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The land of Bryvania once faced a problem: too many adventurers, and not enough mythical beasts and dark wizards to provide the adventures to satisfy them. The problem was solved when the Baron Kaveshvill opened a purpose-built dungeon, the Warren. Full of rewards and risks, and with a hefty charge to enter, this soon became a thriving monopoly on adventure, and the only opportunity for fame and fortune. Azra, a young girl shunned by her village for her ability to magically disappear and reappear, receives an invitation from a mysterious stranger to take part in the greatest heist in the history of the land: to steal the Warren's gold. But the plan is fraught with danger, and working with a legendary adventurer, a notorious trickster and an enthusiastic elf, Azra must learn quickly who to trust and who to fear, if she is to come out of the Warren with its riches - or even with her life.
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The land of Bryvania once faced a problem: too many adventurers, and not enough mythical beasts and dark wizards to provide the adventures to satisfy them. The problem was solved when the Baron Kaveshvill opened a purpose-built dungeon, the Warren. Full of rewards and risks, and with a hefty charge to enter, this soon became a thriving monopoly on adventure, and the only opportunity for fame and fortune. Azra, a young girl shunned by her village for her ability to magically disappear and reappear, receives an invitation from a mysterious stranger to take part in the greatest heist in the history of the land: to steal the Warren's gold. But the plan is fraught with danger, and working with a legendary adventurer, a notorious trickster and an enthusiastic elf, Azra must learn quickly who to trust and who to fear, if she is to come out of the Warren with its riches - or even with her life.