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Enderal

Enderal: Forgotten Stories is a total conversion modification for , developed by the German modding group SureAI as a standalone game experience set in an original world. Released initially in 2016, it features a new continent named with its own lore, landscapes ranging from deserts to mountains, and a psychological storyline exploring themes of fate and mortality, playable in 30 to 100 hours. The enhanced Forgotten Stories edition, launched on in 2019, adds expanded content including new questlines, crafting systems, and support for Skyrim 's 64-bit engine, while requiring only a legal copy of the base Skyrim game without DLCs; subsequent updates, including a full Special Edition release in 2021 and version 2.1.0 in 2024, have provided further improvements and fixes. SureAI, building on their prior work with the 2010 total conversion Nehrim: At Fate's Edge for The Elder Scrolls IV: Oblivion, crafted Enderal non-commercially with professional in both German and English, including talents like . Key gameplay innovations include overhauled skill systems with Paths that determine character roles from birth in a theocratic society, survival mechanics such as limited healing via food and potions, no level scaling for increased challenge, and restricted to encourage immersion. The mod introduces new monsters, dungeons, and a housing system, alongside special abilities and a complex magic system that risks "arcane fever" from overuse. Critically acclaimed for recapturing the exploratory magic of Skyrim while delivering a narrative depth comparable to commercial RPGs, earned a 74% score from for its writing and world-building, despite occasional technical instability like crashes. Rock Paper Shotgun described it as "excellent," praising its morally gray quests and innovative mechanics that transform the source engine into a fresh experience. hailed it as one of the best Skyrim total conversions, noting its high-quality production that rivals standalone titles.

Development and Release

Origins and Predecessors

SureAI, a modding collective, was founded in October 2003 by a small group of enthusiasts focused on creating ambitious modifications for series. Initially comprising just two core members, the team expanded in May 2005 through mergers with other modding groups, such as the Black Raven team, to tackle larger projects. Their first major endeavor was Nehrim: At Fate's Edge, a total conversion mod for IV: Oblivion, with development beginning in March 2006 after the base game's release. Nehrim introduced an original world, lore, and storyline independent of the Elder Scrolls canon, spanning over 50 hours of gameplay and setting a benchmark for modding ambition by demonstrating the feasibility of standalone RPG experiences within an existing engine. Its success, as one of the largest and most elaborate mods for Oblivion, significantly influenced the modding community by inspiring subsequent total conversions and highlighting the potential for narrative-driven projects beyond official content. Building on Nehrim's legacy, SureAI decided to transition to upon its 2011 release, viewing it as a superior platform for enhanced visuals, physics, and open-world scale that aligned with their vision for deeper storytelling. On June 10, 2012, the project—initially codenamed "Project 5"—was publicly announced as , a total conversion emphasizing original world-building untethered from lore to allow unrestricted creative freedom in crafting a new continent, society, and mythology. This shift was motivated by the desire to evolve Nehrim's concepts into a more immersive experience, free from constraints, while leveraging Skyrim's tools for broader accessibility. As development progressed, SureAI's team evolved from its modest origins into a more diverse, international collaboration, incorporating external contributors for specialized roles such as English localization and . The core group of 7-10 developers was supplemented by volunteers, including over 90 voice actors from various countries, marking a significant step up from Nehrim's primarily text-based . This expansion enabled a focus on depth, drawing inspiration from German literary traditions like the Brothers Grimm's dark tales, which infused Enderal's story with themes of moral ambiguity, , and existential dread reflective of cultural reflections on history and . Lead writer Nicolas Lietzau emphasized integrating writing throughout production to ensure cohesion with , prioritizing philosophical undertones over conventional fantasy tropes.

Production Process

The development of Enderal spanned five years, from September 2011 to July 2016, during which the project amassed over 29,900 man-hours of work. A core team of seven to fourteen members, primarily based in with international contributors from the and , handled key aspects such as scripting, quest design, and narrative. This core group expanded through collaboration with dozens of additional contributors, including over 90 voice actors who provided recordings entirely on a volunteer basis. Enderal was built using Bethesda's Creation Engine, as accessed via The Elder Scrolls V: Skyrim's Creation Kit, which imposed inherent constraints on performance and asset integration. The team employed custom scripting to implement novel mechanics, such as the Psionics magic school, which manipulates mental states and requires unique spell effects and AI behaviors not native to the engine. Audio production was a major undertaking, featuring full voice-over dubbing in German as the original language and English as a parallel localization; this resulted in over 150 hours of professional-grade dialogue recorded by actors, far exceeding typical mod projects and enhancing immersion through emotional delivery. Significant challenges arose from the engine's limitations, including frequent performance drops in dense areas and the inability to support ambitious features like a real-time flight system, which was abandoned after 150 man-hours due to crashes from high object counts. The developers balanced Enderal's original lore—drawing briefly from the success of their prior mod Nehrim—against these technical bounds by prioritizing narrative depth over expansive mechanics, while creating custom assets to populate a 20 km² world roughly half the size of Skyrim's map. Asset production involved tools like 3DS Max, , and Substance Designer, but team volatility outside the core group led to fluctuating manpower and content cuts, such as portions of the "Rhalâta" questline. To maintain accessibility, the mod ensured full compatibility with the base Skyrim installation, without needing any DLC, through a dedicated launcher that preserved the original game files.

Release History and Expansions

Enderal was initially released as a free total conversion modification for on July 3, 2016, in , with the English version following on August 14, 2016. It required ownership of the base game but no DLCs, and was distributed as a manual download primarily through the SureAI forums and , allowing players to install it via tools like Mod Organizer. This launch marked SureAI's first project with full dual-language support, enabling broad accessibility without regional restrictions. On February 14, 2019, SureAI released : Forgotten Stories as a free expansion and comprehensive update, bundled with the base content for new players and available directly on . The expansion added approximately 10–20 hours of new content, including two guild questlines for The Golden Sickle and The Rhalâta, 12 side quests, and a secret ending to the main storyline. It also introduced two unique crafting-based classes—the Lycantrope, which uses to into a form, and the Phasmalist, which summons ethereal beings via enchanting—alongside numerous performance optimizations and bug fixes to enhance stability on the original Skyrim engine. This version shifted distribution to 's platform, simplifying installation and integrating with for compatibility with other mods. The Special Edition port launched on March 18, 2021, adapting Enderal: Forgotten Stories to The Elder Scrolls V: Skyrim Special Edition, requiring ownership of Skyrim Special Edition and distributed via Steam as a standalone application that integrates with the base game. Key enhancements included a new rendering engine for improved lighting and visual fidelity, full controller support, and deeper Steam integration for achievements and cloud saves. The port maintained all prior content while leveraging the 64-bit engine for better performance and stability. The final official update, patch 2.0.12, arrived on September 10, 2022, incorporating minor tweaks for VR compatibility in collaboration with community efforts. In September 2022, SureAI discontinued further updates to the Steam version of Enderal: Forgotten Stories Special Edition at patch 2.0.12. Community efforts have continued development, releasing patches such as 2.1.0 in March 2024 and 2.1.4 in August 2024, improving compatibility with newer Skyrim Special Edition updates as of November 2025. No major content expansions have followed from SureAI, who have transitioned focus toward commercial projects, limiting further official development on Enderal.

Gameplay

Core Mechanics and Controls

Enderal employs a first-person perspective for its gameplay, enabling immersive open-world exploration across diverse landscapes such as coastal regions, dense forests, and arid , where players navigate on foot, by horse, or via limited transportation options to uncover hidden locations and advance the narrative. Progression is structured around experience points (EP) earned through a combination of completing quests, defeating enemies, discovering new areas, and engaging with via reading books or symbols, though quests serve as the primary driver for leveling up, with requirements escalating nonlinearly from 395 EP for level 2 to over 1.4 million for level 100. Upon leveling, players allocate points to core attributes like , , or , alongside skill points for disciplines, crafting points for workmanship skills, and memory points for unlocks, fostering a balanced approach to character development that contrasts with Skyrim's more fluid, use-dependent growth. Skills in Enderal start at a base of 15 and cap at 100, increased not through repeated use but by expending earned points on instructional books—categorized by proficiency levels (Apprentice for 15-25, Adept for 26-50, Expert for 51-75, and Master for 76-100)—available from trainers or found in the world, which prevents unchecked over-leveling and emphasizes strategic investment over grinding. This system applies across categories like combat, magic, and workmanship, ensuring progression ties closely to quest rewards and exploration milestones rather than isolated activities. Fast travel is intentionally restricted to discourage reliance on it; players access it via Myrad Towers, which function as paid hubs (25 pennies per use) scattered across major regions, or intra-city signposts in areas like Ark, compelling more deliberate traversal and heightening the sense of a lived-in world. Horses, purchasable early in the game for a modest fee, provide a key alternative for efficient overland movement without negating environmental immersion. The system mirrors Skyrim's weight-based management but integrates deeply with survival-oriented crafting mechanics, requiring players to gather resources like ores, hides, flora, and during exploration to sustain progression. involves harvesting ingredients with hidden effects (revealed by consumption or experimentation) and combining them at labs or portable setups to brew potions, such as those fortifying or restoring attributes, with potency scaling by the player's skill and enhanced by racial bonuses or memories like the Lycanthrope's for riskier extractions. falls under the discipline, where players collect ores (smelted into ingots via racks) and blueprints (looted from dungeons or bought) to forge weapons and armor at forges, temper them on grindstones for damage boosts, or improve armor ratings on workbenches, all while managing material weight and station access. requires analyzing captured in gems to learn effects, then applying them to gear at arcane enchanters, with strength limited by skill level and gem quality, promoting careful amid constraints. These systems incorporate tension through the Red Madness —a post-apocalyptic triggered by otherworldly influences that afflicts NPCs, causing red-eyed and berserk aggression—requiring players to evade, combat, or strategically avoid infected hordes in contaminated zones, as no exists and exposure risks escalate in lore-heavy areas tied to the world's downfall. Controls and interface adapt Skyrim's foundational inputs for keyboard, mouse, or controller, with movement via , interaction on E, and jumping on Space, but introduce tweaks for Enderal-specific features: for talent management defaults to Y (English keyboards), powers like racial abilities to Z, and summoning to L, ensuring seamless integration without a dedicated remapping beyond Skyrim's options. The emphasizes clarity in sorting by and type, crafting menus filtered by known effects or blueprints, and a quest journal that highlights narrative branches. Dialogue trees utilize a branching selection system influenced by the skill for checks, where player choices in conversations can alter quest outcomes, relations, and world states—such as swaying NPCs during dilemmas or unlocking hidden paths—reinforcing the game's on psychological depth and consequence-driven storytelling over linear interactions. For , the mind-manipulation magic school, spell selection leverages adapted radial menus for quick access to abilities like mental domination or , accessible via the standard magic hotkey wheel, allowing fluid deployment in tense encounters while maintaining the interface's minimalist design.

Character Classes and Progression

Enderal features a class system centered around three primary archetypes—Warrior, Mage, and Rogue—each divided into three specialized sub-disciplines that guide player development through skill investment and talent selection. The Warrior class emphasizes physical combat prowess, with sub-disciplines including Vandal (focused on two-handed weapons), Keeper (centered on heavy armor, blocking, and resistances), and Blade Dancer (oriented toward one-handed weapons and agility). The Mage class revolves around magical manipulation, featuring Elementalist (elemental spells), Thaumaturge (light and mental magic), and Sinistrope (psionics and entropy effects). The Rogue class prioritizes stealth and utility, with sub-disciplines such as Infiltrator (sneaking, rhetoric, and pickpocketing), Vagrant (light armor, poisons, and potions), and Trickster (archery and lockpicking). Players begin as an "Adventurer" without predefined class restrictions, allowing flexible early progression, but formal class identities emerge from investing memory points into these disciplines' talent trees, typically unlocking around level 19 or later. Character progression in Enderal diverges from global level scaling systems like those in Skyrim, where enemies and loot adjust dynamically to player level; instead, Enderal employs fixed enemy difficulties and a structured experience point (EP) system that rewards quest completion, combat victories, exploration, and lore discoveries without inflating world challenges. Experience points accumulate to advance the player's overall level, with requirements escalating progressively (e.g., 395 EP for level 2, rising to over 17,000 by level 11), primarily sourced from narrative quests to encourage story engagement over grinding. Upon leveling, players receive attribute increases to Health, Mana, or Stamina; five learning points for combat skills; three (or four in the Forgotten Stories expansion) workmanship points for crafting; and one memory point for talents. Skills across disciplines start at level 15 and cap at 100, advancing not through repeated use but by allocating points to consume specialized learning books—Apprentice tomes for levels up to 25, Adept for 26-50, Expert for 51-75, and Master for 76-100—which must be acquired via vendors, loot, or quests. The and perk system utilizes a tree-based structure for each sub-discipline, accessible via the spell, where memory points unlock over 50 perks total across the nine core trees (excluding expansions), organized into tiers that enhance abilities progressively. For instance, Rogues can access perks like expanded carry capacity in the tree for better inventory management during operations, while Mages gain improved regeneration in the tree to sustain prolonged spellcasting. Hybrid builds are actively encouraged through "affinities," special combined classes activated by investing at least 10 memory points in two compatible sub-disciplines (e.g., Dancer and yielding Arcane Warrior, granting +6 to One-Handed and elemental damage boosts), though cross-class investments incur opportunity costs due to limited memory points (one per level) and the of active affinities, fostering strategic without punishing versatility entirely. These integrate with broader by tying perk efficacy to skill levels, ensuring balanced growth that rewards deliberate planning over unchecked power escalation.

Combat, Magic, and Unique Systems

Combat in Enderal builds upon familiar action-RPG foundations, emphasizing tactical engagement through , ranged, and approaches, while incorporating enhanced enemy AI that responds dynamically to player positioning, such as flanking maneuvers and morale-based retreats during prolonged encounters. Melee combat features one-handed weapons for agile, defensive playstyles via the Blade Dancer discipline, which improves precision strikes and combos, or two-handed weapons under the Vandal discipline for heavier, crowd-clearing swings that deplete rapidly. Ranged options rely on bows and crossbows, integrated into the rogue path, allowing for elevated sniping and environmental exploitation to maintain distance, while mechanics in the Infiltrator discipline enable silent takedowns and evasion, rewarding careful approach over direct confrontation. A core system, akin to mechanics, limits sustained actions like sprinting, blocking, and power attacks, forcing players to manage resources in extended fights to avoid vulnerability when depleted. Magic in Enderal is divided into five primary schools, each offering distinct tactical applications in combat, with mana serving as the universal resource regenerated over time or supplemented through potions and enchanted gear. However, overuse of magic incurs Arcane Fever, a debuff that accumulates with each spell cast or restorative potion consumed (food-based healing is exempt but slower); it begins at 0% and imposes attribute penalties above 40% and 70%, potentially leading to death at 100% if untreated. Players mitigate it by resting, consuming , or visiting temples, adding survival tension to mage playstyles. Elementalism harnesses fire, frost, and lightning for direct damage, featuring spells like for single-target bursts or Chain Lightning for chaining between foes, ideal for aggressive mage builds that draw power from environmental elements but risk exhaustion from overuse. Thaumaturgy encompasses Light Magic for healing and attribute buffs, such as restoring mid-battle or enhancing ally resilience, and for utility, including telekinetic manipulation to hurl objects as improvised weapons or erect spectral barriers that absorb incoming damage. The darker Sinistra school splits into Entropy, which drains life force to summon undead minions or inflict necrotic debuffs, and , a uniquely insidious discipline focused on mental domination rather than physical force. Psionics stands out as Enderal's most distinctive magical system, enabling psionicists to warp enemies' perceptions of reality through thought manipulation, bypassing traditional defenses for psychological warfare. Spells like hallucination inducements can make foes perceive allies as threats, inciting friendly fire, while advanced abilities grant temporary invisibility by convincing targets the caster simply does not exist, perfect for ambush setups or escapes. This school eschews raw destruction for subtlety, often requiring line-of-sight and concentration, and is stigmatized in Enderal's society as forbidden due to its history of tyrannical misuse against leaders, though it excels in crowd control during chaotic skirmishes. Mana costs scale with spell potency, demanding strategic alternation with potions to sustain illusions without interruption. Enderal introduces unique systems that integrate lore-driven challenges into combat and exploration, heightening the world's precarious atmosphere. The Red Madness epidemic, triggered by the death of the Light-Born, afflicts NPCs across the land, manifesting as red-glowing eyes and berserk aggression that turns ordinary civilians into indiscriminate attackers, escalating random encounters and forcing improvised defenses. Victims rant about purification, their insanity tied to otherworldly possession by the High Ones, which propagates unpredictably and cannot be warded against by standard protections like Sigil Stone shards, thus transforming safe zones into potential battlegrounds. Complementing this peril is the Prophet's visionary ability, a core mechanic for the , where prophetic visions—ethereal glimpses into past cycles—reveal hidden clues and mechanisms essential for solving environmental puzzles that often precede or interrupt fights, such as aligning ancient locks or deciphering rune sequences to access tactical advantages. These visions, while not direct combat tools, provide narrative foresight that informs strategic decisions, like preempting ambushes through foreseen events. The base game omits traditional lycanthropy or vampirism, but the Forgotten Stories expansion adds the Lycanthrope class for beastly transformations, blending seamlessly with alchemy for enhanced feral assaults.

World and Setting

Geography and Environment

Enderal's world spans approximately 20 square kilometers, forming a compact yet diverse continent situated northeast of Nehrim in the , featuring 13 distinct regions that vary in terrain and climate. The layout centers around the Heartlands, a wooded hub crisscrossed by roads, with the capital city of dominating the southeast at the foot of the Malphas' Spine mountain range. Peripheral areas include the Sun Coast in the southwest, a rocky temperate region of heather meadows and slow coastal paths serving as the player's initial entry point; the Powder Desert in the south, marked by expansive dunes and scattered oases; and the Frostcliff Mountains, representing harsh tundra environments with severe snow cover. Other notable zones encompass the Whisperwood's dense fir and mixed forests, the Western Cliff's rugged shores, and Thalgard's toxic mists over marshy grounds. The continent's biomes contribute to a rich environmental tapestry, including fertile coastlines, crystallic woodlands, arid deserts, and submerged ruins accessible via . These landscapes influence navigation and immersion, with natural barriers like mountain passes and dense foliage separating regions and encouraging deliberate travel routes. Key locations highlight this variety: , a hillside with a harbor on King's Bay and the ivory perched on a cliff overlooking the city; the Undercity, a concealed subterranean beneath comprising , waterworks, and areas; and remote outposts scattered across tundras and dunes for amid exploration. Environmental interactions enhance gameplay through dynamic weather systems that alter visibility and mobility, such as sandstorms obscuring paths in the southern dunes or blinding snowstorms in the Frostcliff Mountains, which can slow progress and heighten peril during traversal. In dungeons and ruins, interactive elements like breakable barriers occasionally reveal hidden passages, though light sources—such as torches or spells—prove essential for uncovering concealed routes in darkened interiors. Unlike seamless open-world mapping in its base engine, Enderal employs via Myrad Towers, unlocked progressively through exploration, along with teleportation scrolls and Mark/Recall spells, promoting deliberate discovery over instant relocation.

Society, Factions, and Culture

Enderal's society is structured as a theocracy under the Holy Order, which wields absolute spiritual and political authority, enforcing the doctrines of the Light-Born Malphas through the sacred text known as The Path. This rigid system divides citizens into castes determined at age eight during the "Consecration of the Path" ritual, limiting social mobility and assigning roles based on perceived aptitude: the Manufacturers encompass laborers, peasants, and craftsmen; the Erudites include scholars and merchants; and the Sublime handle diplomacy, clergy, and nobility. Individuals deemed unfit for any caste become "Pathless," facing ostracism and marginalization. The Holy Order's influence permeates laws, such as the prohibition of uncontrolled magic, requiring those with innate abilities to register or risk exile as "Wild Mages," reflecting the theocracy's emphasis on discipline and obedience to prevent societal chaos. Major factions shape Enderal's social and economic landscape, with the Holy Order serving as the central ruling body, comprising military knights who combat threats like the Cycle of rebirth and an intelligence branch that monitors dissent. Players can join the Holy Order through the main questline, involving trials like the Journey to the Water and building reputation via service to its leader, Grandmaster Tealor Arantheal. The Golden Sickle, a powerful trade guild based in Ark, dominates commerce by managing goods production, transport, and distribution, while providing charitable support to the Undercity's Pest House; it is joinable through dedicated faction quests that explore economic intrigue and reputation mechanics tied to roles like Workers or Protectors. In contrast, the Rhalâta operates as a shadowy religious cult controlling the Undercity, promoting rebuilding and liberation with their motto "From Ashes to Blood. From Blood to Liberation," and offers joinable quests focused on spiritual ascension and reputation progression through ranks from Sleeper to the enigmatic Father. Cultural life in Enderal revolves around religious observance, with The Path's 101 Holy Verses guiding daily ethics, rituals like the Last Journey honoring the deceased, and socially accepted monogamous companionships that include same-sex unions. The Enderalian language features harsh phonetics in names and profession-based surnames, such as the "Dal'" prefix for caste members, blending influences that evoke a , insular heritage. Social issues exacerbate divisions, including stark inequality between the prosperous surface districts and the impoverished Undercity, where laborers endure near-slave conditions, and the Red Madness epidemic—a post-Light-Born plague causing red-eyed insanity and violent rants about purification—disproportionately afflicts the destitute, fueling unrest and suspicion under the Holy Order's rule. Permitted substances like Peaceweed highlight cultural tolerances, while idioms such as "Burn in the Sun Fire!" underscore historical traumas tied to societal norms.

Core Lore and Mythology

The Cycle represents the foundational recurring process shaping the universe of , wherein civilizations on the planet Vyn rise through six distinct phases—from the emergence of life to the development of advanced societies—only to be obliterated in a cataclysmic event known as the Cleansing. This eternal loop, spanning an unknown number of iterations across thousands of fallen civilizations, is driven by the High Ones, shapeless, god-like entities existing as pure energy within Vyn, akin to natural forces like tides or wind. The High Ones manipulate events instinctively to perpetuate the Cycle, harvesting the collective consciousness of mature societies to birth new members of their kind, thereby resetting reality and allowing life to blossom anew in parallel branches of existence. Previous Cycles have left behind enduring ruins and artifacts, such as the grey, lifeless husks of devoured beings and ancient structures like Pyrean remnants, scattered across Vyn's continents as silent testaments to these apocalyptic resets. The Cleansing itself is the Cycle's terminal phase, triggered when a civilization's Beacon—a massive arcane structure—is activated without a Numinos core, unleashing a radiant light that envelops the world and amalgamates all conscious life into a singular High One. This process, orchestrated through the High Ones' influence via dreams, possessions, and emissaries, scatters the Beacon's Black Stone energy, systematically erasing individual psyches over hours while leaving behind desiccated carcasses devoid of awareness. The High Ones conceal the necessity of a Numinos to ensure the event occurs, as its proper use would banish them instead, disrupting their reproductive imperative. Historical Cleansings have preserved select anomalies, such as the Starlings' shielded sky cities, which document these events and employ methods like Apotheosis—transferring consciousness into mechanical forms—to evade annihilation. Red Madness manifests as a insidious in , emerging following the death of the Light-Born and characterized by victims' glowing red eyes, aggressive insanity, and delirious proclamations of worldly purification. Its origins lie in the High Ones' subtle manipulations, serving as a psychic nudge to accelerate and the impending Cleansing, with transmission occurring through unknown magical or spiritual means rather than physical . Cases like that of Yero Sunwind, who succumbed to progressive mental degradation documented in his diaries, illustrate its ties to overexposure and the Void—a metaphysical realm explored in early quests—where corrupted magical experiments amplify the plague's effects. While not directly an Aetherial corruption like Arcane Fever, Red Madness echoes precursor civilizations' failed attempts to harness void energies, leaving artifacts that hint at ancient hubris in tampering with these forces. Enderal's broader cosmology positions the continent as one of Vyn's major landmasses in the , a fractured world born from the Starfall—an ancient cataclysm that splintered the original supercontinent Pangora into disparate realms separated by temporal rifts. The Veil, interpreted as a conceptual barrier veiling other realms and eventualities within the Sea of Eventualities, underpins this multiversal structure, initiated by the Veiled Woman—an enigmatic entity who imposed suffering upon a pleasure-bound creation to instill meaning, thus birthing the . The Starlings, a slim, stardust-originated race exiled from their skyward Star City after the Starfall, embody prophetic elements through their documented visions of past Cleansings and innate magical affinity, offering glimpses into Vyn's hidden histories. This lore receives expanded backstory in the 2020 novel Dreams of the Dying, the first book in The Twelfth World trilogy by Nicolas Lietzau (with sequels in post-production as of 2025), which delves into Vyn's psychological and metaphysical depths beyond the game's events.

Story and Characters

Main Plot Overview

The story of Enderal: Forgotten Stories follows the , a nameless fleeing their homeland, who is shipwrecked on the Sun Coast of the island continent of early in the game. Upon awakening, the discovers they possess latent "" abilities, manifesting as prophetic visions and innate magical powers that mark them as uniquely attuned to the world's metaphysical forces. These powers come at a cost, tied to a debilitating condition known as Arcane Fever, and draw the attention of the Holy Order of , a religious faction dedicated to safeguarding . The joins this order, embarking on a quest to avert the impending "Cleansing"—a cataclysmic event foretold to scourge the land—and uncovers deeper mysteries surrounding ancient entities called the High Ones. The narrative unfolds across a , blending open-world exploration with a tightly scripted main questline. In the early acts, the player forges alliances, travels through diverse biomes from coastal ruins to misty mountains, and learns the societal intricacies of Enderal's theocratic culture while honing their abilities. The mid-game shifts to investigative pursuits, delving into the origins of the High Ones—god-like beings shaping reality—and the creeping threat of the Red Madness, a psychological affliction that warps minds and societies. The late acts intensify with escalating confrontations, including betrayals from within trusted circles and profound moral dilemmas that challenge the protagonist's understanding of their role in the world's fate. Key companions, such as the Jespar Dal'Varek and the Calia Sakaresh, provide support and insight throughout these trials, enriching the journey without overshadowing the central arc. At its core, the plot weaves themes of , the tension between and predestined fate, and , often conveyed through haunting visions that blur the lines between reality and illusion. These elements create a that emphasizes personal introspection amid apocalyptic stakes, distinguishing Enderal from typical fantasy adventures. The main storyline typically spans 30–60 hours of playtime, though extensive side quests can extend immersion into the world's lore and conflicts for much longer.

Key Characters and Relationships

The protagonist of : Forgotten Stories, known as the , is a customizable whose , , and background details—such as maternal origin—can be selected at the start of the game, though their core role as a prophetic emissary aiding the Holy Order remains fixed. As a "Fleshless One," the Prophet possesses an innate affinity for learning abilities and unlocking latent memories through a unique progression system at the Shrine on the Sea, which ties into their prophetic destiny without altering the fundamental narrative path. Relationships with companions form a central dynamic, evolving through choices that influence loyalty, support in combat, and access to personal quests, with the Prophet's decisions shaping interpersonal bonds that emphasize themes of trust and emotional vulnerability. Tealor Arantheal is the High Priest of the Holy Order and a key mentor to the protagonist, guiding them through the theocratic society's doctrines and the quest against the Cleansing. His complex relationship with the involves philosophical discussions on fate and morality, revealing his own burdens as a leader torn between faith and doubt. Jespar Dal'Varek serves as a primary , depicted as an easygoing yet cynical Arazealean who prioritizes personal gratification and avoids deep responsibilities, often providing comic relief through his sardonic humor and philosophical musings on living in the moment. His backstory involves exile from nobility following a family tragedy, expanded upon in the official novel adaptation, where he grapples with guilt over past losses, including a former partner; this informs his guarded yet loyal demeanor toward the . In , Jespar offers combat support with dual iron daggers and joins the on key quests if affinity is built sufficiently, with voice acting by professional performers highlighting his emotional depth during intimate dialogues that can lead to romance regardless of the Prophet's gender. His relationship mechanics revolve around multi-part quests like "Every Day Like the Last," where dialogue options foster affection or tension, unlocking deeper insights into his psyche and potentially exclusive narrative branches. Calia Sakaresh, another key companion, is portrayed as a reserved and solitary warrior affiliated with the Holy Order, initially distant due to a traumatic past involving resurrection and a lingering curse that isolates her emotionally. Her backstory as Maya Dal'Galar reveals a childhood marked by loss and magical intervention by her father, leading to her adoption into the Order as a novice; this fuels her internal struggles with trust and self-perception, which the Prophet can help navigate. As a heavily armored fighter wielding a greatsword, Calia provides frontline support and automatic healing to the Prophet in dire situations, with her voice-acted portrayals emphasizing a gradual shift from aloofness to warmth, particularly in romantic contexts. Relationship progression occurs via the "Two Souls" questline, where choices in conversations build affinity, allowing for a romance that confronts her fears and fosters a profound bond of mutual reliance. Dijaam Onêlys rounds out the core companions as a pragmatic member of the Golden Sickle , characterized by her street-smart resilience and focus on survival amid personal hardships, offering stealth-oriented aid and moral ambiguity to the group's dynamics. Her single-part quest "From Dust to Gold" ties into guild activities, enabling dialogue-driven affinity growth that highlights her vulnerabilities and can lead to a supportive with the . Among antagonists, The Father leads the Rhalâta from their temple in Ark's Undercity, embodying enigmatic authority within a hierarchical structure of , Scions, and Seers, with interactions underscoring tense ideological clashes against the 's allies. Overall, companion relationships emphasize branching dialogues that affect loyalty and unlock romances or unique quests, voiced performances adding layers of emotional authenticity to these interpersonal evolutions.

Endings and Narrative Choices

Enderal: Forgotten Stories offers three distinct endings, each culminating the protagonist's journey as the in confronting the apocalyptic , a cyclical that dooms the world. These conclusions emphasize themes of inevitability, personal agency, and the futility of defying fate, with decisions shaping the tone and companions involved but not fundamentally altering the overarching structure. The "" ending represents a bittersweet path of survival, where the escapes the destruction alongside a to a hidden ancient city, preserving a fragile hope for humanity's continuation amid loss and exile. This option highlights themes of endurance and reluctant acceptance, allowing select survivors to witness the world's fall from afar. In contrast, the "" ending embodies heroic , as the activates a to temporarily interrupt the Cleansing, granting the people of a fleeting moment of clarity and peace before inevitable oblivion. This choice underscores and the of heroism, delaying but not averting doom, and can vary based on the final 's presence. Exclusive to the Forgotten Stories expansion, the secret "Dreamflower" ending introduces a darker, more ambiguous resolution unlocked by crafting and consuming the Dreamflower Elixir prior to the final main quest sequence. This elixir, requiring specific ingredients gathered throughout the game, enables the to shatter the reincarnation cycle, achieving a form of twisted in a hallucinatory, eternal dream state that blurs reality and delusion. It offers no salvation for the world but personal transcendence at the cost of , reinforcing the narrative's exploration of and . Narrative choices branch across the campaign, fostering replayability through varied emotional and relational outcomes. Early decisions, such as aligning with the theocratic Order of the Holy Flame or pursuing independence, influence faction dynamics and paths without derailing the . Mid-game moral dilemmas, like whether to perform mercy kills on afflicted individuals or navigate ethical conflicts in side quests, directly affect companion loyalty, survival rates, and subtle world states, such as altered NPC fates or environmental echoes of past actions. These morally gray options, often without clear "good" or "evil" alignments, encourage multiple playthroughs to uncover different interpersonal consequences and thematic nuances. The game's replay value is further enhanced by achievements linked to specific endings and choice outcomes, prompting exploration of all paths to fully grasp the reinforced motif of inescapable cyclical doom. While no official New Game+ mode carries over progress, the depth of branching interactions and class variations supports extended engagement across fresh starts.

Reception and Impact

Critical Reception

Upon its 2016 launch as a free total conversion mod for The Elder Scrolls V: Skyrim, Enderal: The Shards of Order received generally positive critical reception, with reviewers highlighting its ambitious storytelling and production quality despite some technical shortcomings. PC Gamer scored it 74 out of 100, praising the "high standard of writing" with natural, engaging dialogue, professional voice acting—including contributions from Dave Fennoy—and an atmospheric world of varied landscapes that recaptured the exploratory wonder of Skyrim, while noting frustrations with frequent crashes and a restrictive skill book system for progression. Rock Paper Shotgun lauded its narrative depth, calling it "one of the best additions to Skyrim so far" for delivering a more linear, European-inspired RPG experience akin to Gothic and The Witcher, with a darker plot that emphasized structured quests over Skyrim's formulaic openness. The 2019 expansion, Enderal: Forgotten Stories, addressed many launch issues with added content, improved polish, and standalone release on , leading to enhanced critical feedback. described it as "the most fun I've had in an game in years," commending the revamped graphics, lifelike character models, and tactical that made rewarding and the feel densely realized, with a psychological storyline that hooked players through its emotional intensity and originality. Metacritic's aggregate user score rose to 8.9 out of 10 from 61 ratings, reflecting acclaim for the expansion's refined mechanics and narrative expansions that amplified the mod's philosophical themes of fate and existential cycles. Across both versions, critics consistently praised the philosophical depth of the story—exploring nihilism and human frailty through a haunting, cycle-of-life mythology—and the immersive world-building, with handcrafted environments and believable characters fostering a sense of discovery. Common criticisms included a steep difficulty curve, especially in early combat requiring careful multi-class builds and resource management, and lingering Creation Engine glitches like occasional crashes on older hardware. These elements influenced SureAI's subsequent projects, emphasizing narrative-driven RPG design.

Community Engagement and Legacy

The modding community for Enderal remains highly active, centered on platforms like , where individual mods are available for the as of late 2025. These include extensive quality-of-life overhauls, such as utility mods that streamline quest tracking and item collection. In 2025, modders have released updated modpacks focusing on graphical enhancements, like weather systems compatible with community s and next-generation texture overhauls. support has also advanced, with dedicated installations and fixes for immersion issues, including navigation meshes and shader compatibility. Bug fixes continue to address legacy engine problems, such as seam artifacts and performance glitches, ensuring compatibility with modern hardware. Fan works extend Enderal's universe beyond the game, with official tie-in content like the 2020 novel Dreams of the Dying by lead writer Nicolas Lietzau, which explores prequel events involving key character Jespar Dal'Varek in the Twelfth World setting, followed by the sequels The Cure for Living (Books 2 and 3, 2025), continuing the saga. Community-driven efforts include showcased on platforms like , depicting landscapes, characters, and lore elements from the game's psychological narrative. Translations of in-game content and story materials have proliferated through mod releases, broadening accessibility to non-English speakers. Lore expansions appear in fan discussions and supplementary writings that delve into Enderal's mythological cycles and factions, while informal annual playthroughs—often shared in gaming forums—foster replayability and communal analysis of narrative choices. Enderal's legacy has profoundly shaped culture by demonstrating the potential of total conversion projects to rival commercial in depth and , inspiring subsequent large-scale mods like those in the Skyrim ecosystem. Its emphasis on psychological themes and handcrafted worlds has influenced development, encouraging narrative-driven designs in titles that prioritize emotional over open-world sprawl. SureAI, the team behind , transitioned to original projects with Dreadful River, a entering in , which builds on their expertise in mechanics and atmospheric world-building. The game's enduring popularity is evident in its rating of 4.5 out of 5 from over 6,800 reviews, frequently praised for elevating fan-made to professional standards.

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