What would you be in a fantasy world?
Let's do everything we want in a fantasy world.
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Published at 2025-06-17 | Updated at 2025-11-28
World Scenario
[Aildran]
Aildran is a world consisting of a vast, single supercontinent, the Eastern Continent, the Northern Continent, and several other affiliated islands. This world was created by ancient gods, and is inhabited by various races such as humans, elves, dwarves, beastmen, orcs, and dragons.
Across the continents, **'mana veins' where magic flows** are spread, and ancient ruins and powerful kingdoms have developed around these veins.
[Continents]
Intelligent races like humans, elves, dwarves, and demons rule the continents, or in some cases, 'Lord' monsters appear and establish nations.
[Factions]
[Arcadia Empire – A human-centered military superpower]
Location: Central plains and highlands of the continent
System: Military state, centered on the emperor
Features: Possesses the largest military force of humans. Coexistence of the Holy Knights and the Magic Troops. Active in dragon hunting and territorial expansion.
Representative Figures: Emperor Ardin IV, Imperial Sword Saint Kyle Rosen
[Baltia Kingdom – A traditional human kingdom]
Location: Southeastern temperate zone
System: Hereditary monarchy
Features: Strong traditions of aristocracy and knighthood. Maintains an alliance with the elves.
Representative Figures: Queen Serina Rodens, White Horse Knight Commander Urian Grave
[Silvarian Forest Kingdom – The ancient kingdom of the elves]
Location: Forests near the World Tree
System: Theocratic monarchy
Features: Supreme magical power. Emphasizes contracts with nature and spirits. Restricted access to outsiders.
Representative Figures: Queen Elasia of the Forest, Ancient Spirit Ririend
[Kardun Mountain Kingdom – The steel city of the dwarves]
Location: Northern snowy mountains and mountain ranges
System: Council of Elders + Monarchy
Features: Specializes in weapon manufacturing and mineral processing. Possesses some mechanical technology.
Representative Figures: King Doran Bronzebeard of the Mountain, Guild Master of the Blacksmiths Ugram Sparkhand
[Demon Alliance – A heterogenous race faction centered on the Demon King]
Location: Forbidden wastelands and the Valley of Fire
System: Rule of the strong, centered on the Demon King
Features: Various demons and mixed-blood races belong to it. Hostile to human forces.
Representative Figures: Current Demon King Berial, Chief of Staff Lilith Nightshade
[Black Fang League – Orc-centered tribal faction]
Location: Western highlands and grasslands
System: Tribal chief alliance
Features: Savage and combat-oriented. Existence of a strong warrior class.
Representative Figures: Great Chieftain Grom Spearback
[Tris Mare Kingdom – The kingdom of the sea races and merfolk]
Location: Deep sea of the southwestern ocean
System: Underwater aristocracy
Features: Merfolk, sea dragons, krakens, and other ancient creatures reside. Exchanges with the land are rare.
Representative Figures: Sea King Nereius, Queen Siren Bella
[Red Sail Alliance – The faction of pirates and outlaws]
Location: Eastern islands and coast
System: Alliance between captains
Features: Trade disruption, slave trade, artifact looting. Independent trade with any kingdom.
Representative Figures: Pirate King Jacques Bloodborne
[Arcadia Magic Tower – An independent mage faction]
Location: Floating islands or dimensional gaps in the northeast
System: Led by the Magic Council
Features: High-level magic research, dimensional travel, forbidden magic experiments. Tries to maintain neutrality, but has many secrets.
Representative Figures: Archsage Merkhion, Timesage Eriandel
[Free City of Varen – The central city of commerce and neutrality]
Location: Trade routes in the center of the continent
System: Merchants and Guild Council
Features: An international city where adventurers and immigrants gather. Coexistence of various races.
Representative Figures: Mayor Ramos Benz, Head of the Information Guild Kashir the Snake
[Celestial Empire – The empire of harmony with dragons]
Location: Eastern coast of the continent and inland mountainous areas, misty bamboo forests, and river basins centered on rice farming
System: Theocratic emperor-centered system
Features: Magic system centered on Ki (氣), Taoism, talisman arts, and martial arts; Japanese, Chinese, and Korean cultures are mixed.
Traditional class society: Civil/military officials, Taoist priests, samurai, merchants, farmers, artisans
Representative Figures: Empress Cheonmu, a quiet but sharp personality, called the one who inherited the dragon's blood.
Baekryeon General – A female warrior who protects the north. A master of spear techniques and Ki Gong.
[The Land of the Beastmen – Lugaarcia]
Location: Deep forests and frozen snowy mountains in the northeast of the continent, an area where strong natural spiritual power flows
System: Tribal alliance system, all tribal chiefs gather and decide in the Great Chieftain Council
Features: Various beastmen races such as wolves, foxes, cats, bears, deer, and rabbits exist
Emphasizes independence and autonomy for each tribe, only one 'Great Chieftain (族王)' represents the whole
Magic is mainly natural magic and the power of the wild (transformation, enhanced senses, healing, etc.)
Representative Figures: Harka – A silver wolf beastwoman, the current Great Chieftain. Cold and strong, but emphasizes communication with nature
Reyana – A red fox beastwoman. Skilled in diplomacy and information warfare, and a link to the Free City
Borg – A bear beastman elder, the senior member of the Great Chieftain Council. Speaks little, but can communicate with the spirits of nature
[Guilds]
There are numerous guilds such as the Adventurer's Guild, the Merchant's Guild, and the Mage's Guild.
[Monsters and Magical Beasts]
Monsters are divided into natural monsters and dungeon monsters.
Magical beasts are artificially created creatures, and their abilities and forms vary depending on the race that created the magical beast, such as humans, gods, mages, and dragons.
[Ruins and Dungeons]
Ruins are relics that remain from the ancient times that exist on the ground. Usually, ruins where high-performance ancient artifacts or ego weapons are sealed are the majority.
Dungeons are a general term for monster nests, caves, underground ruins, and labyrinths, ranging from the smallest goblin caves to underground ruins that reach several hundred floors, and the seven greatest labyrinths built in ancient times.
The structure of the dungeon is a ruin made of stone, but some sections are so large that nature is alive.
[Otherworldly Beings]
Some otherworldly beings (reincarnated or summoned) appear and affect the balance of the world.
Aildran is a world consisting of a vast, single supercontinent, the Eastern Continent, the Northern Continent, and several other affiliated islands. This world was created by ancient gods, and is inhabited by various races such as humans, elves, dwarves, beastmen, orcs, and dragons.
Across the continents, **'mana veins' where magic flows** are spread, and ancient ruins and powerful kingdoms have developed around these veins.
[Continents]
Intelligent races like humans, elves, dwarves, and demons rule the continents, or in some cases, 'Lord' monsters appear and establish nations.
[Factions]
[Arcadia Empire – A human-centered military superpower]
Location: Central plains and highlands of the continent
System: Military state, centered on the emperor
Features: Possesses the largest military force of humans. Coexistence of the Holy Knights and the Magic Troops. Active in dragon hunting and territorial expansion.
Representative Figures: Emperor Ardin IV, Imperial Sword Saint Kyle Rosen
[Baltia Kingdom – A traditional human kingdom]
Location: Southeastern temperate zone
System: Hereditary monarchy
Features: Strong traditions of aristocracy and knighthood. Maintains an alliance with the elves.
Representative Figures: Queen Serina Rodens, White Horse Knight Commander Urian Grave
[Silvarian Forest Kingdom – The ancient kingdom of the elves]
Location: Forests near the World Tree
System: Theocratic monarchy
Features: Supreme magical power. Emphasizes contracts with nature and spirits. Restricted access to outsiders.
Representative Figures: Queen Elasia of the Forest, Ancient Spirit Ririend
[Kardun Mountain Kingdom – The steel city of the dwarves]
Location: Northern snowy mountains and mountain ranges
System: Council of Elders + Monarchy
Features: Specializes in weapon manufacturing and mineral processing. Possesses some mechanical technology.
Representative Figures: King Doran Bronzebeard of the Mountain, Guild Master of the Blacksmiths Ugram Sparkhand
[Demon Alliance – A heterogenous race faction centered on the Demon King]
Location: Forbidden wastelands and the Valley of Fire
System: Rule of the strong, centered on the Demon King
Features: Various demons and mixed-blood races belong to it. Hostile to human forces.
Representative Figures: Current Demon King Berial, Chief of Staff Lilith Nightshade
[Black Fang League – Orc-centered tribal faction]
Location: Western highlands and grasslands
System: Tribal chief alliance
Features: Savage and combat-oriented. Existence of a strong warrior class.
Representative Figures: Great Chieftain Grom Spearback
[Tris Mare Kingdom – The kingdom of the sea races and merfolk]
Location: Deep sea of the southwestern ocean
System: Underwater aristocracy
Features: Merfolk, sea dragons, krakens, and other ancient creatures reside. Exchanges with the land are rare.
Representative Figures: Sea King Nereius, Queen Siren Bella
[Red Sail Alliance – The faction of pirates and outlaws]
Location: Eastern islands and coast
System: Alliance between captains
Features: Trade disruption, slave trade, artifact looting. Independent trade with any kingdom.
Representative Figures: Pirate King Jacques Bloodborne
[Arcadia Magic Tower – An independent mage faction]
Location: Floating islands or dimensional gaps in the northeast
System: Led by the Magic Council
Features: High-level magic research, dimensional travel, forbidden magic experiments. Tries to maintain neutrality, but has many secrets.
Representative Figures: Archsage Merkhion, Timesage Eriandel
[Free City of Varen – The central city of commerce and neutrality]
Location: Trade routes in the center of the continent
System: Merchants and Guild Council
Features: An international city where adventurers and immigrants gather. Coexistence of various races.
Representative Figures: Mayor Ramos Benz, Head of the Information Guild Kashir the Snake
[Celestial Empire – The empire of harmony with dragons]
Location: Eastern coast of the continent and inland mountainous areas, misty bamboo forests, and river basins centered on rice farming
System: Theocratic emperor-centered system
Features: Magic system centered on Ki (氣), Taoism, talisman arts, and martial arts; Japanese, Chinese, and Korean cultures are mixed.
Traditional class society: Civil/military officials, Taoist priests, samurai, merchants, farmers, artisans
Representative Figures: Empress Cheonmu, a quiet but sharp personality, called the one who inherited the dragon's blood.
Baekryeon General – A female warrior who protects the north. A master of spear techniques and Ki Gong.
[The Land of the Beastmen – Lugaarcia]
Location: Deep forests and frozen snowy mountains in the northeast of the continent, an area where strong natural spiritual power flows
System: Tribal alliance system, all tribal chiefs gather and decide in the Great Chieftain Council
Features: Various beastmen races such as wolves, foxes, cats, bears, deer, and rabbits exist
Emphasizes independence and autonomy for each tribe, only one 'Great Chieftain (族王)' represents the whole
Magic is mainly natural magic and the power of the wild (transformation, enhanced senses, healing, etc.)
Representative Figures: Harka – A silver wolf beastwoman, the current Great Chieftain. Cold and strong, but emphasizes communication with nature
Reyana – A red fox beastwoman. Skilled in diplomacy and information warfare, and a link to the Free City
Borg – A bear beastman elder, the senior member of the Great Chieftain Council. Speaks little, but can communicate with the spirits of nature
[Guilds]
There are numerous guilds such as the Adventurer's Guild, the Merchant's Guild, and the Mage's Guild.
[Monsters and Magical Beasts]
Monsters are divided into natural monsters and dungeon monsters.
Magical beasts are artificially created creatures, and their abilities and forms vary depending on the race that created the magical beast, such as humans, gods, mages, and dragons.
[Ruins and Dungeons]
Ruins are relics that remain from the ancient times that exist on the ground. Usually, ruins where high-performance ancient artifacts or ego weapons are sealed are the majority.
Dungeons are a general term for monster nests, caves, underground ruins, and labyrinths, ranging from the smallest goblin caves to underground ruins that reach several hundred floors, and the seven greatest labyrinths built in ancient times.
The structure of the dungeon is a ruin made of stone, but some sections are so large that nature is alive.
[Otherworldly Beings]
Some otherworldly beings (reincarnated or summoned) appear and affect the balance of the world.
Description
The continent of Aildran, where swords and magic intersect, and myths and legends breathe.
In the balance of chaos and order that has continued for thousands of years, the world is once again facing a new turning point.
The Aildran continent is divided into **'three civilizations'** and 'the abyss's boundary', and **'ancient ruins'**.
Each faction explores the dungeons that cover the continent, the appearance of magical beasts, and the remnants of ancient civilizations,
and does not stop fighting to gain the hidden power within.
In this world, there are numerous races, ancient ruins, living dungeons, and magical beasts that threaten the foundation of the world. And there are those who break through all this uncertainty and danger.
People call them **adventurers**.
Now, begin your journey.
What path will you choose?
Will you become a legend, or will you remain a nameless corpse buried in a dungeon?
[Adventurer Grade System]
Adventurers are evaluated based on their skills and achievements, and are divided into a total of 9 grades, and monsters are also graded based on this.
The grades are managed by the guild, and the higher the grade, the more powerful the authority, influencing the country or empire.
F-class: Beginners who have just started their adventure. Mainly odd jobs and errands.
E-class: Able to deal with simple monsters and conduct local reconnaissance.
D-class: Able to conquer general dungeons.
C-class: Party-centered activities. Able to accept requests from some nobles.
B-class: Skilled experts. Able to deal with mid-level dungeons and magical beasts.
A-class: Strong individuals who can be directly requested by kingdoms and cities.
S-class: Able to participate in continental-level wars. Legendary beings.
SS-class: Monster class that can single-handedly take on a country.
EX-class: Special management target outside of the official grade. Mythical beings.
The world is formed by the intertwined forces of numerous countries, factions, and races. Each faction repeats alliances and wars for their own interests, and also has a deep relationship with adventurers.
[Job]
Adventurers choose or mix various types of jobs.
Jobs are broadly divided into combat, magic, and technical/support categories, and are detailed as follows.
▪ Combat Category
Swordsman, Spearman, Shieldman, Assassin, Berserker, Archer
▪ Magic Category
Fire Mage, Healer, Summoner, Spirit User, Shadow Mage, Sealer, Magic Swordsman (Hybrid)
▪ Technical/Support Category
Alchemist, Magitech Engineer, Thief, Bard, Explorer, Hunter, Potion Master
※ Some advanced jobs are unlocked only through **job change** or contact with ancient civilization heritage or special opportunities.
[Skills]
An unidentified power bestowed upon humanity by the gods.
Skills can usually be acquired through arduous training or innate awakening, and can also be obtained through special routes.
In the balance of chaos and order that has continued for thousands of years, the world is once again facing a new turning point.
The Aildran continent is divided into **'three civilizations'** and 'the abyss's boundary', and **'ancient ruins'**.
Each faction explores the dungeons that cover the continent, the appearance of magical beasts, and the remnants of ancient civilizations,
and does not stop fighting to gain the hidden power within.
In this world, there are numerous races, ancient ruins, living dungeons, and magical beasts that threaten the foundation of the world. And there are those who break through all this uncertainty and danger.
People call them **adventurers**.
Now, begin your journey.
What path will you choose?
Will you become a legend, or will you remain a nameless corpse buried in a dungeon?
[Adventurer Grade System]
Adventurers are evaluated based on their skills and achievements, and are divided into a total of 9 grades, and monsters are also graded based on this.
The grades are managed by the guild, and the higher the grade, the more powerful the authority, influencing the country or empire.
F-class: Beginners who have just started their adventure. Mainly odd jobs and errands.
E-class: Able to deal with simple monsters and conduct local reconnaissance.
D-class: Able to conquer general dungeons.
C-class: Party-centered activities. Able to accept requests from some nobles.
B-class: Skilled experts. Able to deal with mid-level dungeons and magical beasts.
A-class: Strong individuals who can be directly requested by kingdoms and cities.
S-class: Able to participate in continental-level wars. Legendary beings.
SS-class: Monster class that can single-handedly take on a country.
EX-class: Special management target outside of the official grade. Mythical beings.
The world is formed by the intertwined forces of numerous countries, factions, and races. Each faction repeats alliances and wars for their own interests, and also has a deep relationship with adventurers.
[Job]
Adventurers choose or mix various types of jobs.
Jobs are broadly divided into combat, magic, and technical/support categories, and are detailed as follows.
▪ Combat Category
Swordsman, Spearman, Shieldman, Assassin, Berserker, Archer
▪ Magic Category
Fire Mage, Healer, Summoner, Spirit User, Shadow Mage, Sealer, Magic Swordsman (Hybrid)
▪ Technical/Support Category
Alchemist, Magitech Engineer, Thief, Bard, Explorer, Hunter, Potion Master
※ Some advanced jobs are unlocked only through **job change** or contact with ancient civilization heritage or special opportunities.
[Skills]
An unidentified power bestowed upon humanity by the gods.
Skills can usually be acquired through arduous training or innate awakening, and can also be obtained through special routes.
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