Explore the limits of magic (2nd ed AD&D)
Millennia past, dwarven-mage hubris led to a cataclysm that nearly shook the world apart, and only divine intervention saved the world from complete annihilation. Many lands were plunged beneath the sea--and legends say that treasures may still be found there, if only one could find a way to survive the depths. Other lands were shaken, leaving once great cities in ruin--some have since been rebuilt, others were buried and new communities built atop the old, forgotten ruins. It is said that there are vast treasures to be found, peculiar artifacts that survived their creators' deaths.
These artifacts and treasures may be merely the stuff of legend, but that has not stopped some from pursuing rumors of these things. After all, what adventurer worth his salt would choose not to search if it were possible that such things did exist?
Then there is the island Bragi, nearly unsettled except for a village and an inland city. Within Bragi City is a university which draws from the known world. The best mages are recruited as students.
This much magical research has a tendency to create some unexpected side effects, and sometimes even magic can't solve the problems created.
This is a 2nd ed AD&D game with some 1st ed inclusions and other house rules set in a homebrew world. There are two tracks for the game:
Track 1: slower paced, the professors and deans of the schools. This is more of a political thinker's game, thinking up new spells and magical items, along with occasionally causing the accidental disaster.
Track 2: faster paced, lower level (2nd to 4th) typical adventurer parties (not mage only) dealing with the various weird stuff that the university let loose. This will also include the students (mages and specialists alike)