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 Our half-made world is a place of wonder and horrors beyond mortal comprehension. The Gods and Goddesses of this world are fickle and without mercy. Those who stray into the Unmade Lands take their lives into their own hands, but those that return come with wealth and knowledge that can set them up for life in a mansion. They even say if one sees the deities at work at the edge of the world, they can request any boon from them.

Adventurers who leave for those lands, return changed. They return both blessed and cursed. The afflictions they bare are beyond the healing of even the Arch-Priests of the grand temples. Some jump at shadows, while others cannot abide by the sight of water. They even say one man returned blind, having scratched out his own eyes and while they are cursed, there is a blessing hidden within. Those who jump at shadows can summon Holy light from their palms, those afraid of water can breathe fire as hot as any Dragon’s, and the blind man who is without eyes can "see" the thoughts of those around him.

Dozens of adventurers leave from one of the Guilds of Noble Houses each week to seek their fortune. They all start in the Az’mar, within the Made Lands, where the world has formed something resembling a "normal" ecosystem. Creatures from the Unmade lands rarely make it past the guards in the Half Made lands but the treat is still there. Az’mar is the shield that protect’s humanity.

All profit is made is Az’mar. Az’mar is as large a metropolis as has ever produced. The city contains headquarters for all the Guilds as well as the mansions for each of the Nobles Houses. All adventurers complete their training and begin their journeys from Az’mar. Everything there is for sale, if you know the price and the only thing keeping this city from becoming a lawless den is the power of Guild Council and the Noble Families. These two great forces employ more than 75 percent of the city and without them, the world would fall into ruin.

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