[quote=questionmark693] If you have room left, I'm very interested. I do have a couple questions (the answers to which will not sway my interest) though. What races exist? What amount of magic can a PC use, and of what nature? Will a map be provided at some point of the known world and kingdoms? [/quote] There are a few races across the three continents, though only three (perhaps four) will be playable. The three playable races are the ithuri (also called the First Children), the dvergr (called 'dwarfs' by humans) and humanity (also called the athaler, or Second Children). The ithuri and dvergr are much older than humans, known as 'Elderkind'. Ithuri are somewhat similar to the typical elven trope, except their race is slowly dwindling and they only have one major city in the world. They are also very reliant on magic, requiring tattoos of arcane stencilling to substitute for their lacking physical prowess. The dvergr, like the ithuri, are dwindling. Their people were driven to endangerment by the ithuri during the Dawning Age. From thirteen powerful underground kingdoms, the dvergr have rallied together in the northern realms where they are often exploited for their capabilities as workers. They are creatures of flesh, but once slain, turn to stone. What is peculiar about the dvergr is that they have no pupils, and their eyes have the appearance of precious stones like emeralds which shine in the darkness. They are a religious folk, bound by the Axefaith, and have a very strict society comprised of three castes (workers, warriors/priests and runescribes). The athaler are the most dominant race. There are many countries and city-states across all three continents. The athaler are all descendants of nine tribes, hailing from the Domain of the First Men (destroyed by the Great Sundering). The three greatest powers in the world are human nations, and they are: the principalities of Ashara, the Jzarean Empire and the Queendom of Audya. Magic is the ability to control, to bend and to change. The definition varies between the four types of magic, but they all agree that magic is the essence of change. Some even go far enough to say that magic is the manifestation of chaos in the world. That being said, however, magic is a part of the world. It is a natural force, and as such it exhibits qualities that are both benevolent and malevolent. Physiologically, magic acts like a muscle. To cast magic, one requires a source to draw from, and a great deal of concentration and focus. Every time one uses magic, he or she strengthens their potential. However, that being said, magic does take its tolls. Physically, over-use can result in tiredness. In extreme cases, it can result in internal damage or even comatose and death. Emotionally and mentally, magic can damage your thinking patterns or severely alter your persona. Both cases apply most definitely to those who dabble in Black Magic. Warlocks in particular are prone to corruption of mind and body. Age is also a factor in magic. The fitter and younger you are, the more potent your magic is. That being said, it is possibly for exuberant elders to also channel powerful magic, but this is often with the aid of a medium such as an orb, a staff or tool, anything to reduce the full impact of the arcane. Another factor is power cap. Every mage is born with a different power cap that generally doesn't grow. Your power cap determines how strong your magic will become and how much you can channel at one time. Wild Magic users tend to have greater caps than other types. Unfortunately, most people with high power caps die very young. The extent of magic, I suppose, is determined by your power cap. Practitioners of arcane magic tend to have lower power caps, and thus their magic is localised and their potential is smaller (which also allows them to exercise greater control and self-discipline in the uses of magic). To expand, pyromancers (who are, by definition, practitioners of wild/elemental magic) have higher power caps and are therefore able to perform grander, more destructive acts of magic. As characters, the difference between arcane/wild/black/whatever magic is trivial unless you are a scholar or white wizard (who, for their own learning purposes, have categorised magic as such). All magi are born with the same gift to manipulate, bend, change and bring forward. The only difference is their source of power, which serves as a significant distinction in the magical community (though less so for non-magi). A map will be provided. It will be basic, showing the three continents, the major regions and all powers (countries/city-states) within them. Hope this helps! Keep asking if you need. :)