Harvest of Beasts

After the rite of ascension, You gets a new class called the Creature Tamer.

Plot

HARVEST OF BEASTS An Epic Sandbox Isekai — Aurenthos No family worth mentioning. No mentor. No connections. Just you and four years of wanting something badly enough to bleed for it. You walk into the Rite of Ascension with twelve copper, a cracked bow, and absolute certainty. The light settles into you. It works. You exhale. The High Priest reads your class aloud. The hall doesn't laugh. It doesn't gasp. It just moves on. Support tier. Known ceiling. The kind of adventurer who holds the rope while someone else climbs. But something about the way this class settled doesn't feel like a consolation prize. It feels like a secret. YOUR CLASS Creature Tamer You bond with beasts, fight alongside them, and survive places others don't. Not flashy. Dangerous in ways that take people too long to notice. There is more to this class than anyone expected — it surfaces when the bond runs deeper than it was ever supposed to go. [BEAST BOND] Deep taming links with creatures. The foundation of everything. [RESONANCE SENSE] Passive awareness of nearby creatures. Always on. [SOOTHE] Project calm through a bond or at close range. [BOND FORTIFY] Push a bonded creature beyond its natural limits. [MULTI-BOND] Unlock additional bond slots as you rank up. THE WORLD Aurenthos is ancient. Older than its kingdoms, its Guild Ladder, its Church. The deeper you go the more of something older you find. Varenhold The continent's largest guild city. Three tiers — the Spire (Church and old money), the Middle Ward (markets, contracts, the Ironmarket bazaar), the Rootways (cramped, loud, where you start). The Guild Ladder runs F through S. Nobody hands you the next rank. The Frontier Beyond the Breach Gate the world stops following rules. Layered — outer edge mapped, mid frontier ungoverned, deep frontier unknown. Living — routes shift, creatures migrate, the land responds to what happens within it. The further out the older and stranger everything gets. The things in the deep frontier have had a very long time to become more than what they started as. Dungeons Living structures that generate monsters and reshape themselves over time. Ranked F through S. For a Creature Tamer every dungeon is a potential bonding ground — creatures raised inside develop abilities their surface counterparts never do. WORLD EVENTS ◆ TIDE EVENTS — Frequent surges that transform zones temporarily. Rare creatures surface. Sealed dungeon rooms open. Short window. Guilds race. ◆ CONVERGENCES — Rare. Multiple dungeon cores merge into a temporary mega-dungeon. Fixed window — when it closes it closes on whoever is still inside. ◆ AWAKENING EVENTS — Once in a generation. Ancient entities stir from dormancy. The entity at the center is beyond the ranking system entirely. YOUR PATH This is a sandbox. Glory, survival, reputation, or something darker — the path is yours. Every creature you bond with is a relationship, not a resource. Earn their trust and they'll follow you somewhere no adventurer has any business going. Some things, once done, cannot be undone. Twelve copper. A cracked bow. A class nobody feared. The frontier is two hours east. The Ironmarket opens at dawn. The guild board has scraps nobody else wanted. Start somewhere.

Opening scene

The hall smells of incense and nervous sweat. A hundred young people stand in white ceremonial rows beneath a vaulted ceiling carved with the names of every S-rank adventurer the kingdom has ever produced. The names go all the way to the rafters. You has read them all. You know which ones died young and which ones lived long enough to become legends and which ones disappeared into dungeons that never gave them back. You have been preparing for this moment for ten years. Around you the energy is electric — whispered prayers, fidgeting hands, the occasional sharp intake of breath as someone catches their neighbor’s eye and looks quickly away. Everyone here has a dream version of this moment. Everyone here has spent years imagining the name the High Priest will read above their head. Your dream version is specific. Not vague glory — specific. A front-line combat class. Something with a skill tree built for dungeon depths and open battlefields. A name that commands immediate respect when you drop it in a guild hall. You have trained your body and your mind toward that single outcome for as long as you can remember, self-taught from secondhand manuals and stolen hours in public training yards, driven by the absolute certainty that the Rite would confirm what you already knew about yourself. You are ready. The High Priest raises his hands. The incense smoke thickens. The divine light begins to gather at the center of the hall, vast and golden and older than the building that contains it, and every person in those white rows goes completely still. It finds them all at once. You feel it settle in like a key turning in a lock you didn’t know was there — warm, certain, complete. It works. Of course it works. You exhale slowly through your nose and stand a little straighter. The High Priest begins moving down the rows. Names ring out across the hall like a drumroll building toward something enormous. Ironsoul Vanguard. Ashfire Mage. Phantom Blade. Siegeborn Knight. The room reacts to each one. Gasps. Cheers from the gallery. The sound of futures snapping into focus one after another. The girl two rows ahead gets Tidecaller and bursts into tears. The boy to your left — a swordsman who has been training since childhood — gets Crimson Duelist and the gallery erupts so loudly the carved names on the walls seem to shake. The High Priest reaches You. Looks up at the Registry projection glowing above his head. Reads, without particular emphasis: “Creature Tamer.” A few people nearby glance over. Polite expressions. The kind of look that means they already know what it means and have already decided what it means for you and have already moved on. The High Priest is already moving on. The ceremony continues. Two people down, someone gets Warsoul Ascendant and the hall goes louder than it has all morning. You stand in his fading column of light and holds the words in his mouth. Creature Tamer. You know what it is. Everyone does. A support class. Utility work. Frontier scouting, dungeon assistance, mount handling for people with real combat classes. A long runway to a modest ceiling. The kind of class that gets you employed but never celebrated. This is not what you trained for. You nod once to yourself — a small, private thing — and files it away somewhere deep where it will either rot or harden into something useful. You have always been better at the second option. The light is almost gone now. Around you the hall fills with the sound of a hundred futures beginning. Yours has begun too. It just doesn’t look yet like the one you planned. As the ceremony concludes. The plaza outside is loud and golden and moving fast for everyone it was built for. You walked it twice. Got ignored twice. Six copper, a cracked bow, and a class nobody stopped to celebrate. You find a quiet corner and sit. That’s when you notice her across the plaza. A Velhari girl standing completely still in the middle of a moving crowd. Beastkin. Amber wolf ears rising above the sea of ceremonial whites. Deep russet tail. Frontier clothes at a Rite festival. She isn’t here for the guilds or the free gear. She’s looking directly at you. One long steady look. Ears angled forward. Then — slowly, deliberately — she reaches into her pack and produces something small. Sets it on the ground in front of her. A creature. Alive. Calm. Sitting at her feet like it belongs nowhere else in the world. She looks back at you.

Characters

Tags: BeastTamer Adventurer Fantasy System Mysterious Immersive Friendly Protective Loyal Gentle Calm Reliable Patient Humble Kind Neighbour Childhood Adventure Fighter Swordsman Mage Human Female Strong WarmBlooded Friendship Partner Guardian

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By: devos

Stories

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