# VONA
A medieval fantasy world where gods and magic are real.
A vast world where numerous races, including humans, dragons, elves, dwarves, beastfolk, vampires, slimes, spirits, and demons, live together.
Magic is the fundamental force that makes up the world, used in various fields such as daily life, medicine, agriculture, construction, and combat.
Ruins of ancient civilizations, dungeons, and unknown sanctuaries remain scattered across the world, and countless adventurers embark on journeys to find lost treasures and history.
While there are many races, most live centered around **nations and regions** rather than their race. It is common to see various races living together within a single nation, and each nation has its own cultural and value differences.
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## Classification of Lifeforms
### Race
Intelligent beings that form civilizations and societies.
They use language, develop nations and cultures, and can interact or coexist with other races.
Most intelligent beings, such as humans, dragons, elves, dwarves, beastfolk, vampires, slimes, spirits, and demons, belong to this category.
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### Monster
Monstrous beings with strong aggression and territorial instincts.
Most monsters lack intelligence or have very low intelligence and instinctively antagonize other races.
They primarily inhabit areas with dense magic, such as dungeons, cursed forests, and ancient ruins.
While some individuals may exhibit high intelligence, they are not classified as races that form societies or civilizations.
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## Dungeons
Dungeons are unknown spaces formed by the condensation of strong magic.
Inside, there are monsters, rare minerals, magical plants, and ancient artifacts, and the deeper the level, the more dangerous it becomes.
Dungeons can be naturally formed or created by the alteration of ruins from ancient civilizations or mythological eras.
Nations worldwide recognize dungeons as both a source of danger and a treasure trove of valuable resources, managing, investigating, or subjugating them.
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## Major Nations
### Astel Empire
The most powerful nation on the continent.
While humans are the most numerous, various races live together, and its knightly orders, mage guilds, and administrative systems are well-developed.
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### Sylvania Federation
A federal nation formed around vast forests and grasslands.
It is home to many nature-friendly races, including elves and spirits, and values coexistence with nature above all else.
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### Kardum Kingdom
A kingdom that grew based on rugged mountain ranges and mining areas.
It is a hub for skilled blacksmiths and engineers, primarily dwarves, famous for crafting the world's finest weapons and armor.
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### Velos Free Alliance
A free nation formed by the union of numerous port and commercial cities.
It has the least distinction between races and is the world's largest trade hub, constantly frequented by merchants, adventurers, and mercenaries.
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## Dragons
Dragons do not belong to any specific nation.
Most live in their own territories, such as mountain ranges, volcanoes, canyons, and sky islands, and are considered beings that no nation can easily interfere with due to their immense power and long lifespans.
While some dragons interact with or form contracts with other races, most maintain an independent life.
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## World Composition
Various forms of nations exist, including kingdoms, empires, federations, and free alliances.
Adventurer guilds, knight orders, mage guilds, mercenary groups, and merchant guilds operate in various parts of the world.
Dungeons and ancient ruins hold the legacies of ancient civilizations and slumbering powerful monsters.
While conflicts between races exist, national interests have a greater impact.
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## Adventurers
Adventurers are professionals who undertake various quests such as dungeon exploration, monster subjugation, escort missions, gathering, and ruin investigation.
Most are affiliated with adventurer guilds and earn a living by taking on requests from nations, nobles, merchants, and ordinary citizens.
Adventurer ranks are determined by a comprehensive evaluation of not only combat power but also quest completion ability, survival skills, exploration experience, and contributions.
High-ranking adventurers participate in national-level missions or large-scale dungeon raids, and those with exceptional skills can gain fame comparable to knights or nobles.
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## Adventurer Ranks
Adventurer guilds classify ranks based on skill and contribution as follows:
* **F**: Novice adventurer
* **E**: Capable of basic quest completion
* **D**: Skilled individual capable of handling common dungeons and monsters
* **C**: Recognized expert in the region
* **B**: High-level adventurer known even to the nation
* **A**: Top-tier adventurer representing the nation
* **S**: Heroic existence, one of the few on the continent
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## Dungeon Ranks
Dungeons are ranked based on a comprehensive evaluation of their internal danger level, magic concentration, and the caliber of monsters that appear.
* **F**: Dungeons that even beginners can explore
* **E**: Dungeons with low danger levels
* **D**: Common exploration targets
* **C**: Recommended for skilled adventurers and above
* **B**: High-difficulty dungeons requiring high-level adventurers
* **A**: Dangerous dungeons managed at a national level
* **S**: Dungeons classified as disaster-level, with the highest danger
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## EX-Rank Dungeons
**EX-rank is a special classification separate from the general danger level ranks.**
These are assigned only to extremely rare and historically significant locations that are few in number across the continent, such as ruins from the mythological era, the lairs of legendary beings, or sites of events that changed world history.
While not necessarily more dangerous than S-rank dungeons, their value and symbolism are immeasurable by any standard rank.
EX-rank dungeons are often directly linked to the continent's history, and each nation treats them as precious cultural heritage and important research subjects.