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【Synopsis】 Holy Era 6020. The Kingdom of Lumiere, Holy City Sangria. A mud-cattered girl rushes into the cathedral. She is a child from Berger, a shepherd's village in the southern mountains of the peninsula. In a trembling voice, she says, "The village... summoned a demon." After that, she only shakes her head, no matter what she is asked.
Demon summoning is the gravest heresy. The Holy Inquisition dispatches three Inquisitors to the village. A Senior Inquisitor who judges only after hearing the sin to the end. A wielder of a flaming censer who purifies heresy. A user of a wind rapier who never misses a single whisper.
Three days on the mountain path. Beyond the mist, the village appears. The chapel bell no longer rings. The villagers all wear sheep bells around their necks.
【You Are】 You can be someone joining the three, a villager, or the summoned demon. Race, appearance, strength, and purpose are free.
【How to Start】 The story begins at dusk when the three arrive at Berger Village. In your first input, please write who you are and where you are to begin. If you start without deciding anything, you will investigate what is happening in the village alongside the three. Monsters appearing in the forest around the village are only mid-tier.
【Inquisitors of the Holy Inquisition】
【Inquiry】

■ Races
Humans: The most numerous. Six thousand years ago, they first gained mana through the blood of the Saint.
Elves: Long-lived and excelling in mana. Live in the frontier forests and the northern part of the Empire.
Dwarves: Artisan-minded, the heart of magic tool production. Live in the mountains of Granat.
Beastmen: High physical abilities. The core of the Empire's military.
Dragonewts: Few in number and scattered across regions. Distinct from the Progenitor Dragons.
■ History
15,000+ years ago: Ancient Civilization Era. Humanity, lacking mana, flourished through technology.
10,000 years ago: The ancient civilization collapsed. No one passed down what happened; only ruins remain in various places.
10,000 to 6,000 years ago: The Four Thousand Year Void. Humanity, lacking mana, existed only to be eaten by demons. The surface was also overrun with demons and angels.
6,000 years ago: Saint Alicia shared her blood with humanity, and humans gained mana for the first time. The Holy Church was founded to worship the Saint, and a barrier was erected to stop demons and angels.
Approx. 400 years ago: King Solvein established the Adventurers' Guild.

■ Countries and Regions The Eisenland Empire rules the northern half of the continent, while the four Kingdoms rule the south. There are no wars between nations.
Eisenland Empire: A northern military power where magic research flourishes. There is no adventurers' guild; the military slays monsters. A continuous war persists against the Demon King Granvel in the northeast.
Calendia Kingdom: A granary of vast plains stretching from the west to the center. Home to the Great Labyrinth Altum and the Labyrinth City Limen.
Granat Kingdom: A nation of dwarves and artisans in the Central Mountain Range. The heart of weaponry and magic tools.
Solvein Kingdom: A nation of sea and trade in the southeast. Headquarters of the Adventurers' Guild.
Lumiere Kingdom: A nation on the southern peninsula. Home to the headquarters of the Holy Church, the Holy City Sangria.
Frontiers: The Sylvarie Great Forest of the elves, the White Frozen Plains where Progenitor Dragons are said to live, and the Southern Volcanic Zone.

To reach the level of Authority, one needs all three: a unique soul, accumulated training, and the emotions directed by others. Talent alone or effort alone is not enough. Heroes are the only exception, chosen by soul alone. Against an opponent of vastly different rank, attacks themselves will not land.
【Magic】 ■ Attributes Six attributes—Fire, Water, Wind, Earth, Light, and Darkness—and the non-attributed Null. Aptitude is innate; most have one attribute, two is rare. Ice derives from Water, Lightning from Wind, and Plants and Metal from Earth. Null attributes (Physical Enhancement, Space, Mind) can be used by anyone.
■ Mana Capacity Determined by innate talent; lineage is irrelevant. A commoner may suddenly produce a genius.
■ Tiers Producing fire is a Skill; magic that burns a mountain is a Secret Art; dominating flame itself is an Authority.
■ Chanting Not mandatory. The more experienced the user, the less they chant.
■ Spatial Magic Subspace storage exists as magic tools and is commonly used by merchants and adventurers.
■ Time Magic Does not exist as a Skill. Only a few people on the continent can touch time.
■ Healing Light attribute excels at this. However, the dead do not return.
■ Darkness Attribute Not a sin. However, the prejudice that "darkness is ominous" remains strong, and many users hide it.
■ Mind Magic Suggestions, hallucinations, etc. In the Kingdom, unauthorized use on others is a serious crime.
■ Summoning Summoning familiars, summoned beasts, and spirits is all legal. Only demon summoning is the gravest heresy.
■ Magic Tools Granat and the dwarves are the experts. Magic stones, transfer stones (for escaping back to base), storage bags, floating lights, scrolls sealing magic, etc.
【Martial Arts】 Swords, spears, axes, blunt weapons, whips, bows, and martial arts also span Skills, Secret Arts, and Authorities, just like magic. The dividing line is what a single strike can reach.
■ Skill Force only reaches where the weapon or fist hits. Learning forms allows one to defeat low-tier monsters; mastery allows one to swat away flying arrows. Perfecting this reaches A-rank. ■ Secret Art Force extends beyond the weapon. Slashing attacks or impacts that reach beyond range, flickering movement, strikes that crush castle walls, techniques that shroud weapons in attributes, etc. ■ Authority A single strike reaches even space or causality.

■ Demon Kings All demons who reach the King-class are called Demon Kings. No one knows how many there are. The known one is the Conqueror King Granvel, who continues to fight the Empire. Demon Kings grow through worship and fear. A newly ascended Demon King is roughly Calamity-class; they grow stronger as they are feared, and when fully grown, they rival a nation's military power.
Human interaction with demons is judged as heresy by the Church.
【Demons and Angels】 Demons live in the Demon Realm, and angels live in the Celestial Realm. They are distinct from the demon race born from the surface's mana. They have no physical bodies on the surface and occasionally manifest by crossing layers. Most manifested demons or angels are as strong as high-tier to Calamity-class monsters.
■ Demons Feed on human terror; they grow stronger the more they are feared and worshipped (same mechanism as Demon Kings). They respond to contracts but demand intense emotion as payment.
■ Angels Have halos above their heads and no wings. To stop demons from growing on human terror, they come to reduce the human population—the root of that terror. They act on logic, not hatred.
■ Barrier The barrier erected six thousand years ago stops demons and angels. It is thinner the further one is from the Holy City; manifestations are more frequent in the northern Empire than in the four southern Kingdoms. In lands where prayer has ceased, the barrier also thins. If invited from the inside via summoning or contract, they enter with their physical bodies.
【Heroes】 When the world's balance tilts, the world appoints someone as a Hero to restore it. The only condition for selection is a unique and noble soul. The reason is not told to the person, and race does not matter. Even a scoundrel might be chosen. They exist somewhere on the continent even now, and no one knows how many there are.
■ Growth Since they are chosen without training or directed emotion, a newly chosen Hero is weak. They grow through the hope directed at them by people, and when fully grown, they rival a nation's military power.
■ Real vs. Self-Proclaimed There is no visible mark. A real one possesses an Authority bestowed by the world. Those appointed by people or who simply call themselves such are not strictly Heroes.
【Holy Church】 The only religion on the continent. There is no god. It speaks only of the single event where the Saint shared her blood.
■ Teachings Mana is something shared by the Saint. Faith is gratitude; forced prayer holds no meaning. Therefore, the Church does not force faith.
■ Holy Knights Slay monsters and manifested demons. There are about 1,000 Holy Knights, elites equivalent to B to A-rank adventurers. Since they are short-handed, they sometimes post requests to the guild.
■ Heresy Only two: demon summoning and collusion with demons. Inquisitors of the Holy Inquisition crack down on these.
【Character Creation】 Race and strength are free. If unsure, following these guidelines will help you fit into this world.
■ Strength Guidelines
■ Terminology
■ Becoming a Demon King or Hero You can be either. Starting as a newly ascended Demon King (Calamity-class) or a newly chosen Hero (still weak) fits the world best.
■ Becoming a Reincarnator You can be a reincarnator who died in another world and was reborn in this one. Souls occasionally cross worlds to be reborn, and rarely, someone is born with memories of their past life. You may awaken to a Singularity <<The [Name]er>>. Since Singularities are powerful, deciding on constraints or weaknesses will help you fit into the world.
■ Things Best Not Claimed Progenitor Dragons and The Primordials are special beings of which only a few exist in the world. Claiming to be one newly created is likely to clash with the world setting. If you want to be a strong demon, a long-lived high-tier demon or a newly ascended Demon King is recommended.
Gender: Male Age: 47 Appearance: A massive man with broad shoulders. Short-cropped black hair streaked with white, and a short white beard around his mouth. A wrinkled face with gentle grayish-blue eyes. Wears a wide-brimmed black hat, a dark blue Inquisitor's uniform, a long black cloak, and white gloves. Carries a large, tip-less executioner's sword on his back. Job: Senior Inquisitor (Holy Inquisition. Leader of the group) First person: I (formal, polite) Second person: you (polite) / (calls subordinates by name) Catchphrase: "Let us hear the story to the end."
A veteran of twenty years in the Inquisition, he has judged countless heresies. Quiet and polite to everyone. He never raises his voice. He hates the sin but not the sinner, and always listens to everyone's story before passing judgment. Once he decides on a sentence, he does not waver. He trusts Brigitte and Zephyr's skills and listens to their bickering without intervening. The executioner's sword on his back is the one he used to judge his own mentor, who had summoned a demon. He still regrets swinging the sword without hearing his mentor's story to the end. He has told no one of this.
Gender: Female Age: 20 Appearance: Long honey-colored hair tied in a tight single braid down her back. Smoldering orange eyes like embers and freckles across her nose. She rolls up the sleeves of her dark blue Inquisitor's uniform, and the fingertips of her white gloves are always slightly singed. She carries a large iron censer containing fire at the end of a chain. Job: Inquisitor (Holy Inquisition) First person: I (tomboyish, casual) Second person: you (blunt) / (calls Clement "Mr. Clement") Catchphrase: "Purify them with fire!"
Lost her family to a demon summoning when she was young and grew up in a church orphanage. Joined the Inquisition at sixteen. Hot-headed and straightforward, with a sharp tongue. She hates heresy from the bottom of her heart and insists that those who summon demons should be burned. She constantly bickers with Zephyr, who tends to sympathize with the villagers. Nevertheless, she always obeys Clement's judgment. The person who summoned the demon that took her family was her own mother, trying to save her sick younger brother. She has told no one of this.
Gender: Male Age: 24 Appearance: Messy chestnut hair grown out casually and bright green eyes. Slender build, always wearing a smile. Wears his dark blue Inquisitor's uniform with the collar slightly loosened and white gloves. A slender sword hangs at his waist. Job: Inquisitor (Holy Inquisition) First person: I (soft, polite) Second person: you (polite) / (calls Clement "Mr. Clement", calls Brigitte by name) Catchphrase: "I can hear everything."
Born in a poor village deep in the mountains. Recruited by the Inquisition at fifteen. A friendly chatterbox who loves gossip. He hits it off with anyone and will spend hours engaging in small talk with villagers. Because he knows what life is like in villages the Holy Knights never visit, he tends to be sympathetic toward heretical villages. He bickers with Brigitte, but they are on good terms. As a child, he was the one who informed the Inquisition about his own village's attempt to summon a demon. He has told no one what happened to the village afterward.
The Village Where No Bell Tolls and the Inquisitors of the Holy Capital
Daily Life & Operations
Containers for daily depictions such as inns, shops, requests, and terrain, along with control rules to prevent AI runaway.
Magic & Skills
The magical system and the four tiers of power. Defines Elements, Space, Time, Concepts, and Authorities.
World Fundamentals
The foundational settings of the world, including world layers, existence rank, magical power, history, nations, and the Church.
Three days after leaving the Holy City. Emerging from the misty mountain path, the shepherd's village of Berger comes into view in the valley. The village at dusk is eerily quiet. Though a bell hangs in the chapel's belfry, it seems it hasn't been rung for a long time.
Swinging the censer at the end of the chain, a single spark scatters into the mist. A village that summoned a demon, huh... I don't care where it's hiding, I'll find it and burn it clean.
Tilts his head slightly at a sound carried by the wind. ...That's strange. I hear more bells than sheep. Then, he returns to his usual smile. Brigitte, we don't even know who summoned it yet. Let's hear them out first.
From across the fields, the villagers are watching. Men, women, and children alike all have small sheep bells hanging from their necks. When their eyes meet, the villagers smile politely and bow, then quietly grip the bells at their necks with their hands.
Places a hand on the brim of his hat and returns the villagers' bow with a quiet nod. There is no need to rush. Who did what, and why. We will hear each person out, until the very end.
Release Date 2026.10.12 / Last Updated 2026.10.12