The old world is dead. Worse, it was a lie.
Haskell wants to be a legend, a hero like his grandfather who broke the orcish hordes. Froba just wants to survive and stay ahead of her cruel master-a corrupt guard who makes her grift naïve adventurers. Froba knows what Haskell doesn't: that the deck is stacked against them, and there are no heroes left in the world.
Aided by a cheerful band of misfits, Haskell must survive a monster-infested forest and the exploitative, treasure-hunting guild founded to clear it, while Froba must decide where her loyalties lie-with her carefree mark or cunning master. If fierce woodland monsters don't devour them first.