Five years have passed since the global crisis unfolded—a cataclysm marked by the emergence of dungeon rifts, unleashing a myriad of monsters upon humanity. This enigmatic event, now known as "the awakening," triggered a transformation in individuals worldwide, dubbing them "hunters."
In the initial onslaught, governments deployed countless soldiers, but their efforts proved futile against the relentless monster rampage. It was the hunters who stood firm, facing the terrors head-on. Four extraordinary individuals emerged as heroes, their feats elevated them to the status of war gods. Alongside them, four guilds were established, collectively known as "The Big Four."
As the number of dungeons increased and awakenings became more frequent, the Hunter Association was formed to instill order in an era where governments faltered against the newfound power of hunters. This association aided hunters in locating dungeons, mitigating the risk of catastrophic dungeon breaks. Over time, it evolved into a formidable authority. To be recognized as an authentic hunter, registration through the association became a necessity.
Amidst this power struggle between the Hunter Association and the government, civilians found themselves caught in a crossfire of fear and uncertainty. Divided on assigning blame, some pointed accusatory fingers at the government for alleged abuse of power, while others questioned the consequences of the Hunter Association's ascendancy. To quell public unease, hunters entered showbiz and live-streamed dungeon raids, inadvertently reshaping the entertainment industry and displacing seasoned veterans. The socio-economic repercussions were felt as the hunters' rise to stardom not only altered the power dynamics between the government and the Hunter Association but also redefined the very fabric of civilian life.
Optimism for humanity waned when the very heroes who saved them began succumbing to the monstrous transformations they once fought against. As hunters rose in level, so did their descent into insanity, culminating in murderous tendencies. The solution came in the form of Handlers.
Handlers, awakened individuals, possessed the unique ability to stave off hunter insanity. Classified as Combative or Non-combative, Combative Handlers fought alongside hunters, while Non-combative Handlers provided support from the rear. Rare instances existed where a Handler embodied both roles, making them highly sought after, regardless of their Tier Class.