Keeper of the Arts: The Story Begins...
Severe abuse marked D.J. Grant's childhood while he lived with his mother, until he was suddenly sent away to live with an unknown father. His life changed again when he and his father saw a martial arts movie, which influenced him to learn self-defense. Now in his early twenties and a student of Tae Kwon Do, D.J. is excited about a promotion from second degree to third degree black belt status.
D.J. had specialized in one style of self-defense. Now he faces disappointment when, instead of promotion, his instructor tells him to first experience the history of the martial arts world. During a walk home, a brief discussion ensues with two friends. D.J. is inexplicably separated from them and introduced to Nerrot, Master of all Keepers of the Art. This meeting takes place in SymDo, a subconscious, mystical realm existing within the minds of martial arts students and practitioners. For every martial artist, there is a Keeper of the Art who is responsible for maintaining the martial artist's memories.
Nerrot, the Master of all the Keepers of the Arts, has chosen D.J. to replace him as the next master.
Before D.J. can succeed Nerrot, he is pitted against Tarag, a former prot g who was exiled from the Five Sacred Temples of SymDo for stealing a pendant that can be used to control the mystical powers.
D.J. is taken to five countries to experience and learn their martial arts histories. Tarag's interference forces D.J. and Nerrot to physically experience historic events that put their lives at risk. D.J. must complete the experiences, helping Nerrot to save SymDo, while outwitting Tarag.