on), and cannot work its will on the world except through casting spells it knew in life. Further, because a wraith is, in many ways, dead, it can only cast spells if it is given a source of magic: either by serving a fairy, or by magician knowingly giving their own blood (and taking a wound).
Finally, Glatisant is the Questing Beast, the object of the Wild Hunt. All the lords and ladies of Fairy, but most particularly the Horned God, participate in the Hunt from time to time. A Glatisant may take whatever form their magics allow them, but they are cursed in two ways: first, they may never rest as the Wild Hunt pursues them, and second they can only speak in barks and yelps; the tongues of mortals, fairies, and Hell are all beyond their ability. They must serve in this role until they are caught, killed, and butchered by the Hunt, or some other poor magician stumbles into the role. Glatisant, of course, never ages and can die in no way but at the hands of the Hunt.
Appendix: Outcomes§
Cast aspersions§
Use this when you wish to make someone look bad in the eyes of society.
- Face: They mark a reputation and lose a token if a main character, they suffer a blow to their reputation if a supporting character.
- 6-10: They mark a reputation if a main character, they are put off balance if a supporting character.
- A-5: No effect.
Gain insight§
Use this when you observe someone closely.
- Face: Ask two questions from the list.
- 6-10: Ask one question from the list.
- A-5: No effect.
Insight Questions§
These are the questions you may ask with the Insight outcome.
- are you speaking the truth?
- what do you wish I would do?
- what do you intend to do?
- how do you feel about this?
- how could I get you to…?
Strike someone down§
Use this when you may do bodily harm to someone.
- Face: You wound them grievously.
- 6-10: You wound them.
- A-5: You do not wound them.
Comfort someone§
Use this when you have a meaningful heart-to-heart with someone.
- Face: If they accept your comfort, they may clear a condition. You may also clear a condition.
- 6-10: If they accept your comfort, you may clear a condition.
- A-5: No effect.
If you are comforting a supporting character, the Host will interpret their response appropriately.
Gamble well§
Use this when you hope to make money on a game of chance.
- Face: You win a lot.
- 6-10: You break even.
- A-5: You lose more than you intended.
Tempt someone§
Use this when you wish to convince another main character to do something.
- Face: If they do what you want, they gain a token. If they don’t, they mark a reputation.
- 6-10: Choose one: If they do what you want, they gain a token. If they don’t, they mark a reputation.
- A-5: No leverage
Use this version when you wish yo convince a supporting character to do something.
- Face: They’ll do as you suggest, until and unless something betrays the reasons you gave or the situation really changes.
- 6-10: They’ll do as you suggest if you offer concrete reassurances or sureties.
- A-5: They won’t do as you ask.
Defend someone§
Use this when you try to stop someone harming or maligning another.
- Face: You turn the attack on the attacker.
- 6-10: You deflect the attack.
- A-5: No effect.
Speak secretly§
Use this when you wish to hide the details or fact of your communication.
- Face: You communicate what you intend to who you intend.
- 6-10: You communicate what you intend, but someone else picks up on it.
- A-5: No effect.
Uncover magical secrets§
Use this when you may discover something meaningful about magic.
- Face: Mark a Secret.
- 6-10: Mark a Secret, and the fairy marks you.
- A-5: The fairy marks a strand on you.
Make a splash§
Use this when you want to make an entrance or an impression.
- Face: Almost everyone is impressed.
- 6-10: One particular person notes what you do. Who?
- A-5: You draw no particular attention.
A grievous wound§
Use this when you could be mortally wounded.
- Face: No effect
- 6-10: Mark one wound
- A-5: Mark two wounds
Capture by a fairy§
Use this when you could fall deeper into a fairy’s power.
- Face: No effect
- 6-10: The fairy gains a strand on you
- A-5: You are in the fairy’s thrall
Starting a rumour§
Use this when you could have your actions misinterpreted.
- Face: No effect
- 6-10: A muddled rumour
- A-5: A terrible rumour
Being upset§
Use this when you could be upset.
- Face: No effect
- 6-10: Mark a passion for the scene
- A-5: Mark a passion
Embarrassing yourself§
Use this when you could step truly outside the bounds of propriety.
- Face: No reputations
- 6-10: Mark a reputation
- A-5: Mark two reputations
Suffering injury§
Use this when you could be hurt.
- Face: No effect
- 6-10: Take a flesh wound
- A-5: Mark a wound
Being rocked§
Use this when you could be deeply distressed.
- Face: No effect
- 6-10: Mark a passion
- A-5: Mark two passions
Making a misstep§
Use this when you could behave better.
- Face: No effect
- 6-10: Lose a token.
- A-5: Mark a reputation
Magical corruption§
Use this when you could harm your soul with magic.
- Face: No effect
- 6-10: Take a mark for the session
- A-5: Take a permanent mark
Letting slip a secret§
Use this when you could reveal something you shouldn’t.
- Face: You keep it in
- 6-10: You drop a heavy hint
- A-5: You make it clear
Dishonouring your family§
Use this when you could put your whole family at risk.
- Face: You uphold your family honour
- 6-10: Your behavior is considered questionable
- A-5: Your behavior is considered reprehensible
Death magic§
If your spell deals with death, spirits, grief, use this.
- Face: You are beloved by Death, and he will not touch you for a year and a day.
- 6-10: No effect.
- A-5: Change your last mark to “Become a wraith”. If it already is, take a permanent mark.
Transgressive magic§
If your spell deals with sexuality, blurring class boundaries, sacrifice, use this.
- Face: You attain the blessing of the peccadillo: take one reputation on your sheet and cross out the boxes, cross out the bad reputation. Nothing you can do will damage this reputation again. You may not always enact it, but you cannot lose it.
- 6-10: No effect.
- A-5: The Three Sisters claim your dreams. Their refined tortures and pleasures are reserved for you, whenever you sleep.
Treacherous magic§
If your spell deals with lies, betrayal, deceit, use this.
- Face: The Hanged God silvers your tongue, and until you tell a truth, all will believe your lies.
- 6-10: No effect.
- A-5: The Hanged God splits your tongue, and no one will believe you until the seasons turn.
Ancient magic§
If your spell deals with fairy-things, eternal truths, royal rights, use this.
- Face: You are (mistakenly?) crowned by the hills and the rivers: this land, to its natural borders, is yours until the land realizes its mistake.
- 6-10: No effect.
- A-5: You owe the land a tribute: either find a suitable sacrifice, or sacrifice yourself.
Harsh magic§
If your spell deals with violence, ruthlessness, privation, use this.
- Face: You are blood-marked, and the Horned God knows you for his own. You have the right to demand a duel of Arcadian beings.
- 6-10: No effect.
- A-5: Change your last mark to “become Glatisant”. If it already is, take a permanent mark.
Feral magic§
If your spell deals with beasts, ferocity, wildness, use this.
- Face: The beasts of the wild recognize in you their sovereign: they will treat you with respect and deference, though not always loyalty.
- 6-10: No effect.
- A-5: The wilderness claims what was yours: your house, your lands, your name are covered in thorns and briars, and there is no safe passage through.
Reference Materials§
Afterword§
I owe a lot to many people, games, and books. This game wouldn’t exist without the following games:
- Apocalypse World, by D. Vincent and Meguey Baker
- Psi*Run, by Meguey Baker
- Masks: a New Generation, by Brendan Conway
- Monsterhearts, by Avery Alder
Thanks also to Zoe Bloom for “how to spot a scene end”.
I also owe not just the authors and designers above, but a number of people in my life who have listened to me talk about, fret about, and dream about this game for far too long, and have provided a lot of useful advice and input when I needed it:
- Allie McCarthy, who has given me infinite patience and enthusiasm.
- Julie Pearson, who put in the effort to make sure I could get over the finish line.
- Kate Ridgeway, who helped me maintain the endurance I needed.
- Brie Sheldon, who suggested to me that when one and three had failed, I could try two.
- Austin Bookheimer, who was always there when I needed to try out a system.
- Paul Beakley, who helped me tear down complexity and check my assumptions.
- Khaled Allen, who showed me what the game could do if it led people out of their comfort zones.
- Amir Touray, who helped me sail out of home waters and into something deeper and stranger.
Finally, I owe some books a great debt. These include:
- Jane Austen, Game Theorist, by Michael Chwe
- A Jane Austen Education, by William Deresiewicz
- Jane Austen, the Secret Radical by Helena Kelly
- What Matters in Jane Austen, by John Mullan
- All of the works of Jane Austen herself
- And finally and most importantly, Jonathan Strange & Mr Norrell and The Ladies of Grace Adieu, by Susanna Clarke
I hope this game inspires you.
To do§
- Get external editor.
- Index document.
- Get art.