The light novel fantasy epic that inspired a critically-acclaimed anime! Haruhiro awakens to darkness and amnesia, among a group of strangers who can only remember their own names...and nothing else. When they make it into the light, they discover Grimgar—a fantasy world that’s like something out of an RPG game. Without apparent skills or knowledge of their surroundings, Haruhiro and his newfound friends band together to form an adventuring party. Only by cooperating, using their wits, and learning new skills can they hope to survive in this dangerous land of monsters and magic.
Having overcome many trials and tribulations, Haruhiro and the others succeed in returning to Grimgar. However, though they have returned, they are a long way from the human sphere of influence. When Haruhiro and Yume go scouting, they're lucky enough to encounter members of another party in the Day Breakers clan, the Typhoon Rocks. However, they engaged in a battle against groups of orcs and undead in order to accomplish a certain goal, and Haruhiro and Yume, along with the other four who were left behind, are caught up in the fighting. In the world they've returned to, more comrades, encounters, and battles await. As the ashes dance, no one yet knows what lies waiting beyond the fantasy.
"This isn't Grimgar. We have to get out of here." The party have been split up in Parano, the other world, where dream monsters and mages run wild. Without their trusty comrades, they can only rely on themselves. "But how far can I believe that 'I' am me?" The goals are to find his comrades and to escape. The king holds the keys. Sharing their hearts and strength with Alice C and Io's party who also wandered into Parano, will Haruhiro and company be able to make it back to Grimgar?! This is the concluding chapter to the story of the other world colored by different illusions, Parano. Then, the tale of adventure born from the ashes will reach a major turning point!
By the time Haruhiro comes to, he finds himself in a gamelike world filled with terrifying monsters. This world is called Grimgar. Armed with no more strength or ability than your average boy, Haruhiro and his fellow party members struggle to survive as they cobble out a mean existence, receiving mediocre pay in return for risking their lives everyday. What kind of future does this harsh, uncaring world have in store for those who are not destined to succeed, who have no prophecy to guide them, who are not heroes...?
There is a certain volunteer soldier in the mountains, deeply wounded and about to meet his end. On the verge of death, he remembers fragments of the world he once inhabited. And then, he questions. What is this world called "Grimgar"? Meanwhile, Haruhiro and his party have left Thousand Valley and are on their way to Alterna. In a forest along their route, they are attacked by massive ape-like monsters called guorellas. This forces them into a difficult battle against a troop of guorellas following a leader called Redback. While narrowly fending off their pursuers, they flee into a village where failed orcs live in hiding... He knows. In this world, there is no tomorrow that's guaranteed to come.
Our goal is already decided, right? So what do you mean, we're turning back? The Dusk Realm that Haruhiro and the others discovered had begun to attract attention as a new hunting ground. Haruhiro and the party had also gotten to the point where they could now slay the white giants that they could only run from before and were able to make a steady income there. However, due to the actions of one clan, the danger level in the Dusk Realm rises dramatically. Meanwhile, Haruhiro and the others re-encounter Souma, the head of the Day Breakers which they had joined before, and are slowly but surely dragged into taking part in a large-scale mission involving multiple clans. When he fights alongside these powerful volunteer soldiers, what will Haruhiro see, and what will he think?
Leaving behind Yume, who has parted ways with the rest of them, Haruhiro and the rest travel on a pirate ship to the free city of Vele. There, they decide to make their way towards the still-distant Alterna by defending the suspicious trader Kejiman's caravan. Their journey goes surprisingly well. Or so they think, until they encounter the legendary Leslie Camp... or at least a massive tent they think might be it. In what may be a twist of fate, they set foot inside it, and...?! "Haruhiro... welcome to Parano." Led on by a mysterious individual in a raincoat, their mysterious adventure into the next world, Parano, begins!