Sorcery is a reality in Castle Falkenstein; but this is not the hermetic sorcery of most fantasy literature. Magick works, and magicians are debonair members of secret societies and lodges with arcane plans. Though there are solitary mystics, true power is gained by working with others of a like mind toward a common goal. Those with a gift for magick are trained by their lodge both in the use of their talent and the responsibilities that go with such power. Of course, not all lodges are altruistic in their objectives....
In a world where sorcery is real, so too are the creatures from myth and legend. The Wild Hunt of Faerie rides after darkness has fallen, and Faerie lords and ladies waltz gracefully at society balls. Dragons occasionally walk the streets as urbane gentlemen and discerning collectors of art. Dwarfs are skilled engineers and inventors who bring to life the fantastic machines of the age - always on the lookout for a wealthy and influential patron to help them bring their ideas to fruition!
But all is not brightness and gaiety. Bismark, the Chancellor of Prussia, seeks to bring all the independent German states under his iron fist. The powerful industrialists of Great Britain, The Steam Lords, push forward advances in manufacturing without caring about the affect it has on the environment, or on their workers. In the dark corners of New Europa's capital cities, crazed criminal masterminds build fearsome, infernal devices with which to take over the world, or perhaps exact their revenge on those who laughed at their insane genius. And in smoke-filled back rooms, wild-eyed Anarchists plot to overthrow the established order.
Nonetheless, social graces, a quick wit, a dazzling coiffure or a smart uniform can frequently accomplish more in Society than a spell or a gadget. In this game, your appointment book can be as powerful as your spell book, and your rapier wit can do more damage than your blade!