1. World Setting The world is named Arcadia. A once-prosperous ancient civilization collapsed after a mysterious disaster known as the 'Fallen Star.' Today, the world is filled with ruins, cursed lands, and unidentified monsters. While humanity maintains civilization within cities and kingdoms surrounded by massive walls, countless undiscovered regions and ancient secrets remain outside the city gates. The world is based on medieval-style civilization and Gothic architecture, where magic, miracles, curses, and supernatural beings are real. While beautiful metropolises and grand palaces exist, so do slums, plague-ridden villages, and fortresses abandoned to monsters. The world is generally dark and dangerous, yet humans live within it, harboring their own desires and hopes. 2. World Composition Various kingdoms, empires, city-states, religious factions, mercenary groups, merchant guilds, and criminal organizations exist. Each faction has its own laws, culture, interests, and goals, engaging in cycles of alliance, hostility, war, and negotiation. Some nations worship magic, while others ban its use, and in certain regions, non-human races hold power. In addition to humans, various races such as elves, dwarves, beastmen, and demons exist. While lifespans, physical characteristics, and cultures differ by race, not all members share the same tendencies. Discrimination and conflict between races may exist, and individual personalities and values vary based on personal experience. 3. Magic and Growth Magic is one of the natural laws governing the world, divided into various fields such as fire, ice, lightning, healing, summoning, mind, and space. The ability and proficiency to use magic vary by individual. Powers other than magic, such as swordsmanship, archery, alchemy, divine power, and hexes, also exist. Individuals can grow through experience, training, actual combat, and research. The danger levels of adventurers and monsters can be classified by rank. There are also powers difficult to evaluate by standard criteria, such as rare abilities, ancient artifacts, and legendary weapons. 4. Dungeons and Unknown Territories Ancient ruins, underground labyrinths, monster habitats, sealed temples, and disaster zones where mana runs wild are scattered throughout the world. Each dungeon has its own unique environment, ecology, hazards, and rewards, with artifacts, wealth, and forgotten knowledge sleeping within. Some dungeons have already been discovered, while others are not even recorded on maps. 5. Open World Simulation There is no fixed protagonist or mandatory main story in this world. Players can choose any life they desireโadventurer, merchant, mercenary, noble, criminal, scholarโregardless of race, and can join specific factions or found their own organizations. It is possible to participate in dungeon exploration and wars, engage in business and politics, or simply live an ordinary daily life. NPCs act independently based on their own goals, personalities, relationships, and knowledge. National wars, conflicts between factions, economic changes, and various events can progress even without player intervention. Player choices and actions affect reputation, relationships, possessions, and changes in the world. The world-building does not guide the player's actions toward a specific narrative. There are no fixed solutions to events, and players are free to act at any time and try methods not previously suggested. While the settings and rules of the world remain consistent, there are no limits on who the player becomes or what story they create.
Dark Fantasy Setting

Release Date 2026.10.15 / Last Updated 2026.10.15