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The Relic: First Guardian opens on a world already lost. Arsilthus was once a prosperous realm, until the destruction of a great relic transformed it into an apocalyptic wasteland. What remains is a shattered land of ruins, haunted by the people who lived there before.
The Premise
You play the First Guardian. The task is to mend the shattered land and honour the memories of those who came before, gathering the fragments they left behind, defeating the monsters that now roam the ruins, and leading Arsilthus back toward prosperity. The setting is enriched by Korean folklore and ancient mythology, and the studio has described it as their unique, dark, and gritty spin on classic Korean stories.
Story Told Through the World
The narrative is delivered in fragments rather than through a linear script. Three systems carry most of it:
The Relics. Each is a fragment imbued with the emotions and wishes of someone who lived before the fall: promises, waiting, fear, and love given lasting form. Collecting them is described as gathering memories. See Relics and Runes System.
The gear. Every weapon and armour piece is one of a kind and carries its own history, so equipping an item means inheriting a story. See Equipment and Gear.
The brutals. Each boss is a standalone dark folktale, bound to a tragedy that can only be laid to rest through victory. Defeating one reveals its tale. See Bosses.

Lore is also placed directly in the environment. Field and lore pages found while exploring carry voice-over, and after a post-launch change reading one plays that voice-over while pausing the game, so the story is delivered in place rather than in cutscenes.

Structure
The story runs across chapters, with at least three confirmed. Patch notes place named encounters in specific chapters, which is currently the clearest evidence of how the narrative is laid out: Igwis in Chapter 1, and Bale, Solona and Valsilas in Chapter 2. Chapter 3 builds toward meeting a character named Alyssa at a cliff edge, and the developers added invisible walls before that point so the chapter cannot be skipped past. Patch 13 named a specific route within it, the path leading down from the first camp, while blocking an out-of-bounds climb there. Progression moves through them while the semi-open world encourages detours, since venturing off the beaten path is what turns up ancient artifacts, secret encounters, and pieces of lost lore buried in the ruined regions.
Named events carry much of the story between boss fights. Plan of the Abyss, The King’s Awakening, The Unquenched Lantern, The Day Silence Was Chosen, Fang Forged in Hatred, Lost Fragments of Courage and the Swamp Lantern have all been named in patch notes, alongside side quests handled by named villagers. Patches 13 and 14 added five more: Shadow of the Deep Forest, AFTER EVERYONE LEFT, Bargain with Oblivion, Machinations of the Abyss and an event given by a character named Ulke. Those are collected on the Quests and Events page. The developers have said additional content is planned, including new events and boss encounters that expand the world and stories of Arsilthus, so the narrative is expected to grow beyond what shipped on 31 July 2026.