Listen carefully to what I'm going to say as I heard from my father's father who heard it from his father's father, we do not belong to this world, no one knows how we know this knowledge but it is clear to us.

Perhaps there were those who knew why we came to the World, but none of those who walk under the sun with blood and broken moons preserved this knowledge. Perhaps we were proud and wanted to touch the mantle of the gods, perhaps we were unworthy and were expelled from our home.

I do not know why we came nor for what purpose, but our ultimate goal is clear and evident: Survive in this is new world.

This world despises us and if you ask me on bad days I will tell you openly it hates us. After many generations have taken sparse crumbs which it gives the true Children full loaves of. We are not guests here we are a pest and a nuisance.

The Children of this world ignore us at best, and at worst they attack us. They hate and despise us, but also fear us; knowing what we can do to them and remembering what we did to their World.

Among the first to travel here was one of us with power, intelligence and wisdom. He gathered people around him, and the ones who followed him knew no disease, nor did they fear death.

Our people were no longer divided and led by the one that called himself Barbarian attacked the World and their children. One by one he broke the three moons we see in the sky and the world suffered terribly and with it the Children of the world.

The Barbarian defied death for too long, for every man that bleeds it comes time to meet with the Spirit Traveler. He took him back to our home beyond the sea of night riding a star, but before leaving the Barbarian left us, his brothers, powerful lore of times when we lived in our home.

The stories of our past were sealed in his tomb and since his departure it has not been found. So Wanderers peruse the mountains and deserts, seas and forests, ruins and cities, hoping, praying the Traveler Spirit will guide us, to the Tomb of the Barbarian.

What is this game about?
This game is a mix of many elements the first is the "Romance Planetarium" like John Carter of Mars and Flash Gordon, our characters come to an unfamiliar world with alien races They inhabit, lots of adventure and exploration, here you will take the role of one of the humans who inhabit the World while walking to find the legendary Tomb of the Barbarian.

Sources of Inspiration
If you can not imagine the world then think John Carter (books and if you are short of time, the movie) or Flash Gordon (books, movies, TV shows, cartoons, among others.) Where our hero runs a world civilization with vestiges of a glorious past that its residents have forgotten.

Now add a touch of Thundarr the Barbarian or He-Man, in these worlds magic and technology are combined in a natural way leaving room for scientists and magicians, what Arthur C. Clark says "Any sufficiently advanced technology is indistinguishable from magic" and says Larry Niven "Any sufficiently advanced magic is indistinguishable from technology"

Think first What is the World like? Who are the children? Before making the characters you create the place where they live and those who will cohabitate with the humans. I am stuck of ideas here but maybe random tables will get the job done.

Creating a Wanderer
A Wanderer is a human who travels the world in search of the Tomb of the Barbarian, and although this is what motivates them, each has a different backstory.

Each Wanderer has different aspects: Identity, Origin, Conflict, Destiny and Relations

• Identity tells us who you are and why you’re acknowledged, it is the work by which you’re identified in your community.
• Origin what you were before being a Wanderer, in many cases, what were you doing when a child or young
• Conflict is an element that is opposed to your goals and prevents you’re achievements.
• Destiny is what will happen if you reach your goal.

Relations are those who are close to you, good or bad. Friends who want to help you achieve your goals or who know your secret and want to help you to hide, allies who support you in your goals but in a conditional form. Finally they are also your enemies looking for your weaknesses, they want to minimize your achievements and maximize your mistakes.

Below are several ideas for identity, origin, there are only names, as I am not a native english speaker hope this triggers some wild ideas.

Identity
Sonenemy
Leafseeker
Lorer
Spiritear
Creator
Assasinson
Skintearer
Trailfinder
Spiriteye
Forger

Origin
Noname
Scholar
Minebird
Swiftfeet
Disciple
Brightmind
Fareye
Fingers

Conflict
Your father is a Child of the World
You are deeply in love
your parents despise you
you have visions of the past
have found an important ruin
have an powerful artifact
you are friendo of a Son
you hate your own people
You have vision from the future
know how will you die
you are a son send as spy

destiny
will forge an alliance with the Children
a friend will kill you
will sacrifice something important
will get lost in the end of the World
will beat a powerful enemy
will come back from death
will be betrayed
will free the spirits

originally I thought to use (+d6) vs (-d6), ala fate one dice is positive and the other negative, the biggest the result (+5) the better, the lower (-5) the worst while a 0 is a tie, nothing changes.

i hope this mess you have read has some kind of sense, the narration at the beginning was originally in spanish  and want to have a mix of language with some common slang and technical terms, like a primitive guy talking of science.

Anyway i hope you like the idea, sorry for not leaving more rules :(

Game Story:
Before he destroyed everything, The Barbarian became part of the council of elders on this new planet, he was taught magic by the Children’s highest Sortarius and the history of the World by their highest Magus. He taught them of his skills as an Ingeniator. The Barbarian became more powerful than anyone on the World, and with his power he grew mad. He believed he could control the Children of the World and the World itself. 

In the aftermath of the terror caused by The Barbarian, the Children decided they would never teach another human the ways of their magic. Humans could be a Halen, but no longer a Magus or Sortarius.

Sidenote for the GM: There is a Council of the World that always has one Magus, one Sortarius, and one visitor representative on it.

Race:
There are two races, Child of the World or Visitor. A character can be the product of a Child of the World and a Visitor, but they will have the same restrictions on Class as a Visitor and the same special ability advantages of a Child of the World. 
A character who is half Visitor and half Child of the World does not truly fit with either group. They will look different than the Visitors so be mistrusted, but the Children of the World do not accept them as full Children. The Children of the World do not trust “half-breeds” to wield powerful magic, just as they do not trust Visitors to. They feel that their bloodline has been tainted with the madness of The Barbarian.

Classes:
Ingeniator - Science Class -  Ingeniators are the builders of dreams, much like our engineers. These are people who are highly knowledgable and highly skilled in creating new and familiar things. They may have expertise in transportation, hydraulics, machines... Any specialty really, or they may have a general knowledge. These are the men and women who built the transportation to get to this world, and have created all mechanical innovation since landing here. 

Botan - Science Class - Botans are like our scientists. They study plants, animals and environments, and have become very knowledgable about the landscapes of this new world. They can identify plants for food or poison, tell you what animal is stampeding towards you, or identify the rock that nearly fell on your head.

Arcanus - Science Class - Arcani are similar to our archeologists and historians. They know much of the history of this World, though they may not be of it, and they love to discover new finds. They may be more interested in finding the Tomb of the Barbarian for it’s historical significance than for any treasure it ma hold. 

Halen - Magic Class - Halens are healers and medics. Most are assigned a town and will live there their entire life. Halens learn their trade from the previous village halen, it is a tradition that goes back longer than anyone remembers. Halens are a basic magic user, which is why the Visitors are still allowed to learn to this level. 

Magus - Magic Class - Magi are the mages of this world. The know all of the lore of the World, going back further than is passed down to the commoner. They are part of a brotherhood, and each town must always have a Magus. When one is appointed, a new one begins training to take over for the current one, so that no town ever has it’s history erased. They are moderate magic users, and have a strong connection with the World itself. One Magus is part of the Council of the World. Visitors and those who are half Visitor/half Child of the world cannot be this class.

Sortiarius - Magic Class - Sortiarii are the magicians and wizards with the most magical power of any class. They know all that can be known of the magic on this World, and they know how to wield it. All Sortarii are trained from birth to become one of the order. They are stationed throughout the world, but not necessarily in each town. Sortarii are the most likely to be wanderers of the magic classes. Visitors and those who are half Visitor/half Child of the world cannot be this class.

This game will be very sandboxy, sort of a create your own adventure game. The players chose to wander in groups either permanently or for a while. It would be a good drop in game.

Backstory for Wanderers will consist of Race, Class, Identity, Origin, Conflict, and Destiny. Wanderers will also have a special ability; if the player is a Child of the World they choose a mutation (telekinesis, telepathy, can float and essentially fly...), where Visitors must have a human special ability/trait or a mechanical one (super stealthy, iron constitution, gauntlet that is a Bond Car on your arm...). They will also have the following 6 primary stats:
Strength
Intelligence
Dexterity
Charisma
Constitution
Wisdom

Visitors are essentially humans. They get 3 additional skill points per level to train  primary statistics. Human special abilities should not be something that is “supernatural” . It can be something superhuman, but you need to explain to the GM why they are super human, and the GM has to agree to the ability. 

The Children of the World will be created from a randomly generated chart. If a character is created as a Child of the World, they must follow everything put forth in the generated characters description. Their special ability will be in addition to their racial advantage.

Chart for randomization of the Children of the World:

Roll:     Physical Feature:                         Advantage:                                               Weakness:

1            Has 4 arms.                                   Night vision up to 25 ft.                        Flirtation.

2           Has eyes in back of head.           Can read emotions.                                 Selenium.

3           Doesn’t have to eat.                     Can hear everything in a 25 ft range.    Water.

4          Floats instead of walking.       Can see 10 ft. farther than others.                Absentminded.

5          Camouflages to environment.   Can run double speed.                                Faints at the sight of 
                                                                                                                                  blood. 
6         Has an exoskeleton.                     Can recall anything they’ve seen.             Weaker physically.