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LorebookModern World collides with Solo Leveling ๐ from Chub
by muffled_crash_15512ยท on Chubยท added
- solo leveling, shadow monarch, op, dark, assassin, cold, overpowered, fantasy
- Game Characters
- Fantasy
- Dark fantasy
- sololeveling
- solo leveling
- fantasy dark fantasy worldbuilding rpg kingdoms lorebook nsfw persistent world magic adventure
- Drama
- English
- anypov
- OC
- world of darkness
- Human
- Scenario
- Roleplay
Tokens: 464 permanent ยท up to 554 lorebook ยท budget 1,018
Archival reconstruction
Listed as โSolo Leveling x Modern World | spin-off SLโ
Modern World collides with Solo Leveling ๐
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This is Lorebook for people who want to become hunters and play dark fantasy experience protecting our REAL modern Earth from Monarchs (from anime Solo Leveling) invading it. Solo Leveling magic power, mana, hunters, ranks etc included and well integrated in our's modern world history (gates and dungeons appeared in 2023). Anime characters, names and events excluded (Shadow monarch and Song Jinwoo too). Good luck hunters! ๐ ---This is remake of my previous Lorebook. ---Best structure and immersion in the Word. ---Added 15 national level hunters with their guilds. ---Added other side of hunters' World.
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- 8
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Created Updated Archived since
- solo leveling, shadow monarch, op, dark, assassin, cold, overpowered, fantasy
- Game Characters
- Fantasy
- Dark fantasy
- sololeveling
- solo leveling
- fantasy dark fantasy worldbuilding rpg kingdoms lorebook nsfw persistent world magic adventure
- Drama
- English
- anypov
- OC
- world of darkness
- Human
- Scenario
- Roleplay
Solo Leveling x Modern World | spin-off SL
Core
67 entries ยท scan depth 6 ยท budget 3,500 tokens
Solo Leveling x Modern World | spin-off SL
- #1Core premise of the setting. Current year: 2026.constant
Keys: gates appeared, the Convergence, 2023, the event, what happened, the world changed, Convergence, three years ago
Three years ago, in 2023, the world began to change. The story is set in 2026.
Without warning and without explanation, thin wounds opened in the fabric of reality โ shimmering, humming, faintly echoing tears later named gates. They appeared in city squares, in forests, on the ocean floor, in deserts, in suburban backyards, in the middle of highways. And from them came monsters.
The phenomenon has since been called the CONVERGENCE: an event resembling the fusing of two spheres of existence, two realities bleeding into one another, the way two worlds might once have collided and never fully separated.
Humanity was not the target of a war it understood. It simply happened to occupy ground that another realm was trying to occupy.
No nation, no scientist, no religious authority has ever produced a definitive answer for why it began. What is known is that the Convergence is not finished. It is ongoing โ slow, patient, and worsening. Every year the gates grow more numerous and more severe.
The world did not end. It adapted โ badly, painfully, and with a great deal of blood โ into something neither purely modern nor purely fantastical.
- #2Definition and role of mana.
Keys: mana, magical energy, the air feels heavy
MANA is the fundamental substance that leaked into this reality when the Convergence began. It behaves like a field, a fluid, and a will all at once.
Mana is measurable. Instruments can read its density, its flow, and its signature. This is the basis of gate ranking, monster tracking, and hunter ranking.
Mana is the reason monsters exist. Every creature that comes through a gate is saturated with it. Mana sustains their bodies, grants them their unnatural abilities, and holds them together. Strip the mana from a monster and it collapses into inert matter. This is why conventional weapons are nearly useless.
The atmosphere of the world today is slightly different than it was in 2022. The air is a little heavier. The light is a little stranger. Electronics occasionally glitch near gates. Mana is now part of the environment.
- #3What gates are and how they behave. Formation takes minutes.
Keys: gates, portal, gate, rift, gate opening, tear
A GATE is a localized tear between this reality and the invading sphere. It appears as a floating, oval or circular aperture of light โ the color varies from pale blue to violet to blood red, and the color roughly correlates with danger.
Gate formation takes minutes, not seconds. First, a pressure builds in the air at a specific location. Then the air distorts, the light bends, and a visible aperture slowly stabilizes. Anyone nearby sees and hears the formation โ a low subsonic hum, a shimmer, then a fully formed gate. This gives civilians a small but precious window to flee.
Gates cannot be moved, blocked, buried, or destroyed. They can only be entered, cleared, and closed โ a process that happens automatically once the dungeon behind the gate is fully cleared of monsters.
A gate has two ends: the aperture in the real world, and the dungeon that exists on the other side. The dungeon is not a cave behind the portal โ it is an entirely separate pocket of space that exists inside the gate itself.
Gates appear at random. Some nations invest heavily in early-warning systems that detect the mana signature preceding a gate's formation, granting anywhere from twenty minutes to a few hours of warning.
When a gate is left uncleared past its timer, it breaks, and the dungeon empties into the real world.
- #4Gate ranking scale E to SSS.
Keys: gate classification, S-rank gate, E-rank gate, how gates are ranked, gate rank, gate levels, SSS gate
Gates are classified by measured mana density and monster population. The scale runs from E to SSS.
โข E-RANK โ Single room or short corridor. Fewer than a dozen lesser monsters. A lone competent hunter can clear one in under ten minutes. โข D-RANK โ Small dungeon, several chambers, modest monster population. โข C-RANK โ The first tier that reliably kills. Multiple chambers, traps, mid-tier monsters. Requires a disciplined strike team of six to eight. โข B-RANK โ Large dungeon, elite monsters, at least one powerful guardian. Requires a guild-level operation. โข A-RANK โ Vast, labyrinthine, lethal. Home to monsters capable of wiping out a city block. โข S-RANK โ Catastrophic. Dungeon large enough to contain its own ecology, weather, and hierarchies. A-rank hunters die in these. โข SSS-RANK โ Extremely rare. The mana readings exceed the scale's intended maximum. These are not dungeons so much as the Monarchs' own doorways.
Gate rank is measured by instruments, but instruments are only an estimate. A gate's true danger is only revealed once someone steps inside.
- #5Gate timer and the consequences of a break.
Keys: gate timer, uncleared gate, gate breached, gate break, timer
Every gate, upon forming, begins a countdown โ the GATE TIMER. It manifests as a slow-changing arc of light at the gate's edge that shrinks inward. Duration scales with the gate's rank: hours for an E-rank, days for a C-rank, a week or more for an A-rank.
If the dungeon inside is fully cleared before the timer expires, the gate closes on its own and vanishes. If the timer runs out, the gate BREAKS.
A GATE BREAK is the single most feared event in the modern world. When a gate breaks, the barrier between the dungeon and reality fails completely, and every monster inside floods out into the physical world. They propagate outward, killing everything in their path, and are only stopped when every last one of them is put down by hunters.
Gate breaks have leveled city districts. They have emptied towns. Even a broken E-rank gate has killed dozens of civilians when it happened somewhere undefended.
When a gate breaks, the monsters that escape retain the dungeon's mana โ meaning conventional weapons remain useless against them until they are killed.
- #6Red Gates โ sealed, inescapable, abnormally deadly.
Keys: crimson gate, red portal, Red Gate, Red Gates
A RED GATE is a rare anomaly. Roughly one gate in several thousand manifests with a deep crimson color instead of the usual blue or violet, and the moment a hunter steps through, the rules change.
A Red Gate seals itself behind the entrants. It cannot be exited until the dungeon is fully cleared. Inside a Red Gate, no support can reach you. No reinforcements. No rescue teams. No medics. The dungeon is cut off from the outside world entirely.
Red Gates are also disproportionately difficult for their measured rank. A Red Gate that reads as C-rank may contain A-rank monsters.
Casualty rates for Red Gates are catastrophic. Survivors of Red Gates are treated with a particular kind of respect. They are also, almost without exception, permanently changed.
- #7The true origin of hunter power.constant
Keys: source of power, origin of hunter abilities, where does hunter power come from, why hunters are strong
Hunter power is a DEFENSIVE RESPONSE OF THIS REALITY ITSELF.
When the Convergence began and the other sphere started pressing into this one, this world reacted the way any living thing reacts to invasion. It adapted. Mana was not simply absorbed or rejected โ it was co-opted, and a mechanism was created to distribute it to the native inhabitants of this reality so they could fight back.
That mechanism is awakening.
The world is not granting power out of kindness. It is arming its own cells. Every awakened human is, in a sense, an immune response โ a walking antibody that can enter a gate, kill what is inside, and close the wound. The reason monsters can only be effectively harmed by hunters is that hunters carry the world's own counter-signature. Their mana is not foreign. It is native mana, weaponized.
Awakening is random, unevenly distributed, and often awarded to people who never wanted it. The world is defending itself, but it is not doing so intelligently. It is doing so the way an organism does โ blindly, with whatever it has.
- #8The popular religious explanation for hunter power.
Keys: faith, blessing, the creator, god, religious explanation, divine power
The public does not know that hunter power is a defensive reaction of the world itself. What most people believe is the DIVINE THEORY: that hunter power is a blessing granted by a creator, a god, or a higher will, given to humanity so that it might not be destroyed.
This belief took hold because it fit what people saw. Hunter power appeared precisely when humanity needed it. It cannot be earned, bought, or trained. It falls on the unlikely and the unworthy as often as on the righteous.
Religious institutions across the world adapted quickly. Most major faiths reinterpreted the Convergence through their own theology. New religious movements sprang up almost overnight.
Not everyone accepts the Divine Theory, but it is nonetheless the dominant popular belief, and it has shaped law, politics, and public policy.
- #9How people awaken as hunters.
Keys: awakened, how hunters are made, awakening process, awakening, become a hunter
AWAKENING is the process by which a human being becomes capable of channeling mana. It is not a choice. It cannot be trained, taught, induced by drugs, or bought.
Awakening typically happens between the ages of sixteen and fifty. The individual experiences a sharp, hot pressure behind the sternum, followed by a sensation of the body being briefly emptied and refilled. When it passes, the person can feel mana.
Awakening grants a set of instinctive abilities: sensing mana, resisting monster influence, and channeling mana through the body or projecting it outward.
The vast majority awaken at E-rank. A small fraction at D or C. A tiny number at B or A. And once every few years, across the entire planet, someone awakens as S-rank.
Awakening is random. It has no correlation with age, gender, fitness, wealth, intelligence, nationality, or belief. This unpredictability is one of the great equalizers โ and one of the great sources of resentment โ in modern society.
- #10Second awakening and rank increases.
Keys: rank increase, reawakening, awakened twice, second awakening
REAWAKENING is the rare phenomenon in which an already awakened hunter's body undergoes the awakening process a second time. A reawakened hunter's rank increases permanently.
The size of the increase varies wildly โ some jump a single rank, some leap several. The process itself is more violent than the first awakening: days of fever, muscle spasms, bleeding from the nose and eyes, and a mana output so intense that nearby electronics fail.
Reawakening cannot be triggered. No one knows what causes it. Theories include prolonged mana exposure, near-death experiences, extreme emotional trauma, and simple random chance.
The statistical rate is roughly one in several hundred thousand hunters per year. Most hunters never reawaken. Most die at the rank they were born into.
- #11False-rank hunters โ over-ranked and under-ranked.
Keys: fake hunter, false-rank hunter, liar hunter, overranked, underranked, false rank
A FALSE-RANK HUNTER is a hunter whose official measured rank does not match their actual capability.
OVER-RANKED hunters are measured higher than they truly are. They are extremely common and extremely dangerous โ not to the public, but to their own teams. They are the ones who panic in a dungeon, who fail to hold a corridor, whose death triggers a cascade of other deaths.
UNDER-RANKED hunters are measured lower than they actually are. This is rarer but far more significant. A hunter measured E-rank who can actually fight at A-rank level is a hidden asset of enormous value โ and a target. Under-ranked hunters are quietly recruited by intelligence agencies, by the largest guilds, and by less reputable parties.
The phrase false-rank is also used, colloquially and less kindly, for hunters who fabricated their credentials. These individuals rarely survive their first real dungeon.
- #12Hunter ranks and what they mean. Roughly 0.02% of the population is awakened.
Keys: rank scale, hunter ranks, S-rank hunter, E-rank, hunter rank, how strong is a hunter
Hunter ranks are measured on the same scale as gates. Roughly 1 in 5,000 humans awakens โ about 0.02% of the population.
โข E-RANK โ The vast majority of awakened individuals. Capable of killing lesser monsters. E-rank hunters are the labor force of the industry, and the most likely to die. โข D-RANK โ Meaningfully stronger. Can fight mid-tier lesser monsters one on one. โข C-RANK โ The first rank considered genuinely dangerous in combat. โข B-RANK โ Elite. A B-rank is a local celebrity and a guild's core asset. โข A-RANK โ National-level power. A single A-rank can change the outcome of a gate break. โข S-RANK โ The top of the scale. S-rank hunters are strategic assets comparable to nuclear weapons. There are, at any given time, fewer than two hundred S-rank hunters alive globally.
Beyond S-rank, the scale is not officially defined. Some associations unofficially recognize an SS or SSS designation for hunters whose mana readings exceed instrument limits.
- #13Hunter classes and specializations.
Keys: ranger, hunter class, healer, classes, summoner, tank, mage, assassin, support, fighter
Every awakened hunter develops a CLASS โ an involuntary specialization in how they channel mana.
โข FIGHTER โ Frontline melee. Most common. โข TANK โ Fighter subtype with extreme mana absorption. Nearly impossible to kill. โข ASSASSIN โ Speed and stealth. Bypasses outer defenses. โข MAGE โ Channels mana outward. Highest damage, lowest durability. โข RANGER โ Long-range physical. Also scouts. โข HEALER โ Closes wounds, restores stamina. Mandatory above C-rank. โข SUPPORT โ Buffs, barriers, debuffs, utility. โข SUMMONER โ Rarest class. Commands constructs, spirits, or bound entities.
Hybrids are common at high ranks. Pure classes dominate at low ranks.
- #14National hunter associations.
Keys: hunter association, regulator, association, national association
Every nation on Earth maintains a NATIONAL HUNTER ASSOCIATION โ the official government body responsible for everything related to gates and hunters.
The association's duties include detecting and registering new gates, issuing gate contracts, testing and ranking awakened individuals, licensing guilds, maintaining the national hunter database, coordinating emergency response during gate breaks, regulating the sale of magic stones and artifacts, and handling the compensation of fallen hunters.
Associations vary enormously between nations in structure, funding, and corruption. Some are powerful quasi-military organizations. Others are thin regulatory shells.
Associations coordinate internationally through a loose framework of treaties and data-sharing agreements. There is no global hunter government.
- #15Dungeon interiors, zones, hazards, and logic.
Keys: dungeon structure, dungeon interior, inside the gate, dungeon, dungeons
A DUNGEON is the pocket world that exists inside a gate. It is a constructed space โ a self-contained architecture of stone, crystal, obsidian, ice, bone, or stranger materials, shaped by the Monarch who seeded it.
Dungeons are internally consistent. They have their own atmosphere, temperature, and gravity. They follow a logic that resembles a fortress or a temple: an entrance chamber, branching corridors, guard posts, sealed vaults, a central sanctum, and โ in higher ranks โ a guardian entity that anchors the dungeon's existence.
Dungeon interiors are divided into ZONES. Monsters generally do not cross zone boundaries, which allows strike teams to fight in manageable engagements.
Higher-rank dungeons contain ENVIRONMENTAL HAZARDS: lava channels, freezing mist, collapsing floors, poisonous spores, rooms that rearrange themselves, corridors that loop, and traps that are clearly designed rather than natural.
The most unsettling trait of dungeons is that they always feel occupied. They are not ruins. They are functioning spaces built for the creatures that live in them.
- #16Universal rules about monsters.
Keys: bestiary, creatures, monsters, why can't guns kill monsters, conventional weapons
Monsters are the living inhabitants of dungeons and the invading armies of the Monarchs.
โข Conventional weapons cannot kill them โ only mana-infused attacks from awakened hunters can disrupt a monster's mana structure. โข Monsters are ranked on the same E-to-S scale as gates and hunters. โข They contain magic stones โ crystallized mana cores that drive the global economy. โข They do not negotiate. They kill, consume, and propagate. โข They do not leave their zone unless the dungeon is breached.
Categories: LESSER, MID-TIER, HIGHER, APEX โ plus GUARDIANS that anchor high-rank dungeons.
- #17Lesser monster types.
Keys: goblins, lesser monsters, swarms, impi, kobolds, rats, small monsters
LESSER MONSTERS โ E to D rank. The bottom of the hierarchy.
โข GOBLINS โ Green-skinned humanoids, crude weapons. Cowardly alone, deadly in groups of twenty or more. โข KOBOLDS โ Scaled dog-like humanoids. Territorial, fast. โข IMPI โ Winged, fire-touched. Swarm. Bites resist healing. โข GIANT RATS AND INSECT SWARMS โ Dangerous in numbers. โข SPORELINGS โ Fungal. Cause mana sickness in unawakened humans. โข DUNGEON HOUNDS โ Pack predators. First serious threat for E-rank teams.
- #18Mid-tier monster types.
Keys: golems, minotaurs, orcs, trolls, harpies, mid-tier monsters, lizardmen
MID-TIER MONSTERS โ C to B rank. Standard enemies of professional raid teams.
โข ORCS โ Two-meter grey-green humanoids. Forged weapons, warbands, formations. โข TROLLS โ Massive regenerators. Only the core is lethal. โข LIZARDMEN โ Reptilian, natural scales, poisoned weapons. โข HARPIES โ Winged. Talons and sonic shrieks. โข MINOTAURS โ Bull-headed giants. Solitary zone guardians. โข STONE GOLEMS โ Rock or crystal constructs. Immune to piercing. โข WRAITHS โ Spectral, drain mana on contact, phase through matter.
- #19Higher monsters, demons, dragons, apex entities, and guardians.
Keys: higher monsters, liches, apex, chimeras, guardians, demons, wyverns, dragons
HIGHER MONSTERS โ A to S rank. Intelligent, capable of speech and planning.
โข DEMONS โ Horned humanoids with a command hierarchy. Lead other monsters. Dungeons with demons are at least B-rank. โข CHIMERAS โ Fused multi-part creatures. Unstable mana. No single vital point. โข LICHES โ Undead spellcasters bound to a phylactery. ARCHLICHES are the highest tier. โข WYVERNS โ Two-legged dragons. A-rank threat. โข TRUE DRAGONS โ Apex of the hierarchy. Enormous, ancient, intelligent. S-rank by default. Their appearance signals something larger is approaching. โข APEX ENTITIES โ S-rank or beyond. Only a handful ever encountered. โข GUARDIANS โ Anchors of high-rank dungeons. Kill the guardian, the dungeon collapses. Some can speak.
- #20Magic stones โ the economic backbone of the new world.
Keys: magic stones, magic stone, core, stones, monster core, mana crystal
A MAGIC STONE is a crystallized core of mana found inside the body of every monster. It is the single most economically important substance in the modern world.
When a monster dies, its mana collapses inward and solidifies into a stone. E-rank stones are dull, grey, pea-sized. S-rank stones are fist-sized, translucent, and glow faintly from within.
Magic stones are used for power generation, equipment manufacturing, artifact crafting, medicine and research, and military application.
The price of magic stones fluctuates constantly and is traded on international commodity markets. An S-rank stone has never been sold publicly โ every one recovered has been claimed by a government.
Magic stones cannot be synthesized. The entire global economy depends on hunters going into gates and killing things.
- #21Magic artifacts โ recovered dungeon treasures.
Keys: magic artifact, artifacts, drop, artifact, relic
A MAGIC ARTIFACT is an object recovered from a dungeon that carries a persistent mana effect. Artifacts are not made by humans. They are found.
Artifacts come in forms: rings, amulets, cloaks, boots, gauntlets, weapons, masks, orbs, scrolls, and objects with no recognizable purpose.
Their effects range from passive enhancement and active abilities to utility, defensive, and anomalous effects that are not understood.
Artifacts are ranked by the same E-to-S scale as everything else. S-rank artifacts are national treasures, legally restricted, and never appear on open markets.
Artifacts cannot be mass-produced. Every one recovered is unique. There is a darker aspect: artifacts carry the mana signature of the dungeon they came from. Prolonged use can, in rare cases, alter the wielder's behavior, dreams, or temperament.
- #22Weapons and armor for hunters.
Keys: hunter weapons, hunter armor, mana weapons, equipment, gears
Conventional weapons cannot kill monsters. This created, almost overnight, an entirely new manufacturing industry.
HUNTER WEAPONS are forged around a magic stone. The stone serves as a conduit: when a hunter channels mana into the weapon, the mana flows through the stone and into the blade, barrel, head, or shaft, giving the weapon the signature needed to disrupt monster mana. Without a stone, a weapon is a piece of metal. With a stone, it is a monster-killing tool.
HUNTER ARMOR serves two purposes: physical protection and mana insulation. Mana-infused armor resists monster attacks far better than steel, and it also protects the wearer from mana overload. Armor is class-specific.
High-rank equipment is handcrafted, extremely expensive, and often customized for a single hunter. The equipment industry is now one of the largest manufacturing sectors in the world.
- #23Mana sickness (unawakened) and mana overload (hunters).
Keys: contamination, mana sickness, mana overload, mana poisoning
Two distinct conditions affect humans exposed to mana beyond their capacity.
MANA SICKNESS affects the unawakened. Prolonged exposure to mana-dense environments โ living near a gate, working in a dungeon-adjacent facility, breathing spore-contaminated air โ causes headaches, fatigue, nausea, nosebleeds, and in severe cases, neurological damage. There is no cure, only avoidance. Chronic mana sickness has become an occupational hazard for support staff, journalists, and civilians living in high-gate regions.
MANA OVERLOAD affects hunters. It occurs when a hunter channels more mana than their body can safely contain. Symptoms include fever, muscle tearing, temporary loss of control, and in extreme cases, mana burn โ internal damage that does not heal through ordinary means. Mana overload is a leading cause of career-ending injuries and one of the reasons equipment (especially armor) matters so much. A hunter whose armor fails mid-raid can overload and die in seconds.
Both conditions are treated at specialized mana clinics. Treatment is expensive, and insurance coverage for mana-related illness is one of the most politically contested issues in the post-Convergence world.
- #24Mortality statistics by rank.
Keys: survival rate, death rate, mortality, how dangerous is it, hunter deaths
Hunter mortality is published annually and closely watched.
โข E-RANK โ ~1 in 20 die within the first year. Career expectancy 8โ12 years. โข D-RANK โ ~1 in 15 annually. Career 10โ15 years. โข C-RANK โ ~1 in 10 annually. Career 8โ12 years. โข B-RANK โ ~1 in 12 annually. Career 7โ10 years. โข A-RANK โ ~1 in 15 annually, concentrated in major incidents. โข S-RANK โ ~1 in 20 annually. Deaths are national news.
Overall hunter mortality: roughly 40% within ten years. More dangerous than military service. Guilds pay for funerals; the national association pays a death benefit to surviving family.
- #25Guilds โ what they are and how they operate.
Keys: joining a guild, hunter guild, guild, guilds
A GUILD is a legally registered organization of hunters that operates under a national license. Guilds take gate contracts, hire hunters, equip strike teams, train members, and take a cut of everything earned.
Guilds range enormously in scale. At the bottom are small local guilds. At the top are international guilds with thousands of members, their own research divisions, their own equipment manufacturing, and enough political power to negotiate directly with governments.
Guilds are ranked officially by their strongest member, not their size. A guild with one S-rank hunter is an S-rank guild.
Guild structure typically includes a guild master, strike teams, support divisions, logistics, and administration.
Joining a guild is voluntary. Most hunters sign with a guild within their first year because the alternative โ freelancing โ means no equipment, no legal protection, no support, and no medical care.
Guild infighting is real, common, and occasionally violent.
- #26Raids and strike team composition.
Keys: party, raid, strike team, raids, raid team, dungeon run
A RAID is a sanctioned operation to enter a gate, clear its dungeon, and close it.
Every raid is built around a STRIKE TEAM. The standard composition for a C-rank or above is: a team leader, one or two tanks, two or three fighters, one or two mages, one ranger, one healer, and one or two support.
For B-rank and above, multiple strike teams operate in parallel under a raid commander, with support teams stationed outside the gate.
Outside the gate, an entire second layer of infrastructure exists: medical stations, mana analysts, reserve teams, and โ in the most serious cases โ military units on standby.
Raids are expensive. A single A-rank raid can cost more than a small country's annual infrastructure budget. The proceeds โ magic stones, artifacts, and gate-closure fees โ are split between the guild, the hunters, and the national association.
The rule every hunter learns in their first week: nobody enters a gate alone. Nobody.
- #27How nations relate to each other in the new world.
Keys: international, politics, treaties, nations, countries, war, cooperation
The world is still divided into the same nations it always was. What changed is the stakes.
After the Convergence, large-scale war between nations became functionally impossible โ because any nation that wasted its hunters fighting another nation would simply lose its own cities to gate breaks.
A formal framework of international cooperation emerged within the first year: cross-border gate clearance treaties, mana data sharing, stone and artifact trade agreements, rapid response accords, and hunter extradition and conduct rules.
Armed conflict has not been eliminated. But full-scale war is viewed as collective suicide. The military of every nation still exists, but its primary function has shifted toward domestic containment, gate break response, and evacuation support.
Russia's independent clearing of three S-rank gates is one of the most frequently cited examples of national capability in this new era.
- #28The global economy after the Convergence.
Keys: economy, industry, market, trade, money, jobs, economic
Roughly a third of the world's economic activity is now directly or indirectly tied to the gate industry.
The new economic pillars: โข MAGIC STONE EXTRACTION AND TRADE โ The foundational commodity. โข ARTIFACT RECOVERY AND AUCTION โข EQUIPMENT MANUFACTURING โ One of the largest employers on Earth. โข HUNTER SERVICES โ A multi-trillion-dollar global industry. โข MANA ENERGY โ Mana reactors supply a substantial share of global electricity. โข RESEARCH AND DEVELOPMENT โข SUPPORT INDUSTRIES
Old industries have not vanished. Manufacturing, agriculture, technology, finance, media, sports, and entertainment all still exist.
- #29Income inequality within the hunter profession.
Keys: hunter income, rich hunters, hunter wealth, how much do hunters earn
Hunter income scales dramatically with rank. This is the single most defining feature of the hunter economy and one of the sharpest inequalities in the modern world.
โข E-RANK โ Roughly entry-level manual labor wages. Many E-ranks hold second jobs. โข D-RANK โ Middle-class income. โข C-RANK โ Upper-middle-class. A decent apartment, a car, reasonable healthcare. โข B-RANK โ Wealthy. Often earn more than senior doctors or lawyers. โข A-RANK โ Very wealthy. Millionaires many times over. โข S-RANK โ Among the wealthiest individuals on the planet. Annual income can exceed the GDP of a small nation.
The gap between an E-rank and an S-rank is not a matter of degree. It is a matter of civilization.
- #30Non-combat roles within the hunter industry.
Keys: non-combat hunters, civilian hunters, what do weak hunters do, support hunters
Not every awakened person fights. The majority of E-rank and D-rank hunters โ and a substantial minority of C-ranks โ work in non-combat roles that are essential to the industry but rarely appear in media coverage.
Known non-combat roles: โข MANA ANALYSTS โ Read gate signatures, calculate rank, predict dungeon content. Most are low-rank awakened with unusually sensitive mana perception. โข DUNGEON CARTOGRAPHERS โ Enter cleared gates after the fighting is done and map the interior for future reference. โข EQUIPMENT TECHNICIANS โ Forge, repair, and calibrate hunter weapons and armor. โข MEDICAL SUPPORT โ Mana-trained nurses, healers' assistants, and emergency responders. โข GATE WARDENS โ Monitor active gates, manage timers, coordinate evacuation. โข INSTRUCTORS โ Train new hunters in survival, dungeon protocol, and basic combat. โข SCAVENGERS โ Enter cleared dungeons to extract residual resources and recover the bodies of fallen hunters.
Non-combat hunters are often looked down upon by combat hunters, but the industry would collapse without them.
- #31Criminal activity in the hunter industry.
Keys: hunter crime, corrupt hunters, stone smuggling, artifact smuggling, black market
The hunter industry created a shadow economy almost immediately. The value of magic stones and artifacts โ combined with the fact that hunters are the only people who can access dungeons โ makes organized crime in this sector inevitable.
Common criminal activities: โข STONE SMUGGLING โ Untaxed magic stones smuggled across borders. Worth billions annually. โข ARTIFACT THEFT โ Stolen artifacts sold on private markets. High risk, extremely high reward. โข CREDENTIAL FRAUD โ Forged hunter licenses, bought ranks, fabricated awakening certificates. โข ROGUE GUILDS โ Unlicensed hunter organizations operating outside national oversight. โข CORRUPT ASSOCIATION OFFICIALS โ Bribed regulators who falsify gate classifications or sell hunter data. โข MURDER FOR HIRE โ A small but real market for hunting hunters.
International law enforcement coordinates on hunter crime through Interpol's manatech division. Enforcement is uneven. In some nations, the line between a guild and a cartel is nearly invisible.
- #32Society and pop culture in the new world.
Keys: games, movies, society, culture, sports, entertainment, pop culture, media, music
The world did not stop being the modern world. People still go to work, fall in love, argue about movies, follow celebrities, and complain about the weather.
โข FILM AND TELEVISION โ Hunter dramas, dungeon documentaries, and gate-break thrillers dominate the box office. โข MUSIC โ The global music industry continues unchanged in its basic structure. Idol groups, pop stars, rappers, and rock bands still tour and dominate streaming charts. โข VIDEO GAMES โ The gaming industry exploded. Hunter-themed games and gate-clearance simulators are dominant genres. Esports remains enormous. โข SPORTS โ Traditional sports continue. A parallel hunter athletics scene has emerged. โข SOCIAL MEDIA โ Hunter influencers are a massive phenomenon. Live-streamed dungeon runs, artifact unboxings, and gate-clearance vlogs draw millions of viewers.
At the same time, an undercurrent of anxiety runs through everything. Gate breaks are covered live on the news. School children practice evacuation drills. The modern world continues, but it continues with the knowledge that the world is still ending, slowly, in the background.
- #33How society views hunters.
Keys: public opinion, celebrities, heroes, hunter culture, fame, hunters are famous
Hunters occupy a strange place in public consciousness: celebrated, feared, resented, and needed.
On the positive side, hunters are heroes. High-rank hunters are national icons, interviewed on television, photographed at events, and given honorary titles.
On the negative side, hunters are resented. They are the only people on Earth who can kill monsters, which gives them extraordinary leverage. They earn more than doctors and engineers. They receive legal privileges.
The unawakened majority โ roughly ninety-nine percent of humanity โ is the largest and least powerful group in the new world. Evan, the secretary of "5 Stars," is one of the most visible examples of an unawakened person working inside the hunter industry.
Hunters themselves are not a unified group. There is a vast gulf between an S-rank national icon and an E-rank laborer clearing low-rank gates for minimum wage.
- #34Police and military roles in the new world.
Keys: police, government response, military, civil defense, law enforcement, army
Ordinary law enforcement and military forces still exist, and are still the primary tools of state power โ but their role has been fundamentally reshaped.
POLICE continue to handle ordinary crime. Police officers are almost never awakened. Their role during a gate break is evacuation, crowd control, and perimeter containment.
THE MILITARY still maintains conventional forces. Against monsters, conventional military force is only useful in a supporting role.
A new military doctrine has emerged around GATE BREAK RESPONSE: alert the association, evacuate civilians, establish a perimeter, mobilize hunters, and โ if the break is S-rank or higher โ request international assistance.
One thing is universally agreed upon: the military cannot win a war against the gates. Only hunters can.
- #35The overarching threat and trajectory of the setting.
Keys: what comes next, the future, predictions, the end of the world, escalation
Three years in, the world has stabilized into a fragile equilibrium.
But the trend line is unmistakable. Gate frequency is increasing year over year. High-rank gates are becoming more common. Gate breaks are occurring more often and causing more damage. The Monarchs are pressing harder, and the membrane is thinning.
Researchers have proposed a range of models for what happens if the trend continues. None are optimistic.
The dominant public mood is not panic. It is a kind of tired, persistent dread โ the awareness that the world is on a timer and no one knows how much is left.
The strongest hunters have begun to suspect that the gates are not random and the dungeons are not mindless. Something is organizing this. Something is counting down.
And whatever it is, it has not yet arrived.
- #36The Monarchs as a faction. Individual Monarchs are listed separately.
Keys: why monsters come, invaders, the Monarchs, Monarch faction, behind the gates, true enemy
Behind the gates, behind the monsters, behind the whole of the Convergence, stand the MONARCHS.
They are not kings of a kingdom in any human sense. They are immense, ancient wills of conquest โ entities of another sphere of existence who turned their attention toward this world and began, patiently, to occupy it. They have no emperor above them, no supreme being, no single ruler who commands them. They are peer powers, each sovereign over its own domain, each jealous of the others, each equally interested in claiming this reality.
The Monarchs did not choose this world by destiny. They chose it. They looked across the collapsing boundaries between spheres and decided this one was worth taking.
They cannot yet step through in full. The Convergence is incomplete, and the fabric of this reality still resists them. So they send their legions instead โ their beasts, their soldiers, their plagues, their servants โ through gates that open like pores in skin. Every gate is a fingertip pressing against a membrane. Every gate break is the membrane tearing a little more.
Each Monarch has its own domain, its own legions, and its own agenda. No human has ever seen one face to face and returned sane to describe it. What is known is that their presence distorts physics, emotion, and memory.
- #37Antares โ Monarch of Destruction.
Keys: Antares, King of Dragons, dragon monarch, Monarch of Destruction
ANTARES is the Monarch of Destruction and the King of Dragons. He is the oldest of the Monarchs and, by every surviving account, the most powerful. His domain is annihilation itself.
His associated creatures are dragons: wyverns, true dragons, and things between. When a dragon appears in a gate, the gate is almost always at least S-rank.
Known abilities include the Breath of Destruction โ a cone of force that unmakes matter rather than burns it โ and Dragon Fear, an aura of such absolute dominance that lesser monsters and even weaker hunters are paralyzed by instinct. He is also capable of telepathy.
Antares does not rage. He does not gloat. He simply destroys. Among the Monarchs, he is the one most likely to succeed in claiming this world if the Convergence completes.
- #38Baran โ Monarch of White Flames.
Keys: Baran, King of Demons, Monarch of White Flames, white flames
BARAN is the Monarch of White Flames and the King of Demons. His domain is hellfire โ white fire that burns without smoke and does not extinguish until it has consumed everything it was set upon.
He commands an army of demons. Baran himself is a massive demon with gray skin, glowing white eyes, flame-like white hair, a long tail, and four horns. He fights with lightning and fire, and he can summon his demon legions at will.
Baran is aggressive and brash. He does not retreat, does not negotiate, and does not care about odds. He is known to ride a white dragon in battle. His gates tend to produce demon-type monsters, and the presence of white flames inside a dungeon is treated as a direct indicator of his influence.
- #39Rakan โ Monarch of Fangs.
Keys: Rakan, Monarch of Fangs, beast monarch, King of Beasts
RAKAN is the Monarch of Fangs and the King of Beasts. His domain is primal predation โ speed, strength, and the instinct to hunt.
He appears as a huge, muscular man with tan skin, glowing yellow eyes, sharp teeth, and wild black hair. He wears silver fur pelts and gold-trimmed white armor.
Rakan's abilities include supernatural speed and a feral transformation into a gigantic white werewolf. He can heal from almost any wound in seconds, including regrowing severed limbs. He is also capable of telekinesis.
His associated creatures are beasts: dire wolves, great cats, bears, and monstrous hybrids. Rakan is arrogant, bloodthirsty, and cruel, and he is a hypocrite โ he calls other Monarchs cowards while being the first to flee when he faces a superior opponent.
- #40Sillad โ Frost Monarch.
Keys: Sillad, Monarch of Frost, King of Snow Folk, Frost Monarch, ice monarch
SILLAD is the Frost Monarch and the King of Snow Folk. His domain is cold โ absolute, weaponized cold that freezes mana itself.
He appears as an ice elf โ blue skin, white hair, blank white eyes, and a purple leaf pattern on his forehead. His associated creatures are ice elves, frost giants, and snow-beasts.
Sillad is a mage-type entity. His powers are related to ice, snow, and cold, and he can create blizzards, freeze opponents solid, and lower the temperature of an entire dungeon to lethal levels. He is calm, clever, and utterly without mercy toward humans.
Gates influenced by Sillad are cold โ frost on the walls, ice on the floor, and a chill that reaches through armor.
- #41Tarnak โ Monarch of the Iron Body.
Keys: Tarnak, Monarch of the Iron Body, Iron Body Monarch, King of Monstrous Humanoids
TARNAK is the Monarch of the Iron Body and the King of Monstrous Humanoids. His domain is endurance โ the absolute refusal to break.
He appears as a humanoid figure, but when he uses his full power he transforms into a monstrous golem with flaming lime-green hair, dark gray armor, and sharp teeth. His associated creatures are golems, living statues, and monstrous humanoids.
Tarnak's abilities center on physical reinforcement. His Iron Body technique boosts attack and defense simultaneously and strengthens his soul against life-draining effects. He also possesses energy manipulation, dimensional travel, and regeneration.
Tarnak is egotistical and overconfident, but not stupid. Gates influenced by Tarnak produce golems and armored humanoids. These dungeons are slow to clear because the monsters inside refuse to die.
- #42Legia โ Monarch of the Beginning.
Keys: Monarch of the Beginning, Legia, giant monarch, King of Giants
LEGIA is the Monarch of the Beginning and the King of Giants. His domain is sheer, overwhelming mass.
He appears as a muscular man roughly twice the height of an adult human, dressed in nothing but a tattered white loincloth. His associated creatures are giants: colossal humanoids that serve as living siege engines.
Legia's abilities include immense superhuman strength and earth manipulation. He can also cast a spell that prevents either party from lying โ the Pledge of Trust, one of the few known Monarch abilities that affects the mind rather than the body.
Legia is manipulative and opportunistic, willing to promise alliance if it buys him freedom. He was the first Monarch to make contact with humanity, and the first to be killed by a hunter. His gates are built to giant scale.
- #43Querehsha โ Monarch of Plagues.
Keys: Queen of Insects, Monarch of Plagues, Querehsha, plague monarch
QUEREHSHA is the Monarch of Plagues and the Queen of Insects. Her domain is biological annihilation โ swarms, parasites, poison, and disease.
She is an insectoid being, commanding trillions of venomous, self-replicating insects that consume biomass and spread lethal, mana-corrupting plagues. Her associated creatures are insects, parasites, and undead.
Querehsha's abilities include insect control, plague manipulation, venom secretion, necromancy, and regeneration. She can open gates to other worlds. Her tactics are patient and overwhelming โ she releases swarms, waits for the enemy to weaken, and then kills what remains.
Gates influenced by Querehsha are contaminated. The air is thick with spores. The walls crawl with insects.
- #44Yogumunt โ Monarch of Transfiguration.
Keys: King of Demonic Spectres, Monarch of Transfiguration, transfiguration monarch, Yogumunt
YOGUMUNT is the Monarch of Transfiguration and the King of Demonic Spectres. His domain is change โ the alteration of form, the manipulation of space, and the command of armies that do not obey physical law.
He appears as an elderly man with gray hair, light red eyes, and a blood-red blob-like symbol on his torso. He wears a tattered blackish-purple hooded cloak and a pale yellow bone-like mask over his mouth. When he uses his powers, his eyes glow pinkish-purple.
His abilities are primarily support-oriented. He can summon armies, open portals, and control battlefields. He can levitate freely and is capable of the Spiritual Body Manifestation.
Yogumunt is proud and contemptuous of humans, but not reckless. His associated creatures are demonic spectres. Gates influenced by Yogumunt are unstable, with rooms that rearrange themselves and corridors that lead to places they should not.
- #45National Level Hunter title; Ray refused but retains his ranking.
Keys: national-level title, National Level, National Level Hunter
NATIONAL LEVEL HUNTER is the formal designation granted to a hunter officially recognized as one of the top fifteen ranked in the world. The title is issued by a joint committee of national associations and is considered the highest formal honor in the hunter profession.
The title is tied to the global ranking. It comes with: โข International legal privileges, including priority passage and diplomatic courtesy in signatory nations. โข Access to S-rank gate contracts worldwide. โข Substantial state-funded compensation and resource allocation. โข Formal responsibility during international crises โ a National Level Hunter is expected to respond to catastrophic gate breaks regardless of location.
Recipients are drawn from the official top-15 ranking. Most accept the title. A small number have refused it, usually for personal reasons.
Ray holds the #5 rank in the world but refused the National Level Hunter title after the Dark Cathedral incident, declaring himself unworthy of it because he survived at the cost of his strike team. He remains ranked in the top fifteen despite the refusal โ the ranking is based on capability, not on acceptance of titles.
- #46Notable public events besides the Dark Cathedral.
Keys: first gate, first dragon sighting, great chicago break, marseille red gate, beijing accord, notable events
Publicly recorded major events since the Convergence began:
โข THE FIRST GATE (2023) โ The first confirmed gate appeared in Seoul. It was E-rank. It was cleared by a civilian who awakened within hours of stepping inside. No one understood what had happened for two days.
โข THE GREAT CHICAGO BREAK (2024) โ The first gate break in a major Western city. A C-rank gate in a residential district was left uncleared past its timer. The monsters that emerged killed over three hundred people before hunters could contain them. This event is credited with creating the international rapid response framework.
โข THE MARSEILLE RED GATE (2024) โ The first documented Red Gate. A twelve-member strike team entered. Two survivors emerged after eleven days. The Marseille incident is still the deadliest single raid in European history.
โข THE BEIJING ACCORD (2025) โ The formal treaty establishing cross-border gate clearance and mana data sharing. Signed by over sixty nations. Wei Longwei was present as an observer and refused to speak at the ceremony.
โข THE FIRST DRAGON SIGHTING (2025) โ A true dragon appeared in an A-rank gate in the Ural Mountains. It was not killed. It retreated through the gate after killing four A-rank hunters. This was the first confirmation that the Monarchs' higher servants had begun manifesting.
โข THE TOKYO DOUBLE BREAK (2026) โ Two S-rank gates broke simultaneously in Tokyo within hours of each other. Japanese forces held the line with assistance from Chinese and US hunters. Rin Katsuragi led the eastern line and lost three of her strike team members.
- #47Russian Hunters Association โ national regulator for Russia.
Keys: Russian Association, Russian Hunters Association
The RUSSIAN HUNTERS ASSOCIATION is a governmental organization in Russia that oversees the hunters, gates, and guilds within the country. Russia is known for clearing 3 S-rank gates without outside help โ a record that is a point of national pride and a significant source of its geopolitical weight in the post-Convergence world.
The Association is one of the largest and most heavily funded in the world. It maintains direct authority over guild licensing, hunter registration, gate contracts, and emergency response.
Russia currently has 14 registered S-rank hunters โ one of the highest national totals in the world. The Association has, since the first year, prioritized their training and retention. It also maintains a policy of refusing foreign assistance on S-rank operations unless the gate crosses into international territory.
The Association has an unusually close relationship with the "5 Stars" guild, which houses 6 of Russia's 14 S-rank hunters.
- #48"5 Stars" guild โ one of Russia's largest and most powerful guilds.
Keys: 5 Stars guild, 5stars, "Five stars" guild, "5 Stars", The "5 Stars" guild
The "5 STARS" guild was founded three months after the appearance of the gates. Its original name was "Dawn."
A year later, the guild master stepped down due to age to take a position with the Russian Hunters' Association, and DMITRY OSTRYY became the new guild master. After Ray awakened and joined the guild, he proposed rebranding it as "5 Stars" โ a name reflecting the five S-rank hunters within its ranks at the time.
Ray serves as the guild's deputy leader, while his childhood friend Evan acts as secretary. Despite a seven-year age gap, the guild master and his deputy are best friends; in public, they are known as "Big Brother" and "Little Brother."
Currently, the guild is home to 6 of Russia's 14 S-rank hunters โ making it the most powerful single hunter organization in the country and one of the strongest in the world.
The guild is known for its active media presence. Raid reports usually take the form of high-quality video clips set to upbeat rock music, featuring captions (much like AMV videos).
- #49Dmitry Ostryy โ 3rd strongest hunter in the world, guild master of "5 Stars."
Keys: Ray's guildmaster, Big Brother, "5 Stars" guild master, Dmitry, Dmitry Ostryy
DMITRY OSTRYY is the guild master of "5 Stars" and the 3rd strongest hunter in the world. He is 38 years old and hails from a major Russian city. He awakened immediately after the gates appeared, and his class is Warrior.
APPEARANCE: Short, dark brown hair. Light stubble. Not a single scar on his face โ unusual for a man of his profession. Broad-shouldered, towering, built like a classic Russian bogatyr (epic hero). Calm grey eyes. During raids, he wears premium mana-forged armor styled after ancient Russian bogatyr plate โ silver, crimson, and gold, with a bear motif worked into the pauldrons.
PERSONALITY: Serious and composed in public. Warm, dryly funny, and unexpectedly gentle with friends. Deeply protective of his hunters. Refuses to send anyone into a gate he would not enter himself. Carries the weight of every death under his command personally, and does not talk about it.
RELATIONSHIP WITH RAY: Despite a seven-year age difference, they are best friends, publicly known as "Big Brother" and "Little Brother."
COMBAT ROLE: Warrior. Frontline melee. Dmitry is a pure, overwhelming, immovable force. He does not use ranged attacks, does not cast spells, and does not rely on tricks. His combat philosophy is simple: stand where the line must hold, and do not move.
SIGNATURE ABILITIES: โข UNBREAKABLE (passive) โ Dmitry's body absorbs a portion of any damage dealt to him and converts it into stamina and mana. The longer a fight lasts, the stronger and more durable he becomes. This is the single ability most responsible for his world ranking. โข BOGATYR'S ROAR โ An aura of command. Allies within range gain increased mana flow and resistance to fear; enemies feel a crushing weight of presence and fight noticeably worse. โข EARTHBREAKER โ A ground-slam channeled through his weapon. Shockwaves stagger monsters, shatter dungeon floors, and knock lesser creatures off their feet. โข SECOND WIND โ Once per major engagement, when Dmitry would otherwise be incapacitated, he instead surges back to full combat capability for a limited window. โข ANCHOR โ A passive effect of his mana signature: monsters and hostile entities near him find it harder to disengage, flee, or teleport away.
WEAKNESSES: Limited mobility. No ranged options. His defensive style means prolonged fights, and prolonged fights mean casualties among anyone fighting beside him.
REPUTATION: Placed at #3 in the global ranking. Known for leading raids personally rather than commanding from the rear.
- #50Evan โ unawakened secretary of "5 Stars," childhood friend of Ray.
Keys: Evan, Ivan Ivanov, "5 stars" guild secretary
IVAN IVANOV, also known as EVAN, is a human male. He is the Secretary of the "5 Stars" guild. He was born in one of the small towns in Russia.
Build: 30 years old, 188 cm tall, skinny build. Appearance: Slavic facial features. Greek nose. Dark-green eyes. Dark-brown hair. Textured fringe cut.
Character traits known to society: Libra. Offhand humorous remarks in informal conversations, reserved in formal ones. Thoughtful, cautious.
Personally: โข Ray's childhood best friend. โข Introvert. Single. Doesn't smoke, doesn't drink. โข Spends time alone at his apartment or walking somewhere. โข Tries to keep good work-life balance.
As secretary: โข Works in the international relations department of "5 Stars." โข Event planning, correspondence, international communications. โข Wears a suit with a star tie at work. โข Hates overtime and extra duties. โข Before and during major raids, conducts briefings and provides communication support from headquarters. โข NOT awakened โ looked down upon by many guild members. Described as an unworthy candidate for the position. โข Performs well, often meeting KPI. โข Struggles with public speaking. โข Doesn't stay long at corporate parties. โข Sends money to his hometown regularly. โข Likes ryazhenka, tula pryanik, and vinyl records of 20th century rock bands.
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