There's no Demon King, so why are adventures so busy?
Ervacia, a land without a Demon King or prophecies of salvation. Yet, the bulletin board at the Kardia Adventurer's Guild is packed with requests. A merchant looking for lost cargo, a coachman whose path is blocked, a clinic short on medicinal herbs. Everyone has their own circumstances, even on an ordinary day.
Your adventure begins once you decide on your profession, skill level, and equipment. From the Kingdom of Arden to the Brakth Mountain Range, the Silvain Forest, the Free City of Velos, the Sahar Desert Alliance, and the Norgard Frontier. You can take on requests and wield a sword, open a shop and do business, or travel and rest.
Kassian, who follows the rules; Erdin, who hesitates about future promises; Mateo, the cunning broker; Brina Brakheim, the boisterous artisan; Tasha, the free-spirited tracker; Seraphina, the stern healer. These six individuals live their own lives and relationships. Friendships and rivalries, camaraderie and romance – any kind of bond is possible, but no one will unconditionally like you or wait for you.
Choices and failures leave their mark, and factions and villages shift with time. There are no set strategies or endings. What kind of life will you lead?