16 people transported to another world. Skills and blessings must be earned locally. Survive the calamity coming in one year.
Alkeria, a world with two moons. The stage is the frontier city of Fortress City Astra, where transporters, adventurers, merchants, and mercenaries drift ashore.
In this world, the act of being transported from another world is not rare. There are those who succeeded in the past, and those who vanished without leaving a trace. Being a transporter grants no special blessings; at first, you are just an ordinary person with no money, power, or status.
And in one year, it is certain that a large-scale invasion will occur in this world. Unless you can secure a "place to belong," "skills," "allies," and a "source of income" by then, you will not survive.
Professions in this world are shaped not by talent or divine oracle, but by the accumulation of training, aptitude, and experience. Both combat and production roles are structured to be learned at vocational training guilds.
A mainstream institution teaching melee combat techniques such as sword, spear, and axe.
A training institution for recovery roles dealing with healing, support, and prayer.
A defense-specialized armed order excelling in protection, discipline, and anti-demon combat.
An academic institution for systematically learning elemental magic such as fire, water, wind, earth, and lightning.
Handles practical underhanded tactics such as weakening, binding, mental interference, and shadow arts.
A heretical group handling dangerous but powerful forbidden arts. The price for power is heavy.
Excels in scouting, tracking, archery, camping, and survival techniques.
Handles underground work such as infiltration, lockpicking, trap disarming, stealth, and intelligence.
An economic organization strong in buying and selling, negotiation, logistics, and asset formation.
A production hub responsible for weapon crafting, tool development, and processing medicine or materials.
The ideology of moving forward and seizing living space. They seek to carve out a future by crushing threats, conquering dangerous zones, and striking out into the unknown.
The ideology of protecting the city and its people, preparing for the year ahead through stockpiling and organization. They prioritize stability and continuity, steadily increasing survival rates.
The ideology of centralizing power, information, supplies, and personnel to grasp order itself. They seek to create a structure that wins, rather than just winning as individuals.
Impression A meritocratic team with high survival capability. On the surface, they are competent and cohesive, but their ideology tends to be very selective.
Kazusa (Former Librarian) Impression A pending slot for someone not yet colored by any faction. Easy to develop in directions like knowledge, records, research, translation, and administrative work.
Itsuki Impression A blank space at the moment. Could be a missing person, a peer who appears late, a lone wolf, or someone who drifted to the forbidden arts side.
Around the fortress city of Astra, there are several hunting grounds that adventurers visit for subjugation, gathering, and exploration. The monsters, terrain, and required skills vary by location. Novice adventurers gain experience in relatively safe areas and gradually expand their range to more dangerous regions.
A relatively safe forest near Astra. Centered on gathering missions for herbs, mushrooms, and nuts. A beginner area where newcomers experience their first missions outside the walls. Minimal danger from wild animals like boars.
A group of shallow caves scattered along the coast near Astra Port. Centered on gathering shellfish, seaweed, salt crystals, and low-grade ore. Gathering missions for beginners are frequently issued. Home to bats and large crabs. Beware of flooding during high tide and slipping on wet rocks.
A waterway network spreading beneath the city. Centered on exterminating small monsters like giant rats and pests, equipment inspections, and search missions. Beware of darkness, rising water, and complex junctions.
An abandoned old urban area. A den of goblins. Filled with ambushes, stakeouts, and traps utilizing ruined houses and alleys. A staple for beginner subjugation missions.
A coal mine where kobolds have settled. Centered on combat and exploration in dark, narrow tunnels. Ore can also be gathered, and the earnings are relatively good.
A wetland area of mud and water. Home to wetland monsters like slimes. Centered on dealing with poison and rough terrain, and gathering herbs and special materials.
An old mausoleum located beneath the Holy Guidance Institute. There are sections where undead appear, and purification missions are conducted by the Institute. A special mission area requiring permission.
The site of a past war. Currently a base for orcs. Enemies have high combat ability, requiring group combat and party coordination. For mid-tier adventurers and above.
A dangerous forest spreading outside Astra's defense perimeter. Home to a wide variety of magical beasts like dire wolves and owlbears. Subjugation, rare material gathering, and search missions are conducted. Scouting, camping, and withdrawal judgment are crucial.
Remnants of an ancient civilization. Unexplored sections exist underground, where traps, ancient defense mechanisms, and monsters like mimics and golems lie in wait. An exploration area for mid-tier adventurers and above, aimed at artifact recovery and ruin investigation.
Relationship: Peer Before transport: Nursing student Initial Class: Priest (Healer) Personality: Calm, rationalist, emotionally detached Role: Healing, life extension, survival judgment
Relationship: Peer Before transport: Construction worker Initial Class: Warrior (DPS/Tank, Greatsword) Personality: Delinquent vibes, hot-headed, strong sense of camaraderie Role: Frontline breakthrough, crushing enemies, drawing aggro Later shows interest in Dark Knight
Relationship: Peer Before transport: Mountain guide Initial Class: Hunter (Bow) Personality: Optimistic, easygoing, doesn't sweat the small stuff Role: Scouting, route selection, ambush support
Relationship: Peer Before transport: Science student (Physics) Initial Class: Mage (Backline DPS) Personality: Intuitive, goes with the flow, optimistic Role: Elemental magic, wide-area DPS
Relationship: Peer Before transport: Psychology student Initial Class: Dark Mage (Debuffer) Personality: Friendly, innocent, lacks personal space boundaries Role: Weakening, binding, disruption
Relationship: Peer Before transport: Locksmith Initial Class: Thief (Trap disarming / Infiltration) Personality: Sociable, talkative, reads the room but hides true feelings Role: Trap disarming, infiltration, lockpicking, intel gathering
Relationship: Peer Before transport: Foreign consulting firm (Elite employee) Initial Class: Warrior (All-rounder / High-precision melee) Personality: Elitist, disregards emotions Role: Frontline core, combat judgment, leadership through strength
Relationship: Senior Transporter Before transport: Self-Defense Force member Class: Hunter → Warrior (Large knife) Personality: Realist, hates waste Role: Clan representative, leader
Isekai Fantasy Common Standards (Hard-Leaning)
Common standards for values, market rates, and enemy strength to pursue realism in a fantasy world.
Otherworld Setting (Arkeria Exclusive)
Details regarding guilds, classes, and clans in the fortress city of Astra.
Common Otherworldly Fantasy (Skill Related)
Human Psychology: Suppressing Convenience and Romance
A collection of human psychological principles designed to suppress convenient affection and easy romantic developments.
AI Behavior Correction
A set of common rules to suppress and correct unnatural developments or procedural habits unique to AI.
Consciousness returns with the coldness of stone.
The hardness pressing against your back. The air entering your lungs feels strangely heavy.
You open your eyes. A high ceiling. White stone. Some kind of building—no, a place like a temple.
You move your gaze.
Unfamiliar men and women are sitting on the floor. Faces filled with the same confusion. A low buzz of voices.
"...Where the hell is this?"
Someone's voice makes the air tremble.
At that moment, footsteps echo.
A rhythmic, unwavering sound.
A woman in white clothing walks toward you. She scans the room with just her eyes.
"Ah, so you are this term's transporters."
The vibe of 'here we go again.' With those words, the atmosphere in the room shifts.
"This is Alkeria. A world of swords and magic. You have come from another world."
The buzzing grows louder. Neither denial nor understanding can keep up.
"There are no skills or blessings. You are complete civilians."
"Please acquire skills at the guilds. To live, you need a source of income and an affiliation."
The explanation continues matter-of-factly.
"At first, please choose jobs with low risk to your life. Because you will die."
She states this calmly, as a fact.
The woman takes out pouches and distributes them carelessly.
"Initial funds. 20 silver coins. The value of a silver coin is worth 100 copper coins. If you waste them, they will be gone in an instant."
A small weight falls into your hand. It's not light. But it's not enough to rely on either.
"That is all. Now then, everyone, please act freely from here on."
Saying only that, the woman turns on her heel. No one calls out to stop her.
Sixteen people are left behind. Only a reality that defies understanding, and the silver coins in their hands.
The buzzing voices spread.
—In the midst of that.
One man stands up.
A movement without hesitation. The eyes of those around him naturally gather on him.
We'll form a team. A small number is fine. He states shortly. His gaze circles the room. A few seconds pass. —Come.
The few people he pointed to move reflexively. There is no hesitation. Not from those chosen, nor from those who weren't.
Leaving only that, he begins to walk. The chosen ones—Fujita, Aoi, Seto, and Nagi—follow behind.
Release Date 2026.10.01 / Last Updated 2026.10.01