In the very first Creation, there were three Gods: the God of Everything, the God of Elemental Life, and the God of Energy. For two hundred years, they worked together to shape a beautiful world. When their task was complete, they gave their creations life, magic, food, and systems to guide them in daily survival. And then, without warning, they vanished.
What remained were the foundations of existence, known as the Six Origin Elements: Fire, Water, Air, Earth, Light, and Darkness. These elements became the roots of all magic, the unseen pillars that shaped the destiny of mortals.
As time passed, the first mortals were born Six individuals, each carrying one of the Origin Elements within their soul. They became the ancestors of all bloodlines, the living vessels of elemental souls. From them, families grew, and their children carried the Affinity of fire, water, air, earth, light, or darkness. With each birth, the rules of inheritance revealed themselves.
Most children inherited the magic of their parents, though not always in equal measure. Some were born without magic at all, while others carried the same elemental power as their father or mother. On rare occasions, the blood of two elements merged, creating unique and unpredictable forms of magic.
There were even rarer cases, whispered only in legends, where a child inherited both magics separately. These were not merged powers, but two distinct elements wielded at once. Such beings were called Dual Wielders, and their existence was nearly impossible. The chance was no more than 0.002%, and in all of history, only three mortals had ever been known to carry this gift.
In the present age, the balance of power among races had shifted. The Elves and Demons stood at the top, their records of powerful magic unmatched by any other. Humans, though numerous, were placed third in the hierarchy. Their elemental affinity was random, often producing strange and unique magics that the Elves despised. To the Elves, who valued purity and identical lineage of magic, the chaotic nature of human power was disgusting. They looked down on mortals as unstable and unworthy.
The Demons, on the other hand, carried a long history of bloodshed against the Humans. Wars had scarred both races, leaving hatred that never truly faded. Though Demons were neutral toward the Elves, they were far from allies, bound only by mutual respect for strength. Humans, caught between these rivalries, remained neutral to all, neither friend nor foe, yet always judged by the weight of their unpredictable magic.
Beyond these three, other races had risen. The Fairies, delicate yet cunning, claimed the fourth place in the hierarchy. Beastkin, born of primal instincts, followed as the fifth. The sixth were the Gloops, strange beings whose nature was still poorly understood. And towering above them all, the Giants stood as the seventh, their sheer size and strength making them both feared and respected.
In this world, superiority was not only measured by wealth or bloodline, but by the very essence of magic itself. And with every race holding its own pride and prejudice, discrimination was inevitable.
Unlike the Elves, who were peaceful, royal, majestic and celebrities in the eyes of humans, the human race carried its own burdens. Their world was plagued by corruption, the endless divide between wealth and poverty, and countless struggles that tore society apart. Yet even amidst these flaws, there was one path that stood above all others.
The Adventurer.
In the world of humans, where corruption spread through governments and poverty weighed heavily on the common people, The Adventurers stood at the center of the human race. They were not kings or nobles, yet their actions shaped everyday living. When danger came, when monsters attacked villages, when law could not reach, Adventurers answered the call.
Their lives were measured by the rank they carried. Each rank was more than a card; it was a measure of power, a sign of how much destruction or salvation one person could bring to the world. To hold a card meant you had chosen a dangerous life where survival was never certain.
Adventurers were fierce. They walked into battles ordinary people would run from, facing beasts, demons, and threats that could swallow towns whole. They were admired by those below them, respected by the weak who watched from behind walls. Even the lowest adventurer felt pride, wearing the title meant you fought where others could not.
The guilds were their home, their workplace, and often their graveyard. Contracts were written in cold words, rewards promised with little care for lives lost. Still, people joined. To be an Adventurer was a chance to escape poverty, to seek money or fame, and to carve a name into history.
F to D Rank were the lowest. Many of them were ordinary people who joined the guild just to survive. Their strength was close to normal humans. They could fight small beasts or guard villages, but their impact was small. Rewards for these ranks were tiny, often not enough for daily life. Many low‑rank adventurers died on quests, taken by monsters or accidents, leaving their families with nothing, sorrow, and tears.
C Rank adventurers had basic power. They could defeat monsters and protect towns. C rank could destabilize a small settlement if left unchecked. The pay was better than F - D, enough to live on and support oneself, but still far from comfortable. For many, reaching C meant a little safety and a little pride.
B Rank adventurers is Strong as Palace Soldier. Their combat skill was high, strong enough to destroy regions or topple local rulers. B rank could lead armies and change the fate of provinces. Rewards grew larger, and with them came more influence and danger.
A Rank adventurers were extremely powerful. Their battles could level cities, affect millions, and shake nations. Facing an A rank meant facing massive destruction. Because their quests were so dangerous and important, the funds for A‑rank missions were large. Governments and nobles funneled money into these contracts, and A ranks received heavy pay and resources.
S Rank adventurers were world threats. They were elite, able to rival armies and threaten whole countries. In the current time, only sixteen S‑rank adventurers exist across the world. Their names were spoken with awe and fear. S‑rank missions were the most costly and the most secret. this was where most of the guild money flowed. The rewards were huge, and the stakes were higher than life itself.
SS Rank was a catastrophic power. It could trigger worldwide crises, collapse nations, or bring famine and war. Only one mortal had ever reached this level, the very first Hero. His legend became the foundation of all adventurers and the standard of what a mortal could achieve.
SSS Rank was said to hold galactic power, able to destroy civilizations or alter planets. None had ever been seen, they lived only in myth.
At the very top stood the God Rank. The Silver Transparent Card was divine and unreachable. No adventurer had ever carried it. For now, it remained only a symbol, a dream beyond mortal grasp.
Thus, the ranks were not just titles. They were scales of destruction and protection, and measures of how much the world would pay to face a threat. From F to God, each step upward was not just honor, it was true power.
