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Chapter 136 - V.2.47. The Revolution

The next year, Merin receives a message ordering him to return to the base.

He agrees, and within two days, he's back.

At the base, he learns what the team has accomplished.

They've taken control of a medium-strength country—everything from its wealthy elite to its politicians now under quiet domination.

All members are recalled to discuss the next phase of their mission.

In the war room, after hours of debate, a decision is reached.

The controlled country will be used to unify the entire continent.

The locals call it the Star Republic.

The world's technology mirrors that of Merin's origin world, except for its energy source.

Here, no Karst crystals exist.

Instead, they extract a black underground liquid—Oil.

Merin instantly recognises its significance.

Individual weaponry in this world is advanced: power suits, energy rifles, compact laser cannons.

But weapons of mass destruction remain underdeveloped.

Missiles exist, but lack true power.

That's because, in this world, the enemy wasn't other humans—it was the supernatural races.

They focus next on strategy.

Three clear paths emerge.

First, they will influence and absorb neighbouring nations into the Star Republic.

Second, they will accelerate the Republic's technological evolution—economy, military, science, and communication.

Third, they must harness the strength of the supernatural races.

A squad of fully armed Vampire warriors can annihilate a hundred armed soldiers with ease.

They need that kind of force.

And so, they choose to walk all three paths at once.

Diplomacy.

Development.

Domination.

They call it the first day of the revolution.

Merin begins with the magnetic field.

Using his deep understanding of electromagnetism, he designs high-speed magnetic trains to link distant towns and cities.

In the first year, the railway lines are laid, connecting the capital to the largest coastal town.

When the train runs for the first time, the world watches in awe.

Its speed is unmatched.

Soon, other nations send envoys—some offering to buy or trade, others issuing veiled threats.

In response, the Star Republic unveils its missiles.

One demonstration flattens an entire city block.

Then come the electromagnetic weapons—silent, precise, and devastating.

No country dares to act rashly.

Some inquire about the inventors.

But Merin and the others stay in the shadows.

Because, for now, they are no longer human.

In the second year, the focus shifts to agriculture.

Food production triples.

Advanced systems are built across the country, not only in cities but in remote regions too.

New schools, universities, and holiday destinations are opening, drawing in visitors from foreign lands.

By the third year, every sector sees slow but steady growth.

And then, just before the year ends, they annexe the mountain kingdom to the south.

Ruled by a royal family, the kingdom had unknowingly become dependent.

The Star Republic had invested heavily in its infrastructure and economy, slowly gaining control.

The royal family falls deep into debt.

A few weeks before the year closes, they spark a civilian revolt.

The kingdom's forces are underpaid and demoralised.

No help comes.

Until the Star Republic arrives.

As saviours.

The agreement is signed—

The royal family remains, but only in name.

From now on, the Star Republic controls all military and foreign affairs.

The next three years are spent shaping minds.

Within the annexed mountain kingdom, the Star Republic works to erase the memory of the monarchy.

They spread new education, renamed streets, removed royal statues, and gradually taught the people to see themselves as citizens of the Republic.

The royal family becomes irrelevant, stripped of influence, left as forgotten relics.

During this time, they also absorbed more territory.

Though the new countries are small, each one adds strategic value.

Of the twenty countries on the Axis continent, six now fall under their control.

The Axis continent lies in the south of the dimension, home to two great powers—the Dresden Federation at its heart and the Blue Kingdom ruling the northern coast, rich with trade routes to the other three continents.

Now, the Star Republic is recognised as a large power.

But its weakness is clear—population.

There are six middle powers and eleven small powers.

And with half of the small powers already under their banner, the path becomes clear.

If they conquer the rest, they will stand shoulder to shoulder with the continent's giants.

They form an open alliance among the nations they govern.

Flags change, currencies merge, and technologies are shared.

Railways cross borders.

Weapons flow in silently.

The political climate heats fast.

Borders grow tense.

They stoke conflict between other nations—seeding mistrust, arming both sides, whispering threats.

While others bleed, the Republic strengthens quietly.

And its reach grows deeper with every war it doesn't fight.

In the seventh year, they unveil their most groundbreaking innovation—synthetic blood infused with pure magical energy.

They launch it as a corporate product, partnering first with vampire clans within the Republic, then expanding beyond their borders.

The blood revolutionises vampire society.

It tastes better than human blood.

It's safer—no more risk of exposure.

And it strengthens them, increasing magical control and physical ability.

As consumption spreads, old habits fade.

The alliance with the vampire clans solidifies.

That same year, Merin broke through the realm of the Vampire Duke.

His mastery of the magnetic field has opened new doors in magical understanding, manipulating forces both above and below the earth.

Between the eighth and tenth years, they move swiftly.

A blitz of strategy and pressure—one by one, several countries fall.

Some submit under military pressure, others from debt, others lured by promised wealth.

They act before any rival power can respond.

By the end of the tenth year, nearly all small nations fall under the Star Republic.

They use vampires, werewolves, witches, and human mages in governance, carefully placed across the military, industry, and politics.

For the first time, supernatural races become symbols of power, not just whispers in alleyways.

The illusion breaks when news leaks—supernatural beings and human mages are the true leadership.

Fear surges across the continent highest level of power.

But retaliation doesn't come.

Because they are too strong.

Because the human mages involved are infamous supremacists—never known to ally with non-humans.

So the alliance confuses and terrifies other nations.

Then comes the second shock—

The invention of longevity medicine.

One injection, five extra years of life.

Only works once, but its promise silences the world.

Even radical hunter factions fracture.

Old hunters cage the younger ones, afraid of what they might destroy.

And so the Star Republic stands unchallenged, expanding not through war, but through desire.

From the eleventh to the fourteenth year, the world remains quiet.

No wars, no revolts, no open conflict.

And yet the Republic grows stronger with each passing year.

In the final month of the fourteenth year, Merin, who has broken through the realm of Vampire Prince and returns to being human.

Their next goal demands it—

To bring supernatural races into the open.

But humans still fear the unknown.

To erase that fear, humans must become powerful.

And no one is better suited to lead this transformation than Merin, creator of the Stone Body Realm.

He begins with nothing—no magic, no enhancements.

He must cultivate magic from scratch.

But he gets a surprise.

His strength is not suppressed by the world itself like before.

But in that lies a discovery.

As Merin interacts with the magnetic field of the dimension, the dimension begins to respond.

It understands him—recognises his field.

A silent exchange begins, like two minds slowly learning from one another.

And the dimension accepts Merin as one of its own.

From this realisation blooms a new idea.

If his understanding deepens, perhaps humans can develop magic without relying on mutations or accidents.

To slow down and breathe, Merin moves to a coastal city in the northwest and becomes a math professor.

It is a quiet job, but the cold sea winds help him focus.

And he needs students.

Not followers—subjects.

So he hides meditation methods and breathing exercises in old tomes, tucks fragments of knowledge in dusty corners of the university library.

He wants to see what curiosity will spark when no one is watching.

An uncontrolled experiment.

The Republic, meanwhile, runs the controlled one.

At the fifteenth year of the revolution, in Icedic, Valerie turns twenty.

She is known as the most beautiful girl in the northern territories.

Golden-red hair from both her parents.

Violet and silver eyes, a unique fusion born from her magic.

Full lips, soft voice, and an angelic face that draws gazes wherever she walks.

All of Icedic's single supernaturals want to be Valerie's mate, but none of them are.

Because of that, a meeting is held in the highest council commanding all supernatural races on the continent.

Valerie's uncle and aunt are present, for the meeting is about her.

They know—almost believe—that Valerie is destined to become the mother of the prophesied child.

But for that, she needs her mate.

Not just any male will do.

The prophecy is clear: two destinies will intertwine, bringing three races together to birth a new future.

A future that will change the world.

Destiny, here, means fated mates—souls bound by magic, fate, and love at first sight.

Mate bonds can be broken, but only through great sacrifice.

And breaking it would shatter destiny itself, not fulfil it.

So Valerie must leave Icedic and roam the other continents to find her mate.

But if the council believes Valerie is the destined mother, so do the hunters.

In fifteen years, Valerie has become both a Witch Great Master and a Werewolf Knight.

She carries neither race's weaknesses—her physique is powerful, her ranged attacks deadly.

That makes her a threat.

So the hunters want to kill her before destiny can unfold.

Valerie's aunt speaks first, her voice calm but sharp, "What about the Star Republic? I heard an academy of magic will be built in Ocelian City by the Republic itself."

She continues, "The Republic has the strength to protect her from open attacks—and we can handle the hidden ones."

A witch council member shakes her head, "The academy will take years. They've only begun construction."

A fae leans forward, "The local university in Ocelian has already started admitting witches on a trial basis. Valerie can go there. Her mate could be human."

Out loud, most disagree.

But deep down, they know it's possible.

Finally, they make the decision.

Valerie will go to the Star Republic.

She will enter Ocelian University—and wait for destiny to find her.

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