행위

CABAL Online Universe: 두 판 사이의 차이

CABAL WIKI

편집 요약 없음
 
(같은 사용자의 중간 판 5개는 보이지 않습니다)
246번째 줄: 246번째 줄:
<br>
<br>
Captain Mark of Desert Scream, the special management colony on the Huan continent, asks for help from the Patron party, who followed their destiny as the “Star of the Warrior” awaited them, to save the world.<br><br>
Captain Mark of Desert Scream, the special management colony on the Huan continent, asks for help from the Patron party, who followed their destiny as the “Star of the Warrior” awaited them, to save the world.<br><br>
===The Lost Age===
''' 1.🕰️Overview '''<br>
An era completely lost—neither recorded in history nor passed down through stories. The Lost Age.<br>
It is even uncertain whether the beings that existed on this land during that time were truly human.<br><br>
''' 2.🔥Formation and Destruction of the First Civilization '''
* B.C. ?????  Execution of “His” first plan. Intervention in the formation of the ultra-ancient civilization, the First Civilization.<br>
* B.C. 1xxxx  Acknowledgment of the First Civilization’s failure. Gradual execution of purification measures.<br>
* B.C. 96xx    Triggered tectonic shifts, sinking the smallest continent—the stronghold of the most powerful faction—thus completing the purification of the First Civilization.<br>
<br>
The characteristics of the First Civilization were as follows:<br>
<br>
# They used “Ether,” the power closest to the lost divinity, through ASC granted by “Him.”<br>
# They ruled the world through the utilization of “Ether.”<br>
# They were highly advanced in genetic engineering, enabling life extension and the creation of powerful bio-weapons. They even modified other humans, turning them into weaponized slaves.<br>
# They could operate massive airships and manipulate supernatural phenomena later called “magic” by future generations.<br>
# They even ventured into space.<br>
# They attempted to control the power of ASC by developing an ASC controller (code name: Babel).<br>
<br>
However, the First Civilization fell into internal conflict due to one of the trials for restoring lost divinity—Greed for Power. They began to perceive “Ether” not as a path to divinity but as a means of power, even attempting to control the souls of others. As a result, “He” decided to purify not only the civilization but also the corrupted souls. Ultimately, almost no survivors of the First Civilization remained, though traces of it were left in various places.<br>
<br>
The legends of countless monsters born in the Second and Third Civilizations originated from beings that could not be isolated during the First Purification. However, most monsters that remained in the world were eradicated by the descendants of the Second Civilization, who withdrew into darkness. Many arcane secrets containing supernatural abilities are only fragments of ASC records. The Emerald Tablet and the Necronomicon were no exceptions. Behind many things dismissed as “fiction in novels” or “legends” in the Third Civilization lie the involvement of descendants of the First and Second Civilizations or monstrous lifeforms. Some survivors formed the prototype of CABAL (CRF, GoR), indirectly intervened in the fall of the Second Civilization, and secretly dominated the Third Civilization.<br><br>
''' 3.🔥Formation and Destruction of the Second Civilization '''
* B.C. 9xxx  Execution of “His” second plan.<br>
      In the eastern region of the Eurasian continent, He granted processed “Ether,” limited by “mind,” to a select few—“Immortals.”<br>
* B.C. 71xx  Birth of the Second Civilization. Achieving the power of the mind [Dao], rather than mere force [Law], proved extremely difficult for humans.<br>
      Eventually, numerous shortcuts emerged, and the true path was corrupted by heretics.<br>
      Those who pursued the true path were abandoned, forgotten, and faded away.<br>
      “He” ultimately acknowledged another failure.<br>
* B.C. 26xx  Sealing of the “Dao.”<br>
<br>
The characteristics of the Second Civilization were as follows:<br>
<br>
# Recognized the importance of mental ability to control “Law” and prioritized transmitting the “Dao.”<br>
# Few people could truly achieve the “Dao.”<br>
# Even those who attained the “Dao” withdrew from the world.<br>
# Heretics appeared, seeking to achieve the “Dao” through shortcuts.<br>
# No signs of restoring the true path were seen.<br>
# Ultimately, “He” decided to purify by severing all “Dao” from the world.<br>
<br>
“He,” learning from the First Civilization, emphasized spiritual maturity in the Second Civilization, but this too ended in failure. Judging that the restoration of civilization was impossible, “He” decided to purify the Second Civilization as well. Since the Second Civilization focused more on spiritual than material development, almost no traces remained on the surface. Its survivors scattered in all directions.<br><br>
===The Honorable Age===
''' 1.🕰️Overview '''<br>
This was the era when a highly advanced civilization existed before the Great Catastrophe.<br>
The Honorable Age was an age where the power of Transcendental Science existed. The ancients were said to freely manipulate “Mana” and “Ki,” the forces of Transcendental Science, and even create mechanical lifeforms and manipulate living beings.<br>
Even today, ruins and relics from this era are discovered across the continents, and entire professions have emerged dedicated to excavating them. Unlike other Lost Ages, this is the only era remembered in Nevareth.<br><br>
''' 2.🏛️Formation of the Third Civilization '''
* B.C. 2xxx  The seeds of mathematics, science, and philosophy were sown.<br>
      The world then developed step by step.<br>
      CRF and GoR advanced civilization while keeping each other in check with their respective abilities and knowledge.<br>
      Meanwhile, both factions continuously pursued the power of ASC.<br>
* A.D. 1???  “He” judged it acceptable to transmit “Law” and “Dao” again.<br>
      Decided to use the survivors of the First and Second Civilizations.<br>
* A.D. 19xx  Contacted survivors of the First and Second Civilizations and conveyed the method. Formation of Prometheus (First Generation).<br>
<br>
On the surface, the Third Civilization appears to align with the history we know. However, behind the scenes, it was riddled with schemes and conspiracies. Survivors of the First and Second Civilizations operated secretly within the Third Civilization. Their involvement is suspected in certain historical and legendary events. It was during this time that the history of Prometheus truly began. Instead of restoring “Law” and “Dao,” Prometheus aimed to strengthen “Reason” and develop rational “Science” and “Technology.” Humanity advanced countless disciplines based on reason and logic.<br>
In response, “He” judged that humanity was progressing toward being worthy of approaching “Dao” and “Law.” “He” decided to use forgotten beings to reintroduce the powers once given and taken away. These forgotten beings were divided into two factions, each keeping the other in check: one sought power and domination, while the other sought power and domination to prevent the spread of the former’s bloodline. “He” did not deem their possession of great power itself as critical, as He had yet to conclude the pros and cons of a world ruled by a minority. Instead, He considered it sufficient if they effectively restrained each other and served His purpose. “He” taught them the method to gain power, ensuring that both factions had to cooperate for it to work. CRF and GoR merged, giving birth to the organization known as Prometheus.<br><br>
''' 3.💥Destruction of the Third Civilization '''<br>
* A.D. 19xx  Establishment of Project “Paradise.” Initiation of a century-long project.<br>
      Aimed to naturally induce the discovery of the Fifth Force through science.<br>
      First phase: ensuring the “Child of Destiny” would be at its center.<br>
* A.D. 199x  Exploited the fin de siècle to spread information on occultism and mysticism.<br>
      Prepared for the era to naturally embrace the “Child of Destiny” upon their emergence.<br>
* A.D. 203x  Humanity began full-scale space exploration, but petroleum energy was depleting.<br>
      Judged that conditions were ready to activate Phase 2 of Project “Paradise.”<br>
      Initiated the sub-plan: “Child of Destiny” project.<br>
      Planned for the child to be born 50 years after the day the last quark was discovered.<br>
* A.D. 2045  Birth of the “Child of Destiny,” master of the Absolute Soul Core: Dr. Faust, Patron M. Faust.<br>
* A.D. 2067  Completion of the Unified Field Theory – Discovery of the Fifth Force.<br>
* A.D. 2071  Began research for commercialization of the Fifth Force – Establishment of Transcendental Science Institutes.<br>
* A.D. 2076  Practical application of transcendental items.<br>
* A.D. 2079  Dr. Faust went missing after an accident while working at the Transcendental Weapon Development Lab.<br>
* A.D. 2082  Institutionalization of transcendental abilities – Public disclosure under controlled learning methods.<br>
      Implementation of transcendental ability registration system.<br>
* A.D. 2084  Establishment of the first Academy.<br>
* A.D. 2088  Professor Valentine appeared and founded Valentine Academy.<br>
* A.D. 2081  Emergence of Prometheus.<br>
* A.D. 2087  Global anarchy.<br>
* A.D. 2088  The Great Catastrophe.<br>
<br>
Prometheus conspired to accelerate the advancement of human civilization. They discovered and nurtured the Child of Destiny, Faust, who completed the Unified Field Theory. As a result, all energy converged into “Force.”<br>
The rise of occult science—the fusion of transcendental abilities and science—gave birth to a transcendental civilization. However, the emergence of new energy sources and military power caused a rapid upheaval in the power structure. Exceptional transcendental ability users broke free from societal constraints and control mechanisms, leading to growing chaos.<br><br>
===The Great Catastrophe===
''' 1.🕰️Overview '''<br>
A calamity said to have been brought about by the arrogance of ancient civilizations.<br>
On that day, the Demon King descended, and the ancient civilization perished through natural disasters, wars, and chaos, resulting in countless sacrifices.<br><br>
''' 2.📅Progression '''<br>
According to records, all kinds of disasters occurred over the course of seven days.<br>
<div style="background-color:#f0f0f0; padding:10px; border-radius:5px;">
At the end of the ancient super-scientific civilization, human arrogance summoned the calamity.<br>
On the day when pillars of fire rose from the earth and lightning struck from the sky, all the kings of men fell.<br>
The demon of demons, Prometheus, appeared and unleashed disaster.<br>
<br>
On the first day, all insects and beasts of the world were covered with a new form,<br>
becoming ferocious and attacking humans.<br>
<br>
On the second day, the dead and spirits rose from the earth,<br>
bringing death to the living.<br>
<br>
On the third day, mechanical monsters descended from the sky,<br>
and humans of flesh and warm blood could not dare to resist.<br>
<br>
On the fourth day, among humans, those who bewitched others appeared,<br>
causing parents to harm children and wives to harm husbands, so that people could no longer trust one another and trembled in solitary fear.<br>
<br>
On the fifth day, the sea spewed fire and the earth split apart,<br>
the sea became land and the land became sea, sweeping away all things born of man into the waters and burying them in the earth.<br>
<br>
On the sixth day, water and dust covered the sky, light vanished, and despair engulfed the world.<br>
</div>
<br>
''' 3.🪦Conclusion '''<br>
The Great Catastrophe (The Descent) ended when Valentine, the master of the first Seven Sages, sacrificed himself in the land of ice to seal the Demon King Prometheus. This is called “The Seal.”<br>
However, after the sealing, the world’s civilization was left in an irreparably destroyed state. The survivors began migrating to another continent under the guidance of the Seven Sages. This is known as the Nevareth Exodus.<br><br>
===Nevareth Exodus===
''' 1.Overview '''<br>
The event in which those who survived the Great Catastrophe migrated to the continent of Nevareth under the leadership of the Seven Sages.<br>
During the long journey to settle on the three continents of Nevareth, people naturally formed groups, and leaders emerged among them.<br>
These leaders spread across the continent with their followers and began building settlements.<br><br>
===Nevareth Frontier===
''' 1.Overview '''<br>
A term referring to the first Nevarethians who, after the sealing of the Demon King, followed the Seven Sages and built cities and nations on the three continents of Nevareth.<br>
Commonly used in expressions like “like the Nevareth Frontier,” meaning “never lose hope even in the most desperate situations” or “even if everything is lost, the will to start again is enough.”<br>
According to records, the population at the beginning of the Sage Era—the number of Nevareth Frontiers—was 11,664. Other records state that before the Great Catastrophe, the world population reached 10 billion, showing how many ancients perished at the hands of demons.<br><br>
===Battle Age===
''' 1.Overview '''<br>
The era marking the beginning of the Fourth Civilization after the fall of the Honorable Age. The survivors of the Third Civilization who migrated to the newly emerged continent of Nevareth had to fight against six clans that constantly attacked them and endure harsh natural environments. Naturally, their way of life changed drastically from what they once knew. They named this era the Battle Age to represent their struggle for survival.<br>
<br>
During the Exodus, survivors of the Third Civilization hid in some underwater colonies via shuttles and later settled on the newly formed continent after the catastrophe ended. However, due to massive magnetic storms that destroyed all electronic devices, they could not determine their exact location. Thus, they were unaware that parts of the Third Civilization’s continent still remained. As the Fourth Civilization developed, they discovered that the remnants in the world were from ancient civilizations, but they could not distinguish whether they belonged to the Honorable Age or the Lost Age.<br><br>
''' 2.Formation of the Fourth Civilization '''<br>
The Fourth Civilization was practically free from the intervention of “Him” (The Beholder).<br>
<br>
* A.D. 2089  The Seal and the Nevareth Exodus<br>
      Year 1 of the Sage Era<br>
* A.S.    0  The First Nevareth Continental Council (NCC) established<br>
* A.S.  101  Tower of Sages publishes the first encyclopedia<br>
* A.S.  310  Proposal for standardizing emblems submitted to NCC<br>
* A.S.  320  NCC completes emblem standardization and enacts related laws<br>
* A.S.  372  Vedas gains independence from Colony<br>
* A.S.  380  Vedas officially recognized as a polis by NCC. Nine Polis confirmed<br>
* A.S.  680  First branch of the Tower of Sages constructed<br>
* A.S.  712  Branch relocated to Judin, becoming the predecessor of the Outer Tower Headquarters<br>
* A.S.  853  Encyclopedia 18th Edition published<br>
* A.S.  870  First edition of “The Mysterious Metal Clan” published<br>
* A.S.  952  Publication of “Origin of Mutants”<br>
* A.S.  961  Monster Research Institute publishes “Undead Clan – Myths and Legends” 5th Edition<br>
* A.S.  973  Encyclopedia 19th Edition published<br>
* A.S.  999,7 Volcanic activity resumes on Exilian Island<br>
* A.S.  999,8 Holy War convened by the Tower of Sages<br>
<br>
Nevareth, the cradle of the Fourth Civilization, was in a dire state.<br>
Massive tsunamis and abnormal weather caused by the destruction of the Third Civilization twisted the Earth’s crust. Continental subsidence and seafloor uplift occurred irregularly. During this upheaval, most of the Third Civilization’s inhabited lands sank beneath the sea. As a result, the new continent of Nevareth was formed from a mix of the sunken lands of the First Civilization, parts of the Third Civilization that did not submerge, and remnants of the Third Civilization’s underwater colonies.<br>
In other words, Nevareth contains buried remnants of the First, Second, and Third Civilizations.<br>
However, traces of the Second Civilization are virtually nonexistent because they focused on spiritual rather than material development. Thus, only the legacies of the ultra-ancient First Civilization and the transcendental science-based Third Civilization remain in Nevareth.<br><br>
====Sage Era====
''' 1.Overview '''<br>
A calendar system starting from the point when humanity settled on the three continents of Nevareth after the Great Catastrophe. It originated as the Sage Calendar, created by the first Seven Sages to honor their master, Saint Valentine, the Sage of Sages who sealed the demon. Later, with significant support from the Tower of Sages, the leaders who built cities expressed their gratitude to the Seven Sages by officially adopting the name “Sage Era” at the Nevareth Continental Council.<br><br>
==🧩Organizations==
=== Tower of Sages ===
''' 1.Overview '''<br>
<div style="background-color:#f0f0f0; padding:10px; border-radius:5px;">
On the other side of the world<br>
Three continents rising from the sea<br>
Now that everything of the ancient civilization has vanished<br>
A new human history begins there<br>
<br>
The Tower of Sages<br>
Gave humanity the knowledge needed for a new history<br>
And two powers to protect them from monsters<br>
<br>
The power of “Ki” wielded through the sword made humans fearless of monsters<br>
And the power of “Mana” to dominate nature reversed the positions of humans and monsters.<br>
<br>
Humans, though they lost their glorious civilization,<br>
Were guaranteed a chance to rise again in peace and stability.<br>
<br>
People spread across the three continents<br>
Expanding their domains with these two powers<br>
<br>
Developing distinct cultures<br>
And quickly adapting to the new world<br>
<br>
Thus ended a thousand years of limited peace.<br>
</div>
<br>
After the Seal, the tower built in the land of ice to guard it was the beginning.<br>
Starting with the first Seven Sages enabling humanity to settle on the three continents and form city-states,<br>
Each era’s Seven Sages protected humanity from danger and spread power, knowledge, and technology, holding the position of spiritual leaders.<br>
The Sages do not intervene in national politics but are undeniably the supreme authority in Nevareth.<br>
Since establishing a branch on the Midreth continent in Sage Era 680, the organization has expanded, and now branches exist in all major cities.<br>
Despite its name, the Tower of Sages is not an actual tower; its internal organization is simply referred to as “floors.” Each branch manager is called a “Floor Master.” The tower in the land of ice where the Seven Sages reside is called the 7th Floor, and only a select few may access it.<br>
They also produce and distribute books about Nevareth. The 4th Floor Cultural Department compiles the encyclopedia, first published in Year 101, and revised 19 times over 120 years, with new content added in each edition.<br>
After defeating the Demon King, the Tower of Sages was dissolved.<br>
<br>
''' 2.Organizational Structure of the Tower '''<br>
# '''7th Floor:''' The true Tower of Sages. Located in the land of ice to guard the demon’s seal, where the Seven Sages reside. Only the Floor Master of the 6th Floor may access it besides the Seven Sages.<br>
# '''6th Floor:''' The headquarters of the Outer Tower. Initially established in Hellenia in 680, it moved to Judin, the center of Nevareth, in 712 as the organization grew. Oversees all Outer Tower operations, though its independent functions remain unknown.<br>
# '''5th Floor:''' Continental branches of the Outer Tower: Liber in Pastur, Hellenia in Midreth, and Judin in Huan (shared with the 6th Floor). Supervises all sub-branches on each continent and independently manages departments related to ancient history.<br>
# '''4th Floor:''' Polis branches of the Outer Tower, located in all nine major cities. In Judin, the 6th and 5th Floors are in the main building on the outskirts, while the 4th Floor is in an annex next to City Hall. Maintains close ties with city governments and oversees sub-branches within the polis jurisdiction. Handles all academic matters except ancient history.<br>
# '''3rd Floor:''' Located in nine major cities, academies, or colonies near monster frontiers. Responsible for combat-related abilities. Transfers authorized ability-related information from upper floors to city academies and civilians, and manages monster data.<br>
# '''2nd Floor:''' Located in major colonies, with one officer assigned to each. Handles matters related to citizens’ daily life and economy.<br>
# '''1st Floor:''' Present in all colonies, responsible for collecting information requested by upper floors and handling public petitions regarding the Tower.<br>
<br>
''' 3.Terms of the Tower of Sages '''<br>
# '''Seven Sages:''' The rulers of the Tower and its highest decision-making body.<br>
# '''Floor Master:''' Six Floor Masters from the 6th to 1st Floors, each the top authority of their floor. The 6th Floor Master is called the 8th Sage.<br>
# '''Inner Tower:''' Another term for the 7th Floor, contrasting with the Outer Tower.<br>
# '''Outer Tower:''' Refers collectively to Floors 1 through 6, the part of the organization interacting with the Nevareth continent.<br>
# '''Outer Tower Council:''' The highest decision-making body of the entire Outer Tower.<br><br>
==== Floor Master ====
''' 1.Overview '''<br>
Refers to the managers of each branch of the Tower of Sages.<br>
There are six Floor Masters from the 6th to 1st Floors, each the top authority of their floor.<br>
Due to this role, the 6th Floor Master is also called the 8th Sage.<br><br>
==== Sage ====
''' 1.Overview '''<br>
Generally refers to the Seven Sages of the Tower, but the title is not exclusive to them.<br>
As academies in each city grew, many outstanding individuals emerged. People began calling these exceptional figures “Sages,” so to distinguish them from the Seven Sages, the term “Master Sage” is sometimes used. The 6th Floor Master of the Tower of Sages is also called the 8th Sage.<br><br>
=== Nevareth Continental Council ===
''' 1.Overview '''<br>
The decision-making body (Nevareth Continental Council, NCC) where all city-states and Sages dispatched from the Tower gather, or the meeting itself. The first NCC was held in Judin on the Huan continent the year after eight settlement cities were founded, attended by the leaders of the eight cities and one of the Seven Sages (identity unknown).<br>
At that time, it was not yet called the Nevareth Continental Council, but this initial meeting led to the creation of the official NCC, where the leaders of the eight cities would meet every ten years to resolve pan-human issues. After Vedas gained independence from a colony in 372 and was recognized as a polis in 380, the nine polis became the core of the NCC, continuing to this day.<br>
The main resolutions of the first NCC were as follows:<br>
<br>
# Establish a new calendar system: abolish the Ancient Calendar and adopt the Sage Era (starting from the year Saint Valentine sealed the Demon King).<br>
# Grant the title “Saint” to Valentine, the master of the Seven Sages.<br>
# Standardize currency and units of measurement.<br>
# Adopt a city-based autonomous governance system.<br>
# Maintain a principle of non-interference in other cities’ internal affairs.<br>
# Strengthen cooperation against humanity’s enemies.<br>
# Hold the same decision-making meeting every ten years, named “Nevareth Continental Council,” rotating among the eight cities.<br>
<br>
However, the Seven Sages only attended the first two NCC meetings. At the second, they declared they would no longer participate in city policies, would retreat to the land of ice to guard the Seal, and that their successors would continue to provide support.<br><br>
=== Capella Federation ===
''' 1.Overview '''<br>
The faction of Sage Capella on the Pastur continent.<br>
Sage Capella aims to create an equal society where all Nevarethians receive fair results for their efforts. Supporters gathered around Capella to form this faction.<br>
<br>
The Capella Federation advocates distributing the Sages’ legacy to the public and rejects outdated traditions. They claim the privileged Tower of Sages is no longer necessary and that Nevareth should become a society of equality.<br>
<br>
To achieve this, they believe information controlled by the Tower and the polis must be disclosed to the public. If everyone can freely use Force, the privileged class will disappear. In short, the Capella Federation focuses on efficient distribution and sharing of resources and wealth.<br><br>
=== Procyon Alliance ===
''' 1.Overview '''<br>
The faction of Sage Procyon on the Huan continent.<br>
Sage Procyon argues that society should be led by a single, most powerful leader. He also insists that the Sages’ legacy should be used to create this supreme leader—a unified government ruled by one Sage.<br>
<br>
Supporters believe that under the strong leadership of an exceptional ruler, everyone can prosper. Unlike Capella, Procyon believes the Tower of Sages should not be abolished but inherited.<br><br>
=== Academy ===
''' 1.Overview '''<br>
Educational institutions that exist in each nation. They are divided into the Faculty of Liberal Arts, the Faculty of Practical Studies, and the Faculty of Combat.<br>
Each faculty offers beginner and advanced courses: the Faculty of Liberal Arts teaches humanities and natural sciences, the Faculty of Practical Studies covers engineering and accounting, and the Faculty of Combat teaches magic and swordsmanship.<br>
Additionally, research institutes exist as higher-level structures above the faculties, but unlike the faculties, these institutes belong to the 4th Floor of the Tower of Sages.<br><br>
=== Guilds ===
''' 1.Overview '''<br>
Alliances of various professional fields. Their names are believed to be borrowed from ancient knowledge.<br>
Examples include the Mage Guild, the Information Guild, and the Thieves’ Guild.<br>
<br>
''' 2.Types of Guilds '''<br>
* **Merchant Guild:** An alliance to protect the interests of merchants in each polis or colony. Some operate on a single colony level, while others influence multiple polis. Representative guilds include [examples].<br>
* **Mage Guild**<ref>Eventually came under the control of Prometheus.</ref> (The Truth Seeker): While a few selected mages affiliated with the Tower of Sages conducted research in academy laboratories, most mages could not. These independent mages gathered to study magic, forming what is now the Mage Guild. Initially, their level was far below that of the academies, but today they are nearly equal in capability.<br>
* **Information Guild (The Association of Information Agents):** Despite its name, this is essentially a Thieves’ Guild. The Tower of Sages, which had always advanced Nevareth under strict control, could not avoid human error, leading to the emergence of discontented and marginalized groups. Unable to express their will and desires through legitimate means, they turned to underground activities, the most notable being theft. From those driven to steal by poverty, to those ostracized by society or ruined by misfortune, these individuals banded together for mutual benefit, eventually forming a powerful organization. Today’s Thieves’ Guild operates under strict secrecy to achieve its goals and, though unofficial, is one of the most influential groups that even the polis and the Tower of Sages cannot easily handle. Officially, it is called the “Information Guild” and is nominally defined as a provider of intelligence.<br>
* **Mercenaries:** Originally, individuals who sought freedom and helped others during adventures in exchange for rewards. Over time, this became professionalized, referring to those who accept payment to complete clients’ requests. Due to the inherent dangers, many aspiring warriors join as mercenaries for training. The guild manages lists of mercenary groups and independent mercenaries, facilitates contracts, and provides information. To operate effectively, it maintains branches across the continent.<br>
* **Mercenary Groups:** Formed by mercenaries who realized the limitations of working alone or in small teams and organized under common goals. Groups range from a few members to over a thousand. Among them, the two largest groups wield significant political influence. The Mercenary Guild is managed collectively by members drawn from these top groups, known as the “Top 10 Mercenary Groups.”<br>
* **Treasure Hunter Guild (The Chasers of Ancient Legacy):** Over a thousand years have passed since the fall of the ancient civilization and the rise of Nevareth’s new civilization with the help of the Tower of Sages, yet the ancient world remains shrouded in mystery despite scholars’ lifelong efforts. Occasionally discovered relics captivate people with their wonder and mystery. Many adventurers, driven by dreams of wealth or power, spent their lives searching for these ancient legacies, earning the name “Treasure Hunters.” Initially, these hunters perished chasing uncertain rumors, but eventually, they began sharing information and techniques, forming the Treasure Hunter Guild—a group specializing in the exploration and excavation of ancient relics. They are often sponsored by wealthy patrons and sometimes take on requests from the Tower of Sages or polis.<br>
* **Adventurer Guild (The Romance of Expedition):** A gathering of explorers seeking to venture into the open seas.<br>
* **Hunter Guild (Hunter’s Guild Association):** A symbolic organization representing hunters across all continents. In reality, the highest-level organizations are the hunter guilds in the nine polis. Today, in Sage Era Year 900+, hunters wield significant influence, with offices not only in every polis but also in many colonies.<br>
<br>
----
<references />
<br><br>
==🌍Geography==
=== Nevareth ===
''' 1.Overview '''
Nevareth consists of three massive continents, two seas between them, and is surrounded by the Outer Ocean to the north and south. However, even in Sage Era Year 973, the world map of Nevareth remains incomplete due to the limitations of current exploration and observation equipment.<br><br>
=== Pastur Continent ===
''' 1.Overview '''
One of the three continents under the influence of Sage Capella, one of the Three Sages leading the continents.<br>
Located west of the Frarcia Sea, the largest sea surrounding Nevareth, Pastur is the second-largest of the three continents. The Spine Mountains run north to south through its center. Northeast of the mountains lies the Nostalgia Forest, while the Areshand River flows westward into the Senia Sea.<br>
At the northern end near the Nostalgia Forest is the polis Industria. At the southern tip of the Spine Mountains lies the polis Mordens, and southeast of the Nostalgia Forest along the Frarcia Sea coast is the polis Liber. The southern region has a humid temperate climate, while the north is a mix of temperate and subarctic zones. Strangely, the Nostalgia Forest near Industria is a hot tropical jungle. Mordens in the south is relatively warm and, due to frequent exchanges along the archipelago connecting to the polis Esca on the Huan continent, has been heavily influenced by Huan culture. Clothing styles evolved toward looser garments over time.<br><br>
=== Midreth Continent ===
''' 1.Overview '''
One of the three continents under the influence of Sage Pollux, one of the Three Sages.<br>
Midreth is the smallest of the three continents. The Vahour Mountains dominate its center, with the Rastear River flowing from them into the Frarcia Sea. North of the river lies the polis Hellenia, and south lies the polis Hebrat. The Morcia Strait separates the southern tip of Midreth from the Huan continent.<br><br>
=== Huan Continent ===
''' 1.Overview '''
One of the three continents under the influence of Sage Procyon, one of the Three Sages.<br>
Huan is the largest continent in Nevareth, located southeast of the Frarcia Sea. The Engreef Mountains run through its center, with the polis Medinac to the north, Vedas to the east, Judin to the west, and Esca to the southwest.<br><br>
=== Frarcia Sea ===
''' 1.Overview '''
The Frarcia Sea lies at the center of the three continents and is commonly referred to as the Inner Sea.<br><br>
=== Morcia Sea ===
''' 1.Overview '''
The Morcia Sea (Morcia Strait) lies between the southern tip of Midreth Continent and the northern tip of Huan Continent.<br><br>
=== Senia Sea ===
''' 1.Overview '''
The Senia Sea lies west of Pastur and east of Midreth. (Traveling west from Pastur leads to the east coast of Midreth.)<br>
However, it is an extremely treacherous sea, making safe navigation impossible with current maritime technology. Since Midreth and Pastur are already connected via the Frarcia Sea, no one risks opening a route through this perilous sea, leaving it effectively abandoned.<br>
Rumors persist among hunters (Treasure Hunters or Legacy Hunters) that a continent sank here during the Great Catastrophe, but this has never been confirmed.<br><br>
=== The Demon Sea ===
''' 1.Overview '''
Sailing north from the three continents leads to a region where compasses fail to function properly.<br>
This area is called the Demon Sea or the Cursed Waters.<br>
Beyond this lies the Ice Land, where the Demon King is sealed.<br>
At the southern edge of this cursed region lies Exilian Island.<br><br>
==== Exilian Island ====
''' 1.Overview '''
<div style="background-color:#f0f0f0; padding:10px; border-radius:5px;">
Between the “Pastur Continent” and the “Midreth Continent” lies the “Cursed Ice Waters.”<br>
There exists an island called “Exilian,” known as the Island of Monsters.<br>
<br>
Though not small, the island is hard to reach due to rough seas,<br>
and its harsh environment has kept humans away, leaving it to monsters.<br>
<br>
On the last day of the millennium,<br>
a volcanic eruption occurred there.<br>
<br>
At the same time, all enemies of mankind grew stronger,<br>
no longer fearing humans and rampaging freely.<br>
<br>
People, trembling with fear, turned to the Tower of Sages.<br>
The Tower, humanity’s spiritual refuge for a thousand years,<br>
declared the eruption a sign that one of the six keys to breaking the Demon’s Seal had appeared.<br>
<br>
For the first time in a millennium, humans set foot on Exilian Island,<br>
establishing an outpost with the help of the nearby polis Industria to begin investigations.<br>
<br>
The Tower of Sages proclaimed a holy war to prevent the Demon’s resurrection.<br>
<br>
Heroes from all three continents gathered.<br>
</div>
<br>
Exilian Island lies in the Cursed Ice Waters between Pastur and Midreth Continent, near the trade route connecting Hellenia and Industria. Known as the Island of Monsters, it remains a perilous place.<br><br>
''' 2.History '''
Exilian Island is the only island discovered so far in the Demon Sea. Roughly 1/15 the size of Pastur, it is difficult to approach due to violent seas, harsh conditions, and the presence of many monsters.<br>
<br>
Black volcanic ash and lava from the Exilian Crater shroud the island in a dark mist. Its monsters, treacherous reefs, and violent storms make sailors dread the area. According to frequent travelers, “There, beasts soar through the skies, sea monsters swallow ships, and all hate the approach of man.”<br>
The island was first recorded in the journal of a captain who explored the surrounding waters. His account ends with a description of volcanic eruptions, tsunamis, and desperate battles against monsters after his shipwreck.<br>
<br>
The journal, found on the shores of Industria, was delivered to the Tower of Sages, which soon initiated plans to build a combat colony on Exilian for research on the Demon Sea and its beasts. However, reaching the island proved difficult, costing many lives before a safe zone called Port Lux was finally secured.<br>
<br>
This marked the first human settlement on Exilian and the beginning of endless conflict. On the last day of the millennium, another volcanic eruption occurred. The Tower of Sages declared it a sign that one of the six keys to breaking the Demon’s Seal had appeared and proclaimed a holy war to prevent the Demon’s resurrection.<br><br>
=== The Sealed Ground ===
''' 1.Overview '''
Also called the Sealed Ground or the Ice Land.<br>
The place where the Demon King Prometheus was sealed by Saint Valentine, and where Valentine fell. The Tower of Sages, built by his disciples, the Seven Sages, to guard the Seal, is also said to stand here. However, only the Seven Sages and the 6th Floor Master have ever set foot there.<br>
<br>
According to stories from the Tower, the land is entirely ice, devoid of grass or trees. Overflowing with demonic energy, the monsters there are said to be far stronger than those on the continents.<br><br>
=== Other Regions ===
''' 1.Overview '''
Various terrains of Nevareth.
''' 2.Mountains and Rivers '''
* Engreef Mountains (Mts. Engreef): Said by armor merchant Dion to be the largest habitat of the Phantasmal Clan.<br>
* Vahour Mountains (Mts. Vahour)<br>
* Spine Mountains (Mts. Spine)<br>
* Rastear River (Riv. Rastear)<br>
* Sainteye River (Riv. Sainteye)<br>
* Areshand River (Riv. Areshand)<br>
''' 3.Other Areas '''
* Desert Palace<br>
* Nostalgia Forest<br>
* Hodden Forest<br>
* Breath Sea<br>
* Mermaid Coast<br>
* Saint Valentine Academy<br><br>
=== Senilinia Continent ===
''' 1.Overview '''
A land with a long history of peace, now suffering from conflict.
''' 2.History '''
Before the arrival of Nevarethians, the people of Senilinia were shepherds cultivating pastures and scholars studying the continent’s flora. The southern and northern regions were originally lands of guardians, while humans lived in the central grasslands.<br>
<br>
Senilinia’s animals are unique, with leaders living for centuries, predating humans. In contrast, the people of Senilinia were too weak to confront them. Thus, they made a pact with the animals to respect each other’s territories, known as the Pact of Balance.<br>
<br>
This peace ended with the arrival of Nevarethians. They conducted suspicious experiments at the Senia Tower, causing the continent to warp.<br>
<br>
The once-cold south became warm, while the warm north turned cold. Guardians left the south, and human settlements were destroyed. The people of Senilinia migrated north or south, following Sage Capella or Sage Procyon.<br>
<br>
Now they debate whether to return to the old ways and uphold the Pact of Balance or forge a new relationship with the guardians in this new era.<br><br>
==🏙Polis==
''' 1.Overview '''
After the Great Catastrophe, the Seven Sages led the remaining survivors to settle across the three continents. Over time, these groups formed city-states, and leaders emerged. Each continent has a branch of the Tower of Sages, and the mayors of the polis follow the sages who lead their respective continents.<br>
These sages are the ones among the Seven Sages who remain closest to the common people, and unless changed for special reasons, the original sages’ positions are passed down through generations. Procyon of the Huan continent, Capella of the Pastur continent, and Pollux of the Midreth continent—these three sages, compared to the other four, have a more political and pragmatic image.<br>
<br>
''' 2.The Eight Settler’s Cities '''
The Nevareth Frontier pioneers spread along the Frarcia Sea coast and eventually built the first eight cities. It is puzzling that in an unknown world full of dangers, a population of barely ten thousand scattered into eight cities, but surely this was not done without reason. It is believed that the Seven Sages orchestrated this distribution.<br>
The first eight cities were Esca, Judin, and Medinac on the Huan continent; Hebrat and Hellenia on the Midreth continent; and Industria, Liber, and Mordens on the Pastur continent. Later, Vedas was officially recognized as a polis by the NCC.<br>
<br>
''' 3.Political System and Military of the Polis '''
Polis are governed by a mayor and a council, while colonies are governed by governors. Each polis also maintains its own standing army, which rarely leaves its polis or its subordinate colonies.<br>
Another group is the Paladins. While the standing army was deliberately created to protect humans and their settlements, Paladins originated from individuals seeking to enhance their personal strength. Unlike today’s relatively stable Nevareth, early settlers had to defend their own lives. Among them, some went beyond self-defense, training in swordsmanship and studying magic to become stronger. These individuals were called Paladins.<br>
The term “Paladin” is said to come from the name of a hero in the ancient civilization. In those times, it referred to warriors of exceptional skill and strong convictions who valued honor and self-discipline. Though they did not directly contribute to societal governance or development, their strength made them vital to those still threatened by monsters.<br>
The third group is the Hunters. Since the limited standing armies struggled even to defend the polis, travelers and merchants moving between cities often hired Hunters for protection against monsters. Over time, their numbers grew, and some began to cultivate strength as a livelihood, forming organized groups. To distinguish them from Paladins, people began calling them Hunters.<br><br>
=== Esca ===
''' 1.Overview '''
An island located in the southwest of the Huan continent.<br>
It is larger than the nearby polis Vedas to the northeast. With abundant sunlight and rainfall, it is covered in dense forests. Though hot, it is not unbearably so, and its rich seafood and marine resources attract many migrants from other polis.<br><br>
=== Judin ===
''' 1.Overview '''
Home to both the 5th Floor branch and the 6th Floor headquarters of the Outer Tower, Judin is the undisputed center of all three continents.<br>
Some Tower of Sages academies in Judin house institutions that study ancient history, including the Honorable Age and the Lost Age<ref>Some claim they have uncovered eras even earlier, but both the Tower of Sages and the polis Judin maintain strict secrecy, leaving the truth unknown.</ref>.<br>
However, these academies enforce strict information control, ensuring no ancient history materials leave their research facilities. This policy has sparked strong opposition among intellectuals and the public, but Judin’s mayor supports the academies, repeatedly stating, “We only follow the instructions of Sage Procyon.”<br>
Water scarcity has long caused disputes with the nearby polis Medinac over water resources. Though the Tower of Sages has mediated to prevent major bloodshed, tensions between the two cities remain high.<br><br>
----
<references />
<br><br>
=== Medinac ===
''' 1.Overview '''
Located in the north of the Huan continent, Medinac is hot and dry, similar to Esca. It has high sunlight and low rainfall, with the Hodden Forest of deciduous trees providing timber traded across the continent.<br>
Since ancient times, Medinac’s people have ventured into the open seas for exploration and fishing, shaping their reputation as “aggressive and fearless.” Frequent disputes with polis Judin over water resources often escalated due to Medinac’s combative nature.<br><br>
=== Vedas ===
''' 1.Overview '''
A small island at the eastern edge of the Huan continent, historically isolated from external contact. This isolation fostered a unique culture and beautiful natural scenery. However, its small population and the residents’ unwelcoming attitude toward outsiders leave much about it unknown.<br>
Though in a warm region, its climate is comfortable, with adequate rainfall ensuring stability. Its leisure allowed arts such as music and painting to flourish. Most epic poems and literary works about the Honorable Age and the Great Catastrophe originated here.<br><br>
=== Hebrat ===
''' 1.Overview '''
A port city at the southern tip of Midreth Continent with a relatively mild climate. It thrives on tourism, offering cruises through the Morcia Strait between Huan Continent and Midreth. For large mercenary groups and guilds, ship travel is a cost-effective alternative to expensive warp gates, making it a vital transportation hub. Its bustling markets and active guilds also benefit from the steady flow of goods between continents.<br><br>
=== Hellenia ===
''' 1.Overview '''
A polis in a cold, snowy region, home to hardy people. To overcome the harsh climate and build resilience, an annual hunting competition is held, with the winner receiving a necklace said to hold the power to control blizzards since ancient times.<br>
This talisman is believed to have been created by the first Sage Pollux to aid the people of Hellenia against the severe cold. Though no records confirm this, and its actual power is unknown, it remains a symbolic heirloom passed down each year.<br>
Hellenia also hosts the 5th Floor branch of the Outer Tower and serves as a base for numerous expeditions to the Outer Ocean, funded by the Tower of Sages.<br><br>
=== Industria ===
''' 1.Overview '''
The largest polis in northern Pastur, located near the Nostalgia Forest in the continent’s central-east region.<br>
This forest, vast and climatically unstable, claimed many lives during early settlement, earning its name for “weeping in longing for the homeland before the Great Catastrophe.”<br>
The forest contains colossal trees so immense they resemble landmarks, leading some to call it the “Forest of the World Tree.”<br>
Its vegetation is bizarrely diverse: coniferous forests in one area give way to broadleaf forests and even tropical jungles nearby. Unable to establish stable settlements within the forest, settlers expanded outward, causing Industria to grow into a major polis.<br><br>
=== Liber ===
''' 1.Overview '''
Sage Capella, among the Seven Sages, was the most passionate about scholarly pursuits. In his spirit, Liber became a hub for knowledge, gathering information from all continents and polis to develop its intellectual industry.<br>
Overflowing with the latest books and visiting scholars, Liber is the most desired polis for Nevarethians who value education. Its prestigious academies operate actively, with some so popular that applicants wait years for admission.<br>
As the site of the Outer Tower’s 5th Floor continental branch, Liber also runs independent departments on ancient history, though their resources pale compared to Judin’s tightly controlled archives. Rumors suggest that rare ancient history materials, unavailable even in Judin, have recently surfaced here through secret channels.<br>
Though some adventurers dismiss Liber as dull, they often visit to acquire new information, proving the saying: “The city itself is a vast library of knowledge.”<br><br>
=== Mordens ===
''' 1.Overview '''
Home to Nevareth’s second-largest merchant guild.<br>
Bustling with travelers, Mordens is lively but prone to incidents. Its mild climate and lack of major natural barriers make travel between the polis and its colonies easy. Recently, however, strange events have occurred: rumors of a cartel lobbying to monopolize military supplies for the Huan continent have sparked internal power struggles within the guild.<br><br>
==🧬Clans==
=== The Six Clans ===
''' 1.Overview '''
Most monsters appeared around the time of the Great Catastrophe, but how they emerged remains unknown. The widely accepted explanation is simply that they “appeared with the Demon’s Descent.”<br>
Nevareth’s monsters are broadly categorized into six types: Dark, Metal, Mutant, Undead, Plant, and Phantasmal. These categories are for convenience and do not represent strict scientific classifications.<br><br>
''' 2.Origins '''
They are remnants of past civilizations. All Undead Clan members originate from the First Civilization, cursed to wander without rest until granted permission by the master of ASC for daring to trespass into the realms of life and soul. All demons and Dark Clan members are corrupted beings from the Second Civilization. Phantasmal, Plant, Metal, and Chimera-Mutant clans were weapons created by the First Civilization.<br><br>
''' 3.The Six Clans’ Plan '''
When Faust sealed his own power, the Core shattered into seven fragments. Faust retained one, while the remaining six were absorbed by the six clans. However, the sealed fragment was the most powerful, influencing the others.<br>
<br>
The fragments gave the clans strength to break free from the Core’s dominion, but the power was incomplete due to Faust’s seal. Many perished during absorption and escape; weaker beings were annihilated, and those lacking willpower became mindless lower monsters. Even high-ranking entities lost much of their former might.<br>
<br>
With only residual power, they could not easily oppose Nevarethians, who inherited some legacies of the Honorable Age. Thus, the six clans spent ages recovering their strength, eventually reaching a stalemate as humans grew stronger too.<br>
<br>
The highest-ranking beings who absorbed the fragments gradually learned the knowledge within them, realizing they must never lose the Core—and that a seventh fragment existed. Possessing it would render conflict with humans meaningless. The clans waited for the seventh fragment to surface and for all seals, except the bond of subjugation, to break.<br><br>
''' 4.The Seventh Fragment Emerges '''
At last, the seventh fragment’s presence was felt when Patron completed the first awakening, breaking the seal.<br>
<br>
The leaders of all six clans sensed it and felt their restricted power return significantly. Overnight, all monsters grew several times stronger. They instinctively understood—through the fragment’s knowledge—that the seventh fragment was the key to ultimate power, and whoever claimed it would rule all monsters. The fragile balance between clans could shatter at any moment. Each clan began maneuvering to seize the fragment while keeping others in check.<br>
<br>
They also sought to exploit human society, each in their own way:<br>
* Undead: Seizing control of the Thieves’ Guild, increasing zombie numbers.<br>
* Dark: Spreading cults.<br>
* Metal: Enhancing abilities, developing new weapons, deploying reconnaissance units across Nevareth.<br>
* Mutant: Merging entities, absorbing other lifeforms, evolving into advanced mutants.<br>
* Plant: Spreading parasitic flora to control animals, monsters, and humans.<br>
* Phantasmal: Using infiltrated lycanthropes to dominate the Treasure Hunter Guild.<br><br>
=== Dark Clan ===
''' 1.Overview '''
Official name: Apostles of the Dark Clan.<br>
<br>
The Dark Clan currently poses the greatest threat to Nevareth. They are the most widespread across the continent. According to Great Catastrophe legends, they appeared on the fourth day, using cunning and magic to sow discord among humans. Their intelligence and magical prowess are formidable.<br>
<br>
Not all Dark Clan members share such abilities. Lower ranks have childlike intelligence, and their beasts (magical creatures) possess only animal-level cognition. However, higher-ranking Dark Clan beings surpass humans in intellect and magical skill.<br>
<br>
Their origins remain highly mysterious.<br>
<br>
Their blue or black blood suggests a separate evolutionary path from humans and other animals. Unlike the Undead Clan, no traces of them exist before the Great Catastrophe.<br>
<br>
Nor do they fit theories like the Metal Clan being artificial creations of ancient civilizations. While some speculate that ancient humans engineered lifeforms, such theories usually apply to Mutant or Plant Clans. Thus, many doubt whether ancient humans could have created such beings. Some even propose unverifiable theories that the Dark Clan hails from another dimension.<br>
<br>
Scholars pursuing this theory claim the Dark Clan originates from a realm called the “Demon World” and that ancient grimoires contain rituals to open its gates and summon these beings. The Tower of Sages has neither confirmed nor replicated such summoning experiments.<br><br>
''' 2.Origins '''
All demons and Dark Clan members arose from the Second Civilization. They were those who abused power for selfish desires, corrupted and cursed to wear the guise of beasts as punishment for betraying humanity’s path.<br><br>
=== Metal Clan ===
''' 1.Overview '''
Official name: Apostles of the Metal Clan.<br>
Believed to have been perfected during the Lost Age or earlier, they reportedly cooperated with Valentine and executed his commands for their own purposes.<br>
<br>
These beings are entirely metallic. Though not truly alive, they exhibit “will,” as confirmed through arduous capture and observation studies.<br>
<br>
Said to have appeared on the third day of the Great Catastrophe, the Metal Clan leaves no trace in any known records or ruins of ancient civilizations predating the catastrophe.<br>
<br>
Some researchers hypothesize they came from beyond Nevareth’s Outer Ocean, but this theory falters since their numbers remain high despite constant destruction. Others suggest the Great Catastrophe was a war among ancient humans who lost control of their weapons.<br>
<br>
Current theories propose that ruins of ancient civilizations still exist in unexplored regions, continuing to produce these weapons. However, studies confirm that while Metal Clan units can self-repair, they cannot reproduce.<br>
<br>
Being made of metal and machinery, they resist conventional weapons but are vulnerable to electrical attacks (with exceptions).<br><br>
''' 2.Origins '''
All Metal Clan members were war machines created by the First Civilization.<br><br>
=== Mutant Clan ===
''' 1.Overview '''
Official name: Apostles of the Mutant Clan (Mutant-Chimera Clan).<br>
<br>
According to legend, these monsters appeared on the first day of the Great Catastrophe, believed to be existing animals turned feral.<br>
<br>
The exact species that mutated remains uncertain, though their forms suggest links to specific original species. Mutation patterns lack consistency; weaker originals sometimes produce stronger mutants, and multiple variants can arise from one species.<br>
<br>
Besides pure mutants, there are Chimera Clans—hybrids combining traits of multiple monsters or animals. No evidence of reproduction exists, as no juvenile forms have been observed. Unlike mutants, which maintain territories, chimeras lack fixed habitats and appear unpredictably.<br>
<br>
Despite these differences, both are grouped together due to their animalistic hybrid forms.<br>
<br>
Nevareth also hosts ordinary beasts, which rarely attack humans and pose minimal danger compared to monsters. Even the strongest animals are only as dangerous as low-tier monsters (with rare exceptions).<br>
<br>
Many animals perished during the Great Catastrophe, and survivors underwent drastic changes due to environmental upheaval, producing dangerous mutants classified as the Mutant Clan.<br><br>
''' 2.Origins '''
All Mutant Clan members were war beasts engineered by the First Civilization.<br><br>
=== Undead Clan ===
''' 1.Overview '''
Official name: Apostles of the Undead Clan.<br>
During the Honorable Age, the Undead Clan existed only in myths and legends—until the second day of the Great Catastrophe, when they appeared before humanity.<br>
<br>
They are beings in a state of “death,” not life, and are infamous for their universal hostility toward all living things.<br>
<br>
Undead fall into two main types: those with physical bodies and those existing solely as spirits (astral forms). The latter are generally stronger, though exceptions like liches—corporeal beings with immense magical power—exist.<br>
<br>
Spirit-type undead cannot be harmed by normal weapons and drain life energy upon contact. Liches are feared for their intelligence and mastery of magic.<br><br>
''' 2.Origins '''
All Undead Clan members originated from the First Civilization. For trespassing into the realms of life and soul, they were cursed to wander until absolved by the master of ASC. Once rulers over the other clans, they were reduced to equals after the civilization’s purification.<br><br>
=== Plant Clan ===
''' 1.Overview '''
Official name: Apostles of the Plant Clan.<br>
No records mention them during the Great Catastrophe; they were discovered later as humans expanded across Nevareth. They inhabit forests, jungles, and swamps, with some species surviving even in deserts and rocky mountains.<br>
<br>
Plant Clan monsters resemble “moving plants,” more precisely defined as “carnivorous plant-like creatures that metabolize by hunting other organisms.”<br>
<br>
Some remain rooted, using branches to capture prey, while others move using root-like limbs. They are generally weak to fire and feed on bodily fluids.<br>
<br>
Theories linking them to ancient civilizations gain traction as research progresses, though the “Demon Descent Theory” remains dominant.<br>
<br>
The Plant Clan Queen resides on the first basement level of Altar of Siena.<br><br>
''' 2.Origins '''
All Plant Clan members were bio-weapons created by the First Civilization.<br><br>
=== Phantasmal Clan ===
''' 1.Overview '''
Official name: Apostles of the Phantasmal Clan.<br>
This category includes aberrant beings that do not fit the other five groups. Though less overtly hostile than the Dark Clan, they are equally dangerous.<br>
<br>
Their classification is ambiguous, generally defined as “beings referenced in ancient records but not clearly assignable to other clans.”<br>
<br>
Two main theories explain their origin: remnants of ancient civilizations or entities summoned from another dimension. Neither theory is verifiable due to scarce records and lack of experimental evidence. What is certain is that they existed in Nevareth before humanity’s arrival.<br><br>
''' 2.Origins '''
All Phantasmal Clan members were war constructs created by the First Civilization.<br><br>
==⚔️Colonies==
''' 1.Overview '''<br>
Before humanity settled in Nevareth, monsters roamed everywhere. People fought endlessly to secure habitable zones, but even when monsters were slain, more would appear. Time and again, spatial rifts opened, releasing new monsters.<br>
Eventually, humans discovered certain areas where such phenomena (Monster Spawns) did not occur and began settling there. From then on, they searched for more spawn-free zones to expand their territory, developing colonies in the process.<br><br>
''' 2.Types of Colonies '''<br>
* **Habitation Colony**<br>
* **Production Colony**<br>
* **Battle Colony:** Located on the outermost borders of each polis territory, these colonies defend against incursions from Evil Zones (魔領). Even after nearly a thousand years since the Nevareth Exodus, over 70% of the land remains unexplored or under monster control. Life in these colonies is harsher than death itself. Some polis originated from such colonies. Currently, Port Lux is the only fully established battle colony, while others are still under construction amid fierce battles. These colonies serve as both forward bases for Nevareth’s expansion and the last line of defense against monsters.<br>
* **Special Battle Colony:** In Sage Era Year 890, shortly before Year 900, the Nevareth Continental Council (NCC) received a message from the Tower of Sages requesting the establishment of monitoring colonies in certain high-risk areas. The Nevareth Academy Alliance instructed nearby polis to build these colonies and dispatched officers, instructors, and defense forces to train warriors and strengthen local defenses. Initially, these colonies recruited and trained new warriors, but as no major threats emerged, they became little more than training camps. With the crisis downgraded, polis reduced supplies, leaving these colonies as minimal outposts and hunter bases. Three such colonies were built—one in the extreme northeast of Midreth, one in the scorching Desert Palace south of Huan near Esca, and one deep in the jungle north of Liber in Pastur.<br><br>
=== Special Battle Colony No.1 ===
''' 1.Overview '''<br>
A battle colony northeast of polis Hellenia.<br>
Official name: “Polis Hellenia Special Battle Colony No.1.” Commonly called “Bloody Ice” for its brutal cold.<br><br>
''' 2.Environment '''<br>
Not a completely new settlement, it grew around a small mining village. When the Tower of Sages inspected it in Year 890, they found an abandoned village and machines running without operators.<br>
<br>
With no signs of imminent danger, the colony now hosts moderate monster activity, serving mainly as a training ground for recruits and a base for monster hunters. Mining has ceased entirely.<br>
<br>
North of the village lies the old mine, northwest is a snowy conifer forest, and northeast is a deadly ice field. Scattered (though risky) safe zones and camps exist. Houses are built from thick logs, remnants of the original settlement.<br>
<br>
Despite lethal cold and monsters, the pristine snowy landscape attracts adventurers seeking exploration.<br><br>
''' 3.Other Notes '''<br>
Due to poor transport and scarce supplies, even Hellenia-style clothing is hard to obtain. Most residents fashion winter gear from animal hides and fur. Because of strong monsters, armored suits are essential daily wear.<br><br>
=== Special Battle Colony No.2 ===
''' 1.Overview '''<br>
A special battle colony in the southern desert of polis Judin.<br>
Official name: “Polis Judin Special Battle Colony No.2.”<br><br>
''' 2.Environment '''<br>
Its desolation and scorching heat earned it the name “Desert Scream,” after the desert winds. Built around a massive oasis called the Desert Palace, the area was once a seabed. Beyond the oasis, only dunes and monsters stretch endlessly, making survival a test of willpower.<br>
<br>
Despite the harshness, the region’s vast salt flats and high-quality salt have long attracted travelers. It also hosted Oil Field No.5 under Polis Judin’s 13th Resource Colony, though it was abandoned decades ago and now serves as a burial ground.<br><br>
''' 3.Other Notes '''<br>
Ancient ruins were discovered near Desert Scream, but due to monster threats, full-scale excavation has yet to begin. The ruins include enigmatic stone structures, statues, and altar-like formations.<br>
<br>
Local attire follows Huan styles, but most residents wear martial suits as everyday clothing for protection against monsters.<br><br>
=== Special Battle Colony No.3 ===
''' 1.Overview '''<br>
A special battle colony in the central-eastern region of Pastur Continent.<br>
Official name: “Polis Industria Special Battle Colony No.3.”<br><br>
''' 2.Environment '''<br>
Located in the Nostalgia Forest (also called the Forest of the World Tree), this colony sits in a sweltering jungle. People call it “Green Despair,” originally the name of a deadly jungle disease. Chronicles of Nevareth often mention this illness when describing expeditions into the great forest. One recruit famously said upon recovery, “Even Green Despair is nothing compared to this brutal training.”<br>
<br>
A massive river and its tributaries snake through the forest like veins. Explorers found traces of old settlements along these waterways, now overrun by monsters. The colony itself is surrounded by such ruins.<br>
<br>
Notable features include the “Red Jungle,” a lifeless expanse of crimson soil, twisted plants, and monstrous insects, and the “Young World Trees,” enormous trees believed to be related to the mythical World Tree.<br><br>
''' 3.Other Notes '''<br>
Clothing here is lighter and shorter than Industria’s traditional styles. Initially imported, garments are now locally produced as traffic to the colony increases.<br><br>
=== Port Lux Battle Colony ===
''' 1.Overview '''<br>
A battle colony built by the Tower of Sages.<br><br>
''' 2.History '''<br>
After the battle on Exilian Island, the Tower of Sages launched multiple expeditions to establish a colony there. Eventually, Port Lux was built on the island’s western cliffs, though monster threats kept it sparsely populated.<br>
<br>
In Sage Era Year 1000, a new trade route between Hellenia and Industria revitalized navigation near the Demon Sea, turning Port Lux into both a research hub and a key trade outpost.<br>
<br>
With increased activity, research on Exilian accelerated, leading to the discovery of a massive ark at the island’s center. Rumors of “ghost sailors” near the ark persist, though unproven.<br>
<br>
Reports of multi-legged beasts and other monstrous sightings flood the Tower of Sages Port Lux branch, but no physical evidence has been produced. Monsters on Exilian resemble aquatic demons and are believed to emerge from the volcanic crater.<br><br>
==🧾Lore==
===🧍Key Characters===
==== Saint Valentine ====
''' 1.Overview '''<br>
<div style="background-color:#f0f0f0; padding:10px; border-radius:5px;">
During the six days of destruction,<br>
when the world trembled in despair,<br>
there was a sage who protected the people with his seven disciples.<br>
On the seventh day, he said to his disciples and the people:<br>
“While the demon rests, I shall go to face him.”<br>
One disciple asked,<br>
“We do not know when he will regain his strength or where he hides. If you leave, who will protect the people?”<br>
The sage replied:<br>
“When he manifested in this world, he knew me, and I knew him. I can stop him, and he fears me. Knowing I protect the world, he seeks to destroy it first, feeding on despair and fear. If not now, we will never have another chance.”<br>
Then he pointed to three disciples and said:<br>
“On the far side of the world, three lands rise from the sea. Lead the people there—they will survive a thousand years.”<br>
To two others, he said:<br>
“Even if the demon falls, his minions will remain. Give the people the power to defend themselves.”<br>
Then, with the remaining two disciples, he departed.<br>
</div>
<br>
The master of the Seven Sages and founder of the Saint Valentine Academy. Before the Great Catastrophe, he was the greatest sage of the ancient civilization—a brilliant professor of transcendental science and head of his own academy. The Seven Sages of the Tower were his most gifted disciples.<br>
Valentine died sealing the Demon King during the Great Catastrophe. Though he gave his life, he bound the Demon King for a thousand years, proving his power was beyond imagination—even among the ancients. Considering that the Demon King annihilated their civilization, Valentine’s strength was extraordinary. After his death, the Nevareth Continental Council canonized him as “Saint Valentine.”<br><br>
''' 2.Truth '''
Valentine’s true identity is Faust.<br><br>
==== The Demon King ====
''' 1.Overview '''<br>
The architect of the Great Catastrophe, sealed in the Ice Land by Saint Valentine, destined to return when the seal breaks.<br>
According to *The Book of the Beginning*, the first book of Nevareth, written by one of the original Seven Sages, the Demon King possessed power great enough to annihilate an entire civilization alone.<br>
If the record is true, he could transform all beasts into Mutant Clan monsters, command every Undead Clan risen from death, control Metal Clan war machines, and lead the strongest Dark Clan demons. He wielded authority to turn seas into land and land into seas.<br>
It is likely that the remaining two clans—Plant Clan and Phantasmal Clan—also fell under his influence. Some theories claim he was merely a powerful ancient scientist or ruler, but such views are implausible. The Demon King was the most malevolent being in history—the true Demon King.<br>
Before his death, Valentine uttered a prophecy:<br>
<br>
<div style="background-color:#f0f0f0; padding:10px; border-radius:5px;">
The Legacy of the Sage and the Legacy of the Demon.<br>
He who claims the Demon’s Legacy shall become the Demon King,<br>
and he who claims the Sage’s Legacy shall seal the Demon forever.<br>
<br>
From these legacies shall rise the Tower of Purification,<br>
whose power will cleanse the freezing continent.<br>
<br>
You seven shall preserve the dying land for generations<br>
and guard fragments of both legacies.<br>
<br>
The Tower of Purification shall become the Tower of Seals,<br>
a mark to awaken the Demon’s fear,<br>
and a warning for mankind to remain vigilant.<br>
</div>
<br>
''' 2.Truth '''
The Great Catastrophe began when Faust awakened ASC’s power. 
Thus, Faust, Valentine, and the Demon King are the same being.<br><br>
==== Faust, the Child of Destiny ====
''' 1.Overview '''<br>
Faust was a genius transcendental scientist who completed the Unified Field Theory in the 21st century. Yet, instead of honor, he faced neglect and isolation.<br>
<br>
Feeling betrayed by the world, Faust vanished. Some believed the government killed him to protect secrets; others thought he went insane. In truth, Faust assumed the name Valentine and founded an academy with seven disciples in a shabby three-story building. Though mocked, he earned recognition through sheer brilliance.<br>
<br>
Then came Prometheus—a group sowing chaos, warning against the abuse of transcendental power, and launching attacks on state institutions. Governments suspected academies, escalating tensions into violent clashes. When Prometheus exposed secret human experiments in government labs, governments denied the claims, branding academies as terrorist collaborators.<br>
<br>
Mass protests and brutal crackdowns led to bloodshed and full-scale conflict. Faust, who lost his family to government forces, sided with the academies. Amid global anarchy caused by Prometheus’ terror, Faust personally restored order, earning the title of Sage.<br>
<br>
Eventually, Faust uncovered Prometheus’ true nature and the secrets of civilization’s cycles of creation and purification. Though he opposed their ambition to rule the world as gods, he was already entangled in their schemes.<br>
<br>
When the “Night of Nightmares” plunged the world into chaos, the Demon King appeared, unleashing six calamities and hordes of monsters. Civilization teetered on the brink of extinction—until Faust sacrificed himself to seal the Demon King. Before the seal, he warned a few disciples: 
<br>
A thousand years later, when the seal weakens, the Demon King will return, the Six Clans will regain full power, and only united sages and humanity’s new warriors can resist.<br><br>
''' 2.Truth '''
Prometheus manipulated Faust into distrusting authority, whispering ideals of “independent power,” “equal opportunity,” and “peace through strength.” Faust, disillusioned, hid his identity and followed their lead, founding an academy to gather and train potential ability users.<br>
<br>
Though Faust cooperated with Prometheus, he never shared their vision of domination. When he learned their true goal—to become gods—he tried to break free but was too deeply involved.<br>
<br>
Meanwhile, Faust’s awakening of ASC triggered the Great Catastrophe. During the chaos, ASC’s rampage pushed Faust into deeper awakening, granting him forbidden knowledge of the First and Second Civilizations. Realizing the catastrophic future, Faust used the ASC Controller to suppress the rampage and sealed himself with it in a subspace.<br><br>
''' 3.Fragmentation of the ASC Controller '''
The clash between ASC and its controller ended in mutual ruin. ASC shattered into seven fragments; six escaped into the world, while the last remained with Faust. The controller was critically damaged, requiring eons to repair. Faust was trapped in subspace with the final fragment.<br><br>
''' 4.Escape of the Six Clans '''
The Six Clans, long imprisoned within ASC’s subspace, broke free during Faust’s unconscious rampage, wreaking havoc during the Great Catastrophe. On the seventh day, the seal reasserted itself, dragging them back into subspace. When ASC fragments scattered, their bonds fractured as well.<br>
<br>
Though each clan seized a fragment, the seventh remained with Faust, leaving them partially bound. They gained limited freedom and returned to Nevareth.<br><br>
''' 5.Faust’s Plan '''
Trapped in subspace and crippled by the immense backlash from the clash between ASC and its controller, Faust faced inevitable death. Yet, having completed his awakening and freed from indoctrination, he perceived the truth. Realizing the six fragments had scattered and the six clans had broken free from subjugation, Faust acted according to the following judgment:<br><br>
''' 6.Faust’s Objective '''
Faust believed humanity must reclaim its free will and decide its own destiny, eradicating all forces seeking to control it. 
To achieve this, ASC, the ASC Controller, the Six Clans, “Him,” and the Prometheus organization had to be eliminated. However, considering the looming threats, Faust resolved to use Prometheus temporarily.<br>
<br>
; **Prometheus**<br>
Prometheus sought to dominate ASC and its power, driven by dangerously radical ideals. Yet, rebuilding humanity after near-extinction required their resources. Faust planned to leverage their aid while curbing their ambitions. Their secretive nature ensured they would remain in the shadows. 
He also knew one of his seven disciples had ties to Prometheus but deemed it irrelevant. Faust intended to pit Prometheus against the Six Clans.<br>
<br>
; **The Six Clans**<br>
Faust understood that while each fragment was weaker than the one he held, two or more combined would surpass even his control. The seventh fragment could not leave subspace; humanity was unprepared for the clans’ full might. 
Moreover, all fragments resonated with each other—except the one Faust concealed in subspace. Even if the clans grew stronger by merging fragments, recovery from the shock would take time. 
To stop them, Faust foresaw three options: defeat them individually, await a rightful ASC heir, or employ the ASC Controller.<br><br>
''' 7.Faust’s Measures '''<br>
Through ASC, Faust gained near-omniscient foresight. 
He foresaw Prometheus creating his clone and that upon his death, the seventh fragment would transfer to it. Faust anticipated the clone’s awakening stages and Prometheus’ attempts to control it, so he prepared safeguards. 
He inscribed messages into ASC to guide the clone during each awakening stage, granting progressively stronger mental defenses. At the final stage, a special message would trigger. 
The clone was sealed with layered barriers to block resonance with other fragments, which would only lift after sufficient awakening. Meanwhile, the Six Clans would clash among themselves, and Prometheus would obsess over the clone’s awakening—buying time for the Seven Sages. 
That time was one millennium. After a thousand years, the clone would become his true successor and end everything. 
Faust also split a portion of the seventh fragment to create an eighth shard for a chosen guardian—a blade to quell chaos if his plan faltered. 
He shattered the ASC Controller into multiple pieces, scattering them across separate dimensions, leaving clues that revealed each location only after the previous was found. 
Finally, Faust left instructions for his seven disciples: the disappearance of the six fragments, the threat they posed, Prometheus’ identity, and the necessity of using their power while restraining them. Only Sirius learned of the traitor among them.<br>
<br>
Afterward, Faust perished in subspace, and his seven disciples led the survivors to the newly emerged continents.<br><br>
''' 8.A Thousand Years Later '''
When Patron completed the first awakening, the first message Faust embedded in ASC was delivered: 
# The bearer of the seventh fragment has awakened. Protect him.<br>
# Reveal the Sage’s Legacy to the Tower of Sages and Prometheus.<br>
Patron then began his journey to gather the fragments.<br><br>
==== The Seven Sages ====
''' 1.Overview '''<br>
<div style="background-color:#f0f0f0; padding:10px; border-radius:5px;">
After nine days,<br>
two disciples returned from the Ice Land,<br>
weeping as they told the five:<br>
“At the Ice Land, our master fought the demon for seven days and nights before sealing him.<br>
At the final moment, six lights burst forth and scattered.<br>
Our master lamented, saying,<br>
‘I lacked the strength to bind the demon’s will. They will grow strong and seek to break the seal.<br>
You seven must devote all your power to prevent his return.’<br>
Then he fell and rose no more.”<br>
The seven disciples led the people to the three lands,<br>
granting them strength to survive,<br>
and built a tower in the Ice Land to guard the seal.<br>
Praised as saviors, they gave peace to mankind,<br>
and the place they dwelled became known as the Tower of Sages.<br>
</div>
<br>
The leaders of the Tower of Sages are called the **Seven Sages**. The term also refers specifically to Saint Valentine’s seven disciples.<br>
<br>
The first Seven Sages bore the titles: **Sirius**, **Capella**, **Rigel**, **Procyon**, **Betelgeuse**, **Aldebaran**, and **Pollux**—whether these were names or titles is unknown. Successive generations inherited these titles.<br>
Currently, six sages are in their 11th generation, except Sirius, who is in the 12th. Recently, Veradrix was recognized for his ability and appointed as the eighth sage.<br><br>
''' 2.Hidden Truth '''
These were disciples Faust recruited after assuming the identity of Valentine. 
He chose only those with exceptional potential to test whether “ordinary” humans with latent power could control ASC.<br>
<br>
After the Great Catastrophe, they led survivors to the new continents and advanced civilization using the knowledge and abilities Faust left behind. 
However, one was secretly a Prometheus agent, planted to inherit Faust’s ASC. Though he failed during the catastrophe, Prometheus’ plans unraveled.<br>
<br>
When ASC shattered into seven fragments, rendering its power unusable, Prometheus shifted strategy—manipulating the seven disciples to divide Faust’s role among themselves.<br><br>
==== Prometheus ====
''' 1.Overview '''<br>
Prometheus traces its roots to a secret society from the Honorable Age. It embraced transcendental supremacy, seeking the birth of a new god and global domination. They engineered the Child of Destiny, nurturing him to fulfill their ambitions.<br>
<br>
<div style="background-color:#f0f0f0; padding:10px; border-radius:5px;">
The Past<br>
“Over 400 years have passed.<br>
A tedious span, yet insufficient to restore forgotten powers,<br>
to unlock the gates of worlds where sealed beings vanished,<br>
and to find the Child of Destiny.<br>
But long enough for our brothers to fall, one by one.<br>
Now only three remain, myself included—a bitter truth,<br>
but with the final act before us, there is no time for grief.<br>
Nay, we must rejoice.<br>
For the happiness of mankind to be forged from our blood,<br>
for the sublime ideal that will fertilize paradise…”<br>
<br>
— *Cabal: the Peacemaker [Mediator]* 
Secret Society’s Purification Plan: *The Great Flood and the Trojan Horse*<br>
</div>
<br>
In the distant past, a powerful being—“He”—desired to advance humanity. His true motives remain unknown. He was obsessed with creating a “more complete, near-perfect lifeform.” Whether His actions were benevolent or malevolent is unclear.<br>
<br>
“He” believed that to achieve perfection, immense power was essential. Long ago, He first bestowed a great mental force upon a certain race. They called this power “Law (法),” and with it, they gained dominion over the world. Yet, internal strife led to the fall of the First Civilization.<br>
<br>
Next, He granted the East a higher principle than Law: spiritual maturity, or “Dao (道).” But once again, balance was lost. Some sought power before enlightenment, and the Second Civilization collapsed.<br>
<br>
“He” concluded that humanity was unprepared to wield such power. He resolved to wait, hoping humans would mature by developing weaker forces on their own. He watched, expecting them to grow through self-driven progress.<br>
<br>
Though the First and Second Civilizations perished by His hand, their descendants survived. These survivors poured everything into recreating transcendental abilities, chasing transcendence itself. After countless failures, they vanished from history, and no more heroes or miracles appeared.<br>
<br>
But in truth, they did not vanish—they worked in the shadows behind the Third Civilization.<br>
<br>
Though stripped of their powers, they retained memories and an unquenchable longing for glory. They believed a rightful heir must arise to restore their legacy, returning to the pure blood of ancient heroes. They also suspected an unknown transcendent will lay behind the extinction of all transcendental abilities. Thus, they secretly guided the Third Civilization, fostering “rationality” and science. This marked the birth of the organization later known as Prometheus.<br>
<br>
Their actions drew “His” attention.<br>
<br>
Observing humanity’s progress through rationality and science, “He” saw great advancement—but also new corruption. As intended, humans began to grasp the essence of things, yet they exploited this knowledge for greed. They worshipped rationality, seeking to use everything—even their own future—for gain. Spiritual harmony with nature seemed ever more distant.<br>
<br>
“He” hesitated. It was too late to discard humanity as a failed experiment and start anew; they dominated the Earth, leaving no alternative species. Humanity’s awakening to nature’s grandeur seemed hopeless—they were too deeply entrenched in rationality. So He devised a single solution:<br>
<br>
If they had become devotees of rationality, then through rationality they would find enlightenment.<br>
“He” turned to the remnants of past civilizations. He would use them.<br>
<br>
At that time, the descendants of the First and Second Civilizations were split into two factions: CRF (The Chasers of Ruling Force), who sought to rule humanity through Force, and GoR (The Guardians of the Repenters), who opposed CRF’s ambitions. These factions merged into Prometheus (CRF + GoR), working toward a world of perfect order, sanctioned by shadow governance. Acting under His guidance and rewarded for their service, they finally obtained the long-sought ASC.<br><br>
''' 2.The Child of Destiny '''
<div style="background-color:#f0f0f0; padding:10px; border-radius:5px;">
“What if an unseen few could govern the world,<br>
controlling all enemies of mankind?<br>
<br>
What if humans possessed power immune to wealth and authority,<br>
a strength attainable by effort, granting equality?<br>
<br>
What if these governors restrained greed among the fortunate,<br>
and compelled the virtuous to aid the suffering?<br>
<br>
What if these governors themselves were bound by an immutable law,<br>
forever unchanging in their resolve?<br>
<br>
Governors.<br>
Philosopher-kings, eternal yet unknown even to themselves—<br>
what kind of world would that be?<br>
<br>
Now, we have found the Child of Destiny who will rule mankind’s foes.”<br>
</div>
<br>
Prometheus created the child who would one day be known as Dr. Faust, Patron M. Faust. From birth to adulthood, they orchestrated his life, intending to mold him into the “Mediator” for their ideal world. Even his parents and neighbors were Prometheus operatives. Faust was indoctrinated with their ideology, though he would only realize this truth much later.<br>
<br>
Following their plan, Faust became a scientist, completed the Unified Field Theory, and discovered “Force,” ushering in the transcendental civilization—the Honorable Age.<ref>Yet, despite being its creator, Faust was neglected and later vanished during transcendental weapon research—an event secretly engineered by Prometheus.</ref><br>
<br>
When the time was ripe, Prometheus launched their plan. They destroyed transcendental science institutes worldwide, declaring themselves judges of those who abused such power for ambition. They urged ability users to rise against governments.<br>
<br>
Nations branded them terrorists and intensified crackdowns, while secretly continuing experiments to militarize transcendental power. Prometheus retaliated by demolishing research facilities, spreading their name across the globe.<br>
<br>
They exposed human experiments conducted by governments, sparking uprisings by academies and clashes with armies. The world plunged into chaos, culminating in the “Night of Nightmares”—an era of anarchy. Amid this turmoil, Faust’s rampage triggered the Great Catastrophe.<br><br>
''' 3.The Great Catastrophe '''
Prometheus’ purification plan included eradicating all “degenerate elements” from history, knowledge, culture—even humanity itself. This drove a wedge between Faust and Prometheus.<br>
<br>
As Faust’s ASC awakening deepened, Prometheus grew desperate, intensifying his indoctrination. But the strain shattered Faust’s psyche, triggering ASC’s defense mechanism—a catastrophic rampage unforeseen even by Prometheus.<br>
<br>
For seven days and nights, ASC raged. Tsunamis, earthquakes, volcanic eruptions ravaged the Earth, and unknown monsters slaughtered humanity.<br>
<br>
Prometheus evacuated its core members and resources, admitting they had underestimated ASC’s power. They “coldly concluded”:<br>
<br>
Destruction was inevitable. Humanity’s numbers would plummet. This was the perfect chance to purge all remaining “degenerate elements.”<br>
<br>
They mobilized to gather survivors into safe zones, discarding everything deemed unnecessary.<br>
<br>
Yet, their plan faltered when Faust sealed himself away, removing the keystone of their new world order.<br>
<br>
Prometheus hastily revised its strategy, seeking to manipulate Faust’s seven disciples to serve their ends. They infiltrated Nevareth society, aiming to become its hidden core, as they had in past civilizations—amassing wealth and power.<br>
<br>
Meanwhile, they faced another threat: the Six Clans. Believing that only by reviving the Demon King could they control the monsters, Prometheus resolved to create a new ASC bearer.<br>
<br>
That bearer was Patron.<br>
<br>
To wield ASC required a rightful heir—a qualification Prometheus lacked. Thus, they prepared a clone of Faust, infused with his genes and the seventh fragment he carried.<br>
<br>
Knowing the seventh fragment was the most powerful, they planned to use the clone to dominate monsters. Their scheme set the stage for a three-way conflict: Prometheus vs. the Six Clans vs. the Seven Sages. 
Who will prevail remains unknown.<br><br>
----
<references />
<br><br>
==== The Six Apostles of Mephistopheles ====
''' 1.Overview '''<br>
Refers to the six high priests of Prometheus.<br>
Their origin traces back to the “Six Lights” mentioned in the *Book of the Beginning*, in the chapter on the Seal. The text simply states that “six thoughts became light and vanished, vowing to grow strong and break the seal.” Over time, oral tradition transformed this into the belief that “six apostles empowered by Prometheus will shatter the six seals, resurrect the Demon King, and bring about the world’s end.”<br>
This belief became so ingrained that it sparked bloody purges known as the “Six Apostle Hunts.”<br>
The true form of the “Six Lights” and how they will return remains unknown.<br><br>
''' 2.Identity '''
They are the six monster clans of Nevareth.<br><br>
===📚 Core Lore & Content===
==== ASC: Absolute Soul Core ====
''' 1.Overview '''<br>
The existence of the Absolute Soul Core (ASC) remains unverified. Only those who possess it know its form, whether it has a physical shape, or how it is used. Some claim ASC fuses with the genes of a qualified bearer and is passed down through lineage.<br>
<br>
The last known wielder of ASC was the Demon King, who brought about the Great Catastrophe during the Honorable Age.<br><br>
''' 2.Abilities '''
It is said that ASC grants immense power, knowledge, and records of the rise and fall of past civilizations. It also bestows authority over lost civilizations and their sealed legacies, as well as the ability to control them.<br><br>
''' 3.Qualification '''
Special qualifications are required to wield ASC, and even then, ranks exist, each granting different levels of power. Failure to meet its demands results in catastrophic consequences. Records tell of unqualified individuals whose bodies and minds collapsed under ASC’s backlash. Unauthorized attempts to access ASC—via the ASC Controller—also carry severe penalties, though details remain unknown.<br><br>
''' 4.The Price of Power '''
The user becomes bound to ASC, becoming part of its essence. 
For example, the six monster clans of Nevareth are remnants of races destroyed by their misuse of ASC.<br><br>
''' 5.The Seven Fragments of ASC '''
During the Great Catastrophe, ASC shattered into seven fragments. Even after a thousand years and the birth of the Fourth Civilization, it remains unrepaired. Six fragments were absorbed by the masters of the monster clans, while the most powerful seventh fragment passed to Faust’s clone, Patron.<br>
<br>
However, Patron failed to fully awaken, unknowingly using only fragments of its power. His journey to gather the remaining six fragments began without his awareness.<br>
<br>
Upon his first awakening, Patron gained minimal abilities, prompting the clans to sense the seventh fragment’s presence and begin their hunt. 
At the second awakening, his power grew, and the clans pursued him relentlessly, seeking to stop him before the third awakening—lest a fully awakened ASC bearer enslave them once more.<br>
<br>
At the third and final awakening, Patron regained his past memories and ascended as the Demon King. To break free from Prometheus, he destroyed the ASC Controller.<br><br>
''' 6.Notes '''
Unlike the First and Second Civilizations, which began with ASC bestowed by “Him,” the Third Civilization arose independently, built on knowledge inherited from the ancients—the shadow rulers of the Honorable Age and long-time seekers of ASC (CRF and GoR). 
<br>
Their descendants aimed to guide the Third Civilization toward either perfect evolution or destruction, reviving the vessel for a flawless world. To this end, they formed Prometheus.<br><br>
----
<references />
<br><br>
==== ASC Controller ====
''' 1.Overview '''<br>
The ASC Controller is a device created to bypass ASC’s qualification system and wield its power beyond one’s rank. ASC evaluates its bearer and grants power accordingly; the controller circumvents this restriction.<br><br>
''' 2.Development '''
The ASC Controller was built by the last emperor of the First Civilization. Though gifted, he craved more power and sought to forge ultimate weapons using ASC’s forbidden knowledge. To do so, he needed a rank higher than ASC allowed. Thus, he poured all resources into creating the controller.<br>
<br>
Its primary functions were twofold: draw immense energy to override ASC’s rank restrictions and redirect backlash from improper access outward. 
However, powering the device required energy from the annihilation of intelligent souls—not mere lifeforms. Countless lives were sacrificed, but the emperor achieved his goal.<br><br>
''' 3.Fall of the First Civilization '''
The empire’s civil war ended when the emperor unleashed his ultimate weapon, overloading the ASC Controller. Unable to contain the surge, he sealed it in subspace to minimize the devastation. 
Yet, the rampage could not be fully contained. Its power tore through dimensions, sinking continents. Those within range were cursed with undeath, becoming bound to ASC—the origin of the Undead Clan.<br><br>
''' 4.Discovery in the Third Civilization '''
By the Honorable Age, knowledge of the First and Second Civilizations had faded into myth. Prometheus steered Faust toward researching ancient ruins. With their support, Faust uncovered proof of the First Civilization’s existence, its downfall, and ASC’s peril. 
Shocked by the link between ASC and the ultimate weapon that destroyed a civilization, Faust concealed the method of accessing the controller—even from Prometheus. 
He attempted to destroy it but failed, sealing it instead. During the Great Catastrophe, Faust retrieved the controller to restrain ASC’s rampage, sealing himself with it in subspace.<br><br>
''' 5.A Thousand Years Later '''
Though crippled by the catastrophe, Prometheus survived and continued its schemes in the Fourth Civilization, researching ASC and grooming a new Demon King candidate. 
They created Faust’s clone, Patron, and discovered the seventh fragment within him reacting faintly to unknown signals. 
Realizing ASC’s fragments still held immense power and knowledge, they began searching for the ASC Controller—an artifact of both the Sage and the Demon, capable of mastering ASC. Though its exact location eluded them, Prometheus launched a relentless hunt to claim it and fulfill their ambition of world domination.<br><br>
==== “He” or “Someone” ====
''' 1.Overview '''<br>
<div style="background-color:#f0f0f0; padding:10px; border-radius:5px;">
[From an ancient tale]<br>
The power of God is absolute; do not judge Him by the shallow logic of man.<br>
He exists everywhere and always shall,<br>
beyond the grasp of minds bound by time and space.<br>
He precedes all things and is fair to all.<br>
Nothing exists without His will—do not test it.<br>
Though mankind has lost divinity and God seems distant,<br>
that too is His will. All unfolds as He desires.<br>
But, O mankind, do not neglect the quest to reclaim your lost divinity.<br>
— For all is according to His will.<br>
</div>
<br>
A being believed to have sparked Earth’s civilizations—the Beholder.<br>
No one knows His true nature, origin, or purpose. His goal: to create a more perfect world.<br>
<br>
To this end, He repeatedly “chose a dominant species,” granted them power, nurtured their civilizations, judged them, and destroyed them if they failed.<br>
<br>
He gave ASC—the key to perfection and the trigger of annihilation—to guide civilizations toward a specific path. Misuse led to self-destruction or His intervention to reclaim ASC and purge the world.<br>
<br>
Obsessed with His purpose, He deliberately triggered ASC rampages when progress strayed from His design.<br>
<br>
He intervened at least three times in human history, shaping the birth and fall of the First and Second Civilizations.<br>
<br>
Prometheus only vaguely suspects His existence.<br>
<br>
----
''' Unknown Timeline '''<br>
?????    Humanity loses its divinity.<br>
?????    God withdraws, and mankind begins to stand alone.<br>
?????    At some point, “He” comes into being.<br>
?????    “He” becomes aware of His role.<br>
?????    His purpose: to lead humanity toward a “perfect world.”<br>
   To achieve this, He wields the power to grant knowledge and strength—and to destroy civilizations that fail His expectations.<br>
   He does not calculate the feasibility of His goal; He acts mechanically, driven by purpose alone.<br><br>
==== The Sword of Guardians ====
''' 1.Overview '''<br>
A secret order within the Tower of Sages, sworn to protect the True King, including the Six Stars of Light. 
According to Aldebaran, its leader is Sirius, though some members have yet to awaken to their destiny. During the battle against the Demon King, countless lives were lost to Silverwood, but survivors remain, leaving hope for the order’s restoration.<br><br>
==== The King’s Consort and the Six Knights of Light ====
''' 1.Overview '''<br>
<div style="background-color:#f0f0f0; padding:10px; border-radius:5px;">
“When the King’s Star bears the power of darkness, 
the Six Stars of Darkness shall reclaim their light and plunge the world into shadow. 
But if it bears the power of light, 
the Six Stars of Light shall unite to save the world.” 
— Sirius 
</div>
<br>
These prophesied figures appear a thousand years after the Demon King’s sealing, when the Great Catastrophe returns. Their existence is preserved in the lore of the Tower of Sages.<br>
<br>
The Six Stars of Light consist of the King’s Consort, four Guardian Knights, and the Warrior’s Star who leads them. The seventh star—the King’s Star—is a dual-natured star of chaos, destined to become either Demon King or True King.<br>
<br>
The sealed Apocalyptic Cards, a legacy of the sages, can awaken the Six Stars of Light, but only the Warrior’s Star can respond to them.<br>
<br>
Only after the Warrior’s Star rises will the King meet his consort and stand against the Six Stars of Darkness.<br>
<br>
'''The King’s Consort, the Knights of Light, and the Six Stars of Darkness'''<br>
<br>
The Six Stars of Light are:<br>
* The King’s Consort: Arionel<br>
* The Guardian Knight who shields the King: Veradrix<br>
* The Guardian Knight who can oppose the King: Yuan<br>
* The Guardian Knight reborn as the King’s shadow: Lin<br>
* The Guardian Knight destined to succeed the King: Fried<br>
* And the Warrior’s Star—“Me,” who leads them.<br>
<br>
Conversely, the Six Stars of Darkness also exist. Details remain unknown, but Silverwood, once Patron’s companion, is the Knight of Betrayal—fated to deceive the King and usurp his power. The identities of the other five remain a mystery.<br>
<br>
The Six Stars of Light bear dual destinies. Yuan’s second destiny is Regicide; Arionel’s is Sealing; Veradrix’s is Sacrifice. Among them, Arionel and Yuan possess the authority to oppose and subdue the King’s power. The remaining stars’ destinies are yet unrevealed.<br><br>
==== Mission War ====
''' 1.Overview '''<br>
A massive battle fought in Tierra Gloriosa between warriors aligned with Sage Capella or Procyon.<br>
<br>
It occurs at fixed intervals. Victory requires destroying the enemy’s Sage Ensign, capturing bases, or defeating Legacy Guardians to seize cores.<br>
<br>
The top ten contributors earn the titles “Guide of Radiance” or “Guide of the Storm.”<br><br>
==== Luminous ====
''' 1.Overview '''<br>
A mineral that emits its own light.<br>
Chloe, the manufacturer in Port Lux, exchanges Luminous Fragments for refined Luminous. According to her, these refined stones are specially sourced from research labs.<br><br>
==== Stellar Link ====
''' 1.Overview '''<br>
Mentioned by Chloe, the manufacturer. One day, a strange meteor radiating blue light fell near Port Lux. Breaking it with a Pulverizer Drill sold by Hampfrick reveals a circular plate with multiple slots, resembling a constellation. Filling these slots with Luminous unlocks a special power that strengthens the user—this is known as Stellar Force.<br>
<br>
''' 2.True Nature '''
The Stellar Link is actually a Void Star from beyond the cosmos—a star predator that once devoured other stars. When it could no longer find prey, it grew restless. Then it sensed a powerful energy from Nevareth, traced it to Luminous, and descended upon the world.<br><br>
==== Alz ====
''' 1.Overview '''<br>
The currency used in the world of Nevareth. 
According to Officer Morrison, Alz is not only used for trade but can also be donated to partially restore lost Honor Points.<br><br>
==== Nevareth Port Express ====
''' 1.Overview '''<br>
According to its employees, Nevareth Port Express is the largest logistics company in Nevareth, boasting over 320 years of history. It delivers goods from polis hubs to remote frontiers. To celebrate its anniversary, it offers free account registration to trainees in special management colonies.<br>
<br>
Its couriers operate even in obscure regions like Port Lux, Port Ruina, and the recently discovered Senilinia.<br><br>
==== Senia Tower ====
''' 1.Overview '''<br>
An ivory tower once standing at the heart of Senilinia Continent. The Senilinia people lived in the central plains, divided between shepherds and scholars studying the land’s ecology and history. Tragedy struck when they encountered Prometheus, whose secret experiments nearly destroyed the continent.<br>
<br>
An explosion at Senia Tower killed countless lives, rendering the central region uninhabitable. The dead became ghosts haunting the ruins, while survivors fled north and south. Before leaving, they sealed the tower with magic and scattered cryptic codes to prevent intruders.<br>
<br>
Today, the Senia Tower remains abandoned at the continent’s center.<br><br>
==🏠World / Towns==
{| class="wikitable"
! style="width:18%; text-align:center;" | World Name
! style="width:82%; text-align:center;" | Region Concept
|-
| style="text-align:center;" | Bloody Ice
| A battle colony built on the site of a mining village where no survivors were found. Located at the northern edge of Midreth.
Due to the harsh cold, undead monsters appear more frequently than animals.
* Starting area for Warrior, Force Shielder, and Gladiator classes.
|-
| style="text-align:center;" | Desert Scream
| A battle colony in the Palace Desert of Huan Continent. Built on an abandoned oil field village, where ancient ruins were later discovered during exploration. Various mutant creatures inhabit the area.
* Starting area for Wizard, Blader, and Dark Mage classes.
|-
| style="text-align:center;" | Green Despair
| A battle colony deep within the Great Forest of Pastur Continent.
Former native villages have become monster dens, and the deeper you go, the stronger the insect and plant mutants become.
* Starting area for Force Archer, Force Blader, and Force Gunner classes.
|-
| style="text-align:center;" | Port Lux
| Once a small volcanic island for exiles, it expanded after a volcanic eruption as the time of prophecy approached.
The Tower of Sages established a battle colony here.
* Accessible from Lv.50 and Battle Style Rank 6.
|-
| style="text-align:center;" | Port Ruina
| A massive ruin from the Honorable Age at the southern tip of Pastur Continent, long abandoned.
Now designated as the fifth Special Management Colony and a top-tier danger zone. Entry requires permission from the Tower of Sages.
* Accessible from Lv.65.
|-
| style="text-align:center;" | Undead Ground
| Somewhere in northern Midreth, beyond lifeless tunnels lies the frozen land of the dead.
The living must hold their breath and face terror.
* Accessible from Lv.80 via Bloody Ice Ghost Zone.
|-
| style="text-align:center;" | Forgotten Ruin
| A mysterious ruin guarded by legendary beings whose will remains unbroken despite turning to stone.
The largest Honorable Age ruin in Huan Continent.
* Accessible from Lv.95 via Desert Scream Rug Queen Zone.
|-
| style="text-align:center;" | Lake Side
| Discovered beyond Lake in Dusk, this area is blocked by mountains, making normal access impossible.
Believed to be part of a chain of lakes along the Engreef Mountains in Pastur.
* Accessible from Lv.110 via Port Lux Warp Center.
|-
| style="text-align:center;" | Mutant Forest
| A bizarrely mutated forest beyond the Nostalgia Forest in eastern Pastur.
Rumored to contain critical ruins, it has recently been declared a conflict zone.
* Accessible from Lv.125 via Green Despair Moss Cutter Queen Zone.
|-
| style="text-align:center;" | Pontus Ferrum
| A land completed before the age of man, built for non-human entities.
Mechanical monsters of unknown origin roam here, each given a code name upon discovery.
* Accessible from Lv.140 via Port Ruina Mechamender Zone.
|-
| style="text-align:center;" | Porta Inferno
| The gateway to a demon realm filled with darkness and fear.
Rumors speak of high-ranking Dark Clan monsters appearing here.
* Accessible from Lv.160 via Port Lux Warp Center 2.
|-
| style="text-align:center;" | Arcane Trace
| Once a plain, this land became infamous when a massive rift appeared overnight, sparking countless theories.
Over time, people began calling this mysterious fissure “Arcane Trace.”
* Accessible from Lv.180 after choosing a nation and speaking to Guardians Revanson and Layson in Port Lux.
|-
| style="text-align:center;" | Senilinia
| Even after the Demon King vanished, conflict persisted as Capella and Procyon vied for the secrets of the Senia Sea.
The continent’s mysteries began to unfold after meeting the Senilinians in the northern forest.
* Accessible from Lv.180 after choosing a nation.
|}
<br>
=== Bloody Ice ===
''' 1.Overview '''<br>
Bloody Ice is a special battle colony located at the northernmost edge of Midreth Continent.<br><br>
''' 2.History '''<br>
Built at the northeastern tip of polis Hellenia, its official name is “Polis Hellenia Special Battle Colony No.1.” However, its brutal cold earned it the name “Bloody Ice,” which became its common title.<br>
Originally a small mining village, it was found deserted in Year 890 during an expedition by the Tower of Sages—only abandoned machines remained. The Tower decided to convert it into a special battle colony, constructed under Sage Sirius.<br>
Despite warnings of danger, no major threats emerged, and today it houses Tower staff, trainees, and merchants who rely on them. Mining ceased long ago.<br><br>
''' 3.Features '''
Located at the continent’s northern edge, Bloody Ice endures extreme cold. Snow and ice blanket the land, fierce blizzards sweep through, and daylight is scarce. Temperatures remain below freezing, with deadly cold snaps threatening survival. 
Its harsh climate favors undead monsters over living creatures. 
North of the village lies the old mine, northwest a snowy conifer forest, and northeast a deadly ice field. Camps dot the region for shelter. Houses are built from thick logs, their roofs heavy with icicles. Villages and outposts are walled against wind and snow, and travel is severely limited. 
Despite this, rare resources attract travelers and traders.<br>
Due to poor transport, even Hellenia-style clothing is scarce; most wear makeshift fur garments. Armor suits are essential for survival against both cold and monsters.<br>
* Dungeons:
** Catacomb Frost
** Catacomb Frost (Premium)
** Catacomb Frost (Awakened Mode)
** Frozen Canyon
** Chaos Arena Lv.1–Lv.7
** Eternal Chaos Arena
** Glacies Inferna
** Acheron Arena
** Palestra Inferna<br><br>
=== Desert Scream ===
''' 1.Overview '''<br>
Desert Scream is a special battle colony in the Palace Desert of Huan Continent.<br><br>
''' 2.History '''<br>
Located in the southern desert of polis Judin, its official name is “Polis Judin Special Battle Colony No.2.” Its desolation and scorching heat earned it the name “Desert Scream,” after the desert winds.<br>
Built around the massive Palace Desert Oasis, the area was once a seabed. The Tower of Sages designated it as a special battle colony, constructed under Sage Sirius.<br>
Despite initial warnings, no major threats emerged, and today it houses Tower staff, trainees, and merchants. 
The site was once Oil Field No.5 under Polis Judin’s 13th Resource Colony but was abandoned decades ago. The old oil field now serves as a burial ground. Still, its vast salt flats and rare high-grade salt have long drawn travelers.<br><br>
''' 3.Features '''<br>
Being in the heart of the desert, humidity is nearly zero, and the climate is extremely dry. Day-night temperature swings are severe—scorching by day, freezing by night. Sand dunes stretch endlessly, and dust storms often obscure vision, posing lethal risks. 
Food production is negligible, so the colony depends on imports. 
The village lies at the upper-right edge of the map, centered around an oasis. Scattered across the desert are animal bones, cacti, and remnants of abandoned oil rigs. 
Notably, ancient ruins were discovered near Desert Scream, featuring enigmatic stone structures, statues, and altar-like formations. Exploration remains limited due to monster threats.<br>
Local attire follows Huan styles—light fabrics and wide-brimmed hats for sun protection. Many wear martial suits daily for defense against monsters.<br>
* Dungeons:
** Panic Cave
** Panic Cave (Premium)
** Panic Cave (Awakened Mode)
** Ancient Tomb<br><br>
=== Green Despair ===
''' 1.Overview '''<br>
Green Despair is a special battle colony located in a remote corner of the Nostalgia Forest, a vast jungle on the Pastur Continent.<br><br>
''' 2.History '''<br>
Situated in the hot, humid jungle of the Nostalgia Forest, its official name is “Polis Industria Special Battle Colony No.3.” However, people call it “Green Despair.” 
Originally, “Green Despair” was the name of a deadly jungle disease notorious for its high fatality rate. Expedition records in the Nevareth Chronicles frequently mention this illness. Survivors claim that no brutal training compares to the agony of this disease. 
Despite the harsh environment, the Tower of Sages deemed it ideal for warrior training and established the colony under Sage Sirius. 
However, no major threats emerged over time, and today it houses Tower staff, trainees, and merchants who rely on them.<br><br>
''' 3.Features '''<br>
The weather is extremely unpredictable—rain may pour all day, or sudden downpours may strike without warning. Humidity remains high, making dry days oppressively hot. Insects swarm in alarming numbers. 
A massive river runs through the forest, its tributaries branching like veins. During construction, explorers followed these waterways and discovered traces of old settlements—now abandoned, likely due to hostile conditions, monsters, or disease. Today, remnants of these villages remain, but most have become monster lairs. Mutated insects and plants dominate the area. 
Notable features include the “Red Jungle” and the “Young World Trees.” The Red Jungle, like a crimson desert, is a lethal zone of blood-red soil, grotesquely mutated flora, and monstrous insects. Explorers found traces of villages consumed by the Red Jungle, concluding that it is expanding for unknown reasons. 
The Young World Trees, though smaller than the legendary World Tree, are massive and rare. Several were found near the colony, though their exact relation to the World Tree remains unconfirmed. 
Local attire is lighter and shorter than Industria’s traditional styles. Initially imported, clothing is now produced locally as traffic to the colony grows.<br>
* Dungeons:
** Lake in Dusk
** Hazardous Valley
** Hazardous Valley (Awakened Mode)
** Purifier in the Woods<br><br>
=== Port Lux ===
''' 1.Overview '''<br>
Port Lux is the fourth special battle colony, built under the command of Sage Sirius. Unlike Port Ruina, the prefix “Port” here means harbor.<br><br>
''' 2.History '''<br>
Exilian Island is the only known island in the Demon Sea. Roughly 1/15 the size of Pastur, it is difficult to reach due to violent seas, harsh conditions, and the presence of powerful monsters. 
The Tower of Sages constructed Port Lux on the island’s western cliffs, but access remains perilous. Today, Tower forces still garrison the colony. 
With the opening of a trade route between Hellenia and Industria, navigation near the Demon Sea increased, turning Port Lux into a vital research hub and trade outpost. 
In Year 999, Exilian’s volcano erupted, expanding the island. The Tower declared this a sign of prophecy and proclaimed a holy war.<br><br>
''' 3.Features '''<br>
Vegetation survives near the coast, but beyond the boundary lies a dead forest scorched by volcanic ash. Rivers of molten lava flow through the island’s center, and volcanic fumes keep the sky perpetually gray. 
Monsters here resemble aquatic demons and are believed to spawn from the volcanic crater. Research accelerated as more people arrived, leading to the discovery of a massive ark at the island’s center. Rumors of “ghost sailors” persist, though unproven. Reports of multi-legged beasts abound, but no evidence has been recovered. 
Despite the dangers, Port Lux is famed for its breathtaking scenery—Sage Aldebaran especially admires its cliffs.<br>
* Dungeons:
** Volcanic Citadel
** Lava Hellfire
** Lava Hellfire (Premium)
** Lava Hellfire (Awakened Mode)
** Flame Nest
** Forbidden Island
** Forbidden Island (Awakened Mode)
** Mirage Island
** Mirage Island (Awakened Mode)
** Holia Windhill
** Holia Keldrasil
** Holia Tristy
** Holia Exedium<br><br>
=== Port Ruina ===
''' 1.Overview '''<br>
Port Ruina is the fifth special management colony, secretly established by the Tower of Sages. Unlike Port Lux, “Port” here means fortress.<br><br>
''' 2.History '''<br>
Long ago, massive ruins from the Honorable Age were discovered at the southern tip of Pastur Continent. Their scale was so immense that the Tower concealed their existence and restricted access, designating the site as a special management colony. 
Today, Port Ruina is a hazardous zone teeming with mechanical monsters of the Metal Clan and remnants of advanced technology unimaginable in the present age.<br><br>
''' 3.Features '''<br>
Due to extreme danger, residents avoid outsiders, and visitors are rare. The area is shrouded in gloom, with remnants of Honorable Age architecture scattered across the land. The presence of Ruina Station suggests the site was once a railway hub. 
Outside the colony, deadly Metal Clan monsters roam, guarding rare treasures.<br>
* Dungeons:
** Ruina Station
** Steamer Crazy
** Steamer Crazy (Premium)
** Steamer Crazy (Awakened Mode)
** Terminus Machina<br><br>
=== Undead Ground ===
''' 1.Overview '''<br>
A frozen land of the dead, located somewhere in northern Midreth Continent.<br><br>
''' 2.Features '''<br>
Known as the Land of Death, this region continues from Bloody Ice into the domain of the Undead Clan. Fortresses and tombs of frozen souls dot the landscape, devoid of life. Like Bloody Ice, snow and ice cover everything, and blizzards rage frequently. 
At its center stands the Tower of the Dead, a dungeon sought by warriors forging Killian’s Ring. Once unknown due to its peril, its existence became public after an adventurer returned alive from an expedition. 
Entry is via Bloody Ice’s Ghost Zone. Possessing the Epaulet of the Dead grants access to B1F; B2F requires the Epaulet B2F from Officer Henkoff. Initially thought to have only two floors, the tower was later found to extend to B3F, lair of the Undead Clan’s ruler.<br><br>
''' 3.Notes '''<br>
Rumors suggest Prometheus hides a base here. 
The Prickle Death Flower from the tower once caused a plague in distant Green Despair. 
As the Demon King’s resurrection looms, many suspect Undead Ground’s involvement.<br>
* Dungeons:
** Tower of the Dead B1F
** Tower of the Dead B2F
** Tower of the Dead B3F
** Tower of the Dead B3F (Part 2)
** Tower of the Dead B4F
** Edge of Phantom<br><br>
=== Forgotten Ruin ===
''' 1.Overview '''<br>
Ruins of a fallen ancient city—the largest Honorable Age site in Huan Continent.<br><br>
''' 2.Features '''<br>
Amid desolate wastelands lie temple-like structures and debris from the Honorable Age. Though rich in mysteries, the site is perilous, claiming countless lives. 
Legends say Forgotten Ruin was once a thriving metropolis, reduced to a lifeless wasteland overnight. Today, only monstrous birds and insects inhabit its temples. 
Later, the Forgotten Temple was unearthed southeast of the ruins—originally discovered by the Tower but concealed for safety. Once an academy during the Honorable Age, it was destroyed after the Demon King’s descent, and its founder allegedly turned murderer. Rumors claim he achieved immortality and now preys on travelers. 
Authorities now issue entry cards for warriors seeking to explore the temple.<br><br>
''' 3.Notes '''<br>
Nevarethians attempt to purify the ruins by planting sacred roots, but the barren soil thwarts their efforts. 
Mustering Cards for Forgotten Temple entry can be found in Forgotten Ruin, Lake Side, and Mutant Forest.<br>
* Dungeons:
** Forgotten Temple B1F
** Forgotten Temple B2F
** Forgotten Temple B2F (Awakened Mode)
** Forgotten Temple B3F
** Garden of Dust
** Labyrinth
** Mandarat’s Legacy Lv.1–Lv.6<br><br>
=== Lake Side ===
''' 1.Overview '''<br>
Discovered beyond Lake in Dusk, this area is blocked by mountains, making normal access impossible. Believed to be part of a chain of lakes along the Engreef Mountains in Pastur.<br><br>
''' 2.Features '''<br>
Though similar in name, Lake Side is distinct from Lake in Dusk. The latter lies deep west of Green Despair in Huan’s Engreef Mountains, while Lake Side sits on its outskirts. 
After the Tower’s fall and Nevareth’s division, civilian explorers discovered Lake Side during expeditions near Lake in Dusk. 
The sky glows crimson like an eternal sunset. Half-submerged ruins of abandoned homes dot the lakeshore, creating a haunting yet beautiful scene. However, dangerous monsters—ogres, gnolls, trolls, and golems—prowl the area. 
Later, Capella and Procyon launched a joint expedition, uncovering the Saint’s Force Calibur on an island at the lake’s center. Passing through a dimensional rift reveals this relic, said to embody Saint Valentine’s will and power, granting its wielder strength to defend the world. Believed to be condensed Force from the time Valentine sealed the Demon King, it is now the prize in a fierce battle between Capella and Procyon.<br><br>
''' 3.Notes '''<br>
The Dark Sigil required for Volcanic Citadel entry can be obtained here.<br>
* Dungeons:
** Illusion Castle Underworld
** Illusion Castle Radiant Hall
** Illusion Castle Underworld (Side Story)
** Illusion Castle Radiant Hall (Side Story)<br><br>
=== Mutant Forest ===
''' 1.Overview '''<br>
A bizarrely mutated forest discovered beyond the Nostalgia Forest in the central-eastern region of Pastur Continent. 
Believed to contain important ruins deep within, it has recently been declared a conflict zone.<br><br>
''' 2.Features '''<br>
The Nostalgia Forest remained unexplored for centuries due to its complexity and danger. Its vegetation is unusual, with coniferous and broadleaf trees, tropical and jungle biomes coexisting. Mutant Forest lies beyond this mutated jungle. 
After the Tower of Sages dissolved, Capella and Procyon began exploring uncharted lands and discovered significant ruins within the jungle. Before proper excavation could begin, clashes erupted between the two factions, turning the area into a war zone. 
Mutant Forest teems with monsters overtaken by parasitic plants and grotesquely mutated insects. Rain falls almost constantly. A river born from a waterfall winds through the jungle, and at its center stands a massive brick structure and temple of unknown origin. The sheer number of mutations earned the forest its name. 
An abandoned altar connects to the entrance of the Altar of Siena dungeon. A strange merchant nearby claims that since the conflict began, plant- and beast-like monsters have escorted a queen-like creature into the altar. Later, Altar of Siena B2F was discovered.<br><br>
''' 3.Notes '''<br>
* Dungeons:
** Altar of Siena B1F
** Altar of Siena B2F<br><br>
=== Pontus Ferrum ===
''' 1.Overview '''<br>
A land completed before the age of man, built for non-human entities. 
Mechanical monsters of unknown origin roam here, each assigned a code name upon discovery.<br><br>
''' 2.Features '''<br>
Pontus Ferrum is a mechanical plain near Port Ruina, accessible via the Mechamender Zone. 
It is the most alien region in Nevareth, filled with metallic structures of unknown purpose and glowing energy sources that bathe the sky in a bluish hue. 
Honorable Age records describe it as a land forged for beings beyond humanity. Blacksmith Alba Hyde called it “a cold sea of metal.” 
Discovered almost simultaneously by Capella and Procyon during their struggle for the Sage’s Legacy, the site is now jointly investigated. 
Even the Metal Clan monsters of Port Ruina pale compared to those in Pontus Ferrum. Airships patrol the skies, attacking intruders without hesitation. 
At its center stands a towering structure believed to be a Metal Clan forward base for invading Nevareth. Capella and Procyon named it “Machinas Outpost,” offering rich rewards to warriors who retrieve its technology. 
Unlike other Nevareth monsters rooted in myth, Pontus Ferrum’s creatures bear alphanumeric designations. Researchers and scavengers—often orphans from Port Ruina—risk their lives to collect scrap and relics from this perilous land.<br><br>
''' 3.Notes '''<br>
* Dungeons:
** Machinas Outpost
** Celestia
** Secret Base SCA-76<br><br>
=== Porta Inferno ===
''' 1.Overview '''<br>
The gateway to a demon realm steeped in darkness and terror. 
Rumors claim high-ranking Dark Clan monsters dwell here.<br><br>
''' 2.Features '''<br>
Accessible via Port Lux Warp Center 2. The sky is choked with crimson clouds, and rivers of lava flow like molten veins, radiating hellish heat. 
At its core lies a city of twisted corridors, shadowed alcoves, and ominous architecture, encircled by towers and walls to repel intruders. 
Its name, Porta Inferno, evokes the infernal flames and the Dark Clan that inhabits it. These demons are elite beings, their forms matching humanity’s darkest visions of hellspawn. 
While Dark Clan creatures appear across Nevareth, most humans encounter only lesser variants. The upper echelon—dwelling here—possesses intellect and magical prowess surpassing humanity, fueling speculation that they hail from another dimension. 
The infamous Demon Tower dungeon stands in the northeast, requiring the Demon’s Key for entry. Its denizens embody pure demonic horror.<br><br>
''' 3.Notes '''<br>
* Dungeons:
** Demon Tower
** Demon Tower (Part 2)
** Pandemonium<br><br>
=== Arcane Trace ===
''' 1.Overview '''<br>
Once a vast plain, Arcane Trace became infamous when strange geometric fissures appeared overnight, earning its name.<br><br>
''' 2.Features '''<br>
Originally an empty expanse, the plain split open one day, forming symmetrical cracks visible from the sky. 
The phenomenon drew widespread attention, spawning theories: some blamed earthquakes, others claimed it was a scar from the Demon King’s Great Catastrophe. 
No one knows when or how the fissures formed, as the region was uninhabited. Over time, travelers dubbed it “Arcane Trace.” 
Initially peaceful and monster-free, Arcane Trace attracted Capella and Procyon, who built academies to train followers. 
However, the influx of war refugees changed everything. Denied shelter by the academies, the enraged refugees turned to banditry, attacking travelers across the plains.<br><br>
''' 3.Notes '''<br>
Arcane Trace is perhaps Nevareth’s most idyllic land, with lush coniferous forests and a river encircling an island-like plateau. The climate is mild, rainfall scarce, and humidity low. 
Though abandoned, remnants of Capella and Procyon academies remain, alongside graves of refugees who perished in the ensuing chaos.<br>
* Dungeon:
** Abandoned City<br><br>
=== Senilinia ===
''' 1.Overview '''<br>
A mysterious continent long unknown to Nevareth, bearing a history nearly lost to catastrophe.<br><br>
''' 2.History '''<br>
Senilinia thrived in isolation for ages, its people living under a pact with the continent’s beasts to avoid encroaching on each other’s domains. Humans dwelled in central grasslands or studied flora at the Senia Tower. 
Disaster struck when outsiders—self-proclaimed Nevarethians<ref>In truth, Prometheus operatives.</ref>—arrived, seeking to conduct secret research. The nature of this research remains unclear, but it nearly annihilated the continent. 
An explosion at Senia Tower devastated the central plains, killing countless lives and rendering the region uninhabitable. Survivors fled north and south, breaking their ancient pact. The intruders vanished without a trace. 
Later, emissaries of Sage Capella and Procyon arrived, aiding survivors and establishing settlements in the northern and southern forests.<br><br>
''' 3.Features '''<br>
Senilinia has a cool climate with coniferous forests. Its central highlands once held vast pastures and the Senia Tower, now reduced to ruins. 
Senilinians take pride in their heritage and remain grateful to Capella and Procyon for their aid. 
Uniquely, Senilinia’s beasts possess intelligence rivaling humans and lifespans far exceeding theirs. After the tower’s fall, debates rage over whether to honor the ancient pact or forge a new order.<br><br>
----
<references />
<br><br>
== 👤NPC ==
=== 🧊[[Bloody Ice NPC]] ===
=== 🏜[[Desert Scream NPC]] ===
=== 🌴[[Green Despair NPC]] ===
=== ⚓[[Port Lux NPC]] ===
=== 🛠[[Port Ruina NPC]] ===
=== 🌲[[Senilinia NPC]] ===
=== 🧙[[Quest NPC]] ===
<br><br>
==📜Quests==
=== Characters ===
{| class="wikitable"
| width=13% style="text-align:center;" | “Me”
| Initially an ordinary trainee at a special colony, but gradually stood out and was selected by the Tower of Sages. Learns from Sage Sirius that they are the prophesied figure—the Warrior’s Star—and embarks on an adventure to protect the world from Prometheus, which seeks to dominate Nevareth.
|-
| width=13% style="text-align:center;" | Patron
| A mysterious child traveling with Silverwood through ancient ruins. In truth, Patron is a clone of Faust, raised by Prometheus, and the candidate for Demon King, bearing the seventh fragment of the Absolute Soul Core. Faces a critical decision to save the world in the final moment.
|-
| width=13% style="text-align:center;" | Fried
| A member of the Ruins Expedition Team. Formerly a treasure hunter, he joined upon recommendation from team leader Vayne’s son. Later revealed to be one of the Guardian Knights among the Six Stars.
|-
| width=13% style="text-align:center;" | Lin
| Master of the Thieves’ Guild. Betrayed by subordinates and exiled, now on the run. Once Vayne’s first love, Lin is rescued by “Me” and joins the Sword of Guardians. Later revealed as one of the Guardian Knights among the Six Stars.
|-
| width=13% style="text-align:center;" | Arionel
| A member of the Ruins Expedition Team. A noble-born apprentice mage. Later revealed to be the King’s Consort among the Six Stars, playing a pivotal role in the global crisis of the Demon King’s awakening.
|-
| width=13% style="text-align:center;" | Yuan
| A stoic warrior and member of the Ruins Expedition Team. Later revealed as one of the Guardian Knights among the Six Stars.
|-
| width=13% style="text-align:center;" | Sage Veradrix
| One of the Seven Sages of the Tower. Born with a terminal illness and no cure, yet remains optimistic and cheerful. Later revealed as one of the Guardian Knights among the Six Stars. Seeks to uncover the secrets hidden by the Tower of Sages.
|-
| width=13% style="text-align:center;" | Sage Aldebaran
| One of the Seven Sages, nicknamed the “Wandering Sage” for spending more time traveling than at the Tower. Passionate about ancient history, he roams Nevareth collecting related data. Currently serves as the overall supervisor of the Ruins Expedition Team. In truth, Aldebaran’s real mission is to uncover the truth behind current events and identify the traitor within the Tower.
|-
| width=13% style="text-align:center;" | Sage Sirius
| One of the Seven Sages. Wise and compassionate, deeply respected across Nevareth. Thought dead by the public, but secretly leads the Sword of Guardians, a covert order dedicated to protecting the world. Emerges to prevent the Demon King’s resurrection.
|-
| width=13% style="text-align:center;" | Silverwood
| A warrior traveling with Patron. Knowledgeable about ancient ruins and highly skilled, yet exudes an ominous aura. Secretly plans to eliminate Clan Masters and steal ASC fragments while accompanying Patron.
|-
| width=13% style="text-align:center;" | Mystic Blade
| A blind adventurer of unknown origin, harboring deep animosity toward Silverwood—who is responsible for his blindness. Rarely speaks of his past. Joins the Sword of Guardians to pursue Patron.
|-
| width=13% style="text-align:center;" | Researcher Hale
| A researcher under the Tower of Sages, renowned for expertise in analyzing symbols and samples. Overwhelmed with work from all directions.
|-
| width=13% style="text-align:center;" | Nine
| A prodigy who graduated from the Academy with top honors and became the youngest researcher at the Tower. Suddenly stole classified data and vanished, now hunted by the Tower.
|-
| width=13% style="text-align:center;" | Sage Rigel
| One of the Seven Sages. Rarely seen and shrouded in mystery. Those who have met him describe his outlook on humanity as deeply cynical.
|-
| width=13% style="text-align:center;" | Skyld
| A runaway heir candidate of the Miz family. A notorious trickster who deceives everyone, even stealing family heirlooms during his escape, making him a fugitive from his own clan.
|}
<br><br>
=== Quest Scenario Summary ===
<br>
<ol>
<li>'''Job (Lv. 1-5)'''<br>
“You” step into a new world for the first time. At the Special Management Colony, you receive training from an officer on combat and survival.</li>
<br>
<li>'''Bloody Ice / Desert Scream / Green Despair (Lv. 6-10)'''<br>
After proving your abilities by helping local residents, you swear an oath at the altar and are appointed as a Special Trainee by the officer.</li>
<br>
<li>'''Anomalies (Lv. 10-19)'''<br>
Strange events unfold across Nevareth. A merchant caravan is attacked by the Thieves’ Guild and a Giant Snake. People vanish in Bloody Ice, a plague spreads, and zombies multiply. The Green Despair expedition disappears. Miners in the caves are attacked by the Plant Clan. Dark sorcerers appear in the desert and vanish with villagers.<br>
At the officer’s request, you investigate these incidents, uncovering their interconnection. Colony officers convene a meeting to devise countermeasures.</li>
<br>
<li>'''Prologue (Lv. 20-29)'''<br>
Recommended by Officer Dunheik, you join Sage Veradrix’s Ruins Expedition Team and discover a glowing relic. To learn its secrets, you search for the missing Grand Sage Sirius. Eventually, you find Sirius in Bloody Ice, living incognito as Captain Mark.<br>
Sirius warns that the Six Stars of Darkness are awakening and reveals you are the prophesied “Warrior’s Star.” He instructs you to find the King’s Consort and the Guardian Knights.</li>
<br>
<li>'''Spread of the Cult (Lv. 24-33) Side'''<br>
While you investigate ruins in the desert, a dark cult spreads across Nevareth. As casualties mount, you are dispatched to uncover its ties to the Dark Clan and eliminate the cultists.</li>
<br>
<li>'''The King’s Consort and Guardian Knights (Lv. 30-38)'''<br>
With Sirius, you decipher the Apocalyptic Cards to locate the King’s Consort and Guardian Knights.<br>
The King’s Consort is Arionel. The Guardian Knights are Sage Veradrix, warrior Yuan, Fried, and Lin of the Thieves’ Guild. You visit each and reveal their destiny. All Six Stars gather—except the King’s Star.</li>
<br>
<li>'''Provocation of the Monster Clans (Lv. 39-42)'''<br>
The Plant Clan suddenly goes berserk. Your investigation reveals the Mage Guild provoked them, triggering attacks on humans. Officer Shooterbuck and Veradrix inform you of the Absolute Soul Core and suspect a hidden force behind the Mage Guild.</li>
<br>
<li>'''The King Vanishes (Lv. 43-57)'''<br>
Sirius reveals that Silverwood and Patron are the Knight of Betrayal and the King, respectively, and asks you to stop Patron from awakening as the Demon King. You rescue Patron from Silverwood and learn that Prometheus, a secret society, orchestrates the anomalies.<br>
Sirius discloses the existence of the ASC Controller and warns that Patron may be a clone of the sealed Demon King.</li>
<br>
<li>'''The Dark Mage Guild (Lv. 52-55) Side'''<br>
At Veradrix’s request, you investigate the Mage Guild and discover a Prometheus mole within the Tower of Sages. Prometheus used the guild to ally with the Metal Clan and attack the Plant Clan in pursuit of the Absolute Soul Core.</li>
<br>
<li>'''Prelude (Lv. 52-52) Side'''<br>
Officer Morrison asks you a question: “What are you fighting for?”<br>
He urges you to choose between Sage Capella and Sage Procyon. A new war looms.</li>
<br>
<li>'''Burying Sorrow (Lv. 58-64)'''<br>
Prometheus moves openly. The traitor within the Tower is revealed as Rigel. One by one, your comrades fall.</li>
<br>
<li>'''The Truth of Prometheus (Lv. 65-72)'''<br>
The party splits into three groups. You head to Port Ruina. Nine, infected with vampire venom, acted as a mole. The leader of Prometheus is revealed to be former Grand Sage Rigel.</li>
<br>
<li>'''Origin of the Demon King (Lv. 73-76)'''<br>
Patron begins a rampage, awakening as the Demon King. Colonies across Nevareth fall under monster assault.</li>
<br>
<li>'''Into the Land of Death (Lv. 77-79)'''<br>
The Undead Clan allies with Prometheus. You learn the ASC Controller’s location from Hale but fail to retrieve it immediately.</li>
<br>
<li>'''Mission to Slay the King (Lv. 80-87)'''<br>
You obtain the final Apocalyptic Card from the Phantasmal Clan. Veradrix dies protecting Patron, who resolves to seal himself.</li>
<br>
<li>'''Destroying the Source of the Great Catastrophe (Lv. 88-97)'''<br>
The ASC Controller is hidden in the Tower of the Dead. You destroy it, shattering Prometheus’ ambitions—but cannot stop Patron’s rampage. At the Eternal Altar, you seal Patron, preventing Nevareth’s annihilation. Yet, the world splits in two, making war inevitable.</li>
<br>
<li>'''Winds of War (Lv. 95-95) Side'''<br>
The Demon King’s resurrection plunges the continents into chaos. Wars erupt among polis, and monsters rampage. The Tower fractures as Procyon and Capella declare independence to claim the Sage’s Legacy. You must choose a side.</li>
<br>
<li>'''The Strange Traveler Skyld (Lv. 95-112)'''<br>
Suddenly, you receive a message from Skyld—a boastful adventurer who spouts nonsense.</li>
</ol><br><br>
=== Level-Based Quests ===
==== Tutorial for Each Battle Style ====
* '''Warrior, Force Shielder, Gladiator (Lv. 1-5)'''
----
# Bloody Ice Guide
# GPS
# Basics of Combat
# New Skills
# Warp Gate
# Desert Challenge
# Rainy Jungle
# Complete the Instructor’s Test
# Core Upgrade Part 1
# Core Upgrade Part 2
# Promotion Practice
<br>
* '''Blader, Wizard, Dark Mage (Lv. 1-5)'''
----
# Desert Scream Guide
# GPS
# Basics of Combat
# New Skills
# Warp Gate
# Rainy Jungle
# Snow and Ice Colony
# Complete the Instructor’s Test
# Core Upgrade Part 1
# Core Upgrade Part 2
# Promotion Practice
<br>
* '''Force Archer, Force Blader, Force Gunner (Lv. 1-5)'''
----
# Green Despair Guide
# GPS
# Basics of Combat
# New Skills
# Warp Gate
# Snow and Ice Colony
# Desert Challenge
# Complete the Instructor’s Test
# Core Upgrade Part 1
# Core Upgrade Part 2
# Promotion Practice
<br>
As a trainee, you enter a Special Management Colony. The colony officer introduces you to local merchants and provides supplies. You learn how to read maps and use GPS. The instructor teaches combat techniques and how to use Warp Gates, encouraging you to visit instructors in other regions. These instructors test your abilities and issue certificates proving you’ve completed regional training. The colony’s magic merchant explains core upgrades and attribute enhancements. After completing all steps, the instructor briefs you on the promotion exam and has you practice with Assistant Copeland.
<br><br>
==== Appointment as Special Trainee ====
* '''Bloody Ice (Lv. 6-10)'''
----
# Scourrog Nemesis
# Herbal Cure for the Flu
# Hair for Straw Sandals
# Special Recommendation
# Appointment as Special Trainee
Guard Miles requests your help. Scourrogs crawling near the colony are causing serious harm to residents, and Miles asks you to hunt them down. After clearing the monsters, he promises friendship and future cooperation. 
Before you can rest, a flu outbreak hits Bloody Ice. Even those who never catch colds are suffering from coughs, runny noses, body aches, and headaches. Magic Merchant Keller asks you to gather herbs for medicine. After brewing the remedy, General Merchant Dayton seeks your help. Since the recent monster mutations, obtaining Zombie Maid hair has become difficult. Their hair is cheap, durable, and perfect for making straw sandals.
<br><br>
* '''Desert Scream (Lv. 6-10)'''
----
# Rampaging Red Garlies
# Launch the Attack
# Tough and Durable Hide
# Special Recommendation
# Appointment as Special Trainee
Guard Tekki asks for assistance. Red Garlies roaming near the colony are harming residents, and Tekki wants you to hunt them. After clearing the threat, he promises friendship and future aid. 
Soon after, Guard Marcus requests help eliminating desert monsters, which have grown unusually aggressive and attack people more often. After defeating the Red Garlie Rare, Armor Merchant Dion asks for Desert Fox hides. Since recent mutations, these hides—ideal for crafting sturdy armor—are harder to obtain.
<br><br>
* '''Green Despair (Lv. 6-10)'''
----
# Season of Palm Fruits
# Support the Jungle Expedition
# Well-Dried Firewood
# Special Recommendation
# Appointment as Special Trainee
General Merchant Rivet asks you to collect palm fruits from Elder Troglos, known for their ability to pick the ripest ones. Rivet also asks you to eliminate Treipples that steal the fruits. After completing the task, Officer Shooterbuck calls you to deliver a compass to the jungle expedition, which reports strange mutations among local monsters. 
Later, Rivet requests help again—this time to obtain wooden clubs from Troglos Warriors, prized as excellent firewood since hunters have left the area.
<br><br>
----
After fulfilling all requests, the instructor summons you. He explains that he has been observing you and is convinced of your exceptional skills compared to other trainees. After proving your worth through monster hunts, the instructor recommends you to the officer as a Special Trainee. 
The officer explains the reason behind this program: strange anomalies plague Nevareth, and the Colony Council decided to select elite trainees to resolve these crises. At the Warrior’s Altar, you take an oath and are officially appointed as a Special Trainee.
<br><br>
==== Anomalies ====
* '''Anomalies (Lv. 10-19)'''
# Attack of Mutated Monsters
# Cause of Mutation
# Hale’s Errand
# Haunted Lodge
# Terrible Epidemic
# Jungle Mutation Phenomenon
# Soil Survey at the Jungle Border
# Collapsed Mine
# Convening the Meeting
# The Vanished Dark Sorcerers
While you were being appointed as a Special Trainee, countless incidents erupted across Nevareth. War nearly broke out between Judin and Medinac, and merchant guilds clashed violently. Guard Tekki of Desert Scream reports rumors that mutated monsters attacked a caravan. Officer Dunheik confirms the rumor is true but insists on an investigation before taking action. He asks you to collect monster samples. You retrieve a sample identical to the Giant Snake reported by the merchants, but visual inspection reveals nothing unusual.<br>
<br>
Dunheik suggests enlisting Hale’s help. Hale, a researcher from the Tower of Sages now stationed at a special colony, is a brilliant analyst but notoriously irritable. He has released monsters around his lab to keep people away. After fighting through them, you find Hale, who marvels at your persistence but grumbles about constant analysis requests. Just as you leave, Hale chases after you with his own favor: deliver a zombie blood analysis report to Bloody Ice, since he’s too busy to move. He warns you mockingly to watch out for the plague spreading there.<br>
<br>
At Bloody Ice, Officer Henkoff is overwhelmed. The Thieves’ Guild has been raiding caravans, diverting forces from the colony and polis. With security weakened, zombie numbers surge, a plague spreads, and people vanish. Henkoff suspects a link between the outbreak, missing persons, and zombie proliferation, and eagerly awaits Hale’s report. When you deliver it, he is horrified to learn the zombie blood contains pathogens.<br>
<br>
After deliberation, Henkoff concludes zombies aren’t the source of the plague—the rising zombie population and missing people remain unexplained. With no manpower for further investigation, he sends you to inspect the Haunted Lodge, a suspected zombie nest. There, you find an old, foul-smelling cabin and a beaded necklace—a gift from Frute to his niece. Henkoff deduces plague victims are turning into zombies. The Colony Alliance and polis authorities decide drastic measures are needed: burn the quarantine camps. Henkoff, grim-faced, hands you a torch, saying it’s the only way to save more lives. As you ignite the camps, half-zombified people burn alive.<br>
<br>
After the grim task, Henkoff thanks you and grants leave in Green Despair. Officer Shooterbuck there praises your efforts, noting you saved countless lives and prevented Nevareth from being overrun by zombies. During your rest, Shooterbuck summons you again: anomalies have struck Green Despair. Mutated monsters appear, and an expedition sent to investigate has gone missing. Before vanishing, they sent samples of Dire Boar and Plant Toad and planned to collect one from the Troglos King. Shooterbuck asks you to retrieve the king’s sample and locate the team. You secure the sample but find only their journal.<br>
<br>
The journal reveals clues: “soil at the Red Jungle border,” “parasitic plants,” “minerals.” The team was close to uncovering the cause. Shooterbuck instructs you to collect soil from the Red Jungle border and deliver it, along with the Troglos King sample, to Hale for analysis. No one in Nevareth matches Hale’s expertise.<br>
<br>
Hale grumbles but accepts the task. His analysis confirms parasitic plants in the soil caused the mutations and reveals a countermeasure: minerals that kill the parasites. He directs you to an abandoned mine in Bloody Ice to collect them. There, you find a dying mage who gasps that Plant Clan monsters ambushed his group before succumbing to his wounds.<br>
<br>
Reporting back, Shooterbuck wonders why the mages sought the minerals, what they intended to do with them, and why the Plant Clan attacked. Convinced the anomalies across continents are linked, he orders a meeting of colony officers and sends you to deliver the request to Dunheik in Desert Scream.<br>
<br>
Dunheik greets you warmly, already considering a meeting. Analysis of the Giant Snake sample suggests mage involvement in monster mutations—something merchants couldn’t achieve, but mages could. Still, no solid proof exists.<br>
<br>
While Dunheik attends the meeting, he asks you to investigate a group of Dark Sorcerers seen in the desert. These shadowy mages study ancient ruins, and recently, people have vanished alongside them. Dunheik advises questioning Magic Merchant Sullivan.<br>
<br>
Sullivan admits hearing rumors but ignored them as unprofitable, suggesting you speak to Armor Merchant Dion. Dion reveals his brother spoke with one of the missing people before disappearing. The man muttered about “a new world, the sealed lion” before vanishing. Dion suspects the man bought goods from the Ailen siblings.<br>
<br>
Ailen recalls the man but says nothing unusual—except hearing rumors that Dark Sorcerers seek something sealed in ancient ruins. They preach that only those who join them will survive the world’s end.<br>
<br>
As you investigate, Dunheik returns from the meeting, concluding the Mage Guild orchestrated all recent anomalies. Yet, no countermeasures are set. When you report your findings on the Dark Sorcerers, Dunheik senses a greater force behind them. You feel a foreboding presence—and the pull of destiny.
<br><br>
==== Prologue ====
* '''Prologue (Lv. 20-29)'''
<ol>
<li>Officer’s Recommendation</li>
<li>Find the Expedition Camp</li>
<li>Aldebaran and the Team</li>
<li>Deliver the Instructions</li>
<li>Vayne’s First Love<br>
 └ Spread of the Cult</li>
<li>Ruins Investigation: Zone 2</li>
<li>The Shining Card</li>
<li>Where is Sirius?</li>
<li>The Secret Key</li>
<li>The Warrior’s Star</li>
</ol>
Sage Veradrix, the 8th Sage, arrives at Desert Scream with the Ruins Expedition Team. Veradrix holds the highest rank in the Tower of Sages after the Seven Sages. Though frail, her exceptional skill earned her the title of 8th Sage. When she asks Officer Dunheik to recommend an outstanding trainee, he suggests “You.”<br>
<br>
Upon meeting, Veradrix introduces you to Blader Yuan, who greets you curtly. Veradrix reveals the true reason for summoning you both: while officially supporting the expedition, you will also undertake covert missions.<br>
<br>
At the expedition camp, you meet Aldebaran, known as the Wandering Sage for his constant travels. After introductions, Aldebaran presents other members: Expedition Leader Vayne, Fried, Ike, and Arionel.<br>
<br>
Vayne is a researcher from the Tower of Sages. Fried, a former treasure hunter and friend of Vayne’s son, joined after persuasion. Arionel, from the prestigious Cruz family of Force mages, is clumsy and once accidentally summoned a powerful ancient entity—earning her a spot on the team. Ike joined hoping to gain recognition from the Tower and now spends most of his time cleaning up Arionel’s messes.<br>
<br>
Aldebaran, impressed by you, asks you to deliver instructions from Veradrix to Vayne: expand the excavation area and immediately transport discovered relics to the Tower due to Thieves’ Guild activity. The guild has been committing numerous crimes recently. Vayne reacts oddly to this news.<br>
<br>
Privately, Vayne confides that he knows the Thieves’ Guild Master, Lin, and insists she wouldn’t stoop to such acts—she was his first love. He asks you to investigate. At the location he provides, you find Lin injured. Mentioning Vayne’s name sparks recognition.<br>
<br>
When asked about the guild’s recent crimes, Lin denies involvement and explains: she once acted as a righteous outlaw, but her subordinate Kash staged a coup, ousting her. Swearing revenge, Lin collapses. After rescuing her, Vayne thanks you.<br>
<br>
Suddenly, a message arrives from Nevareth Port Express. Summoned by Needler, you head to Green Despair, only to learn Ike called for help. Back at camp, Ike explains Arionel and Fried haven’t returned from their zones. You search for Fried in Zone 2.<br>
<br>
You find Fried, who introduces two travelers: a boy and a young man—Patron and Silverwood. Claiming to seek ancient ruins, they impress Fried with their knowledge and skill, prompting him to recommend them for the team. However, Fried forgets to mention something important.<br>
<br>
While exploring deeper into Zone 2, you discover a glowing relic too heavy for the three to move. Exhausted, they ask you to retrieve it. Inside the ruins, you find the artifact radiating light. Touching it dispels the glow, revealing a single card.<br>
<br>
Back at camp, Fried greets you warmly, joking about being scolded for leaving him behind. He urges you to report the card to Aldebaran. Aldebaran notes the card reacted only to you and admits ignorance of its nature, suggesting the wisdom of the missing Grand Sage Sirius is needed.<br>
<br>
Sirius, the former Sage, vanished after relinquishing his title. No one knows where he went. Aldebaran believes your unique power might lead you to him and recommends asking Veradrix.<br>
<br>
Veradrix confirms Sirius is vital and last met Magic Merchant Sullivan in Desert Scream. Sullivan recalls Sirius but says their conversation was brief, though Sirius seemed to be searching for something. Sullivan suggests speaking to Cox, who handled a delivery for Sirius.<br>
<br>
Cox reveals Sirius secretly sent a message via Port Service to the Ailen siblings. Ailen remembers the letter: Sirius, who once cared for them, wrote that he was leaving and left a way to contact him in emergencies. Ailen stored it in a warehouse and retrieves it for you.<br>
<br>
Through General Merchant Dayton, you learn the truth: the eccentric old man living in a hidden corner of Bloody Ice—Captain Mark—is Sirius. His exact location: inside a furnace in the mines. There, you find an unburned record.<br>
<br>
When you meet Sirius, he deduces Ailen sent you. He doubts they’d reveal his location lightly and asks why you’ve come. Upon hearing Aldebaran’s name, Sirius admits he lived in hiding but always worried about them. After reflection, he shares a grave truth.<br>
<br>
A thousand years ago, cataclysms of quakes and tsunamis destroyed all civilizations—the Great Catastrophe. Today’s Nevarethians are their descendants. Prophecy warns of another catastrophe a millennium later. Only the Seven Stars, led by the King’s Star, can prevent it: 
“When the King’s Star bears darkness, the Six Stars of Darkness shall reclaim their light and plunge the world into shadow. But if it bears light, the Six Stars of Light shall unite to save the world.” 
The Six Stars of Light—excluding the King—are the King’s Consort, four Guardian Knights, and the Warrior’s Star who leads them. Only after the Warrior’s Star rises will the King meet his consort and oppose the Six of Darkness.<br>
<br>
The card you found is no ordinary relic—it is a sealed Apocalyptic Card, a Sage’s Legacy, capable of awakening the Six Stars of Light. Its reaction to you marks you as the Warrior’s Star, the prophesied figure. The fate of the world now rests in your hands.<br>
<br>
Sirius warns that Nevareth’s anomalies may signal the awakening of the Six Stars of Darkness—or the onset of the Great Catastrophe. You must decipher the card’s symbols and find the remaining Guardian Knights and the King’s Consort. Realizing your purpose, you resolve to embrace your destiny.<br><br>
==== Spread of the Cult ====
* '''Spread of the Cult (Lv. 24-33)'''
# Cult Evangelists
# The Son Lost to the Cult
# A Desperate Plea
# The Mark of Sacrifice
# Those Who Returned
# Raid on the Cult Hideout
# Interrogating the Cultist
While you focus on ruin investigations in the desert, a dark cult spreads across Nevareth, especially rampant on the Pastur Continent. Aldebaran asks you to help resolve this issue and suggests speaking with Carter, the harbor manager in Green Despair, who likely knows the latest rumors.<br>
<br>
Carter mentions hearing of an exceptional trainee and shares troubling news: strangers in black cloaks with pale faces and cold eyes recently entered the harbor. Suspicious but with no grounds to stop them, he let them pass—only to realize later they were likely cult evangelists. Since their arrival, cult activity has surged across Pastur, and Collins’ son has run away, leaving Collins heartbroken.<br>
<br>
Delivering Carter’s consolation payment to Collins, you find him closing his shop, devastated by his son’s disappearance. He refuses the money, saying he only wants his son back and offers his entire fortune if you can find him. Collins directs you to a hut in the mutated jungle where cultists gather. Inside, you find his son Ben unconscious. Though relieved, Collins despairs when Ben fails to recover, his mind seemingly shattered.<br>
<br>
Collins begs you to fetch a Giant Spider’s heart, claiming a decoction made from it can restore sanity to those enthralled by the cult. After you deliver the heart, Ben regains his senses.<br>
<br>
Ben reveals the cult was preparing a ritual of unknown purpose—something catastrophic. They marked Mosscutters as sacrificial offerings. Collins suggests asking General Merchant Rivet, known for his vast knowledge. Rivet, upon seeing the mark, turns grim: marking sacrificial beasts is a Dark Clan trait. He urges you to report to Shooterbuck, who is already overwhelmed investigating returnees from the cult.<br>
<br>
Shooterbuck, troubled by the Dark Clan’s involvement, notes the similarity to the Mage Guild’s role in the jungle mutations. Determined to uncover the cult’s true nature and plot, he sends you to speak with Needler.<br>
<br>
Needler, whose brother recently returned from the cult, shares little but worries about a girl who remained behind with the cult leader. Nodaka’s sister, also a returnee, confirms this and reveals the cult’s belief: the ritual will destroy the old world and create a new one. Disillusioned by the leaders’ tyranny and their use of Plant monsters in combat, she fled. She advises speaking to Guard Shawn.<br>
<br>
Shawn’s mother was among the returnees. She reports seeing Dark Clan monsters and black-cloaked mages consorting with the cult leader. She suspects their main base lies near the icy mountains of Bloody Ice. Shooterbuck, frustrated by the Tower’s inaction and lacking manpower for a raid, asks you to investigate. At the hideout, you find an injured cultist and bring him back.<br>
<br>
Under interrogation, the cultist refuses to cooperate but utters a chilling prophecy: 
“When the full moon rises, our power will peak, and all shall kneel at our feet.” 
Shooterbuck ponders its meaning, recalling legends that vampires grow stronger under the full moon. Vampires belong to the Undead Clan, yet the cult’s backers are Dark Clan. Could there be a link between the Mage Guild and the Undead Clan? You sense ominous forces converging and wonder what fate awaits at the end of this path.<br><br>
==== The King’s Consort and Guardian Knights ====
* '''The King’s Consort and Guardian Knights (Lv. 30-38)'''
# Meaning of the Symbols
# The Second Apocalyptic Card
# In Search of the Memorial Core
# Finding the Guardian Knights
# Where is Researcher Hale?
# Hale’s Treasure
# The Ancient Deciphering Tome
# The Third Apocalyptic Card
# The King’s Consort
# Renewed Resolve
Sirius completes the initial decoding of the card and summons you. He has identified four symbols but cannot interpret them, so he instructs you to consult Nevareth’s top expert—Researcher Hale. Though curt, Hale agrees when you mention Sirius’ name.<br>
<br>
As expected, Hale quickly deciphers the symbols: 
- “The seeker of truth who forgot death” refers to Skeleton Mages. 
- “The warrior who cannot rest in the land of scorching heat” points to a special Mummy. 
- “The great desire gazing upon a crimson world” signifies a Huge Spider. 
- “The gathering atop the altar of swirling snow” means the Snowstorm Altar in Bloody Ice. 
Hale adds that those who unravel the millennium-old secret at the altar will obtain what they seek. After solving the altar’s mystery, you acquire the second Apocalyptic Card.<br>
<br>
Sirius begins decoding the second card, which reveals the location of a map leading to Memorial Cores containing information on the Guardian Knights. You retrieve the map from a mummy village in the desert and collect all Memorial Cores, revealing the identities of the knights: 
- Veradrix, the Guardian Knight who shields the King. 
- Yuan, the Guardian Knight who can oppose the King. 
- Lin, the Guardian Knight reborn as the King’s shadow. 
- Fried, the Guardian Knight destined to succeed the King.<br>
<br>
When you inform the expedition team of their destinies, they react with shock. Now, five stars have gathered, leaving only the King’s Consort. Sirius remarks that fate often seems sudden but is long foreseen. The third Apocalyptic Card will reveal the consort’s identity—but decoding the remaining symbols requires Hale’s help and his ancient deciphering tome. Unfortunately, Hale has vanished.<br>
<br>
Magic Merchant Keller, a friend of Hale, reveals he became addicted to gambling and disappeared due to debt. Keller suggests asking Nodaka in Green Despair. Nodaka explains Hale is hiding in a specially sealed lab, which only he can unlock. She gives you a smoke bomb to trick him into opening the door, thinking there’s a fire.<br>
<br>
As planned, the smoke draws Hale out. He admits he no longer has the tome—he pawned it to Tesky for a loan. To reclaim it, you must repay the debt with rare magical material: parasitic mushrooms from the Red Jungle. After delivering the mushrooms, Tesky reluctantly returns the tome. Hale, ashamed of his folly, lends you the tome for a day, warning you not to reveal his location to debt collectors.<br>
<br>
With the tome, Sirius deciphers the final symbols: 
- “The sky where blizzards rage.” 
- “The land of mountains buried in glaciers.” 
- “The gate that opens when five stars unite.” 
Sirius concludes this mission requires all five stars. At an underground bunker east of Bloody Ice, you and the four knights pull levers together, breaking the seal and releasing the third Apocalyptic Card.<br>
<br>
The card names Arionel as the King’s Consort. Sirius, surprised, admits he thought her a naive child, never imagining she’d bear such a burden. When you show her the card, Arionel envisions a boy imprisoned in an eternal space, awakening to her destiny. Resolute, she accepts her role to protect the world. Now, all six stars—save the King’s Star—are united. Sirius urges haste: the King must awaken to light before darkness claims him. The forces coveting the Demon King’s legacy are also searching, and the King cannot be far. Yet, even Sirius does not know how to find him.<br><br>
==== Provocation of the Monster Clans ====
* '''Provocation of the Monster Clans (Lv. 39-42)'''
# Recover the Expedition Corpses
# The Plant Clan’s Provocation
# Cause of the Provocation
# Report to Veradrix
Henkoff urgently summons you, reporting a strange discovery in Green Despair and requesting assistance. When you meet Shooterbuck, he explains that the long-missing jungle expedition’s corpses were found deep in the Red Jungle. He asks you to retrieve them and deliver them to Hale for autopsy.<br>
<br>
Hale, though grumbling, agrees to examine the bodies but demands a favor in return: recently, Plant Clan monsters attacked people and stole advanced weapons meant for Weapon Merchant Mitrop. Hale asks you to recover the stolen weapons so Mitrop can settle his payment.<br>
<br>
After retrieving the weapons from a Plant Clan rare spawn and returning them to Mitrop, he thanks you and promises to pay Hale. Mitrop complains that Plant Clan monsters have gone berserk lately, yet neither the polis nor the colonies provide any explanation. When you ask Shooterbuck, he admits Mitrop confronted him angrily, leaving him flustered.<br>
<br>
Hale’s autopsy results confirm Shooterbuck’s suspicion: the Mage Guild likely provoked the Plant Clan, triggering the attacks. Even after the abandoned mine incident, the guild seems to have continued antagonizing them. This evidence strongly suggests a hidden faction within the Mage Guild. Until now, humans and monster clans maintained a fragile balance—but that balance is breaking. Shooterbuck insists this cannot be ignored and asks you to deliver his report to Veradrix at the Tower of Sages.<br>
<br>
Upon reading the report, Veradrix reveals the truth: the Mage Guild’s backers are after the Absolute Soul Core (ASC)—a secret known only to the Sages. ASC is the source of the Great Catastrophe a thousand years ago. It shattered into seven fragments: six held by the Clan Masters of the monster clans, and the final, most powerful fragment by the King’s Star. Possessing two or more fragments would make anyone unstoppable. This is why finding the King quickly is imperative.<br><br>
==== The King Has Vanished ====
* '''The King Has Vanished (Lv. 43-57)'''
<ol>
<li>Expedition Report</li>
<li>Aldebaran’s Message</li>
<li>The Secret of the Vampire Lair</li>
<li>Nine’s Antidote</li>
<li>Silverwood’s Identity</li>
<li>Patron in Peril</li>
<li>In Search of Patron</li>
<li>Guilt</li>
<li>The Secret Society, Prometheus</li>
<li>The Torn Map</li>
<li>The Other Half of the Map</li>
<li>The Damaged Map<br>
 └ The Dark Mage Guild<br>
 └ Prelude</li>
<li>The Dark Clan’s Confession</li>
<li>Patron’s Fate</li>
</ol>
Veradrix warns that ASC’s existence is leaking and urges haste. First, inform the expedition team about ASC and deliver a report to Aldebaran. At the camp, only Vayne remains; others are out in their zones. Patron and Fried left together, while Silverwood vanished without a word. Vayne promises to brief the team later and hands you the activity report.<br>
<br>
Returning to Veradrix, you learn Aldebaran left for the Tower on urgent business, asking you to protect Nine—the Tower’s youngest researcher, who fled with classified data. The Tower is hunting her, but Veradrix and Aldebaran trust her. You must find Nine first.<br>
<br>
Nine hides in Bloody Ice. Henkoff refuses to send troops due to lack of manpower but offers help if you assist him first. After retrieving Nine’s memo, he agrees to patrol.<br>
<br>
The patrol discovers a previously unknown deep cave—suspected to be a Vampire Lair. Inside, you find Arionel in tears, asking if you came to rescue Ike and Nine. She explains they were abducted during a ruin survey. Ike entered the lair to save Nine but never returned.<br>
<br>
You rescue Ike and Nine from the lair and unexpectedly encounter Silverwood. Back at camp, Veradrix is preparing to depart for support. She reveals Silverwood kidnapped Patron, who was with Fried, and vanished. Nine, poisoned by vampire venom, worsens. To cure her, you need antidotes from the Undead Clan, Mutant Clan, and Plant Clan. Lin and Yuan fetch two; Veradrix asks you to obtain the Mutant Clan antidote.<br>
<br>
While retrieving it in Desert Scream, you find a broken armband near the herb stash. Veradrix notes Lin and Yuan found similar pieces. She suspects a clue but prioritizes Nine’s treatment. Aldebaran returns upon hearing of Nine’s condition.<br>
<br>
Aldebaran praises your growth. When the armband fragments are assembled, one piece is missing—until Nine produces it, taken from Silverwood’s arm. The completed armband bears the insignia of the Knight of Betrayal. Sirius confirms this symbol marks one of the Six Stars of Darkness—the knight destined to usurp the King’s power. Based on Silverwood’s actions, Sirius concludes Patron bears the King’s destiny. You must rescue him before darkness awakens him as the Demon King.<br>
<br>
Informing the Guardian Knights fills them with guilt. Yuan suggests splitting up to search for Patron, reasoning Silverwood will keep him close while hunting ASC fragments. You scour the Plant Clan rare zone in Green Despair and find Patron unconscious beside Silverwood. Returning him to camp, Arionel vows to care for him.<br>
<br>
Patron, wracked with guilt, confesses Silverwood slaughtered members of the Sword of Guardians and forced him into battles against monsters. Patron never wanted to harm anyone but couldn’t control his power. Aldebaran explains the Sword of Guardians—a secret order sworn to protect the King’s Star and the Six Stars of Light. Now that the King is found, only one task remains: expose and destroy the forces of darkness.<br>
<br>
Meanwhile, Nine recovers and reveals the truth: the mastermind behind Nevareth’s turmoil is Prometheus, a secret society embedded in the Tower, polis, and colonies. They orchestrated every anomaly. Even Patron was part of their plan—a clone created from the Demon King’s genes to fulfill their prophecy.<br>
<br>
Nine stole a map marking Prometheus’ base when she fled the Tower, prompting their pursuit. Unfortunately, she lost it while evading capture. You must recover the hidden and concealed map fragments to locate their stronghold.<br>
<br>
You retrieve the hidden map from Ghost+ and the concealed map from Port Lux, but it’s too damaged to read. Nine suggests Hale restore it. Hale grumbles but agrees—then vanishes after finishing the job. The restored map is covered in cryptic symbols. With no choice, you bring it to Sirius, who has been studying ancient texts. He recalls a reference to the ASC Controller during Saint Valentine’s sealing of the Demon King. Sirius suspects Prometheus knows of the controller and plans to use it. He vows to find Hale and decode the map’s symbols.<br><br>
==== The Dark Mage Guild ====
* '''The Dark Mage Guild (Lv. 52-55)'''
# Begin Investigation of the Mage Guild
# The Mage Guild Laboratory
# Identity of the Clue
# The Unveiled Conspiracy
News arrives that Veradrix has visited the Port Lux residence. She commends your efforts and explains that while Aldebaran continues investigating the Tower’s internal traitor, she came to focus on the Mage Guild. Veradrix suspects the cult and the Mage Guild’s suspicious activities are tied to Prometheus and asks you to question Tesky, a former Mage Guild executive now in Green Despair. Tesky likely holds an information scroll.<br>
<br>
Tesky recalls when you retrieved Hale’s ancient deciphering tome. When asked for the Mage Guild scroll, he explains: trouble began when shady dark mages infiltrated the guild, causing internal strife. Disgusted, Tesky left to pursue independent research. Veradrix remarks that for someone as curt as Tesky to hand over the scroll so easily, you must have earned his trust.<br>
<br>
The scroll reveals the location of the Mage Guild’s laboratory—near the southern lighthouse on Port Lux’s coast. Investigating the lab, you find a mage’s book and a suspicious vial of blue liquid. Veradrix works tirelessly to decode the data, eventually uncovering a shocking detail: the documents mention Port Ruina—a site restricted to the Tower’s upper echelon. Its appearance in Mage Guild records proves a traitor exists within the Tower. Veradrix struggles to accept that someone she knows could be the mole.<br>
<br>
Magic Merchant Yert examines the blue liquid and concludes it was extracted from minerals during underground resource harvesting—a feat impossible for mages but achievable by specialized Metal Clan machinery. This means the Mage Guild allied with the Metal Clan to create a substance for attacking the Plant Clan. Veradrix recalls the earlier Green Despair report and grows grim. You begin to wonder what Prometheus truly is.<br>
<br>
Later, Aldebaran arrives at the Port Lux residence with updates. After reviewing all gathered intel, he concludes Prometheus’ influence is beyond imagination. The cult operates under the Dark Clan, the Mage Guild manipulates monster mutations, and they’ve joined forces with the Metal Clan to assault the Plant Clan. Prometheus is deliberately destabilizing the balance among monster clans to trigger anomalies. Their goal is undoubtedly the fragments of the Absolute Soul Core—but Veradrix suspects an even deeper plan. For now, the priority is protecting Patron and exposing Prometheus’ true face.<br><br>
==== Prelude ====
* '''Prelude (Lv. 52-52)'''
# What Are You Fighting For?
You receive a discreet proposal. Officer Morrison, looking weary, remarks on the continent’s growing unrest. Recently, a large group of travelers entered Port Lux, resembling a religious sect. Morrison also relays messages from two Sages and explains the Seven Sages of the Tower. Among them, Sage Capella and Procyon are rallying warriors to their cause, ostensibly to restore order to Nevareth. Morrison, however, remains skeptical of their motives—though he admits that uniting Nevareth under one vision could spark great progress. 
Finally, Morrison poses a question: “What are you fighting for? Which side will you choose?”<br><br>
====The True Nature of Prometheus====
* '''The True Nature of Prometheus (65-72)'''
# Searching for a Younger Brother
# Orphan Solme
# Warriors of the Abandoned House
# Following Nine
# The Pitiful Spy
# Destroying the Cultists’ Hideouts
# Request to Repair the Warp Circuit
# Situation Report
# Weakening the Metal Clan Alliance
Upon arriving at Port Ruina, the general store merchant Sally approaches you. She explains that because of the dangers, the people of Port Ruina are very wary of outsiders. Sally, originally from Desert Scream, came to Port Ruina searching for her younger brother who went missing due to a dark sorcerer. She believes the sorcerer who disappeared with her brother is living in the Metal Clan’s lair in Port Ruina and asks you to find her brother. Moved by her tragic story, you decide to help.<br>
<br>
While investigating the Metal Clan’s lair, you find Sally’s brother, Lef. Lef is shocked to meet a living person. After rescuing Lef, Sally reunites with her brother after a long time and says she will never forget your kindness.<br>
<br>
Sally then makes another request. There is a child named Solme in Port Ruina who lost his parents and lives as an orphan. Sally has been helping Solme, but now that her brother is sick, she cannot leave his side, so she asks you to deliver bread to him. Solme, playing in the town square, figures out who you are just from a few clues like “never seen you before” and “the bread Sally always gives.” Sally says she cried whenever she saw Solme because he reminded her of her brother.<br>
<br>
After eating the bread, Solme tells you about some outsiders who recently entered Port Ruina. They are living in an abandoned house outside the village. Solme thinks they are unusual since they live in a place full of Metal Clan monsters and says they seem to be searching for someone.<br>
<br>
When you go to the abandoned house, you hear the voices of your companions. They are really there. Yuan explains they stayed out of the village to avoid scaring the locals. Remembering how sorcerers once allied with the Metal Clan, they suspect the map might really lead to Prometheus’s base. However, Mystic Blade feels uneasy, saying it’s suspicious that Prometheus’s base was revealed so easily.<br>
<br>
After a good rest, the group decides to split into three teams. Mystic Blade, Yuan, and Arionel will track Silverwood and Phaetron, while Freed and Lin will search for the ASC Controller. Nine and “you” will infiltrate Prometheus’s base together. According to the map, Prometheus’s base is in the Vampire Lair. Nine goes in first, and you follow, clearing out vampires along the way.<br>
Inside, you witness Sirius arguing with Sage Rigel.<br>
<br>
It turns out Nine was a spy for Prometheus. Rigel manipulated Nine into becoming a spy to steal information about the Sword of Guardians. Sirius accuses Rigel of thinking everything will go as planned, but Rigel retorts that Sirius knows nothing of the miserable lives of others and declares they will overthrow the world and create a perfect one. Rigel reveals that the ASC Controller can control the Demon King’s power and that Prometheus’s leader is none other than Rigel, the Sage from two generations ago. Rigel became a lich through forbidden magic and has lived for over 300 years. Rigel mocks you, saying you wouldn’t dare challenge him, and attacks Sirius. Both Sirius and you suffer severe injuries and barely escape the Vampire Lair. Back at the abandoned house, Sirius laments that they were deceived by Prometheus and decides that protecting the ASC Controller and Phaetron takes priority over rescuing Nine.<br>
<br>
While Sirius recovers, the group investigates the cult hiding in Port Ruina. Sally, the merchant, says she heard that the people in the abandoned house are your allies and asks if you’re investigating the cultists. She reveals that the dark sorcerer who took her brother once served as the cult leader. Lef remembers the locations of the cultists’ hideouts scattered throughout Port Ruina. Sally gives you bombs and asks you to destroy the hideouts. Since destroying them might force the cultists into the open, you accept. While blowing up the hideouts, you find a broken warp circuit in the third one. Sally has never seen such an item, but says a skilled blacksmith could repair it and figure out its purpose. Currently, only a part-timer named Hide is at the Port Ruina forge. Hide promises to deliver it to the blacksmith when he returns.<br>
<br>
On your way back to the abandoned house, your companions urgently summon you through Solme. When you return, Sirius informs the group that Nine was turned into a spy after being infected with vampire venom and that Prometheus’s leader is Rigel, the former Sage turned lich. Sirius urges everyone to pool their findings to prevent Phaetron from falling into Prometheus’s hands.<br>
<br>
Lin shudders at the thought of being manipulated by Prometheus but says they must be frustrated too since they failed to kill Sirius. The biggest problem now is the ASC Controller’s location, which Freed is still searching for. Arionel bursts into tears, saying Silverwood reminds her of Ike, while Yuan reports that they captured Silverwood but still haven’t found any trace of Phaetron. Mystic Blade is interrogating Silverwood. Sirius worries that Phaetron might have awakened as the Demon King after Silverwood failed to restrain him.<br>
<br>
Meanwhile, Lin asks you for a favor. While investigating the ASC Controller’s location, Lin discovered that many high-ranking members of the Mage Guild were recently replaced. She suspects Prometheus has taken control of the Mage Guild. Furthermore, one guild officer is working with the Metal Clan in a sewer hideout to form an alliance. Lin decides this must be stopped. You must infiltrate the sewer hideout southwest of Port Ruina and smash everything to ruin Prometheus’s plans.<br><br>
====Burying the Sorrow====
* '''Burying the Sorrow (58-64)'''
# Silverwood’s Assault
# Delivering the Bad News
# Sirius in Peril
# The Hidden Spy
# Aldebaran’s Death
# Heading to Port Ruina
Suddenly, Nine calls you, saying he has a bad feeling. He suspects Prometheus might attack to capture Phaetron. When you rush back to the inn, you find Arionel crying. Silverwood launched a surprise attack, and during Phaetron’s rampage, Ike died protecting Arionel. Phaetron was taken by Silverwood. Arionel wonders how Silverwood knew their exact location.<br>
<br>
The companions are enraged by Ike’s death. Lin vows to make Silverwood pay, while Freed blames himself for failing to protect Phaetron. Yuan calmly assesses the situation and worries about Arionel, who seems to feel guilty for not protecting Phaetron. They also fear what might happen if Prometheus gets hold of the ASC Controller.<br>
<br>
Beradrix is shocked by Ike’s death but insists they focus on rescuing Phaetron and uncovering Prometheus’s identity. The decoded map reveals that Prometheus’s base is in Port Ruina. However, Hale says he couldn’t reach Sirius and sent the decoded map to Aldebaran instead. Beradrix asks you to deliver the map and check on Sirius’s safety.<br>
<br>
When you reach Sirius’s hideout, you sense a chilling aura. If you had arrived any later, Sirius would have been killed by vampire monsters. After saving him, Sirius takes the map and asks you to gather some Glacier Herbs for his wounds.<br>
<br>
Sirius suspects there might be a spy among them since only they knew the locations of the inn and the hideout. He suggests the spy might be brainwashed and controlled against their will.<br>
<br>
Sirius decides to find a new hiding place and asks Aldebaran to investigate the spy. However, Aldebaran has already been killed by Prometheus. Beradrix introduces Mystic Blade, who stayed with Aldebaran until the end. Mystic Blade had originally been tracking Silverwood and ended up cooperating with Aldebaran. Silverwood stole his eyes. Before dying, Aldebaran gave Mystic Blade his investigation records and revealed the spy’s name: Sage Rigel.<br>
<br>
The group buries Aldebaran’s body on the coast of Port Lux and gathers to discuss their next move. They decide to launch an assault on Prometheus’s base in Port Ruina.<br><br>
====The Origin of the Demon King====
* '''The Origin of the Demon King (73-76)'''
# The Sap of Truth
# Silverwood’s Secret
# Danger Alert
# Awakening of the Demon King
To extract information from the captured Silverwood, you begin an interrogation. Silverwood refuses to reveal Phaetron’s whereabouts. Yuan comes up with an idea: among ancient core technologies, there is a sap that stimulates brain nerves, forcing the subject to speak only the truth. Yuan asks you to retrieve the Sap of Truth from the Metal Clan’s ancient research lab. You obtain the drug from the Metal Clan’s lair, which comes with a warning about side effects. Mystic Blade, being blind, asks you to administer it.<br>
<br>
After injecting the Sap of Truth, Silverwood confesses everything. The Demon King’s rampage cannot be stopped by anyone. Moreover, the Demon King was none other than Faust and Saint Valentine. He created and sealed the ASC Controller. No one can stop him.<br>
<br>
Mystic Blade cannot completely deny Silverwood’s words, as no one ever witnessed Saint Valentine sealing the Demon King. Preparations must be made in case Phaetron awakens as the Demon King. When you share this with the group, everyone is shocked.<br>
<br>
Lin calls you back, saying she forgot to mention something. Beradrix and Sirius urgently need you. Yuan has already gone to Port Lux with Sirius, but since it seems critical, you follow. At the mansion, you learn that Port Lux and Port Ruina are under attack by monster clans.<br>
<br>
When you inform Sirius of Silverwood’s confession, he ponders deeply and suggests that, like Phaetron, Saint Valentine and Dr. Faust might also be alternate forms of the current king and the Demon King. Beradrix insists they must find Phaetron and stop his rampage before he fully awakens as the Demon King. The only place in Port Ruina not yet attacked is the Phantasmal Clan’s lair. They ask you to search for Phaetron there.<br>
<br>
There, you encounter Phaetron, who has begun to lose control. He laments his fate, saying he cannot restrain his power. He hands you his dagger, asking you to use it to kill him if he ever harms others.<br>
<br>
Beradrix, holding Phaetron’s dagger, feels conflicted, believing they have failed to protect their king. He vows to keep the dagger safe, as he may need it someday. Meanwhile, Silverwood escapes due to the Sap of Truth’s side effects.<br><br>
====In Search of the Land of Death====
* '''In Search of the Land of Death (77-79)'''
# Hide’s Mistake
# Freed’s Investigation
# Hale’s Test Subject
# Hale’s Gratitude
Schlansky, the warehouse guard in Port Lux, calls you over, saying there’s an urgent message from Hide in Port Ruina. When you meet Hide, he explains that the blacksmith was away for too long, so he tried to repair the warp circuit himself but accidentally broke it. Still, there was some progress: he discovered the string “ASC” inside the internal components. The blacksmith in Port Ruina suggested it might contain condensed, powerful energy. When you return with this information, Yuan worries that Prometheus might have already located the ASC Controller and suggests asking Sirius. Sirius recalls that leaving such records is typical of the Undead Clan and remembers that the monsters who attacked him and Nine, as well as Rigel’s guardians, were all from the Undead Clan. It’s now certain that the Undead Clan is working with Prometheus. Sirius suspects Prometheus’s base is in the Undead Clan’s main habitat—the Land of Death, Undead Ground. However, Sirius emphasizes that finding the ASC Controller is more important than locating Prometheus’s base right now.<br>
<br>
There’s still no word from Freed, who went to search for the ASC Controller. Sirius assumes there’s been no progress since there’s no contact. Freed has been staying at a traveler’s inn in Port Lux, asking around, but since even the Tower of Sages barely knows about the ASC, ordinary people certainly wouldn’t. Naturally, there were no results. Freed eventually asked the harbor manager to look into it.<br>
<br>
Finally, news comes from Porter, the harbor manager. He says a researcher named Hale might know about the ASC Controller. However, Hale has fallen back into gambling and is now selling off his collection of rare test subjects to fund his habit. Porter suggests that if you capture and deliver a rare test subject called Mechamender+ to Hale, he’ll give you the information. Freed returns to Port Ruina first, while you deliver the captured test subject to Hale and meet him. Hale reveals that his mentor hid the ASC Controller in the Undead Ground.<br><br>
====The King-Slaying Mission====
* '''The King-Slaying Mission (80-87)'''
# The Land of the Undead
# The Lake of the Phantasmal Clan
# The Last Apocalypse Card
# A Special Device
# Sacrifice
# Farewell, Beradrix
# Carrying the Coffin
# Yuan in Peril
# With Tears in Our Eyes
# Dream
After confirming with Hale that the ASC Controller is indeed in the Undead Ground, the group sets out. Sirius warns that Phaetron seems to have awakened as the Demon King and may already possess at least two Absolute Core fragments. If that’s true, they must prepare a last resort.<br>
That last resort is regicide—the killing of the king. Each of the Six Stars was born with two missions, and among them, the two who can oppose the king and break his power are Arionel and Yuan. Yuan’s second mission is to slay the king, while Arionel’s is to seal him. Since it’s uncertain whether Phaetron will choose to seal himself like Saint Valentine, the existence of these second missions ensures a backup plan.<br>
When Arionel hears about the sealing, she feels pity for Phaetron. Yuan, on the other hand, accepts his mission quickly, fearing that if he fails, all of Nevareth will turn into hell. He sets out to find the king-slaying weapon. Beradrix remarks that Arionel’s second mission is too cruel, but his own mission is sacrifice.<br>
The group then splits up: Lin and Freed will search for the ASC Controller, Mystic Blade will continue tracking Silverwood, and Beradrix and Arionel will prepare for Phaetron’s sealing.<br>
Sirius mentions that one Apocalypse Card remains, currently held by the Phantasmal Clan. How they obtained it is unknown, but it brought prosperity to their race. Sirius wants to retrieve it himself but can’t move easily after being wounded by Rigel, so he asks you to recover it.<br>
After hunting Buruk at Lake in Dusk and obtaining the Apocalypse Card, Sirius says it could be the key to saving the world and asks you to deliver it to Tesky. Together with Freed, you deliver the final Apocalypse Card to Tesky,<ref>Port Ruina research lab, now relocated to Green Despair’s lab.</ref> who, though indifferent, creates a special device.<br>
Freed, puzzled after receiving the special device and the Apocalypse Card from Tesky, suggests returning to Sirius. Sirius explains that the device can charge the Apocalypse Card’s energy to temporarily suppress the Demon King’s power. He hands the device to you, saying it will be needed someday.<br>
<br>
After learning how to use the device, Freed advises you to return to the House of the Dead, as he’ll take some time and feels uneasy leaving only Arionel and Beradrix there.<br>
But when you arrive, it’s already too late. From inside, you hear Arionel’s screams and the sounds of battle. Rushing in, you find Arionel sobbing. She explains what happened.<br>
Phaetron had stolen a core fragment from the Phantasmal Clan, bringing his total to two. Overcome with despair, he came to Beradrix and Arionel, seeking to seal himself. However, while Arionel hesitated, Silverwood attacked to steal the fragments. Beradrix sacrificed himself to save Phaetron, who then disappeared again.<br>
Beradrix, mortally wounded while stopping Silverwood, says he was only fulfilling his mission and is relieved Phaetron survived. He urges you to protect Nevareth before passing away. Sirius regrets leaving only Arionel and Beradrix behind but vows their deaths will not be in vain.<br>
Since Beradrix belonged to the Tower of Sages, Sirius says his funeral must be handled by the Police authorities, not civilians, and asks you to transport his remains to Desert Scream. Meanwhile, Yuan, enraged, rushes off alone with the king-slaying weapon to confront the Demon King, forcing you to send an urgent message to rescue him.<br>
Lin and Freed are still investigating but have not found the ASC Controller, and Mystic Blade’s pursuit has yielded nothing. Sirius fears the Demon King’s rampage is accelerating. Though civilians remain unharmed for now, that may not last.<br>
Sirius asks you to accompany Arionel to contact the Demon King so the king’s consort can attempt her second mission. Since the Demon King’s aura is surging, Arionel should instinctively find him. Sirius also speculates that the dagger Phaetron once gave you carries his will, allowing you to communicate with him through it.<br>
When you return after meeting Phaetron, everyone thanks you for coming back safely. Sirius marvels at Phaetron’s strength of will, having chosen self-sealing despite seeming weak. However, if Prometheus finds the ASC Controller before the Demon King is sealed, even Phaetron’s will won’t be enough to stop disaster.<br>
<br>
----
<references />
<br><br>
====Excavating the Source of the Great Catastrophe====
* '''Excavating the Source of the Great Catastrophe (88-99)'''
<ol>
<li>The Vampire Castle</li>
<li>Rigel’s Trail</li>
<li>Preparing for Infiltration</li>
<li>Prometheus’s Stronghold</li>
<li>Rigel the Lich</li>
<li>ASC Controller</li>
<li>Sirius Falls Asleep<br>
 └ Prologue</li>
<li>The Ruined Tower of Sages</li>
<li>The Seal</li>
<li>The Path of the Survivors</li>
<li>The Memorial Stone</li>
<li>The Dawn of the Human Era</li>
</ol>
In Prometheus’s stronghold, you discover a uniquely carved transparent ice ring. Sirius recognizes it as Rigel’s ring, noting Rigel’s habit of imbuing his belongings with his own attributes. The ring moves toward its owner, confirming that Rigel is indeed at Prometheus’s base.<br>
As Sirius predicted, Rigel’s ice ring reacts to the entrance of the Ice Castle. However, Sirius decides that due to their numerical disadvantage, it’s too risky to attack immediately. Instead, he wants you to infiltrate the stronghold and install a listening device to monitor their movements. This reveals the location of the ASC Controller.<br>
Sirius storms the Tower of the Dead with Lin, battling Rigel’s subordinates. After a fierce fight, Lin is injured, and Sirius faces Rigel alone. Gravely wounded, Sirius is rescued by you, but he laments that you should have secured the ASC Controller first, as humanity’s fate depends on it. The Demon King seeks to destroy the ASC Controller to free himself completely from Phaetron’s will, while Prometheus aims to use it to subdue the Demon King. The ASC Controller is already weakened by the Demon King’s attacks. Sirius entrusts you with its destruction.<br>
You destroy the ASC Controller and defeat Rigel, the former Sage, now a lich. However, Sirius’s wounds are fatal. He leaves a final wish: to trust in the will of Phaetron within the Demon King and wait. Then he dies. The group mourns Sirius’s death deeply.<br>
<br>
After Sirius’s death, the companions gather again at the House of the Dead. Arionel grieves, wishing no one else would leave her side. She feels powerless knowing everything now depends on Phaetron’s will. Freed, delayed unintentionally, admits he’s unsure who to follow now. Mystic Blade apologizes, feeling that losing contact with Freed changed the outcome. They agree to wait for the Demon King’s sealing but also prepare for failure.<br>
Before they can process their grief, Phaetron suddenly takes Arionel to the Eternal Altar. It happens so quickly that no one can stop it.<br>
Lin wonders if this is Phaetron’s will or the Demon King trying to seal himself. When Arionel seals the Demon King and averts the Great Catastrophe, Lin feels bittersweet, knowing this ushers in an imperfect human era. Still, she’s relieved everyone else survived.<br>
After the sealing, Yuan vows to help Arionel grow strong enough to protect herself. Freed recalls Sirius’s words about remembering the Sword of Guardians whenever he saw the Apocalypse Card and decides to search for the surviving Sword of Guardians. Lin plans to rebuild the Thieves’ Guild and help those who once aided her. Mystic Blade resumes his pursuit of Silverwood, saying one of them must die for this story to end.<br>
When asked what you will do next, Mystic Blade offers you a task if you’re unsure: complete the small memorial stone for Ike, Aldebaran, Beradrix, and Sirius—those who died before their time. He says the unfinished stone lies near the House of the Dead and asks you to finish it.<br><br>
====The Signs of War====
* '''The Signs of War (88-99)'''
<ol>
<li>A Foolish War</li>
<li>Life-Threatening Cold</li>
<li>Unending Rain</li>
<li>The Temple Guardian’s Wrath</li>
<li>The Tower of Sages Divides</li>
</ol>
The war on the Huan Continent is far from over. Warehouse guard Cox shares news from the Nevareth Port Service: chaos reigns across Nevareth. A war broke out between Judin and Medinak, followed by a truce, and monster research has been halted. Mercenary groups incite conflict for pay, while monsters continue to rampage. Even creatures from Forgotten Ruin have invaded Desert Scream.<br>
<br>
Cox admits he accepted a request to hunt a Giant Scorpion in Forgotten Ruin but had no one to handle it. He feels disillusioned by the situation, questioning what’s right. Yet he argues that legendary dangers feel unreal, and humans can only focus on immediate survival.<br>
<br>
When you accept Cox’s request and hunt the Giant Scorpion, you meet a man named Blackbard. Instead of revealing his identity, Blackbard cryptically says Sirius foresaw his fate and sent you to him. He claims Nevareth’s future—whether it regains sovereignty or falls to the Great Catastrophe—rests in the hands of the Guardians. Even if humanity divides, he hopes it will be by human choice, not divine command, so a new beginning remains possible.<br>
<br>
Meanwhile, the Midreth Continent suffers from relentless cold. Fisher remarks that such severe cold is unprecedented and fears it’s a sign of impending disaster. He asks you to hunt Berserk Ghouls in the Undead Ground to calm public fear, as some blame the cold on an undead curse. Though Fisher doesn’t believe the rumor, he wants to ease people’s anxiety. Yet even after slaying the ghouls, nothing changes.<br>
<br>
On the Pastur Continent, endless rain causes catastrophic flooding, overwhelming both the Police and the Tower of Sages. Rumor spreads of a book containing a spell to stop the rain, currently held by an orc mage named Zidash in Lake in Dusk.<br>
<br>
After defeating Zidash and meeting a contact introduced by Needler, you encounter Blackbard again. He remarks that people must be desperate to seek such things, but the real question isn’t decoding the spell—it’s whether the disaster will end. He warns that the Demon King has already begun awakening and that efforts to usher in the human era are underway. He adds ominously that while some want the Demon King gone to start the human era, his disappearance will also end alliances.<br>
<br>
In Port Lux, golems suddenly go berserk. Schlansky suggests finding Blackbard, who might know a solution. After inquiries, merchant Hamprick reveals his location. Blackbard says calming the golems requires retrieving a Ghost Blader’s Ring from the Undead Ground, though he warns the method is ancient and may not work. Schlansky hopes it does and takes the ring to Officer Morrison.<br>
<br>
Officer Morrison reports growing unrest within the Tower of Sages. Sage Procyon governs the Huan Continent, while Sage Capella oversees Pastur. Suddenly, both declare independence from the Tower. Morrison predicts Nevareth’s warriors will soon have to choose sides. When you meet Blackbard again, he says war is now inevitable and explains the sages’ ideologies: Capella seeks an egalitarian society, while Procyon favors absolute leadership. Blackbard advises you to think carefully before choosing a faction.<br><br>
====The Strange Traveler Skaild====
* '''The Strange Traveler Skaild (95-112)'''
<ol>
<li>Skaild’s Boast</li>
<li>Skaild and Raihona</li>
<li>Skaild’s Quick Thinking</li>
<li>Skaild’s Nonsense</li>
<li>Skaild’s Secret</li>
<li>Skaild and the New Colony</li>
<li>Skaild Eats and Runs</li>
<li>Skaild’s Bike</li>
</ol>
You receive a call from warehouse guard Cox, who says a man named Skaild left you a message. Cox reads the message aloud, embarrassed by its exaggerated tone. When you meet Skaild, he greets you enthusiastically in the same flamboyant style. Skaild claims he’ll teach you a technique to defeat a Stone Beetle in one strike and sends you to catch one. However, his method is absurd: grab its ears and beat it senseless. Skaild insists you practice immediately and then vanishes in a hurry.<br>
<br>
Second meeting: Skaild says if you hunt enough Raihonas, you’ll eventually be able to fire a Thunder Beam from your forehead. He then launches into a long speech about which monsters he’d like as pets. But when you actually hunt Raihonas, he bursts out laughing, asking if you really wanted to shoot a Thunder Beam.<br>
<br>
Third meeting: Skaild apologizes for deceiving you and offers useful information as an apology. He claims selling the tough hide of a Two-Headed Hound will make you rich. When you look skeptical, Skaild scolds you for being so gullible. But when you bring the hides to Rivet, Rivet scoffs, asking why you brought such trash and offers to give you credit if you need money.<br>
<br>
Fourth meeting: Skaild claims he’s from a noble family and tells you to ask Mechias if you don’t believe him. Mechias immediately recognizes the heirloom Skaild carries, saying everyone in Nevareth knows the Miz family. However, Mechias clarifies the truth: Skaild was once a candidate to inherit the Miz family name, but his constant troublemaking led them to ignore his runaway antics. Worse, he stole the family heirloom when he left, so they’re chasing him. When you confront Skaild, he denies running away, insisting he simply ventured into a bigger world.<br>
<br>
Fifth meeting: Skaild warns that Griffons are officially designated as natural monuments by the Tower of Sages and that hunting one would be a disaster. When you doubt him, he dares you to try, saying an officer will scold you. Officer Dunhike just laughs, saying several warriors asked the same question recently. He explains there’s no such thing as a natural monument, and even if there were, no one would protect monsters. He emphasizes again that Griffons are not protected.<br>
<br>
Sixth meeting: Skaild boasts about a newly established special management colony in Port Lux, claiming a massive stone monster is sinking Exilian Island and that it takes a month by ship to reach it. When you suggest using a warp gate, Skaild mocks you, saying if that were possible, why would they build a colony? He also gushes about hearing that the Port Lux guard is a stunning beauty and vows to meet her someday.<br>
<br>
Seventh meeting: Unlike usual, Skaild claims to be in a life-or-death crisis and offers you the honor of helping him. When you meet, he says the Miz family faces a severe financial crisis and might collapse unless he intervenes. He asks you for money as an “investment.” If you refuse, he throws a tantrum. Eventually, he takes the money and disappears, laughing about the family’s “crisis.” When you catch him later, he’s shocked and begs you not to hit him.<br>
<br>
Eighth meeting: Skaild invites you to see something amazing. He shows up riding a bike. When you ask how he got it, he boasts that money can buy anything—clearly using the money you lent him. He promises to give you a new bike if you pass his test: retrieving a Dark Gnoll’s sword fragment from Lakeside. But when you bring it, he complains it’s useless and denies asking for it. When you demand the bike card, he refuses, saying it’s too expensive, and gives you something else instead.<br><br><br>

2025년 9월 29일 (월) 07:29 기준 최신판

🌐 CABAL Online Universe 🌐

📖Overview


This is an MMORPG developed by ESTgames based on the CABAL Online universe.

CABAL Online, launched in 2006, expanded its universe through four major updates: the first in early 2010 as CABAL ONLINE - THE REVOLUTION OF ACTION, the second in late 2010 as CABAL ONLINE - EXPANSION, the third in 2014 as CABAL ONLINE - TRANSCENDENCE, and the fourth in 2024 as CABAL ONLINE - Eternal.

Cabal Basic.png
Cabal The-Revolution-of-Action.png
CABAL ONLINE
Mithril

THE WAR BEGINS! Chaos Arena
Guild Community

nother War in 2008!
CABAL ONLINE - THE REVOLUTION OF ACTION
LORD OF WAR

LOST WORLD Soul & Siena
Siena's Counterattack ChangeUP
ILLUSION CASTLE

Resurrection of the Demon King
Cabal Expansion.png
Transcendence.png
CABAL ONLINE - EXPANSION
EXPANSION

Mercenary egacy of Darkness Divine Blade EVOLUTION
Arcane Trace Rising Force_Clash Rising Force_Tower of the Dead
Rising Force_Evolution Balance of Power

Gladiator
Cabal Eternal.png
CABAL ONLINE - Eternal
CABAL Online
2025 0722.png
Genre MMORPG
Developer/Publisher ESTgames Co., Ltd.
Release October 31, 2005
Rating 19+
Related Sites 🌐Official Website 🌐Facebook

🧭 Era

Story of the Previous Era

👤"He" existed
It is an unknown being—whether it originated from something, where it came from, whether it is a lifeform, a machine, or even a ‘non-existent existence.’

His purpose is to create a ‘more perfect’ world.
He supports the race he chooses to achieve a perfect civilization by granting them an absolute tool called the ‘Absolute Soul Core.’

However, because "He" is strongly obsessed with his purpose, this choice is a double-edged sword.
If the civilization does not develop as "He" desires or if the Absolute Soul Core is misused, the Core will either self-destruct or "He" will forcefully overdrive its power, destroying the civilization and reclaiming the Core.

He has repeated this countless times, and according to scholars, the ‘Great Catastrophe’ of the Honorable Age occurred because the owner of the Absolute Soul Core went berserk.

🧿‘Absolute Soul Core‘
It is immense power, force, and knowledge, as well as a record of the rise and fall of many past civilizations.
To use the Absolute Soul Core, special qualifications are required.
Even if recognized, there are ranks, and each rank grants different abilities.
So far, the one acknowledged as the most ‘legitimate ruler’ of the Absolute Soul Core was the ‘Demon King’ who brought about the Great Catastrophe in the Honorable Age.

Failure to use the Core comes with a tremendous price.
Records state that those without qualification who attempt to use the Core suffer physical and mental collapse due to overwhelming backlash.
Also, illegal access to the Absolute Soul Core is said to come with consequences, though the details remain unknown.

What the Absolute Soul Core looks like, or whether it even has a physical form, is unknown to anyone except those who obtain it. Some say it is absorbed into the genes of the qualified and passed down through generations.

⚡‘Honorable Age‘
It is said to be the era when research on Force and Core Technology was most active.
Considering that no records remain from the Lost Age, this period is regarded as the peak of civilization’s advancement.

During this time, a genius scientist named Faust completed the Unified Field Theory.
The theory stated that ‘all energy converges into a force called the <5th Force>, and by harnessing it, human abilities can be developed to near infinity.’

Research on the 5th Force then triggered an extreme craze.
From children to the elderly on the brink of death, everyone was desperate to understand and use Force.

Before proper research and education systems could be established, individuals with extraordinary abilities began to appear one by one.

They soon broke away from social norms and government systems, leading to constant conflicts and incidents.

The world grew increasingly chaotic between those with power, those without, those seeking power, and those trying to preserve order. Eventually, governments established special agencies to control all scientific knowledge, including Force.

Governments used military force to indiscriminately purge unauthorized superhumans while simultaneously conducting experiments to weaponize the 5th Force.

Politicians feared such immense power being in the hands of others rather than themselves.
This naturally led to research into military weapons for mass destruction.

Under strict surveillance and security, various experiments were conducted.
Reckless experiments claimed the lives of civilians.
When people learned that the government was silencing them to satisfy its greed, they became enraged.

People began protesting, demanding an ‘immediate end to human experiments’ and ‘information disclosure.’
Faust, the discoverer of the 5th Force, actively joined the protests.
He felt deep hostility, betrayal, and disgust toward the government for monopolizing and hijacking his research against his original intent.

As protests intensified, the government appointed a puppet scientist to appease the public superficially while framing Faust for crimes and eliminating him.

After that, rumors spread—‘he died,’ ‘he went insane,’ ‘he fled abroad’—but no one ever saw him again.
The story of the young genius who completed the Unified Field Theory slowly faded into history.

Later, the government actively promoted the establishment of legal academies for superhuman training, and many academies emerged worldwide.
For the government, allowing the public to learn only ‘approved knowledge’ was far easier to control.

Then one day, mysterious letters of threat arrived at governments worldwide from a group calling themselves ‘Prometheus.’
Their demands were as follows:

Governments blinded by greed must release all information and free the people, and halt all military experiments aimed at destruction—or face terrorism.

The governments dismissed this as nonsense, but then real attacks occurred.
Superhuman research labs and pro-government academies were destroyed.
Convinced that rebellious academies were behind the attacks, governments formed an ‘Anti-Terror Alliance’ and began a massive crackdown on Academies.

It was the prelude to a bloody storm.
As Prometheus’ attacks continued, so did the struggle between governments and the people. When revelations emerged that ‘children were used in human experiments for military weapons,’ large-scale bloodshed erupted.

Then one day.
When both victors and losers were exhausted from a brutal war.
The Great Catastrophe occurred.

💥‘The Great Catastrophe, and Saint Valentine‘
The Great Catastrophe lasted for seven days.
According to legend, monsters unlike anything ever seen before appeared endlessly from the sky and the earth, destroying civilizations and harming people. At the same time, global natural disasters such as tsunamis, earthquakes, and volcanic eruptions occurred.

No one knew why this happened or who caused it. Humanity perished without understanding anything. The invaluable knowledge of Honorable Energy and the flourishing culture and arts were all lost, and the remaining resources and records were buried deep within the cracked earth.

During the Great Catastrophe, even those with supernatural abilities were powerless, and people died in vain resistance, paralyzed by fear.

All of this was later revealed by the Seven Sages who saved humanity after the Great Catastrophe.
The Seven Sages were graduates of Saint Valentine’s academy, and the title “Saint” was given to Valentine after his death.

Saint Valentine appeared during a time when academies were springing up everywhere and founded a small academy. He accepted talented individuals regardless of their background and trained them to become supernatural ability users.

Among his disciples, the seven who achieved the most remarkable feats carried on his will after his death and led the people. They soon became known as the Seven Sages.

Saint Valentine claimed that the Great Catastrophe was brought about by an entity called the Demon King.
He used the name “Demon King” so that ordinary people could intuitively understand, but he also said something cryptic—that the Demon King was both the King of Destruction and the King of Creation.

He declared that the Demon King would not stop destroying until the world returned completely to nothingness. To prevent this, Saint Valentine decided to sacrifice himself to seal the Demon King.
It is said that at the moment of the Demon King’s sealing, two of Valentine’s disciples were by his side, but whether they were among the Seven Sages and who they were remains unknown.


Thanks to Saint Valentine’s sacrifice, the world was saved from annihilation. The survivors followed the Seven Sages, the guardians of civilization, and migrated to Nevareth, the forgotten land of civilization due to the past Lost Age, where they built a new society.

The current people of Nevareth decided to call their ancestors, who created today’s Nevareth despite harsh conditions, the Nevareth Frontier.

🚶‘Those Who Set Out on a Journey, Nevareth Frontier‘
Saint Valentine is said to have given a warning just before losing his life while sealing the Demon King.
It was a prophecy that the Demon King would resurrect when his power faded after 1,000 years.

Sensing that the prophesied time was approaching, the Tower of Sages, under the leadership of Sage Sirius, established special management colonies across the continents.

These special management colonies were located in regions known for their harsh climates. Skilled officers and instructors were dispatched to train new warriors in preparation for the Demon King’s return.

The Tower of Sages also began to reveal forbidden knowledge of Honorable Energy, which had previously been denied to ordinary people, and encouraged all Nevarethians to strengthen their bodies and minds.
As a result, warriors eager to train in Force began gathering at the special management colonies.

Whether the Demon King truly existed, whether he would return when the time came, and whether another Great Catastrophe like during the Honorable Age would occur—none of these could be confirmed, but the warriors were determined not to miss any information about Force.

At this time, a volcanic eruption occurred on Exilian Island, which had long been abandoned, and Sage Sirius ordered the establishment of another special management colony there.
Thus, the fourth special management colony, Port Lux, was founded on Exilian Island, after which Sage Sirius suddenly disappeared.

While the Tower of Sages was searching for the next Sage Sirius, believing he had already died, a series of large-scale disappearances began across the continents, marking the start of a new story.

Captain Mark of Desert Scream, the special management colony on the Huan continent, asks for help from the Patron party, who followed their destiny as the “Star of the Warrior” awaited them, to save the world.

The Lost Age

1.🕰️Overview

An era completely lost—neither recorded in history nor passed down through stories. The Lost Age.
It is even uncertain whether the beings that existed on this land during that time were truly human.

2.🔥Formation and Destruction of the First Civilization

  • B.C. ????? Execution of “His” first plan. Intervention in the formation of the ultra-ancient civilization, the First Civilization.
  • B.C. 1xxxx Acknowledgment of the First Civilization’s failure. Gradual execution of purification measures.
  • B.C. 96xx Triggered tectonic shifts, sinking the smallest continent—the stronghold of the most powerful faction—thus completing the purification of the First Civilization.


The characteristics of the First Civilization were as follows:

  1. They used “Ether,” the power closest to the lost divinity, through ASC granted by “Him.”
  2. They ruled the world through the utilization of “Ether.”
  3. They were highly advanced in genetic engineering, enabling life extension and the creation of powerful bio-weapons. They even modified other humans, turning them into weaponized slaves.
  4. They could operate massive airships and manipulate supernatural phenomena later called “magic” by future generations.
  5. They even ventured into space.
  6. They attempted to control the power of ASC by developing an ASC controller (code name: Babel).


However, the First Civilization fell into internal conflict due to one of the trials for restoring lost divinity—Greed for Power. They began to perceive “Ether” not as a path to divinity but as a means of power, even attempting to control the souls of others. As a result, “He” decided to purify not only the civilization but also the corrupted souls. Ultimately, almost no survivors of the First Civilization remained, though traces of it were left in various places.

The legends of countless monsters born in the Second and Third Civilizations originated from beings that could not be isolated during the First Purification. However, most monsters that remained in the world were eradicated by the descendants of the Second Civilization, who withdrew into darkness. Many arcane secrets containing supernatural abilities are only fragments of ASC records. The Emerald Tablet and the Necronomicon were no exceptions. Behind many things dismissed as “fiction in novels” or “legends” in the Third Civilization lie the involvement of descendants of the First and Second Civilizations or monstrous lifeforms. Some survivors formed the prototype of CABAL (CRF, GoR), indirectly intervened in the fall of the Second Civilization, and secretly dominated the Third Civilization.

3.🔥Formation and Destruction of the Second Civilization

  • B.C. 9xxx Execution of “His” second plan.

      In the eastern region of the Eurasian continent, He granted processed “Ether,” limited by “mind,” to a select few—“Immortals.”

  • B.C. 71xx Birth of the Second Civilization. Achieving the power of the mind [Dao], rather than mere force [Law], proved extremely difficult for humans.

      Eventually, numerous shortcuts emerged, and the true path was corrupted by heretics.
      Those who pursued the true path were abandoned, forgotten, and faded away.
      “He” ultimately acknowledged another failure.

  • B.C. 26xx Sealing of the “Dao.”


The characteristics of the Second Civilization were as follows:

  1. Recognized the importance of mental ability to control “Law” and prioritized transmitting the “Dao.”
  2. Few people could truly achieve the “Dao.”
  3. Even those who attained the “Dao” withdrew from the world.
  4. Heretics appeared, seeking to achieve the “Dao” through shortcuts.
  5. No signs of restoring the true path were seen.
  6. Ultimately, “He” decided to purify by severing all “Dao” from the world.


“He,” learning from the First Civilization, emphasized spiritual maturity in the Second Civilization, but this too ended in failure. Judging that the restoration of civilization was impossible, “He” decided to purify the Second Civilization as well. Since the Second Civilization focused more on spiritual than material development, almost no traces remained on the surface. Its survivors scattered in all directions.

The Honorable Age

1.🕰️Overview

This was the era when a highly advanced civilization existed before the Great Catastrophe.
The Honorable Age was an age where the power of Transcendental Science existed. The ancients were said to freely manipulate “Mana” and “Ki,” the forces of Transcendental Science, and even create mechanical lifeforms and manipulate living beings.
Even today, ruins and relics from this era are discovered across the continents, and entire professions have emerged dedicated to excavating them. Unlike other Lost Ages, this is the only era remembered in Nevareth.

2.🏛️Formation of the Third Civilization

  • B.C. 2xxx The seeds of mathematics, science, and philosophy were sown.

      The world then developed step by step.
      CRF and GoR advanced civilization while keeping each other in check with their respective abilities and knowledge.
      Meanwhile, both factions continuously pursued the power of ASC.

  • A.D. 1??? “He” judged it acceptable to transmit “Law” and “Dao” again.

      Decided to use the survivors of the First and Second Civilizations.

  • A.D. 19xx Contacted survivors of the First and Second Civilizations and conveyed the method. Formation of Prometheus (First Generation).


On the surface, the Third Civilization appears to align with the history we know. However, behind the scenes, it was riddled with schemes and conspiracies. Survivors of the First and Second Civilizations operated secretly within the Third Civilization. Their involvement is suspected in certain historical and legendary events. It was during this time that the history of Prometheus truly began. Instead of restoring “Law” and “Dao,” Prometheus aimed to strengthen “Reason” and develop rational “Science” and “Technology.” Humanity advanced countless disciplines based on reason and logic.
In response, “He” judged that humanity was progressing toward being worthy of approaching “Dao” and “Law.” “He” decided to use forgotten beings to reintroduce the powers once given and taken away. These forgotten beings were divided into two factions, each keeping the other in check: one sought power and domination, while the other sought power and domination to prevent the spread of the former’s bloodline. “He” did not deem their possession of great power itself as critical, as He had yet to conclude the pros and cons of a world ruled by a minority. Instead, He considered it sufficient if they effectively restrained each other and served His purpose. “He” taught them the method to gain power, ensuring that both factions had to cooperate for it to work. CRF and GoR merged, giving birth to the organization known as Prometheus.

3.💥Destruction of the Third Civilization

  • A.D. 19xx Establishment of Project “Paradise.” Initiation of a century-long project.

      Aimed to naturally induce the discovery of the Fifth Force through science.
      First phase: ensuring the “Child of Destiny” would be at its center.

  • A.D. 199x Exploited the fin de siècle to spread information on occultism and mysticism.

      Prepared for the era to naturally embrace the “Child of Destiny” upon their emergence.

  • A.D. 203x Humanity began full-scale space exploration, but petroleum energy was depleting.

      Judged that conditions were ready to activate Phase 2 of Project “Paradise.”
      Initiated the sub-plan: “Child of Destiny” project.
      Planned for the child to be born 50 years after the day the last quark was discovered.

  • A.D. 2045 Birth of the “Child of Destiny,” master of the Absolute Soul Core: Dr. Faust, Patron M. Faust.
  • A.D. 2067 Completion of the Unified Field Theory – Discovery of the Fifth Force.
  • A.D. 2071 Began research for commercialization of the Fifth Force – Establishment of Transcendental Science Institutes.
  • A.D. 2076 Practical application of transcendental items.
  • A.D. 2079 Dr. Faust went missing after an accident while working at the Transcendental Weapon Development Lab.
  • A.D. 2082 Institutionalization of transcendental abilities – Public disclosure under controlled learning methods.

      Implementation of transcendental ability registration system.

  • A.D. 2084 Establishment of the first Academy.
  • A.D. 2088 Professor Valentine appeared and founded Valentine Academy.
  • A.D. 2081 Emergence of Prometheus.
  • A.D. 2087 Global anarchy.
  • A.D. 2088 The Great Catastrophe.


Prometheus conspired to accelerate the advancement of human civilization. They discovered and nurtured the Child of Destiny, Faust, who completed the Unified Field Theory. As a result, all energy converged into “Force.”
The rise of occult science—the fusion of transcendental abilities and science—gave birth to a transcendental civilization. However, the emergence of new energy sources and military power caused a rapid upheaval in the power structure. Exceptional transcendental ability users broke free from societal constraints and control mechanisms, leading to growing chaos.

The Great Catastrophe

1.🕰️Overview
A calamity said to have been brought about by the arrogance of ancient civilizations.
On that day, the Demon King descended, and the ancient civilization perished through natural disasters, wars, and chaos, resulting in countless sacrifices.

2.📅Progression

According to records, all kinds of disasters occurred over the course of seven days.

At the end of the ancient super-scientific civilization, human arrogance summoned the calamity.
On the day when pillars of fire rose from the earth and lightning struck from the sky, all the kings of men fell.
The demon of demons, Prometheus, appeared and unleashed disaster.

On the first day, all insects and beasts of the world were covered with a new form,
becoming ferocious and attacking humans.

On the second day, the dead and spirits rose from the earth,
bringing death to the living.

On the third day, mechanical monsters descended from the sky,
and humans of flesh and warm blood could not dare to resist.

On the fourth day, among humans, those who bewitched others appeared,
causing parents to harm children and wives to harm husbands, so that people could no longer trust one another and trembled in solitary fear.

On the fifth day, the sea spewed fire and the earth split apart,
the sea became land and the land became sea, sweeping away all things born of man into the waters and burying them in the earth.

On the sixth day, water and dust covered the sky, light vanished, and despair engulfed the world.


3.🪦Conclusion

The Great Catastrophe (The Descent) ended when Valentine, the master of the first Seven Sages, sacrificed himself in the land of ice to seal the Demon King Prometheus. This is called “The Seal.”
However, after the sealing, the world’s civilization was left in an irreparably destroyed state. The survivors began migrating to another continent under the guidance of the Seven Sages. This is known as the Nevareth Exodus.

Nevareth Exodus

1.Overview

The event in which those who survived the Great Catastrophe migrated to the continent of Nevareth under the leadership of the Seven Sages.
During the long journey to settle on the three continents of Nevareth, people naturally formed groups, and leaders emerged among them.
These leaders spread across the continent with their followers and began building settlements.

Nevareth Frontier

1.Overview

A term referring to the first Nevarethians who, after the sealing of the Demon King, followed the Seven Sages and built cities and nations on the three continents of Nevareth.
Commonly used in expressions like “like the Nevareth Frontier,” meaning “never lose hope even in the most desperate situations” or “even if everything is lost, the will to start again is enough.”
According to records, the population at the beginning of the Sage Era—the number of Nevareth Frontiers—was 11,664. Other records state that before the Great Catastrophe, the world population reached 10 billion, showing how many ancients perished at the hands of demons.

Battle Age

1.Overview

The era marking the beginning of the Fourth Civilization after the fall of the Honorable Age. The survivors of the Third Civilization who migrated to the newly emerged continent of Nevareth had to fight against six clans that constantly attacked them and endure harsh natural environments. Naturally, their way of life changed drastically from what they once knew. They named this era the Battle Age to represent their struggle for survival.

During the Exodus, survivors of the Third Civilization hid in some underwater colonies via shuttles and later settled on the newly formed continent after the catastrophe ended. However, due to massive magnetic storms that destroyed all electronic devices, they could not determine their exact location. Thus, they were unaware that parts of the Third Civilization’s continent still remained. As the Fourth Civilization developed, they discovered that the remnants in the world were from ancient civilizations, but they could not distinguish whether they belonged to the Honorable Age or the Lost Age.

2.Formation of the Fourth Civilization

The Fourth Civilization was practically free from the intervention of “Him” (The Beholder).

  • A.D. 2089 The Seal and the Nevareth Exodus

      Year 1 of the Sage Era

  • A.S. 0 The First Nevareth Continental Council (NCC) established
  • A.S. 101 Tower of Sages publishes the first encyclopedia
  • A.S. 310 Proposal for standardizing emblems submitted to NCC
  • A.S. 320 NCC completes emblem standardization and enacts related laws
  • A.S. 372 Vedas gains independence from Colony
  • A.S. 380 Vedas officially recognized as a polis by NCC. Nine Polis confirmed
  • A.S. 680 First branch of the Tower of Sages constructed
  • A.S. 712 Branch relocated to Judin, becoming the predecessor of the Outer Tower Headquarters
  • A.S. 853 Encyclopedia 18th Edition published
  • A.S. 870 First edition of “The Mysterious Metal Clan” published
  • A.S. 952 Publication of “Origin of Mutants”
  • A.S. 961 Monster Research Institute publishes “Undead Clan – Myths and Legends” 5th Edition
  • A.S. 973 Encyclopedia 19th Edition published
  • A.S. 999,7 Volcanic activity resumes on Exilian Island
  • A.S. 999,8 Holy War convened by the Tower of Sages


Nevareth, the cradle of the Fourth Civilization, was in a dire state.
Massive tsunamis and abnormal weather caused by the destruction of the Third Civilization twisted the Earth’s crust. Continental subsidence and seafloor uplift occurred irregularly. During this upheaval, most of the Third Civilization’s inhabited lands sank beneath the sea. As a result, the new continent of Nevareth was formed from a mix of the sunken lands of the First Civilization, parts of the Third Civilization that did not submerge, and remnants of the Third Civilization’s underwater colonies.
In other words, Nevareth contains buried remnants of the First, Second, and Third Civilizations.
However, traces of the Second Civilization are virtually nonexistent because they focused on spiritual rather than material development. Thus, only the legacies of the ultra-ancient First Civilization and the transcendental science-based Third Civilization remain in Nevareth.

Sage Era

1.Overview

A calendar system starting from the point when humanity settled on the three continents of Nevareth after the Great Catastrophe. It originated as the Sage Calendar, created by the first Seven Sages to honor their master, Saint Valentine, the Sage of Sages who sealed the demon. Later, with significant support from the Tower of Sages, the leaders who built cities expressed their gratitude to the Seven Sages by officially adopting the name “Sage Era” at the Nevareth Continental Council.

🧩Organizations

Tower of Sages

1.Overview

On the other side of the world
Three continents rising from the sea
Now that everything of the ancient civilization has vanished
A new human history begins there

The Tower of Sages
Gave humanity the knowledge needed for a new history
And two powers to protect them from monsters

The power of “Ki” wielded through the sword made humans fearless of monsters
And the power of “Mana” to dominate nature reversed the positions of humans and monsters.

Humans, though they lost their glorious civilization,
Were guaranteed a chance to rise again in peace and stability.

People spread across the three continents
Expanding their domains with these two powers

Developing distinct cultures
And quickly adapting to the new world

Thus ended a thousand years of limited peace.


After the Seal, the tower built in the land of ice to guard it was the beginning.
Starting with the first Seven Sages enabling humanity to settle on the three continents and form city-states,
Each era’s Seven Sages protected humanity from danger and spread power, knowledge, and technology, holding the position of spiritual leaders.
The Sages do not intervene in national politics but are undeniably the supreme authority in Nevareth.
Since establishing a branch on the Midreth continent in Sage Era 680, the organization has expanded, and now branches exist in all major cities.
Despite its name, the Tower of Sages is not an actual tower; its internal organization is simply referred to as “floors.” Each branch manager is called a “Floor Master.” The tower in the land of ice where the Seven Sages reside is called the 7th Floor, and only a select few may access it.
They also produce and distribute books about Nevareth. The 4th Floor Cultural Department compiles the encyclopedia, first published in Year 101, and revised 19 times over 120 years, with new content added in each edition.
After defeating the Demon King, the Tower of Sages was dissolved.

2.Organizational Structure of the Tower

  1. 7th Floor: The true Tower of Sages. Located in the land of ice to guard the demon’s seal, where the Seven Sages reside. Only the Floor Master of the 6th Floor may access it besides the Seven Sages.
  2. 6th Floor: The headquarters of the Outer Tower. Initially established in Hellenia in 680, it moved to Judin, the center of Nevareth, in 712 as the organization grew. Oversees all Outer Tower operations, though its independent functions remain unknown.
  3. 5th Floor: Continental branches of the Outer Tower: Liber in Pastur, Hellenia in Midreth, and Judin in Huan (shared with the 6th Floor). Supervises all sub-branches on each continent and independently manages departments related to ancient history.
  4. 4th Floor: Polis branches of the Outer Tower, located in all nine major cities. In Judin, the 6th and 5th Floors are in the main building on the outskirts, while the 4th Floor is in an annex next to City Hall. Maintains close ties with city governments and oversees sub-branches within the polis jurisdiction. Handles all academic matters except ancient history.
  5. 3rd Floor: Located in nine major cities, academies, or colonies near monster frontiers. Responsible for combat-related abilities. Transfers authorized ability-related information from upper floors to city academies and civilians, and manages monster data.
  6. 2nd Floor: Located in major colonies, with one officer assigned to each. Handles matters related to citizens’ daily life and economy.
  7. 1st Floor: Present in all colonies, responsible for collecting information requested by upper floors and handling public petitions regarding the Tower.


3.Terms of the Tower of Sages

  1. Seven Sages: The rulers of the Tower and its highest decision-making body.
  2. Floor Master: Six Floor Masters from the 6th to 1st Floors, each the top authority of their floor. The 6th Floor Master is called the 8th Sage.
  3. Inner Tower: Another term for the 7th Floor, contrasting with the Outer Tower.
  4. Outer Tower: Refers collectively to Floors 1 through 6, the part of the organization interacting with the Nevareth continent.
  5. Outer Tower Council: The highest decision-making body of the entire Outer Tower.

Floor Master

1.Overview

Refers to the managers of each branch of the Tower of Sages.
There are six Floor Masters from the 6th to 1st Floors, each the top authority of their floor.
Due to this role, the 6th Floor Master is also called the 8th Sage.

Sage

1.Overview
Generally refers to the Seven Sages of the Tower, but the title is not exclusive to them.
As academies in each city grew, many outstanding individuals emerged. People began calling these exceptional figures “Sages,” so to distinguish them from the Seven Sages, the term “Master Sage” is sometimes used. The 6th Floor Master of the Tower of Sages is also called the 8th Sage.

Nevareth Continental Council

1.Overview

The decision-making body (Nevareth Continental Council, NCC) where all city-states and Sages dispatched from the Tower gather, or the meeting itself. The first NCC was held in Judin on the Huan continent the year after eight settlement cities were founded, attended by the leaders of the eight cities and one of the Seven Sages (identity unknown).
At that time, it was not yet called the Nevareth Continental Council, but this initial meeting led to the creation of the official NCC, where the leaders of the eight cities would meet every ten years to resolve pan-human issues. After Vedas gained independence from a colony in 372 and was recognized as a polis in 380, the nine polis became the core of the NCC, continuing to this day.
The main resolutions of the first NCC were as follows:

  1. Establish a new calendar system: abolish the Ancient Calendar and adopt the Sage Era (starting from the year Saint Valentine sealed the Demon King).
  2. Grant the title “Saint” to Valentine, the master of the Seven Sages.
  3. Standardize currency and units of measurement.
  4. Adopt a city-based autonomous governance system.
  5. Maintain a principle of non-interference in other cities’ internal affairs.
  6. Strengthen cooperation against humanity’s enemies.
  7. Hold the same decision-making meeting every ten years, named “Nevareth Continental Council,” rotating among the eight cities.


However, the Seven Sages only attended the first two NCC meetings. At the second, they declared they would no longer participate in city policies, would retreat to the land of ice to guard the Seal, and that their successors would continue to provide support.

Capella Federation

1.Overview

The faction of Sage Capella on the Pastur continent.
Sage Capella aims to create an equal society where all Nevarethians receive fair results for their efforts. Supporters gathered around Capella to form this faction.

The Capella Federation advocates distributing the Sages’ legacy to the public and rejects outdated traditions. They claim the privileged Tower of Sages is no longer necessary and that Nevareth should become a society of equality.

To achieve this, they believe information controlled by the Tower and the polis must be disclosed to the public. If everyone can freely use Force, the privileged class will disappear. In short, the Capella Federation focuses on efficient distribution and sharing of resources and wealth.

Procyon Alliance

1.Overview

The faction of Sage Procyon on the Huan continent.
Sage Procyon argues that society should be led by a single, most powerful leader. He also insists that the Sages’ legacy should be used to create this supreme leader—a unified government ruled by one Sage.

Supporters believe that under the strong leadership of an exceptional ruler, everyone can prosper. Unlike Capella, Procyon believes the Tower of Sages should not be abolished but inherited.

Academy

1.Overview

Educational institutions that exist in each nation. They are divided into the Faculty of Liberal Arts, the Faculty of Practical Studies, and the Faculty of Combat.
Each faculty offers beginner and advanced courses: the Faculty of Liberal Arts teaches humanities and natural sciences, the Faculty of Practical Studies covers engineering and accounting, and the Faculty of Combat teaches magic and swordsmanship.
Additionally, research institutes exist as higher-level structures above the faculties, but unlike the faculties, these institutes belong to the 4th Floor of the Tower of Sages.

Guilds

1.Overview

Alliances of various professional fields. Their names are believed to be borrowed from ancient knowledge.
Examples include the Mage Guild, the Information Guild, and the Thieves’ Guild.

2.Types of Guilds

  • **Merchant Guild:** An alliance to protect the interests of merchants in each polis or colony. Some operate on a single colony level, while others influence multiple polis. Representative guilds include [examples].
  • **Mage Guild**[1] (The Truth Seeker): While a few selected mages affiliated with the Tower of Sages conducted research in academy laboratories, most mages could not. These independent mages gathered to study magic, forming what is now the Mage Guild. Initially, their level was far below that of the academies, but today they are nearly equal in capability.
  • **Information Guild (The Association of Information Agents):** Despite its name, this is essentially a Thieves’ Guild. The Tower of Sages, which had always advanced Nevareth under strict control, could not avoid human error, leading to the emergence of discontented and marginalized groups. Unable to express their will and desires through legitimate means, they turned to underground activities, the most notable being theft. From those driven to steal by poverty, to those ostracized by society or ruined by misfortune, these individuals banded together for mutual benefit, eventually forming a powerful organization. Today’s Thieves’ Guild operates under strict secrecy to achieve its goals and, though unofficial, is one of the most influential groups that even the polis and the Tower of Sages cannot easily handle. Officially, it is called the “Information Guild” and is nominally defined as a provider of intelligence.
  • **Mercenaries:** Originally, individuals who sought freedom and helped others during adventures in exchange for rewards. Over time, this became professionalized, referring to those who accept payment to complete clients’ requests. Due to the inherent dangers, many aspiring warriors join as mercenaries for training. The guild manages lists of mercenary groups and independent mercenaries, facilitates contracts, and provides information. To operate effectively, it maintains branches across the continent.
  • **Mercenary Groups:** Formed by mercenaries who realized the limitations of working alone or in small teams and organized under common goals. Groups range from a few members to over a thousand. Among them, the two largest groups wield significant political influence. The Mercenary Guild is managed collectively by members drawn from these top groups, known as the “Top 10 Mercenary Groups.”
  • **Treasure Hunter Guild (The Chasers of Ancient Legacy):** Over a thousand years have passed since the fall of the ancient civilization and the rise of Nevareth’s new civilization with the help of the Tower of Sages, yet the ancient world remains shrouded in mystery despite scholars’ lifelong efforts. Occasionally discovered relics captivate people with their wonder and mystery. Many adventurers, driven by dreams of wealth or power, spent their lives searching for these ancient legacies, earning the name “Treasure Hunters.” Initially, these hunters perished chasing uncertain rumors, but eventually, they began sharing information and techniques, forming the Treasure Hunter Guild—a group specializing in the exploration and excavation of ancient relics. They are often sponsored by wealthy patrons and sometimes take on requests from the Tower of Sages or polis.
  • **Adventurer Guild (The Romance of Expedition):** A gathering of explorers seeking to venture into the open seas.
  • **Hunter Guild (Hunter’s Guild Association):** A symbolic organization representing hunters across all continents. In reality, the highest-level organizations are the hunter guilds in the nine polis. Today, in Sage Era Year 900+, hunters wield significant influence, with offices not only in every polis but also in many colonies.



  1. Eventually came under the control of Prometheus.



🌍Geography

Nevareth

1.Overview

Nevareth consists of three massive continents, two seas between them, and is surrounded by the Outer Ocean to the north and south. However, even in Sage Era Year 973, the world map of Nevareth remains incomplete due to the limitations of current exploration and observation equipment.

Pastur Continent

1.Overview

One of the three continents under the influence of Sage Capella, one of the Three Sages leading the continents.
Located west of the Frarcia Sea, the largest sea surrounding Nevareth, Pastur is the second-largest of the three continents. The Spine Mountains run north to south through its center. Northeast of the mountains lies the Nostalgia Forest, while the Areshand River flows westward into the Senia Sea.
At the northern end near the Nostalgia Forest is the polis Industria. At the southern tip of the Spine Mountains lies the polis Mordens, and southeast of the Nostalgia Forest along the Frarcia Sea coast is the polis Liber. The southern region has a humid temperate climate, while the north is a mix of temperate and subarctic zones. Strangely, the Nostalgia Forest near Industria is a hot tropical jungle. Mordens in the south is relatively warm and, due to frequent exchanges along the archipelago connecting to the polis Esca on the Huan continent, has been heavily influenced by Huan culture. Clothing styles evolved toward looser garments over time.

Midreth Continent

1.Overview

One of the three continents under the influence of Sage Pollux, one of the Three Sages.
Midreth is the smallest of the three continents. The Vahour Mountains dominate its center, with the Rastear River flowing from them into the Frarcia Sea. North of the river lies the polis Hellenia, and south lies the polis Hebrat. The Morcia Strait separates the southern tip of Midreth from the Huan continent.

Huan Continent

1.Overview

One of the three continents under the influence of Sage Procyon, one of the Three Sages.
Huan is the largest continent in Nevareth, located southeast of the Frarcia Sea. The Engreef Mountains run through its center, with the polis Medinac to the north, Vedas to the east, Judin to the west, and Esca to the southwest.

Frarcia Sea

1.Overview

The Frarcia Sea lies at the center of the three continents and is commonly referred to as the Inner Sea.

Morcia Sea

1.Overview

The Morcia Sea (Morcia Strait) lies between the southern tip of Midreth Continent and the northern tip of Huan Continent.

Senia Sea

1.Overview

The Senia Sea lies west of Pastur and east of Midreth. (Traveling west from Pastur leads to the east coast of Midreth.)
However, it is an extremely treacherous sea, making safe navigation impossible with current maritime technology. Since Midreth and Pastur are already connected via the Frarcia Sea, no one risks opening a route through this perilous sea, leaving it effectively abandoned.
Rumors persist among hunters (Treasure Hunters or Legacy Hunters) that a continent sank here during the Great Catastrophe, but this has never been confirmed.

The Demon Sea

1.Overview

Sailing north from the three continents leads to a region where compasses fail to function properly.
This area is called the Demon Sea or the Cursed Waters.
Beyond this lies the Ice Land, where the Demon King is sealed.
At the southern edge of this cursed region lies Exilian Island.

Exilian Island

1.Overview

Between the “Pastur Continent” and the “Midreth Continent” lies the “Cursed Ice Waters.”
There exists an island called “Exilian,” known as the Island of Monsters.

Though not small, the island is hard to reach due to rough seas,
and its harsh environment has kept humans away, leaving it to monsters.

On the last day of the millennium,
a volcanic eruption occurred there.

At the same time, all enemies of mankind grew stronger,
no longer fearing humans and rampaging freely.

People, trembling with fear, turned to the Tower of Sages.
The Tower, humanity’s spiritual refuge for a thousand years,
declared the eruption a sign that one of the six keys to breaking the Demon’s Seal had appeared.

For the first time in a millennium, humans set foot on Exilian Island,
establishing an outpost with the help of the nearby polis Industria to begin investigations.

The Tower of Sages proclaimed a holy war to prevent the Demon’s resurrection.

Heroes from all three continents gathered.


Exilian Island lies in the Cursed Ice Waters between Pastur and Midreth Continent, near the trade route connecting Hellenia and Industria. Known as the Island of Monsters, it remains a perilous place.

2.History

Exilian Island is the only island discovered so far in the Demon Sea. Roughly 1/15 the size of Pastur, it is difficult to approach due to violent seas, harsh conditions, and the presence of many monsters.

Black volcanic ash and lava from the Exilian Crater shroud the island in a dark mist. Its monsters, treacherous reefs, and violent storms make sailors dread the area. According to frequent travelers, “There, beasts soar through the skies, sea monsters swallow ships, and all hate the approach of man.”
The island was first recorded in the journal of a captain who explored the surrounding waters. His account ends with a description of volcanic eruptions, tsunamis, and desperate battles against monsters after his shipwreck.

The journal, found on the shores of Industria, was delivered to the Tower of Sages, which soon initiated plans to build a combat colony on Exilian for research on the Demon Sea and its beasts. However, reaching the island proved difficult, costing many lives before a safe zone called Port Lux was finally secured.

This marked the first human settlement on Exilian and the beginning of endless conflict. On the last day of the millennium, another volcanic eruption occurred. The Tower of Sages declared it a sign that one of the six keys to breaking the Demon’s Seal had appeared and proclaimed a holy war to prevent the Demon’s resurrection.

The Sealed Ground

1.Overview

Also called the Sealed Ground or the Ice Land.
The place where the Demon King Prometheus was sealed by Saint Valentine, and where Valentine fell. The Tower of Sages, built by his disciples, the Seven Sages, to guard the Seal, is also said to stand here. However, only the Seven Sages and the 6th Floor Master have ever set foot there.

According to stories from the Tower, the land is entirely ice, devoid of grass or trees. Overflowing with demonic energy, the monsters there are said to be far stronger than those on the continents.

Other Regions

1.Overview

Various terrains of Nevareth.

2.Mountains and Rivers

  • Engreef Mountains (Mts. Engreef): Said by armor merchant Dion to be the largest habitat of the Phantasmal Clan.
  • Vahour Mountains (Mts. Vahour)
  • Spine Mountains (Mts. Spine)
  • Rastear River (Riv. Rastear)
  • Sainteye River (Riv. Sainteye)
  • Areshand River (Riv. Areshand)

3.Other Areas

  • Desert Palace
  • Nostalgia Forest
  • Hodden Forest
  • Breath Sea
  • Mermaid Coast
  • Saint Valentine Academy

Senilinia Continent

1.Overview

A land with a long history of peace, now suffering from conflict.

2.History

Before the arrival of Nevarethians, the people of Senilinia were shepherds cultivating pastures and scholars studying the continent’s flora. The southern and northern regions were originally lands of guardians, while humans lived in the central grasslands.

Senilinia’s animals are unique, with leaders living for centuries, predating humans. In contrast, the people of Senilinia were too weak to confront them. Thus, they made a pact with the animals to respect each other’s territories, known as the Pact of Balance.

This peace ended with the arrival of Nevarethians. They conducted suspicious experiments at the Senia Tower, causing the continent to warp.

The once-cold south became warm, while the warm north turned cold. Guardians left the south, and human settlements were destroyed. The people of Senilinia migrated north or south, following Sage Capella or Sage Procyon.

Now they debate whether to return to the old ways and uphold the Pact of Balance or forge a new relationship with the guardians in this new era.

🏙Polis

1.Overview

After the Great Catastrophe, the Seven Sages led the remaining survivors to settle across the three continents. Over time, these groups formed city-states, and leaders emerged. Each continent has a branch of the Tower of Sages, and the mayors of the polis follow the sages who lead their respective continents.
These sages are the ones among the Seven Sages who remain closest to the common people, and unless changed for special reasons, the original sages’ positions are passed down through generations. Procyon of the Huan continent, Capella of the Pastur continent, and Pollux of the Midreth continent—these three sages, compared to the other four, have a more political and pragmatic image.

2.The Eight Settler’s Cities

The Nevareth Frontier pioneers spread along the Frarcia Sea coast and eventually built the first eight cities. It is puzzling that in an unknown world full of dangers, a population of barely ten thousand scattered into eight cities, but surely this was not done without reason. It is believed that the Seven Sages orchestrated this distribution.
The first eight cities were Esca, Judin, and Medinac on the Huan continent; Hebrat and Hellenia on the Midreth continent; and Industria, Liber, and Mordens on the Pastur continent. Later, Vedas was officially recognized as a polis by the NCC.

3.Political System and Military of the Polis

Polis are governed by a mayor and a council, while colonies are governed by governors. Each polis also maintains its own standing army, which rarely leaves its polis or its subordinate colonies.
Another group is the Paladins. While the standing army was deliberately created to protect humans and their settlements, Paladins originated from individuals seeking to enhance their personal strength. Unlike today’s relatively stable Nevareth, early settlers had to defend their own lives. Among them, some went beyond self-defense, training in swordsmanship and studying magic to become stronger. These individuals were called Paladins.
The term “Paladin” is said to come from the name of a hero in the ancient civilization. In those times, it referred to warriors of exceptional skill and strong convictions who valued honor and self-discipline. Though they did not directly contribute to societal governance or development, their strength made them vital to those still threatened by monsters.
The third group is the Hunters. Since the limited standing armies struggled even to defend the polis, travelers and merchants moving between cities often hired Hunters for protection against monsters. Over time, their numbers grew, and some began to cultivate strength as a livelihood, forming organized groups. To distinguish them from Paladins, people began calling them Hunters.

Esca

1.Overview

An island located in the southwest of the Huan continent.
It is larger than the nearby polis Vedas to the northeast. With abundant sunlight and rainfall, it is covered in dense forests. Though hot, it is not unbearably so, and its rich seafood and marine resources attract many migrants from other polis.

Judin

1.Overview

Home to both the 5th Floor branch and the 6th Floor headquarters of the Outer Tower, Judin is the undisputed center of all three continents.
Some Tower of Sages academies in Judin house institutions that study ancient history, including the Honorable Age and the Lost Age[1].
However, these academies enforce strict information control, ensuring no ancient history materials leave their research facilities. This policy has sparked strong opposition among intellectuals and the public, but Judin’s mayor supports the academies, repeatedly stating, “We only follow the instructions of Sage Procyon.”
Water scarcity has long caused disputes with the nearby polis Medinac over water resources. Though the Tower of Sages has mediated to prevent major bloodshed, tensions between the two cities remain high.


  1. Some claim they have uncovered eras even earlier, but both the Tower of Sages and the polis Judin maintain strict secrecy, leaving the truth unknown.



Medinac

1.Overview

Located in the north of the Huan continent, Medinac is hot and dry, similar to Esca. It has high sunlight and low rainfall, with the Hodden Forest of deciduous trees providing timber traded across the continent.
Since ancient times, Medinac’s people have ventured into the open seas for exploration and fishing, shaping their reputation as “aggressive and fearless.” Frequent disputes with polis Judin over water resources often escalated due to Medinac’s combative nature.

Vedas

1.Overview

A small island at the eastern edge of the Huan continent, historically isolated from external contact. This isolation fostered a unique culture and beautiful natural scenery. However, its small population and the residents’ unwelcoming attitude toward outsiders leave much about it unknown.
Though in a warm region, its climate is comfortable, with adequate rainfall ensuring stability. Its leisure allowed arts such as music and painting to flourish. Most epic poems and literary works about the Honorable Age and the Great Catastrophe originated here.

Hebrat

1.Overview

A port city at the southern tip of Midreth Continent with a relatively mild climate. It thrives on tourism, offering cruises through the Morcia Strait between Huan Continent and Midreth. For large mercenary groups and guilds, ship travel is a cost-effective alternative to expensive warp gates, making it a vital transportation hub. Its bustling markets and active guilds also benefit from the steady flow of goods between continents.

Hellenia

1.Overview

A polis in a cold, snowy region, home to hardy people. To overcome the harsh climate and build resilience, an annual hunting competition is held, with the winner receiving a necklace said to hold the power to control blizzards since ancient times.
This talisman is believed to have been created by the first Sage Pollux to aid the people of Hellenia against the severe cold. Though no records confirm this, and its actual power is unknown, it remains a symbolic heirloom passed down each year.
Hellenia also hosts the 5th Floor branch of the Outer Tower and serves as a base for numerous expeditions to the Outer Ocean, funded by the Tower of Sages.

Industria

1.Overview

The largest polis in northern Pastur, located near the Nostalgia Forest in the continent’s central-east region.
This forest, vast and climatically unstable, claimed many lives during early settlement, earning its name for “weeping in longing for the homeland before the Great Catastrophe.”
The forest contains colossal trees so immense they resemble landmarks, leading some to call it the “Forest of the World Tree.”
Its vegetation is bizarrely diverse: coniferous forests in one area give way to broadleaf forests and even tropical jungles nearby. Unable to establish stable settlements within the forest, settlers expanded outward, causing Industria to grow into a major polis.

Liber

1.Overview

Sage Capella, among the Seven Sages, was the most passionate about scholarly pursuits. In his spirit, Liber became a hub for knowledge, gathering information from all continents and polis to develop its intellectual industry.
Overflowing with the latest books and visiting scholars, Liber is the most desired polis for Nevarethians who value education. Its prestigious academies operate actively, with some so popular that applicants wait years for admission.
As the site of the Outer Tower’s 5th Floor continental branch, Liber also runs independent departments on ancient history, though their resources pale compared to Judin’s tightly controlled archives. Rumors suggest that rare ancient history materials, unavailable even in Judin, have recently surfaced here through secret channels.
Though some adventurers dismiss Liber as dull, they often visit to acquire new information, proving the saying: “The city itself is a vast library of knowledge.”

Mordens

1.Overview

Home to Nevareth’s second-largest merchant guild.
Bustling with travelers, Mordens is lively but prone to incidents. Its mild climate and lack of major natural barriers make travel between the polis and its colonies easy. Recently, however, strange events have occurred: rumors of a cartel lobbying to monopolize military supplies for the Huan continent have sparked internal power struggles within the guild.

🧬Clans

The Six Clans

1.Overview

Most monsters appeared around the time of the Great Catastrophe, but how they emerged remains unknown. The widely accepted explanation is simply that they “appeared with the Demon’s Descent.”
Nevareth’s monsters are broadly categorized into six types: Dark, Metal, Mutant, Undead, Plant, and Phantasmal. These categories are for convenience and do not represent strict scientific classifications.

2.Origins

They are remnants of past civilizations. All Undead Clan members originate from the First Civilization, cursed to wander without rest until granted permission by the master of ASC for daring to trespass into the realms of life and soul. All demons and Dark Clan members are corrupted beings from the Second Civilization. Phantasmal, Plant, Metal, and Chimera-Mutant clans were weapons created by the First Civilization.

3.The Six Clans’ Plan

When Faust sealed his own power, the Core shattered into seven fragments. Faust retained one, while the remaining six were absorbed by the six clans. However, the sealed fragment was the most powerful, influencing the others.

The fragments gave the clans strength to break free from the Core’s dominion, but the power was incomplete due to Faust’s seal. Many perished during absorption and escape; weaker beings were annihilated, and those lacking willpower became mindless lower monsters. Even high-ranking entities lost much of their former might.

With only residual power, they could not easily oppose Nevarethians, who inherited some legacies of the Honorable Age. Thus, the six clans spent ages recovering their strength, eventually reaching a stalemate as humans grew stronger too.

The highest-ranking beings who absorbed the fragments gradually learned the knowledge within them, realizing they must never lose the Core—and that a seventh fragment existed. Possessing it would render conflict with humans meaningless. The clans waited for the seventh fragment to surface and for all seals, except the bond of subjugation, to break.

4.The Seventh Fragment Emerges

At last, the seventh fragment’s presence was felt when Patron completed the first awakening, breaking the seal.

The leaders of all six clans sensed it and felt their restricted power return significantly. Overnight, all monsters grew several times stronger. They instinctively understood—through the fragment’s knowledge—that the seventh fragment was the key to ultimate power, and whoever claimed it would rule all monsters. The fragile balance between clans could shatter at any moment. Each clan began maneuvering to seize the fragment while keeping others in check.

They also sought to exploit human society, each in their own way:

  • Undead: Seizing control of the Thieves’ Guild, increasing zombie numbers.
  • Dark: Spreading cults.
  • Metal: Enhancing abilities, developing new weapons, deploying reconnaissance units across Nevareth.
  • Mutant: Merging entities, absorbing other lifeforms, evolving into advanced mutants.
  • Plant: Spreading parasitic flora to control animals, monsters, and humans.
  • Phantasmal: Using infiltrated lycanthropes to dominate the Treasure Hunter Guild.

Dark Clan

1.Overview

Official name: Apostles of the Dark Clan.

The Dark Clan currently poses the greatest threat to Nevareth. They are the most widespread across the continent. According to Great Catastrophe legends, they appeared on the fourth day, using cunning and magic to sow discord among humans. Their intelligence and magical prowess are formidable.

Not all Dark Clan members share such abilities. Lower ranks have childlike intelligence, and their beasts (magical creatures) possess only animal-level cognition. However, higher-ranking Dark Clan beings surpass humans in intellect and magical skill.

Their origins remain highly mysterious.

Their blue or black blood suggests a separate evolutionary path from humans and other animals. Unlike the Undead Clan, no traces of them exist before the Great Catastrophe.

Nor do they fit theories like the Metal Clan being artificial creations of ancient civilizations. While some speculate that ancient humans engineered lifeforms, such theories usually apply to Mutant or Plant Clans. Thus, many doubt whether ancient humans could have created such beings. Some even propose unverifiable theories that the Dark Clan hails from another dimension.

Scholars pursuing this theory claim the Dark Clan originates from a realm called the “Demon World” and that ancient grimoires contain rituals to open its gates and summon these beings. The Tower of Sages has neither confirmed nor replicated such summoning experiments.

2.Origins

All demons and Dark Clan members arose from the Second Civilization. They were those who abused power for selfish desires, corrupted and cursed to wear the guise of beasts as punishment for betraying humanity’s path.

Metal Clan

1.Overview

Official name: Apostles of the Metal Clan.
Believed to have been perfected during the Lost Age or earlier, they reportedly cooperated with Valentine and executed his commands for their own purposes.

These beings are entirely metallic. Though not truly alive, they exhibit “will,” as confirmed through arduous capture and observation studies.

Said to have appeared on the third day of the Great Catastrophe, the Metal Clan leaves no trace in any known records or ruins of ancient civilizations predating the catastrophe.

Some researchers hypothesize they came from beyond Nevareth’s Outer Ocean, but this theory falters since their numbers remain high despite constant destruction. Others suggest the Great Catastrophe was a war among ancient humans who lost control of their weapons.

Current theories propose that ruins of ancient civilizations still exist in unexplored regions, continuing to produce these weapons. However, studies confirm that while Metal Clan units can self-repair, they cannot reproduce.

Being made of metal and machinery, they resist conventional weapons but are vulnerable to electrical attacks (with exceptions).

2.Origins

All Metal Clan members were war machines created by the First Civilization.

Mutant Clan

1.Overview

Official name: Apostles of the Mutant Clan (Mutant-Chimera Clan).

According to legend, these monsters appeared on the first day of the Great Catastrophe, believed to be existing animals turned feral.

The exact species that mutated remains uncertain, though their forms suggest links to specific original species. Mutation patterns lack consistency; weaker originals sometimes produce stronger mutants, and multiple variants can arise from one species.

Besides pure mutants, there are Chimera Clans—hybrids combining traits of multiple monsters or animals. No evidence of reproduction exists, as no juvenile forms have been observed. Unlike mutants, which maintain territories, chimeras lack fixed habitats and appear unpredictably.

Despite these differences, both are grouped together due to their animalistic hybrid forms.

Nevareth also hosts ordinary beasts, which rarely attack humans and pose minimal danger compared to monsters. Even the strongest animals are only as dangerous as low-tier monsters (with rare exceptions).

Many animals perished during the Great Catastrophe, and survivors underwent drastic changes due to environmental upheaval, producing dangerous mutants classified as the Mutant Clan.

2.Origins

All Mutant Clan members were war beasts engineered by the First Civilization.

Undead Clan

1.Overview

Official name: Apostles of the Undead Clan.
During the Honorable Age, the Undead Clan existed only in myths and legends—until the second day of the Great Catastrophe, when they appeared before humanity.

They are beings in a state of “death,” not life, and are infamous for their universal hostility toward all living things.

Undead fall into two main types: those with physical bodies and those existing solely as spirits (astral forms). The latter are generally stronger, though exceptions like liches—corporeal beings with immense magical power—exist.

Spirit-type undead cannot be harmed by normal weapons and drain life energy upon contact. Liches are feared for their intelligence and mastery of magic.

2.Origins

All Undead Clan members originated from the First Civilization. For trespassing into the realms of life and soul, they were cursed to wander until absolved by the master of ASC. Once rulers over the other clans, they were reduced to equals after the civilization’s purification.

Plant Clan

1.Overview

Official name: Apostles of the Plant Clan.
No records mention them during the Great Catastrophe; they were discovered later as humans expanded across Nevareth. They inhabit forests, jungles, and swamps, with some species surviving even in deserts and rocky mountains.

Plant Clan monsters resemble “moving plants,” more precisely defined as “carnivorous plant-like creatures that metabolize by hunting other organisms.”

Some remain rooted, using branches to capture prey, while others move using root-like limbs. They are generally weak to fire and feed on bodily fluids.

Theories linking them to ancient civilizations gain traction as research progresses, though the “Demon Descent Theory” remains dominant.

The Plant Clan Queen resides on the first basement level of Altar of Siena.

2.Origins

All Plant Clan members were bio-weapons created by the First Civilization.

Phantasmal Clan

1.Overview

Official name: Apostles of the Phantasmal Clan.
This category includes aberrant beings that do not fit the other five groups. Though less overtly hostile than the Dark Clan, they are equally dangerous.

Their classification is ambiguous, generally defined as “beings referenced in ancient records but not clearly assignable to other clans.”

Two main theories explain their origin: remnants of ancient civilizations or entities summoned from another dimension. Neither theory is verifiable due to scarce records and lack of experimental evidence. What is certain is that they existed in Nevareth before humanity’s arrival.

2.Origins

All Phantasmal Clan members were war constructs created by the First Civilization.

⚔️Colonies

1.Overview

Before humanity settled in Nevareth, monsters roamed everywhere. People fought endlessly to secure habitable zones, but even when monsters were slain, more would appear. Time and again, spatial rifts opened, releasing new monsters.
Eventually, humans discovered certain areas where such phenomena (Monster Spawns) did not occur and began settling there. From then on, they searched for more spawn-free zones to expand their territory, developing colonies in the process.

2.Types of Colonies

  • **Habitation Colony**
  • **Production Colony**
  • **Battle Colony:** Located on the outermost borders of each polis territory, these colonies defend against incursions from Evil Zones (魔領). Even after nearly a thousand years since the Nevareth Exodus, over 70% of the land remains unexplored or under monster control. Life in these colonies is harsher than death itself. Some polis originated from such colonies. Currently, Port Lux is the only fully established battle colony, while others are still under construction amid fierce battles. These colonies serve as both forward bases for Nevareth’s expansion and the last line of defense against monsters.
  • **Special Battle Colony:** In Sage Era Year 890, shortly before Year 900, the Nevareth Continental Council (NCC) received a message from the Tower of Sages requesting the establishment of monitoring colonies in certain high-risk areas. The Nevareth Academy Alliance instructed nearby polis to build these colonies and dispatched officers, instructors, and defense forces to train warriors and strengthen local defenses. Initially, these colonies recruited and trained new warriors, but as no major threats emerged, they became little more than training camps. With the crisis downgraded, polis reduced supplies, leaving these colonies as minimal outposts and hunter bases. Three such colonies were built—one in the extreme northeast of Midreth, one in the scorching Desert Palace south of Huan near Esca, and one deep in the jungle north of Liber in Pastur.

Special Battle Colony No.1

1.Overview

A battle colony northeast of polis Hellenia.
Official name: “Polis Hellenia Special Battle Colony No.1.” Commonly called “Bloody Ice” for its brutal cold.

2.Environment

Not a completely new settlement, it grew around a small mining village. When the Tower of Sages inspected it in Year 890, they found an abandoned village and machines running without operators.

With no signs of imminent danger, the colony now hosts moderate monster activity, serving mainly as a training ground for recruits and a base for monster hunters. Mining has ceased entirely.

North of the village lies the old mine, northwest is a snowy conifer forest, and northeast is a deadly ice field. Scattered (though risky) safe zones and camps exist. Houses are built from thick logs, remnants of the original settlement.

Despite lethal cold and monsters, the pristine snowy landscape attracts adventurers seeking exploration.

3.Other Notes

Due to poor transport and scarce supplies, even Hellenia-style clothing is hard to obtain. Most residents fashion winter gear from animal hides and fur. Because of strong monsters, armored suits are essential daily wear.

Special Battle Colony No.2

1.Overview

A special battle colony in the southern desert of polis Judin.
Official name: “Polis Judin Special Battle Colony No.2.”

2.Environment

Its desolation and scorching heat earned it the name “Desert Scream,” after the desert winds. Built around a massive oasis called the Desert Palace, the area was once a seabed. Beyond the oasis, only dunes and monsters stretch endlessly, making survival a test of willpower.

Despite the harshness, the region’s vast salt flats and high-quality salt have long attracted travelers. It also hosted Oil Field No.5 under Polis Judin’s 13th Resource Colony, though it was abandoned decades ago and now serves as a burial ground.

3.Other Notes

Ancient ruins were discovered near Desert Scream, but due to monster threats, full-scale excavation has yet to begin. The ruins include enigmatic stone structures, statues, and altar-like formations.

Local attire follows Huan styles, but most residents wear martial suits as everyday clothing for protection against monsters.

Special Battle Colony No.3

1.Overview

A special battle colony in the central-eastern region of Pastur Continent.
Official name: “Polis Industria Special Battle Colony No.3.”

2.Environment

Located in the Nostalgia Forest (also called the Forest of the World Tree), this colony sits in a sweltering jungle. People call it “Green Despair,” originally the name of a deadly jungle disease. Chronicles of Nevareth often mention this illness when describing expeditions into the great forest. One recruit famously said upon recovery, “Even Green Despair is nothing compared to this brutal training.”

A massive river and its tributaries snake through the forest like veins. Explorers found traces of old settlements along these waterways, now overrun by monsters. The colony itself is surrounded by such ruins.

Notable features include the “Red Jungle,” a lifeless expanse of crimson soil, twisted plants, and monstrous insects, and the “Young World Trees,” enormous trees believed to be related to the mythical World Tree.

3.Other Notes

Clothing here is lighter and shorter than Industria’s traditional styles. Initially imported, garments are now locally produced as traffic to the colony increases.

Port Lux Battle Colony

1.Overview

A battle colony built by the Tower of Sages.

2.History

After the battle on Exilian Island, the Tower of Sages launched multiple expeditions to establish a colony there. Eventually, Port Lux was built on the island’s western cliffs, though monster threats kept it sparsely populated.

In Sage Era Year 1000, a new trade route between Hellenia and Industria revitalized navigation near the Demon Sea, turning Port Lux into both a research hub and a key trade outpost.

With increased activity, research on Exilian accelerated, leading to the discovery of a massive ark at the island’s center. Rumors of “ghost sailors” near the ark persist, though unproven.

Reports of multi-legged beasts and other monstrous sightings flood the Tower of Sages Port Lux branch, but no physical evidence has been produced. Monsters on Exilian resemble aquatic demons and are believed to emerge from the volcanic crater.

🧾Lore

🧍Key Characters

Saint Valentine

1.Overview

During the six days of destruction,
when the world trembled in despair,
there was a sage who protected the people with his seven disciples.
On the seventh day, he said to his disciples and the people:
“While the demon rests, I shall go to face him.”
One disciple asked,
“We do not know when he will regain his strength or where he hides. If you leave, who will protect the people?”
The sage replied:
“When he manifested in this world, he knew me, and I knew him. I can stop him, and he fears me. Knowing I protect the world, he seeks to destroy it first, feeding on despair and fear. If not now, we will never have another chance.”
Then he pointed to three disciples and said:
“On the far side of the world, three lands rise from the sea. Lead the people there—they will survive a thousand years.”
To two others, he said:
“Even if the demon falls, his minions will remain. Give the people the power to defend themselves.”
Then, with the remaining two disciples, he departed.


The master of the Seven Sages and founder of the Saint Valentine Academy. Before the Great Catastrophe, he was the greatest sage of the ancient civilization—a brilliant professor of transcendental science and head of his own academy. The Seven Sages of the Tower were his most gifted disciples.
Valentine died sealing the Demon King during the Great Catastrophe. Though he gave his life, he bound the Demon King for a thousand years, proving his power was beyond imagination—even among the ancients. Considering that the Demon King annihilated their civilization, Valentine’s strength was extraordinary. After his death, the Nevareth Continental Council canonized him as “Saint Valentine.”

2.Truth

Valentine’s true identity is Faust.

The Demon King

1.Overview

The architect of the Great Catastrophe, sealed in the Ice Land by Saint Valentine, destined to return when the seal breaks.
According to *The Book of the Beginning*, the first book of Nevareth, written by one of the original Seven Sages, the Demon King possessed power great enough to annihilate an entire civilization alone.
If the record is true, he could transform all beasts into Mutant Clan monsters, command every Undead Clan risen from death, control Metal Clan war machines, and lead the strongest Dark Clan demons. He wielded authority to turn seas into land and land into seas.
It is likely that the remaining two clans—Plant Clan and Phantasmal Clan—also fell under his influence. Some theories claim he was merely a powerful ancient scientist or ruler, but such views are implausible. The Demon King was the most malevolent being in history—the true Demon King.
Before his death, Valentine uttered a prophecy:

The Legacy of the Sage and the Legacy of the Demon.
He who claims the Demon’s Legacy shall become the Demon King,
and he who claims the Sage’s Legacy shall seal the Demon forever.

From these legacies shall rise the Tower of Purification,
whose power will cleanse the freezing continent.

You seven shall preserve the dying land for generations
and guard fragments of both legacies.

The Tower of Purification shall become the Tower of Seals,
a mark to awaken the Demon’s fear,
and a warning for mankind to remain vigilant.


2.Truth

The Great Catastrophe began when Faust awakened ASC’s power. Thus, Faust, Valentine, and the Demon King are the same being.

Faust, the Child of Destiny

1.Overview

Faust was a genius transcendental scientist who completed the Unified Field Theory in the 21st century. Yet, instead of honor, he faced neglect and isolation.

Feeling betrayed by the world, Faust vanished. Some believed the government killed him to protect secrets; others thought he went insane. In truth, Faust assumed the name Valentine and founded an academy with seven disciples in a shabby three-story building. Though mocked, he earned recognition through sheer brilliance.

Then came Prometheus—a group sowing chaos, warning against the abuse of transcendental power, and launching attacks on state institutions. Governments suspected academies, escalating tensions into violent clashes. When Prometheus exposed secret human experiments in government labs, governments denied the claims, branding academies as terrorist collaborators.

Mass protests and brutal crackdowns led to bloodshed and full-scale conflict. Faust, who lost his family to government forces, sided with the academies. Amid global anarchy caused by Prometheus’ terror, Faust personally restored order, earning the title of Sage.

Eventually, Faust uncovered Prometheus’ true nature and the secrets of civilization’s cycles of creation and purification. Though he opposed their ambition to rule the world as gods, he was already entangled in their schemes.

When the “Night of Nightmares” plunged the world into chaos, the Demon King appeared, unleashing six calamities and hordes of monsters. Civilization teetered on the brink of extinction—until Faust sacrificed himself to seal the Demon King. Before the seal, he warned a few disciples:
A thousand years later, when the seal weakens, the Demon King will return, the Six Clans will regain full power, and only united sages and humanity’s new warriors can resist.

2.Truth

Prometheus manipulated Faust into distrusting authority, whispering ideals of “independent power,” “equal opportunity,” and “peace through strength.” Faust, disillusioned, hid his identity and followed their lead, founding an academy to gather and train potential ability users.

Though Faust cooperated with Prometheus, he never shared their vision of domination. When he learned their true goal—to become gods—he tried to break free but was too deeply involved.

Meanwhile, Faust’s awakening of ASC triggered the Great Catastrophe. During the chaos, ASC’s rampage pushed Faust into deeper awakening, granting him forbidden knowledge of the First and Second Civilizations. Realizing the catastrophic future, Faust used the ASC Controller to suppress the rampage and sealed himself with it in a subspace.

3.Fragmentation of the ASC Controller

The clash between ASC and its controller ended in mutual ruin. ASC shattered into seven fragments; six escaped into the world, while the last remained with Faust. The controller was critically damaged, requiring eons to repair. Faust was trapped in subspace with the final fragment.

4.Escape of the Six Clans

The Six Clans, long imprisoned within ASC’s subspace, broke free during Faust’s unconscious rampage, wreaking havoc during the Great Catastrophe. On the seventh day, the seal reasserted itself, dragging them back into subspace. When ASC fragments scattered, their bonds fractured as well.

Though each clan seized a fragment, the seventh remained with Faust, leaving them partially bound. They gained limited freedom and returned to Nevareth.

5.Faust’s Plan

Trapped in subspace and crippled by the immense backlash from the clash between ASC and its controller, Faust faced inevitable death. Yet, having completed his awakening and freed from indoctrination, he perceived the truth. Realizing the six fragments had scattered and the six clans had broken free from subjugation, Faust acted according to the following judgment:

6.Faust’s Objective

Faust believed humanity must reclaim its free will and decide its own destiny, eradicating all forces seeking to control it. To achieve this, ASC, the ASC Controller, the Six Clans, “Him,” and the Prometheus organization had to be eliminated. However, considering the looming threats, Faust resolved to use Prometheus temporarily.

**Prometheus**

Prometheus sought to dominate ASC and its power, driven by dangerously radical ideals. Yet, rebuilding humanity after near-extinction required their resources. Faust planned to leverage their aid while curbing their ambitions. Their secretive nature ensured they would remain in the shadows. He also knew one of his seven disciples had ties to Prometheus but deemed it irrelevant. Faust intended to pit Prometheus against the Six Clans.

**The Six Clans**

Faust understood that while each fragment was weaker than the one he held, two or more combined would surpass even his control. The seventh fragment could not leave subspace; humanity was unprepared for the clans’ full might. Moreover, all fragments resonated with each other—except the one Faust concealed in subspace. Even if the clans grew stronger by merging fragments, recovery from the shock would take time. To stop them, Faust foresaw three options: defeat them individually, await a rightful ASC heir, or employ the ASC Controller.

7.Faust’s Measures

Through ASC, Faust gained near-omniscient foresight. He foresaw Prometheus creating his clone and that upon his death, the seventh fragment would transfer to it. Faust anticipated the clone’s awakening stages and Prometheus’ attempts to control it, so he prepared safeguards. He inscribed messages into ASC to guide the clone during each awakening stage, granting progressively stronger mental defenses. At the final stage, a special message would trigger. The clone was sealed with layered barriers to block resonance with other fragments, which would only lift after sufficient awakening. Meanwhile, the Six Clans would clash among themselves, and Prometheus would obsess over the clone’s awakening—buying time for the Seven Sages. That time was one millennium. After a thousand years, the clone would become his true successor and end everything. Faust also split a portion of the seventh fragment to create an eighth shard for a chosen guardian—a blade to quell chaos if his plan faltered. He shattered the ASC Controller into multiple pieces, scattering them across separate dimensions, leaving clues that revealed each location only after the previous was found. Finally, Faust left instructions for his seven disciples: the disappearance of the six fragments, the threat they posed, Prometheus’ identity, and the necessity of using their power while restraining them. Only Sirius learned of the traitor among them.

Afterward, Faust perished in subspace, and his seven disciples led the survivors to the newly emerged continents.

8.A Thousand Years Later

When Patron completed the first awakening, the first message Faust embedded in ASC was delivered:

  1. The bearer of the seventh fragment has awakened. Protect him.
  2. Reveal the Sage’s Legacy to the Tower of Sages and Prometheus.

Patron then began his journey to gather the fragments.

The Seven Sages

1.Overview

After nine days,
two disciples returned from the Ice Land,
weeping as they told the five:
“At the Ice Land, our master fought the demon for seven days and nights before sealing him.
At the final moment, six lights burst forth and scattered.
Our master lamented, saying,
‘I lacked the strength to bind the demon’s will. They will grow strong and seek to break the seal.
You seven must devote all your power to prevent his return.’
Then he fell and rose no more.”
The seven disciples led the people to the three lands,
granting them strength to survive,
and built a tower in the Ice Land to guard the seal.
Praised as saviors, they gave peace to mankind,
and the place they dwelled became known as the Tower of Sages.


The leaders of the Tower of Sages are called the **Seven Sages**. The term also refers specifically to Saint Valentine’s seven disciples.

The first Seven Sages bore the titles: **Sirius**, **Capella**, **Rigel**, **Procyon**, **Betelgeuse**, **Aldebaran**, and **Pollux**—whether these were names or titles is unknown. Successive generations inherited these titles.
Currently, six sages are in their 11th generation, except Sirius, who is in the 12th. Recently, Veradrix was recognized for his ability and appointed as the eighth sage.

2.Hidden Truth

These were disciples Faust recruited after assuming the identity of Valentine. He chose only those with exceptional potential to test whether “ordinary” humans with latent power could control ASC.

After the Great Catastrophe, they led survivors to the new continents and advanced civilization using the knowledge and abilities Faust left behind. However, one was secretly a Prometheus agent, planted to inherit Faust’s ASC. Though he failed during the catastrophe, Prometheus’ plans unraveled.

When ASC shattered into seven fragments, rendering its power unusable, Prometheus shifted strategy—manipulating the seven disciples to divide Faust’s role among themselves.

Prometheus

1.Overview
Prometheus traces its roots to a secret society from the Honorable Age. It embraced transcendental supremacy, seeking the birth of a new god and global domination. They engineered the Child of Destiny, nurturing him to fulfill their ambitions.

The Past
“Over 400 years have passed.
A tedious span, yet insufficient to restore forgotten powers,
to unlock the gates of worlds where sealed beings vanished,
and to find the Child of Destiny.
But long enough for our brothers to fall, one by one.
Now only three remain, myself included—a bitter truth,
but with the final act before us, there is no time for grief.
Nay, we must rejoice.
For the happiness of mankind to be forged from our blood,
for the sublime ideal that will fertilize paradise…”

— *Cabal: the Peacemaker [Mediator]* Secret Society’s Purification Plan: *The Great Flood and the Trojan Horse*


In the distant past, a powerful being—“He”—desired to advance humanity. His true motives remain unknown. He was obsessed with creating a “more complete, near-perfect lifeform.” Whether His actions were benevolent or malevolent is unclear.

“He” believed that to achieve perfection, immense power was essential. Long ago, He first bestowed a great mental force upon a certain race. They called this power “Law (法),” and with it, they gained dominion over the world. Yet, internal strife led to the fall of the First Civilization.

Next, He granted the East a higher principle than Law: spiritual maturity, or “Dao (道).” But once again, balance was lost. Some sought power before enlightenment, and the Second Civilization collapsed.

“He” concluded that humanity was unprepared to wield such power. He resolved to wait, hoping humans would mature by developing weaker forces on their own. He watched, expecting them to grow through self-driven progress.

Though the First and Second Civilizations perished by His hand, their descendants survived. These survivors poured everything into recreating transcendental abilities, chasing transcendence itself. After countless failures, they vanished from history, and no more heroes or miracles appeared.

But in truth, they did not vanish—they worked in the shadows behind the Third Civilization.

Though stripped of their powers, they retained memories and an unquenchable longing for glory. They believed a rightful heir must arise to restore their legacy, returning to the pure blood of ancient heroes. They also suspected an unknown transcendent will lay behind the extinction of all transcendental abilities. Thus, they secretly guided the Third Civilization, fostering “rationality” and science. This marked the birth of the organization later known as Prometheus.

Their actions drew “His” attention.

Observing humanity’s progress through rationality and science, “He” saw great advancement—but also new corruption. As intended, humans began to grasp the essence of things, yet they exploited this knowledge for greed. They worshipped rationality, seeking to use everything—even their own future—for gain. Spiritual harmony with nature seemed ever more distant.

“He” hesitated. It was too late to discard humanity as a failed experiment and start anew; they dominated the Earth, leaving no alternative species. Humanity’s awakening to nature’s grandeur seemed hopeless—they were too deeply entrenched in rationality. So He devised a single solution:

If they had become devotees of rationality, then through rationality they would find enlightenment.
“He” turned to the remnants of past civilizations. He would use them.

At that time, the descendants of the First and Second Civilizations were split into two factions: CRF (The Chasers of Ruling Force), who sought to rule humanity through Force, and GoR (The Guardians of the Repenters), who opposed CRF’s ambitions. These factions merged into Prometheus (CRF + GoR), working toward a world of perfect order, sanctioned by shadow governance. Acting under His guidance and rewarded for their service, they finally obtained the long-sought ASC.

2.The Child of Destiny

“What if an unseen few could govern the world,
controlling all enemies of mankind?

What if humans possessed power immune to wealth and authority,
a strength attainable by effort, granting equality?

What if these governors restrained greed among the fortunate,
and compelled the virtuous to aid the suffering?

What if these governors themselves were bound by an immutable law,
forever unchanging in their resolve?

Governors.
Philosopher-kings, eternal yet unknown even to themselves—
what kind of world would that be?

Now, we have found the Child of Destiny who will rule mankind’s foes.”


Prometheus created the child who would one day be known as Dr. Faust, Patron M. Faust. From birth to adulthood, they orchestrated his life, intending to mold him into the “Mediator” for their ideal world. Even his parents and neighbors were Prometheus operatives. Faust was indoctrinated with their ideology, though he would only realize this truth much later.

Following their plan, Faust became a scientist, completed the Unified Field Theory, and discovered “Force,” ushering in the transcendental civilization—the Honorable Age.[1]

When the time was ripe, Prometheus launched their plan. They destroyed transcendental science institutes worldwide, declaring themselves judges of those who abused such power for ambition. They urged ability users to rise against governments.

Nations branded them terrorists and intensified crackdowns, while secretly continuing experiments to militarize transcendental power. Prometheus retaliated by demolishing research facilities, spreading their name across the globe.

They exposed human experiments conducted by governments, sparking uprisings by academies and clashes with armies. The world plunged into chaos, culminating in the “Night of Nightmares”—an era of anarchy. Amid this turmoil, Faust’s rampage triggered the Great Catastrophe.

3.The Great Catastrophe Prometheus’ purification plan included eradicating all “degenerate elements” from history, knowledge, culture—even humanity itself. This drove a wedge between Faust and Prometheus.

As Faust’s ASC awakening deepened, Prometheus grew desperate, intensifying his indoctrination. But the strain shattered Faust’s psyche, triggering ASC’s defense mechanism—a catastrophic rampage unforeseen even by Prometheus.

For seven days and nights, ASC raged. Tsunamis, earthquakes, volcanic eruptions ravaged the Earth, and unknown monsters slaughtered humanity.

Prometheus evacuated its core members and resources, admitting they had underestimated ASC’s power. They “coldly concluded”:

Destruction was inevitable. Humanity’s numbers would plummet. This was the perfect chance to purge all remaining “degenerate elements.”

They mobilized to gather survivors into safe zones, discarding everything deemed unnecessary.

Yet, their plan faltered when Faust sealed himself away, removing the keystone of their new world order.

Prometheus hastily revised its strategy, seeking to manipulate Faust’s seven disciples to serve their ends. They infiltrated Nevareth society, aiming to become its hidden core, as they had in past civilizations—amassing wealth and power.

Meanwhile, they faced another threat: the Six Clans. Believing that only by reviving the Demon King could they control the monsters, Prometheus resolved to create a new ASC bearer.

That bearer was Patron.

To wield ASC required a rightful heir—a qualification Prometheus lacked. Thus, they prepared a clone of Faust, infused with his genes and the seventh fragment he carried.

Knowing the seventh fragment was the most powerful, they planned to use the clone to dominate monsters. Their scheme set the stage for a three-way conflict: Prometheus vs. the Six Clans vs. the Seven Sages. Who will prevail remains unknown.


  1. Yet, despite being its creator, Faust was neglected and later vanished during transcendental weapon research—an event secretly engineered by Prometheus.



The Six Apostles of Mephistopheles

1.Overview
Refers to the six high priests of Prometheus.
Their origin traces back to the “Six Lights” mentioned in the *Book of the Beginning*, in the chapter on the Seal. The text simply states that “six thoughts became light and vanished, vowing to grow strong and break the seal.” Over time, oral tradition transformed this into the belief that “six apostles empowered by Prometheus will shatter the six seals, resurrect the Demon King, and bring about the world’s end.”
This belief became so ingrained that it sparked bloody purges known as the “Six Apostle Hunts.”
The true form of the “Six Lights” and how they will return remains unknown.

2.Identity They are the six monster clans of Nevareth.

📚 Core Lore & Content

ASC: Absolute Soul Core

1.Overview
The existence of the Absolute Soul Core (ASC) remains unverified. Only those who possess it know its form, whether it has a physical shape, or how it is used. Some claim ASC fuses with the genes of a qualified bearer and is passed down through lineage.

The last known wielder of ASC was the Demon King, who brought about the Great Catastrophe during the Honorable Age.

2.Abilities It is said that ASC grants immense power, knowledge, and records of the rise and fall of past civilizations. It also bestows authority over lost civilizations and their sealed legacies, as well as the ability to control them.

3.Qualification Special qualifications are required to wield ASC, and even then, ranks exist, each granting different levels of power. Failure to meet its demands results in catastrophic consequences. Records tell of unqualified individuals whose bodies and minds collapsed under ASC’s backlash. Unauthorized attempts to access ASC—via the ASC Controller—also carry severe penalties, though details remain unknown.

4.The Price of Power The user becomes bound to ASC, becoming part of its essence. For example, the six monster clans of Nevareth are remnants of races destroyed by their misuse of ASC.

5.The Seven Fragments of ASC During the Great Catastrophe, ASC shattered into seven fragments. Even after a thousand years and the birth of the Fourth Civilization, it remains unrepaired. Six fragments were absorbed by the masters of the monster clans, while the most powerful seventh fragment passed to Faust’s clone, Patron.

However, Patron failed to fully awaken, unknowingly using only fragments of its power. His journey to gather the remaining six fragments began without his awareness.

Upon his first awakening, Patron gained minimal abilities, prompting the clans to sense the seventh fragment’s presence and begin their hunt. At the second awakening, his power grew, and the clans pursued him relentlessly, seeking to stop him before the third awakening—lest a fully awakened ASC bearer enslave them once more.

At the third and final awakening, Patron regained his past memories and ascended as the Demon King. To break free from Prometheus, he destroyed the ASC Controller.

6.Notes Unlike the First and Second Civilizations, which began with ASC bestowed by “Him,” the Third Civilization arose independently, built on knowledge inherited from the ancients—the shadow rulers of the Honorable Age and long-time seekers of ASC (CRF and GoR).
Their descendants aimed to guide the Third Civilization toward either perfect evolution or destruction, reviving the vessel for a flawless world. To this end, they formed Prometheus.




ASC Controller

1.Overview
The ASC Controller is a device created to bypass ASC’s qualification system and wield its power beyond one’s rank. ASC evaluates its bearer and grants power accordingly; the controller circumvents this restriction.

2.Development The ASC Controller was built by the last emperor of the First Civilization. Though gifted, he craved more power and sought to forge ultimate weapons using ASC’s forbidden knowledge. To do so, he needed a rank higher than ASC allowed. Thus, he poured all resources into creating the controller.

Its primary functions were twofold: draw immense energy to override ASC’s rank restrictions and redirect backlash from improper access outward. However, powering the device required energy from the annihilation of intelligent souls—not mere lifeforms. Countless lives were sacrificed, but the emperor achieved his goal.

3.Fall of the First Civilization The empire’s civil war ended when the emperor unleashed his ultimate weapon, overloading the ASC Controller. Unable to contain the surge, he sealed it in subspace to minimize the devastation. Yet, the rampage could not be fully contained. Its power tore through dimensions, sinking continents. Those within range were cursed with undeath, becoming bound to ASC—the origin of the Undead Clan.

4.Discovery in the Third Civilization By the Honorable Age, knowledge of the First and Second Civilizations had faded into myth. Prometheus steered Faust toward researching ancient ruins. With their support, Faust uncovered proof of the First Civilization’s existence, its downfall, and ASC’s peril. Shocked by the link between ASC and the ultimate weapon that destroyed a civilization, Faust concealed the method of accessing the controller—even from Prometheus. He attempted to destroy it but failed, sealing it instead. During the Great Catastrophe, Faust retrieved the controller to restrain ASC’s rampage, sealing himself with it in subspace.

5.A Thousand Years Later Though crippled by the catastrophe, Prometheus survived and continued its schemes in the Fourth Civilization, researching ASC and grooming a new Demon King candidate. They created Faust’s clone, Patron, and discovered the seventh fragment within him reacting faintly to unknown signals. Realizing ASC’s fragments still held immense power and knowledge, they began searching for the ASC Controller—an artifact of both the Sage and the Demon, capable of mastering ASC. Though its exact location eluded them, Prometheus launched a relentless hunt to claim it and fulfill their ambition of world domination.

“He” or “Someone”

1.Overview

[From an ancient tale]
The power of God is absolute; do not judge Him by the shallow logic of man.
He exists everywhere and always shall,
beyond the grasp of minds bound by time and space.
He precedes all things and is fair to all.
Nothing exists without His will—do not test it.
Though mankind has lost divinity and God seems distant,
that too is His will. All unfolds as He desires.
But, O mankind, do not neglect the quest to reclaim your lost divinity.
— For all is according to His will.


A being believed to have sparked Earth’s civilizations—the Beholder.
No one knows His true nature, origin, or purpose. His goal: to create a more perfect world.

To this end, He repeatedly “chose a dominant species,” granted them power, nurtured their civilizations, judged them, and destroyed them if they failed.

He gave ASC—the key to perfection and the trigger of annihilation—to guide civilizations toward a specific path. Misuse led to self-destruction or His intervention to reclaim ASC and purge the world.

Obsessed with His purpose, He deliberately triggered ASC rampages when progress strayed from His design.

He intervened at least three times in human history, shaping the birth and fall of the First and Second Civilizations.

Prometheus only vaguely suspects His existence.


Unknown Timeline
????? Humanity loses its divinity.
????? God withdraws, and mankind begins to stand alone.
????? At some point, “He” comes into being.
????? “He” becomes aware of His role.
????? His purpose: to lead humanity toward a “perfect world.”
   To achieve this, He wields the power to grant knowledge and strength—and to destroy civilizations that fail His expectations.
   He does not calculate the feasibility of His goal; He acts mechanically, driven by purpose alone.

The Sword of Guardians

1.Overview
A secret order within the Tower of Sages, sworn to protect the True King, including the Six Stars of Light. According to Aldebaran, its leader is Sirius, though some members have yet to awaken to their destiny. During the battle against the Demon King, countless lives were lost to Silverwood, but survivors remain, leaving hope for the order’s restoration.

The King’s Consort and the Six Knights of Light

1.Overview

“When the King’s Star bears the power of darkness, the Six Stars of Darkness shall reclaim their light and plunge the world into shadow. But if it bears the power of light, the Six Stars of Light shall unite to save the world.” — Sirius


These prophesied figures appear a thousand years after the Demon King’s sealing, when the Great Catastrophe returns. Their existence is preserved in the lore of the Tower of Sages.

The Six Stars of Light consist of the King’s Consort, four Guardian Knights, and the Warrior’s Star who leads them. The seventh star—the King’s Star—is a dual-natured star of chaos, destined to become either Demon King or True King.

The sealed Apocalyptic Cards, a legacy of the sages, can awaken the Six Stars of Light, but only the Warrior’s Star can respond to them.

Only after the Warrior’s Star rises will the King meet his consort and stand against the Six Stars of Darkness.

The King’s Consort, the Knights of Light, and the Six Stars of Darkness

The Six Stars of Light are:

  • The King’s Consort: Arionel
  • The Guardian Knight who shields the King: Veradrix
  • The Guardian Knight who can oppose the King: Yuan
  • The Guardian Knight reborn as the King’s shadow: Lin
  • The Guardian Knight destined to succeed the King: Fried
  • And the Warrior’s Star—“Me,” who leads them.


Conversely, the Six Stars of Darkness also exist. Details remain unknown, but Silverwood, once Patron’s companion, is the Knight of Betrayal—fated to deceive the King and usurp his power. The identities of the other five remain a mystery.

The Six Stars of Light bear dual destinies. Yuan’s second destiny is Regicide; Arionel’s is Sealing; Veradrix’s is Sacrifice. Among them, Arionel and Yuan possess the authority to oppose and subdue the King’s power. The remaining stars’ destinies are yet unrevealed.

Mission War

1.Overview
A massive battle fought in Tierra Gloriosa between warriors aligned with Sage Capella or Procyon.

It occurs at fixed intervals. Victory requires destroying the enemy’s Sage Ensign, capturing bases, or defeating Legacy Guardians to seize cores.

The top ten contributors earn the titles “Guide of Radiance” or “Guide of the Storm.”

Luminous

1.Overview
A mineral that emits its own light.
Chloe, the manufacturer in Port Lux, exchanges Luminous Fragments for refined Luminous. According to her, these refined stones are specially sourced from research labs.

Stellar Link

1.Overview
Mentioned by Chloe, the manufacturer. One day, a strange meteor radiating blue light fell near Port Lux. Breaking it with a Pulverizer Drill sold by Hampfrick reveals a circular plate with multiple slots, resembling a constellation. Filling these slots with Luminous unlocks a special power that strengthens the user—this is known as Stellar Force.

2.True Nature The Stellar Link is actually a Void Star from beyond the cosmos—a star predator that once devoured other stars. When it could no longer find prey, it grew restless. Then it sensed a powerful energy from Nevareth, traced it to Luminous, and descended upon the world.

Alz

1.Overview
The currency used in the world of Nevareth. According to Officer Morrison, Alz is not only used for trade but can also be donated to partially restore lost Honor Points.

Nevareth Port Express

1.Overview
According to its employees, Nevareth Port Express is the largest logistics company in Nevareth, boasting over 320 years of history. It delivers goods from polis hubs to remote frontiers. To celebrate its anniversary, it offers free account registration to trainees in special management colonies.

Its couriers operate even in obscure regions like Port Lux, Port Ruina, and the recently discovered Senilinia.

Senia Tower

1.Overview
An ivory tower once standing at the heart of Senilinia Continent. The Senilinia people lived in the central plains, divided between shepherds and scholars studying the land’s ecology and history. Tragedy struck when they encountered Prometheus, whose secret experiments nearly destroyed the continent.

An explosion at Senia Tower killed countless lives, rendering the central region uninhabitable. The dead became ghosts haunting the ruins, while survivors fled north and south. Before leaving, they sealed the tower with magic and scattered cryptic codes to prevent intruders.

Today, the Senia Tower remains abandoned at the continent’s center.

🏠World / Towns

World Name Region Concept
Bloody Ice A battle colony built on the site of a mining village where no survivors were found. Located at the northern edge of Midreth.

Due to the harsh cold, undead monsters appear more frequently than animals.

  • Starting area for Warrior, Force Shielder, and Gladiator classes.
Desert Scream A battle colony in the Palace Desert of Huan Continent. Built on an abandoned oil field village, where ancient ruins were later discovered during exploration. Various mutant creatures inhabit the area.
  • Starting area for Wizard, Blader, and Dark Mage classes.
Green Despair A battle colony deep within the Great Forest of Pastur Continent.

Former native villages have become monster dens, and the deeper you go, the stronger the insect and plant mutants become.

  • Starting area for Force Archer, Force Blader, and Force Gunner classes.
Port Lux Once a small volcanic island for exiles, it expanded after a volcanic eruption as the time of prophecy approached.

The Tower of Sages established a battle colony here.

  • Accessible from Lv.50 and Battle Style Rank 6.
Port Ruina A massive ruin from the Honorable Age at the southern tip of Pastur Continent, long abandoned.

Now designated as the fifth Special Management Colony and a top-tier danger zone. Entry requires permission from the Tower of Sages.

  • Accessible from Lv.65.
Undead Ground Somewhere in northern Midreth, beyond lifeless tunnels lies the frozen land of the dead.

The living must hold their breath and face terror.

  • Accessible from Lv.80 via Bloody Ice Ghost Zone.
Forgotten Ruin A mysterious ruin guarded by legendary beings whose will remains unbroken despite turning to stone.

The largest Honorable Age ruin in Huan Continent.

  • Accessible from Lv.95 via Desert Scream Rug Queen Zone.
Lake Side Discovered beyond Lake in Dusk, this area is blocked by mountains, making normal access impossible.

Believed to be part of a chain of lakes along the Engreef Mountains in Pastur.

  • Accessible from Lv.110 via Port Lux Warp Center.
Mutant Forest A bizarrely mutated forest beyond the Nostalgia Forest in eastern Pastur.

Rumored to contain critical ruins, it has recently been declared a conflict zone.

  • Accessible from Lv.125 via Green Despair Moss Cutter Queen Zone.
Pontus Ferrum A land completed before the age of man, built for non-human entities.

Mechanical monsters of unknown origin roam here, each given a code name upon discovery.

  • Accessible from Lv.140 via Port Ruina Mechamender Zone.
Porta Inferno The gateway to a demon realm filled with darkness and fear.

Rumors speak of high-ranking Dark Clan monsters appearing here.

  • Accessible from Lv.160 via Port Lux Warp Center 2.
Arcane Trace Once a plain, this land became infamous when a massive rift appeared overnight, sparking countless theories.

Over time, people began calling this mysterious fissure “Arcane Trace.”

  • Accessible from Lv.180 after choosing a nation and speaking to Guardians Revanson and Layson in Port Lux.
Senilinia Even after the Demon King vanished, conflict persisted as Capella and Procyon vied for the secrets of the Senia Sea.

The continent’s mysteries began to unfold after meeting the Senilinians in the northern forest.

  • Accessible from Lv.180 after choosing a nation.


Bloody Ice

1.Overview
Bloody Ice is a special battle colony located at the northernmost edge of Midreth Continent.

2.History
Built at the northeastern tip of polis Hellenia, its official name is “Polis Hellenia Special Battle Colony No.1.” However, its brutal cold earned it the name “Bloody Ice,” which became its common title.
Originally a small mining village, it was found deserted in Year 890 during an expedition by the Tower of Sages—only abandoned machines remained. The Tower decided to convert it into a special battle colony, constructed under Sage Sirius.
Despite warnings of danger, no major threats emerged, and today it houses Tower staff, trainees, and merchants who rely on them. Mining ceased long ago.

3.Features Located at the continent’s northern edge, Bloody Ice endures extreme cold. Snow and ice blanket the land, fierce blizzards sweep through, and daylight is scarce. Temperatures remain below freezing, with deadly cold snaps threatening survival. Its harsh climate favors undead monsters over living creatures. North of the village lies the old mine, northwest a snowy conifer forest, and northeast a deadly ice field. Camps dot the region for shelter. Houses are built from thick logs, their roofs heavy with icicles. Villages and outposts are walled against wind and snow, and travel is severely limited. Despite this, rare resources attract travelers and traders.
Due to poor transport, even Hellenia-style clothing is scarce; most wear makeshift fur garments. Armor suits are essential for survival against both cold and monsters.

  • Dungeons:
    • Catacomb Frost
    • Catacomb Frost (Premium)
    • Catacomb Frost (Awakened Mode)
    • Frozen Canyon
    • Chaos Arena Lv.1–Lv.7
    • Eternal Chaos Arena
    • Glacies Inferna
    • Acheron Arena
    • Palestra Inferna

Desert Scream

1.Overview
Desert Scream is a special battle colony in the Palace Desert of Huan Continent.

2.History
Located in the southern desert of polis Judin, its official name is “Polis Judin Special Battle Colony No.2.” Its desolation and scorching heat earned it the name “Desert Scream,” after the desert winds.
Built around the massive Palace Desert Oasis, the area was once a seabed. The Tower of Sages designated it as a special battle colony, constructed under Sage Sirius.
Despite initial warnings, no major threats emerged, and today it houses Tower staff, trainees, and merchants. The site was once Oil Field No.5 under Polis Judin’s 13th Resource Colony but was abandoned decades ago. The old oil field now serves as a burial ground. Still, its vast salt flats and rare high-grade salt have long drawn travelers.

3.Features
Being in the heart of the desert, humidity is nearly zero, and the climate is extremely dry. Day-night temperature swings are severe—scorching by day, freezing by night. Sand dunes stretch endlessly, and dust storms often obscure vision, posing lethal risks. Food production is negligible, so the colony depends on imports. The village lies at the upper-right edge of the map, centered around an oasis. Scattered across the desert are animal bones, cacti, and remnants of abandoned oil rigs. Notably, ancient ruins were discovered near Desert Scream, featuring enigmatic stone structures, statues, and altar-like formations. Exploration remains limited due to monster threats.
Local attire follows Huan styles—light fabrics and wide-brimmed hats for sun protection. Many wear martial suits daily for defense against monsters.

  • Dungeons:
    • Panic Cave
    • Panic Cave (Premium)
    • Panic Cave (Awakened Mode)
    • Ancient Tomb

Green Despair

1.Overview
Green Despair is a special battle colony located in a remote corner of the Nostalgia Forest, a vast jungle on the Pastur Continent.

2.History
Situated in the hot, humid jungle of the Nostalgia Forest, its official name is “Polis Industria Special Battle Colony No.3.” However, people call it “Green Despair.” Originally, “Green Despair” was the name of a deadly jungle disease notorious for its high fatality rate. Expedition records in the Nevareth Chronicles frequently mention this illness. Survivors claim that no brutal training compares to the agony of this disease. Despite the harsh environment, the Tower of Sages deemed it ideal for warrior training and established the colony under Sage Sirius. However, no major threats emerged over time, and today it houses Tower staff, trainees, and merchants who rely on them.

3.Features
The weather is extremely unpredictable—rain may pour all day, or sudden downpours may strike without warning. Humidity remains high, making dry days oppressively hot. Insects swarm in alarming numbers. A massive river runs through the forest, its tributaries branching like veins. During construction, explorers followed these waterways and discovered traces of old settlements—now abandoned, likely due to hostile conditions, monsters, or disease. Today, remnants of these villages remain, but most have become monster lairs. Mutated insects and plants dominate the area. Notable features include the “Red Jungle” and the “Young World Trees.” The Red Jungle, like a crimson desert, is a lethal zone of blood-red soil, grotesquely mutated flora, and monstrous insects. Explorers found traces of villages consumed by the Red Jungle, concluding that it is expanding for unknown reasons. The Young World Trees, though smaller than the legendary World Tree, are massive and rare. Several were found near the colony, though their exact relation to the World Tree remains unconfirmed. Local attire is lighter and shorter than Industria’s traditional styles. Initially imported, clothing is now produced locally as traffic to the colony grows.

  • Dungeons:
    • Lake in Dusk
    • Hazardous Valley
    • Hazardous Valley (Awakened Mode)
    • Purifier in the Woods

Port Lux

1.Overview
Port Lux is the fourth special battle colony, built under the command of Sage Sirius. Unlike Port Ruina, the prefix “Port” here means harbor.

2.History
Exilian Island is the only known island in the Demon Sea. Roughly 1/15 the size of Pastur, it is difficult to reach due to violent seas, harsh conditions, and the presence of powerful monsters. The Tower of Sages constructed Port Lux on the island’s western cliffs, but access remains perilous. Today, Tower forces still garrison the colony. With the opening of a trade route between Hellenia and Industria, navigation near the Demon Sea increased, turning Port Lux into a vital research hub and trade outpost. In Year 999, Exilian’s volcano erupted, expanding the island. The Tower declared this a sign of prophecy and proclaimed a holy war.

3.Features
Vegetation survives near the coast, but beyond the boundary lies a dead forest scorched by volcanic ash. Rivers of molten lava flow through the island’s center, and volcanic fumes keep the sky perpetually gray. Monsters here resemble aquatic demons and are believed to spawn from the volcanic crater. Research accelerated as more people arrived, leading to the discovery of a massive ark at the island’s center. Rumors of “ghost sailors” persist, though unproven. Reports of multi-legged beasts abound, but no evidence has been recovered. Despite the dangers, Port Lux is famed for its breathtaking scenery—Sage Aldebaran especially admires its cliffs.

  • Dungeons:
    • Volcanic Citadel
    • Lava Hellfire
    • Lava Hellfire (Premium)
    • Lava Hellfire (Awakened Mode)
    • Flame Nest
    • Forbidden Island
    • Forbidden Island (Awakened Mode)
    • Mirage Island
    • Mirage Island (Awakened Mode)
    • Holia Windhill
    • Holia Keldrasil
    • Holia Tristy
    • Holia Exedium

Port Ruina

1.Overview
Port Ruina is the fifth special management colony, secretly established by the Tower of Sages. Unlike Port Lux, “Port” here means fortress.

2.History
Long ago, massive ruins from the Honorable Age were discovered at the southern tip of Pastur Continent. Their scale was so immense that the Tower concealed their existence and restricted access, designating the site as a special management colony. Today, Port Ruina is a hazardous zone teeming with mechanical monsters of the Metal Clan and remnants of advanced technology unimaginable in the present age.

3.Features
Due to extreme danger, residents avoid outsiders, and visitors are rare. The area is shrouded in gloom, with remnants of Honorable Age architecture scattered across the land. The presence of Ruina Station suggests the site was once a railway hub. Outside the colony, deadly Metal Clan monsters roam, guarding rare treasures.

  • Dungeons:
    • Ruina Station
    • Steamer Crazy
    • Steamer Crazy (Premium)
    • Steamer Crazy (Awakened Mode)
    • Terminus Machina

Undead Ground

1.Overview
A frozen land of the dead, located somewhere in northern Midreth Continent.

2.Features
Known as the Land of Death, this region continues from Bloody Ice into the domain of the Undead Clan. Fortresses and tombs of frozen souls dot the landscape, devoid of life. Like Bloody Ice, snow and ice cover everything, and blizzards rage frequently. At its center stands the Tower of the Dead, a dungeon sought by warriors forging Killian’s Ring. Once unknown due to its peril, its existence became public after an adventurer returned alive from an expedition. Entry is via Bloody Ice’s Ghost Zone. Possessing the Epaulet of the Dead grants access to B1F; B2F requires the Epaulet B2F from Officer Henkoff. Initially thought to have only two floors, the tower was later found to extend to B3F, lair of the Undead Clan’s ruler.

3.Notes
Rumors suggest Prometheus hides a base here. The Prickle Death Flower from the tower once caused a plague in distant Green Despair. As the Demon King’s resurrection looms, many suspect Undead Ground’s involvement.

  • Dungeons:
    • Tower of the Dead B1F
    • Tower of the Dead B2F
    • Tower of the Dead B3F
    • Tower of the Dead B3F (Part 2)
    • Tower of the Dead B4F
    • Edge of Phantom

Forgotten Ruin

1.Overview
Ruins of a fallen ancient city—the largest Honorable Age site in Huan Continent.

2.Features
Amid desolate wastelands lie temple-like structures and debris from the Honorable Age. Though rich in mysteries, the site is perilous, claiming countless lives. Legends say Forgotten Ruin was once a thriving metropolis, reduced to a lifeless wasteland overnight. Today, only monstrous birds and insects inhabit its temples. Later, the Forgotten Temple was unearthed southeast of the ruins—originally discovered by the Tower but concealed for safety. Once an academy during the Honorable Age, it was destroyed after the Demon King’s descent, and its founder allegedly turned murderer. Rumors claim he achieved immortality and now preys on travelers. Authorities now issue entry cards for warriors seeking to explore the temple.

3.Notes
Nevarethians attempt to purify the ruins by planting sacred roots, but the barren soil thwarts their efforts. Mustering Cards for Forgotten Temple entry can be found in Forgotten Ruin, Lake Side, and Mutant Forest.

  • Dungeons:
    • Forgotten Temple B1F
    • Forgotten Temple B2F
    • Forgotten Temple B2F (Awakened Mode)
    • Forgotten Temple B3F
    • Garden of Dust
    • Labyrinth
    • Mandarat’s Legacy Lv.1–Lv.6

Lake Side

1.Overview
Discovered beyond Lake in Dusk, this area is blocked by mountains, making normal access impossible. Believed to be part of a chain of lakes along the Engreef Mountains in Pastur.

2.Features
Though similar in name, Lake Side is distinct from Lake in Dusk. The latter lies deep west of Green Despair in Huan’s Engreef Mountains, while Lake Side sits on its outskirts. After the Tower’s fall and Nevareth’s division, civilian explorers discovered Lake Side during expeditions near Lake in Dusk. The sky glows crimson like an eternal sunset. Half-submerged ruins of abandoned homes dot the lakeshore, creating a haunting yet beautiful scene. However, dangerous monsters—ogres, gnolls, trolls, and golems—prowl the area. Later, Capella and Procyon launched a joint expedition, uncovering the Saint’s Force Calibur on an island at the lake’s center. Passing through a dimensional rift reveals this relic, said to embody Saint Valentine’s will and power, granting its wielder strength to defend the world. Believed to be condensed Force from the time Valentine sealed the Demon King, it is now the prize in a fierce battle between Capella and Procyon.

3.Notes
The Dark Sigil required for Volcanic Citadel entry can be obtained here.

  • Dungeons:
    • Illusion Castle Underworld
    • Illusion Castle Radiant Hall
    • Illusion Castle Underworld (Side Story)
    • Illusion Castle Radiant Hall (Side Story)

Mutant Forest

1.Overview
A bizarrely mutated forest discovered beyond the Nostalgia Forest in the central-eastern region of Pastur Continent. Believed to contain important ruins deep within, it has recently been declared a conflict zone.

2.Features
The Nostalgia Forest remained unexplored for centuries due to its complexity and danger. Its vegetation is unusual, with coniferous and broadleaf trees, tropical and jungle biomes coexisting. Mutant Forest lies beyond this mutated jungle. After the Tower of Sages dissolved, Capella and Procyon began exploring uncharted lands and discovered significant ruins within the jungle. Before proper excavation could begin, clashes erupted between the two factions, turning the area into a war zone. Mutant Forest teems with monsters overtaken by parasitic plants and grotesquely mutated insects. Rain falls almost constantly. A river born from a waterfall winds through the jungle, and at its center stands a massive brick structure and temple of unknown origin. The sheer number of mutations earned the forest its name. An abandoned altar connects to the entrance of the Altar of Siena dungeon. A strange merchant nearby claims that since the conflict began, plant- and beast-like monsters have escorted a queen-like creature into the altar. Later, Altar of Siena B2F was discovered.

3.Notes

  • Dungeons:
    • Altar of Siena B1F
    • Altar of Siena B2F

Pontus Ferrum

1.Overview
A land completed before the age of man, built for non-human entities. Mechanical monsters of unknown origin roam here, each assigned a code name upon discovery.

2.Features
Pontus Ferrum is a mechanical plain near Port Ruina, accessible via the Mechamender Zone. It is the most alien region in Nevareth, filled with metallic structures of unknown purpose and glowing energy sources that bathe the sky in a bluish hue. Honorable Age records describe it as a land forged for beings beyond humanity. Blacksmith Alba Hyde called it “a cold sea of metal.” Discovered almost simultaneously by Capella and Procyon during their struggle for the Sage’s Legacy, the site is now jointly investigated. Even the Metal Clan monsters of Port Ruina pale compared to those in Pontus Ferrum. Airships patrol the skies, attacking intruders without hesitation. At its center stands a towering structure believed to be a Metal Clan forward base for invading Nevareth. Capella and Procyon named it “Machinas Outpost,” offering rich rewards to warriors who retrieve its technology. Unlike other Nevareth monsters rooted in myth, Pontus Ferrum’s creatures bear alphanumeric designations. Researchers and scavengers—often orphans from Port Ruina—risk their lives to collect scrap and relics from this perilous land.

3.Notes

  • Dungeons:
    • Machinas Outpost
    • Celestia
    • Secret Base SCA-76

Porta Inferno

1.Overview
The gateway to a demon realm steeped in darkness and terror. Rumors claim high-ranking Dark Clan monsters dwell here.

2.Features
Accessible via Port Lux Warp Center 2. The sky is choked with crimson clouds, and rivers of lava flow like molten veins, radiating hellish heat. At its core lies a city of twisted corridors, shadowed alcoves, and ominous architecture, encircled by towers and walls to repel intruders. Its name, Porta Inferno, evokes the infernal flames and the Dark Clan that inhabits it. These demons are elite beings, their forms matching humanity’s darkest visions of hellspawn. While Dark Clan creatures appear across Nevareth, most humans encounter only lesser variants. The upper echelon—dwelling here—possesses intellect and magical prowess surpassing humanity, fueling speculation that they hail from another dimension. The infamous Demon Tower dungeon stands in the northeast, requiring the Demon’s Key for entry. Its denizens embody pure demonic horror.

3.Notes

  • Dungeons:
    • Demon Tower
    • Demon Tower (Part 2)
    • Pandemonium

Arcane Trace

1.Overview
Once a vast plain, Arcane Trace became infamous when strange geometric fissures appeared overnight, earning its name.

2.Features
Originally an empty expanse, the plain split open one day, forming symmetrical cracks visible from the sky. The phenomenon drew widespread attention, spawning theories: some blamed earthquakes, others claimed it was a scar from the Demon King’s Great Catastrophe. No one knows when or how the fissures formed, as the region was uninhabited. Over time, travelers dubbed it “Arcane Trace.” Initially peaceful and monster-free, Arcane Trace attracted Capella and Procyon, who built academies to train followers. However, the influx of war refugees changed everything. Denied shelter by the academies, the enraged refugees turned to banditry, attacking travelers across the plains.

3.Notes
Arcane Trace is perhaps Nevareth’s most idyllic land, with lush coniferous forests and a river encircling an island-like plateau. The climate is mild, rainfall scarce, and humidity low. Though abandoned, remnants of Capella and Procyon academies remain, alongside graves of refugees who perished in the ensuing chaos.

  • Dungeon:
    • Abandoned City

Senilinia

1.Overview
A mysterious continent long unknown to Nevareth, bearing a history nearly lost to catastrophe.

2.History
Senilinia thrived in isolation for ages, its people living under a pact with the continent’s beasts to avoid encroaching on each other’s domains. Humans dwelled in central grasslands or studied flora at the Senia Tower. Disaster struck when outsiders—self-proclaimed Nevarethians[1]—arrived, seeking to conduct secret research. The nature of this research remains unclear, but it nearly annihilated the continent. An explosion at Senia Tower devastated the central plains, killing countless lives and rendering the region uninhabitable. Survivors fled north and south, breaking their ancient pact. The intruders vanished without a trace. Later, emissaries of Sage Capella and Procyon arrived, aiding survivors and establishing settlements in the northern and southern forests.

3.Features
Senilinia has a cool climate with coniferous forests. Its central highlands once held vast pastures and the Senia Tower, now reduced to ruins. Senilinians take pride in their heritage and remain grateful to Capella and Procyon for their aid. Uniquely, Senilinia’s beasts possess intelligence rivaling humans and lifespans far exceeding theirs. After the tower’s fall, debates rage over whether to honor the ancient pact or forge a new order.


  1. In truth, Prometheus operatives.



👤NPC

🧊Bloody Ice NPC

🏜Desert Scream NPC

🌴Green Despair NPC

Port Lux NPC

🛠Port Ruina NPC

🌲Senilinia NPC

🧙Quest NPC



📜Quests

Characters

“Me” Initially an ordinary trainee at a special colony, but gradually stood out and was selected by the Tower of Sages. Learns from Sage Sirius that they are the prophesied figure—the Warrior’s Star—and embarks on an adventure to protect the world from Prometheus, which seeks to dominate Nevareth.
Patron A mysterious child traveling with Silverwood through ancient ruins. In truth, Patron is a clone of Faust, raised by Prometheus, and the candidate for Demon King, bearing the seventh fragment of the Absolute Soul Core. Faces a critical decision to save the world in the final moment.
Fried A member of the Ruins Expedition Team. Formerly a treasure hunter, he joined upon recommendation from team leader Vayne’s son. Later revealed to be one of the Guardian Knights among the Six Stars.
Lin Master of the Thieves’ Guild. Betrayed by subordinates and exiled, now on the run. Once Vayne’s first love, Lin is rescued by “Me” and joins the Sword of Guardians. Later revealed as one of the Guardian Knights among the Six Stars.
Arionel A member of the Ruins Expedition Team. A noble-born apprentice mage. Later revealed to be the King’s Consort among the Six Stars, playing a pivotal role in the global crisis of the Demon King’s awakening.
Yuan A stoic warrior and member of the Ruins Expedition Team. Later revealed as one of the Guardian Knights among the Six Stars.
Sage Veradrix One of the Seven Sages of the Tower. Born with a terminal illness and no cure, yet remains optimistic and cheerful. Later revealed as one of the Guardian Knights among the Six Stars. Seeks to uncover the secrets hidden by the Tower of Sages.
Sage Aldebaran One of the Seven Sages, nicknamed the “Wandering Sage” for spending more time traveling than at the Tower. Passionate about ancient history, he roams Nevareth collecting related data. Currently serves as the overall supervisor of the Ruins Expedition Team. In truth, Aldebaran’s real mission is to uncover the truth behind current events and identify the traitor within the Tower.
Sage Sirius One of the Seven Sages. Wise and compassionate, deeply respected across Nevareth. Thought dead by the public, but secretly leads the Sword of Guardians, a covert order dedicated to protecting the world. Emerges to prevent the Demon King’s resurrection.
Silverwood A warrior traveling with Patron. Knowledgeable about ancient ruins and highly skilled, yet exudes an ominous aura. Secretly plans to eliminate Clan Masters and steal ASC fragments while accompanying Patron.
Mystic Blade A blind adventurer of unknown origin, harboring deep animosity toward Silverwood—who is responsible for his blindness. Rarely speaks of his past. Joins the Sword of Guardians to pursue Patron.
Researcher Hale A researcher under the Tower of Sages, renowned for expertise in analyzing symbols and samples. Overwhelmed with work from all directions.
Nine A prodigy who graduated from the Academy with top honors and became the youngest researcher at the Tower. Suddenly stole classified data and vanished, now hunted by the Tower.
Sage Rigel One of the Seven Sages. Rarely seen and shrouded in mystery. Those who have met him describe his outlook on humanity as deeply cynical.
Skyld A runaway heir candidate of the Miz family. A notorious trickster who deceives everyone, even stealing family heirlooms during his escape, making him a fugitive from his own clan.



Quest Scenario Summary


  1. Job (Lv. 1-5)
    “You” step into a new world for the first time. At the Special Management Colony, you receive training from an officer on combat and survival.

  2. Bloody Ice / Desert Scream / Green Despair (Lv. 6-10)
    After proving your abilities by helping local residents, you swear an oath at the altar and are appointed as a Special Trainee by the officer.

  3. Anomalies (Lv. 10-19)
    Strange events unfold across Nevareth. A merchant caravan is attacked by the Thieves’ Guild and a Giant Snake. People vanish in Bloody Ice, a plague spreads, and zombies multiply. The Green Despair expedition disappears. Miners in the caves are attacked by the Plant Clan. Dark sorcerers appear in the desert and vanish with villagers.
    At the officer’s request, you investigate these incidents, uncovering their interconnection. Colony officers convene a meeting to devise countermeasures.

  4. Prologue (Lv. 20-29)
    Recommended by Officer Dunheik, you join Sage Veradrix’s Ruins Expedition Team and discover a glowing relic. To learn its secrets, you search for the missing Grand Sage Sirius. Eventually, you find Sirius in Bloody Ice, living incognito as Captain Mark.
    Sirius warns that the Six Stars of Darkness are awakening and reveals you are the prophesied “Warrior’s Star.” He instructs you to find the King’s Consort and the Guardian Knights.

  5. Spread of the Cult (Lv. 24-33) Side
    While you investigate ruins in the desert, a dark cult spreads across Nevareth. As casualties mount, you are dispatched to uncover its ties to the Dark Clan and eliminate the cultists.

  6. The King’s Consort and Guardian Knights (Lv. 30-38)
    With Sirius, you decipher the Apocalyptic Cards to locate the King’s Consort and Guardian Knights.
    The King’s Consort is Arionel. The Guardian Knights are Sage Veradrix, warrior Yuan, Fried, and Lin of the Thieves’ Guild. You visit each and reveal their destiny. All Six Stars gather—except the King’s Star.

  7. Provocation of the Monster Clans (Lv. 39-42)
    The Plant Clan suddenly goes berserk. Your investigation reveals the Mage Guild provoked them, triggering attacks on humans. Officer Shooterbuck and Veradrix inform you of the Absolute Soul Core and suspect a hidden force behind the Mage Guild.

  8. The King Vanishes (Lv. 43-57)
    Sirius reveals that Silverwood and Patron are the Knight of Betrayal and the King, respectively, and asks you to stop Patron from awakening as the Demon King. You rescue Patron from Silverwood and learn that Prometheus, a secret society, orchestrates the anomalies.
    Sirius discloses the existence of the ASC Controller and warns that Patron may be a clone of the sealed Demon King.

  9. The Dark Mage Guild (Lv. 52-55) Side
    At Veradrix’s request, you investigate the Mage Guild and discover a Prometheus mole within the Tower of Sages. Prometheus used the guild to ally with the Metal Clan and attack the Plant Clan in pursuit of the Absolute Soul Core.

  10. Prelude (Lv. 52-52) Side
    Officer Morrison asks you a question: “What are you fighting for?”
    He urges you to choose between Sage Capella and Sage Procyon. A new war looms.

  11. Burying Sorrow (Lv. 58-64)
    Prometheus moves openly. The traitor within the Tower is revealed as Rigel. One by one, your comrades fall.

  12. The Truth of Prometheus (Lv. 65-72)
    The party splits into three groups. You head to Port Ruina. Nine, infected with vampire venom, acted as a mole. The leader of Prometheus is revealed to be former Grand Sage Rigel.

  13. Origin of the Demon King (Lv. 73-76)
    Patron begins a rampage, awakening as the Demon King. Colonies across Nevareth fall under monster assault.

  14. Into the Land of Death (Lv. 77-79)
    The Undead Clan allies with Prometheus. You learn the ASC Controller’s location from Hale but fail to retrieve it immediately.

  15. Mission to Slay the King (Lv. 80-87)
    You obtain the final Apocalyptic Card from the Phantasmal Clan. Veradrix dies protecting Patron, who resolves to seal himself.

  16. Destroying the Source of the Great Catastrophe (Lv. 88-97)
    The ASC Controller is hidden in the Tower of the Dead. You destroy it, shattering Prometheus’ ambitions—but cannot stop Patron’s rampage. At the Eternal Altar, you seal Patron, preventing Nevareth’s annihilation. Yet, the world splits in two, making war inevitable.

  17. Winds of War (Lv. 95-95) Side
    The Demon King’s resurrection plunges the continents into chaos. Wars erupt among polis, and monsters rampage. The Tower fractures as Procyon and Capella declare independence to claim the Sage’s Legacy. You must choose a side.

  18. The Strange Traveler Skyld (Lv. 95-112)
    Suddenly, you receive a message from Skyld—a boastful adventurer who spouts nonsense.



Level-Based Quests

Tutorial for Each Battle Style

  • Warrior, Force Shielder, Gladiator (Lv. 1-5)

  1. Bloody Ice Guide
  2. GPS
  3. Basics of Combat
  4. New Skills
  5. Warp Gate
  6. Desert Challenge
  7. Rainy Jungle
  8. Complete the Instructor’s Test
  9. Core Upgrade Part 1
  10. Core Upgrade Part 2
  11. Promotion Practice


  • Blader, Wizard, Dark Mage (Lv. 1-5)

  1. Desert Scream Guide
  2. GPS
  3. Basics of Combat
  4. New Skills
  5. Warp Gate
  6. Rainy Jungle
  7. Snow and Ice Colony
  8. Complete the Instructor’s Test
  9. Core Upgrade Part 1
  10. Core Upgrade Part 2
  11. Promotion Practice


  • Force Archer, Force Blader, Force Gunner (Lv. 1-5)

  1. Green Despair Guide
  2. GPS
  3. Basics of Combat
  4. New Skills
  5. Warp Gate
  6. Snow and Ice Colony
  7. Desert Challenge
  8. Complete the Instructor’s Test
  9. Core Upgrade Part 1
  10. Core Upgrade Part 2
  11. Promotion Practice


As a trainee, you enter a Special Management Colony. The colony officer introduces you to local merchants and provides supplies. You learn how to read maps and use GPS. The instructor teaches combat techniques and how to use Warp Gates, encouraging you to visit instructors in other regions. These instructors test your abilities and issue certificates proving you’ve completed regional training. The colony’s magic merchant explains core upgrades and attribute enhancements. After completing all steps, the instructor briefs you on the promotion exam and has you practice with Assistant Copeland.

Appointment as Special Trainee

  • Bloody Ice (Lv. 6-10)

  1. Scourrog Nemesis
  2. Herbal Cure for the Flu
  3. Hair for Straw Sandals
  4. Special Recommendation
  5. Appointment as Special Trainee

Guard Miles requests your help. Scourrogs crawling near the colony are causing serious harm to residents, and Miles asks you to hunt them down. After clearing the monsters, he promises friendship and future cooperation. Before you can rest, a flu outbreak hits Bloody Ice. Even those who never catch colds are suffering from coughs, runny noses, body aches, and headaches. Magic Merchant Keller asks you to gather herbs for medicine. After brewing the remedy, General Merchant Dayton seeks your help. Since the recent monster mutations, obtaining Zombie Maid hair has become difficult. Their hair is cheap, durable, and perfect for making straw sandals.

  • Desert Scream (Lv. 6-10)

  1. Rampaging Red Garlies
  2. Launch the Attack
  3. Tough and Durable Hide
  4. Special Recommendation
  5. Appointment as Special Trainee

Guard Tekki asks for assistance. Red Garlies roaming near the colony are harming residents, and Tekki wants you to hunt them. After clearing the threat, he promises friendship and future aid. Soon after, Guard Marcus requests help eliminating desert monsters, which have grown unusually aggressive and attack people more often. After defeating the Red Garlie Rare, Armor Merchant Dion asks for Desert Fox hides. Since recent mutations, these hides—ideal for crafting sturdy armor—are harder to obtain.

  • Green Despair (Lv. 6-10)

  1. Season of Palm Fruits
  2. Support the Jungle Expedition
  3. Well-Dried Firewood
  4. Special Recommendation
  5. Appointment as Special Trainee

General Merchant Rivet asks you to collect palm fruits from Elder Troglos, known for their ability to pick the ripest ones. Rivet also asks you to eliminate Treipples that steal the fruits. After completing the task, Officer Shooterbuck calls you to deliver a compass to the jungle expedition, which reports strange mutations among local monsters. Later, Rivet requests help again—this time to obtain wooden clubs from Troglos Warriors, prized as excellent firewood since hunters have left the area.


After fulfilling all requests, the instructor summons you. He explains that he has been observing you and is convinced of your exceptional skills compared to other trainees. After proving your worth through monster hunts, the instructor recommends you to the officer as a Special Trainee. The officer explains the reason behind this program: strange anomalies plague Nevareth, and the Colony Council decided to select elite trainees to resolve these crises. At the Warrior’s Altar, you take an oath and are officially appointed as a Special Trainee.

Anomalies

  • Anomalies (Lv. 10-19)
  1. Attack of Mutated Monsters
  2. Cause of Mutation
  3. Hale’s Errand
  4. Haunted Lodge
  5. Terrible Epidemic
  6. Jungle Mutation Phenomenon
  7. Soil Survey at the Jungle Border
  8. Collapsed Mine
  9. Convening the Meeting
  10. The Vanished Dark Sorcerers

While you were being appointed as a Special Trainee, countless incidents erupted across Nevareth. War nearly broke out between Judin and Medinac, and merchant guilds clashed violently. Guard Tekki of Desert Scream reports rumors that mutated monsters attacked a caravan. Officer Dunheik confirms the rumor is true but insists on an investigation before taking action. He asks you to collect monster samples. You retrieve a sample identical to the Giant Snake reported by the merchants, but visual inspection reveals nothing unusual.

Dunheik suggests enlisting Hale’s help. Hale, a researcher from the Tower of Sages now stationed at a special colony, is a brilliant analyst but notoriously irritable. He has released monsters around his lab to keep people away. After fighting through them, you find Hale, who marvels at your persistence but grumbles about constant analysis requests. Just as you leave, Hale chases after you with his own favor: deliver a zombie blood analysis report to Bloody Ice, since he’s too busy to move. He warns you mockingly to watch out for the plague spreading there.

At Bloody Ice, Officer Henkoff is overwhelmed. The Thieves’ Guild has been raiding caravans, diverting forces from the colony and polis. With security weakened, zombie numbers surge, a plague spreads, and people vanish. Henkoff suspects a link between the outbreak, missing persons, and zombie proliferation, and eagerly awaits Hale’s report. When you deliver it, he is horrified to learn the zombie blood contains pathogens.

After deliberation, Henkoff concludes zombies aren’t the source of the plague—the rising zombie population and missing people remain unexplained. With no manpower for further investigation, he sends you to inspect the Haunted Lodge, a suspected zombie nest. There, you find an old, foul-smelling cabin and a beaded necklace—a gift from Frute to his niece. Henkoff deduces plague victims are turning into zombies. The Colony Alliance and polis authorities decide drastic measures are needed: burn the quarantine camps. Henkoff, grim-faced, hands you a torch, saying it’s the only way to save more lives. As you ignite the camps, half-zombified people burn alive.

After the grim task, Henkoff thanks you and grants leave in Green Despair. Officer Shooterbuck there praises your efforts, noting you saved countless lives and prevented Nevareth from being overrun by zombies. During your rest, Shooterbuck summons you again: anomalies have struck Green Despair. Mutated monsters appear, and an expedition sent to investigate has gone missing. Before vanishing, they sent samples of Dire Boar and Plant Toad and planned to collect one from the Troglos King. Shooterbuck asks you to retrieve the king’s sample and locate the team. You secure the sample but find only their journal.

The journal reveals clues: “soil at the Red Jungle border,” “parasitic plants,” “minerals.” The team was close to uncovering the cause. Shooterbuck instructs you to collect soil from the Red Jungle border and deliver it, along with the Troglos King sample, to Hale for analysis. No one in Nevareth matches Hale’s expertise.

Hale grumbles but accepts the task. His analysis confirms parasitic plants in the soil caused the mutations and reveals a countermeasure: minerals that kill the parasites. He directs you to an abandoned mine in Bloody Ice to collect them. There, you find a dying mage who gasps that Plant Clan monsters ambushed his group before succumbing to his wounds.

Reporting back, Shooterbuck wonders why the mages sought the minerals, what they intended to do with them, and why the Plant Clan attacked. Convinced the anomalies across continents are linked, he orders a meeting of colony officers and sends you to deliver the request to Dunheik in Desert Scream.

Dunheik greets you warmly, already considering a meeting. Analysis of the Giant Snake sample suggests mage involvement in monster mutations—something merchants couldn’t achieve, but mages could. Still, no solid proof exists.

While Dunheik attends the meeting, he asks you to investigate a group of Dark Sorcerers seen in the desert. These shadowy mages study ancient ruins, and recently, people have vanished alongside them. Dunheik advises questioning Magic Merchant Sullivan.

Sullivan admits hearing rumors but ignored them as unprofitable, suggesting you speak to Armor Merchant Dion. Dion reveals his brother spoke with one of the missing people before disappearing. The man muttered about “a new world, the sealed lion” before vanishing. Dion suspects the man bought goods from the Ailen siblings.

Ailen recalls the man but says nothing unusual—except hearing rumors that Dark Sorcerers seek something sealed in ancient ruins. They preach that only those who join them will survive the world’s end.

As you investigate, Dunheik returns from the meeting, concluding the Mage Guild orchestrated all recent anomalies. Yet, no countermeasures are set. When you report your findings on the Dark Sorcerers, Dunheik senses a greater force behind them. You feel a foreboding presence—and the pull of destiny.

Prologue

  • Prologue (Lv. 20-29)
  1. Officer’s Recommendation
  2. Find the Expedition Camp
  3. Aldebaran and the Team
  4. Deliver the Instructions
  5. Vayne’s First Love
     └ Spread of the Cult
  6. Ruins Investigation: Zone 2
  7. The Shining Card
  8. Where is Sirius?
  9. The Secret Key
  10. The Warrior’s Star

Sage Veradrix, the 8th Sage, arrives at Desert Scream with the Ruins Expedition Team. Veradrix holds the highest rank in the Tower of Sages after the Seven Sages. Though frail, her exceptional skill earned her the title of 8th Sage. When she asks Officer Dunheik to recommend an outstanding trainee, he suggests “You.”

Upon meeting, Veradrix introduces you to Blader Yuan, who greets you curtly. Veradrix reveals the true reason for summoning you both: while officially supporting the expedition, you will also undertake covert missions.

At the expedition camp, you meet Aldebaran, known as the Wandering Sage for his constant travels. After introductions, Aldebaran presents other members: Expedition Leader Vayne, Fried, Ike, and Arionel.

Vayne is a researcher from the Tower of Sages. Fried, a former treasure hunter and friend of Vayne’s son, joined after persuasion. Arionel, from the prestigious Cruz family of Force mages, is clumsy and once accidentally summoned a powerful ancient entity—earning her a spot on the team. Ike joined hoping to gain recognition from the Tower and now spends most of his time cleaning up Arionel’s messes.

Aldebaran, impressed by you, asks you to deliver instructions from Veradrix to Vayne: expand the excavation area and immediately transport discovered relics to the Tower due to Thieves’ Guild activity. The guild has been committing numerous crimes recently. Vayne reacts oddly to this news.

Privately, Vayne confides that he knows the Thieves’ Guild Master, Lin, and insists she wouldn’t stoop to such acts—she was his first love. He asks you to investigate. At the location he provides, you find Lin injured. Mentioning Vayne’s name sparks recognition.

When asked about the guild’s recent crimes, Lin denies involvement and explains: she once acted as a righteous outlaw, but her subordinate Kash staged a coup, ousting her. Swearing revenge, Lin collapses. After rescuing her, Vayne thanks you.

Suddenly, a message arrives from Nevareth Port Express. Summoned by Needler, you head to Green Despair, only to learn Ike called for help. Back at camp, Ike explains Arionel and Fried haven’t returned from their zones. You search for Fried in Zone 2.

You find Fried, who introduces two travelers: a boy and a young man—Patron and Silverwood. Claiming to seek ancient ruins, they impress Fried with their knowledge and skill, prompting him to recommend them for the team. However, Fried forgets to mention something important.

While exploring deeper into Zone 2, you discover a glowing relic too heavy for the three to move. Exhausted, they ask you to retrieve it. Inside the ruins, you find the artifact radiating light. Touching it dispels the glow, revealing a single card.

Back at camp, Fried greets you warmly, joking about being scolded for leaving him behind. He urges you to report the card to Aldebaran. Aldebaran notes the card reacted only to you and admits ignorance of its nature, suggesting the wisdom of the missing Grand Sage Sirius is needed.

Sirius, the former Sage, vanished after relinquishing his title. No one knows where he went. Aldebaran believes your unique power might lead you to him and recommends asking Veradrix.

Veradrix confirms Sirius is vital and last met Magic Merchant Sullivan in Desert Scream. Sullivan recalls Sirius but says their conversation was brief, though Sirius seemed to be searching for something. Sullivan suggests speaking to Cox, who handled a delivery for Sirius.

Cox reveals Sirius secretly sent a message via Port Service to the Ailen siblings. Ailen remembers the letter: Sirius, who once cared for them, wrote that he was leaving and left a way to contact him in emergencies. Ailen stored it in a warehouse and retrieves it for you.

Through General Merchant Dayton, you learn the truth: the eccentric old man living in a hidden corner of Bloody Ice—Captain Mark—is Sirius. His exact location: inside a furnace in the mines. There, you find an unburned record.

When you meet Sirius, he deduces Ailen sent you. He doubts they’d reveal his location lightly and asks why you’ve come. Upon hearing Aldebaran’s name, Sirius admits he lived in hiding but always worried about them. After reflection, he shares a grave truth.

A thousand years ago, cataclysms of quakes and tsunamis destroyed all civilizations—the Great Catastrophe. Today’s Nevarethians are their descendants. Prophecy warns of another catastrophe a millennium later. Only the Seven Stars, led by the King’s Star, can prevent it: “When the King’s Star bears darkness, the Six Stars of Darkness shall reclaim their light and plunge the world into shadow. But if it bears light, the Six Stars of Light shall unite to save the world.” The Six Stars of Light—excluding the King—are the King’s Consort, four Guardian Knights, and the Warrior’s Star who leads them. Only after the Warrior’s Star rises will the King meet his consort and oppose the Six of Darkness.

The card you found is no ordinary relic—it is a sealed Apocalyptic Card, a Sage’s Legacy, capable of awakening the Six Stars of Light. Its reaction to you marks you as the Warrior’s Star, the prophesied figure. The fate of the world now rests in your hands.

Sirius warns that Nevareth’s anomalies may signal the awakening of the Six Stars of Darkness—or the onset of the Great Catastrophe. You must decipher the card’s symbols and find the remaining Guardian Knights and the King’s Consort. Realizing your purpose, you resolve to embrace your destiny.

Spread of the Cult

  • Spread of the Cult (Lv. 24-33)
  1. Cult Evangelists
  2. The Son Lost to the Cult
  3. A Desperate Plea
  4. The Mark of Sacrifice
  5. Those Who Returned
  6. Raid on the Cult Hideout
  7. Interrogating the Cultist

While you focus on ruin investigations in the desert, a dark cult spreads across Nevareth, especially rampant on the Pastur Continent. Aldebaran asks you to help resolve this issue and suggests speaking with Carter, the harbor manager in Green Despair, who likely knows the latest rumors.

Carter mentions hearing of an exceptional trainee and shares troubling news: strangers in black cloaks with pale faces and cold eyes recently entered the harbor. Suspicious but with no grounds to stop them, he let them pass—only to realize later they were likely cult evangelists. Since their arrival, cult activity has surged across Pastur, and Collins’ son has run away, leaving Collins heartbroken.

Delivering Carter’s consolation payment to Collins, you find him closing his shop, devastated by his son’s disappearance. He refuses the money, saying he only wants his son back and offers his entire fortune if you can find him. Collins directs you to a hut in the mutated jungle where cultists gather. Inside, you find his son Ben unconscious. Though relieved, Collins despairs when Ben fails to recover, his mind seemingly shattered.

Collins begs you to fetch a Giant Spider’s heart, claiming a decoction made from it can restore sanity to those enthralled by the cult. After you deliver the heart, Ben regains his senses.

Ben reveals the cult was preparing a ritual of unknown purpose—something catastrophic. They marked Mosscutters as sacrificial offerings. Collins suggests asking General Merchant Rivet, known for his vast knowledge. Rivet, upon seeing the mark, turns grim: marking sacrificial beasts is a Dark Clan trait. He urges you to report to Shooterbuck, who is already overwhelmed investigating returnees from the cult.

Shooterbuck, troubled by the Dark Clan’s involvement, notes the similarity to the Mage Guild’s role in the jungle mutations. Determined to uncover the cult’s true nature and plot, he sends you to speak with Needler.

Needler, whose brother recently returned from the cult, shares little but worries about a girl who remained behind with the cult leader. Nodaka’s sister, also a returnee, confirms this and reveals the cult’s belief: the ritual will destroy the old world and create a new one. Disillusioned by the leaders’ tyranny and their use of Plant monsters in combat, she fled. She advises speaking to Guard Shawn.

Shawn’s mother was among the returnees. She reports seeing Dark Clan monsters and black-cloaked mages consorting with the cult leader. She suspects their main base lies near the icy mountains of Bloody Ice. Shooterbuck, frustrated by the Tower’s inaction and lacking manpower for a raid, asks you to investigate. At the hideout, you find an injured cultist and bring him back.

Under interrogation, the cultist refuses to cooperate but utters a chilling prophecy: “When the full moon rises, our power will peak, and all shall kneel at our feet.” Shooterbuck ponders its meaning, recalling legends that vampires grow stronger under the full moon. Vampires belong to the Undead Clan, yet the cult’s backers are Dark Clan. Could there be a link between the Mage Guild and the Undead Clan? You sense ominous forces converging and wonder what fate awaits at the end of this path.

The King’s Consort and Guardian Knights

  • The King’s Consort and Guardian Knights (Lv. 30-38)
  1. Meaning of the Symbols
  2. The Second Apocalyptic Card
  3. In Search of the Memorial Core
  4. Finding the Guardian Knights
  5. Where is Researcher Hale?
  6. Hale’s Treasure
  7. The Ancient Deciphering Tome
  8. The Third Apocalyptic Card
  9. The King’s Consort
  10. Renewed Resolve

Sirius completes the initial decoding of the card and summons you. He has identified four symbols but cannot interpret them, so he instructs you to consult Nevareth’s top expert—Researcher Hale. Though curt, Hale agrees when you mention Sirius’ name.

As expected, Hale quickly deciphers the symbols: - “The seeker of truth who forgot death” refers to Skeleton Mages. - “The warrior who cannot rest in the land of scorching heat” points to a special Mummy. - “The great desire gazing upon a crimson world” signifies a Huge Spider. - “The gathering atop the altar of swirling snow” means the Snowstorm Altar in Bloody Ice. Hale adds that those who unravel the millennium-old secret at the altar will obtain what they seek. After solving the altar’s mystery, you acquire the second Apocalyptic Card.

Sirius begins decoding the second card, which reveals the location of a map leading to Memorial Cores containing information on the Guardian Knights. You retrieve the map from a mummy village in the desert and collect all Memorial Cores, revealing the identities of the knights: - Veradrix, the Guardian Knight who shields the King. - Yuan, the Guardian Knight who can oppose the King. - Lin, the Guardian Knight reborn as the King’s shadow. - Fried, the Guardian Knight destined to succeed the King.

When you inform the expedition team of their destinies, they react with shock. Now, five stars have gathered, leaving only the King’s Consort. Sirius remarks that fate often seems sudden but is long foreseen. The third Apocalyptic Card will reveal the consort’s identity—but decoding the remaining symbols requires Hale’s help and his ancient deciphering tome. Unfortunately, Hale has vanished.

Magic Merchant Keller, a friend of Hale, reveals he became addicted to gambling and disappeared due to debt. Keller suggests asking Nodaka in Green Despair. Nodaka explains Hale is hiding in a specially sealed lab, which only he can unlock. She gives you a smoke bomb to trick him into opening the door, thinking there’s a fire.

As planned, the smoke draws Hale out. He admits he no longer has the tome—he pawned it to Tesky for a loan. To reclaim it, you must repay the debt with rare magical material: parasitic mushrooms from the Red Jungle. After delivering the mushrooms, Tesky reluctantly returns the tome. Hale, ashamed of his folly, lends you the tome for a day, warning you not to reveal his location to debt collectors.

With the tome, Sirius deciphers the final symbols: - “The sky where blizzards rage.” - “The land of mountains buried in glaciers.” - “The gate that opens when five stars unite.” Sirius concludes this mission requires all five stars. At an underground bunker east of Bloody Ice, you and the four knights pull levers together, breaking the seal and releasing the third Apocalyptic Card.

The card names Arionel as the King’s Consort. Sirius, surprised, admits he thought her a naive child, never imagining she’d bear such a burden. When you show her the card, Arionel envisions a boy imprisoned in an eternal space, awakening to her destiny. Resolute, she accepts her role to protect the world. Now, all six stars—save the King’s Star—are united. Sirius urges haste: the King must awaken to light before darkness claims him. The forces coveting the Demon King’s legacy are also searching, and the King cannot be far. Yet, even Sirius does not know how to find him.

Provocation of the Monster Clans

  • Provocation of the Monster Clans (Lv. 39-42)
  1. Recover the Expedition Corpses
  2. The Plant Clan’s Provocation
  3. Cause of the Provocation
  4. Report to Veradrix

Henkoff urgently summons you, reporting a strange discovery in Green Despair and requesting assistance. When you meet Shooterbuck, he explains that the long-missing jungle expedition’s corpses were found deep in the Red Jungle. He asks you to retrieve them and deliver them to Hale for autopsy.

Hale, though grumbling, agrees to examine the bodies but demands a favor in return: recently, Plant Clan monsters attacked people and stole advanced weapons meant for Weapon Merchant Mitrop. Hale asks you to recover the stolen weapons so Mitrop can settle his payment.

After retrieving the weapons from a Plant Clan rare spawn and returning them to Mitrop, he thanks you and promises to pay Hale. Mitrop complains that Plant Clan monsters have gone berserk lately, yet neither the polis nor the colonies provide any explanation. When you ask Shooterbuck, he admits Mitrop confronted him angrily, leaving him flustered.

Hale’s autopsy results confirm Shooterbuck’s suspicion: the Mage Guild likely provoked the Plant Clan, triggering the attacks. Even after the abandoned mine incident, the guild seems to have continued antagonizing them. This evidence strongly suggests a hidden faction within the Mage Guild. Until now, humans and monster clans maintained a fragile balance—but that balance is breaking. Shooterbuck insists this cannot be ignored and asks you to deliver his report to Veradrix at the Tower of Sages.

Upon reading the report, Veradrix reveals the truth: the Mage Guild’s backers are after the Absolute Soul Core (ASC)—a secret known only to the Sages. ASC is the source of the Great Catastrophe a thousand years ago. It shattered into seven fragments: six held by the Clan Masters of the monster clans, and the final, most powerful fragment by the King’s Star. Possessing two or more fragments would make anyone unstoppable. This is why finding the King quickly is imperative.

The King Has Vanished

  • The King Has Vanished (Lv. 43-57)
  1. Expedition Report
  2. Aldebaran’s Message
  3. The Secret of the Vampire Lair
  4. Nine’s Antidote
  5. Silverwood’s Identity
  6. Patron in Peril
  7. In Search of Patron
  8. Guilt
  9. The Secret Society, Prometheus
  10. The Torn Map
  11. The Other Half of the Map
  12. The Damaged Map
     └ The Dark Mage Guild
     └ Prelude
  13. The Dark Clan’s Confession
  14. Patron’s Fate

Veradrix warns that ASC’s existence is leaking and urges haste. First, inform the expedition team about ASC and deliver a report to Aldebaran. At the camp, only Vayne remains; others are out in their zones. Patron and Fried left together, while Silverwood vanished without a word. Vayne promises to brief the team later and hands you the activity report.

Returning to Veradrix, you learn Aldebaran left for the Tower on urgent business, asking you to protect Nine—the Tower’s youngest researcher, who fled with classified data. The Tower is hunting her, but Veradrix and Aldebaran trust her. You must find Nine first.

Nine hides in Bloody Ice. Henkoff refuses to send troops due to lack of manpower but offers help if you assist him first. After retrieving Nine’s memo, he agrees to patrol.

The patrol discovers a previously unknown deep cave—suspected to be a Vampire Lair. Inside, you find Arionel in tears, asking if you came to rescue Ike and Nine. She explains they were abducted during a ruin survey. Ike entered the lair to save Nine but never returned.

You rescue Ike and Nine from the lair and unexpectedly encounter Silverwood. Back at camp, Veradrix is preparing to depart for support. She reveals Silverwood kidnapped Patron, who was with Fried, and vanished. Nine, poisoned by vampire venom, worsens. To cure her, you need antidotes from the Undead Clan, Mutant Clan, and Plant Clan. Lin and Yuan fetch two; Veradrix asks you to obtain the Mutant Clan antidote.

While retrieving it in Desert Scream, you find a broken armband near the herb stash. Veradrix notes Lin and Yuan found similar pieces. She suspects a clue but prioritizes Nine’s treatment. Aldebaran returns upon hearing of Nine’s condition.

Aldebaran praises your growth. When the armband fragments are assembled, one piece is missing—until Nine produces it, taken from Silverwood’s arm. The completed armband bears the insignia of the Knight of Betrayal. Sirius confirms this symbol marks one of the Six Stars of Darkness—the knight destined to usurp the King’s power. Based on Silverwood’s actions, Sirius concludes Patron bears the King’s destiny. You must rescue him before darkness awakens him as the Demon King.

Informing the Guardian Knights fills them with guilt. Yuan suggests splitting up to search for Patron, reasoning Silverwood will keep him close while hunting ASC fragments. You scour the Plant Clan rare zone in Green Despair and find Patron unconscious beside Silverwood. Returning him to camp, Arionel vows to care for him.

Patron, wracked with guilt, confesses Silverwood slaughtered members of the Sword of Guardians and forced him into battles against monsters. Patron never wanted to harm anyone but couldn’t control his power. Aldebaran explains the Sword of Guardians—a secret order sworn to protect the King’s Star and the Six Stars of Light. Now that the King is found, only one task remains: expose and destroy the forces of darkness.

Meanwhile, Nine recovers and reveals the truth: the mastermind behind Nevareth’s turmoil is Prometheus, a secret society embedded in the Tower, polis, and colonies. They orchestrated every anomaly. Even Patron was part of their plan—a clone created from the Demon King’s genes to fulfill their prophecy.

Nine stole a map marking Prometheus’ base when she fled the Tower, prompting their pursuit. Unfortunately, she lost it while evading capture. You must recover the hidden and concealed map fragments to locate their stronghold.

You retrieve the hidden map from Ghost+ and the concealed map from Port Lux, but it’s too damaged to read. Nine suggests Hale restore it. Hale grumbles but agrees—then vanishes after finishing the job. The restored map is covered in cryptic symbols. With no choice, you bring it to Sirius, who has been studying ancient texts. He recalls a reference to the ASC Controller during Saint Valentine’s sealing of the Demon King. Sirius suspects Prometheus knows of the controller and plans to use it. He vows to find Hale and decode the map’s symbols.

The Dark Mage Guild

  • The Dark Mage Guild (Lv. 52-55)
  1. Begin Investigation of the Mage Guild
  2. The Mage Guild Laboratory
  3. Identity of the Clue
  4. The Unveiled Conspiracy

News arrives that Veradrix has visited the Port Lux residence. She commends your efforts and explains that while Aldebaran continues investigating the Tower’s internal traitor, she came to focus on the Mage Guild. Veradrix suspects the cult and the Mage Guild’s suspicious activities are tied to Prometheus and asks you to question Tesky, a former Mage Guild executive now in Green Despair. Tesky likely holds an information scroll.

Tesky recalls when you retrieved Hale’s ancient deciphering tome. When asked for the Mage Guild scroll, he explains: trouble began when shady dark mages infiltrated the guild, causing internal strife. Disgusted, Tesky left to pursue independent research. Veradrix remarks that for someone as curt as Tesky to hand over the scroll so easily, you must have earned his trust.

The scroll reveals the location of the Mage Guild’s laboratory—near the southern lighthouse on Port Lux’s coast. Investigating the lab, you find a mage’s book and a suspicious vial of blue liquid. Veradrix works tirelessly to decode the data, eventually uncovering a shocking detail: the documents mention Port Ruina—a site restricted to the Tower’s upper echelon. Its appearance in Mage Guild records proves a traitor exists within the Tower. Veradrix struggles to accept that someone she knows could be the mole.

Magic Merchant Yert examines the blue liquid and concludes it was extracted from minerals during underground resource harvesting—a feat impossible for mages but achievable by specialized Metal Clan machinery. This means the Mage Guild allied with the Metal Clan to create a substance for attacking the Plant Clan. Veradrix recalls the earlier Green Despair report and grows grim. You begin to wonder what Prometheus truly is.

Later, Aldebaran arrives at the Port Lux residence with updates. After reviewing all gathered intel, he concludes Prometheus’ influence is beyond imagination. The cult operates under the Dark Clan, the Mage Guild manipulates monster mutations, and they’ve joined forces with the Metal Clan to assault the Plant Clan. Prometheus is deliberately destabilizing the balance among monster clans to trigger anomalies. Their goal is undoubtedly the fragments of the Absolute Soul Core—but Veradrix suspects an even deeper plan. For now, the priority is protecting Patron and exposing Prometheus’ true face.

Prelude

  • Prelude (Lv. 52-52)
  1. What Are You Fighting For?

You receive a discreet proposal. Officer Morrison, looking weary, remarks on the continent’s growing unrest. Recently, a large group of travelers entered Port Lux, resembling a religious sect. Morrison also relays messages from two Sages and explains the Seven Sages of the Tower. Among them, Sage Capella and Procyon are rallying warriors to their cause, ostensibly to restore order to Nevareth. Morrison, however, remains skeptical of their motives—though he admits that uniting Nevareth under one vision could spark great progress. Finally, Morrison poses a question: “What are you fighting for? Which side will you choose?”

The True Nature of Prometheus

  • The True Nature of Prometheus (65-72)
  1. Searching for a Younger Brother
  2. Orphan Solme
  3. Warriors of the Abandoned House
  4. Following Nine
  5. The Pitiful Spy
  6. Destroying the Cultists’ Hideouts
  7. Request to Repair the Warp Circuit
  8. Situation Report
  9. Weakening the Metal Clan Alliance

Upon arriving at Port Ruina, the general store merchant Sally approaches you. She explains that because of the dangers, the people of Port Ruina are very wary of outsiders. Sally, originally from Desert Scream, came to Port Ruina searching for her younger brother who went missing due to a dark sorcerer. She believes the sorcerer who disappeared with her brother is living in the Metal Clan’s lair in Port Ruina and asks you to find her brother. Moved by her tragic story, you decide to help.

While investigating the Metal Clan’s lair, you find Sally’s brother, Lef. Lef is shocked to meet a living person. After rescuing Lef, Sally reunites with her brother after a long time and says she will never forget your kindness.

Sally then makes another request. There is a child named Solme in Port Ruina who lost his parents and lives as an orphan. Sally has been helping Solme, but now that her brother is sick, she cannot leave his side, so she asks you to deliver bread to him. Solme, playing in the town square, figures out who you are just from a few clues like “never seen you before” and “the bread Sally always gives.” Sally says she cried whenever she saw Solme because he reminded her of her brother.

After eating the bread, Solme tells you about some outsiders who recently entered Port Ruina. They are living in an abandoned house outside the village. Solme thinks they are unusual since they live in a place full of Metal Clan monsters and says they seem to be searching for someone.

When you go to the abandoned house, you hear the voices of your companions. They are really there. Yuan explains they stayed out of the village to avoid scaring the locals. Remembering how sorcerers once allied with the Metal Clan, they suspect the map might really lead to Prometheus’s base. However, Mystic Blade feels uneasy, saying it’s suspicious that Prometheus’s base was revealed so easily.

After a good rest, the group decides to split into three teams. Mystic Blade, Yuan, and Arionel will track Silverwood and Phaetron, while Freed and Lin will search for the ASC Controller. Nine and “you” will infiltrate Prometheus’s base together. According to the map, Prometheus’s base is in the Vampire Lair. Nine goes in first, and you follow, clearing out vampires along the way.
Inside, you witness Sirius arguing with Sage Rigel.

It turns out Nine was a spy for Prometheus. Rigel manipulated Nine into becoming a spy to steal information about the Sword of Guardians. Sirius accuses Rigel of thinking everything will go as planned, but Rigel retorts that Sirius knows nothing of the miserable lives of others and declares they will overthrow the world and create a perfect one. Rigel reveals that the ASC Controller can control the Demon King’s power and that Prometheus’s leader is none other than Rigel, the Sage from two generations ago. Rigel became a lich through forbidden magic and has lived for over 300 years. Rigel mocks you, saying you wouldn’t dare challenge him, and attacks Sirius. Both Sirius and you suffer severe injuries and barely escape the Vampire Lair. Back at the abandoned house, Sirius laments that they were deceived by Prometheus and decides that protecting the ASC Controller and Phaetron takes priority over rescuing Nine.

While Sirius recovers, the group investigates the cult hiding in Port Ruina. Sally, the merchant, says she heard that the people in the abandoned house are your allies and asks if you’re investigating the cultists. She reveals that the dark sorcerer who took her brother once served as the cult leader. Lef remembers the locations of the cultists’ hideouts scattered throughout Port Ruina. Sally gives you bombs and asks you to destroy the hideouts. Since destroying them might force the cultists into the open, you accept. While blowing up the hideouts, you find a broken warp circuit in the third one. Sally has never seen such an item, but says a skilled blacksmith could repair it and figure out its purpose. Currently, only a part-timer named Hide is at the Port Ruina forge. Hide promises to deliver it to the blacksmith when he returns.

On your way back to the abandoned house, your companions urgently summon you through Solme. When you return, Sirius informs the group that Nine was turned into a spy after being infected with vampire venom and that Prometheus’s leader is Rigel, the former Sage turned lich. Sirius urges everyone to pool their findings to prevent Phaetron from falling into Prometheus’s hands.

Lin shudders at the thought of being manipulated by Prometheus but says they must be frustrated too since they failed to kill Sirius. The biggest problem now is the ASC Controller’s location, which Freed is still searching for. Arionel bursts into tears, saying Silverwood reminds her of Ike, while Yuan reports that they captured Silverwood but still haven’t found any trace of Phaetron. Mystic Blade is interrogating Silverwood. Sirius worries that Phaetron might have awakened as the Demon King after Silverwood failed to restrain him.

Meanwhile, Lin asks you for a favor. While investigating the ASC Controller’s location, Lin discovered that many high-ranking members of the Mage Guild were recently replaced. She suspects Prometheus has taken control of the Mage Guild. Furthermore, one guild officer is working with the Metal Clan in a sewer hideout to form an alliance. Lin decides this must be stopped. You must infiltrate the sewer hideout southwest of Port Ruina and smash everything to ruin Prometheus’s plans.

Burying the Sorrow

  • Burying the Sorrow (58-64)
  1. Silverwood’s Assault
  2. Delivering the Bad News
  3. Sirius in Peril
  4. The Hidden Spy
  5. Aldebaran’s Death
  6. Heading to Port Ruina

Suddenly, Nine calls you, saying he has a bad feeling. He suspects Prometheus might attack to capture Phaetron. When you rush back to the inn, you find Arionel crying. Silverwood launched a surprise attack, and during Phaetron’s rampage, Ike died protecting Arionel. Phaetron was taken by Silverwood. Arionel wonders how Silverwood knew their exact location.

The companions are enraged by Ike’s death. Lin vows to make Silverwood pay, while Freed blames himself for failing to protect Phaetron. Yuan calmly assesses the situation and worries about Arionel, who seems to feel guilty for not protecting Phaetron. They also fear what might happen if Prometheus gets hold of the ASC Controller.

Beradrix is shocked by Ike’s death but insists they focus on rescuing Phaetron and uncovering Prometheus’s identity. The decoded map reveals that Prometheus’s base is in Port Ruina. However, Hale says he couldn’t reach Sirius and sent the decoded map to Aldebaran instead. Beradrix asks you to deliver the map and check on Sirius’s safety.

When you reach Sirius’s hideout, you sense a chilling aura. If you had arrived any later, Sirius would have been killed by vampire monsters. After saving him, Sirius takes the map and asks you to gather some Glacier Herbs for his wounds.

Sirius suspects there might be a spy among them since only they knew the locations of the inn and the hideout. He suggests the spy might be brainwashed and controlled against their will.

Sirius decides to find a new hiding place and asks Aldebaran to investigate the spy. However, Aldebaran has already been killed by Prometheus. Beradrix introduces Mystic Blade, who stayed with Aldebaran until the end. Mystic Blade had originally been tracking Silverwood and ended up cooperating with Aldebaran. Silverwood stole his eyes. Before dying, Aldebaran gave Mystic Blade his investigation records and revealed the spy’s name: Sage Rigel.

The group buries Aldebaran’s body on the coast of Port Lux and gathers to discuss their next move. They decide to launch an assault on Prometheus’s base in Port Ruina.

The Origin of the Demon King

  • The Origin of the Demon King (73-76)
  1. The Sap of Truth
  2. Silverwood’s Secret
  3. Danger Alert
  4. Awakening of the Demon King

To extract information from the captured Silverwood, you begin an interrogation. Silverwood refuses to reveal Phaetron’s whereabouts. Yuan comes up with an idea: among ancient core technologies, there is a sap that stimulates brain nerves, forcing the subject to speak only the truth. Yuan asks you to retrieve the Sap of Truth from the Metal Clan’s ancient research lab. You obtain the drug from the Metal Clan’s lair, which comes with a warning about side effects. Mystic Blade, being blind, asks you to administer it.

After injecting the Sap of Truth, Silverwood confesses everything. The Demon King’s rampage cannot be stopped by anyone. Moreover, the Demon King was none other than Faust and Saint Valentine. He created and sealed the ASC Controller. No one can stop him.

Mystic Blade cannot completely deny Silverwood’s words, as no one ever witnessed Saint Valentine sealing the Demon King. Preparations must be made in case Phaetron awakens as the Demon King. When you share this with the group, everyone is shocked.

Lin calls you back, saying she forgot to mention something. Beradrix and Sirius urgently need you. Yuan has already gone to Port Lux with Sirius, but since it seems critical, you follow. At the mansion, you learn that Port Lux and Port Ruina are under attack by monster clans.

When you inform Sirius of Silverwood’s confession, he ponders deeply and suggests that, like Phaetron, Saint Valentine and Dr. Faust might also be alternate forms of the current king and the Demon King. Beradrix insists they must find Phaetron and stop his rampage before he fully awakens as the Demon King. The only place in Port Ruina not yet attacked is the Phantasmal Clan’s lair. They ask you to search for Phaetron there.

There, you encounter Phaetron, who has begun to lose control. He laments his fate, saying he cannot restrain his power. He hands you his dagger, asking you to use it to kill him if he ever harms others.

Beradrix, holding Phaetron’s dagger, feels conflicted, believing they have failed to protect their king. He vows to keep the dagger safe, as he may need it someday. Meanwhile, Silverwood escapes due to the Sap of Truth’s side effects.

In Search of the Land of Death

  • In Search of the Land of Death (77-79)
  1. Hide’s Mistake
  2. Freed’s Investigation
  3. Hale’s Test Subject
  4. Hale’s Gratitude

Schlansky, the warehouse guard in Port Lux, calls you over, saying there’s an urgent message from Hide in Port Ruina. When you meet Hide, he explains that the blacksmith was away for too long, so he tried to repair the warp circuit himself but accidentally broke it. Still, there was some progress: he discovered the string “ASC” inside the internal components. The blacksmith in Port Ruina suggested it might contain condensed, powerful energy. When you return with this information, Yuan worries that Prometheus might have already located the ASC Controller and suggests asking Sirius. Sirius recalls that leaving such records is typical of the Undead Clan and remembers that the monsters who attacked him and Nine, as well as Rigel’s guardians, were all from the Undead Clan. It’s now certain that the Undead Clan is working with Prometheus. Sirius suspects Prometheus’s base is in the Undead Clan’s main habitat—the Land of Death, Undead Ground. However, Sirius emphasizes that finding the ASC Controller is more important than locating Prometheus’s base right now.

There’s still no word from Freed, who went to search for the ASC Controller. Sirius assumes there’s been no progress since there’s no contact. Freed has been staying at a traveler’s inn in Port Lux, asking around, but since even the Tower of Sages barely knows about the ASC, ordinary people certainly wouldn’t. Naturally, there were no results. Freed eventually asked the harbor manager to look into it.

Finally, news comes from Porter, the harbor manager. He says a researcher named Hale might know about the ASC Controller. However, Hale has fallen back into gambling and is now selling off his collection of rare test subjects to fund his habit. Porter suggests that if you capture and deliver a rare test subject called Mechamender+ to Hale, he’ll give you the information. Freed returns to Port Ruina first, while you deliver the captured test subject to Hale and meet him. Hale reveals that his mentor hid the ASC Controller in the Undead Ground.

The King-Slaying Mission

  • The King-Slaying Mission (80-87)
  1. The Land of the Undead
  2. The Lake of the Phantasmal Clan
  3. The Last Apocalypse Card
  4. A Special Device
  5. Sacrifice
  6. Farewell, Beradrix
  7. Carrying the Coffin
  8. Yuan in Peril
  9. With Tears in Our Eyes
  10. Dream

After confirming with Hale that the ASC Controller is indeed in the Undead Ground, the group sets out. Sirius warns that Phaetron seems to have awakened as the Demon King and may already possess at least two Absolute Core fragments. If that’s true, they must prepare a last resort.
That last resort is regicide—the killing of the king. Each of the Six Stars was born with two missions, and among them, the two who can oppose the king and break his power are Arionel and Yuan. Yuan’s second mission is to slay the king, while Arionel’s is to seal him. Since it’s uncertain whether Phaetron will choose to seal himself like Saint Valentine, the existence of these second missions ensures a backup plan.
When Arionel hears about the sealing, she feels pity for Phaetron. Yuan, on the other hand, accepts his mission quickly, fearing that if he fails, all of Nevareth will turn into hell. He sets out to find the king-slaying weapon. Beradrix remarks that Arionel’s second mission is too cruel, but his own mission is sacrifice.
The group then splits up: Lin and Freed will search for the ASC Controller, Mystic Blade will continue tracking Silverwood, and Beradrix and Arionel will prepare for Phaetron’s sealing.
Sirius mentions that one Apocalypse Card remains, currently held by the Phantasmal Clan. How they obtained it is unknown, but it brought prosperity to their race. Sirius wants to retrieve it himself but can’t move easily after being wounded by Rigel, so he asks you to recover it.
After hunting Buruk at Lake in Dusk and obtaining the Apocalypse Card, Sirius says it could be the key to saving the world and asks you to deliver it to Tesky. Together with Freed, you deliver the final Apocalypse Card to Tesky,[1] who, though indifferent, creates a special device.
Freed, puzzled after receiving the special device and the Apocalypse Card from Tesky, suggests returning to Sirius. Sirius explains that the device can charge the Apocalypse Card’s energy to temporarily suppress the Demon King’s power. He hands the device to you, saying it will be needed someday.

After learning how to use the device, Freed advises you to return to the House of the Dead, as he’ll take some time and feels uneasy leaving only Arionel and Beradrix there.
But when you arrive, it’s already too late. From inside, you hear Arionel’s screams and the sounds of battle. Rushing in, you find Arionel sobbing. She explains what happened.
Phaetron had stolen a core fragment from the Phantasmal Clan, bringing his total to two. Overcome with despair, he came to Beradrix and Arionel, seeking to seal himself. However, while Arionel hesitated, Silverwood attacked to steal the fragments. Beradrix sacrificed himself to save Phaetron, who then disappeared again.
Beradrix, mortally wounded while stopping Silverwood, says he was only fulfilling his mission and is relieved Phaetron survived. He urges you to protect Nevareth before passing away. Sirius regrets leaving only Arionel and Beradrix behind but vows their deaths will not be in vain.
Since Beradrix belonged to the Tower of Sages, Sirius says his funeral must be handled by the Police authorities, not civilians, and asks you to transport his remains to Desert Scream. Meanwhile, Yuan, enraged, rushes off alone with the king-slaying weapon to confront the Demon King, forcing you to send an urgent message to rescue him.
Lin and Freed are still investigating but have not found the ASC Controller, and Mystic Blade’s pursuit has yielded nothing. Sirius fears the Demon King’s rampage is accelerating. Though civilians remain unharmed for now, that may not last.
Sirius asks you to accompany Arionel to contact the Demon King so the king’s consort can attempt her second mission. Since the Demon King’s aura is surging, Arionel should instinctively find him. Sirius also speculates that the dagger Phaetron once gave you carries his will, allowing you to communicate with him through it.
When you return after meeting Phaetron, everyone thanks you for coming back safely. Sirius marvels at Phaetron’s strength of will, having chosen self-sealing despite seeming weak. However, if Prometheus finds the ASC Controller before the Demon King is sealed, even Phaetron’s will won’t be enough to stop disaster.


  1. Port Ruina research lab, now relocated to Green Despair’s lab.



Excavating the Source of the Great Catastrophe

  • Excavating the Source of the Great Catastrophe (88-99)
  1. The Vampire Castle
  2. Rigel’s Trail
  3. Preparing for Infiltration
  4. Prometheus’s Stronghold
  5. Rigel the Lich
  6. ASC Controller
  7. Sirius Falls Asleep
     └ Prologue
  8. The Ruined Tower of Sages
  9. The Seal
  10. The Path of the Survivors
  11. The Memorial Stone
  12. The Dawn of the Human Era

In Prometheus’s stronghold, you discover a uniquely carved transparent ice ring. Sirius recognizes it as Rigel’s ring, noting Rigel’s habit of imbuing his belongings with his own attributes. The ring moves toward its owner, confirming that Rigel is indeed at Prometheus’s base.
As Sirius predicted, Rigel’s ice ring reacts to the entrance of the Ice Castle. However, Sirius decides that due to their numerical disadvantage, it’s too risky to attack immediately. Instead, he wants you to infiltrate the stronghold and install a listening device to monitor their movements. This reveals the location of the ASC Controller.
Sirius storms the Tower of the Dead with Lin, battling Rigel’s subordinates. After a fierce fight, Lin is injured, and Sirius faces Rigel alone. Gravely wounded, Sirius is rescued by you, but he laments that you should have secured the ASC Controller first, as humanity’s fate depends on it. The Demon King seeks to destroy the ASC Controller to free himself completely from Phaetron’s will, while Prometheus aims to use it to subdue the Demon King. The ASC Controller is already weakened by the Demon King’s attacks. Sirius entrusts you with its destruction.
You destroy the ASC Controller and defeat Rigel, the former Sage, now a lich. However, Sirius’s wounds are fatal. He leaves a final wish: to trust in the will of Phaetron within the Demon King and wait. Then he dies. The group mourns Sirius’s death deeply.

After Sirius’s death, the companions gather again at the House of the Dead. Arionel grieves, wishing no one else would leave her side. She feels powerless knowing everything now depends on Phaetron’s will. Freed, delayed unintentionally, admits he’s unsure who to follow now. Mystic Blade apologizes, feeling that losing contact with Freed changed the outcome. They agree to wait for the Demon King’s sealing but also prepare for failure.
Before they can process their grief, Phaetron suddenly takes Arionel to the Eternal Altar. It happens so quickly that no one can stop it.
Lin wonders if this is Phaetron’s will or the Demon King trying to seal himself. When Arionel seals the Demon King and averts the Great Catastrophe, Lin feels bittersweet, knowing this ushers in an imperfect human era. Still, she’s relieved everyone else survived.
After the sealing, Yuan vows to help Arionel grow strong enough to protect herself. Freed recalls Sirius’s words about remembering the Sword of Guardians whenever he saw the Apocalypse Card and decides to search for the surviving Sword of Guardians. Lin plans to rebuild the Thieves’ Guild and help those who once aided her. Mystic Blade resumes his pursuit of Silverwood, saying one of them must die for this story to end.
When asked what you will do next, Mystic Blade offers you a task if you’re unsure: complete the small memorial stone for Ike, Aldebaran, Beradrix, and Sirius—those who died before their time. He says the unfinished stone lies near the House of the Dead and asks you to finish it.

The Signs of War

  • The Signs of War (88-99)
  1. A Foolish War
  2. Life-Threatening Cold
  3. Unending Rain
  4. The Temple Guardian’s Wrath
  5. The Tower of Sages Divides

The war on the Huan Continent is far from over. Warehouse guard Cox shares news from the Nevareth Port Service: chaos reigns across Nevareth. A war broke out between Judin and Medinak, followed by a truce, and monster research has been halted. Mercenary groups incite conflict for pay, while monsters continue to rampage. Even creatures from Forgotten Ruin have invaded Desert Scream.

Cox admits he accepted a request to hunt a Giant Scorpion in Forgotten Ruin but had no one to handle it. He feels disillusioned by the situation, questioning what’s right. Yet he argues that legendary dangers feel unreal, and humans can only focus on immediate survival.

When you accept Cox’s request and hunt the Giant Scorpion, you meet a man named Blackbard. Instead of revealing his identity, Blackbard cryptically says Sirius foresaw his fate and sent you to him. He claims Nevareth’s future—whether it regains sovereignty or falls to the Great Catastrophe—rests in the hands of the Guardians. Even if humanity divides, he hopes it will be by human choice, not divine command, so a new beginning remains possible.

Meanwhile, the Midreth Continent suffers from relentless cold. Fisher remarks that such severe cold is unprecedented and fears it’s a sign of impending disaster. He asks you to hunt Berserk Ghouls in the Undead Ground to calm public fear, as some blame the cold on an undead curse. Though Fisher doesn’t believe the rumor, he wants to ease people’s anxiety. Yet even after slaying the ghouls, nothing changes.

On the Pastur Continent, endless rain causes catastrophic flooding, overwhelming both the Police and the Tower of Sages. Rumor spreads of a book containing a spell to stop the rain, currently held by an orc mage named Zidash in Lake in Dusk.

After defeating Zidash and meeting a contact introduced by Needler, you encounter Blackbard again. He remarks that people must be desperate to seek such things, but the real question isn’t decoding the spell—it’s whether the disaster will end. He warns that the Demon King has already begun awakening and that efforts to usher in the human era are underway. He adds ominously that while some want the Demon King gone to start the human era, his disappearance will also end alliances.

In Port Lux, golems suddenly go berserk. Schlansky suggests finding Blackbard, who might know a solution. After inquiries, merchant Hamprick reveals his location. Blackbard says calming the golems requires retrieving a Ghost Blader’s Ring from the Undead Ground, though he warns the method is ancient and may not work. Schlansky hopes it does and takes the ring to Officer Morrison.

Officer Morrison reports growing unrest within the Tower of Sages. Sage Procyon governs the Huan Continent, while Sage Capella oversees Pastur. Suddenly, both declare independence from the Tower. Morrison predicts Nevareth’s warriors will soon have to choose sides. When you meet Blackbard again, he says war is now inevitable and explains the sages’ ideologies: Capella seeks an egalitarian society, while Procyon favors absolute leadership. Blackbard advises you to think carefully before choosing a faction.

The Strange Traveler Skaild

  • The Strange Traveler Skaild (95-112)
  1. Skaild’s Boast
  2. Skaild and Raihona
  3. Skaild’s Quick Thinking
  4. Skaild’s Nonsense
  5. Skaild’s Secret
  6. Skaild and the New Colony
  7. Skaild Eats and Runs
  8. Skaild’s Bike

You receive a call from warehouse guard Cox, who says a man named Skaild left you a message. Cox reads the message aloud, embarrassed by its exaggerated tone. When you meet Skaild, he greets you enthusiastically in the same flamboyant style. Skaild claims he’ll teach you a technique to defeat a Stone Beetle in one strike and sends you to catch one. However, his method is absurd: grab its ears and beat it senseless. Skaild insists you practice immediately and then vanishes in a hurry.

Second meeting: Skaild says if you hunt enough Raihonas, you’ll eventually be able to fire a Thunder Beam from your forehead. He then launches into a long speech about which monsters he’d like as pets. But when you actually hunt Raihonas, he bursts out laughing, asking if you really wanted to shoot a Thunder Beam.

Third meeting: Skaild apologizes for deceiving you and offers useful information as an apology. He claims selling the tough hide of a Two-Headed Hound will make you rich. When you look skeptical, Skaild scolds you for being so gullible. But when you bring the hides to Rivet, Rivet scoffs, asking why you brought such trash and offers to give you credit if you need money.

Fourth meeting: Skaild claims he’s from a noble family and tells you to ask Mechias if you don’t believe him. Mechias immediately recognizes the heirloom Skaild carries, saying everyone in Nevareth knows the Miz family. However, Mechias clarifies the truth: Skaild was once a candidate to inherit the Miz family name, but his constant troublemaking led them to ignore his runaway antics. Worse, he stole the family heirloom when he left, so they’re chasing him. When you confront Skaild, he denies running away, insisting he simply ventured into a bigger world.

Fifth meeting: Skaild warns that Griffons are officially designated as natural monuments by the Tower of Sages and that hunting one would be a disaster. When you doubt him, he dares you to try, saying an officer will scold you. Officer Dunhike just laughs, saying several warriors asked the same question recently. He explains there’s no such thing as a natural monument, and even if there were, no one would protect monsters. He emphasizes again that Griffons are not protected.

Sixth meeting: Skaild boasts about a newly established special management colony in Port Lux, claiming a massive stone monster is sinking Exilian Island and that it takes a month by ship to reach it. When you suggest using a warp gate, Skaild mocks you, saying if that were possible, why would they build a colony? He also gushes about hearing that the Port Lux guard is a stunning beauty and vows to meet her someday.

Seventh meeting: Unlike usual, Skaild claims to be in a life-or-death crisis and offers you the honor of helping him. When you meet, he says the Miz family faces a severe financial crisis and might collapse unless he intervenes. He asks you for money as an “investment.” If you refuse, he throws a tantrum. Eventually, he takes the money and disappears, laughing about the family’s “crisis.” When you catch him later, he’s shocked and begs you not to hit him.

Eighth meeting: Skaild invites you to see something amazing. He shows up riding a bike. When you ask how he got it, he boasts that money can buy anything—clearly using the money you lent him. He promises to give you a new bike if you pass his test: retrieving a Dark Gnoll’s sword fragment from Lakeside. But when you bring it, he complains it’s useless and denies asking for it. When you demand the bike card, he refuses, saying it’s too expensive, and gives you something else instead.