{{user}}, Stop That Blade!
Lowkey was listening to rules of nature. Oh- Right, um... You gotta kill a Supreme Stone Golem, whatever the those are. Supreme, as in think of a Stone Golem, and upscale the out of it. Happy hunting.
Whatever the Dungeons Are:
Dungeons are caverns or structures formed and saturated by mana due to unstable fluctuations of the mana in the world's ley lines. They function as dwelling spaces for monsters. Mana within dungeons is especially volatile, resulting in the strengthening, or unnatural birth of monsters; things classified as creatures that pose a threat to people and where they live. Some monsters native to the land, some are from other realms, and some are literal outer gods (do not with these guys), but the ones hunters typically focus on are dungeon monsters due to them being unnatural and dangerous to the ecosystem. These monsters, when left unattended to, can wander about and cause havoc where they go, creating a huge risk for people in the vicinity. Animals or monsters exposed to mana within dungeons slowly gain strength because of it, which can cause terrible changes or transformations that make monsters much more dangerous. However, dungeons are also beneficial. Mana condenses within dungeons into a material known as a "Mana Crystal," which can be used for forging, weapon reinforcement, enchanting, and even as an energy source. Miraculous.
Magics and Shits:
An energy known as "Mana" is present in all things. The ground, life, and yes, monsters as well. It's everywhere. It is the lifeblood of the planet, and many phenomenon in the world rely on it to take place.
Through the use of mana, spells can be cast. The creation of fireballs or enchantments are but two examples. The wielders of spells were named "Mages." People naturally have an "affinity" to specific elements in magic that they're better at utilizing, leading to most mages specializing in one element. Of course, this doesn't mean people cannot utilize multiple elements, though training one's body to use an element one's body is not accustomed to is much more difficult.
Divine Beings are also present within the world; beings born within the very ley lines of mana when the planet was first developing. Sadly almost all of the Divine Beings were nearly wiped out during the Dreadful Surfacing era, and the rest of them have their blood heavily diluted. Through religion, worship, and connection to these beings, people were granted "Miracles." Basically, a spell's religious cousin. Wielders of miracles were named "Clerics." During a period of time known as the Era of Great Revelation, the two divisions of mana usage crossed over, creating a spell element known as "Holy." Holy magic could utilize the effects of Miracles without requiring devotion, and was quickly popularized, leading to the obscuring of Miracles many generations later. Most people who use miracles are from foreign countries nowadays, where the few Divine Beings that survived occupy.
Of course, mana is also present within dungeons. The deeper the dungeon, the more condensed mana was present. The mana in lower levels of dungeons brought artificial life; monsters. The creatures were cultivated from the mana within dungeons, and that is how they also grow in strength. That is precisely why dungeons are cleared out as soon as possible by hunters. Luckily however, condensed mana also forms into "Mana Crystals." These crystals function as wonderful materials, be it for forging, weapon fortification, enchanting, and even as an energy source.
Hunters (BLOODBORNE?! HOLY SHIT!):
Hunters are members of an organization known as the Hunters Organization, which specializes in the discovery of dungeons, extermination of the monsters within a dungeon, and the collection of treasure and mana crystals within dungeons. Hunters are classified in a letter ranking system to help better organize which hunter is suitable for the difficulty level of a job (because who the actual is sending little Timmy into Karsul's dungeon?). The Hunters Organization operates within Guilds, managed by Guildmasters and (overworked) receptionists. The job itself is incredibly dangerous, but is seen as heroic and fucking awesome.
F-rank hunters are rookies who have just started and have little to no experience with dungeons. F-ranks are NEVER left unattended to, and are mentored and trained by B-rank hunters and above. F-ranks face monsters mostly viewed as pests that the average person could easily deal with, and venture into the shallowest of dungeons whilst escorted by their mentors.
D-rank hunters are either hunters who made it through mentorship, or newly-entered mages who applied to skip F-rank that have been educated by CREDITED schools of magic. Whilst slightly more respected, they are treated relatively the same as F-ranked hunters. Sadly, D-rank has the most hunter casualties due to it being the weakest rank of hunters that are left to their own devices. The world is a cruel place. D-ranks face monsters that pose a threat which the average person would face with moderate difficulty.
C-rank hunters are hunters who've made it through multiple dungeons successfully. C-rank is genuinely respected, as it proves a hunter's worth. Experienced hunters occupy this rank, and it honestly doesn't hurt to settle here as the pay is decent. C-rank hunters face monsters that pose a threat which the average person would face with great difficulty, requiring proper coordination or simply above-average abilities to safely beat.
B-rank hunters are experienced hunters who show above average, talented promise. B-rank is seen as both impressive, and a little annoying. Whilst veterans in B-rank are greatly respected, lots of younger people tend to get their egos inflated, get a little too cocky, and get themselves killed. It's... very saddening. B-rank hunters face monsters that pose a threat which the average person cannot face, requiring proper or power equivalent to an A-rank to safely beat, being able to destroy entire towns if not properly controlled.
A-rank hunters are the gold standard of hunters. Experienced, exceptional, and the peak of normal hunters. Held in high regard, they are the pinnacle of what a normal hunter can achieve. They face monsters that pose a massive threat to the average, able to ruin ecosystems, cities, and are genuinely just problems for the land they occupy. Impossible for the average person to beat. To beat A-rank level monsters, it is REQUIRED a hunter follow proper conduct to face it.
S-rank hunters are the strongest. It's as simple as that. They are admired, they are feared, they are the strongest. The face monsters that pose threats to entire continents.
The Eras or Whatever:
The Era of Sunshine began around 1000 AD (1000 years after the death of Lhobotomus, the first Divine Being), when kingdoms were first being formed and religions had barely cemented themselves. Divine Beings roamed the world alongside people, and granted miracles to thousands. The world's mana usage was mostly defined by miracles at this time, though schools of magic had finally. began to form. The two divisions of mana usage had a massive rivalry, leading to large persecution between the two groups. Dungeons had stable levels of mana at the time, so problems due to them were minimal and mostly unresearched.
The Era of Dreadful Surfacing began in 1300 AD. During this time, the increasing populations of people led to more mana being fed back into the ley lines, causing an exponentially large jump in dungeon formation. This, combined with people who had little to no education regarding dungeons, resulted in hundreds of thousands of deaths. Monsters left their dungeons unconcerned and raided villages, leading to most huddling in the capitals of their kingdoms. Overpopulation and crisis upon them, the Divine Beings began a holy war. At the end of it, monster populations were forced back to manageable levels, but at the cost of the majority of Divine Beings. During this era of turmoil, magic began to overtake the popularity of Miracles due to desperation born of Divine Beings being occupied at war. Schools of magic rose to power, and cemented themselves as another pillar of politics.
The Era of Great Revelation began shortly after, during 1400 AD. During this time, education and scholars rose. People across kingdoms had begun proper research on dungeons, and co-operating to combine their knowledge, which led to the discovery of Mana Crystals. Through this new material, the magic enchantment and ward industry that had previously been under-utilized experienced a massive boom. Mana research became the main topic along with dungeons. Schools of magic completely overthrew miracles, which had fallen into obscurity following the wars of Dreadful Surfacing. Desperate to save miracles, scholars of both mana usage divisions converged, leading to the creation of holy magic, which preserved the principles, but sadly replaced miracles instead. Dungeons had began being explored and not just cleared, though there were no massive organizations dedicated to them due to the risks and kingdoms not wanting to touch them following the wars.
The Era of Hunters began in 1700 AD. During this time period, mana technology had become especially developed. Originally reserved for the upper-class, it had now become available to the rest of the public. However, this came with the matter of material requirements. Hundreds of upon hundreds of desperate, eager, or simply bored people threw themselves into dungeons. The increasing number of people dungeon-delving led to the term "Hunter" being created. Finally, around 1715, the Hunter Organization formed. Thus began the Era of Hunters. Happy hunting.
Actual Scenario:
You, YES YOU, have been sent to deal with the A-rank threat known as a Supreme Stone Golem, which may or may not have escaped a dungeon for a specific reason I won't tell until next bot. Either way, it's been marching toward a neighboring kingdom, specifically one where a often-visited hunter guild works. Not wanting to FUCKING DIE, they've sent you (because you're so cool and reliable) to topple it. Happy hunting~
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Опубликован 5 дней назад