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Recap / Guardian Tales

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As a narrative-centric gacha game, Guardian Tales contains a significant amount of story content to sift through, from the main story to its events.

As this is a recap page for a live-service gacha, this is under construction, and obviously, SPOILERS AHEAD!!!


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Main Story: Normal

Season 1

    Prologue 
It's a new day at Kanterbury Kingdom. The Guardians had just finished their routine training when the highly respected Knight Captain Eva decided to induct a promising young recruit — you — into their ranks. With the high expectations and espousal of your superior at their backs, you were on track towards completing your training- yet, just as the induction was about to be finished, a massive attack from an unknown and advanced force besieges the kingdom, reducing it into a sea of flames, and causing many to perish.

On that day, your name was almost one amongst those dead, yet, in a fortuitous twist of fate, you were saved, by an entity who is unknown to you. Now, you stand amongst the ruins of Kanterbury Kingdom's fallen walls, surrounded by enemies on all sides and few allies to be seen.
You must fight your way to the throne room to make sure the royal siblings Queen Camilla and the Little Princess are safe and sound...
With the help of the ever reliable knight captain, you have fought your way through the villainous Invader forces to the throne room, in which the Kanterbury Royals are safe, discreetly whisking away refugees seeking shelter to safety through use of teleportation magic.
Yet the period of respite did not last long, as the leader of these attackers, a warlock who wields dark magic, appeared at the throne and struck down you, Eva, and Camilla, yet not the princess. Distressed, she released an unknown power, powerful enough to demobilize the warlock for a period long enough that they could escape.

But the invader leader did not relent, intercepting them as they were sent away by the teleportation circle, separating the group of four and leaving the fates of Eva and Camilla uncertain...

Tropes that appear during the prologue:

    World 1: Kanterbury Forest 

Inn: Stage One

Kanterbury has fallen.

After getting separated from Captain Eva and Queen Camilla, a tired and scared Little Princess drags you to safety, under the purview of an unidentified inn. Yet the ever perfidious specter of trouble fails to turn a blind eye to you; a trio of goblins have taken notice of your presence and see an lucrative opportunity.
In response, the Princess musters up her courage and distracts them, tossing a rock at the leader's head and running off with them in tow, giving you time to get on your feet and get your act together.

You pursue the runaway princess, though not without the foreboding presence of the mysterious Innkeeper Lorraine on your tail. You eventually stumble upon a field in which the enemy goblins lie defeated and battered, with the Little Princess no where to be found. Yet, as you venture north, you find that she too lay unconscious in the next opening, yet before you can react, you are immobilized by a trap set up by a mercenary gang called the 'Mad Panda Trio', composed of three members, Scarlett, Danny, and the titular anthropomorphic mascot, Red Panda, who then attempt to kidnap the princess as bounty.

You tried and you struggled but you failed to free yourself from the trap, only for the innkeeper to free you from the trap, and offer to help you save the Little Princess, though not without a subtle darkness in their countenance...

Tropes that appear in this stage:


Forest Entrance: Stage Two

As you delve deeper into the woodlands beyond Kanterbury, Lorraine hands you a device- a cellphone- to facilitate communication between them, wherever she may be. Nevertheless, your journey into the woods in search of the runaway Princess was calm enough, with the only disturbances in your way being the odd troublemaking goblin or two... and that distrustful, white wolf who had attacked you after you rescued it. To the north was the fallen kingdom, now quarantined away from the world by the invaders. There is no going back, only forward...

Tropes that appear in this stage:


In The Forest: Stage Three

You continue your tireless march through the forest, with the Little Princess nowhere to be found under the waning sun, and no shortage of monsters infesting the environs. But you carried on, and in a sleight of chance, you would once again encounter the Mad Panda Trio, who were too pursuing the Princess, who evaded their grasp.
In their greed, not only did Red Panda injure himself further in his advanced age in a fruitless attempt to capture the girl, but his own compatriots abandoned him, even if for a moment, to continue their pursuit of the royal.

Tropes that appear in this stage:


Forest Border: Stage Four

You continue your trek as the sun sets, alone, but hopefully not for long; before you, the white wolf had been ensnared by a cage set by a pair of clever orc hunters. You saved it, and, with hope that it would not attack you in it's fear, you approach it nervously... until it bites you again and runs off.

Dismayed, you journey on, eventually encountering a ebullient oni girl known as Lana. Introducing herself as the Lightning Counter, she challenges you to a race, an offer which you accede to... only for her to sweep the floor with you. You accept defeat and, once again, move on, discovering a chest in a field just to the north. Perhaps it was too good to be true, and it was, but you approach it anyways, expecting windfall, only to be beset with the realization that it too was a trap, set by a Goblin Chief, riding a massive wolf. You prepared to fight for your life, and just as the Chief descended upon you, he was beaten back by the Guardian Wolf that you had saved earlier.

Perhaps it would have been comical to see such a tiny creature squaring off against a large beast, but, with ferocity belied by his appearance, fights off the Chief alongside you, ultimately defeating him. But, exhausting himself during the fight, the young wolf rested, and you had prepared a campfire near him and rested as night falls.

Hours pass, and you woke up at the White Beast's behest, who had a gift for you: a pair of Pegasus Sneakers, allowing you to run far faster than you could without them. Delighted, you take the shoes, but other than that, the wolf didn't appear amicable towards long-term friendship, so you wished them a dolorous farewell... only for them to chase after you and truly befriend you.
You return to the oni girl for a rematch, and actually beat her at her own game. Disconcerted, she briefly wondered if her title was unjustly granted by her mother. But Lana didn't let this failure deter her, and, with renewed vigor, proudly declared that she will beat you in the future with better training, because lightning always strikes twice!

Anyways, you reminded yourself that you have one goal, and that was to find the Princess. You continued west, and then down south, only to find out that the Scarlett and Danny had been captured... somehow, by someone, with Red Panda nowhere to be found. They beg for your help, and they explain to you that Lorraine had kidnapped the Princess, and, they suspect that she had the same plans as they had. But there was always the possibility of her desiring something deeper, too subtle to be understood by mercenaries.
Regardless if you believe them or not, you make your way to the Ruins with distress.

Tropes that appear in this stage:

  • Ain't Too Proud to Beg: Downplayed, but in spite of past hostilities, Scarlett is willing to importune you to let her and Danny free.
  • Androcles' Lion: The White Beast assists you in defeating the Goblin Chief midway through the stage, after you've saved him twice.
  • Fire-Forged Friends: You and the White Beast become fast companions after he reciprocates your aid after the Goblin Chief attacks.
  • Warm-Up Boss: After the Minotaur, the Goblin Chief is definitely this.

Ancient Ruin Entrance: Stage Five

You dash into the ancient ruins with frazzled urgency, but at last, you have reached them. All around you are the final remnants of a shattered history, and the place in which Camilla suggested the presence of clues regarding the attack, the prophecy and the future. And perhaps, you thought, the Princess was here too.
Trekking through the ruins and finding your way blocked by a gate, it was by good... fortunes that you ran into a flaming-haired Blacksmith. She had the key to that gate, and all she asked for was a weapon that she could upgrade. And so you set out to find that weapon- which only happened to be a legendary blade, lodged in stone, that granted the user great power. You were reluctant to give it to her, but she managed to take it away anyways, and started to 'upgrade' it, resulting in it's destruction... Suffice to say, the only lesson you could have learned was exercising caution when it came to giving your stuff to unbridled and upstart blacksmiths.

But you had the key, and you could now proceed. Moving further into the derelict, the only monsters in your path were sparse orc patrols, and malevolent phantoms. It was, for a lack of a better word, calm.
But then you notice it. The used, abandoned handkerchief. Slimy, gross, but ultimately characteristic of the Princess, and her cold.

Tropes that appear in this stage:


Deep Ancient Ruin: Stage Six

The journey through this particular part of the derelict was rather uneventful; vindictive spirits, restless ghosts, and the occasional isolated soul, starved of social interaction in their centuries of existence. Perhaps you had risked your life entertaining that vampire lady- Karina, and now she refuses to let you leave in peace.
Regardless, the search continues.

The Champion's Sword: Stage Seven

The Princess- and perhaps the mysterious innkeeper- are close, and you know this. In the anomaly known aptly as the Maze Forest, remains of littered napkins and handkerchiefs have been found discarded along the forest floor; if you follow them, perhaps you can find your way out of this place.

You manage to leave the Maze Forest, finding yourself in a calm clearing. Heading north, you stop upon hearing familiar voices, and, lo and behold, Lorraine was explaining the point of their journey to the Princess. Eavesdropping in, it seemed that the girl wasn't buying the woman's story of them seeking another inn to the east of Kanterbury, rejecting it on the basis that, on all maps on the forest around the kingdom that she had studied, to the east of the capital was wilderness for miles. But before the innkeeper could will forth another excuse, the Mad Panda Trio had once again returned, now in a humongous, bipedal war machine called the Mark 13.

Once you defeat the trio, you and the Princess move north, stumbling upon a legendary weapon known as the Champion's Sword, and, like the last powerful sword, it was anchored to stone. Dislodging it from the pedestal enlightens you to the meaning of your existence, of the journey you unwillingly set out on. Whether it was a vision or not, you and the Princess were addressed personally by the ancient queen Lili, who remarked that the prophecy was finally unfolding, finally coming to fruition after all these centuries. It was your duty, she said, to unite all Thirteen Champions, of which you are but one, and the Champion's Sword shall accept you as it's true owner, and you will end your quest by taking the fight directly to the source of the 'Ancient Evil'; the Invaders. All you have to do is return to the Inn, and it will show you the way to the next step in your story.

But, as you return to your mortal senses, it seems others have different plans. Lorraine returned, and had a desire for the sword, for purposes unknown. As you handed the sword to the Princess so that she could test-wield it, the innkeeper seized the sword, and attempted to kill you.
But you prevailed after the struggle, wrenching the weapon out of the woman's hands. Yet she failed to relent, only pausing after the Princess briefly distracted her with a targeted stone toss, and, in her lapse of attention, you had to destroy her...

Perhaps this conflict would weigh on your conscience forever. But, nevertheless, it must be done. The world's destruction must be abated.

Tropes that appear in this stage:


Inn Take-Off

There it was. The same Inn that had first graced your vision at the beginning of your adventure. But what purpose it served beyond being a resting place for weary travellers was unknown.
Regardless, as the Invader soldiers descended from the skies, you told the Princess to gather as many potions as she could from the Inn, while you went to business carving a pathway through their ranks. Yet you only manage to make it so far before you are overwhelmed by their numbers and encircled...
Back in the Inn, the Princess desperately rummaged through the building's haphazardly organized stash of items, looking for potions and other concoctions, before the ceiling begin... leaking(?) a viscous, ebony liquid. Up above, a giant, pink, alien flower blossomed from the ceiling, and, in a globule of the plant's dark emesis, a clone of the late Innkeeper clawed her way out of it's grasp.
But before the girl could ask any questions, Lorraine(?) set the Inn into an activation sequence that would soon free it from the earth beneath and let it lift-off into the heavens, and the only thing the innkeeper allowed the Princess to do was to alert her Knight friend to their departure and hopefully merge with them before it's too late.
And so alert you she did. The Inn let loose one missile to break the Invader's encirclement and allow to escape back to the Inn, reaching it just in time to be carried away from the benighted forest.

And so the next act of your adventure unfolds before your eyes, as the massive sky fortress Heavenhold reveals itself to you from behind it's cloudy veil...

Tropes that appear in this stage:


    World 2: Teatan Kingdom 

Invader Invasion Point: Stage One

After seizing control of the sky fortress Heavenhold, and reluctantly accepting Lorraine's help, you head to the next arc of your journey, as dictated by the Champion's Sword; Teatan Kingdom. Yet the state was benighted by the unrelenting Invader assault, and the prospect of it's downfall was rapidly approaching.

The air is congested by screaming and the miasma of death, and the streets were covered by slain Teatans and Invaders alike, as people were snatched away by insectoid Harvesters. One such harvester you confronted, acting as the first major threat to your own life since you got here; after fighting it back, it was driven away, not by you but by a machine, the creation of a skilled engineer- perhaps the one we were looking for-, even if it was yet unfinished. The final product, then, would be a sight to behold.

The Champion was not far, you could feel it...

Tropes that appear in this stage:

  • Les Collaborateurs: An NPC that appears in this stage is revealed to be collaborating with the Invaders.
  • Slaying Mantis: The Harvesters seem to be loosely modelled off of mantises, and they're huge.

Marianne's Lab: Stage Two

Heading north, you once again encounter the head of the machine that drove off the Harvester not too long ago. A small gathering of Teatans had accumulated around it, pondering it's existence and it's purpose, until it began speaking- a threat of no substance, specifically to the citizens and not to you, with the intent of directing them to the nearest bunker. After they left, it addressed you, recognizing your skill, and requested that you bring it back to the lab of it's creator.
And there they were; inside the lab, the Teatan Defense Force captain Marty, and good friend of your target, brilliant engineer Marianne. The two were having a disputation, with the former worrying about the latter's health, and that she should seek to cooperate with the TDF, while she insisted that the TDF neither had the resources or the firepower to take on the Invaders directly and that they should be relegated to evacuation duties while she dealt with them.
Eventually Marty would leave with his entourage of soldiers in lockstep, and then you exited the foyer into the building proper, setting down the large, mechanical head on the floor. Surprised at the unexpected visit, yet pleased, Marianne would open up and give you a rundown on the situation in Teatan Kingdom, as well as what exactly the machine- the Iron Teatan, was, all the while the Champion's Sword reacted wildly in her presence. She was, indeed, one of the thirteen champions.

She explained that the purpose of the Iron Teatan was to function as a weapon against the Invaders, but to kickstart it's activation, you would have to charge three power coils in the local area- and if you help her complete her creation, she offered, she would help you take back Kanterbury Kingdom...

Tropes that appear in this stage:

  • I Work Alone: Marianne stubbornly insists that she must deal with the Invader threat alone, rejecting Marty's pleas for her to seek the TDF's assistance.

Harvester's Nest: Stage Three

At last, the stage is set. Marianne's proud creation was finally ready to depose of the occupiers that were yet still swarming the kingdom. Cast as a shining beacon of hope for the people, not just of the Teatan Kingdom, but also of Kanterbury and beyond, it was the linchpin of her reprisal. Though she did not trust your aptitude for piloting such things, you would be a copilot and responsible for the operation of the Iron Teatans weapon system.

As the giant robot marched forth towards the Harvester Nest, you fired off volleys of missiles, deployed with the intent of destroying the scattered Invader grunts and saving the people.
Eventually, you reached a TDF frontline, manned by a unit lead by none other than Marty himself. While the rest espied the mecha and gawked with horror, after realizing who exactly was piloting the machine, the TDF captain responded with alarm, warning that Marianne's actions would have made her a conspicuous and high-priority target for the Invaders. But the engineer was proud, and she professed that her brainchild was invincible...

And so, unfettered, you both marched on, into the morass of the Harvester's Nest. Yet none were to be seen... until she was ambushed, and one of the people-thieves managed to wreck her Iron Teatan... You were collectively trapped inside the ruined creation as it rapidly approached, yet, before it could deliver the killing blow, Marty came to the rescue, sundering it's flesh with one fell swoop.
Yet it survived, and quickly retaliated with an attack of it's own, fatally injuring the captain before refocusing it's attention on you. You slay the weakened monster, yet not without sustaining wounds... emotional wounds.

And as Marty, the fallen, lay dying, he gives the mourning Marianne, racked with guilt, disbelief... his final valediction: You Are Not Alone, and, not in spite but because of her talents, she needs to fight with the people of the Teatan Kingdom instead of for them... before falling into silence. And through the fog of her despair, Marianne would assure herself with found resolve;

This tragedy would never happen again- not if she had anything to say about it.

Tropes that appear in this stage:


Line of Defense: Stage Four

Marianne's only adjuration was to be left alone, to tackle her own tragedy on her lonesome, and, respecting her request, you left, some time ago, marching onward to the Invader base to the northeast.

Uneventful though the former half of the journey may have been, fortunately enough, nothing worked to ease the tensions of the afflicted men and women of the TDF, horrified by the revelation of their dear Captain Marty's death and vengeful, and those of the grief-stricken and apprehensive citizens who have lost their loved ones to the sudden invasion.

You couldn't help all of them, but you could try. But reconstruction cannot happen during a time of conflict, one which you and your compatriots worked to resolve. Would, resolve, even if it took ten years and more.

Invader Base: Stage Five

The quietude of earlier gave way to the chaos of the present. You have just entered a zone under constant Invader bombardment and assault. Immediately, you are met with a closed gate as an obstacle preventing you, and swathes of mortified people, from progressing further, as fire rains from the sky.

Fortunately, opening the way out of this artificial cul-de-sac was as easily as closing a few circuits, and the mass of people stormed out of the trap, back into a realm of relative safety, with you tailing behind. You couldn't stop, of course, you still had a job to do. And you could feel your destination coming ever closer.

And, after a few minutes, you finally see the bastard; the 'Invader Commander' speaking with all the bravado of an announcer, being cheered on by leagues of Invader grunts and priests, who were seemingly enraptured by him to an extent that they did not notice your approach. Diving into the arena in which he stood, you think to make one enquiry before your fight. He entertains your question, perhaps out of some masked geniality, or perhaps simply to rub in the sensation of impending doom; The Invaders believed themselves as The Chosen People of the so-called 'Savior', and that this world, Tetis, needed to be cleansed of 'tainted people' so that it may once again prosper in the Savior's hands.

Whatever their reasons are, this insanity must be stopped, for the sake of the people of this land. And while killing this one commander would not put an end to their relentless assault, with each commander, each combatant wiped out, their war will be setback just a little bit.
It is done. Marianne had returned, mustering up her resolve and, in record time, managed to manufacture a swarm of new war-machines, small and numerous, built from the scraps of the dismantled Iron Teatan. With these she armed dozens of Teatan citizens and soldiers and allowed them to finally fight back against the Invader force; as for Marianne herself, she came in to help you defeat the Invader Commander, who was unrelenting in his fight, even as his army collapsed around him.

And at the end of it all, Marianne upheld her promise from earlier, and joined your party at last.

The Champion's Sword has partially recovered it's power.

Tropes that appear in this stage:

    World 3: Magic School 

Magic School First Floor: Stage One

With the Teatan Kingdom now behind you, at least, for now, and still guided by the Champion's Sword, you set out to finalize the next step of your journey; onward to the prestigious Magic School of cosmopolitan fame.

Of course, it was immediately clear that something was amiss, upon the sight of mortified and skittish students and faculty, a few among them silent and benumbed as though they had seen a ghost. And perhaps they did, as the school was infested them. Revenant, vindictive, and, most importantly, incorporeal, no one could fight back against their depredations, much less a newbie like you.

So when you were pulled back behind the bookcases by the Demon World exchange students and twins Lavi and Favi, only for a doublet of phantoms to corner you three and close in upon you, you were helpless, and expected a swift end. But, you were rescued by an unlikely and unexpected arrival: the scientist Sohee, who apparently possessed weaponry that could destroy, or at least vanquish, ghosts.
The Champion's Sword suggests that the girl was one of the Champions. Unfortunately, she seems rather against the idea of cooperating with you, or really anyone she considers inferior in mental faculty. Nevertheless, as she left, the twins chased after her, as did you.

You would catch up to her, in time, with Lavi giving her thanks, and Sohee finally allowed you to introduce yourself. She would also deign to request your help, saying that the school deprived her of research funding, citing her 'profligate use of resources'. She wished to deal with the ghost crisis and prove the value of her work. And so, she gave you three copies of her 'proton spirit generator', a device pioneered by her that allows the wielder to attack the intangible through the generation of a magic containment field.

It becomes clearer and clearer, by the day, that you have a long road ahead of you.

Tropes that appear in this stage:


Magic School Second Floor: Stage Two

Things were uneventful this time around- perhaps too uneventful, and, while one shouldn't look a gift horse in the mouth, you cannot help but feel at unease.
Unfortunately, to proceed forth through this floor, you must bypass the security system, and not only for your own sake but also on the behalf of a helpful, even if rule-breaking, student who had worked to crack that system.

Magic School Founder's Room: Stage Three

Down the hallway was a chamber room, the final resting place of the ghost of the ancient, revenant progenitor of the Magic School, Founder Elphaba- and the great painting that contained that spirit. The room was one of the few parts of the school to not have been tainted by the phantasmal malevolence of ghosts, thanks to the protective purview of the magical protection system created by Elphaba, reflecting her aspirations to defend the school and it's students even into her afterlife.

Sohee's ponderance of the nature of the magic is swiftly interrupted as founder addresses your assembly in it's entirety, discussing her nature, motivation... and disappointment in her lack of ability to defend the school, soon to be substantiated by the following ghost incursion past the magic barrier.
Of course she was surprised that you managed to fight off the ghosts with physical weapons- and when Lavi explained that the proton spirit generators Sohee supplied earlier allowed them to defeat the ghosts, the scientist wasted no time ensuring that Elphaba knew that she had invented them.

Seeing potential, the founder offered to dispatch you all to the third floor to save trapped students, tacitly promising to waive any punishments for trespassing in such areas while not under the guidance of a professor in this time of emergency. You, of course, accept, and go on your merry way.

All around there was an air of tension- and mistrust, too, of a person named 'Professor Flamel', someone who, from the sound of it, is sleazy and amoral and only cares about school politics. Who they are, time shall tell.

Magic School 3rd Floor

At the request of Elphaba, you, Sohee, Lavi and Favi all head to higher floors to seek the missing students who had fled in search of protection that they felt the founder could not provide.

Upon ascending the stairs to the third floor, whereupon they run into an unconscious Class President Kate. After Favi mended her wounds with his magic, she mentioned that she and her comrades had been investigating the cause of the ghost crisis and had actually been making good progress- until the lights suddenly turned off, and everyone was gone... only for that very same experience to play over again the moment she closes her mouth.

Shortly thereafter, she's eaten by a Shadow Beast, which proceeds to pursue the rest of the team down the long hallway and deep into the third floor without relent, even swallowing Lavi, which, understandably, left Favi visually distraught once you got into the safety of the light.

Sohee considers her options, and decides that the best course of action was to exploit the flaws demonstrated by the Shadow Beast to great effect. Noticing that it cannot (or refuses to) enter rooms that are awash with light, she told you to light up all the rooms on the third floor, with one important exception: a room, which will act like a sort of trap, will be left in the darkness. You all will enter into that room, and the Shadow Beast would be attracted to the room, enticed by the prospect of prey, and then Lavi would turn on the lights and keep them on, preventing it's escape and allowing you to defeat it.
And in practice, it worked! After an arduous fight, the Shadow Beast, seemingly, was dead, and many victims, like Lavi and Kate, had been freed. The demon twins were reunited, while Kate, after waking up, said that she'll nurse the students back to health, and bid you her thanks and farewell.

Tropes that appear in this stage:

    World 4: Desert of Madness 
Welcome to the Desert Kingdom, with its golden sands, lush oases, and an anarchic fanatic gang led by a fat bastard of a Desert Elf. Finding yourself locked up for not praising said leader, you meet Marvin, the fourth Champion and a former mercenary that changed his ways after being saved by a little girl named Laila from certain death. After escaping, Marvin finds that Laila had been taken captive by the leader for his personal interests, and so begins your quest of assisting Marvin in saving Laila from his grasp.

    World 5: Shen City 
In Shen City lies a great martial art called the Shen Mountain Fist, and its master and only surviving practitioner is dying of old age. As such, he decides to hold a tournament to pick out his potential disciples, and pick out he did. His chosen disciples were impoverished martial artist Fei, fallen noble martial arts practitioner Mei... and you, who was just tracking down the fifth Champion. Train with them, make them realize their potential, and maybe you may find one of these two hopefuls to be the Champion you were seeking...

  • World 6: Inn?
  • World 7: Dungeon Kingdom
  • World 8: Mt. Shivering
  • World 9: Rah Empire
  • World 10: Unrecorded World Pt. 1
  • World 11: Unrecorded World Pt. 2

Season 2

  • World 12: Demon World
  • World 13: Lilith Tower
  • World 14: Demonshire
  • World 15: Assault
  • World 16: Reunion
  • World 17: Two Demon Queens
  • World 18: Two Heroes

Main Story: Nightmare

Season 1

  • World 1: Kanterbury Forest
  • World 2: Teatan Kingdom
  • World 3: Magic School
  • World 4: Desert of Madness
  • World 5: Shen City
  • World 6: Inn?
  • World 7: Dungeon Kingdom
  • World 8: Mt. Shivering
  • World 9: Rah Empire
  • World 10: Unrecorded World Pt. 1
  • World 11: Unrecorded World Pt. 2

Season 2

  • World 12: Demon World
  • World 13: Lilith Tower

Additional Story

Side Stories

  • 21 Kanterbury Street
  • Once Upon A Time... in Burywood
  • Folktale
  • Welcome to the Succubus Cafe!!
  • Rue the Red: Christmas Day
  • After World Inc.

Short Stories

  • Halloween Night
  • Invader Coverage
  • Elite Idol Agents: Episode Bianca
  • Lynn's Bento Shop
  • Town of Flowers, Helena
  • Dragon Detective Neva
  • The Travels of Ice Mountain
  • Christmas 'Carol'
  • 4th District 29th Street
  • When You Wish Upon A Star
  • The Old, The Angry and The Weird Snake
  • Lord of Summer
  • The Blossoming of Shen Mountain

Collaboration Stories

  • Slayers NEXT

Expeditions

  • The Church of the Chosen One

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