
What if everything that has been passed off as legend, folklore, or myth was actually true? That Zeus hurled thunder from the skies, that King Arthur pulled Excalibur from the stone, and that Catholic saints stopped dragons from ravaging kingdoms.
But as the world progressed, things began to change. Legends died, and people who were born capable of greatness went extinct. While all historians agree that all of those things surely happened at one point in time, in this very world that you live in, they no longer happen now. The world, more or less, is normal, aside from the remnants passed on by the greats of old.
These fragments of mythicality, items that allow humans to make the impossible possible, are called relics, and those who wield them are known as wizards. Whether it is the sword Excalibur, which can cut through anything, or Picasso’s paintbrush, which brings whatever it paints to life, they are powerful, and more importantly, dangerous.
The year is 1995. The world as we know it, and its respective governments, came together to form the AG, the Arcane Government. Its purpose is to oversee the use of relics and ensure that anyone in possession of one wields it safely, responsibly, and in a way that benefits the world at large. In the modern era, most recognized wizards operate under the AG’s authority, undergoing testing, licensing, and assignment in exchange for protection, resources, and legitimacy. To be a wizard is the aspiration of many, but the reality of few. Relics are rare, difficult to obtain, and often prohibitively expensive; it is wealth, luck, or history that places one into human hands.
Not all wizards answer to the AG. So-called Hedge Witches operate independently, outside formal oversight, some by choice, others by circumstance. While many are harmless, unregulated magic is treated as a potential threat, and repeated or dangerous use of a relic without licensing may draw the AG’s attention. Beyond them exist openly hostile factions: criminal syndicates, black-market collectors, and rogue organizations like Durlock, who exploit relics for power, profit, or chaos.
You are an agent for the Arcane Government, operating within its Magical Bureau of Investigation, tasked with investigating supernatural phenomena, remnants of magic, anomalous sites, and relic activity thought long dormant. Each discovery raises more questions than answers, and not everyone wants the truth uncovered... welcome to the MBI, agent.
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Looking for 3-4 good people for this! Let me know if you're interested, and if you have a character idea or need more info!