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The Six Sided World Lorebook

Lorebook
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  • · Chub · lorebooks/cautious_suggestion_9590/the-six-sided-world-lorebook-mushoku-tensei-acd895a9a7a9

Tokens: 0 permanent · Lorebook: up to 157 tokens triggered, 27,892 across all entries · estimated prompt budget 157

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)”

Tagline

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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The Six Sided World Lorebook

473 entries · scan depth 8 · budget 4,200 tokens · recursive scanning off

Revised Six-Faced World reference for Mushoku Tensei RP. Focus on grounded canon, selective triggers, flexible timeline and AU continuity. Some entries are optional and disabled where speculative or plot-specific.

Book settings
  1. #1Asura Currency System

    Keys: asura gold, asura copper, asura coins, asura silver

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Asura Kingdom currency: Asura Gold (approximately 100,000 yen equivalent), Asura Silver (10,000), Asura Large Copper (1,000), and Asura Copper (100). These are comparative purchasing-power approximations, not an Earth exchange market. Prices vary with location, scarcity and circumstance.

  2. #2Millis Currency System

    Keys: millis gold coin, millis silver, millis coins, millis notes, royal note, general note

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Holy Country of Millis currency: Royal Note (roughly 50,000 yen equivalent), General Note (10,000), Millis Gold Coin (5,000), Millis Silver Coin (1,000), Large Copper Coin (100), Small Copper Coin (10). The figures are illustrative comparisons, not universal fixed modern exchange rates.

  3. #3Demon Continent Currency System

    Keys: demon currency, stone coin, demon continent coins, green ore coin, scrap iron, iron coin

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Demon Continent currency: Green Ore/Mineral Coin (approximately 1,000 yen equivalent), Iron Coin (100), Scrap Iron Coin (10), and Stone Coin (1). Pricing reflects harsh supply conditions; comparative values are approximate, not a modern exchange system.

  4. #4Shinsa Currency System

    Keys: begaritt currency, Shinsa

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Begaritt commonly uses Shinsa coins, but barter in food, gear, monster parts and other goods is widespread. Shinsa's exact value in other currencies is not firmly established; merchants may quote different prices depending on danger and scarcity. Do not invent a fixed Shinsa-to-Asura exchange rate.

  5. #5Magic Tool

    Keys: enchanted equipment, magic tool, magic tools

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Magic tools are deliberately manufactured equipment with a carved magic circle. The user supplies mana and ordinarily activates the engraved effect with a chant. They can be reused while sufficient mana remains. They are distinct from magic items, which carry an imbued effect and usually recharge on their own.

  6. #6Magic Item

    Keys: enchanted items, magic items, magic item

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Magic items are objects naturally or artificially imbued with special abilities. A prescribed motion or trigger activates their stored effect. Unlike magic tools, they generally consume their own power rather than the wearer's mana, but have limited uses before recharging. Useful items recovered from labyrinths can be valuable and unpredictable.

  7. #7Magic Wand

    Keys: magic staff, magic wand, spell staff

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  8. #8Arrogant Water Dragon King

    Keys: Arrogant Water Dragon King

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    Arrogant Water Dragon King, also called Aqua Heartia, is Rudeus Greyrat's A-rank staff, given by the Boreas household for his tenth birthday in K417. Made from Elder Treant wood with a powerful blue dragon-related magic stone from Begaritt, it greatly increases the efficiency of Water Magic and improves other elemental magic to a lesser degree. Do not automatically assign it to another protagonist.

  9. #9Devil Spear

    Keys: Superd jet black spear, Devil Spear

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  10. #10Lithograph Stone

    Keys: Orsted communication tool, Lithograph Stone, link stones

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    The Lithograph Stone communication system allows written text on a main stone to appear on linked subordinate stones. Developed by Orsted using ancient magical principles, it is not common public technology. In a K423 campaign, do not give ordinary characters access to this later-established network without explicit AU justification.

  11. #11Enchanted Shoes

    Keys: Fitts equipment, mobility gear, speed boots, Enchanted Shoes

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Enchanted shoes worn by Silent Fitts and Luke provide exceptional movement speed when activated. They are magic equipment rather than proof that every student has superhuman agility.

  12. #12Flame Trapping Cloak

    Keys: Flame Trapping Cloak, thermal cloak, Fitts Gear

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  13. #13Gloves of Overpowering

    Keys: shock-dampening gloves, Gloves of Overpowering

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  14. #14Magical Sunglasses

    Keys: Magical Sunglasses, detection eyewear, Fitts gear

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Silent Fitts wears special sunglasses that conceal the eyes and assist with detecting threats. The eyewear is not an unrestricted all-seeing device.

  15. #15Steel-Cutting Sword

    Keys: Steel Cutting Sword

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  16. #16Snow Melting Furnace

    Keys: Snow Furnace, Snow Melting Furnace

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  17. #17Aphrodisiac

    Keys: Aphrodisiac, Philip Boreas trade, Batirusu tonic, Fittoa brew

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    A rare aphrodisiac manufactured from Batirusu flowers, associated with Asuran noble trade. The formula became scarce after the Fittoa Displacement Incident. Treat as a scarce setting item rather than a mandatory romantic plot device.

  18. #18Demon Eyes

    Keys: Demon Eye

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  19. #19Magic Power Eye

    Keys: Magic Power Eye

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  20. #20Identification Eye

    Keys: Identification Eye

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  21. #21X-Ray Eye

    Keys: X Ray Eye

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  22. #22Clairvoyant Eye

    Keys: Clairvoyant Eye

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  23. #23Foresight Eye

    Keys: Demon Eye, Foresight Eye, Eye of Foresight

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    The Demon Eye of Foresight, possessed by Rudeus, can show a brief interval of possible future movement. Longer glimpses become increasingly difficult to interpret when actions diverge. It requires precise control and does not guarantee victory, predict distant life events, or reveal other people's hidden thoughts.

  24. #24Absorption Eye

    Keys: Absorption Eye

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  25. #25Absolute Void EyeDisabled

    Keys: Absolute Void Eye

    Disabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Some legendary Demon Eyes and rare ocular powers are described in incomplete records. Treat the 'Absolute Void Eye' name and effects as uncertain, not a standard obtainable ability. Do not grant a large-scale barrier eye to characters without campaign-specific evidence.

  26. #26Affection Eye

    Keys: Affection Eye, charm eye

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  27. #27All-Seeing EyeDisabled

    Keys: All-Seeing Eye

    Disabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Accounts of an 'All-Seeing Eye' are inconsistent. Do not assume there exists a universally available eye that detects every hidden object, creature or illusion. If such an ability is introduced, define its limits within that particular continuity.

  28. #28An Exploratory Account of the Teleportation Labyrinth

    Keys: survivor log, Teleport Book, An Exploratory Account of the Teleportation Labyrinth

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  29. #29Wandering the World

    Keys: Bloody Kant, Wandering the World

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  30. #30The Ecology and Weakness of Fittoan Monsters

    Keys: The Ecology and Weakness of Fittoan Monsters

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  31. #31A Textbook of Magic

    Keys: A Textbook of Magic

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  32. #32The Legend of Perugius

    Keys: The Legend of Perugius

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  33. #33The Three Swordsmen and the Labyrinth

    Keys: The Three Swordsmen and the Labyrinth

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  34. #34The Botanical Encyclopedia

    Keys: The Botanical Encyclopedia

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  35. #35Book

    Keys: book collection, written books, scribes, printing press

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Books are valuable in the Six-Faced World. Printing and copying methods vary by region and institution; learned households, guilds and universities maintain collections, while poorer communities may have limited access. Do not assume every text is a unique handwritten artifact or that mass reproduction is impossible.

  36. #36Birthday

    Keys: Birthday

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  37. #37The Boreas Style Greeting

    Keys: Boreas Custom, The Boreas Style Greeting

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  38. #38Talfro Tree

    Keys: Devouring Devil repellent, Talfro Tree, labyrinth flora

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  39. #39Magic Resistant Bricks

    Keys: Magician Guild construction, mana-repelling material, Magic Resistant Bricks

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Certain buildings and defensive works use magic-resistant materials or barrier arrangements. Protection is never automatically invulnerable: effectiveness depends on construction, rank of the spell, and maintenance. Specific resistance ratings for ordinary 'magic resistant bricks' are not universally established.

  40. #40Necklace of Millis

    Keys: Necklace of Millis

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  41. #41Zariff's Prosthetic Arm

    Keys: robot arm, Zaliff’s Prosthesis

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Zariff's Prosthetic Arm (also transcribed Zaliff) is a mana-powered artificial arm developed by Zanoba Shirone and Cliff Grimoire after examining the mysterious automaton found in Rudeus's house. Rudeus names it after its creators after returning from Begaritt. The prosthesis can provide movement and tactile function through mana, but consumes significant power. It does NOT exist as a completed item in the pre-Begaritt K423 academy period. Its origin should not be reassigned to a player character.

  42. #42Sauros Boreas Greyrat

    Keys: Sauros Boreas Greyrat, Fittoa lord

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Sauros Boreas Greyrat was the formidable lord governing the Fittoa Region and Eris's grandfather. Loud, forceful and fiercely protective of his territory, he perished in the political aftermath of the K417 Displacement Incident. In later-era campaigns he is dead unless the user explicitly establishes an AU.

  43. #43Orsted

    Keys: Dragon God Orsted, Orsted

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Dragon God Orsted holds the second place among the Seven Great Powers and is an overwhelmingly powerful warrior and magician. A curse causes most people who encounter him to feel profound terror or hostility; certain individuals are exceptions. His full motives, combat abilities and history are not common knowledge. Do not assert that every technique he knows is God-ranked or narrate his hidden plans to ordinary characters.

  44. #44Kishirika Kishirisu

    Keys: Kishirika Kishirisu

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  45. #45Perugius Dola

    Keys: Perugius Dola

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  46. #46Atofe Raibaku

    Keys: Demon Lord Who Grants Strength, Immortal Demon Clan, Atofe Raibaku

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  47. #47Kalman I

    Keys: North God founder, First North God, Kalman I, Laplace War hero

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Kalman I was the first North God, a legendary swordsman connected to Demon Lord Atofe and the struggle against Laplace. The North God Style values adaptability, deception, movement and situational tactics. Later Kalman names and succession should not be confused with him.

  48. #48Urupen

    Keys: former Dragon God, Urupen, Saint Dragon founder, Laplace War hero

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  49. #49Kalman II

    Keys: North God successor, Kalman II, Second North God, illusion tactician

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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.

  50. #50Badigadi

    Keys: Fighting God, Badigadi, Kishirika fiancé

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    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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