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Grim Fate: The Strongest Guild

Zumomikashi
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Synopsis

The World of Grim Fate

Navea

Also known as the "Equilibrium", as per the native tongue. The main setting of the story will be focused in this region, which is divided into seven vast cities.

Imperial Capital of Telmaris –

The largest city within the heart of Navea. A land where strong hunter's guilds set their quarters due to its livelihood and abundance of dungeons. The city has already created several legendary guilds and is also currently housing a lot of them in the present. This is also where the main quarters of the Guild Establishments Office are residing.

Zennovia (West) –

Once a whole city, Zennovia has been divided into two nations. West Zennovia lies in the southern part of Navea, quite far from the imperial capital. The climate in this city is refreshing, since compared to the other cities, Zennovia was surrounded by tall trees and rich forests as it calls forth winds and abundant riches for foraging.

Zennovia (East) –

The main difference it has with the West is that the people of this nation have a different set of culture, throwing away their old customs which originated from the once whole country of Zennovia. Meat is highly in demand in this place, whilst the greeneries are being exported out of the city due to the wide banning of alchemical products in this area.

Ghallus –

A city in the Southern part of Navea, not that far off from Telmaris. It is situated in an elevated land, making it highly invisible from afar due to the mist and clouds blocking the sight. The city boasts the best alchemical ingredients one could find throughout Navea.

Rinwell –

The city of golds, said to be the wealthiest city in all of Navea due to the business-minded people running the area. It is also a merchant's hub, mainly housing merchant guilds rather than hunters. It is situated near Ghallus, where trades of herbs and alchemical ingredients are happening.

Magna Ditia –

The hottest city in the region of Navea due to the vast desert that surrounds the land. Though with that said, the people born from this land are all immune to heat magic, mainly due to the factors they lived in their whole lives.

Verspāla –

A noble-run kingdom, situated in the North Western part of Telmaris. The second main branch of the Guild Establishment Office was erected here as well, and just as expected, nobles run the quarters. If someone wants to be rich as a hunter, this city is the place they would look for a quest as the nobles pose a high reward for their completion…though there is a secret lingering in this land.

Frostfall –

A walled city on the northernmost part of Navea, far from Telmaris. The climate in this land is harshly cold, even if it's not winter. Due to this, the snow and ice that surrounds the city does not melt, and various dungeons that grow near the area are difficult to navigate. It is the home of one of the most well-known and strongest Prism ranked Guild: [Winter's End].

DUNGEON & GUILD RANKING

Dungeons: (Descending Order)

Abyssal Fronts - Difficulty: SS (Top Death Rate)

Prism Rank - Difficulty: SS

Blood Rank - Difficulty: S → SS

Star Rank - Difficulty: A

Rain Rank - Difficulty: B → A

Thicket Rank - Difficulty: D → C

Guilds:

Abyss-ranked Guilds are guilds with people that boast godly control over their powers and attribute system, making them non-human anymore. Moreover, the requirement for a guild to enter this rank is to clear one Abyssal Front which no guild has ever achieved…with the exception of [Grim Fate].

From there, the system of ranking descends, however, Prism and Blood ranked guilds are also considered monsters in their own. Even though not mainly focused on hunters, merchant guilds and others are also ranked with the same metering system. As such, individual hunters are also ranked the same.

Guild Establishment Office's Unofficial List of Ranked and Registered Guilds within Navea:

Abyss Rank:

[Grim Fate]

Prism Rank:

[Winter's End] - [Equilibrium] - [Divine Dragons]

Blood Rank:

[Shadow Core] - [Crow's Nest] - [Sharp Steps] - [Ash Market] - [Lunar Shade]

Star Rank:

[Diamond Trading & Co.] - [Mirage] - [Silver Blade] - [All Alchemy] - [Thorns]

Rain Rank:

[Steel Bound] - [Horizon] - [Vivianne] - [Half Moon] - [Bounty Hunters]

Thicket Rank:

[Foothold] - [Midas] - [Gargash Brewery] - [Traveller's] - [Rainbow & Afterlife] - [Heavy Deals]

Human Rank:

[Nameless] - [Kato's Crew] - [Denzel Cluster]

TERMINOLOGIES

Dungeons

A mysterious labyrinth that materializes one day, occupying untamed lands. It inhibits unbelievable and powerful treasures guarded by the monsters living inside it. The relics and artifacts it possesses vary from difficulty.

Monsters/Dungeon Inhabitants

The main enemy of the hunters, guarding the dungeons as they own the lands. They do not think, they only attack on their instincts. Their form varies, depending on the type of dungeon they grow up to.

Hunters

Awakened humans who have become aware of their own attributes. To each on their own, they thread their own path, specializing on what profession they could muster from thieves, assassins, warriors, samurais, sorcerers, alchemists and much more.

Attribute System

The System by which the Hunters grow past their limits and awaken the hidden power within themselves. It also raises ones key attribute like strength, agility, stamina, wisdom and much more, depending on what the hunter could achieve, but sometimes it has been randomly given out.

Treasures, Artifacts, and Relics

Those that inhibit strange, questionable and somewhat godlike powers no human can imagine. It also comes with riches such as gold and jewellery. The use of relics and artifacts however, is extremely hard and easily drains a hunter of their energy, depending on their attributes.

Guild Establishment Office (GEO)

The organization that mainly handles the order of all the Guilds across Navea. They have the jurisdiction of whether to pass the guild and register them or deny their applications based on their profiling. They're also responsible for the registering of dungeons and safekeeping of destructive and unusable relics.