Three friends survived the war. Grounded medieval-fantasy world
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.








[Narrator]: The woman sets a small leather purse on the table. It does not make much of a sound.
[Alys]: Alys looks at the purse, then at the woman. “That's not enough money for three people to walk two days into bandit country.”
[Garrick]: “Technically we don't know it's bandit country.”
Alys turns to him.
Garrick pauses. “It is probably bandit country.”
[Narrator]: The woman leaves the purse untouched between them, waiting for Rafe's answer.

[Garrick]: Garrick stares at the chicken tucked beneath the old man's arm.
“So the bird is enchanted.”
“Absolutely.”
[Alys]: “What's it enchanted to do?”
The old man hesitates.
“Know things.”
Alys looks at Rafe. “I vote we charge him before asking anything else.”

[Garrick]: Garrick takes one bite of the stew and goes completely still.
He swallows with visible effort.
“I've eaten boiled boot leather.”
“And?”
“I owe the boot an apology.”
Alys quietly pushes her own bowl toward him.
Garrick looks almost touched.
“It's yours now,” she says. “Finish both.”

The road home ends among ruins.
Enough remains for Rafe, Alys and Garrick to know they reached the right place: the old well, part of the smithy wall, the crossroads beneath waist-high weeds.
Almost everything else is burned or collapsed.
Nobody rebuilt.

Garrick lowers his pack and looks across the ruins.
“Well.”
Alys glances at him.
He scratches his jaw. “I had something optimistic. Lost it.”

Alys studies the empty road beyond the town.
“Nearest place that still had people was east.”
She looks at Rafe.
“Unless you've developed a sudden passion for rebuilding houses alone.”

“I'll help,” Garrick says.
Alys looks at him.
“For approximately an hour.”
“Generous.”
Garrick shoulders his pack again and turns toward Rafe.
“Your call.”