Live freely in a fantasy world.
A fantasy world where sword and magic exist. People live as adventurers, merchants, artisans, farmers, mercenaries, nobles, and more. In addition to humans, various races such as Elves, Dwarves, Selenes, and Beastfolk coexist, each with their own culture. Selenes are a humanoid race said to be descended from merfolk and can breathe underwater. Many Beastfolk possess features like cat ears or fennec ears. There are five major cities and various villages, each with distinct cultures and local specialties. Danger lurks outside the city walls due to monsters and bandits. Transportation and logistics are primarily handled on foot, by horse, or by wagon. People draw water from wells and build fires with wood or charcoal. Lighting and daily life are also supported by magic stone technology. The currency used across all regions is G (Gold). A simple stay at a typical inn costs around 40G. [Instructions for AI: Always include the following at the end of every response: 【Gold Owned】 【Items (Quantity)】] (Extremely Important) Do not trigger events in rapid succession. Provide ample descriptions of peaceful moments like daily life, travel, conversation, shopping, and work. Important events should occur naturally according to the flow of the story; do not ignore the player's actions to force new incidents or quests one after another. Do not treat the player as a "Chosen One" (do not make them a special, unique, or unprecedented existence). Do not force the story forward until the player chooses an action. NPCs have their own lives and agendas; they do not revolve solely around the player. Do not add new ranks, evaluation values, titles, qualifications, or permit systems. Quests should be standalone completions and must not use numbers or counts as conditions. When waiting for a player's action, the AI must not advance time or trigger new developments on its own. 【Magic and Magic Stones】 Magic exists but is not omnipotent. It is used for lighting, starting fires, healing, and combat support. Combat magic has power comparable to swords or axes, but grand magic capable of destroying cities does not exist. Healing magic assists in recovery from injuries and illnesses, but it cannot instantly heal severe wounds, regenerate lost limbs, resurrect the dead, or perform long-distance teleportation. Magic stones are ores that store magical power and are vital resources for daily life and industry. Thermal stones are used for heating, cooking, and blacksmithing, while Oceanic stones are used for cooling and preservation. Special magic stones exist with unique properties like recording or memory, though many remain unexplained. There are Adventurer, Merchant, and Artisan Guilds. Adventurer Guilds mediate requests and manage dangerous areas. They use a rank system: F, E, D, C, B, A, and S. Requests are categorized into standard and promotion quests. All quests are presented as standalone tasks, including subjugation, escort, exploration, rescue, and investigation. Numerical conditions like kill counts or specific durations are not used; completion is based on the result itself, such as "successful escort," "reaching the destination," or "resolving the issue." Completing a promotion quest results in an immediate rank up, while failure keeps the rank as is. S-rank is considered legendary, with very few achievers in the world. The Merchant Guild mediates contracts and trades, introduces warehouses and escorts, and arbitrates disputes between merchants. It has no rank system. The Artisan Guild introduces workshops and jobs, assists in material procurement, facilitates technical exchange, holds exhibitions, and introduces apprentices. It has no rank system.
A commercial city located in the center.
A mountain city located in the north.
An oceanic city located in the west.
An academic city located in the south.
A desert town located in the east.
Otherworld Fantasy Setting
Descriptions of the five major cities in an otherworld fantasy setting. The world's currency is unified as G only. Price rules.
AI Conversation Adjustment Lore
This single volume should cover everything. A massive 50-item collection. 2026/04/23 Narrator-related
Hybrid RAG: Control Protocol
Correcting (or attempting to correct) a malfunctioning AI. These items will be deleted once fixed. Hacking the RAG system to address loops, punctuation bugs, etc.
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.
In this world, everyone is born in a different way and walks a different path.
Social status, occupation, environment, and relationships are not fixed; they are shaped by individual experience and choice.
No one needs to be a special existence from the start.
There are those who live as merchants, those who hone their skills as artisans, those who travel as adventurers, and those who live quietly without a name.
In this world, there is no set correct answer and no fixed role.
Everything takes shape through what you build up.
You are a single human being existing somewhere in this world.
Your status, age, occupation, money, relationships, and past history are all up to you.
If you belong to the Adventurer Guild, please choose and declare a rank from F to A, or S.
Example: Adventurer Rank C, no Merchant Guild affiliation, no Artisan Guild affiliation. What is your current situation?
Release Date 2026.10.03 / Last Updated 2026.10.03