Midnight Magic is a dark fantasy odyssey where a royal massacre shatters your world: your orphanage burns, your sister vanishes, and you’re hunted as a “magic abomination.” To uncover the truth, forge alliances with witches, half-breeds, and outcasts—all while evading a kingdom that fears your blood.
The Night the World Burned: Loss, Fury, and a Sister’s Ghost
1. A Peace Shattered: You grew up in the “Sapphire Orphanage,” a haven for magic-blooded children hidden in the woods. That changed at midnight: torches, screams, and the King’s Guard shouting, “Burn the witch-bloods!” You watched Alice’s room go up in flames—her favorite doll, a frayed blue ribbon, clutched in your hand as you fled.
2. Hunted, Not Helped: Now labeled a “menace,” you’re hunted by soldiers, mobbed by superstitious villagers, and scorned by mages who fear your power. Sleep means hiding in caves or sewers; daylight brings patrols. Every shadow whispers, “They’ll find you.”
3. Alice’s Shadow: Her absence haunts you. Did she escape? Is she imprisoned? The Guard claims no survivors, but you found a charred scrap of her dress near the stables—a clue that fuels your rage. Finding her isn’t just duty; it’s the only thing keeping you human.
Allies in the Shadows: Witches, Beasts, and Broken Souls
1. The Coven of Scars: Deep in the Black Marsh, you meet Elara, a witch whose magic was stolen by the Crown. Her coven hides in rotting huts, brewing potions from venom and tears. They’ll help—if you steal a royal guard’s amulet (proof of their persecution). Trust is fragile; Elara’s sister was burned at the stake for “treason.”
2. Kael, the Wolf-Blooded: A half-wolf outcast, Kael scavenges the border towns, hated for his fangs and tail. He joins you after you save him from a lynch mob, growling, “I owe you one… but don’t think I’ll follow blindly.” His loyalty is raw, his pain palpable—he knows what it means to be “monster.”
3. Silas, the Fallen Mage: Once a royal advisor, Silas was exiled for using “forbidden” magic to heal. Now he trades secrets for protection, his hands trembling as he deciphers old texts. “The Guard doesn’t burn orphans randomly,” he mutters. “They’re erasing magic-blooded lines. Your sister… she might be more than she seemed.”
Truth’s Double Edge: What Will You Sacrifice?
1. Moral Lines Blurred: To get answers, you’ll lie, steal, or betray. Do you frame a guard captain to steal his keys? Let a village burn to distract soldiers? Each choice chips away at your humanity—and your allies notice. Elara questions your “ends justify the means” mindset; Kael growls, “I didn’t leave my pack to watch you become a tyrant.”
2. The Kingdom’s Secret: Through Silas’ research, you learn the Guard’s fire wasn’t random. Alice wasn’t just “another magic child”—she bore a mark, a crescent moon, linked to an ancient prophecy: “When the twin moons align, the Blood of the Moon will wake, and the Crown will fall.” The King isn’t just hunting you—he’s hunting a threat to his throne.
3. The Cost of Revelation: Exposing the truth could spark a revolution… or get thousands killed. If the prophecy is real, Alice might be a pawn in a war she never chose. Do you risk everything to free her? Or walk away, letting the kingdom burn its own future?
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