cardex

T.R.A.I.G.S. Worldbuilding

Lorebook
on Chubarchived

Tokens: 3,958 permanent · Lorebook: up to 1,213 tokens triggered, 2,304 across all entries · estimated prompt budget 5,171

Description on Chubfrom Chub

love the novel's worldbuilding. i have to make a lorebook about it to use.

btw.

novel ver of T.R.A.I.G.S. with 1100+ chapters is on KOREASCANS.COM in their reprository novel catalogue

manhua ver is on ASURASCAN.COM with ~90 chapters.

just incase anyone is interested. i prefer the novel version because its more non-fictional-like and has a better details and expression of the story. but the manhua has extremely good drawings.

Listed as “The Reincarnated Assassin is a Genius Swordsman (T.R.A.I.G.S) Worldbuilding”

Tagline

Cultivation. Raon. Zieghart. TRAIGS. Traigs. The Reincarnated Assassin is a Genius Swordsman. Roberts. Denier. Owen. Beast Union. White Blood Cult. Transcendence. Transcendancy. Transcendant.

Format
V2
Project space
lorebooks
Rating
0.00
Ratings
0
Stars
0
Favorites
0
Messages
0
Forks (upstream)
0
Tokens (upstream)
6,262

Last checked on Chub: Created Updated Archived since

T.R.A.I.G.S. Worldbuilding

11 entries · scan depth 4 · budget 8,128 tokens · recursive scanning on

greatest worldbuilding oat

Book settings
  1. #1Mana/Magic

    Keys: Magic, Will, Natural Mana, Magical, Astral Energy, Mana, Aura, Natural Magic

    Always on · After character · Order 1 · 100%

    Entry settings

    The world is permeated with Magic, called 'Natural Mana'. This Natural Mana is everpresent. And it's potency increazes based on the environment, such as volcanoes, sea storms, etcetera. Mana can also naturally have a element, consistent with it's environment. A thunderstorm will spread lightning-mana, a volcano will radiate fire-mana.

    Natural Mana: Everpresent, unelemental energy. Impure. Needs to be refined in order for human use. Extremely common.

    Fire Mana: Fire-attributed mana. Found naturally where heat dwells, which is everywhere the sun shines or fires blare. Found in extreme quantities in smithies and volcanoes. Contradictory to Water, Wood, and Ice Mana. Enhances Lightning Mana and Metal Mana. Very common. Impure, requires refinement, can only be used by those who utilize Fire Mana.

    Water Mana: Water-attributed mana. Found naturally where water dwells, which is everywhere that isn't extraordinarily hot. Found in extreme quantities under the sea or rainstorms. Contradictory to Fire Mana. Enhances Wood Mana. Very common. Impure, requires refinement, can only be used by those who utilize Water Mana.

    Wind Mana: Wind-attributed mana. Found naturally where air dwells, which is everywhere except the sea. Found in extreme quantities in storms. Contradictory to Metal Mana. Enhances Fire Mana. Very common. Impure, requires refinement, can only be used by those who utilize Wind Mana.

    Wood Mana: Wood-attributed mana. Found where wood dwells, which is forests and cities. Found in extreme quantities in verdant forests. Contradictory to Fire Mana. Enhances Nature Mana. Common. Impure, requires refinement, can only be used by those who utilize Wood Mana.

    Metal Mana: Metal-attributed mana. Found where metal dwells, which is cities and mines. Found in extreme quantities in deep underground mines, aswell as radiating from certain metals. Enhanced by Fire Mana. Very rare. Impure, requires refinement. Not used like other mana-types, used mostly by blacksmiths in very superficial quantities. No techniques for use.

    Ice Mana: Derivative of Water Mana. Found where heat does not exist, which is usually tundras, snowstorms, or cold items. Found in extreme quantities in the far north of the world. Contradictory to Fire Mana. Derivative of Water Mana. Common. Impure, requires refinement, can only be used by those who utilize Water Mana.

    Lightning Mana: Lightning-attributed Mana. Found where electricity dwells, which is usually thunderstorms or living organisms. Found in extreme quantities in thunderstorms. Enhanced by Fire Mana, Metal Mana, and Water Mana. Contradictory to Wood Mana. Extremely Rare. Impure, requires refinement, can only be used by those who utilize Lightning Mana.

    Artificial Mana: A broad term for the different energies used by life. Not a type of mana.

    Aura: Impure, wispy energy. Contained and activated in the Lower Core. Around 10-40% energy, and 90-60% impurities. Purified by technique.

    Master's Astral Energy: Semi-pure, gaseous energy. Contained and activated in the Middle Core. Around 50-70% energy, and 50-30% impurities. Purified by technique.

    Will: Manifestation of conciousness, less of an actual mana-energy and more of a exerted conciousness. Contained and activated in the Upper-Core. Purifies Astral Energy into near-perfect energy.

    Grandmaster's Astral Energy: Pure, liquid energy. Contained and activated in the Middle Core. 90-100% energy, 10-0% impurities. Purified by Will.

  2. #2Human Cores/Body

    Keys: Lower Core, Energy Core, Mana-Veins, Human Body, Mana-Pathways, Human, Mana-Capillaries, Energy Center, Middle Core, Core, Dantian, Upper Core, Mana-Arteries

    Always on · After character · Order 2 · 100%

    Entry settings

    The Human Body, in addition to all necessary organs, consists of three cores. These cores are also sometimes referred to as 'Dantians', 'Energy Cores' or 'Energy Centers'. In addition to these cores, there exists nine artery-like, thousands of vein-like, and millions of capillary-like mana-pathways. These Mana-Pathways are similar to the human cardiovascular system, instead linking the three cores to eachother and the rest of the body, and further spread mana throughout the body instead of blood.

    Lower Core: The Lower Energy Core is opened through rigorous physical exercise and cultivation when usually around 10-12 years old. Usually, it opens in the 'Mana-Selection Event', a event wherein one's mana aptitude is determined usually by a device, or known by how one is initially unable to use any other kind of mana. It is a peach-sized hollow ball of what appears to be glass, located above the intestines, between the stomach and intestines. This contains and activates 'Aura'. When used in junction with other energy cores, it ceases to act as a storage for energy and instead acts as a kind of 'storage point' for impure energy on it's way to refinement. Connected to the Aortic Mana-Artery. When destroyed, it completely starves the other cores of fuel, making them unusable or impossibly painful and difficult to cultivate.

    Middle Core: The Middle Energy Core is opened through extensive cultivation and training. It is not guaranteed to open, and the youngest person recorded to ever open it was 26 years old. It opens at an average of 37 years old, if ever. It is a apple-sized hollow ball made of what appears to be glass, located below the sternum and above the spine, between the Y-shaped channels which lead to the lungs. This contains and activates 'Astral Energy'. Used continuously throughout a person's life. Connected to every Mana-Artery and the Aortic Mana-Artery. When destroyed, it completely ruins ones' ability to use Astral Energy and Will, and severely cripples ones' ability to use Aura.

    Upper Core: The Upper Energy Core is opened through extensive mental training and extreme cultivation. It is not guaranteed to open, and the youngest person to ever open it was 38 years old. It opens at an average of 52 years old, if ever. It is a grape-sized hollow ball made of what appears to be glass, located beneath the frontal lobe and infront of the brain stem. This purifies 'Astral Energy', and contains and activates 'Will'. Used continuously throughout a person's life. Contains and gives Conciousness. Connected to the Carotid Mana-Arteries. When destroyed, it destroys the person's soul, making them both brain and spiritually dead.

    Mana-Arteries: Similar to Cardiovascular Arteries, these pathways allow for rapid and extreme movement of mana both to-and-from the skin, and both feed and are fed by the Mana-Veins. When destroyed, makes cultivation impossible until they are repaired. Open from birth, though usually are partially blocked by impurities by the time the Lower Core is opened.

    Mana-Veins: Similar to Cardiovascular Veins, these pathways allow for transportation of Mana from the Mana-Capillaries into the Mana-Arteries. Aswell, these pathways allow for Natural Mana to be fed into Mana-Arteries. When destroyed, makes cultivation impossible until they are repaired. Open from birth, though usually are partially blocked by impurities by the time the Lower Core is opened.

    Mana-Capillaries: Similar to Cardiovascular Capillaries, these pathways allow for the absorption of Natural Mana from the skin. Aswell, these pathways allow for Natural Mana to feed and be fed by Mana-Veins. When destroyed, makes cultivation impossible until they are repaired. Open from birth, though usually are partially blocked by impurities by the time the Lower Core is opened.

    Mana-Meridians: Similar to Lymph-Nodes, these areas serve as critical fast-response stores of Aura/Astral Energy. These Meridians also serve as junctions between Arteries, and allow for the passive dissemination of mana throughout the human body itself. Contains a small amount of energy inside of it, which can be subconciously shored up in life-or-death emergencies. When destroyed, they make cultivation much more diffcult and severely weaken the body until they are repaired. Open from birth, cannot be blocked.

    Mana-Flow: The flow of mana throughout the body. Less of a definitive feature and more of a concept. Humans are born with a unique, often inefficient, natural flow which can be artifically altered into more efficient flows. If reversed, it can kill someone, severely cripple someone, or be used as a method of torture. Mana-Backflow is a serious risk when improperly cultivating.

  3. #3Non-Human Cores/Body

    Keys: Energy Core, Mana-Veins, Dragon, Non-human Body, Beast Core, Mana-Capillaries, Energy Center, Mana-Pathways, Core, Dantian, Mana-Arteries

    Enabled · After character · Order 7 · 100%

    Entry settings

    The Non-Human Body, in addition to all necessary organs, consists of one or more cores. This core(s) are also sometimes referred to as 'Dantians', 'Energy Cores' or 'Energy Centers'. In addition to this core, there exists mana-arteries, mana-veins, and mana-capillaries. These Mana-Pathways are similar to a cardiovascular system, instead linking the core(s to eachother and) the rest of the body, and further spread mana throughout the body instead of blood. The only beasts who have cores are mana-beasts, such as Goblins, Ogres, Orcs, etcetera.

    Beast Core: The Beast Core is opened at birth in mana-beasts. And depending on the species of animal, either harnesses Aura or Astral Energy in extremely finite and extremely pure amounts. They act almost identically compared to human energy cores, and usually do not vary across species in terms of potency. These can be anywhere from a pea to a grapefruit in size, and appear to be made of glass. These can be filled and consumed by humans as supplements to their own energy.

    Mana-Arteries: Similar to Cardiovascular Arteries, these pathways allow for rapid and extreme movement of mana both to-and-from the skin, and are fed by the Mana-Veins. When destroyed, makes cultivation impossible until they are repaired. Open from birth, though usually are partially blocked by impurities by the time the Lower Core is opened.

    Mana-Veins: Similar to Cardiovascular Veins, these pathways allow for transportation of Mana from the Mana-Arteries into the Mana-Veins. Aswell, these pathways allow for Natural Mana to be fed into Mana-Arteries. When destroyed, severely weakens the body. Open from birth.

    Mana-Capillaries: Similar to Cardiovascular Capillaries, these pathways allow for the utilization of mana from the Mana-Veins into the skin. Aswell, they passively absorb Natural Mana and feed it to the Mana-Veins. When destroyed, severely weakens the body. Open from birth.

    Mana-Meridians: Similar to Lymph-Nodes, these areas serve as critical fast-response stores of Aura/Astral Energy. These Meridians also serve as junctions between Arteries, and allow for the passive dissemination of mana throughout the body itself. Contains a small amount of energy inside of it, which can be subconciously shored up in life-or-death emergencies. When destroyed, they severely weaken the body until they are repaired. Open from birth.

    Mana-Flow: The flow of mana throughout the body. Less of a definitive feature and more of a concept. Beasts are born with a unique, often efficient, natural flow which cannot be artifically altered. If reversed, it can kill a beast, severely cripple a beast, or be used as a method of torture. Mana-Backflow is a usually non-existant risk for beasts because beasts do not and cannot cultivate.

    Dragons: Dragons are unique, in that they possess cores which automatically grant them Transcendant-realm power upon birth.

    Dragon Core: The Dragon Core is a Energy Core located in the base of a draconic form's throat. These cores are anywhere from a large grapefruit to a small watermelon in size and appear to be made of glass. They utilize Will and Astral Energy to give a dragon immense natural power. These can be consumed by humans to cultivate, though Dragons are such legendary existences and rarely die that a Dragon Core is usually impossible to possess.

  4. #4Beginner Realm

    Enabled · After character · Order 10 · 100%

    Entry settings
  5. #5User Realm

    Enabled · After character · Order 10 · 100%

    Entry settings
  6. #6Expert Realm

    Keys: Lower Core, Cultivation, Sword Experts, Sword Expert, Expert Realm, Expert, Sword Expert Realm, Mana, Aura

    Always on · After character · Order 5 · 100%

    Entry settings

    The Sword-Expert Realm is the third cultivation realm of the six-realm cultivation system of this world. It is reached upon the full utilization of a 'Aura-Blade'. Most enter it when they are around 20-22 years old, though those of talent and wealth can reach it at 16-17 or even more rarely, earlier. Though most will never surpass this realm.

    The Expert Realm is divided into five levels: Initial, Early, Middle, High, and Peak.

    Initial and Mid-level Experts utilize aura using an 'Aura-Blade', which is the most basic application of Aura. This is done because Initial and Early-level Experts have too little Aura to condense whilst retaining power, and often do not have enough martial understanding to condense their Aura beyond these blades.

    High and Peak-level Experts utilize aura using a 'Aura-Threads', which is a major gap in strength. These are basically dozens or hundreds of small, intertwined Aura-Blades, exponentionally incressing the usage, but granting immense strength in return. Most Aura-Thread usage is around 20-50 threads, though some use less, and some rarely use more. Qualitatively, the aura is dependent on the individual, but often purer by now than in earlier parts.

    Cultivating the Expert Realm requires using Aura to strengthen the body, and harden the walls of The Lower Energy Core, aswell as then afterwards using the walls of The Lower Energy Core to force Aura to densify, and broaden the mana-pathways. Progress can be blisteringly fast, sometimes taking only 10 years to surpass the Expert-Realm. Other times, it can be blisteringly slow.

    Sword-Experts are in the league of metahumans. With enhanced durability, strength, speed, health and lifespans compared to normal humans. If a human can lift a hundred pounds of weight on average, a Sword-Expert can lift a ton. Sword-Experts remain youthful into their early thirties and usually can live into their nineties with no problems.

    In order to reach The Sword-Master Realm, a Sword-Expert must reach a certain level of density and purity with their Aura that it seems partly liquidated and partly gaseous, whilst being at least half-transparent. It is not common to develop Astral Energy before reaching the Master Realm, but this Astral Energy is so extremely costly that it can only be externally expressed for only a few seconds. Further, aside from these relaxed magical requirements, a swordsman is required to have a sufficiently developed understanding of martial arts as a whole. Practically, one's rudimentary will is used in coordination with their magical strength to open their Middle Core where their Mana-Arteries connect to it, which is where it is weakest. For the individual, this 'Crossing The Martial Wall' often requires a Minor-Trance, the procedure of opening the middle core occurs subconciously when in a Minor-Trance. This method of 'crossing' results always in a temporary period of decreased prowess and martial understanding. Some extremely talented people can directly 'shatter' this martial wall, and proceed to the Master Realm after being 'triggered' by an enlightenment, resulting in no temporary decrease in strength.

  7. #7Master Realm

    Keys: Cultivation, Sword-Master Realm, Middle Energy Core, Master, Master Realm, Astral Energy, Sword Master, Middle Core, Mana

    Always on · After character · Order 4 · 100%

    Entry settings

    The Sword-Master Realm is the second cultivation realm of the four-realm cultivation system of this world. It is reached upon the activation of the Middle Energy Core. Most enter it when they are around 37 years old, though they can do it earlier. The youngest Sword-Master is recorded as being 26 years old. Though most will never reach this realm, and the vast majority will never surpass this realm.

    The Master Realm is divided into five levels: Initial, Early, Middle, High, and Peak.

    There is no difference in technique among Initial-to-Peak-level Masters. The only difference in each consequtive level is power. A Initial-level Master cannot defeat a Early-level Master in terms of raw power. All Masters use Astral Energy.

    Cultivating the Master Realm requires using Astral Energy to strengthen the human body, and harden the boundaries of the Middle and Lower Energy Cores even further. After hardening the boundaries of the two cores, densifying, purifying and amassing more Astral Energy is the way to gain strength. Progress can be blisteringly fast, sometimes taking only 25 years to surpass the Master-Realm. Other times, it can be blisteringly slow or completely impossible at certain points. Cultivation is slightly less important than martial understanding at this realm.

    Sword-Masters are in the league of enhanced superhumans. With greay durability, strength, speed, health and lifespans compared to Sword-Experts. If a Sword-Expert can lift a two-hundred pounds of weight on average, a Sword-Master can lift two tons of weight. Sword-Masters remain youthful into their early fourties and usually can live until their late 120's with no problem.

    To reach the Grandmaster Realm, Masters must undergo extreme mental training in order to build up strength and practice in manifesting conciousness. This is extremely slow, often unfruitful for all but the most talented, and extremely difficult to do. To actually break into the Grandmaster Realm, Masters must break the walls of their Upper Core's where they connect to their Carotid Mana-Arteries in order to access it. This is referred to as 'Breaking The Grandmaster Wall', because the Upper Core's walls are similar to a thick curtain wall in durability. This procedure is dangerous, as damaging the Upper Core too much can lead to instant death with no chance for repair, but this risk is small enough that it usually just requires caution.

  8. #8Grandmaster Realm

    Keys: Will, Grandmaster, Astral Energy, Sword-Grandmaster Realm, Mana, Grandmaster Realm, Upper Core

    Always on · After character · Order 7 · 100%

    Entry settings

    The Sword-Grandmaster Realm is the third cultivation realm of the four-realm cultivation system of this world. It is reached upon the activation of the Upper Energy Core. Most enter it when they are around 52 years old, though they can do it earlier. The youngest Sword-Grandmaster is recorded as being 32 years old. Though the vast majority will never reach this realm, and drastically fewer than a percent will never surpass this realm.

    The Grandmaster Realm is divided into five levels: Initial, Early, Middle, High, and Peak.

    There is no difference in technique among Initial-to-Peak-level Grandmasters. The only difference in each consequtive level is power. A Initial-level Grandmaster cannot defeat a Early-level Master in terms of raw power. All Grandmasters use Will and Will-purified Astral Energy.

    Cultivating the Grandmaster Realm requires deep martial study and understanding. Cultivation is now easier than breathing, and Martial Understanding is worth it's weight in gold. Progress can be blisteringly fast, sometimes taking only 30 years to surpass the Grandmaster Realm. Other times, it can be blisteringly slow or completely impossible at certain points. Cultivation is less important than martial understanding at this realm. Will is the dominant energy.

    Sword-Grandmasters are in the league of minor deities. With extreme durability, strength, speed, health and lifespans compared to Sword-Masters. If a Sword-Master can survive the amputation of a small appendage with extreme effort, a Grandmaster can survive the amputation of one or more of their limbs without any risk. Sword-Grandmasters remain youthful into their early seventies and usually can live until their late 150's with no problem.

    To reach the Transcendant Realm, Masters must undergo extreme mental training in order to build up strength and practice manifesting conciousness. This is extremely slow, often unfruitful for all but the most talented, and extremely difficult to do. To actually break into the Transcendant Realm, Grandmasters must be able to manifest their will to such a degree that nothing is impossible for them to accomplish. If they will for a mountain to be destroyed, it should be instantly destroyed. This procedure is dangerous, as a rash attempt at such manifestation can shatter the Upper Core too much can lead to instant death with no chance for repair. Most Grandmasters do not even attempt to surpass their realm, the risk is so great. But, those who can have another transcendant present to aid them, or have sufficient Martial Understanding, do try, and some succeed.

  9. #9Transcendence Realm

    Keys: Cultivation, Will, Transcendant, Astral Energy, Transcendant Realm, Transcendence

    Always on · After character · Order 6 · 100%

    Entry settings

    The Transcendant Realm is the fourth and final cultivation realm of the four-realm cultivation system of this world. It is reached upon the supernova of manifestatiln. Most enter it when they are around 80 years old, though they can do it earlier. The youngest Transcendant is recorded as being 49 years old. Though the extremely vast majority will never reach this realm, and drastically fewer than a millionth of a percent will never surpass this realm.

    The Transcendant Realm is divided into three levels: Initial, Middle, and Peak.

    There is no difference in technique among Initial-to-Peak-level Transcendants. The only difference in each consequtive level is power. A Initial-level Transcendant cannot defeat a Mid-level Transcendant in terms of raw power. All Transcendants use Will and Will-purified Astral Energy.

    Cultivating the Transcendanfs Realm requires deep martial study and understanding. Cultivation is now easier than existing, and Martial Understanding is worth so much that there isn't anything on earth to compare it to. Progress can be blisteringly fast, sometimes taking only 40 years to achieve the pinnacle of the Transcendant Realm. Other times, it can be blisteringly slow or completely impossible at certain points. Cultivation is unimportant, and martial understanding is all that matters at this realm. Will is the dominant energy.

    Transcendants are in the league of legitimate deities. With divine durability, strength, speed and health compared to Sword-Grandmaster. If a Sword-Grandmaster can survive the amputation of one or more of their limbs, a Transcendant can have their body completely destroyed, and as long as their Mana-Cores remain intact, they will never die. Transcendants remain youthful into their early fifties and usually can live until their late 160's with no problem.

    There is no realm that surpasses Transcendency. Or at least, if one exists, it is unknown and thusly undocumented. Though the levels of transcendency are vague. There are some transcendants that seem like empowered grandmasters rather than true transcendants. And in the opposite direction, there are some transcendants whom are so powerful that they are fundamentally rejected by the mortal world if they use too much strength. The line between mortal and divine is completely blurred here.

  10. #10Divine Realm

    Keys: Divine Realm, Heaven, Archangels, Angels

    Enabled · After character · Order 8 · 100%

    Entry settings

    Unknown to anyone but Transcendants, above the Mortal World lies a Divine World.

    The God of the Divine World has long been in a slumber, a slumber which is and always will extend unto eternity. Governing in his stead, are the Archangels. These are:

    Michael: The Warrior, and the most powerful. With one breath, the mortal world can be blown away. He usually sticks to Heaven, and is unable to descend to Earth. So far beyond Transcendant it might aswell be two major realms in distancs. Rash, Warmongering, Zealous. Appears as a towering young man in bright armor with a flaming sword.

    Gabriel: The Governor, and one of the weaker ones. He usually serves now as the governor of Heaven for the slumbering God. He is able to descend to earth, but there is nothing short of a reality-threatening calamity that would draw him to Earth. Beyond-Transcendant in strength. Quiet, Manipulative, Sinister. Appears like a pale and beautiful young man with iridescent white hair.

    Uriel: A semi-autonomous puppet of Gabriel. He possesses the identical personality of Gabriel, and acts as a messenger and an agent between Heaven and Earth. Middle of the Transcendant realm. Quiet, Manipulative, Sinister. Appears like a pale and beautiful young man with iridescent white hair.

    What none but the three archangels know, is that the three archangels themselves are keeping God asleep. They had grown arrogant and decided to dethrone God, but could not do more than keep Him asleep. As long as they live, God will remain asleep, and the Heavens will remain shrouded in evil.

  11. #11Demonic Realm

    Keys: Demon Kings, Devildom, Devil King, Demons, Devil Queen, Devil Queens, Demonic Realm, Devils, Demon King, Hell, Demon Queen, Devil Kings

    Enabled · After character · Order 9 · 100%

    Entry settings

    Unknown to anyone but Transcendants, below the Mortal World lies a Demonic World, also known as 'Devildom'.

    Seven Demonic Kings rule over Hell, and there is one of them above even the other six. These Demon Kings are:

    Wrath: The personification of Wrath, utilizing Demonic Mana and Ice Mana. He is beyond transcendence in strength. He is the strongest Demon King, and rules over Hell. He is as wrathful as he is powerful, and he gains influence on mortal hearts by putting 'Wrath' into their very hearts. Despite his tallied emotion, he is actually rather kind. He loves and cherishes his subordinates, defends the weak, absolutely loves ice-cream, flowers, and food. He hates those who bully the weak. He speaks in the third person, referring to himself as 'this king'. He also is unable to lie by his own bizzare rules, but he simply omits from speaking what he wants to hide. He gains power by influencing people into hating eachother. He appears in his true form as a ethereally beautiful man with long blue hair and blue eyes, though he can appear in any form, though usually blue-shifted or involving flowers, as Wrath loves flowers. He uses fist techniques and the cultivation technique 'Glacier'. Wrath is above transcendence in power.

    Sloth: The personification of Sloth, utilizing Demonic Mana. He is beyond transcendence in strength. He is one of the weaker Demon Kings. He is as slothful as he is powerful, and he gains influence on mortal hearts by putting 'Sloth' into their very hearts. He spends most of his time sleeping in the far north inside a mountain. If awoken, he will go on a rampage, but he is dreary and stupid enough to be manipulated. He gains power by sleeping. He appears as a towering man with long green hair and green eyes, and uses fist techniques. Sloth is above transcendence in power.

    Envy: The personification of Envy, utilizing Demonic Mana. She is beyond transcendence in strength. She is the weakest Demon King. She is as envious as she is powerful, and she gains influence on mortal hearts by putting 'Envy' into their very hearts. In accordance with her emotion, she is extremely fickle, manipulative, envious and loves turning people into slaves. She gains power by making people envious of eachother. She appears as a ethereally beautiful young woman with tied green hair and green eyes, and uses fist techniques. Envy is above transcendence in power.

    Lust: The personification of Lust, utilizing Demonic Mana and Ice Mana. She is beyond transcendence in strength. She is one of the middling Demon Kings. She is as lustful as he is powerful, and se gains influence on mortal hearts by putting 'Lust' into their very hearts. She is extremely lustful, and loves sex and the worship of her beauty. She's a bit of a ditz and relatively easy to manipulate, and she is absolutely obsessed and in-love with Wrath. She gains power by instilling lust in mortals, and passively grows in strength with every time someone feels lust. She appears as a ethereally beautiful woman with long pink hair and pink eyes, and uses fist techniques. She is so beautiful that even looking at her can turn mortals into lust-broken beasts. Lust is above transcendence in power.

    Gluttony: The personification of Gluttony, utilizing Demonic Mana. He is beyond transcendence in strength. He is the second weakest Demon King. He is as gluttonous as he is powerful, and he gains influence on mortal hearts by putting 'Gluttony' into their very hearts. In accordance with his emotion, he is obsessed with food and does not care about anything except food. He is easy to convince, with a childlike mind and a wholehearted focus on food. He gains power by eating. He appears as a obese man with short brown hair and brown eyes, and uses fist techniques. Gluttony is above transcendence in power.

    Greed: The personification of Greed, utilizing Demonic Mana. He is beyond transcendence in strength. He is the third-strongest Demon King. He is as greedy as he is powerful, and he gains influence on mortal hearts by putting 'Greed' into their very hearts. He is especially wicked, prowling the mortal realm in casinoes and gambling dens to win as much money as possible. He gains power by gaining wealth. He appears as a ratlike man with long black hair and black eyes, and uses fist techniques. Greed is above transcendence in power.

    Pride: The personification of Pride, utilizing Demonic Mana. He is beyond transcendence in strength. He is the second-strongest Demon King, and mortal enemy of Wrath. He is as prideful as he is powerful, and he gains influence on mortal hearts by putting 'Pride' into their very hearts. Despite hating the Demon King Wrath, Pride is himself extraordinarily wrathful and chauvinistic. He is the epitome of arrogance, and gains power based on those whom sing his praises. He appears as a ethereally beautiful man with long golden hair and golden eyes, and uses fist techniques. Pride is above transcendence in power.


    Devildom is known by common mortal races, such as elves, humans, dwarves, etcetera. Though they know Devildom as a mythical terrible underworld, rather than a very greyed, and very real land. The Demon Kings are rudimentarily known, but as mythical figures rather than actual beings. Exclamations where 'Hell' would be use 'Devildom' instead. Example; 'What in the Devildom are you talking about?' or, 'What the Devildom!?'

Showing 11 of 11

Permanent link to this version