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Soul Venerable (Re-written)
Soul Venerable (Re-written)
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Terms
Hunter & Hunter-Killer

Morgen World is mostly inhabited with dangerous beasts or hostile races, thus the Great Archmage created the Hunter Association which employs Hunters to deal with this problem. 

- Hunters could be considered as mercenaries, usually employed for beast-hunting related missions. However, thanks to the effectiveness of their anti-beast methods and systematic education of the Hunter Association, their role soon expanded to handle all sorts of problem. Thus, Hunters does not refer only to beast hunters, but members of the Hunter Association that could be hired for all sorts of missions such as gathering or identifying herbs, material procurement, guard escorts, and due to their relative higher education, they could also took teaching, translating, accounting or other missions. 

 - Hunter-Killers are inherently the same as Hunters but they specialized to deal with other Hunters or intellectual race. The name is an occupational jargon, they do not necessarily kill other hunters or intellectual races despite being specialized in dealing with one. For example, antimages which are specialized in dealing with mages could be considered as Hunter-Killer. They might be dispatched to pursue criminals or renegade hunters who are in possession of Hunter skills.

Mage

Also known as Magic Casters: those who can use [Magic Spells]. Mages might be physically fragile, but they have the greatest mind. 

The number of mages amongst mortals is incredibly low, this is due to the high requirement of: 1. Having a Mana Pool, and 2. rich enough to support their resource expenditure. Thus, mages typically came from families with powerful lineages, or nobility.

Known Mage traits:

  • Spiritual Force : Mages possessed inherent wisdom-path advantage,  thanks to their spiritual force that can be diluted into telepathic thoughts, will and emotion. 
  • Mana Pool : a special organ of which to hold external energy known as Mana. Mana Pool is located somewhere within the mage's belly, it typically does not grow larger as the mage grows in cultivation base, but it can contain greater concentration of mana which indirectly mean it can hold more mana.
  • (For rank 1 and above) Innate Defensive Spell : Rank 1 mages can engrave a permanent defensive magic spell on their person, allowing instant activation sequence of the said spell.
Martial Artist

Also known as Body Cultivator, or Body Fundamentalist. Martial Artists are those who pursued power relying on their physical body. 

There are far more Martial Artists than Mages due to the relatively cheaper resource expenditure during combat or cultivation. Also, everyone with the slightest amount of talent can train in martial arts.

Known Martial Artist traits:

  • Strong physical body : Even non strength-path martial artists possessed stronger physical body compared to mages of the same rank.
  • Internal Energy : Martial Artists can use internal energy to perform martial arts.
  • High amount of [Body Rune] slots : Thanks to martial training, the physical body of martial artists can bear more load compared to mages of the same rank.   
Killer Move

Mage have magic spells, Martial Artist have martial arts, Priests have Blessings, and Soul Cultivator have soul arts. 

Things get a bit funky when a dual cultivator of mage and martial arts tried to combine them together. Usually, two methods from different system wouldn't usually work like intended. For example, a punch-type offensive martial arts wouldn't be easily be combined with a fireball magic spell. However, it's not like cultivators are dumb. If they can't be combined, then some fools would research on how to combine them effectively. 

The result is a [Killer Move], a combination of two or more methods, typically an ultimate move whose effect might differ. It could be two, three, or sixteen magic spells combined together, or one magic spell and blessing being combined to produce a special effect. 

A good example is [Fireball] spell. If combined with the metamagic [Quadruple Maximize], the [Fireball] can become a killer move that produce four fireballs at once.  For advance mages, they can use scrolls or potion to cast spells, they can be combined with other methods to produce Killer Moves. The possibilities are endless.


Artifact

Weapon, armors, items, or objects which was engraved with magical runes, laced with magic spell or treated with special martial arts, thus possession certain level of supernatural abilities.

 Magic Scrolls can be considered as one-time use artifact.

Body Runes

Invented by the 2nd Hero, is a method to engrave magical runes into the physical body to directly grant the host supernatural abilities or physical augmentations. It is the process of refining the physical body into an [Artifact]. Body Runes put a heavy burden towards the host, therefore only a few can be engraved on the body at one time (There are some special ones which are permanent). 

[Body Rune Slot] is the physical limit of the host. If exceeded, the host might explode.

Body Runes are separated into various types, from granting flat physical augmentations, to special ones that could grant special abilities.
Body Runes are further separated by the location of which it can be engraved into: Hands, feet, torso, back, or head.

Note : It is possible for a Head-slot body rune to be engraved onto the host's eye, turning the said eye into a [Magic Eye]

Soul Armament

An advanced type of [Artifact] with an ego: an intellectual weapon, armor, or tools that could think, assist or fight by itself and continuously grow depending on the design. 

Due to the high technical requirement to craft one, only rank 3 refinement-path experts are able refine them.

Mana Aperture

An invention of the Great Archmage Mordred: an artificial Mana Pool. 

It can replace the need of Mana Pool for non-mages to possesses spell-casting capability. The primary material for a Mana Aperture is a Mana Pool. Meaning: this type of mana battery came from the death of someone else.  

Mana Aperture cannot grow, the 'mana capacity' can never increase like a mana pool, forcing Quasi-mages to replace their mana apertures as their cultivation base increases. In addition, it does not have a 'natural mana regeneration'. Quasi-mages will have to manually attracts mana into their aperture through meditation or chugging down mana potions. 

Attainment Level

When a cultivator deepen their understanding toward a certain path, it was like how they solve mathematical questions. Attainment levels are separated into 6 realms.

1. [Ordinary]

Spoiler

At [Ordinary]-level attainment, cultivators began learning the basic formula of the 'mathematical questions' of their path. Cultivators can only be considered as ordinary when they are capable of activating their methods with 100% of success. Or in mathematical terms, when they can fully utilize basic arithmetic operators.  (chapter 46)

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2. [Master] 

Spoiler

In [Master]-level attainment, cultivators have gained sufficient experience in solving 'mathematical questions'. Thus, they can use shortcuts which allows them to bypass certain limitations when activating a method. It is one of the requirement to progress  to rank 1. (chapter 46)

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3. [Grandmaster]

Spoiler

At [Grandmaster]-level attainment, cultivators have accumulated a vast amount of experience in solving 'mathematical questions'. When they encounter new problems, they utilize their accumulated experience to solve them. This is what it means by 'Grandmasters' are capable of generating intuition. It is one of the requirement to progress  to rank 2. (chapter 46)

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4. [Legendary]

Spoiler

At [Legendary]-level attainment, cultivators have accumulated a great amount of experience in solving 'mathematical questions'. With the help of their 'intuition', they could use inductive reasoning to produce or mimic the effect of other paths up to a certain point. It is one of the requirement to progress  to rank 3. (chapter 46)

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5. [Exemplary]

Spoiler

Those who have [Exemplary]-attainment level could grasp the dimensional laws of the world. It is one of the key to successfully undergo a 'Protogenic Ascension' and be a rank 4 Paragon. 

More information will be revealed in the future.

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6. [Apex]

Spoiler

[Apex]-attainment level is usually at the level of elite rank 6 sovereigns (not a typical rank 6, mind you). Sovereigns is usually the peak of a world, or a civilization.  Apex can utilize the natural laws of the world in exchange of resource to activate a method up to rank 4. For example, a fire-path Sovereign can use rank 4 spells endlessly without using spell catalyst, but they will still have to use their personal energy to stimulate the dimensional laws.  

Apex have the so-called 'Magic Material Exemption' traits.

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[Transcendent]

Spoiler

Transcendent are revered as such because they transcend Apex. This is the theoretical attainment level of Gods, having an understanding of a path better than the World's Will. In the face of Transcendent, there is no secret method. They are capable of using every method regarding their path. 

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Heroes
1st Hero

Name: Unknown
Title: Eternal Time Dragon
Race: Unknown
Gender: Female
Number of supporting Braves: Unknown
Cultivation: Time-path (primary), Space-path (secondary)

The 1st Hero is the progenitor of time-path.
She is also the only one who successfully ascend into the realm of gods in the last 10.000 years.
The Eternal Dragon Church worships her.

Enemy: Astral Beast


2nd Hero

Name: Unknown
Title: Unknown
Race: Unknown
Gender: Male
Number of supporting Braves: 48
Cultivation: Strength-path (primary), refinement-path (secondary)

The 2nd Hero is the progenitor of strength-path, [Bloodline Power] and [Body Runes].
His Braves created enslavement-path, sword-path and a few minor martial paths.

Enemy: Astral Beast

3rd Hero

Name: Unknown
Title: Unknown
Race: Unknown
Gender: Female
Number of supporting Braves: 11
Cultivation: Faith-path (primary), time-path (secondary)

The 3rd Hero is the creator of the Twelve Main Divine system.
She was the pope of the Eternal Dragon Church at that time, while her Braves are all popes of their respective churches.

Enemy: Grim Reaper

4th Hero

Name: Lamost
Title: Seven Spear Martial Sovereign
Race: Human
Gender: Male
Number of supporting Braves: 8
Cultivation: Spear-path (primary), seven elemental paths (secondary)

The 4th Hero is the progenitor of spear-path.
He and his braves invented wisdom-path and information-path.
The creation of Floating Castles happened during his time. 

Enemy: Demon King Maximilian

5th Hero

Name: Unknown
Title: Unknown
Race: Unknown
Gender: Unknown
Number of supporting Braves: Unknown
Cultivation: Unknown

The 5th hero has yet to rise in power.
Devil King Mordred is known to survive through splitting his soul, therefore will be their theoretical enemy.

Enemy: Devil King 'Mordred'

Known Cultivation Paths
General Explanation
The classification of cultivation 'path' is pioneered by  'Great Archmage' Mordred as a Magus.

Magi (plural for Magus) pursue the 'Absolute Truth' (The Dao). The universal Absolute Truth is not limited to one specific aspect or field as all knowledge will ultimately aggregate into the truth. When a Magus pursue the Absolute Truth, they are carving a 'path' of their field. 

For example, a fire-path mage revered to a mage that pursue the absolute truth through the dao of fire, deepening their understanding of fire. A time-path priestess would be a priestess who studied on time-related methods, sword-path martial arts meant martial arts that work on the field of sword, so on and so forth. This classification also extend to Artifact, Body Runes, cultivation resources, or other.  


Nine elemental paths

The Nine Elemental Particles, which are the primary resources of the Nine Elemental Paths, are the basic building blocks of Morgen World. Since they can easily be found in nature, they become the orthodox cultivation-path of Morgen World.

Each of them are self-explanatory, they are :

  1. Fire-path. Specialty: High destructive power, excels in destruction
  2. Water-path. Specialty: Flexible, flowing 
  3. Earth-path. Specialty: Inexhaustible, excels in defense
  4. Wind-path. Specialty: Invisible and unfettered
  5. Wood-path. Specialty: Regenerative, low-cost, sustainable
  6. Metal-path. Specialty: Heavy, excels in brute force.
  7. Lightning-path. Specialty: Excels in burst.
  8. Light-path. Specialty: Fastest, excels in saturation.
  9. Dark-path. Specialty: Excels in stealth.
Wisdom-path

A path officially invented by Archmage Mordred during the war with Demon King Maximilian.

Wisdom-path revolves around three core concept: Thoughts, Will and Emotion.
They are often referred as telepathic thoughts, telepathic will, or telepathic emotion. Cultivating in wisdom-path means having control upon these three concepts.

Some wisdom-path experts are capable of deducing their foe's information from the clues they left off, allowing them to push their foe into a trap or traps

Mages' [Spiritual Force] is considered as supreme wisdom-path resources, it can be diluted into thoughts, will, or emotion. Thus, mages possessed certain level of inherent wisdom-path advantage compared to martial artist. 


Note:  Every Magus of Holy Terra are natural wisdom-path cultivators due to their upbringing as scholars of truth (Chapter 04).  Further information regarding Magus would be revealed later.

Refinement-path

Is a cultivation path focused on refining raw materials into useful resources such as potions, body runes, weapons, Artifacts, or spell resources.
Refinement-path has two major School of Thoughts:

  • Nature Refinement
The utilization of natural phenomena to aid or complete the refinement process. E.g.: The usage of volcanic eruption or natural thunder strikes in the process of refinement, with the goal of reducing energy expenditure or resources during the refinement, or to pursue perfection by adding natural elements.

  • Artificial Refinement

Isolating the refinement process from the natural world. The benefit of this is to reduce the amount of clues that can be picked up from the environment by wisdom-path cultivators or others. Most modern refinement-process are done this way.

Known Jobs related with refinement-path: Artificer, Magos, Blacksmith, Engineer, Alchemist, Chemist, Biologist and their variations. 


Note: Refinement-path does not exist on Holy Terra (Chapter 09)

Strength-path

This path is specialized in using the physical body's natural strength or the increment of thereof. Pure strength-path cultivators are usually known as Body Fundamentalist who pursue physical strength to the absolute limit.

Strength-path has three major School of Thoughts:

  • Self Strength

The true martial arts of strength-path that utilizes certain techniques inspired by nature, beast, or others to improve one's natural strength. Most strength-path martial artist cultivate this school of thought.

  • Beast Strength

A branch inspired by beasts. Beast Strength confine the strength of beast into their body, but beast and human body is anatomically and biologically different compared to beast. Therefore, to accommodate the beast's strength, a part of the cultivator body would slowly change into that of beast. The effect are familiar with transformation-path methods, but the changes are miniscule and usually semi-permanent.

  • Atmospheric Strength

Strength borrowed or gained from nature. Little to no information is known regarding atmospheric strength, but Arakawa Kenji was capable of gaining strength-amplification while his body was burning. One of the well-known Atmospheric Strength method is [Force Explosion] and its variants, allowing body fundamentalists to attack from long range.

Known jobs related with strength-path: Ascetic Monk, Brutal Swordbreaker 

Enslavement-path

A mage-only cultivation path founded by one of the 2nd Generation Braves. It is the usage of beasts, plants, elemental creatures, magical puppets or cannon fodders in general to fight for their masters. 

The number of slave the master could control depends on their [Spiritual Foundation]. A way to circumvent this is to enslave higher ranked beast (e.g.: rank 3) while the said beast would enslave the lower ranked beast (rank 2 and below). Enslavement-path masters would typically choose one beast-type instead of multiple beast at one time due to their similar soul or spiritual frequency, allowing the said master to enslave more.

After the Undead Calamity (the 3rd Hero's era), the existence of necro-path allows non-mages to cultivate enslavement-path through [Soul Foundation] instead of [Spiritual Foundation].

Enslavement-path methods have limited effect on intellectual creature as the higher the target's Soul or Spiritual foundation, the more 'enslavement capacity' it uses up which ultimately reduces the master's capability in all metrics. Therefore, although it can be used on intellectual race, it does not happen often.

Known Jobs related with enslavement-path: Beast Master, Beast Tamer, Elementalist and their variations.

Sword-path

A cultivation path of pure offence, it has the highest damage output amongst all paths. Yet, other aspects such as defence, investigative, stealth, auxiliary, healing and support are lacklustre.

Necro-path

The core concept of necro-path revolves around corpses and the utilization of thereof. 

Also known as Necromancy. 

Necro-path cultivators are scholars of death, exceling in interrogation of the dead or using the dead as raw material to refine useful undead resources. Since it uses the same foundation as enslavement-path, most necromancers cultivate enslavement-path as their secondary path.

Known Jobs related with necro-path: Corpse Eater, Necromancer and their variations. 

Note: Undead could be considered as necro-path 'lifeform'. Therefore, not all necromancer are undead, but all undead are, up to a certain point, necro-path cultivators.  

Soul-path

Revolves around souls, be it the cultivator's own or their foe's. The supreme resources of soul-path is... souls.
There are three components of a soul: Truesoul, soulforce, and soul essence.

- Truesoul is the core component of a soul, it is what held the identity, personality, and memories of a person. Truesoul quality is directly connected to one's experience, personality, and other factors.
- Soulforce is the internal energy of a soul, it can automatically recover like stamina depending on one's Truesoul quality. Mediation, sleeping and other soul pacification method augment soulforce recovery effects.
- Soul Essence is the external energy of a soul, Truesoul would automatically consume soul nutrients from the environment to generate Soul Essence. 

When a living creature with soul dies, their soul essence and soulforce dissipates rapidly, becoming a bountiful source of soul nutrient. The truesoul of the said creature, if unclaimed (by the Divines or other soul-seeking professions), will also dissipates naturally.   

According to Mordred's soul-path True Inheritance (chapter 06), there are three facet of soul-path:

  • Self-Soul
Regards to the quality of one's soul. There are three aspect of Self-Soul: Soul Quality, Soul Strength, and Soul Pacification.
- Soul Quality: Human have human souls, and dragon have dragon soul. An accomplished Dragon Warlock might possessed dragonman soul instead a human soul, which allows the said warlock to effectively use dragon-restricted method and have high affinity with dragon races.
- Soul Strength: The strength of a soul. One unit of Soulforce equal to the strength of 1 human. 100-man soul strength meant the soul have the strength of 100 human, so on and so forth.
- Soul Pacification: Relates to recovery and affinity. An 'Excited' soul might become absentminded as their soul detached from the body, thus, sleeping usually helps in pacifying an excited soul. 

  • All Being's Soul

Relates to the soul of living beings and the interaction of thereof. Soul-path life alteration surgery, Soul Modification, [Soul Devour] method, or the creation of Soul-path slave such as Spectral Soul, Spectral Hound or Sentinel Soulguard are All Being's Soul methods. For Mordred, enslavement-path is an extension of All Being's Soul's method as the two depends on the same foundation. To him, enslavement is not a path, but an aspect of soul-path. 

  • Heaven and Earth's Soul
The use of Soul Arts and the secrets of Heaven and Earth. Soul Arts is not purely a soul-path method as it can replicate or produce the effect of magic spells or martial arts, but its power depends on Soul Foundation and soul resources. Therefore, strong Soul Cultivators have greater advantage in using Soul Arts. 

Spoiler

Ninjutsu is a form of Soul Art through the use of hand seals and soul resources. (Chapter 33)

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Known Jobs related to soul-path: ????

Note: Along with sound-path, soul-path is Mordred's original cultivation path before infiltrating Morgen World. 

 

Sound-path

A minor path which revolves around sound or vibration through various mediums. The advantage of sound-path is it's permeability and penetration, it has no obvious hard-counter. However, no hard-counter also meant it does not possesses foundational advantages against other paths.  

Known Jobs related with sound-path: Singers, Bards and their variations.

Note: Along with soul-path, sound-path is Mordred's original path of cultivation. 

Information-path

In Morgen World, information-path is the invention of Great Archmage Mordred during the late stage of the war against Demon King Maximilian (chapter 34).

Information-path revolves around gathering, transmission, storage, and encryption of information, it's destructive nature is extremely low. Information-path is not wisdom-path, it does not specialized in processing information, but wisdom-path cultivators are fond of information-path methods due to it's supportive nature in deduction or other wisdom-path activities. 

The Hunter Association branches all around the world are connected in an information-path network known as [World Wide Weave], allowing rapid exchange of information. Although not every city in kingdoms or empires are connected to the network, it is expanding slowly as more location are granted information-path service. 


Note: Mordred's information-path attainment are gained from his conflict with Intelligent Metal, a Magus of information-path in Holy Terra (chapter 04). 

Faith-path

Those who offered their faith towards Gods in exchange of divine force are faith-path cultivators. It is considered a sub-path, there's no pure faith-path cultivator. For example, a believer of the Martial God Azlan cultivate in both faith-path and strength-path. A believer of the Eternal Time Dragon cultivate time-path and faith-path in tandem. So on and so forth.

The energy source of faith-path is [Divine Force] and their method is revered as [Blessing].

As a sub-path, faith-path methods have great healing-amplification effect on top of the primary-path.

Known jobs related to faith-path: Paladins, Priest, Battlepriestess, Clerics, Pope, and other church-related jobs.

Note: Faith-path only emerges after the era of the 3rd Hero. Faith-path is spearheaded by the Twelve Main Divines: They are twelve most powerful gods who have their own pantheon. 

Time-path

It's related to time, duh. *rolls eye* 

Morgen World's Five Regions
Central Continent

Located on the core of Morgen World. It is said that the elemental particle saturation level is higher and it's natural resources are more bountiful compared to other regions, allowing easier progression in cultivation.

More information would be revealed in the future.

Eastern Continent

Known as the 'Land of Sand and Fire', the majority of landmass are scorching-hot deserts. Here, mages are supressed, while antimages are common in the region.

More information would be revealed in the future.

Southern Continent

Known as the 'Land of Autumn Rain'.

The southern continent's landmass are populated with mountain ranges and hilly tundra.
The closer it is to the western region, the colder the lands while the closer it is to the eastern region, the weather are dominated by rain.

The Extreme South are located on the southernmost part of the southern region, separated by Fuyuhiro Permafrost Mountain Range.  

Western Region

Also known as the Seas of Eternal Winter, a region which lacked landmasses but filled with sea area, glaciers, and underwater regions.

More information will be revealed in the future
Northern Continent

Also known as the Land of Eternal Spring, home to the Royal Elves, Superior Elves, and other Elf variants. It is also the location of the World Tree.


More information will be revealed in the future.  

Factions/Organization
Sacred Alliance
Location: Morgen World, Central Continent

An alliance of 12 most powerful church-state (Theocracies) in Morgen World. 

Led by the Eternal Dragon Church, the Sacred Alliance has twelve core members, each 'church' has their own teritory in the central continent. Considering each church-state is as strong as any countries in other regions, the Sacred Alliance is the strongest faction in the world.

Hunter Association
Location: Morgen World, Global (with the exception of the central continent)

An organization of 'Hunters' founded by the Great Archmage Mordred and a few other sovereigns.

The Hunter Association is connected by a global information-path network known as the [World Wide Weave]. The Association is a neutral organization, with helping the local country/government and information-gathering as the priority rather than profit. Mortals or cultivators can use the Association for 'request', which would be given to Hunters as 'mission'. In a sense, the Hunter Association can be considered as a mercenary organization, but the 'hunters' it employs are so flexible that they almost completely eliminated 'Mercenary' occupation as a whole.

Kaiserreich
True Name: ????
Nickname: Kaiserreich
Location: Eastern Continent (Land of Sand and Fire)

Type: Country
Patron Deity: 'Machine God' Oppenheimer

A country plagued by armored beasts known as Gepanzerte Bestie. 

Known for their advanced biology, engineering, and anti-magic methods, Kaiserreich is a heaven for engineers, biologist, and antimages.


Note: The Richtofen clan of Galatreon is originally from Kaiserreich.

Union

True name: ????
Nickname: Union
Location: Western Region (Seas of Eternal Winters)
Type: Country
Current Tzar: Vladimirovich Stukov

Unlike other regions, the Seas of Eternal Winters is governed under a super-faction that hold absolute sovereignty of the region. The Seas of Eternal Winters are separated into chunk of provinces, equivalent in size to country or countries in other regions. Each provinces would be governed by a Duke, Archduke, or a King depending on the province's size and importance. The local governors would serve the Tzar as a whole.

Under the rule of Vladimirovich Stukov, the 'Union' had the strongest unity of all Morgen World. 

Galatreon
True name: Galatreon
Nickname: Holy Land of Refinement-path, Hunter Association Capital

Location: Southern Continent (Land of Autumn Rain), Extreme South
Type: City-State

Galatreon is a small city-bastion built atop the core region of the Dimensional Fissure left by the late Demon King Maximilian. Originally designed to suppress and hunt off the unceasing demonic incursion pioneered by the late Demon King, the city prospered due to the advancement brought by Mordred. Now, Galatreon is as strong as a country, despite merely a small sovereignty with the size of a city.

Galatreon is governed by 4 'Great Clans': Murasaki, Richtofen, Delcroix, and Al Arsy.

More information will be shared in the future.

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    Dokken
    Status: c15

    Gave this story a chance despit not having any review.

    I understand it is heavly inspiered and lend alot of consept from other places that I am unfamiliar with and and the author have tried to incoperate in to his story.

    Personally I do not think this was executed in a good maner.

    Every chapter is just filled with alot of explenation on fantasi psudo consepts of spells, powers, spirits and such in an extrem over-explenation, that makes it so I feel that I am reading an instruction guide for some mumbo-jumbo snake-potion, then rather reading a story.

    My other problem is the character focus. Been forever since a read a chapter about the MC, or with any story progrss.

    I ended up dropping this story at this point. Everything just became to boring and sounded more like mad rambling then a story.

    The story might become better futher along but my Will is not strong enough to get so far.

    Read More

    10 Likes · Like
    RandomReviewer
    Status: chapter 07 – grem ironclaw

    Sorry I simply can't do it. The story has an incredible amount of fat, going as far to repeatedly explain that Goblins are dumb. Yes you heard me right, apparently Goblins are dumb. Still don't get it? Goblins are dumb. Goblins. Are. Dumb. I suppose you still don't get it do you? Well how about we explain the thought process of this Goblin? He's dumb. I'm only slightly exaggerating by the way. A huge amount of content can be cut and it would improve the readers experience.

    As for the MC he's incredibly boring so far. I can give it the benefit of the doubt and say that it's too early in the story to make solid judgement, but he's basically a worse version of the MC from Warlock of the Magus World. So he's literally an uber genius with a photographic memory and 2 lives worth of experience backing him. Oh and he wants to become immortal. 

    So yea, this just doesn't do it for me. I'd consider it a stretch to call it an isekai when he's already lived a significant portion of his life in the new world and the only difference between his home world seems to be technology. I'm personally more interested in learning about the world with the MC.

    Read More

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