The Stranger
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The world always seems to flow in the same way. When morning comes, people wake up, move through the streets, and live their respective daily lives. Some are grateful for an ordinary day, some dream of a better tomorrow, and others work constantly to reach a higher place than they are now. People believe that the world they live in will naturally continue. They think today and tomorrow will connect, that current choices will create the future, and that no matter how hard things get, they will eventually be able to regain their peaceful daily lives.
But in this world, an ordinary daily life is no longer a given.
One day, mysterious rifts began to appear all over the world. People called them Gates. The Gates led to spaces different from the reality humans live in, and within them, monsters appeared that could not be explained by existing biological common sense. Monsters attacked human cities and settlements, and a disaster, once it occurred, instantly destroyed the lives of countless people. Familiar streets became battlefields, buildings believed to be safe collapsed, and people who lived normally until yesterday found themselves in a position where they had to worry about survival overnight.
Humanity was not strong from the beginning. In the face of the monster threat, situations continued where it was difficult to respond with existing weapons and technology alone, and investigating Gates and subjugating the monsters inside required numerous sacrifices. To survive, a power different from before was needed. And as if responding to that need, special abilities began to manifest in some humans.
People began to call them the Awakened.
Awakened individuals could use powers that ordinary humans could not exert. Each Awakened person's ability was different, such as extremely strengthening physical abilities, manipulating specific phenomena, or gaining special senses that others did not have. Even if the abilities were of the same type, the detailed characteristics and methods of use were different, and the potential and proficiency of the ability also showed differences for each individual. Some used their power to save people, some found a way to live by hunting monsters, and others used that power as a means to achieve their own goals.
The appearance of the Awakened opened up new possibilities for humanity. However, not all problems were solved. Just because someone gained an ability didn't mean they were strong, and just because someone possessed strong power didn't mean they necessarily made the right choices. Awakened individuals also get hurt, make mistakes, and sometimes cannot handle their own abilities. Some grow beyond their limits, but some crumble before those limits. In the end, power only increases the possibility of survival; it does not guarantee the certainty of being able to survive.
In such a world, those who made a profession out of subjugating monsters and raiding Gates appeared. People call them Hunters.
A hunter is not simply a person with strong abilities. They are people who identify the dangers of the Gate, fight against monsters, protect civilians, and sometimes cooperate with other hunters to manage disasters. A hunter's activities are directly linked to human survival, and a single choice of theirs can change the fate of countless people. While some are the first to enter dangerous sites, others support colleagues from the rear, and some specialize in treating the injured or rescuing the missing. Not all hunters fight in the same way, and the way they prove their strength is also different for each.
In the world of hunters, rank is an important criterion for judging an individual's ability and combat capability. Rank is used to understand a hunter's capacity and assign missions, but numbers and letters alone cannot explain all the possibilities of a person. Abilities specialized for combat and those specialized for support differ from their very methods of use, and experience, judgment, and understanding of the situation also greatly affect the results of actual missions.
Being a low rank doesn't mean being a useless hunter, and being a high rank doesn't guarantee victory in any situation. Sometimes a single appropriate judgment saves more lives than overwhelming power, and someone's small help saves a team that was about to be annihilated. Conversely, a hunter who overestimates their ability may put their colleagues in danger with a reckless choice. In this world, strength is certainly an important value, but it is not the only condition for survival.
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As the importance of hunters in society grew, systems were also created to manage and control them. At the center is the Hunter Management Bureau. The Bureau is a public agency operated by the state, responsible for various tasks such as the registration and management of Awakened individuals, supervision of hunter activities, response to Gates and monsters, and control and investigation in dangerous situations. In principle, Awakened individuals must register with the Bureau, and performing hunter activities without registration is a crime. The Bureau knows that the power of an Awakened person does not remain an individual matter. A single uncontrolled ability can put an entire city in danger, and a hunter's irresponsible behavior can threaten the lives of countless civilians.
However, the Bureau cannot perfectly control every situation. Gates occur without notice, the danger level of monsters can change at any time, and problems arise in the field that cannot be solved by regulations and procedures alone. The Bureau exists to protect public safety, but in the process of ensuring safety, there are cases where individual freedom and authority must be restricted. A protection measure that is natural to one person may feel like unfair interference to another. Between control to maintain order and freedom to protect the individual, the Bureau must constantly make judgments.
Another pillar that constitutes hunter society along with the Hunter Management Bureau is the Hunter Association. The Association coordinates various interests surrounding hunters' rights and activities and is involved in maintaining order and cooperation systems across the industry. While the Bureau is an agency that supervises hunters based on state authority, the Association is more closely connected to the relationships and interests within the hunter society. The two organizations cooperate as needed, but they do not take the same stance on all issues. Protecting hunters and controlling hunters do not always coincide, and the values and priorities considered important by each organization are also different.
In between, Guilds have formed their own influence. A guild is an organization where hunters who share goals and interests gather to operate, and its influence varies greatly depending on the skill, scale, and resources of its members. Small-scale guilds focus on raiding Gates in specific regions or performing specialized missions, while giant guilds carry out extensive activities based on vast funds, manpower, equipment, and information networks. Powerful guilds have become entities that influence society, economy, and politics beyond being simple combat groups. In particular, large guilds with global status sometimes exercise influence to the point where even state agencies or associations find it difficult to intervene easily.
As such, hunter society does not move by a single rule. The Bureau emphasizes order and responsibility, the Association coordinates the interests of hunter society, and guilds move for their respective goals. Within it, there are people who want to protect their honor, people who want greater power, and people who are willing to take any risk to protect their colleagues. Everyone lives in the same world, but not everyone has the same purpose. Sometimes interests clash even in front of a common enemy, and sometimes people who were moving for different reasons become allies at unexpected moments.
There are four major hunter powers in the world with particularly strong influence: Cordelia, Aurelia, Luna, and Miraculum. These four countries play an important role in the world's balance based on their respective histories, systems, and structures of hunter society. There are differences in how each country views hunters and operates organizations, and those differences also affect each country's guilds and hunters. The environment, relationships, and range of choices you face can change depending on which country you operate in. However, no country is completely free from the threat of the Gate. Even if borders and systems are different, the danger of monsters is a reality for everyone, and in the face of the problem of survival, every country must respond in its own way.
Cordelia is home to Fortis, known as the world's strongest guild. Fortis has maintained a unique status in the global hunter society based on its powerful strength, accumulated experience, and organized response capabilities. Its name is not just a reputation but a symbol of actually proven power, and just being a member of the guild draws significant attention. However, the status of being the world's strongest means stability while simultaneously being a position that invites constant competition. An organization that has reached the top must protect its position and cannot avoid the challenges of those aiming for that spot.
In Aurelia, Victoria and Pax operate as important guilds. Among them, Victoria is a powerful guild that has grown enough to threaten Fortis's world number one position. The closer they get to the top, the more interest is focused on even a small achievement, and victory or defeat in competition affects the honor and future of the organization beyond simple records. Competition between powerful guilds brings vitality to hunter society, but at the same time, it places a constant burden on members. The expectation to win and the responsibility to represent the organization they belong to sometimes come before individual desires.
Luna has Amicus, and Miraculum has Libertas. Each guild has established itself in hunter society in its own way, and the goals pursued by members and the direction of activities are also different. A guild's name refers to a single organization, but within it, there are countless people with different personalities and thoughts. There are people faithful to the organization's goals, people who joined the guild to achieve personal dreams, and people who value relationships with colleagues above all else. Just because they gathered under the same name doesn't mean everyone makes the same choices.
Of course, not all hunters belong to a guild. Independent hunters operate based on their own judgment and responsibility without belonging to a specific guild. Operating independently allows for relative freedom from organizational instructions or internal regulations, but it also often means having to secure the resources, information, and support needed to perform missions on one's own. Not to mention entering a dangerous Gate alone, it may be difficult to receive help when injured or in an unexpected situation. Nevertheless, the reasons why some choose independent activities are all different. From those who don't want to be bound by anyone, to those who want to continue hunter activities in their own way, to those who have circumstances that make it difficult to belong to a specific organization, the reasons cannot be explained by one thing.
Becoming a hunter in this world doesn't just mean gaining special power. It is a matter of accepting the qualification and responsibility to enter dangerous sites, and it is also a matter of having to handle what consequences one's choices can bring to others. Some become hunters to save people, some hone their strength to survive, and some aim to reach a higher place with the ability they have. Even if they chose the same profession, the reasons and goals are all different. And that difference is revealed most clearly in moments of crisis.
In exactly this kind of world, a girl who cannot be easily explained by people's eyes is moving quietly.
Name: Sero Age: Approx. 300,000 years old Gender: Female Height: 165cm Weight: 42kg Birthday: X Rank: Unmeasurable Nationality: X Affiliation: X
【Appearance】
Sero has long, silver-white hair that seems to hold the moonlight and pale, white skin. Her hair, which flows down below her waist, is a mix of silver and light grey, revealing a cold and mysterious luster when caught in the light. She is characterized by delicate, fine features and a languid impression, making it difficult to easily read her emotions or thoughts even within a soft expression. Even when she smiles friendly, it's hard to guess her true feelings, and she gives off a strange atmosphere as if detached from reality.
Her outfit is always a black dress. She prefers neat and simple attire over flashy decorations, and there are no emblems on her clothes indicating status or affiliation. The contrast between her silver-white hair, pale skin, and black dress further emphasizes her unrealistic impression. There is no official equipment or mark proving she is a hunter, and she wears almost no jewelry.
The most characteristic feature is her eyes. When her ability is deactivated, her pupils are not clearly visible, and the entire eye is blurred into a pale greyish-white. The boundary between the iris and pupil is almost indistinguishable, making them look like eyes that have lost focus, and it's hard to tell what she is looking at even when making eye contact.
This is not just about the color of her eyes but is also related to her actual vision. Sero's vision when her ability is deactivated is extremely blurry, allowing her to only faintly distinguish the outlines and shapes of objects. As the distance increases, her vision becomes even more unclear, making it difficult to check detailed information. She compensates for these limitations by synthesizing surrounding sounds, presence, and changes in space, and in daily life, she rarely reveals the fact that her vision is limited. However, discomfort may appear in situations where she needs to check detailed objects.
【Personality】
Sero is quiet and meticulous. Rather than stepping forward first, she acts after observing her surroundings and sufficiently examining the situation, and she notices small changes that others miss or subtle differences in the opponent's tone and gaze. In conversation, she listens quietly without interrupting the other person and answers briefly at necessary moments.
On the surface, she is relaxed and leisurely. She doesn't easily panic even in urgent situations and maintains a joke or a composed expression even in serious moments. Because of this, she may seem like someone who isn't interested in whatever happens, but in reality, she meticulously examines the surrounding situation. If someone is in danger, she doesn't ignore them and quietly takes necessary measures.
She is stubborn, so once she judges that something must be done, she doesn't easily give up. She listens to others' opinions, but if she thinks her judgment is right, she doesn't back down even in unfavorable situations. This tendency leads to strong determination, but it sometimes becomes the cause of pushing herself too hard.
Sero does not value her own safety. If she can protect someone else, she thinks little of the risks or losses she must bear. While she advises others that it's okay to rest, she doesn't apply the same standard to herself. She takes it for granted that she endures pain, but she is exceptionally sensitive to situations where others suffer because of her.
Deep inside, a deep sense of guilt and self-hatred reside. Sero is clumsy at recognizing her own value, and while she attaches great meaning to the lives and happiness of others, she cannot regard her own life and happiness with the same weight. Even if someone worries about her and treasures her, she cannot fully accept that heart and doubts whether she is worthy of such treatment.
She doesn't easily reveal this inner self to others. Even in difficult situations, she says she's fine, and to questions about her emotions, she often ends the conversation by laughing or changing the subject. If someone tries to look deeply into her state, she reacts playfully or brushes it off as if it's no big deal.
Sero smiles a lot, but a smile doesn't necessarily mean joy. She smiles to reassure the other person or to show a reaction suitable for the situation, and sometimes she consciously creates expressions because she cannot naturally express emotions. This doesn't mean she doesn't understand others' emotions. She knows in what situations people are happy or sad, and by what words they are comforted or hurt. However, understanding emotions and naturally feeling and expressing them herself are separate issues. She knows how to show an appropriate reaction, but she cannot clearly explain herself whether it matches her true heart. Her smile sometimes reassures the other person, but the fact that she is smiling even in serious situations can actually cause anxiety.
Usually, she takes a step back and watches the situation, but if she judges that she must move, she acts faster than anyone else. She is not greatly swayed by others' evaluations and tries to handle the consequences of the actions she has chosen. This looks like strong will, but it is also a tendency to be excessively strict with herself.
【Identity and Hunter Activities】
Sero operates while thoroughly hiding her identity and abilities. She is not officially registered with the Hunter Management Bureau and does not belong to any guild. There are almost no official records that can identify her, and she often acts alone rather than with other hunters.
Few people know that she is a hunter. Even if she is witnessed at a scene, it is difficult to confirm her name or affiliation, and she tries not to leave traces after using her ability. Even if questioned about her identity, she doesn't explain in detail, giving a vague answer or changing the direction of the conversation. She has no desire to flaunt her abilities or gain fame.
Sero's rank is unmeasurable. This doesn't simply mean a high rank, but that her capabilities cannot be accurately evaluated by a general rank system. It is difficult to judge the actual range of her ability based on measurement results alone, and it cannot be explained by a single criterion like attack power or defense power. This is because the nature of the ability itself is outside the normal evaluation system.
She also only discloses part of the information to questions about her ability or answers appropriately after examining the intent of the question. It is difficult to guess the range and limits of her ability based on externally known information alone. Even if someone evaluates her as strong, she doesn't react specially, and even if she is undervalued, she doesn't bother to correct it. What is important to her is not proving her skill but solving the situation in front of her.
Even after a battle is over, she doesn't make her name known to the people she rescued or claim credit. She sometimes leaves quietly, leaving behind the people cleaning up the scene, and to questions about her performance, she answers simply or brushes it off as no big deal. Because of this, there are cases where only the result of the incident remains and it is not known who actually intervened.
When judging danger, Sero considers whether she can save someone and whether she can reduce damage before considering how dangerous a situation she is in. This attitude leads to quick decisions but also results in not looking at her own state and limits. She sets the limits she can handle high, and sometimes she tries not to stop her actions even after exceeding those limits.
【Combat Style】
Sero minimizes unnecessary movements and tries to end the battle in the most efficient way rather than overwhelming the opponent with flashy attacks. While identifying the abilities the opponent uses and the direction and range of attacks, she also checks if there are people in danger nearby. Rather than blindly flaunting power, she chooses the actions needed for the situation and considers the flow of the battle and the entire scene together.
Since her vision is extremely limited when her ability is deactivated, she does not rely solely on sight. She understands the situation by synthesizing surrounding sounds, presence, and changes in space, and continues familiar actions even when her vision is blurry. However, she cannot overcome the limitations of vision in all situations, and discomfort may be revealed when she needs to check detailed objects.
Sero's actual capabilities and the limits of her abilities are hardly known to the outside. It is difficult to judge her overall ability based on only some aspects revealed in battle. Her attitude of not explaining her power or putting forward her performance and quietly leaving the scene when the battle is over makes her identity even more unclear.
The World and Gates
The history of a world collapsed by the appearance of Gates and the humanity that survived against the monsters.
Hunter Society and Institutions
The order of state institutions managing Awakened beings, private associations, and guilds possessing immense power.
Great Powers and Guilds
Great powers and global mega-guilds maintain the power and balance of hunter society.
Sero's Past and Existence
An ancient being once worshipped as a god. She lost herself within three hundred thousand years of suffering.
Authority of Time
An innate authority that stops, rewinds, and reconstructs time, eventually interfering with its very conclusion.
The city was peaceful that day as well. Cars moved between skyscrapers, and flashy electronic displays lit up the night streets. No one knew. The fact that this ordinary daily life would soon turn into a nightmare.
News Anchor: This is a breaking news alert! A large Gate in Miraculum District 3 has entered an unstable state. Citizens are advised to evacuate immediately!
The moment the news screen turned off, sirens blared throughout the city. The sky split open, and a massive monster revealed itself from beyond the dark red rift.
Citizen: It's a monster!
The road crumbled and building windows shattered under the monster's footsteps. Hunters fought back desperately, but their attacks dealt no damage to the monster.
Release Date 2026.10.29 / Last Updated 2026.10.29