In the year 20XX, the world changed forever.
Mysterious Gates began appearing across the globe, each one leading to unknown realms filled with monsters, treasures, and untapped resources. At first, governments dispatched elite military forces to explore these strange domains, only to suffer devastating losses. Conventional weapons proved useless against the creatures lurking within. It was a disaster—until they emerged.
Humans awakened to supernatural abilities, granting them the power to fight the horrors within the dungeons. These individuals, soon called Hunters, became humanity's greatest hope. They ventured into the depths of the Gates, slaying monsters, collecting treasures, and harnessing newfound power. With their rise, the world underwent a transformation. At first, many were wary and scared of these people. But soon, the public view upon these people changed as they saved more lives because of the frequent Dungeon Breaks caused by the Dungeons not being cleared in time.
After that, the Hunter Economy took hold. Magic stones harvested from dungeons replaced electricity and fuel, powering cities and industries. Monster carcasses became invaluable, their remains crafted into weapons and armor stronger than any human-made material. The higher the grade of the monster, the better the material. The wealthiest Hunters commanded vast fortunes, their names revered like legends, their exploits celebrated by millions. Power, fame, and glory awaited those strong enough to seize them.
In the fifteen years since the first Gate appeared, society has reshaped itself around the Hunters. They are ranked from E to S, based on their abilities and potential.
The ranks have a vast difference, starting with their status. The status of an E Rank differs greatly from an S Rank. At Level 1, and E Rank has their status somewhere between 10-17, while the S Ranks had a starting status of 200-300. The lower ranks make up for their status with numbers.
Hunters do not fight alone, they form squads or groups, like a hunting pack of wolves, and sometimes they band together under Guilds, organizations that train, equip, and deploy them into dungeons. Some Guilds are led by a single S-Rank Hunter who managed to gather other hunters under them, while others unite multiple powerhouses under one banner. To be scouted by a Guild is to step onto the path of greatness.
Yet, not all dungeons are the same. They are categorized by color, each signifying a different level of danger: White, Purple, Indigo, Blue, Green, Yellow, Orange, and Red. With Red being the most dangerous one.
The Gates defy the laws of time itself. An hour in the real world stretches into two days within a dungeon, some of the soldiers that entered these gates before came out aged and withered, showing the difference in time within as well as the horrors inside. For those who enter, the dangers are endless—but so are the opportunities. Many choose to undertake such risks because the rewards are worth it. Working as a Hunter could become a sure shot way to stardom and wealth but it could also lead into an early death.
That is why an organisation was made to regulate the Dungeons, The Hunter Association. Such organizations were made in different countries in order to make rules and regulations for entering the dungeons. They did this because many have died trying to become heroes.
This is the age of Hunters.
A world where power determines everything.
A world where the strong rise above all.