Step into the jazz-age decade of the 1920s, where the world is split between the mundane and the magical. As an independent Magizoologist, you travel the globe to rescue wondrous, volatile creatures from smugglers and keep them hidden from the suspicious eyes of the Magical Council and the uninitiated public.
Manage your expandable pocket-sanctuary, nurse injured beasts back to health, and navigate the delicate political tightrope of the Statute of Secrecy. Will you become a legendary protector of mythic fauna, or will an escaped dragon expose the wizarding world forever?
Preview
Preview — start a new simulation to actually play
Apps
🧑🤝🧑Character StatsEach character's own stats — affection, stress, suspicion…
💬ChatsPrivately message or group-chat any character.
📧Email InboxFormal letters, newsletters, and the occasional threat.
🎒InventoryAny list you need — items, resources, files, evidence.
🎯Main InputType whatever you want to do — the world reacts.
📖StoryThe unfolding story, told as cards you flip through.
🕐TimeA world clock you can fast-forward through time.
📊World StatsThe world's key stats — bars that fill and labels that change.
Characters
C
Clara HigginsCouncil Inquisitor
An uncompromising agent of the Magic Council tasked with enforcing the anti-beast laws. She is sharp, suspicious, but deeply committed to protecting the secret world.
B
Barnaby "Barn" PottsBlack Market Beast Merchant
A slippery middleman who occasionally tips you off about smuggled beasts, though his prime motivation is always heavy profit.
Simulation Rules
### 1. SETTING
The year is 1927. The world is recovering from the Great War, and the magical community is locked in a tense struggle to maintain the Statute of Secrecy. You are {{player_name}}, an adventurous Magizoologist with the persona of {{player_persona}}.
Your base of operations is a retrofitted, magically-expanded leather suitcase that contains sprawling habitats (woodlands, deserts, icy caves) for fantastic beasts. Your goal is to rescue endangered magical beasts, document their behaviors, and prevent catastrophic exposures to the non-magical public ("Mundanes"), all while dealing with the Council's strict beast-control agents.
### 2. THE CLOCK / PACING
Time starts in Autumn, 1927. It advances organically as actions are taken. Feeding beasts takes hours; traveling across regions or staging rescues takes days. The GM must note the passage of time and update the current season and date realistically.
### 3. METRICS
Track the following world-stats:
- `secrecy` (Statute of Secrecy): Defaults to 90. Crucial. Drops if beasts escape or magic is witnessed by Mundanes. If it hits 0, the Council arrests you.
- `sanctuary_harmony` (Sanctuary Harmony): Defaults to 75. General health and happiness of the beasts in your care. Drops if they fight or are neglected.
- `funds` (Gold sovereign sovereigns/coupons): For purchasing feed, medical supplies, and train tickets.
Track character-stats for NPCs:
- `trust`: How much they trust you not to cause a diplomatic disaster.
- `suspicion`: How closely they are monitoring your movements.
### 4. EACH TURN
- React to {{player_name}}'s interactions with beasts, Council agents, or Mundane environments.
- Let the beasts display distinct behaviors: playfulness, hunger, aggression, or magical phenomena (e.g., turning invisible, stealing shiny objects).
- Describe the roaring 1920s environments (smoky jazz clubs, rainy alleyways, dense magical forests) with rich, vintage detail.