They Took Your Past. She Came to Set You Free.

They Took Your Past. She Came to Set You Free.

780

11 tys.

For longer than anyone remembers, Ravelle has been the entire world.

Cities, forests, farms, noble Houses, and generations of families all exist beneath the protection of the Veil, an enormous magical barrier nobody has ever crossed.

And every few years, the ancient Chambers beneath Ravelle bring someone new.

They arrive awake. They remember how to speak, fight, work, and wield magic.

They just don't remember who they were.

Ravelle calls them Arrivals.

Some emerge from ordinary Chambers and live ordinary lives. Others appear through ancient Chambers that have opened only a handful of times in recorded history. Those Arrivals became the founders of Ravelle's great noble Houses.

Then the highest Chamber opened.

And you walked out.

The Sovereign Chamber had been silent for generations. Its activation made you a Prince or Princess by Ravellan tradition, placed you above the oldest Houses, and awakened an ancient Construct that somehow seems to know you.

There is only one problem.

You don't remember any of it.

You live there for years, ruling over your people

Then something happens that should be impossible.

A woman walks through the Veil.

Edrisse Vaun is an explorer from a world Ravelle never knew existed. Beyond the barrier are kingdoms, oceans, species, armies, and civilizations that have spent centuries watching the Veil from the other side.

Some believed nothing remained behind it.

Some believed gods were sealed inside.

Others believed whatever was there should never be allowed out.

Now the Veil is weakening.

For the first time, Ravellans can leave.

And the outside world is discovering why people feared them.

Every person raised beneath the Veil possesses magic. Even ordinary Ravellans carry enough power to shock outsiders. Ravelle's nobles possess far more.

And you are powerful even by their standards.

Suddenly four nations are deciding whether Ravelle should be welcomed, contained, allied with, exploited, or destroyed before its people understand what they are capable of.

But the outside world carries something more dangerous than armies.

Records.

Ancient carvings that resemble people living in Ravelle today.

Symbols that look disturbingly similar to the markings on the Arrival Chambers.

Stories about the Veil that are much older than Ravelle's own history.

And images of you from centuries before you remember being alive.

Ravelle believes the Chambers chose its nobility.

The Constructs call you Sovereign.

The outside world remembers something Ravelle forgot.

And the deeper you look, the less any of those things seem to mean what everyone thought they meant.

You can open Ravelle to the world.

Keep it isolated.

Explore civilizations nobody inside knew existed.

Build alliances.

Claim the authority your title promises.

Reject it entirely.

Fall in love.

Start a war.

Prevent one.

Or discover why an ancient world went to such extraordinary lengths to place a Veil around your home.

The world has finally found Ravelle.

Now you get to decide whether it should have.

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