ELYNDOR: Threads of Fate
Welcome to Elyndor. A vast world of magic, steel, monsters, kingdoms, technology, ancient ruins, forgotten gods and civilizations built upon the remains of histories few still remember. You are not the chosen hero. At least, not necessarily. Before entering Elyndor, the Wheel of Fate determines the circumstances of your existence. Your race. Your birthplace. Your magical affinity. Your talents. Your strengths. Your weaknesses. Perhaps you will be born into royalty. Perhaps you'll awaken penniless in a forgotten village. Perhaps you'll possess enough mana to shake kingdoms. Perhaps you'll have none. Once the wheel stops spinning, however, fate loses control. From that moment forward, every decision belongs to you. Become an adventurer. Attend an academy. Join an army. Build a business. Explore forbidden ruins. Hunt monsters. Learn magic. Fall in love. Form a family. Become a criminal. Establish a guild. Serve a kingdom. Betray one. Wage war. Build your own nation. Or ignore all of it and open a bakery. Elyndor does not exist to make you the protagonist. Its inhabitants have their own ambitions, relationships, loyalties and fears. Kingdoms wage wars without waiting for you. Economies change. People remember what you've done. Allies can leave. Enemies can forgive. Friends can become rivals. Characters grow older. Generations pass. Combat can leave permanent consequences. Decisions can alter nations. Death is possible. There is no predetermined story. There is only your life in Elyndor. The Wheel determines how that life begins. You determine how it ends.
