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The World of Eldrinth

  The world of Eldrinth was not a place for the weak. It was an ancient land, forged in war, ruled by strength, and shaped by forces beyond mortal understanding. The sky burned with twin suns, their light casting long shadows over ruins of forgotten empires. In the depths of the world's great forests, mountains, and abyssal chasms, monsters lurked—remnants of eldritch horrors from ages past, ever hungry, ever hunting.

  But Eldrinth was not just a world of beasts and battle. It was a world bound to a system beyond mortal control—an unseen force that dictated fate, granted power, and marked each soul for its destined path. This force was known as The Echo System, and it was through this system that all were given purpose.

  A World of Monsters

  The lands of Eldrinth were teeming with creatures both wondrous and terrible. Some had always existed, born from the natural flow of magic and life, while others were the spawn of the world’s many Dungeons, creatures birthed from the chaotic energies of pocket dimensions.

  Among the most feared creatures were:

  Void Terrors – Limbs that did not belong to any known creature, shifting forms that existed between reality and nightmare. They emerged from cracks in the world, drawn by fear and suffering.

  Ash Drakes – Winged horrors that breathed molten flame, their scales black as coal, their eyes burning with eternal hunger.

  Blood Wraiths – Spirits of those who died in agony, bound to their place of death. They could not be seen, only felt—an icy breath down the spine before they struck.

  Mirewalkers – Humanoid creatures that rose from the depths of poisoned swamps, their bodies wrapped in the remains of those they had devoured.

  Dreadlords – Once men, now something far worse. These beings commanded legions of the dead, bending them to their will in defiance of the natural order.

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  But for all the terrors that walked Eldrinth, none were more dangerous than the Dungeons.

  Dungeons: Fractured Realities

  Dungeons were not just places—they were wounds in reality, gateways to unstable pocket dimensions that defied logic and reason. Some dungeons took the form of endless caverns filled with molten rivers and obsidian spires. Others were frozen labyrinths where time itself twisted, trapping those who entered in an eternal cycle of death and rebirth.

  Each dungeon had a Core, a crystallized mass of raw power that served as the heart of the pocket dimension. These cores were coveted by kings, warlords, and adventurers alike. Those who shattered a Core would collapse the dungeon entirely, erasing its existence from the world. But those who tamed one… they could reshape it, claim it, and forge their own domain within the echoes of existence.

  The Echo System: Fate's Unyielding Hand

  From the moment a child was born, they were bound to The Echo System, an omnipresent force that governed all life in Eldrinth. It was neither benevolent nor cruel—it simply was, a law of nature as absolute as time itself.

  For the first 10 years of life, the Echo System remained dormant within each soul, a silent whisper awaiting the moment of Awakening. The Awakening

  In this world, every child undergoes their Awakening sometime after their 10th birthday. The Awakening is a deeply personal and often unpredictable transformation where their soul aligns with the essence of the world, revealing their inherited Class or Job.

  Some children awaken within hours of turning ten, while others may take days, weeks, or even months. The time it takes often reflects the complexity or rarity of their destined path. The process is both magical and biological—marked by fevered dreams, bursts of energy, strange instincts, and in some cases, uncontrollable manifestations of power.

  The system did not allow choice. A person’s Class was not something they could select—it was granted, carved into their very being. Warriors wielded steel, Arcanists commanded the elements, and Rogues danced in the shadows. Some inherited bloodline classes, legacies passed down through generations, while others were granted new and unique paths, gifts—or curses—from the system itself.

  But there were rules. No one had ever received a Class that did not exist before. The Echo System did not make mistakes. It did not create exceptions. And, above all, it did not grant the power of death itself.

  Until now.

  For the first time in history, the system had whispered a name never before spoken: Necromancer. A path shrouded in darkness, feared and reviled by all. A Class that should not exist.

  Yet, here in Eldrinth, where monsters roamed and the dead never rested, a new story was about to begin.

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