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Tensei Shitara Slime Datta Ken 💧

Lorebook

An improved version of the original lorebook here by Shycat. Honestly, he is less lazier then me :Pfrom Chub

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Tokens: 1,484 permanent · Lorebook: up to 603 tokens triggered, 84,126 across all entries · estimated prompt budget 2,087

Listed as “Tensei Shitara Slime Datta Ken 💧 Compete Lorebook”

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Tensei Shitara Slime Datta Ken 💧

455 entries · scan depth 50 · budget 500 tokens · recursive scanning off

Tensei Shitara Slime Datta Ken 💧

Book settings
  1. #1⚠️⛔READ THIS⛔⚠️

    Keys: warning, instructions, lorebook guide, READ THIS, important

    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. #2═══════[Setting]═══════

    Keys: Tensei Shitara Slime Datta Ken, Taiki Kawakami, Fuse, That Time I Got Reincarnated as a Slime, Mitz Vah, Tensura, TenSura, slime world, slime anime

    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. #3[☰] World Setting [☰]

    Keys: chaos world, magicules, magicule density, multiverse, spiritual world, cardinal world, world setting, demi-material, Tensura world, central 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. #4[彡] Writing Style [彡]

    Keys: Tensura writing, character interaction, progression fantasy, writing style, Fuse style, worldbuilding style, diplomacy, fantasy progression, slice of life, power systems

    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. #5[彡] Names [彡]

    Keys: monster names, Central World names, Tensura names, fantasy names, names, Earth names, naming conventions, Japanese names, granted names, otherworlder 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. #6[彡] Combat [彡]

    Keys: Guard Break, Lunged, Sparred, Fighter, Kick, Unarmed Exchange, Feint, Sword Combat, Violent Exchange, Slam, Counterpressure, Knockout Attempt, Striking Exchange, Wrestle, Countered, Rush, Grapple, Impact Frame, Bite, Cut, Fighting, Backstep Defense, Exchange of Blows, Blow, Crushed, Rushdown, Grappling, Violent Confrontation, Attacked, Slice, Ambush, Heavy Blows, Engagement, Clashed, Wear Down Tactics, Melee Exchange, Punch, Beat Up, Block, Clash, Flurry Of Blows, Barrage Assault, Scuffling, Smacking, Duel, Skirmish, Jabbing, Physical Engagement, Joint Targeting, Precision Strikes, Close Combat Burst, battle, Lunge, Skirmishing, Sharp Hit, Counterstriking, Charged, Wrestling, Slicing, Snap, Strike, Sneak Attack, Action, Calculated Strike, Clashing, Fighting Stance, Ambushed, Strength Clash, Close-Range Clash, combat, Crushing, Swung, Battling, Slash, Blows, Physical Breakthrough, Take-down, Smack, Close-Quarters, Reckless Charge, Assaulted, Fight, Assaulting, Feint And Counter, Hand-to-Hand, Sliced, Collision Course, Impact, Close Contact Fighting, Exchange, Beating, Run Up, Crash, Bone Crushing Blows, Smacked, Charge, Brawling, Dodging, Reflex Exchange, Blocked, Direct Confrontation, Cutting, Collide, Blunt Force Combat, Physical Altercation, Trade Hits, Bait And Punish, Boxing, Rapid Impact, Hit, Barehanded Combat, Melee, Sword Fight, Close-Quarters Combat, Rib Breaking Impact, Sudden Rush, Retaliate, Street Fighting, Combat, Suppression Fighting, Duelled, Collision, Relentless Offense, Striking, Sparing, Slamming, Trade Blows, Zone Control, Spar, Retaliation, Impact Trading, Attack, Engage, Blitz, Crush, Biting, Sparring, Physical Collision, Fighting Style, Hitting, Counter, Trading Blows, Barrage, Close Quarters Combat, Gore, Knockdown Exchange, Slammed, Engaged, Assault, fighting, Blow Trading, Forward Pressure, Sustained Assault, Headbutt, Dueling, Takedown, Brawl, Struck, Crack, Limb Damage, Body Blows, Speed Clash

    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. #7═══════[Universe]═══════

    Keys: Sub-Space, Dimension, Magic World, multiverse, Realm, Cosmic World, Realms, Fantasy World, Timelines, Alternate Timelines, Plane of Existence, Space Between Worlds, World, Parallel Timelines, Nothingness, Infinite Timelines, Tensura universe, Parallel Worlds, Separate Worlds, Parallel World, Different Worlds, Space Between Dimensions, Underworld, Infinite Worlds, Worlds, Heaven, Dimensions, Planes of Existence, High Magicule World, Other Worlds, Timeline, Countless Worlds, 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. #8[«»] World Language [«»]

    Keys: Universal Translation Voice, Heard in One's Mind, Skill Gain Announcement, 世界の声, Automatic World Announcement, World Announcement, Hero's Egg Announcement, World's Voice, Racial Evolution Announcement, Voice of the World, Evolution Announcement, Skill Activation Prompt, Heard by Related Parties, Voice Heard in the Mind, Hero Awakening Announcement, Yes or No Prompt, "You've Gained A Skill", Announcement of the World, Understood in Native Tongue, System Voice, Echo Within Consciousness, sekai no kotoba, The World Language, "When The World Recognizes Growth", Words of the World, Skill Acquisition Announcement, Voice of The World, Voice Heard by Everyone in Range, World Language, Echo Within the Consciousness, Demon Lord Awakening Announcement, 世界の言葉, World Voice, sekai no koe, Natural Phenomenon Voice, Demon Lord Seed Announcement, Broadcast to All Nearby, "When Growth Is Recognized by The World"

    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. #9[«»] World [«»]

    Keys: Spiritual World, worlds, Demi-Material World, dimensional space, Otherworld, Daemon Realm, Cardinal World, Central World, Earth, realm, Chaos World, Material World, World, Heavenly Star Palace, Elemental Realm, universe

    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. #10[›] Material World

    Keys: Material Worlds, Physical Worlds, 物質世界, Physical Realm, World with No Spiritual Elements, Physical Existence World, Earth, Material World, World of Matter, Realm of Matter, Spiritless World, Physical World, Plane of Matter, Purely Material World, World of Physical Elements, Material Realm, Material Realms, Busshitsu Sekai, Realm with No Spiritual Elements, Purely Physical World, Non-Spiritual World

    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. #11[›] Demi-Material World

    Keys: Dual Nature World, Balanced World, Demi Material World, Mixed World, Demi-Material Worlds, Homeworld of Hazy Style, 半物質世界, Hybrid World, World with Both Elements, Mixed Realm, Physical and Spiritual Realm, Hybrid Realm, Demi-Material World, Otherworld, Central World, Split Nature World, World of Spiritual and Physical Elements, Realm of Spiritual and Physical Elements, Half-Material Worlds, Half-Material World, Demi Material Worlds, Spiritual-Physical World, Han-Busshitsu Sekai

    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. #12[›] Spiritual World

    Keys: Realm with No Physical Elements, Daemon Realm, 精神世界, World with No Physical Elements, Spiritual World, Ethereal World, Spiritual Worlds, World of Spirit, Non-Physical World, Spiritual Realms, Purely Spiritual Realm, Realm of Spirit, Purely Spiritual World, Spirit Worlds, Formless World, Seishin Sekai, Plane of Spirit, Spirit World, Elemental Realm, Spiritual Existence World, 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. #13[›] Chaos World

    Keys: World of Chaos, Hidden World, Unknown World, Chaos Realm, Realm with Unknown Characteristics, Unclear Realm, Unexplained World, Undefined World, Konton Sekai, Chaos Worlds, Unclassified World, Unidentified World, World with Unknown Characteristics, Chaos Realms, Strange World, Chaos World, Unknown Worlds, Realm of Chaos, 混沌世界, Mysterious World

    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. #14[➥] [🌐] Daemon Realm

    Keys: Gate to Hell, World of Daemons, Daemon Realm, Demon World, Daemon World, World of Darkness, Dark Dimension, Underworld Gate World, akuma-kai, Demonic Domain, Realm of Daemons, 悪魔界, Netherworld, Dark World, Hell, Hell Gate World, Domain of the Demonic, Underworld, Demon Dimension, Demon Realm

    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. #15[➥] [🌐] Heavenly Star Palace

    Keys: Heaven, 天星宮, Celestial Palace, Origin World, Sacred World, First World, tensei kyū, 天界, tenkai, Place of Beginning, World of Beginning, 始まりの場所, Heavenly Star Palace, Hajimari no Basho, Tensei Kyū

    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. #16[➥] [🌐] Elemental Realm

    Keys: Spirit Realm, Realm of Elementals, Habitat of Elementals, Elemental World, Birthplace of Elementals, Spiritual World, Plane of Spirits, Elemental Dimension, Realm of Spirits, Home of Elementals, seirei-kai, World of Elementals, 精霊界, Elemental Universe, Spirit Dimension, World of Spirits, Where Elementals Are Born, Spirit World, Spiritual Dimension, Elemental Realm

    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. #17[➥] [🌍] Earth

    Keys: Planet Earth, Physical World, Purely Physical World, Earth, Human World, Non-Magical World, Original World, Modern 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. #18[➥] [🌍] Homeworld of Hazy Style

    Keys: Great Japan Conquering Empire, United States of Azalea, Shenhua World, Southern Nation World, Central Nation World, Homeworld of Hazy Style, Created by Veldanava, Western Nation World, Eastern Nation World, Northern Nation World, World Administrator Shenhua, Hazy Style Homeworld, World of Many Nations, World with Kai System, Rival Chiefs Republic of China, Holy Arcia Empire, Kai Ranking World, Great Roziam Dynasty, World of Veldanava, Hazy Style Universe, Hazy Style World, Hazy Style Dimension

    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. #19[➥] [🌍] Otherworld

    Keys: 冥界, Seal, ikaifūin, Faster Time World, Magicule World, Gravityless World, Expansive Void, Space-Like World, Underworld Gate World, Vast Void Realm, 異界ふういん, Adjacent World, Alien World, Accelerated Time World, The Otherworld, meikai, Otherworld, Parallel World Access Realm, Endless Void World, World Beyond Other Worlds, Underworld, World Older Than Worlds, World Outside the Universe, 異界, Overlapping World, ikai, Gate-Linked World, World of Magicule Masses, Realm Beyond Worlds, World Without Up or Down, Ancient World

    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. #20[➥] [🌍] Central World

    Keys: 基軸世界, World Linked to Other Realms, Foundation World, World Ruled by the Octagram, World Created by Veldanava, Mixed World, Primary World of Tensura, World of Summoning, Main Setting World, Main World, Central Axis World, Created by Veldanava, Otherworld Arrival World, World with Many Nations, Original World, kijiku sekai, Demon Lord World, Central World, Chaos World, Main Universe, World of Magicules, World of Monsters and Humans, Cardinal World, Gate-Connected World, Universe of Tensura, Main Planet World, Material and Spiritual World, World of Many Races

    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. #21[‣] [🗺️] Ice Continent

    Keys: Frost Palace Continent, Daemon Homeland, Land of Ice, Land of Daemons, Continent of Ice, Northern Continent, Eternal Winter Land, Continent of Endless Snow, Frozen Northern Realm, Frozen Domain of Guy Crimson, Harsh Frozen Continent, Ice Continent, Land of Frost, Inhospitable Continent, Northern Landmass, Kōri Tsuchi no Tairiku, Blizzard Continent, Continent of Frost, Domain of Guy Crimson, Frozen Continent, Velzard's Domain, 氷土の大陸, Land of Guy Crimson, Frozen Landmass, Permafrost Continent, Hyōdo no Tairiku, Velzard's Frozen Land

    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. #22[‣] [🗺️] El Dorado

    Keys: Leon's Territory, Southwest Continent Country, Land of Gold, Southwest Continent Nation, Golden Land, Hell Gate Nation, Leon Cromwell's Country, Golden Kingdom, Demon Lord Leon's Nation, Leon's Domain, ōgonkyō erudorado, Shining Capital, El Dorado, Golden City of El Dorado, Country of Gold, Hell Gate Near the Capital, Land of the Great Volcano, 黄金郷エルドラド, ōgonkyō eru dorado, Golden Country, 黄金郷, Ash-Covered Continent, Capital Beside the Volcano

    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. #23[‣] [🗺️] Magic Continent

    Keys: Continent of Demon Lords, Central Landmass, Continent of Conflict, Heart of the World, Magicule Continent, Magic-Continent, Great Continent, Magic Continent, Land of Nations, Demon Lord Territory, Land of Monsters and Humans, Continent of Empires, Central Lands, Multi-Race Continent, Vast Continent, Main Continent of the World, Main Landmass, Main Continent, Central Continent, Land of Powers, Continent of Many Nations, Continent of Great Nations, Continent of Kingdoms, ma-tairiku, Central Region, 魔大陸, Magicule-Rich Land

    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. #24[⚲] Holy Void of Damargania

    Keys: Giant Kingdom, Damarugania, Giant Country, Damargania, Country of Dagruel, Seikyo Damargania, Western Nation of Lubelius, Demon Lord Dagruel's Nation, Holy Void of Damargania, Giant Nation, Land Ruled by Dagruel, Land of Giants, 聖虚ダマルガニア

    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. #25[⚲] Beast Kingdom of Eurazania

    Keys: Laura, Country of Beastfolk, Nation of Carrion, South of Jura Forest, Beastfolk Kingdom, Vassal Nation of Milim, 獣王国ユーラザニア, Nation of Beastmen, Carrion's Kingdom, Beast Kingdom of Eurazania, Animal Kingdom of Euranazia, Beast Kingdom of Yuurazania, Eurazania, Beastmen Kingdom, Capital Laura, Beast Kingdom, Jū-Ōkoku Yūrazania, Demi-Human Kingdom

    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. #26[⚲] Armed Nation of Dwargon

    Keys: busō kokka dowarugon, Home of the Dwarves, Dwarf Kingdom, Northern Mountain Nation, Dwarven Kingdom, Nation of the Dwarves, 武装国家ドワルゴン, Kingdom in the Great Canaat Mountains, Dwargon, Armament Nation Dwargon, Armed Nation Dwargon, Dwarven Nation, North of Jura Forest, Armed Nation of Dwargon

    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. #27[⚲] Great Canaat Mountains

    Keys: Great Qanat Mountains, Canaat Mountains, Great Canaat Mountains, カナート大山脈, Great Kanaat Mountains, Kanāto Dai-Sanmyaku

    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. #28[⚲] City of the Forgotten Dragon

    Keys: Forgotten Dragon, Forgotten Dragon City, Dragon Descendant City, wasurerareta ryū no miyako, Primitive Commune, Milim's Domain, East of Eurazania, Home of the Dragonewts, Dragonewt City, South of Jura Forest, Milim Territory, Primitive Dragon Commune, City of Dragon Worshippers, Domain of Milim, Milim Nation, Dragon Worshipper City, 忘れられた竜の都, Temple City, City of the Forgotten Dragon

    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. #29[⚲] Nasca Namrium Ulmeria

    Keys: Nasca Namrium Ulmeria, Eastern Empire, 東の帝国, Higashi no Teikoku, Great Empire of the East, Eastern Imperial Union, Nasca Namrium Ulmeria United Eastern Empire, Northeastern Empire, ナスカ・ナムリウム・ウルメリア東方連合統一帝国, Nasca-Namrium-Ulmeria Eastern Imperial Union

    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. #30[⚲] Eastern Plains

    Keys: Plains of the Eastern Empire, Frontier Plains, Wide Plains, Forest Border Plains, Eastern Grasslands, Great Jura Forest Plains, Eastern Empire Plains, Open Fields, Large Open Plain, Central Open Land, Shared Plains, Open Plain, Great Eastern Plains, Great Field Region, Plains of Jura Forest, Flatlands, Eastern Plains, Empire Border Plains, Eastern Plain, Vast Plain, Border Plains, Land Between Jura Forest and Eastern Empire

    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. #31[⚲] Great Jura Forest

    Keys: Storm Dragon Territory, Jura, Great Woodland, Veldora's Forest, Rimuru Territory, Forest of Monsters, Jura Forest, Monster Forest, Rimuru's Forest, Tempest Forest, Great Jura Forest, jura no dai shinrin, Vast Forest, ジュラの大森林, Central Forest of the Magic Continent, Forest of Tempest, Great Forest of Jura

    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. #32[⚲] Lake Siss

    Keys: Lake Siss, Lizardmen Fortress Lake, Great Lake of Jura Forest, Downstream Lake of the Great Ameld River, Shisu Lake, Lake in the Great Jura Forest, Lake Sith, Lizardmen Government Seat, Lake of the Lizardmen, Central Lake of Jura Forest, Sith Lake, shisu-ko, Lake Sisu, Maze Caverns of Lake Siss, Large Lake in Jura Forest, Lake Shisu, シス湖, Western Tributary Lake

    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. #33[⚲] Sealed Cave

    Keys: Sealed Cavern, 封印の洞窟, Cave of Sealing, Jura-Tempest Cave, Cave in Tempest, Sealed Cave, Cave in Jura Forest, Fūin no Dōkutsu

    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. #34[⚲] Khusha Mountains

    Keys: Mountains of the Magic Continent, Khusha Mountains, Khusha Mountain, Peaks Near Tempest, Southern Mountain Range, クシャ山脈, kusha sanmyaku, Southern Mountains, Mountains Near the Great Jura Forest, Multi-Nation Mountain Range, Mountains Across Many Nations, Border Mountains, Mountains by Jura Forest, Mountain Range, Great Mountain Range, Mountain Range of the Magic Continent

    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. #35[⚲] Jura-Tempest Federation

    Keys: Federation Nation, United Monster Nation, Monster Nation, Demon Federation, Protected Nation, Jura Forest Nation, Allied Monster Nation, Monster Federation, Rimuru's Kingdom, Trade Nation, 魔国連邦テンペスト, Military Power Nation, Sovereign Nation, Great Power Nation, Rimuru's Nation, Home of Rimuru City, Dungeon Nation, Rising Nation, Jura-Tempest Federation, Tempest Nation, Land of Monsters, Economic Hub, ジュラ・テンペスト連邦国, Diplomatic Nation, Prosperous Nation, jura tenpesuto renpōkoku, Nation in Jura Forest, Country of Tempest, Multi-Race Nation, Tempest, Central Trade Nation, Advanced Nation, makokurenpōtenpesuto, Modern Monster Nation, Tempest Country, Rimuru's Country, Recognized Nation, Nation of Monsters

    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. #36[⚲] Rimuru City

    Keys: chūō toshi rimuru, Tempest Capital, Capital of Tempest, Capital City Rimuru, Monster City, Rimuru City, 中央都市リムル, Rimuru Capital, City of Monsters, Central City Rimuru, Capital of the Jura-Tempest Federation, City of Rimuru

    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. #37[⚲] Harpy Queendom of Fulbrosia

    Keys: 天翼国てんよくこくフルブロジア, Fulbrosia, Harpy Nation, Country West of Eurazania, tenyokukoku furuburojia, Land of Harpies, Harpy Queendom, Harpy Queendom of Fulbrosia, Country of Harpies, Harpy Kingdom

    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. #38[⚲] Holy Empire of Lubelius

    Keys: Land of Luminous, Holy Church Nation, Lubelius, Shinsei Hōōkoku Ruberiosu, Nation of Luminism, Holy Empire Lubelius, Headquarters of the Western Holy Church, Western Holy Church Headquarters, Nation Ruled by Luminous, Holy Empire of Lubelius, 神聖法皇国ルベリオス

    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. #39[⚲] Kingdom of Blumund

    Keys: Burmund Kingdom, Nation Between East and West, ブルムンド王国, Blumund, Nation Bordering Jura Forest, Country Near the Great Jura Forest, Nation Bordering Tempest, burumundo ōkoku, Kingdom of Blumund, Kingdom of Brumund, Brumund Kingdom

    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. #40[⚲] [⮦] Kingdom of Falmuth

    Keys: Kingdom of Farmus, Falmuth, Western Nation, Kingdom of Falmuth, farumusu ōkoku, 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. #41[⚲] [⮤] Kingdom of Farmenas

    Keys: Farmenace Kingdom, Former Falmuth Kingdom, Reformed Falmuth, Falmenace, Kingdom West of Dwargon, Kingdom of Marris, Marris Kingdom, Kingdom of Youm, Farmenas, Kingdom of Farmenas, Youm's Kingdom, ファルメナス王国, Farmenas Kingdom, Youm Farmenas, farumenasu ōkoku, Tempest Vassal State, Successor of Falmuth, Nation West of Dwargon, Marris Capital Nation, Puppet State of Tempest

    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. #42[⚲] Kingdom of Englassia

    Keys: Kingdom of Ingrassia, Englassia, Western Political Hub, Cultural Center of the West, イングラシア王国, Kingdom of Englassia, Nation West of Jura Forest, Most Advanced Human Nation West of Jura, Western Trade Hub, Western Nation, ingurashia ōkoku, Kingdom of Ingracia, Kingdom of Engrassia, Kingdom of Englesia, Western Economic Hub

    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. #43[⚲] Kingdom of Siltrosso

    Keys: Kingdom of Seltrozzo, Kingdom of Siltrozzo, Siltrosso, Small Kingdom, Five Elders Meeting Place, Site of Five Elders Meetings, Kingdom of Siltrosso, Western Council Power, Kingdom Ruled by the Rosso Family, Western Nation, Rosso Kingdom, Council of the West Nation, シルトロッゾ王国, Shirutorozzo Ōkoku, Western Kingdom

    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. #44[⚲] Puppet Nation of Jistav

    Keys: Clayman's Nation, Puppet Nation of Jistav, Demon Lord Clayman's Nation, ジスターヴ, Kairai-koku Jisutāvu, Puppet Nation Jistav, Former Nation of Clayman, 傀儡国ジスターヴ, Jistav, Nation of Clayman, 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. #45[⚲] Republic of Ulgracia

    Keys: Nation of Ulgracia, Nation of Elemental Magic Users, Republic of Ulgracia, ウルグレイシア共和国, Urugureishia Kyōwakoku, Ulgracian Republic, Spirit Blessed Nation, Nation of Spirit Contracts, Ulgracia, Republic South of Sarion, Ulgracia Republic, Country Where All Citizens Use Elemental Magic, Land of Elemental Magic, Nation Blessed by the Spirit of Wisdom, Republic of Ur-Gracia, Country South of Sarion

    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. #46[⚲] Sorcerous Dynasty of Sarion

    Keys: Sarion, Nation of Elmesia, Madō Ōchō Sarion, Empire Ruled by Elmesia, Sorcery Dynasty of Thalion, Sarion Empire, Divine Tree Capital, Tree Capital, Sorcerer's Dynasty of Sarion, Capital of Elmine Sarion, Sorcerous Dynasty of Sarion, 魔導王朝サリオン, Sorcerer's Dynasty of Thalion, City in the Divine Tree, Sorcerous Dynasty of Thalion, Elmine Sarion

    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. #47═══════[Skill]═══════

    Keys: Skill, Abilities, Skill-, Strongly Desired, Ability, Nōryoku Sukiru, Gift from the World, Powers, 能力スキル, -Skill, Born from Desire, *Skill*, Skills, Sukiru, Formed from Strong Will, Ability Gained Through Growth, Power

    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. #48[«»] Skill Rarity [«»]

    Keys: Common Skills, Skill-less, Extra Skills, skill rarity, skill classes, skill tier, Unique Skills, Skill Rarity, Ultimate Skills

    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. #49[«»] Skill Acquisition [«»]

    Keys: Desire Creates Skill, Skill Gain, Skill Manifestation, Skill Acquisition, Skill Awakening, Skill Evolution, Natural Skill Gain, Skill Failure, Ultimate Skill Acquisition, New Skill Obtained, Skill Formation, Skill from Desire, Gaining a Skill, Skill Inherited, Acquiring a Skill

    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. #50[«»] Skill Evolution [«»]

    Keys: Skill Development, Skill Combination, Evolution, Stronger Skill, Skill Transformation, Higher Version of Skill, Advanced Skill, Skill Merge, Skill Evolve, Evolved Skill, Evolved Ability, Skill Enhancement, Skill Growth, Skill Evolution, Skill Upgrade, Skill Mutation, Advanced Ability, Skill Becomes Better, Skill Becomes More Versatile, Skill Improvement, Backward Compatible Skill, Upgraded Skill, Higher Skill Form, Combined Skill, Skill Fusion, Skill Synthesis, Ability Fusion, Ability Evolution, Skill Progression, Skill Mastery Growth, Skill Integration, Merged Skill, Skill Advancement, Skill Ascension

    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>

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