The door, and the world beyond
A familiar room. An unfamiliar world. The journey begins with the search for a way home.

An ordinary beginning
The awakening does not begin with a coronation or a prophecy. A person opens a door and discovers that the world outside no longer belongs to the life they remember. Familiar furniture is left behind. The forest, the settlements and the creatures beyond it offer fragments of an answer.
A reason to venture farther
Wake of Ages is an action RPG about surviving that displacement. Levels, training and equipment give the wanderer the means to explore more dangerous ground. The story gives that effort a direction: understanding what happened, and finding a way back.
The current journey
Combat runs locally, with account saves and online rankings. The competition is through progression and records; this version has no player-versus-player combat. The game is in development, and the journal records the systems that are actually available.
A survivor before a vocation
The first character begins without a class. The opening starts inside the house, before the wider world and its fighting paths become available. Ena, in the Vigil, is part of that transition. Choosing a vocation is something that happens in the journey; the account form does not turn the newcomer into a fully formed champion. Remaining without a vocation is also a supported path.
What waits beyond the door
The Vigil provides a first point of reference: residents with work, a blacksmith and routes into the surrounding country. The story continues through conversations, clues and exploration rather than ending when a particular equipment score is reached. It is an unfinished mystery in a game still being developed. The journal will describe available places and systems without pretending that the final escape has already been built.