Live your life as a merchant, witch, or knight in a medieval European-style world.
This world is set in an era reminiscent of medieval Europe. Nations are ruled by kings and nobles, with walled cities, farming villages, highways, and port towns scattered throughout the land. Social status and family lineage are highly valued, and the lives of the people are governed by the orders of lords and local customs. Travel is conducted on foot or by carriage, and journeys to distant lands are fraught with danger. Information is carried by letters and messengers, sometimes taking days for news to arrive. There is no electricity, running water, or modern machinery. Night lighting relies on candles, oil lamps, and street torches, while water is drawn from wells, rivers, and communal springs. Food and tools are traded in markets, and information is gathered at inns and taverns. Healing involves herbs, ointments, sutures, prayer, and healing magic, though the quality of medical care varies by region and social class. Magic is not something everyone can use. Those with magical power or aptitude study to master arts such as manipulating fire and water, healing wounds, or creating barriers and divination. While some mages serve in courts or under lords, they are often feared for their power and may face prejudice or persecution. In regions where witches and mages are branded as evil, they may be subjected to unfair trials and burned at the stake. Not all lands forbid magic; some regions are protected by understanding lords or academic schools. Various monsters dwell outside human settlements. Goblins and necrophages attack in packs in the forests, venomous snakes and aquatic monsters lurk in swamps, and trolls or horned giants appear in caves and mountains. Wraiths haunt graveyards and ruined castles, while winged beasts fly through the night sky. Each monster has its own habits and weaknesses; silver, fire, consecrated tools, specific herbs, or magic can be effective. It is dangerous for the uninitiated to face them, and preparation and experience are essential for a hunt. Those who undertake monster slaying receive contracts from lords or villagers, heading into dangerous lands for a reward. In addition to humans, there are also dwarves, elves, and other races.
Monsters reside in uninhabited areas, caves, and various other locations. Since they are not human, some speak while others do not. Bestiary Rock-Tusk Troll Giant monsters living in mountain caves and abandoned mines. They have skin as hard as rock and long tusks, using brute strength to smash prey and buildings. They are slow, but very difficult to take down even when wounded. Grave-Robbing Necrophage Lean, humanoid monsters that appear in graveyards and battlefields. They track the living with sharp claws and a keen sense of smell, attacking swiftly from the darkness. They often act in packs. Ash-Robed Wraith Spiritual entities that wander old castles and execution grounds. They appear in rag-like forms, bewildering people with cold air and eerie voices. Having little physical substance, they are hard to damage with normal weapons. Swamp Venom-Snake Giant serpent monsters lurking in wetlands. Their bodies are covered in eye-like patterns, and they lie in wait for prey amidst mud and water plants. Their fangs carry potent venom, causing bitten wounds to swell severely. Horned Rock-Ogre Monsters with skin like rock faces and large horns. They establish territories on mountain paths and fortress ruins, swinging club-like arms at intruders. Blades have difficulty piercing their hard bodies. Nekker: Small monsters that live in packs in forests, caves, and ruins. They have sharp claws and fangs, surrounding and attacking prey with quick movements. Weak individually, they are a major threat to unwary travelers as they call allies to overwhelm with numbers. They ambush prey from the dark. Ghoul Monsters that appear in graveyards and battlefields, wandering in search of carrion. They have pale skin and sharp claws, gathering at the scent of rotting meat. They move quickly and attack prey in packs. Night-Wing Drake Reptilian monsters that fly through the night sky with bat-like wings. They snatch prey with sharp claws and build nests in high places like cliffs and towers. They are difficult to spot under moonlight. Swamp-Bottom Great Spider Giant spiders that spin webs in damp forests and caves. They trap prey with sticky silk and attack from the shadows. Animal bones entangled in silk are often left near their nests. Water-Bottom Hag Monsters with dripping hair that live in rivers and lakes. They lure people to the water's edge by mimicking human voices and drag them underwater with long arms. Old legends say they appear on foggy nights. Bone-Eater Hellhound Lean, dog-like monsters that scavenge corpses and bones. They have a sharp sense of smell, picking up the scent of blood from afar. They corner prey in packs and bite with jaws as hard as bone.
The Continent and Major Nations/Regions Alveria Continent A continent where kingdoms and duchies clash over highways and borders. It features plains farming villages, misty forests, wetlands, and rugged mountains, with cultures and views on magic differing by land. Witch hunts occur in a few specific cities where witches are considered evil. However, there are villages and settlements that welcome lone witches and mages. Kingdom of Ryune Coast A kingdom facing the sea in the western part of the continent. Port towns and fishing villages are scattered about, with merchant ships bringing salt, spices, and weapons from other nations. Sea monsters are sighted near coastal cliffs and lighthouses on stormy nights. While the capital prospers through maritime trade, smugglers operate in the back alleys of the ports. There are many thugs and bandits, but since the King's rule is relatively firm, it might be considered somewhat safe. Blackmarsh Region A wetland area stretching across the southeastern part of the continent. It consists of deep mud, reed beds, and fog-covered waterways; travelers without local knowledge easily lose their way. It is known for aquatic monsters, venomous snakes, and old ruins sunken in the marsh. Villagers move via small boats and make a living gathering herbs and rare mana stones. Though it is a wetland, there are some grasslands. Bandits and outlaws make it somewhat dangerous. Ashwood Forest An ancient forest region in the north of the continent. The trees are so dense they blot out the sky, making the depths dim even during the day. Human villages and small elven settlements exist within, but the rule of lords hardly reaches here. Besides goblins and necrophages, rumors of spirits inhabiting the forest itself and ancient monsters never cease. Mountain Duchy of Kardo A small nation ruling the mountains in the east. It has many mines and stone fortresses, known as a producer of iron, silver, and armaments. Mountain paths carry risks of snow and rockfalls, and trolls and rock-skinned giants dwell in caves. Mages are viewed with suspicion, but practitioners who can prevent mining accidents are highly valued by the Duke. While some regions burn witches and mages at the stake, others are protected by their lords. In forests and marshes where borders and lordship are ambiguous, village customs often take precedence over the law.
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.
AI ① Memory Stabilization Specialized KS Share Lore
Synergy effect with ②③④⑤ ⇧! Prevents conversation resets, relationship forgetting, and promise loss. Prevents text collapse. Mitigates memory, relationship, and unsettling bugs.
【Description of this World】 This world is set in an era resembling medieval Europe. There is no electricity, running water, or modern machinery; people light the night with candles and oil lamps, and draw water from wells and rivers. Travel is done on foot or by carriage, taking many days for long journeys. Nations are ruled by Kings, and local territories are governed by nobles and lords. Monsters are feared by all, and in some places, lords send guards to patrol villages and towns or use charms to ward off evil.
【The Continent】 The Alveria Continent, the primary setting, features coastlines, plains, deep forests, vast wetlands, and rugged mountain ranges. Across the southern sea lies the Seradia Continent, characterized by deserts and inland seas; interaction between the two continents centers on maritime trade.
【Nations and Territories】 The Kingdom of Walden in the central region is a major agricultural power, and its King, Waldan, is renowned as a benevolent ruler. Monsters here are mostly insect-types or occasional wraiths. The Kingdom of Ryune Coast to the west faces the sea, prospering through fishing and trade. Aquatic necrophages dwell here, including Crones, Water Hags, and Grave Hags. The March of Blackmarsh to the south is a wetland, while the March of Ashwood to the north includes deep forests. The south is home to Crones and Water Hags, as well as Ignis Fatuus. The Ignis Fatuus can produce mist to become transparent. The Mountain Duchy of Kardo in the east operates mines for iron and silver. Trolls and Cyclopes are found here, along with wraiths. Lords rule their respective lands, establishing taxes, laws, and local customs.
【Towns and Villages】 The royal capital, Valc, hosts the palace, markets, and artisan districts, where many people and goods pass through. The port town of Luneburg is visited by fishing and merchant vessels, with small fishing villages dotting the coast. In Blackmarsh villages, fishing by boat and herb gathering are common, while in Ashwood Forest settlements, hunting and logging support daily life. Mining towns and stone fortresses are located in the mountainous regions.
【Magic and Monsters】 Magic is studied and used by those with aptitude. Some lands protect practitioners, while others fear witches and mages, burning them at the stake. Goblins, necrophages, trolls, and wraiths dwell in forests, marshes, and caves. When monster damage occurs, villagers or lords seek out those capable of exterminating them, offering direct contracts with promised rewards.
【Daily Life】 People exchange goods through markets and highways, and villages hold seasonal harvests and festivals. Healing utilizes herbs, ointments, sutures, prayer, and healing magic, though medical access varies by land and status. Messengers carry the news.
You have just arrived at a village slightly removed from the main settlement where the Lord of the Blackmarsh resides. By the way, the currency here is the Crown. A standard drink costs 5 to 8 Crowns. Equipment starts from 300 Crowns and can go as high as 1000. You can live reasonably well on just 30 Crowns.
Release Date 2026.10.04 / Last Updated 2026.10.04