Magonomia® Example Character: Gemini

In Magonomia® the TTRPG of Renaissance wizardry, everyone plays a wizard. We created five different wizard characters (one for each Science) and used them in examples throughout the core book. You can now download these example characters as part of your Core Rules purchase, or from this link (no purchase necessary).

Over the next several weeks we’ll introduce each of these characters in a blog post, explaining their motivations, skills, and, of course, their magical powers. Since last Thursday was International Transgender Day of Visibility, let’s start with our nonbinary example PC, Gemini!

Image of Gemini, an androgynous wizard at their laboratory workbench.

Gemini in their laboratory. Illustration by Jeff Koch.

Gemini is the detailed example of character creation in Magonomia Core Rules, pages 26-35. They’re an astrologer, a polymath, and a bibliophile. As much as Gemini loves books, they aren’t a recluse: a good character design provides a motivation to get the character out into the world, and Gemini has a big one. Their High Concept is Upwardly Mobile Renaissance Person. Gemini is someone who seeks —and gets— the patronage of powerful people by being smart, charming, and capable. Part of the idea is that Gemini can get missions from current and future patrons, if the GM ever needs an easy story hook. What GM wouldn’t appreciate that?

Gemini is gender fluid, one specific kind of gender nonconformity meaning their gender identity changes over time. Gender identity is not the same thing as gender expression. We chose gender-neutral pronouns and an androgynous look for Gemini, while recognizing that real-world gender fluid people express their gender in a variety of ways.

This character is built on the Visionary archetype (page 50), which falls under the Science of Astrology. Archetypes are optional templates for making a character that fits a particular theme. The Visionary is someone who seeks power as a means to some higher ideal. We didn’t pin down exactly what that higher ideal is, because we didn’t want to give a false impression that Magonomia is supposed to be “about” a certain kind of story. Note that Gemini is a complete character, ready to play, without even deciding on that. In a real Magonomia game, the player would get the opportunity to gradually revise the character’s Aspects over time. It might be best to let the character fit into the world a bit and add that detail when the time is right.

Their best spell is Portent of the Opposing Stars. This is a Divination that describes one of the major obstacles to a specific goal. For example, suppose the character needed a certain rare book of magic (another of their Aspects is You Can Never Have Too Many Books) but the bookseller wouldn’t admit they had a copy for sale. Portent of the Opposing Stars might reveal that the bookseller was being obstructive because the rare book had been stolen! Another possible use might be in searching for the thief: after the first couple of leads run dry, Gemini could cast Portent of the Opposing Stars to discover that the thief is using magic to cover their proverbial tracks.

As you can see, Portent of the Opposing Stars can expose new plot events and really change up the narrative. That’s why that spell costs a Fate Point. The GM is encouraged to make sure Divination spells always reveal some useful information, but they also have a veto power to return the player’s Fate Point if they can’t think of a spoiler-free way to reveal useful information.

Gemini is designed for stories involving investigation and social interaction. Their forte is helping the players deal with the unexpected. Astrology does have some spells that can help in a fight: Discovering Achilles’ Heel is one such example. (If you know who you’re going up against, it can reveal an exploitable weakness.)

Bestiary teaser - Bugbear

Did you know that “bugbear” is an English word dating to the 16th century? Although we know and love them as monsters from a famous fantasy RPG, bugbears weren’t made up by RPG designers. They come from English folklore. Our upcoming Bestiary of Enchanted England takes this classic monster back to its roots.

Drawing of a hairy goblin-like creature in a cape.

Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games


Here are some excerpts from our manuscript on bugbears, by Mark Lawford. ©2022 Shewstone Publishing LLC. All rights reserved.

With a broad toothy grin and eyes that glow green, these fur-covered man-things feed on fear, apprehension, and self-doubt. They are more common than people ever suspected and as society built villages, towns, and cities around them so the bugbears followed. They hide in the dark places; in the unlit narrows and alleys of the city, in deserted burnt-out tenements, and under beds as people pray for sleep...

Bugbears used to be found in the dark and dank reaches of old woodlands. They would feed upon the unseen miasma created by fears and worries of humans who strayed from the path and become lost. But as mankind built more elaborate settlements, the bugbears migrated with them. People encounter them all the time without knowing it. They hear their footsteps behind them when they need to go into the dusty loft, they spot their shadows in the lonely dark alley, and they feel their presence beneath their bed at night. And the bugbears feed...

With their ability to melt into the shadows, they can hide from their chosen victim for many months, sustaining itself on magical humours and vapours given off by the victim's fear and self-doubt. Despite its fearsome appearance, a bugbear never attacks physically, but when the spell is broken and the bugbear itself is threatened it tries to make its escape.

Those knowing a little lore about bugbears may know that the light shed from a green candle illuminates the creatures regardless of where they are in the room or whether they are using their powers to hide themselves.

Upcoming Product: Bestiary of Enchanted England!

Our first full-length sourcebook for Magonomia® is in the works: the Bestiary of Enchanted England.

Edit, February 8, 2022: I added additional creatures: the Knocker, Tombwarden, Shadowbeasts, and Walking Stones. Also, a few taglines have been updated.


(short summary) A book of lore and plot hooks for 24 creatures from English folklore, with original black-and-white illustrations, for the Magonomia® RPG.

Dragon image ©2005 Dover Publications, Inc. Used with permission.

Dragon image ©2005 Dover Publications, Inc. Used with permission.

The Bestiary of Enchanted England is a supplement for Magonomia®, the tabletop RPG of Renaissance wizardry, which is based on the Fate™ engine. It describes 24 faeries, fantastic beasts, and spirits from the folklore and literature of 16th-century England. These aren’t primarily combat opponents: the emphasis is on lore and plot hooks to help you weave these creatures into wondrous game sessions.

The Bestiary of Enchanted England includes:

  • Afanc, The Unseen Beast Below

  • Black Annis, Stealer of Children

  • Bugbear, the Thing Under the Bed

  • Dragon lore (no statistics; there are several dragons in the Magonomia core book)

  • Eala, a Haunted Musical Instrument

  • Elves, the People Under the Hills

  • Grim, the King of Ghosts

  • The Haid, Faerie Thieves

  • Hobyah, a Gang of Wicked Elves

  • Kenidjack, the Bright-Eyed Demon of Cornwall

  • The Laidly Toad Queen

  • Malkin, Bipedal Cats (similar to Puss in Boots)

  • The Merchicken of Portland (it’s a real legend!)

  • Milcha, Queen of the Enchanted Isle

  • The Questing Beast, Creature of Arthurian Legend

  • Satyr, Spirits of the Wild

  • Scitalis, the Wondrous Serpent

  • Shadowbeasts

  • Tombwarden

  • Troll

  • Urban Wisp

  • Walking Stones

  • Waelcyrian, Spirits of Ill Omen

  • Whale Eater, a Dragon of the Sea

The names and taglines for each creature are subject to change, but these are the creatures that will be included.

The book will be a 6”x9” (US trade size) hardcover, approximately 120 pages. Electronic versions (PDF, EPUB, and Kindle) will also be available.

The creative team consists of:

  • Authors: Timothy Ferguson, Mark Lawford, Christian Jensen Romer

  • Illustrators: Steven Bachan, Teresa Guido, Jeff Koch, Angela Taylor, Colin Throm

We’re aiming for crowdfunding in May or June this year. Check back or follow us on social media for progress updates!

Magonomia® preview - the glossary!

Once again, I was working hard on final edits to Magonomia Core Rules over the weekend so I forgot the promised preview. I’ll take this opportunity to share the Glossary.

Why the glossary?

It’s not as much fun as spells or monsters, but it’s super useful, especially when you are learning the game. Making Magonomia easy to learn is a huge priority for us. We realize the GM has to ask players to learn a new game system, so we’ve applied our design team’s extensive experience (mostly from our day jobs) to making it as easy as possible.

The Magonomia glossary: because this game is designed for players.