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Road of an Emperor: From Hope to Conquest

Mrbob
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Synopsis
Nerion Ophirein has always been just a name in a quiet corner of the kingdom—unawakened, unremarkable, the youngest son of a rural noble house with old traditions and older secrets. But everything changes after one test. At sixteen, Nerion returns home with top scores in the national magic exams, ready to celebrate with his family. What he doesn’t know is that his blood holds the spark of something ancient—something divine. And the Tower of Infinity, long silent, begins to stir. In a world where dungeons fall from the stars, kingdoms fight across planets, and gods have been forgotten, one boy’s awakening could shake the balance of it all. This is a story about legacy, slow growth, quiet strength, and the kind of hope that once changed the world.
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Chapter 1 - WORLD BUILDING

"WARNING" Readers in this chapter I will tell you about the main character's world so please read this chapter first.

MC lives in a modern world where fantastic creatures are real, where there are dungeons and towers to check one's might and power. Everyone has a system to check their skills, traits and stats but unlike our planet, here mostly aristocratic system is followed. A person's might, power and backing decide his land and title. Magic is used to make modern technology unlike our world.

Planet - In this world, Earth is classified as a level 3 planet, which is 30 times larger than ours. Planets can increase their level after defeating others in an interplanetary war.

Interplanetary war - nobody knows how this war starts but it is told that the 

system randomly selects two planets with the same power and conditions to fight.

The origins of these wars are shrouded in mystery. Some say the system itself selects two planets with equal power and conditions, while others whisper that ancient forces govern the fate of entire worlds. Regardless of its origin, the result is the same: war between planets.

A warp gate opens between the two worlds, and the battle begins. The planet that emerges victorious absorbs the resources, knowledge, and cultures of the losing planet. Those who survive the war evolve, growing stronger and more capable. But the losing side? They are forever subjugated, their people reduced to a secondary race under the dominion of the victor.

In the history of Earth, we have won three such wars in the last 2000 years—defeating the Elves, Beastkins, and Dwarfs. Each victory has marked Earth's ascent in the interplanetary ranks, evolving humanity to a point where we now coexist with races that once dominated the universe. However, the cost has been high. These races are now our subordinates, their strength and freedom greatly diminished.

Dungeons- There are two types of dungeons in this world, worldly and other-worldly. Worldly dungeons are easy and predictable because they are made up of monsters of the same planet unlike other-worldly which are made of up unknown monsters. Dungeons get wiped out after the boss dies. If not complete at certain times then the dungeon monsters will come out.

 Trainer Towers- Trainer Towers are another method by which one can gain power. These towers are scattered throughout the world, places where adventurers and warriors can test their might. Each tower contains multiple bosses, and each level is a challenge in itself. Upon defeating a boss, a player gains experience and skills, sharpening their abilities. Unlike dungeons, Trainer Towers remain open. The bosses inside them don't disappear once defeated, allowing for endless practice and growth.

Soul Cards - they come in a rarity of "common", "rare", "epic", "legendary", "mythical" and "unique". These are item drops that can summon subordinates, soul pact creatures and soul weapons. Soul pact creatures and soul weapons can be stored in a player's inventory.

 • Soul Pact Creatures are often otherworldly beings, bound to your service through a contract. 

They are loyal, powerful, and can be summoned to fight by your side in the heat of battle.

 • Soul Weapons are weapons that can become extensions of the wielder's will. They can evolve and grow stronger as the user's strength and bond with them deepens.

 . Soul Subordinates are the human soldiers mystically created by the system.

 

The Tower of Infinity -

 - The Tower of Infinity is more than just a dungeon. It's the beating heart of the system, the ladder to transcendence.

 Only 40% of humanity ever gains access to the Tower. The rest? They live as civilians, support classes, or dreamers with locked screens.

 The connection happens after the age of 16. On that day, every eligible teen receives a system notification:

"Connection to the Tower of Infinity: INITIATED…"

If successful, they awaken their class, and with it, their path to power.

 Classes & Progression

 The Tower grants every connected individual a Class, influenced by their hidden potential and traits. Some receive battle-hardened paths like:

• Warrior, Mage, Archer, Assassin, Guardian.

While others receive unexpected or even mocked roles like:

• Blacksmith, Chef, Tailor, Librarian.

But in the Tower, nothing is static. The more you level up inside it, the more your class can evolve, diverge, or ascend into something greater:

A Chef might become a Battle Gourmand who buffs allies with magical dishes.

A Librarian could become a Chrono-Scribe who rewrites time using ancient books.

The possibilities are endless—but only if one survives the Tower's trials.

Level Tiers & Titles-

1. Level 1 – Ember Rank

"The spark of power begins."

New adventurers, civilians, and unawakened kids. Can live up to 150 years.

2. Level 2 – Iron Rank

"Tempered by trials."

Trained warriors, basic dungeon delvers, low-ranked nobles. Can live up to 200 years.

3. Level 3 – Obsidian Rank

"Where power gains weight."

Mid-tier elites. Magic-users, noble leaders, and dungeon conquerors. Live up to 300 years.

4. Level 4 – Mythril Rank

"Born of legend, feared by name."

Rare. Often generals, archmages, or high nobility. Can live up to 500 years.

5. Level 5 – Arcanite Rank

"A step toward divinity."

Extremely rare. Planet-level combatants. Can live over 800 years.

6. Level 6 – Astral Rank

"Touched by the cosmos."

Only found in Tower of Infinity or during interplanetary wars. Can live over 1000 years.

7. Level 7 – Sovereign Rank

"Those who command worlds."

Near-godlike. Planetary champions, avatars of gods.

8. Level 8 – Eternal Rank

"Forgotten by time, remembered by war."

Unknown lifespan. Barely any humans have reached this level.

9. Level 9 – Origin Rank

"The ones closest to the system's heart."

Theoretical. Some say the gods themselves were once Origin-ranked.

Political system of (MC kingdom) VELMERA -

1. Monarch

• Title: High King or High Queen

• Role: Supreme ruler of the kingdom. Possesses divine contracts, oversees Grand Dukes, controls national military and foreign affairs.

• Expected Level: unknown 

2. Grand Dukes / Duchesses (4 Total)

• Title: Grand Duke/Duchess of [Region Name]

(e.g., Grand Duke of Duskhollow)

• Role: Rule over vast duchies. Hold military and political power near-equal to the monarch.

• Vassals: Marquesses, Counts, major cities.

• Expected Level: unknown 

3. Marquess / Marchioness

• Title: Marquess of [Territory]

(e.g., Marquess Caelum Drakval of Emberhold)

• Role: Protects border regions or strategic strongholds. Highly militarized nobles with city oversight.

• Vassals: Counts and lower-ranked knights.

• Expected Level: 4+

4. Count / Countess

• Title: Count of [City or Region]

(e.g., Count Alaric Ophirein of Duskhollow Vale)

• Role: Governs small cities, trade hubs, or wide rural lands. Maintains order and commands local garrisons.

• Vassals: Barons, Viscounts, Knight Houses.

• Expected Level: 2–3

5. Viscount / Viscountess

• Title: Viscount of [Hold or Borderland]

• Role: Oversees rural counties, fortresses, or minor towns. Often serves as enforcers of law and tribute collectors.

• Expected Level: 2+

6. Baron / Baroness

• Title: Baron of [Village or Holding]

• Role: Manages single villages or estates. Often rewarded for loyalty, conquest, or legacy.

• Expected Level: 1–2+

7. Knight / Knightess (Landed or Unlanded)

• Title: Sir / Dame [Name] or Knight of House [Name]

• Role: The lowest rank of nobility. May or may not own land. Often elite soldiers, trainers, or retainers of higher lords.

• Expected Level: 1+

8. Squire / Apprentice Noble

• Title: Squire [Name] or Heir of House [Name]

• Role: Unawakened heirs or trainees. Typically trained from youth in military, court etiquette, or administration.

9. Commoners and Exceptional Classes

• Some exceptional commoners can rise via merit (Tower Trials, military heroism).

• They are typically granted noble status upon reaching high enough Level or Rank, or after binding unique Soul Cards.

Optional Tags of Prestige:

• Highlord / Highlady – Used for older or prestigious nobility.

• Lord Commander – Title granted to those leading large armies.

• Champion of the Crown – For Tower-ranked warriors granted royal favor.