Complacency of the Demon King

I may have been watching a lot of KonoSuba.

This is a game that Sister Acacia might run at some point.

The World of Artimoi

It's probably a big wide world, but it's hard to be certain any more. There are a few legendary Places of Power that almost certainly remain, but since the war caused by the Demon King, the landscape in general has changed a lot and people can't really travel to map it out any more. The Demon Generals control vast parts of the world, and they'll need to be destroyed if any battle against the King is to mean anything. There are probably forests, rainforests, plains, jungles, deserts, beaches, mountains, hills, tundras, underwater cities, underground cities, volcanoes, ancient ruins, massive castles, cloud fortresses, ice palaces and such, however.

Life is cheap in this world - specifically, 10GP for a Resurrection at any temple. Really cheap. That doesn't mean it's particularly acceptable to go around killing people, because death is quite unpleasant to experience, but… should a mortal die before their time, it's usually extremely easy to fix that problem. Nonetheless, a lot of people weirdly treat it like a super big deal, as though they'll never see their loved ones again. This makes deathbed confessions quite embarrassing, what with most of the people coming back the next day and having to look people in the eye after confessing to spitting in their soup or whatever.

The attitudes of the general populace are of grim acceptance: they feel that they're just going to have to put up with the Demon King's rule, possibly forever, and that there's nothing they can do about it and as long as things stay as they are, that's okay. They don't much like it, but things could actually be a whole lot worse. Still, even armies are sent to the fields not to win, but just to prevent a loss, to stop the demonic advance. Some people place great hope upon every single hero they meet, others… are more jaded.

Even the Demon King himself has become complacent about the situation: as far as he's concerned, and as far as history has shown, he cannot be killed, and even if he could, his Generals can bring him back, and nobody can even beat his Generals and get to him. He has it good, so really, there's no reason to bother pushing and trying to crush resistance. As it stands, he gains a fair amount of passive wealth and power each day. Why rock that kind of boat?

Where You Fit In

You are all new heroes, but there is something special about you - the registration lady at the Guild even said so! (Apparently she tells this to every new group, everyone is special. Don't feel too bad though, maybe you guys really are the chosen ones!) Although there is no prophesy, you can be sure that if there were one, it'd be about you! As new heroes with new ideas, it's up to you to join up as a new team and change the world, hopefully for the better. Or at least not leave it much worse than you found it.

Ideally, in a world that kind of acts like a Persistent MMO world where nothing seems to change, you guys are extra savvy and, while you don't go "Ah, we're characters in a game lololol", you can think outside the box a bit. A little trope subversion to surprise the NPCs would go a long way here.

Character Creation


Your race has no bearing on anything other than your appearance. Elves do not intrinsically get a bonus to Dexterity or a penalty to Constitution, and don't hatch with instinctive knowledge of archery. So if you want long pointy ears you can just do that. If you want the ears, but dark skin, white hair and red eyes, you can just do that without needing to look at what being a Drow entails. If you want to be short-ish, stubborn and bearded, you can do that without automatically getting Stonecunning.

Because of this, you shouldn't really have a race that is exceptionally large or small, seeing as you won't actually be Large or Small. Similarly it'd be kind of dumb if you decided to be a dog or something. Overall the most common races in the setting (that are accepted in polite society) are humans, elves (including drow), hobgoblins, dwarves and orcs.


I created a bunch of classes for this. Note that you start by taking a Basic Class, then after ten levels you just enter a Prestige Class automatically, and you don't need to plan your build to qualify for it, it just happens. Each class entry has some suggestions for their Prestige Classes, with basic descriptions, but I just sort of expect that you'll have your own idea for something that we can hash together. So you could just be a Cosmic Vandal or a Doom Speaker or a Volcano Gardener or something. Also note that you can't actually multi-class.
Here are the more standard six classes:
The Arcanist
The Crusader
The Hunter
The Priest
The Stalker
The Vanguard

There is also a trickier class for people who like playing with moving parts:
The Adventurer


The starting level is seriously 1, but you'll advance quickly at first.

Changes to Normal Creation

Instead of random HP which is maximised at first level, you get a fixed value (half of what you'd normally roll) which is multiplied by four (along with your Con Bonus) at first level, sort of like skills.

Ability Scores

I have rolled a few arrays, and anybody can use any of these arrays, rearranging them how they please:

  • 17 16 14 12 11 07
  • 16 15 13 12 11 10
  • 16 14 14 11 11 10


They have been renamed Talents, not just to annoy people but because some of these Talents are "You get X, Y and Z and Bonus Feats" or "Like the Feat X from Book Y" so it is important to give them a different name, and it was either Talents or Teacakes. Also instead of the rate you get them in D&D, you now get one per level, and sometimes can get more just for whatever reason. Talents are a bit better than the stuff D&D gives out, not so much in the sense of giving you +10 to a thing instead of +2, but in the sense of letting you do a bunch of things.

Each Class has their own list of Talents they can take, but there is also a General list available to everyone. Also, everybody just has Combat Expertise and Power Attack as options they can use.

Aquatic Lifestyle (Ex)

The character gains a Swim Speed equal to her Land Speed, and all the usual benefits that entails. Although she cannot innately breathe underwater from this, she can hold her breath twice as long as normal, and can cast Spells and Spell-Like Abilities just fine when underwater.

Craft Magical Arms and Armour (Ex)

The character can enhance weapons, armour and shields so that they are magical.
This is like the Feat, but using her level in place of a Caster Level, and not needing to spend Experience or cast specific Spells.

Craft Wondrous Item (Ex)

The character can create and enhance magical items that aren't weapons, shields, armour, wands, potions or golems.
This is like the Feat, but using her level in place of a Caster Level, and not needing to spend Experience or cast specific Spells.

Deathly Gift (Ex)

The character is particularly weird, like an Undead. She is healed by Negative Energy and harmed like Positive Energy, as though she were an Undead.

Evasion (Ex)

The character avoids harm easily. If the character passes a Reflex Save for half damage, she instead takes no damage.

Faerie Gift (Su)

The character is particularly weird, like a Fey. She gains the following Feats: Fey Heritage, Fey Skin, Nymph's Kiss. When she is level 3, she also gets Fey Presence. When she is level 7, she also gets Fey Legacy. The Caster Level equals her level and any Save DC is 10 + half her level + her Charisma Bonus.

Fly-By Attack (Ex)

When the character flies, whether through wings, spells, items or a steed, she can split her movement up such that she moves a bit, then makes a Standard Action, then finishes the movement.

Ghost Hunter (Su)

All of the character's weapons and attacks have the 50% chance to hit Incorporeal beings, even if they're not magical - and the magical weapons can re-roll that chance. She can hear Incorporeal things just fine so they need to actively be stealthy, and her Armour Bonus applies against Incorporeal Touch Attacks.

Great Fortitude (Ex)

The character gains a +3 Bonus to Fortitude Saves, and a number of Bonus HP equal to her level + 3.
She continues to gain an extra HP per level thereafter.
She also gains Damage Reduction 1/Adamantium, which becomes 2/Adamantium at level 5 and 3/Adamantium at level 10.

Inhuman (Ex) [Minimum Level 11]

The character for whatever reason is no longer Humanoid. Select any Type. She now has that Type. This might come with certain Subtypes automatically - such as Outsider [Native], Undead [Unliving, Dark-Minded] or Construct [Living]. She gets all the usual traits except she is alive and has all of her Ability Scores, even Constitution. Obviously some choices are better than others.

Iron Will (Ex)

The character gains a +3 Bonus to Will Saves and Concentration checks.
If she is Dazed, Confused or Stunned at the start of her turn, she may attempt a Concentration check or Will Save (her choice) against the original Save DC of the effect. If this is successful, she may take no actions that turn but snaps out of it. This attempt may only be made once per affliction.

Landlord (Ex) [Minimum Level 6]

The character receives word that she has in fact inherited some kind of land to oversee.
She gains a plot of land and some form of building on it - the player spends a bunch of money that doesn't belong to the character in order to build it up, and then the character is going to own that area.
It probably becomes the new base of operations, but is also a responsibility.

Lightning Reflexes (Ex)

The character gains a +3 Bonus on Reflex Saves and Initiative checks.
Additionally, whenever she acts in a Surprise Round, she gets a full turn instead of just a Partial Action.

Mage Slayer (Ex)

Opponents cannot cast defensively within the character's threatened area, and all damage from her attacks is considered ongoing, making it harder for foes to cast spells after she hits them.

Massive (Ex) [Minimum Level 11]

The character gets her second growth spurt, and increases permanently to Large size. Her Movement speed increases by 10 feet, her natural Reach increases by 5 feet, and she gets +2 to Strength and Constitution but -2 to Dexterity.

Master of Manoeuvres (Ex)

The character does not Provoke Attacks of Opportunity for attempting a Grapple, Trip, Disarm or Bullrush, and gains a +4 Bonus on attempts to do all of the above.

Mounted Archery (Ex)

The character gains the following Feats: Mounted Combat, Mounted Archery, Improved Mounted Archery, Rapid Shot

Mounted Combat (Ex)

The character gains the following Feats: Mounted Combat, Ride-By-Attack, Trample, Spirited Charge

Mudhole Stomping (Ex)

Whenever a foe falls Prone adjacent to the character, she may make an Unarmed Attack against them as an Attack of Opportunity. This does not in turn provoke Attacks of Opportunity from others, and the base damage is 1d4 + Strength Bonus for a Medium character, or 1d8 + Strength Bonus if wearing solid boots. The Critical value is 18-20/x3 when wearing solid boots. If she starts her turn adjacent to a Prone opponent, she may repeatedly stomp them as a Full Round Action - she makes a Full Attack of these stomps, plus one additional attack at her highest Attack Bonus.

Natural Spell (Su)

It doesn't matter what form or shape the character is in, she can still cast her Spells and Spell-Like Abilities if she can move.

Perfect Aim (Ex)

The character gains the following Feats: Precise Shot, Far Shot, Point-Blank Shot, Rapid Reload

Polyglot (Ex)

The character speaks literally every language in existence. Any ranks placed into Speak Language are refunded, to be spent elsewhere immediately.

Shaped Spell (Su)

When the character casts a Spell or Spell-Like Ability with an Area of Effect, she can exempt up to one square per two levels (round up) from the area, making it safer to cast in close spaces.

Superkick (Ex)

The character is particularly good at kung-fuing people in the face. She gains Improved Unarmed Strike, and the Unarmed Damage and Ki Strike abilities of a Monk of her level.

Throw Absolutely Anything (Ex)

The character gains the Really Throw Anything ability of the Hulking Hurler.
At level 5 she gains the Meteor Strike ability.
At level 7 she gains the Ranged Power Attack ability.
At level 9 she gains the Knockdown Blow ability.

Throw Anyone (Ex)

The character is able to use the Mighty Throw Manoeuvre at will.
At level 3 she gains the Devastating Throw Manoeuvre once per strenuous period, able to use it again after a minute of quiet time.
At level 5 she gains the Comet Throw Manoeuvre once per strenuous period.
At level 7 she gains the Soaring Throw Manoeuvre once per strenuous period.
At level 9 she gains the Ballista Throw Manoeuvre once per strenuous period.

Toxin Immunity (Ex)

The character is Immune to Poison.

Two Weapon Fighting (Ex)

The character gains Perfect Two Weapon Fighting. Note that although there are no innate Two Weapon Fighting Penalties, she still has to wield a Light or One-Handed weapon in each hand, and if her off-hand weapon isn't a Light weapon, she suffers a -2 Penalty to all attacks.

Underground Technique (Sp) [Minimum Level 3]

Learning subterranean arts,the character can cast Darkness, Faerie Fire and Dancing Lights three times each per day. The Caster Level equals her level.
She can see through her own Darkness just fine, and can make a free Demoralise attempt when casting it.
With a Full Round Action, she may expend a use of each of the abilities to instead cast Invisibility on herself.

Universal Proficiency (Ex)

The character is proficient with all Weapons, Armour and Shields. All of them.

Weapon Finesse (Ex)

The character may elect to use her Dexterity Bonus in place of her Strength Bonus for melee attack rolls, even for things like two-handed axes.
Additionally, she may elect to use her Intelligence Bonus in place of her Strength Bonus for melee damage rolls (including multiplying it based on weapon size).

Wild Empathy (Su)

The character gets along amazingly well with animals, and can make Wild Empathy checks instead of Handle Animal. Essentially, it allows her to use 1d20 + her level + Charisma Bonus, plus any bonuses "to all skills", to attempt to influence the attitude of animals in the same way that Bluff, Diplomacy and Intimidate are used against most other creatures.

Wings (Ex)

The character has wings. These allow her to fall slowly, like a constant Featherfall effect, and even glide. At level 7, it upgrades into full-on flight, letting her Fly at Average Manoeuvrability equal to double her Land Speed.

Zen Archery (Ex)

The character may use her Wisdom Bonus for ranged attack rolls instead of her Dexterity Bonus.


These function as normal, pretty much, though I have folded some together and made some changes. Also Synergy Bonuses no longer exist, in case anybody remembered those exist. Here are all of the Skills in this game: Acrobatics (Str), Appraise (Int), Athletics (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (Int), Spellcraft (Int), Stealth (Dex), Survival (Wis), Use Magic Device (Cha), Use Rope (Dex).

Acrobatics covers Climb, Jump and Swim. If something gives a bonus or penalty to one of those, it only applies to Acrobatics checks made to do that specific thing.

Athletics covers Balance, Escape Artist and Tumble. If something gives a bonus or penalty to one of those, it only applies to Athletics checks made to do that specific thing.

Disable Device works on locks as well, so Open Lock was folded into it. Note that any non-Illusion, non-Permanent (or Instantaneous) Spell that affects an area is also a "Device" that can be Disabled.

Lore covers every Knowledge skill ever, as well as generic "knowing shit maybe". Kind of like Bardic Knowledge really, in that respect.

Perception covers Spot and Listen. If something gives a bonus or penalty to one of those, it only applies to Perception checks made to do that specific thing.

Perform works like it did in 3.0, where for every rank you take, you are "proficient" with one Performance type and use your entire bonus/ranks for it. Instead of taking four different Perform skills.

Stealth covers Hide and Move Silently. If something gives a bonus or penalty to one of those, it only applies to Stealth checks made to do that specific thing.

Starting Gear

As starting characters, you don't really get much: a set of clothes, a bedroll and blanket, a backpack, trail rations, a coin pouch, one suit of non-magical armour if you have the proficiency, one non-magical weapon with which you are proficient, one non-magical shield if you have the proficiency (or a second, Light, weapon), and five stamped Royal Marks. Each of those coins is worth 1 GP. If your weapon is a ranged thing that fires projectiles, you also have a quiver or pouch full of the relevant ammunition. Basically, you don't have a great deal of stuff is what I'm saying.

Don't worry, things will look up soon enough.

General Rules

If your Base Attack Bonus is higher than that of your opponent, you don't Provoke Attacks of Opportunity from them when doing combat manoeuvres. Spells and movement still do.

If your Base Attack Bonus is higher than the Armour Check Penalty of your armour + shield, then you just don't suffer an ACP at all and Movement Speed is no longer affected by it.

Shall we say Criticals auto-confirm instead of needing the confirm roll? I'm happy to do that if you want.

A Lore check (DC 10 + the CR of a creature - so you attempt it when you see something and you don't know the actual DC) can tell you things about a monster. The base result is the Type, Subtypes, typical habitat and aggressiveness, and vague idea of intelligence and social organisation. This also tells you if it's significantly weaker, significantly stronger, or about as strong as, you are. Every 2 points above that can tell you a little more info, and if you beat the DC by 20 or more, I'll just show you the write-up of the creature.

If you make the basic Lore check, you can identify enough about a creature that, for corporeal undead, constructs and plants, you are able to land Critical Hits. Some other creatures that similarly could be argued to have weak points will also have this apply, but it generally won't apply to swarms, oozes and incorporeal undead.

Money will quickly be kind of useless for regular stuff - it's 2,000RM for a Basic Magic Item (the kind that gives a scaling-by-level numeric bonus and nothing else), and a Minor Magic Item varies wildly between four and six thousand Marks. Moderate Magic Items and greater have a cost of "Go Fuck Yourself" in normal money, and require special planar currencies and things. Or killing the existing owners. Because of this, regular money will be easy come, easy go: every time you return to town from adventuring and you're not in a crisis situation, I'll roll 2d4 and multiply that by 10. That, as a percentage, is how much of your earnings from that adventure you will immediately blow on food, lodgings, equipment maintenance, booze and entertainment. So if you bring back a hundred marks, you might get a meal and a round of drinks and a night on real beds. If you bring back a mountain of actual gold, you could still spend about half of that on the happiest hour ever followed by renting out a mansion for yourselves. This won't apply to fancy magical currency.


In the part of the world where Peros is located (where you are located), the classical language of before the war (that everyone allegedly spoke fluently) has boiled down to a local version - you'd be surprised how much it can change in a hundred years when you have to set fire to a lot of the record books. You can call it Common or Perosian or New Classical or whatever, the fact is it's the language that is spoken in the area. Chances are, people from every other "new continent" have done the same thing, and those will be different languages, but you don't know those just because you have an Int of 12 or something because you've never been there. Yes, various towns totally do have their own dialects but you can basically communicate, just like how someone from Essex and someone from Glasgow can communicate. There will just be bits of difficulty and strangeness involved.

Writings that have survived the great upheaval will largely require the Decipher Script skill to figure out. That even includes speaking passages of it, because it's kind of like Old Latin in that it's basically a dead, academic, language and people don't go around using it for their day to day speech unless they're a massive bell-end. So if someone walks up to you and asks you to divert your occularis towards the sol majoris, then aside from punching them very hard in the face, you use Decipher Script to figure out what they're saying.

Planar beings straight up speak Planar languages, which apparently are unchanging - if you can speak Infernal, you can speak the same Infernal that your great great grandfather spoke. This also means that any time something new has to be spoken about, they mug the nearest available language for it - essentially if you invent a series of tubes that becomes very important, then angels and demons might talk about the pipe-system for a bit until they are familiar with the word used by the society that invented the series of tubes, then they'll steal that word. But it won't sound like a word that fits in their language.

The City of Peros

This is the place where the game will begin, so you'll know something about it already.
It's not big by city standards, but it is still a city, with a fair population. With the Adventuring Guild (which doubles as a tavern/inn) and Civic Centre at the central hub, the rest of the town sort of extends outwards in a spiderweb pattern, with a bunch of stores forming the inner "circle", then a whole heap of housing and such, and then the markets… before more housing and stores and facilities because the place grew beyond what was expected. That's kind of inconvenient for trade, though not as inconvenient as the war going on, and at the end of the day, what do you expect of a naturally-developing city that wasn't initially planned out by a bunch of people?

Some of the places available include the grocer's marketplace, the butcher, the silk merchant, the apothecary/alchemist (you can pay a small fee + insurance to use their equipment for your own crafting), the carpentry and woodworking store (with a small fee to use their equipment for your own crafting), the tannery and leatherworking store (with a small fee to use their equipment for your own crafting), the smithy (with a small fee to use their equipment for your own crafting), the heated bath houses, and the merchant of magical goods.

The outer wall is twenty feet high, which is typically high enough for all purposes. Every now and then there are bits missing due to monsters, adventuring parties, or both.

The Local Surroundings

Blah blah blah…

The Adventuring Guild

It costs 50 Royal Marks (or Gold Pieces for adventurers who are new to civilisation but familiar with shiny stuff) to register as a hero at the Adventuring Guild, and that's really a requirement in this day and age. It is assumed you have already done this, so you already have your heroic ID.
The one in this specific town doubles as a tavern. It is very likely that most Adventuring Guilds do the same. Members get reduced rates on meals and lodging, including the ever-popular "Broke-Ass Hero: stay in the stables for free. Bucket provided for drawing cold water from the well for washing." Members also typically get reduced rates at other places in town, as well as access-at-all to things that regular people shouldn't be buying, like Poisons and Magic Weapons.

The Guild is where all jobs get posted, and sure, they take a cut of all rewards (the listed reward is after this cut), but they also get a lot of the organisation and paperwork done, and make sure new heroes don't get sent out to fight dragons and stuff. They also offer general rewards on information and knowledge that can help, such as new discoveries about wildlife in the area and how said wildlife reacts to things and how to kill it, or new locations that are found beyond known limits and mapwork that has been done. Useful stuff like that. If you're not a member, they're less likely to point you in the right direction for a quest in the first place, and take a much bigger cut of the reward, so generally the only people who don't register have some weird reason.

When purchasing things, you can buy Basic magic items, as well as first-level Potions and Wands, and Scrolls of up to level three. Availability of specific things is a bit of a question mark, however. Non-magical equipment is always available at least in theory, but might need to be made to order, based on how fancy or exotic an item you want.
A Basic Magic Item costs the same as a Masterwork version of the standard item, plus two thousand Royal Marks. That's forty pounds of coin if paying in 1RM coins, by the way. Fortunately, there are ten-mark coins (coloured gold with flecks of actual platinum in them) and even hundred-mark coins (with mithral lining on the edge) that make it easier, so you could reduce that to under half a pound. Or you could be a dick and drop multiple sacks of cash on the floor, who am I to judge?


Most coins are made of ceramic, like tiny round floor tiles, with a very small amount of metal. Usually the metal is tin, just dyed or blended with a small amount of another metal or with a thin layer of another metal. The smallest currency is the Bit, which is equal to a Copper Piece. It's about the size of a finger-nail and one side has a thin layer of bronze-coloured tin.

Ten bits gets you a Token (ie a silver coin), which is a little bit bigger, and one side is thin silver leaf. There's also the half-mark, which is worth five tokens. It's semi-circular as though someone actually snapped a coin in half, but the silver leaf edging shows this is not the case.

Ten tokens or two half-marks works out to one Royal Mark. Amazing! These weigh in at fifty to the pound and are about big enough that you could hold one over your eye and sort of hold it in the socket, covering your eye completely. That's a terrible unit of measurement. Anyway, it has a circle of gold-coloured tin in the middle, with the ceramic in a ring around it. As mentioned before, there are ten-mark coins (the whole thing is coloured gold, with flecks of actual platinum), and hundred-mark coins (gold-coloured middle, then silver-coloured outer circle, with a thin lining of actual mithral).

If you need to spend big, a Tally is one thousand marks, and it's actually bigger, about half the size of a saucer. It has one thousand tiny gold lines flecked across the surface. Although they are only twenty to the pound, that's still better for weight than you're getting from the other coins.

Finally, there is a Wish. Nobody remembers why it's specifically called that, but it's worth 15,000 Marks, and the circular band around it cycles through copper, gold, silver, platinum, mithral, and adamantite.

I bet this is never going to become relevant. We'll probably still refer to everything as GP anyway.

Heroic Documentation

The sheet of parchment carried by all heroes is actually magical. If you lose it, you can get a replacement for ten marks. It is an Abjuration (warded against simple damage and alteration, though not intrinsically warded against being forged wholecloth), Divination (reading the life choices of the owner) and Transmutation (the ink adjusting as needed to reflect changes).

It states the Name, Species, Age, Sex, Height and Weight of the hero, as well as her Job and Level, and all six Ability Scores. It also has a tally of Official Quests Completed, and Creatures Killed - although that won't differentiate between enemy ogres, a bag of rats, and someone's kid. It includes a picture of the hero, but not an illusion-grade photograph, the ink on the paper creates an outline that looks quite realistic for a drawing, but nothing more than that. It also bears the official stamp of the Adventuring Guild, which actually has moving parts on it.

The border around the edge is red for a Beginner (level 1). Basic Adventurers (levels 2 to 10) instead have a copper border. Advanced Adventurers (levels 11-19) have silver, and Paragon Adventurers (level 20) get gold borders. There are rumours of some people having even weirder stuff after that, but nobody can back those rumours up, and the fact is it's been a while since this area has seen even a silver border. Retired Adventurers of any level get a striped border, alternating between black and the colour it would otherwise be.

Official Quest Documentation, usually in the form of flyers, will have a basic summary as a title ("Slay the Manticore!", "Explore these Ruins!", "Protect the City From Destruction!"), followed by a location, an estimated difficulty rating (in a system of little stars from 1 to 9, and then skulls from 1 to "as many fit on the page, I guess"), the reward being offered and a more detailed description. Often there are some little diagrams or simple maps or a drawing of a dog or something. They are also stamped with the seal of the Adventuring Guild, so you know someone hasn't just sneakily added "Kill my Neighbours" onto the board.

The History So Far

There isn't much: according to surviving maps, the world used to have a completely different lay-out before the Demon King established his dominance, but that happened around two hundred years ago and with violent changes. There are people alive (or undead) who actually remember what it was like, but unfortunately, they aren't lore-keepers who made lots of notes, they are more adventurous sorts who can at best tell you what they observed in their locations.

One thing is for certain: when the Demon King took over, he actually shattered the continents and reformed the lands, meaning the world doesn't resemble what it used to be and not enough time has passed (especially seeing as everything is still in a state of war… ish) to really figure out what the new world is.

It'd be awfully swell if someone were to go and knock the Demon King off and bring about some peace so exploring and mapping can be done, the old ruins can start being looted, and towns can once again communicate and trade regularly.

Oh, for the entirety of the Demon King's stay, adventuring groups have been heading off to go kill him, but that hasn't worked out so well for them. Even his generals don't seem to be going away any time soon.

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