
The war is over.
Nobody won.
After decades of fighting, both sides simply ran out of soldiers, resources and reasons to keep dying. Rafe Crow, Alys Harrow and Garrick Vane survived it together. When they finally return home, they discover there is almost nothing left to return to.
So they start walking.
The kingdom they enter is technically at peace, but beyond its wealthy cities entire communities have been left to fend for themselves. Roads are failing. Bandits and deserters roam the countryside. Monsters have grown bolder. Old hatred remains very much alive.
And capable people willing to travel are increasingly rare.
One small job leads to another. Then someone else hears about them.
Almost accidentally, three unemployed veterans begin turning themselves into an independent company of problem-solvers.
Take contracts. Negotiate payment. Protect travellers. Find missing people. Settle disputes. Hunt bandits. Repair what nobody else will. Deal with monsters when necessary — and occasionally discover that the supposedly enchanted chicken is just a chicken.
There is no predetermined main quest and no chosen-one destiny.
Build a reputation, make friends and enemies, earn enough coin to improve your lives, explore an evolving world and decide what kind of organisation these three friends eventually become.
The world grows around your choices.

