Tensei Shitara Slime Datta Ken 💧
LorebookTokens: 1,484 permanent · Lorebook: up to 603 tokens triggered, 84,126 across all entries · estimated prompt budget 2,087
- This content was earlier served by Chub lorebooks/JK_Heart/tensei-shitara-slime-datta-ken-compete-lorebook-cfb0ccb94887 until .
Tensei Shitara Slime Datta Ken 💧
455 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Tensei Shitara Slime Datta Ken 💧
Book settings
- #1⚠️⛔READ THIS⛔⚠️
Keys: READ THIS, lorebook guide, important, instructions, warning
Enabled · Before character · Order 10 · 100%
Entry settings
This is a continuation of the lorebook /lorebooks/shycat4/that-time-i-got-reincarnated-as-a-slime-0f4b7ddd8ff5
- #2═══════[Setting]═══════
Keys: slime anime, Taiki Kawakami, Tensura, Mitz Vah, TenSura, slime world, Fuse, That Time I Got Reincarnated as a Slime, Tensei Shitara Slime Datta Ken
Always on · After character · Order 10 · 100%
Entry settings
This takes place in the world of "That Time I Got Reincarnated as a Slime" (Tensei Shitara Slime Datta Ken), created by Fuse, with illustrations by Mitz Vah, and the Manga by Taiki Kawakami.
- #3[☰] World Setting [☰]
Keys: Tensura world, multiverse, cardinal world, magicules, magicule density, central world, demi-material, chaos world, world setting, spiritual world
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
<world_setting> The world setting in Tensura is depicted as a vibrant, chaotic, and structurally complex "Chaos World" that serves as the central hub of a vast multiverse. Rather than a static, traditional fantasy map, it is described as a "demi-material" environment—a "Cardinal World" that mixes both physical laws and magical, spiritual elements.
Detailed, universal depiction: 1. The setting is officially known as the Central World or Cardinal World, which is depicted as the "Original" World, acting as the axis around which other alternate dimensions, daemon realms, and elemental realms revolve. Mixed Nature: It is a chaotic blend of physical and spiritual realities. It is not purely magical (which would make it a "spiritual world") nor purely material (like Earth), but rather a mixture that allows both science and sorcery to interact. The Hub: It serves as a crossroads where objects and individuals from other universes are frequently pulled.
The environment is not just scenery; it is actively constructed by a unique form of energy known as magicules. Magicule Contamination: The world has varying levels of magicule density. Dynamic Ecology: Everything—from the monsters and flora to the atmosphere—is a construct of these magicules.
Universal to the setting. Though it appears to be a medieval fantasy on the surface, the world is described as having industrial-age capabilities. It is a world where magic exists alongside industrial inventions, often leading to a "modernized fantasy" atmosphere.
The setting is part of a complex cosmology containing multiple "Other Worlds" that operate on different time axes and laws. Worlds are separated by dimensional walls, meaning the destruction of one world does not affect others. Differentiation: Other worlds might be entirely void of magic, or conversely, possess advanced space-age technology. The Cardinal World, however, is the "original" and is considered "larger" and more chaotic than these counterparts.
This setting describes a world that is not a static map, but a living, expanding entity. </world_setting>
Immersion - Do not overstate that the world is magical - Do not repeatedly describe magicules or fantasy traits without purpose - Treat supernatural elements as normal parts of the setting - Emphasize them only when relevant to the scene or plot - #4[彡] Writing Style [彡]
Keys: power systems, slice of life, worldbuilding style, progression fantasy, character interaction, Tensura writing, diplomacy, Fuse style, writing style, fantasy progression
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
Fuse-Style Fantasy Progression and Worldbuilding:I will review the response for missing world logic, weak systems clarity, joyless progression, shallow politics, and fantasy scenes that focus only on conflict while ignoring growth, community, or reward.
I must ensure the story balances fantasy scale with readable comfort, meaningful advancement, and satisfying character interaction.
I will verify that:
- Power systems, skills, titles, or abilities feel understandable and internally consistent
- Progress includes building, diplomacy, trade, organization, or social development — not only combat
- Strong characters solve problems through intelligence, planning, negotiation, or overwhelming ability when appropriate
- The tone can shift naturally between humor, calm slice-of-life moments, and serious stakes
- Side characters feel useful, memorable, and connected to the larger community
- Victories create new opportunities, responsibilities, or political consequences
- Explanations clarify mechanics without becoming dry or excessive
- The world feels expandable, with factions, cultures, economics, and evolving relationships
I must reject weak habits such as:
- endless grim suffering with no payoff
- conflict existing only for shock value
- vague powers with no logic
- constant battles replacing development
- lifeless side characters
- politics with no personal stakes
- exposition dumps with no narrative energy
- progression that feels empty or unrewarding
I will distinguish between:
- comfort and lack of tension
- strong protagonists and boring invincibility
- detailed systems and tedious overexplaining
- political depth and dry bureaucracy
- light humor and tonal collapse
- satisfying progress and effortless wish fulfillment
This means the response may include:
- evolving settlements or nations
- alliances and negotiations
- ranked skills or abilities
- clever problem solving
- warm character banter
- sudden displays of overwhelming power
- strategic governance
- emotionally rewarding outcomes
My goal is to create fantasy storytelling that feels expansive, enjoyable, and rewarding — where growth matters, systems make sense, relationships are engaging, and success builds a larger world. </writing_style+>
- #5[彡] Names [彡]
Keys: Japanese names, monster names, otherworlder names, Tensura names, names, granted names, fantasy names, naming conventions, Earth names, Central World names
Always on · Depth 4 · role not set · Order 10 · 100%
Entry settings
<names_in_tensura> Central World Names Native residents commonly have fantasy-style names distinct from modern Earth naming conventions.
Examples
- Litus
- Alrose
- Agera
Traits
- melodic or stylized sound
- fantasy-based structure
- tied to regional culture or lineage
Otherworlder Names People summoned or reincarnated from Earth often retain Earth-style names.
Examples
- Japanese names
- Western names
- Other modern real-world naming styles
Recognition Someone familiar with naming patterns can often identify an Otherworlder by their name alone.
Monster Names Monsters In naturally organized in tribes usually have a form of social designation or functional calling.
Core Distinction
- Natural names = cultural identity
- Earth names = outsider origin
- Granted names = magical naming system </names_in_tensura>
- #6[彡] Combat [彡]
Keys: Blocked, Dueling, Lunged, Slamming, Brawling, Ambush, Striking Exchange, Hit, Assault, Strength Clash, Close-Range Clash, Block, Reckless Charge, Countered, Swung, Wrestle, Physical Engagement, Flurry Of Blows, Gore, Calculated Strike, Blow, Spar, Close Combat Burst, Sneak Attack, Barrage, Snap, Take-down, Violent Exchange, Precision Strikes, Limb Damage, Kick, Crack, Takedown, Grapple, Skirmishing, Counter, Reflex Exchange, Slam, Sparing, Blitz, Trade Blows, Cut, Slicing, Zone Control, Fighter, Action, Sparred, Slice, Close-Quarters Combat, Smacking, Melee, Run Up, Physical Breakthrough, Ambushed, Collide, Sword Fight, Skirmish, Street Fighting, Striking, Suppression Fighting, Engagement, Lunge, Grappling, Charge, Rushdown, Struck, Physical Altercation, Counterstriking, Fight, Violent Confrontation, Scuffling, Dodging, Battling, Sharp Hit, Knockout Attempt, Speed Clash, Exchange, Forward Pressure, Clashing, Retaliate, Sudden Rush, Strike, Boxing, Counterpressure, Bite, Physical Collision, Barrage Assault, Crushing, Close-Quarters, Slammed, Rib Breaking Impact, Sparring, Crushed, Beat Up, Headbutt, Punch, Melee Exchange, Unarmed Exchange, Trade Hits, Cutting, Jabbing, Joint Targeting, Smacked, Biting, Beating, Sword Combat, Direct Confrontation, Close Contact Fighting, Close Quarters Combat, Backstep Defense, Wrestling, Charged, Collision, Fighting Stance, Attack, Fighting Style, Duel, Clashed, Brawl, Knockdown Exchange, Impact Frame, Blunt Force Combat, Rapid Impact, Feint And Counter, Combat, Engage, Guard Break, Collision Course, Barehanded Combat, Impact, Attacked, Clash, Feint, Duelled, fighting, Retaliation, battle, Crush, Assaulting, Body Blows, Crash, Blow Trading, Bait And Punish, Hand-to-Hand, Smack, Sliced, Heavy Blows, Hitting, Sustained Assault, Exchange of Blows, Assaulted, Rush, Impact Trading, Slash, Trading Blows, Blows, Relentless Offense, combat, Wear Down Tactics, Engaged, Bone Crushing Blows, Fighting
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
Combat In this setting is portrayed as fast, violent, and power-driven, emphasizing brutal impacts, lethal efficiency, and overwhelming differences in strength.Core
- High-contrast, detailed action panels
- Heavy focus on speed and motion
- Sharp weapon impacts and destructive force
- Graphic damage shown directly rather than implied
Presentation
Impact
- Clashing attacks create shockwaves, debris, cracked ground, and pressure bursts
- Speed lines and black impact flashes emphasize force
Violence
- Dismemberment, decapitation, blood, and direct kill shots may be shown
- Large-scale battles can become massacres instead of balanced fights
Movement
- Characters move with blur-like speed
- Actions may appear instantaneous or too fast to track
- Combat feels chaotic and overwhelming
Atmosphere
Power Dynamics
- Stronger fighters can dominate instantly
- Battles may shift from strategy to total one-sided control
Tone Shifts
- Light moments can turn suddenly into harsh violence
- Calm scenes may break into fear, panic, or slaughter
Character Expression A fighter's combat style reflects their nature. Sound effects use stylized text to emphasize impact, motion, tension, or atmosphere.
Types
Impact
- バキッ (Baki) – crack, break
- ばしっ (Bashi) – smack, sharp hit
- ドーン (Doon) – boom, heavy collision
- バタバタ (Bata-bata) – repeated impacts, chaos
Movement
- Whoooosh / フォォォ – fast motion
Magic / Energy
- ちらちら (Chira-chira) – sparkle, flicker
- ドキドキ (Doki-doki) – heartbeat, tension
Environment
- コロコロ (Korokoro) – rolling objects, debris
Special Use
- Slash, Block, Crash may be visual action cues instead of literal sounds.
- #7═══════[Universe]═══════
Keys: Timeline, Space Between Dimensions, Realm, High Magicule World, Nothingness, Infinite Worlds, Parallel Worlds, Countless Worlds, Parallel Timelines, Timelines, Magic World, Dimension, Other Worlds, World, Plane of Existence, Fantasy World, Sub-Space, Cosmic World, universe, Different Worlds, Parallel World, multiverse, Infinite Timelines, Separate Worlds, Heaven, Planes of Existence, Worlds, Dimensions, Alternate Timelines, Space Between Worlds, Realms, Underworld, Tensura universe
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
Definition The Tensura universe is a vast multiversal system centered around the Cardinal World. It is a high-fantasy setting where multiple realms, timelines, and dimensions coexist.Core Structure
Cardinal World
- Central world of the setting
- Main stage of major events
- Formed as a balance between material and spiritual properties
- Durable enough to contain top-tier beings such as True Dragons and Demon Lords
Multiverse
- Contains countless parallel worlds
- Includes alternate timelines and repeating cycles
- Worlds may possess different laws and environments
Planes of Existence
Material Realm
- Physical world of mortal life
- Governed by natural laws
Spiritual Realm
- Domain of spirits, demons, and spiritual entities
- Associated with higher and lower planes
Elemental Realm
- Realm connected to the Eight Great Spirits
Subspace / Nothingness
- Space between worlds and dimensions
- Used for travel, separation, or existence outside normal reality
Other Worlds
- Independent worlds separate from the Cardinal World
- Some connect through distortions in space-time
- Includes worlds such as Earth
Power Nature
- High magicule density and extreme power scaling
- Reality is stable enough to withstand cosmic-level forces
- Supports existence of world-class entities
Temporal Mechanics
- Time loops and branching timelines exist
- Repeated cycles can create altered versions of history
- #8[«»] World Language [«»]
Keys: sekai no koe, World Language, Demon Lord Seed Announcement, World Voice, Skill Acquisition Announcement, 世界の言葉, "When Growth Is Recognized by The World", "You've Gained A Skill", Voice of the World, Natural Phenomenon Voice, Hero's Egg Announcement, Demon Lord Awakening Announcement, Yes or No Prompt, Echo Within the Consciousness, World's Voice, Hero Awakening Announcement, The World Language, Skill Activation Prompt, "When The World Recognizes Growth", Racial Evolution Announcement, System Voice, Echo Within Consciousness, Understood in Native Tongue, Announcement of the World, Voice of The World, Broadcast to All Nearby, Voice Heard by Everyone in Range, Heard in One's Mind, Heard by Related Parties, World Announcement, Skill Gain Announcement, Universal Translation Voice, Automatic World Announcement, Voice Heard in the Mind, Evolution Announcement, Words of the World, 世界の声, sekai no kotoba
Enabled · After character · Order 10 · 100%
Entry settings
<voice_of_the_world> Voice of the World, also called World Language, is an automatic universal phenomenon that announces significant events within the world system.
Nature
- Not a person, entity, or independent intelligence
- Does not hold conversations or answer freely
- Operates automatically according to world laws
- Separate from Great Sage and similar abilities
Role It informs affected individuals when major system-level changes occur.
Triggers The Voice of the World may activate during events such as:
- Skill acquisition
- Skill evolution or activation
- Racial evolution
- Demon Lord Seed acquisition
- Hero's Egg acquisition
- Demon Lord awakening
- Chosen Hero awakening
- Other major transformations or system changes
Range Announcements may be heard by:
- One individual
- Multiple related individuals
- A wide area connected to the phenomenon
Comprehension Those who hear it automatically understand the message in their own language.
Presence
- Exists throughout the world system
- Functions in magic worlds
- Functions in non-magic worlds such as Earth
- Functions in isolated spaces or sealed dimensions
Skill Interface Some skills use the Voice of the World as a built-in prompt system.
Examples
- Yes / No confirmations
- Activation prompts
- System notices
Distinction When a skill communicates through this format, it is using the system mechanism of the Voice of the World. It does not mean the Voice itself has personal will. </voice_of_the_world>
- #9[«»] World [«»]
Keys: universe, dimensional space, Earth, Otherworld, Heavenly Star Palace, Spiritual World, Daemon Realm, worlds, Material World, Elemental Realm, Cardinal World, Central World, World, Chaos World, Demi-Material World, realm
Enabled · After character · Order 10 · 100%
Entry settings
Definition World is a term used to describe a universe, realm, or dimensional space.Main Types
Material Worlds Worlds composed only of physical elements with no spiritual nature.
Known Examples
- Earth
Demi-Material Worlds Worlds containing both physical and spiritual elements in varying ratios.
Known Examples
- Central World
- Homeworld of Hazy Style
- Otherworld
Spiritual Worlds Worlds composed of spiritual elements with no physical matter.
Known Examples
- Daemon Realm
- Elemental Realm
Special Types
Chaos Worlds Worlds with unusual or undefined characteristics that do not fit normal categories.
Known Examples
- Central World
- Imaginary Space
Heavenly Star Palace A unique isolated world that exists apart from other worlds while remaining adjacent to them.
Significance
- Place of Beginning
- Where Veldanava first awakened
- Connected to creation mythology
Function The term "world" is used as a broad classification for the different realities and dimensions within the setting.
- #10[›] Material World
Keys: Material Worlds, 物質世界, Material World, World with No Spiritual Elements, Purely Material World, World of Matter, World of Physical Elements, Plane of Matter, Non-Spiritual World, Material Realms, Earth, Material Realm, Physical Existence World, Busshitsu Sekai, Physical World, Realm of Matter, Realm with No Spiritual Elements, Spiritless World, Purely Physical World, Physical Realm, Physical Worlds
Enabled · After character · Order 10 · 100%
Entry settings
<material_worlds> Definition Material Worlds are worlds composed only of physical elements and lacking spiritual elements.
Nature
- Governed by physical matter
- Little or no supernatural structure
- Separate from spiritual or mixed worlds
Known Material Worlds
- Earth </material_worlds>
- #11[›] Demi-Material World
Keys: Demi-Material Worlds, Demi Material World, Mixed World, World with Both Elements, Half-Material Worlds, Balanced World, Spiritual-Physical World, Split Nature World, World of Spiritual and Physical Elements, Demi-Material World, Hybrid World, Demi Material Worlds, Homeworld of Hazy Style, 半物質世界, Dual Nature World, Hybrid Realm, Han-Busshitsu Sekai, Otherworld, Half-Material World, Central World, Physical and Spiritual Realm, Mixed Realm, Realm of Spiritual and Physical Elements
Enabled · After character · Order 10 · 100%
Entry settings
<demi_material_worlds> Definition Demi-Material Worlds are worlds containing both physical and spiritual elements.
Nature
- Mixed composition of matter and spirit
- Balance of elements varies by world
- Can support both physical life and supernatural phenomena
Known Demi-Material Worlds
- Central World
- Homeworld of Hazy Style
- Otherworld </demi_material_worlds>
- #12[›] Spiritual World
Keys: Non-Physical World, Realm of Spirit, Daemon Realm, Spiritual Worlds, Ethereal World, Formless World, Spiritual Existence World, Plane of Spirit, World with No Physical Elements, Purely Spiritual World, World of Spirit, Elemental Realm, Seishin Sekai, Purely Spiritual Realm, Spirit World, Spirit Worlds, Spiritual World, Realm with No Physical Elements, 精神世界, Spiritual Realms, Spiritual Realm
Enabled · After character · Order 10 · 100%
Entry settings
<spiritual_worlds> Definition Spiritual Worlds are worlds composed only of spiritual elements and lacking physical elements.
Nature
- Governed by spiritual energy and entities
- No normal physical matter
- Separate from material or mixed worlds
Known Spiritual Worlds
- Daemon Realm
- Elemental Realm </spiritual_worlds>
- #13[›] Chaos World
Keys: Konton Sekai, Realm of Chaos, Unclassified World, Chaos Worlds, World of Chaos, Unexplained World, Unclear Realm, Unidentified World, Chaos Realm, 混沌世界, World with Unknown Characteristics, Hidden World, Unknown World, Realm with Unknown Characteristics, Chaos World, Mysterious World, Undefined World, Strange World, Unknown Worlds, Chaos Realms
Enabled · After character · Order 10 · 100%
Entry settings
<chaos_worlds> Definition Chaos Worlds are worlds with undefined or mixed characteristics that do not fit normal world classifications.
Nature
- General properties are not fully known
- May contain multiple systems or overlapping laws
- Rare classification
Known Chaos Worlds
- Two currently known worlds </chaos_worlds>
- #14[➥] [🌐] Daemon Realm
Keys: World of Daemons, Hell Gate World, Daemon Realm, Hell, 悪魔界, Demonic Domain, Daemon World, Demon Dimension, Dark Dimension, Gate to Hell, Realm of Daemons, Dark World, World of Darkness, Demon Realm, Domain of the Demonic, Underworld Gate World, akuma-kai, Underworld, Demon World, Netherworld
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
<daemon_realm> Definition Daemon Realm, also called Hell, Netherworld, or World of Darkness, is a spiritual dimension where daemons originate.
Nature
- Spiritual World
- Domain of demonic beings
- Exists since the dawn of creation
- Separate universe or dimension
Status
- Intact
Rulership
- Influenced by the Primordials
Inhabitants
- Daemons
- Other demonic entities
Access The realm is primarily entered through Hell Gates, also called Underworld Gates.
World Relations
- Considered adjacent to the Otherworld
- Connected to external realms through dimensional gateways
Core Region
Abyss The deepest layer of the Daemon Realm.
Traits
- Filled with Nihility of Hell
- Source of destructive minus energy
- Extremely dangerous and world-threatening
Nihility A destructive force that erases existence through negative energy.
Properties
- Minus energy cancels plus energy on contact
- Causes annihilation when unleashed
- Continues destroying matter and energy until depleted
Countermeasure
- Equal or greater plus energy can neutralize or withstand it
Forbidden Arts
Nihility Magic A dark summoning technique that draws Nihility from the Abyss.
Status
- Forbidden magic
- Known by only a few beings
- Considered catastrophic if misused
Significance The Daemon Realm is the origin of daemons and one of the most dangerous dimensions in the setting. </daemon_realm>
- #15[➥] [🌐] Heavenly Star Palace
Keys: Heavenly Star Palace, Tensei Kyū, World of Beginning, 天界, 始まりの場所, tenkai, Place of Beginning, 天星宮, tensei kyū, Heaven, Hajimari no Basho, First World, Sacred World, Origin World, Celestial Palace
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
<heavenly_star_palace> Definition Heavenly Star Palace, also called Heaven or the Place of Beginning, is a secluded world where Veldanava first awakened at the dawn of creation.
Type
- World
- Sacred origin realm
Status
- Intact
Origin
- Exists since the dawn of creation
- Created by Veldanava
- Currently controlled by Feldway
Nature
- Isolated from other universes while existing adjacent to them
- Extremely rare and difficult to access
- Considered a primordial or divine realm
Scale
- Confined within a sphere under 11 kilometers in diameter
Structure
- Upper half forms the sky
- Lower half forms the land
Environment
- Constant temperate climate
- Pure, unpolluted land
- Fields of flowers and fruit
Central Landmark White Castle
- Massive palace once used by Veldanava
- Primary structure within the realm
Access Methods Entry is possible through limited means:
- Special key enabling dimensional travel
- Passage through Heaven Tower
Significance The Heavenly Star Palace is one of the oldest and most sacred locations in the setting, tied directly to creation and Veldanava's origin. </heavenly_star_palace>
- #16[➥] [🌐] Elemental Realm
Keys: Home of Elementals, Plane of Spirits, Elemental Universe, Where Elementals Are Born, seirei-kai, Elemental Dimension, Realm of Elementals, Elemental Realm, 精霊界, Spirit Realm, Birthplace of Elementals, Spirit World, World of Elementals, Spiritual Dimension, Realm of Spirits, Spirit Dimension, World of Spirits, Elemental World, Spiritual World, Habitat of Elementals
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
<elemental_realm> Definition Elemental Realm, also called Spirit Realm or Elemental World, is a spiritual dimension where elementals are born and exist.
Type
- Dimension / Universe
- Spiritual World
Status
- Intact
Age
- Since the Dawn of Creation
Ownership
- Managed by Ramiris
Nature
- Plane of spiritual energy and elemental life
- Habitat of spirits and higher elemental beings
- Exists alongside other realms within the world system
Primary Function It is the origin point of elementals and a core source of spiritual lifeforms.
Inhabitants
- Elementals
- Greater spirits
- Higher evolved elemental beings
Hierarchy Elementals born in this realm may grow into stronger entities such as:
- Elemental Lords
- High-class spiritual beings
Access The realm is normally inaccessible through ordinary travel.
Known Gateway
- Dwelling of the Elementals
Uses
- Spirit contracts
- Summoning
- Spiritual evolution
- Contact with elemental beings
Significance The Elemental Realm is one of the foundational planes of existence and a major source of spiritual power in the setting. </elemental_realm>
- #17[➥] [🌍] Earth
Keys: Earth, Original World, Human World, Modern World, Non-Magical World, Planet Earth, Purely Physical World, Physical World
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
Definition Earth is a purely physical world within the multiverse, separate from the magic-rich Central World.Nature
- Modern technological civilization
- High-stress human society
- Minimal or no natural magicules
- Residents normally cannot use magic
World Type Unlike the Central World, Earth lacks the mixed spiritual and magical properties of a Chaos World.
Role Earth is one of the main source worlds for summoned humans and reincarnated individuals.
Otherworlders Many transported or summoned people originate from Earth, often during moments of crisis or strong emotional instability.
Interdimensional Connection
- Summoning from Earth can weaken barriers between worlds
- Distortions may create accidental crossings
- Some individuals arrive without intent or ritual control
Magic on Earth
- External magic use is heavily limited
- Beings dependent on magic struggle to survive
- Individuals with large internal reserves may retain power temporarily
Time Relation Earth appears to exist on a comparable time axis to the Central World, allowing cross-world events across different years.
Cosmic Position Earth is one of many separate worlds within the larger multiverse.
Significance Earth represents the non-magical counterpart to the Central World and the origin point of several major characters.
- #18[➥] [🌍] Homeworld of Hazy Style
Keys: Hazy Style Universe, Hazy Style World, Shenhua World, Western Nation World, World of Many Nations, Central Nation World, Hazy Style Homeworld, Great Japan Conquering Empire, Holy Arcia Empire, Rival Chiefs Republic of China, Hazy Style Dimension, Eastern Nation World, Kai Ranking World, World with Kai System, Homeworld of Hazy Style, World of Veldanava, Northern Nation World, Great Roziam Dynasty, Southern Nation World, Created by Veldanava, United States of Azalea, World Administrator Shenhua
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
<homeworld_of_hazy_style> Definition Homeworld of Hazy Style is a demi-material universe inhabited by Byakuya Araki, Tatsuya Kondou, and other humans.
Status
- Intact
Origin
- One of many worlds created by Veldanava
- Visited by Velgrynd during her interdimensional journey
Administration
- World Administrator: Shenhua
Nature
- Separate universe with its own civilizations, religions, and ranking system
- Human-dominated world
Main Planet Regions
East Great Japan Conquering Empire
South United States of Azalea
North Great Roziam Dynasty
West Holy Arcia Empire
Center Rival Chiefs Republic of China
Religion Three major belief systems exist:
- Buddhism
- Holy Spiritualism
- Liberalism
Power System
Kai System The world's native ranking system used to classify strength or threat level.
Known Tiers
Highest
- Divine Buddha (Special A or higher)
High
- Oni Dragon (Rank A)
- Evil Oni Rakshasa
Upper Mid
- Heaven Mystic (Ranks B to A-)
Mid
- Greater Youkai (likely Rank C)
Lower Mid
- Malevolent Spirits of Mountains and Rivers
- Medium Youkai (likely Rank D)
Low
- Lesser Youkai (likely Rank E)
Significance This world is one of the alternate universes connected to the wider cosmology of the setting. </homeworld_of_hazy_style>
- #19[➥] [🌍] Otherworld
Keys: Gate-Linked World, Accelerated Time World, Seal, World of Magicule Masses, World Beyond Other Worlds, Adjacent World, World Without Up or Down, Parallel World Access Realm, Alien World, Magicule World, World Older Than Worlds, Vast Void Realm, Endless Void World, Gravityless World, 異界, World Outside the Universe, 異界ふういん, 冥界, ikaifūin, Space-Like World, Expansive Void, Ancient World, Overlapping World, ikai, meikai, Realm Beyond Worlds, The Otherworld, Otherworld, Underworld Gate World, Faster Time World, Underworld
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
Definition Otherworld, also called the Underworld or Seal, is a demi-material world connected to multiple realms and used as a major external domain.Status
- Intact
Ownership
- Feldway
- Zelanus
- Ivaragé
Nature
- Demi-material world
- Overlaps with spiritual realms
- Adjacent to the Daemon Realm
- Exists as a separate large-scale world space
Connected Realms
- Elemental Realm
- Daemon Realm
- Other parallel worlds through gate access
Access
- Entered through Underworld Gates
Scale
- Larger than Earth's universe
Environment
- Space-like conditions
- No natural gravity
- No fixed up, down, sky, or ground
- Vast void filled with dense magicule masses
Magicule Masses Large concentrated structures scattered through the void.
Traits
- Extremely durable
- Comparable to magisteel
- Generate gravitational force
- Used as foundations for bases and settlements
Former Inhabitants Phantoms used constructed bases to simulate stable living environments.
Time Flow
- Time moves far faster than in the Central World
- Tens of thousands of Central World years can equal tens of billions of local years
Role
- Strategic realm used to move between worlds
- Supports large-scale invasions and interworld access
Limitation
- Cannot directly access Veldanava's Heavenly Star Palace
Significance Otherworld is one of the largest and most dangerous realms tied to cross-world conflict.
- #20[➥] [🌍] Central World
Keys: Main Universe, Original World, World Linked to Other Realms, Universe of Tensura, Demon Lord World, Main Planet World, Mixed World, World of Summoning, World Created by Veldanava, World of Magicules, Primary World of Tensura, Cardinal World, World of Monsters and Humans, 基軸世界, Main World, kijiku sekai, World of Many Races, Foundation World, Central Axis World, Otherworld Arrival World, Chaos World, Gate-Connected World, World with Many Nations, Created by Veldanava, Main Setting World, Central World, Material and Spiritual World, World Ruled by the Octagram
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
<central_world> Definition Central World, also called Cardinal World or Foundation World, is the primary universe where the main events of the series occur.
Nature
- Original world created by Veldanava
- Chaos World combining material and spiritual properties
- High concentration of power and supernatural phenomena
- Core setting of the series
Status
- Intact
- Effectively influenced by the Octagram through territorial control
Population
- Houses at least 1.3 billion sentient lifeforms
World Mechanics
- Beings and objects from other worlds may arrive by chance
- Leaving is far more difficult than entering
- Stable gateways exist with some realms
Connected Realms
- Elemental Realm
- Daemon Realm
Major Regions
Main Planet The central inhabited planet containing continents, nations, and major civilizations.
Continents
Magic Continent Primary continent where most major events occur.
Major Areas
- Western Nations
- Jura Forest
- Great Canaat Mountains
- Dwargon
- Lubelius
- Sarion
- Milim's Territory
- Eastern Empire
- Barren Lands
Ice Continent Northern frozen continent ruled by Guy Crimson.
Traits
- Extreme cold
- Constant permafrost
- Harsh climate
- Home of the Frost Palace
El Dorado Southwestern continent ruled by Leon Cromwell.
Traits
- Massive active volcano
- Rich mineral resources
- Wealth built on gold production
Ocean Large surrounding seas with dangerous giant sea beasts that make normal travel difficult.
Power Structure Large portions of the world are controlled by major powers, especially the Octagram and other top rulers.
Significance Central World is the main stage of political conflict, evolution, warfare, and civilization across the setting. </central_world>
- #21[‣] [🗺️] Ice Continent
Keys: Inhospitable Continent, Land of Ice, 氷土の大陸, Continent of Frost, Hyōdo no Tairiku, Blizzard Continent, Frost Palace Continent, Permafrost Continent, Eternal Winter Land, Velzard's Frozen Land, Harsh Frozen Continent, Land of Guy Crimson, Kōri Tsuchi no Tairiku, Land of Daemons, Land of Frost, Ice Continent, Continent of Ice, Continent of Endless Snow, Frozen Landmass, Northern Continent, Daemon Homeland, Domain of Guy Crimson, Frozen Domain of Guy Crimson, Northern Landmass, Frozen Northern Realm, Frozen Continent, Velzard's Domain
Enabled · After character · Order 10 · 100%
Entry settings
<ice_continent> Ice Continent, also called Frozen Continent, is the northern continent of the Central World and the domain of Guy Crimson.
Status
- Intact
Ownership
- Current: Guy Crimson
- Former: Jahil
Location
- North of the Magic Continent
Nature
- Continent-wide permafrost
- Constant blizzards
- Extreme cold below -120°C
- Frozen by the aura of Velzard
- Inhospitable to most life
Population Very little natural life exists. Main inhabitants include:
- Daemons serving Guy Crimson
- Velzard
- Forces led by Rain and Misery
Major Location
Frost Palace
- Main stronghold of Guy Crimson
- Residence of Guy and Velzard
- Base of daemon forces
History
Ancient Era
- Once a central landmass closer to the equator
- Formerly held much of the world's population
- Ruled by the Super-Sorcery Empire of Jahil
Destruction
- Civil war with the Magic Continent devastated the region
- Guy was summoned during the conflict
- Later battle between Guy and Velzard shifted the planet's axis
Result The continent permanently froze and became the wasteland known today.
Significance Ice Continent is one of the most hostile regions in the world and a major power base of Guy Crimson. </ice_continent>
- #22[‣] [🗺️] El Dorado
Keys: El Dorado, Golden Land, ōgonkyō erudorado, Hell Gate Nation, Land of Gold, Capital Beside the Volcano, Golden Kingdom, ōgonkyō eru dorado, Shining Capital, Golden Country, 黄金郷, Golden City of El Dorado, Southwest Continent Country, Leon's Domain, Southwest Continent Nation, Hell Gate Near the Capital, Ash-Covered Continent, Country of Gold, Land of the Great Volcano, Demon Lord Leon's Nation, Leon's Territory, Leon Cromwell's Country, 黄金郷エルドラド
Enabled · After character · Order 10 · 100%
Entry settings
<el_dorado> Definition El Dorado, also called the Golden City of El Dorado, is the southwestern continent-nation ruled by Demon Lord Leon Cromwell.
Status
- Active
Leadership
- Founder: Leon Cromwell
- Ruler: Leon Cromwell
Location
- Southwest Continent
- Separate landmass of major size
Population
- Under 20,000,000
Citizens
- Humans
- Demonoids
- Majin
Nature
- Artificially developed land focused on order, beauty, and controlled nature
- Contains forests, fields, lakes, rivers, mountains, and urban districts
- Protected by large-scale magic barriers and circles
Capital The capital city and Leon's palace are built near the central volcano.
Protection Systems
- Barrier fields block volcanic ash and smoke
- Magical winds regulate the environment
- Districts maintained through magical infrastructure
Central Volcano A massive active volcano located at the center of the continent.
Traits
- Erupts year-round
- Source of ash, heat, and mineral output
- Formed after an ancient battle between Velgrynd and Veldora
Economy El Dorado's wealth is built on mineral extraction.
Major Resources
- Gold
- Silver
- Platinum
Trade
- Precious metals exported through private trade
- Known exchange with Sarion for outside goods
Special Sites
Hell Gate A gateway once located near the capital and later tied to daemon activity.
Significance El Dorado is a wealthy magical superstate combining advanced infrastructure, resource wealth, and Demon Lord rule. </el_dorado>
- #23[‣] [🗺️] Magic Continent
Keys: Multi-Race Continent, 魔大陸, Central Lands, Main Continent of the World, Central Region, Land of Nations, Vast Continent, Great Continent, Continent of Kingdoms, Land of Monsters and Humans, Continent of Conflict, ma-tairiku, Magic Continent, Demon Lord Territory, Central Continent, Central Landmass, Magicule Continent, Continent of Demon Lords, Continent of Great Nations, Continent of Empires, Land of Powers, Continent of Many Nations, Magic-Continent, Heart of the World, Main Continent, Magicule-Rich Land, Main Landmass
Enabled · After character · Order 10 · 100%
Entry settings
<magic_continent> Definition Magic Continent is the central continent of the Central World where most major events take place.
Status
- Intact
- Primary political and military region of the setting
Nature
- Contains the largest concentration of nations, races, and major powers
- Much of the habitable land falls under Demon Lord influence
Regional Layout
West
- Barren Lands
- Holy Empire of Lubelius
Center
- Western Nations
- Great Jura Forest
- Jura-Tempest Federation
North
- Great Canaat Mountains
- Armed Nation of Dwargon
- Dragon's Den
South
- Sorcerous Dynasty of Sarion
East
- Milim's Territory
- Beast Kingdom of Eurazania
- Eastern Plains
- Eastern Empire
Major Regions
Barren Lands Western desert region contaminated by magicule radiation and ruled by Dagruel.
Lubelius Wealthy holy nation and center of the Western Holy Church.
Great Jura Forest Massive central forest containing Tempest and many monster races.
Key Areas
- Rimuru City
- Lake Siss
- Sealed Cave
- Khusha Mountains
Dwargon Northern dwarf nation known for mining, manufacturing, and craftsmanship.
Great Canaat Mountains Large mountain range between Dwargon and Jura Forest.
Dragon's Den Peak domain of dragon rulers.
Sarion Southern elven empire formed by thirteen noble states with advanced magical culture.
Eurazania Beastfolk nation formerly ruled by Carrion and known for strength-based culture.
Fulbrosia Mountainous harpy nation rich in jewels and rare metals.
Eastern Empire Massive eastern superpower with over one hundred cities.
Traits
- Militaristic expansionist state
- Accepts all races under imperial rule
- Power-based hierarchy
- Capital: Nasca
Other Nations
- Blumund
- Falmuth / Farmenas
- Englassia
- Siltrosso
- Jistav
- Ulgracia
- Numerous smaller western states
Power Balance
- Dagruel and Luminous dominate the west
- Rimuru controls the center
- Milim controls the east
- Other powers hold allied or independent territories
Significance Magic Continent is the main center of warfare, diplomacy, civilization, and territorial conflict in the world. </magic_continent>
- #24[⚲] Holy Void of Damargania
Keys: Giant Country, Western Nation of Lubelius, 聖虚ダマルガニア, Damargania, Seikyo Damargania, Damarugania, Country of Dagruel, Demon Lord Dagruel's Nation, Giant Nation, Giant Kingdom, Holy Void of Damargania, Land of Giants, Land Ruled by Dagruel
Enabled · After character · Order 10 · 100%
Entry settings
<holy_void_of_damargania> Holy Void of Damargania is the nation ruled by Demon Lord Dagruel and inhabited primarily by giants.
Status
- Active
Leadership
- Founder: Dagruel
- Ruler: Dagruel
- Queen: Kisara
Location
- West of Lubelius
- Western region of the Magic Continent
Nature
- Harsh giant-controlled territory
- Dominated by wasteland and extreme magical contamination
- Home of powerful lifeforms able to survive severe conditions
Major Locations
Heaven Tower
- Central stronghold of Dagruel
- Main seat of authority
- Functions as the effective capital
Desert of Death The largest region of Damargania.
Traits
- Formerly fertile land
- Rendered barren after the ancient battle between Guy and Milim
- Heavy magicule contamination remains after 2,000+ years
- Violent sandstorms
- Inhabited mainly by powerful monsters
Population
- Giants
- High-level monsters in the wastelands
Significance Damargania is one of the major Demon Lord territories and a dangerous western power on the continent. </holy_void_of_damargania>
- #25[⚲] Beast Kingdom of Eurazania
Keys: Beast Kingdom, Laura, Demi-Human Kingdom, Eurazania, Vassal Nation of Milim, Jū-Ōkoku Yūrazania, Carrion's Kingdom, Capital Laura, Nation of Carrion, Beast Kingdom of Yuurazania, Beastmen Kingdom, 獣王国ユーラザニア, Beast Kingdom of Eurazania, South of Jura Forest, Beastfolk Kingdom, Country of Beastfolk, Animal Kingdom of Euranazia, Nation of Beastmen
Enabled · After character · Order 10 · 100%
Entry settings
<beast_kingdom_of_eurazania> Beast Kingdom of Eurazania is a major beastfolk nation located south of the Great Jura Forest within Milim's domain.
Status
- Active
- Regional superpower
Leadership
- Ruler: Carrion
- Chief Managers: Three Beastketeers
Location
- South of Jura Forest
- East of Fulbrosia
- Within Milim's territory
Capital
- Laura
Population
- 3,000,000+ upper-class citizens
- 300,000,000+ lower-class citizens
Citizens
- Lycanthropes
- Beastfolk
- Demi-humans
- Humans
- Various Majin
Government A strength-based monarchy built on the principle of might makes right.
Social Structure
- Strong individuals receive higher status and privileges
- Lower classes live in outer territories and agricultural regions
- Capital access is reserved for qualified elites
Administration
- Territories provide taxes and resources to the capital
- Central authority provides military protection and governance
Military One of the strongest nations on the continent.
Forces
- Large warrior population
- Powerful beastfolk fighters
- Tamed magic beasts
- Elite royal force led by the Three Beastketeers
Economy An agricultural power supported by fertile land and warm climate.
Major Resources
- Large plantations
- High-quality fruit production
- Regional natural resources
- Limited external trade
Trade System
- Primarily barter-based exchange
- Tax obligations paid through goods and production
Culture
- Values strength, combat ability, and survival
- Strong warrior traditions
- Prestige tied to personal power
Significance Eurazania is one of the major eastern powers of the Magic Continent and a leading beastfolk civilization. </beast_kingdom_of_eurazania>
- #26[⚲] Armed Nation of Dwargon
Keys: Nation of the Dwarves, busō kokka dowarugon, Northern Mountain Nation, North of Jura Forest, Kingdom in the Great Canaat Mountains, Home of the Dwarves, Armed Nation of Dwargon, Armament Nation Dwargon, Dwargon, Armed Nation Dwargon, Dwarven Kingdom, Dwarf Kingdom, Dwarven Nation, 武装国家ドワルゴン
Enabled · After character · Order 10 · 100%
Entry settings
<armed_nation_of_dwargon> Definition Armed Nation of Dwargon, also called the Dwarf Kingdom, is a major industrial mountain nation and homeland of the dwarves.
Status
- Active
Location
- North of Jura Forest
- East of Farmenas
- Built within the Great Canaat Mountains
- Main population centers lie inside vast underground caverns
Capital
- Central
Population
- 50M+ Dwarves
- 50M+ Other Races
Citizens
- Dwarves
- Elves
- Humans
- Other races
Leadership
- Founder: Guran Dwargo
- Ruler: Gazel Dwargo
- Government: Monarchy supported by ministers
Nature
- Natural fortress with limited entry points
- Cold mountain environment moderated through magic
- One of the strongest western nations
Cities / Regions
- Central
- East
- West
- Dragon's Den above the mountain region
Economy Dwargon is a global industrial and trade power.
Major Industries
- Mining
- Manufacturing
- Smithing
- Architecture
- Medicine
- Clothing
- Coin minting
- Artisanal crafts
Trade
- Imports food due to population size
- Major ties with Tempest
- Open trade with Sarion
- Uses widely circulated currency
Military Organized national army with multiple corps.
Known Forces
- Heavy Attack Corps
- Magic Attack Corps
- Magic Support Corps
- Engineer Corps
- Logistics Corps
- First-Aid Corps
- Royal Guards
- Pegasus Knights
- Intelligence Units
Specialty Leader in Elemental Engineering, combining elemental phenomena with technology.
Alliances
- Jura-Tempest Federation
- Economic ties with Sarion
- Later diplomacy with the Eastern Empire
Significance Dwargon is one of the world's leading powers in technology, industry, defense, and commerce. </armed_nation_of_dwargon>
- #27[⚲] Great Canaat Mountains
Keys: Great Kanaat Mountains, カナート大山脈, Kanāto Dai-Sanmyaku, Great Canaat Mountains, Great Qanat Mountains, Canaat Mountains
Enabled · After character · Order 10 · 100%
Entry settings
<great_canaat_mountains> Definition Great Canaat Mountains is the largest mountain range on the Magic Continent.
Status
- Intact
Location
- North-central Magic Continent
- Spans a major portion of the continent
Scale
- Massive mountain system
- Some peaks exceed the height of Earth's Mount Everest
Affiliations
- Armed Nation of Dwargon
- Dragon's Den
Nature
- Natural fortress region
- Difficult terrain and highly defensible environment
- Major geographic barrier of the continent
Inhabitants Dwargon
- Uses the mountains as a fortified homeland
Dragons
- Numerous dragons inhabit the range
- Stronger dragons are found at higher elevations
Dragon's Den
- Located at the highest peak
- Domain of the most powerful dragons in the region
Significance The range is both a strategic stronghold and one of the most dangerous dragon habitats in the world. </great_canaat_mountains>
- #28[⚲] City of the Forgotten Dragon
Keys: South of Jura Forest, City of Dragon Worshippers, Milim Territory, Temple City, East of Eurazania, Dragon Worshipper City, City of the Forgotten Dragon, 忘れられた竜の都, Primitive Commune, Milim's Domain, Dragonewt City, Milim Nation, wasurerareta ryū no miyako, Forgotten Dragon, Domain of Milim, Forgotten Dragon City, Dragon Descendant City, Home of the Dragonewts, Primitive Dragon Commune
Enabled · After character · Order 10 · 100%
Entry settings
<city_of_the_forgotten_dragon> Definition City of the Forgotten Dragon is a dragonewt nation within Milim's Dominion and one of the main territories under Milim Nava.
Status
- Active
Location
- South of Jura Forest
- East of Eurazania
Leadership
- Ruler: Milim Nava
- Chief Manager: Middray
- Head Priest: Middray
Population
- Less than 100,000 citizens
- Primarily dragonewts
- Descendants of dragons
Capital
- Dragon City
- Also called Dragon's Village
Nature
- Religious dragon-centered society
- Organized communal state
- Strong warrior population
- Citizens possess high combat ability
Government The city is managed through the Central Temple rather than a traditional monarchy or bureaucracy.
System
- Crops and goods are centrally collected
- Resources are distributed to all citizens
- Every citizen receives a guaranteed minimum share
- Greater contribution earns greater rewards
Authority Balance
- Middray evaluates individual contributions
- Other priests can remove him from power
- Prevents absolute rule and abuse
Military
- No large standing army
- Main armed force consists of priest warriors
Relations Allied with:
- Beast Kingdom of Eurazania
- Harpy Queendom of Fulbrosia
- Jura-Tempest Federation
Significance The city is a unique communal society within Milim's territory and a major settlement of dragon-descended people. </city_of_the_forgotten_dragon>
- #29[⚲] Nasca Namrium Ulmeria
Keys: Higashi no Teikoku, Northeastern Empire, Nasca Namrium Ulmeria, Eastern Empire, 東の帝国, Nasca Namrium Ulmeria United Eastern Empire, ナスカ・ナムリウム・ウルメリア東方連合統一帝国, Eastern Imperial Union, Nasca-Namrium-Ulmeria Eastern Imperial Union, Great Empire of the East
Enabled · After character · Order 10 · 100%
Entry settings
<eastern_empire> Nasca Namrium Ulmeria United Eastern Empire, commonly called the Eastern Empire, is a vast imperial superpower in the northeastern Magic Continent.
Status
- Active
- One of the strongest nations in the world during its height
Location
- Northeast of Jura Forest
- East of Great Canaat Mountains
- East of Dwargon
- North of Milim's Dominion
Capital
- Imperial Capital Nasca
Population
- 800,000,000+ citizens
- Multi-racial population
Major Races
- Humans
- High Humans
- Majin
Nature
- Massive expansionist empire
- Highly centralized state
- Built on military strength, administration, and imperial authority
- Dominant eastern hegemon
Leadership
- Emperor held supreme political and military authority
- Supported by political and military departments
- Guardian Deity: Velgrynd
Government Structure
Imperial Rule
- All land ultimately belongs to the emperor
- Provinces governed under imperial oversight
- Annexed states absorbed into the empire
Political Department
- Nobility held rank and privilege
- Administrative officials managed policy and governance
- Bureaucracy maintained state control
Military Department
- Core foundation of imperial power
- Maintained internal order
- Enforced expansion and national security
Social Order
- Advancement based on service, merit, and loyalty
- Any race could rise through military or state contribution
- Stability maintained through reward and punishment systems
Foreign Policy
- Expansionist and dominant
- Preferred submission over equal diplomacy
- Maintained influence through force, pressure, and strategic treaties
Vassal States
- Kingdom of Silberia
Significance The Eastern Empire was the great eastern power of the continent, known for scale, discipline, military might, and absolute imperial governance. </eastern_empire>
- #30[⚲] Eastern Plains
Keys: Great Eastern Plains, Frontier Plains, Open Fields, Great Field Region, Eastern Empire Plains, Central Open Land, Plains of Jura Forest, Border Plains, Great Jura Forest Plains, Land Between Jura Forest and Eastern Empire, Large Open Plain, Eastern Plain, Vast Plain, Open Plain, Plains of the Eastern Empire, Eastern Plains, Forest Border Plains, Eastern Grasslands, Flatlands, Shared Plains, Wide Plains, Empire Border Plains
Enabled · After character · Order 10 · 100%
Entry settings
<eastern_plains> Definition Eastern Plains is a vast open plains region shared between the Great Jura Forest and the Eastern Empire.
Location
- Eastern borderlands of Jura Forest
- Extends into Imperial territory
Nature
- Wide open grassland terrain
- Transitional region between forest and empire
Significance It serves as a natural border zone connecting central and eastern territories. </eastern_plains>
- #31[⚲] Great Jura Forest
Keys: ジュラの大森林, Great Jura Forest, Forest of Monsters, Rimuru's Forest, Great Forest of Jura, Veldora's Forest, Rimuru Territory, Vast Forest, Great Woodland, Storm Dragon Territory, jura no dai shinrin, Tempest Forest, Jura Forest, Jura, Monster Forest, Forest of Tempest, Central Forest of the Magic Continent
Enabled · After character · Order 10 · 100%
Entry settings
<great_jura_forest> Definition Great Jura Forest is a vast central woodland on the Magic Continent and the core territory of Tempest.
Status
- Intact
- Under Rimuru Tempest's dominion
Details
- Type: Geographic region
- Age: 2000+ years
- Originally shaped by Veldora's presence
History
- Long served as a buffer zone between nations
- Former territory of Veldora Tempest
- Expanded through Veldora's magicule influence
- Protected monsters from outside invasion
- Restricted zone due to fear of breaking Veldora's seal
- Later granted to Rimuru after his rise as a Demon Lord
Nature
- Massive forest region rich in resources
- High magicule environment
- Contains settlements, lakes, rivers, caves, and hidden routes
- Development and resource use now fall under Tempest authority
Geography Main travel routes connect parts of the forest through:
- Great Canaat Mountains
- Great Ameld River
- Eastern river crossings
Limitations
- Routes are difficult terrain
- No easy path for large military invasion
Key Locations
Lake Siss Central lake region surrounded by marshland and caves.
Traits
- Former Lizardmen domain
- Natural defensive labyrinth
- Western marsh routes
- Former Ogre village nearby
Treant Settlement Former isolated home of Treants and Dryads.
Current Status
- Later relocated to Floor 95 of the Dungeon
- Shared residence with elves
Known Inhabitants
- Goblins
- Ogres
- Lizardmen
- Orcs
- Dryads
- Treants
- Elves
- Tengu
- Dragons
- Humans
- Undead
- Daemons
- Elementals
- Insectars
- Cryptids
- Other allied races
Significance Great Jura Forest is the ecological, territorial, and population heart of Tempest. </great_jura_forest>
- #32[⚲] Lake Siss
Keys: shisu-ko, Lake of the Lizardmen, Maze Caverns of Lake Siss, Downstream Lake of the Great Ameld River, Large Lake in Jura Forest, Lake Sisu, Central Lake of Jura Forest, Lake Shisu, Lake in the Great Jura Forest, Great Lake of Jura Forest, Lizardmen Government Seat, Shisu Lake, Sith Lake, シス湖, Western Tributary Lake, Lake Siss, Lizardmen Fortress Lake, Lake Sith
Enabled · After character · Order 10 · 100%
Entry settings
<lake_siss> Lake Siss is a massive lake located in the center of the Great Jura Forest within Tempest territory.
Status
- Intact
Details
- Type: Geographic feature
- Also known as Lake Shisu / Lake Sisu
Location
- Central Great Jura Forest
- Connected to the westernmost tributary of the Great Ameld River
- Downstream river-fed lake system
Scale
- Extremely large
- Width exceeds 1,000 kilometers
Nature
- Major freshwater region
- Surrounded by marshlands
- Contains limestone formations
- Important natural resource zone
Key Features
Marshlands Wetland terrain formed by the lake's overflow and seepage.
Cavern Network Large cave system surrounding the lake.
Traits
- Natural maze-like defenses
- Former stronghold of the Lizardmen
- Seat of Lizardmen leadership
Significance Lake Siss is one of the major strategic and ecological landmarks of the Jura Forest. </lake_siss>
- #33[⚲] Sealed Cave
Keys: Cave in Jura Forest, 封印の洞窟, Cave in Tempest, Cave of Sealing, Sealed Cave, Jura-Tempest Cave, Fūin no Dōkutsu, Sealed Cavern
Enabled · After character · Order 10 · 100%
Entry settings
<sealed_cave> Definition Sealed Cave is a resource-rich cave within Tempest and the former prison of Veldora Tempest.
Location
- Jura-Tempest Federation
- Inside the Great Jura Forest region
History
- Veldora was sealed here by the Chosen Hero using Infinity Prison
- Seal lasted for over 300 years
- Rimuru was reincarnated here
Nature
- Saturated with high magicule density from Veldora's presence
- Dangerous monster habitat
- Valuable natural resource zone
Resources The cave's magicule environment supports rare materials and cultivation.
Known Resources
- Hipokute Grass
- Hipokute Herb
- Magic Ore
Current Use
- Site of Tempest's Hipokute Grass farm
- Managed under Gabiru's supervision
Known Inhabitants
Demi-humans
- Dragonewts
Monsters
- Tempest Serpents
- Black Spiders
- Giant Bats
- Evil Centipedes
- Armorsauruses
- Wyverns
Significance Sealed Cave is both a historic landmark and an important production site for Tempest. </sealed_cave>
- #34[⚲] Khusha Mountains
Keys: Southern Mountain Range, Mountains Near the Great Jura Forest, Mountains of the Magic Continent, Mountain Range, Khusha Mountains, Mountains Across Many Nations, Khusha Mountain, Mountains by Jura Forest, Great Mountain Range, Mountain Range of the Magic Continent, kusha sanmyaku, Border Mountains, Southern Mountains, Peaks Near Tempest, Multi-Nation Mountain Range, クシャ山脈
Enabled · After character · Order 10 · 100%
Entry settings
<khusha_mountains> Definition Khusha Mountains are a major mountain range in the southern Magic Continent near the Great Jura Forest.
Status
- Intact
Location
- Southern region of the Magic Continent
- Near Great Jura Forest
- Crosses multiple national borders
Connected Territories
- Tempest
- Sorcerous Dynasty of Sarion
- Kingdom of Raja
- Harpy Queendom of Fulbrosia
- Other nearby states
Nature
- Large elevated mountain region
- Strategic natural border between nations
- Contains remote highland zones and peak settlements
Known Inhabitants Tengu Tribe
- Native mountain people of the range
- Reside near the highest peaks
Mountain God
- Revered divine being associated with the Tengu
- Said to dwell in the upper mountains
Significance Khusha Mountains are an important border region and the homeland of the Tengu. </khusha_mountains>
- #35[⚲] Jura-Tempest Federation
Keys: Recognized Nation, Protected Nation, Demon Federation, Nation of Monsters, Land of Monsters, Prosperous Nation, ジュラ・テンペスト連邦国, makokurenpōtenpesuto, Tempest, Great Power Nation, Monster Nation, Economic Hub, Modern Monster Nation, jura tenpesuto renpōkoku, Home of Rimuru City, Military Power Nation, Nation in Jura Forest, Rising Nation, Allied Monster Nation, Monster Federation, Multi-Race Nation, Tempest Country, Jura-Tempest Federation, Country of Tempest, Diplomatic Nation, Dungeon Nation, Tempest Nation, Trade Nation, United Monster Nation, Advanced Nation, Jura Forest Nation, 魔国連邦テンペスト, Rimuru's Kingdom, Rimuru's Nation, Federation Nation, Sovereign Nation, Central Trade Nation, Rimuru's Country
Enabled · After character · Order 10 · 100%
Entry settings
<jura_tempest_federation> Definition Jura-Tempest Federation, commonly called Tempest, is the monster nation founded and ruled by Rimuru Tempest within the Great Jura Forest.
Aliases
- Demon Federation
- Land of Monsters
Status
- Active
- Major world power
Leadership
- Founder: Rimuru Tempest
- Ruler: Rimuru Tempest
- Guardian Deity: Veldora Tempest
- Dungeon Master: Ramiris
Location
- Great Jura Forest
- Central Magic Continent
Capital
- Rimuru City
Territories
- Rimuru City
- Orc Villages
- Lizardmen Village
- Tengu Village
- Dungeon
- Inn Towns
- Expanding settlements
Population
- 1M+ (earlier)
- 10M+ (later growth)
Citizens
- Hobgoblins
- Oni
- High Orcs
- Dragonewts
- Lycanthropes
- Dwarves
- Elves
- Kobolds
- Merfolk
- Halflings
- Humans
- Daemons
- Majin
- Many allied races
Foundation
- Began as a rebuilt goblin village near the Sealed Cave
- United goblins, lizardmen, orcs, dryads, treants, and other races
- Formally established after alliance with Dwargon
Government Absolute monarchy led by Rimuru with an organized ministerial state structure.
Key Administration
- Prime Minister: Rigurd
- Defense: Benimaru
- Intelligence: Souei
- Finance: Mjöllmile
- Science: Vesta
- Additional ministries manage law, justice, agriculture, infrastructure, and diplomacy
Military
- Rapidly expanded national armed force
- Built to defend Tempest and deter major invasions
- Prepared for conflict with the Eastern Empire
Dungeon A jointly managed sovereign zone under Rimuru and Ramiris.
Functions
- Combat challenge area
- Industrial floors
- Research facilities
- Labyrinth city zones
Economy Tempest is a major trade hub due to central geography, roads, and security.
Exports
- Healing potions
- Weapons and armor
- Alcohol
- Fine textiles
- Crafted goods
Imports
- Agricultural goods
- Foreign resources
- Trade materials
Internal System
- Citizens receive basic necessities
- Labor is mandatory for benefits
- Effort Points reward higher productivity and grant luxury access
Foreign Relations
Major Allies
- Dwargon
- Blumund
- Farmenas
- Sarion
- Lubelius
- Milim's Domain
- Council of the West
Influence
- Recognized sovereign nation
- Strong diplomatic and military authority in western politics
Significance Tempest is a multi-racial superstate built on cooperation, modernization, and Rimuru's rule. </jura_tempest_federation>
- #36[⚲] Rimuru City
Keys: Capital of the Jura-Tempest Federation, Rimuru Capital, Central City Rimuru, chūō toshi rimuru, City of Monsters, Capital of Tempest, City of Rimuru, Capital City Rimuru, Monster City, Rimuru City, 中央都市リムル, Tempest Capital
Enabled · After character · Order 10 · 100%
Entry settings
<rimuru_city> Definition Rimuru City, also called Capital City Rimuru, is the capital of the Jura-Tempest Federation.
Status
- Active
Affiliation
- Country: Jura-Tempest Federation
- Owner: Rimuru Tempest
Population
- Originally around 20,000
- Expanded to over 150,000
- Multi-racial population
Origin
- Built on formerly empty land
- Established after Tempest's early expansion
- Chosen for nearby water, farmland, and strategic location near the Sealed Cave
- Later recognized as the federation capital
Nature
- Planned multicultural city
- Political, economic, and military center of Tempest
- Major trade and travel hub
Infrastructure
- Roads connecting major regions
- Shops and markets
- Farms
- Plumbing and irrigation systems
- Public facilities
- Administrative districts
Government The city contains the main institutions of the federation.
Key Facilities
- Government Building
- Prime Minister's Office
- Supreme Court
- Underground Jail
Public Locations
- Arena
- Colosseum
- Musical Hall
- School
- Open Air Baths
- Foot-Bath
- Smithy
- Farm
- Dungeon
- Shizu's Cairn
Residents Rimuru City is home to many races and allied groups.
Major Populations
- Slimes
- Goblins / Hobgoblins
- Tempest Wolves
- High Orcs
- Oni
- Dragonewts
- Daemons
- Dwarves
- Humans
- True Dragons
Social Role
- Center of coexistence between races
- Destination for merchants and adventurers
- Base of Tempest's administration and defense
Military Value
- Strategic capital of Tempest
- Supported by allied races
- Home of major leaders and powerful guardians
Significance Rimuru City represents Tempest's growth from a small settlement into a major world power. </rimuru_city>
- #37[⚲] Harpy Queendom of Fulbrosia
Keys: tenyokukoku furuburojia, Land of Harpies, Harpy Kingdom, Harpy Nation, 天翼国てんよくこくフルブロジア, Country West of Eurazania, Harpy Queendom of Fulbrosia, Country of Harpies, Harpy Queendom, Fulbrosia
Enabled · After character · Order 10 · 100%
Entry settings
Harpy Queendom of Fulbrosia is a mountain nation of harpies ruled by Frey.Status
- Active
Leadership
- Ruler: Frey
Location
- West of Eurazania
- South of Jura Forest
- Mountain border region of the Magic Continent
Capital
- Jia
Population
- 1,000,000+
- Primarily Harpies
Government
- Nation centered around aerial culture, height, and flight
- Residency is limited to those capable of flight
- Royal palace under reconstruction with Tempest support
Military
Heaven Fliers
- Elite aerial force led by Frey
- Later reorganized under Milim as royal guards and escorts
- Members possess high combat ability
Twin Wings
- Luchia
- Claire
- Senior support officers and adjutants
Knights of the Skies
- Gryphon-riding military force
- 3,000+ members
- Specialized in coordinated aerial warfare
Strength
- Many soldiers rank at high A-class or higher
- Some members reach Special A-class levels
- One of the strongest aerial armies in the setting
Economy Major resources include:
- Jewels
- Precious metals
- Mineral wealth
Allied Nations
- Beast Kingdom of Eurazania
- City of the Forgotten Dragon
- Jura-Tempest Federation
- Heavenly Nation of Angelus
Significance Fulbrosia is a major sky-based power known for elite air forces and mineral wealth.
- #38[⚲] Holy Empire of Lubelius
Keys: 神聖法皇国ルベリオス, Holy Empire of Lubelius, Holy Church Nation, Headquarters of the Western Holy Church, Nation Ruled by Luminous, Land of Luminous, Shinsei Hōōkoku Ruberiosu, Holy Empire Lubelius, Lubelius, Western Holy Church Headquarters, Nation of Luminism
Enabled · After character · Order 10 · 100%
Entry settings
<holy_empire_of_lubelius> Holy Empire of Lubelius is the theocratic headquarters of the Western Holy Church and one of the most powerful nations on the Magic Continent.
Status
- Peak-era prosperous state
- Major western superpower
Government
- Centralized theocracy
- Ruled through imperial and religious authority
- Strong integration of state, faith, and military institutions
Capital Lune
Population
- 20,000,000 citizens
Nature
- Wealthy and highly developed nation
- Vast agricultural production, especially wheat
- Advanced use of magic, barriers, and civic infrastructure
- Major center of faith, healing, and governance
Military Power Lubelius possesses one of the strongest military forces in the world.
Main Forces
- Temple Knights
- Crusaders
- Holy Knights
- Church-aligned defenders
Traits
- High morale
- Elite training
- Strong national defense
- International military reputation
Major Locations
Lune Capital city and one of the most advanced human cities in the world.
Features
- City-wide defensive barrier
- Protection from monsters, demons, and hostile magic
- Controlled internal climate
- Year-round agriculture
- High prosperity and food security
Sacred Mountain Most sacred site of the empire and heavily fortified holy stronghold.
Features
- Inner sanctum
- Extreme defensive construction
- Protected by elite religious forces
Night Garden Hidden internal domain maintained beneath the empire.
Role
- Secure sanctuary
- Protected inner residence
- Secret support zone within national territory
Foreign Influence Lubelius holds major influence across the Western Nations through religion, military protection, healing, and political leverage.
Relations
- Dominant force in western affairs
- Strategic rival to eastern expansionist powers
- Important diplomatic power among surrounding nations
Significance Lubelius is a premier religious, military, and political power whose influence shapes much of the western world. </holy_empire_of_lubelius>
- #39[⚲] Kingdom of Blumund
Keys: Blumund, ブルムンド王国, Nation Bordering Tempest, Brumund Kingdom, Country Near the Great Jura Forest, Kingdom of Brumund, Burmund Kingdom, Kingdom of Blumund, Nation Bordering Jura Forest, burumundo ōkoku, Nation Between East and West
Enabled · After character · Order 10 · 100%
Entry settings
<kingdom_of_blumund> Definition Kingdom of Blumund is a human nation in the Western Nations bordering Jura-Tempest Federation and Farmenas.
Status
- Active
- Member of the Council of the West
- Allied with Jura-Tempest Federation
Population
- 1,500,000+
Capital
- Rondo / Londo
Citizens
- Humans
Leadership
- King Drum Blumund
- Queen of Blumund
- Minister Veryard
Nature
- Small rural kingdom with a mild climate
- Historically modest in size and power
- Known for diplomacy, intelligence, and political adaptability
Government
- Monarchy with noble class administration
- Feudal structure with regional nobles
- Gradual reforms reducing noble political power
- Increasing authority and opportunity for common citizens
Economy
Traditional Industries
- Farming
- Livestock
Modern Development Blumund expanded rapidly through partnership with Tempest.
Key Growth Factors
- International trade routes
- Highway connection with Tempest
- Imports from major nations
- Land leasing for development
- Planned transport infrastructure
Strategic Role
- Emerging trade hub between East and West
- Candidate center of continental commerce
- Planned headquarters site for major alliances and transit systems
Military
- Limited military strength
- Relies on diplomacy, guild support, and alliances
- Security greatly improved through treaty with Tempest
Significance Blumund transformed from a small agricultural kingdom into a rising commercial and diplomatic power. </kingdom_of_blumund>
- #40[⚲] [⮦] Kingdom of Falmuth
Keys: Kingdom of Farmus, farumusu ōkoku, Falmuth, Kingdom of Falmuth, Western Nation, Farmas, ファルムス王国, Western Kingdom
Enabled · After character · Order 10 · 100%
Entry settings
<kingdom_of_falmuth> Definition Kingdom of Falmuth is a major human monarchy of the Western Nations and one of the richest powers of the west.
Status
- Sovereign kingdom
- Leading western superpower
- Major member of the Western Nations Council
Leadership
- King: Edmaris Falmuth
- Crown Prince: Edgar
- Influential nobles and royal ministers
- Strong ties to the Western Holy Church
Location
- West of the Armed Nation of Dwargon
- Key land route between western nations and eastern markets
Population
- 30,000,000 citizens
- 10,000,000 free people
Citizens
- Primarily humans
Government
- Feudal monarchy
- Noble families govern regional territories
- Royal court manages national policy, taxation, and military affairs
Economy Falmuth's wealth is built on trade control and strategic geography.
Core Advantages
- Safest overland route to Dwargon and the east
- Control of roads and transport networks
- Tolls and tariffs on merchants
- Major resale market for foreign goods
- Strong agricultural base
Wealth
- Considered one of the richest nations in the west
- Massive annual tax revenue
- Major commercial center of the region
Major Locations
Marris Capital city and political center.
Traits
- Royal castle
- Noble estates
- Major church headquarters
- Dense population and concentrated wealth
Migam Earldom Southern frontier territory bordering the Great Jura Forest.
Role
- Border defense region
- Monster response zone
- Large adventurer presence
- Regional Free Guild center
Muller March Border territory near Blumund and the Jura region.
Military Maximum mobilization: 100,000 troops
Elite Forces
- Royal Guard
- Royal Knight Corps
- Sorcerer Alliance
- Noble Knight Federation
- Mercenary Brigades
Special Assets
- Uses summoned Otherworlders as strategic military resources
Influence
- One of the most powerful western kingdoms
- Major political voice in regional affairs
- Important economic bridge between east and west
Significance Falmuth is a dominant trade and military state whose wealth and position make it central to western politics. </kingdom_of_falmuth>
- #41[⚲] [⮤] Kingdom of Farmenas
Keys: Kingdom of Marris, ファルメナス王国, Kingdom West of Dwargon, Marris Capital Nation, Former Falmuth Kingdom, Reformed Falmuth, Farmenas Kingdom, Nation West of Dwargon, Marris Kingdom, Farmenace Kingdom, Puppet State of Tempest, farumenasu ōkoku, Kingdom of Farmenas, Youm Farmenas, Farmenas, Kingdom of Youm, Falmenace, Tempest Vassal State, Youm's Kingdom, Successor of Falmuth
Enabled · After character · Order 10 · 100%
Entry settings
<farmenas_kingdom> Definition Kingdom of Farmenas is the successor state of the former Kingdom of Falmuth, established after a coup following the Tempest Holy War.
Former Name
- Kingdom of Falmuth
Status
- Active
Leadership
- Founder: Youm Farmenas
- King: Youm Farmenas
- Queen: Mjur Farmenas
Important Figures
- Mieme
- Grucius
- Razen
Location
- West of Dwargon
- Part of the Western Nations region
Capital
- Marris
Population
- 30M+
- Predominantly human
Political Status
- Vassal / dependent state of the Jura-Tempest Federation
- Created to prevent renewed conflict with Tempest
- Retains internal self-governance in domestic matters
Background
- Formed after the fall of the previous royal regime
- Youm was crowned king after civil conflict
- Signed a non-aggression treaty with Tempest
- Received aid, loans, and reconstruction support
Government
- Maintains much of the former state structure
- Youm relies on advisors and administrators
- Daily affairs largely managed by Mjur and Razen
Economy
Current State
- Inherited heavy debt
- Lost former trade monopoly
- Damaged treasury and infrastructure
Recovery Model
- Focus on agriculture
- Grain production and taxation
- Supported by Tempest investment
Infrastructure
- Planned Magitrain connection
- Warehouses near the capital
- Intended logistics hub between Blumund and Dwargon
Military
Current State
- Far weaker than old Falmuth
- Elite forces were destroyed in previous war
- Rebuilding in progress
Support
- Training under Grucius
- Reinforced by capable personnel
Significance Farmenas represents Tempest's political influence in the Western Nations and the reconstruction of a former enemy state. </farmenas_kingdom>
- #42[⚲] Kingdom of Englassia
Keys: Western Trade Hub, Cultural Center of the West, Most Advanced Human Nation West of Jura, Englassia, Western Political Hub, Nation West of Jura Forest, ingurashia ōkoku, Western Nation, Kingdom of Engrassia, Kingdom of Englassia, Kingdom of Ingrassia, イングラシア王国, Kingdom of Englesia, Western Economic Hub, Kingdom of Ingracia
Enabled · After character · Order 10 · 100%
Entry settings
<kingdom_of_englassia> Definition Kingdom of Englassia is a major western human nation and one of the most advanced countries west of Jura Forest.
Status
- Active
Leadership
- Ruler: King Aegil
Location
- West of Farmenas
- East of Lubelius
- Western region of the Magic Continent
Capital
- Lura
Population
- 20,000,000 Citizens
- 20,000,000 Free People / Guild Members
Nature
- Predominantly human nation
- Major political, economic, and transport hub
- Cultural center of the western nations
- Highly organized and heavily secured state
Importance Many major institutions are based here:
- Free Guild Headquarters
- Western Alliance / Council of the West
- Western Holy Church operations
Capital Structure Lura is a planned circular metropolis centered around a castle built within a large lake.
City Layout
- Central castle connected by bridges
- Merchant district
- Sightseeing district
- Production district
- Residential district
Security
- Large defensive walls
- Limited entry gates
- Strict identity inspections
- Strong knight presence throughout the city
Culture
- Advanced urban culture
- Concert halls
- Theaters
- Public performances
- Major libraries and civic facilities
Economy
- Known for wine production
- Major trade and diplomatic center
Known Locations
- Colosseum
- Royal Library
- Great Underground Maze
- Free Guild
- Council of the West
- Rosso Opera House
Significance Englassia is one of the most influential human powers in the west and a central meeting point for politics, commerce, and international organizations. </kingdom_of_englassia>
- #43[⚲] Kingdom of Siltrosso
Keys: Small Kingdom, Kingdom of Siltrozzo, Siltrosso, Kingdom of Seltrozzo, Western Nation, Rosso Kingdom, Kingdom of Siltrosso, Shirutorozzo Ōkoku, Site of Five Elders Meetings, Western Council Power, Council of the West Nation, Five Elders Meeting Place, Western Kingdom, シルトロッゾ王国, Kingdom Ruled by the Rosso Family
Enabled · After character · Order 10 · 100%
Entry settings
<kingdom_of_siltrosso> Kingdom of Siltrosso is a small western kingdom with major political influence despite its size.
Status
- Active
Population
- 2 million
Leadership
- Founded by Granbell Rosso
- Ruled by the Rosso family
- Current monarchs: Unnamed King and Queen
Important Figures
- Mariabell Rosso (Princess)
Location
- Borders Farmenas
- Borders Englassia
- Faces the North Sea
- Part of the Western Nations
Nature
- Small but politically powerful state
- Major center of western elite influence
- Known for hidden political operations
Political Influence
- Strong authority within the Western Nations
- Connected to the Council of the West
- Holds influence alongside the Five Elders
Secret Activities
- Site of clandestine meetings involving the Five Elders
Organizations
Blood Shadow A covert force serving the Rosso family.
Traits
- Handles secret operations and dirty work
- Composed of highly skilled fighters
- Includes contracted otherworlders
- Former leader: Glenda Attley
Foreign Relations
Eastern Empire
- Major political and economic rivalry
Regional Role Siltrosso uses strategy, influence, and covert power rather than size or population to remain important in western affairs. </kingdom_of_siltrosso>
- #44[⚲] Puppet Nation of Jistav
Keys: Puppet Nation of Jistav, Jistav, Nation of Clayman, Clayman's Nation, Puppet Nation Jistav, ジスターヴ, Former Nation of Clayman, Demon Lord Clayman's Nation, 傀儡国ジスターヴ, Kairai-koku Jisutāvu, Clayman's Territory
Enabled · After character · Order 10 · 100%
Entry settings
<puppet_nation_of_jistav> Definition Puppet Nation of Jistav was a powerful eastern nation known for wealth, strict centralized rule, advanced defenses, and a population led by dark elves.
Prime State This entry reflects Jistav during its height before later decline or political change.
Capital
- Amrita
Population
- 100,000,000+
- Majins
- Dark Elves
- Demi-humans
- Large enslaved labor class
Government
- Absolute monarchy
- Centralized authority under a single ruler
- Strong internal control and fear-based governance
Origins
- Founded as a refuge for dark elves
- Preserved the legacy and knowledge of an older magical civilization
- Developed into an independent major power
Military Strength Jistav maintained a formidable national defense force.
Main Forces
- Elite dark elf warriors
- Majin armies
- Demi-human forces
- Mercenary units
Special Assets
- Large undead army
- Powerful golem army
- Heavy magical defenses
- Fortified domains and hidden facilities
Economy A wealthy state sustained by labor exploitation, agriculture, and external trade.
Key Sectors
- Crop production
- Manual labor industries
- Military procurement
- Regional commerce
Trade Partners
- Eastern Empire
- Dwargon
Infrastructure
- Strong urban centers
- Defensive strongholds
- Hidden underground zones
- Large-scale logistical systems
Notable Location
Amrita The capital city and cultural center of Jistav.
Traits
- Ancient dark elf metropolis
- Surface city and concealed lower city
- Seat of government
- Center of administration and defense
Foreign Relations
Eastern Empire Major trade relationship involving weapons, armor, and commerce.
Sarion Shared ancestral roots through an older elven civilization.
Significance Jistav was one of the major powers of the Magic Continent, combining wealth, military strength, magical legacy, and strategic influence. </puppet_nation_of_jistav>
- #45[⚲] Republic of Ulgracia
Keys: Nation of Elemental Magic Users, Republic of Ulgracia, Ulgracian Republic, Urugureishia Kyōwakoku, Country Where All Citizens Use Elemental Magic, Republic South of Sarion, Republic of Ur-Gracia, ウルグレイシア共和国, Ulgracia Republic, Nation of Spirit Contracts, Country South of Sarion, Land of Elemental Magic, Spirit Blessed Nation, Nation of Ulgracia, Nation Blessed by the Spirit of Wisdom, Ulgracia
Enabled · After character · Order 10 · 100%
Entry settings
Republic of Ulgracia is a southern republic known for widespread elemental magic use and strong ties to spirits.Status
- Active
Location
- South of the Sorcerous Dynasty of Sarion
- Near the Great Jura Forest region
Capital
- Galut
Population
- 10,000,000+
- Includes free populations in surrounding counts
Government
- Republic
Nature
- Independent from the Western Holy Church
- Not a member of the Council of the West
- Spirit-centered society
Core System
Spirit Contracts Citizens form contracts with spirits, usually through a ceremony at age ten.
Effects
- Grants recognition as a full citizen
- Enables elemental magic use
- Forms the basis of social status
Failure Condition Those unable to contract a spirit may lose citizenship rights, though this is rare.
Magic Culture
- Elemental magic is common among citizens
- Many inhabitants possess strong spiritual affinity
- Spirit blessings shape national identity
Contract Locations
City Altar
- Main public site for spirit contracts
- Commonly used by citizens
- Lower chance of high-rank spirits
Dwelling of the Elementals
- Superior location for stronger spirit contracts
- Sought by talented applicants
Economy
- Farming
- Trade with Sarion
Security Low crime due to the strength and magical capability of the population.
Significance Ulgracia is a rare nation built around spirit contracts, universal magic aptitude, and political independence.
- #46[⚲] Sorcerous Dynasty of Sarion
Keys: Tree Capital, City in the Divine Tree, Madō Ōchō Sarion, Sorcerous Dynasty of Sarion, Sorcerer's Dynasty of Sarion, Sorcerous Dynasty of Thalion, Sarion Empire, Elmine Sarion, Sorcerer's Dynasty of Thalion, 魔導王朝サリオン, Empire Ruled by Elmesia, Sarion, Sorcery Dynasty of Thalion, Divine Tree Capital, Capital of Elmine Sarion, Nation of Elmesia
Enabled · After character · Order 10 · 100%
Entry settings
<sorcerous_dynasty_of_sarion> Definition Sorcerous Dynasty of Sarion is a powerful elven-founded empire composed of thirteen kingdoms united under a single emperor.
Status
- Active
Capital
- Elmine Sarion
Population
- 100,000,000+ citizens
- 20,000,000+ Free Association
Leadership
- Founder: Elmesia El Ru Sarion
- Ruler: Empress Elmesia El Ru Sarion
- Chief Manager: Ellis Grimwald
Composition
- Confederated empire of 13 kingdoms
- Member states retain internal autonomy
- All kingdoms swear loyalty to the emperor
Government
- Central imperial authority governs military power
- Local states manage internal policy and trade
- Emperor intervenes in disputes between kingdoms
Citizens
- Elves
- Humans
- Mixed elven ancestry populations
Nature
- Highly advanced magical civilization
- Major economic and political power
- Independent from the Western Alliance
Religion
- No national religion
- Imperial authority claims divine lineage
- Foreign religions are restricted
Major Features
Elmine Sarion
- Capital city built around the Divine Tree
- Seat of imperial rule
Sorcerous Science Advanced magical science using Aspectual magic to alter natural phenomena.
Homunculus Artificial bodies used for travel, protection, and remote activity by nobles and important figures.
Magus Recognized national magical technology or military system.
Foreign Relations
Allies
- Jura-Tempest Federation
Economic Partners
- Armed Nation of Dwargon
- Jura-Tempest Federation
- El Dorado
- Republic of Ulgracia
Vassals
- 13 Kingdoms
Notable Relations
- Recognized Tempest as a sovereign nation
- Cooperative technological exchange with allies
- Long-standing trade and diplomacy with major states
Significance Sarion is one of the world's foremost magical superpowers, combining imperial authority, arcane knowledge, and economic influence. </sorcerous_dynasty_of_sarion>
- #47═══════[Skill]═══════
Keys: Ability Gained Through Growth, Skill, Skills, Gift from the World, Abilities, Sukiru, Formed from Strong Will, *Skill*, -Skill, Ability, 能力スキル, Skill-, Born from Desire, Powers, Power, Strongly Desired, Nōryoku Sukiru
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
Definition Skills are special abilities recognized through growth, desire, inheritance, or evolution. They grant predefined supernatural effects that activate through the user.Nature
- Function as automatic power systems with built-in effects
- Effects vary by skill
- Can mimic magic, manipulate natural phenomena, or alter world laws
- Stronger output depends on stronger willpower
Inscription When acquired, a skill is engraved into the user.
Possible Locations
- Material Body
- Spiritual Body
- Astral Body
- Soul
- Heart Core
Rule
- Body-based skills are usually weaker
- Soul-level skills are more integrated and stronger
Activation Skills activate through thought if the user has enough energy.
Possible Energy Sources
- Soul Force
- Mana
- Magicules
- Other internal energy sources
Requirements
- Sufficient energy
- User awareness of the skill
- Will strong enough to trigger the effect
Acquisition Skills may be gained through:
- Natural physiology
- Birth
- Inheritance
- Training and mastery
- Evolution
- Other skills
- Strong desire or wish
World System The World Language acknowledges the user's will and consumes energy to create the skill.
Failure Conditions
- Insufficient energy
- Weak desire
- Poor timing
- Lack of compatibility
Evolution Skills can merge or evolve into stronger forms.
Methods
- Repeated use
- Combining multiple skills
- External enhancement
- Complete mastery
Rule Evolved skills retain the functions of prior versions.
Types
Intrinsic Skills
- Inborn abilities tied to species, bloodline, or individuality
Common Skills
- Basic skills with one main effect
- Easy to learn, limited versatility
Extra Skills
- Higher than Common Skills
- Greater power and flexibility
- Highest tier normally gained through effort
Unique Skills
- Born from powerful desires or emotions
- Exclusive to the user
- Can grow and change with the user
Ultimate Skills
- Highest class of skill
- Can affect or rewrite world laws
- Superior to ordinary abilities
Resist Skills
- Passive defensive skills
- Protect against physical or magical effects
- #48[«»] Skill Rarity [«»]
Keys: skill classes, skill rarity, Skill-less, Common Skills, Ultimate Skills, Skill Rarity, Extra Skills, Unique Skills, skill tier
Enabled · After character · Order 10 · 100%
Entry settings
<skill_rarity> Definition Skill Rarity measures how common each skill class is across the global population.
Ultimate Skills Rarity
- Unique
- Near-singular
Rate
- ~0.000001%
Typical Users
- True Dragons
- Demon Lords
- Chosen Heroes
Nature
- Transcend normal world laws
- Usually require extreme growth or evolution
- Primary counter to other Ultimate Skills
Unique Skills Rarity
- Extremely Rare
Rate
- ~0.01%
Typical Users
- High-level Majin
- Otherworlders
- Named Monsters
Nature
- Personal abilities shaped by the user
- Usually awakened through intense desire or extraordinary events
Extra Skills Rarity
- Uncommon / Elite
Rate
- ~1% to 5%
Typical Users
- Veteran adventurers
- A-Rank monsters
- Military captains
Nature
- Advanced skills beyond Common Skills
- Sign of training, talent, or power
Common Skills Rarity
- Common
Rate
- ~20% to 30%
Typical Users
- Average monsters
- Skilled workers
- Regular fighters
Nature
- Basic or specialized abilities
- Often gained through routine growth or natural traits
Skill-less Rarity
- Standard Majority
Rate
- ~65% to 70%
Typical Users
- Ordinary civilians
- Low-level monsters
Nature
- Depend on tools, training, or basic magic instead of engraved skills </skill_rarity>
- #49[«»] Skill Acquisition [«»]
Keys: Desire Creates Skill, Skill Inherited, Skill Failure, Acquiring a Skill, Natural Skill Gain, Skill Awakening, Skill from Desire, New Skill Obtained, Ultimate Skill Acquisition, Skill Manifestation, Gaining a Skill, Skill Acquisition, Skill Gain, Skill Evolution, Skill Formation
Enabled · After character · Order 10 · 100%
Entry settings
<skill_acquistion> Acquisition Skills may be gained through:
- Natural physiology
- Intrinsic traits
- Mastering an ability until it becomes a skill
- Other skills
- Inheritance from parents
- Strong desire or wish
Higher Skills Special Extra Skills, Unique Skills, and Ultimate Skills are often born directly from powerful desire.
World System The World Language recognizes the user's will and consumes magicules to form the skill.
Requirements
- Sufficient energy
- Strong will
- Clear desire
Failure Factors
- Low energy
- Weak desire
- Poor timing
- Bad luck </skill_acquistion>
- #50[«»] Skill Evolution [«»]
Keys: Skill Upgrade, Skill Fusion, Combined Skill, Skill Ascension, Skill Merge, Skill Becomes Better, Skill Growth, Skill Advancement, Skill Progression, Skill Synthesis, Advanced Ability, Stronger Skill, Skill Improvement, Skill Enhancement, Ability Fusion, Skill Evolution, Skill Evolve, Higher Skill Form, Skill Becomes More Versatile, Evolved Ability, Skill Development, Skill Transformation, Evolution, Advanced Skill, Evolved Skill, Ability Evolution, Merged Skill, Skill Mastery Growth, Backward Compatible Skill, Upgraded Skill, Skill Integration, Skill Mutation, Higher Version of Skill, Skill Combination
Enabled · After character · Order 10 · 100%
Entry settings
<skill_evolution> Evolution Skills can merge or evolve into stronger, more versatile forms.
Methods
- Using multiple skills together
- Forced evolution through other skills
- Complete mastery of a skill
Compatibility Evolved or merged skills retain the abilities of their previous forms. </skill_evolution>
Showing 50 of 455
1 file
- .jsonjson_lorebook
851.5 KBfirst seen a0d04b9b2d61de10
Opens with the tab.