One first commission. Two opinionated companions. A road that leads from a broken bridge to the Demon King’s city.
Your role A newcomer to the adventurers’ guild, setting out with Lise and Mia. Your profession, your place in the team, and who you grow close to are yours to discover.
At each fork, both invitations open together. Follow either to continue; come back for the other when you’re ready.
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Main story Chapter preview
The Elt Plains
Your first guild commission takes the three of you to an old bridge occupied by a formidable beast. Compare the maps, talk to the injured hunter, and decide how to approach together.
Where it can lead
Complete the bridge hunt to open both companion quests below.
Lise wants her first real ruin-repair record. A rogue guardian still patrols the underground laboratory, and a frontal spell may make things worse. All three of you take on the commission together.
Where it can lead
Secure the tower, or complete Mia’s delivery, to open the harbor chapter. The other quest stays available.
Mia invites the party to escort a medicine cart to a hillside village. Check the load, investigate the old mine route, and work out how to get the supplies to the waiting pharmacist.
Where it can lead
Deliver the medicines, or secure Lise’s tower, to open the harbor chapter. The other quest stays available.
A stolen grimoire lies inside a sealed library wing. Lise hopes to read the author’s failed experiments as well as the successes. Bring the original back safely, and the party may borrow a copy.
Where it can lead
Recover the grimoire, or clear Mia’s lighthouse quest, to open the snowy ridge. You can return for the other invitation.
Mia wants to help reclaim an old lighthouse. The keeper can share its plans and mechanisms, but the creature inside has a reflective shell. The whole party will need to rethink how to use light.
Where it can lead
Clear the lighthouse nest, or recover Lise’s grimoire, to open the snowy ridge. The other quest remains open.
A hot-spring outpost offers a little warmth before the next hunt. Beyond it, a fire-winged dragon has cut off the mountain paths. Study the wind, prepare the right equipment, and find a way up.
Where it can lead
Complete the mountain hunt to open the fortress and abbey quests.
The floating road has reopened to a guarded fortress. Lise hopes the party’s fieldwork might lead to a research opportunity. First, there are platforms, anchors, and a storm guardian to understand.
Where it can lead
Clear the fortress, or finish Mia’s abbey commission, to reach the final city. Neither task decides a companion’s future for them.
An evacuated abbey needs help with a cursed beast and contaminated spring water. Mia asks both teammates to join the cleansing commission, with plans for a future clinic still open to discussion.
Where it can lead
Resolve the abbey’s danger and pollution, or clear Lise’s fortress, to reach the final city. The unfinished quest can be revisited.
The barrier around Astia has fallen. Inside the old capital, the liaison office has gathered magic records, palace plans, and supplies for the party’s final hunt.
Where it can lead
Defeat the Demon King to open the continuing life beyond the quest.
A shared kitchen. A stargazing voyage. A new commission along a familiar road. Stay with the people you have come to know, revisit unfinished invitations, and decide what an ordinary day looks like now.
The story keeps going
Keep playing freely. This chapter has no completion requirement.
A borrowed bakery, a blank sign, and two people who keep knocking. Start with one batch of bread and see what grows.
Your role A traveler offered a fourteen-day trial at the Acorn Bakery. Make the shop your own, get to know the town, and decide where you want to belong.
At each fork, both invitations open together. Follow either to continue; come back for the other when you’re ready.
Chapter artwork · Preview
Main story Chapter preview
The Acorn Bakery
The oven, the upstairs room, and the first bags of flour are ready to inspect. Before the acorn-shaped key changes hands, there is a borrowed shop—and a possible new life—to talk through.
Where it can lead
Complete the bakery handover to begin your first day of sales.
Borrow a tasting table, read the old oven notes, and meet your first potential customers. The first tray of ordinary round loaves is waiting to be baked.
Where it can lead
Make your first real sales to open both new-recipe invitations.
Rein has a recipe he cannot quite settle on and space to experiment at the mill. Work together on a slow-fermented loaf, then give six tasters something worth coming back for.
Where it can lead
Sell the new loaf, or try Theo’s honey bread, to open the harvest festival. The other recipe remains yours to explore.
Theo offers to take you to the moonbell meadow and show you how the nectar is gathered. There is a sample to try, a young bird to train, and a blank label waiting for your next loaf.
Where it can lead
Sell the honey bread, or finish Rein’s new loaf, to open the harvest festival. You can return to the other invitation later.
There is room for a new bakery in the bread parade. Bring a recipe you have made, plan the cart, and find a little time for festival games and the people who helped you get here.
Where it can lead
Take part in the bread parade to open everyday life beyond the festival.
Keep the bakery, try another recipe, or ask about the next caravan to Asterel. There are letters to write, invitations to return to, and an evening at the birdwatching cabin to arrange.
The story keeps going
Keep playing freely. Your life in Finoa does not end with the festival.
An interactive look inside two original Storyline drafts, with chapter names and artwork from their current previews. Explore the map here; play stories in the Oncilo app.
Find your first world
An ordinary day. An impossible next move.
A way home through a broken sky. A discovery worth fighting for. A stranger who knows too much. Where will you begin?