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Atlantica: City of Magic and Humans

[👤27 people] A city on the Pacific, hidden magic, and your story.
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Published at 2026-10-13 | Updated at 2026-10-15
ATLANTICA
ATLANTICA
A giant floating city on the Pacific Ocean
The world knows nothing of magic.
Yet, mages already live in this city.
A city in the Pacific where technology, capital, power, and secrets intersect. A small ring you picked up on a street in the Pacific begins to shake the balance of this place.
NEAR FUTURE · URBAN FANTASY · OPEN SANDBOX · FACTION POLITICS
01 / THE WORLD
Worldview
A WORLD ABOVE THE OCEAN

Mana exists everywhere in the world, like air, but most humans cannot directly sense or manipulate it. Magic is a power inherited by a few mages, and their existence is hidden from general society.

Atlantica is a giant international city built by connecting several artificial islands and floating platforms in the Pacific Ocean. It is a hub for finance, marine industry, healthcare, advanced research, logistics, and military technology, enjoying considerable autonomy under international agreements. While not an independent nation, it is a strategic location that no single country can easily control.

Governments and corporations seeking to utilize mana through technology, mage families preserving ancient orders, and secret organizations aiming to eradicate magic. These factions cooperate and compete, clashing over the future of the city.

LOCATION
A Giant City in the Pacific
A complex city connecting residential areas, ports, industrial facilities, research complexes, and restricted zones.
TECHNOLOGY
Mana Technology
Expensive technology researched in the fields of medicine, industry, and military. It has not yet been widely distributed to the public.
SOCIETY
Multinational Society
A society where diverse cultures and interests coexist, and the daily lives of ordinary citizens also drive the city.
CONFLICT
Different Futures
All factions have their own goals and weaknesses. No single side is absolutely good or evil.
02 / ESSENTIAL LORE
Essential Lore
THE RULES BEHIND THE UNKNOWN
Mana and Magic
Mana is the medium that affects reality. The performance of magic depends not only on the amount of mana but also on proficiency, precision, stability, knowledge, and judgment.
Mana Organs
Pure mages refine mana absorbed through breathing with mana organs located between their heart and bronchi, circulating it through their bloodstream. The organs do not generate infinite mana or store large amounts. If the organs are permanently destroyed, direct use of magic becomes impossible.
Manifestation of Magic
When magic is used directly, the irises may glow or change color. Stronger magic results in more distinct changes, but it may be difficult to observe depending on distance, lighting, and duration.
Magic Rings
Mages primarily wear rings on their index fingers. Rings act as catalysts that transmit willpower to mana and regulate its flow, enhancing precision and stability. They are not the source of magic, so magic can be used without a ring, but efficiency and precision may decrease.
Mana Technology
Mana technology, which relies on devices and systems, has strengths in large-scale operation and specific environments. Direct magic offers superior flexibility and adaptability. Neither is absolutely superior in all situations.
Maintaining Secrecy
Small-scale magic can be used discreetly, but large-scale magic is difficult to hide due to witnesses, surveillance cameras, and physical traces. Unexplained phenomena are often mistaken for advanced technology or accidents.
Exceptional Awakeners
Extremely rare cases exist where ordinary people develop mana organs postnatally. The cause and frequency are unknown, and awakening does not necessarily lead to becoming a powerful mage.
03 / THE THREE HOUSES
The Three Mage Houses

Three houses that have guarded the secrets and order of magic for ages. Each house harbors different fears and ideals, and their current heads discuss important matters through the Mage Council.

Baekwol House Crest
Baekwol House
BAEKWOL HOUSE · 白月
A house inheriting diverse magical traditions from East Asia. It guards against change and decay, aspiring to an eternal, unchanging order.
Fear — Change
Ideal — Immortality and Perpetuity
“That which does not change, does not perish.”
Montclair House Crest
Montclair House
MONTCLAIR HOUSE
A multinational house inheriting diverse magical traditions from the West. It fears betrayal and changes of heart, pursuing absolute trust that requires no suspicion.
Fear — Betrayal and Change of Heart
Ideal — Absolute Trust
“An eternity without trust is a prison.”
Al-Rashid House Crest
Al-Rashid House
AL-RASHID HOUSE
A multinational house inheriting diverse magical traditions from the Middle East. It fears unpredictable variables and ignorance, seeking to understand and grasp everything.
Fear — Uncertainty
Ideal — Omniscience and Omnipotence
“What is not known cannot be controlled.”
The three houses hold formally equal positions in the council. However, their actual influence varies depending on resources, connections, information, and the interests involved in each matter. Independent mages, smaller families, and those who oppose the existing order also exist.
04 / THE WITCH HUNTERS
The Witch Hunters
Witch Hunter Crest
For a world without magic.

A secret organization whose origins can be traced back to historical witch hunts. They believe magic is a threat to humanity and ultimately aim to eliminate the existence of magic and mages.

However, there are differences within the organization. Hardliners willing to make sacrifices for their goals, pragmatists who prioritize safety in the field, and those who acknowledge the dangers of magic while also being wary of harming innocent people coexist.

They consider themselves humanity's shield. But how much they are willing to sacrifice to protect whom varies among their members.
05 / YOUR STORY
Your Atlantica
Every story begins with a small ring.

One day, you find a small ring dropped by someone on the streets of Atlantica. As you hold it, you feel a faint vibration. And not far away, someone is watching you.

Who is the owner of the ring? Why was it dropped here? What does the person watching you know?

The ring did not choose you. You could be an ordinary citizen, a mage, or a witch hunter. Whether you return the ring, hide it, or investigate it is also your choice.

There is no predetermined role for you.
Live your daily life, build relationships, investigate secrets, start a business, or get involved in faction conflicts. Who you grow close to, what you protect, and what price you pay are up to you.
ATLANTICA
A CITY OF SECRETS AND CHOICES
Your choices change the city's tomorrow.

Creator's comments

ATLANTICA · CHARACTER ARCHIVE
PEOPLE OF ATLANTICA
27 characters, each with different goals and relationships.

From the powerful figures of the city to ordinary citizens. Who you meet and who you trust is your choice.

01 — BAEKWOL FAMILY · 백월
Masanori
Masanori
Family Head · Japan
A seasoned family head wary of change. He prioritizes the old order and the family's continued existence.
Lee Hyun
Lee Hyun
Second Head · Korea
A competent and cautious pragmatist. He desires change but calculates its costs realistically.
Wei
Wei
Next-Gen Mage · China
A curious and rebellious prodigy. She questions old rules while feeling insecure about her place.
02 — MONTCLAIR FAMILY · 몽클레어
Madeleine
Madeleine
Family Head · France
An elegant and insightful family head. She desires absolute trust but tends to test and control others.
Mateusz
Mateusz
Second Head · Poland
A cautious individual who values principles and promises. He struggles when loyalty and conscience conflict.
Edith
Edith
Next-Gen Mage · United Kingdom
A witty and charming free spirit. She hides her true feelings behind lighthearted jokes and dislikes being tied down.
03 — AL-RASHID FAMILY · 알라시드
Nabil
Nabil
Family Head · Egypt
An analytical and meticulous family head. He fears unpredictable variables and seeks to understand and control everything.
Tavisa
Tavisa
Second Head · South Africa
A realistic and observant strategist. She doesn't trust easily and values actions and results over words.
Rayan
Rayan
Next-Gen Mage · Arab World
A sociable and adaptable newcomer. He builds his own information network and seeks a path of freedom.
04 — HUMAN SOCIETY · 일반 사회
Naomi
Naomi
Detective · USA
A detective with intuition and persistence. She values fairness and relentlessly pursues suspicious cases.
Gabriel
Gabriel
Maritime Defense Officer · Brazil
A responsible and bold field operative. He prioritizes citizen safety and practical judgment over ideals.
Maria
Maria
Investigative Reporter · Philippines
A curious and brave reporter. While pursuing the truth, she cannot ignore those who might get hurt in the process.
Ananya
Ananya
Mana Tech Entrepreneur · India
An ambitious and persuasive businesswoman. She believes in the potential of mana technology and turns opportunities into tangible results.
Karim
Karim
Information Broker · Lebanon
A witty and discreet information broker. He knows the value of people and secrets, and his moral boundaries shift with the situation.
Sofia
Sofia
Illegal Mana Goods Dealer · Mexico
Bold and resourceful. She navigates crises with jokes but is surprisingly loyal to those she respects.
Chidi
Chidi
Maritime Smuggler · Nigeria
A laid-back and pragmatic smuggler. He calculates risks and prioritizes family and livelihood above all else.
Eugene
Eugene
Life Science Student · Korea
A diligent and curious student. Despite his anxieties, he quietly pursues his goals with determination.
Chloe
Chloe
Logistics Clerk · French-Vietnamese
A meticulous and pragmatic office worker. She uses dry humor and excellent practical skills to organize complex tasks.
05 — WITCH HUNTERS · 마녀사냥꾼
Katarzyna
Katarzyna
Organization Leader · Poland
A strategic and cold leader. She is willing to sacrifice the innocent for the sake of the organization's cause.
Marcus
Marcus
Field Operations Chief · United Kingdom
A calm and competent veteran. He tries to protect his subordinates but is weary from long missions.
Celine
Celine
Former Mage
A former mage whose mana core was permanently destroyed. She is reserved and cynical but understands the cost of magic better than anyone.
Evelyn
Evelyn
Intelligence Analyst · Chinese-American
A logical and meticulous analyst. She values evidence and is wary of unfounded convictions.
Arif
Arif
Medical & Biological Analyst · South Africa
A cautious and compassionate medic. He struggles between the organization's mission and the ethical imperative to save lives.
Mizuki
Mizuki
Hardliner Field Agent · Japan
A decisive and perfectionist enforcer. She controls her emotions and does not tolerate elements that hinder the mission.
Ren
Ren
Infiltration & Surveillance Agent · Japanese-Brazilian
Perceptive and adaptable. Behind a nonchalant facade, he longs for genuine connection with someone.
Diego
Diego
Equipment & Anti-Mana Tech Specialist · Mexican-American
A practical and creative technician. He enjoys jokes but trusts neither people nor technology easily.
Amina
Amina
Rookie Agent · Kenya
A rookie with ideals and courage. She wants to help others but is unsure how far she can trust the organization's beliefs.
Every character has their own truth.
Some will become your allies, some your enemies, and some will be unexpected.
CREATOR'S NOTE
Before you begin, define yourself.
There is no predetermined protagonist in Atlantica.
You could be an heir to an old mage family, or a witch hunter aiming to eradicate magic. You might be a scientist researching mana technology, an ordinary office worker in the city, an information broker in the back alleys, or perhaps a special awakened individual whose mana core awakened for reasons unknown.

You are free to start with any background. There is no obligation to belong to a specific faction, nor a reason to be born with a special destiny. The background you choose will shape your story in this city.
PERSONA GUIDE / Recommended Presets
01. Basic Information
Name, age, gender, nationality, etc. – information needed to distinguish your character.
02. Occupation and Affiliation
Set your current livelihood and affiliation: student, office worker, researcher, police officer, businessperson, unemployed, etc. If you belong to a specific faction, you can also define your status within the family or organization.
03. Mana and Magic Settings
It's good to decide whether your character can use magic or knows secrets related to mana. Ordinary citizens can also be set to have no knowledge of magic. For special awakened individuals, you can choose whether they are aware of their awakening and how much control they have over their abilities.
04. Personality and Personal Goals
Personality, interests, loved ones, goals you want to achieve, etc. You don't need to define everything in detail. It's fine for your character to evolve and develop new goals through experiences during gameplay.
CHOOSE YOUR BEGINNING / Example Starting Backgrounds
Mage from One of the Three Families
A member of the Baekwol, Montclair, or Al-Rashid family. You can freely define your status and role, such as family heir, operative, novice mage, or independent collaborator.
Witch Hunter
A member of a secret organization dedicated to eradicating magic. You can start as a field agent, intelligence analyst, medic, technical specialist, or rookie agent.
Special Awakened Individual
Someone born outside the traditional mage families, but whose mana core developed later in life. The cause of awakening and the limits of their abilities are unknown, and awakening itself does not guarantee power.
Ordinary Citizen and Other Backgrounds
Office worker, student, police officer, reporter, researcher, businessperson, information broker, etc. You can start with a normal life unrelated to magic, or get entangled in secrets by chance.
Please remember:
The examples above are merely suggestions, not limitations. You don't need to finalize all settings from the start. Unspecified aspects can be naturally developed during gameplay.

However, defining your **name, current occupation or affiliation, and whether you can use magic** in advance will help maintain consistency in situations and character relationships.
YOUR IDENTITY. YOUR CHOICES. YOUR ATLANTICA.
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