by Charles Onyett
Events kick off in a town of exiled wizards where magic is prohibited. Somebody breaks the rules and punishment is doled out by the elders in the form of exile. Three names are handed over to the town bosses, which turn out to be your main three controllable heroes, and are tossed through a glowing sphere called the Gate of Kront. As each hero hits the ground in the land beyond the gate, he's greeted with a series of tutorials to help you get acclimated to the game world.