Character creation is freeform, with no rule systems. For rules on magic, see below.
Location: The land of Tarmilain.
Time: The beginning of the Broken Age, just after the Sundering and the end of the God Wars.
History:Spoiler:The land of Tarmilain was created long ago by the gods as a haven and new home for the survivors of an ancient disaster. Under the watchful eye of the Gods, the multifarious races inhabiting the land have grown and prospered in peace and harmony. This peace, however, was broken less than five hundred years ago by the arrival of the High Elves from the Great Sea to the west. With them they brought great and powerful magic and great skill and knowledge of many crafts, but with them they also brought a lust for power. The peace of the lands began to weaken when some of the High Elves became sympathetic for the Humans and tried to aid them by giving them the secrets of their magic and crafts. However, many of the humans they granted the power to, the Samanari in the elftongue, or "Celestials" in the common speech, became obsessed with their newfound power. Unlike the few which used it for the purpose the elves intended, that of aiding the human race, and other races, these men used it to gain power for themselves. They used the Celestial magic to manipulate the men around them and soon rose to power, establishing Cians, or territories, for themselves. They soon became known and feared by all common men.
The High Elves, who had withheld their knowledge from humankind for this very reason, punished those who gave it to the Samanari by casting them out from the ranks of the High Elves. Many of these elves became the Fallen and went into hiding, aiding the humans under the oppression of the Samanari. They found and united those Samanari who had remained uncorrupted, forming a resistance movement. However, some of the outcasts mixed and bred with humans, soon becoming part of certain groups of human society. These human clans were forsaken by all other humans, and moved away to an uninhabited area of land. These became the fabled Half-Elf clans. Occasionally, a Half-Elven child will show remarkable magical proficiency, and will be brought up in the ways of Celestial magic.
The High Elves tried to control the damage some of their kind had done, attacking the Cians of the corrupt Samanari, now called the Samaracht. They responded by counter-attacking the High Elves, and soon a terrible war ensued. The Smamracht, in an attempt to gain access to metal supplies in order to forge weapons and armour for their troops, attacked the mines of the Dwarves in the central mountain range of Tarmilain. This caused the Dwarves to go to war with the Humans as well. Meanwhile, the Serengi, a forest-dwelling race occupying the northern lands of the continent, attacked the High Elves, blaming them for the mindless destruction of the forest by the warring armies. The terrible war took millions of lives and threatened to destroy the entire land.
Luckily for all the races, Saranephan the Peacekeeper, the benevolent god who had first created the land as a safe haven, took pity on the victims of the war, and created yet another continent for refugees to flee to. He created a single great vessel to take them there, and sent his priests and prophets throughout the land to gather refugees and aid them in their journey to the port where the ship was docked. As the ship was about to set off, however, Durankar the Destroyer sent his followers to stop it, insisting that "Mortalkind must face the future they have created for themselves." He commanded his followers to attack the boat and slaughter all aboard, but Saranephan sacrificed himself to save them, blasting Durankar with the strength of his essence and slaying him, causing his followers to flee in terror. As his last act, the Peacekeeper appointed a prophet, Armoth, to lead the refugees to the safety of the new land.
The death of Durankar, however, threw out the fragile balance of power between the gods. They began to battle for power, land and strength, blasting the land with powerful magic. These terrible God Wars scathed the land, destroying parts of it entirely. At one point, competition for land in the mountains at the center of the land cause out mountain to be blasted with raw magic and life energy. Within the center of the mountain, a large cluster of rocks received the main force of this blast, and suddenly began to live. They were named trolls by the humans of Tarmilain, after the mountain's name of Mt Troladar.
The God Wars lasted for many years, and, when the balance of power was finally restored, the lands lay in ruin. Terrible creatures roamed the land, entering it through the breaks in reality caused by the massive amounts of magic that had bombarded the land. Much of this magic had remained embedded in the land, allowing several new forms of magic to be created. The only survivors of the war were scattered, living in tiny villages and hamlets or wandering the land without aim. Bandits and other brigands attack all those who dare to venture from the safety of numbers.
Rules of Magic:Spoiler:Loosely based on the Dungeon Lords magic system.
Three types of magic have sprung from the God Wars: Arcane, Nether and Rune magic. These, along with the Celestial Magic brought into the world by the High Elves, means that there are now four types of magic within the land of Tarmilain.
Celestial Magic: Brought into the world by the High Elves when they arrived from accross the Great Sea, Celestial magic depends on the use of magical crystals created by the High Elves and imbued with a certain power. The secret of crafting the crystals is known only to a few skilled craftsmen among the High Elves, and, since the God Wars, they have not sold, traded or given their crystals to anyone else. Therefore Celestial magicians depend on the crystals they find scattered around the lands as a new source of power.
Each Celestial crystal holds a single charge of its spell. Once a crystal is used, it will slowly recharge its power until it can eventually be used again. They recharge faster in certain areas for some unknown reason.
Celestial Crystals are offensive spells and "area buffs" (ie. Slowing down time for everyone and everything in the area, except maybe one person.
Arcane Magic: The magic that bombarded the lands during the God Wars has left certain area saturated with large amounts of magic. Not long after the Wars ended, some people, experimenting with certain woods in one of the saturated areas, discovered that the magic may be absorbed and stored in staffs made of certain rare woods. The magic can then be released by chanting certain spells and incantations.
Arcane magicians carry staves which store magical power. They can cast spells by chanting fancy-sounding latinesque phrases related to those spells. For example, the phrase for lighting up an area would be arcanis illuminatum.
Arcane magic is your "classic" wizard/mage magic.
Nether Magic: Some creatures and items were severely bombarded by magic during the Wars. It has been discovered that, by mixing certain ingredients from these creatures, powerful curses and summoning spells can be used.
Nether magic is basically eye of newt and leg of toad stuff. Mix up weird-sounding ingredients and throw them into the air or something.
As above, this is mostly curses/debuffs and summoning spells.
Rune Magic: In the mountain where the trolls originated, Mt Troladar, many strange crytals were discovered. They were imbued with a strange form of magic. However, it was discovered that there were two types of crystal: The first were those which had been bombarded with pure, raw magic of many forms. he second had been hit by a specific spell, and had had their magical "imprint" altered to reflect that spell's "imprint". It was discovered that by rubbing the crystals in a certain way, while in the presence of certain of the first type of crystal, certain spells can be cast, at the cost of some of the power of the type 1 crystals which the spell needs to operate.
Runic Magicians carry spell crystals and power crystals. Every time the spell crystals are used to cast a spell, part of the power of certain power crystals is used up. This power returns slowly over time.
Rune Magic is mostly used to cast buffs, shields etc.
Clarification: Runic Magic crystals and Celestial Magic crystals are not compatible.
Map (Quite big, dialups beware)
-Magic (Apart from Nether Magic) exerts a toll on the user that increases exponentially with the power of the magic. Feel free to magically wipe out an entire civilization, without planning, in one post, provided your character becomes terribly emaciated, loses all sensory apparatus and enters into a permanent coma.
-Post properly, and write well. Please use spellcheck, and if you write in Mxit/internet shorthand, you will burn.
-Bear with me if my GMing isn't very good.
Looking for 4-6 characters (Half-Elf, High Elf, Human for preference, since Trolls, Serengi and Dwarves aren't well-defined as yet), preferably with one who is from the Darathim. If your character is the latter, expect PMs about what you're supposed to be doing to start off the RP.
An alternate plan is that I will create the Darathim character and play that for a while, then hand it over to someone/get rid of it, on account of how if I don't the roleplay will be self-centric, which spoils it for everyone else.