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Allynor

1882

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As the sun rises in the city of Avyrelle, the cobblestone streets are bathed in golden light. Tiny flecks of shaved steel, iron, and bronze reflect the sunlight and make the very air sparkle magically. The morning smells like fresh rain and wood smoke, emanating from the roaring fires already lit in every home.    On the breeze, you can hear the barking of merchants already at work, haggling over imported spies and the latest textiles acquired for their wealthy clients. Even this early, it's almost like they didn't sleep--thieves and drifters are returning home, and the factory fires that lit the streets like oil lamps in the night now dot the sky like small facsimiles of the sun. The energy here is palpable: in a world of constant forward motion and progress, anything is possible, and anyone, no matter where they come from, has the potential to get ahead and make a name for themself.   Across the Donhaley River, the Afindel School of Magic is alight with the arcane torches of yet another long night of wizards and clerics poring over ancient texts and honing their mystical crafts. The stone and marble halls, built close to the beginning of recorded history, are humming with energy and the potential for not only great good, but great evil as well.    Outside of Avyrelle's grand walls, wild nature is in retreat from the ever-encroaching urban sprawl happening across the entire land of Allynor. Wild creatures and peoples of the wilderness defend their homes and stake their claims as they try to preserve what few truly wild places remain and the strange magic inherent in the hills.   Allynor is a land ahead of its time, where magic, science, divinity, and morality compete for superiority: home to some of the world's best minds, patron nation of gods, and seat of generations of history. This land hides layers of mystery, hidden worlds, and secrets to be uncovered. Welcome, adventures!

Campaigns

The Ages of Avyrelle

Dungeons & Dragons 5th Edition Modern

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