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Ranath

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Magic is dying. It is simple a fact of our time. The study of magic is left to the Sorcerers and Warlocks, those who magic comes naturally and the study of it is all but abandon. And it isn't just magic; droughts, famine, plagues, nature and unnatural disasters ravage the land. The kingdoms are at the breaking point as the people demand the bare necessities that are growing every scarcer. The threat of total anarchy or martial law hungs above the heads of everyone, nobles and kings to peasants.   But there is a chance. The Conjurer's Keep, a vault turned prison, is said to be a repacatory of magic sealed away. But the three kingdoms are weary to unlock that ancient dungeon for fear of what is inside, for what horror ended the Descendant's War nearly a millennium ago.   The kingdoms have agreed to open the dungeon and hire Dungeoneering Guilds, organizations who specialize exploring and raiding ruins and site of value and profit, to enter the keep and gather what artifacts and relics they can. But they must compete against the other guilds, both in the lawless keep and the boomtown surrounding the ancient castle.

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