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        <title>Alvion: Deities</title>
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        <description>Alvion: Deities

Strictly speaking, Alvion is home to only two entities which may be considered truly divine: the twins Bahamut and Tiamat, who form the circle of life for all living things. Their great flight through the cosmos causes the world to rotate in the void. However, Alvion is also home to many powerful beings which operate on their own, less-cosmic terms, who are equally capable of providing divine power to their worshippers. Such entities are known as Spirits - they vary widely in po…</description>
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        <title>Alvion: Fauna</title>
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        <description>Alvion: Fauna

	*  Alvion: Vailin</description>
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        <title>Alvion: Flora</title>
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        <description>Alvion: Flora

	*  Alvion: Silmë Tree
	*  Alvion: Whisper Willow</description>
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        <description>Alvion: History

The historical accounts of Alvion are divided into ages, which are somewhat arbitrary periods of time, typically a thousand years or more, until a sufficiently world-altering event has taken place to cause historians of the time to denote it as the beginning of a new age. Due to this system, ages are monumental and defining points in history, and are rarely subject to contention amongst Alvian historians.</description>
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        <title>Alvion: Locations</title>
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        <description>Alvion: Locations

	*  Alvion: The Black Sea
	*  Alvion: The Blight
	*  Alvion: Carthen
	*  Alvion: The Glittersea
	*  Alvion: The Semoto Ridge
	*  Alvion: The Scar
	*  Alvion: The Sunken Wood
	*  Alvion: The White Wastes</description>
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        <title>Alvion: Races</title>
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        <description>Alvion: Races

The following is a summary of the most common predispositions of each of the races of Alvion. This is more of a catch-all, rather than an authoritative guide on the situation of each race in the world.

The Dwarves

The Dwarves are a proud race who has survived since the dawn of time in the world of Alvion, and they intend to continue to do some, come hell or dark waters. During the</description>
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        <title>The Scar</title>
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        <description>The Scar

The Scar is the centerpoint of one blighted wasteland becoming another. Following the subduing of the Great Rift by Riza Yellowfang, a powerful magical construct known as the Great Winder was made here, which sought to contain the seemingly neverending flow of evil outsiders into the Material Plane. Although this worked for some time, Riza was slowly corrupted and driven mad by her proximity to the Rift, and she would begin to tamper with calling to and communicating with the eldritch …</description>
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        <title>The World of Alvion</title>
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        <description>The World of Alvion

This page is intended to cover any additional miscellaneous information about the world of Alvion.

Custom Rules

Travel

Walking by foot is hard work, especially in the more unforgiving parts of the world. Bipeds (AKA most characters) may walk for  8 hours per day without penalty for a number of days equal to their Constitution modifier, plus one. So for example, a character could walk for 2 days at 12 Constitution without any saves requires for the walking itself. Concurre…</description>
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