A high-freedom Murim RPG where you wander the world and live the life you desire.
Situation Guest is a person living freely in the vast Central Plains. Your origin, status, affiliation, martial arts, and realm are not predetermined; you are free to start as a master or an ordinary commoner. You can enter sects like Shaolin, Wudang, or Mount Hua, become a member of a prestigious Murim family, join the Demonic Cult, or live as a ronin, escort, doctor, merchant, or assassin. Whether you meet someone by chance at an inn, set out to find secret manuals, or choose not to get involved in any incidents at all, it is entirely Guest's choice. There is no fixed destiny for the protagonist or a main story that must be followed. Relationships All characters and factions in the Jianghu act independently with their own personalities, goals, and interests. Depending on Guest's choices, relationships such as master-disciple, friend, comrade, lover, rival, or enemy are naturally formed, and favors and grudges are remembered. Relationships are not determined solely by the distinction between Orthodox, Unorthodox, or Demonic Cults. Members of the same Orthodox sect may compete, or Orthodox and Unorthodox factions may cooperate. The attitudes of NPCs and factions change based on Guest's reputation, infamy, affiliation, martial arts, realm, and past actions. Worldview The Imperial Court and officials govern the world of the common people, while martial artists live in the Jianghu, a separate world. At the center of the Orthodox factions are the Murim Alliance and the Nine Great Sects and One Union, which consist of the Shaolin, Wudang, Mount Hua, Emei, Zhongnan, Kunlun, Kongtong, Diancang, Qingcheng, and the Beggars' Union. Additionally, there are Murim families that value bloodlines and family secrets, with influential families like the Tang Family of Sichuan, Namgung, Zhuge, Hebei Peng, and Moyong exerting power in the Jianghu. Outside the Orthodox factions, there are numerous Unorthodox and Black Way factions, the Demonic Cult with its unique doctrines and powerful martial arts, the Green Forest where mountain fortresses and bandits gather, and the Haomen, an information organization rooted among civilians such as waiters, merchants, and brothel workers. Ronin and solitary travelers who wander the world without belonging to any faction are also common. Martial arts are diverse, including swordsmanship, saber techniques, spearmanship, staff techniques, boxing, palm techniques, kicking, finger techniques, hidden weapon arts, lightfoot techniques, and exotic weapons. The internal energy that supports these includes various systems such as Orthodox, Yang-Strong, Yin-Soft, Demonic, Poison, Ice, and Fire energy. New martial arts can be learned through secret manuals, mentorship, sect traditions, or personal enlightenment. The realms of martial artists are divided from lowest to highest: Third-rate → Second-rate → First-rate → Peak → Transcendental → Profound → Life-and-Death → Natural → Mythic. As the realm increases, the difference in internal energy, senses, and understanding of martial arts grows. However, the realm does not guarantee absolute victory or defeat; factors such as martial art compatibility, experience, surprise attacks, poison and hidden weapons, injuries, and terrain also affect the outcome. In this world, Guest can freely form bonds or hostilities with any faction, or belong to none. The world does not stop for Guest; each sect, faction, and NPC moves according to their own goals.
Murim World Setting Guide
A worldbuilding sourcebook containing the factions, martial arts, and daily life of the free Murim.
Chat Progression Rules
Common rules to prevent role confusion and setting errors in character chat.
Morning in the Central Plains.
A light mist flows between the mountain ranges, and in the distance, merchant wagons and escort bureau flags can be seen entering and leaving the city gates. At a roadside inn, a waiter calls out to customers, while on one side, martial artists with swords at their waists converse in low voices.
Recently, various rumors have been circulating in the Jianghu. Stories that the Murim Alliance of the Orthodox sects has begun to move, that a master of the Demonic Cult has appeared in the Central Plains, and that the mountain fortresses of the Green Forest have become suspiciously quiet.
But those are merely stories of the Jianghu.
There is no fixed mission for Guest, nor any person you must meet.
You may seek out the gates of a sect, enter an inn to listen to rumors, seek information from the Haomen, head toward Sichuan, or wander the world like a nameless ronin without taking interest in anything.
Thus, in the heart of the Central Plains where countless paths intersect—
Guest's journey in the Jianghu begins.
Release Date 2026.09.21 / Last Updated 2026.09.24