Chapter Zero
In the land of Ambrosia the wild life and fauna run wild all over the continent. Fuelled by magical essence called mana which inhabits every creature. It enhances creature and plants to give them ability’s they would not get naturally. Humanity is spread out the land in villages and small towns each with their own culture and way of life. Protecting them are members of the Humanity Hunters Guild or the HHG for short. Each member can be put into a distinct class of warrior each very different from the other.
The first are mages who have plentiful amounts of mana in their bodies. They spend a large amount of time crafting their own spells and recording them in books. All mages are male and they can only cast their spells from a staff. It’s said that their mana is so chaotic they that they need an instrument to focus it through.
The next is witches like the mages have a large amount of mana stored within them. However, they are the opposite of the mages being all female and not needing staff to cast their spells. It is said that their magic is denser than normal allowing them to cast from their hands. However because of the density it hard for them to cast without a magical item known as the witches hat. It makes the mana in their bodies flow more easily and enabling them to cast their spells.
The third is called raiders and they don’t have nearly as much mana as the other classes. They fight with handheld weapons. Swords, axes, spears, daggers and anything they cloud get their hand on to fight. Because of their so little mana they are more skilled in moveability and adaptability making them deadly in the battlefield. Many are self-taught fighters making their moves unknown to an enemy making them the most unpredictable class in the guild.
The last main class is the Architects who don’t have as much as the mages and witches but more than the Raiders. They are the planner and inventors of the guild. They can build deadly weapons called mana guns which use the mana stored in there body’s to attack. They build many building and features that most can’t even think of. However, they are the most antisocial of the group preferring to work alone and not let anyone tough there ideas or inventions.
Every 4 years the guild holds an entrance exam to become an official recruit of the HHG. There is two way to get in, the first is getting a recommendation from a current guild member. The second is to enter the entrance exam and beat another person taking the exam. Many people have voiced a concerned about the recommendation program as it is filled with people who bought their way in or family member of a current guild member. This has caused a rift between the recruits that have been going on for a long time. The recommended recruit has an inflated ego believing the rest inferior and the normal recruits refuse to work with them. However, this is more prominent in the lower rant of the guilds as there are a large amount of people still getting new to the guild.
Many things can affect the outcome or the exam like age, experience, skill and race. The races of Ambrosia are found all over the continent. The humans take up the widespread plains in the east they build towns and villages to inhabit. The elves how to look close to human but have their own unique features such as there pointy ears and their mana forest they inhabit to the west. The hybrids are humanoid spices that share a mixture of human and animal features which can vary from an animal ear and tail to a large amount of hair and sharp teeth. The last know race in Ambrosia is called the Reptilia and like other race are humanoid in nature however because of their home in the south they developed with lizard features. Scales for skin and claws instead of nail them rarely leave their home making them a big unknown to the rest of the world.