The world didn’t end quietly. It shattered in a maelstrom of chaos, as countless deafening roars, shrieks, and monstrous footsteps burst forth from the impossible gates. Shimmering, pulsing, and alien, these rifts tore open across the globe, revealing realms long sealed away, for reasons no one truly understood. From these portals came an unimaginable onslaught: demons, angels, beasts from myth, and horrors whispered about only in dark tales. They surged like a plague, and within hours, forty percent of humanity was wiped out. The cities fell, the streets soaked with blood, as creatures from realms beyond our own brought with them an apocalypse.
Humanity, caught in the crossfire of an ancient war, found itself utterly outmatched. The gates, as portals between dimensions, opened not just to bring monsters but also to tear reality itself apart. Yet, as the veil between worlds fractured, something within us awakened. Power flowed into our world, altering not just the environment, but us. Magic—long relegated to fantasy—became real, and it became our only tool for survival.
With humanity on the verge of extinction, the survivors found within themselves the capacity for more than just human resilience. They discovered the ability to channel forces once thought impossible. These new powers—control over elements, manipulation of light, darkness, and even the essence of life itself—weren’t just gifts. They were essential to survival. The very world had changed, and with it, humanity evolved.
As the old world crumbled under the weight of catastrophe, governments, already powerless in the face of monsters and cosmic forces, fell apart. In their place, the strongest among the newly empowered rose. Guilds, bands of magic-wielding superhumans, emerged from the ashes. They didn’t just defend the remaining populace from the invaders—they seized power for themselves, ruling through sheer strength.
The strongest guilds shaped the new world. In America, the Elite Dungeoneers (ED) stood at the pinnacle of this new hierarchy. Unlike old governments, they didn’t rule through diplomacy or laws but by commanding the most powerful warriors and casters. Dungeons—labyrinthine realms that formed near the gates—became their domain. In these dungeons lay unimaginable riches, dangerous monsters, and arcane knowledge. The Dungeoneers descended into these hellish landscapes, bringing back treasures that solidified their control over the fractured nation.
Each nation adapted to the new reality in its own way. Europe and Asia were dominated by their own powerful guilds, equally fractured, but holding their territories through strength. Yet, no matter how these new powers arose, none could close the gates. The portals remained open, and through them, ever more creatures came. Some humans, desperate for survival, even struck pacts with the beings from beyond, blurring the lines between ally and enemy, hero and monster.
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Amid the chaos, a new discovery reshaped the very nature of life and death. The ambient magic thickening the air had begun to seep into the earth, animating the corpses of the dead. It wasn’t a mindless resurgence like the zombies of old tales, but something subtler. Some discovered they could manipulate this force, harnessing death itself. Necromancy became a powerful tool in this new age, wielded by those unafraid to tread the dark path. The dead, the fallen, and their energy became as much a part of this war-torn world as the living.
Despite this turmoil, life for the ordinary person didn’t entirely fade away. Cities were rebuilt, though smaller and more fortified. Markets opened, schools resumed, and a kind of fragile peace emerged. Guilds, while dominant, allowed people to live relatively normal lives so long as they bent to the guilds’ rule.
But true power lay not in the hands of the average citizen or even the guilds—it lay with the Hunters. These daring individuals, equipped with magic and cutting-edge technology, ventured into the dungeons, facing off against the deadliest creatures and claiming treasures. The Hunters weren’t just adventurers; they were the aristocracy of this broken world. Their exploits made them legends, their names whispered in awe. They alone dared the gates, descending into their depths to bring back power beyond imagining.
And in the background of all this, the gates still loomed, their presence an ever-present reminder of the chaos yet to come. For every successful delve, every victory over the horrors within, there was always another dungeon, another gate ready to unleash its terrors.
The year is 2021. The world is unrecognizable from what it once was. The gates had released not just magic but a plague, warping the very essence of humanity. People mutated, gaining powers tied to the elements—water, earth, air, and fire—but others manifested darker abilities: control over light, darkness, and even the soul itself. These new beings, Casters, became the center of conflict.
Governments across the world sought to harness the Casters’ power. In America, the Elite Dungeoneers became the elite fighting force, combining magic and technology to protect the nation. War, once fought with conventional weapons, now relied on spells and arcane power. As the Casters grew in strength, so did their influence over the world. Experimentation on Casters eventually led to the discovery of how the gates themselves could be manipulated, albeit at great risk. Space and time, it seemed, were as malleable as the forces they commanded.
But the gates were not a source of power that could be fully controlled. Each time they were manipulated, their magic spilled further into the world, causing reality to destabilize. New dungeons appeared at random, new dangers arose, and the gates continued to widen. The Elite Dungeoneers—once the nation’s heroes—became the only hope of sealing these rifts before they consumed the world entirely.
Yet even as they fought to maintain balance, the power-hungry, those willing to delve too deep into forbidden magics, pushed ever closer to a point of no return. The world, reshaped by magic, hung by a thread. The future belonged not to the cautious, but to the bold—the ones willing to step into the unknown and embrace the chaos that came with the gates.