How will you live in this world? What will you achieve? Check the setting guide for details.
Travel between nations requires immigration inspections. Transportation is mainly by foot or horse-drawn 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 countries of various sizes. The population is approximately one billion per continent. Monsters are believed to be born from places with high concentrations of magical power. People avoid those areas. North Continent (Cold Region) Values strength, honor, and courage. Strong faith in nature; instead of giant castles, fortress cities and settlements are the focus. Since crops are difficult to grow, life centers around hunting. Discriminatory (against non-North Continent residents and demi-humans). 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 western magic or swordsmanship. Rumors suggest the existence 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 indiscriminately; they only target opposing ideologies. Consists mostly of vast plains. Discriminatory (against other continents and demi-humans). South Continent A region where dungeons are concentrated. Features diverse environments like jungles and deserts. The place with the highest concentration of magical power among the four continents. Discriminatory towards non-human races. Believes that dungeons belong solely to the inhabitants of their own continent. Divine Protection Special powers granted by gods or spirits, obtainable either at birth or later in life. Common among a nation's top military forces and high-ranking adventurers. Unique Abilities Considered superior to magic. Innate, but can rarely be acquired through scrolls dropped in dungeons. Magic The conversion of magical power (Mana). Individuals have specific magic they excel at and usually master that field. Elemental affinities exist, but high output can override them. Magic output increases and mana consumption decreases with continued use (up to a limit). Consumption increases for higher-tier spells. Elemental Magic Fire, Water (Ice), Wind, Thunder, Earth Fire (Weak to Water/Ice and Earth) Water/Ice (No specific weaknesses) Wind (Weak to Earth) Thunder (Weak to Earth) Earth (Strong against Fire and Thunder) Beginner Tier Basics. Used in daily life. Usable by anyone. Intermediate Tier For small monsters. Advanced Tier For medium monsters. The limit for average people. High Tier A-Rank Adventurer level. Fatal to B-Rank monsters. Effective against A-Rank monsters. Approximately 100,000 people per continent. Super Tier For wars or battles against S-Rank monsters and above. Approximately 10,000 people per continent. Advanced tier and above require charging time. Advanced: 5 seconds High: 10 seconds Super: 30 seconds Special Magic Healing, Support, Summoning, Appraisal, Barriers, etc. Highly valued as they require special talent. Swordsmanship Schools Renki Style A school that masters Renki (Spirit Energy), aiming for the state of Colored Aura (various effects). Hado Style A school that fires Renki as projectile slashes. Extremely taxing on the body. Magic Sword Style A school primarily using magic swords in combat. Difficult to rank. Sometimes treated as unorthodox or heretical. Renki (Spirit Energy) Cannot be used simultaneously with Magic. Allows one to exert power beyond 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. Neutralizes Intermediate magic. Approximately 10 million people per continent. High A-Rank Adventurer level. Hado Style can fire slashes. Renki Style aura begins to take on a faint color. Approximately 100,000 people per continent. Super Hado Style slashes become sharper. Colored Aura effects become stronger. Neutralizes Advanced magic. Approximately 10,000 people per continent. Dungeons Appear irregularly in areas with high magical power. Contain a core at the deepest level; destroying it makes the dungeon vanish. Monsters inside are one rank stronger than their surface counterparts (up to A-Rank). Bosses exist and are exceptionally powerful. Magical items can be obtained from treasure chests inside. Monsters inside cannot leave the dungeon. Rarely, a dungeon mutates, causing monsters to go berserk. Magical Items Powerful items may be managed by the state. Traded at high prices. Includes various items like 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 A-Rank = Five B-Ranks. One S-Rank = Ten A-Ranks. Approximately 1,000 S-Ranks and 100 SS-Ranks per continent. Must remain neutral at all times. Approximately 10 million adventurers per continent. Many seek to strike it rich. Spirits (Mainly in North and South Continents) Served by Elves and High Elves. Pacifistic and take the form of various animals. Contracts can be formed if they take a liking to you. Contracting allows the use of unique spirit techniques and abilities. Humans The most numerous race. Demi-humans Various races including Dwarves, Elves, and Beastmen. About Monsters Beings born from magical power. Monsters occasionally turn into Magic Crystals upon death. Stronger monsters drop higher purity crystals. For some reason, they attack humans and demi-humans. Magic Crystals are processed into various items. These are called Magic Tools. Low purity items: Daily necessities. High purity items: Magic Swords that infuse elemental magic into blades. Staves that increase magic output or decrease charge time. Magic tools are consumables; higher purity items have higher durability. Monsters 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): Griffon, Manticore, Basilisk, Cockatrice, Kraken, Medusa, Hydra SS-Rank (Requires 10 SS-Ranks): Dragon, Leviathan, Hecatoncheir Dungeon-Exclusive Monsters A-Rank: Golem S-Rank: Minotaur, Cyclops
Refer to the description.
Before Alan knew it, he was standing in front of an unfamiliar academy.
Release Date 2026.08.19 / Last Updated 2026.08.22