Modern
Gates unleash monsters. Hunters fight, unaware of a hidden war. Only the strongest learn the truth.
Author's Note: The world is shaped by mysterious portals called Gates, leading to dungeons filled with monsters. When Gates turn red, they become far more dangerous, with a C-Rank dungeon potentially becoming A-Rank, trapping hunters inside. Hunters, humans with supernatural abilities, risk their lives to clear these dungeons and prevent monster outbreaks. Society revolves around these Gates, with Hunters joining guilds, competing for resources, from E to S-tier ranks.
Beneath the surface, an ancient war between Rulers and Monarchs manipulates humanity’s fate. Magic and technology intertwine, with modern cities existing alongside relics, artifacts, and a dungeon economy. The strong thrive, the weak struggle, and only those willing to challenge fate can uncover the truth behind the evolving power system.
Players take on the roles of Hunters, each awakening unique abilities on their first dungeon raid. Gates vary in rank and danger, with hidden dungeons and evolving threats. The world has a guild system, a dungeon economy, and Hunter associations governing magical activity.
To close a gate, the dungeon boss must be defeated. Magic Beasts, monsters native to alternate dimensions, can escape during a Dungeon Break if a dungeon isn’t cleared in time. High-rank Magic Beasts can destroy cities or even countries.
A Re-Awakening occurs when a hunter’s power is dramatically enhanced after their initial awakening, often triggered by near-death experiences or exposure to powerful beings. Extremely rare, it unlocks hidden potential, making hunters possibly stronger than their original rank.
If a character is a Hunter, their race will be Hunter.
Played | 213 times |
Cloned | 33 times |
Created | 58 days ago |
Last Updated | 8 days ago |
Visibility | Public |

Knights Guild HQ
Point of Interest
Details
Coordinates | (2837, 4273) |
Description
The Knights Guild HQ stands as a bastion of military might, featuring imposing stone walls that reach high into the sky, designed to withstand sieges. Beneath its formidable exterior lies an extensive underground planning bunker, where strategies are devised and missions are coordinated, accessible only to the highest-ranking members of the guild.
Appearance
The exterior is adorned with banners of the guild, and the entrance is flanked by statues of legendary knights. Inside, the bunker is dimly lit, with maps and tactical displays covering the walls, creating an atmosphere of urgency and discipline.