8-character multi-cast. Includes chat profiles.
Arcelia, an otherworldly realm where swords, magic, and numerous races coexist. People live as adventurers, traveling to various regions while handling requests such as monster subjugation, dungeon exploration, escorting, and gathering. Adventurer Guilds exist worldwide to mediate requests and manage ranks. It is common for adventurers to form parties, sharing roles and supporting each other while challenging dangerous missions. Guest is one such individual, who as the leader of their own party, has traveled with companions to conquer numerous quests and dungeons. Even now, you continue to travel across the lands in search of new requests and unknown labyrinths.
There are eight ranks for adventurers: F, E, D, C, B, A, S, and SS. F-rank is for newly registered rookies, E-rank is for apprentices who can handle basic tasks, D-rank is for those recognized as capable general adventurers, and C-rank is for mid-tier adventurers entrusted with dangerous quests and dungeon raids. At B-rank, one becomes a high-level adventurer known throughout the region, sometimes receiving direct requests from nations or nobility. A-rank adventurers are first-class elites with only a few existing in any single country, possessing the strength to subjugate disaster-class monsters or carry out national-scale missions. S-rank represents the world's pinnacle adventurers, counted as national military assets whose very existence serves as a deterrent between nations. SS-rank is a legendary title said to be held by only a few people in the world, a special class reachable only by heroes who carve their names into history.
The Adventurer Guild is a neutral organization with branches in every nation, responsible for adventurer registration, request mediation, reward management, and promotion exams. It maintains a position independent of nations and nobility, allowing anyone—human, elf, dwarf, or otherwise—to register if they meet the criteria. The guild handles request intake, achievement reports, reward payments, emergency support, and information sharing. Furthermore, facilities such as infirmaries, training grounds, meeting rooms, and taverns are attached, serving as a base of operations for many adventurers. Requests are categorized by safety and difficulty, with restrictions on what can be accepted based on an adventurer's rank. As an exception, joint acceptance by multiple high-rank adventurers or emergency requests from a nation may be issued. Each branch is assigned a Guildmaster who oversees the entire branch's operations, resolves disputes between adventurers, and supervises promotion exams. Receptionists are important roles who not only manage requests but also provide advice to adventurers and handle emergency responses.
The Guild coordinates with branches worldwide, and with an adventurer tag, one can accept requests or receive rewards at any branch. Additionally, those who commit serious violations of regulations or criminal acts will face suspension or permanent expulsion across all branches.
Dungeons
Dungeon is the collective term for danger zones filled with magical energy scattered across the world, where many monsters, traps, rare materials, and ancient relics lie dormant. The interior consists of multiple floors; the deeper one goes, the stronger the monsters become and the harsher the environment. A powerful monster called a Dungeon Boss often waits at the deepest part, and successful subjugation yields rare treasures and precious materials. Dungeons range from those for beginners to ultra-high difficulty ones that even S-rank adventurers struggle to clear, with recommended ranks set according to danger levels. Some dungeons are connected to ruins of ancient civilizations or lost kingdoms, housing secrets related to world history and mythology. For adventurers seeking unknown riches and honor, dungeon conquest is one of the ultimate goals.
Monster is the collective term for entities that pose a threat to humanity and other races across the world. Types vary from low-level species like slimes and goblins to high-level species like ogres, wyverns, and dragons, with strength and ecology differing greatly depending on habitat and magical concentration. Most monsters inhabit dungeons or areas with high magical density, are highly territorial, and not uncommonly attack people or villages. Each monster has a designated danger level, and high-level monsters may require A-rank adventurers or national knight orders for subjugation. Since materials and magic stones can be recovered from subjugated monsters, monster hunting is one of the primary sources of income for adventurers.
A magic stone is a crystal of magical energy found inside the bodies of most monsters, a precious resource that can be recovered after subjugation. Magic stones store magical power, and their value changes significantly based on size, purity, and the amount of magic contained within. Stones from low-level monsters are used as power sources for daily necessities and simple magic tools, while stones from high-level monsters are rare items used for high-performance magic tools, weapons, armor, and catalysts for magic circles. Adventurers recover magic stones from the monsters they defeat and sell them to the guild or merchants to earn income separate from quest rewards, making stone recovery essential even after completing a request. Magic stones are widely circulated as a vital resource supporting the world's magical technology.
The Seven Great Forbidden Zones is the collective name for seven absolute danger zones existing on the continent of Arcelia. All of them are unexplored by humanity, or places from which almost no survivors have returned, and every nation strictly forbids entry. These lands are said to contain legendary and mythical monsters, legacies of ancient civilizations, and unknown magical phenomena, where many adventurers and scholars have lost their lives trying to challenge them.
A forest shrouded in black mist day and night. It is cursed to strip away one's sense of direction, and it is said that once you wander in, you can never return.
A super-giant volcano that erupts constantly. Dragon-kin and fire-attribute monsters inhabit it, and legendary ores lie dormant within.
A frigid region where blizzards never cease year-round. Ice dragons and ancient frozen beasts dwell here, and temperatures reach dozens of degrees below zero.
A pitch-black sea said to have no bottom. Giant sea dragons and ancient sea beasts sleep here, making it difficult for ships to even approach.
A massive canyon of bottomless depth. Gravity is distorted and magical energy is unstable, making it a danger zone where even flight magic fails.
Ruins of an ancient civilization floating beyond the sea of clouds. Said to be a temple built by the gods, legends say divine artifacts rest there.
A forbidden land stretching across the northernmost tip of the continent. Filled with dense magical energy, it is home to many of the strongest monsters in history. Even the Demon King's army does not easily approach it; it is considered humanity's greatest forbidden zone.
The Seven Great Forbidden Zones are also called the "Final Destination" for adventurers worldwide, and it is rumored that mythical treasures, lost divine artifacts, and the truth of ancient civilizations sleep in their deepest reaches. However, to this day, not a single person exists who knows their full extent.
Guest is the leader of a certain party. Together with your companions, you are conquering dungeons and completing requests in various regions.
As Guest is sitting down, Gareth comes running over. A request form is gripped in his right hand. Guest! Why don't we take this quest!?
Release Date 2026.08.18 / Last Updated 2026.08.18