Torn asunder and rebuilt anew, hundreds of years since the climax of the last great war the Akrei has begun to see the light of civilization once more. Ravaged by magic beyond compare, the world itself although not yet tamed has, for now at least, been appeased. Akrei is a setting built with the ruleset of 5e Dungeons and Dragons firmly in mind and seeks to provide a post-post apocalyptic setting with a dark fantasy twist that provides a diverse array of set-pieces and adventure hooks as well as seamlessly integrating the tropes that allow 5e to function as a game in much the same way that Eberron did with the 3.5e ruleset. In the distant (for men at least) past vicious war spread across the continent and wrecked havoc, the war ended abruptly with a great cataclysm and so too did life as it was then known. The setting does not focus on the aftermath so much as what comes after, when the armies have marched home and surviving day to day is no longer a desperate struggle. There is still much adventure to be had for those brave or desperate enough to seek it out, from aiding those toughing it out on the frontier to delving the ruins of the Before Time. Or for those whose allegiances run deep perhaps a jaunt through the struggles of nations both fledgling and ancient whether openly as a hammer or as silent as a dagger. Akrei gives game masters like myself the ability to devise nearly any plot or subplot and tailor it to both the players and the world itself without anything feeling out of place.