FAUS is a homebrew d6 system with a heavy emphasis on creativity and player freedom with a robust magic system that allows players to manipulate elements/energies freely and a vicious martial system that focuses on conditional effects and called shots. You, as players, are entering the world of Galazir; a circular biome-ringed world that fans out from a central island midst the central sea all the way to the outer mountain ranges. The world itself is flat, and only about the size of North America in terms of landmass. Climate and culture vary as you travel from the central sea inward (the shorelands, forests, plains, highlands, and mountains all have different cultural aspects), but the world itself is quite small so the disposition of common folk doesn't change much. The history of the Galazir can be summarized into 4 ages; in the first age an ancient and mysterious race of demigods experimented with the landscape and inhabitants of the world until they created humanity and various other sentient non-human creatures (orcs, goblins, fairies, centaur, etc). The second age featured a time of peace and prosperity for all the races as they coexisted peacefully with one another; it was a good time. The third age marked the beginning of a world wide famine that threatened the existence of every being in Galazir. It was within the great famine that certain non-human races discovered grim fact; humans are edible. Humans were rounded up like cattle and eaten by their once friends. An order of Witchers was founded by humanity to fight back the non-humans, and that order exists to this day within the setting serving as a first line of defense against inhumanity and terrible foes. The war between the races of Galazir sparred technological advancements like motorized farming equipment, the first autos (still very uncommon) and basic firearms (era of tech in Galazir is roughly around 1870s with a lower emphasis on mass production). Characters will be playing in the early 4th age, a mere decade since the discovery of magic. Magic itself is a point of contention for humanity, and while some non-humans seem to be able to utilize the arcane, they lack the resources of humans. Magic is worrisome to those who can't or don't want to use it for a simple reason; it has side effects, and users gain a strange arcane sickness which causes pain and some pretty disturbing physical traits (eyes glow and burn magic, hands and fingers split and crack as an eerie force shines through the wounds, etc). It leads to a complicated question; at what point does a mage becomes MORE than human? In a world where humans have fought and killed inhumanity for 600 years, how do those who stride the middle ground between both fit into the society? tl;dr: Humans, Witchers, and Monsters. Story becomes more complicated as humans become monstrous and powerful through magic. If this sound like something you're interested in trying out, drop me a PM or post here.