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AUXILIARY CHAPTER — Author's Note / Worldbuilding Primer

Author's Note:

Hey everyone. Thanks for clicking on this.

A few things before we start:

What this story is: Slice-of-life fantasy with a slow-burn progression. Think cozy mornings and church bells with an undercurrent of "oh no, this world is more complicated than it looks." MC is smart, not overpowered (yet). There's magic, there's politics, there's family drama, and there's a kid trying to figure out how to live a good life in a world that wasn't designed for someone who thinks like he does.

What this story isn't: An instant power fantasy. If you want face-slapping and system notifications in chapter 1, this isn't it. (No shade, I love those too.) This is slower. The payoff is in the details.

Update schedule: [Daily / Every other day / whatever you commit to]

Content: There will be romance eventually. There will be action eventually. There will be moments that hit harder than you expect from a story about a kid eating toast. You've been warned.

Now, some quick worldbuilding so you're not lost:

THE WORLD — AETHERMERE

A continent dominated by the Holy Empire of Solanthis, which worships the Goddess Aethera. The church isn't just a religious institution — it's a political, military, and magical superpower. Holy magic (called Sanctus Arts) is the dominant magic system, powered by mana that the church teaches flows from the Goddess herself.

There are other kingdoms, independent territories, and even regions where different magical traditions exist (arcane magic, spirit arts, etc.), but the Empire considers all non-holy magic to be heresy or at best, primitive.

THE KINGDOM OF VERATH

A mid-sized kingdom on the Empire's western border. Officially allied with the Empire. Has its own branch of the church, but with less authority and fewer resources. Think of it as the difference between a franchise and the corporate headquarters. Same branding, less budget.

The Ashveil family serves in Verath's regional church, in the provincial town of Mireth.

MAGIC SYSTEM — SANCTUS ARTS (Holy Magic)

Ranked by Circles, 1st through 9th.

1st-2nd Circle: Basic blessings, minor healing, light wards. Most village priests.3rd-4th Circle: Significant healing, combat blessings, barrier magic. Regional Saints like Aldric.5th-6th Circle: City-level authorities. Can purify plagues, fight high-rank monsters.7th-8th Circle: Empire-level Saints. Walking natural disasters.9th Circle: Mythical. Maybe two or three alive. Maybe none. The Church doesn't confirm.

There are also Holy Knights who channel Sanctus energy through weapons and martial techniques rather than pure casting.

MONSTERS

Called Aberrations. They emerge from areas called Rifts — tears in the natural order that leak corrupted mana. Aberrations range from minor beasts (wolf-level threats) to catastrophic entities (city-destroying nightmares). The church claims Rifts are wounds in the world left by an ancient war between the Goddess and something called The Hollow.

Most towns have walls and church-maintained wards to keep minor Aberrations out. Major Rifts require military response.

That's all you need for now. The rest you'll learn as Lucien does.

Let's begin.

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