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The Quest RPG

 

Finally, after many moons, and even more days, a page is made for The Quest, play-by-Email. *sounds of tumultuous applause.*

Right, so what is The Quest RPG?

This is a roleplaying game played over Email.

The Quest is your proper fantasy roleplay, with Elves and Wizards and Dragons. There's even a Phoenix floating around somewhere!

Background

The lands known as Galfor, nestled between the Whitewind Seas to one side, the desert plains of Amarahta to another, and the vast mountain ranges of Tyber, Shadoir, and Meald to the others. Beyond the moutains lie wasteland, and beyond them lie the rich lands of the Tceah'ar peoples, where rich silks and spices come from. Few know what lies beyond the Amarahta plains, for those who attempt the trek seldom return.

The lands are all ruled by noble rulers, Kings, Queens, Lord Protectors, all lands living together. There is little harmony however. Though the people may belong to one land, few lands have the institutions to prevent the migration of those who chose to do so.

Nestled in the centre of Galfor lie the Mountains of the Black Peeks, surrounded and extended by the Forests of Magic, where the few Wizards and magic users go as part of their final tests.

Magic was once a mighty institution on Galfor, with many people possessing the 'gift' to learn to control it. Those who learned became revered, wise and powerful. Wizards became advisors and viziers to the rulers of the various lands, and then the wars began.

The Wizard Wars

Wizards sought to take control of the lands they advised in, for many felt that Wizard should rule. They controlled the magic, now they wanted to control the land. For thirteen years the wars raged, as the Wizards battled for supremacy, first of the land, and then each other. For the first twelve years, the Wizards city at Kioleania remained silent, never participating in the struggles of the Wizards who had gone to learn there. On the first day of Summer, the Wizard Courier for the Masters of Kioleania announced that the High Wizard Council, the Council of Magus, would be meeting on the first day of Winter if no peace was reached. The Courier was slain.

On the first day of Winter of the twelfth year, the Council of Magus met for the first time since the war had began. Comprised of the seven most senior Wizards, and the only five Battle Mages, it represented Magic from across Galfor. It was reached, unanimously, after three days of metting, that the war was to end before the following year was out. The Grand Master at that time, Tomas kathekael al'dura Thourian, announced this to the warring Wizards' familiars, who travelled to their masters to report.

A cataclysm followed. Master fought student, Wizard Magic battled the Magick of the Battle Mages. More than 500 Wizards fought against the thirteen members Council of Magus. The land was ripped asunder as every magic was used to gain the upper hand over another.

As Autumn of the thirteenth year came and went, the Grand Master, two Battle Mages and two Wizards were all that remained of the Council of Magus, andd the war was far from over. The ultimate decision was taken. Magic would be banished from Galfor for all time. The rituals took three weeks to prepare, and the eve of the fourteenth year, the spell was cast.

Dealing with magics never before even imagined, something unforeseen occurred. Magic, whilst being banished, was also created anew. Magical races began to emerge, the elves, dwarves, dragons, but no Wizards, for that gift was gone.

On Midsummers eve, of the second year after the Wizard Wars' (2 AWW) end, three men, the Battle Mages, crossed the Amarahta plains.

In the year 6507 AWW, magic began to return to Galfor...

The lands today

Six millenia after the fierce battles, none but the most astute historians know of the war that tore the world apart, and set it in its current shape. Magic has returned, but few are brave enough to learn from there gifts, for it is dangerous to teach yourself, and none are alive to teach it anymore.

Characters


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