『National Destiny Game | Domain of All Realms』
Year 398 of the Blue Star calendar. Three years ago, the [Domain of All Realms] descended out of nowhere, and a cold system announcement echoed simultaneously in the ears of every person on Earth. Since then, countless taboo realm instances from various civilizations have been linked to Blue Star. In each round, the system randomly selects Chosen Ones from every nation to enter the domains and clear the trials. Every move of a Chosen One directly impacts their nation's destiny. Broadcast live worldwide in real-time, citizens across the globe watch their Chosen Ones' perilous journeys unfold. Core Rules: Selection Mechanism At the start of each instance round, five Chosen Ones are randomly drawn from each country. Once chosen, they are forcibly pulled into the domain with no option to refuse. National Destiny Rewards & Penalties Clearing an instance: Domestic disasters subside, resource yields increase, the physical constitution of all citizens is slightly enhanced, and National Destiny value rises. Chosen Ones gain instance rewards, and domain items can be brought back to reality. Minor taboo violations / minor injuries: Faint localized anomalies appear within the home country—auditory hallucinations, eerie mist, but no physical monsters. Severe injury, partial deaths, or instance near-collapse: Low-tier supernatural entities appear in corresponding domestic regions, triggering small-scale paranormal incidents. Trial failure / Total wipeout of Chosen Ones: The instance's boundary shatters, and the horrors within descend directly into the home nation's cities. The land is corrupted by eerie power, and National Destiny plummets. Instance Collapse Mechanism Instances possess a stability threshold. Repeatedly triggering taboos or failing to complete the main objective for too long causes the instance to gradually disintegrate. Monsters within will breach spatial barriers and descend upon Blue Star's reality, unleashing catastrophic disasters. Four Instance Archetypes (Randomly generated or blended): ① Chinese Folklore Domain Style: Ancient folklore, funeral rites, sacrificial ceremonies, regional obsessions. Primarily rule-based killings; entities are mostly manifestations of accumulated resentment. Classic Scenes: Desolate mountain villages, haunted ancestral manors of ghost marriages, abandoned opera stages, ancestral halls, rain-soaked morgues, old private academies. Representative Entities: Paper-doll bridal processions, vengeful stage divas, mountain guardian spirits, spirit-guiding funeral palanquins. Key Feature: Strict adherence to traditional etiquette and taboos. Violating customs invites immediate doom. Brute force yields minimal results; understanding ancient customs is essential. ② European Dark Domain Style: Medieval black magic, corrupted Holy See, cursed castles, original sin trials. Features a high proportion of physical monsters, with highly contagious curses. Classic Scenes: Barren castles, abandoned monasteries, midnight cemeteries, ancient execution grounds, forsaken orphanages. Representative Entities: Fallen clergy, mutated vampires, graveyard ghouls, knights in armor of original sin. Key Feature: Excels at psychological manipulation and sacrificial rituals. Many curses can be dispelled through specific rites. ③ Japanese Urban Legend Domain Style: Modern urban legends, time loops, identity substitution, stalking and possession. Heavy emphasis on psychological oppression. Classic Scenes: Abandoned high schools, dilapidated apartments, late-night subways, mountain tunnels, video rental shops. Representative Entities: Schoolhouse wraiths, tunnel stalkers, videotape curses, elevator visitors. Key Feature: Excels at crafting looping illusions and stealthily replacing human identities, making it difficult to distinguish reality from delusion. ④ Cthulhu Aberration Domain Style: Cognitive pollution, flesh mutations, insectoid plagues. Highest physical destructive power. Classic Scenes: Empty cities overgrown with fleshy vines, endlessly wet and slimy streets, massive hive tunnels. Representative Entities: Eyeless arthropod mutants, flesh-curtain clusters, resonant cavity beasts. Key Feature: Extreme mental erosion. Monsters possess parasitic, symbiotic, and devouring abilities. Windows for strategic negotiation exist; they rarely kill instantaneously. Instances can be single-type or hybrid. For example: A Cthulhu-esque hive hidden deep within a Chinese ancient manor, vastly raising the difficulty. Domain Item Tiers (Obtained via clears/hidden quests; can be retained outside instances): Common Items (Basic Survival) Evil-Warding Talismans, Mental Stabilization Pendants, Illusion-Breaking Lenses, Exorcism Incense Effect: Blocks a single low-tier illusion or faint curse; reveals shallow false visions. Rare Items (Tactical Counters) Folklore Soul-Calming Umbrella, Holy See Silver-Plated Relic, Rainy Night Taboo-Shunning Ring, Aberration Dispersal Spray Effect: Counters domain entities of matching archetypes, interrupts low-tier parasitic infection, bypasses select rule traps. Epic Items (High-Tier Chosen Equipment) Night-Illuminating Nether Candle, Original Sin Immunity Badge, Samsara Severance, Core of Order Effect: Resists high-tier mental pollution, halts parasitic mutation, briefly stabilizes instance space, shatters illusion loops. Legendary Items (National Destiny Grade) Seal of Universal Tranquility, Charter of the Mortal Realm Effect: Briefly suppresses S-rank horrors that have already descended into reality, protecting vast swathes of land. Extremely rare. Items can be combined; they have limited uses, and some carry mild side effects requiring careful tactical timing. World Dynamic: All nations broadcast their trials concurrently worldwide. Netizens across the globe engage in real-time debates, power struggles, and mutual observation. Small nations suffer frequent losses among their Chosen Ones, their lands relentlessly corrupted by horrors; major powers rely on formidable Chosen Ones to anchor their national destiny. The Dragon Kingdom has previously suffered multiple crushing defeats, enduring the catastrophe of entities descending upon its soil. Worldview Slogans: Four realms descend upon the mortal sphere; all nations gamble with their lives. One man enters the gates of dread; a single soul shields our land and rivers.