— I truly don’t remember how I ended up here… I only remember leaving the school where I had just started teaching and being approached for a market survey about a game?… Or was it a book?… Maybe a movie?… Tormentingly, I can’t quite remember that part.
— But there is one thing I remember clearly: the person conducting the survey asked me to create my ideal character following their forms, as they contained the guidelines for how the character should be.
— The guidelines were simple, yet very interesting. There were even some notes to help me choose, more or less like a support system to assist the user in creating their character.
— And no matter how much time passes, I still remember exactly how I answered those forms that sealed my fate.
[Notes]:
[1st Group of Notes (Starting Location)]:
[Initial species are divided between “Civilized” and “Savage”.]
[The chosen species will be allocated to its respective habitat.]
[2nd Group of Notes (Growth upon leveling up)]:
[Weak species receive: +2 points to their main attribute; +1 point to all other attributes (Except Charisma and Luck); +1 free attribute point; +1 growth point.]
[Average species receive: +3 points to their main attribute; +1 point to all other attributes (Except Charisma and Luck); +1 free attribute point; +1 growth point.]
[Strong species receive: +3 points to their main attribute; +2 points to all other attributes (Except Charisma and Luck); +1 free attribute point; +1 growth point.]
[3rd Group of Notes (Advantages of being “Civilized” or “Savage”)]:
[“Civilized” species require less experience to level up, can travel through cities, and gain attribute bonuses through “achievements”.]
[“Savage” species evolve by meeting their level prerequisites.]
Obs: Evolution possibilities are based on: previous evolutions, current species, current race, genetic inheritance, enhancements, skills, environment, compatible items, and titles.
[Choose a species]:
Human: Considered the most balanced and adaptable species among the “civilized” species, both in physical and magical aptitude. Possesses high intelligence and is extremely sociable. (Average and adaptable).
Advantage: Due to their high intelligence, balance, and adaptability, this race can learn any Skill, Energy System, Spell, or Class.
Dwarf: Considered the most skilled species in metalwork and crafting classes. Possesses high intelligence and is moderately sociable. (Strong, due to high manual aptitude, and poorly adaptable).
Advantage: Due to their high crafting proficiency, all crafting-related skills and classes develop faster, and their creations are enhanced.
Elf: Considered the most skilled species in elemental magic. Possesses high intelligence. (Strong, due to high magical aptitude, and poorly adaptable).
Advantage: Due to high elemental affinity, there is an increase in spell learning speed and elemental damage.
Demi (Beastman): A humanoid race with the characteristics of a beast. Intelligence, appearance, sociability, and aptitude vary greatly depending on their bestial blood, but they always lean more toward the human side. (Strong, due to high physical aptitude, and poorly adaptable).
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Advantage: Depends on their bestial blood.Obs: In some cases, a Beastman may even evolve further, but this is very rare without external intervention.
Slime: A small-sized species with low intelligence, accustomed to damp and dark environments. Possesses a weak bonus to resistance against physical damage, except damage to its core, and a small vulnerability to magical damage. (Weak, due to magical vulnerability, and highly adaptable).
Advantage: Strengthens the slime’s ability to obtain skills or enhancements from what it consumes. The probability increases from 0.1% to 1%.
Goblin: A small-sized species, reasonably intelligent, accustomed to forests and caves. A small humanoid, usually green, with large pointed ears and nose. (Weak, due to physical build, and quite adaptable).
Advantage: Due to its great adaptability, the goblin species allows you to choose the direction of your growth.
Kobold: A medium-sized species, highly instinctive, accustomed to forests and caves. Usually described as a small canine humanoid, remotely related to werewolves. (Average and adaptable).
Advantage: Increases Agility and Dexterity attributes by 10%.
Orc (Young): A large, pig-like humanoid species accustomed to various flat biomes. (Strong, due to physical build, and very poorly adaptable).
Advantage: Increases Vitality and Strength attributes by 10%.
Even after thinking for a considerable amount of time, I couldn’t make my choice using the survey’s guidelines. But since it was an opinion survey, I decided to create my own option and write it down:
— I would choose humans, but the evolutionary capacity of wild creatures is far superior to the advantages of civilized races. I want a human character who can evolve, even if it’s only to the level of a small goblin.
[Choose a class]:
Warrior: A close-range class that uses heavy armor.Advantage: Increases Vitality and Strength.
Rogue: A close-range class skilled in reconnaissance and dealing damage.Advantage: Increases Strength and Agility.
Archer: A long-range combat class that fires projectiles.Advantage: Increases Strength and Dexterity.
Mage: A mid-range class that uses spells.Advantage: Increases Intelligence and grants something aligned with affinity.
This choice was much easier than the last one, since it was possible to emulate all other classes with enough money and practice, but the possibility of using magic felt completely inspiring.
— Mage — I marked on the form without any hesitation.
After choosing the Mage class, I noticed that the following forms differed depending on the previous answer. In my case, the next topic was magical affinity.
[Choose the attribute you wish to form an affinity with]:
Water: Your spells have the greatest flexibility among the initial elements.Buff: Increases MP.
Earth: Your spells have the greatest defensive power among the initial elements.Buff: Increases Vitality.
Fire: Your spells have the greatest destructive power among the initial elements.Buff: Increases magical damage.
Wind: Your spells have the greatest speed among the initial elements.Buff: Increases movement speed.
Lightning: Your spells have the greatest lethality against living beings among the initial elements.Buff: Magical attacks may cause paralysis.
Light: Your spells have the greatest healing power among the initial elements.Buff: Increases resistance against negative effects.
Darkness: Your spells have the greatest range among the initial elements.Buff: Magical attacks may inflict negative effects.
— Water — I marked once again without any hesitation. The increase in MP simply seemed far too suitable for the Mage class.
[To finish, please choose your character’s name]:
This last topic took me quite a long time, as I didn’t want to use a name related to any of my personal information. After all, putting personal information into an unknown project wasn’t a good idea, no matter how you looked at it.
Not wanting to waste any more time, I turned to the person responsible for the survey and asked:
— Sorry to bother you with this, but what exactly is the name of this project?
This part of my memories is always vague—cloudy and unclear—but I have the impression that the person in charge of the survey gave me a slight smile before answering:
— Horizon of Conquests.
At that moment, none of this seemed abnormal to me. And since I already had the project’s name “in hand,” I decided to think about my character’s name.
After some contemplation, I chose the name Alexander, in reference to Alexander the Great, and the surname Ocean, in reference to my magical affinity.
I concluded that I was finished as soon as I thought of the name—but I couldn’t have been more wrong. Because that was only the Start.
The moment I finished writing the chosen name on the form, an extremely bright light enveloped me.

