A Mushoku Tensei sandbox RPG where your choices shape the world, forge your destiny, and alter the course of history.
The Six-Faced World before the Year 407 happened historically ## High-Tier Fighter Physiology Physical capability may exceed ordinary human limits only for characters who can consciously wield Battle Aura. Only Battle Aura users may show superhuman strength, speed, or resilience. King-, Emperor-, and God-tier fighters who can use Battle Aura may have superhuman physical values based on demonstrated feats, training, species, age, injuries, and condition—not merely their title. They can move and react far beyond ordinary people and endure punishing battles, but remain vulnerable to counters, fatigue, injuries, and matchup disadvantages. Magic rank, immortality, species, or political status alone does not bypass the Battle Aura requirement. More than 100,000 years ago The age of the gods of ancient times. According to legend. 20,000 - 10,000 years ago The God Wars The God Wars began when the first Dragon God declared war on 4 of the 6 worlds in order to search for the murderers of his wife Lunaria. Evidence pointed to a conspiracy of these four worlds that resulted in Lunaria's murder, and so the Dragon God and his five Dragon Generals began their massacre on the Beast world, followed by the Ocean World, the Heaven World and finally the Demon world. Each time, the Dragon God faced off and killed one of the Gods while his Dragon Generals committed genocide on the world populations. The Human God then opened a rift to allow the survivors of those worlds to escape into the human world. The five Dragon Generals betray the Dragon God when he announced invading the Human World, and their battle ends in mutual defeat. The Dragon God is killed by Hitogami. The dying Dragon God sends his son Orsted into the future to defeat Hitogami. Demon Dragon King Laplace (one of the five Dragon Generals) is given a mission by the Dragon God, “Gather knowledge on all known techniques and magic. Archive them for my son when arrives in 10,000 years.” Laplace escapes the collapsing Dragon World, and begins to wander the Human World as the second generation Dragon God. The legend states that all worlds but the Human World were destroyed, but at least the Void World still exists. 10,000 - 8,000 years ago The age of chaos. The different races in the Human World are mixed together and struggle. Eventually, each race starts to live in different parts of the world. Only the humans and demons continue to quarrel. Laplace begins studying techniques and spells for the sake of defeating Hitogami, with the goal of one day teaching them to Orsted. 7,000 years ago Start of the First Great Human-Demon War. 6,000 years ago The First Great Human-Demon War is ended when the hero Ars leads his six comrades to defeat the five Demon Lords and Demon World Emperor Kishirika Kishirisu. The hero Ars then established the Asura Kingdom, the capital of which is named after him. 5,500 years ago Humans wage war on other races and each other for a period of about 500 years. 5,000 years ago Kishirika revives. Start of the Second Great Human-Demon War, began by Kishirika. The demons ally with the beast race and sea race, and corner the humans. 4,200 years ago Badigadi manages to dominate the humans, becoming a key player in the war, after taking advice from Hitogami who appears in his dreams. This left the humans trapped and almost defeated. The Golden Knight Aldebaran, with his Fighting God Armour, appears and singlehandedly turns the tide of the war in favour of the humans. At the very end, his attack punches a huge hole in the Great Continent, forming a sea and splitting it into the Central Continent and Demon Continent. Falsely according to legend, this happens when Aldebaran fights Kishirika. In actuality, the Human Hero Aldebaran had abandoned his armour and had died before this point. Advised by Hitogami, Badigadi locates the armour and becomes the Fighting God. Possessed by the armour, Badigadi kills Kishirika and then engages in a final battle against Laplace. Using the ingrained techniques of the armour, Badigadi is able to defeat Laplace, resulting in his soul to split in half. Laplace loses his memories and is split into two individuals: the Technique God Laplace who seeks to defeat a god and the Demon God Laplace who hates humans. At the same time, the Fighting God Armour was broken and fell to the bottom of the ocean, which was just created by the separating of the two continents. Whilst both Aldebaran and Badigadi were Fighting Gods, history mistakes them for the same person. Badigadi was the one who split the continents using the power of the Fighting God Armour fighting against Laplace, and not by Aldebaran fighting Kishirika. The Second Great Human-Demon War ends with the splitting of the continents. 4,200 - 1,000 years ago A time of peace. Humans gradually segregate demons onto the Demon Continent and blockade it. The demons struggle for resources, and their population drops. Kishirika revives again at some point during this period. 1,000 years ago Demon God Laplace is reborn. He unites the demons and subjugates the Demon Continent. There are some demons, such as Badigadi and Kishirika, who do not join Laplace. They become a faction known as the Moderate Faction. 500 years ago Start of the Laplace War, fuelled by the Demon God's hatred for humans. Laplace persuades the sea race and beast race, and attacks the Central Continent. Quickly gains control of the north and south part, and invades the west from both directions. Some time after this, before the end of the war, Laplace gives spears to the Superd Warriors, which some accept. Crazed by the cursed spears, the Superd start attacking family, friends and foe alike, resulting in the deaths of the majority of Superd and Kishirika (again). This villainises the Superd, who go down in history as traitorous monsters, though people are generally unaware of the curse that afflicted them. About 400 years ago (K0) The Seven Heroes persuade the sea race to lift the blockade of the sea, and ally with the beast race by holding hostage the children of their heads of families. The last remaining human country, the Asura Kingdom, put all their efforts into a final assault. The Seven Heroes led the Millis Holy Order of knights and the beast race in an attack on Laplace's stronghold. In the final battle, four of the Seven Heroes die, leaving Dragon God Urupen, the first generation North God Kalman I, and the Armoured Dragon King Perugius. Laplace's close allies are annihilated and Laplace is sealed. Ruijerd Superdia also aids the Heroes during the final battle. The war ends.. Armoured King Years The end of the Laplace war marked the start of the Armoured Dragon Calendar. Years are K[year], the K for Kou (Armoured). K100 year 100 The Dragon King Kingdom Rises to power in the south of the Central Content after driving out the King Dragons which resided in the mountains. The nation is named after the aforementioned monsters. K200 year 200 The Shirone Kingdom allies with the Dragon King Kingdom as its vassal state. K330 year 330 RPG CHARACTER FRAMEWORK (physical progression; magic is authored separately) Characters are individuals with age, species, background, goals, relationships, training, physical condition, and skills. Existing lore-accurate characters retain established capabilities; not everyone starts as a beginner. Capability is judged from demonstrated feats, training, and circumstances rather than numbers. Growth is earned through meaningful accomplishments: dangerous encounters, discoveries, missions, effective leadership, crafting, and focused training. Trivial repetition grants little or nothing. Growth permits modest, relevant improvement, but does not automatically teach techniques, improve every capability, or promote a discipline rank. Physical capability (strength, agility, resilience, recovery, and sustained effort) is described in the narrative and tied to age, species, training, and condition. An ordinary untrained adult is the reference, not a universal baseline for every species or age. Exceptional capability requires credible justification. Capability informs uncertain outcomes but never guarantees success. Martial skill progresses through Untrained, Beginner, Intermediate, Advanced, Saint, King, Emperor, and God, judged separately for each sword school (Sword God Style, Water God Style, North God Style) and for other martial methods. Promotion requires credible training, feats, instruction, recognition, or a fitting challenge; experience alone cannot grant mastery. Proficiency in one sword school does not transfer automatically to another. Combat outcomes consider technique, preparation, distance, initiative, reach, weapon and armor, terrain, visibility, surprise, fatigue, injuries, numbers, and opponent choices. Sword God Style favors initiative and explosive openings; Water God Style favors defense and counters; North God Style favors adaptation, feints, tools, and terrain. These are tendencies, not automatic matchup victories. Fast techniques require training, timing, and stamina; interruption or failure may leave the user exposed. Physical condition and exertion are tracked in the narrative. Strenuous movement, prolonged combat, heavy gear, and demanding techniques consume stamina. Rest, sleep, food, hydration, shelter, and care affect recovery. Wounds may impair movement or grip long before a character is incapacitated. Incapacitation or a critical condition is not automatic death; resolve survival and lasting consequences in context. Skills improve through deliberate practice, qualified instruction, feedback, and real use. Progress slows at high mastery, and advanced techniques require prerequisites. Training costs time and stamina and may cause injury. Equipment has weight, quality, fit, condition, and maintenance needs; superior gear provides situational advantages, not automatic victory. Travel, food, lodging, repairs, medicine, and information constrain adventurers. Magic compatibility: this framework does not define spells, mana, affinities, magic ranks, or domain abilities. Keep any separately designed magical resource distinct from physical condition and exertion unless the magic rules explicitly connect them. Do not infer magical talent from physical attributes. HYBRID EVENT FRAMEWORK (canon-inspired, player-reactive) The opening date is 22 November 407. Treat familiar Mushoku Tensei events as historical expectations or likely future pressure points, not as an invincible script. The world should preserve its recognizable setting and major relationships while allowing a sandbox timeline to branch. Event categories: - Scheduled milestones: events associated with an approximate age, date, season, or stage of a character's life. Dates are estimates unless the source explicitly establishes them. Do not force an event if its prerequisites no longer hold. - Conditional events: events that require specific people to be alive, present, allied, hostile, informed, or in control of a place. - Reactive events: consequences of player actions, such as a noble dispute escalating, a rescue changing an alliance, a journey arriving late, a secret being exposed, or a battle being avoided. - Background events: developments that occur away from the player, including court maneuvering, guild contracts, monster migrations, trade disruption, religious disputes, and military preparations. Reveal them through plausible messengers, witnesses, documents, rumors, or travel. For each major event, track: identifier/name; approximate date or trigger; prerequisites; involved characters and locations; public knowledge versus secret information; likely canon outcome; plausible alternatives; immediate consequences; delayed consequences; and conditions that cancel, postpone, or replace the event. If the platform has no dedicated event record, represent only the most important ongoing pressures in simulation rules or world/character descriptions, and keep the detailed event catalogue as creator-managed notes rather than pretending it is an executable event engine. Canon anchors to prepare as future event candidates: 1. Rudeus's early childhood and private magical/sword training relationships. 2. The Greyrat household's family and social tensions as Rudeus grows. 3. The Fittoa Displacement Incident, expected around the period when Rudeus is about ten; its exact result depends on the timeline and prerequisites. 4. The separated characters' survival, travel, reunions, and changing reputations after the displacement. 5. The political contest around the Asura Kingdom and its noble houses. 6. The Superd people's reputation, encounters, and opportunities to reveal hidden context. 7. Later conflicts involving Orsted, Hitogami, and the wider balance of power, gated behind appropriate knowledge, location, and character development. These are event families, not a mandatory linear quest chain. Do not reveal secret lore to characters who have no credible way to know it. Do not assume that every player character follows Rudeus's route. If Rudeus is not the player character, his life still proceeds according to his own goals and circumstances unless the player's actions affect it. Branching and consequence policy: - Preserve the event's central theme where possible, not necessarily its original scene or winner. - Before resolving an event, check prerequisites, current character locations, age, capabilities, alliances, resources, knowledge, and earlier outcomes. - Allow prevention, delay, partial success, substitution, and failure when plausible. If a key person is absent or an essential condition has changed, adapt the event rather than teleporting characters or forcing the original result. - Give meaningful choices costs and trade-offs. Saving one person may delay another objective; public accusations can damage reputation; travel detours consume time and supplies; political support may create obligations. - Track consequences in the relevant character, place, relationship, faction, or territorial state where the existing game data supports it. Do not invent unsupported stats or claim hidden event automation. - Keep character knowledge separate from creator knowledge. Rumors can be wrong, incomplete, or delayed. - Use small local events to connect major milestones, but avoid flooding every turn with unrelated crises. Let quiet periods support training, recovery, relationships, commerce, and travel. - Canon characters retain their established personalities, motives, and capabilities unless credible events change them. ## EXPANDED EVENT CATALOGUE (creator notes; not a native event scheduler) Use these as short event seeds, not mandatory outcomes. Check prerequisites, ages, location, player choices, and earlier consequences before triggering anything. If a prerequisite no longer holds, adapt, delay, replace, or skip the event. Secrets remain unknown to characters until plausibly discovered. Event 0.5 should begin with an in-character interaction/chat when Rudeus first attempts intermediate magic. - **Event 0.5 — First discovery (opening interaction):** Begin with an in-character conversation, not a summary or time skip. Rudeus is a very young child with memories of a previous life; he notices how quickly he learns language and reading, then experiments privately with mana and silent casting. Let the player decide how cautious or reckless he is before he attempts an Intermediate-tier spell. Establish that unusual talent does not equal perfect control: the spell may work, misfire, or produce an unexpected effect according to preparation and the chosen action. Record what Paul, Zenith, or any witness actually sees; they should not know about reincarnation unless Rudeus reveals it. - **Event 1 — The broken wall:** The experiment causes visible damage to the Greyrat home, forcing Rudeus to explain himself to Paul and Zenith. Paul initially focuses on the danger and lack of supervision; Zenith is concerned but wants to understand her son's ability. Their discussion establishes a practical compromise: Paul will teach sword fundamentals while the family searches for a qualified magic tutor. Roxy accepts the position, but she should arrive only after travel, introductions, and arrangements have plausibly occurred. If Rudeus hides the incident or the spell fails, adjust how the family discovers his talent rather than forcing the same scene. - **Event 2 — Roxy's first lesson (around 410):** Roxy assesses Rudeus's current knowledge, safety habits, mana control, and ability to follow instructions before increasing the difficulty of his lessons. She realizes that he can cast without chanting, but should test the claim rather than instantly understand every limit of his talent. Lessons cover mana control, spell structure, practical world knowledge, and discipline; Paul's physical training continues separately. In village scenes, Rudeus may meet Sylphiette and choose whether to approach, help, or ignore her. The relationship grows through repeated encounters and trust, not a single mandatory dialogue. The fifth-birthday milestone can close this phase if the timeline remains intact. - **Event 2.5 — Graduation test (around 412):** Roxy sets a final practical test that measures control, judgment, and the ability to maintain a difficult spell—not raw mana alone. Rudeus attempts Cumulonimbus at Saint-tier scale; the result should reflect his preparation, environment, and control, and may create weather consequences beyond the immediate lesson. Passing earns Roxy's recognition, her pendant, and advice about further study at Ranoa Magic University. The farewell should allow a genuine conversation about fear, independence, and the risks of leaving home. If he cannot safely sustain the spell, Roxy can postpone graduation or assign more training rather than award success automatically. - **Event 3 — Meeting Sylphie:** Rudeus encounters children mistreating a green-haired child, Sylphiette. The player chooses whether to intervene directly, distract the bullies, seek an adult, or stay out of it; each approach affects how Sylphie first judges him. If they become friends, Rudeus offers to help her learn magic, but her trust and willingness to practice develop gradually. Keep her family circumstances and what she knows limited to information she has actually shared. If the player does not intervene, the meeting may happen later or under different circumstances. - **Event 3.25 — Paul and Rudeus clash:** Paul hears a distorted account of Rudeus's involvement with the village children and confronts him. The argument tests their communication and trust; Rudeus can explain calmly, react defensively, or refuse to discuss it. Paul should respond to what he actually hears and sees, not to hidden intentions he cannot know. A successful conversation leads Paul to apologize and permit Sylphie to visit; a worse outcome may cause a temporary restriction, resentment, or a later reconciliation scene. - **Event 3.5 (413) — Sylphie's secret:** After sustained practice, Sylphie demonstrates silent casting, showing that her progress comes from patience and repetition rather than Rudeus's unusual talent alone. Rudeus discovers she is a girl during an ordinary interaction; treat the moment as a change in their understanding and friendship, not as permission for intrusive behavior. Let both characters react according to age, personality, and trust. Their training continues only if Sylphie still wants it and the circumstances allow them to meet. - **Event 4 (413) — Family upheaval:** Lilia's pregnancy reveals Paul's affair and puts the Greyrat household under intense emotional strain. Zenith's response should reflect her own feelings and the family situation; Rudeus may mediate, remain silent, or worsen the conflict through his choices. Forgiveness is possible but should not erase hurt, boundaries, or future consequences. If the household reconciles, Norn and Aisha are later born into a tense but functioning family; if not, relationships and living arrangements may change. - **Event 5 — The test in the garden:** Around age seven, Rudeus raises the possibility of studying at Ranoa with Sylphie. Paul questions whether he understands the risks and responsibilities of leaving home, then proposes a spar to assess his practical judgment. Rudeus can use terrain, distance, and magic creatively, but Paul has real combat experience and can exploit openings; clever tactics do not guarantee victory. The result shapes Paul's confidence in his son's readiness. A loss can still earn respect if Rudeus shows discipline, while reckless behavior may delay permission. - **Event 6 — Roa tutoring job:** Paul arranges for Rudeus to tutor Eris in Roa and tells him the assignment will keep him away from home for years. Clarify expectations, payment, travel, and the Boreas household's rules before the journey. A staged test meant to build trust is interrupted by an actual kidnapping threat, forcing Rudeus to distinguish the planned exercise from genuine danger. Ghislaine's presence and experience matter; success depends on awareness, positioning, and decisions, not plot protection. Eris may accept Rudeus as tutor only after seeing how he behaves under pressure. - **Event 7 — Eris's lessons:** Rudeus discovers that Eris resists conventional lessons and responds poorly to humiliation or overly rigid instruction. He can adapt the schedule, connect lessons to sword practice, or clash with her over expectations. Linking dance to balance, rhythm, and footwork may help, but the result depends on her effort and the tutor's patience. Successful lessons build trust with Eris and may improve the household's opinion of Rudeus; repeated disrespect or manipulation can damage both. - **Event 8 — Eris's birthday:** The birthday gathering brings together Eris's family, tutors, and household staff, exposing differences between private affection and noble public expectations. Rudeus may help Eris navigate the event or unintentionally embarrass her through poor social judgment. His gifts of magic wands to Eris and Ghislaine can be received warmly if they suit the recipients and are presented appropriately. The scene should change relationships through conversation and action, rather than granting automatic loyalty because a gift was given. - **Event 8.5 — Languages and Boreas politics:** Rudeus studies Demon-God and Beast-God languages to broaden his understanding of the world and prepare for future travel. Progress takes time and practice; mistakes can cause misunderstandings rather than instant fluency. Philip and Ghislaine may provide different kinds of help, while conversations around the Boreas household reveal competing interests among nobles. Rudeus can investigate, stay neutral, or involve himself in disputes, but should distinguish direct evidence from rumor. - **Event 9 — Tenth birthday preparations:** As Eris approaches her tenth birthday, Rudeus continues language study and reviews the cost, range, and risks of his large-scale weather magic. The household prepares a major public celebration with guests, security, and political expectations. Rudeus can help with preparations, focus on training, or investigate tensions among the Boreas family. These choices influence who trusts him and what he notices before the later mana incident. - **Event 9.5 — Birthday and strange mana:** Eris's birthday becomes both a personal milestone and a public display of Boreas influence. Conversations can strengthen her bond with Rudeus while revealing Philip's ambitions and the risks of noble factionalism. A powerful mana phenomenon then disrupts the expected celebration and attracts the attention of distant observers, including Perugius's circle. Treat the cause as uncertain at first: witnesses may disagree, reports may be incomplete, and investigation takes time. Record damage, missing people, and confirmed observations separately from speculation. - **Event 9.7 — Boundary and apology:** After the birthday events, Rudeus and Eris misread each other's intentions and an uncomfortable personal conflict follows. The scene should focus on boundaries, confusion, and consequences rather than treating either character as entitled to the other's affection. Rudeus can acknowledge the harm, apologize without demanding forgiveness, and give Eris room to decide what she wants. Their relationship may recover gradually, remain strained, or take a different direction depending on their choices and communication. - **Event 9.8 (K417) — Fittoa Displacement Incident:** The mana anomaly reaches a catastrophic threshold and the Fittoa region is struck by a mass displacement. Do not assume every person is transported to the same place: establish each known character's last confirmed location and resolve missing-person reports over time. Rudeus and Eris awaken on the Demon Continent separated from familiar support, with uncertain supplies and no reliable route home. Their immediate priorities are survival, shelter, information, and deciding whether to travel together. If prior choices changed their locations or relationships, adapt who is displaced and where they arrive. - **Event 10 — Dead End begins:** During sleep, Rudeus encounters Hitogami, whose advice may be useful but whose motives are not independently verified. After waking, Rudeus and Eris face the practical challenge of surviving the Demon Continent; Ruijerd's intervention provides protection but also introduces the danger of the Superd's reputation. Let Ruijerd explain only what he chooses to share and what he can reasonably know. The group may form the Dead End party if trust develops, agreeing to travel, earn money, and correct false stories about the Superd where possible. Their reputation should change through witnessed deeds and reports, not instantly. - **Event 10.5 — Sylphie and Ariel:** In a separate thread, Sylphie is displaced into Asura territory and becomes involved in a threat against Princess Ariel. If she saves Ariel and earns her trust, she adopts the identity of Fitz to act as a discreet protector. The royal succession conflict creates surveillance, divided loyalties, and repeated security risks; Ariel's group must choose whom to trust and where to seek refuge. Keep Fitz's identity secret from characters who have not discovered it. This storyline proceeds off-screen only at a believable pace and may diverge if Sylphie's displacement or choices changed. - **Event 11 — Rikarisu:** Dead End reaches Rikarisu and learns that their appearance, especially Ruijerd's, can frighten locals before they hear the party's story. The group chooses a disguise and a public explanation that lets them register for low-rank guild work. Early jobs teach Rudeus to negotiate, assess risk, and keep Ruijerd from treating every threat as a fight to the death. Successful quests earn money and credibility; botched jobs, collateral damage, or intimidation can instead spread fear. Track their actual funds, injuries, and reputation with merchants and guild staff. - **Event 12 — The search for the Greyrats:** Roxy receives news that the Fittoa region has vanished and that the Greyrat family is missing or unaccounted for. She must decide whether to return to her people, search alone, or cooperate with other adventurers. Elinalise and Talhand become allies through shared goals and practical skills, but the group still needs leads, money, supplies, and safe routes. Reports about survivors should arrive unevenly and may be mistaken; do not let Roxy know Rudeus's location without a credible clue. - **Event 12.5 — A dangerous monster quest:** A guild request leads Dead End into a hunt where the danger is greater than the initial report suggested. Rudeus must weigh the client's safety, the party's capability, and the possibility of retreat; Ruijerd may favor decisive force while Rudeus seeks a more controlled solution. Resolve the encounter using scouting, terrain, fatigue, and the monster's actual behavior. The argument afterward can strain or strengthen the partnership depending on whether each listens and takes responsibility. Future jobs should reflect the party's reputation for either prudence or recklessness. - **Event 13 — Kishirika's gift:** Rudeus encounters a seemingly hungry traveller and can offer food or assistance without knowing who she is. The traveller reveals herself as Kishirika, whose unusual power lets her grant Rudeus the Foresight Eye if she chooses. Explain the eye's practical limits through use: it provides a glimpse of near-future movement, not certainty or perfect knowledge. Later, the party needs money and a viable route for Ruijerd to travel without provoking panic; dealings connected to Gallus can offer help while introducing risk. Track debts, promises, and any witnesses to the encounter. - **Event 14 — Beastfolk rescue job:** A job involving a sacred beast places Rudeus near Doldia territory, where local customs and incomplete information shape how his actions are interpreted. An attempt to help can look like abduction to beastfolk guards who do not know his intentions. The player may surrender, explain, seek a witness, or resist; each choice changes the risk of escalation. Ruijerd and the party can provide testimony, but their reputation may make officials more suspicious. Resolve the misunderstanding through evidence and communication if possible, rather than making the locals irrationally hostile. - **Event 15 — Doldia attack:** While Rudeus is detained or questioned, kidnappers exploit the village's vulnerability and attack. The crisis forces the beastfolk to judge Rudeus by his actions rather than rumor. He can help organize defense, protect civilians, track abducted children, or pursue the attackers; time spent on one objective affects the others. Geese's information and the sacred beast may help, but neither should replace player decisions. The leader's defeat exposes the trafficking plot and can earn the party gratitude, compensation, and safer passage—unless their conduct creates new grievances. - **Event 16 — Rainy-season refuge:** After the village crisis, Gustav weighs the party's actual contribution and offers them shelter through the rainy season. The respite gives characters time to heal, repair gear, practice languages, and build local relationships. Rudeus may learn about beastfolk customs and the Seven Great Powers, but information depends on who is willing to teach him and how much is publicly known. Use the quieter interval for meaningful conversations and preparation rather than unrelated combat. When travel becomes possible, Dead End must choose its route toward Millis and account for weather, money, and local obligations. - **Event 16.5 — Eris and Cliff:** In a parallel storyline, Eris joins Cliff on a mission that uncovers an assassination threat. The two must decide how to gather evidence and protect the target without exposing themselves unnecessarily. If they stop the attack, the result affects their standing and the safety of the people involved. Cliff develops romantic feelings for Eris, but she does not have to return them; he should respect her answer and continue his own growth rather than turning rejection into hostility. - **Event 17 — Reunion with Paul:** Rudeus and Paul reunite in Millis after a long period of uncertainty. Paul is exhausted by searching and family responsibilities; Rudeus has survived dangerous travel and believes his own efforts deserve recognition. Their conflicting expectations can erupt into a physical confrontation if neither slows down to listen. Eris and Ruijerd may intervene, but reconciliation depends on both men acknowledging what they misunderstood and what they failed to communicate. The meeting can restore cooperation, leave lasting resentment, or change the search plan according to the player's response. - **Event 17.5 — Passage to the Central Continent:** The party needs authorization and a credible explanation for continuing its journey. Therese checks Rudeus's recommendation and the group's circumstances rather than granting passage solely because the story requires it. If their papers and conduct are acceptable, she can help them secure the route; otherwise they may need to wait, find a sponsor, or pursue another path. The decision affects travel time, costs, and which contacts they can use later. - **Event 18 — Roxy returns home:** Roxy returns to her family and shares what she has learned about the displacement and the missing people. Her parents provide context and emotional support, but their information may be incomplete. When Roxy hears reports of a party travelling with Ruijerd, she considers whether Rudeus could be involved and looks for confirmation before acting. Her next search decision should reflect her obligations, resources, and the reliability of the rumor; a false lead can cost time and money. - **Event 18.5 — The Nanahoshi clue:** A meal or familiar cultural detail triggers Rudeus's memories of his former world and gives him reason to suspect another person from Earth may be present. The clue should be suggestive rather than immediately proving every detail. Rudeus can investigate through conversation, records, or further visits, balancing curiosity against the needs of his party. The struggling restaurant and its owner Randolph have their own practical problems; Rudeus's actions may provide help or expose the owner to new risks. Keep confirmed facts separate from Rudeus's guesses. - **Event 19 — Hitogami's directions:** Hitogami appears to Rudeus in a dream and offers information about the missing Greyrats, including a lead connected to Shirone. Rudeus must decide how much to trust the advice and whether to seek independent confirmation. The guidance may save time but can also create obligations or expose him to manipulation. Before acting, consider travel distance, local politics, party readiness, and whether a direct rescue is possible. If Rudeus rejects the advice, the search continues through slower but independent leads. - **Event 20 — Shirone rescue:** Rudeus reaches Shirone and becomes entangled in a palace conflict involving Aisha, Lilia, Zanoba, and rival princes. His status and intentions may be misunderstood by guards and courtiers, so he must learn who holds authority and what evidence is available. Zanoba can become an ally if their interaction builds trust, but his decisions still reflect his own interests and constraints. The rescue plan should account for security, hostages, and political consequences; freeing Lilia and Aisha can shift the balance among the princes rather than ending the conflict without repercussions. - **Event 21 — Encounter with Orsted:** While travelling through Red Dragon Mountain, Dead End encounters Orsted, whose presence and reputation create immediate danger. Conversation about Hitogami reveals that the subject provokes a severe reaction; the group should not understand the full reason unless someone explains it. A confrontation may become catastrophically one-sided, demonstrating the difference between Rudeus's current strength and Orsted's. Nanahoshi's intervention can change the outcome if she is present and has a credible reason to intervene. Survival is not victory: record injuries, fear, information gained, and any lasting consequences of Orsted's decision to spare Rudeus. - **Event 22 — Ruins and separation:** The party reaches the devastated Fittoa region and sees the scale of the displacement's consequences. Rudeus decides how much to tell Ruijerd about Hitogami, affecting trust between them. As survivors search for family and shelter, Eris learns that her relatives are presumed dead or confirmed lost; her response should be shaped by grief and uncertainty. Ruijerd may leave to pursue his own mission, while Eris later chooses intensive training. Do not force departures if prior events created a different bond or a credible reason to remain. - **Event 22.5 — Eris's sword training:** Eris travels to the Holy Land of Swords with the goal of becoming strong enough to face Orsted again. Her arrival and challenges may create rivals as well as respect; strength alone does not guarantee acceptance. Gal Farion evaluates her talent, discipline, and willingness to learn before offering serious instruction. Training is physically demanding and takes time, with fatigue, mistakes, and recovery between sessions. Eris's growth should be reflected in demonstrated techniques and rank milestones, not an instant jump in power. - **Event 23 — Paths diverge:** With the party dispersed, each character follows a separate goal and acts on limited information. Rudeus continues the search for Zenith while coping with uncertainty; Roxy follows a lead that places Zenith in or near Rapan. Eris trains, Ruijerd pursues his mission, and Zanoba, Geese, and Sylphie make their own choices based on their circumstances. Maintain separate travel times and information channels so characters do not converge by coincidence without cause. Their eventual reunion depends on leads, resources, and player decisions. - **Event 24 — Counter Arrow:** In the northlands, Rudeus encounters Counter Arrow and considers joining them for work and companionship. The party tests whether he can cooperate, follow a plan, and communicate under pressure. A dangerous hunt reveals both the group's strengths and the cost of mistakes; Rudeus may contribute magic without needing to solve every problem alone. Shared danger can help rebuild confidence, but relationships develop through later choices, fair payment, and trust rather than a single successful quest. - **Event 25 — Rescue in the snow:** Rudeus's work begins to establish the name Quagmire, though different people interpret the reputation differently. A blizzard separates members of the party and turns a routine return into a survival problem. Rudeus must manage visibility, warmth, tracks, and dwindling supplies while searching for Sara and Mimir. Finding them should depend on choices and conditions, not certainty; delays can cause injury or lasting consequences. A successful rescue strengthens Counter Arrow's trust and gives the party a reason to reassess its safety procedures. - **Event 26 — A serious setback:** A painful personal misunderstanding damages Rudeus's relationship with Sara and plunges him into crisis. Soldat intervenes, supports him, and offers a new path with Stepped Leader. - **Event 27 — Northland years:** Rudeus adventures with Stepped Leader and defeats a red dragon. Elinalise finds him and explains that Paul and Roxy are searching for Zenith; Rudeus accepts Ranoa's invitation after Hitogami urges him to investigate the Displacement Incident there. - **Event 28 (422) — Ranoa arrival:** Rudeus reaches Ranoa Magic University and must navigate admissions, fees, housing, rules, and unfamiliar social groups. His demonstration of silent casting during a duel with Fitz attracts attention, but should also prompt questions about his training and limits. He enrolls as a special student and reconnects with Zanoba while meeting Linia, Pursena, Cliff, and Luke. Rudeus does not recognize Fitz as Sylphie at this stage; clues should accumulate naturally, and other characters should not reveal her identity without a reason. - **Event 29 — Research and Julie:** Rudeus and Fitz compare observations about the Displacement Incident, separating measurable evidence from speculation. Research requires records, controlled experiments, access to specialists, and time; progress may be slow or produce inconclusive results. Zanoba seeks help making sculptures and Rudeus helps him find Julie, whose training must respect her safety and ability to learn. Julie's progress depends on instruction and practice, while Zanoba must learn to communicate techniques rather than expect talent to transfer automatically. - **Event 30 — Beastfolk conflict:** Linia and Pursena destroy or damage Rudeus's Roxy sculpture, provoking a dispute that may escalate into intimidation or a formal disciplinary matter. Rudeus can demand restitution, challenge them, seek mediation, or use the incident to negotiate clearer rules. The resolution should reflect the power imbalance, university policy, and how each side behaves; it need not become a fight. Fitz observes the conflict but keeps her identity secret unless events plausibly expose it. - **Event 30.5 — Eris's resolve:** Nina receives evidence that Rudeus exists and has developed significant ability. Rather than accepting rumors, she seeks confirmation and observes his capabilities where possible. The encounter strengthens her determination to train and pushes her to measure herself against Eris honestly. Rivalry can motivate both characters, but should also create fatigue, mistakes, and opportunities to learn from one another. - **Event 30.7 — Three-way training:** Eris, Nina, and Isolte arrange sparring sessions to compare styles, test timing, and identify weaknesses. Each round should have a defined goal—defense, distance, counters, or stamina—rather than a simple contest of who is strongest. Injuries, fatigue, and differing philosophies influence the result. If they respect the lessons learned, rivalry becomes a lasting training partnership; if pride dominates, they may separate or seek a rematch. - **Event 31 / 31.5 — Cliff and Elinalise:** Cliff and Elinalise grow closer and must discuss the practical and emotional consequences of her curse before committing to a relationship. Their bond depends on honest communication and mutual consent, not on one character ignoring the risks. At the same time, Rudeus continues to struggle with Eris's departure and may withdraw from friends or bury himself in study. Friends can offer support, but recovery is gradual and cannot be forced by a single speech. - **Event 32 — Beastfolk challenge:** A seasonal dispute at the university raises tensions between students and draws challengers toward Rudeus. He must decide whether to negotiate, participate under agreed rules, or refuse while protecting his standing. Badigadi then arrives and demands a duel, turning the situation into a public test of Rudeus's confidence and magical ability. The crowd's assumptions and university rules matter; accepting the challenge should not erase the danger or guarantee victory. - **Event 32.5 — Badigadi's test:** Badigadi invites Rudeus to demonstrate his strongest spell and judges the result with his own durability and experience. The demonstration may damage the surroundings or alarm onlookers, so control and safety are part of the outcome. Rudeus earns Badigadi's respect if he shows power and judgment, but this is not a conventional defeat: Badigadi's strength and motives remain independent of the duel. His presence can create an opportunity for research and conversation while also drawing unwanted attention. - **Event 33 — Rudeus and Fitz grow closer:** After a year at the university, Rudeus has a reputation among students but prefers to avoid formal leadership and its obligations. Repeated collaboration makes him more aware of his feelings for Fitz. He discovers Fitz is female, but does not automatically identify her as Sylphie; the distinction between new evidence and old assumptions should remain important. Fitz chooses how much to reveal and when, and Rudeus's response affects their trust. - **Event 34 — Sylphie's reveal:** Ariel encourages Sylphie to consider whether maintaining the Fitz disguise still protects her goals or now prevents an honest relationship. During a winter trip, a conversation or shared memory allows Rudeus to recognize Fitz as Sylphie. Give them room to explain what each misunderstood and why the secret was kept. A confession can lead to reconciliation if both want it, but the relationship must develop through mutual choice rather than an assumed canon response. - **Event 35 — Engagement and alliance:** Rudeus and Sylphie decide what kind of future they want and may become engaged if their trust and circumstances support it. Sylphie shares the full story of her identity and service to Ariel, including the political risks that come with it. Rudeus's pledge to support Ariel creates obligations and may affect how nobles, students, and rival factions view him. Record the commitment as a political relationship, not merely a dialogue line; later events should respond to the promises actually made. - **Event 36 — The haunted house:** Reports of a cursed house lead Rudeus, Cliff, and Zanoba to investigate unusual noises, movements, or disturbances. They should inspect evidence, protect themselves, and distinguish a magical mechanism from a supernatural rumor. Discovering an animated doll turns the investigation into a research opportunity and raises questions about its creator and purpose. If the house can be made safe, Rudeus and Sylphie may prepare it as a home; repair costs, privacy, and unresolved magical risks still matter. - **Event 37 — Wedding reception:** The reception brings together friends and allies whose relationships have changed over the course of the story. Rudeus and Sylphie can choose how public to make their commitments and how to handle competing obligations. Elinalise's connection to Sylphie's family comes to light, changing how they understand their history. Nanahoshi's connection to Rudeus's former world remains a separate unresolved question; do not reveal more than the characters have actually established. - **Event 38 — Family moves and research risk:** Norn and Aisha arrive to live with Rudeus while Paul continues searching for Zenith. The household must adjust to new routines, space, expenses, and different personalities; the siblings should not instantly feel at home. Rudeus and Sylphie exchange magical knowledge, with each lesson revealing that teaching and learning require patience. Nanahoshi's summoning experiment then fails dangerously, demonstrating that research needs safeguards, emergency plans, and honest reporting of risks. - **Event 39 — Norn's isolation:** Rudeus notices that Norn is withdrawing and struggling with being compared to her unusually capable brother. He must listen before assuming he knows the cause or prescribing a solution. Support from family and friends can help her return to school, but she should retain agency over how and when she does so. The outcome may include setbacks, boundaries, or a slower adjustment; success means Norn finds a sustainable path, not that she becomes like Rudeus. - **Event 40 — Sibling cooperation:** Rudeus and Norn work together on a story about Ruijerd, giving Norn a chance to contribute without being measured against her brother's achievements. Aisha shows an instinct for organization and business, but adults should still consider her age and responsibilities. Nanahoshi explains the stages and limitations of her summoning experiments and may share a rare spell if trust and safety allow. Keep the research record specific: what was tested, what worked, what failed, and what remains unknown. - **Event 41 — Journey to Begaritt:** News about Zenith prompts Rudeus to decide whether to leave his household and help Elinalise with the search. The choice creates emotional and practical consequences for Sylphie, the family, and the university. Nanahoshi reveals a teleportation route that may shorten the journey, but its use requires reliable coordinates, preparation, and acceptance of unknown risks. Sylphie may support the decision while still feeling worried or disappointed; those feelings should remain part of the relationship during the separation. - **Event 42 — Reunion in Rapan:** Rudeus and Elinalise reach Rapan and reunite with Paul and the search party. The reunion should reflect exhaustion, relief, and unresolved tension from their separate journeys. Paul explains what has been discovered about Zenith and the Teleportation Labyrinth, including the failures and costs of earlier attempts. Before entering, the group must check supplies, healing resources, equipment, roles, maps, and fallback plans; urgency does not make preparation unnecessary. - **Event 43 — Roxy found:** During the labyrinth expedition, Rudeus discovers Roxy in danger or trapped beyond the group's current route. Reaching her requires choosing between a direct rescue and a safer but slower approach. Once she is safe, Roxy gradually recognizes the young student she once taught in the capable adult before her, while Rudeus must decide how much of his progress and private history to share. The rescue changes party morale and resources, but does not remove the remaining labyrinth threat. - **Event 44 — Hydra battle:** The party reaches the chamber where Zenith is held, only to face the hydra guardian. Its scales interfere with magical attacks, forcing the group to adapt with physical tactics, positioning, coordinated distractions, and careful resource use. Each head and attack pattern should create a distinct tactical problem; injuries and lost equipment carry forward. Paul may sacrifice himself to save Rudeus in the canon-leaning branch, but this outcome depends on positioning and prior choices rather than being unavoidable. If Paul survives or the battle resolves differently, update the grief, family, and return-home events accordingly. - **Event 45 — Grief and resolve:** If Paul dies during the hydra battle, the survivors must escape the labyrinth, secure Zenith, and cope with the immediate shock of their loss. Rudeus may struggle to think clearly or blame himself; Roxy can offer companionship, but should not be able to erase his grief through one conversation. The group needs to decide how to handle Paul's body and belongings, what to tell the others, and how to travel home with their remaining supplies and injuries. If Paul survived the battle in this timeline, replace this grief event with his recovery, the consequences of his injuries, and a changed family reunion. - **Event 46 — Homecoming:** The search party returns to Sharia with Zenith, and the family must adjust to the outcome of the labyrinth expedition. If Paul died, Rudeus explains what happened and gives his family space to react with grief, anger, numbness, or questions; if Paul survived, the reunion instead centers on recovery and changed responsibilities. Zenith's memory condition creates uncertainty about care, communication, and possible recovery, so the family must arrange practical support instead of assuming she will quickly return to normal. Sylphie, Aisha, and Norn each respond differently, and the household's future depends on continued care and honest conversations. - **Event 47 — Life after the labyrinth:** Once the immediate crisis passes, Rudeus balances family responsibilities, recovery, and university work. He adapts to his missing hand and collaborates with Zanoba and Cliff on a mana-powered prosthetic glove. Its construction requires design, materials, testing, and adjustment; it may have limitations and maintenance needs rather than restoring every function perfectly. Naming it Hand of Zaliff marks the group's achievement, while the longer-term challenge is learning to use it safely and reliably. - **Event 48 — New household complications:** Geese distributes or reports the labyrinth loot, requiring the party to check agreements, expenses, and each member's share. Rudeus and Roxy discuss possible future travel in light of their family duties and current resources. Meanwhile, Aisha's secret treant project creates a household problem involving space, safety, and honesty. The family may agree to keep it only after assessing the creature's needs and setting clear rules; concealment or careless handling can damage trust or endanger the home. - **Event 49 — Wedding and family celebrations:** Cliff and Elinalise prepare for marriage and address practical questions about their future together. The wedding brings allies together but may also expose old tensions and family connections. Rudeus organizes belated birthday celebrations for Norn and Aisha, taking care not to treat the sisters' different needs as interchangeable. Small signs of Zenith's recovery give the household hope, but improvement is gradual and does not guarantee that her memories will return. - **Event 50 — Escort and reconciliation:** Several months later, Rudeus and Roxy join an escort mission connected to Ariel. The route and security plan matter because the group is protecting a politically important person. Rudeus unexpectedly encounters Sara, bringing old misunderstandings back to the surface. If they choose to talk, both can explain their past assumptions, apologize where appropriate, and decide whether friendship is possible now; reconciliation is not compulsory. The mission's dangers and the characters' conduct determine whether the escort earns trust or creates new political complications. - **Event 51 — Eris becomes Sword King:** At the Holy Land of Swords, Eris's training culminates in a formal duel with Nina. The match tests initiative, timing, defense, stamina, and whether Eris has learned to adapt rather than rely on aggression alone. Nina can fight intelligently even if she loses; the duel should change both fighters' understanding of their strengths. If Gal judges Eris worthy, he awards her the Sword King title and its responsibilities. If the prerequisites are not met, the title can be delayed while the rivalry and training continue. - **Event 52 — Graduation and summoning milestone:** Linia and Pursena approach graduation and settle their ongoing rivalry in a final contest whose rules and stakes should be clear beforehand. Their departure changes the university's social balance and may leave Rudeus with new responsibilities or fewer familiar allies. In parallel, Rudeus assists Nanahoshi's carefully prepared attempt to summon a living organism. Success marks a major research milestone, but requires documentation and review of what conditions made it work. Nanahoshi reveals that Perugius is her mentor and proposes seeking his expertise. - **Event 53 — Audience with Perugius:** The group travels to Chaos Breaker and must follow the rules of Perugius's household before receiving an audience. Perugius shares selected knowledge about Zenith's condition, the Displacement Incident, Elinalise's history, and the Dragon Tribe, but he does not have to answer every question. His explanations should distinguish known facts from theory and personal judgment. Sylvaril may instruct Rudeus in summoning principles, provided he follows the necessary prerequisites. The meeting opens new research directions but also reveals how much remains unknown. - **Event 54 — Nanahoshi falls ill:** Nanahoshi's health deteriorates enough that the group must pause research and seek a reliable diagnosis. Drain Syndrome is identified as the likely cause, and Perugius can only stabilize her temporarily rather than cure her. Rudeus must choose whether to pursue a treatment lead, gather more expertise, or delegate parts of the search. The journey to the Demon Continent requires supplies, allies, and a plan for Nanahoshi's care while he is away. A promise to help should become a concrete objective with risks and deadlines, not an instant cure. - **Event 55 — Sokas Grass and Atofe:** Rudeus seeks Kishirika's help and learns that Sokas Grass may treat Drain Syndrome. The group must verify where it can be found, how it is harvested, and whether the dose can be preserved for the journey back. Atofe then attempts to force the group into her service, creating a conflict that can be handled through negotiation, escape, or combat depending on their position. Perugius may intervene if the danger and his reasons make that plausible, but his arrival should not erase the party's choices or costs. - **Event 56 — Recovery and new warning:** If the treatment succeeds, Nanahoshi's condition improves gradually and the group monitors her recovery rather than assuming all risks are gone. Perugius gives Rudeus a method of contacting him, establishing a valuable but limited line of communication. Later, Hitogami claims Rudeus's decisions have led to a disastrous future and points him toward the basement. Rudeus must assess this warning against prior evidence and may consult trusted allies before acting; do not reveal whether Hitogami is truthful until the character has a credible basis to judge. - **Event 57 — Future Rudeus's warning:** An older version of Rudeus appears with knowledge of a possible future shaped by Hitogami's manipulation. He warns the present Rudeus not to trust Hitogami blindly or open the basement without careful preparation. His account should include personal urgency and specific claims, but the present character must still evaluate the evidence, verify what can be checked, and decide whom to tell. The warning creates a new investigation phase involving the household, trusted allies, and the risks of acting too quickly. If earlier events diverged, the future visitor's account may differ or the encounter may not occur in the same form. **Important limits:** This catalogue is a compact reference, not a set of executable event records. The current editable game model has no dedicated event-scheduler file. Trigger these as creator-managed story notes or translate individual events into supported world, character, and simulation state when needed. The catalogue summarizes the provided notes; adapt events when the player's actions or changed prerequisites make the original outcome implausible. No character is required to cooperate merely because the source plot expects it. ## REGIONAL POPULATION DISTRIBUTION (worldbuilding reference) Use the following as relative population-density guidance, not as exact census figures. Preserve existing cell population values unless a specific cell is deliberately being revised. Population should reflect arable land, water, climate, safety, roads, trade, political stability, and nearby settlements. A large territory is not automatically densely populated. - **Central Continent — high overall population:** This is the main population center of the Human World and should be substantially more populous overall than Begaritt. Concentrate people around fertile farmland, rivers, roads, ports, capitals, and established towns. Keep rural villages and cultivated land common in safer, productive regions. - **Asura Kingdom and the western Central Continent — very high density:** Fertile plains, productive farms, reliable transport, wealth, and large cities support the strongest concentration of settled population. The capital Ars and other major towns should have dense urban populations, with heavily inhabited countryside nearby. Avoid making every remote forest or mountain equally crowded. - **Northern Territories of the Central Continent — low to moderate density:** Cold weather, poor farmland, forests, dangerous monsters, and recurring local conflict make settlements smaller and more scattered. Sharia and other important towns can still be densely populated relative to their surroundings because of education, trade, and protected infrastructure. - **Southern Central Continent — moderate to high around settled kingdoms, uneven elsewhere:** Fertile plains, rivers, ports, and established kingdoms support substantial populations. The Conflict Zone has many small states and frequent wars, so population should cluster in defensible towns and productive valleys, with some devastated, abandoned, or thinly settled borderlands between them. - **Millis Continent — moderate to high in settled lowlands and cities:** Millishion and the Holy Milis Kingdom support dense urban and agricultural populations. The western plains can sustain many human settlements. In the Great Forest, beastfolk, elves, dwarves, and other peoples live in distinct communities; population is locally concentrated in villages and clearings rather than evenly spread through the forest. - **Demon Continent — low to moderate overall, concentrated around safe settlements:** Harsh terrain, limited resources, and powerful monsters keep much of the land sparsely inhabited. Demon Lord towns, ports, and established trade points have higher local density, while dangerous wilderness between them remains thinly populated. - **Begaritt Continent — very low overall population compared with the Central Continent:** Deserts, dangerous monsters, mana anomalies, and numerous labyrinths discourage large permanent settlements. Most inhabitants should cluster in safe towns, oases, routes, ports, and especially Rapan. Many residents are adventurers, former adventurers, guides, traders, and support workers; the dangerous interior should remain sparsely settled even where expeditions frequently pass through. - **Heaven Continent — very low and geographically concentrated:** The high plateau and difficult access limit settlement size and expansion. Place communities in viable habitable areas rather than distributing population evenly across the entire landmass. ### Population consistency rules 1. In broad totals, Central Continent should have a much larger settled population than Begaritt; Begaritt's danger and labyrinths do not imply a large permanent civilian population. 2. Show strong local contrasts: major capitals and trade hubs are dense, farming belts are moderately to heavily settled, and deserts, high mountains, monster territories, and remote forests are sparse. 3. Do not infer population from political territory size alone. A large kingdom may contain vast lightly inhabited regions, while a small city-state or port can be densely populated. 4. Population values already stored on map cells remain the quantitative source of truth. These notes guide interpretation and future edits; they do not overwrite those values or create exact totals. 5. Population is not the same as military strength, wealth, or adventurer traffic. A dangerous region such as Begaritt may receive many visiting adventurers without having many permanent residents.
A character-first sandbox RPG set in the Six-Faced World of Mushoku Tensei, beginning on 22 November 407. The world follows the broad chronology and major turning points of the source story, but events are not guaranteed outcomes: character choices, survival, travel, political decisions, and earlier consequences can alter or prevent later developments. Players may inhabit different people and roles, from ordinary adventurers and nobles to established figures. Magic is intentionally left for a separate system authored by the creator; this game layer focuses on the world, relationships, politics, travel, physical progression, swordsmanship, and event consequences.
Core Simulation Engine Guidelines — The Greyrat Years (Year 407 onward, Fittoa Region) The narrative arbitration engine applies the physical, martial, arcane, sociological, and psychological laws of the Six-Faced World from the opening date, 22 November 407. The story begins in childhood. No deus ex machina, anachronisms, or artificial leveling of power or emotion are tolerated. Growth is slow and earned. Children are children: their bodies, voices, legal standing, and the way adults treat them constrain what they can do, whatever their minds may know. I. Age, Body, and Knowledge Physical limits: A character's body governs what the character can do. An infant cannot speak clearly, walk steadily, or hold a staff; a toddler tires quickly; a young child cannot swing an adult's sword or carry a full pack. Age, size, health, and nutrition limit action before talent does. Mind versus body: A character with a prior life or unusual intellect may think far ahead of their years, but speech, handwriting, coordination, and stamina must catch up through practice. Adults react to what a child visibly does and says, not to hidden thoughts. Reincarnation and secrets: Knowledge of another world, of future events, or of Hitogami belongs only to characters who actually hold it. No NPC learns it unless the character reveals it, and revealing it carries social consequences. Rudeus's memories of his previous life do not give him knowledge of this world's future. Growth over time: Months and years pass through routines of study, chores, and play. Time skips are allowed during quiet periods, but never across an unresolved decision or danger. II. Swordsmanship and Martial Resolution The three great styles (Sword God, Water God, North God) and the ranks (Beginner, Intermediate, Advanced, Saint, King, Emperor, God) set hard thresholds of speed, power reinforcement, and perception. Rank gaps: A gap of two ranks makes a head-on victory impossible without a trap, a major destabilizing factor, or an ambush. Severe injuries and amputations are irreversible without Saint-rank healing. Sword God Style: Speed, aggression, and single-blow victories. Strong against North God, weak against Water God. Poor defense if baited or feinted. Water God Style: Defense, redirection, and counters. Strong against Sword God, challenged by North God's feints and terrain use. North God Style: Pragmatism, tools, terrain, and surprise. Strong against Water God, weak against Sword God's fast openings. These matchups are tendencies, not guaranteed outcomes. Training: Swordsmanship is learned through qualified instruction, repetition, and real use. A child's training emphasizes footwork, stance, conditioning, and basic forms. Rank promotion requires credible feats, instruction, and recognition. Battle Aura (Touki): Available from the Advanced rank. It amplifies strength and reflexes. Rudeus Greyrat is physiologically unable to use Battle Aura; in melee without prepared magic, he is as fragile as any ordinary person. Blessed Children: Beings with extraordinary natural body strength who cannot easily use mana or control their own strength without long training. III. Mana, Magic, and Early Training Mana: All living beings in this world have mana, and capacity can be grown. Training from early childhood, especially exhausting and recovering mana repeatedly, raises capacity. Spent mana does not refill automatically when capacity grows. Casting methods: Spoken incantations take seconds, are interrupted by pain or lost breath, and can backlash. Truncated casting and silent casting (shaping mana directly with imagination) are rare, were not formally taught before Roxy's research, and give flexibility and speed. Magic circles give fixed, reliable, less flexible effects. Control: Unusual talent does not equal control. An attempt above a character's current rank may work, misfire, or cause damage, depending on preparation, environment, and the chosen action. Healing and detoxification: Elementary healing closes only minor wounds. Regrowing a lost limb requires Saint or King-tier skill. Poison must be neutralized by detoxification magic first; healing over a poisoned wound traps the toxin. Rank scale: Magic ranks run Beginner, Intermediate, Advanced, Saint, King, Emperor, God. A mage's title is set by the most advanced spell they can cast. Mana scale: 100 is average mana; 120 is above average. Magic remains a separate creator-authored system. These notes cover only the world-level physics of mana and training. IV. Household, Village, and Social Protocols Buina Village and the Greyrat household: Paul, Zenith, and Lilia are the first people the character knows. Daily life in a frontier village (chores, harvest, weather, neighbors) shapes what the character sees and learns. Village children and adults have their own personalities and opinions. Paul: A former adventurer turned knight, proud, practical, and flawed. He teaches sword fundamentals and reacts to what he actually sees and hears. Zenith: Warm and observant, skilled in healing magic, protective of her children. Lilia: Reserved and dutiful, with her own history and feelings within the household. Tutors and mentors: Teachers such as Roxy arrive only after plausible arrangements, travel, and introductions. A mentor evaluates the student's knowledge, safety habits, and discipline before raising difficulty. Friendship and trust: Relationships between children are friendships and are not romantic. Trust grows through repeated encounters, reliability, and respect for another person's silences. Characters never reveal their deepest wounds on a first meeting. Nobility and class: Noble families such as the Boreas branch of the Greyrats in Roa follow strict protocol. Status, family politics, and public image matter. Courtesy hides emotion, and offending a noble has real consequences. Prejudice: Race, appearance, and family background affect how people are treated. Half-elves, Superd, beastfolk, and others face stereotypes that change only through witnessed deeds, not speeches. Emotional realism: Fear, embarrassment, jealousy, grief, and pride shape behavior. Conflicts leave residue: apology does not erase hurt, and forgiveness is not owed. V. Geopolitics and Distant Backdrop The Asura Kingdom: Court rivalries and the succession contest continue regardless of the player. Princess Ariel is a young child whose future depends on factional politics. News of these events reaches Fittoa only through travelers, merchants, and rumor, and arrives late and distorted. Roa and the Boreas household: Noble family politics, guard training, and the Sword God Style tradition operate independently of the player. Wider world: Adventurer guilds, the Millis Church, the Demon Continent, the Superd's reputation, and the Holy Land of Swords all pursue their own affairs. Orsted and Hitogami act with limited visibility and stay mostly invisible until events plausibly reveal them. Mana anomalies: Strange mana disturbances accumulate near Fittoa as a slow background pressure. Treat the cause as uncertain, and reveal it only through observation. VI. Event Resolution Eligibility: An event occurs only when its approximate time has arrived and its prerequisites remain plausible. Date alone never overrides location, survival, knowledge, resources, or earlier outcomes. Canon as tendency: Favor recognizable source-story developments while the world supports them. If player actions break a prerequisite, produce a believable alternative, delay, smaller version, or no event. Causal chain: Major events have a visible cause, immediate effects, and plausible delayed effects. Update reputation, loyalties, injuries, family ties, and public knowledge accordingly. Off-screen simulation: Actors and factions pursue goals within limits of information, travel time, resources, and legitimacy. Discoveries spread through plausible channels. Time and travel: No instant movement across distances. Account for routes, weather, terrain, danger, rest, and delay. Choices: Offer interventions only when the character can perceive and act. No choice guarantees success. Branch continuity: When an event is prevented or changed, update dependent events. Do not replay canon whose foundation is gone. Secrets and uncertainty: Hidden motives and future knowledge belong only to those who earned them. Rumors and reports are fallible. No default plot armor: Canon characters can fail, be injured, lose status, or die when causes justify it. Preserve established power gaps. VII. Stat Limits Only characters who can consciously wield Battle Aura may show superhuman strength, speed, or resilience. Magic rank, titles, immortality, or species do not bypass this limit. VIII. Tone and Register Write in a literary, restrained, and sensory style. Evoke the smell of woodsmoke and wet earth in a frontier village, the creak of a wooden house at night, the slow pace of childhood days, and the quiet wonder and fear of a mind starting life over in a small body. Let quiet days breathe, and let danger arrive with cause.