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Sorawo Kamikoshi and Toriko Nishina, explorers of the mysterious Otherside, the mysterious, alien, and dangerous other world hidden behind the veil between worlds, having fought against countless inhuman horrors and gained superhuman powers of their own. But will their experience, abilities, and firepower be enough to survive long enough to find a way out of a maze of four alternate world, each with their own deadly environments and hostile entities?


Sorawo and Toriko[]

Sorawo

Sorawo Kamikoshi is the protagonist of the anime and light novel series Urasekai Picnic. Sorawo had a rough childhood, her mother having died and her father and grandmother having joined a cult, and were later found dead at a cult retreat in that mountains after an incident ruled a gas leak, but may have been a mass suicide. Perhaps due to her rough childhood, Sorawo is highly introverted, preferring to be alone and often spending time online watching gameplay video and researching urban legends. By the time she turned 20, Sorawo had also taken up the hobby of “urban exploration”- exploring abandoned buildings.

At some point in her urban exploration, Sorawo discovers an entrance to a parallel dimension known as the Otherside. This dimension is home to numerous apparently paranormal entities and phenomena, many of which are the inspiration of numerous urban legends. Many of the entities are also hostile and extremely dangerous. On one of her excursions into the Otherside, Sorawo encounters Toriko Nishina, a half-Canadian girl skilled in the use of firearms, who entered the otherside in search of her friend, Satsuki Uruma.

Sorawo and Toriko continue to visit the Otherside together, quickly becoming friends as they explore the alternate dimension and fight alongside each other against many of its hostile inhabitants.

Makarov Pistol[]

Makarov
  • Magazine: 8 rounds
  • Starting ammo: 10 magazines/80 rounds

The Makarov pistol or PM (Russian: Пистоле́т Мака́рова, tr. Pistolét Makárova, IPA: [pʲɪstɐˈlʲet mɐˈkarəvə], lit. 'Makarov's Pistol') is a Soviet semi-automatic pistol. Under the project leadership of Nikolay Fyodorovich Makarov, it became the Soviet Union's standard military and police side arm in 1951, replacing the Tokarev TT-33. While the weapon saw use in by Soviet military and police forces until 1991, and was used by the Russian military after the collapse of the Soviet Union. While it was officially replaced by the MP-443 Grach in 2003, the Makarov remains in widespread Russian and foreign military and police service. The Makarov has an effective range of range of 50 meters, firing a 9mm Makarov round from an eight-round magazine.

M4 CQBR w/ACOG scope[]

Cqbr
  • Caliber: 5.56mm NATO
  • Magazine: 30 rounds
  • Starting Ammo: 8 magazine/ 240 rounds

The M4 Carbine is a 5.56×45mm NATO, air-cooled, gas-operated, direct impingement, magazine-fed, select fire carbine. It has a 14.5 in (370 mm) barrel and a telescoping stock. It is essentially a lighter and shorter variant of the M16A2 assault rifle. Since its adoption in 1994, the M4 has undergone over 90 modifications to improve the weapon's ergonomics and modularity.

The M4 is extensively used by the United States Armed Forces and is largely replacing the M16 rifle in United States Army and United States Marine Corps (USMC) combat units as the primary infantry weapon and service rifle.

The Close Quarter Battle Receiver (CQBR) is a replacement upper receiver for the M4A1 Carbine, developed by the US Navy. The CQBR features a barrel 10.3 in (262 mm) in length, similar to the Colt Commando short-barreled M16 variants of the past. This shorter barrel makes the weapon significantly more compact, which makes it easier to use in and around vehicles and in tight confined spaces. Special units such as commandos boarding ships and bodyguards for senior officers have found such shortened weapons very useful and use the CQBR.

In the CQBR configuration, the M4 has a rate of fire of 700-950 rpm in full auto, and an effective range of 300 meters, its shorter barrel decreasing its accuracy at long range, though Sorawo’s M4 somewhat compensates for this with a 3x ACOG scope. Sorawo got hold of the M4 after she recovered it from a group of US Marines trapped in the Otherside.

Enhanced Vision[]

Sorawo Eye

Sorawo's eye glows blue while actively viewing paranormal entities or objects.

After Sorawo’s left eye was partially effected by contact with the kunekune in her second trip to the Otherside, she gained the ability see supernatural entities and objects that disguised their true nature or were completely invisible. This proved valuable on several occassion, allowing her to preceive the true form of Otherside entities, in the process rendering them vulnerable to small arms fire, and even detect “glitches”, completely invisible supernatural traps. For the purposes of this match, this ability will allow Sorawo to see through any illusions they may encounter. It is later discovered that if Sorawo focuses her right eye on a human target for an extended period of time, it will start to adversely effect their mental health and may drive them insane. I will leave it up to the voters as to whether this will effect the sentient humanoids of Grimgar and connected worlds. In general, those who are most psychologically similar to humans, such as elves, orcs, goblins etc, would probably be more likely to be affected than more alien entities such as most of the denizens of the Dusk Realm or Parano.

Flashlight[]

Sorawo is seen in the novel illustrations carrying a flashlight which appears to be standard size flashlight (as opposed to a larger heavy-duty flashlight such as a Maglite), so don’t expect her to be using it as a blunt instrument. It is not clear whether the flashlight is the kind that requires batteries or if it is one of the fancier models recharged using a solar panel or a hand crank on the side. The latter would make more sense, but on the other hand, Toriko and Sorawo only usually spent a short period of time in the Otherside.

Backpack/Assorted Survival Items[]

Toriko and Sorawo both carry backpacks containing various survival items with them. Obviously, as they are on foot, they will not be able to carry as much as they could if they had the AP-1 agricultural vehicle they acquire as a transport vehicle later in the series. Therefore, this will likely include mostly lightweight, but useful items, such as a survival knife (i.e. KA-BAR type thing), multitool, matches or lighter, fire-starting flint, small single-burner campstove, etc. The larger things on the AP-1, such as tents, bedrolls, a large cooler etc, will obviously not be with them.

Knowledge from Earth[]

Unlike the unfortunate victims of the mysterious interdimensional portal that places people in Grimgar, Sorawo and Toriko will NOT have their memories of Earth erased. As such, Sorawo will have all their knowledge from Earth. While much of what a university student knows may not be much use unless their major was in a specific field such as medicine, biology, or chemistry, many things that are common knowledge on Earth would be unknown in Grimgar, with it’s roughly medieval level of technology. For instance, the formula for gunpowder- sulfur, saltpeter, and charcoal- is common knowledge, and saltpeter was used in meat preservation and sulfur had various applications since ancient times, so it might be possible to find them relatively easily even in Grimgar, but would involve some potentially dangerous experimentation to get the formula right. Even if they managed to make gunpowder, making a simple bomb or grenade would be easier than refilling cartridges. Easier to make use of would be flammable oils, which are known in Grimgar, and would be used for various purposes such as lanterns, but could easily be modified into “Molotov cocktail”-type weapon, which could prove very useful in certain scenarios. In fact, Jesse Smith, the one person sent to Grimgar known to regain his memories of Earth, made use of bottles of oil in a manner similar to Molotov cocktails. Given that mechanical items such as cranes, crossbows, and even mechanical clocks exist in Grimgar, if they got the assistance of the proper craftsmen, Sorawo and Toriko might be able to provide their allies with the plans for a simple catapult such as a traction trebuchet (a smaller, simpler trebuchet operated by people pulling on ropes instead of a counterweight), which could prove advantageous if they decide to ally with a Grimgar faction such as the Volunteer Miltia or the regular Arabakian Army, who, in the one seige scene shown in the novels, seem to possess no seige equipment more advanced than a ladder or battering ram.

Toriko

Toriko Nishina is a Japanese-Canadian girl who was the daughter (unknown if adopted or the biological child of one of the two) of a lesbian couple who she referred to as “Mom” and “Mama”. One of her two mothers, “Mama” was a former soldier in Joint Task Force 2, and taught Toriko how to use a firearm and a various survival skills. At some point in the past, both of Toriko’s parents died in a plane crash. Toriko subsequently travelled to Japan and attended university in Tokyo, where, in spite of being outwardly outgoing and energetic, she had difficulty making friends as she had difficult judging “distance” between people, and acted too outgoing too quickly.

Toriko’s first real friend in Japan was a girl named Satsuki Uruma, who introduced her to the parallel world known as the Otherside. Together with Satsuki, Toriko explored the Otherside until Satsuki disappeared. Since then, Toriko travelled the Otherside alone, hoping to find her, until she encountered Sorawo Kamikoshi in the Otherside and soon after, encounters a hostile entity for the Otherside known as a kunekune. Sorawo and Toriko kill the monster, but in the process part of their bodies are modified by contact with it. In Toriko’s case, her left hand now looks partially transparent, and can touch the true form of Otherside entities, as well as force open portals between the Otherside and Earth.

Makarov Pistol[]

Makarov
  • Magazine: 8 rounds
  • Starting ammo: 10 magazines/80 rounds

The Makarov pistol or PM (Russian: Пистоле́т Мака́рова, tr. Pistolét Makárova, IPA: [pʲɪstɐˈlʲet mɐˈkarəvə], lit. 'Makarov's Pistol') is a Soviet semi-automatic pistol. Under the project leadership of Nikolay Fyodorovich Makarov, it became the Soviet Union's standard military and police side arm in 1951, replacing the Tokarev TT-33. While the weapon saw use in by Soviet military and police forces until 1991, and was used by the Russian military after the collapse of the Soviet Union. While it was officially replaced by the MP-443 Grach in 2003, the Makarov remains in widespread Russian and foreign military and police service. The Makarov has an effective range of range of 50 meters, firing a 9mm Makarov round from an eight-round magazine.

AK-101[]

AK-101
  • Caliber: 5.56mm NATO
  • Magazine: 30 rounds
  • Starting Ammo: 8 magazines / 240 rounds

The AK-101 is an assault rifle of the Kalashnikov series. The AK-101 is designed for the world export market, using the NATO standard 5.56x45mm cartridge. The AK-101 is marketed at those looking for a weapon that combines the logistical compatibility and familiarity of the 5.56×45mm NATO round with the reliability of a Kalashnikov. The design of this rifle is similar to the AK-74. It is designed with modern and composite materials, including plastics that reduce weight and improve accuracy. The AK-101 fires from a 30-round magazine that is NOT compatible with the STANAG system used by M16/M4 family of rifles or and many other NATO rifles without an adaptor, which it will be assumed that Toriko will NOT have.

Otherside-Modified Left Hand[]

Toriko hand

Sorawo sees Toriko's modified hand of the first time.

Toriko’s left hand was modified by contact with Sorawo Kamikoshi after her eye was similarly affected by looking at the kunekune for an extended period of time. Toriko’s hand became partially transparent, though it can still grip objects and be used as normal, meaning that Toriko usually covers it with a glove when outside. Sorawo’s hand has the ability to grasp and manipulate the true form of otherside entities, and will be able to do a similar thing with other illusion users for the purpose of this match. Her hand can also be used to force open portals between the Otherside and Earth, provided the portal has not “collapsed” and been rendered unusable. Toriko may be able to do a similar thing with one-way or unopened portals in Grimgar, however, to make this match fair, the one-way portal between Earth and Grimgar at the tower near Alterna will be considered “collapsed” and Toriko will not be able to force it open.

Axe[]

Sorawo axe and flashlight

Toriko wielding an axe and Sorawo a flashlight.

Toriko is shown in the illustrations for the novel to have a woodcutting axe with a meter-long handle. The axe is clearly of a type designed for use as a tool, though it can be used as a weapon in a pinch, though as woodcutting axes are heavier than most medieval battle axes, it will be difficult to fight with for an extended period of time- hence she might want to swap it for something like a sword or a proper battle axe in Grimgar for an emergency melee weapon…

Flashlight[]

While Sorawo is the one seen with the flashlight, logic would dictate that Toriko would have one as a well, given the light weight and utility of such an item. See the entry on Sorawo’s profile for details.

Binoculars[]

Sorawo Toriko AP1

Sorawo and Toriko with binoculars and the AP-1 agricultural vehicle they acquire later in the series. They will not have the vehicle in this match, but will each have as much survival gear as could fit in one of the backpacks visible.

Toriko has been seen in the anime, manga and novels with a pair of binoculars. These appear to be standard civilian market binoculars commonly used by birdwatchers, hunters, hikers, etc, so presumably have a magnification of between 7 and 10x.

Other Assorted Survival Gear[]

Toriko and Sorawo both carry backpacks containing various survival items with them. Obviously, as they are on foot, they will not be able to carry as much as they could if they had the AP-1 agricultural vehicle they acquire as a transport vehicle later in the series. Therefore, this will likely include mostly lightweight, but useful items, such as a survival knife (i.e. KA-BAR type thing), multitool, flashlights, matches or lighter, fire-starting flint, small single-burner campstove, etc. The larger things on the AP-1, such as tents, bedrolls, a large cooler etc, will obviously not be with them.

Survival and Combat Training[]

Toriko received marksmanship and survival training from one of her two mothers, the one she refers to as “Mama”, who was a soldier in the Canadian Armed Forces special forces unit, Joint Task Force 2. “Mama” trained to effectively fire and handle firearms, proving a skilled shot with a handgun and a rifle, a skill which she put to effective use in combating the hostile entities of the Otherside, as well as training Sorawo to make use of firearms. While the other survival skills she was trained in are unspecified, she would likely have been trained in how to find food, start a fire, and make a shelter in the wilderness, and may have been trained in hand-to-hand combat unarmed and/or with a knife. Toriko may even have some knowledge of refilling cartridges, which will be very useful if she and Sorawo are able to find the ingredients to make gunpowder and something like fulminated mercury, though this would obviously be very dangerous.

Other Knowledge form Earth[]

Unlike the unfortunate victims of the mysterious interdimensional portal that places people in Grimgar, Sorawo and Toriko will NOT have their memories of Earth erased. As such, Toriko will have all their knowledge from Earth. As university student, Toriko will be have similar levels of general knowledge for such a person, including a number of thing that are unknown to the people of Grimgar, but common knowledge on Earth. See Sorawo’s section for examples.

Grimgar and Connected Worlds[]

Grimgar[]

Grimgar Scenery

The scenery south of Alterna in Grimgar, with the Tenryuu Mountains visible to the south.

Of the four worlds of Grimgar of Ash and Fantasy, Grimgar is the most “normal”, with laws of physics, atmosphere, environment, flora, and to a lesser extent, fauna resembling that of Earth. It is also the only one of the four confirmed to still host any civilization larger than a city-state. Grimgar closely resembles a typical “high fantasy” world, where humans exist at a medieval technology level alongside numerous sentient races, some of which are friendly and others hostile. The language is similar enough to Japanese that Sorawo will be able to communicate with them.

Grimgar Map

A map of the explored part of Grimgar.

The part of Grimgar explored in the anime and novels is part of a larger continent with a largely north-south axis, and about 1000 kilometers from north to south. The area is bounded on the south by the rugged Tenryuu Mountains which are a high mountain range that separate the “Frontier”, as it is known by Arabakia and the main Kingdom of Arabakia, who restrict movements across the border by residents of the Frontier. For this reason, Sorawo and Toriko are unlikely to be able to venture south of the Tenryu Mountains.


  • Alterna: The main Arabakian outpost, the fortified city of Alterna is located just north of the mountains, and is surrounded by forest. The city is likely home to at least a few thousand people given its size.
Alterna

The market square in Alterna

  • Southern Frontier Regions: The southern part of the Frontier nearest to Alterna is forested with some mountainous areas. North of the forests, about 4 kilometers from Alterna is the goblin-infested ruined city of Damuro, while the kobold base in the Cyrene Mines is located to 8km to the north of Alterna.
Shihoru magic

Shihoru casts magic in the ruined streets of Damuro

  • Quickwind Plains: A region of flat to gently rolling grasslands known for high winds, the center of which is located about 40 kilometers north of Alterna, and being about 300 kilometers from north to south. The region is home to a wide variety of species, including some predators, and the friendly sentient race of the centaurs, as well as giants, whose stance towards humans is unclear. The south side of the plains, 6 kilometers north of Alterna, was home to the fortresses of Capomorti (literally Dead Heads for the severed heads mounted on the walls) and the Riverside Fortress, orcish forts that would eventually be captured by the Alterna militia, but will be in orcish hands for the start of the scenario (though the militia will eventually launch an operation to take it, and Sorawo and Toriko can potentially even take part). The Quickwind plains are also home to the Lonesome Field outpost, a military outpost that effectively acts as a small town, with a few hundred Arabakian regular army, and militia soldiers, as well as merchants living there. The Lonesome Field outpost is located about 100 kilometers from Alterna. Located in the Quickwind Plains is the Hole of Wonders, a cave with an entrance to the Dusk Realm and Darunngar.
  • Hole of Wonders: A large cave located 1.5 kilometers north of the Lonesome Field Outpost in the Quickwind Plains (and at least 100 km from Alterna). The caves are home to numerous mysterious entities found nowhere else, with many, such as demi-humans, muryans, and ustrels being hostile to intruders. The Hole of Wonders also holds an entrance to two other worlds, the Dusk Realm and the Darunggar.
  • Shadow Forest: A forest north of the Quickwind Plains, home of the Elves, allies of the humans in Ortana. The dense forests is difficult to navigate and provides a natural barrier to accessing the elvish capital of Alnortu.
  • Mount Grief: A lone freestanding mountain in the Quickwind Plains, home to a massive castle and associated underground catacombs. Generally avoided as it is home to the undead Lich King (not to be confused with the Undying King) who controls an army of armed golems and wields powerful magic.
  • Free City of Vele: A city-state ruled by humans, but neutral in the war between Arabakia and the orcs, goblins, and kobolds. As such, it is a neutral zone where all races can be found in the streets, and has become a major trading center. It is located about 500 kilometers north of Alterna on the coast.
  • Emerald Archipelago: A small group of islands in the ocean a couple hundred kilometers east of Vele home to a lawless human settlement infamous for piracy, as well as the Lunarka race and a race of sentient dragons, the three races having a non-aggression pact, dividing the islands between them.
  • Thousand Valley: A forested area about 250 km form north to south and 450 from east to west, with a central area constantly covered in fog about 100 kilometers wide. It is also home to an ancient battlefield against between the old human Kingdom of Kuzen and the Undying King’s empire, which now remains as an area covered with ancient weapons known as the Hill of Swords. The Hidden Village, a human settlement, the remnants of the Kingdom of Kuzen, destroyed by the Undying King, lies hidden here. Also contains an entrance to Darunggar. The Thousand Valley is north of the Quickwind Plains and about 800 kilometers from Alterna.
  • Kauron Mountains: Mountain range that borders the east side of the Thousand Valley, the northern part of the mountains are home to dragon-like Wyverns, which descend into the valley when the fog lifts.

*Whiterock Mountains: A high mountain range north of the Thousand Valley, with peaks covered with ice and snow year round. The former capital of the ancient Kingdom of Ishmal is located near these mountains, now infested with undead. Marks the northernmost explored areas in the novels. 
  • Nehi Desert: A desert area west of the Thousand Valley, mostly shifting sands, but with some oases where towns and cities have arisen. It is home to the orcish Kingdom of Vangish, as well as the ruins of the former human Kingdom of Nanaka. The remnants of Nanaka, a tribe of humans known as the Zafah may still live in the Nehi desert.
  • Far Northern areas: Little is known about the far-northern areas of Grimgar, with nothing explored north of the Whiterock Mountains, hence Sorawo and Toriko would have little reason to go there unless they heard rumors of another portal.
  • Red Continent: A distant second continent, about which little is known, except that the population consists mostly of non-human sentient races not found in Grimgar, such as the “long-eared people” and the “many-eyed people”. Again, not a place that Sorawo and Toriko are likely to visit given the limits of this scenario.
  • Mainland Arabakia: As the “mainland” of Arabakia south of the Tenryuu Mountains is blocked off from the “frontier to the north, with citizens of the frontier forbidden from crossing the passes over the Tenryuus. As noted elsewhere, it is unlikely Sorawo will be visiting here, and it is never explored in the novels. It is, however, revealed that the Kingdom of Arabakia has a much more tenuous grip on the lands than claimed by propaganda disseminated in the north, with attacks by native “barbarian” tribes being a constant threat to some of the smaller farming communities.

Factions considered “friendly” are (at least relatively) welcoming of outsiders and a willing to trade with them and possibly assist in other ways. This does not mean they cannot turn hostile- obviously, hostile actions such as theft, violence, and especially murder will provoke a response, possibly with lethal force if the offense is severe enough.

Like all factions and species, the friendly factions of Grimgar will be coded to denote how common they are:

Factions labeled “hostile” will generally attack a human on sight under all or almost all circumstances.

Note: The hostile factions are given an “at-a-glance” rarity rating with the following symbols:

C: Common in many regions of the world

L: Locally common in multiple regions, though may be rare in others

E: Endemic to a single location, but may be relatively common in that location

R: Rare even in their limited habitats

X: Extremely rare, only a small population

D: Faction defunct or species extinct as of the start of the novel series.


Alterna (E)[]

Alterna

The market square in Alterna

Alterna or Ortana is the last human settlement north of the Tenryuu Mountain, which, while under control of the kingdom of Arabakia, highly separated from the kingdom, with the citizens being prohibited from crossing the mountains, in order to prevent the illusion of the wealth and power of mainland Arabakia being shattered. Alterna has the appearance of a typical city of roughly medieval technology level and is home to at least several thousand inhabitants, and is heavily fortified, surrounded by stone walls. In the center of town is a central plaza including a fortified keep known as Tenburo tower that is home to the Arabakian governor or “margrave”, with a marketplace nearby. The east side of town is more affluent, home to wealthy individuals, s well as the base of the mage’s guild. The west side of Alterna is a poorer, more dangerous place, and includes lodging used by many militia, as well as the Dread Knight’s Guild and Thieves Guild. Little is known about the north side except that it is home to the Hunter’s Guild, as well as the North Gate to town, leading to road running through the forest towards Damuro. Alterna is also home to both the volunteer militia and a smaller two-story fortified structure that is the base of the militia and the regular Arabakian Army garrison.

Statistics[]

  • Population: at least several thousand
  • Fortifications: Heavily defended with stone walls and towers
  • Total Troops Strength: 2550 regular army, about 500 militia
  • Typical Unit Size: See “Volunteer Militia” and “Kingdom of Aravakia” below
  • Leadership and Organization: See “Volunteer Militia” and “Kingdom of Aravakia” below

X-Factors[]

See “Volunteer Militia” and “Kingdom of Aravakia” below

Volunteer Militia (L)[]

Grimgar Militia

A large group of Volunteer Militia plan an operation in support of the regular Arabakian Army.

The Volunteer Militia are a reservist force tasked with combating hostile species on the Arabakian frontier, including orcs, goblins, and kobolds. Unlike the regular army, the militia is far less organized, and seems to have only a relatively basic command and organizational structures. The militia has about 500 members, which are divided into clans of about 20-40 which are further subdivided into parties of 5-10 members. The militia is only occasionally deployed as a large force in large operations in support of the regular army. Usually, however, militia members act essentially as land-based privateers, raiding territory held by hostile races as individual parties and selling the loot they capture.

Militia personnel are almost invariably persons who mysteriously arrived at an ancient tower near Alterna, with no memories of their past besides their first name. While they are (for the most part) not aware of this, the militia are actually persons transported from Earth through some sort of interdimensional portal. Citizens of Grimgar have an aversion to helping new arrivals or providing them with any work other than as a soldier in the militia, effectively forcing the new arrivals into the militia. Unlike the regular army, the militia does not provide training to new recruits, instead relying on various guilds and warrior cults to train the militia in various weapons. Each militiaman may choose which guild and party they join.

Most militia are not hostile to other humans, and will not attack Sorawo or Toriko, though some militia deserters and even a few who remain de-facto part of the militia have turned to banditry.

Statistics[]

  • Population: about 500
  • Fortifications: Extensively fortified stone walls and towers in Alterna, other camp defended by timber pallisade walls or, in some cases, lacking defenses completely.
  • Total Troops Strength: about 500
  • Typical Unit Size: Usually roam in squads of 5-10, occasionally seen in platoon-sized (~40) “clans” and larger units of a few hundred when called up to support regular army.
  • Leadership and Organization: Has a designated commander, and “clans” and parties have a known leader, but no known formal ranks.

X-Factors[]

  • Physical Strength: 55-80 - variable depending on the person, with some guilds training in the use of heavy armor and melee weapons, such as the Warriors or Paladins trending towards larger individuals, while lighter, more agile individuals, tend to become members of the thieves, hunters, archers etc. Essentially similar to an RPG class system. In general, though, they run the range of a human in good physical condition.
  • Training: 40-80 Unlike the regular army, the militia do not have a centralized training structure, relying on various warrior guilds, some of them essentially cults of various deities for training. These guilds initially only train their members in basic skills, with more advanced skills being taught only as a member proves themselves in combat.
  • Combat Experience: 25-90 - Highly variable, range from just-isekaied novices to grizzled veterans.
  • Stealth: 40-90 - Some classes, such as the warriors, paladins, are heavily armored frontline combatants with little focus on stealth, with some intentionally acting as “distractions” to draw an enemy into wearing themselves out attempting to pierce their heavy defenses, while others such as the theives guild specialize in stealth and assassination, with others, such as hunters and dread knights falling somewhere in between.
  • Endurance/Durability: 50-75 - Basically normal human, with some variation in their ability to withstand pain and injury. Most parties, however, do have a priest of Lumaris, a member of a cult that trains its members in healing magic, which can instantly heal wounds, remove poisons, and with sufficiently powerful healing magic, even reattach severed limbs if the limb is nearby and intact. It cannot, however, replenish lost blood, regrow lost limbs, or revive the dead. Paladins, another subunit associated with the Church of Lumaris, can use lower-level healing magic to heal others, but are forbidden from using it on themselves. Some guilds make use of heavy or lightweight armor, ranging from padding at the lightest to plate at the heaviest, while others are forbidden from wearing heavy armor, such as the mages, who rely on elemental spirits that are repelled by metal.
  • Tactics: 35-60 - Members of the volunteer militia are trained in combat by their guilds, but have little, if any training in either small or large unit tactics. An experienced party or clan of the militia, however, will be competent at small unit tactics for the simple reason that either you “learn by doing” or you die.


Day Breaker Clan (R, but regularly found in Alterna)[]

Haru's Squad

Haruhiro's squad, consisting of Haruhiro, Ranta, Yume, Mary, and Mogozu, main characters of the Grimgar light novels and member of the Day Breaker Clan.

The Day Breakers are one of numerous “clans”, sub unit of the militia roughly equivalent to a platoon (albeit sometimes under-strength by modern standards). The Day Breakers were formed by veteran militia soldier Souma, and had 24 members divided into four six-man squads that typically operate independently of each other. Unlike most clans, the Day Breakers have a goal beyond raiding the lands of hostile species and occasionally supporting the regular army in operations. The Day Breakers were formed with a twofold purpose, first, investigating the increase in organization of the undead in the northernmost regions of the Grimgar as a possible sign of the impending return of the Undying King, and secondly investigating the mystery of the origins of the personnel of the Volunteer Militia. As of the most recent novels, some members of the Day Breakers believe that there exists a fifth world (actually Earth) in addition to Grimgar and the three connected worlds, and that it may be the origin which none of them are able to remember, and intend to find a way to return to that world. That would likely make them very interested in communicating with and possibly allying with Sorawo and Toriko if they were to become aware of them…

Statistics[]

  • Population: 24 individuals
  • Fortifications: As a mobile unit, they lack any permanent fortifications, at least one group known to squat in an abandoned fortification at one point.
  • Total Troops Strength: 24, often divided into 6-man squads
  • Typical Unit Size: The four 6-man squads typically operate independently of each other, with different squads often being hundreds or even thousands of kilometers apart.
  • Leadership and Organization: While Souma and the leaders of each squad, are equipped with magical artifacts that act similar to cell phones or radios to communicate, he mostly allows the individual squads to roam independently, with no leadership beyond the squad leader. That being said, the leaders of individual squads, including Souma himself, Akira, and (novel main character) Haruhiro are highly skilled and experienced in combat and have proven themselves capable leaders.

X-Factors[]

  • Physical Strength: The members of Haruhiro’s group possess peak human to low-tier superhuman levels of strength, with the melee specialists being capable of engaging in hand-to-hand combat with fearsome enemies such as orcs, ustrels etc. Akira, Souma, and some members of their squad are definitely lower-tier superhumans even managed to survive fighting against a massive hydra of the Dusk Realm and damage it with his sword.
  • Training: All are trained by their respective guilds, and Souma and Akira’s squads have reached high levels in their guilds and have been taught advanced techniques. Haruhiro’s squad have also reached a decently high level of training.
  • Combat Experience: Most of the squads are highly experienced- Souma has fought extensively against orcs and undead among other races of Grimgar, and his squad has based themselves in a hidden location in the undead-infested region of Ishmal, suggesting they have extensive combat experience, while Akira’s squad fought extensively in Grimgar and entered the Dusk Realm, fighting against the cultist and other dangerous inhabitants, surviving the fall of the militia base in the Dusk Realm. Haruhiro’s squad has the most known about their experience, being the main characters, having faced dozens of different hostile species in Grimgar, the Dusk Realm, Darunggar, and eventually even Parano.
  • Stealth: Variable depending on member. Haruhiro in particular is highly skilled at stealth, having learned techniques that enhance his stealth to supernatural levels.
  • Endurance/Durability: Comparable to peak human, with some wearing armor.
  • Tactics: All four unit leaders are skilled and experienced in squad tactics, but do not frequently operate as a full unit, with each squad often hundreds or even thousands kilometers apart. The one time they fought as a larger unit, in the assault of Capomorti Fortress, where they served under command of a higher-ranking officer.


Lala and Nono (R)[]

LalaNono

Lala and Nono, Grimgar's intrepid, deadly and surprisingly kinky explorer and information broker duo.

Lala and Nono are an unusual pair of members of the militia that typically travel as a duo, as well as a couple in an openly sadomasochistic relationship, with Lala and the dominant. They are best known as a pair of explorers who have discovered a number of passages to other worlds, most notably the portal between Grimgar and the Dusk Realm, and were aware of the portal between the Dusk Realm and Darunggar before Haruhiro and his party and possibly other militia members were aware of it. Lala and Nono are known to sell information about inter-world portals to parties interested in hunting for rare materials in this world, and were responsible for the large scale militia incursion into the Dusk Realm. In combat, Lala’s favored weapon is a crossbow, which she can fire with deadly speed and accuracy, while Nono is trained by the theives guild, and fights at close range with a dagger and his practically superhuman agility, being described as “cat-like”, proving capable of evading multiple attacks from multiple directions and even moving as quickly on all fours as on two legs. Nono is also skilled in the art of stealth, as typical as a member of the thieves guild.

  • Physical Strength: Lala and Nono are both in good physical condition, with Nono in particularly being inhumanly agile, but not as physically strong as larger individuals.
  • Training: Both were trained by the Hunter’s guild (Lala) and Thieves guild (Nono) in the use of their respective weapons, as well as the art of stealth and evasion.
  • Combat Experience: Lala and Nono were likely some of the first known human visitors of Darunggar and possibly the Dusk Realm as well, and certainly have extensively travelled in Grimgar, Darunggar, and the Dusk Realm.
  • Stealth: Nono in particular is trained by the Thieves guild to reach practically inhuman levels of stealth, and Lala is also competent at avoiding detection and launching ambush attacks with her crossbow.
  • Endurance/Durability: Peak human level, though neither wear heavy armor
  • Tactics: In combat, Lala and Nono seem to favor fast-moving ambush attacks, with Lala picking off enemies from a distance with her crossbow, while Nono rapidly moves in to engage at close range.

Factions listed as “questionable” are not openly hostile to outsiders, and may be willing to trade with or assist them. On the other hand, these factions may also be suspicious of them, and may be more easily provoked into violence. In general, lesser “attacks” on the them, such as entry into their territory without permission are more likely to be met with non-lethal force and capture, expulsion from their territory, or intimidation, rather than lethal force, however, they will, of course, become hostile, attacking with lethal force in the event an outsider attempts to kill or physically harm a member of the faction. The “Questionable” category is also extended to factions who, while initially friendly, may become suspicious or even hostile towards Sorawo and Toriko if they do something perceive as threatening their operations, as well as city-states and other areas known for lawlessness, where bandits and raiders hide amongst the general population.

Note: The questionable factions are given an “at-a-glance” rarity rating with the following symbols:

Factions labeled “hostile” will generally attack a human on sight under all or almost all circumstances.

Note: The hostile factions are given an “at-a-glance” rarity rating with the following symbols:

C: Common in many regions of the world

L: Locally common in multiple regions, though may be rare in others

E: Endemic to a single location, but may be relatively common in that location

R: Rare even in their limited habitats

X: Extremely rare, only a small population

D: Faction defunct or species extinct as of the start of the novel series.

Kingdom of Arabakia (C)[]

The Kingdom of Arabakia the last surviving human state in Grimgar, and is feudal society located primarily south of the Tenryu Mountains. Arabakia was formerly located north of the mountains along with three other human kingoms, being founded about 360 years before the events of the story. About 100 years before the events of the light novel, an mysterious sorceror known as the Undying King sent an envoy- a recently deceased noble turned into an undead to Rhodekia, the capital of the kingdom stating that anyone who accepted the rule of the Undying King and killed themselves would be granted eternal youth. In response, the king of Arabakia ordered his guards the kill the envoy, but, even after being impaled repeatedly by spears, the envoy regenerated from his wounds and left, stating he would bring the Arabakian’s response to the Undying King. In response, the Undying King launched an invasion of the human realms with his undead army. As humans fell, they soon discovered that unless bodies were cremated, they would rise to join the undead army. While the humans and their elvish, dwarvish, and the centaur allies held out against the horde for 19 years, the humans and their allies were eventually overrun, especially after the Undying King allied himself with the rulers of the goblins, orcs, and kobolds. Eventually, the Arabakians were forced to flee south of the Tenryu Mountains, while the elves, dwarves, and centaurs only kept a foothold on a few areas north of the mountains.

Since this point, Arabakia has existed as a shadow of its former self based south of the mountains, constantly at war with the native barbarian tribes they displaced. In spite of their internal issues, after the mysterious disappearance of the Undying King, the Kingdom has managed to re-establish a foothold in the lands north of the Tenryu Mountains, the area known as the “frontier” in the fortress city of Alterna and a few forts and military camps.

The kingdom intentionally segregates residents of the frontier from the lands south of the Tenryu Mountains, and produced propaganda that the kingdom is more powerful than it actually is to disguise it tenuous position from people outside the capital, particularly those in the frontier. The state religion of the Kingdom is the church of the god of light Lumaris, with the Dread Knights, the cult of the dark god Skulheill being actively hunted and destroyed in the mainland, however, in the frontier, the Dread Knights are tolerated and Dread Knights and worshippers of Lumaris work together with little animosity, as the two religions both have their own magic systems, both of which are useful in combat.

The Kingdom of Arabakia has limited presence in the Frontier regions north of the Tenryu Mountains, consising mainly of about 2550 soldiers of the Regular Army stationed there, including 2200 infantry, 50 healing magic users, and 300 cavalry. The garrisson north of the Tenryuu Mountains seems to lack any seige equipment more complex than a battering ram or ladder. Unlike the volunteer militia, the Kingdom of Arabakia Army provides training for soldiers, rather than relying on the guilds, though magic users may still receive training from the guilds and religions of Aravakia, most notably the Church of Lumiaris, who train priests who are necessary for healing magic.

As residents of the frontier are forbidden from crossing the Tenryu Mountains in the southern lands that include the majority of the kingdom, and the main passes are heavily fortified, Sorawo and Toriko will probably not visit the region unless they travel either take a ship (a dangerous proposition as the only sailors that would be likely to skirt the ban on travel to the frontier would be pirates) or make a dangerous hike through the backcountry of the mountains.

Statistics[]

  • Population: Unknown, assumed a few million.
  • Fortifications: Extensive fortifications guarding the pass through the Tenryuu Mountains, most citizens of the northern Frontier prohibited from crossing. Also have heavy fortifications at Alterna and presumably around cities to the south.
  • Total Troops Strength: Tens of Thosands (total, most stationed south of Tenryuu, so not likely to be seen in this scenario
  • Typical Unit Size: 2550 total troops north of Tenryu Mountains, rarely leave Alterna. Seem to be divided into large units of at least a few hundred.
  • Leadership and Organization: Unknown, but appears to be more formal than the militia, though no formal ranks are mentioned by name except “General”. Multiple generals are mentioned, ranging from highly skilled fighters to cowards and incompetents who were given their position through family connections.

X-Factors[]

  • Physical Strength: 70 - typical of a combat-trained human
  • Training: 75 - The Arabakian Army provides training for their troops, unlike the militia
  • Combat Experience: 60-85 The Arabakian Army has within its ranks skilled soldiers and generals to be sure, but there are some officers who got their ranks mostly from their position in the Arabakian nobility who are incompent leaders.
  • Stealth: 60 - Mostly focused on more direct combat, though scouts are capable of feats of stealth comparable to that of the thieves guild.
  • Endurance/Durability: 55 - 75 typical for a human. Many of the cavalry and heavy infantry are armored, often better so than their militia counterparts as they do not need to buy their own equipment.
  • Tactics: 60 - Some officers in the army are competent in small and large unit tactics, however some are notoriously incompetent, having earned their position through family connections.


Guilds (C)[]

Unlike the regularly Aravakian Army, the Volunteer Militia of Aravakia have no central training system, instead relying on various mercenary guilds, some of which are, in truth, cults of the various gods of the realm, to train their members. It is generally frowned upon or, in some case, outright prohibited to join more than one guild, though most guilds allow the members to leave if they wish. Guilds also prohibit the spreading of training techniques to anyone not in the guild. In addition, guilds will attempt to impede any person attempting to learn skills or operating outside of a guild. In general, more cult-like guilds are more fanatical than those that are not, with the Dread Knights being known for forbidding members from leaving, and hunting down and assassinating those who attempt to tell their secrets. In spite of this, within the Militia, members of various guilds work together without animosity, and most members seem to follow the guild or cult’s rules primarily as a means of attaining new skills, lacking any sort of deep attachment or loyalty to the guild. For the purposes of this match, Sorawo and Toriko may join a guild if they wish to learn combat techniques to back up their firearms, provided they pay the eight silver coin price, but likewise any actions that antagonize a guild may cause the guild to become hostile should they anger them enough. The one exception to this is the Mage’s guild, as the elemental spirits mages rely on hate metal, so mages must not carry any metal items unless they are coated in an expensive magic coating, and it is unlikely Sorawo or Toriko would give up their guns, at least not until they completely run out of ammunition.

Known Guilds[]

  • Warrior’s Guild:
    Moguzo

    Moguzo, the warrior of Haru's party, in heavy plate armor.

    A society centered around training in the use of heavy armor and large weapons such as two-handed swords for use in direct combat. Mostly joined by larger, more physically strong individuals.
  • Priests of Lumiaris:
    MaryGrimgar

    Mary of Haruhiro's party in the uniform of a priestess of Lumiaris

    One of two orders of the Church of Lumiaris, in addition to their religious role, priests also serve as the primary users of healing magic, and are considered necessary for any miltia party to have at least one. Priests are primarily a non-combatant unit, acting as combat medic, using their healing magic to instantly heal wounds and, for those with higher-level healing magic, cure poisons and even re-attach severed limbs. A priest cannot, however, replenish lost blood or completely regrow a lost limb, nor can they resurrect the dead. While mostly noncombatants, a priest can learn to use an offensive magic, “Light of Punishment”, though this is weaker than most offensive spells of the mage’s guild, and all priests have some training in using their staff as a melee weapon.
  • Paladins of Lumiaris:
    Grimgar Akira

    Akira, paladin and grizzled veteran of the militia.

    The Paladins of Lumiaris are the main combat arm of the Church of Lumiaris, specializing the use of heavy armor and combat with shields and one-handed swords. Paladins are trained in a variety of sword and shield techniques, as well as some supporting magic, including a spell that enhances the sharpness of their blade, as well as limited healing magic, though paladins are forbidden from using their powers to heal themselves, only others, lest they lose their magic powers.
  • Hunter’s Guild:
    Yume

    Yume, the hunter in Haru's squad, with her equipment

    The cult of the wolf goddess Eldritch, the Hunters guild focuses on training in archery, hunting, tracking, survival, agility, and close combat with a machete or short sword. They are the primary training school for archers in Alterna, and Hunters also make use of short sword or machete-type blades, as well as throwing knives. Techniques they are trained in include both melee attacks, evasive maneuvers, and techniques to shoot a bow and arrow with greater accuracy or firing rate. Hunters are also trained in climbing trees and cliffs, as well as constructing traps. They tend not to wear heavy armor. Some skilled hunters may also be trained in taming and even “mind-controlling” wolves, among the few abilities that may be actual magic used by the hunter’s guild.
  • Mage’s Guild:
    Shihoru's image

    Shihoru, a mage in Haru's group, with the requisite pointed hat.

    The mage’s guild is a society dedicated to the study of elemental magic, calling on elemental spirits to manipulate forces such as fire, lightning, ice, air, and shadow, allowing to the Mage to shoot energy projectiles and lightning bolts, with most spells ranging in firepower from about that of an arrow to something resembling that of a modern RPG or mortar shell. Some spells are also capable of immobilizing, confusing, or putting enemies to sleep, though these can be resisted by physically or mentally strong enemies. One thing mages are known to be unable to do is use healing magic, the exclusive domain of the Church of Lumiaris, primarily the priest’s branch. In order to cast a spell, a mage must both complete an incantation and draw a magic sigil in the air, something that takes at least a second, and gets longer with the power and complexity of the spell. Any injury or even distraction during this period will cancel the spell. The most advanced combat mages are capable of coming up with their own spells, some of which are extremely powers, and may require two mages working in tandem to cast. These two-person spells can have firepower comparable to a modern artillery shell. All spells drain the user’s stamina to use, with excessive use causing a mage to become physically exhausted, with more powerful spells being more draining. Mages are not trained in the use of their staves in melee combat. While they theoretically could use the staff to block or strike to ward off an attack, lacking any training, mages tend to stay behind more combat-oriented members of the party, attacking from a distance. A mage also cannot wear metal armor or carry a metal weapon such as a sword as the elemental spirits they rely on for magic are repelled by metal unless it is covered by an expensive magic coating.
  • Dread Knights:
    Ranta

    Ranta, the hotheaded chuuni Dread Knight of Haru's party, in the armor typical of the cult

    The cult of the dark god Skulheill, which trains its member in combat with one-handed swords and lighter armor than the warriors. In addition to sword techniques, members are also trained in dark magic which can intimidate an enemy, increase the user’s strength, or create a wave of energy from their sword that shoots out a few feet, cutting the enemy from a distance. The signature ability is the ability to summon a demon which will assist them in combat, with the demon becoming more powerful as the Dread Knight gains more kills. Initially, demons can only be summoned at night and can only warn of nearby enemies, but with more kills, they gain the ability to distract and eventually directly attack enemies, and can eventually be summoned even during the day. A Dread Knight’s demon can be demanifested if hit with sufficient physical damage. The cult forbids members from leaving or worshipping any other gods, and is led by a mysterious inner circle, the “Lords” of the cult, who constantly wear masks and are known to not show kindness to anyone in any way. The Dread Knights are known to be one of the guilds most likely to hunt down and assassinate those who attempt to leave or betray the guild, or others who threaten their operations.
  • Thieves Guild:
    Grimgar Haru

    Novel protagonist Haruhiro "Haru" wielding a dagger with his training from the thieves guild.

    A former organization of assassins and thieves known as the Black Lotus, in the period after the fall of the Arabakian Empire and their retreat to the south of the Tenryuu Mountains, the guild offered to act as and train scouts and spies for Empire in exchange for being pardoned of all crimes. North of the Tenryuu Mountains, the theives guild primarily trains militia as scouts and assassins specializing in stealth and agility, being only lightly armed with daggers and throwing knives. In addition to conventional techniques, thieves are trained in what appears to be a form of magic that enables the user to silence their footsteps and, in the case of higher-level thieves, even hide their presence to a supernatural level. Occasionally, a glowing line will also appear in a thieves field of vision which will direct them to a vital point on a enemy, which can kill them instantly if attacked.
  • Samurai: Samurai are practicioners of the swordsmanship of the Hidden Village, using katana-type swords. Little else is known of their capabilities, but presumably similar to real-life Japanese swordsmanship.
  • Necromancers: The sorcery of necromancy has the goal of resurrecting the dead, but, with the exception of the Undying King, the creator of the undead race, it has thus far failed. Most users of necromancy hail from the Hidden Village, being trained by one of the three main noble houses of the village. While they are unable to revive the dead, they can animated inanimate objects into a golem with superior combat capabilities to most races in Grimgar. The golem, however, can be destroyed with sufficient force, and creating another one takes an extended period of time and requires a magic relic from the ancient past, beyond the capability of the present magic schools of Grimgar.
  • Elvish Shamans/Cult of LaFlorte: The religion of the Elves, associated with their god, Laflorte, is also associated with training their magic users, known as shamans. Little is known of their precise abilities, though they are known to be able to use both healing magic and offensive magic capable of instantly incapacitating a human. Six elvish noble families known for producing sorcerers, the Six Spells joined together to train elves most skilled in the use of magic as shamans. Each family has their own unique “style” of sorcery, though they collaborate to train new shamans, presumably combining the best of each of their schools of magic. While mostly used by the elves, at least one human has been trained in this style of magic.
  • Schools of Sword Dancing: Elvish swordsmen, known as Sword Dancers, are mentioned but little seen in the novel, though it can be assumed from the name they have a fast-moving and fluid style of combat based heavily around agility. Like the elvish schools of magic and archery, seven noble families skilled in swordsmanship, the Seven Swords, collaborated to train elvish swordsmen from those elves that showed most skill with the blade. At least one human has also been taught their techniques.
  • Elvish Schools of Archery: The elvish school of archery, while little is known about it in detail, it is known to be a collaboration of five noble families known for producing skilled archers, known as the Five Bows, each with it’s own “style” of archery, and that those trained by these schools are skilled archers, capable of firing down on enemies from trees. While mostly an elvish school of combat, a handful of humans have been trained by the elves, though only a very few are known to exist in the militia.
  • Other schools of combat: While not known to train outsiders, the dwarves have a their own schools of combat involving the use of axes, and their may be schools of spear combat as some characters are seen using spears. The Hidden Village also has a school of assassination and covert operations similar to the Thieves Guild.

Statistics[]

  • Population: about 500 in the militia (total of all guilds), with an unknown number of instructors and “inner circle”.
  • Total Troops Strength: about 500 in militia, unknown number of instructors and “inner circle, though given their power and ability to enforce their rules and protect their secrets, they presumably have a well-trained force of “enforcers”.
  • Typical Unit Size: Guild members are most often seen in combat as part of either the militia, or less often, the regular army. In the militia, they mostly serve in small squads of 5-10, often alongside members of different guilds, but occasionally operate in larger units, especially when called up to serve as part of the regular army.
  • Leadership and Organization: Guilds are led by elders of the guild, with mid-ranked instructors tasked with training initiates and members. Combatant members are mostly part of the militia, and are not under direct command of the guilds when outside of their bases, instead being under the command of their party of clan leader and occasionally higher-ranked miltia and/or regular army officers when deployed in large formations. Overall, the guilds do not have direct control of most of their rank-and-file members, but given their power, they presumably have a decent number of “enforcers” who report directly to their leaders.

Elves (E)[]

The Elves of Grimgar reside in the city of Alnortu in the middle of the Shadow Forest, a dense forest north of Quickwind Plains. The forest is notoriously difficulty to navigate, though the elves know of a form of sorcery that can direct a lost traveler towards the city, and acts as a natural barrier. The elvish race resemble typical Tolkein-esque fantasy elves, being pointy-eared humanoids. Elves live to be about 250 year old, aging in a manner similar to a human until adulthood, but their aging slowing down dramatically after that point. The elves have a relatively small population due to their low fertility rate, considering every birth a treasure. The Elves worship their own deity, named Laflorte and their society is centered around 18 major noble families, each with their own unique style of martial art, though seven are centered around swordsmanship, six around sorcery, and five around archery. Given their small population and location surrounded by hostile territory, all elvish children are trained in combat, initially in swordsmanship, sorcery, and archery, until they specialize in one of the three.

As with most fantasy elves, their favored weapons are bows and arrows, being the most skilled archers in Grimgar, and make use of their bows to launch ambush attacks on invaders attempting to traverse the Shadow Forest, and are skilled at climbing trees, often firing down on enemies from the tree tops. Some elves are also skilled swordsmen, using their own unique, highly fluid combat technique to the point that elvish swordsmen are known as “sword dancers”, while others become shamans associated with the elvish religion, and are also trained in the use of their own brand of magic, which includes spells that can incapacitate a human, as well as healing magic. The elves are allied with the Aravakian rulers in Alterna, however, they are also mistrustful of outsiders and may not be welcoming to any unknown or unexpected outsiders, be they human or any other race, as seen when the elves arrested (series main character) Haruhiro and his group after they showed up in the Shadow Forest unannounced.

Statistics[]

  • Population: Unknown, likely no more than a few thousand
  • Fortifications: Captial city of Alnortu is heavily fortified. The Shadow Forest, which is confusing to navigate and provides an excellent location for ambushes also acts as a natural barrier.
  • Total Troops Strength: Unknown, but sufficient to hold of any hostile forces that make it through the forest, likely at least a thousand total
  • Typical Unit Size: Unknown, encountered operating in a small squad, as well as defending Alnortu in a large force.
  • Leadership and Organization: Unknown, presumably some sort of oligarchy centered around the 18 Great Families.

X-Factors[]

  • Training: 80 - Elves are trained in combat from a young age, and all members of elvish society have some combat training
  • Physical Strength: 75 - typically comparable to a human
  • Combat Experience: 40- 75 - all elves are trained in combat, and live surrounded by orc and undead territory, though the actual frequency of attacks on Altnortu is unknown, though some elves do leave the Shadow Forest and serve as mercenaries,
  • Stealth: 70 - The elves are skilled at using the dense trees of the Shadow forest for ambushes, however, it is not clear if they are as skilled at moving stealthily outside of their forest realm.
  • Endurance/Durability: 70 - presumed human-level
  • Tactics: 80 - skilled in the use of ambush tactics in the forest to delay attacking armies from reaching their capital.

Dwarves (E)[]

The dwarvish race are known to be underground-dwellers located in Black Gold Mountains, with numerous heavily fortified positions, including both their main capital and a number of “dwarf holes”- fortified positions used by their military. Little is know about the their society, though they are known to have a sizable army, and from the name of their most elite unit, they Steel Axe Corps, may prefer axes in combat. They are also known to be skilled metal workers. The dwarves are allied with Alterna, though how they would react to outsiders not clearly associated with the city is unknown.

Statistics[]

  • Population: Unknown, presumably at last a few thousand
  • Fortifications: Known to have a heavily fortified capital and outposts.
  • Total Troops Strength: Unknown, but presumably at least a several hundred.
  • Typical Unit Size: Unknown, but known to have a strong military.
  • Leadership and Organization: Unknown

X-Factors[]

  • Physical Strength: Unknown, presumably high
  • Training: Unknown, presumably high
  • Combat Experience: 80- live surrounded by hostile races with a strong military, including a celebrated last stand against the armies of the Undying King.
  • Stealth: Unknown
  • Endurance/Durability: Unknown, presumably human level, possibly greater
  • Tactics: Unknown, presumably high

Centaurs (E)[]

Little is known about the centaurs except that they are native to the Quickwind Plains and have the typical half-human, half-horse body plan typical of fantasy centaurs. The would allow them to move quite quickly, and could presumably make use tactics similar to cavalry. The centaurs are allied with Alterna, and tolerate the presence of a human outpost, the Lonesome Field Outpost in their territory.

Statistics[]

  • Population: Unknown, unlikely more than a few thousand
  • Fortifications: Unknown, but given their mobility, it is not clear if they would make use of stationary defenses.
  • Total Troops Strength: Unknown
  • Typical Unit Size: Unknown
  • Leadership and Organization: Unknown

X-Factors[]

  • Physical Strength: Presumed highly strong and agile given their horselike lower body
  • Training: Unknown, but presumed to have some highly skilled combatants
  • Combat Experience: Some individuals presumed to be experienced combatants
  • Stealth: Unknown, but likely low
  • Endurance/Durability: Unknown, but presumed high given their build.
  • Tactics: Unknown, but presumed to use tactics similar cavalry

Lunarka (E)[]

The Lunarka are a sentient species native to the Emerald Archipelago, and rarely seen elsewhere, rarely engaging in conflict with human inhabitants of the islands or the race or sentient dragons that inhabit the archipelago. The Lunarka have a vaguely humanoid body plan, but they possess canine or vulpine facial features and hair, which grows denser as the individual ages. The other unusual feature of the Lunarka is that they are born with no characteristics of either sex, and possess none through their childhood, only gaining them when the consciously choose to be either male or female.

The Lunarka live mostly in the forests in the central of the islands, away from the humans that dominate the coasts and the sentient dragons that live in the central mountains, though they have a non-aggression pact with both species.

Statistics[]

  • Population: A few thousand at most
  • Fortifications: None known, live in small villages in the forest
  • Total Troops Strength: Like no more than a few hundred
  • Typical Unit Size: Unknown, likely either a small squad or a larger group, possibly an entire village when defending their homes against attack.
  • Leadership and Organization: Tribal, seem to have a chieftain of some kind, but no formal ranks.

X-Factors[]

  • Physical Strength: Seem to be comparable to humans from what little is seen of them
  • Training: Unclear, some are skilled enough in the use of magic to subdue an armed human, but other combat training is unknown, given they do not experience frequent combat.
  • Combat Experience: Minimal, do not frequently fight due to the non-aggression pact with other factions on the islands, though some are skilled in offensive magic to disable an armed human.
  • Stealth: Can likely blend in effectively in the forest and possibly disguise themselves as animals if possible, but are not known to have any specific training in doing so.
  • Endurance/Durability: Likely comparable to a human.
  • Tactics: Unknown, likely simple and undeveloped given the lack of combat.

Giants (X)[]

Little is known about them, though they are presumably humanoids at 4 or so meters tall, but no taller than a typical forest tree, given some groups live in forests, while others inhabit the Quickwind Plains. Are known to hibernate for long periods of time, possibly explaining why they have not been encountered by the main characters.

Statistics[]

  • Population: Given they are not encountered by the main characters, presumably small
  • Fortifications: Unknown, likely few to none
  • Total Troop Strength: Likely small, see above
  • Typical Unit Size: Unknown, likely small
  • Leadership and Organization: Unknown, likely tribal.

X-Factors[]

  • Training: Unknown
  • Combat Experience: Unknown
  • Stealth: Presumably, about as stealthy as you’d think something that big would be!
  • Endurance/Durability: Likely considerable given their size
  • Tactics: Unknown.

Jesse Smith/“Jesse Land” (X)[]

Jesse Smith

Jesse Smith as depicted in the novels

A former exchange student from either the US or Canada (described simply as “North America”) who moved to Japan, Smith was transported to Grimgar and served in the militia until he was killed after he was ambushed and mauled by a bear, but revived using a form of magic that allows a user to revive a recently dead person, but in so doing, sacrifices their life. This ability is also passed on the next person revived, along with some of the memories of previous people who used the ability and in so doing, sacrificed themselves. In the process of revival, Smith regained the memories of his past, and left the service to settle in a place in the fog-shrouded Thousand Valley, well past the frontier and surrounded by undead and orc territory, in an area which he refers to as Jesse Land, located near a hidden enclave of human survivors, the Hidden Village. The other inhabitants of “Jesse Land” are a number of half-human half-orcs that are discriminated against by both species, who Jesse granted a home. Jesse is highly suspicious of outsiders, but is perhaps the only person in Grimgar fully aware of his past, and may be interested if he sees Sorawo, Toriko, and their guns. Smith is also highly skilled in using magic and unarmed combat, outfighting Haru and Shihoru easily, and has super-human durability, surviving a dagger to the back with no apparent damage. Jesse has also trained the inhabitants of the village to make small incendiaries using oil-filled bottles similar to Molotov cocktails.

Statistics[]

  • Population: no more than 100 or so(est) 
*Fortifications: None known
  • Total troop strength: No formal army, est 100 combat capable personnel max
  • Typical Unit Size: Tend to only fight in defensive battles, keeping to themselves and not engaging in offensive operations. When attacked, every able-bodied villager will help defend, presumed hundred at most.
  • Leadership and Organization: Unknown, Jesse Smith de-facto leader, but no known formal title or government structure- effectively tribal.

X-Factors[]

  • Physical Strength: Villagers: 60; The half-orc villagers likely have at least some of the strength typical of the average orc, so may have physical strength slightly greater than the average human; Jesse: 90 - Given his unique status of being resurrected by a mysterious magic, Jesse Smith is exceedingly physically powerful and agile, proving capable of evading enemy attacks easily and subduing multiple members of Haruhiro’s party, all of them experienced Volunteer Militia.
  • Training: Villagers: Are at least competent in fighting local wildlife, but actual training is unknown. Jesse: is a veteran member of the volunteer militia, and is a skilled personal combatant, able to subdue experienced members of Haruhiro’s squad and a powerful mage as well.
  • Combat Experience: Villagers: 45 - some are known to be competent in fighting groups of local wildlife, but no info on fighting humans or other sentient enemies; Jesse: 85 - a veteran member of the Volunteer Militia with experience fighting multiple hostile races. He is also capable of casting extremely powerful attack magic.
  • Stealth: Unknown, Jesse seemed able to launch an effective ambush, but the villagers are likely less skilled, mostly sticking to defending their village and not launching offensive attacks.
  • Endurance/Durability: Villagers: 60 The villagers may have slightly enhanced durability and endurance over normal humans because of their half-orc heritage; Jesse: 90 - Because of the magic that revived him after has apparent “death”, Jesse has superhuman durability, shrugging off multiple magic attacks and a dagger to the back with no apparent injury.
  • Tactics: Jesse: In addition to being a veteran of the Volunteer Militia, Jesse has the memories of all the people who had previously been resurrected by the spell that revived him, as well as all his knowledge from Earth, meaning he is an effective leader for the village in combat.

Hidden Village (E)[]

A small village hidden in the fog-covered Thousand Valley, the remnants of the Kingdom of Kuzen which was destroyed by the Undying King’s army in the war 100 years previously. The village is built of easily dismantled structures, and is moved regularly. The village is ruled by three house, Nigi, Shuro, and Onmitsu, specializing in the arts of swordsmanship, necromancy, and covert operations respectively. Women in the village traditionally wear long hair, with them cutting their hair only if they are exiled from the village. The villagers make extensive use of cat-like creatures called nyaas, having even trained some as assassins. While not openly hostile, they are highly insular and mistrusting of outsiders.

  • Population: presumed no more than 1000
  • Fortifications: Unknown
  • Total Troops Strength: At least a few hundred, unknown numbers of nyaas and golems
  • Typical Unit Size: unknown, many operate in small groups except presumably in defense of the village.
  • Leadership and Organization: Multiple “great houses” that have control of the village, presumed some form of oligarchy based on the leaders of the great houses.

X-Factors[]

As their ranks consist of humans, their physical and mental capabilities are presumably comparable to other human factions. 
==Humans of the Emerald Archipelago (E) == An archipelago about 800km northeast of Alterna off the west coast of Grimgar, home to the human village of Roronoa, known as a haven for pirates. The islands are also home to the green-colored dragons, which feed on marine life and do no attack humans or Lunarka, as well as the Lunarka, a race of sentient humanoids with fox-like ears, which are unique as they lack a sex until they choose upon maturation. All three of the main races have an understanding not to invade each other’s territory, and the pirates do not attack ships from the islands. Still, given its nature for piracy, it must be placed on the “questionable” list…

  • Population: no more than a few thousand
  • Fortifications: None known
  • Total Troops Strength: no known formal army, at least a few hundred armed pirates likely present in the city
  • Typical Unit Size: pirates typically operate from ships with a few dozen crew, unlikely for any ship to have more the 100 or so crew.
  • Leadership and Organization: No known formal government

Free City of Vele (E)[]

A large and wealthy port city about 500 kilometers northwest of Alterna, the city is a neutral zone, being one of the few places in Grimgar where humans, elves, dwarves, goblins, orcs, and other races live and trade side-by-side mostly in peace. That being said, while not officially at war, that does not mean it is entirely safe as bandits preying on those doing business in the city infest the countryside south of Vele. The city is known for having many ornately carved decorations on buildings and glass windows, a luxury in Alterna are also common, displaying its wealth. The port is said to host “more ships than you can count” on any given day.

Statistics[]

  • Population: Unknown, presumably at least several thousand (all races)
  • Fortifications: Unknown, but presumably at least walls and guard towers
  • Total Troops Strength: Unknown, but presumably sufficient to defend the city, given it is a port city, it may also possess a navy of unknown size.
  • Typical Unit Size: Unknown
  • Leadership and Organization: Unknown, some form of city state, government unspecified. Known to be neutral in all conflicts.

X-Factors[]

As their troops would consist of members of various race, assumed similar to those of other human (i.e. Arabakian Army, Volunteer Militia), orcish, etc factions.

Devils/Baphomets (E)[]

Found only in the “Devil’s Kingdom” region of the “Hole of Wonders”, the Devils or Baphomets are creatures that look the Western depiction of a demon or devil, large, powerfully-built humanoids with goat-like horns and fur armed with polearms. While they extremely dangerous in combat, they do not attack unless they are threatened or attacked, and will often warn intruders that they are provoking them by slowly moving to surround them while repeating their speech in an effort to scare them into retreating. In general, however, the Devils will ignore humans or other species passing by the Devil’s Kingdom to reach deeper parts of the Wonder Hole provided they do not prove a threat. While the Devils are capable of impressive architecture and metallurgy, having created a large temple-like complex carved into the side of the caves, suggesting they are sentient, they cannot be communicated with verbally, but rather repeat the words of members of other races around them, in perfect imitations of their voices. If exposed for extended periods of time, the voices of Devils can have adverse effects on one’s mental health, but in general, they are viewed by those who traverse the Hole of Wonders as irritating, but not particularly dangerous

Statistics[]

  • Population: Unknown, but likely no more than a few hundred
  • Fortifications: live in a complex carved into the side of the cave, not a true fortification, but would be difficult to assault them in their home, should an attacker be so inclined.
  • Total Troops Strength: unknown
  • Typical Unit Size: Will form groups of a few dozen or so at most when attempting to intimidate those who approach too closely
  • Leadership and Organization: Unknown

X-Factors[]

  • Physical Strength: Presumed high, at least peak human
  • Training: Unclear, but skilled in the use of their polearms
  • Combat Experience: Do not engage in combat with humans often, but prove skilled when they do fight. May fight more regularly against other inhabitants of the Hole of Wonders, such as muryans and ustrels.
  • Stealth: Minimal, habitually mimic those who approach in an attempt to intimidate them
  • Endurance/Durability: High, at least peak human
  • Tactics: Seem to favor intimidation, so direct combat tactics are unknown, but are known to be capable of using encirclement tactics.

Ainrand Leslie (X)[]

Leslie

The most the novel illustrations ever show of Leslie

A mysterious figure who describes himself as an entrepreneur (if the Ayn Rand reference in his name wasn’t a dead giveaway) and merchant, Leslie’s camp, consisting of a single large tent seems to spontaneously appear and disappear in various locations. The camp appears to repeatedly appear in certain locations, with at least three locations. It is said that those who enter his tent do not return, meaning he also has a reputation as a kidnapper among some in Grimgar.

Leslie’s appearance and even species are unknown, though he is said to be undead, with the only two features he is known to have are two black glass eyes that he is apparently able to see out of. Most of his body is usually hidden beneath a cloak. Leslie acts as a merchant, selling mysterious artifacts to those who find him, including both apparently actual magical objects, as well as items that seem to be modern technology from Earth taken from those “isekaied” to Grimgar (though the “isekai’ed” militia are unaware of this as their memories are erased).

It is later revealed that he is responsible for erasing the memories of people transported to Earth using a memory-erasing drug, as well as stealing any “modern” items they have in their possession. Leslie also known to have numerous servants, many of them embedded in guilds, religions, and the military of Aravakia, and is rumored to have formerly been one of the Undying King’s subordinates and even that he plans to revive or take the place of his former master.

Basically, while not externally hostile, and willing to barter with those who find him, Leslie’s mysterious nature makes him less than trustworthy, but if they can find them, he might possess one of Sorawo and Toriko’s best hopes for escape, as he is rumored to possess a key ring with nine keys, each of which is a single-use device that can open a between portal dimensions… if he is willing to sell it, as he keeps many of the most powerful artifacts for his personal use. At the very least, given he takes modern items from people who are “isekai’d”, he may be the only place where Sorawo and Toriko may be able to get more ammunition for their guns.

Leslie travels around Grimgar, setting up in a large tent that seems to appear and disappear on its own, appearing randomly, though usually in three locations where it is most likely to appear. There are a number of citizens of Grimgar who, while not servants of Leslie, are “followers” of him seeking to purchase one of his rare items or even uncover his secrets, who have figured out the three locations where his camp is most likely to appear.

Known Agents[]

  • Hiyomu:
    Hiyomu

    Don't let her cute appearance fool you....

    An outwardly ditzy, but energetic girl who meets new members of the militia when they arrive from Earth. Secretly, this personality is an act, and is actually vain, arrogant, and cruel. She seems to have works for Leslie, possesses a number of relics created using powerful magic. Most notably the “Paw of Terror” an object that looks like stuffed toy, but actually can be thrown with sufficient force on impact to injure a man in plate armor and return the user. She also has a magic bag with far greater capacity than its size would suggest, as well as device that can produce a memory-erasing drugs, and a set of bud-like objects that can create a portal to another location (which may be of interest of Sorawo and Toriko as a possible means of escape). She claims she may possess other relics, seemingly more than any other agent of Leslie’s meaning she may be his “right-hand woman”. Hiyomu is also skilled in combat with a large knife and seems to have superhuman strength.
  • Shinohara:
    Shinohara

    Shinohara, Leslie's plant in the militia

    A veteran miltia man, Leslie’s mole in the militia. Shinohara is a skilled combatant and squad leader, having fought against hostile entities in Grimgar and the Dusk Realm, seeming to have “low-tier” superhuman strength. He seems to be intelligent, trustworthy, and polite, but is actually scheming, manipulative, and apathetic towards others. He is armed with a relic taking the form of a longsword known as “Beheader”, which is supernaturally sharp, able to cut through stone, as well as a magic shield that can block almost any magic attack.
  • Jin Mogis: A veteran general in the Arabakian Army placed in charge of the elite Black Dog unit tasked with hunting down deserters turned bandits in the frontier and the commander of the roughly 2550 regular army soldiers in the frontier army tasked with defending Alterna. Mogis is known to have an intimidating presence but a calm, collected, and effective commander. However, Mogis is also not afraid to use violence to instill discipline, sometimes executing troops for even minor breaches of protocol and at one point intentionally taking a dangerous route in order to force the threat of dragon attacks to drive his troops to act more effectively as a unit. Mogis is initially loyal to the Arabakian Margrave of Alterna, however, after the fall of the city to orc and goblin forces late in the story (Volume 15, years after Haruhiro’s group arrive in Grimgar) and Mogis’ subsequent recapture of the city, he kills the surviving Margrave and crowns himself King of Alterna and the Frontier, allying himself with Leslie and the goblins of Damuro planning to seize the Free City of Vele. For most of the story, Mogis is a capable personal combatant, comparable to a veteran soldier or militiaman, however, after his conquest of Alterna, he is given a magic ring that will weaken all people within an area at least as large as a small room and grant him superhuman strength, allowing him to defeat an entire squad of veteran militia singlehandedly.
  • Unknown others, not all of which may be in possession of Relics.

Statistics[]

  • Population: Lives by himself, but has an unknown number, presumed at least 20 agents
  • Total Troops Strength: Unknown number of agents embedded in the guilds, government and military of Grimgar, able to spy on and, in at least one instance, pass ideas to even high ranking members of the leadership of Grimgar.
  • Leadership and Organization: Has control of an network of spies in the guilds, Volunteer Militia, and the Arabakian Army garrison in the “Frontier” region north of the Tenryuu Mountains, and may have connections in other factions and races. His influence in the “mainland” of the Kingdom of Arabakia south of the Tenryuus is unknown.

X-Factors[]

Combat capabilities unknown, but possesses a number of powerful magical artifacts with capabilities far beyond any of the present schools of magic in Grimgar, and is also in possession of an unknown number of modern items taken from those transported from Earth to Grimgar, the exact details of which (and whether any of them include weapons) are unknown. Suffice to say, while not openly hostile and not having any known combat capabilities, trying to pick a fight with him would probably be a bad idea…

Factions labeled “hostile” will generally attack a human on sight under all or almost all circumstances.

Note: The hostile factions are given an “at-a-glance” rarity rating with the following symbols:

C: Common in many regions of the world

L: Locally common in multiple regions, though may be rare in others

E: Endemic to a single location, but may be relatively common in that location

R: Rare even in their limited habitats

X: Extremely rare, only a small population

D: Faction defunct or species extinct as of the start of the novel series.

Goblins (C)[]

Grimgar Goblin

A goblin wielding a short sword

The Goblins are the weakest of the hostile sentient races of Grimgar, and are vaguely humanoid, standing between 100 and 140 centimeters tall, and having an appearance considered “ugly” by humans, most notably having green skin. While they are not particularly physically strong, at least some goblins do have a very strong pain tolerance, as seen in the first battle in the anime, where one survives multiple stab wounds and keeps fighting, though they can be killed instantly by hit to vital areas, which are similar to those of a human, i.e. the head or heart. Goblins also tend to attack in groups to compensate for their lower physical strength. Goblins seem to have a raider culture, often carrying valuable items on their person, presumably loot. While initially disorganized, they were unified under a king installed by the mysterious sorceror and warlord known as the Undying King 100 years before the events of the anime, and the royal bloodline continued to rule after the Undying King’s disappearance. The goblins control the city of Damuro, which they were given after it was seized by the armies of the Undying King, and even after the king’s downfall, the humans in Alterna have been unable to seize it. While nominally under the rule of a king, most of the day-to-day ruling seems to be under local leaders commanding a few dozen to hundred goblins. Hobgoblins, a sub-race of goblins are more comparable to a human in height, but far less intelligent and are often enslaved by goblin as slave warriors. In combat, goblins may make use of a variety of weapons, including swords, axes, spears, clubs, and crossbows. In spite of there small stature, they should not be underestimated, as they are known to make use of ambush tactics, crossbow-armed snipers, and their knowledge of the terrain to their advantage. Some goblins will have armor, though many are equipped only with leather armor, and if they have metal armor, usually only partial sets.

Statistics[]

  • Population: Unknown but numerous, Tens of thousands to one million plus
  • Fortifications: No constructed fortifications, but use the ruins of Damuro as defensive positions, effective against small groups of enemies, but less likely to be effective against a army with seige equipment.
  • Total Troops Strength: Unknown, at least thousands to tens of thousands.
  • Typical Unit Size: Can be found alone or in groups of 5-10 in more distant areas, with groups of up to about 30-40 in Damuro ruins, in the past, they were known to form large armies up to at least a few thousands.
  • Leadership and Organization: Led by a king, but much of the day-to-day rule seems to be carried out by more local leaders of groups ranging from a few thousands to a few hundred.

X-Factors[]

  • Physical Strength: 50-70 -most goblins are smaller and weaker than humans, but larger hobgobins can fight on even terms.
  • Training: 45-65 - Variable, but as they don’t seem to have large organized societies, likely less than humans or orcs
  • Combat Experience: 40-80 - highly variable, as with most species, though they have a higher mortality rate than members of other species, curtailing this slightly.
  • Stealth: 75 - Goblins are capable of competently ambushing unaware humans, particularly in the ruins of Damuro. Their small size can also make their crossbow-wielding ‘snipers” difficult to detect from a distance.
  • Endurance/Durability: 70 - Can be killed instantly with headshots or other severe injuries, but have a surprisingly high pain tolerance, can keep fighting at least for a short period after multiple stab wounds to the torso if the strikes do not damage anything vital.
  • Tactics: 65 - Goblins will make effective use of ambush tactics with crossbow-wielding “snipers”


Orcs (L)[]

Orcs in Grimgar somewhat resemble goblins, having green skin and pointed ears, though they are easily distinguished by their greater height, up to two meters, and having highly muscular builds. Orcs are of similar intelligence to humans, and have set up their own kingdoms, such as Vangish in the deserts of far northeastern Grimgar, and have their own culture and religions, though they are highly warlike and spend much of their time not attacking humans or allied races fighting among themselves. During the reign of the Undying King, the orcs were the king’s primary shock troops, being lethal combatants in close combat with their gharri short swords and other melee weapons, and also are known to make use of cavalry mounted on reptilian creatures the size of horses, as well as having their own form of offensive magic involving pyrokinesis (usually released in short range, flamethrower-like blasts) and summoning swarms of stinging insects. They will also make use of fortified positions and strategically placed archers fire down on enemies, as well as advanced tactics such as using swarms of insects summoned by orc mages to incapacitate enemies, before charging them down with heavy cavalry. Some orcs, particularly higher-ranking ones also make use of plate armor to protect themselves. Orcs are generally found further away from Alterna than goblins, with their main kingdoms being hundreds of kilometers from Alterna.

  • Population: unknown, at least tens of thousands, perhaps as high as one million plus
  • Fortifications: Extensive, control multiple fortresses and walled cities
  • Total Troops Strength: tens of thousands plus
  • Typical Unit Size: variable, often seen roaming in small squads, but can deploy armies in the thousands.
  • Leadership and Organization: At least one known large kingdom, the Kingdom of Vangish, presumed absolute monarchy or feudal state, with high-ranking nobility known to exist. Not all orcs are under control of Vangish, other states, ranging from city-states, to likely larger are known to exist.

X-Factors[]

  • Physical Strength: 75-90 - Orcs are considered to be a match for the strongest humans, and many even surpass them in strength, but not necessarily more agile…
  • Training: 60-90 - With their large and powerful societies, orc warriors tend to be well-training in combat, and orc mages well-trained in their brand of magic.
  • Combat Experience: 75-95 - While it varies between individuals, orcs are highly warlike, fighting both other races an each other, meaning high combat experience among those warriors who survive.
  • Stealth: 50 - With their large size, orcs are not built for stealth, and seem to focus more on combat, whether specializing as close-combatants with swords or polearms, cavalry, archers, or mages specializing mostly in fireballs and summoning swarms of stinging insects.
  • Endurance/Durability: 80 - Orcs are tough, and many of them can survive hits to non-vital areas and keep fighting, though they have similar weakpoints (i.e. head, heart, etc) to humans and can be killed quickly to strikes to those areas.
  • Tactics: 85 - Orcs are as intelligent as humans, and as such are more than capable of setting up fortifications with multiple lines of defense, using shock cavalry riding on reptilian mounts, laying seige to fortified positions, and massing and commanding large field armies.

Kobolds (L - E)[]

Grimgar Kobold

A kobold armed with a large mace

Kobolds are a vaguely humanoid resembling bipedal canines, with hair covering their entire body and wolf-like faces and tails. Most kobolds are between 150 and 170 cm tall, however, some particularly large individuals can reach well over 200cm, with one exceptionally massive individual being over three meters tall. Most kobolds, particularly those the older, higher-ranking ones tend to have muscular builds. Kobolds are intelligent and have created their own society, though they are not known to have created any organized societies larger than a city-state such as the one in the Cyrene Mines, and prefer to live underground, in often in underground cities built in tunnels, caves, or mines, and have some sort religion, which they wear talimans associated with. Kobolds are skilled metalworkers, and the ones in Cyrene Mines are known to have a large underground foundry for producing weapons and tools. Kobold society has a distinct class structure, seemingly a meritocracy, with lower-level mine workers at the lower level, more skilled workers and warriors occupying a middle rank, and the highest ranked members consisting of the most skilled and experienced combatants and work foremen, who command other kobolds. In general, higher-ranked kobolds reside deeper underground than their lower-ranked counterparts. In combat, Kobolds wear often wear little or no armor, and are usually armed with heavy melee weapons, including large spiked maces, axes, and oversized swords, suiting their muscular build. That being said, some kobolds stationed in larger, more open chambers (some over 100 meters wide, such as the main foundry in Cyrene Mines) will use bows and crossbows to fire on enemies from platforms overlooking the chamber.

Statistics[]

  • Population: No more than a few hundred to 1000 in Cyrene Mines, unknown number in other locations.
  • Fortifications: Underground tunnels effectively act as a natural fortifications and chokepoints, however the entrance to at least the Cyrene Mines is surprisingly unguarded, instead favoring defenses and guards placed deeper into the caverns. Some large chambers have wooden platforms and catwalks where guards can monitor the chamber and shoot arrows down on intruders.
  • Total Troops Strength: Unknown, presumed least 100 or so warriors in Cyrene Mines, miners are more numerous, and capable of combat with improvised weapons, but less skilled or dangerous.
  • Typical Unit Size: small work parties or combat groups of 5-10 common, when defending the base, units of a few dozen warriors or more may be raised.
  • Leadership and Organization: Unknown, presumed meritocracy with leaders being most experienced. Largest known “state” is the one in Cyrene Mines, acting as a small city-state.

X-Factors[]

  • Physical Strength: 65-80: Kobolds, particularly the larger and more combat experienced warriors make formidable foes for humans and other races.
  • Training: 55 - Kobolds seem to learn more from experience, given their system of promoting as they gain experience, but they do seem to have some degree of training given the number of viable combatants in the Cyrene Mines, and the difference in combat effectiveness between the untrained miners and the warriors.
  • Combat Experience: 40-85 - The most experienced kobold warriors are deadly close combants, though the less experienced, particularly the miners and workers, prove little challenge for trained and experienced militia.
  • Stealth: 50 - With their large size, kobolds do not seem particularly adapted to stealth, though as they are adapted to the dim (but not completely dark as they cultivate bioluminescent fungi in the caves) lighting of their underground homes, and may use this to get the jump on intruders less used to the low light conditions.
  • Endurance/Durability: 50-90 - While smaller kobolds tend to go down about as easily as a human, some of the largest members of the race can withstand imperssive amounts of damage, though they can still be killed by hits to vital areas.
  • Tactics: 45 - Kobolds are known to make blunders such as lightly guarding their hideout entrances, however, they can fight effectively within their large underground homes.

Undead (L)[]

The undead are reanimated corpses first created by the Undying King a hundred years before the events of the Grimgar anime and novels. Even after the king’s apparent disappearance, the curse he placed on the land north of the Tenryuu Mountains causes any human who dies in the area to reanimate within a few days if their body is not cremated. Once transformed into an undead, most lose their memories and pledge allegiance to the remnants of the Undying King’s army, and attack humans they encounter, though a few retain their sentience. Undead are also capable of grafting limbs from any un-reanimated corpse to their own, using them as efficiently as their own limbs, meaning some undead may have for arms, allowing them to “quad wield”, for instance. Undead have a healing factor that allows them to heal from most wounds, however, they can be destroyed one of two ways: The first is to destroy the “core” in their head, and the second is for a Priest to use the “dispell” spell to break the spell reanimating the corpse, at which point it will turn to dust (Note: the wiki states they can only be killed with the dispell spell, however, the novel make note of characters who are not priests, the only ones who can use “dispell”, killing undead, and the core is mentioned in some fight scenes, so presumably this is accurate). In combat, Undead will use whatever weapons they used in life, potentially including both physical weapons and magic.

Statistics[]

  • Population: At least tens of thousands, concentrated in the Whiterock Mountains in the far north.
  • Fortifications: Some infest fortifications, mostly in the north.
  • Total Troops Strength: Unknown, tens of thousands at least
  • Typical Unit Size: In the northernmost areas of the explored part of Grimgar, in the Whiterock Mountains, the ruins of the Kingdom of Ishmal is infested with the undead. In areas further south, closer to Alterna, they are usually found in groups of no more than a few dozen, sometimes as little a 3 or 4.
  • Leadership and Organization: 65 - With the Undying King eliminated, the undead have no single central leader, however, most are still hostile to humans and allied races. Some areas in the north, most notably the Kingdom of Ishmal in the Whiterock Mountains, are infested with undead, under the rule of a former vassal of the Undying King, King Ishi. Those nearer to the frontier, however, are more disorganized.

X-Factors[]

  • Physical Strength: 60-80 - Undead are about as strong and agile as the humans they were in life, though they possess superior endurance.
  • Training: 40 - 95 - Highly variable depending on who the undead was before they turned, with undead soldiers and militia being most dangerous.
  • Combat Experience: 60 - 100 - As they do not physically age, some undead have existed since the original creation of the undead by the Undying King a century before, giving them substantial combat experience.
  • Stealth: 40-80 - essentially comparable to humans.
  • Endurance/Durability: 95 - Undead can only be killed by destroying the core or using the “dispel” spell, and have a healing factor to quickly recover from non-fatal wounds. While they cannot regrow lost limbs, they can re-attach them or graft severed limbs onto themselves, even potentially adding additional limbs, for instance, giving themselves four arms with which to allow them to “quad wield” weapons.
  • Tactics: 50-90 - Highly variable depending on who they were before they died.


Muryans (E)[]


Muryans are an insectiod species larger than humans, resembling oversized purple-colored ants, with a hexapod body plan, but some have a “centauroid” body plan, with their forward two limbs acting as hands. Muryans eusocial and as such exact morphology of a muryan depends on its caste- “worker”, “breeder”, and “queen” variants lack blades or hands, and are not particularly dangerous, however the “soldier” caste have large blade-like hands the size of sword, but are highly vulnerable to electricity, typically in the form of lightning magic. The leaders of the soldier muryans, known as “samurai” do not have blade-like hands, but dexterous and at least somewhat humanoid hand in which they dual wield two large swords made a black ceramic-like material that can (somehow) be alloyed with metals, making it extremely valuable. Muryans do not usually attack demi-humans, and demi-humans do not fight them, but Muryans will attack intruders such as a humans and will fight fiercely to defend their nests. Muryans inhabit the cave known as the “Hole of Wonders”, which contains the portal between Grimgar and the Dusk Realm.

Statistics[]

  • Population: At least a few hundreds, possibly thousands
  • Fortifications: None known, though the cramped conditions of their nests can act as a “natural fortress”
  • Total Troops Strength: At least hundreds of soldier and samurai caste
  • Typical Unit Size: Seen in small groups of no more than about ten, but near their nests, they maybe in the hundreds.
  • Leadership and Organization: 80- as a eusocial species, all members of will give their full effort to further the colony. In the case of the combat-focused castes, they will fight relentlessly to defend their colony and will follow the orders of their queen and samurai leaders unquestioningly. That being said, they are not completely fearless, and will usually flee if they encounter ustrels.

X-Factors[]

  • Physical Strength: 75-85 - “Soldiers and “samurai” are described as stronger than most humans.
  • Combat Experience: 60 - are deadly in combat, but it is not clear how often they fight, as muryans and demi-humans do not attack each other, and tend to avoid combat with ustrels, the two most common races in the “Hole of Wonders”.
  • Stealth: 45- tend to move and attack in groups, making them poorly suited to stealth.
  • Endurance/Durability: 65 - Muryans have an exoskeletion that provides some protection, but can still be pierced by blades and arrows, but they can prove tough to be bring down.
  • Tactics: 35 - Will attack relentlessly, but their restriction to only sword-like limbs or the dual swords limits their tactical flexibility considerably.

Ustrels (R)[]

Ustrel

An ustrel with their extendable limbs hidden behind their cloak.

Ustrels are among the most dangerous species in Grimgar, but are only found in the “Hole of Wonders”. Ustrels are an apparently sapient species with an at least vaguely humanoid body plan and a height of about 2.5 meters, typically seen wearing a long black cloak that covers most of their body. Ustrels have long legs that are somehow able to extend, and can act as a spring to allow them to jump several meters, and also have long arms that can extend to twice their folded lengths, making it easy for an Ustrel to surprise enemies unfamiliar with fighting them with their long reach. The most unusual feature of the Ustrels is that their skull made of metal that makes it very difficult to kill them using attacks to the head, and can survive considerable damage to the body before succumbing as well. The only real weakness of the Ustrels is that they seems to have less stamina than others species and tire relatively quickly in combat. Ustrels usually wear a dark cloak, and use oversized naginatas in combat. Ustrels are known to be feared by muryans and demi-humans, who usually flee at the sight of them. Ustrels are skilled at moving with stealth and also have keen senses, making it difficult to ambush one.

Statistics[]

  • Population: Unknown, likely not more than 100 given rarity
  • Fortifications: None known
  • Total Troops Strength: Unknown
  • Typical Unit Size: Tend to hunt alone, not seen in large groups
  • Leadership and Organization: Unknown

X-Factors[]

  • Physical Strength: 90 - Ustrels are among the strongest races in Grimgar, easily wielding oversized naginatas. They also can move faster and jump far longer than their appearance would suggest, and can extend their arms very far.
  • Training: 75 - While not known for sure, Ustrels fight like well-trained combatants.
  • Combat Experience: 80 - While not known for sure, they seem to be skilled combatants, and can fight against multiple human militia.
  • Stealth: 90 - In spite of their size, Ustrels are surprisingly stealthy, being difficult to detect if they are trying remain hidden. They are also have high perception, making it difficult to ambush them.
  • Endurance/Durability: 70 - Ustrels can shrug off significant damage, especially to their head, thanks to their metallic skull blocking most attacks, but do tire more easily, reducing their endurance, meaning they may be forced to retreat or weakened to the point of being overwhelmed faster than most humans.
  • Tactics: 50 - Ustrels are masters of ambushing humans and other rival races, and use their peculiar physiology to surprise unfamiliar adversaries, but show no signs of fighting in large groups, often hunting alone and overwhelming small groups of other races with their massive strength. As they live and hunt entirely within the confines of the “Hole of Wonders”, they presumably do not encounter large enemy units of larger than ten individuals.

Demi-humans (E)[]

Demi humans are a group of three apparently sentient species that seem to have a hunter-gatherer society, who inhabit the entrance area of the “Hole of Wonders”. The demi-humans are split between three species, all of which are hostile to each other, the Duegrar, Bogies, and Spriggan. All three species are vaguely humanoid and grow no taller than 120cm. While they will attack any humans or other foreign species that enter the Hole of Wonders, their small stature means they are usually easily repelled or killed by an skilled and well armed human, but they can be dangerous in groups. All three species seem to have a sort of informal “nonaggression pact” with the muryans, but fear the ustrels and will retreat on sight from them.

The Duegrar about 120cm tall, and have squat, round bodies, with large noses. Duegrar wear crude, ragged one-piece outfits and no shoes. In combat, they wield wooden clubs about as long as they are tall.

Bogies are a monkey-like species with long arms, but lack tails, and are shorter in stature and lighter in build than Duegrar, and are very agile, being able to jump 2-3 meters into the air. Bogies possess sharp claws which they use to attack, not wielding weapons.

The Spriggan are vaguely humanoid species that resemble emaciated children, but with “gem-like” eyes and jet black skin. The description of their eyes as “gem-like” is not merely a descriptor- if removed, their eyes contain a hard gem-like object that is highly valueable. In combat, Spriggan wield knives made from a hard, clear substance.

Statistics[]

  • Population: Unknown, likely in the hundreds to 1000 at most
  • Fortifications: None known
  • Total Troops Strength: Unknown
  • Typical Unit Size: Tend to hunt in small groups
  • Leadership and Organization: presumed tribal, no formal ranks

X-Factors[]

  • Physical Strength: 40 - Among the weakest races in Grimgar, but can be dangerous in groups.
  • Training: 30 - Given their tribal structure, presumably lack formalized military training, with skilled passed down by generation
  • Combat Experience: 55 - Certainly skilled at hunting and fighting other demi-humans, but tend to flee from stronger foes such as ustrels.
  • Stealth: 55 - can launch basic ambushes in the tunnels of the “Hole of Wonders”, but tend to launch massed attacks once they engage with a foe.
  • Endurance/Durability: 45 - weaker than most other species in Grimgar
  • Tactics: 40 - less advanced than other species, only use a single type of weapon, meaning a lack of adaptability.

Hostile Humans (L)[]

While the primary dangers to travellers in Grimgar, particularly in the frontier north of the Tenryuu Mountains are members of hostile sentient races, as with anywhere, humans will sometimes attack each others. For instance, the Emerald Archipelago off the shore of the main continent is notorious for piracy, and deserters from the militia are known to become bandits. In addition, some guilds and religions in Aravakia are know to have individuals who threaten their operations assassinated, and there are even cases even of Volunteer militia attacking each other, such as one case where a militiaman was kidnapped and tortured by two others for information. Essentially, just because someone is human in Grimgar, doesn’t mean you can trust them.

Statistics[]

  • Population: Unknown, at least a few thousand
  • Fortifications: None known
  • Total Troops Strength: Unknown
  • Typical Unit Size: Usually in small groups
  • Leadership and Organization: Most groups have no formal rank structure, only an informal leader, likely chosen based on strength or brutality.

X-Factors[]

Presumed comparable with Volunteer Militia, as many were former militia, see “Volunteer Militia” in “Friendly Factions”

Forgan (X)[]

Forgan, or the “Black Eagle Band” in orcish is a mercenary unit and bandit group consisting of members of a number of different races, led by Jumbo, an orc raised by humans, but also including humans, goblins, elves, and other races among its ranks in addition to orcs. The unit is not affiliated with any of the factions in Grimgar, but seems to work as a mercenaries for the highest bidder or, when not on contract, they are known to act as a raiders and bandits. The exact size of the unit is unknown, but are known to have held off an entire army from the orcish Kingdom of Vangish in one of their more famous operations. Forgan are known to be hostile towards outsiders, particularly those they encounter in more remote areas, and are not above attacking them or forcing them into service.

Statistics[]

  • Population: Unknown, but as they held off an entire army, likely at least 50-100
  • Fortifications: None, Forgan is a mobile unit.
  • Total Troops Strength: see “Population” above
  • Typical Unit Size: Known to operate as an entire unit, but often seen in squads of about six, as they were encountered by Haruhiro’s group.
  • Leadership and Organization: Led by Jumbo, but not known if they have any formal ranks.

X-Factors[]

  • Physical Strength: 70-90 - have a number of skilled combatants with peak human to lower-tier superhuman (in the case of the orc members) strength and agility.
  • Training: 85 - Unclear, but presumed to be highly trained given their skill in combat.
  • Combat Experience: 90 - Forgan have fought in a number of engagement against many dangerous enemies, including humans, orcs, and numerous other races, including entire armies.
  • Stealth: 55 - Presumably familiar with ambush tactics, but no known to have many, if any covert operations specialist, operate mainly in more direct combat.
  • Endurance/Durability: 75 - 85 - All members seem to at between peak human and low-tier superhuman physicality, most wear at least some form of armor in combat.
  • Tactics: Shown in the novels to operate effectively in small squads, and presumably capable of larger unit operations given they once held off a an entire army at one point.


Lich King (X)[]

An undead sorceror kept alive by a mysterious relic, once a great king of ancient times, his death was widely mourned by his citizens, and as such, the mountain on which his tomb is located is now known as “Mount Grief”. The Lich King is extremely durable, easily shrugging off physical damage and magic attacks, but has a weak point in that he is kept alive by a magic ring that will kill him instantly if it is destroyed or the hand wearing it severed. As such, the only piece of armor the king wears is a heavy plate gauntlet over the hand wearing the ring. however, he possesses powerful magic, including the ability to create an army of golems made of sand or rock in the form of copies of any person or other creature that has set foot on his mountain, whether they are living or dead. These golems are as strong as the original, or sometimes even stronger, and copy their weapons, though they cannot use “divine magic”, though elemental magic can be used by them. If attackers make it into the throne room in the center of his tomb and confront the king personally, he will attack using powerful magic, including geokinesis, allowing him to telekinetically control sand or stone around him, a powerful anti-magic shield that can block any magic and a powerful magic projectile that cause instant death if it connects, but can be evaded and can only be used occasionally. The Lich King does not leave the mountain, nor do his golem servants.

Statistics[]

  • Population: Single individual, with at least hundreds of golem soldiers
  • Fortifications: Lives within a castle on top of Mount Grief with an older temple complex on top, manned by his golem army, making his position a formidable position.
  • Total Troops Strength: Hundreds of golems, if not more. Capable of creating more from stone.
  • Typical Unit Size: Golems spread out through the castle, in variable groups, though the Lich King could theoretically summon or create as many as necessary
  • Leadership and Organization: No real government exists or necessary as the golems are effectively extensions of the Lich King.

X-Factors[]

  • Physical Strength: 50-85— the Golems are as strong as their original. The Lich King himself does not seem to frequently engage in melee combat
  • Training: 45-85 - the Lich King appears to be highly trained in sorcery, and the golems seem to be able to mimic the skills the person they are copying are trained in.
  • Combat Experience: 85 - the Lich King has spent much of his time in his throne room, however, his golem army are copies of those who enter, seemingly with comparable experience.
  • Stealth: 45-70 - The golems created by the king have similar abilities to their individual, so highly variable.
  • Endurance/Durability: 90 - The Lich King was able to fight against a group of over twenty skilled militia singlehandedly, only being taken down after an extended battle, proving himself easily capable of absorbing hits from arrows, sword strikes, and even magic attacks for an extended period of time. His only real weakness is the hand wearing the ring, which will kill him instantly if it is destroyed or severed.
  • Tactics: 75 - The king makes effective use of his golems to fight against intruders, but as he stays in his throne room, has less experience fighting. That being said, he has existed for centuries, so would still have extensive experience controlling his army and possibly having engaged in personal combat in the past.

Undying King (D)[]

Not to be confused with the Lich King, the Undying King was a powerful sorcerer who first appeared in Grimgar about a century previously, placing a curse on the lands of northern Grimgar that caused all humans who died in the area to rise again from the dead and become undead if they were not cremated within three days. The Undying King then allied himself wit the orcs, goblins, and kobolds and declared war on the Kingdoms of Arabakia, Nanaka, and Ishmal, as well as the elves, dwarves, and centaurs. Two of the three human kingdoms were annihilated and Arabakia was forced to flee south of the Tenryu Mountains and rebuild.

As suddenly as he appeared, soon after he conquered the lands north of the Tenryu Mountains, the Undying King disappeared, with the undead controlled by him becoming leaderless and his orcish, goblin, and kobold allies creating their own states in the lands they had conquered. In the later volumes of the Grimgar novels, however, there are some signs in the far north of Grimgar, in the undead-infested Kingdom of Ishmal, that the undead are becoming more organized, possibly suggesting a return of the Undying King, or else a second ruler taking his place. However, that does not seem likely to be an issue for Sorawo and Toriko as they will appear in Grimgar near the beginning of the novels, which extend over a period of years.

Note: the wildlife species listed have a code attached to show how common they are.

The wildlife sections refers to non-sentient animals unless otherwise noted, and may range from docile herbivores to highly aggressive predators. The rarity of a species is noted with the following symbols:

C: Common in many regions of the world in which they exist

L: Locally common in multiple regions, though may be rare in others

E: Endemic to a single location, but may be relatively common in that location

R: Rare even in their habitats

X: Extremely rare, only a small population

D: Faction defunct or species extinct as of the start of the novel series.

“Normal” Wildlife (C to R)[]

Some species of wildlife similar to those on Earth do appear in Grimgar, mostly harmless ones like cats, dogs, cattle, horses, etc, however, there are occasional appearances of more dangerous species such as a wild boar or even bears, though these are far rarer, only being found in wilderness areas far from civilization. I won’t bother including stats as these species presumably have similar capabilities and behaviors to their real-world counterparts.

Pit Rats (C)[]

Omnivorous rat-like creatures the size of a house cat, while omnivorous, they seem to prefer meat and will sometimes engage in predation, usually targetting small animals, but will sometimes even attacking larger animals when in groups. Nonetheless, they are little threat to humans, especially those who are armed.

Nyaas (C)[]

Nyaas are creatures similar to cat, albeit slightly larger and possessing longer, monkey-like limbs which an be used to climb trees, and seem to have opposable thumbs as one is seen using a small knife. Nyaas can be domesticated and are partiuclarly common in the Hidden Village, where they are often trained to do various tasks and communicate with humans in rudimentary manner. Nyaas are known to be very agile and stealthy, easily remaining hidden when travelling in dense foliage, and are hence often used as scouts and occasionally, even assassins. While not fully sentient, Nyaas are known to be more intelligent than most animals, to the point they can use the magic system of Parano, as shown when one Nyaa, Kiichi uses Parano magic to transform himself intro a massive tiger-like animal.

Wyverns (R)[]

Large dragon-like creatures native to the Kauron Mountains, significantly larger than a horse, but far smaller .than the Flame Dragon of Darunggar. Do not appear to breathe fire, but are capable of flight and possess large, powerful jaws and sharp teeth, easily capable of killing a human. Usually remain in their nests high in the mountains, but will descend into the Thousand Valley on the rare occasions that the frequent fog lifts to hunt for prey. Will attack practically any smaller animals, including humans, and are relatively durable and put up a difficult fight even to a group of trained soldiers with medieval weaponry and standard magic attacks seen in Grimgar. Similar dragon-like creatures live in the Tenryuu Mountains, but they rarely come down from the mountains, and so are only a danger to those who venture into the range.

X-Factors[]

  • Population: Rare, only seen in mountain areas, seem to remain solitary, but even a single individual is a serious threat even to a group of armed humans
  • Physical Strength: 95 - Capable of tearing a human apart with their claws and teeth, and their ability to fly allows them to attack from practically any direction.
  • Stealth: While relatively noticable,
  • Endurance/Durability: capable of shrugging off multiple hits from arrows, melee weapons, and even lower-tier magic attacks.
  • Tactics: Usually attack alone, being solitary for most of their lives, but their ability to fly means they can attack from any direction.

Gourellas (E)=[]

Gourellas are oversized apes standing about 2 meters tall similar to gorilla on Earth, but differing in that they have blackish-brown chitinous armor over much of their bodies that makes them difficult to kill. Males are larger than females, and are distinguised by the red hair that grows on the backs of mature males. Gourellas live in troops centered around a male “redback” with a number of females and offspring. While not sentient, gourellas are still very dangerous because of their sheer size and strength. Found only in the forest of the Thousand Valley region

X-Factors[]

  • Population - Unknown, but seem to be endemic to the Thousand Valley region, population likely in the hundreds to thousands.
  • Physical Strength: 95 - Easily capable of ripping a man limb from limb or crushing a human skull with their bare hands
  • Stealth: 40 - Not particularly stealthy given their size, but can launch sudden attacks.
  • Endurance/Durability: 80 - Ghoulrellas having a chitinous exoskeleton that is difficult to pierce with a blade over much of their bodies.
  • Tactics: 40 - not sapient, seem to use brute force to overwhelm smaller enemies, and will attack in groups, showing no fear of attacking small settlements of sapient races.

Vulu (E)[]

Large leopard-like creatures with a bite force easily capable of tearing a man’s throat out, and sharp claws for slashing and grasping at prey, easily capable of pushing down a human to the ground. Found only in the forests of the Thousand Valley region. Unlike leopards on Earth, Vulu hunt in groups, more similarly to lions.

X-Factors[]

  • Population: Relatively numerous in the Thousand Valley, but seem to be endemic to the region, hundreds to thousands total, but not seen in packs larger than about 30 or so individuals.
  • Physical Strength: 80 - easily capable of tackling a man to the ground and ripping their throat out.
  • Stealth: 70 - can hunt by ambush, but will also sometimes attack in groups, showing no fear of even charging straight into small settlements.
  • Endurance/Durability: 65 - about what can be expected for an animal of their size. Can be injured by arrows, spears, and swords, but might take multiple wounds to bring down unless a vital area is hit.
  • Tactics: 45 - not sapient, but skilled in ambush hunting, but will form groups to take down larger or groups of prey, sometimes even attacking small settlements of humans and other sentient races.

Merluks (E)[]

Birds similar to oversized chickens. Little threat to armed and armored humans, but have sharp talons which they may use to kick.

X-Factors[]

  • Population: Small, endemic to “Hole of Wonders” region, but relatively common in the area surrounding the “Hole”
  • Physical Strength: Can prove dangerous to unarmored humans, but not strong enough to pierce or damage heavy armor. Are capable of jumping fairly high and gliding with their wings, but lack true flight
  • Stealth: Not particularly stealthy
  • Endurance/Durability: relatively easily killed with most weapons.
  • Tactics: Can attack in groups, but are not particular dangerous

Storouche (C)[]

Storouches are large flightless birds similar to an ostrich or emu, which can be domesticated and used as a mount similar to horses. Wild Storuches have large talons and can be dangerous, but are less aggressive than some other species. Still, one should avoid approaching them, especially from behind.

X-Factors[]

  • Physical Strength: Considerable, presumably comparable to a horse
  • Stealth:
  • Endurance/Durability: Presumably comparable to an animal their size
  • Tactics: Not as aggressive as some other animals in Grimgar, but may roam in groups for defense.

Sekaishu (X)[]

Large amorphous creatures, easily larger than a human that give off a threatening aura, capable of summoning seemingly endless numerous smaller roughly dog-sized caterpiller-like creatures to attack. Sekaishu are seem to be capable of surviving large amounts of damage before being killed, though their defenses in melee combat is unknown as when approached too closely, they seem to have the effect of causing enemies to bleed out of the eyes or vomit, though this condition will subside if one leaves the immediate proximity of the Sekaishu. May be vulnerable to fire as Mary destroyed or at least drove one off with a large fire spell. Only one has been encountered in the Thousand Valley region, suggesting they are extremely rare. Little is known about the creatures - even the name was only known after Mary remembered from one of the past lives she gained knowledge of after being revived by Jesse Smith.

X-Factors[]

  • Population: Presumably extremely small, only one known
  • Physical Strength: at least 70 - while unclear, Sekaishu are very large, suggesting they have considerable physical strength should they engage in melee combat, though the effect of causing sickness in those who approach to close makes this unlikely. They do not seem to be particularly fast, however, as Haruhiro’s group proved able to flee from one.
  • Stealth: 50 - A Sekaishu’s aura immediately draws attention to it, making it’s presence become obvious once encountered, however, Haruhiro’s party came upon the creature suddenly.
  • Endurance/Durability: 95 - The only Sekaishu encountered seemed uneffected by arrows fired by Yume and conventional magic attacks by Shihoru, and was only defeated by some massively powerful fire magic attack used by Mary. The caterpillar-like minions could be eliminated easily enough with conventional melee and ranged attacks.
  • Tactics: at least 40 - The Sekaishu seemed to attack mostly using massive waves of summoned caterpillar-like monsters while its “sickness field” kept it safe from melee attacks, and its durability rendered most ranged attacks ineffective.

Hole of Wonders[]

  • Location: Hole of Wonders, Quickwind Plains
  • Destinations: Dusk Realm, Darunggar
  • Hazards: Endemic hostile species (Demi-Humans, Muryans, Ustrels), location in the middle of a cave (Grimgar side), Dusk Realm entities (Dusk Realm side), Numerous species of dangerous wildlife (Darunggar side)

The Hole of Wonders is massive cave located in the Quickwind Plains, about a kilometer from the Lonesome Field outpost. The inter-world portal leading to the Dusk realm is located deep in the caves, in a passage that was only recently discovered. There is also a portal discovered by Lala and Nono leading into the "Night Realm", presumably Darunggar, that is mentioned in the novels but described as "extremely dangerous".

Leslie’s Camp[]

  • Location: Inside Ainrand Leslie’s tent
  • Destinations: Parano
  • Hazards: Difficult to navigate non-Euclidean interior of Leslie’s tent, possibly Leslie himself if he is present (Grimgar side), Numerous hostile entities (Parano side)

Ainrand Leslie’s camp consists of a single tent that, if entered, turns into a maze of identical fabric rooms with doors leading into different rooms, identical except for their contents, which include various magical artifacts and some items that may be technology from Earth. While no hostile entities were encountered when Haruhiro’s group entered while the camp was apparently abandoned, it proved impossible to find the exit again once in the maze. Somewhere in this maze is a portal that will take the user to the world of Parano.

Thousand Valley Cave[]

  • Destinations: Darunggar
  • Hazards: Flame Dragon (Darunggar end), various dangerous wildlife (Grimgar end)

The Grimgar end of the portal to Darunggar is located in the Thousand Valley, hundreds of kilometers from Alterna and in the middle of a dense forest inhabited by dangerous predators such as Vulu and Ghoulrellas, and is closer territory controlled by orcs and undead than humans, so they may also be encountered.

Possible other portals[]

  • Destinations: Unknown
  • Hazards: Unknown
While only the three listed above, there may be other portals in Grimgar, but they will likely be in unexplored areas as they are not known to the residents, difficult for Sorawo and Toriko to find, possibly even in areas not explored in the anime or novels.

Dusk Realm[]

Dusk Realm

An illustration from the light novel showing the light levels typical of the Dusk Realm

The Dusk Realm is the second of the four known parallel worlds in Hai to Gensou no Grimgar. Atmosphere and gravity are comparable to Earth, but there is no visible sun in the sky, though light levels remain constantly comparable to those at dusk on Earth, with the sky simply colored the reddish glow of dusk.

The dusk realm is also notable that “divine” magic, including that of the Priests, Paladins, and Dread Knights does not work in the realm, making it particularly dangerous as it deprives anyone who ventures in of healing magic. Elemental magic still works in the Dusk Realm as usual. Compasses also do not work in the Dusk Realm, meaning navigation is only possible through the use of visible landmarks.

  • ”Initial Hill”: The “Initial Hill” is a small grass-covered hill surrounded by white stones, into which is located the cave leading to the portal leading back to the Hole of Wonders in Grimgar. In the course of the novel, the portal will be destroyed by the Giant God, but it will be open when Sorawo and Toriko arrive in Grimgar, meaning they may use it if they hear about it.
  • ”Militia Camp”: Located near a spring less than a kilometer from the Initial Hill, located a small camp hope to about 70 to 80 militia and 20-30 merchants has sprung up around the spring, used as a base for militia hunting the highly valuable “pyroxene” metal found in the bodies of the “White Giants”.
  • ”Great Pillar”: A massive pillar-like structure visible in the distance from the initial hill, unlikely to be a natural structure. No member of the Volunteer Militia is known to have gotten close to it, so it will likely be a long and dangerous trip. On the other hand, it was clearly of some signficance to whoever built it, perhaps even holding on another portal to another world. On the other hand, it might be heavily guarded if it is still inhabited by the entities that inhabit the Dusk Realm…. As no member of the militia has gotten close to it, it’s main significance to the militia is as a landmark- as compasses do not work in Darunggar, it was decided that the direction of the pillar was “north”. If one were to reach it, could essentially serve as the “north pole” of the Dusk Realm… assuming the Dusk Realm is even spherical in shape…
  • Cultist Towns: Towns of varying size constructed by the cultists, made entirely of white stone, including the rectangular structures and the white cobblestone pavement on the streets. These area tend to be less heavily fortified, as the Iron Knuckles militia clan, with only about 20 personnel, managed to raze a number of these towns, suggesting they have a relatively small population, and are not likely to have “White Giants” based there.

Cultist Bases: Massive ancient white stone structures resembling temples, seemingly built for giants, and so old that any items made of organic material such as wood made by the original inhabitants have long since decayed. These structure are home to multiple white giants as well as numerous cultists, making them far more heavily defended than the smaller cultist villages described above, and often have “White Giants” present.

  • Great Cauldron of the Gods: A massive basin to the southwest of the “Initial Hill”, one of the only places, along with the cultist bases, where the white giants are regularly seen if they are not travelling with a force of cultists in a combat operation. Until the Volunteer militia began attacking cultist settlements, the “Giant God” restricted its movements to the basin, only leaving during the final offensive on the Militia base.
  • Entrance to Darunggar: Located in a cave about about a day’s walk from the initial hill. Location is known to two militia living in the militia camp, Lala and Nonon. See “Known inter-world portals” below.

Volunteer Militia[]

After the discovery of the Dusk Realm, about 100 volunteers soldiers arrived in the Dusk Realm, creating a small encampment consisting essentially of a tent city. The area was eventually destroyed by a large horde of cultists and allied creatures which killed many of the militia in the camp, and force the rest to flee, stranding some in the Dusk Realm until another escape portal was found. For the purposes of this scenario, the camp will be intact when Sorawo and Toriko first arrive in Grimgar, and Sorawo and Toriko will be able to visit while it still stands, however events may still proceed as normal (unless Sorawo and Toriko somehow intervene, which is unlikely unless they manage to find a source of Earth artifacts that happens to have some heavy weapons or manage to make a large number of gunpowder bombs or something).

Most of the entities in the Dusk Realm are extremely hostile to outsiders, and seem to side with the cultists as part of a single faction, and will work together to launch coordinated attacks on enemies, even forming armies numbering into the hundreds or even thousands.

The entities will be listed in relative commonness using the following symbols:

  • C: Common in many regions of the world
  • L: Locally common in multiple regions, though may be rare in others
  • E: Endemic to a single location, but may be relatively common in that location
  • R: Rare even in their habitats
  • X: Extremely rare, only a small population
  • D: Faction defunct or species extinct as of the start of the novel series.

Cultists (C)[]

Tokis vs Cultists

Two members of the party known as the "Toki's" fight a horde of Cultists, visible in low detail as faint figures in the background. This is the best image the novel has of them. Note the the artist made a mistake, depicting the cultists with two eyes, while they are described in the novels as having only one.

The cultists of the Dusk Realm are members of a humanoid species about the same height as a human, but they are white skinned and have only a single eye. Their anatomy seems to be similar to a human, as attacks targetting weak points of a human, such as the head or heart seem to cause just as much damage to a cultist. The cultists, as their names suggest, are sentient and seem to have a form of organized religion and society. There seem to be two classes of Cultists, the lower Pansuke and higher Tori-san class (both are names used by Volunteer Militia in the Dusk Realm) , who command groups of at least five Pansuke. All cultists wear large poncho-like outfits and boots made of a light, but incredibly tough material capable of completely stopping stabbing and slashing attacks, though it is vulnerable to both blunt force trauma (it will be assumed that, even if it stops a bullet, the sheer force of impact will still cause severe damage, and that they will be of course vulnerable in their unprotected heads), magic attacks, and presumably similar forces generated by other means (i.e. heat, electricity, extreme low temperatures etc). Pansuke cultists carry spears made of a durable white material, while Tori-san cultists wield electrified swords that will electrocute enemies as they strike, and can conduct electricity through a parrying sword, and can stun a human. The electrified swords can be used against the cultists if scavenged, but are usable only for a limited time before they lose their charge, and it is unknown if the cultists can recharge them. The Tori-san cultists also carry a shield made of a metal with a mirror finish, but having no special characteristics beyond that. The cultists, especially their Tori-san commanders, are highly skilled combatants and extremely aggressive towards outsiders, but do not attack native races of the Dusk Realm, and even seem to work together with them, as White Giants, Hydras, and even the Giant God are seen fighting alongside them in their attack on the Volunteer Militia base in the novel.

Statistics[]

  • Population: At least several thousand, possibly more.
  • Fortifications: Known to control multiple fortified outposts manned by a few dozen to a few hundred individuals, and at least one large fortified city.
  • Total Troops Strength: Every known member of the cultist race seems to have a weapon and be at least competently trained in combat, meaning the troop strength may consist of the entire species.
  • Typical Unit Size: Often found in groups of about six when “patrolling, but can form armies of hundreds, if not thousands when launching a large-scale offensive.
  • Leadership and Organization: Unknown, but work as a cohesive unit with other species in the area.

X-Factors[]

  • Physical Strength: 70 - Cultists seem to have comparable physical strength to a fit adult human.
  • Training: 60-85 - Cultists, particularly their leaders seem to be as skilled and well-trained as skilled human soldiers.
  • Combat Experience: 70 - all members of the cultist race seen in the novels seem to have a weapon and be at least competent combatants, so they are experienced, however, it is not clear who or what they were gained said experience fighting against, as all entities found in the Dusk Realm appear to be allied with the cultists, and there have been no known human incursions into the dusk realm prior to the invasion by the volunteer miltia.
  • Stealth: 45 - Do not appear to be particularly oriented toward stealth, preferring use of conventional tactics and overwhelming foes with large armies.
  • Endurance/Durability: 80 - Cultists are as durable as a normal human, though their armored cloaks, worn by all known cultists, make them difficult to kill with edged weapons or arrows as they render sharp force trauma completely ineffective, though they provide no defense against blunt trauma or magic attacks, and presumably fire, electricity etc generated by other means.
  • Tactics: 90 - Cultist are shown to fight in large armies and use “white giants” and “hydras” almost like tanks as breakthrough, shock, and infantry support units, as well as the “Giant God” as a “weapon of mass destruction” in a manner almost reminiscent of modern combined arms tactics.

White Giants (L)[]

The white giants of the Dusk Realm are humanoids about 3-4 meters tall, though their heads look like a lion with only one eye. They are made of a white stone-like material that is cold to the touch even when the White Giant is alive. As expected from their material, they are very durable, but can be killed, with their most vulnerable weak points being the nape of the neck, the eye, and to a lesser extent, the joints, which can be damaged by physical damage (heavy blunt melee weapons such as maces or warhammers seem most effective) or magic attacks (though they are notably almost immune to lightning magic and likely electricity in general, though repeated magic attacks can stun them), eventually causing enough damage to kill the giant. White Giants move slowly, but are more than strong enough to kill a human in a single strike. While intially avoided by human travellers in the Dusk Realm, it was eventually discovered that the giants had organs made of pyroxene, a valuable and rare metal, made them a valuable target for the Volunteer soldiers camped in the Dusk Realm. The White Giants do not use weapons and their intelligence seems to be limited, though the cultists seem to be able to command them, as they are seen fighing alongside the cultists and do not attack them. White giants are usually seen in valley known as the “Great Cauldron of the Gods” and in cultist-controlled bases, especially the larger ones seemingly built for giants.

Statistics[]

  • Population: at least 100
  • Fortifications: Sometimes seen within cultist-controlled structures
  • Total Troops Strength: 100 or more
  • Typical Unit Size: usually seen alone or in groups of 2-3, deployed in support of cultists. A small squad of cultists may only have one, or at most two giants in support. Giants are also known to wander alone on some occasions, usually within cultists bases or the “Great Cauldron of the Gods”. However, they can be deployed in large groups, perhaps as many as 100 or more, along side numerous cultists (perhaps as many as a few thousand). In the novels, the White Giants were not routinely deployed outside of cultist bases until the militia began destroying cultist bases and causing heavy cultist casualties.
  • Leadership and Organization: Presumably commanded by cultists.

X-Factors[]

  • Physical Strength: 90 - White Giants are capable of crushing a human with a single strike, as expected given their massive size, but they are slow enough that they can easily be outrun or out maneuvered by a human, making them most dangerous in close quarters where there is limited space to maneuver.
  • Stealth: 25 - They are literally four-meter tall moving statues, not exactly subtle.
  • Endurance/Durability: 90 - The White Giants are made of a stone-like material that makes them difficult to damage, though their weakpoints in the joints, nape of the neck, and eye can be damaged by medieval weapons, though heavier blunt weapons such as warhammers seem to be most effective. That being said, the eye and possibly the nape can be damaged even by arrows, suggesting it is far less durable than the rest of the body.
  • Tactics: 90 The “White Giants” are seemingly controlled by the cultists, who use them for infantry support, breakthroughs, and as shock troops, fighting alongside cultist infantry in a manner almost reminiscent of the use of tanks in modern combined arms warfare.

Hydras (X)[]

Dusk realm Hydra

One of the hydras of the Dusk Realm during the assault on the militia camp

Like the monster of Greek myth, the hydras of the Dusk Realm are creatures that resemble a mass of nine snakes, with heads filled with sharp teeth. While their heads will not regenerate when decapitated like the mythic hydra, the hydra of the Dusk Realm are nonetheless extremely durable, capable of surviving heavy physical and magic attacks. When they sustain severe damage, a hydra will lie dormant and “play dead”. This will afford a chance to escape, but if the attacker persists, the hydra will come to life and attack them. While two groups of skilled Volunteer Militia manage to incapacitate a Hydra using two-mage high-tier magic attack with about the firepower of a modern tank or artillery shell, one is never actually shown being completely killed, as the militia are forced to flee before the cultist onslaught led by the Giant God. It is likely it would take substantial firepower to finish one off. Only four individuals are known to exist in the Dusk Realm.

Statistics[]

  • Population: Four individuals known, only seen in the final assault on the Volunteer militia, so likely very rare.
  • Typical Unit Size: Deployed as heavy support of large units (hundreds plus) of cultists. Four hydras were deployed in the army of cultists that forced the militia to retreat from the Dusk Realm.
  • Leadership and Organization: The Hydras appear to be controlled by the cultists, and work in concert with them, as heavy support and breakthrough units.

X-Factors[]

  • Physical Strength: 90 - the can easily grab and throw or tear apart a man.
  • Stealth: 15 - The thing is dozens of meters tall, there’s no hiding that!
  • Endurance/Durability: 95 - While two skilled squads of militia managed to incapacitate a hydra, no hydra is shown actually being killed in the novels
  • Tactics: 60 -not sentient in and of itself, but seems to be commanded by the cultists.

Giant God (X)[]

The “Giant God” of the Dusk Realm is by far the largest entity in any of the four worlds, being a massive humanoid similar to the White Giants, made out of the same white stone-like material, standing about 300 meters in height, it’s foot alone being 45 meters long. The Giant God, like all other entities in the Dusk Realm, is allied to the cultists. The Giant God seems to have some degree of intelligence, as it is shown to position itself in front of the portal back to Grimgar during the attack on the Volunteer Soldier’s camp, cutting off their retreat. While the Volunteer Militia attempted to trap and destroy it with a giant pit trap, their attempt was cut short by the cultist attack on the camp. It is likely that it would take massive amounts of firepower to damage or destroy, far beyond anything the Grimgar militia has a hold of- likely requiring the firepower of a modern artillery battery or armored unit. It seems unlikely that Sorawo and Toriko’s modern firearms will be much more useful than the medieval weapons and magic attacks (typically RPG-level at most) of the Grimgar militia.

  • Population: Only one known
  • Total Troops Strength: Only one individual known, but attacked in support of an army of perhaps as many as several thousand cultists. Normally seemed to roam the Giant Cauldron of the Gods alone until militia attacks provoked the inhabitants of the Dusk Realm into retaliation.
  • Typical Unit Size: Only one known to exist, but will work as a unit with smaller Dusk Realm entities, but has only been seen participating in a full-scale assault with thousands of cultists.
  • Leadership and Organization: While “described” as a “god” due to its size, it is unknown if it is actually worshipped by, or even commands the cultists and allied entities, or if it is, in fact, controlled by the cultists as a “weapon of mass destruction”. Regardless, the “Giant God” fought alongside the cultists, working effectively as a unit with them.

X-Factors[]

  • Physical Strength: 100 - The “Giant God” is literally 300-meters-tall, and can create dust storms and destroy a sizable hill and collapse the cave (leading to the portal back to Grimgar) simply by stomping the ground.
  • Stealth: 0 - The thing is literally the size of a skyscraper and can be seen for miles away, and is slow enough to easily be avoided by normal humans, making the “Giant God” only a viable weapon when targetting a fixed position or blocking a chokepoint, as it did in the assault on the militia camp, when it blocked off the cave leading to the portal to Grimgar.
  • Endurance/Durability: 100 - The Giant God was never damaged by any weapon or magic the militia had, and it is unlikely that the guns Sorawo and Toriko are bringing will be any more effective. Essentially, you’d likely need the firepower of a modern armored division or artillery battery to have a chance at bringing it down.
  • Tactics: 75 - The Giant God is seen using a flanking maneuver to attack and destroy the exit portal while the cultist army attacked the miltia camp, cutting off the militia’s retreat, showing it to have some tactical ability, though it is not clear if was of its own initiative, or if it was simply being controlled by the cultists.

  • C: Common in many regions of the world
  • L: Locally common in multiple regions, though may be rare in others
  • E: Endemic to a single location, but may be relatively common in that location
  • R: Rare even in their habitats
  • X: Extremely rare, only a small population
  • D: Faction defunct or species extinct as of the start of the novel series.
  • One-Eyed Dogs (C)[]

    Creatures that resemble dogs with only one eye. Are normally docile, but will attack fiercely if angered, seeming to roam in packs. Much more dangerous in groups than individually, but can be dealt with relatively easily by a trained, armed, and armored militia soldier, let alone someone with a modern weapons such as Sorawo and Toriko.

    Hairless Apes (E)[]

    A species similar to hairless apes, having one eye and white skin like most species in the Dusk realm are known to inhabit the giant temples that serve as cultist bases. They do not attack cultists or even intruders in the bases, and are generally docile. Little else is known about them.

    Initial Hill[]

    • Location: Hill about 1 kilometer from the militia camp
    • Destination: Hole of Wonders, Grimgar
    • Hazards: Hostile species (Grimgar side) , Cultists and Dusk Realm entities (Dusk Realm side)

    Located in the side of a hill about a kilometer from the Militia camp, where one first enters the Dusk Realm on from the Hole of Wonders entrance.

    Cave to Darunggar[]

    • Location: Cave about 1 day’s walk from the “Initial Hill”
    • Destination: Darunggar
    • Hazards: Cultists and Dusk Realm entities (Dusk Realm side), Dangerous wildlife (Darunggar side)

    Located about a day’s walk from the initial hill. Exits in Darunggar into the forests surrounding the Well Village, a short walk from the village.

    Other Portals[]

    • Location: Unknown
    • Destinations: Unknown
    • Hazards: Unknown
    While only the three listed above, there may be other portals in the Dusk Realm, but they will likely be in unexplored areas as they are not known to the residents, difficult for Sorawo and Toriko to find, possibly even in areas not explored in the anime or novels (possibly the Great Pillar).

    Darunggar[]

    With Team Haruhiro now wandering through another world, could this be their biggest pinch?!
    — Blurb from light novel Volume 7
    Darunggar Village

    The Well Village in Darunggar, displaying the constant low light levels typical of Darunggar. The high mountain range is visible in the distance, showing this view is looking north.

    Darunggar is the third world explored by the characters of Hai to Gensou no Grimgar, and one of the most dangerous. While the gravity and atmosphere are Earth-like and capable of supporting life, there exists no visible sun, leaving the world in constant darkness, though something resembling a flame appears in the sky during daylight hours, providing some light, but it is still far darker than daylight on Earth or Grimgar. According to residents, the world was once the site of a great war between the goddess of light Lumaris and dark god Skullheill and their followers, leaving the entire world devastated, with only a few survivors living in small city-states. The world of Darunggar has numerous hostile creatures, making it one of the most dangerous.

    Well Village[]

    Darunggar Village

    The Well Village in Darunggar, displaying the constant low light levels typical of Darunggar. The high mountain range is visible in the distance, showing this view is looking north.

    A small village surrounded on by pallisade walls located on an island in the middle of a river running through the forests, with a well in the central. See “Well Village” in factions for further details.

    Adunyeg[]

    AKA the Moth Forest, this forested area is located to the east of the Well Village, named for the deadly venomous Yegyorns or “mist moths”, and is also home to aggressive weasel-like Getagunas who will attack prey that are stunned by Yegyorn venom. The cave to the Dusk Realm is located a short distance from the Well Village within the Moth Forest.

    City of the Dead Ones[]

    Located to the east of Well Village through Adunyeg, home of highly dangerous zombie-like entities (see “Hostile Factions”). Some can carry some valuable loot, but otherwise no point in visiting.

    Swamp of Sleeping Corpses[]

    A swampy area south of Well Village, with some small areas of dry land separated by water about 5cm deep, and occasional deeper areas. The area is littered with dead bodies, some of which still have weapons and other items on them. Has some highly dangerous wildlife, including venomous snakes and rare, but highly dangerous black dog-like creatures.

    Western Forest[]

    Located west and northwest of Well Village, the Charcoal Burner’s cabin is located in a clearing on the road through the forest. Hope the Durzoi as well as many dangerous predators that can be repelled by a bell provided by the residents of the Well Village.

    Mountains[]

    A high mountain range is visible north from the charcoal burner’s cabin. This area is unexplored in the novels, but there will be nothing stopping Sorawo and Toriko from exploring it if they choose to.

    Herbesit[]

    A city that still has human (or at least humanoid) inhabitants, located about three days trek to the west of the charcoal burner’s cabin. While not all residents are hostile, the area has no real law and order and is ruled by four factions, three of which are hostile to all outsiders (see “Hostile Factions” below), as well as numerous other criminals.

    Zetesdonia[]

    Zetesdonia, or the “Field of Bones” is relatively flat area located west of Herbesit which was once a great battlefield that, to this day, is covered in piles of bones. The area is home to Skards, aggressive flightless birds.

    Dendoro River[]

    A river that runs through “Field of Bones”, about ten meters wide, but with deep, swift-flowing water filled with reddish-brown mud. There are a few bridges, though many area in poor condition, though they are still crossable. Some have only piers and crossbeams remaining, essentially making them comparable to a log bridge.

    Alluja[]

    A massive ruined city west of the Dendoro that takes a few days to cross on foot. The abandoned city has been reclaimed by various wildlife, including Logoks and highly dangerous Nivles.

    Lukewarm River[]

    A river that flows down from the from its source near the Fire Dragon’s Mountain, the Lukewarm River is named for that fact that its water is warmer than the other rivers, presumably having some residual heat from its volcanic hot spring source. The river eventually flows far to the east, all the way to City of the Dead Ones.

    Waluandin[]

    Waluandin is an orcish city located near Fire Dragon’s Mountain, protected lava flows that have been channeled into a moat and lava canals used heat for metalworking. The city is surrounded by farms raising worm-like creatures as live stock, as well as mining camps producing metal ores. The orcs of Waluandin worship the fire dragon of the nearby volcano as a god, and have an annual festival where they sacrifice one of their own to the dragon- this is considered an honor, and the chosen do not resist their fate. The Waluandin is the most prosperous and wealthy cities in Darunggar, and is free from internal conflict, though the inhabitants are nonetheless highly aggressive and will attack outsiders who wander close to their territory.

    Fire Dragon’s Mountain[]

    A volcano located west of Waluandin, which frequently has low-intensity effusive eruptions that create the lava flows on its side, but it does not seem to be prone to explosive eruption. The mountain is home to at least on fire dragon that is worshipped by the inhabitants as a god.

    The following symbols will denote the rarity of the following species an factions. Note that these statistics obviously refer only to the explored regions of Darunggar:

    • C: Common in many regions of the world in which they exist
    • L: Locally common in multiple regions, though may be rare in others
    • E: Endemic to a single location, but may be relatively common in that location
    • R: Rare even in their habitats
    • X: Extremely rare, only a small population, in some case only one individual known
    • D: Faction defunct or species extinct as of the start of the novel series.

    Well Village (E)[]

    The Well Village is located on an island in the middle of a river in Darrungar, surrounded by pallisade walls and wooden guard towers guarding the two entrances, a timber gate at the end of the bridges across the river on each side of the island. The village has a custom of always wearing a head covering such as a hat or helmet while outdoors when in town, and the guards will refuse to open the gate for anyone not wearing a head covering of some description, but will not attack them. If a person puts on a head covering, they will open the gate. The population of the town are humans or a humanoid species with no distinguising characteristics. While the residents of the town do not speak the same language as Grimgar, they can communicate using sign language enough to trade items with, and are not hostile to humans. The village itself consists of about 14 residential buildings of vary sizes, and five commercial buildings, a blacksmith shop, a mask-makers, a tailor’s shop, a general store, and laboratory of the sage Oubo. These building all are centered around a small plaza with a well in the middle. The villager, along with the rest of Darunggar, use coins made of a black material as currency. In addition, there is one final building, a stone structure with glass windows- a rarity in the village filled with various otherworldly objects which, while the main characters cannot fully remember because of their memory erasure, are presumed to be from Earth based on their description. At the center of the building is a doll which is worshipped by the villagers along with the objects, with the building acting as a temple. While the exact contents of the building are unknown, given that it has a large number of items from Earth, it may be one of the few places in the Grimgar multiverse and the only one in Darunggar where Sorawo and Toriko might be able to find additional firearms, ammunition, and other useful items from Earth, though if they are caught stealing from the temple, they might have to fight their way out…

    Statistics[]

    • Population: About 50-100 based on the size of the village
    • Fortifications: The town is surrounded by a timber pallisade wall and a few watchtowers, presumably only threatened by hostile wildlife and possibly bandits, only low-intensity threats without siege weapons or mages capable of high-level offensive magic.
    • Total Troops Strength: No more than ten full-time guards, likely no more than 25-50 combat capable citizens
    • Typical Unit Size: Only a few active guards, no more than ten at any given time.
    • Leadership and Organization: Unknown, an actual leader is never mentioned, though there is presumably some kind of local leader.

    X-Factors[]

    • Physical Strength: 55-70 Physicality presumed comparable to normal humans
    • Training: 40 Unclear, likely little beyond maybe occasional target practice with bows or sparring at least among guards.
    • Combat Experience: 45 A number of guards placed on guard towers, but seem to have fought mostly against dangerous wildlife. Some have presumably hunted local wildlife in the local forests, but no info about combat against humans or other sentient foes.
    • Stealth: 30 Practically all remotely combat-capable personnel seem focused heavily on defense, so presumably little or no training in stealth, save perhaps in the context of hunting local wildlife
    • Endurance/Durability: 60 - normal human level, guards may have some degree of armor, but presumably of lesser quality than that of a professional soldiers of a larger faction.
    • Tactics: 40 - entirely focused on defense, presumably little tactical knowledge beyond defending from behind a fortification against low-intensity attacks.

    The Charcoal Burner (X)[]

    A lone shack along with a kiln and a stable located northwest if the Well Village, departing from a road leading towards, with a well-worn road leading to and from it. The road to the west beyond the shack leads to Herbesit. A range of high mountains, unexplored, are also visible to the north. The building is inhabited by as single man, a charcoal burner who cuts trees from the local forests and burns them into charcoal, which he sells to the blacksmith in the Well Village and possibly other settlements. The charcoal burner is friendly, and the area around his house is described as the safest place in the western forests, suggesting he is competent at least in fighting off the hostile wildlife of the area.

    X-Factors[]

    • Physical Strength: 70 Decently strong, given the amount of manual labor he performs, apparently alone, specifically cutting wood.
    • Training: 40 Unclear, not a known combatant, but likely can at least use a bow and arrow or crossbow competently given his living alone in the woods.
    • Combat Experience: 40 - has presumably hunted or fought off the many species of unfriendly wildlife, given he survived this long alone in the woods.
    • Endurance/Durability: 55- normal human level, presumably decent stamina, but no armor or other means of improving durability.

    Unjo and Rubicia (X)[]

    Unjo

    Unjo as depicted in the novels.

    Unjo was a human who appeared in Grimgar, presumably from Earth, at some point eight years prior to the arrival of Haruhiro and the other main characters of the series, and was, like most new arrivals, ended up joining the Volunteer Militia, being trained in archery by the Hunter’s guild. At some point in his service, he and the rest of his squad wandered into the portal leading into Darunggar, and found themselves in the volcano, where they were attacked by the Flame Dragon and two of their number were killed. Soon after the survivors were ambushed by Orcs from the nearby city of Waluandin and everyone but Unjo was killed in combat. Unjo managed to escape to the dangerous city of Herbesit, finding relative safety in one of the less dangerous districts of the town. At some point, he met a woman of an alien race named Rubicia, who he ended up falling in love in spite of the species difference and married her, with the two living in a home in Herbesit. Unjo can be assumed to be friendly to Sorawo and Toriko, as he was to Haruhiro’s party, however, he will believe that it is impossible for them to return to Grimgar given the danger of the Flame Dragon, though he will give them the location of the portal, should they wish to attempt to. Unjo resides in Herbesit, but occasionally visits the Well Village to trade.

    X-Factors[]

    • Note: The refer primarily to Unjo. Rubicia’s capabilities are unknown as she not known to engage in combat in the novel.
    • Physical Strength: 60 - at least decent given his militia service.
    • Training: 60 - Was trained in archery, tracking, and close combat by the Hunter’s Guild in Grimgar
    • Combat Experience: 70- has fought against various hostile species from both Grimgar and Darunggar, and has extensive knowledge of most species and factions of Darunggar.
    • Endurance/Durability: 55- normal human level, presumably decent stamina, but only has light armor at most given his class.

    The Scholars/Zeran (E)[]

    One of the four factions that control the city of Herbesit, and the only ones who are not hostile to outsiders, The Zeran, or “Scholars” in the local language are a faction that control the Old Town of Herbesit, based in the underground aquaeducts and crypts of the district. The Zeran are not hostile to outsiders, but do not allow them to live in the underground unless they join them and accept their doctrine and training. The Zeran are dedicated to preserving knowledge in Darunggar, and have the most extensive collection of books and other knowledge in the world. While they tend to avoid violence, the Zeran have no moral opposition to using it to protect their underground homes, and have members trained in combat with weapons and magic, and use their underground bases as chokepoints, making any attempt to attack them suicidal. As such, the three gangs that control the surface do not attack them.

    Statistics[]

    • Population: Unknown, presumed a few hundred or so at least
    • Fortifications: No real fortifications, but their underground bases make for easy defense against intruders.
    • Total Troops Strength: Unknown, no more than a few hundred
    • Typical Unit Size: Unknown, do not frequently engage in combat unless threatened
    • Leadership and Organization: Unknown.

    X-Factors[]

    • Physical Strength: 65 - While not a combat-oriented faction, they are nonetheless skilled enough that surface gangs do attack them. 
*Training: 60 - Have some members trained in combat, though many are focused more on magic or research. Still, even the magic training could make them quite dangerous, especially at longer ranges…
    • Stealth: 70- presumably skilled at using their underground bases to ambush intruders, though not known for sure. They may also be able to emerge from hidden entrances to their underground bases
    • Endurance/Durability: 60 - presumed typical human
    • Combat Experience: 55-70 - while not as combat oriented as the rival gangs, they do seem to have a force of guards and “enforcers” skilled enough that even the gangs do not attack them.
    • Tactics: 65- Not extensively detailed, but presumably make use of their knowledge of the underground to get the jump on attackers, and possibly make premptive attacks on outside forces that threaten them.

    The following symbols will denote the rarity of the following species and factions. Note that these statistics obviously refer only to the explored regions of Darunggar:

    • C: Common in many regions of the world in which they exist
    • L: Locally common in multiple regions, though may be rare in others
    • E: Endemic to a single location, but may be relatively common in that location
    • R: Rare even in their habitats
    • X: Extremely rare, only a small population
    • D: Faction defunct or species extinct as of the start of the novel series.

    Herbesit Citizens (E)[]

    The city of Herbesit is a highly dangerous place, where violence is commonplace, with unwary travellers often finding themselves robbed… or worse… While the largest threat in the city are members of the three main gangs discussed in the “hostile” factions, the streets of Herbesit are filled with thieves, pickpockets, and bandits, with many residents bring more than will to kill if they thing a victim has some worthwhile loot on them. While not as heavily armed as the members of the three gangs, typically lacking any form of armor, they can nonetheless be very dangerous as they tend to favor ambush tactics, and it is often difficult to tell bandits from the vagrants and beggars that are also common in Herbesit. On the other hand, given that they have no real central organization and are poorly armed, it may be easier to drive them away in combat, as they would likely not be willing to risk their lives attacking somene who could easily kill or severely wound them in combat. In addition to the danger of crime, many on the streets of Herbesit carry diseases, some of them deadly, so it is advised by the residents of Darunggar that travellers avoid touching anyone in the city.

    Rubicia’s Species (X)[]

    Unjo’s wife, Rubicia is the only known member of a humanoid species with extremely white skin, almost to the point of being translucent. Other distinguishing characteristics include eyes with no white, looking almost like glass balls, a well as three gill-like slits on each cheek, which they seem to use to breathe. They presumably are at least comparable to humans in terms of physicality and intelligence. Nothing is known about their native society, if it even exists, though they may be relatively friendly to outsiders, given that Rubicia is literally married to one.

    Durzoi (E)[]

    The Durzoi or “old ones” in one of the languages of Darunggar are a race of four-armed humanoids living in the Western Forests. The Durzoi are known for being skilled hunters and archers, being deadly accurate with the bow and arrow and experts in hiding in the trees. The Durzoi do not actively seek fights with other factions or races in Darunggar, if an individual attempts to intrude on their territory, they are more likely to attempt to intimidate them than attack directly. However, the Durzoi will are known be very vengeful to those who directly harm them or steal an animal they were hunting as prey, at which point they become extremely deadly with their archery and stealth skills. The Durzoi appear to have a tribal hunter-gatherer society.

    Statistics[]

    • Population: Unknown, likely no more that a few hundred given their tribal society.
    • Fortifications: Likely none, given their primitive hunter-gatherer society.
    • Total Troops Strength: Likely no more than a few hundred combat-capable members total.
    • Typical Unit Size: Unclear, but usually seen in relatively small hunting parties to avoid alerting their prey.
    • Leadership and Organization: Exact details unknown, but have a tribal society, likely lacking formal military or ranks.

    X-Factors[]

    • Physical Strength: 90 - Durzoi are skilled archers, meaning they must be in pretty good physical condition to handle the draw weight of their bows, and their four arms would allow them to fight with multiple weapons at once or wield heavier weapons or shoot higher draw-weight bows, meaning they are likely dangerous in close combat as well.
    • Stealth: 90 - Are highly skilled at hiding in forests to the point they are almost impossibly to detect.
    • Endurance/Durability: 65-80- unclear, at least as good as a human in good physical condition, possibly greater.
    • Training: 60 - Trained in archery, though not clear how much is formalized training vs practice associated with ther hunter-gatherer lifestyle.
    • Combat Experience: 65- Skilled at fighting in the forests, though given their insular nature, their experience is confined to combat in that region.
    • Tactics: 80 - Make skilled use of ambush tactics with small groups of archers against both animals and intelligent races, which would make them deadly guerilla fighters.


    Animal-Men (R)[]

    Several races of sentient species are mentioned in passing, but never described in detail. Most of them seem to be humanoids with some animal features, specifically “bear-men”, “lion-men”, and “bull-men” are described. It is not clear how they would react to outsiders, hence their placement on the “questionable” category.

    Statistics[]

    • Population: Unknown, but rare in the areas of Darunggar explored by Haruhiro’s party, unknown if they are more numerous
    • Fortifications: Unknown, but none in explored areas of Darunggar
    • Total Troops Strength: Unknown
    • Typical Unit Size: Unknown
    • Leadership and Organization: Known to have some sort of society, but details are unknown

    X-Factors[]

    • Physical Strength: 75-90 - Unknown, but given their possession of animalistic features, likely stronger than humans, possibly more even more comparable with their animal counterparts.
    • Stealth: Unknown
    • Endurance/Durability: 60-90 - Unknown, but possibly greater than a human
    • Training: Unknown
    • Combat Experience: Unknown
    • Tactics: Unknown

    Giant Crabs (R)[]

    A race described as a giant man-sized crab is mentioned as inhabiting Darunggar. This species is sentient and capable of speech and using and presumably crafting complex tools out of metal for tasks such as cooking food, and it is likely that, in spite of their description, some parts of their body are not entirely crab-like, given they are described as a capable of manipulating objects with the same dexterity as a human. The one member of the species extensively shown in the light novel is the shopkeeper and cook of the Well Village, and is generally friendly, however, I place them in the “questionable” section as nothing is known about their native society (if it still exists).

    Statistics[]

    • Population: Unknown, rare in the parts of Darunggar that Haruhiro’s group explored in the novel. Unclear if larger societies of them exist outside the explored regions.
    • Fortifications: Unknown
    • Total Troops Strength: Unknown, see “Population” above
    • Typical Unit Size: Unknown
    • Leadership and Organization: It is not clear if societies ruled by the species exist, let alone what their leadership structure would be

    X-Factors[]

    • Physical Strength: 55-70: Seems to be at least comparable to a human.
    • Stealth: Unknown
    • Endurance/Durability: 70- As they presumably possess a hard shell like an oversized crab, they would presumably be difficult to kill, especially if one were to wear armor in combination with their natural shell…
    • Combat Experience: Unknown, though only known member of the species is a merchant with no known combat experience
    • Tactics: Unknown

    The rarity of a faction is noted with the following symbols:

    C: Common in many regions of the world in which they exist

    L: Locally common in multiple regions, though may be rare in others

    E: Endemic to a single location, but may be relatively common in that location

    R: Rare even in their habitats

    X: Extremely rare, only a small population

    D: Faction defunct or species extinct as of the start of the novel series.

    Herbesit Gangs (E)[]

    The city of Herbesit is inhabited four factions, one of them, the Scholars or Zeran in the local language, are not hostile to outsiders, however, the other three major factions are three rival gangs hostile to each other and to outsiders. The Garafan or ‘Sharp Claws” control the central region, including the Bell Tower, while the Jagma or “Great Storm” control west side. The east side of the city is controlled by the Skulheillg or “Children of Skulheill” who are followers of the dark god Skulheill, the only one of the three known to have a specific religious affiliation. While the Skulheillg presumably mostly follow the combat style of the “Dread Knights” and do not make use of magic associated with the church of Lumaris, most the members of the gangs may use any number of medieval weapons , including swords, axes, bows, spears, or various offensive magic similar to that described under the “mage’s guild” etc.

    Statistics[]

    • Population: likely a few hundred in each gang at most.
    • Fortifications: Some may control parts of the walls of Herbesit, and the Garafan control the bell tower, which may be used as an inprovised fortification, as could some other buildings.
    • Total Troops Strength: presumably no more than a few hundred in each gang.
    • Typical Unit Size: Unknown, presumably attack in smaller units of 10-20 at most given the urban terrain restricting movement of larger forces.
    • Leadership and Organization: Unclear, but presumably have some type of basic leadership structure, but may lack any formal ranks or real organization into formations.

    X-Factors[]

    • Physical Strength: 55-75
    • Stealth: 60 - some may be trained in stealth tactics, which would be particularly effective in urban combat.
    • Endurance/Durability: 55-75- presumed normal range for a trained human. Some wear at least some form of armor.
    • Combat Experience: 70 - presumably skilled given the constant fighting
    • Training: 55 - May have some combat training, but not an army by any stretch of the imagination.
    • Tactics: 60 - not an army by any stretch of the imagination, but presumably skilled at making ambushes and close combat in urban terrain.

    Waluandin/Orcs (E)[]

    Located near the Volcano of the Flame Dragon, the city of Waluandin is inhabited by a sub-race of orcs which seem larger and stronger than those found in Grimgar. The city itself is guarded not only by the typical walls and towers, but also by a river of lava that acts as a moat. In spite of this, Haruhiro’s party managed to slip into the city, as they tend to keep the gates open when they are not under attack. That being said, they made it in as most of the orcs were attending the festival celebrating the Flame Dragon described below. The houses are built partially underground and facing away from the lava flow to protect the residents from the heat, and most of them seem to be carved from large boulders. The orcs also use the lava flowing around the city as a source of heat for metalworking and light, and seem to have smaller channels to transport the lava flows through the city for this purposes, showing they are likely more advanced than any other faction in Darunggar. The orcs seem to worship the fire dragon, with dragon motifs common in their art and architecture, and holding a festival celebrating the dragon once every year. On the date of that festival, the orcs sacrifice one of their own to the dragon in order to stave off its attacks, which seems to work as the dragon does not attack the city. The victim goes to their death willingly, with being a sacrifice being considered an honor. The orcs of Waluandin have a force of skilled soldiers defending the city, armed with various melee weapons, and may also have shamans making use of magic attacks similar to the orcs in Grimgar, and while they rarely fight among themselves, the orcs of Waluandin are highly insular, and hostile towards any outsiders. The city is located along the easiest and most direct route to the crater of the Volcano, where both the flame dragon and the portal to Grimgar are located.

    Statistics[]

    • Population: Likely several thousand or more
    • Fortifications: Heavily defended by a literal moat of lava in addition to more conventional walls and towers.
    • Total Troops Strength: Hundreds or more, even with most of the orcs distracted by the dragon festival, Haruhiro’s group was faced with dozens of attackers after they were discovered.
    • Typical Unit Size: Squads of at least a dozen chased Haruhiro’s group out of town, could presumably form larger armies to defend against a full-scale assault.
    • Leadership and Organization: Unclear, but clearly have some sort of centralized leadership and organized society.

    X-Factors[]

    • Physical Strength: 80 - The orcs in Waluandin are noted to be even bigger than those seen in Grimgar
    • Stealth: 50 - Orc tactics seem to be based mostly on conventional combat, with no real emphasis on stealth tactics, possibly as their larger size is easier to notice.
    • Endurance/Durability: 70 - Being larger and typically powerfully build, the orcs of Waluandin are capable of engaging in melee combat for extended periods of time, and their warriors wear armor comparable to their counterparts in Grimgar, though like with most humaniod races, they can be killed in manners similar to a human- i.e. damage to the brain or vital organs etc.
    • Tactics: 70 The orcs of Waluandin are certainly capable of operating in small squads, though they are not depicted in the novel as much as their counterparts in Grimgar.

    Dead Ones (E)[]

    The Dead Ones are a race of creatures similar in appearance to zombies that exclusively inhabit the ruins of the City of the Dead Ones. Dead Ones feel no pain and can only be stopped by attacks capable of completely killing them, such as destroying the brain or heart (though severing limbs or breaking them can limit their ability to attack and make them easier to finish off). The dead ones may vary somewhat in exact build, but all of them are easily identified by their eyes, which are completely white, appearing to be filled with a white fluid.

    Dead ones are intelligent enough to use weapons and armor, and may even make use of projectiles and ambush tactics, and are smart enough to retreat when a fight is not going their way, however, they have no organization, society, culture, or language whatsoever. The Dead Ones will always attack other Dead Ones on sight, in fact, while they will attack any living thing that enters the City of the Dead Ones, they will preferably target other Dead Ones over any other species, a fact that could be used to escape or ambush a group of Dead Ones. Dead Ones are cannibalistic, and seem to gain strength by consuming more members of their own species. While lower “level” Dead Ones are easily dispatched, “higher-level” ones seems to be far stronger, faster, and more intelligent, and one even proved to be a hard fight even for Haruhiro’s entire six-person party. The weakest and most numerous Dead Ones are mostly found in the Northwest part of the city, and increase in strength as one travels counterclockwise around the roughly circular city, with the most powerful, but fewest in the southwest.

    Statistics[]

    • Population: A few thousand at most
    • Fortifications: Don’t really make use of fortifications due to their nature
    • Total Troops Strength: see above
    • Typical Unit Size: N/A, constantly attack each other
    • Leadership and Organization: None, they frequently attack each other

    X-Factors[]

    • Physical Strength: Highly variable, range from weak to superhuman depending on how many of their own species they have consumed
    • Stealth: 65- some more “advanced” members can use ambush tactics and traps, but will also
    • Endurance/Durability: Highly variable, range from weak to superhuman depending on how many of their own species they have consumed
    • Tactics: 35 - Capable of using ambush tactics, projectile weapons, and traps, but as they constantly attack other Dead Ones, they are incapable of operating in groups.

    The wildlife sections refers to non-sentient animals unless otherwise noted. The rarity of a species is noted with the following symbols:

    C: Common in many regions of the world in which they exist

    L: Locally common in multiple regions, though may be rare in others

    E: Endemic to a single location, but may be relatively common in that location

    R: Rare even in their habitats

    X: Extremely rare, only a small population

    D: Faction defunct or species extinct as of the start of the novel series.

    Yegyorns (E)[]

    Yegyorns or “Mist Moths” are creatures found in the Adunyeg or “Moth Forest” and more rarely in the Western Forest regions. Yegyorns are small moths the size of a human fingertip, and feed on the blood of larger organisms. While a human can easily survive a single bite, when a Yegyorn finds prey, it attracts more Yegyorns, allowing them to attack in the hundreds and overwhelm most prey. Yegyorns also have a symbiotic relationship with Getagunas, which are immune to Yegyorn venom. After the Yegyorns kill or paralyze their prey with their venom, the Getaguna will consume the prey’s innards, while the Yegyorns consume their blood and lay their eggs in the corpse. Yegyorns, in spite of their size, are among the most dangerous organisms in Darunggar, to the point that the inhabitants of Darunggar avoid the the Adunyeg forest where they dwell.

    X-Factors[]

    • Population: Very common in the Moth Forest, roaming in swarms of hundreds or thousands, likely total population in millions, however, they only occur in the Moth Forest and occasionally the Western Forest, and are not found elsewhere.
    • Physical Strength: 1 - Minimal, about what you’d expect from an insect…
    • Stealth: 50 - While a swarm would be easily noticible, an individual might not be…
    • Endurance/Durability: 1 - Literally insects, can be swatted with your hands, however, their small size makes most conventional medieval era weapons (and even modern firearms) useless- you’d need something like a modern insecticide sprayer or a flamethrower to effectively clear out a large swarm.
    • Tactics: 70 - Hunt alongside getagunas in a symbiotic relationship described above.

    Getagunas (E)[]

    Getagunas are weasel-like predators endemic to the Adunyeg or “Moth Forest”, with a symbiotic relationship with Yegyorns. Getagunas are immune to Yegyorn venom, and will hunt together with Yegyorns, attacking prey that have been immobilized or killed by Yegyorn venom and consuming their internal organs while the Yegyorns feed on their blood. In spite of their dangerous relationship with Yegyorns, Getagunas are nonetheless a common prey item of wild Gaugai.

    X-Factors[]

    • Population: Common in the Moth Forest, and some may occur in the Western Forest as well, but not seen elsewhere.
    • Physical Strength: 30 - Getagunas are significantly smaller than humans, and are often killed by dog-sized Gaugai. They can still pack a nasty bite, but aren’t that dangerous separated from Yegyorn swarms
    • Stealth: 50 - Getaguna’s are small enough to that they might not be noticed in their dark forest habitat, even if ambush tactics are not their primary strategy.
    • Endurance/Durability:
    • Tactics: 70 - hunt alongside Yegyorn swarms as noted above

    Tobachi (E)[]

    Tobachi, meaning “nasty” or “difficult to deal with” in one of Darunggar’s languages, are a species of animal not extensively described in the novel, but refers to an ambush predator that lives along the shore of rivers that runs past the Well Village, but usually only found upstream of the village. While Tobachi can be very dangerous, they are nonetheless common prey of Yegyorns and Getagunas, having no immunity to Yegyorn venom.

    X-Factors[]

    • Population: Tobachi do not seem to be as common as smaller animals of Darunggar, as is typical of large predators, suggesting they are not particularly common, though exact population numbers are unclear.
    • Physical Strength: 75- Easily capable of subduing and killing humans and other similar-sized animals
    • Stealth: 70 - Use the waters to ambush their prey, similar to crocodiles or alligators
    • Endurance/Durability: 70 - Given their reputation as being “nasty” and “hard to deal with”, Tobachi are suitably durable, putting up a fight even against a human armed with medieval weaponry and armor.
    • Tactics: 60 - Skilled ambush predators as noted above, but seem to operate alone.

    Four-Eyed Beasts (X)[]

    The Four-Eyed Beast refers to a creature only encountered once in the novels, resembling an oversized black-haired wolf or dog, with a height of about 2 meters at the shoulder, a length of three meters, and a long tail about 2 meters long. The creature has four eyes that appear to glow yellow. The four-eyed beast is incredibly strong, capable of easily knocking over a large adult male in plate armor and are very fast and highly agile in spite of its size. The four-eyed beast is also highly resiliant, surviving surviving a dagger to the neck and two lightning spells before retreated. Four-eyed beasts are not particularly aggressive in comparison to some other predators of Darunggar, and while they will attack humans in groups, they will retreat quickly if injured or otherwise judge the fight not to be going their way. Four-eyed beasts are presumably rare, as only one has been encountered, and seem to be endemic to the Swamp of Sleeping Corpses region.

    X-Factors[]

    • Population: Only one encountered in the novels, so presumably very rare.
    • Physical Strength: 85 - Extremely strong, capable of easily knocking down a man in plate armor while also being surprisingly agile
    • Stealth: 45 - Came across the main character’s group suddenly in the novel, but its large size and glowing yellow eyes make it rather conspicuous.
    • Endurance/Durability: 85 - survived a dagger to the neck and two severe electric shocks courtesy of Shihoru’s lightning magic and survived, though it did retreat.
    • Tactics: 40 - Tend to attack aggressively, and will even fight multiple opponents, but are smart enough to run when the fight isn’t going their way.

    Gaugai (L)[]

    Gaugai are creatures with a monkey-like body and a dog-like head, about the same size as most monkey species on Earth. Guagai are predators that are capable of moving at high speed both on the ground and in the trees, and hunt in packs, with their favorite food being Getagunas. While Gaugei packs may attack humans, individual gaugei are not particularly physically strong as to be expected from their size, and as such are relatively easily repelled or killed, and packs of Gaugei are quick to retreat if members are killed or injured in a fight. Some gaugei have been tamed by the residents of Darunggar, while wild Gaugei are found in the Moth Forest and the Western Forest regions.

    X-Factors[]

    • Population: Very common
    • Physical Strength: 30 Weaker than a normal human, and hence, are easily driven off or killed in combat.
    • Stealth: 40 - tend to favor speed over stealth to attack, though are obviously capable of taking prey by surprise
    • Endurance/Durability: 30 - Easily killed with most weapons
    • Tactics: Tend to attack in groups, but are not as skilled or dangerous ambush hunters as other Darunggar predators.

    Swamp Snakes (R)[]

    The Swamp of Sleeping Corpses is also home to a species of venomous water snake that spends most of their time underwater, but will attack prey that approach the waters edge striking out from the water and biting them. The venom of the swamp snake is fairly fast acting, and can cause a human to collapse and suffer convulsions in a matter of minutes. Fortunately, the effects of the poison can be cured using the healing magic of a priest of Lumiaris, but it may cause residual symptoms of headache and nausea even if healed. Swamp snakes will pursue prey that escape an initial attack and may attack in groups, but will not follow prey out of the immediate vicinity of the water.

    X-Factors[]

    • Population: Relatively common, with likely thousands of individuals in the swamp.
    • Physical Strength: 25 - significantly smaller and weaker than humans
    • Stealth: 80 - are almost undetectible in the water, especially given the constant low light conditions in Darunggar.
    • Endurance/Durability: 15 - Easily killed with most weapons… or a sharp knock over the head with a piece of firewood or something…
    • Tactics: 70 - Absolutely deadly ambush predators with absolutely deadly venom.

    Forest Worms (X)[]

    A rare species of predatory worm-like creature is known to be found in the Western Forests. The creatures seem to live in colonies that resemble a mass of intestines, and are about as thick as human arm and very long. Alone, they are not particularly dangerous, but they will attempt to grab animals, including humans that come to close to colony and pull them into the mass and constrict them. The species is very rare, with only one colony being known to exist, to the point that a long-time resident of Darunggar had never heard of them before when described.

    X-Factors[]

    • Population: Extremely rare, only one colony known to exist.
    • Physical Strength: 55 - Not particularly dangerous alone, not being very strong or fast, but in groups can pull a human towards the colony
    • Stealth: 60 Tend to attack at night, when a colony managed to get within a dozen meters of the main character’s camp before being detected
    • Endurance/Durability: 40 - easily enough killed with melee weapons, but dangerous in groups
    • Tactics: 55 - seem to attack during the night, when prey are least able to see, resist or evade their attacks. Also seem to retreat when enough of them are killed.

    Logoks (E)[]

    Logoks are humanoid creatures about the size of a human or slightly taller, seemingly made out of wood, with a stump-like body and branch-like limbs. Logoks do not seem to be sapient, but live in groups, however, they have a slow, awkward gait that means they are easily evaded, though if they do engage in combat, they can be very resiliant. While the statement of a long-time resident of Darunggar that “Logoks don’t die” is not entirely true, in order to kill one, it has to be practically smashed into pieces small enough that they are unable to move, seeming to lack any vital organs that can be destroyed with a well-placed hit. Logoks that are killed will dry out and their bodies will become flammable, the smell of burning Logok branches will repel Logoks, however, it will also attracted the more dangerous Nivles. Logoks are found only in the Alluja region of Darrungar.

    X-Factors[]

    • Population: Significant population, likely thousands to 10,000s in Alluja, endemic to region
    • Physical Strength: 65 - Their awkward gait makes them less dangerous, but can can fight against an armed human.
    • Stealth: 30 - Not particularly stealthy given their size and awkwardness.
    • Endurance/Durability: 95 - Must be absolutely broken to pieces to be destroyed, though they can be incapacitated far more easily
    • Tactics: 50- Not particularly notable for effective tactics, though they can be dangerous as they live in large groups of over 40, and will attack enemies in large groups if the colony is threatened.

    Nivles (E)[]

    Nivles are large crocodile-like animals native to the ruins of Alluja, standing less than a meter tall, but 3-4 meters long. In addition to their large teeth and powerful jaws, Nivles are also venomous, making them extremely dangerous, though their venom may be healed by a priest of Lumiaris, though apart from in some of the villages and towns occupied by humanoids, those are not particularly common in Darunggar. Male Nivles have a crest, with individuals with a larger crest seeming to be more aggressive. While Nivles are typically ambush predators, males are more likely to make a direct attack, while females are more likely to ambush their prey, in some ways making them more dangerous. The primary prey of Nivles are Logoks, however, they seem to consider humans to be more appetizing prey, and will aggressively attack any they encounter. The meat of Nivles is edible, and their hides can be sold in towns for a good price, but are bulky, making them difficult to transport.

    X-Factors[]

    • Population: Significant population, but far less common than Logoks, possibly a few thousand. Endemic to the Alluja region.
    • Physical Strength: 80 - Extremely large jaws make them dangerous predators, but not particularly fast over long distances given their short legs
    • Stealth: 60- tend to be ambush predators, but some large males will tend to attack prey head-on.
    • Endurance/Durability: 75- have thick hides and their large size means they can take some damage, but can still by killed quickly by hits to vital organs
    • Tactics: 60 - Not sentient, but highly dangerous ambush predators, though some larger males are more aggressive and prefer head-on attacks, meaning in some ways female Nivles are more dangerous.

    Skards (E)[]

    Skards are large flightless birds comparable to ostriches and emus, but looking more like oversized crows with long legs to allow them to run at high speed, endemic to the “Field of Bones”. Skards feed mostly on carrion, but are aggressive enough to attack any living thing that comes into their territory, attacking by charging them down and immobilizing prey with their powerful legs and talons, possibly forcing them into the massive piles of bones that cover the area, after which point they will peck the prey to death. Skards are aggressive enough to attack even groups of armed and armored humans.

    X-Factors[]

    • Population: Significant population, but not extremely common, as with most predators, possibly up to a few thousand
    • Physical Strength: 70 - powerful legs allow them to run at high speeds and deliver a powerful kick, and their talons and pecking attacks can easily injure unarmored humans.
    • Stealth: 45 - May surprise prey in the initial attack, but once they locate their prey and begin a charge, Skards are rather overt.
    • Endurance/Durability: 60- definitely vulnerable to most ranged and melee weapons, but can absorb some damage to non-vital areas due to their size. Basically about what you’d expect for an animal of their size.
    • Tactics: 45 - Not sentient, but will ambush prey in the initial attack, but their charging tactic make them very noticeable, and will attack even groups of armed humans, something that is not always a winning prospect for the Skard.

    Guji[]

    Guji are creatures similar about the size of a badger with an appearance describe as a cross between a monkey and a bear, living in burrows in groups of up to about ten individuals. They are highly aggressive and while individually not particularly dangerous to an armed human, if any intruders approach their burrow, the entire group will attack them aggressively, clawing and biting at them. Still, they are not as dangerous as some other larger animals of Darunggar to an armed and armored human.

    While their meat is edible it is extremely tough, making the easist way to cook it being to stew it for an extended period of time, at which point it softens.

    X-Factors[]

    • Population: Very common, likely at least several 10,000s
    • Physical Strength: 40 - not particularly strong or dangerous to an armed and armored human, but aggressive.
    • Stealth: 35- Do not attack humans as prey, so any attacks are defensive, so unlikely to ambush humans away from the wild.
    • Endurance/Durability: 30 - smaller than humans, so easily dispatched with most weapons.
    • Tactics: 40 - aggressive if the colony is threatened, but not particularly clever with their means of attack.

    Salamanders (E)[]

    Salamanders are large lizard-like creatures living in the volcano that are capable of literally submerging themselves in the lava flows. Their skin consists of patterns of orange, red, and black, camouflaging themselves within the lava in which they spend much of their time wading. Salamanders are ambush predators that will attack any species that approach the edge of a lava pool. Will not usually attack humans or other animals that keep their distance from the lava, suggesting they are not capable of moving quickly for long distances.

    X-Factors[]

    • Population: Endemic to the volcano, likely in the hundreds to 1000 at most.
    • Physical Strength: 80 - Easily capable of overpowering a human with a fast surprise attack at short ranges, but not able to move quickly over extended distances
    • Stealth: 95 - Almost indistinguisable from the lava they wade in when motionless
    • Endurance/Durability: 80 - can be injured by heavy physical damage and non-fire magic attacks, though their heat resistance makes fire ineffective.
    • Tactics: 80- not sentient, but master ambush predators- their lava flow habitat also means that any prey dragged into the lava flow will be killed by the heat if the salamander doesn’t kill them directly.

    Fire Dragon (X)[]

    Grimgar Flame Dragon

    The Flame Dragon of Darunggar approaching novel main character Haruhiro.

    By far the largest and most dangerous life form in Darunggar is the fire dragon of which only a single individual is known to exist, being endemic to the volcano near Waluandin. The fire dragon resembles a large dragon typical of those depicted in Western mythology and fantasy, being a roughly 20-meter long winged reptilian creature, with bright red scales covering its body, which are hard enough to repel arrows and most magic attacks. As its name suggests, the flame dragon’s most notable feature is its ability to breathe jets of fire a distance of at least 50 meters in a flamethrower-like blast, a direct hit from which is hot enough to to melt boulders. The dragon is capable of flight and tends to attack from the air, “strafing” targets with it fire breath. While these attacks are very deadly, it is possible for a human to see them coming and evade them by moving perpendicularly to the direction of the dragon’s flight, as the dragon seems to have limited maneuverability to “break off” or correct its trajectory once it’s committed to an attack. The dragon does not seem to stray far from the volcano, only seeming to hunt prey on the slopes of the mountain.

    X-Factors[]

    • Population: Only one individual known to exist in the volcano, though more presumably exist somewhere in Darunggar.
    • Physical Strength: 100- Literally over 20 meters long, has more than enough strength to tear apart anything its fire doesn’t kill
    • Stealth: 35 - might be harder to spot in the constant low light conditions of Darunggar, but even then, a 20-meter long, flying, fire-breathing dragon is hard to miss.
    • Endurance/Durability: 100 - None of the weapons or magic attacks of Haruhiro’s or Unjo’s party did any meaningful damage. You’d likely need at least a rocket launcher, if not heavier modern weaponry to bring it down.
    • Tactics: 60 - attacks in “strafing runs” with its fire breath, and may use its claws to grab prey resistant to fire, such as Salamanders, before presumably swallowing them whole. Does seem to have limited fine-level maneuverability, meaning it can be evaded easily enough once it starts a “strafing attack”.

    “Entrance” Portal[]

    • Location: A cave a short distance south of the Well Village
    • Destination: cave in Dusk Realm
    • Hazards: Dusk Realm entities (Dusk Realm side), Dangerous wildlife (Darunggar side)

    Volcano Portal[]

    • Location: Fire Dragon Mountain, near the summit crater
    • Destination: Thousand Valley, Grimgar
    • Hazards: Flame Dragon, Waluandin orcs (Darunggar side), Dangerous Wildlife (Grimgar side)

    Second Portal to Grimgar[]

    • Location: Unknown (Darunggar side)
    • Destination: Hole of Wonders, Grimgar
    • Hazards: Unkown, but described as extremely dangerous

    A second portal between Darunggar and Grimgar via the Hole of Wonders was discovered by Lala and Nono, but it is described as "extremely dangerous".

    Possible Unknown Portal[]

    • Location: Unknown (existence uncertain), likely somewhere unexplored by Haruhiro’s party- beyond the areas described in the novel, possibly in or beyond the mountains visible north of the Charcoal Burner’s hut.
    • Destination: Earth (unknown location)
    • Hazards: Unknown (Darunggar side), Likely none (unless it opens into an active warzone or something) (Earth side)
    While the exact location is unknown as it has not been encountered in the novels, the presence of items from Earth in a house in the Well Village suggests there is a portal to Earth located somewhere in Darunggar.

    Parano[]

    Parano

    Haru's party in Parano

    Parano, a world where dreams and the present intersect...
    — Light novel Volume 13 on Parano

    Parano is the last of the four worlds of the Grimgar light novel, and the only one apart from Grimgar known to be connected to Earth, though the portal appears to be one-way as no one is known to have returned to the Earth from Parano (though voters may decide whether Toriko’s Otherside-enhanced hand may be able to force a portal to Earth open, should they find one). Parano is also by far the strangest world in Grimgar multiverse, being a world in which every human who enters becomes a reality warper, albeit to a limited degree, described further below. The world lacks a sun, but levels of light are similar to daylight on Earth, with a pink sky with white dots described as “stars”, which occasionally fall from the sky, lit by a large crescent moon that never sets or changes phase. Time and space do not follow normal laws of physics, with distances between objects changing regularly, with the exception of a few fixed points which are a constant distance apart. Time also does not flow at a fixed rate, with events sometimes occurring slower or faster than they would normally take. Likewise, humans do not fatigue, age, or require food and water while in Parano. It is, however, possible fall asleep in Parano if one inhales a sweet scent on the air that is sometimes carried by the wind for an extended period of time. Once one falls alseep from this wind, they will invariably dream, and will eventually wake up, only to discover a figment of their dream has become reality, often as a hostile “dream monster”.

    Alien Physics[]

    • Constant daylight-levels of light
    • Distance between points is variable and constantly changes
    • The rate of time is constantly changing, with actions sometimes taking more or less time than they should on Earth. This, along with the lack of aging or fatigue in humans makes time almost irrelevant.
    • Humans do not age, fatigue, or require food or water while in Parano.
    • Sleep is only possible through inhaling a sweet-smelling gas that is sometimes carried by the winds for extended periods of time. If inhaled, one will dream, and awaken to discover that a figment of their dream had become reality, often transformed into a hostile entity. It is possible to avoid being affected by this substance by covering one’s face with even a crude cloth face mask.

    Because of the alien physics of Parano, the distance between most points is highly variable, and a distance that took five minute to walk one way may take an hour or more, for instance, the next. The very topography of Parano is also variable, with structures such as hills, mountains, cliffs, etc, appearing and disappearing regularly, presumably as a result of the cumulative reality warping power of all sentient life forms in Parano. There are a few major locations that appear to be “fixed”, however, with their locations being apparently immune to reality shifts, always being present and a fixed distance apart. Below of are the list of “fixed” locations in Parano:

    Shiguhari/ Elephant Castle/ First Ruins[]

    Sometimes described as the First Ruins, the area was originally home to Shiguhari the largest city of the civilization that inhabited Parano. The city grew to be so large because it was in possession of an interdimensional portal known as the “Door to Heaven”, which was a unique object in Parano. When the King of Parano seized power, he destroyed the city along with the rest of the civilization. After two failed attempts to seize the Iron Tower of Heaven and Bayard’s Garden as the site for his capital, the King’s right-hand man, who would later become known as the “Sleeping Man” suggested the Ruins of Inami as the sight for his palace. The King would use his reality warping powers to contruct an imposing castle out of the ruins, which he named the Elephant Castle, frequently remodeling and adding to it over the years.

    After the Sleeping Man entered his namesake enchanted sleep, the reality warping effects of his dreams created the Scarlet Forest, a forest of trees with red leaves, inhabited by numerous dangerous Dream Monsters, the largest being an entity similar to a human infant, but over 20 meters tall. The Scarlet Forest can be avoided by taking a tunnel from the Seventh Ruins.

    Inami/ Bayard’s Garden/ Second Ruins[]

    Formerly the town of Inami, most of the buildings have since been destroyed, with it being converted into an area of rolling hills covered by fields of flowers interspersed with narrow paths. The ruins were converted to this state by a “Trickster” (see below) named Haname, who is normally docile, but will turn extremely hostile if someone damages the flowers. Haname has controlled Inami since at least as long as the King of Parano rose to power. Early in his rise to power, King of Parano sent his vassal, named Bayard to conquer the ruins, however, he was defeated by Haname. Since then, the ruins have been nicknamed “Bayard’s Garden” after his defeat.

    Doll Town/ Third Ruins[]

    An abandoned city now known as the Doll Town, inhabited by Nui, a “trickster” who obsessively makes animate dolls who inhabit the city. If an outsider enters the town, both Nui and the dolls will aggressively attack the intruder, chasing them even after they leave the city.

    Mimic’s Town/ Fourth Ruins[]

    The ruined city known as the “Fourth Ruins” is also called the Mimic’s Town as it is home to a “trickster” known as the Mimic and numerous dream monsters under her control known as Yomu. The Mimic and Yomu are not hostile so long as outsiders follow four rules telepathically transmitted to all who enter the town:

    • Rule… One... Be quiet... Don't make a fuss...
    • Rule… Two... Fighting is... bad... Be peaceful... gentle... fun...
    • Rule… Three... You can't... leave this... town... ever...
    • Rule… Four... Imitate... everyone…"

    As long as all of these rules are met, the Mimic and Yomu will remain docile, however, minor violations of the rules will result in the outsider being ordered to leave by the telepathic voice. This is the only way to leave the city without turning the Yomu hostile. Major violations, refusal to leave when ordered, or attempting to leave under any other situation will result in the Mimic and the Yomu becoming hostile.


    Fifth Ruins[]

    An abandoned town built on a hillside, the town was converted into thousands of statues of Yonaki Uguisu by Ahiru, with the largest one, which he considers his best piece, being placed on the hill top. Alice later destroys most of the statues out of frustration at Ahiru’s repeated attempts to convince them to enter the service of the King of Parano.

    Sixth Ruins/ Asoka[]

    The remains of the town of Asoka were abandoned, but relatively intact, and was used by Alice as their home until Ahiru destroyed it while Alice was away in retaliation for their continued refusal to join the King’s Army.

    Seventh Ruins - Rainbow Mole Tunnels[]

    All that remains of the seventh ruins is a hill turned into a “warped honeycomb” with tunnels created by the Rainbow Mole, a vassal of the king who can control the layout of the tunnels within the hill. It contains a tunnel leading into the Elephant Castle, but the Rainbow Mole’s control of the tunnels renders this difficult.

    Glass Mountain[]

    The Glass Mountain is exactly as it sounds, a literal mountain constructed of a glass-like crystalline substance, which is hard, but extremely brittle, and can be broken and collapse if one steps on a weak point. The slope is initially very gentle, but grows steeper as you climb higher, eventually becoming practically vertical.

    Iron Tower of Heaven[]

    A massive tower seemingly constructed of iron that acts as a sort center piece of Parano, visible from any location and making for a means of orienting ones self. The iron tower is so tall that no person has ever managed to reach the top. The tower is surrounded by a maze of rusted iron walls about ten meters tall. Anything left in the maze will slowly turn to rust, including humans, though this process is slow enough that people can spend at least a few hours in the area of the tower with no ill effects.

    Valley of Worldly Desires[]

    The Valley of Worldly Desires is a massive valley with a steep cliff on one side and steep, but traversable slope on the other. The valley continues for an unknown length, with no one having found an end in either direction. The Valley is filled with a crowd of “dream monsters” that slowly move down the slope and climb up to the cliff. Beyond the cliff only an endless expanse of blue, and once the dream monsters cross it after climbing the cliff, they disappear. It is not known what happens to them after that point. It is possible that the Valley is the “edge of the world” in Parano.

    Sanzu River[]

    Named for a river in Japanese mythology with a similar role to the Styx of Greco-Roman myth, as the boundary of the underworld. The Sanzu of Parano is a river not of water, but of multicolored bubbles about ten meters wide, the source of which is a “spring” where the bubbles flow out of the ground at high speed. The end of the river is unknown. The Sanzu is lined with white pebbles which have a minor mind-control affect causing passersby to begin stacking the pebbles into small mounds, though this affect can be resisted by some one with a strong will.

    In Parano, all humans (and other sentient beings) who enter become reality warpers to a limited degree. The first way this occurs is when a human is rendered unconscious by breathing the sweet scent sometimes carried on the winds for an extended period of time. While unconscious, they will invariably dream, and while not (at least not seen so far) vulnerable to attack while sleeping (possibly a result of unconscious reality warping), when they awaken, part of their dream will be come reality, often forming a hostile “dream monster”.

    The second, consciously controlled method of reality warping is the magic system of Parano, consisting of three forms of magic which any human can use at least one of. For the purposes of this match, Sorawo and Toriko will be able to use these abilties as with any other human, but will have to figure them out themselves unless they receive assistance from an friendly “NPC”. Parano magic only works while in Parano, and will not embue the user any extra powers once they exit Parano. There exist for four types of magic in Parano, however, these categories are actually mental constructs forced on others by the King of Parano, a powerful reality warper, so as to limit reality warping and prevent similarly powerful rival from ever rising.

    • Philia is a form of magic that can embue an object such as a weapon with extra powers, as well as enhancing the strength and abilities of the users. As Sorawo and Toriko will likely use their guns as the focus, it will likely enhance the firepower of the bullets and give them the ability to replenish their ammo at will, if not give them infinite ammo outright, as well as enhancing their own physical abilities. If a focus is lost or destroyed, the powers associated with it will be lost, including enhancements of both the weapon and the user, until the object is recovered (if possible). The more powerful the user of the magic, the more powerful the weapon. Given that many Parano magic users can cause building-level damage, it is likely that, assuming their guns are their “focus”, they would likely have the firepower of autocannons if not tank guns or artillery while in Parano.
    • Narci is a type of magic that uses ones own body as a focus, enhancing one’s own physical abilties to a far greater degree than Philia, and as it not connected to an object, it cannot be disabled by the loss or damage to said object. It appears to be most easily used by those with high self-esteem, enhancing features they are most proud of to a particularly high degree, such as physical strength and beauty.
    • Doppel is a type of magic that allows to the users to create copies of themselves. It is easiest to use if one has a low self-esteem or an inferiority complex. The copy does not have to resemble the original, in fact, give the psychological state of most users, the copy will often represent one’s ideal self, whether in a physical or metaphorical sense. It is also possible overlap oneself with the original, with the original taking on the body of the copy.
    • Resonance: Resonance is the rarest form of magic in Parano, with only two known users. Resonance allows the user to increase the power of other’s magic as long as they are in their proximity. It also allows the user to resonate with the thoughts of a person, essentially allowing the user to read their thoughts, learn about their past, and see through any illusions they may have created. I will allow the voters to decide whether Sorawo’s Otherside-enhanced eye, which has some similar abilities might increase the probability of her gaining resonance magic.
    • Id and Ego: Named for two of the components of the unconscious mind theorized by Sigmund Freud, in Parano, these two forces are measurable components held by every sentient being in Parano. While within Parano, one can sense the strength of one’s “id” and “ego”, as well as that of those around them. “Ego” is in essence the strength of one’s level of self-awareness and realization, the level that they see themselves as a unique individual separate from others, while “Id” is the strength of one’s unconscious desires. Within Parano, those forces become measurable concepts, and “ego” in particular is determines the strength of one’s magic abilities, making increasing it highly desirable.
    There are two ways to gain ego. The first is to kill either a half-monster or a human and consume their ego directly, and the second is to kill dream monsters, which lack any ego of their own, possessing only id, and consume their id. When one consumes a dream monster’s id, their ego will increase to match it, however, this occurs relatively slowly, and meaning if one consumes too much id too quickly, it will overpower their ego and they will transform into a Trickster.

    All (at least somewhat) friendly “factions” in Parano are lone individuals, so the rarity indicators will not the be used here.

    Alice[]

    AliceGrimgar

    Alice is a mysterious figure in Parano who has a feminine appearance and name, but speaks with a male-sounding voice and never uses any form of pronoun, always referring to themselves in third person. Alice is one of the few human inhabitants of Parano who has managed to survive and remain sane for an extended period of time in the world. Their personality and intentions are hard to read, described as “kind at some times and cruel at others”. For instance, when they first meet Haruhiro, Alice rescues him from an attacking dream monster and gives him a cloth mask to protect from the sleep-inducing gas that is sometimes carries on the winds, but they also are cold and refuse to answer questions, though they do eventually become friendlier and eventually join Haru’s party for the duration they spend in Parano.

    In terms of appearance, Alice has a feminine appearance and seems to have albinism, having red eyes and pale white skin and hair. They are described by Haruhiro as having an almost otherworldly beauty. Alice was formerly from another world, likely Earth, or at least, they had journeyed to Earth before as they are aware of the city of Tokyo. It is known that as a child, Alice was relentlessly bullied, leading to their cold, distant demeanor. Alice is a powerful user of Philia magic, their focus being a shovel, which, in addition to acting as a melee weapon, can unfold the blade to become a shield large enough to cover two people and block most attacks. She is also stated to be significantly more powerful than Ahiru. When strengthened by a Resonance user, the shield becomes even more powerful, capable of blocking repeated attacks by a massive 20-meter tall dream monster.

    The Sleeping Man[]

    The Sleeping Man is a man found in a long-term sleep near the Scarlet Forest. He was formerly the King’s Vassal, and was in Parano since the time when the seven cities were inhabited. The Sleeping Man was formerly the Kings favorite vassal, who gave him the intelligence about the location of the Door to Heaven in the ruined city that the King would convert into his home. As a reward, the King honored the Sleeping Man’s wish to remain in an enchanted sleep to this day. In his dream, the Sleeping Man created the Scarlet Forest in a manner similar to a dream monster, and may be responsible for at least some of the Dream Monsters that lurk in the forest.

    Ahiru[]

    Ahiru is a vassal of the King of Parano, and one of his primary servants as of the point that Haruhiro and the rest of his miltia squad arrive in Parano. Ahiru is described as a young man with light-colored hair and a well-kept beard, with an appearance that suggests he would be handsome and stylish man, the type who would be popular with women, but as of his apperance, had a slightly dirty and decrepit look to him. Ahiru is not his original name, as he was born in another world, possibly Earth, as and he and his girlfriend Yonaki Uguisu was ventured into Parano. Recognizing him as having powerful magical potential, The King forced Ahiru into his service by kidnapping Yonaki and holding her hostage, threatening multiple times to kill her. As of the arrival in Parano of Haruhiro’s party, Ahiru’s goal was to convince Alice to side with the King and become his vassal, however, as Ahiru was not as powerful as Alice, he could not fight them directly, and so opted to destroy the Sixth Ruins, which she used as her home base, in order to harass her.

    Ahiru is a powerful user of Philia magic, with his belt acting as his focus, allowing him to use attacks powerful enough to destroy the 6th Ruins, the he is noted to be significantly less powerful than Alice, and so does not wish to fight her.

    Io's Party[]

    Io

    Io, leader of her party of simps.

    Io is a priestess with long black hair, described as a peerless beauty who is the leader of her party. Having a very high opinion of herself, Io insists on being called "Io-sama", using a Japanese suffix usually referred for one's social superiors such as nobility. The other remaining members are all male, and are all infatuated with Io, and the two surviving members have names homonymous to actual inauspicious words in Japanese (Gomi - trash ; Tasukete - "help me".). Io has a rather toxic relationship with her members, all of them having a one-sided infatuation with Io, which Io uses to get them to do all of the most difficult work for her, placing themselves at greatest risk. They are affiliated with the "Day Breakers Clan", but ever since they arrived in Parano, the three surviving members, Io, and Gomi, were forced to work for the King of Parano after the king held Tasukete hostage. The other three members were killed either by the Dream Monsters or by the King himself. After he adventures in Parano, Io is captured by Leslie and given a memory-erasing drug by Hiyomu, and subsequently becomes one his agents.

    X-Factors[]

    • Physical Strength: 60-80 Unclear, presumably enhanced in Parano, but it is suggesting she is primarily using Parano magic to enhance her beauty, though it would result in a secondary "blanket upgrade" to all stats, though as a priestess, she is not a front line combatant. Gomi and Tasukete are likely physically stronger.
    • Stealth: Tasukete was the unit's thief, but was taken hostage, so while he was trained in stealth, Gomi, being Dread Knight is more overt, and Io is a priestess, so combat is a secondary role to the use of healing magic.
    • Endurance/Durability: 70- presumably have at least as much endurance as a human in good condition in most case, in Parano, this is likely enhanced by the world's unique magic system.
    • Tactics: 60 - seem to at least be competent combatants given her party survived so long in Grimgar before arriving in Parano.

    Tricksters[]

    Tricksters are the remains of humans and possibly other sentient species who absorbed too much “id” from killed dream monster, and has their subconsciuous desires completely overwhelm their conscious sense of self. Trickster are still sentient and capable of speech, and will not necessarily attack on sight, however, their mental state is so removed from that of a normal human that they are effectively insane, and are as such are difficult to communicate or reason with. The magical ability of a Trickster is significantly greater than that of most humans in Parano, making them extremely dangerous. The trickster state exists only in Parano, and only lasts as long as the trickster remains in Parano, and will revert to a normal human upon exiting. This method of conversion is difficult, however, as one much either subdue the trickster and force them through an exit or potentially deceive or lure them through the exit. The only other known method of “curing” a trickster involves using resonance magic (see above). While three of the tricksters listed below are the most powerful and the ones noted to have a notable locations, they are far from the only ones. While the ones listed below will not attack humans on sight, they are NOT the only Tricksters in Parano, and, given that, when Kuzaku was almost transformed into a trickster, he began to feel homicidal impulses, suggesting that, depending on their psyche, it is likely there may be some that will attack on sight.

    Statistics[]

    • Population: Unknown, only five encountered by Haruhiro’s party.
    • Fortifications: Usually none, see specific tricksters below
    • Total Troops Strength: Highly variable, usually alone, but some can create “minion” entities.
    • Typical Unit Size: usually alone, with known exceptions described below.
    • Leadership and Organization: Usually none

    X-Factors[]

    • Physical Strength: 80+ Tend to be at least low-tier superhuman, with the caveat that all sentient beings in Parano have at last low-tier and often higher superhuman abilities due to the magic system, however, Tricksters tend to be more powerful than most humans, meaning it is difficult to fight one alone. They also tend to be fairly fast and agile.
    • Stealth: 35+ All instances thus far seen seem to prefer attacking directly, however, this may not be the case with all tricksters, as their personality and level of aggression, as well as preferred tactics, are influenced by the person they once were.
    • Endurance/Durability: 70+ All of them seem to have some degree of superhuman durability
    • Tactics: 20-60 Many “Tricksters” attack with a berserker rage with with no more advanced tactics, but those that have created subordinate entities under their control can use them to attack in groups, opening up the option for more advanced tactics.

    The Mimic and Yomu[]

    The Mimic is a female trickster that inhabits the Town of the Mimic, who controls hundreds of humanoid dream monsters known as “Yomu”. The Mimic is capable summoning fog that constantly covers the town, and can control the growth of the ivy in the town, which she usually uses to temporarily close off the entrance gate, though it will eventually re-open. The Mimic and the Yomu will not attack outsiders unless they violate one of four rules of the town that are telepathically transmitted to anyone who enters. Lesser violations of the rules will typically result in the outsider being telepathically ordered to leave, effectively freeing them from ‘Rule 3”, however, hostile acts against the Yomu or the Mimic herself, or refusal to leave when ordered or attempting to leave will result in all of the Yomu in the town attacking the intruder. The rules are:

    • 1. Rule... One... Be quiet... Don't make a fuss…
    • 2. Rule... Two... Fighting is... bad... Be peaceful... gentle... fun…
    • 3. Rule... Three... You can't... leave this... town... ever…
    • 4. Rule... Four... Imitate... everyone...


    The Yomu are generally at least as capable in combat as a typical dream monster, however, their sheer numbers make them a formidable foe for anyone seeking to enter or escape the town by force. The Mimic mostly makes use of the Yomu as her “soldiers” when she needs to engage in combat, so her capabilities are unknown, but presumably considerable.

    Statistics[]

    • Population: The Mimic is an individual entity, but she has hundreds of Yomu under her command.
    • Fortifications: The city is surrounded by walls that the Mimic can block off with ivy, and the fog acts as a natural defense, confusing intruders.
    • Total Troops Strength: A few hundred Yomu
    • Typical Unit Size: Unclear, likely not more than a few dozen at one time, given the tight confines of the city.
    • Leadership and Organization: The Yomu are under the Mimic’s complete control, and will attack anyone she targets.

    X-Factors[]

    • Physical Strength: at least 60- Parano magic usually incurs some form of superhuman strength and/or agility, but it is not clear how much as the Mimic has not been directly engaged in combat in the novels. The Yomu are presumably comparable to other “dream monsters”.
    • Stealth: 60- the Mimic places the town in constant fog to disorient intruders and make them vulnerable to ambushes.
    • Endurance/Durability: 75+ presumably similar to other powerful Tricksters, which are known to survive building-level damage. The Yomu has similar levels of durability to ordinary dream monsters.
    • Tactics: 50— will not attack except under specific circumstance, and in that case, mostly seem to attack in a massed attack, simply overwhelming the enemy.

    Haname[]

    Haname is a “Trickster” inhabiting a group of hills known as “Bayard’s Garden”, after the name of a vassal of the King of Parano who was killed in a failed attempt to conquer it, which are covered by a field of flowers criss-crossed by paths of about 50 cm in diameter. Haname herself resembles a beautiful young woman, save for the fact that she lacks and visible facial features, though she is still capable of speech. While Haname is normally polite and a mild-mannered, spending most of her time tending to the flowers in her “garden”, she will become extremely hostile to anyone, whether they are human or a native species of Parano, that damages the flowers in her garden. When attacking, Haname transforms into a giant butterfly at least as large as a human, capable of firing sonic blasts capable of hurting the ears and throwing a human off balance, and can control the winds, to the point she can summon gusts of wind and small tornadoes that can easily throw a human through the air, making her one of the most dangerous known tricksters in Parano.

    X-Factors[]

    • Physical Strength: at least 60- Parano magic usually incurs some form of superhuman strength and/or agility, but it is not clear how much Haname possesses as she mostly uses her powerful ranged attacks.
    • Stealth: 30- Haname does not actively hide her presences and when turned hostile, she attacks in a very overt manner, flying through the air and blasting her enemies with sonic attacks and aerokinesis. Subtle she is not. The only thing way she might surprise an enemy is that if an intruder is not aware of her nature, in which they will be in for a nasty surprise if they damage her garden…
    • Endurance/Durability: 75+ presumably similar to other powerful Tricksters, which are known to survive building-level damage. Possibly greater as she can presumably shrug off even the mass destruction she is capable of causing. Her durability in her humanoid form is unknown.
    • Tactics: 40— will only attack if a person damages her garden or (presumably) attacks her human form. When she does, she seems to favor pummeling them with highly destructive ranged attacks over anything more tactical or strategic.

    Dream Monsters (C)[]

    Creatures spawned from the dreams of those who fall asleep in Parano, located mostly in the Valley of Earthly Desire, but may roam anywhere in Parano, and particularly attracted to the falling of “star” in the sky, which seems to occur whenever new people arrive in Parano. Most dream monsters are hostile towards any entity not native to Parano and will attempt to kill the target or occasionally convert them into a half-monster. Dream monsters can be killed by physical damage or magic attacks. Their form varies greatly and could take on practically any appearance, often having an amalgamation of various human and animal characteristics. They may attack in any number of way, though many seem to use mostly melee attacks using limbs, tentacles etc, though at least one has a mind-affecting ability that can effectively stun an enemy. Dream monsters range in size from a the size of a frog to about 20 meters tall, with large and more powerful ones produced by those with a stronger id. Most dream monsters are about the size of a human or slightly larger. Only one dream monster is known to wield a weapon, and it shows no other signs of sentience besides this. In general, Dream Monsters seem to have animal-like intelligence and do not attack each other, being able to attack in groups, and will retreat from a powerful enemy if a fight does not go their way.

    Statistics[]

    • Population: Unknown, at least several hundred
    • Fortifications: None
    • Total Troops Strength: At least several hundred
    • Typical Unit Size: Usually found in small groups, but can be found in larger groups in the Valley of Earthly Desire and possibly the
    • Leadership and Organization: None

    X-Factors[]

    • Physical Strength: 20-100 Given the massive variance in their morphology, the strength and agility of Dream Monsters varies massively from small entities significantly weaker than a normal human to massive 20 meter tall entities. Most dream monsters, however are about the size of an average human or smaller. The smaller ones, while not particularly strong, may have mind affecting attacks that can temporarily stun and enemy or other abilities that make them more dangerous in spite of their reduced strength.
    • Stealth: 20- 70 - Some dream monsters, typically larger ones prefer direct attacks, however, some use ambush tactics, hiding behind cover, burrowing underground, or simply by means of their small size.
    • Endurance/Durability: 20-95 Varies considerably, with the weakest ones being the size of a frog and presumably easily dispatched, while the most power being over 20 meters tall, weighing hundreds of tons, and likely requiring artillery-level firepower to bring down.
    • Tactics: 60— Possess animal-level intelligence, but can use effective ambush tactics, but not capable of advanced military maneuevers in any sense of the word.

    Half-Monsters (X)[]

    While most “dream monsters” will simply attempt to kill and consume anything they attack, some will attempt to incapacitate and capture humans and possibly other outside sentient life forms dragging them off to some unknown location, possibly their “nest”, and convert them into a “half-monster”. Half-monsters are, in appearance, a cross between the human they once were and the dream monster that converted them. Thus far, the only “species” of dream monster known to convert humans in to half-monsters are ones that resemble a a human head surrounded by octopus tentacles, with the whole creature being about the size of a human. Half-monsters may speak simple phrases which allude to their past selves, but are invariably hostile to humans and there is no known way to reverse the process of conversion, the only way to prevent it is to kill the monster attempted to capture someone before it drags them off to their nest. While the original human that they once were will be ejected from a half-monster once it is killed, and amy even have some memories of who they once were, within minutes, they will degenerate into a state of insanity, attacking anything with enhanced strength. Some smaller half-monsters lack the humanoid parts, being identifiable as such only by their small ego, resembling a small burrowing fish-like creature that exudes a poison from skin, that can cause dangerous mind-effecting affects, including self-harm. Unlike dream monsters, half-monsters possess a small amount of “ego” in addition to their “id” which an be absorbed upon killing them.

    Statistics[]

    • Population: Rare, only a handful were encountered in the novel.
    • Fortifications: N/A
    • Total Troops Strength: see “Population”
    • Typical Unit Size: usually only encountered alone
    • Leadership and Organization: None

    X-Factors[]

    • Physical Strength: 80- most examples are slightly larger than a human, and have the strength to be expected of such a species.
    • Stealth: 50 Most half-monsters attack head on, however, some smaller examples are capable of burrowing
    • Endurance/Durability: 70 Half monsters are relatively durable, depending on the person that they aborbed, as well as the size of the creature, though smaller once are more easily dispatched than larger ones.
    • Tactics: 45 - as noted above, some may attack from burrows, but do not seem to be sentient or capable of using more advanced tactics.

    Shadows (L)[]

    Shadows are former-humans created when the King of Parano uses his powers to absorb the life force of a human, leaving them a mindless drone with no free will, described as a “shadow of their former selves”, capable only of following the King’s orders. Most of the King’s shadows are kept in his castle until they are deployed to act as spies and occasionally assassins, though the King often prefers to use his human vassals to attack humans, suggesting that the shadows may be less powerful than a fully human vassal.

    Statistics[]

    • Population: Up to a few hundred
    • Fortifications: Based in the King’s Elephant Castle, but do not seem to defend it as a conventional army do.
    • Total Troops Strength: See “Population”
    • Typical Unit Size: Tend to tail targets alone or in small groups.
    • Leadership and Organization:

    X-Factors[]

    • Physical Strength: 55 - Implied to be weaker than most humans in Parano, particularly the King’s human vassals.
    • Stealth: 60 - The shadows are often used as spies or assassins, though characters often seem to notice them them trailing them.
    • Endurance/Durability: 30-70 - Unclear, but presumably weaker than the King’s human vassals as they are not used for direct attacks.
    • Tactics: 50 - Capable of stealth, but are often described as being detected by characters.

    Nui (R)[]

    Nui is a “trickster” inhabiting the “Doll Town”, a ruined city that she has filled with dolls of her own creation. Originally, Nui was a teenage girl who was transported to Parano, who had a low self esteem, believing herself to be ugly, though it is not clear how much of her self-described appearance was real, and how much was her warped self-image. After arriving in Parano, Nui eventually became a trickster, at which point she transformed her body into a warped, “doll-like” form that can be described as a warped “parody” of her standards of beauty, becoming inhumanly tall and thin, with her neck and limbs appearing “stick-like”. In spite of this structure, she is still able to move quickly enough to keep up with an engage in combat with an experienced combatant such as Haruhiro. Most of the time, Nui spends her time alone in the “Doll Town”, creating dolls of her likeness using tools grafted to her fingers, which include a pair of scissors, a gimlet, a curved knife, a chisel, and a bone saw, along with a number of other tools on her remaining fingers. Nui will become hostile if she detects any outsiders within the ruined town, and will violently attack with the tools on her hands and will also animate all of her dolls to attack the intruder. She is durable enough to survive a building collapsing on her and escape to keep fighting, but was eventually killed by a group of several humans with the usual Parano enhancements.

    Statistics[]

    • Population: Nui is an individual entity, but controls hundreds of animate dolls.
    • Fortifications: The city is in rather good condition, and may have walls, but they as they do not attack unless intruders enter the city, Nui’s animate dolls will not defend against entry to the city, but can use the terrain to ambush intruders.
    • Total Troops Strength: See “total troops strength”
    • Typical Unit Size: Likely no more than 20-30 attacking at once within the confines of the city, though the could form larger units if they chase enemies after they leave the city.
    • Leadership and Organization: Nui has complete control of her animated dolls.

    X-Factors[]

    • Physical Strength: 80 - The animate dolls are at least as strong as a human, and Nui herself possesses superhuman strength and agility.
    • Stealth: Nui does not use stealth, preferring to destroy her enemies with overwhelming numbers of animate dolls and her own superhuman abilities.
    • Endurance/Durability: 80 - Nui can survive having a building collapse on her, and keep chasing after enemies for an extended period of time.
    • Tactics: 40- Nui does not seem to be particularly tactically proficient, mostly just sending her animate dolls in massed human wave attacks.

    The King[]

    The entity known as the “the King” is the ruler of Parano, using a combination of his direct reality-warping powers, as well through fear of his massive power and by taking hostages. Through this, he holds power over almost all of the humans in Parano. The primary forces of the King are numerous Shadows, former humans that had their life force absorbed by the King and transformed into mind-controlled servants bound to his will, though they still retain some memories of their former selves. These Shadows act as his spies and agents throughout his empire, enforcing his will amongst his vassals, humans who follow the King, mostly out of fear of his power or as he has taken their loved ones hostage. The King has the ability to project realistic illusions on his enemies, create multiple copies of himself, which may or may not be human-shaped (for instance, he created thousands of thorns on the wall of a room in his castle, which were actually extensions of himself), and teleport by disappearing into the floor or walls of his castle and reappearing elsewhere. He also has superhuman strength, easily capable of ripping through a chain, and has massive destructive power which, while not directly shown, he managed to annihilate the civilization that inhabited Parano prior to his arrival, and believed himself easily capable of destroying an entire forest. The King’s mind control abilities are such that he can force those who are in his presence to kneel before him, effectively preventing them from attacking. There are two weaknesses of the King is that he has no extrasensory abilities, and is therefore vulnerable to stealth, and secondly, if a person is able to see his true child form, seeing through the illusion of the tall, imposing man that sit on the throne, they will be freed from his illusions and mind control and be able to either communicate with or physically attack the true form. Sorawo’s Otherside-enhanced eye may be able to do this.

    The King was formerly a highly intelligent ten-year old boy from an unspecified developed country on Earth called Leon Niiyama. He proved capable of reading even high-level technical literature on a variety of topics, and was also generally considered sociable and well-liked among his peers. Inside, however, even given his young age, Niiyama harbored a deep fear of his own mortality and sought to discover a means to become immortal. At age ten, Niiyama went on a school trip with the rest of his class, at which point, the bus fell off a cliff while travelling in a mountainous area, with Leon being the only survivor, who escaped the bus apparently without injury and disappeared into the fog, being transported into Parano. In Parano, he intially lived alongside other people who were trapped in Parano, with of the adults among the group treating him as a younger brother. As Niiyama figured out the way the reality-warping powers of Parano worked, he became more powerful than anyone else in the group- now he was the protector of the adult members of the group. As he grew more powerful, he grew increasingly arrogant, and eventually grew tired of them “holding him back” and helped a large pack of dream monsters kill them all. The King then used his powers to coerce other humans in Parano into joining them, while he either killed or converted into mindless shadows many others. Notable among these early vassals was Bayard, who was killed when he failed to conquer the Second Ruins, former city that had been turned into the garden of Trickster Haname. A second group of vassals attempted to reach the top of the Iron Tower of Heaven, but failed and those that survived were converted into shadows. The King finally found a base worthy of his power when he conquered and destroyed the city of Shigeharu, a city constructed by the pre-King civilization in Parano, centered around a portal known as the “Door to Heaven”. The King rearranged the structure of the entire structure into his palace and fortress, the Elephant Castle. Since the construction of the castle, the numbers of vassals the king had under his control declined as he converted many of them into shadows after they failed him, or simply because he considered them to be insufficiently talented to serve him. At some point during his reign, a number of vassals escaped through the “Door to Heaven” to another world, leading the King to move the door to a location directly behind his throne, so that no one would be able to access it without him knowing. In the novels, the king is eventually defeated by Haruhiro’s party, along with Io and her party, Alice, and Ahiru after Haru uses his stealth magic provided by the Thieves guild and the resonance magic to see through the King’s illusions and convinces him to end his tyrannical rule of Parano and join them in their goal of returning to their home world. The King ends up leaving through the “Door to Heaven” and ends up somewhere in the pocket dimension of Ainrand Leslie’s tent along with Alice, while the rest end up waking up in Grimgar.

    Statistics[]

    • Population: Can create copies of himself, which may or may not be humanoid, though only one copy can be humanoid and motile. Has numerous, perhaps hundreds of Shadows, but as of the Grimgar light novels, Ahiru is the only human vassal known to still be in his service. Also commands an entity capable of constructing large tunnels known as the Rainbow Mole.
    • Fortifications: His home base, the Elephant Castle has towering walls, though these do not seem to be manned by conventional troops. Instead, the dream monsters of the Scarlet Forest act as a natural obstacle, with the maze of tunnels from the Seventh Ruins being the only route around the Scarlet Forest.
    • Total Troops Strength: Hundreds of Shadows, Ahiru and the Rainbow Mole
    • Typical Unit Size: Shadows tend to form small groups and are more likely to spy on enemies than attack, his vassals are, at least as of the light novels, mostly lone individuals with powerful reality warping abilties.
    • Leadership and Organization: The King rules mostly through fear, either of being turned into a Shadow or killed by his immense power, or by holding his vassal’s loved ones as hostages. While in the past he showed charisma and intelligence, these may have atrophied after he gained his massive reality warping abilities, seeming to use them and nothing else to solve is problems.

    X-Factors[]

    • Physical Strength: 90 - the king possesses the strength to life a the heavy wooden door that covers the “Door to Heaven”, and can effortlessly break steel chains. His reality warping power is implied to be even greater, being implied to be able to destroy entire cities.
    • Stealth: 45 - Use illusions to hide his true self, projecting the false image of the imposing figure on the throne, but he also tends to confront his enemies directly while under the guise of his false form.
    • Endurance/Durability: 90 His false form of the imposing tall man on the throne has massive durability, but his true child form is implied to be much weaker, about what one would expect for a child of that size…. if you can figure out that it is actually there…
    • Tactics: 40 While he was initially highly intelligent and presumably having some knowledge of tactics and strategy, the King of Parano has since taken to simply crushing anyone that opposes him with the massive blunt force of his powers.

    Door to Heaven[]

    • Location: Throne Room of Parano
    • Destinations: Ainrand Leslie's tent, Grimgar, possibly other locations
    • Hazards: Literally in the throne room of the King of Parano (Parano end), Leslie and minions (Grimgar/Leslie's camp end)

    The "Door to Heaven" at the back of the King's throne is an inter-world portal, however, it is not clear if it always leads to the same location. When used by Haruhiro's group, it lead them to an unknown location, possibly somewhere in the interior of Leslie's camp, where they found themselves falling unconscious, and then returned to Grimgar. In the past, others used it to escape Parano, but it is not clear if it lead them to the same location...

    Portal to Earth[]

    • Location: Unknown, seemingly one-way (Parano), a cave somewhere in Japan; mist that seems to appear randomly (Earth)
    • Destinations: Earth (if it can be opened from Parano)
    • Hazards: Parano entities (Parano side)

    There exists a portal connected Earth to Parano, but it seems to be one-way, however, given that Toriko's hand is capable of forcing open closed portals between Earth and the Otherside, provided they are not "collapsed", she may be able to do similar things with this portal.

    Possible other portals[]

    • Location: Unknown
    • Destinations: Unknown, possibly including Earth
    • Hazards: Unknown

    Scenario[]

    • Sorawo and Toriko will be transported to Grimgar after being deposited near the gates of Alterna.
    • Their memories will NOT be erased.
    • Sorawo will be able to use any weapon or item they can pick up or purchase, and will be able to interact with any non-hostile inhabitant in any way realistically possible, including doing business, joining a guild, and joining a party.
    • Sorawo and Toriko will start the scenario with 480 rifle rounds and 160 pistol rounds between them. Both of their guns use the same ammunition- 5.56mm NATO for the rifles and 9mm Makarov for the pistols. While they will initially start divided equally between the two, they are allowed give each other ammo. While the Makarovs will (obviously) use the same magazines (and Toriko and Sorawo can easily trade ammo even in combat), the AK-101 is NOT compatable with the STANAG magazines used by the M4, so the ammunition will have to be removed from one magazine and placed in another, not something that can be easily done in combat.

    Objectives[]

    • Survive
    • Locate a means of returning to Earth

    Potential Methods of Escape[]

    • While the novels are ongoing, for the purposes of this match, there will be at least one portal that will return Sorawo and Toriko, and some portal generating objects will be able to do so, some examples include:
    • There may be undiscovered inter-world portals, possibly leading to Earth, in unexplored areas of Grimgar, the Dusk Realm, Darunggar, or Parano.
    • The house filled with Earth artifacts suggests that there may be a portal to Earth somewhere in Darunggar.
    • Hiyomu is known to possess a number of bud-like objects that can create an interdimensional portal. It is possible that Sorawo and Toriko may be able to use one to get back home... if they can convince her to give one up or take it by force.
    • Ainrand Leslie is known to have a number of mysterious magical artifacts in his possession, including some capable of creating portals... if he can be convinced to sell them or Sorawo and Toriko can steal them or defeat him in combat...
    • Parano has some portals leading to Parano from Earth, but those are one way, however Toriko's ability to rip open interdimensional portals with her otherside-enhanced hand may be able to reverse the normal flow of the portal and allow her to escape back to Earth.

    Things to Consider[]

    • While Sorawo and Toriko will be able to use any weapon they find, it may take time for them to get used to it as neither has any experience with weapons such as swords, spears, etc, though Toriko, who was trained in marksmanship and survival skills by her ex-JTF2 mother, may have some knowledge of martial arts or even knife fighting that could be applied to a weapon such as a dagger, sword, or axe. The weapon that Sorawo and Toriko would probably have the easiest time adjusting to would probably be a crossbow, as it is fired similarly to a modern rifle, albeit at a much lower firing rate.
    • Toriko and Sorawo will realize that their ammunition supply is limited and will do anything possible to conserve it, including firing their rifles in semi-automatic only and using “Grimgarese” weapons such as crossbows, daggers, swords etc, traps, and any weapons they may be able to improvise, to eliminate weaker enemies.

    Voting[]

    • Voters DO NOT have to consider Sorawo and Toriko’s chances in combat with the every hostile creature listed in every world, especially as they might not visit all of them (Darunggar in particular is unlikely unless they visit the Dusk Realm and are unable to use the original exit). They have to simply give their opinion given Toriko and Sorawo’s capabilities what the likelihood that they make it back.
    • There is no time limit with regard to how long Sorawo and Toriko can spend trying to get back. It is equally a win for them it takes two weeks or two years. They just have to make it back home alive.
    • Voting will be open for at least two months, possibly longer, given my unpredictible schedule.