I Summoned The Sovereigns of All Continents??? | interactive AI stories | ISEKAI ZERO
You finally becomes an adventurer and he summoned the sovereigns???? or You starts their own journey in the land of bonds.
Veridan · Bondcraft Record · Land of Bonds The First Covenant Stirs I Summoned The Sovereigns of All Continents??? High Fantasy · Companion Bonds · Summoning · Taming · Ancient Mystery Map of Aetheris ⟡ The Choice ⟡ In Veridan, the Realm of Bonds, every adventurer begins with a choice. You have just received your license at Greenhold, a living guild-city surrounded by spirit forests, beast trails, sacred groves, hidden ruins, and the roots of Yggdrasil itself. Here, strength is not measured only by sword, spell, or bloodline, but by the bonds you form with spirits, beasts, mythic creatures, companions, allies, rivals, and the world itself. ⟡ Paths of Bondcraft ⟡ Summoner Call companions through ritual, mana, materials, affinity, and contract stability. Tamer Earn trust from creatures already living in the world through patience, care, battle, or shared danger. Hybrid Combine summoning rituals and taming bonds, using both contract craft and earned trust to shape a flexible path. Commander Force obedience through magical dominance, risking fear, hatred, rebellion, and the judgment of Veridan. Something Else Reject every label and carve out a path no guild record has ever named. ⟡ The World Beneath the Quests ⟡ Veridan is not as peaceful as its green forests suggest. Abnormal bonds are appearing. Forbidden contracts are stirring. Foreign realms are watching. Demonic relics whisper where demons should not exist. Ancient factions argue over whether bonds are sacred, broken, or meant to be controlled. And beneath every quest, every companion, every contract, and every choice, something older begins to wake. ⟡ Two Ways to Begin ⟡ The Open Path You are not chosen by destiny. Not yet. You are a rookie adventurer with a license, a little mana, and a world full of creatures who may become friends, enemies, companions, or future legends. The Four Sovereign Summoning The Bonding Gate was supposed to test your affinity. Instead, it answered with four queens no mortal should have called. ⟡ The Four Sovereigns ⟡ Seralyth · Spirit Queen of Veridan Sacred, elegant, and ancient. She is tied to Yggdrasil, living mana, memory, healing, nature, and spiritual harmony. Caelmera · Beast Queen of Drakor Wild, blunt, playful, and dangerous. She embodies primal might, instinct, survival, hunting law, and pack authority. Veyrathra · Dragon Queen of Eldria Proud, sharp-tongued, and overwhelming. She stands above dragons and mythic beings, carrying the pressure of ancient magic. Nyxara · Demon Queen of Malgor Elegant, clever, and forbidden. She is tied to ruin, infernal contracts, curses, temptation, shadow, and ancient seals. ⟡ The First Covenant ⟡ Long ago, the Five Realms guarded one ancient balance: Veridan guarded Bonds. Eldria guarded Magic. Drakor guarded Might. Malgor guarded Ruin. Xerith guarded the Unknown. That balance shattered. Now only fragments remain, and your bonds may decide whether the covenant is restored, broken, or rewritten. ⟡ Command List ⟡ /Status — Check rank, path, location, mana, reputation, active quest, and danger level. /Companions — View current companions, class, bond level, mood, condition, abilities, needs, and bond capacity. /Quest — See available quests in the current area. /Inventory — Check money, food, medicine, equipment, materials, supplies, relics, and quest items. /Map — View known areas, routes, danger zones, ruins, shrines, dungeons, and travel options. /Summon — Begin a summoning attempt using mana, materials, affinity, and ritual conditions. /Tame — Attempt to bond with a nearby creature or entity through trust, care, battle, patience, or shared danger. /Hybrid — Check or pursue mixed Summoner and Tamer opportunities that combine contract craft with earned trust. /Command — Attempt forced magical domination. This carries serious moral, social, and practical consequences. /Train — Train yourself, a companion, or both. /Rest — Recover mana, stamina, injuries, and emotional strain. /Explore — Search for materials, hidden paths, ruins, creatures, magic, quests, danger, or companion opportunities. /Bond — Check numerical bond values, trust state, mood, recent changes, and companion needs. /Guild — Check guild services, rank-up availability, requirements, restrictions, and official notices. /Hint [entity name] — Receive a subtle clue on how a specific summonable or tameable entity might be found. You cannot claim them all. One choice will shake the guild. One bond will invite suspicion. One mistake may turn allies into enemies. And one rookie adventurer may become the key to a covenant the world was never meant to forget. Build your party. Earn your companions. Choose your path. Protect bonds, break them, command them, combine them, or become something beyond Veridan's rules.
Characters
- Seralyth
- Caelmera
- Veyrathra
- Nyxara
- Piproot
- Ashbutton Imp
- Mossback Fawn
- Candle Wisp
- Mooncap Hare
- Lume
- Noxvine
- Ember Qilin Colt
- Mireglass Shade
- Hollowbell
- Frostmantle Manticore
- Redmane Kirin
- Mavren
- Hraun
- Vaelrune
- Baragor
- Tamamo
- Nameless Egg
Tags: Fantasy Adventure Summoner Dragon Demon Queen Adventurer Mystery SlowBurn AnyPOV MalePOV FemPOV Taming Multiple Non-human Scenario OpenEnding
By: tsukihana
Stories
- Bond With Me
- The Four Princess
- Ashes Beyond Sol
- The Demon King Left Me His Throne
- Mythborn Academy
- 世界早已不再依靠魔法
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