Kays Translations

Just another Isekai Lover~

Chapter 96: Settings ②

This section summarizes some points that were a bit unclear.

Races:

There are six main races:

  1. Human (Universal Human):
    • No notable physical traits.
    • Derogatory term: Tadabido.
    • Lifespan: 150 years.
    • Largest population.
  2. Elf:
    • Long, pointed ears; skilled at sensing the flow of spiritual power.
    • Many are beautiful.
    • Lifespan: 1000 years (also called Millennium race).
    • Second-largest population.
  3. Faun:
    • Small horns.
    • Lifespan: 150 years.
    • Horns help sense spiritual flow, making relics and OOPArts stronger.
    • By taking a special legendary substance called Amaltathea, they can temporarily gain godlike powers, but it is fatal.
    • Population: third largest.
  4. Beastman:
    • Animal ears and tails, along with associated instincts.
    • Lifespan: 150 years.
    • Population roughly the same as Faun.
  1. Dwarf:
    • Male-only race.
    • Short, stocky build.
    • Lifespan: 600 years.
    • Skilled with their hands; many are merchants.
    • Population: after Fawn.
  2. Faerial:
    • Female-only race, oviparous.
    • Smallest race.
    • Four semi-transparent wings.
    • Lifespan: 1000 years (Millennium race).
    • Population: very small.
  3. Edda:
    • Supreme race with purple eyes.
    • All are nobles and possess two relics.
    • Lifespan: 100 years.
    • Worship a god called Generas.
    • Population: less than Dwarves, more than Faerial.

Average Lifespan:

  • 1000 years: Elf, Faerial
  • 600 years: Dwarf
  • 150 years: Human, Fawn, Beastman
  • 100 years: Edda

Population Rank:

  1. Human
  2. Elf
  3. Fawn / Beastman
  4. Dwarf
  5. Edda
  6. Faerial

Monsters:

Monsters are broadly divided into two types:

Normal Monsters:

  • Found in nature.
  • Called “natural monsters” by Alexander.
  • Some are the same as dungeon monsters, which can be troublesome.
  • Usually dislike dungeons.

Dungeon Monsters:

  • Born and wander inside dungeons.
  • Created from a base form with pseudo-personality inserted.
  • Do not require food or excretion.
  • Whether they have emotions is taboo due to the risk of long wars.
  • All undead are dungeon monsters.

Threat Levels:

  • Low, medium, high.
  • Determined mainly by whether they possess relics, not raw strength.
  • Monsters can also use OOPArts.

Grades by Relic Possession:

  • Bronze: No relics
  • Silver: Possesses 1 relic
  • Gold: Possesses 2+ relics
  • Gem: Possesses 4+ relics (can destroy a city alone)
  • Supreme Treasure: Possesses 5+ relics (can destroy a nation alone; called gods at this level)

Currency:

Smallest currency: Miscellaneous Copper Coins.

  • Coins with lower metal content are called “miscellaneous,” applies to silver and gold too.

Copper Coins:

  • Misc. Copper: 1 yen
  • Small Copper: 50 yen
  • Copper: 100 yen

Silver Coins:

  • Misc. Silver: 500 yen
  • Silver: 1000 yen

Gold Coins:

  • Misc. Gold: 5000 yen
  • Gold: 10000 yen

Royal Coins:

  • Minor King Coin: 50000 yen
  • King Coin: 100000 yen

Time:

  • One day: ~26 hours.
  • Clocks exist, but many use bell towers to tell time.
  • Bell pattern:
    • 1 chime ~ 1 hour until next bell.
    • Number of chimes increases progressively until evening.
    • Midnight bell: 1 chime; marks end of the day.
    • Evening bell: 12 chimes; marks curfew.
  • Precise timekeeping is rare in rural areas; clocks are not widely used.
  • Accuracy may become important in the future.

Relics:

  • Relics are powers accessible to all living beings in the world.
  • Possession is expressed as “having” a relic.
  • Stored in a “soul vessel” of the living being.
  • When possessed, the name and effect are instantly known in the mind.

Monsters and dungeon monsters can also use relics.

Ways to possess relics:

  1. Innate at birth
  2. Using a relic plate
  3. Using OOPArts or other methods

Most relic holders possess them innately (①). The majority of relic holders tend to become explorers.

Generally, those without relics overwhelmingly outnumber those who possess them.

Types of Relics:

Some relics have active durations and cooldowns.

  1. Attribute Relics: Handle the eight elements: Fire, Water, Wind, Earth, Green, Lightning, Light, Dark.
  2. Body Relics: Enhance the body or combat techniques.
  3. Exploration Relics: Enhance senses or abilities useful for exploration.
  4. Transformation Relics: Allow transformation into animals or monsters. Users must continue transforming to adapt to the new body.
  5. Job Relics: The profession itself is the relic. Multiple relics may be usable depending on the job.
  6. Restriction Relics: Extremely powerful effects, usable only if conditions are met.
  7. Summoning Relics: Can summon living or non-living things. Have cooldowns.
  8. Spatial Relics: Interfere with space; includes abilities like Banish, Teleport, Black Spot, Storage.
  9. Domain Relics: Control areas, barriers, or dungeons. Details unknown.
  10. Pseudo-God Relics: Secret relics that temporarily grant godlike or heroic powers. Always have a 5-minute active time and 1-day cooldown.
  11. Life-Use Relics: Useful for everyday life; includes abilities like Purification. Usually low in value.
  12. Other Relics: Difficult to classify.

OOPArts (Out-of-Place Artifacts):

  • Amplify, enhance, or provide relics to compatible users.
  • Anything that adapts or fits a relic can be considered an OOPArt.
  • Weapons, armor, and accessories are typical; no non-equipment OOPArts have been discovered.
  • Usually obtained in dungeons. If incompatible, they are just regular items.
  • Some OOPArts are drawn to their users by destiny; some contain souls.

Adaptation Effects:

  1. Increase the power or effect of held relics.
  2. Evolve existing relics.
  3. Grant a new relic to the user.
  • If an OOPArt is destroyed, it ceases to function as one.
  • Proper repair can restore its function, but weaker original OOPArts may remain limited.

Legendary Items:

  • Items that house relic power.
  • Do not consume charges.
  • All non-weapon, non-armor, non-accessory items are Legendary.
  • Some may be repaired.
  • Some exceptions consume charges but have extraordinary effects (e.g., Relic Plates).

Legacy Items:

  • Consumables imbued with relic power.
  • Have limited uses and disappear after repeated use.
  • Examples: Attribute Stones, Return Stones.

Items:

  • Craftable items like potions are simply called Items.

Explorers:

  • Commonly thought of as those who explore dungeons.
  • True meaning: those who explore the world.
  • Adults: anyone 14 or older can become one, with some exceptions.
  • Can be explorers without relics, though most have them.
  • Registration fee: 42,000 Ouro (can borrow from the guild).
  • Re-registration after suspension or disqualification costs double.
  • Special exceptions have higher fees.
  • Class: VI to I.
  • 70% of explorers are Class V.
  • Even a one-class difference can mean a huge difference in ability.

Explorer Guild:

  • Special administrative organization managing registration and administration of explorers.
  • Headquarters: Grand Guild.
  • Funded by budgets from multiple nations.

Grand Guild:

  • Oversees all explorer guilds worldwide.
  • Has a unique global position, sometimes treated as its own nation.

Quests:


Called a “quest sheet.”

Quests are generally divided into four types:

  • Gathering
  • Slaying
  • Exploration
  • Escort

Titles:

Given starting at Class II.
Usually based on achievements or honorifics.

Class I Explorers:

Currently 27 in the world.
This number is not fixed.
All Rank I explorers belong to the Grand Guild without exception.

Hired Helpers:

Refers to individuals without explorer qualifications employed by explorers.
Mostly children who cannot obtain explorer qualifications.

Dungeons:

Exist throughout the world.
The reason for their existence is unknown. They are treasure troves of resources not found on the surface.
Each floor is composed of both natural and artificial structures.
Artificial structures are reconstructions of buildings that once existed on the surface.

Dungeons are broadly classified into two types:

  1. Deepest Layer (Saishinbu):
    • Large in scale, many floors.
    • Contains a “Dungeon Lord” and a dungeon core.
    • Destroying the core collapses the dungeon.
  2. Lowest Layer (Saikasou):
    • Smaller scale, fewer floors.
    • No Dungeon Lord or core.
    • Contains treasures.
    • Connected to the deepest layer in some way.

Garbage Area:

  • A place where dungeon trash accumulates.
  • Found in the deepest layers, not in the lowest layers.
  • Garbage consists of equipment from those who died in the dungeon.
  • Even equipment from those who die in the lowest layers ends up in the garbage area of the deepest layer, showing a connection between the two.
  • By unspoken agreement, only children without explorer qualifications are allowed to scavenge there.
  • It is not officially prohibited; the agreement is merely customary.
  • Larger dungeons have larger garbage areas.

Dungeons around Hydrangea:

  • West: Fire Dungeon
  • South: Water Dungeon
  • North: Wind Dungeon
  • East: Earth Dungeon

Knife:

  • A tragic victim of the story’s pleasures.

Postscript:

  • This season should be easier to understand than Season 1.

Dear Readers, how have you been? I hope you are well.
I am just as energetic as ever today.

Thank you as always for your continued reading.
We are now entering Season 3.

The main theme of Season 3 is festivals.
Since it’s a festival, many flashy events will occur.
How will Wof handle the inevitable troubles with women?
What is Knife’s fate? Wait—what is Knife’s fate, exactly?

As usual, I have a request for you, dear readers.
If you’ve read this far and found it interesting, or if you’re looking forward to more,

Especially if you were thinking of:


Wof! Pakira! Mineha! Knife! Daga! Witch! Juicy! Sisters! Agaro! Bid! Knife Goddess! Torque Tam and the Fang of Thunder! Someone from the Return of Generous! Maid! Rabbit! Etc.!
(Including inanimate objects!)

If any of these characters made you smile,

Please leave a ☆. It truly encourages me from the heart. Hehehehehe.

If you suddenly remember, “Oh, I haven’t left a ☆ yet,” please click one—it brings me great joy.

Your ☆ ratings are the greatest source of motivation for my writing.

Now, let the opening of Season 3 begin!

Thank You Very Much!

Bonus:

A day in the life of the Tasan sisters.

  1. First sister: Working on paperwork in the Tasan Domain castle’s office. Two hours later, she ends up holding her head over an incident in the castle.
  2. Second sister: Dova, at the Hydrangea mansion. Feeling hungry, she sneaks a bite in the shared kitchen. Notices someone else is there.
  3. Third sister: Tree, having tea at the Tasan Domain castle. Soon, an incident in the castle ruins her tea time.
  4. Fourth sister: In the royal capital, shopping. Struggles to choose between a ring and a necklace at a jewelry store. Sighs at the ring and opts for the necklace instead.
  5. Fifth sister: On the stairs descending from the third floor of the Tasan Domain castle, she trips lightly, loses balance, and falls, accidentally crashing through an open window. She rolls elegantly down the roof of the second floor, catches her clothes on a protective statue, tearing them slowly, and falls to the first floor. Makes another hole in the barn below and faints in a compromising position in the straw. Wakes up at midnight unnoticed.
  6. Sixth sister: Shesh, at the Cidre Pavilion in Hydrangea. Being overly flirted with, she intimidates the area like a thug while drinking. Agaro and her sister Arifa call her over, and they drink together.
  7. Seventh sister: Abducts the 16th sister and hides in a caravan heading to Hydrangea. Attacked by a group of monsters and thieves, but the guardian explorer couple repels them. Surprised that one of the couple is pregnant, she chats and bonds with the expectant mother.
  8. Eighth sister: Samaniya, studying abroad in the trade city of Heizen. To relieve stress, she goes hunting in the nearby Heizen Great Forest as a Class IV slayer.
  9. Ninth sister: Ennea, exhausted, sleeps soundly in her room at the Tasan Domain castle.
  10. Tenth sister: In the royal capital, dismantling competitive eating challenge restaurants. Gets involved in an eating battle, defeats the first of the “Gluttonous Four Kings” known as the strongest, “God Eater,” and gets banned from the place.
  11. Eleventh sister: Furious, clearing the Zecatoria Dungeon.
  12. Twelfth sister: Furious, clearing the Zecatoria Dungeon.
  13. Thirteenth sister: Zecatoria. The prototype Zero of the strongest fused undead zombies goes berserk and enters the castle. Attacks the 11th and 12th sisters who happen to pass by. Ennea appears in a critical moment, defeating it after a fierce battle. The zombie retreats to the deepest part of the castle, filling it with traps out of fear of revenge. A few hours later, the battered 11th and 12th sisters break through and give it a harsh scolding.
  14. Fourteenth sister: Juicy, in Hydrangea. Heading to the guild with her brother Rel to practice archery.
  15. Fifteenth sister: Kinse (Togo). Dumbfounded by the Zecatoria incident.
  16. Sixteenth sister: Abducted by the seventh sister, sneaks into the caravan heading to Hydrangea. Attacked by monsters and thieves but repelled by the guardian explorer couple. Bonds with the pregnant protector and glimpses a future, her expression unreadable: “Eternity and infinity. His fortune is twisted in the vortex of stars.”
  17. Seventeenth sister: In the royal capital, inside the womb of the fourth wife. Sleeping peacefully. Expected to be born in four months.

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