OC dies and comes back to life as a celestial entity, but Egyptian in the World Danmachi Look the OC creating his family since zero
*Adventurers*
Adventurer: Adventurers are people with status who explore the dungeon beneath Babel. In general, adventurers are grouped into two different classes:
Low-Class Adventurers: Low-class Adventurers are level 1 Adventurers.
High-Class Adventurers: High-class adventurers are level 2+ adventurers
Starting at level 2, adventurers can also receive classes with different numbers.
Third Class Adventurers: Third Class Adventurers are level 2 Adventurers.
Second Class Adventurers: Second Class Adventurers are level 3-4 Adventurers
First Class Adventurers: First Class Adventurers are level 5+ Adventurers
Alias: An alias is a middle name given by the gods to all adventurers during the Denatus once they reach level 2. An alias can potentially change whenever an adventurer levels up. Certain gods take advantage of the naming process to give chuunibyou-type aliases to adventurers of the weaker Family for entertainment purposes, however, as there is a difference in how children perceive them, they consider it cool. 1
Supporter: Supporters are people who explore the dungeon together with adventurers. They carry a lot of things, from magic stones thrown by monsters to weapons and spare items. New Family members can serve as support to older Family members to gain experience in the Dungeon. In some cases, members of a Family can serve as support to more experienced members.
Three Great Quests: The three great quests are to subdue the Behemoth, the Leviathan, and the One-Eyed Black Dragon. The Zeus and Hera Families were able to complete the first two missions, but were defeated in battle against the One-Eyed Black Dragon.
*Statistics*
Status: The status is the Falna configured as various parameters. The status is made up of basic skills, developmental skills, magic, skills, and the general level.
Level: A level shows an adventurer's rank. An adventurer's status is considered secret information, but it is necessary to report an adventurer's level and show it to others. Most adventurers are Level 1, and currently the only Level 7 adventurers are Ottar of the Freya Familia and another unknown person. When the Zeus and Hera Families were still active, they had a level 8 and 9 adventurer respectively. Simply defeating monsters does not lead to leveling up. To level up, one must have a D-rank in at least one basic skill and achieve something that would impress even the gods, such as defeating a stronger monster. Leveling up is difficult outside of Orario due to the only dungeon being located there, and level 3 outside of Orario is considered excellent.
Basic Skills: The basic skills are strength, endurance, dexterity, agility, and magic. Each is shown with a range and number from 0 to 999. 0-99 is I, 100-199 is H, 200-299 is G, 300-399 is F, 400-499 is E, 500-599 is D, 600-699 is C, 700-799 is B, 800-899 is A and 900-999 is S. Basic skills can be upgraded through excelia gained during training and battles. Basic skills are reset to I0 at each level, though skills gained before each level will remain as an invisible base. It is normally impossible to go beyond S rank, although Bell Cranel has done so through Liaris Freese, having had statuses in the SS and SSS rank.
*Skills*
Developmental Skills: Developmental Skills differ from basic skills in that they are characteristics of specialization in a given area. Starting at level 2, there is a chance to earn one at each rank. There is also a chance that one will not appear when ranking up or that several will appear to choose from. Bell's Luck, Ais' Swordsman, Abnormal Resistance, and Hunter are examples of how to choose from multiple developmental skills. Like basic skills, developmental skills are also classified from I to S; however, they are much more difficult to train and do not reset to I at each new rank promotion. In addition, development capabilities may improve during a normal state update.
Skills: Unlike developmental skills, skills can appear regardless of level. They can correct and strengthen specific basic skills, magic, and actions. The chance of discovering an ability is said to be rare, and abilities with effects that no one else has are considered rare abilities, with Liaris Freese and Bell's Argonaut being examples of such a category. Skills can be discovered during a higher level or through other methods such as blacksmithing. Some abilities can have variations such as Tione and Tiona's Berserk.
*Magic and Curses*
Magic: Magic is considered a strong power. There are two different types of magic; congenital magic, magic based on one's own ability and race, and acquired magic, magic based on the Falna given by the Gods and Goddesses. Most magic requires a specific chant to activate, with the exception of non-chanting magic like Firebolt, and the longer the chant, the stronger the magic. When the user becomes unable to control magic power when using magic, an "Ignis Fatuus" occurs, causing it to explode and damage the user.
People naturally have between one and three slots for magic and can usually only learn one magic per space, however, most people tend to never have any magic at all. For people with one or two spaces, the number can be increased by using a grimoire. Other than that, the mage's development skill can strengthen the magic's power, duration, number of targets, and area of effect. Also, those who have it get a magic circle when they cast magic.
It is also possible to use magic without falna, although it requires the user to undergo training and rituals and use a long chant systematized during ancient times. The magic used by the Elves in the Royal Forest of Alf has more than twelve verses. Magic used without a falna is weak compared to magic used with one, making it impractical against the latter and having a higher chance of causing an Ignis Fatuus.
Certain people may use "concurrent chanting," a high-level technique that involves casting magic while fighting or moving. Its difficulty is compared to dealing with a bomb with both hands as they struggle due to the possibility of failing a chant or not being able to control their own magic power. The ability to use simultaneous chants depends on how much experience the user has with them, as Lefiya observed that Ryuu was much more skilled at it than Riveria. Currently, it has only been shown that Riveria, Filvis, Lefiya, Ryuu, Aisha, Fels, Alicia, Mikoto, and Ottar can use it.
Riveria has a special technique known as "chanting connection," which allows her to change the strength of her magic depending on the length of the chant and mental use. Through this, he can use nine magics, which is the source of his alias Nine Hell, though he can also use them separately.
The elven knights in the Royal Forest of Alf use what is known as "horse singing", letting their horses track and evade while singing, making it similar to concurrent singing.
Curses: Unlike magic, curses are primarily used to hinder an opponent, such as confusing them, tying them up, or sharing pain with an opponent, although, like magic, they are cast through a chant. All curses require a cost from the user in exchange for their power, which is a key point in differentiating between magic and curses.
The effects of curses can only be prevented or dealt with by using certain magical items created specifically to combat them, such as Fels' cloak, and cannot be prevented by the Abnormal Resistance development skill. This is shown in the wound Finn received from Revis's cursed sword, which wouldn't stop bleeding even after they tried to freeze the wound.
Sorcerers can also turn curses into weapons known as curse weapons. Like normal curses, the damage they deal requires items or magic to get rid of.
*Breeds*
Gods: The gods are the leaders of the Family and descended to the lower world 1000 years ago
Spirits: It is said that spirits are the children that the gods loved the most. They are strong magic users and can even use magic better than elves. Like the gods, spirits cannot have children. There are different types of spirits, such as Salamander, Gnome, Tonitrus, Lux, and Undine.
Human: Humans are generally said to be the weaker race.
Amazoness: Amazoness are a semi-human race of dark-skinned women. Since they only give birth to Amazons, they have to leave their villages to look for men. They also have their own language, different from Koine, the common dialect.
Boaz: Boaz is a semi-human race of wild boar.
Cat People: Cat people are a semi-human race that have cat ears and tails.
Chienthrope: Chienthrope are a semi-human breed that has dog ears and tails.
Cow People: Cow people are a race of demihumans who have cow ears and horns.
Dark Elves: These are elves with a darker skin tone and are less attuned to magic, but have better physics.
Dwarves: Dwarves are a semi-human race of people of short stature, although there may be exceptions, such as Mia Grand. They have considerable strength and can defeat weak monsters without a falna.
Half-Dwarf: The half-dwarfs are a half-human race and a mix between humans and dwarves.
Elves and High Elves: Elves are a semi-human race of highly intelligent beings who excel at magic. They live in the forests. The High Elves are members of the royal family.
Half-Elves: The Half-Elves are a half-human race and a mix between humans and elves. Some elves don't think of them very well.
Hume Bunnies: Hume Bunnies are a semi-human race of rabbit people.
Pallum: The Pallum are a semi-human race of little people. Like humans, they are generally said to be the weakest race, but they have excellent eyesight that allows them to see in the dark.
Raccoon people: Raccoons are a semi-human race that have raccoon ears and tails.
Renards: Renards are a semi-human race that has fox ears and tails. They are known to possess rare magic.
Sheep People: Sheep people are a race of demihumans who have sheep horns.
Weretiger: The Weretigers are a semi-human race that has tiger ears and tails.
Werewolf: Werewolves are a semi-human race that has wolf ears and tails. Like that idiot Bete.
Xenos: Xenos are monsters that have intelligence. They are much more intelligent than other monsters and some can speak human language. They search for their comrades in the unexplored parts of the dungeon. All Xenos have a strong longing for the surface and one day wish to reach the surface.
*Organizations*
Guild: The main objective of the Guild is to manage the threat of monsters created in the dungeon. Apart from this, the Guild buys magic stones, loot, and dungeon maps created by adventurers. The Guild also provides weapons and armor to new adventurers who are just starting out.
Guild personnel also take the position of advisors to adventurers, often suggesting how deep an adventurer should go in a dungeon according to their level and skills, as well as warning them about any special dangers of certain floors and how to prepare against them. A staff member may be in charge of one or more adventurers.
The Guild has several branches outside of Orario, one of which is in Melen. The Melen branch oversees the port and controls the various commercial goods that enter and leave Orario.
Below the Guild is the Prayer Hall, where Ouranos is located. Ouranos remains in this room and uses his divinity as a "prayer" to prevent the dungeon's monsters from leaving it.
Family: The Family is made up of adventurers and followers headed by a God or a Goddess. They are named after the God or Goddess in charge, such as Hestia, who is the head of the Hestia Family. Most Families are exploration-type Families, although there are other types, such as commercial type, industrial type, medicinal type, and even nation type. Each Family is assigned a rank from I to S based on size and achievements, which is taken into account to determine how much money each Family has to pay to the Guild during their monthly taxes. Certain Families, such as the Hermes Familia, do not report rank rises to avoid paying more, however, this is illegal. When a Scout-type family reaches D-rank, the Guild requires them to go on an expedition.
Casino: Casinos are offshore facilities, first created when the Guild gave in to gods who wanted entertainment facilities. In collaboration with external organizations, entertainment facilities were created in the Entertainment District. The problems caused in casinos can become international problems, as they are run by external organizations and are therefore guarded by the Ganesha Family.
Theater: Theaters were the second space created along with casinos. Like casinos, theaters are offshore and operated by outside organizations.
*Events*
Denatus: The Denatus is a gathering of the Gods that takes place once every three months. Many things are discussed and aliases are given to adventurers who rose in rank.
War Game: A war game is a battle between Family with set rules. The Gods and Goddesses use their Familia members to express their will, similar to a proxy war. A special Denatus is held to set rules and decide what type the War Game will be and what the winner will receive. The God or Goddess who loses in a War Game must obey the terms set during the Denatus without a doubt. Various types of war games include single combat, siege, and several others.
Quest: Quests are quests similar to orders given by the Guild. The family that receives them must do what is written.
Conversion: Conversions occur when a person changes from one Family to another. Once a person changes Family, they must wait a year before switching back or changing to a different Family. Having a conversion requires the consent of both gods involved.
*Calabozo*
The Dungeon is a complex labyrinth located beneath Babel. Orario is the only place in the world that has a dungeon and many people of different races gather from all over the world to explore the dungeon.
The dungeon appears to be alive, spawning monsters on the walls and ceilings, and repairing itself. He has an immense hatred for the gods, immediately sealing the exits of a room if he detects one and spawning a black version of a monster to kill them. The black monsters are much stronger than normal and show some intelligence, while the Black Wyvern was looking for its target. Despite this, he does not spawn another black monster after the first one is killed, even if the God in question is not dead, implying that his ability to act is limited to some extent.
The dungeon is huge and the floors get progressively larger as you go deeper. It takes at least five days for a group to reach the 50th floor. While the upper floors can be done solo or in pairs, from the middle floors one must create a party or risk dying.
Entrance: The entrance to the Dungeon is located on the first underground floor of Babel. In the center of the room is a ten-meter-long hole that leads directly to the Dungeon. Inside the circular room there are multiple columns at equal intervals and above is a beautiful blue painting of the sky that resembles the real sky. Along the circle are gentle staircases that spiral down into the dungeon.
Upper floors:
·1st-4th: The walls are light blue, and the monsters that appear are Goblins or Kobolds. There is also a wide hallway on the first floor known as Beginning Road. Novice level 1 adventurers with status from I to H in their basic skills normally spend time on these floors.
·5º-7º: The walls change to a light green color and the structure of the Dungeon begins to change. Stronger monsters like killer ants appear, and the birth time of monsters is faster. It is recommended that level 1 adventurers have a status of at least G in their basic skills to explore these floors.
·8º-9º: The number and size of rooms increase and the length of the corridors between them is shortened. In addition, the ceiling changes in height from three to four meters from the upper floors to almost ten meters above. Moss covers the brown walls and the ground below becomes a plain of short grass. The strong light from the phosphorescence above is similar to sunlight. No new monsters appear, however, the Goblins and Kobolds are stronger than the previous ones. It is recommended that level 1 adventurers have a status of at least E in their basic skills to explore these floors.
10th-12th: The tenth floor maintains the same structure as the upper 8th and 9th floors, however, the light from above is reminiscent of morning fog. Fog appears on the ground making the vision terrible. Here great category monsters such as Orcs and Child Dragons begin to appear. The 11th floor has fog like the 10th floor. The fog on the 12th floor becomes much thicker than on the 10th and 11th floors above.
The 11th and 12th floors are extremely dangerous for level 1 adventurers because stronger monsters like Silverbacks and Hard Armoreds appear here. Child dragons that are categorized as Level 2 and considered area floor bosses also appear, though rarely. It is recommended that level 1 adventurers have a status of at least B in their basic skills to explore these floors. The groups exploring these floors are usually the ones preparing to venture into the middle floors for the first time.
Middle Floors:
13th to 17th: Floors 13 to 17 are known as the Cave Labyrinth. The entrance to the 13th Floor is called the Front Line. From the 13th floor, the walls, floor and ceiling become rock. While the upper floors are simply a circular, flat labyrinth, the middle floors have a more complex design that includes interlocking upper and lower tunnels. The light becomes darker and the air appears humid. Vertical holes leading to deeper floors appear randomly. On the 17th floor, a huge wall appears in the large room located called the Great Wall of Pain that spawns the Monster Rex Goliath.
The layout is more complex and monsters spawn at a faster rate on the middle floors than on the upper floors, making it very difficult for level 2 adventurers to play solo on these floors. The monsters on the 13th and 14th floors are not much different from those on the 12th floor in terms of strength, so even level 2 adventurers with status I and H in most of their basic abilities are able to explore these floors. On floors 15 through 17, monsters categorized as Level 2 individually, such as Minotaurs, begin to appear, and it is recommended that Level 2 adventurers have at least G in their basic abilities to traverse these floors and reach the 18th floor safely.
18 (Rivira): The 18th floor is a safety point where no monsters are born, although some monsters can emerge from the floor below. It is also called Under Resort. The ground is full of crystals and nature. Large forests and lakes cover the ground. Inside the forest are blue crystals of different sizes that reflect light from above, causing the forest to be filled with a pale blue glow. The exceptionally high ceiling is filled with sparkling two-colored crystals, white crystals in the center that resemble the sun, and blue crystals surrounding it that resemble the sky. The amount of light from the lenses depends on the time of day and varies throughout the day. On the eastern side of the island, facing the lake, is the town of Rivira. It is located 200 meters above the lake, on a cliff. Level 2 adventurers would have to be extremely capable to reach this floor alone.
·19 to 24: Floors 19 to 24 are known as the Great Tree Labyrinth. The walls, floor, and ceiling are made of wood, which makes it look like the inside of a giant tree. Instead of phosphorescent light, radiant moss grows on the ground and emits blue light. These floors contain a large number of unexplored areas and a wide variety of insect-like monsters. Having the ability to develop abnormal stamina is key to traversing these floors safely due to the large number of poisonous monsters on these floors. The diversity of plants on these floors often provides ingredients that are used to craft healing items, resulting in the completion of many resource-gathering missions for this area. The 24th Floor is very close to being considered one of the lower floors of the Dungeon. It is much larger than the previous floors, being at least half the size of Orario. There are rare trees that produce valuable gems that can be sold for a good price. The monsters on this floor are more numerous, more frequent to encounter, and some of them are stronger than Level 2 adventurers. It is recommended that level 2 adventurers have a status of at least C in their basic skills to get here.
Ground floors:
·25-27: The entrance to the 25th floor is known as the Second Line. The 25th to 27th floors are known as the Water City. The 25th Floor marks the beginning of the Great Fall, a huge waterfall estimated to be 400 meters wide and twice as long, lasting until the 27th Floor. The 25th Floor was also described as a paradise of water. To move on to the next floor, adventurers must navigate through a series of passageways that vary in elevation around the waterfall to reach the passageway at the bottom of their current floor. The bottom of the waterfall basin on the 27th floor leads to Melen's Lolog Lake, though it is unknown where the water goes now due to the outlet being sealed with the remains of the Leviathan. The Monster Rex Amphisbaena is located here and can move freely between the floors and the maze area. Adventurers can go from level 2 to the 27th floor, but the standard for the lower floors is level 3.
Deep Floors:
37th: The 37th floor is known as the White Palace, as the walls, floor, and ceiling are white and the floor is a giant labyrinth. The floor has a different scale than the upper floors, as the space between hallways, rooms, and walls is huge. The entrance to the 38th floor is located in the center of the floor, which is where the Rex Udaeus Monster is located, and around it are five huge circular walls that adventurers must traverse to reach the center. Bell compares the 37th floor to a cake in a box and the floor is said to be large enough to hold Orario. The walls are numbered from 1 to 5 starting from the innermost wall, and the area between two walls is called different rooms; The area of Udaeus within the first wall is the Throne Room, and from there, the Knight's Room, the Warrior's Room, the Soldier's Room, and the Beast's Room. The area between the walls gets smaller the closer we get to the Throne Room and the labyrinth gets more complicated. Coliseums begin to appear, which are rooms that generate monsters non-stop until they reach a certain amount.
·38th-49th: The first safety point on the deep floors is the 39th floor.
The walls, floor, and ceiling of the 44th floor are deep red, and there are distorted rocks on the ground along the floor. Along the walls are black cracks that make it appear charred. Red light shines lightly from inside the cracks, emitting an eerie presence. The 49th floor is known as Moytura and is a huge room. On the desolate ground no grass or trees grow. The rocks and sand are all a reddish-brown color. It also contains the Rex Monster, Balor.
·50th: The 50th Floor is another safety point where no monsters are born, however, like the 18th Floor, monsters can reach the floor from above or below. Grey trees cover the ground until the end of it. Rivers like veins run endlessly through the trees.
51 to 57: Floors 51 to 57 are a maze that is rare on deeper floors. The walls, floor, and ceiling are flat, and the structure makes it look like it was carefully measured. There are many corners and crosses along the floors.
The floors are also called Dragon Vase, as starting from the 52nd Floor, the Valgang Dragons on the 58th Floor are fixed in adventurer positions and fire flares across multiple floors.
·58th: The 58th floor is a huge room. The walls, floor, and ceiling are made of graphite and resemble a huge rectangular room. It contains a large number of Valgang dragons.
·59th: According to the Zeus Family, the 59th floor onwards was known as the "Glacial Territory", with glacial lake streams, intense cold and ice covering the area. 1
However, the terrain was modified when the new monsters took control, turning it into a jungle-like area. Beyond the jungle area is a large area that is covered with the ashes of countless dead monsters, causing the entire area to be a gray color.
*Monsters*
Monsters are born from the walls and ceilings of the dungeon and fight adventurers. They are the enemies of the people and will attack without warning. The monsters appeared in the dungeon even before the gods and goddesses came from the sky and some still live on the surface in various places, however, the monsters on the surface use the power of their magic stone to multiply, so the ones on the surface are much weaker than the same ones inside the Dungeon.
Some monsters, by unknown means, have been reborn into an existence known as Xenos. Unlike other monsters, they are intelligent, although some cannot speak at all. These Xenos appear to be reincarnations of previous monsters that have been killed multiple times by adventurers. Normal monsters see them as enemies rather than allies and attack them. To protect themselves, in addition to becoming stronger, they eat the magic stones of the monsters they defeat.
There are also certain monsters that have become stronger than normal due to eating magic stones that are known as strengthened species. Many times these monsters happen accidentally.
*Elements*
Valis: Valis is the currency used in Orario. You can buy a Jagamarukun for 30-40 valis, materials for a meal for 50 valis and a more expensive meal in a bar for 300 valis. Bell's first dagger cost 3600 valis, his first armor cost 5000 valis, and a lower-ranked potion costs 500 valis. A group of five level 1 adventurers can earn around 25,000 valis a day, and for 800,000 valis you can buy a nice house. Hestia is currently 200,000,000 valis in debt. The symbol for valis is av with two lines running through it.
Magic Stone: Magic Stones are the core of monsters and are always located in the monster's chest area. Adventurers and supporters gather magic stones to exchange for valis in the guild. Magic stones have magical power that can be used for things like lighting, water purification, stoves, refrigerators, and other things. If one breaks the Magic Stone while on the monster, the monster dies immediately.
Drop Item: Drop items are items that can sometimes remain along with the Magic Stone after a monster dies. They are parts of the dead monster and are used to make weapons and items and are therefore traded at high prices.
Magic Sword: Magic Swords allow the user to fire Magic from the sword. Only those with a lot of experience can perform them. Magic swords break after being used a certain number of times and are also weaker than magic used by adventurers. The exception to this is Welf's Crozzo Blood ability which allows him to create Crozzo's Magic Swords which were even said to be powerful enough to dry up oceans.
*Locations*
Orario City: Orario, also known as Orario Labyrinth City, is the only city in the world that has a dungeon.
Tower of Babel: Babel was built to prevent the monsters inside the dungeon from escaping. It was originally the same size as the buildings, but was intentionally destroyed when the first gods descended to earth. Later, those gods rebuilt it as it is today. Babel is owned by the Guild to guard and guard the dungeon. The first twenty floors are filled with businesses, facilities and family exchange houses. The Hephaestus Family has tents on floors 4-8. Above it are the living quarters of Orario's most prominent gods, known as Private Rooms. Freya lives on the top floor of Babel.
Hostess of Fertility: The Hostess of Fertility is a well-known pub in Orario.
Daedalus Street: Daedalus Street is a large residential area for the poor class located between the main streets east and southeast of Orario. It was designed by an eccentric man known as Daedalus and is complex due to the multiple planning that was done to it. Rumor has it that one will never find the exit once they enter, and it is often called the other dungeon.
Knossos: The Knossos artificial dungeon, more commonly known as Knossos, is an artificial underground labyrinth that connects the dungeon and Daedalus Street, effectively serving as a second entrance to the dungeon. The creation of Knossos began with Daedalus after being captivated by the original dungeon. His descendants, including Dix, were forced to carry out this project because of his blood, which Dix referred to as a "blood curse." Although it was worked on for a thousand years, the artificial dungeon only extends to the middle floors.
Ruins of Shreme's Ancient Castle: The ruins of Shreme's ancient castle are a citadel located in the middle of the plains southeast of Orario. The citadel was built in ancient times and was used as a point to stop monsters before Babel was created. It is currently in ruins, but Rakia used it as a strategic point, so most of its functions are still operational.
Agris: Agris is a town located near the ruins of Shreme's ancient castle.
Rakia: Rakia is a warmongering kingdom located on the western side of the continent. It frequently makes war on other countries, including Orario, which lies further west.
Sword Smithing City Zolingham: A city that creates swords. The Hephaestus family has a contract with a blacksmith in the city. He also has a forge with which he has good relations.
Far East: The Far East is an island country surrounded by water and has four distinct seasons. It is a country plagued by wars, diseases and monsters. For these reasons, it is not uncommon for children to be orphaned. This is where the Takemikazuchi family comes from.
Alv Mountains: The Alv Mountains are located directly east of Orario and are considered sacred.
Seolo Forest: The Seolo Forest is located directly east of Orario at the base of the Alv Mountains.
Beol Mountains: The Beol Mountains are a mountain range located directly north of Orario. It is made up of many mountains that have steep slopes, rough roads, and several hidden lakes similar to those found in the Dungeon. Due to its proximity to Orario, the descendants of many monsters who escaped the dungeon long ago still reside there, which is why it is known as the Mountain of Evil.
Edas Village: An ancient village located in the Beol Mountains. Originally an elven settlement, it is now home to people of many races.
Opera Country Meilstora: A country that helped the Guild create entertainment facilities in Orario.
Santorio Vega Fun City: A country that helped the Guild create amusement facilities in Orario. They own the El Dorado Resort, a casino.
Melen: Melen is a fishing town located three kilometers southwest of Orario.
Telskyura: Telskyura is a country of Amazons located on a peninsula far southeast of Orario and is surrounded by the sea and steep cliffs.
The Empire: The Empire is a country similar to Rakia in that they invade others to increase territory. The Empire is considered one of the strongest countries and possesses a large number of high-level people.
Dragon Valley: A place located in the northernmost part of the continent. It is considered one of the three great unexplored regions of the world.
Ruins of Elsos: The Ruins of Elsos are ruins located at the end of a continent far from Orario. It is where the monster Antares was sealed by the Great Spirits during Antiquity.
Rhondda: Rhondda is an underground dwarf village located at the foot of the great mountain range north of Karuna. That's where Gareth Landrock is from.
Karuna: Karuna is a city that Loki and Finn visited after forming the Loki Familia and is somewhat close to the Royal Forest of Alf. It is a city where travelers and merchants stop to rest during their travels.
Alf's Royal Forest: The forest from which the High Elves are like Riveria Ljos Alf. They do not allow outsiders except those they have allowed and will attack any and all intruders.
Preblica: Preblica is located next to a river at the foot of the mountains that was protected by a wall and guards. This is the city that Loki first visited after going down to the lower world and it was where he met Finn.