From Cubicle 7, creators of Warhammer Fantasy Roleplay 4e and Wrath & Glory, comes Victoriana, an RPG that navigates the smoggy streets of an industrial London where technology, magic, and social class collide.

The game, designed by Walt Ciechanowski and Dominic McDowall, uses the 5e system and presents a world teetering between old traditions and a revolutionary future.
I’m already a fan, having enjoyed a previous edition of Victoriana (C7 webstore), and there was a risk here. I don’t think Victoriana needed to be a TTRPG converted to Wizards of the Coast’s 5e system. The point of Victoriana was that it wasn’t the high fantasy that D&D is associated with. The risk was that I would like this edition of the game less.
However, Victoriana could be a 5th edition game, and if using the still-popular D&D ruleset introduces our new generation of gamers to this steampunk goodness, then I’m all for it.
Setting and Theme
Victoriana is set in an alternate 1887, the year of Queen Victoria’s Golden Jubilee. This is not the London of history books; it is a city choked by aetheric smog, where magic is a waning force giving way to steampower, and where fantastical Lineages walk the same streets as ordinary folk. The core of the setting is the “Eternal Struggle,” a conflict between the forces of Order, which seek to maintain the world’s stability, and Entropy, the natural slide towards dissolution.
This struggle is framed by the Aluminat, the world’s dominant philosophical and spiritual institution, which teaches that magic must be regulated to maintain Harmony. Society is starkly divided into three social classes: the magic-wielding Nobility, the industrious Bourgeoisie who champion technology, and the working-class Proletariat who stoke the fires of both industry and revolution. This class tension is a central theme, creating a backdrop of social unrest, political intrigue, and simmering conflict.
Characters

Players take on the roles of “Irregulars,” individuals from any walk of life who band together in “Associations” to investigate mysteries, fight horrors, or champion change. Character creation uses a Lifepath system, guiding players through their Irregular’s upbringing, social class, and occupation to build a detailed backstory.
Instead of standard fantasy races, Victoriana introduces six distinct Lineages, all considered part of a greater Humanity. These are the Duine, who most resemble the humans of our world; the long-lived and psychic Elderen; the large and empathetic Gruagach; the short and hardy Khald; the nocturnal Muirloch; and the Puck, who possess animalistic traits.
The game offers eight classes. The Adventurer, Companion, Dodger, Raconteur, and Sleuth provide martial, social, and investigative capabilities. The Animist, Gadgeteer, and Thaumaturge handle the magical and technological side of adventuring. The Association itself is a key part of character creation, with the group defining its theme, headquarters, and resources before play begins.
Magic

Magic in Victoriana is a fading power, with the world’s lifeblood, the telluric matrix, largely depleted since a past magical calamity. What remains is practised in several forms, all overseen by the Thaumaturgical Guild. Thaumaturgy is the formal art of sorcery, manipulating raw quintessence to cast spells and cantrips. Animism is a tradition of natural magic, focused on crafting magical talismans from herbs, plants, and other natural components. A third type is Psychodunamy, or mediumship, an innate psychic ability that some are born with, requiring no formal training.
Technology
The industrial age is in full swing, and technology is rising to fill the void left by magic’s decline. Aerostats and ornithopters traverse London’s skies, while its streets see early automobiles vying for space with horse-drawn cabs. The most prominent technological marvels are clockworks, which are artificial limbs and organs that can replace damaged body parts, and automatics, which are mechanical servants popular among the Bourgeoisie. Innovators known as Gadgeteers are at the forefront of this revolution, using a necessary spark of magic to create seemingly impossible machines, from electric rifles to winged harnesses.
Enemies

Irregulars will face a host of dangers, both mundane and supernatural. Horrors from beyond the earthly plane pose a significant threat, chief among them the Pallid Ones. These are exiled ethereal beings who tempt mortals into their service through the Eight Vices (such as Greed, Wrath, and Despair) and the forbidden arts of Maleficium. Other menaces include the Unhallowed (undead corrupted by Vice), ancient monstrosities known as Tartarans, and fantastic creatures that still lurk in the world’s hidden corners. Alongside these supernatural threats, players must navigate the dangers posed by revolutionary cells, criminal organisations, and the agents of rival industrial and political powers.
Overall
I started this review by sharing a worry. I already like the Victoriana setting, and I already had a system for it. Would turning it into a D&D-powered game change my opinion of the game?
The 5e conversion of the game certainly changes my framing of Victoriana. This TTRPG is more action-adventure than I had previously with older editions, and less about the world’s politics and social battles.
However, the D&D layering of the game doesn’t significantly impact my enjoyment of it. This is not a playtest; it’s only just come out, but I already know how D&D plays.
If you’re looking to escape high fantasy and perhaps explore social commentary, then check out Victoriana (C7 webstore).
Quick Links
- Victoriana DriveThruRPG | C7 webstore
Disclaimer: My copy of Victoriana was provided free of charge for review purposes.