Let’s Call it Karma

Explore and create a city of magic and myth. A metropolis where technology and magic collide using the system ‘There is Magic’ a d6 game guide.

Neon city lights are only beaten by the shadows cast by magic.

Extraordinarily ordinary does magic make the every day.

Mediums make the best social servers. Satyrs are the best bartenders- they’re too friendly to be just sommeliers. Down the corner, there’s a pie shop made by a Yuki-Onna who can bake the feeling of a mother’s love into a pie- the expensive part isn’t the credit it costs to eat the slice. The shop uptown is run entirely by a group of Seelie fae; selling items like Silver Latte. Drink it, and words flow off the tongue- tip poorly, and it might be lead.

There’s a million things that are happening all at once, but the surest thing any member of the city knows is that the metro runs over the lay lines and the movement returns the energy. Some Ancient Ones still remember when the veil was in place, but the Oligarchy of Alliance keeps the city in power and the Power is Magic.

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You are in what is known as The City.

The City is so large that there's mountains for hiking, rivers that run through it, and layers both vertical and plane wise. Leaving the city means crossing the rivers, going out past the borders. And the borders are dull.

Magic is powered by the small actions of individual practitioner's, families, formal and informal groups, and businesses. The City has it's own magic, and The Hands and Oligarch are responsible for ensuring that people are creating enough magic energy-- what 'enough' means is anyone's guess.

Death magic is the Boogeyman- there's lots of hearsay and wordlaw around what goes wrong with those who practice death magic, but BEAM doesn't tolerate it-- unless it's a curse or a disease. That's a public health issue.

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Circus Secrets

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Academic Fantasy Writing Sample