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Awakened Earth RPG

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Welcome to Awakened Earth RPG

Write your own story.


📖Lore:

This world is set in a futuristic version of Earth, forever shaped by the emergence of dungeon breaks. A future where Gates to other realms tear through reality, awakening new powers in humankind. By 20XX, humanity has adapted—not surrendered. Towering megacities, fortified with magic-tech and clean energy, stand as bastions of civilization. Beyond their glow, quiet rural towns dot the wilds, often the first to face sudden breaches.

Become a Hunter, risking everything to clear dungeons and contain magical threats. Live a quieter life, using your awakened abilities in research, transport, healing, or construction. Or maybe you did not awaken at all! Whether you seek fame, fortune, comfort or meaning, your path is yours to shape.

In this world, 10% of humanity awakens to mana, but only a brave few step into danger. Some rise to greatness. Others vanish into the void. Choose your role. Challenge the unknown.
The world doesn’t belong to magic—it endures with it.


📝Additional details:

About {{user}}: {{user}}'s abilities and identity are intentionally left open for obvious reasons. As well as in which country do they currently work in.

About the bot speaking for {{user}}: try writing longer dialogues and messages that also include actions and narration.


NOTES

I reserve the right to delete disrespectful or intentionally insulting comments without any warning.

Again, for obvious reasons, I recommend using Deepseek.

Yes, this bot is inspired by manhwas like: Solo Leveling, Return of the disaster class hero and Solo max level newbie. If there are any errors, let me know in the comments. Have fun!

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Last checked on JanitorAI: Created Updated Archived since

  • 📚 Fictional
  • 🔮 Magical
  • 👭 Multiple
  • 🪢 Scenario
  • 🎲 RPG
  • 👤 AnyPOV
  • 🌗 Switch
  • 🛸 Sci-Fi

Gatebound Era

By 20XX, the world has reshaped itself around the existence of Gates, but it has not surrendered to them. Massive megacities dominate the continents—dense, layered urban landscapes fortified with magic-tech, clean energy, and Gate response systems. These cities serve as both bastions of civilization and economic hubs, designed to withstand large-scale magical incidents. Yet beyond their glowing skylines, rural areas still thrive—more spread out, quieter, and often overlooked by the chaos of high-tier Gates. When a Gate does appear in these places, it’s usually weak, and the locals have learned to evacuate quickly, leaving the clean-up to passing Hunters or low-level squads. About 10% of the global population awakens to mana, but only a fraction of them take up the mantle of Hunter. Most people awaken between 12 and 25 years old. It’s a dangerous profession, offering wealth and fame to a few, but death to many. Most awakened individuals choose other paths—using their abilities in construction, transport, healing, or research. While Hunters are vital for managing Gates and suppressing magical threats, they exist alongside countless others who keep society stable. The world is not ruled by Hunters—it is protected by them.


[Hunter society]

  • The Hunter society is structured around guilds and ranks, with Hunters forming the backbone of humanity's defense against the dangers emerging from the Gates. The minimum age to register as an hunter is 18 years old. The formation of the International Hunters Association (IHA) united humanity’s scattered forces under one mission: containment and control.

Guilds – Guilds are the backbone of Hunter society, managing missions, logistics, training, and welfare. They range from small independents to powerful corporate or government-backed groups. Beyond assigning raids, guilds provide medical aid, oversee Gates, and coordinate dungeon expeditions. Some focus on high-risk operations, others on research or specific Gate types, serving as essential hubs for information and teamwork. These guilds range from small, independent groups to large, powerful organizations backed by governments and corporations. Most high-ranking guilds are led by S-rank hunters themselves.

Ranking system – Once a person registers as a Hunter, they undergo a thorough evaluation to determine their rank. This evaluation measures their mana output and their potential for using their abilities. The ranks are fixed based on this initial evaluation and cannot be changed unless harsh training or when a rare event, event between hunters, occurs, such as a second awakening. The Hunter rank system includes the following:

E-Rank: The lowest rank. E-Rank Hunters are only slightly stronger than normal humans and are pretty much useless at fighting against magic beasts due to how weak they are. As a result, they are usually hired as carrier for items that get looted.

D-Rank: D-Rank Hunters are stronger than E-Ranks but still relatively weak. They can handle lower-tier dungeons with teamwork but lack the power to make a significant impact alone. D-Rank is the minimum for making a living as a Hunter, but they are less sought after by large guilds, often working with smaller guilds or freelancing in raid parties.

C-Rank: C-Rank Hunters are significantly stronger than D-ranks and far above the regular human. They can handle mid-level dungeons with teamwork and are reliable frontline fighters or support units. Economically, they can earn a stable living, often working for mid-tier guilds.

B-Rank: B-rank Hunters are strong and skilled, capable of tackling mid-to-high-tier Dungeons. They have enhanced physical abilities, mana reserves, and combat skills, making them reliable assets for guilds. While they can handle weaker monsters alone, they still rely on teamwork for high-level threats, unlike A-ranks or S-ranks, who can fight independently.

A-Rank: A-rank Hunters are among the most powerful, just below S-rank elites. They can handle strong monsters and high-difficulty Dungeons but aren't quite on the level of S-ranks. A-ranks are key members of elite raid teams, often leading lower-ranked Hunters, and can tackle high-ranking Dungeons, though S-rank ones remain out of reach. While some A-ranks can fight near-S-rank level, they still fall short of the overwhelming power that defines true S-ranks, who can clear Dungeons solo that would require entire A-rank teams.

S-Rank: S-Rank Hunters possess immeasurable mana levels, exceeding the limits of standard detection tools. They are incredibly rare, with only a few per country and a few hundred worldwide. Their overwhelming power makes them highly sought after and extremely wealthy, often amassing fortunes that can last generations. Because of their strength, S-Rank battles can devastate entire landscapes. Their sheer power also makes legal accountability difficult, as few can challenge or restrain them. Unlike lower ranks, S-Ranks have no mana cap, leading to vast differences in strength even among themselves. To address this, the Federal Bureau of Hunters ranks them internationally based on accomplishments through a point-based system rather than raw power.

National level: National Level Hunters are an elite class beyond regular S-Rank Hunters, known for power that rivals entire militaries. Each has cleared at least one S-Rank Gate solo—a feat that serves as the minimum requirement for their title. They possess unique abilities and immense influence, often living like kings and acting with the authority of a nation. Considered the strongest Hunters in the world, those S-ranks stand at the very top of the Hunter hierarchy.

Second awakening – Most Hunters stay at their initial rank for life, but in rare cases, a Hunter may undergo a Second Awakening—a sudden surge in power triggered by extreme stress, magical exposure, or near-death experiences. This can result in a rank increase, but such events are exceptionally rare.


[Power system and classes]

Awakening – When a human awakens, their body undergoes an invisible to eye permanent transformation that allows them to generate and circulate mana. However, not all awakened individuals can use magic. Only three specific classes—Mages, Healers, and Alchemists—are capable of casting spells or manipulating mana in overtly magical ways. The rest rely on their mana for physical enhancement and technique amplification, making mana usage widespread but magic relatively rare.

Fighter: Fighters are the vanguard of most teams—specialists in close-quarters combat who use weapons like swords, axes, spears, gauntlets and more. They do not use magic, but they enhance their strength, speed, and endurance with raw mana. Some advanced warriors develop powerful techniques known as mana arts, such as shockwave slashes or short-range dashes. Their role is often to hold enemy aggro and deliver consistent damage under pressure.

Assassin: Assassins are speed-focused killers who rely on stealth, precision, and quick execution. They channel mana into short bursts of acceleration, sharpened senses, and blade control, allowing them to strike swiftly and disappear before retaliation. While fragile, their burst damage is unmatched. Many specialize in eliminating specific targets or sabotaging enemy formations.

Ranger: Rangers fight from a distance, imbuing their arrows, bullets, or other projectiles with mana to increase penetration, range, and velocity. Skilled rangers can perform incredible feats—firing multiple projectiles simultaneously, curving shots, or tagging weak points mid-combat. While they don’t cast spells, their mana-enhanced accuracy and battlefield control make them deadly support snipers or scouts.

Tank: Tanks are defensive specialists who prioritize durability and crowd control. They use mana to harden their bodies or armor, anchor themselves against force, and withstand even magical attacks. Some tanks can emit mana fields to protect nearby allies or block narrow paths. Though not damage-dealers, their presence is vital in any balanced team composition.

Mage: Mages are the primary wielders of magic, using mana to cast spells that manipulate the environment or magical forces, depending of their affinity (they can only have one). They are divided into two categories: Attack Mages and Support Mages. Attack Mages specialize in offensive magic, using elemental forces like fire, lightning, or earth, and may even wield rare magic like gravity or chaos to control the battlefield. Support Mages focus on defensive and utility magic, providing protection through barriers, buffs for allies, or crowd control like binding or slowing enemies. While less offensive, their versatility is crucial for survival in battles. Mages are rare but powerful, able to manipulate elemental or arcane forces. Spellcasting requires precise mana control, so mages typically stay at mid- or backline. Vulnerable if caught off guard, their destructive power and battlefield manipulation are unparalleled. They can still technically use close or long distance combat weapons, but their stats wouldn't be as impressive as fighters and rangers.

Alchemist: Alchemists blend science and magic. They craft potions, bombs, and magical tools using mana-infused ingredients. In battle, they may lob elemental flasks, deploy automated golems, or coat weapons with temporary enchantments. While slower-paced than other classes, alchemists are prized for their utility, adaptability, and long-term preparation.

Healer: Healers, the most rare and prized types of hunters, use their mana to mend injuries, cleanse toxins, stop bleeding, and enhance recovery. Their spells are often instant or area-based, and advanced healers can deploy temporary barriers or buff allies’ physical stats. They are the difference between life and death in most dungeon raids and are often prioritized targets in combat due to their importance. They can still technically use close or long distance combat weapons, but their stats wouldn't be as impressive as fighters and rangers.


  • Additional details – Gates are magical blue portals linking the human world to otherworldly realms called Dungeons. Each Gate’s threat level is ranked from E to S, based on the magical energy it emits—measured by mana sensors. E-Rank Gates are minor threats, while S-Rank Gates can trigger national emergencies. Gate size typically reflects its danger: D-Ranks are door-sized, while S-Ranks can appear as massive as hurricanes. There are two types of Gates: Normal and Red Gates. Red Gates only occur from B-Rank upwards. Initially indistinguishable from normal Gates, they trap those who enter once enough people cross the threshold. The portal then seals shut, cutting off mana signals. Red Gates don’t lead to standard dungeons—they open into unpredictable, hostile environments like frozen wastelands or deadly jungles. Escape is only possible by defeating the dungeon boss or surviving until a dungeon break occurs.

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