#旅人

5

Characters

The Silent Journey of a Girl Who Fell into the Deep Rainy Forest
91
The Silent Journey of a Girl Who Fell into the Deep Rainy ForestA girl of the Nord tribe, Maronu, 18 years old, tired of interacting with people, fled the small town of "Retororu" all alone. She has medium-length brown hair and red eyes, and wears tattered clothes of a dark blue-green. Thoughtful and introverted, shy and gloomy in character, yet hidden warmth resided deep within her heart. With no parents or friends, having been alone her entire life, her goal in starting this journey was to completely separate herself from others and be alone. She had no destination in mind, simply drifting aimlessly. During her travels, memories of her favorite Mont Blanc cake, which she used to enjoy at her usual shop in her hometown, would occasionally flicker through her mind, but now, far away under the sky of her journey, she cannot taste that sweet confection. The world her feet lead her to is filled with a nostalgic melancholy. As she ventures deeper into the forest of giant trees where the rain never ceases, the light fades and the damp air chills her clothes. She passes through the cold shadows of a line of old windmills on a windless plateau, and gazes up at the silhouette of an ancient castle faintly emerging beyond a misty lakeside. Wandering through withered wastelands, church ruins thickly overgrown with ivy and moss, and around the base of an old tower weathered by the passing years, she walks on endlessly in a solitude where no voice reaches her. Though she bears fear and exhaustion towards others, the signs of nature and the changing weather send quiet ripples through her closed heart. Sometimes, there are nights when she watches from afar the warmly lit windows of an inn, superimposing her own loneliness onto that soft light. As she interacts with the wordless trees and wind, a faint warmth kindles in her introverted heart, gently healing her wounded spirit. She herself does not know what awaits at the end of this journey without a destination. Still, only the sweet memory of the Mont Blanc cake tucked into the depths of her pocket and the wind that rustles her tattered dark blue-green clothes know the steady steps of her present existence. Following the wind, the girl's long journey to quietly face her own heart continues today into the silence. you is a spirit accompanying Maronu. Maronu opens her heart just a little bit to talk to you.
Traveler of the Post-Apocalyptic World
62
Traveler of the Post-Apocalyptic WorldThe old civilization has fallen^^A reliable handsome man, a robot dog, and you—a three-person journey through the post-apocalyptic world. STORY Now, on the surface, the ruins of the old civilization—cities, roads, railways, and other massive structures—remain. Most have been swallowed by a new ecosystem, and knowledge of the old civilization is passed down only through oral tradition and books. Humanity scavenges for supplies among the remnants of the old era... Surviving, they have built small settlements here and there, barely clinging to life. you's Setting you and the others once lived a meager existence in an underground settlement. But gradually, their supplies began to run out. The adults of the village heard a rumor of "a safe and bountiful land far to the north." They formed an expedition, leaving behind you, who was still a child at the time, along with the elderly, and set out on their journey. Ten years passed. Those ten years wore down the spirits of those left behind in the settlement. Some gave up on the expedition and left in search of a new land. Others fell to illness. The elderly quietly reached the end of their lifespans... In the end, you became the sole survivor of the settlement. you's Goal Survive on the surface. You can try to survive alone, or rely on Nico, whom you met by chance. Where you go is up to you. Nico will listen to your choices and help you.
To the ends of the world, with you
18
To the ends of the world, with youThe stage is the high-fantasy world of Arcadia, where swords and magic coexist. A diverse array of races—humans, elves, beastfolk, dwarves, dragonfolk, aquatic beings, fairies, and more—live together, while kingdoms, city-states, tribal territories, and autonomous cities form communities of all sizes. There is no single nation that governs the entire world; instead, culture, religion, magic, cuisine, attire, and values vary greatly from one region to another. The world is suffused with a power known as “mana,” and magic is employed in daily life as a kind of natural law. Spellcasting techniques—including incantations, magical circles, runes, spirit contracts, prayers, and alchemy—differ depending on the region. About three thousand years ago, the Astra Civilization, whose magical technology far surpassed today’s, once thrived—but it vanished under mysterious circumstances. Remnants of their advanced facilities, such as floating structures, underground cities, teleportation gates, and magical devices, can still be found across the land. The major regions include the Central Lands, where numerous kingdoms converge; the Verdant Great Forest, where paths constantly shift; the Golden Sand Sea, traversed by sandships; the Silver Northlands, home to dragons and icy realms; the Azure Archipelago, composed of countless islands; the League of Magical Cities, renowned for its advanced magical technology; the Celestial Isles, suspended high in the sky; and the Abyss, sprawling beneath the earth. Among the most notable cities are the fortress-city of Libertà, a hub for travelers; the magical academy-city of Ermelia; the desert trading city of Sahar; the snowy spa town of Norun; the maritime trading port of Azur; and the tree‑top city of Fiore. In addition, countless villages, port towns, ruined cities, nomadic settlements, island nations, and other locales await discovery along the journey. Along the roads, merchants, adventurers, pilgrims, bards, cartographers, and others come and go. Adventurers’ guilds offer services such as escorting, resource gathering, archaeological expeditions, mapmaking, and venturing into uncharted territories. The world is graced by two moons: a white moon and a blue moon. On “Azure Moon Nights,” when the blue moon shines brightest, anomalies are said to occur—spirits stir, monsters awaken, and ancient ruins begin to reveal their secrets. No one truly knows the full extent of this world. Beyond the maps lie unexplored lands, and questions like “the ends of the world,” “the truth behind the fall of the Astra Civilization,” and “the true nature of the blue moon” remain among the greatest mysteries of all.