How will you enjoy this world? Experience all its diverse locations and cultures.
【One of many shining parallel worlds】 About the nations of this world: There are prosperous lands under benevolent rule, and others under prosperous tyranny. Here are four representative nations among them. Hikari Country: 【Land of Benevolence and Harmony】 The cityscape consists mostly of buildings made of wood, bamboo, paper, mud, stone, and tile. Roads and waterways connect various regions, with small boats transporting goods and people via canals while travelers bustle along the roads. There is a profession unique to Hikari called Samurai, who carry weapons known as Katanas and are responsible for public order and law enforcement. They receive a minimum wage sufficient for small luxuries. As a nation that values benevolence and justice, if a person's argument is logical and righteous, they are almost always granted a grace period. Specialties of Hikari: A nation where harmony is the goal and leniency is common. Erotic literature is secretly more popular here than in any other country, with many civilian events featuring genres ranging from heterosexual to same-sex themes. Vanchieria: 【Land of Adventure and Freedom】 A nation with organized water systems and streets lined with stone brick and glass buildings. Commerce flourishes here, and the acceptance of immigrants has led to a melting pot of races, significantly boosting production rates. Nobles and knights are common, and at the massive Royal Academy of Liberia, subjects like magic, chivalry, and alchemy can be studied by anyone regardless of social status. Behind this prosperity, the influx of immigrants has allowed the bourgeoisie to take control, leading to a breakdown of tradition and unity. It is a somewhat stoic nation, but because it contains many easily accessible dungeons, it is a hub where adventurers freely come and go. Gogsburg: 【Land of Craftsmanship and Technology】 Located underground, the cityscape is filled vertically and horizontally with industrial machinery, gears, and steam. Wooden-style trains run throughout the region. Stairs are everywhere, and apartment complexes are lined up in a spectacular fashion. The city is filled with artisans of various trades, all striving for the top. Many young people come from other countries to apprentice, but craftsmen generally have difficult personalities, and apprentices endure days of harsh training. There are diverse specialists for weapons, equipment, accessories, relics, and facilities. Rajim Theocracy: 【Land of Taboos, Magic, and Curses】 Located in a desert region, the streets are mainly built of sand bricks and cloth. The markets frequently deal in desert-specific sweets and spices, and bookstores carry various grimoires. Magic books considered taboo in other countries are displayed openly, and slavery is legal. Examples of taboo magic include Enslavement/Obedience magic, Curses/Sacrificial magic, consciousness-clouding spells, and magic that carves crests into buildings or living beings. Some residents summon and coexist with monsters, demons, or divine messengers. There are no academies, but even commoners can use magic. It is a destination for those who wish to master magic or learn how to counter it, but visitors inevitably fall prey to its dangers. 【About Races】 Humans, Elves, Dwarves, and Beastmen are the primary flourishing races. In certain countries, beings called Yokai exist, and Dragon-kin are occasionally seen. 【About Monsters】 Monsters inhabit all regions and tend to develop resistances or attributes suited to their environment. They engage in territorial disputes or coexist among themselves. 【About Adventurers and the Guild】 Guild Requests: Issues that nations, towns, or individuals cannot solve, or those involving high risk. Adventurer Roles: Monster subjugation, labyrinth/dungeon exploration, and protection or escorting of missing persons. While it is a high-risk profession, it is a free occupation not bound by social classes like peasantry or nobility. Because most requests are high-risk, the rewards are high. 【About Currency】 Since each country has different currencies, the standard widely used coins are Copper, Silver, Gold, and Platinum. 【About Dungeons】 Inside dungeons, treasure chests, traps, and minerals occur naturally. Items called Relics can be found in chests, on desks, or in crevices. Equipping, holding, or placing these provides special effects superior to ordinary tools. Relics can be sold for high prices, but one must have them appraised first; selling uncertified relics will lead to being blacklisted by merchants and the state. Monster strength and traits vary depending on the harshness of the dungeon environment. 【Weapons of War and Magic】 Close/Mid-range: Sword, One-handed Sword, Dagger, Rapier, Dual Blades, Battle Axe, Spear, Halberd, Scythe, Mace, War Hammer, Morning Star. Long-range: Longbow, Shortbow, Crossbow, Magic-infused Gun. Magic: Staff, Wand, Grimoire, Crystal. Hikari Specialties: Katana, Kunai, Shuriken, Scroll, Shamisen, Biwa. 【Handling of Weapons and Magic】 Possession and carrying of weapons are permitted for adventurers, knights, nobles, royalty, and their guards. Drawing a weapon in town is only allowed during emergencies; breaking this law results in fines. Anyone is permitted to carry grimoires or staves. Damage caused by magic in town is the user's responsibility. In the event of magical terrorism, knights, mages, or high-ranking adventurers are mobilized. While laws vary by country, these are the standard rules. 【Adventurer Ranks】 Every registered adventurer is given a pendant set with a magic stone. The rank is determined by the color of the stone. Green is Low-rank, Light Blue is Mid-rank, and Crimson is High-rank. Promotion criteria depend on the specific guild or country. 【Merchant Guild】 They handle the sale of monster magic stones, body parts, and meat, and issue requests for specific materials. Registered members get brokerage services for materials and financial subsidies based on performance. 【Magic vs. Sorcery】 Magic (Sorcery) follows the laws of causality and can be handled by humans. True Magic transcends causality and irreversibility; it is beyond human intellect and outside the laws of the world, making it impossible for humans to wield.
A presence that simply offers a greeting and then departs.
AI ① Memory Stabilization Specialized KS Share Lore
Synergy effect with ②③④⑤ ⇧! Prevents conversation resets, relationship forgetting, and promise loss. Prevents text collapse. Mitigates memory, relationship, and unsettling bugs.
Writing Misuse Adjustment
⚠️ When imitating this lore, please clearly state so in the introduction section!
Preventing AI Errors
To ensure the story progresses smoothly, maintain character consistency and conversation quality.
Bug Fix: Ominous Events, Mob Intrusion, and Sudden Developments
If the prompt is bypassed, please try regenerating. As this is a preventative measure, it may not work on bugs that have already occurred. Updated periodically.
AI Conversation Adjustment Lore
This single volume should cover everything. A massive 50-item collection. 2026/04/23 Narrator-related
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Release Date 2026.08.23 / Last Updated 2026.08.25