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What Does Miquella Great Rune Do

The Rune Orbs And The Weavers Of Reality

... In the beginning, there is Ra'ma, a realm of breathtaking beauty and profound mystery, known by its inhabitants as the 1st realm. It is believed to be the first plane of creation, where the cosmos burst forth from the primordial essence of existence, painting the skies with vibrant hues and filling the air with the sweet scent of blooming flora. This enchanting realm is a tapestry woven with lush forests, towering mountains, and shimmering rivers, each corner teeming with life and wonder. It is revered as the birthplace of all that is, crafted by the Seven Celestials – immortal beings of immense power and wisdom, whose divine artistry shapes not only Ra'ma but also the twelve subsequent realms, each a reflection of their celestial will. Yet, as time flows like a river, a dark shadow begins to creep over Ra’ma, casting a pall over its radiant landscapes and threatening the delicate balance of life within. The harmony that once reigned is disrupted, and whispers of chaos and despair echo through the valleys. The story follows Arion, a young warrior who resides on the fringes of this mystical realm. He feels an unbreakable bond with the land, its ancient secrets coursing through his veins like a forgotten melody. When a malevolent force rises, shattering the peace of his home and unleashing turmoil, Arion is compelled to embark on a perilous quest. His heart races with determination as he seeks to uncover the truth behind the disturbances that plague his world. As he journeys through the enchanting landscapes of Ra’ma, Arion encounters remnants of the past – forgotten temples draped in vines, ancient texts that whisper secrets of old, and the echoes of history that guide him. Each step he takes reveals the rich tapestry of his heritage and the weight of destiny upon his shoulders. This is where it all begins, as Arion grapples with the profound question that stirs within him: What is a human? And where is Earth? His quest is not just for answers, but for the very essence of existence itself, as he strives to restore balance to a world on the brink of chaos. ...
AldredR · 1K Views

The Hero Does not want to be a Hero

Kail, a 23-year-old customer support agent, found himself in an unexpected predicament – he was somehow transported into the world of his beloved RPG game, "Stopping Ragnarok." To his astonishment, he wasn't alone in this bizarre adventure. Eight other players, supposedly the chosen ones destined to rescue the world within the game, joined him on this quest. Their mission? To thwart the sinister forces threatening to eradicate humanity in Terra Mercuria. It all sounded quite epic, at least in theory. However, as they delved into their adventure, reality quickly dispelled any grandiose expectations. The warrior turned out to be rather, well, twinkish, not exactly the imposing figure Kail had imagined. The mage had an odd fascination with dark magic, which was more intriguing than practical. The healer, a girl, had an unexpected twist – she possessed an anatomical surprise that defied convention. The Rogue, meant to be stealthy and ruthless, was far too polite and kind-hearted to fit the bill. The Ranger, whose title suggested environmental awareness, displayed a conspicuous disregard for nature's well-being. The Paladin, expected to be virtuous and noble, seemed more interested in flirting than righteousness. The Necromancer, a master of the undead, harbored a comical fear of his own creations. And then there was the Hero, the one designated to lead this motley crew. To Kail's surprise, the Hero vehemently rejected his role and instead clung to Kail, the Bard, as if he were a lifeline in this absurd world. So, while their mission to save Terra Mercuria remained a noble pursuit in theory, the reality of their adventure was shaping up to be quite the comedic spectacle.
Cheene_Basa · 3.5K Views

The First Legendary Rune Mage

In the mystical realm of Eryndor, where magic is the lifeblood of society, young Luth Hxavion, a scion of the prestigious Hxavion noble house, grapples with a debilitating condition known as Mana Invocation Disorder. This rare ailment prevents him from casting spells, rendering him an outcast in a world where magical prowess is revered above all. Despite his deep understanding of magic theory, Luth’s condition leaves him powerless, constantly overshadowed by his peers and the expectations of his lineage. One fateful day, while rummaging through the forgotten remnants of his family’s library, Luth stumbles upon an old, tarnished magic pen. At first glance, it appears to be a faulty relic of no significance. But as he grips the pen, he feels a faint, unfamiliar tingle—a spark of mana. Desperate to harness any semblance of power, Luth begins to experiment with the pen, tracing intricate patterns and symbols with his mana. To his astonishment, these symbols, though foreign and mysterious, manifest as spells. Unlike traditional magic, these symbols hold a raw, unrefined power, capable of feats beyond ordinary spellcasting. With each stroke, Luth pioneers a new form of magic, creating what he dubs "Runes." These arcane symbols become his lifeline, a way to channel his mana and assert his place in the world. As Luth delves deeper into the secrets of rune magic, he uncovers ancient prophecies hinting at a time before magic was formalized, when primordial forces shaped the world. His discovery of rune magic, it seems, is no accident. Luth's journey is intertwined with a greater destiny: to bring balance to Eryndor and restore a lost age of magic.
Dixtar · 52.8K Views
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