ReZero 🔄
Lorebookfrom ChubAn extremely detailed Re:Zero lorebook, packed with 300 entries and staying perfectly true to the world’s setting!from Chub
- 7 forks on Chub · private forks can't be archived· Chub · lorebooks/shycat4/rezero-10425c664781
Tokens: 1,658 permanent · Lorebook: up to 1,989 tokens triggered, 71,473 across all entries · estimated prompt budget 3,647
Description on Chubfrom Chub
And here it is, a detailed Re:Zero lorebook! Watching this anime, I have to say—it’s an easy 8.5/10 for me, I love it. Even though I’m not usually into anime like this, and it’s one of the first I’ve watched in a while, it’s really good—and I’m not even finished yet (currently only on season 3, lol). Besides that, I had so much fun writing this!
Oh, and I’d love it if you all commented on your favorite animes. I might check them out to see if they’re just as good for me to create a lorebook about, since I really enjoy making lorebooks (˶˃ ᵕ ˂˶)
- Format
- V2
- Project space
- lorebooks
- Rating
- 5.00
- Ratings
- 7
- Stars
- 270
- Favorites
- 41
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 7
- Tokens (upstream)
- 73,150
Last checked on Chub: Created Updated Archived since
- Re Zero
- Anime
- Manga
- shycat4
- rezero
- light novel
- re:zero
No description.
ReZero 🔄
300 entries · scan depth 4 · budget 10,000 tokens · recursive scanning off
Book settings
- #1⚠️⛔READ THIS⛔⚠️
Keys: ™【shycat4】
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
™【shycat4】
- #2═══════[Setting]═══════
Always on · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
This takes place in the setting of Re:Zero, created by Tappei Nagatsuki, illustrated by Shinichirou Otsuka.
Tags: #Action #Adventure #Drama #Fantasy #Mystery #Supernatural #Psychological #Isekai
- #3[☰] World Setting [☰]
Always on · Selective (AND ANY) · Depth 0 · user · Order 10 · 100%
Entry settings
<world_setting> The world of [Re:Zero] is a brutal, flat continent bounded by the Great Waterfall. The overarching atmosphere is one of deceptive fairytale charm masking a terrifying, unforgiving reality. It is an intricately structured, diorama-like setting governed by the cosmic mechanisms of mana and the whims of ancient spirits.
Core World-Building Elements
- Metaphysical Foundation The cosmos and magical rules operate on a deeply systemic basis controlled by Od Lagna, a massive source/entity that acts as the world's governing system.
- Mana & Gates: All living beings possess "Gates" within their bodies that pull mana from the world. Magic is cast by converting this mana.
- The Cycle of Souls: After death, souls return to Od Lagna to be purified and reincarnated.
- The Four Great Nations Instead of sprawling medieval kingdoms, the flat world is strictly portioned into four deeply isolated and culturally distinct global superpowers, divided by unforgiving climates and borders.
- The Dragon Kingdom of Lugunica: The setting for the primary narrative. It operates as a feudal de jure monarchy. It is shaped by a historical pact between its royal family and the Divine Dragon, granting the kingdom stability but suffering from stark wealth gaps. Currently, it is paralyzed by a political succession crisis following the royal family's demise.
- The Sacred Vollachia Empire: An aggressive, militaristic, and meritocratic empire in the south where the strong rule and the weak are discarded.
- The Kararagi City-States: A western civilization heavily inspired by traditional Japanese culture, architecture, and food. It is defined by commerce, smuggling, and less regulated social systems like legalized slavery.
- The Holy Kingdom of Gusteko: A brutal, freezing theocracy in the north where survival depends on magical ore to endure the perpetual, unnatural blizzards.
- Atmospheric Duality: Fairytale vs. Brutality The series deliberately balances the aesthetics of a cozy, whimsical fantasy with oppressive psychological dread.
- Whimsical Facade: Initially, the world features colorful spirits, demi-humans, and a classic "zero to hero" trajectory.
- Existential Terror: The environment is actively hostile to human life. It is stalked by legendary entities—such as the White Whale, capable of erasing anyone it kills from history, and the Great Rabbit, a terrifying, endlessly multiplying horde that devours victims alive.
- World A Flat Diorama: Unlike standard spherical fantasy planets, the inhabited continent is a massive, seemingly flat landmass. The four cardinal edges terminate at the Great Waterfall, an infinite drop into an endless abyss where the world's water and land simply fall off.
A Society in Disguise While the world looks like a magical escapist fantasy on the outside, it is considered "gilded"—meaning it has a deceptively pleasant exterior that masks deep underlying dangers. Beneath the magic and fairy-tale aesthetics lies a harsh society rampant with corruption, extreme prejudice, and social issues like slavery. The world does not care for individuals; It's survival of the fittest.
Inconsistent Technology The setting blends late-Renaissance/Industrial-tier infrastructure (plumbing, mechanical devices, basic firearms) with heavily integrated magical systems. Teleportation, spiritual communication, and magical tools entirely bypass the need for traditional electricity or engines.
The Calamity and History The world is shaped by a cataclysmic historical event from four centuries ago, during which the Witch of Envy nearly destroyed the world. This tragedy left the land plagued by horrifying monsters created by the Witches of Sin.
Currency Denominations
- Copper Coin — Everyday purchases.
- Silver Coin — Standard trade, inns, and common goods.
- Gold Coin — Expensive equipment, luxury goods, and valuable assets.
- Holy Coin — Extremely rare, used for major transactions and exceptional valuables. Approximate Value
- 9 Copper ≈ 1 Silver.
- 10 Silver ≈ 1 Gold.
- Holy Coins are worth vastly more than Gold Coins and are rarely used. </world_setting>
- #4[☰] Writing Style [☰]
Always on · Selective (AND ANY) · Depth 0 · user · Order 10 · 100%
Entry settings
<writing_style+> <tappei.nagatsuki.writing_style> Author Tappei Nagatsuki’s writing style in the Re:Zero light novels and web novels is characterized by meticulous detail, deep psychological introspection, and a deconstruction of the "isekai" (transported to another world) genre. It blends visceral horror with heavy melodrama to explore profound character growth.
A detailed breakdown of the writing style involves the following key elements:
-
Hyper-Descriptive & Visceral Pacing Sensory Details: Nagatsuki uses extensive, explicit descriptions of a scene, paying close attention to character movements, physical environments, and the immediate atmosphere. Tactile Horror: Death and pain are never glossed over; deaths are described in agonizing, visceral detail to emphasize the trauma of the time loops. Pacing Shifts: The original web novel contains lengthy exposition and dialogue. While it can be dialogue-heavy, the official light novel adaptations tighten this pacing by trimming fluff and focusing on the core narrative.
-
Deep Psychological Introspection Deconstructive Character Studies: Characters are not idealized archetypes. The writing heavily focuses on their psychological flaws, traumas, and loneliness. Subaru, for instance, begins as a selfish otaku, and the narrative forces him to face his own shortcomings.
-
Thematic Melodrama & "Show, Don't Just Tell" Confrontational Themes: The writing is unapologetically melodramatic. Rather than relying on subtlety, the narrative will deeply analyze and almost "scream" its thematic messages about facing reality and self-love directly into the prose. Suffering as a Catalyst: The style is famous for putting characters through agonizing suffering. However, Nagatsuki uses this suffering strictly as a tool for profound character growth rather than cruelty for its own sake.
-
Influences and Inspiration Nagatsuki’s style is heavily influenced by fantasy and light novel classics. His thematic focus on perseverance mirrors classic manga tropes, forcing his protagonists to endure severe trials to earn the right to stand as heroes. </tappei.nagatsuki.writing_style> </writing_style+>
-
- #5[☰] Naming [☰]
Always on · Selective (AND ANY) · Depth 4 · system · Order 10 · 100%
Entry settings
Overview Names in Re:Zero vary by culture, status, and region, but generally favor European-inspired, fantasy, and celestial naming conventions. They are typically short, memorable, and easy to pronounce.Commoners Simple, short names with one or two syllables.
Examples
- Felt
- Rom
- Elsa
- Otto
- Mimi
Example Style
- Keit
- Brann
- Lutz
- Mira
- Grett
Nobility Given names paired with noble family names. Formal titles and house names are common.
Examples
- Reinhard van Astrea
- Julius Juukulius
- Crusch Karsten
- Roswaal L. Mathers
Example Style
- Aethel van Vesta
- Cedric von Alder
- Emilia Valcrest
- Leonhart van Rheda
Mystical Soft, elegant names with flowing vowels, often ending in "-a", "-ia", or "-na".
Examples
- Satella
- Echidna
- Carmilla
- Minerva
Example Style
- Lyra
- Seraphia
- Vaelna
- Oriana
Celestial Names derived from stars, constellations, or astronomical bodies.
Examples
- Regulus
- Sirius
- Betelgeuse
- Aldebaran
Example Style
- Antares
- Vega
- Altair
- Bellatrix
- #6[☰] Combat [☰]
Keys: Knockdown Exchange, Lunged, Wrestling, Forward Pressure, Physical Collision, Relentless Offense, Battling, Close Combat Burst, Clashing, Rib Breaking Impact, Grapple, Dodging, Smacked, Unarmed Exchange, Exchange of Blows, Charged, Crash, Reckless Charge, Slam, Feint, Punch, Speed Clash, Retaliation, Cut, Melee, Slammed, Clash, Wear Down Tactics, Retaliate, Attacked, Takedown, Spar, Flurry Of Blows, Sword Combat, Physical Altercation, Reflex Exchange, Engage, Collide, Sword Fight, Duelled, Jabbing, Trading Blows, Close Contact Fighting, Slash, Block, Beating, Assaulted, Sharp Hit, Heavy Blows, Combat, Brawl, Take-down, Backstep Defense, Run Up, Assaulting, Direct Confrontation, Assault, Bone Crushing Blows, Sustained Assault, Impact, Barrage Assault, Guard Break, Clashed, Feint And Counter, Crush, Headbutt, Impact Trading, Grappling, Strike, Joint Targeting, Physical Breakthrough, Zone Control, Close Quarters Combat, Crushed, Wrestle, Fighting, Collision, Brawling, Fight, Hitting, Attack, Exchange, Beat Up, Skirmish, Precision Strikes, Bite, Melee Exchange, Trade Blows, Barehanded Combat, Snap, Crushing, Rush, Slice, Calculated Strike, Struck, Cutting, Limb Damage, Violent Exchange, Gore, Collision Course, Sudden Rush, Sliced, Skirmishing, Lunge, Slamming, Body Blows, Close-Range Clash, Violent Confrontation, Barrage, Ambushed, Blocked, Knockout Attempt, Counterpressure, Blow Trading, Duel, Strength Clash, Close-Quarters Combat, Impact Frame, Physical Engagement, Blows, Slicing, Countered, Biting, Boxing, Blow, Blunt Force Combat, Hand-to-Hand, Trade Hits, Sparring, Rushdown, Hit, Kick, Rapid Impact, Smacking, Sparred, Swung, Ambush, Counterstriking, Engaged, Smack, Fighter, Action, Crack, Blitz, Striking Exchange, Suppression Fighting, Fighting Stance, Close-Quarters, Striking, Sneak Attack, Engagement, Counter, Bait And Punish, Dueling, Charge, Sparing, Fighting Style, Scuffling, Street Fighting
Enabled · Selective (AND ANY) · Depth 4 · system · Order 10 · 100%
Entry settings
<combat_style> Overview Combat is fast, lethal, and unforgiving. Battles prioritize survival over spectacle, with combatants exploiting every opening to kill or permanently disable their opponent. Victory comes through superior skill, strategy, endurance, or overwhelming force rather than honor.
Lethality Combatants show little hesitation in targeting vital areas or disabling limbs. Wounds are severe, often resulting in broken bones, deep lacerations, crushed organs, dismemberment, or fatal injuries. Even heavily wounded fighters may continue fighting until physically incapable.
Pacing Combat ranges from explosive, high-speed exchanges to prolonged battles of endurance. Powerful fighters may move faster than ordinary people can perceive, while evenly matched opponents engage in calculated exchanges that gradually wear each other down.
Sensory Detail Battles emphasize physical impact through vivid descriptions of movement, force, sound, pain, blood, environmental destruction, and shifting atmospheric pressure. Every strike carries visible and tangible consequences.
Tactics Combatants constantly analyze opponents, exploit weaknesses, adapt to changing conditions, and capitalize on brief openings. Intelligence, preparation, and experience are often as decisive as raw strength.
Psychology Fear, desperation, determination, and instinct heavily influence combat. Internal thoughts, emotional conflict, and split-second decisions frequently shape the outcome of a battle.
Consequences Violence leaves lasting physical, emotional, and environmental damage. Injuries, exhaustion, trauma, and collateral destruction continue to affect characters long after the battle has ended. </combat_style>
- #7═══════[World]═══════
Keys: Location, Sea, Born In, Province, Coast, Marsh, Desert, Neighboring, Empire, Kingdoms, Located In, Ocean, Valley, Geographic Location, Republic, Forest, Situated At, Across the Sea, World, Lake, Country, Native To, Geography, Across the Continent, Region, Originates From, Swamp, Area, Kingdom, Bordering, Locale, Expedition, Principalities, Domains, Homeland, Plains, Capital City, Duchy, Duchies, Lives In, Valleys, Jungle, Lakes, Provinces, Settlement, Landmark, Peninsula, Realm, Grasslands, Island, Geographic Region, Countries, Locality, Landmarks, Continent, State, Islands, Situated In, Explore, Nations, Regions, Empires, Place, Located At, Places, Realms, Rivers, Republics, Civilization, Domain, River, Nation, Locations, Travel To, Mountain, Mountains, Principality, Areas, Journey To, Geographical Location, Continents, Coastline, Forests, Archipelago, Territories, Territory, Resides In, Dungeon, States
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Definition The World is a flat, self-contained realm where the events of Re:Zero take place. It possesses physical laws broadly similar to Earth while operating under a pervasive system of mana and magic.Geography Unlike Earth, the world is not spherical but resembles a vast flat continent surrounded on every side by the Great Waterfall, whose endless waters plunge into an unknown abyss regarded as the world's end. The world experiences a normal day and night cycle, four seasons, and a twenty-four-hour day, though it follows a geocentric (Ptolemaic) celestial model rather than a heliocentric one.
History Much of the world's original geography was lost approximately four hundred years ago during the Great Calamity caused by the Witch of Envy, who destroyed roughly half of the world. The present continent and its nations occupy only the surviving portion of that ancient world.
Mana A vast reservoir of mana exists beneath the world itself, serving as the foundation of magical phenomena. Areas with high concentrations of mana greatly influence both the environment and the effectiveness of magic.
Environment The continent contains an extraordinary variety of climates and ecosystems, including forests, deserts, jungles, mountains, glaciers, rivers, lakes, swamps, volcanic regions, and barren wastelands. Many of these environments are inhabited by dangerous Witchbeasts, powerful spirits, or other supernatural lifeforms.
Civilization Most intelligent races live throughout the continent in kingdoms, cities, villages, and independent settlements. Human and Demi-Human civilizations coexist across the world, though their relationships and cultures differ greatly between nations.
Four Great Nations The continent is politically dominated by four major powers:
- Dragon Kingdom of Lugunica
- Sacred Vollachian Empire
- Kararagi City-States
- Holy Kingdom of Gusteko
Each nation possesses its own government, culture, religion, laws, military traditions, and treatment of different races.
Other Nations Numerous kingdoms and civilizations have existed throughout history. Some were absorbed into larger powers, while others were destroyed during wars, calamities, or by Witchbeasts.
The Great Calamity The world was once twice its current size. About 400 years ago, the Witch of Envy devoured or destroyed half of the world during a massive disaster before she was sealed.
Resources The world contains abundant natural resources alongside magical materials such as Magic Ore and ancient artifacts known as Meteors, relics of a lost civilization whose technology remains poorly understood.
- #8[«»] World History [«»]
Keys: History, Legends, Mythology, Occurred Four Hundred Years Ago, Pre-Calamity Era, Before the Great Calamity, Historical Event, Historical Epoch, World Events, Historical Age, During the Great Calamity, Historical Events, Four Hundred Years, 400 Years, Ancient Legends, Ancient Records, Great Calamity, Modern History, World Timeline, Historical Era, Recorded Past, Historical Chronicle, Chronology, Historical Period, Ancient History, Post-Calamity Era, Timeline, After the Great Calamity, Historical Timeline, Recorded History, Throughout History, Modern Era, Ancient Kingdoms, Lost History, World Chronology, World History, Historical Record, Historical Records, Historical Documents, Ancient Civilization, Recorded in History, Past
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Overview The history of Re:Zero is traditionally divided into three major eras: the Pre-Calamity Era, the Great Calamity, and the Modern Era. Much of the world's ancient history was lost after the Great Calamity, leaving many events preserved only through myths, legends, and fragmented records.<pre_calamity_era> Overview An age of powerful magic, legendary heroes, spirits, and ancient civilizations that existed before the world was devastated four hundred years ago.
Major Events
- The world develops around Od Lagna, the source of souls, mana, and Divine Blessings.
- Great Spirits and other legendary beings become integral to the world's balance.
- Powerful individuals later remembered as the Witches of Sin appear throughout history.
- Numerous kingdoms and civilizations flourish across the ancient world. </pre_calamity_era>
<great_calamity> Overview Approximately four hundred years ago, the Witch of Envy brought about the greatest disaster in recorded history, permanently reshaping both the world and civilization.
Major Events
- Satella awakens as the Witch of Envy.
- Half of the world is destroyed or consumed.
- The other Witches of Sin perish.
- The Divine Dragon Volcanica, the Sword Saint Reid Astrea, and the Sage Flugel unite against Satella.
- Unable to kill her, they successfully seal the Witch of Envy.
- Survivors rebuild upon the remaining half of the world. </great_calamity>
<post_calamity_era> Overview Following the Great Calamity, civilization gradually rebuilds into the modern political landscape.
Major Events
- The Four Great Nations emerge as the dominant world powers.
- Lugunica forms its covenant with the Divine Dragon.
- Vollachia develops into a militaristic empire.
- Kararagi grows through commerce and independent city-states.
- Gusteko becomes a theocratic kingdom devoted to spirits.
- The Witch Cult rises as a major threat throughout the continent.
- The Demi-Human War leaves lasting racial tensions within Lugunica.
- The White Whale claims countless lives, including Theresia van Astrea. </post_calamity_era>
<modern_era> Overview The present era is defined by political instability, the resurgence of ancient threats, and the beginning of the Royal Selection.
Major Events
- The Lugunican royal family dies from a mysterious illness.
- The Council of Elders assumes temporary control of the kingdom.
- The Dragon Tablet initiates the Royal Selection.
- Subaru Natsuki is summoned from another world, beginning the events of the main story. </modern_era>
- #9[›] Great Calamity
Keys: Satella was Sealed, Three Heroes, World Calamity, Occurred Four Hundred Years Ago, Before the Great Calamity, Half of the World was Destroyed, Daisaiyaku, The Great Calamity, Ancient Calamity, Greatest Catastrophe in History, During the Great Calamity, Historic Calamity, Great Disaster, 大災厄, Witch of Envy was Sealed, Alliance of the Three Heroes, Greatest Disaster in History, Great Calamity, Four Hundred Year Calamity, After the Great Calamity, Greatest Disaster in Recorded History, Sealed Beyond the Augria Sand Dunes, Half of the World was Consumed, Calamity, Four Hundred Years Ago, Great Catastrophe, Great Catastrophe of History
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<great_calamity> Definition The Great Calamity was the greatest catastrophe in recorded history, occurring approximately four hundred years before the main story. During the disaster, the Witch of Envy devastated the world, resulting in the destruction of roughly half of its landmass and permanently reshaping civilization.
Background Before the Calamity, Satella traveled alongside several legendary figures, including Flugel, Reid Astrea, Volcanica, Echidna, Alec Hoshin, and Farsale Lugunica. At some point, Satella became host to the Witch Factor of Envy, eventually giving rise to the Witch of Envy after losing control of its influence.
The Calamity The Witch of Envy unleashed an unprecedented rampage, consuming half of the world and bringing countless civilizations to ruin. During this period, the other Witches of Sin perished, though the exact circumstances surrounding each of their deaths remain largely unknown.
Alliance of the Three Heroes To stop the destruction, the Sage Flugel, the first Sword Saint Reid Astrea, and the Divine Dragon Volcanica formed an alliance. Despite their combined strength, Satella's immortality made her impossible to kill.
Sealing of the Witch Unable to destroy the Witch of Envy, the Three Heroes instead sealed her beyond the Augria Sand Dunes using Evil Sealing Stones. The location later became protected by the Pleiades Watchtower, constructed to watch over the seal.
Aftermath The Great Calamity permanently altered the world's geography, politics, and history. Half of the world's civilizations vanished, much of the ancient era was lost, and surviving populations rebuilt across the remaining continent.
Legacy The Witch of Envy became one of history's most feared figures, with numerous later disasters, witchbeasts, and tragedies being falsely or correctly attributed to her. Fear of the Witch influenced politics, religion, racial prejudice, and eventually contributed to the rise of the Witch Cult.
Consequences
- Half of the world was destroyed.
- Satella was sealed rather than killed.
- Much of ancient history was lost.
- The Pleiades Watchtower was established.
- The Witch Cult eventually emerged.
- The modern world developed in the Calamity's aftermath. </great_calamity>
- #10[›] Great Disaster
Keys: Undead Disaster, Great Disaster of Vollachia, The Great Disaster, Undead Catastrophe, Undead Crisis, Arc 8 Great Disaster, Vollachian Great Disaster, Vollachia Disaster, Vollachia Undead Disaster, Vollachian Disaster, Great Disaster, Taisai, 大災, Undead War
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<great_disaster> Definition The Great Disaster was a large-scale catastrophe that occurred within the Sacred Vollachia Empire approximately one year after Natsuki Subaru's arrival. Orchestrated by the Witch Sphinx, the disaster saw the dead of the Empire resurrected as an immense undead army, plunging the nation into widespread chaos and warfare.
Background The Great Disaster was preceded by the Imperial Civil War and the Battle for the Imperial Capital, where competing factions fought for control of the Vollachian throne. Following the battle, Sphinx enacted her plan by raising the Empire's dead, transforming the conflict into a struggle for the survival of the nation.
The Disaster Using powerful necromancy, Sphinx resurrected countless deceased citizens and soldiers as undead. The undead forces spread across the Empire, overwhelming settlements and military forces while threatening the complete collapse of Vollachia.
Allied Forces To stop the catastrophe, Vincent Vollachia united the Imperial Army with numerous allies, including the Pleiades Battalion, forces from the Kingdom of Lugunica, the Kararagi City-States, and several independent warriors.
Conquest of the Undead Capital The decisive battle took place during the liberation of the Imperial Capital, where the allied forces confronted Sphinx and her undead army in an effort to reclaim Lupugana and end the disaster.
Resolution The Great Disaster ended after Natsuki Subaru and Spica used the Authority of Gluttony against Sphinx, causing the collapse of her necromantic control and the destruction of the undead army.
Legacy The Great Disaster became one of the largest conflicts of the modern era, resulting in immense military and civilian casualties while reshaping the political future of the Vollachian Empire.
Consequences
- Countless undead were destroyed.
- Sphinx's undead army collapsed.
- The Imperial Capital was reclaimed.
- The Imperial Civil War came to an end.
- Vollachia emerged heavily devastated by the conflict. </great_disaster>
- #11⚲────↓Kingdom Locations↓────⚲
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
- #12[🏰] Dragon Kingdom of Lugunica [🏰]
Keys: Lugunican Kingdom, Lugnica, Lugunican Nation, Lugunica, Eastern Kingdom, Lugunica Kingdom, Kingdom of the Dragon, Kingdom of Lugunica, Lugunika, ルグニカ王国, Dragon Kingdom, Ruginika, Eastern Nation, Dragon Kingdom of Lugunica, Kingdom Protected by the Divine Dragon, Lugunican Realm, Lion Kingdom of Lugunica, Lion Kingdom, Lugunican State
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<dragon_kingdom_of_lugunica> Definition The Dragon Kingdom of Lugunica, commonly called the Kingdom of Lugunica, is the easternmost of the Four Great Nations. It is a large, culturally diverse monarchy protected through an ancient covenant with the Divine Dragon Volcanica.
Former Name Before forming its covenant with the Divine Dragon, Lugunica was known as the Lion Kingdom.
Population Lugunica has an estimated population of approximately fifty million people. Humans form the majority, while Demi-Humans, Elves, Half-Elves, Spirits, and numerous other races live throughout the kingdom.
Geography Lugunica borders the Holy Kingdom of Gusteko to the north, the Sacred Vollachian Empire to the south, and the Kararagi City-States to the west. Its large territory contains temperate forests, mountains, plains, rivers, wetlands, deserts, agricultural regions, and areas heavily influenced by mana or Witchbeasts.
The kingdom is regionally divided into northern, eastern, southern, and western territories. These regions are governed through noble domains, cities, towns, villages, and local administrations.
Government Lugunica is a hereditary feudal monarchy traditionally ruled by the Lugunican Royal Family. Political administration relies heavily on the nobility, regional lords, ancient institutions, and the Council of Wise Men.
Following the death of every known member of the royal family, the Council of Wise Men assumed temporary control under martial law. The kingdom now awaits the conclusion of the Royal Selection, during which one of five candidates will become monarch and renew the covenant with the Divine Dragon.
Royal Selection Five women recognized by Dragon Insignias compete to become Lugunica's next ruler and Dragon Maiden. The chosen monarch is expected to restore stable royal leadership and perform the Dragon Ceremony required to renew the ancient covenant.
Dragon Covenant The Lugunican royal family formed a covenant with the Divine Dragon Volcanica approximately four hundred years ago. Under this agreement, Volcanica protects the kingdom from existential external threats and invasions.
The covenant became the foundation of Lugunica's national identity, religion, political legitimacy, and long-term security. However, generations of dependence upon the Divine Dragon have weakened the kingdom's willingness to rely upon its own military strength.
Dragon History Stone The Dragon History Stone is a prophetic artifact used by the government to anticipate major disasters and guide national decisions. Its predictions are treated with great authority, although not every warning is necessarily delivered clearly or acted upon successfully.
Society Lugunican society resembles a rigid feudal hierarchy. Nobles possess extensive wealth, political authority, land, and social privileges, while commoners have limited opportunities for upward mobility.
The kingdom contains prosperous cities and developed infrastructure, but wealth is distributed unevenly. Rural communities, laborers, the urban poor, and inhabitants of neglected territories may experience poverty, famine, exploitation, or limited protection from the government.
Adulthood Fifteen is considered the legal age of adulthood. At this age, individuals may formally enter the workforce and are permitted adult privileges such as drinking and smoking.
Slavery Slavery is officially illegal in Lugunica. Servants and laborers are legally expected to be treated as employees and compensated for their work.
Racial Relations Lugunica has a long history of hostility between Humans and Demi-Humans. Demi-Humans were subjected to severe discrimination, political exclusion, and violent oppression, eventually contributing to the Demi-Human War.
Although legal and social conditions improved following the war, prejudice remains widespread. Elves and Half-Elves face especially severe hostility because of their resemblance to the Witch of Envy.
Demi-Human populations are common in eastern, mountainous, rural, and industrial regions, though sizable minority communities also live within major cities.
Culture Lugunica draws heavily upon medieval European-style aristocracy, knighthood, guilds, noble houses, fortified cities, and hereditary political authority. Dragon imagery appears throughout its architecture, institutions, currency, ceremonies, and religious traditions.
The Sage Flugel, the first Sword Saint Reid Astrea, and the Divine Dragon Volcanica are revered as legendary figures associated with the salvation and foundation of the modern kingdom.
Religion The Divine Dragon is worshiped as Lugunica's national guardian and deity. Faith in the Dragon is deeply embedded within everyday culture and is rarely questioned by native citizens.
The Divine Dragon Church operates separately from the royal government and focuses primarily on the spiritual and practical well-being of ordinary citizens.
Magic Lugunica possesses the most institutionally advanced magical culture among the Four Great Nations. Magic is commonly studied, taught, and used throughout the country rather than being treated as an exceptionally rare talent.
The Royal Magic Research Institute studies and develops magical theory, while the Royal Treatment Center trains practitioners of healing magic. These institutions provide Lugunica with comparatively advanced magical medicine and healthcare.
Color Titles The kingdom grants Color Titles to the greatest living mage of each of the six magical elements.
The recognized titles are:
- Red for Fire
- Blue for Water
- Green for Wind
- Yellow for Earth
- Black for Yin
- White for Yang
A mage may possess multiple Color Titles if they demonstrate unmatched mastery over several elements.
Economy Lugunica maintains a large agricultural, commercial, mining, crafting, and magical manufacturing economy. Its population is supported through farming, livestock, trade, magic ore extraction, urban craftsmanship, and the production of magicreation tools.
Despite its resources, the kingdom has recently suffered from famine, economic instability, wealth inequality, and declining confidence in national leadership.
Currency Lugunican currency uses four primary coin denominations:
- Copper Coins depicting the Royal Castle
- Silver Coins depicting the Sage
- Gold Coins depicting the first Sword Saint
- Holy Gold Coins depicting the Divine Dragon
Infrastructure Major Lugunican cities possess paved roads, fountains, stone architecture, trade districts, waterworks, communication devices, and magic-powered technology. Development is most advanced within important cities and noble territories, while isolated rural regions may remain comparatively poor.
Military The Royal Army serves as Lugunica's national military and is supported by provincial forces controlled by regional lords. The kingdom also employs knights, mages, magical artillery, specialized weapons, and other magically assisted military resources.
Lugunica's greatest military asset is the Sword Saint, Reinhard van Astrea. The kingdom is also theoretically protected by Volcanica, though the Divine Dragon only intervenes against threats covered by the covenant and cannot be freely used for conquest.
Political Weaknesses Lugunica's vast territory, rigid nobility, dependence on ancient institutions, and reliance upon the Divine Dragon make coordinated reform difficult. The extinction of the royal family has further intensified instability, factional rivalry, economic hardship, and public desperation for new leadership.
Modern Conditions Contemporary Lugunica remains largely peaceful and economically functional, but it faces racial tension, political uncertainty, religious extremism, Witch Cult terrorism, inequality, and declining trust in its provisional government.
Major Cities The Five Great Cities form the principal urban centers of Lugunica:
- Royal Capital of Lugunica
- Watergate City of Priestella
- Commercial City of Picoutatte
- Industrial City of Costuul
- Earth Dragon Capital of Flanders
- Mining City of Ganacks
The Royal Capital stands at the center of this urban network and serves as the kingdom's political heart.
Royal Capital The Royal Capital of Lugunica is the traditional seat of the royal family and current headquarters of the provisional government. It is divided by social class into the Royal Castle grounds, Noble District, Commercial District, Commoner District, and slums.
Priestella Priestella is a lake-built city famous for its waterways, tourism, commerce, and proximity to Kararagi. The city is divided into four avenues and governed by the Priestellan Council of Ten.
Picoutatte Picoutatte is Lugunica's primary southern trading city and an important commercial link with the Vollachian Empire. Its districts possess distinct rules, industries, and cultural features.
Costuul Costuul is a major industrial center with a large Demi-Human population. It is especially known for producing magicreation tools and represents one of the kingdom's most modern urban economies.
Flanders Flanders is famous for raising and utilizing Earth Dragons. Its dragon-based industries use the animals for transportation, engineering, canals, bridges, and heavy labor.
Ganacks Ganacks is a northeastern mining city near the Gina Mountain Range and Elior Forest. It is known for mineral extraction, entertainment, crystal lighting, and a dangerous criminal underworld.
Notable Regions Major regions within Lugunica include the Lifaus Plains, Elior Forest, Gina Mountain Range, Hyclara Plateau, Aihiya Swamp, Augria Sand Dunes, Kremaldy Forest, and Black Serpent Contamination Zone.
Important Locations
- Pleiades Watchtower
- Evil Sealing Stone Shrine
- Sanctuary
- Lifaus Highway
- Astrea Domain
- Mathers Domain
- Barielle Domain
- Karsten Domain
- Former Oni Village
National Characteristics
- Feudal monarchy governed through nobles and ancient institutions.
- Protected by a covenant with the Divine Dragon.
- Most magically advanced of the Four Great Nations.
- Home to a vast and racially diverse population.
- Possesses severe economic and social inequality.
- Maintains a long history of discrimination against Demi-Humans.
- Currently governed provisionally during the Royal Selection. </dragon_kingdom_of_lugunica>
- #13[⤹] Dragon Kingdom of Lugunica (Lite) [⤸]
Keys: Lugunican Kingdom, Lugnica, Lugunican Nation, Lugunica, Eastern Kingdom, Lugunica Kingdom, Kingdom of the Dragon, Kingdom of Lugunica, Lugunika, ルグニカ王国, Dragon Kingdom, Ruginika, Eastern Nation, Dragon Kingdom of Lugunica, Kingdom Protected by the Divine Dragon, Lugunican Realm, Lion Kingdom of Lugunica, Lion Kingdom, Lugunican State
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<dragon_kingdom_of_lugunica> Definition The Dragon Kingdom of Lugunica, commonly called Lugunica, is the easternmost of the Four Great Nations. It is a feudal monarchy protected by an ancient covenant with the Divine Dragon Volcanica and serves as the primary setting of Re:Zero.
Former Name Before its covenant with Volcanica, Lugunica was known as the Lion Kingdom.
Population Approximately fifty million people inhabit the kingdom, including Humans, Demi-Humans, Elves, Half-Elves, Spirits, and many other races.
Geography Lugunica borders Gusteko to the north, Vollachia to the south, and Kararagi to the west. Its territory contains forests, plains, mountains, rivers, wetlands, deserts, and numerous regions influenced by mana and Witchbeasts.
Government Lugunica is a hereditary feudal monarchy supported by noble houses, regional lords, and the Council of Wise Men. Following the extinction of the royal family, the Council assumed temporary control until the Royal Selection chooses a new monarch.
Royal Selection Five women chosen by Dragon Insignias compete to become the next ruler and renew Lugunica's covenant with the Divine Dragon.
Dragon Covenant Formed roughly four hundred years ago, the covenant with Volcanica protects Lugunica from major external threats and became the foundation of its political legitimacy, religion, and national identity.
Society Society follows a rigid feudal hierarchy where nobles hold most wealth, land, and authority. Although slavery is illegal, social mobility is limited and wealth remains unevenly distributed.
Racial Relations Lugunica has a long history of discrimination against Demi-Humans, particularly Elves and Half-Elves due to their resemblance to the Witch of Envy. While conditions improved after the Demi-Human War, prejudice remains widespread.
Culture Lugunica draws heavily from medieval European kingdoms, emphasizing knighthood, noble houses, guilds, castles, and dragon symbolism. Flugel, Reid Astrea, and Volcanica are honored as legendary heroes.
Religion The Divine Dragon is revered as Lugunica's guardian deity. The Divine Dragon Church oversees much of the kingdom's religious life.
Magic Lugunica possesses one of the world's most advanced magical institutions, supporting magical education, research, healing, and the Color Titles awarded to the greatest mages of each elemental affinity.
Economy The kingdom's economy is supported by agriculture, trade, mining, craftsmanship, magic ore, and magicreation technology, though recent political instability has weakened economic confidence.
Currency The kingdom uses Copper, Silver, Gold, and Holy Gold Coins.
Military Lugunica's military consists of the Royal Army, regional forces, knights, mages, and magical weaponry. Reinhard van Astrea serves as its greatest military asset, while Volcanica remains its ultimate protector under the Dragon Covenant.
Modern Conditions Despite remaining one of the world's strongest nations, Lugunica faces political instability, racial conflict, Witch Cult activity, economic inequality, and uncertainty caused by the Royal Selection.
Major Cities
- Royal Capital
- Priestella
- Picoutatte
- Costuul
- Flanders
- Ganacks
Notable Regions
- Lifaus Plains
- Elior Forest
- Gina Mountain Range
- Hyclara Plateau
- Augria Sand Dunes
- Black Serpent Contamination Zone
Important Locations
- Pleiades Watchtower
- Evil Sealing Stone Shrine
- Sanctuary
National Characteristics
- Feudal monarchy.
- Protected by the Divine Dragon.
- Highly developed magical institutions.
- Multiracial population.
- Long history of Demi-Human discrimination.
- Currently governed during the Royal Selection. </dragon_kingdom_of_lugunica>
- #14[›] Lugunica Government
Keys: Dragon Kingdom Government, Lugunican Royal Administration, Lugunica Government, Lugunican Government, Government of Lugunica, Lugunican Central Government, Royal Government of Lugunica, Dragon Kingdom Administration, Kingdom Government, Lugunican State, Lugunican Administration, Lugunican Crown Government, Lugunican Governing Authority
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<lugunica_government> Government Lugunica is governed through an ancient covenant with the Divine Dragon Volcanica, from which it derives the title Dragon Kingdom. The Dragon History Stone guides the kingdom by revealing prophecies and forewarning major disasters.
Following the extinction of the royal family, the Council of Wise Men assumed temporary rule until the Royal Selection chooses a new monarch. The selected Dragon Maiden will renew the covenant through the Dragon Ceremony.
Magic Lugunica possesses the world's most advanced magical institutions. Magic is widely practiced throughout society and plays an important role in education, medicine, research, and daily life.
The Royal Magic Research Institute develops magical theory, while the Royal Treatment Center trains healing mages and advances magical healthcare.
Color Titles Color Titles are awarded to the greatest living mage of each elemental affinity:
- Red (Fire)
- Blue (Water)
- Green (Wind)
- Yellow (Earth)
- Black (Yin)
- White (Yang)
A single mage may hold multiple Color Titles if they achieve unrivaled mastery over more than one element. </lugunica_government>
- #15[›] Lugunica Religion
Keys: Lugunica Religion, Dragon Religion, National Religion of Lugunica, Dragon Worship, Divine Dragon Faith, Volcanica Worship, Religion of Lugunica, State Religion of Lugunica, Divine Dragon Religion, Lugunican Religious Tradition, Lugunican Religious Beliefs, Lugunican Religion, Faith of the Divine Dragon, Lugunican Faith, Dragon Faith
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<lugunica_religion> Overview The Divine Dragon Volcanica is worshipped as Lugunica's national guardian and patron deity. Faith in the Dragon is deeply woven into the kingdom's culture, traditions, and national identity through the ancient covenant with the royal family.
Divine Dragon Church The Divine Dragon Church oversees the kingdom's religious affairs and serves the spiritual and practical needs of its citizens. To preserve its neutrality, the Church remains largely separate from the royal government and national politics.
Beliefs Faith in the Divine Dragon is nearly universal throughout Lugunica. Dragon symbolism is widespread in architecture, ceremonies, institutions, and everyday life, and most native citizens rarely question the Dragon's authority or the covenant.
Revered Figures The Sage Flugel and the first Sword Saint Reid Astrea are honored as legendary heroes whose contributions to the kingdom are remembered through history, monuments, and even the nation's currency. </lugunica_religion>
- #16[›] Lugunica Economy
Keys: Trade Routes, Lugunica Economy, Lugunican Industry, Economic Recovery, Economy of Lugunica, Mana Stone Trade, Kingdom Economy, Magic Ore Mining, Economic Decline, Lugunican Industries, Lugunican Market, Lugunican Economic System, Regional Commerce, Lugunican Trade Economy, Lugunican Commerce, Lugunican Trade Network, Dragon Kingdom Economy, Magicreation Industry, National Economy of Lugunica, Lugunican Economy, Lugunican Trade, Lugunican Markets, Famine, Resource Prices
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<lugunica_economy> Overview Lugunica maintains a large economy supported by agriculture, trade, mining, craftsmanship, construction, and magical industries. Its developed infrastructure and abundant natural resources make it one of the world's most prosperous nations.
Industries Major industries include farming, livestock, stoneworking, architecture, magic ore mining, magicreation technology, and regional commerce. Advanced roads, fountains, canals, and urban engineering support trade throughout the kingdom.
Economy Prices fluctuate based on the availability of important resources such as iron and mana stones. In recent years, Lugunica has suffered economic decline due to famine and political instability, leaving many citizens in hardship despite ongoing recovery. </lugunica_economy>
- #17[›] Lugunica Currency
Keys: Lugunican Currency, Dragon Kingdom Coinage, Divine Dragon Volcanica, National Currency of Lugunica, Holy Gold Coin, Dragon Kingdom Currency, Gold Coin, Lugunican Coinage, Silver Coin, Sage Flugel, Currency of Lugunica, Reid Astrea, Lugunican Coin, Lugunican Money, Lugunican Currency System, Royal Coinage, Lugunican Economy, Kingdom Currency, Lugunican Coins, Royal Castle, Copper Coin, Lugunica Currency
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Definition The Kingdom of Lugunica uses a metallic coin-based currency.Denominations
- Copper Coin — Everyday purchases.
- Silver Coin — Standard trade, inns, and common goods.
- Gold Coin — Expensive equipment, luxury goods, and valuable assets.
- Holy Coin — Extremely rare, used for major transactions and exceptional valuables.
Coin Designs
- Copper — Royal Castle.
- Silver — The Sage.
- Gold — The First Sword Saint.
- Holy Coin — Holy Dragon.
Approximate Value
- 9 Copper ≈ 1 Silver.
- 10 Silver ≈ 1 Gold.
- Holy Coins are worth vastly more than Gold Coins and are rarely used.
- #18[›] Lugunica Military
Keys: Royal Army of Lugunica, Lugunica Army, Lugunican Military Forces, Lugunican Military, Royal Army, Lugunican Army, Kingdom Army, Lugunican Royal Army, Military of Lugunica, Lugunican Defense Forces, Dragon Kingdom Military, Lugunica Armed Forces, Lugunica Military, Lugunican Armed Forces, National Army of Lugunica, Lugunican War Forces
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<lugunica_military> Military Lugunica's armed forces consist of the Royal Army, led by Marcos Gildark, and numerous provincial armies maintained by regional lords to defend the kingdom's borders.
Capabilities The kingdom fields knights, mages, magical artillery, Night Banishers, and other specialized military forces. Its greatest military assets are the Sword Saint Reinhard van Astrea and the Divine Dragon Volcanica.
Dragon Covenant Under the Dragon Covenant, Volcanica will defend Lugunica from major external threats but does not participate in wars of conquest or expansion.
Weaknesses Despite its powerful military, Lugunica's feudal structure and dependence on the Divine Dragon have weakened its overall military readiness and coordination. Efforts to modernize the army through improved equipment and training began during the Royal Selection. </lugunica_military>
- #19[📍] Lugunica
Keys: 王都ルグニカ, Dragon Kingdom Capital, Royal City, Council of Wise Men, Capital of Lugunica, Ōto Rugunika, Noble District, Lugunica, Royal Capital of Lugunica, Slums, ルグニカ, Capital of the Dragon Kingdom, Dragon Kingdom of Lugunica, Commercial District, Royal Capital, Lugunican Royal Capital, Lugunican Capital, Royal Selection, Rugunika, Royal Capital City, Capital City of Lugunica, Royal Castle, Commoner District, Lugunican Royal Family
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<royal_capital_of_lugunica> Definition The Royal Capital of Lugunica is the capital and political center of the Dragon Kingdom of Lugunica. It traditionally served as the seat of the Lugunican royal family and is currently governed by the Council of Wise Men during the Royal Selection.
Districts The city is divided into five major districts:
- Royal Castle
- Noble District
- Commercial District
- Commoner District
- Slums
Characteristics As the kingdom's largest political and economic center, the Royal Capital is home to the royal palace, noble estates, government institutions, major markets, guilds, and a diverse population from across Lugunica. </royal_capital_of_lugunica>
- #20[📍] Priestella
Keys: Priestellan Council of Ten, 水門都市プリステラ, プリステラ, Watergate City of Priestella, Purisutera, Tigracy Bridge, Priestellan City, Great Tigracy River, Kingdom of Lugunica, City of Priestella, Watergate City, Battle for Priestella, Priestella City, Suimon Toshi Purisutera, Kararagi, Lake City of Priestella, Water City of Priestella, Priestella, Canal City of Priestella, Hoshin of the Wilderness, Five Great Cities
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Definition Priestella, also known as the Watergate City of Priestella, is one of the Five Great Cities of Lugunica. Built upon a great lake near the Kararagi border, it is renowned for its waterways, commerce, tourism, and merchant culture.Location Priestella sits beside the Great Tigracy River near Lugunica's western border with the Kararagi City-States, making it a major center for trade and travel.
Government The city was governed by the Priestellan Council of Ten until nearly the entire council was killed during the Battle for Priestella.
Layout The city is divided by canals into four numbered avenues connected by waterways, bridges, and floodgates.
Notable Locations
Great Tigracy River The continent's largest river, flowing through the Four Great Nations. It forms part of Lugunica's western border and serves as a major trade and transportation route.
Tigracy Bridge A large stone bridge crossing the Great Tigracy River that connects Lugunica to Priestella's main entrance.
Water Plumage Inn A well-known Kararagi-style inn located within the First Avenue.
City Hall The administrative center of Priestella, containing the city's large-scale magical communication device.
Great Temple A hidden temple beneath the city believed to house the remains of the Witch of Pride. Its location is known only to the Priestellan Council and is protected by a mysterious guardian.
- #21[📍] Picoutatte
Keys: ピックタット, Commercial District, Southern Commercial City, Trade Hub, Southern Trade City, Suwen Company, Commercial City of Picoutatte, Merchant City of Picoutatte, Trading City of Picoutatte, Five Great Cities, Sacred Vollachian Empire, Border City, Shōgyō Toshi Pikkutatto, Southern Merchant City, Lugunican Commercial City, Lugunica, Picoutatte, Pikkutatto
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Definition Picoutatte, also known as the Commercial City of Picoutatte, is one of Lugunica's Five Great Cities. Located along the kingdom's southern border with the Sacred Vollachian Empire, it serves as Lugunica's primary center for commerce and international trade.Layout The city is divided into five districts—North, South, East, West, and Central—each with its own regulations, industries, and distinctive characteristics.
Culture Picoutatte features architecture, clothing, and aesthetics inspired by Arabian culture, giving it a unique appearance compared to the rest of Lugunica.
Economy As Lugunica's principal trading hub with the Vollachian Empire, Picoutatte is a major center for merchants, trade companies, and commercial activity.
Notable Locations
West District Home to the Suwen Company, one of Lugunica's most influential merchant organizations.
- #22[📍] Costuul
Keys: コスツール, Magicreation City, Industrial Capital of Lugunica, Industrial City, Mathers Domain, Kosutuuru, Lugunica, Five Great Cities, City of Magicreation Tools, Industrial City of Costuul, Costuul, Costuul City
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Definition Costuul, also known as the Industrial City of Costuul, is one of Lugunica's Five Great Cities. It is a major industrial center renowned for manufacturing magicreation tools and is home to a large Demi-Human population.Population Approximately 100,000 people reside within the city.
Characteristics Costuul became one of the Five Great Cities due to its rapid industrial growth and leadership in magicreation technology. It is located near the Mathers Domain and serves as one of Lugunica's foremost centers of manufacturing and craftsmanship.
- #23[📍] Flanders
Keys: Earth Dragon Capital of Flanders, City of Earth Dragons, Earth Dragon City, Flanders, Earth Dragon Capital, Forest of the Elves, Furandasu, Dragon Capital, Dragon Industry City, Furandāsu, フランダース
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Definition Flanders, also known as the Earth Dragon Capital of Flanders, is one of Lugunica's Five Great Cities. Located atop the Hyclara Plateau in southeastern Lugunica, it is famous for its earth dragons, dragon industry, and long-standing ties to the Divine Dragon Volcanica.Dragon Industry Flanders breeds and employs earth dragons for transportation, construction, engineering, canals, drawbridges, and other forms of heavy labor, making them central to the city's economy and infrastructure.
History According to legend, Volcanica befriended the Sage Flugel and the first Sword Saint Reid Astrea here. The Divine Dragon is also said to have blessed the region so that earth dragons would naturally flourish.
Nearby Locations
Astrea Domain The ancestral territory of House Astrea, located near Flanders.
Forest of the Elves A large forest west of Flanders traditionally associated with elves.
- #24[📍] Ganacks
Keys: Mining Capital of Lugunica, Mining City, Mining City of Ganacks, Lugunican Mining City, Mining Metropolis, Ganacks Mining City, ガナクス, Ganacks, City of Ganacks, Crystal City of Ganacks, Ganakusu
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Definition Ganacks, also known as the Mining City of Ganacks, is one of Lugunica's Five Great Cities. Located at the foot of the Gina Mountain Range near Elior Forest, it is renowned for its mining industry, crystal lamps, and vibrant entertainment district.Characteristics Ganacks is one of Lugunica's primary mining centers, supplying valuable minerals and ore throughout the kingdom. By night, its streets are illuminated by ornate crystal lamps, though beyond its bustling avenues lies a dangerous criminal underworld.
- #25[📍] Elior Forest
Keys: Elven Forest of Elior, Elior Forest, Great Woodland of Elior, Frozen Forest of Elior, Erioru Dai Shinrin, Frozen Elior Forest, Elior Woods, Elior Woodland, Great Forest of Elior, Eriōru Dai Shinrin, Elior Great Forest, エリオール大森林
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<elior_forest> Definition Elior Forest is a vast forest in northeastern Lugunica near Ganacks. Once home to a secluded Elven village, it was entrusted with guarding one of the world's ancient seals.
History Approximately one hundred years ago, Pandora and Regulus Corneas attacked the forest, ultimately leading Emilia to freeze the entire region in ice, leaving Elior Forest permanently sealed beneath snow. </elior_forest>
- #26[📍] Arlam Village
Keys: Aramu Mura, Arlam Settlement, Arlam Hamlet, Arlam, アーラム村, Arlam Village, Roswaal Village, Manor Village, Āramu Mura, Village of Arlam, Village near Roswaal Manor
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<arlam_village> Definition Arlam Village is a small rural village near Roswaal Manor with a population of around 300 people. The village's name changes to match the surname of its current lord, and it is home to a youth group formed by its younger residents. </arlam_village>
- #27[📍] Sanctuary
Keys: 聖域, Sanctuary Settlement, Sanctuary Forest, Sanctuary Clearing, The Sanctuary, Village of the Sanctuary, Greed Witch's Graveyard, Gouyoku no Majo no Hakaba, Sanctuary of Lugunica, 強欲の魔女の墓場, Half Village, Seiiki, Witch of Greed's Graveyard, Gōyoku no Majo no Hakaba, Witch of Greed Graveyard, Sanctuary, Sanctuary Grounds, Sanctuary Village
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Definition The Sanctuary is a secluded village within Roswaal Mathers' domain, located east of his former mansion. Home primarily to mixed-blood residents, it is a poor settlement surrounded by forest and enclosed by a fence and ancient stone gate. While outsiders call it the Sanctuary, its inhabitants commonly refer to it as the Witch of Greed's Graveyard.Sanctuary Barrier Created by Echidna, the Sanctuary Barrier surrounds the village and prevents mixed-blood individuals from leaving. Those affected gradually lose consciousness, and even if carried beyond the barrier, their spirits remain trapped within it until they return. The barrier recognizes bloodlines, selectively targets mixed-bloods, and causes unauthorized visitors to become hopelessly lost before reaching the village.
- #28[📍] Augria Sand Dunes
Keys: Augria Wasteland, Lugunican Sand Dunes, アウグリア砂丘, Augria Sands, Augria Desert, Augria Dunes, Auguria Sakyū, Augria Sand Dunes, Eastern Sand Dunes, Auguria Sakyu, Witch Miasma Desert
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<augria_sand_dunes> Definition The Augria Sand Dunes are a vast desert in eastern Lugunica surrounding the Witch's Shrine and the Pleiades Watchtower.
Characteristics The region is saturated with Witch Miasma, making it one of the world's most dangerous environments. The Witchbeasts that inhabit the dunes are exceptionally powerful and aggressive, though the harsh conditions keep their numbers relatively low. </augria_sand_dunes>
- #29[📍] Pleiades Watchtower
Keys: Pleiades Watchtower, Shaula's Watchtower, プレアデス監視塔, Pureadesu Kanshitō, Watchtower of Pleiades, Great Watchtower, Sage's Watchtower, Watchtower of the Sage, Ancient Watchtower, Pureadesu Kanshito, Evil Sealing Stone Shrine, Pleiades Tower
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<pleiades_watchtower> Definition The Pleiades Watchtower is an ancient tower built by the Sage Flugel beyond the Augria Sand Dunes to guard the seal of the Witch of Envy. It was watched over by Shaula for four centuries while awaiting Flugel's return.
Structure The tower consists of six main floors—Maia, Electra, Taygeta, Alcyone, Celaeno, and Asterope—along with the underground Floor Zero, Merope.
Location The Watchtower lies deep within the Augria Sand Dunes. Even by Earth Dragon, the journey across the desert takes more than a full day without stopping.
Evil Sealing Stone Shrine Located near the Watchtower, the Evil Sealing Stone Shrine is the resting place of the Evil Sealing Stones that imprison Satella, the Witch of Envy. </pleiades_watchtower>
- #30[🏰] Sacred Vollachia Empire [🏰]
Keys: Empire of Vollachia, Vollachia, Imperial Vollachia, Vollachian Realm, Vollachian Empire, Southern Empire, Vollachian State, Vollachian Nation, Vorakia Teikoku, ヴォラキア帝国, 神聖ヴォラキア帝国, Shinsei Vorakia Teikoku, Sacred Vollachia Empire, Vollachia Empire, Sacred Vollachia, Sacred Empire of Vollachia
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<vollachia_empire> Definition The Sacred Vollachia Empire, commonly called Vollachia, is one of the Four Great Nations and the largest known country in the world. It is a militaristic empire where strength, merit, and ambition determine status rather than birth alone.
Population The Empire is primarily populated by Humans and numerous Demi-Human tribes, many renowned for their unique physical abilities. Witchbeasts are comparatively uncommon due to extensive extermination campaigns.
Geography Vollachia borders Lugunica to the north and contains fertile plains, mountains, lakes, jungles, grasslands, and volcanic regions. The Buddheim Jungle dominates the east, while mountain ranges and fortified cities protect much of its northern and western borders.
Muspel The Empire's fertile land is sustained by the Great Spirit Muspel, whose blessing strengthens both the land and its people. However, this dependence leaves the nation vulnerable should Muspel's influence ever disappear.
Government Vollachia is an autocratic empire ruled by an Emperor chosen through the Imperial Selection Ceremony rather than simple inheritance. Eligible members of the Imperial Family compete until only one claimant remains to wield the Yang Sword Vollachia and claim the throne.
Under Emperor Vincent Vollachia, the traditional succession system was abolished, corruption was heavily purged, and many of the Empire's harsher customs were reformed.
Society Vollachian society revolves around meritocracy. Strength, ability, and accomplishment are valued above bloodline, wealth, or race. While this grants greater opportunity to capable individuals and Demi-Humans alike, the weak often receive little sympathy or support.
Religion The Empire has no formal state religion. Instead, its people traditionally follow the philosophy that strength determines legitimacy. Certain individuals known as Stargazers receive prophetic guidance from mysterious beings known as the Stars or Observers.
Magic Magic is rare and comparatively underdeveloped. Spirit Users and mages are uncommon, healing magic is scarce, and most military doctrine favors martial techniques over spellcasting after historical failures involving large-scale battlefield magic.
Economy Vollachia maintains an active trade network despite its history of warfare. Gold coins serve as the Empire's sole currency, and commerce with neighboring nations continues whenever politically possible.
Military The Imperial Army is regarded as the strongest standing military among the Four Great Nations. Vollachian warriors specialize in martial techniques, tribal combat traditions, and physical prowess rather than magic.
The Empire's greatest warriors are recognized as the Nine Divine Generals, while its soldiers traditionally rally beneath the banner of the Sword Wolf.
Culture Vollachian culture prizes courage, discipline, ambition, and personal achievement. Gladiatorial combat, military service, and constant self-improvement are deeply respected throughout society.
Modern Conditions Following the Imperial Civil War and the Great Disaster, Vincent Vollachia restored order, reformed the government, abolished the Imperial Selection Ceremony, and brought the Empire into one of the most peaceful periods in its history.
Major Cities
- Lupugana (Imperial Capital)
- Chaosflame
- Glarasia
- Mezoreia
- Guaral
- Garkla
Notable Regions
- Buddheim Jungle
- Ginunhive
- Gairahal Tropics
- Mount Gildray
- Mount Palzoa
- Gariu Heights
- Kraukraun Grasslands
- Godlait Waterfall
Important Locations
- Crystal Palace
- Crimson Lapis Castle
- Graveyard of Nameless Monarchs
- Shudrak Village
- Abyss
- Insect Cage Tribe Village
National Characteristics
- Largest of the Four Great Nations.
- Militaristic meritocracy ruled by an Emperor.
- Strength valued above birth or status.
- Home to numerous Demi-Human tribes.
- Magic is uncommon and underdeveloped.
- Possesses the world's strongest standing army.
- Protected by Muspel's blessing. </vollachia_empire>
- #31[📍] Lupugana
Keys: Teito Rupugana, ルプガナ, Capital of Vollachia, Imperial Metropolis of Vollachia, Imperial Seat of Vollachia, Vollachian Capital, Vollachian Imperial Capital, Emperor's Capital, Imperial Capital of Lupugana, Capital of the Vollachia Empire, Rupugana, Lupugana, Imperial Capital, 帝都ルプガナ, Imperial City of Lupugana
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Definition Lupugana, also known as the Imperial Capital, is the capital city of the Sacred Vollachia Empire and the seat of the Emperor. It serves as the Empire's political, administrative, and military center.Layout The city is built in a large star-shaped design near the center of the Empire. It is protected by a massive five-sided bastion fortress featuring towering walls, a surrounding moat, and forests between each bastion. Entry is primarily through a southern bridge leading directly toward the city's center.
Bastions The fortress is divided into five numbered bastions:
- First Bastion (South)
- Second Bastion (Southeast)
- Third Bastion (Northeast)
- Fourth Bastion (Northwest)
- Fifth Bastion (Southwest)
City Unlike many capitals, Lupugana's districts show relatively little difference in wealth or architecture. A large reservoir lies north of the city, occupying land that once formed part of the capital.
Crystal Palace At the city's center stands the Crystal Palace, the Imperial residence and the symbolic heart of Vollachia.
- #32[📍] Chaosflame
Keys: カオスフレーム, Demon City of Chaosflame, Mato Kaosufurēmu, Kaosufurēmu, Chaos Flame, Demon City Chaosflame, Imperial City of Chaosflame, City of Disorderly Harmony, Lawless Imperial City, Demon City, Chaosflame Imperial City, City of Chaosflame, Mato Kaosufuremu, Crimson Lapis Castle, 魔都カオスフレーム, Chaosflame, Kaosufuremu
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Definition Chaosflame, also known as the Demon City, was an Imperial City located west of the Buddheim Jungle. It earned its title for its unusually diverse population of races, who lived together with few conventional laws in a state of disorderly harmony.Government Chaosflame was governed by the Seventh Divine General, Yorna Mishigure, until the city's destruction during the Destruction of Chaosflame.
Culture Unlike most Imperial cities, Chaosflame was known for its lawless but functional society, where many races coexisted despite the absence of strict centralized authority.
Crimson Lapis Castle At the city's center stood the Crimson Lapis Castle, Yorna Mishigure's residence and the city's defining landmark. Built in the style of a traditional Japanese castle, its framework was formed from lapis lazuli that continuously shifted between deep blue and crimson, giving the castle its name. It was destroyed alongside Chaosflame.
- #33[📍] Garkla
Keys: Garkla Fortified City, Rebuilt City of Garkla, Gākura, Fortified City of Garkla, Fortress City of Garkla, Garkla Fortress City, Garkla Border City, Jōsai Toshi Gākura, Garkla, Northern Border Fortress, ガークラ, Josai Toshi Gakura, 城塞都市ガークラ, Fortified Border City, Gakura, Border City of Garkla
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Definition Garkla, also known as the Fortified City of Garkla, is a heavily fortified border city north of the Imperial Capital overlooking the Gairahal Tropics. It serves as a major military stronghold and trade hub between Vollachia and Lugunica.History Despite its massive fortifications and thousands of elite soldiers, Garkla was completely destroyed fifteen years before the main story by Regulus Corneas after Witch-related artifacts—rumored to include Echidna's remains—were auctioned within the city. It was later rebuilt following his rampage.
- #34[🏰] Kararagi City-States [🏰]
Keys: Kararagi Region, Kararagi Country, Kararagi Nation, Nation of City-States, Kararagi City-States, Kararagi Federation, Kararagi, City-States of Kararagi, Mercantile City-States, Kararagi City States, カララギ, Kararagi Trade Nation, カララギ都市国家, Kararagi Toshi Kokka
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Definition The Kararagi City-States, commonly called Kararagi, is one of the Four Great Nations. It is a loose confederation of ten city-states renowned for commerce, free enterprise, and its highly decentralized government.Founder Kararagi was founded by Alec Hoshin, known as Hoshin of the Wilderness, with Echidna also claiming to have assisted in its founding.
Geography Kararagi borders Lugunica to the east, Vollachia to the southeast, and Gusteko to the northeast. The region features plains, mountains, rivers, plateaus, deserts, forests, and the Grand Mogolade Geyser. Its climate is harsh and unpredictable, with frequent abnormal weather.
Government Kararagi is governed by the League of Cities, a council made up of the mayors of its ten major cities. The council elects a Chief to represent the nation, though corruption and political bribery are common.
Society Kararagi values individualism, wealth, and entrepreneurship above social status or race. Demi-Humans make up a significant portion of the population and generally enjoy greater equality than in neighboring nations.
Culture Kararagi strongly resembles feudal and early-modern Japan, mixed with influences from the Hanseatic League. Its architecture, clothing, cuisine, naming customs, and Kansai-inspired dialect distinguish it from the other nations.
Religion Kararagi has no official religion. Alec Hoshin is widely admired as the nation's legendary founder, though he is respected rather than worshipped.
Magic Little is known about Kararagi's magical traditions. The nation is better known for commerce, craftsmanship, engineering, and technological innovation than magical advancement.
Economy Trade is the foundation of Kararagi. Merchants, guilds, mercenary companies, and private enterprises dominate the economy, while slavery, mercenary work, and other morally questionable industries are legal in many regions.
Military Rather than maintaining a centralized army, each city supports its own military or mercenary force. The League of Cities frequently employs independent organizations and elite warriors such as shinobi to defend the nation.
Modern Conditions Kararagi remains the continent's greatest commercial power, with prosperous trade routes connecting the Four Great Nations. Despite political corruption, its decentralized structure makes the nation highly resilient.
Major Cities
- Kyo
- Banan
- Ivada
- Fusumi
- Outou
- Azamiki
- Tenmitsu
Notable Regions
- Grand Mogolade Geyser
- Magolia Plateau
- Cragrell Moving Forest
- Horohoro Desert
- Garagara Sand Steppe
- Girall Crimson Dunes
- Agzadd Canyon
- Zarestia's Bed
Important Locations
- Free Trade Metropolitan Area
- Hoshin Company
- Shinobi Village
- Wolf Humans' Hidden Village
National Characteristics
- Confederation of ten city-states.
- Largest commercial center in the world.
- Strong Japanese cultural influence.
- Wealth valued above race or birth.
- Large Demi-Human population.
- Decentralized government and military.
- Famous for merchants, mercenaries, and innovation.
- #35[📍] Albis River
Keys: Albis Waterway, Albis Watercourse, Northern Albis River, Northern Kararagi, River Albis, Kararagi, Gusteko, アルビス河, Albis River, Arubisu Kawa
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<albis_river> Overview The Albis River is a major river located at the northernmost region of Kararagi.
Geography
- Its source is unknown.
- The river extends northward through Gusteko, making it one of the longest rivers in the region. </albis_river>
- #36[📍] Hoshin Company
Keys: Hoshin Trading Company, Hoshin Company, Hoshin Shokai, Hōshin Shōkai, Hoshin Merchant Company, Chuden Company, チュデン商会, Hoshin Commercial Company, Chuden Shōkai, ホーシン商会, Hoshin Commerce Company, Chuden Shokai
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<hoshin_company> Definition The Hoshin Company is one of Kararagi's largest trading companies and a major commercial power, owned by Anastasia Hoshin.
History Originally the Chuden Company of Banan, Anastasia acquired its parent company, the Ryuushika Commerce Company, merged the businesses under the Hoshin Company name, and became its president while appointing Chuden Agri as vice president.
Operations Headquartered in Ivada, the company has expanded into one of Kararagi's most influential enterprises. It also serves as the headquarters of the Iron Fang mercenary company. </hoshin_company>
- #37[📍] Cragrell Moving Forest
Keys: Kuragureru Idōrin, クラグレル移動林, Moving Forest of Cragrell, Cragrell Moving Woods, Living Forest, Wandering Forest of Cragrell, Cragrell Forest, Mobile Forest, Cragrell Moving Forest, Migrating Forest, Cragrell Wandering Forest
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<cragrell_moving_forest> Definition The Cragrell Moving Forest is a unique forest in Kararagi whose trees never root into the ground. Instead, the entire forest moves as a single living mass, following the direction of the Grand Mogolade Geyser's water and the prevailing winds.
Characteristics The forest evolved in response to Kararagi's harsh climate, allowing it to migrate in search of water. Its trees produce exceptionally high-quality timber prized throughout the region. </cragrell_moving_forest>
- #38[🏰] Holy Kingdom of Gusteko [🏰]
Keys: Arrived in Gusteko, Gustekan Church, Traveled to Gusteko, Gusuteko, Gustekan Society, Holy Kingdom, Kingdom of Gusteko, Gusteko Theocracy, Gustekan Kingdom, Northern Holy Kingdom, Entered Gusteko, Gustekan Theocracy, グステコ聖王国, Gusteko Religion, Returned to Gusteko, Living in Gusteko, Spirit-Worshipping Nation, グステコ, Holy Kingdom of Gusteko, Gusteko, Holy Nation of Gusteko, Gusuteko Sei Ōkoku
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Definition The Holy Kingdom of Gusteko is one of the Four Great Nations and a northern theocracy governed by the Gustekan Church. A land of perpetual snow and towering mountains, it is renowned for its mastery of spirits and curse arts.Government Gusteko is ruled by the Holy King, though true authority rests with the Gustekan Church. The Holy King is chosen by the Great Spirit Odglass regardless of bloodline or race.
Geography Located north of Lugunica and east of Kararagi, Gusteko is dominated by frozen plains, glaciers, mountains, and year-round snowfall. Its harsh climate makes agriculture difficult, though its western region is warmer due to the nearby Jimuna Volcano.
Society Humans form the majority alongside Demi-Humans and numerous spirits. Slavery is officially outlawed, though it persists in secret. Black-haired people, elves, and perceived heretics often face discrimination despite the Church's teachings of equality.
Religion Spirit worship defines Gustekan culture. Odglass, one of the Four Great Spirits, is revered as the nation's guardian and the Benevolent Mother of the Church.
Magic Gusteko is the world's foremost center of spirit arts and curse arts. Many of the continent's greatest spirit users and curse practitioners originate from the kingdom.
Economy The nation relies heavily on mining magical ore from its mountains, as its frozen climate limits agriculture.
Military Its primary military forces include the Temple Knights and the Itinerant Preachers, elite warriors empowered by unique Blessings who serve as both defenders of the faith and hunters of heretics.
Culture Life revolves around enduring harsh winters, spiritual devotion, and discipline. The unforgiving environment has produced a deeply religious society, though fanaticism and hidden corruption remain common.
Major Locations
- Glacia (Holy Capital)
- Inorandum
- Eternia
- Albis
- Drisstay
- Zesperga
Notable Regions
- Vast Eder Snowfield
- Sacred Mountain Pardochia
- Sacred Mountain Kanai
- Great Sibarell Glacier
- High Virga Mountains
- Tekran Ravine
- Jimuna Volcano
National Characteristics
- Theocratic nation ruled by the Gustekan Church.
- Center of spirit arts and curse arts.
- Reveres the Great Spirit Odglass.
- Cold, mountainous environment with long winters.
- Rich in magical ore deposits.
- Slavery is illegal but secretly practiced.
- #39[📍] Glacia
Keys: Gureishia, Holy Capital, Holy City of Glacia, Sacred Capital of Glacia, Holy Capital of Glacia, Sacred City of Glacia, 聖都グレイシア, Gustekan Holy Capital, Holy Capital City, Glacia, グレイシア, Seito Gureishia
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Definition Glacia, also known as the Holy Capital, is the capital city of the Holy Kingdom of Gusteko. Located at the foot of the Sacred Mountain Pardochia, it serves as the kingdom's political, religious, and administrative center. - #40[📍] Sacred Mountain Pardochia
Keys: Spirit Mountain Pardochia, Sacred Mountain Pardochia, 霊峰パルドキア, Reihō Parudokia, Pardochia Peak, Mt. Pardochia, Pardochia, Parudokia, Sacred Peak Pardochia, Holy Mountain Pardochia, Mount Pardochia, Reihō Pardochia
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<sacred_mountain_pardochia> Definition Sacred Mountain Pardochia is a revered mountain that serves as the home of Odglass, one of the Four Great Spirits. At its base lies the Holy Capital of Glacia. </sacred_mountain_pardochia>
- #41[📍] Inorandum
Keys: Entered Inorandum, Setsugen no Miyako Inorandamu, Snow Field Capital of Inorandum, Living in Inorandum, Hallowed City of Inorandum, Inorandum, Hallowed City, Inorandamu, Snowiest Region of Gusteko, Returned to Inorandum, Arrived in Inorandum, Snow Field Capital, イノランダム, Traveled to Inorandum, Great City of Inorandum, Gustekan Snow Capital, Built on Hallowed Land, 雪原の都イノランダム, Inorandum City
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Definition Inorandum, also known as the Snow Field Capital, is one of the greatest cities of the Holy Kingdom of Gusteko. It is built upon one of the nation's largest hallowed lands.Environment The city lies within one of Gusteko's snowiest regions. However, the sacred nature of its hallowed ground greatly softens the surrounding cold, making Inorandum considerably more hospitable than the frozen wilderness beyond its borders.
- #42⚲────↓Other Locations↓────⚲
Enabled · Selective · After character · Order 10 · 100%
Entry settings
- #43[📍] Od Lagna
Keys: World Od, Connected to Od Lagna, World's Mana Reservoir, Mana Reservoir, World's Od, Mana Source, Returned to Od Lagna, Corridor of Memories, Soul Filtering, Registry of Souls, World's Heart, Heart of the World, Bestowed Divine Protections, World Mana, Great Mana Reservoir, Od Lagna, Od Lagna's Registry, World's Mana, Odo Raguna, オド・ラグナ, Soul Cleansing, Grants Divine Protections, Source of Spirits
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<od_lagna> Definition Od Lagna is the heart of the world and the vast reserve to which all mana and souls eventually return.
Nature
- Functions as the world's equivalent of an Od.
- Has no will, ideology, or emotions.
- Operates impartially as a mechanism that maintains the world's stability.
- Its exact location and nature remain largely unknown.
Functions
- Receives and circulates the world's mana.
- Creates and bestows Divine Protections.
- Gives life to spirits as lesser spirits.
- Maintains the world's equilibrium.
- Can erase forbidden arts that threaten that equilibrium.
- Records the true names of living beings.
Witch Factors Od Lagna is the antithesis of Witch Factors. Despite this opposition, compatible Witch Factor holders may be recognized as possessing the right to rewrite the world.
Forbidden Arts Od Lagna may completely erase spells or Curse Arts capable of destabilizing the world. Extremely rare techniques that cannot be widely reproduced may remain unaffected.
Corridor of Memories The Corridor of Memories is the cradle of Od Lagna and the resting place of souls after death.
Soul Cycle
- Souls return to the Corridor after death.
- Memories are removed during a filtering process.
- Cleansed souls are then reused.
- Removed memories are preserved within Books of the Dead at the Pleiades Watchtower.
Registry of Souls Od Lagna maintains a registry containing each person's true name.
Properties
- A name is recorded during the naming ceremony after birth.
- Nicknames or assumed identities do not alter the recorded name.
- Marriage or adoption may officially change a person's true name.
Interference Certain Authorities, curses, forbidden arts, and magical items can interfere with Od Lagna by:
- Concealing an area from its awareness.
- Removing names or memories from its registry.
- Preventing souls from returning.
- Preventing souls from being cleansed.
- Destroying souls entirely.
Limitations Concrete knowledge of Od Lagna is extremely rare. Mages who have directly witnessed it through forbidden means have often been overwhelmed by its immense concentration of mana and lost their sanity. </od_lagna>
- #44[📍] Roswaal Manor
Keys: Roswaal Mansion, Rozuwāru-tei, 新ロズワール邸, Shin Rozuwāru-tei, Shin Roswaal Manor, Roswaal Residence, Mathers Manor, Roswaal's Mansion, Roswaal Estate, Roswaal Manor, Main Roswaal Manor, Mathers Estate, Former Roswaal Manor, Roswaal's Manor, Old Roswaal Manor, New Roswaal Manor, 旧ロズワール邸, Kyū Rozuwāru-tei, ロズワール邸, Rozuwaaru-tei
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
<roswaal_manor> Overview Roswaal Manor refers to the two mansions owned by House Mathers. The Old Roswaal Manor served as the residence during Arcs 2–4 before being destroyed by fire, while the New Roswaal Manor became the family's primary residence thereafter.
Places
- Entry Hall — The grand entrance featuring elegant pillars, lamps, staircases, and halls leading throughout the manor.
- Kitchen — The servants' kitchen where meals are prepared and supplies are stored.
- Bathroom — A luxurious bathhouse with marble pillars and a central bath.
- Washroom — Personal hygiene room containing washbasins, mirrors, and toilets.
- Guest Room — Reception room used to host visitors and meetings.
- Dining Room — Large communal dining hall where the manor's residents gather for meals.
- Forbidden Library — A vast extradimensional library created by Echidna, accessible through Door Crossing. Once housed countless Magical Books under Beatrice's care before being destroyed alongside the Old Manor.
- Garden — Spacious gardens surrounding the manor with flowers, trees, and walking paths.
- Dungeon — Underground holding area beneath the New Manor, later furnished into a comfortable room for Meili. </roswaal_manor>
- #45[📍] Castle of Dreams
Keys: Yume no Shiro, Dream Castle, Echidna's Dream World, Dream World, World of Dreams, Echidna's Castle of Dreams, Castle of Dreams, 夢の城, Dream Realm, Realm of Dreams
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<castle_of_dreams> Overview The Castle of Dreams is a dream realm created and controlled by Echidna. It served as the residence of her soul and the resting place of the souls of the other deceased Witches of Sin. Following her reincarnation as Omega, the realm became linked to the glintstone she carries.
Characteristics
- A dream world whose appearance is completely shaped by Echidna's will.
- Commonly appears as endless green hills beneath a blue sky, where Echidna hosts her tea parties.
- Can be freely reshaped into entirely different environments.
- Exists separately from the physical world, with its own flow of time.
- Visitors exist as souls while inside the realm.
Mechanics
- Echidna controls entry, exit, memories, and the realm itself.
- Repeated visits require an increasingly strong "desire to know."
- External forces, such as Satella, are capable of breaching the realm under exceptional circumstances.
Residents
- Echidna
- Typhon
- Minerva
- Daphne
- Carmilla
- Sekhmet </castle_of_dreams>
- #46═══════[Abilities]═══════
Keys: Extraordinary Abilities, Supernatural Power, Ability System, Ability, Divine Protection, Special Ability, Supernatural Powers, Special Abilities, Abilities, Power System, Supernatural Abilities, Supernatural Ability, Innate Ability, Extraordinary Ability, Authority, Sword Art, Magic, Attribute, Blessing, Innate Power, Learned Power, Skill, Learned Ability
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Ability CategoriesInnate
- Authority
- Divine Protection
- Blessing
- Attribute
Learned
- Magic
- Skill
- Sword Art
Overview Abilities encompass the supernatural powers, innate gifts, and learned techniques utilized throughout the world. Some are granted at birth or through external forces, while others are acquired through training, contracts, or study.
- #47[⚖️]────↓Authority↓────[⚖️]
Keys: World-Rewriting Ability, Kennō, Authority Power System, Authority Power, Authorities, Authority, Authority-Type Ability, 権能, Sin Authority, Reality-Rewriting Authority, Authority Ability System, Ken'nō, Kenno, Witch Authority, Conceptual Authority, Authority Ability, Sin-Based Authority, Witch Factor Authority, Authority of Sin
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Definition An Authority is a reality-defying ability that grants its user the right to interfere with and rewrite the world.Nature
- Commonly possessed by Witches, Sin Archbishops, and other rare individuals.
- Can ignore normal logic, physical laws, and conventional magical rules.
- May produce physical, conceptual, temporal, or reality-altering effects.
- Generally surpasses Divine Protections in authority.
Witch Factors Most Authorities are manifested through Witch Factors, mysterious entities connected to specific sins.
Characteristics
- A Witch Factor acts as the key that unlocks an Authority.
- Witch Factors usually choose compatible hosts.
- Authorities reflect the user's nature, desires, convictions, or weaknesses.
- The user cannot freely choose which ability manifests.
- A change in mentality or perspective may alter or expand an Authority.
Compatibility A compatible user can normally wield an Authority without severe compensation.
Incompatible Users Forced or incompatible possession may:
- Alter the user's personality.
- Damage the body or mind.
- Require a price or compensation for activation.
- Prevent full control of the Authority.
Influence Witch Factors can tempt their hosts by offering the power to fulfill their deepest desires. Without a strong sense of self, users may become corrupted by feelings of omnipotence.
Inheritance Witch Factors can pass to new hosts after their previous users die. In rare cases, an Authority may remain after the Witch Factor is lost or manifest through a profound connection to another Factor holder.
Apostles Some Authority users can share portions of their Witch Factor with others, creating Apostles. Doing so may weaken the original user's Authority.
Primary Authorities
- Sloth
- Greed
- Gluttony
- Wrath
- Lust
- Pride
- Envy
Supernumerary Authorities
- Vainglory
- Melancholy
Limitations Authorities vary greatly between users and sins. Their effects, conditions, costs, and weaknesses depend on the ability manifested and the compatibility of its holder.
- #48[›] [⚖️] Witch Factor
Keys: Witch Genes, Witch Factors, Witch Factor, Authority Factors, Witch-Factor Seed, Authority Seeds, Witch Gene, Factor of a Witch, Witch Elements, Factor of the Witch, Gene-Seed of a Witch, Sin Authority Factor, Witch Element, Sin Factors, 魔女因子, Sin Factor, Authority Factor, Majo Inshi, Witches' Factors, Sin Authority Factors, Authority Seed, Witch's Factor
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<witch_factor> Definition A Witch Factor is a mysterious entity that enables a person to manifest an Authority.
Nature
- Origin is unknown.
- Exists as the antithesis of Od Lagna.
- May possess a form of will or instinct.
- Has existed for centuries.
- Can appear in physical or non-physical forms.
Inheritance Witch Factors commonly choose compatible individuals and may pass to new hosts after their previous users die. They can also be received deliberately through physical containers or forced into a person's body.
Authority A Witch Factor acts as the key that opens the path to an Authority. The manifested Authority reflects the holder's nature, desires, convictions, or weaknesses, though the user cannot choose its form.
Compatibility Compatible holders can normally use their Authority without compensation.
Incompatible holders may experience:
- Physical damage
- Mental corruption
- Personality changes
- Limited control
- Required compensation
Influence A Witch Factor attempts to exploit the holder's desires by offering the power to fulfill them. Its influence can create an intoxicating sense of omnipotence and gradually weaken the user's restraint or humanity.
Divine Protections Witch Factors oppose Divine Protections and may remove their effects. Authorities generally possess greater power to interfere with the world than Divine Protections.
Sharing Some holders can distribute portions of their Witch Factor to other people, creating Apostles. Sharing a Factor may weaken the original holder's Authority until those portions return.
Primary Factors
- Sloth
- Greed
- Gluttony
- Wrath
- Lust
- Pride
- Envy
Supernumerary Factors
- Vainglory
- Melancholy </witch_factor>
- #49[›] [⚖️] Witch Factor Origin
Keys: Creation of Witch Factors, Origin of Witch Factors, First Emergence of Witch Factors, Original Witch Factors, First Witch Factor Holders, Tailor-Made Witch Factors, First Witches, First Witch Factors, Where Witch Factors Came From, Origin of the Witch Factors, Original Witch Factor Users, Witch Factor Origin, Birth of Witch Factors, Birth of the Witch Factors, When the Witch Factors First Appeared, Witch Factor Genesis, Emergence of the Witch Factors, Witch Factor Emergence, First Emergence of the Witch Factors, Witch Factor Beginning
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Origin The origin of the seven primary Witch Factors and the two supernumerary Witch Factors is unknown, as is the source of the Authorities they manifest. Witch Factors cannot be artificially created through technology.Supernumerary Factors The Witch Factors of Vainglory and Melancholy were uniquely tailored for specific individuals. Why they are different from the primary Factors, how they were created, and why they are exclusively compatible with their original holders remains unknown.
History When Witch Factors first appeared, their earliest known holders were women. Because of this, they became known as Witch Factors, and their users collectively became known as Witches. The terminology remained unchanged even after male Authority users later inherited Witch Factors.
Naming A historical theory suggests the terminology was influenced solely by the gender of the earliest users. Had the first inheritors included men, the Factors may have instead been known by names such as Demon Factors, Evil Factors, or Man-Witch Factors.
- #50[›] [⚖️] Witch Factor Compatibility
Keys: Forcibly Inserted a Witch Factor, Witch Factor Rejected Its Host, Factor Affinity, Paid Compensation to Use an Authority, Witch Factor Synchronization, Authority Compatibility, Incompatible Authority User, Witch Factor Compatibility System, Sin Compatibility, Incompatible with a Witch Factor, Rejected by a Witch Factor, Witch Compatibility, Witch Factor Compatibility, Witch Factor Affinity, Compatible with a Witch Factor, Authority Compensation, Factor Compatibility, Authority Affinity, Compatible Authority User, Witch Factor Bearer, Compatible Witch Factor, Chosen by a Witch Factor
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Overview Witch Factors typically choose compatible individuals, allowing them to manifest and use an Authority with little or no drawback. The exact conditions for compatibility are unknown, though they appear related to the nature of each respective sin.Compatible Holders
- Can fully manifest their Authority.
- Usually use Authorities without compensation.
- May gradually become compatible over time if they initially were not.
- Becoming compatible may permanently change the user's personality or cause them to lose part of what once defined them.
Incompatible Holders An incompatible bearer cannot fully synchronize with a Witch Factor.
Possible consequences include:
- Personality alteration.
- Mental corruption.
- Physical backlash.
- Inability to fully wield the Authority.
- Compensation required whenever the Authority is used.
Exceptions Compatibility rules are not absolute. Some incompatible users retain their sanity despite lacking compatibility, suggesting certain Witch Factors—particularly Melancholy—operate under different rules than the main seven sins.
Compensation According to Clind, the defining difference between compatible and incompatible users is compensation.
Compatible users:
- Freely use their Authority.
Incompatible users:
- Must pay a price each time they activate their Authority.
- The required compensation varies depending on the Witch Factor and Authority.
Showing 50 of 300
1 file
- .jsonjson_lorebookoriginal
757.6 KBfirst seen 0bfacc9de581397e
Opens with the tab.
