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Badlands

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The last war between Men and Elves has left no victors to inherit her spoils. No survivor remains to recount the histories, nor learn from their mistakes. The scouring magics of mutual destruction leave the valley of Epinau scorched and raw, and the bustle of cities and industry are absent for the first time in millennia.   Nature, however, abhors a vacuum: from the edges of the great scar in the earth, new life overflows its boiling cauldron at the fringes of civilization and pours like a tide into the valley, filling every crevasse and niche that remain in the ruins of a world past. Goblins, the kings of vermin, clump into competing warbands in a mad dash to inherit the spoils of war; Kobolds, least of the draconids, march in step to the wings of imperious overlords; landbound Kenku take to the rivers for trade, scavenging treasures from the deepest ruins and bargaining off the excess anywhere fresh water flows. All these races clash in the Badlands, the frontier and graveyard of the old world.

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