STORY STARTER
Write a story that centres around playing a game.
The Game of Wyrd
In the twilight-shadowed realm of Eldrenn, stories were told of a game that could change fate itself. They called it _Wyrd_, the Game of Threads—a relic of the ancient world, crafted by the Fates and played only once every century. It was said that to win the game was to alter destiny; to lose was to forget who you ever were.
No one ever knew where the board would appear—only that it sought its next players when the world trembled at the edge of change.
And on this night, it found two.
Sera was a street-thief with nimble fingers and a sharper tongue. Orphaned by the endless war between kings she’d never met, she survived by staying quick and invisible. She’d never been one for games—except the kind that won her gold.
Across from her sat Kael, a runaway prince draped in a ragged cloak, the scent of fire still clinging to his clothes. His castle had burned with his future inside it. He was no one now—and glad of it.
They stumbled into the ruins together—Sera seeking shelter, Kael following a whisper that had haunted his dreams. And there, atop a stone dais beneath a roof open to the stars, the board waited.
It was made of obsidian and silver, shaped like a compass. At each cardinal point, a different faction’s symbol glowed: a dragon curled in a spiral, a crowned tree, a sword shattering a mirror, and a sun grinning with teeth.
As they approached, the board flared to life. Pieces rose from the surface—miniature warriors, creatures of air and shadow, tiny castles that rearranged themselves.
Then a voice, ancient and full of layered echoes:
“One seeks change. One seeks to run. Sit, and play.”
Sera looked at Kael.
"Do we have a choice?"
He shook his head. "Not anymore."
They sat.
The rules shifted with every turn. Sera played the Thread of Chaos, manipulating events and characters. Kael wielded the Thread of Order, trying to restore balance. Each move didn’t just affect the board—they rippled into the real world around them.
When Sera sacrificed a knight, the wind outside howled, and a nearby tree split in two.
When Kael built a citadel in the south quadrant, a ruined watchtower on the horizon reformed, bricks dancing into place.
They played for what felt like hours. Days. Maybe years. Dreams and reality blurred. Sometimes they argued, sometimes they laughed, and once, they cried together, watching a miniature army they had grown attached to vanish in smoke when the Dread Queen piece was drawn.
But the game was not just about pieces. It asked questions.
To Kael: _“Would you give up your title to save a stranger?”_
To Sera: _“If the world gave you a crown, would you take it?”_
Each answer shifted the board. Not just the game’s fate—but their own.
At the final turn, the voice returned:
“One move remains. Choose who makes it.”
Sera looked down. The last piece—**The Weaver**—stood at the center of the board. A figure cloaked in stars, holding a spindle of golden thread. Whoever placed it would bind their fate to the world’s.
Kael pushed the piece toward her.
“You should end it,” he said. “You’re not running.”
Sera hesitated, then nodded.
She placed the Weaver on the sigil of the sun with teeth.
Light exploded.
When they awoke, they stood at the edge of a changed world.
The war was over. The kingdoms had unified—not by conquest, but by alliance. The people whispered of a mysterious pair who had rewritten history with a game played beneath the stars.
Sera became a legend—a masked tactician who appeared in times of crisis, always one step ahead.
Kael vanished into the wilds, but those who needed him always seemed to find him.
And the board?
It vanished with the dawn.
Waiting, again, for the world to tremble.
Waiting for the next game of _Wyrd_.