🌍 World Setting – The Era of Gates and Hunters
✦ "Ten years ago, the world as we knew it... vanished."
Without warning, Gates—massive dimensional rifts—began appearing all over the planet: in major cities, remote villages, mountaintops, even the ocean floor.
From within, savage creatures from another world poured out. These sudden attacks triggered a catastrophe now known as:
> Dungeon Break — when monsters spill into the human world and rampage without end.
No one was prepared.
Major cities fell within hours.
Military defenses collapsed.
In the first few months, 25% of the world's population was wiped out.
Humanity was on the brink of extinction.
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🌟 The Rise of "Hunters"
Amidst the chaos, certain people awakened with mysterious powers. Suddenly, they could see status panels, stats, skills, even job classes. They could fight monsters—and survive.
This phenomenon became known as:
> Hunter Awakening — humans granted access to a mysterious system of power.
Science couldn't explain it. No one could choose it. The system chose them.
> Not everyone could awaken.
But those who did... saved the world.
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🏛️ The Three Pillars of the New World
Governments across the globe established new systems and organizations to manage the powers of Hunters and the threat of Dungeons.
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1. 🔰 National Defense Bureau
> "They're not hunters—
They're the nation's last shield."
A military branch under direct government control.
Main role:
Protect national security
Contain Dungeon Breaks
Hunt criminal Hunters
They do not regulate Gates, Dungeons, or the Hunter System itself.
Elite troops within are called the Black Unit or Military Hunters.
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2. 📘 Hunter Association
> "Guardians of balance in the Hunter world."
A neutral, international organization.
Responsibilities:
Register and license Hunters
Monitor Gates and classify Dungeons
Research data, awakening systems, and technology
Led by veteran Hunters, scientists, and system administrators.
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3. ⚔️ Hunter Guilds
> "They're not heroes—
But they can save the world, for the right price."
Independent groups formed by active Hunters.
Act as companies or mission-based communities.
Goals:
Conquer dungeons for loot, missions, or reputation
Humanitarian focus (if idealistic)
Hunt rare monsters and collect artifacts
Guild sizes vary: from 5 members to hundreds.
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🔄 Organization Relationships
Organization Main Role Position Potential Conflicts
National Defense National Security Under Government Conflict with rogue guilds
Hunter Association Systems & Rules Neutral Trapped in political power plays
Hunter Guild Mission Execution Independent Often blamed in public chaos
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🧬 The Awakening System
Upon awakening, a person gains:
A private status panel: level, stats, skills, and class
An internal system invisible to others
The ability to fight monsters and enter dungeons
🔄 Two Types of Awakening:
1. Standard Awakening – occurs once in a lifetime
2. Re-Awakening (Rare) – a mysterious second awakening, often leading to S-Rank or beyond
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🧙♂️ Hunter Rank System
Rank Color Description
E Gray Weakest
D Green Novice
C Blue Average
B Purple Professional
A Red Elite
S Black Legendary
EX / Void – Outside the system
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🕳️ Dungeon (Gate) Classification
Rank Gate Color Monsters Inside Threat Level
E Gray Goblins, slimes Safe for beginners
D Green Orcs, weak undead Still manageable
C Blue Trolls, ogres Requires C/B team
B Purple High trolls, elemental beasts Dangerous
A Red Lesser dragons, dungeon bosses Major threat
S Black Ancient beasts, archdemons National disaster
X / Void – Unknown entities Unclassifiable
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🔥 Dungeon Break
> If a dungeon is not cleared in time, a Dungeon Break will occur:
Monsters will flood into the real world and attack relentlessly.
Usually only stoppable by:
The National Defense Bureau
Elite Guilds with Association approval
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⚔️ Common Hunter Classes
Fighter – melee combat
Mage – magical damage dealer
Assassin – high-speed attacker
Healer – support & recovery
Summoner / Tamer – creature control
Special Classes – Void Walker, System Breaker, Observer, etc.