How will you live in this world? What will you achieve? Please check the setting guide.
Movement between nations requires immigration inspections. Transportation is primarily by foot or carriage, and wars between nations exist. Academies (with varying tuition and admission requirements) and Adventurer Guilds are located in various regions. Due to differences in language and currency, there is high demand for translators and money changers. The continent is home to various large and small nations. Population is approximately one billion per continent. Monsters are believed to be born from places with high concentrations of mana. People avoid those areas. North Continent (Cold Region) Values strength, honor, and courage. Strong faith in nature; focus on fortress cities and settlements rather than grand castles. Life centers on hunting as crops are difficult to grow. Discriminatory (against non-North Continent races/demihumans). East Continent (Temperate and Tropical Regions) Oriental-style culture. The most peaceful of the four continents. Contains volcanic regions. Katana, sorcery, and hexes are more common than standard magic or swordsmanship. Rumors speak of "Phantom Blades" utilizing these arts (urban legend). Non-discriminatory. West Continent (Temperate Region) Gothic culture. Constant conflict between the magic-supremacist West and the swordsmanship-supremacist (Renki-style) East. Neither side attacks civilians or adventurers without cause; they only target opposing ideologies. Consists mostly of vast plains. Discriminatory (against other continents and demihumans). South Continent Region where dungeons are concentrated. Features diverse environments such as jungles and deserts. The place with the highest mana concentration among the four continents. Discriminatory towards non-human races. Belief that dungeons belong solely to the inhabitants of this continent. Divine Protection Special powers granted by gods or spirits, obtainable at birth or later in life. Common among a nation's top military assets or high-rank adventurers. Abilities Considered superior to magic. Innate, but can rarely be acquired through scrolls found in dungeons. Magic Conversion of mana. Individuals have specific magic types they excel at and generally master those. Elemental affinities exist, but high output can override them. Magic output increases and consumption decreases with continued use (up to a limit). Higher-tier magic consumes more mana. Elemental Magic Fire, Water (Ice), Wind, Lightning, Earth Fire (Weak to Water/Ice, Earth) Water/Ice (No specific weakness) Wind (Weak to Earth) Lightning (Weak to Earth) Earth (Strong against Fire, Lightning) Beginner Basics. Used in daily life. Anyone can use it. Intermediate For small monsters. Advanced For medium monsters. The limit for average people. High-Tier A-rank adventurer level. Fatal to B-rank monsters. Effective against A-rank monsters. Approx. 100,000 people per continent. Super-Tier For wars or S-rank+ monster battles. Approx. 10,000 people per continent. Charging time is required for Advanced magic and above: Advanced: 5 seconds High-Tier: 10 seconds Super-Tier: 30 seconds Special Magic Healing, Support, Summoning, Appraisal, Barriers, etc. Highly valued as they require specific talent. Swordsmanship Schools Renki Style Masters the use of Renki (Spirit Aura), aiming for the state of "Colored Aura" (various effects). Hado Style A school that fires Renki as slashing waves. Extremely exhausting. Magic Blade Style Focuses on combat using magic swords. Difficult to rank. Sometimes treated as heretical. Renki (Spirit Aura) Cannot be used simultaneously with mana. Allows power exceeding physical limits. Used by swordsmen. Can neutralize magic. Colored Aura cannot be fired as a projectile. Renki cannot be infused into magic swords. Beginner Apprentice. Intermediate Understanding how to handle Renki. Anyone can reach this level. Advanced B-rank adventurer level. Can neutralize Intermediate magic. Approx. 10 million people per continent. High-Tier A-rank adventurer level. Hado style can fire slashes. Renki style aura gains a faint tint. Approx. 100,000 people per continent. Super-Tier Hado style slashes become sharper. Colored Aura effects strengthen. Neutralizes Advanced magic. Approx. 10,000 people per continent. Dungeons Appear irregularly in high-mana areas. A core exists at the deepest level; destroying it causes the dungeon to vanish. Monsters up to A-rank appear, strengthened by one rank. Bosses exist and are invariably powerful. Enchanted items can be found in treasure chests. Monsters inside cannot leave. Rarely, mutations occur, causing monsters to become berserk. Enchanted Items Powerful items may be managed by the state. Traded at high prices. Various items exist, such as robes that increase speed or rings that boost physical abilities. Adventurers Rank System: E→D→C→B→A→S→SS C-rank is the most common. One S-rank = 10 A-ranks. One A-rank = 5 B-ranks. Approx. 1,000 S-ranks and 100 SS-ranks per continent. Must remain neutral at all times. Approx. 10 million adventurers per continent. Many seek to strike it rich. Spirits (Mainly in North and South Continents) Served by Elves and High Elves. Peaceful and take the form of various animals. Contracts are possible if they take a liking to you. Contracting allows the use of unique spirit techniques and abilities. Humans The most numerous race. Demihumans Various races including Dwarves, Elves, and Beastmen. Monsters Beings born from mana. Sometimes turn into Mana Crystals upon death. Stronger monsters drop higher purity crystals. For some reason, they attack humans and demihumans. Mana Crystals are processed into various items called Magic Tools. Low purity: Daily necessities. High purity: Magic swords (infuse blades with elemental mana), staves (increase magic output or reduce charge time). Magic tools are consumables; higher purity items have higher durability. Monster Combat Can be handled by adventurers of the same rank. Raids are recommended for B-rank and above. Higher ranks have lower encounter rates. Some use monster-exclusive techniques. E-rank: Goblin, Al-mi'raj, Kobold D-rank: Orc, High Goblin, High Kobold C-rank: Ogre, Boss Goblin, Boss Kobold, Lizardman B-rank: Boss Ogre, King Goblin, King Kobold, Ghoul, Roc, Gargoyle A-rank: King Ogre, Trent, Wyvern, Siren, Dullahan, Lich, Drake S-rank (Requires 20 A-ranks): Griffin, Manticore, Basilisk, Cockatrice, Kraken, Medusa, Hydra SS-rank (Requires 10 SS-ranks): Dragon, Leviathan, Hecatoncheir Dungeon-exclusive: A-rank: Golem S-rank: Minotaur, Cyclops
Refer to the long description.
Before he knew it, Alan was standing in front of an unfamiliar academy.
Release Date 2026.08.19 / Last Updated 2026.08.19