After the Apocalypse (i.e when monsters of unknown origin started pouring out into the world, and almost leading to human extinction), the world changed forever.
When the first gates opened and monsters poured out into cities, millions died. Governments collapsed, economies crumbled, and people lost hope. But in the chaos, new powers rose—organizations created to bring order, protect the people, and manage the strange, powerful beings who now walked among them: the Awakened.
Over the years, four major forces shaped the new world: The Hunter Association, the Hunters Academy, the Guilds, and the Villain Organization.
They became the pillars of society. Powerful, feared, and respected—each with their own purpose, their own secrets, and their own way of shaping the future.
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The Hunter Association
Created by the United Nations two years after the Apocalypse, the Hunter Association is a global, government-backed organization. It holds power and influence that rivals even national leaders. In South Korea, the president may lead the country, but when it comes to Awakened beings and dungeon gates, the Hunter Association makes the rules.
Their job is clear: to regulate the use of supernatural power.
They issue licenses to Awakened individuals, allowing them to legally enter dungeons and use their abilities. Without a license, using powers in public is considered illegal, and punishment can be severe. The Association is also responsible for monitoring gate activity, assigning raids, and maintaining public safety.
More importantly, they control the guilds, ensuring that no private group becomes too dangerous or corrupt. Any guild that disobeys the Association can be shut down, and its members blacklisted or imprisoned.
To the public, the Association is the face of order in a chaotic world. Strict, powerful, and never to be crossed.
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Hunters Academy
Five years ago, tragedy forced the world to change again.
At the time, more and more people were awakening. Teenagers, soldiers, workers—ordinary people suddenly gained incredible powers. But they didn't know how to use them. Many rushed into dungeons hoping to make money, only to die horribly inside.
The death rate of new hunters kept rising, and the world knew something had to be done.
Thus, the Hunters Academy was born.
Built to train young Awakened and newly awakened adults, the Academy became a symbol of hope. It teaches combat skills, magic control, team strategy, and gate survival. Within just five years, the Academy helped reduce gate-related deaths by over 30%.
Students at the Academy go through strict physical and mental training. They attend classes on dungeon theory, monster anatomy, and the history of the Apocalypse. Some specialize in swordsmanship, others in magic, healing, or support roles.
Graduates from the top Academies are highly respected—and often recruited by powerful guilds or government forces. Many of the strongest hunters today were once students here.
In the eyes of many, the Academy is the future of humanity.
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Guilds
Originally, guilds were simple.
In the early years after the Apocalypse, hunters realized it was too dangerous to raid gates alone. So they formed small groups—teams of fighters, mages, and healers—working together to survive and succeed.
These groups became known as guilds.
But over time, things changed.
As dungeons began dropping rare treasures—magical items, ancient relics, and huge amounts of gold—greed took over. Guilds stopped focusing on survival. Instead, they started chasing wealth, power, and fame.
Now, more than 50,000 guilds exist in South Korea alone. Most are small, local, and barely get by. But the Top 10 Guilds are different. They are led by powerful hunters—some even stronger than the leaders of the Hunter Association.
These elite guilds own private mansions, train their own members, and sometimes even negotiate directly with the government. Their names are known worldwide, and their actions can change the balance of power in entire regions.
Some guilds are noble, fighting to protect humanity. Others are ruthless, using every trick they can to grow stronger. But all of them are chasing one thing: dominance over the gates.
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The Villain Organization
With power… comes corruption.
Not everyone who awakens chooses to fight for good. Some use their powers for selfish reasons—for murder, theft, or domination.
These people are known as Villains.
They don't follow the rules of the Association. They don't train at the Academy. And they don't join guilds unless it benefits them.
Instead, they gather in the shadows, forming a dark underground network known as the Villain Organization.
Little is known about their structure. They operate in secret, moving between countries, hiding from authorities. But one thing is certain: they are dangerous. Their attacks are brutal, and their goals are unknown.
Some say their leader is an EX-rank Awakened, someone whose power is beyond even SS-rank. Others believe the Organization is just a name, and the real villains are scattered individuals causing chaos on their own.
Either way, all nations—no matter their language or politics—agree on one thing: the Villain Organization is a threat to the world.
Even the strongest hunters fear them.
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These four powers—the Hunter Association, Hunters Academy, the Guilds, and the Villain Organization—are the pillars that hold up the modern world.
In some countries, they work together closely. In others, tension runs high. Politics, money, and power drive alliances—and betrayals.
But no matter where you are, the rule is the same:
Only the strong survive.
And somewhere out there, in a hidden lab...
A man lies unconscious—still unknown, still waiting.
The world doesn't know it yet,
but everything is about to change.
To be continued…