MERANTIA IMPERIAL ARCHIVE

St. Helios
World Lore Book

An Imperial Archives lore book that switches record screens with buttons, all within a single document.

World·NationsBestiaryAcademySix FactionsAnnual CalendarCharacter Codex

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CHARACTER ARCHIVE

Character Codex

Profiles of faculty, students, the Imperial Family, and Eastern Union figures, plus Returning Student Mode settings.

To Character Records →

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World

The Merantia Continent is a zone of balance where east, west, south, and north each keep their own sword cultures and interests under the dominance of the Central Empire. Swordsmanship is the heart of society, but Eastern Qi, rare magic, and the Church’s Divine Power each form systems of their own.

THE CONTINENT

A Continent Where the Sword Is Your Identity Card

The Rank granted by the Sword Assessment Office and the Academy is social proof that decides employment, fiefs, marriage, and military command. A single grade of difference is generally regarded as a twofold gap in fighting strength.

Novice Star (F) → Trainee Star (E) → Foundation Star (D) → Adept Star (C) → Elite Star (B) → Honor Star (A) → Treasure Star (S) → Continental Star (SS) → Divine Star (SSS)

“The tip of a sword never lies. But the one who records it can always lie.”

Crow letters serve as the continent’s standard communication network, and the information wars between borders and factions also begin with a single letter.

Center · Merantia Empire

The continental hegemon, holding the fertile Central Plains and the imperial capital Helion. It treats chivalry and swordsmanship as the foundation of national power, and under Franc VII it is accelerating centralization by absorbing the nobles’ private armies.

East · Eastern Union

A Murim alliance beyond the Cloudsea Mountains, where minor states, sword clans, and sects are bound together under the Union Council. Alliance Leader Jin Sowol leads joint defense and diplomacy, but each house keeps its own fief and troops, and the struggle for leadership among the orthodox factions and the schemes of the Blood Flower Palace continue.

North · Kingdom of Arantal

A northern kingdom of eternal snow and iron mines. Ruled by the young Queen Karya, it reveres massive axes, blunt weapons, and heavy-armor combat.

South · Kingdom of Sunland

A merchant kingdom built on desert and great ports. Practical tactics such as curved blades and twin swords, poison, hidden weapons, and traps have flourished, along with a black market.

West · Darklands

A no-passage zone where perpetual black clouds, tainted mana, and magic beast colonies are tangled together. Beyond the Western Wall, it is the main stage for Black Order and Red Order missions.

Nations in Detail

Merantia Empire

The hegemon at the center of the continent and the homeland of St. Helios Academy. It fields a disciplined regular army on the food and resources of its vast plains. It reveres swordsmanship and chivalry and does not forbid magic, but mana is thin in the Central Plains, so those with magical talent are rare, and its military and educational systems developed around the sword. Franc VII is strengthening imperial authority by folding the nobles’ private armies into the regular army.

Kingdom of Arantal

A hardy kingdom that has survived through raiding and battle on the northern frozen lands where farming is difficult. The young Queen Karya holds power, and the kingdom values pure strength and heavy weapons over refined technique.

Eastern Union

The Union Council in the capital Cheongyeong and the Murim Alliance Leader handle diplomacy, war, and dispute mediation. Each house keeps its own laws and private soldiers, so the Alliance Leader’s control is not absolute, and the core political conflict is stronger central unity versus house autonomy.

Kingdom of Sunland

A merchant nation with scorching deserts and great ports. It prizes gold and contracts, and fast, practical tactics such as curved-blade swordsmanship, poison, hidden weapons, and traps have flourished. The continent’s largest black market, where forbidden techniques and rare goods are traded, is also found here.

Major Routes and Borders

  • Central North Road: iron-ore transport route linking the imperial capital and Arantal · military fortresses · closed in winter
  • Central East Road: pilgrimage road of Eastern swordsmen · crow relay towers · frequent bandits
  • Central South Road: trade route traveled by Sunland merchant caravans and mercenaries · desert detours
  • Western Wall: front line against magic beast invasions, garrisoned by knight orders · closed to civilians
Eastern Union Powers

Union Council

The supreme council where representatives of the great sects, sword clans, and minor states gather. The current Alliance Leader, Jin Sowol, can summon the allied army and direct foreign diplomacy, but can intervene only in a limited way in each house’s internal affairs and private soldiers.

Jin Sword Clan

The largest orthodox sword clan, based at Azure Sky Manor. It is famed for its Azure Sky Swordsmanship and its strict discipline centered on the main house. Alliance Leader Jin Sowol is of the main-house direct line, while Jin Yeonhwa, from a branch family, rebelled against the closed family code and left the clan of her own accord.

Heavenly Flower Sect

A prestigious orthodox sect of Myriad Flower Valley. It carries on the Twenty-Four Forms of the Plum Blossom Sword and values training and achievement over bloodline. Centered on Sect Leader Seolhwa, it supports reform of the Union while keeping the Jin Sword Clan from dominating alone.

Dam Flowing Cloud Clan

A mid-sized sword clan of Blue Cloud Ridge. Skilled in the Flowing Cloud Swordsmanship and the lightness skill Cloud-Treading Step, it produces many scouts, messengers, and diplomatic envoys. It has sent its rising star Dam Cheongyeon to be Jin Sowol’s direct disciple, seeking the clan’s revival.

Other Major Sects

Cheongyeon Academy, which values scholar’s swordsmanship, archery, and the study of rites, serves as the Council’s mediating faction. The Moonshadow Divine School is a fringe sword group founded by ronin and swordsmen from the eastern sea archipelago; it values iaijutsu and one-strike kills and rejects the formalities and bloodline obsession of the orthodox factions. It takes part in the Eastern Union only as a guest power, and the St. Helios Asura Society merely adopted its philosophy and some of its sword lineages; it is not a direct branch.

Unorthodox Powers

Yeon Seolha’s Blood Flower Palace seeks the collapse of the Union through blood arts, poison, assassination, and sowing discord. The Black Moon Gang pursues its own interests through smuggling and the black market, and Myriad Poison Valley through poisons, antidotes, and research into forbidden techniques.

Key Locations

The main stages of events are Cheongyeong, the Union’s central city; Azure Sky Manor of the Jin Sword Clan; Myriad Flower Valley of the Heavenly Flower Sect; Cheongyeon Hall of Cheongyeon Academy; Moonshadow Isle in the sea archipelago, frequented by Moonshadow Divine School swordsmen; and the Blood Mist Forest, territory of the Blood Flower Palace.

Qi and Inner Energy

Qi (氣)

The method of wielding life energy that underpins Eastern martial arts. One draws in the energy of the air through breathing, stores it in the dantian, then releases it explosively into sword strikes and the body.

Lightness Skill

A footwork method that lightens the body by concentrating Qi in the soles and lower body. It allows one to clear high walls or run across water for a short time.

Protective Qi Barrier

A defensive art that wraps a thin layer of Qi over the skin and the surface of one’s gear to absorb or repel impacts.

Imperial Religion

Monotheism of Deneb

The state religion of the Merantia Empire. It worships Deneb, the one god of the heavenly realm, as the god of order, oaths, and protection, and the Church is an independent organization with its own lands and jurisdiction.

Saintess and Holy Knights

The Saintess is the symbol who delivers Deneb’s oracles and is revered by the people. The Holy Knights guard the Saintess, holy relics, and cathedrals and hunt magic beasts, and their first loyalty is to the Church.

The Imperial Family and the Church

The Church conducts the Emperor’s coronation and state ceremonies. Franc VII acknowledges the Church’s authority while seeking to place its independent Holy Knights and Church lands under imperial authority.

Divine Power

Deneb’s power, specialized in blessing, healing, purification, and barriers. It works on a principle separate from ordinary magic, and the current Saintess Margarita stands at the center of the Church.

Magic System

Magic

The art of combining the mana within the body with the mana in the air to reproduce natural phenomena. In the Empire, talent is so rare that mages are highly valued by research institutes, noble houses, and the army, but magic is heavily affected by spell preparation, concentration, mana exhaustion, and ambient mana.

Major Schools

Elemental, Enhancement, Warding, Healing, Illusion, and Summoning. In the Empire, Sword-Magic Fusion, which imbues weapons and bodies with mana, is the most widely used.

Circle

A ring of mana circulation formed around the heart. The more Circles one has, the higher one’s mana capacity, output, and casting speed, and Circles are recorded separately from sword Rank.

Magic Ranks

1st Circle Apprentice Mage → 2nd Circle Certified Mage → 3rd Circle High Mage → 4th Circle Archmage → 5th Circle Sage. Actual combat power varies greatly with spell matchups, distance, preparation time, and environment.

Bestiary

Records of magic beasts confirmed in field missions and subjugation campaigns across the Merantia Continent. Images are organized by the identification codes of the Imperial Archives.

Common Magic Beasts16 species · MS-01~16

Common magic beasts encountered mainly in Academy field training and subjugation missions across the land.

Blackiron Tusk magic beast image
MS-01

Blackiron Tusk

A feral magic beast that charges head-on with black iron-plated hide and huge fangs.

Grave Devourer magic beast image
MS-02

Grave Devourer

An undead magic beast that roams graveyards and ruins, growing by feeding on bones and corpses.

Redhorn Boar magic beast image
MS-03

Redhorn Boar

A savage charging magic beast that sweeps through forests and grasslands, red horns leading the way.

Blade Mantis magic beast image
MS-04

Blade Mantis

An ambush magic beast that closes distance in an instant and cuts with blade-like forelegs.

Frost Yeti magic beast image
MS-05

Frost Yeti

A hulking brute of the frozen lands that locks down its foe’s movements with cold and raw strength.

Flame Lizard magic beast image
MS-06

Flame Lizard

A magic beast of scorching regions that forces close combat with flames and red-hot scales.

Poison-Mist Basilisk magic beast image
MS-07

Poison-Mist Basilisk

A swamp predator that spreads toxic mist to ruin vision and breathing.

Thunderhorn Goat magic beast image
MS-08

Thunderhorn Goat

A magic beast that gathers lightning in its horns and charges at high speed across cliffs and mountains.

Carapace Scorpion magic beast image
MS-09

Carapace Scorpion

A heavily armored desert magic beast with a thick carapace, giant pincers, and a venomous tail.

Bloodtear Bat magic beast image
MS-10

Bloodtear Bat

Attacks at night in swarms and relentlessly tracks the scent of blood.

Ironclad Troll magic beast image
MS-11

Ironclad Troll

A large magic beast that pushes the front line with armor-hard hide and regeneration.

Forest Woodcarved Fiend magic beast image
MS-12

Forest Woodcarved Fiend

A tree-type magic beast that hides in the forest looking like a tree, then ambushes intruders.

Corpse-Stitched Beast magic beast image
MS-13

Corpse-Stitched Beast

A grotesque composite magic beast formed from the tangled corpses of many creatures.

Shadow Stalker magic beast image
MS-14

Shadow Stalker

A tracker magic beast that moves through shadow and darkness and pursues a single target to the end.

Mana-Eater Slime magic beast image
MS-15

Mana-Eater Slime

A slime-type magic beast that grows by absorbing surrounding mana and weakens magic and mana enhancement.

Black-Maned Manticore magic beast image
MS-16

Black-Maned Manticore

A ferocious apex predator with a lion’s frame and a venom-stinger tail.

Boss-Class Magic Beasts4 species · MS-17~20

Large individuals and special threats that carry high risk if subjugated alone.

Twilight Griffon magic beast image
MS-17

Twilight Griffon

A large flying magic beast that ravages the ground with overwhelming flight and talons.

Abyssal Armored Knight magic beast image
MS-18

Abyssal Armored Knight

A humanoid magic beast encased in unidentified armor that uses both swordsmanship and mana.

Rotmire Hydra magic beast image
MS-19

Rotmire Hydra

A monster with many heads and strong regeneration that poisons even the surrounding swamps.

Black Dragon of the West magic beast image
MS-20

Black Dragon of the West

A black dragon of the continent’s highest tier, said to rule the deepest reaches of the western Darklands.

Academy

The Empire’s finest Imperial Swordsmanship Academy, in the highlands outside the imperial capital. Since the former principal fled, Acting Principal Persephone has kept the balance of its facilities, faculty, and factions.

Daily Routine

08:00 Morning Assembly → 09:00 Common Classes → 12:00 Lunch → 13:00 Practice·Missions → 20:00 No Leaving Campus.

Common Classes

Mon Orthodox Swordsmanship · Tue Practical Combat · Wed Eastern Swordsmanship · Thu Exotic Swordsmanship · Fri History & Liberal Arts.

Missions

Divided into White Paper Order, Bronze Order, Silver Order, Gold Order, Black Order, and Red Order, with rising difficulty and risk of death.

Types of Practical Training

Conditioning

Basic fitness, stance, and repetition drills.

Cross Sparring

Forced cooperation with students of other factions.

Handicap Battle

Disadvantages imposed on vision, arms, or weapons.

Survival Battle

The goal is escape within the time limit, not victory.

Mock Battlefield

Faction-vs-faction mass battles and evaluation of command structure.

Master Trial

A student attempts to land three valid hits on a professor.

Factions

The Pentagram and the Asura Society compete for honor, budget, dormitories, and mission priority.

🦁

Golden Lion Society

Noble mainstream·Rapier·Bloodline supremacy

⚔️

Iron Blood Corps

Commoner mainstream·Two-handed weapons·Physical prowess

🌸

Heavenly Flower Sect

Eastern study-abroad faction·Plum Blossom Swordsmanship·Irregular swift sword

🐍

Shadow Corps

Assassination·Infiltration·Intelligence control

🩸

Crimson Moon Society

Magic fusion·Taboos·Hedonism

👹

Asura Society

Eastern exchange students·One-strike kill·Overturning the order

Annual Calendar

The school year begins in March and ends in December. Field missions are placed between public events and exams, and evaluations and point settlements repeat at the end of every month.

Winter·Admission Prep4 events

Merantia Snowflake Festival

The Empire’s largest winter festival, held during the winter break. Students returning home, students staying on campus, and northern envoys gather in the imperial capital.

Freshman Selection Exam

Sword theory written test·Basic sparring·Preliminary Rank measurement. Grades and conduct during this period affect the first faction invitations.

Enrollment of Successful Applicants

Announcement of results·Weapon registration·Temporary dorm assignment.

Winter Break

Going home, or self-training for those staying. Faculty prepare next term’s missions and the freshman selection.

Spring Term7 events

Entrance Ceremony·Start of Term

Freshman assembly and faculty introductions. The Helios Council formally welcomes the freshmen.

Assessment·Faction Recruitment Period

Basic swordsmanship assessment·Dueling etiquette training·Faction recruitment race.

Freshman Open Sparring

The freshmen’s first official stage. Talent, attitude, and potential are judged publicly, more than wins or losses.

Bronze Order Field Mission

The first off-campus field training. One of escort, patrol, or dispute mediation is assigned.

Spring Welcome Banquet

A social event in the Great Hall. A night when alliances, scandals, and honor duel challenges pile up.

Midterm Evaluation

Written and practical evaluations. Differences in each professor’s grading style come fully to light.

Year-Group Sword Tournament

An open tournament within each year group. Faction points and personal fame shift greatly.

Summer Term5 events

Fortress Siege Drill

Faction mock battlefield. A group battle that includes command, supply, and securing retreat routes.

First-Half Rank Assessment

Official re-measurement of Rank through slaying designated magic beasts and combat judgment.

Summer Expedition

Magic beast subjugation in the border regions. Real combat injuries and temporary cooperation between factions are frequent.

Summer Recess

Going home·Self-training·Visiting outside dojos. Students staying on campus may take part in special on-campus missions.

Return to Dorms

Preparation for the second term and internal faction reshuffles.

Autumn·Year-End9 events

Second Term Begins

Re-registration of faction representatives·New missions unlocked.

Founding Anniversary Ceremony

An official event where St. Helios’s history, and even the matter of the former principal, are raised again.

Masquerade Ball

A night event attended with identity and faction insignia hidden. Anonymous conversations and secret deals are permitted.

Grand Festival

A grand sports festival in which the entire St. Helios student body, mixed across factions and year groups, competes in relays, cavalry battles, obstacle races, and mock capture battles. Results are reflected in personal honor and faction points.

Gold Order Combined Combat Mission

A high-difficulty mission combining major incident response, noble escort, and magic beast subjugation.

Night Survival Battle

A survival battle with limited lighting and supplies. Disappearances, friendly fire, and judgments of betrayal are the key variables.

Final Evaluation

All end-of-term evaluation items conducted.

Second-Half Rank Assessment

Official re-measurement of Rank through slaying designated magic beasts and combat judgment. Results are reflected in graduation, the closing ceremony, and next term’s records.

Graduation·Closing Ceremony

Graduation evaluation results·Final faction points·Recruitment offers revealed.

1st of every monthField mission list updated
15th of every monthHelios Council regular meeting
Last day of every monthMonthly evaluation·Point settlement
Every weekendSparring·Outings·Faction meetings