CHARACTER HOMEPAGE

This page is a compilation of characters for a now-unnamed turn-based role-playing game series. You can view character profiles by clicking the links to the left, or you can keep scrolling to read a synopsis for two games that take place within the series.


On April 30, 2001, about one thousand people were killed by an industrial fire occurring within the densely-packed Ciudad de Piedra, an enclave surrounded by the nation of Engris. Since this disaster, many civilians of Engris have discovered magic exists, and they are able to use magic powers.

Magic is defined as "the ability to change the world," and so is most likely to manifest in unstable people. Everyone is capable of learning magic, but "ordinary" people subconsciously choose to ignore it, even if it affects them personally. Magic is formed around the personality and culture of the user; for example, a "cold" person may develop ice-based powers, or a believer in a certain religious tradition may transform their beliefs into power. It is also stronger when used by people who embrace their individuality rather than those who choose to go with the crowd.

After the advent of magic, Engris's mages immediately broke off into several factions, yet as magic society developed, two began to dwarf the others. The Black Lodge, led by prime minster Blackbell, believe magic must be kept limited to as small a group of people as possible, if not eliminated outright. The White Lodge, led by young college dropout Amaryllis, believe magic was given as a gift by a deity called the Fire Witch as a tool to dismantle society.

This game is about the past, present, and future of magic within the nation of Engris and its effects on human society, as well as the ordinary people that learn to thrive within these extraordinary times.

Charlotte's Inferno (working title) | Fall 2001

Within St. Branwell Girls' University are several Towers of Babel that place a limit on the strength of Engris's mages. As long as these Towers exist, mages will never be able to use the True Magic of the gods, and magic will be limited only within the country. The enigmatic Circe has sent three young mages to destroy the university's Towers. In the midst of doing so, the three cross paths with Charlotte Ishida, a devout freshman who hears the voice of what she believes is God in her head. Meanwhile, Blackbell dispatches a squadron of her own mages to counter Circe's plan. Will Charlotte and the other mages succeed in liberating the university, or will Blackbell claim victory and destroy them?

Kafka and the Doll (working title) | Spring 2006

In the five years since the fire that introduced magic to the nation of Engris, many changes have occurred within the world of mages. The White Lodge, an order of mages that follow a religion centered around the destructive Fire Witch, has risen to challenge Blackbell and put an end to her control over Engris's mages.

Meanwhile, relatively ordinary office worker Emmeline Tamura is introduced to the world of magic by freewheeling college student Sophy Linton. Emmeline's father passed from illness when she was sixteen and her mother passed in a train accident when she was nineteen, leaving her without support in her young adulthood. At first, Emmeline is not interested in magic, preferring to focus her life on more worldly matters, but after misfortune begins to strike those close to her once again, she learns to trust magic as a newfound strength to combat her doomed destiny.