Within Enderal's many individual stories are themes that extend beyond mere objective-chasing. One questline dealt with someone desperately seeking closure for a past relationship, and the manner in which they learn to cope when that closure never comes. Another asks themselves if a person who has murdered in cold blood can ever be considered a good person. Even an early one-stage quest questioned whether it's ethical to give a merciful death to someone that has even a remote chance of being healed.
The true meaning of justice, the fear of failing, the strengths and faults of organized religion, and the manner in which one can combat humanity's inherent propensity for greed are all also touched on, and only with few clear-cut resolutions. Some quests involve nothing more than visiting a companion in the local tavern or spending time with an ally on top of the watchtower outside of the city. Others are multiple stage interlocking stories of their own, with a couple possible outcomes depending on the player's choices. All of this is on top of the civilization-ending threat the player finds themselves swept up in the middle of. 781b155fdc