Fairy Tail/HxH's Dark Continent: The Millenium Quest

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In the Year 1160, . Ishgar of the East, Alakitasia of the West, and Guiltina of the North. The Three Continents, what could be considered the Mundane World. With the looming threats of Zeref and the Dragon Gods dispelled, the conflicts between these nations and the powerful Wizards and Witches within them have found lasting peace. Without the red haze of violence blinding them, the Magicians of these three continents have pooled their resources, knowledge, and drive for improvement together to look outwards, rather than within.

Thus, the first International Guild: [insert name here] was established with the sole purpose of exploring and hopefully gaining resources within the Great Unknown. For this perilous journey like no other an entirely new difficulty of Quest was officially and unanimously declared by the Magic Council of Ishgar, The Spriggan 20 of Alakitasia, and The Magic Council of Guiltina for any Magicians brave, powerful, and perhaps a fair bit crazy to have their names carved into history:

The Millenium Quest.

Of course, not all Magicians are so altruistic, and thus have banded together to form treacherous and powerful Dark Guilds in order to plunder this unprecedented opportunity for all of it's worth and then some. And some brave souls may even still may be Independent, thinking about somehow making the treacherous journey on their lonesome.

The Great Unknown

While what horrors truly lie within the endless swathes of land and sea ahead of our brave Magicians cannot be known until seen, some preliminary observations have been made about what awaits within The Great Unknown.

Extreme Environments

As the magical saturation of Ether-Nano has increased dramatically, so have the local extremes of every environment. Most environments have the atmosphere and creatures within them filled and enhanced with a corresponding combination of Elements, such as Earth for Canyons, Ice for Tundras, Death and Poison for Deserts, Fire and Earth for Volcanic Mountains, Air and Light for Flying Islands, Metal and Animation for Machia Factories, and combinations of the above and many more are mixed and matched in every possible and impossible way within the Great Unknown.

This also means that Magicians of the corresponding Elements will find their powers increased by a significant amount within a corresponding area, while Magicians of opposing elements will find their spells take extra effort to cast. The boost given by any given environment is proportional to how extreme an environment is, and even the most powerful of Magicians with a perfect synergistic set of Elements must take heed about just how inhospitable the world around them is regardless of how much of a boost it gives them.

Each Environment has a menagerie of magical beasts that take advantage of and are incredibly empowered by wherever they reside. These creatures can range from something that would "only" make for an S-Class mission back in the Mundane World, to slumbering apocalyptic beasts of insane power that can rival even the Dragon Gods with sheer physical and magical might. Do underestimate anything you find here, or the only treasure you will find is a gilded tomb.

Dragons, Gods, and Dragon Gods

While some small, fringe populations of these powerful creatures have found decent footing within the Mundane World, the extremes of the Great Unknown are where their true homes lie. The massively increased amount of Ether-Nano has been suffused within their bodies their entire lives, meaning even the most powerful of Dragon Kings from the Mundane World will find an even match with an average fully-grown Dragon in the Great Unknown, and the same applies for Gods.

Dragons and Gods lord over the above mentioned extreme environments, often times proliferating their specific magic throughout it to claim vast territories for themselves and whatever subordinates bend the knee within their presence. Though occasionally, these might forces can mingle, resulting in Dragon Gods, creatures of cataclysmic power that will grow to match the most powerful of their two component creatures and perhaps surpass them if not culled before they can reach their full potential.

The relative abundance of Dragons and Gods means that Dragon and God-Slaying Magicians will indeed find more than a few opportunities to apply their unique talents, there are many creatures that roam The Great Unknown that are just as terrifyingly powerful as these recognizable threats and do not have a corresponding Magic designed to kill them.

Giants

Unlike the merely quite large humanoids that resided in ancient Ishgar, these creatures truly live up to the title. Giants are savage and nomadic humanoids that can grow to the size of mountains, and are physically strong enough to smack Dragons out of the sky if bothered. While they are incapable of using Magic as we know it, it remains suffused throughout their bodies, resulting variants for different environments such as Frost Giants, Fire Giants, Hill Giants, Cloud Giants, Death Giants, Storm Giants, and many more.

Ancient Secrets

It is a known fact that as a collective, Magicians are quite the big fans of ancient secrets and potential superweapons. Here, they will be found in spades. What may they be? Who knows? It wouldn't be much of a secret if we did now would it.

CYOA Rule Changes

In order to be able to attempt to survive within The Great Unknown, the various Magicians of all three continents have had to fundamentally change their outlook on Magic to vastly improve themselves and prepare for the living nightmares ahead.

Origins

The rest of the Origins and their benefits will remain the same, The Foreigner Origin will instead be changed into making you a native either from a remote region of the 3 continents, or a native of the Great Unknown itself. Also, the free +1 Low Tier Magic will be able to be taken without counting to your Magical Sources that will be listed below.

Magical Power Ranking

Not technically an official rule change, but due to the nature of the Great Unknown being far, far more dangerous than anything within the Mundane World, the Magic Power Rankings within this version of the CYOA are incomparably more powerful than what could be their "canon" counterparts shown as examples within the CYOA or can be extrapolated from them. While any Magician will indeed grow in might rapidly to adapt to the Great Unknown, The Magical Power Ranks will still serve as a general guideline for where you stand amongst your peers.

As an example of this growth, the most powerful being ever beheld within The Mundane World is Acnologia, The Dragon King. There will inevitably be many creatures far more powerful than him within the Great Unknown, and thus Magicians must be powerful enough to even hope to combat these threats. Of course, even Millennium Quest-Enhanced High Mages will still find themselves in need of allies within the deeper and more extreme parts of the Great Unknown and the terrifying threats within.

Magical Sources

You may take as many different kinds of spells as can afford with your Points, but unless the spells are synergistic and can be reliably combined to form a custom form of magical combat, then dividing your mastery amongst them will in fact decrease the power of each magical ability within your repertoire. At 3 different kinds of Magic that do not synergize, you'll start to have the potency and effectiveness of your magic go down noticeably to the point of hampering your effectiveness at around 6 different an un-synergizing Magics, you'll be dead weight within the Great Unknown.

While some Perks can mitigate the loss in power such as Archmage, True Magic, and Genius, the loss in power when taking several different kinds of Magic within yourself that do not mix will inevitably result in losses in potency and power per spell. Consider Archmage a +1 to the amount of conflicting magics you can take, and True Magic or Genius as a +2 for this specific scenario along with the benefits they give.

Do note that this loss in power only applies to Magics that do not synergize, such as different Slayer Magics, conceptually opposed Elements, Necromancy and Druidic Magics, and other such combinations. Magicians are nothing if not ambitious and creative, and finding unorthodox ways to mix and match elements for a perfected style of Magic is one of the charms of the CYOA.'

Second Note: None of what is within this section applies to your Magical Power unless you so desire it, it merely is a major contributing factor on the efficiency, output, and potency of whatever Magic you are using compared to your peers. A horrifically inneficient High Mage is still a High Mage, they may just find themselves being far less useful than other High Mages or even some Wizard Saint level wizards.

Guild Selection

This will be the section that is changed by far the most, as most people will be part of the International Guild: [insert name here], most all of this section will not apply in a typical manner. First off being that every member of a Guild can make Guild purchases.

The International Guild is by it's very nature mobile as it goes throughout he vast Great Unknown. Thus, the entire Guild will be upon a grand magical vehicle, which anons will also be able to name. This masterwork vehicle can traverse Land, Air, and Sea, and can change form to adapt to any environment it finds itself in. This single vehicle is far larger than any Guild ever seen in terms of sheer size, so it will be a Gargantuan Guild, larger than all the other Guild Size options combined.

The Dark Guilds will also be have their Guilds be vehicles, though they will have to choose between ships, either sailing Sea or Air as Dark Guilds cannot afford the monumental task of making a vehicle capable of being on the land of the Great Unknown.

Independents will also be able to have a "Guild-ship", though it will be entirely relegated to themselves or whomever they decide to invite along for their adventures.

Any Amenities you take will be an upgrade to the ship centered around your personal quarters, asides from Superweapons and Grand Magics. Any purchases of Superweapon or Grand Magic will be added onto the ship as a weapon or utility to use against the monsters of the Great Unknown depending on what you intend to do with the specific purchase of said Grand Magic or Superweapon.

Both the International Guild ship and the Dark Guild Ships are modified extensively with spatial magics, so that they are even larger on the inside than the outside, making sure that there is no worries about a theoretical maximum amount of guild-mates or not being able to fit any of your purchased Amenities regardless of whatever size they may be.

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Pub: 23 Aug 2025 23:14 UTC

Edit: 26 Aug 2025 18:01 UTC

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