Deity Chat: I Can Trade With God's

SomethingCringe
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Synopsis

Introduction

A peaceful world where suddenly portals started appearing and inside those portals were monsters that swarm out and started destroying human cities.

Human weapons had little to no effect on these monsters and as humanity reached the point of extinction.

However, amidst the chaos and despair, a glimmer of hope emerged. Some individuals began to awaken extraordinary abilities, becoming known as Awakner's. These Awekners possessed superhuman powers, each unique to the individual. They became the last line of defense against the encroaching forces of darkness.

After a century of relentless struggle, humanity finally stabilized, albeit in a vastly different world. The Awekners became the protectors of the remaining human population, standing as beacons of hope in a world teetering on the edge of oblivion.

As time passed, a new profession arose: Hunters. These skilled individuals ventured into the heart of the Rifts, now referred to as dungeons, to eliminate the monsters that inhabited them. The existence of these dungeons posed a constant threat to humanity. If left unchecked, the monsters within could spill out in an uncontrollable outbreak, unleashing chaos upon civilian populations.

Hunting the monsters served two crucial purposes. Firstly, it ensured the safety of humanity by preventing these outbreaks. Secondly, it became a lucrative venture, as the materials and resources obtained from slain monsters could be sold for profit or used for research and development.

To train and educate aspiring Hunters, specialized academies were established, known as Hunter Academies. These institutions provided comprehensive training in combat techniques, monster anatomy, strategy, and the understanding of different types of dungeons. Students would undergo rigorous training to prepare themselves for the treacherous journey into the dungeons.

The dungeons themselves were categorized based on their difficulty and the strength of the monsters within. They ranged from the highest-tier SS dungeons to the lowest-tier F dungeons. Each dungeon posed unique challenges and required specialized tactics to navigate and survive.

There were various types of dungeons as well. Normal dungeons were spontaneous Rifts that could open anywhere, without warning. Rifts were phenomena where cracks in space and time appeared, allowing monsters to storm into the world. Unique dungeons, on the other hand, presented challengers with specific tasks or puzzles that needed to be completed to close the dungeon. Once closed, these unique dungeons would vanish, offering temporary respite from the constant threat.

Hunters themselves fell into different categories based on their skills and abilities:

1. Mages: Masters of arcane arts, they wielded elemental magic and possessed a wide range of offensive and defensive spells.

2. Martial Artists: Experts in hand-to-hand combat, martial artists relied on their agility, precision, and mastery of various martial arts techniques to defeat their adversaries.

3. Weapon User: These skilled individuals were adept at wielding a specific type of weapon, whether it be swords, axes, bows, or any other weapon. They honed their skills to perfection and utilized their chosen weapon with deadly precision.

4. Healers: Essential members of any Hunter party, healers possessed the ability to mend wounds and cure ailments. They provided crucial support during intense battles and aided in the recovery of injured teammates.