The Six Sided World Lorebook
Lorebookby Wisp_· on Chub· · archived
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Tokens: 0 permanent · up to 270 lorebook · budget 270
Description on Chubfrom Chub
There are a few creative decisions that had to be made here. For instance, the Capital of the Asura Kingdom, "Ars" has a problem with the trigger word "Ars" which is used in a lot of words, so trigger words would be like "Capital of Asura Kingdom" , "Silver Palace" so on. The Hell Labyrinth has the trigger word of "Hell Labyrinth" so "Hell" doesn't waste your tokens.
I have included every spell with their known incantations, general information on how things like birthdays work, every monster and their rank, every location, notable people that the world likely knows the name of. However none of this is done with Rudeus in play, the story and world info is conformed for you to fit that role, such as the Aqua Heartia world info which mentions it is {{user}}'s staff given by Eris on their 10th birthday. However should you wish to change this, very few world infos follow this logic.
I suggest you change your own token budget and scan depth to your liking though.
Listed as “The Six Sided World Lorebook (Mushoku Tensei)”
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If you want a Mushoku Tensei Lorebook, this is the one you want to use. I adore this series and included things the wiki doesn't include from reading the novels. I ensured this lorebook wasn't a copy paste of the wiki, condensed, refined, and built specifically for roleplay.
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Book description
The Mushoku Tensei Lorebook
The Six Sided World Lorebook
456 entries · scan depth 50 · budget 8,192 tokens
- #1Asura Currency Systemselective
Keys: asura coins, asura copper, asura silver, asura gold
Asura is the wealthiest kingdom in the world, its coinage forming the base currency for most trade. Each denomination reflects not only material worth but social access. Gold coins circulate among nobles and top-ranked adventurers, silver funds commerce and craftsmanship, and copper covers common living expenses.
Asura Gold Coin – worth about 100,000 yen (~$1,000 USD). A single coin can buy a small house, fund a full adventurer team for a month, or bribe minor nobility. High-ranked warriors like Sword Kings may earn one per month.
Asura Silver Coin – worth about 10,000 yen (~$100 USD). Spent by nobles or merchants for quality arms, enchanted meals, or brief contracts. Commoners rarely see more than a few in their lifetime.
Asura Large Copper Coin – worth about 1,000 yen (~$10 USD). The average laborer’s monthly pay is a handful of these. Covers food, lodging, or travel within the kingdom.
Asura Copper Coin – worth about 100 yen (~$1 USD). Used for street food, minor taxes, and market games. The everyday currency of the common class.
- #2Millis Currency Systemselective
Keys: royal note, millis copper, millis gold coin, millis silver, millis coins, millis notes, general note
The Holy Millis Kingdom is the second richest nation after Asura, wielding both financial and spiritual authority through its control of the Millis Church. Its economy favors paper over metal, with holy-backed notes used for large transactions and coins for common trade. While less valuable than Asura’s currency, Millis money circulates widely due to religious tithes and its trade with demon lands, which demands smaller denominations.
Royal Note – worth about 50,000 yen (~$500 USD). Used for tithes, land taxes, or major church donations. Reserved for high clergy, nobles, and regional administrators.
General Note – worth about 10,000 yen (~$100 USD). Common among mid-ranked priests, school treasuries, and guild fund transfers.
Millis Gold Coin – worth about 5,000 yen (~$50 USD). Spent on light relics, consecrated items, or premium temple lodging.
Millis Silver Coin – worth about 1,000 yen (~$10 USD). Pays for a week of meals or a night in a modest inn.
Millis Large Copper Coin – worth about 100 yen (~$1 USD). Used in day-to-day markets or by pilgrims.
Millis Copper Coin – worth about 10 yen (~10¢ USD). The lowest practical denomination, used in border and demon continent trade.
- #3Demon Continent Currency Systemselective
Keys: scrap iron, iron coin, green ore coin, stone coin, demon continent coins, demon currency
The Demon Continent’s economy reflects survival, not luxury. With scarce resources and constant danger, its coins trade more by necessity than value. Green ore is the most precious material available, giving its coinage local worth rivaling Asura’s gold, but only within demon lands. When traded abroad, its metal and craftsmanship reveal how impoverished the continent truly is.
Green Ore Coin – worth about 1,000 yen (~$10 USD). Forged from rare mineral veins deep underground. Used for intercity trade, major hunts, and long-distance travel. Equal to an Asura gold coin in local value.
Iron Coin – worth about 100 yen (~$1 USD). Standard currency for basic weapons, monster materials, and mercenary contracts.
Scrap Iron Coin – worth about 10 yen (~10¢ USD). Used by common laborers, travelers, and small vendors.
Stone Coin – worth about 1 yen (~1¢ USD). The lowest form of currency. A night’s stay with food costs around five of these. Despite its insignificance abroad, it sustains everyday life in demon towns.
- #4Shinsa Currency Systemselective
Keys: Shinsa, begaritt currency
Shinsa is the official currency of the Begaritt Continent, though its use is largely symbolic. Unlike the centralized economies of Asura or Millis, Begaritt operates on barter and skill-based trade. Each Shinsa coin holds a value roughly equal to a Demon Continent green ore coin, but its worth fluctuates wildly between regions and merchants. It is rarely exchanged alone, instead serving as an anchor for complex trade deals, caravan contracts, or bodyguard wages.
Shinsa Coin – roughly worth 1,000 yen (~$10 USD), though never consistent. Accepted mainly as a trade supplement or service payment, such as hiring mercenaries or securing travel rights. Merchants assign their own rates depending on scarcity, risk, and need. True commerce relies on barter, monster parts, materials, tools, or food.
- #5Magic Toolselective
Keys: enchanted object, Magic Tool
A Magic Tool is an enchanted object carved with a magic circle that activates when the user channels mana and speaks an incantation. It can be reused indefinitely, limited only by the user’s mana capacity. Most are produced by the Magician Guild in Sharia and vary in complexity from basic lamps to combat-grade weapons. High-end models are rare and cost more than noble estates.
- #6Magic Itemselective
Keys: Magic Item, mana-charged artifact, limited use
A Magic Item is a mana-charged artifact that triggers a fixed effect through a command or action. Unlike Magic Tools, they require no incantation, but can only be used a limited number of times per day. Their mana regenerates slowly over time, allowing sustained but restricted use. The strongest examples are heirlooms or labyrinth relics, often holding unique, irreplicable effects.
- #7Magic Wandselective
Keys: Staff, Wand
A Magic Wand is a focus that amplifies spellcasting efficiency. Its strength depends on the quality of its wood and the embedded mana crystal. A well-crafted wand increases elemental output and reduces mana strain. Costs vary from a few Asuran large coppers to the price of a mansion depending on the crystal’s grade and element affinity.
- #8Arrogant Water Dragon Kingselective
Keys: Arrogant Water Dragon King
An A-rank wand crafted for {{user}}, made from Elder Treant wood and tipped with a dragon-core gemstone from the Begaritt Continent. It greatly boosts Water Magic and slightly enhances all other elements. Forged by a highly skilled blacksmith and gifted by Eris on {{user}}’s tenth birthday.
- #9Devil Spearselective
Keys: Devil Spear, Superd jet black spear
A cursed trident forged by Laplace and given to the Superd Tribe. It amplifies strength, nullifies magic, and sharpens perception but corrodes sanity over time, driving users into bloodlust. Its influence spread across the tribe, causing the massacre of their own kin and branding the Superd as monsters.
- #10Lithograph Stoneselective
Keys: Lithograph Stone, link stones, Orsted communication tool
A communication device created by Orsted. Text written on the main stone instantly appears on all connected sub-stones. Only those possessing a linked sub-stone can read or reply. Enables long-distance, silent correspondence across continents without mana cost after activation.
- #11Enchanted Shoesselective
Keys: speed boots, mobility gear, Enchanted Shoes, Fitts equipment
A magic item that doubles the user’s running speed for a limited duration. Best suited for open terrain or evasive movement during combat. Common among adventurers and guards. Fitts and Luke both possess pairs, using them for rapid response and retreat maneuvers.
- #12Flame Trapping Cloakselective
Keys: Fitts Gear, thermal cloak, Flame Trapping Cloak
A temperature-regulating cloak that maintains the wearer’s body warmth regardless of climate. Highly effective in snowfields and subzero environments. Frequently used by Fitts and Luke during northern expeditions or winter assignments.
- #13Gloves of Overpoweringselective
Keys: shock-dampening gloves, Gloves of Overpowering
A pair of enchanted gloves that halve the impact of physical blows received through the palms. Designed for blocking strikes, catching weapons, or amplifying close-quarters control. Commonly worn by Fitts and Luke for defensive combat support.
- #14Magical Sunglassesselective
Keys: Magical Sunglasses, Fitts gear, detection eyewear
A rare visual aid that grants limited magic sense and heightened awareness of nearby enemies. It masks the wearer’s eyes completely, concealing identity while improving battlefield perception. Owned and used by Fitts during reconnaissance and combat missions.
- #15Steel-Cutting Swordselective
Keys: Steel Cutting Sword
A magically enhanced sword capable of slicing clean through solid steel. Forged with enchantments that strengthen edge durability and penetration. Favored by Luke and Paul for dueling and close-quarters engagements.
- #16Snow Melting Furnaceselective
Keys: Snow Melting Furnace, Snow Furnace
A large mana-fueled furnace installed across northern cities like Sharia to melt snow accumulation. When mana is channeled into its central plate, the internal circle activates, liquefying snow in a wide radius. Requires high collective output, often thirty B-rank magicians per city block. Essential for winter maintenance and trade flow.
- #17Aphrodisiacselective
Keys: Philip Boreas trade, Batirusu tonic, Fittoa brew, Aphrodisiac
A rare tonic distilled from Batirusu flower petals, once monopolized by Philip Boreas Greyrat. The purification method was lost after the Fittoa Teleportation Disaster. Formerly sold for 15 Asura Gold Coins, it now exceeds 100 due to scarcity. Its effects induce heightened arousal and stamina for several hours.
- #18Demon Eyesselective
Keys: Demon Eye
Special eyes that grant supernatural perception through mana control. Some are innate, others bestowed by Kishirika Kishirisu, the Demon Eye Queen. Each eye provides distinct powers such as foresight, clairvoyance, or illusion pierce. Control requires precise mana flow, and users often wear eyepatches to suppress unintended activation. Many discover their abilities only after learning to channel mana into vision.
- #19Magic Power Eyeselective
Keys: Magic Power Eye
The most common Demon Eye, it grants direct vision of mana flow. The iris is deep green with a cross-shaped pupil surrounded by smaller dots. Ideal for analyzing spell structures, enchantments, and enemy casting behavior. Side effect, constant color saturation that makes all surroundings unnaturally bright.
- #20Identification Eyeselective
Keys: Identification Eye
A Demon Eye that displays information about viewed objects or beings as floating text. It draws from Kishirika’s own knowledge, showing “unknown” for anything beyond her awareness. Used for quick appraisal of artifacts or entities. Side effect, constant text clutter from random readings in the environment.
- #21X-Ray Eyeselective
Keys: X Ray Eye
A Demon Eye that allows the user to see through opaque materials like walls, armor, or barriers. Cannot pierce living tissue or dense magical constructs. Common among scouts and treasure hunters. Side effect, permanent activation makes modesty and normal perception nearly impossible.
- #22Clairvoyant Eyeselective
Keys: Clairvoyant Eye
A Demon Eye granting vision across vast distances by shifting the user’s viewpoint entirely. Range and stability scale with mana control. Useful for reconnaissance or sniping but prone to severe disorientation. Side effect, one eye zooms independently, causing double vision and motion sickness.
- #23Foresight Eyeselective
Keys: Eye of Foresight, Foresight Eye, Demon Eye
A Demon Eye that reveals imminent events by showing fragments of possible futures. The longer the gaze extends, the less stable and more chaotic the vision becomes. Mastery requires balancing clarity within a short time window. Side effect, continuous overlapping images create double vision.
- #24Absorption Eyeselective
Keys: Absorption Eye
A Demon Eye that absorbs ambient or directed mana near the user. Effective against incoming spells but cancels the user’s own magic as well. Best used by physical fighters or anti-mage specialists. Side effect, drains nearby mana unintentionally if not carefully suppressed.
- #25Absolute Void Eyeselective
Keys: Absolute Void Eye
A rare Demon Eye capable of generating a vast mana barrier around a fixed zone. Its internal process is unknown, but it has repelled entire armies and blocked intrusion into fortified sites. Activation range is immense yet finite, requiring immense mana reserves to sustain.
- #26Affection Eyeselective
Keys: Affection Eye, charm eye
A volatile Demon Eye that induces intense affection or obsession in anyone who makes direct eye contact with the user. Extremely unstable, its effects can spiral into hysteria or madness. Users commonly conceal it with eyepatches or bandages to avoid social and psychological collapse.
- #27All-Seeing Eyeselective
Keys: All-Seeing Eye
A powerful Demon Eye that perceives all objects, beings, and structures within a vast radius, even through concealment or illusion. It can locate hidden labyrinths or cloaked entities. Overexposure to dense mana or magical interference clouds its sight or blinds the user entirely.
- #28An Exploratory Account of the Teleportation Labyrinthselective
Keys: Teleport Book, An Exploratory Account of the Teleportation Labyrinth, survivor log
A field journal written by the sole survivor of an adventurer party that delved into the Teleportation Labyrinth. Once dismissed as fiction, it details trap layouts, monster behaviors, and survival methods across lower floors. The final level remains undocumented, but the work stands as the most credible record of the labyrinth’s structure.
- #29Wandering the Worldselective
Keys: Wandering the World, Bloody Kant
A renowned travel reference authored by Bloody Kant, chronicling the nations, cultures, and politics of the Six-Faced World. Used by adventurers and scholars alike as a geopolitical and ethnographic resource. Considered the definitive guide for cross-continental travelers.
- #30The Ecology and Weakness of Fittoan Monstersselective
Keys: The Ecology and Weakness of Fittoan Monsters
A regional bestiary detailing monsters native to the Fittoa Region. It explains habitats, hunting behaviors, and effective methods for avoidance or extermination. Commonly kept in noble and adventurer households, including the Greyrat Estate.
- #31A Textbook of Magicselective
Keys: A Textbook of Magic
The standard spell reference used by students of the Ranoa University of Magic. It covers beginner through advanced spell ranks, theory of mana control, and battlefield application. Continuously revised by faculty to reflect modern casting research and academic consensus.
- #32The Legend of Perugiusselective
Keys: The Legend of Perugius
A historical record detailing the life of Perugius Dola, the Armored Dragon King, and his twelve familiars. It chronicles their campaign against Demon God Laplace and the construction of the floating fortress Chaos Breaker. Considered both biography and national myth across the Central Continent.
- #33The Three Swordsmen and the Labyrinthselective
Keys: The Three Swordsmen and the Labyrinth
A romanticized adventure novel recounting the exploits of three warriors who later founded the Sword, Water, and North God Styles. Depicts their descent into a great labyrinth and the forging of their martial legacies. Though embellished, it forms the cultural foundation of all sword arts in modern history.
- #34The Botanical Encyclopediaselective
Keys: The Botanical Encyclopedia
A comprehensive compendium of magical and mundane flora across the Six-Faced World. Includes detailed illustrations, scent and taste notes, and regional growth data. Essential to herbalists, alchemists, and adventurers for potion-making and wilderness survival.
- #35Bookselective
Keys: Book
All written works in the Six-Faced World are handmade with paper, ink, and quill. Without mass printing, each volume is unique and costly, often commissioned or copied by scribes. Books are prized possessions among nobles, scholars, and magicians.
- #36Birthdayselective
Keys: Birthday
A traditional celebration marking key life stages at ages five, ten, and fifteen, the last symbolizing adulthood. Nobles host formal dance galas at ten, while commoners hold feasts and exchange gifts. Fifteenth birthdays often signify readiness for work, travel, or adventuring.
- #37The Boreas Style Greetingselective
Keys: Boreas Custom, The Boreas Style Greeting
A unique gesture performed by female servants and guests of the Boreas household, imitating catgirls to flatter the family’s fondness for beastfolk. The act involves arching the back, raising the hands like ears, and speaking with “nya” or “mew” inflections. Considered endearing and persuasive in Boreas social culture. Men never perform this gesture.
- #38Talfro Treeselective
Keys: labyrinth flora, Talfro Tree, Devouring Devil repellent
A rubber-textured tree whose roots emit incense that repels Devouring Devils, predatory monsters that cling to ceilings. Burning the roots forces the creatures to drop and lose their ambush advantage. Cultivated near labyrinth entrances and expedition camps for safety.
- #39Magic Resistant Bricksselective
Keys: Magic Resistant Bricks, mana-repelling material, Magician Guild construction
A specialized building material that nullifies direct mana contact and resists spells up to Saint-Rank. Developed by the Magicians’ Guild for academies, temples, and fortress defenses. The manufacturing process remains confidential, limited to Guild-certified artisans.
- #40Necklace of Millisselective
Keys: Necklace of Millis
A divine relic tied to the legend of Saint Milis, who entrusted it to her beloved before going to war. When Milis faced death, the beloved prayed and offered the necklace to God, who saved her. The Milis Church later adopted the tale into its marriage ritual, where the groom clasps the necklace around the bride’s neck, and she seals the vow with a forehead kiss. Every church maintains a replica for ceremonies.
- #41Zaliff’s Prosthesisselective
Keys: Zaliff’s Prosthesis, robot arm
The first mana-powered prosthetic arm in recorded history, engineered by Zanoba Shirone with Cliff Grimoire’s support. Based on ancient automaton research from Wisp’s childhood home, it uses a lattice of Multi-Level Structure arrays. Activation command: “Oh Earth, become thine Arm.” Deactivation: “Oh Arm, return to Earth.” Grants full articulation, superhuman strength, and tactile feedback, but consumes vast mana. Designed to help Zanoba control his own power, it can run indefinitely when used by {{user}}. Named by {{user}} as a blend of Zanoba and Cliff’s names.
- #42Sauros Boreas Greyratselective
Keys: Sauros Boreas Greyrat, Fittoa lord
Feudal lord of the Fittoa Region under the Asura Kingdom. Resides in Roa’s central castle and governs through strict discipline and military oversight. Known for his booming voice, blunt demeanor, and fierce pride in Fittoa’s prosperity. Commands deep loyalty from his knights and citizens.
- #43Orstedselective
Keys: Orsted, Dragon God
The Dragon God and the strongest known being alive, ranked #2 among the Seven World Powers. Has achieved God-Rank mastery in every combat and magic discipline. His mere presence induces primal terror, a curse that causes all life to fear him instinctively. Countless gods and heroes have fallen to him. His purpose and long-term goals remain unknown, shrouded even to divine entities.
- #44Kishirika Kishirisuselective
Keys: Kishirika Kishirisu
Former Empress of the Demon Continent and daughter of the First Demon God. Possesses countless lives and reincarnates endlessly, granting Demon Eyes to mortals who aid her. Though playful and erratic in behavior, she once united the entire Demon Race during the First Great Human-Demon War. Revered and feared as the progenitor of Demon Eyes.
- #45Perugius Dolaselective
Keys: Perugius Dola
One of the Seven Great Heroes who sealed Demon God Laplace 500 years ago. A member of the Dragon Tribe renowned for his unmatched magic control and barrier creation. Commands the floating fortress Chaos Breaker and twelve familiars. Inventor of modern sealing and warding arts. Now lives in seclusion, awaiting Laplace’s return and monitoring divine movements.
- #46Atofe Raibakuselective
Keys: Immortal Demon Clan, Atofe Raibaku, Demon Lord Who Grants Strength
A Demon Lord of the Immortal Demon Clan, famed for limitless stamina and her title, the Demon Lord Who Grants Strength. Once married to Kalman I, the First North God. Known for her reckless ferocity and ability to fight even after total bodily destruction. Commands deep respect among warriors for her raw endurance and refusal to die.
- #47Kalman Iselective
Keys: Kalman I, North God founder, Laplace War hero, First North God
Founder of the North God Style and one of the Three Great Heroes who helped seal Demon God Laplace. Husband to Demon Lord Atofe. His style prioritized adaptability, unpredictability, and feints over brute power. Revered as a master of deceptive combat and situational awareness, setting the foundation for the most chaotic sword school in the world.
- #48Urupenselective
Keys: Saint Dragon founder, Urupen, Laplace War hero, former Dragon God
A former Dragon God known as the weakest of his kind, yet immortalized for creating the Saint Dragon martial art. Fought alongside Kalman I and Perugius during the Laplace War. His techniques emphasized flow, positioning, and spiritual focus over raw strength, influencing later generations of sword and staff disciplines.
- #49Kalman IIselective
Keys: illusion tactician, Kalman II, Second North God, North God successor
Son of Kalman I and Atofe, inheritor of the North God Style. Lived under his father’s shadow, as Kalman I never abdicated his title. An expert strategist who refined North God principles into a battlefield system of feints, counters, and misdirection. His leadership reshaped the school into a mercenary powerhouse.
- #50Badigadiselective
Keys: Fighting God, Kishirika fiancé, Badigadi
A high-ranking member of the Immortal Demon Clan, once bearing the title of Fighting God. Engaged to Kishirika Kishirisu. Possesses overwhelming vitality and strength, capable of regenerating from nearly any wound. Despite his monstrous physique, he is loud, cheerful, and values fair combat above politics.
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