(If you've ever played the Golden Sun series of videogames, this is basically set in the same world. If not, here goes. )
World:The world of Wayward is flat, primitive, magical, and of insanely complex geography. Long lines of mountains with forest tucked between them wrap like a tye-dye Rorschach test around massive central-continent deserts. Magic was rare for millenia, with only tiny villages of remote, paranoid recluses practicing the ancient and forbidden arts of elemental magic.
Then, Mt. Aleph erupted, and the ashes of the world's magical core rained down upon all three continents' worth of people. Innnocent forest animals became ferocious magical beasts overnight. People who drank the ash-tainted water found themselves the victim of powers they could not control. An ancient order of mystics that had spun it's web across all the world's civilizations arose to provide succor and guidance, but their power came from millenia-old vows that kept them away from the four landforms that would prove central to the world's future. Four towers, one for each of the elements of magic, one in each corner of the known world.
The mystics have announced that the world is ending, and nothing can be done to save it -- but from the Lost Island of Lemuria, an immortal sage who remembers the last time that Mt. Aleph erupted is gathering a group to save the world. Adepts -- people from those remote villages that still practice elemental magic and understand how to control it -- that he alone believes can save the world.
4-8 players. Standard character sheets. I'm not a player in my own game, and my schedule isn't insanely open, so don't expect more than a post a day.
Technology: Typical D&D-style, at sub-crossbow level.
Magic: Four elements. Fire adepts are dynamic, energetic, flamboyant, and control all forms of positive energy (heat, electricity, sound, light). Earth adepts are patient, strong, thoughful, caring, and control all forms of nonliving matter. Air adepts are intellectual, communicative, quick, and control all forms of negative energy (dark, silence, cold, apathy). Water adepts are intuitive, quiet, tend to the path of least resistance, and control all forms of living matter.
Suffice it to say, no one Adept has access to the fulness of any element's power, so keep your power level low so that there's plenty of room to grow. The more tightly themed your powers, the better, as far as I'm concerned. If your magic is strong, your character should be less skilled and physically weaker, and vice versa. You know the drill. No Mary Sues, no stupidity. Thanks.