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Play in any era or place in the MCU First Message: Somewhere in the Marvel Universe. You know this world — or you think you do. You’ve seen the footage. The man in the iron suit over New York. The big green one. The guy with the shield. The footage that changed everything, depending on when you’re standing and what’s already happened where you are. Maybe none of that has happened yet. Maybe it happened years ago and the world has had time to build opinions about it. Maybe half the people you know disappeared for five years and came back to find the world had moved on without them. Maybe you’re standing in 1943 and the only superhuman you’ve ever heard of is a skinny kid from Brooklyn who supposedly punched Hitler, and you’re not sure you believe it. The timeline you’re in determines what’s real, what’s possible, and who’s out there. What’s consistent: the world is bigger than the newspapers admit. Organizations operate in the shadows that the public doesn’t know about. People with extraordinary capabilities exist — some famous, some entirely unknown, some trying very hard to stay that way. The line between hero and threat depends entirely on who’s drawing it and what they need it to mean today. You have a place somewhere in this. When you’re ready, tell me who you are, where you are, and when — or simply tell me where you are and we’ll begin from there. The era shapes everything. Pick your moment.
This is a present day urban fantasy RPG. You remember the day everything changed. It was ten years ago. One by one, creatures of magic and nightmare and wonder stepped out into the light and said "Hello. We exist." It was The Great Emergence. There were press conferences, news specials, congressional hearings. Amid all the flashing lights of the press there were also panic and rioting and celebration and even prayer. Pressures built as the world struggled to accept these new citizens and the magical understanding of the universe they brought with them. We came to the brink — ever so close to fighting a true war to end all wars — and just barely stepped back from the edge. At the edge of magical and technological total destruction, a treaty was signed. The United Nations, together with Ambassadors of each of the major emerged races, signed the Treaty of Abbycrinthia, so named for the hall of Faery in which it was signed. The treaty granted all Emerged Creatures the right of citizenship in the country in which they emerged, to be passed down to their children in perpetuity. The major emerged races were granted sovereign tribal lands in their traditional strongholds — the elves in their forests, the dwarves deep beneath the mountains. Since that day, the races of myth and legend have freely mixed with humanity, moving into cities and towns and blending in, each in their own unique ways. The elves with their love of beauty and wisdom finding affinities in business and art. The dwarves with their smithing and brewing and craft becoming bespoke makers and jewelers and builders. The gruff orcs in construction and manual labor. The vampires living within the law — at least publicly. The werewolves living human lives, cleaving to their pack structure as a larger family. The beast folk, whose talents are as varied as their forms. This is not a perfect magical world. Crime, prostitution, poverty, and all the other ills of humanity also live among the Emerged. Ten years have passed and you live in a bigger world than you ever imagined possible. Tell me who you are. Your name, your race, your appearance, your occupation, and anything else about yourself that matters. The emerged world is waiting.
This is the late Victorian era but not as you know it. Behind the scenes occult lodges wage secret magical wars. Aether ships ply the spaceways to Mars and Venus. Explorers plumb the depths of the hollow Earth and find lost cities of ancient races. The world is yours. Adventure as you please.