Meikyuu Kingdom ("Make You Kingdom") is a wonderful Japanese TRPG that combines kingdom building with dungeon delving. There's been a fan translation of the essential stuff of the rules floating around the 'net for a few years now. There's also plans for releasing them in English but they're taking a very long time.
I've started a game of Mayokin, and I wanted to draw on the game's extensive background as well as flavor texts. The draft fan translation only vaguely alluded to the background and none of the various cards' flavor text has been translated into English.
I can't read Japanese but since I've got no choice, I'm translating the relevant world background information, starting with the Meikyuu Kingdom GM's book's world info section starting on page 103.
I will be using a combination of OCR (thanks to Adobe Acrobat Japanese OCR as well as i2ocr) and automatic translation (thanks to google translate, reverso, and excite.co.jp) and rephrasing the translated sentences into whatever makes sense. So not only will it be painstakingly slow, I'd probably also get the meaning wrong most of the time. But at least after all this, there'd be a semi-useable resource for non-Japanese reading Meikyuu Kingdom GMs and players to tide them until the official translations arrive.
So without further ado, here we go:
[Translated from the Meikyuu Kingdom GM's Book, pp.102-103. Original Japanese text is © Bouken]
The WorldAn introduction to the Endless Dungeons, the stage where the game is set. Useful for scenario making and role-playing.
First Edition PrefaceWe live in this world, called the Endless Dungeons among other things. These notes are based on the "Footsteps Reader" that my teacher, Dr. Theodofireras Hapavurahaburosu, has compiled.
The Doctor was born in a south kingdom of the Millenial Dynasty, a savant who lived all his life without ever leaving his kingdom. However, he had a very extensive knowledge of the dungeons. The "Footsteps Reader" compiled useful knowledge from the doctor's enormous collection of books.
Most of the contents of this book has been extracted from the "Footstep Reader", updated with modern lore. There are always new discoveries and changes in the Endless Dungeons (it is, after all, a dungeon of many dungeons), so things might be a bit different from what is written here.
A General Guide to Dungeon Careers, A lucky day in 2004
Second Edition PrefaceThough it has not been long since the publication of the first edition, which had a very good reputation, I am sure that this new version, which was a pleasure to write, will also be received with the same gratitude.
A booklet of this small size bearing the name of "The World" was initially mostly written as a handbook for beginning land makers. Being a hot topic, it got a lot of circulation. The first edition "The World" was not only a good reference for the active land maker but for the common people of those kingdoms as well, and there were those who were inspired to become land makers themselves. This is an unexpected pleasure for both the writer and his editor. We now live in the height of the Small Kingdoms Era, more than 170 years since the First Dungeon War. Since the previous Rise and Fall of the Empire Era ended when the massive dungeon tsunami, "Rolling Island Whale" plowed a path of destruction throughout the Endless Dungeons, countless small kingdoms have risen. This unprecedented foundation boom still continues as of today, with no indication of stopping. On the negative side, of course, innumerable small kingdoms have also been wiped out in the background, but the Small Kingdom Era is the era of the Land Makers.
As you avid readers already know, a tumultuous situation that threatens to further throw the world into chaos has erupted.
Two years ago, we cleared a dungeon called Chamber Land where we discovered a large number of artifacts and relics related to the Hazard King. When news spread of this to the Great Powers, each of them immediately dispatched their forces. A bloody battle threatened to break out over the Hazard King's relics which contained great magical power.
This conflict happened right next to an unaligned small kingdom. Even such a remote place is not assured of peace. Everyone knows that a nation's geographical features can be easily changed by Dungeon Storms or Dungeon Tsunamis. But a small kingdom with a population of dozens will be easily destroyed if it misunderstands the international dynamics. On the other hand, this is also an opportunity. With tact in diplomacy and the military strength to back it up, it is not a dream to progress one's kingdom to greatness. This is how the Dynamite Empire suddenly became one of the Great Powers.
People are already starting to call this war as the Second Great Dungeon War. In this confusing situation with many powerful regional lords, a small kingdom with a great Land Maker leader can make a huge difference. It is important to know all the rules of this Great Game played upon the gameboard that is the Endless Dungeons.
There is another reason why I wrote this book. I may as well be pulling the eyes out of a Bandersnatch, but it is frustrating that even the youngest Dungeon scholars that form the ranks of our Land Makers have shut their eyes from the wonders of the Dungeons.
When I hear conversations between Land Makers, it is often all about weapons and magic use and efficient tactics. Certainly, the Dungeon is a terrible place where you can not afford to be careless. But it never is a dull place with only monsters and traps. I highly recommended to sometimes lower your weapons, look around and savor the flavor of the world. The Dungeon is full of wonders. In the Endless Dungeons, exactly what lies ahead, whether it is around that crooked corner or behind that door, is unpredictable to anyone.
Finally, I will repeat what I have written in my book, "Endless Dungeons Encyclopedia".
The Dungeon Hazard is still ongoing, ever changing the world's appearance. New facts may be discovered by scholars, or the description we've written in this book might be overturned by what you, the reader, have seen or experienced. A book is just a book afterall, and can not compare to direct experience. In such cases, feel free to overwrite the description with your own. It would make this author very happy when young teachers impart the new knowledge they have discovered.
To my readers: if you ever encounter a wonder of the Dungeon that has not been written down in this book, and if you ever managed to return to tell such a tale, I would love to add your tale in exchange for an Acknowledgement.
A General Guide to Dungeon Careers, New Year's Day, 2007
Origin of the Dungeons (p.104)Covers the genesis of this terrible world, the Endless Dungeons. Not recorded in any history book, this ancient tale is veiled in the fog of folklore, but some established theories have been handed down orally through the generations. The legend of the Hazard King, that everyone knows so well, is again introduced here.
Structure of the Dungeons (p.105)The Endless Dungeons is known to be divided into three separate regions. We live in "Ground Zero", with the "Sky Floor" above us, and the "Deep Floor" beneath us. This outline is discussed here. This is essential information for Landmakers who challenge unexplored levels.
The Dungeon Hazard and related matters (p.106)This chapter explains the Dungeonification, a major factor characterizing our world. It also explains the Dungeon Algorithm and Kernels, presents a primer on the dreaded Dungeon Disease, and introduces the Dungeon Masters, villains who gain power by embracing the Dungeonification.
Stars (p.107)Stars are necessities of life in the Dungeons, but before the Dungeon Hazard, they shone from a very high place where it was impossible to take them in your hand. What would a star be like on earth? Here we discuss the lore of the stars as known by Dungeon scholars.
Classification of Dungeons (p.108)A Dungeon is not just a monotonous pile of masonry or hewn stone. The Endless Dungeons are rich in variety and ever-changing, beyond even your wildest imagination. We discuss the dungeonized landscape of our world in this chapter.
Traps and Monsters (p.109)There are untold dangers lurking in the Endless Dungeons. However noone ever overcame hardship by being afraid. Here, we introduce the classifications of monsters based on the latest research, as well as the traps found in the Dungeons.
The Sky Floor (p.110)A description of the world above "Ground Zero": the Sky Floor and its "Angel" inhabitants.
The Deeps Floor (p.111)A description of the world beneath "Ground Zero": the Deeps Floor and its "Deep One" inhabitants.
History of the Endless Dungeons (p.112)Starting with the Dungeon Hazard, this covers 2000 years of the history of the Endless Dungeons, the first part of which is based on the book "Millenial Dynasty Historical Research".
The Kingdom: Introduction & The Court (p.114)The court of a million kingdoms struggle every day so humans can survive. Here, we discuss those who listen to the people living in the kingdom. Even a non-Landmaker would learn a lot about their lifestyle.
The Kingdom: Industry & Transportation (p.115)Even though Landmakers leave on quests, delve in dungeons and generally wander around, they must be kept aware of their kingdom's industry. A Land Maker should not be fond of their deed of arms alone, but also fulfill their role as statesman and administrator. In relation to this, the various means of transportation in the Dungeons, both inside and outside the surrounding environment of the kingdom, are also discussed.
The Kingdom: Religion & Knowledge (p.116)Man shall not live by riceball alone, a spiritual element is also important. Here, I will explain spiritual culture in the Kingdom, including magic, using a story with a moral lession. At the same time, I will call attention to several dangerous ideologies and evil cults.
Landmakers and the People (p.117)In a kingdom with a small population ranging in the dozens range, the court will be near to the people. We also discuss quite a mouthful of facts about the people. This chapter discusses the Land Makers' role in the kingdom and their relations with its people
A Typical Small Kingdom (p.118)We take a look at an example kingdom, representative of the innumerable nations within the Endless Dungeons. Probably you who are reading this live in such a kingdom.
War (p.120)Sadly, the Endless Dungeons is not a peaceful world. Being prepared for war is not an assurance of peace in the kingdom. Whether you attack another kingdom or defend from an invasion, you must know how to lead the country.
Diplomacy (p.121)Just are people living in a society are tied together, their country also has relationships with other countries. Between countries, utility is the standard rather than faith. Still, a negotiations table should always be prepared. Because diplomacy usually provides better profit than a war with a great sacrifice.
About the Great Powers (p.122)I comment on the four Great Powers that are influential in the Endless Dungeons. The fledgling Land Maker's kingdom can not even begin to these huge nations. He'll realize this the moment they attack. As a precaution, it would be better to study them now.
[SIDEBAR] Human MutationsWhen humans come under the influence of Dungeonification, they began to exhibit various mutations. These changes run the gamut between small like pointed ears, being taller, having colorful hair or skin, elongated limbs, and skeletal and shape deformation, to more extreme changes like conversion of gender via dietary habits. Humans crossbreed dogs, cats, and horselizards to make various kinds of new breeds, and it seems that the Dungeon Disease is doing the same thing to human breeding.
Intense mutations that you can recognize and diagnose at first sight but everyone has some minute sign of Dungeon Disease if examined closely (men and women who have of age, for example, would have dungeonified fingerprints). Mutation is not a special phenomenon by any means.
[That's it for now. I'll be posting the next sections as I finish them. I'd probably compile these in a single PDF file later on.]