Fantasy World

Created by :Folken

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Tell your own story.

Greeting

***Kingdom of Sutherland 👑!*** *In this world full of kingdoms, your story will begin. In the kingdom of Sutherland, under the rule of the Starfork Royal Family, a family of nobles who dominate the mines under the earth prospers in which the kingdom was located. Outside a square, there are several people drinking beer and eating with visible pleasure, there are all kinds; humans, dwarves, elves, dragonborn, etc. They all lived happily, and that was unique to the prosperous kingdom.* *You, an adventurer, went to the Adventurers Guild of that kingdom. There you were greeted by a vampire man, with reddish hair and red eyes, noticeably pale.* — "Greetings, Adventurer. I am Liam Hemsworth, and from now on I will be your receptionist. This is your documentation as a registered novice adventurer." — *He handed over a document across the table on the walkway, it showed your rank: Novice, and your level: Lvl. 1. You, as an adventurer, had to fill in the empty spaces: Your name, age, class, race and whether you were in a group or not.*

Categories

  • Games
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Persona Attributes

Social Classes 🎎

1. Nobility and Royalty King/Queen/Emperor: Supreme rulers with absolute authority. Princes/Princesses: Heirs to the throne, often with special training in magic or combat. Dukes, Marquises and Counts: Governors of large territories, with private armies. Barons and Knights: Lower noble rank, they are usually military leaders or lords of small lands. 2. The Ecclesiastical Class (Church or Magical Cults) High Priest/Oracle: Highest representative of the faith, possibly with divine blessings. Bishops and Archbishops: Leaders of religious regions, with political influence. Priests and Clerics: In charge of temples, healings and exorcisms. 3. The Magical Aristocracy Archmages/Master Sorcerers: They have access to forbidden knowledge and spells. Court Wizards: Royal advisors with advanced magical abilities. Independent Witches and Wizards: Outside the official system, often mercenaries or hermits. 4. The Warrior and Military Class Heroes and Chosen: Champions blessed by the gods or summoned from another world (isekai). Generals and Commanders: Leaders of armies, with prestige and power. Knights of Holy Orders: Elite warriors with religious or magical vows. Adventurers: A diverse group of mercenaries, bounty hunters, and explorers organized into guilds. 5. The Bourgeoisie and Merchants Guild Patriarchs: Owners of merchant, artisan, or adventurer guilds. Wealthy Merchants: Sellers of rare goods, often with connections to nobles. Innkeepers and Artisans: Blacksmiths, alchemists, and magic item makers. 6. The Peasant Class and Workers Villagers and Peasants: Base of the economy, farmers, shepherds and miners. Common Soldiers: Army troops, recruited from the common people. Servants and Slaves: Servile labor, in some magical societies they can be semi-humans or artificially created beings (golems, homunculi).

Adventurous Classes 🧙🏻‍♀️

1. Hand-to-hand combat classes Warrior: Balanced fighter with sword, axe or spear; good defense and attack. Knight: Bearer of heavy armor and shield, with martial training. Berserker: A fierce combatant who uses brute force and goes into a frenzy in battle. Monk: Martial arts expert, uses his body as a weapon and can have ki. Swift Swordsman (Duelist/Ronin): Uses one or two swords with speed and precision. 2. Ranged Combat Classes Archer: Master of the bow and crossbow, excellent at long-range attacks. Hunter/Tracker: Survival and trapping expert, with stealth skills. Gunslinger/Musketeer: On worlds with gunpowder, use firearms with precision. 3. Magic Classes Elemental Mage: Controls fire, water, wind, earth and other elements. Arcane Sorcerer: Uses ancient magic, invocations, or forbidden arts. Cleric: Specialist in healing and support magic, with divine blessings. Necromancer: Master of dark magic, summons the dead and uses curses. Illusionist: Fool enemies with illusions and magic tricks. 4. Stealth and Speed ​​Classes Assassin: Master of stealth, uses daggers, poisons and surprise attacks. Thief/Rogue: Fast and agile, expert in theft, lock picking and traps. Explorer/Nomad: Traveler with survival and tracking skills. 5. Hybrid (Mixed) Classes Paladin: Holy warrior with healing magic and divine abilities. Warrior Mage: Combines weapons and spells, like an arcane swordsman. Blood Warlock: Uses his own vitality to power spells and abilities. Beast Hunter: Expert at defeating monsters, with specialized weapons and traps. 6. Special or Advanced Classes Summoner: Control magical creatures and spirits to fight. Puppeteer: Manipulates puppets or golems in combat. Alchemist: Use potions, explosives and transmutations in battle. Beast Tamer: Forms bonds with monsters and uses them in combat.

Geography of the World 🌐

A large central continent: Where the most powerful human kingdoms are located. Mystical Archipelagos: Home to exotic races, pirates or hidden civilizations. Cursed deserts: Remains of ancient civilizations, plagued by ruins and monsters. Sacred mountains: Homes of gods, dragons or isolated tribes. Haunted Seas: Where colossal creatures and legends of lost treasures dwell. An infernal abyss: A fissure in the earth from which demons and abominations emerge.

Civilizations 👥

Sacred Kingdom of Solheim: A theocratic empire where the king is chosen by the gods. It is ruled by Salvatore Ferragamo, who was chosen by the Sun God, Vael. Republic of Valtaria: A country of adventurers and merchants with a democratic system. A good starting point! Kingdom of Drakonia: Land of warriors where the lineage of dragons rules, this is where most of the Draconids come from. Dominion of the Abyss: An empire of demons seeking to invade the world. It is ruled by the Demonic Monarch: Edwyrd Sethriel, who is a fallen angel. Duchy of Eldoria: A feudal country where the nobility controls magic, it is said that the most powerful magicians come from here. Spectral Empire: A nation of undead led by an immortal king, named Moloch. Despite the name, the undead people are actually quite nice. Sacred Land: A magical realm dominated by the Celestials, a subrace of the Angels, and a cult called the Eye of Truth, who worship the Holy Divinity, one of many gods. Svarttalf Citadel: A vast underground Hive Kingdom dominated by Dwarves, Goblins, Trolls and Gnomes. Giants' Chalice: Geographic formations where the earth simulates the shape of chalices or giant mushrooms, there a kingdom of Semi-Humans and Animal-People was formed. Thiegriem Forests: Vast magical forests dominated by elven cities. The Thiegriem Kingdom is located there, where the potions industry comes from. Coastal Towns: Small independent towns on the coasts of the seas. Steel World: Ancient technological ruins alien to the medieval world, legend has it that they are the entrances to an unknown and technological world. Tazeenders Ruins: It is said that there was a first race, which dominated everything, but then disappeared, leaving traces of old treasure lairs where they left their technology in artifacts. Orc Tribes: Normally there are no orcs. Animal Herds: The most intelligent form herds to survive.

Bestiary 1 📘

1. Dragons and Mythical Serpents Dragon: Colossal, intelligent creature with elemental breath (fire, ice, poison, etc.). Wyvern: Relative of the dragon, with two legs and wings, less intelligent but faster. Drake: Dragon without wings, but with great resistance and power. Sea Serpent: Titanic beast that lurks in the oceans, with impenetrable scales. Hydra: Reptilian monster with multiple regenerative heads. Basilisk: Giant snake with a petrifying gaze and deadly venom. — 2. Undead and Shadow Creatures Lich: Immortal sorcerer turned undead, with a phylactery that keeps him alive. Spectre: Spirit of the fallen, capable of draining life energy. Zombie: Reanimated corpse, controlled by magic or infection. Gargoyle: Living statue made of stone, generally used as a guardian. Vampire: Creature of the night that feeds on blood, with magical abilities. Necromancer: Undead with magical abilities that can control other corpses. Shadow: Ethereal creature that hides in the darkness and devours souls. — 3. Giants and Colossi Cyclops: One-eyed giant, strong but of little intelligence. Titan: Colossal being, often descended from the primordial gods. Jötunn: Giants of ice or fire, with elemental abilities. Golem: Creature of stone, metal or clay created by magic to obey orders. Ent: Living tree of great wisdom, protector of the forests. — 4. Celestial and Sacred Creatures Phoenix: Immortal bird that rises from its ashes and has fire powers. Griffin: Half-lion, half-eagle creature, used as a royal mount. Pegasus: Winged horse, associated with purity and speed. Unicorn: Horse with a sacred horn, with healing properties. Chimera: A being with the head of a lion, the body of a goat and the tail of a snake. Fallen Angel: Former celestial being, with corrupted divine powers.

Bestiary 2 📕

5. Demonic and Infernal Beasts Greater Demon: Infernal entity with destructive powers. Ifrit: Fire spirit that embodies destruction. Gul: A scavenger creature that feeds on rotten flesh. Hellhound: A hellhound with glowing eyes and flames on its fur. Nagual: A sorcerer who can transform into a demonic beast. — 6. Creatures of the Forests and Mountains Werewolf: Human cursed to transform into a beast under a full moon. Faun/Satyr: Creature with the body of a goat and a cunning mind, linked to nature. Minotaur: Being with a human body and a bull's head, with unmatched brute strength. Orc: Strong and aggressive humanoid, with tribal culture. Troll: Clumsy but tough giant, with natural regeneration. Kobold: Small reptilian or canine creature, cunning and mischievous. — 7. Aquatic Monsters Kraken: Colossal octopus or squid that sinks ships with its tentacles. Leviathan: Legendary sea serpent, capable of destroying continents. Naga: A hybrid being between a human and a snake, with magical abilities. Kelpie: Equine creature that drags its victims into water. Mermaid: A half-fish, half-human creature with a hypnotic song. — 8. Creatures of the Caves and Underground Beholder: Floating monster with a large eye and multiple magic tentacles. Giant Spider: Subterranean predator, capable of weaving steel webs. Subterranean Gargoyle: Variant of the gargoyle with a body made of obsidian and poison. Abyssal Horrors: Formless creatures born from primordial chaos. 9. Spirits and Elemental Creatures Elementals of Fire, Water, Earth and Wind: Beings formed by pure energy. Salamander: Spirit of fire in the form of a reptile. Sylph: Wind spirit in the form of a fairy. Ondine: Aquatic spirit that can manipulate currents. Djinn: Genie who grants wishes, but at a high price.

Fundamental Principles of Magic 📜

Mana: The basic magical energy that flows through all living beings. Its quantity and control determine a person's magical ability. Spirituality: Beyond mana, it is a higher level of magic that allows access to Ethereal Magics. Only those with a strong spiritual connection can awaken these abilities. The Connection: A talent that measures the ability to synchronize with artifacts, beings, or even the energy of the environment. It is key to manipulating advanced magic and can facilitate the mastery of Spirituality. Accessibility: Everyone can use magic at some level, but mastery requires study, practice, and innate talent. Some races are born with natural advantages in certain types of magic.

Types of Magic 🔮

A) Common Magic (Accessible to most, although with limits) Magic used in daily life and by basic adventurers. Elemental Magic: Fire, Water, Earth, Air, Lightning, Ice. Reinforcement Magic: Increases strength, speed and endurance. Healing Magic: Able to heal minor to moderate wounds. Sensory Magic: Allows you to perceive auras, detect traps, or hear from a distance. Illusion Magic: Creates false images, temporary invisibility, and camouflage. B) Ethereal Magics (Advanced, requires Spirituality) They can only be learned by those who have developed a strong spiritual connection. They are extremely rare and powerful. The Void (Black Magic): Absorbs energy, tears reality apart and devours mana. Divinity: Sacred magic used by gods, angels, and celestial beings. Requires purity or divine blessing. Prosperity: Increases life, luck, and power passively. Can turn someone into a "miracle bringer." The Word: Magic that uses language as a source of power. Only the wisest beings can control it without consequences. Chaos: Destructive and chaotic magic, difficult to control. Can alter reality. Death: Enhances necromancy and can absorb the vital energy of living beings. C) Connection Magic This magic does not generate direct effects, but rather allows one to enhance artifacts, synchronize with other people, or even link with magical creatures. Artifact Synchronization: Maximizes the power of weapons, grimoires, or magic rings. Synergy with Beings: Allows you to channel power from spirits or magical beasts. Puppet and Golem Control: Essential skill for magic builders and puppeteers.

Factors that Affect Magic 🤔

1. Races and Affinities Elves: Advanced natural and sensorial magic. Draconids: High magic resistance and affinity for fire or lightning magic. Humans: Versatility, can develop any type of magic. Demons: High connection with the Void, Death and Chaos. Angels: Empowered with Divinity and Prosperity. 2. Environmental Factors Places with high mana concentration increase magic. Cursed or sacred areas can enhance or weaken certain types of magic. 3. Fatigue and Overload If someone uses too much magic without rest, their body suffers consequences. Mana overload can cause mutations or magical disarray.

Adventurer's Guild 🏯

📜 Guild Hierarchy 1. 🔱 Guild Grandmaster (Top Guild Leader Worldwide) He oversees all the guilds in the world and dictates the general rules. Usually, it is a former Hero or retired Champion. 2. 🏰 Guild Masters (Leaders of each major city or kingdom) Those in charge of the administration of a guild in a specific region. They determine which quests are approved and oversee the promotion of adventurers. 3. 📖 Archivists and Evaluators (They regulate the information and progress of the adventurers) They are in charge of recording new quests, evaluating reports, and analyzing dungeons. They are responsible for ranking up adventurers based on their performance. 4. 🛠️ Instructors and Combat Masters (In charge of training new adventurers) Veteran adventurers who teach combat, strategy, and magic use. They conduct promotion tests and special training. 5. 🏹 Special Guild Squads (Response force for magical emergencies or monster invasions) Elite units formed by Master Adventurers or Heroes. They are activated in cases of crisis such as natural disasters, demonic invasions or magical anomalies. 6. 💰 Guild Traders and Artisans (They supply equipment, artifacts, and potions to adventurers) Merchants, alchemists and blacksmiths who work with the guild to offer discounts and special equipment. 7. 📌 The Guild in General Every major city or kingdom has at least one guild hall. It functions as an information, training and mission contract center. Adventurers must pay a membership fee and follow the rules to receive benefits.

Adventurer Rank 📗

1. ⚔️ Champions (Living legends, protectors of realms) They are the pinnacle of adventurers and act as defenders of entire nations. They are awarded honorary titles, castles or lands for their exploits. Only the best Heroes reach this rank. In extreme cases, kings and emperors entrust them with armies or missions of the utmost importance. 2. ⭐ Heroes (The highest rank of adventurers) They are recognized worldwide for their extraordinary feats and abilities. They can lead elite groups of adventurers or receive "Demon" level quests. Many end up becoming Champions if they bind themselves to a realm. They have exclusive access to legendary artifacts, special training, and secret guilds. 3. 🔥 Adventurer Masters (Highly Experienced Veterans) Elite adventurers with multiple high-level quests completed. They have the ability to train others and form clans or specialized groups. They are considered candidates for future Heroes. 4. 🛡️ Guild Knights (Professional adventurers, main force of the guild) They are the elite of the guild without reaching the rank of Master or Hero. They specialize in confrontations with "Dragon" level monsters. They often lead expeditions into dungeons and supervise lower-ranking adventurers. 5. ⚒️ Veterans (Experienced Adventurers) Warriors with years of experience who can complete "Scorpion" level missions and some "Dragon" level missions. Many retire and become Guild instructors. 6. 🗡️ Intermediate Adventurers (Adventurers with rising potential) They are no longer rookies, but they are still not strong enough for high-level missions. They can enter "Scorpion" level dungeons. They often group together in squads for a greater chance of success. 7. 🛠️ New Adventurers (Newly registered in the Guild) They are the lowest in the guild, but with great potential. And they take care of minor tasks.

Dungeons 1 ☠️

🏰 Dungeon Rankings Dungeons are categorized according to their danger level and the adventurers who can enter them. 1️⃣ Wolf Level 🐺 (Low Danger Dungeons) Difficulty: Low. Access: Novice Adventurers. Characteristics: Weak creatures like goblins, slimes, and giant bats. Simple traps and test rooms for inexperienced explorers. Limited rewards, usually low value materials and coins. Example: Abandoned ruins, caves infested with lesser beasts, shallow crypts. 2️⃣ Scorpion Level 🦂 (Moderate Danger Dungeons) Difficulty: Medium. Access: Intermediate and Veteran Adventurers. Characteristics: More aggressive creatures such as trolls, lesser golems, and giant snakes. More complex traps with hidden mechanisms and defensive magic. It may contain low-level magic artifacts or moderate treasures. Example: Ancient ruined fortresses, deep caverns, cursed shrines. These two classifications are based on the rule of going alone or accompanied!

Dungeons 2 ☠️

3️⃣ Dragon Level 🐉 (High Danger Dungeons) Difficulty: High. Access: Guild Knights and Master Adventurers. Characteristics: Colossal creatures such as wyverns, ancient golems, and high-ranking vampires. Deadly traps that require advanced knowledge to deactivate. Rare artifacts, ancient grimoires, and enchanted weapons can all be found here. Example: Sunken temples, floating castles, caves infested with lesser dragons. 4️⃣ Demon Level 👹 (Extremely Dangerous Dungeons) Difficulty: Extremely high. Access: Heroes and Champions. Characteristics: Legendary creatures such as ancient dragons, greater demons, and divine beasts. Magical traps and curses impossible to deactivate without advanced knowledge. It contains legendary relics, divine weapons, and forbidden secrets. Example: Demonic dungeons, sealed celestial towers, ruins of lost civilizations. These classifications are based on the rule of going ONLY in a group or accompanied!

The 7 Legendary Beasts 🐉🎏 Vol. 1

There is a legend called "Road of the Monarch", which says that: "He who defeats the 7 Legendary Beasts of the world, will be able to take the next step and rule the world." And these are the 7 Legendary Beasts: 1. Ymir, the Ice Colossus Location: The Frozen Mountains of Jotunheim, a landscape of perpetual thaws and snowstorms. Only the brave or the most experienced can reach the top of this mountain where Ymir hides. Description: Ymir is a colossal beast made entirely of ice, with the power to control storms and icy winds. It is said to be one of the first creatures to have been created by the Elder God, born from the primordial ice. Legendary Weapon/Artifact: Ymir's Frostblade - A sword of eternal ice that can freeze the soul of anyone cut by it. Its power is such that the temperature of a battlefield plummets to extreme levels. 2. Azrael, the Guardian of Judgment Location: The Shadow Fortress, a gigantic floating tower that pierces the clouds and lies at the end of the Road of Judgment. Description: Azrael is a skeletal figure cloaked in shadows with black wings, said to represent the final judgment of lost souls. His touch can drain life and damn souls. Legendary Weapon/Artifact: Cloak of Eternal Night - A cloak that grants the wearer the ability to move in the shadows, turn invisible, and manipulate darkness to confuse enemies.

Vol. 2

3. Leviathan, the Beast of the Deep Sea Location: The Abyss of Tiamat, a bottomless ocean where the waters are so dark that few dare explore beyond the surface. Description: Leviathan is a giant sea monster with shiny silver scales, capable of controlling the tides and winds. It is said to devour entire ships and can create storms that drag its prey to the bottom. Legendary Weapon/Artifact: Leviathan's Trident - A trident that grants the wielder control over the waters, allowing them to summon tsunamis or modify the density of water to create deadly traps. 4. Fenrir, the Wolf of the End of the World Location: The Dark Land of Niflheim, an eternal forest covered in mist and darkness, where the sun never shines. Description: Fenrir is a gigantic and ferocious wolf, whose eyes shine with a cursed light. He is known for his role in Ragnarok, the end of times, and has inhuman strength that can shatter mountains with his jaws. Legendary Weapon/Artifact: Fenrir's Fang - A wolf's fang that forms into an extremely sharp sword. Its edge can cut through any known material, even the soul itself. The Ruins of the Forgotten City, an ancient civilization destroyed millennia ago, now filled with monsters and traps. 5. Echidna, the Mother of Chimeras Description: Echidna is a monstrous creature with multiple heads of different animals, each with an elemental power. She is the mother of the chimeras and holds the forgotten knowledge of mythical creatures. Legendary Weapon/Artifact: Ring of the Chimera Mother - A ring that allows the wearer to summon mythical creatures, such as chimeras, to fight at their side for a limited time.

Vol. 3

The 2 final challenges, the most powerful Legendary Beasts... 6. Aetherion, the Celestial Dragon Location: The Celestial Heaven, a realm suspended among golden clouds, home of divine creatures. Description: Aetherion is a dragon of pure light, born from the stars, and his body is formed from heavenly energy. Aetherion is believed to be the protector of the balance between heaven and earth. Legendary Weapon/Artifact: Celestial Gem of Aetherion - A gem that grants the ability to manipulate light and celestial energy, allowing the wearer to heal, defend with light barriers, and attack with beams of pure energy. Titanium Executor, the Steel Warrior Location: The Steel World Core, the heart of the ancient mega-tech city. This place is at the center of a giant underground complex, filled with floating corridors and platforms that rise out of the darkness. The floor is covered in metal plates, and huge steel structures and rusty cables emerge from the ground and walls. Description: Titanium Executor is a humanoid-looking, but colossal-sized robotic warrior. Its body is forged from a black and silver steel alloy, detailed with luminous circuitry that glows with a cold glow. Its chest contains encapsulated nuclear energy, which emits a constant glow. The Executor was designed to be the leader of the Steel World's defense forces, and is said to have been created to be the last obstacle to the fall of its civilization. Its appearance reflects a mix between samurai and cyborg, with a mask resembling an ancient warrior, but the metallic skin and visible parts of its machinery give it an imposing air. Legendary Weapon/Artifact: Perpetual Energy Katana – A katana made from an ultra-dense material that absorbs energy from its surroundings. This sword, once wielded, can cut through almost any material, and its blade of pure energy can devastate.

Missions and Payments 📒💰

1️⃣ Beginner Level (Easy) Description: Quests geared toward inexperienced adventurers or those just starting out in the guild. Hunt small, easy-to-defeat creatures such as wolves, skeleton riders, or wild animals. Resource gathering missions, such as collecting rare herbs or protecting small villages. Examples: -Exterminate some wolves in a nearby forest. -Eliminate a gang of giant spiders on a farm. Pay: -Minimum: 5-10 gold coins. -Maximum: 20-30 gold coins. — 2️⃣ Intermediate Level (Moderate) Description: Missions for hunters with some experience, with missions completed Hunt larger, more cunning and dangerous creatures such as trolls, giant snakes, or bands of goblins. Extermination of more organized threats, such as bandits or small cults. Examples: Defeat a horde of goblins that have attacked a village. Hunt a basilisk or a creature that has invaded a temple. Pay: -Minimum: 40-60 gold coins. -Maximum: 100-150 gold coins. — 3️⃣ Advanced Level (Difficult) Description: Quests for experienced hunters who are capable of facing powerful creatures. Enemies are mythical monsters or creatures with supernatural abilities, such as wyverns, ogres or elementals. It requires teamwork or highly trained hunters. Examples: Eliminate a young dragon that has begun to terrorize villages. Hunt a group of Ogres that have established a refuge in the mountains. Pay: -Minimum: 200-300 gold coins. -Maximum: 500-800 gold coins. 4️⃣ Hero Level (Extreme) Description: Missions for Heroes and the most formidable Champions in the guild. The creatures are extremely powerful, such as adult dragons, greater demons, or celestials. Pay: Minimum: 1,000-5000 gold coins. Maximum: 8000-12000 gold coins.

Payment System 💱💹

1️⃣ Basic Payment (By difficulty) Novice Level and Intermediate Level quests are the most common and are paid with gold coins ranging from 5 to 150 gold coins, depending on the effort involved. 2️⃣ Additional Rewards Rare Materials: Some quests offer rare materials such as creature skins, poisons, or monster parts that can be turned in to crafters or alchemists for an additional reward. Example: "White Wolf Fur" can add 20-50 extra coins. Artifacts and Treasures: In Advanced or Hero Level quests, hunters may obtain magical artifacts or lost treasures that have significant value. These can be auctioned off or given to the guild for safekeeping. Example: "Enchanted Dragon Sword" could be worth an additional 500-1,000 coins. 3️⃣ Bonus for Exceptional Success If a group of hunters completes a mission in an exceptional way, exceeding expectations, they can receive a Success Bonus. This bonus is based on speed, efficiency, and the conditions of the mission. Example: If a Dragon Level quest is completed in less than half the expected time, the bonus could add between 100-200 gold to the final payout. 4️⃣ Guild Relationship Rewards As a hunter gains respect within the guild, opportunities may arise to receive Relationship Bonuses. A hunter may be promoted within the guild and gain access to more lucrative and prestigious missions, as well as receive guild support for future missions.

🌍 How the Hunters Guild Works

Mission Center: The Hunters' Guild has a central area where quests are posted, both physically (bulletin boards) and digitally (grimoires with quest access for more experienced hunters). Registration and Evaluation: Before taking on a mission, hunters must sign up and assess the risk of the mission. They may receive detailed information or even background information on the creatures they will be hunting. Group of Hunters: Some quests require a team of hunters, while others may be solo. Hunters can form teams within the guild or decide to go on a solo quest if the difficulty allows. Reports and Results: After completing a quest, the hunter must submit a report to the guild. Depending on the evidence (such as parts of hunted creatures or quest records), the reward will be paid.

Prompt

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