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My Chrononaut system

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Chapter 1 - Chapter 0: The Descent

It was quiet and peaceful when the sky suddenly tore open.

It began as a tremor in the fabric of existence—a faint vibration that rippled through the air, through the oceans, through the bones of every living thing. The world felt it before it saw it. A hum that resonated deep within the Earth, a sound that was not a sound but a pulse, a heartbeat of something vast and ancient awakening.

Then came the light.

The Veil's Breach appeared without warning—a jagged wound across the skies, stretching from horizon to horizon. It shimmered with colors that defied comprehension, hues that no human eye had ever seen. The air itself seemed to bend around it, warping reality as if the world were being rewritten.

From that wound poured Aether—the raw essence of creation, unbound and untamed. It cascaded into the atmosphere like a storm of living light, flooding the world with energy that defied every law of nature. It was beautiful. It was terrible. It was the beginning of the end to every living being or so they thought.

At first, humanity watched in awe. The skies glowed with radiant colors, the oceans shimmered with strange luminescence, and the very air hummed with power. Some called it a miracle. Others called it judgment. But whatever it was, they never knew. Within days, the miracle or judgment turned to madness.

The Aether did not bless nor did it judge —it consumed.

The first storms tore through the world with impossible fury. Lightning of violet and silver carved scars across continents. Winds howled with voices that were not wind. The seas boiled, the ground split, and the stars themselves seemed to flicker in fear.

Civilization collapsed in weeks.

Machines failed as Aetheric interference devoured power grids and shut satellites. Cities burned under skies that rained liquid light. The old world—the world of science, order, and reason—was gone.

And from the chaos, new horrors were born.

Creatures emerged from the Aether storms—beings of flesh and crystal, of shadow and flame. They were called Aetheric Beasts, though no name could truly capture what they were. Some resembled twisted reflections of Earth's animals; others were shapes that defied logic, their forms shifting like smoke. They hunted by instinct, drawn to the pulse of life, and wherever they walked, the land itself changed.

Forests turned to glass. Rivers glowed with liquid fire. Mountains floated, suspended in the air like fragments of a broken dream.

Humanity fought back, but the weapons of the old world were useless. Bullets melted midair. Missiles detonated before launched. The Aether warped everything it touched.

And yet, amid the ruin, something extraordinary happened.

Some humans began to change.

They survived the storms, their bodies adapting to the Aether's touch. They awoke with strange abilities—powers that defied explanation. They could conjure flame, bend metal, heal wounds, or move with impossible speed. They were the first Trait-Born, the children of the new world.

The Trait-Born became both saviors and threats. Some used their gifts to protect the remnants of humanity. Others succumbed to the madness of power, becoming monsters no different from the Beasts they fought.

In time, the survivors gathered. They built walls of steel and light, powered by the very energy that had destroyed their world. These bastions became the Aether Enclaves—fortified cities shielded by shimmering barriers that repelled the storms and the Beasts alike.

Within the Enclaves, humanity endured.

Generations passed. The chaos outside the walls became legend, the Descent was a story told in hushed tones. The Aether storms still raged beyond the barriers, but inside, life found rhythm again.

The Enclaves grew into sprawling metropolises of glass and crystal, powered by Aether-Tech—machines fueled by crystallized Aether harvested from slain Beasts. These Aether Crystals became the lifeblood of civilization. Their glow lit the cities, powered the transports, and sustained the shields that kept the chaos at ease.

The Crystals were graded by purity and strength, each level representing a deeper resonance with the Aether's core essence:

Basic Crystal – faint, unstable energy used for simple tools and lighting.

Lesser Crystal – slightly refined, powering small devices and weapons.

Common Crystal – the standard energy source for homes and vehicles.

Greater Crystal – stable and potent, used in industrial machinery.

Superior Crystal – refined for military-grade Aether-Tech.

Prime Crystal – rare, capable of sustaining Enclave shields.

Mythic Crystal – harvested from high-tier Beasts, used by elite Guardians.

Arcane Crystal – pulsing with near-living energy, used in advanced constructs.

Celestial Crystal – radiant and pure, capable of amplifying Traits.

Ethereal Crystal – nearly sentient, used in experimental Aetheric reactors.

Origin Crystal – the rarest form, said to contain the essence of the Veil itself.

Each grade was a step closer to the source of creation, and each came with greater risk. The higher the purity, the more unstable the energy. Only the most skilled artificers and Trait-Born could handle the upper tiers without being consumed.

The Trait-Born themselves evolved into distinct paths, their powers shaped by how the Aether resonated within them. Over centuries, four primary classifications emerged:

Mages – those who could shape Aether directly, weaving it into spells, constructs, and phenomena. They were scholars of energy, bending the laws of nature through will and precision.

Enhancers – warriors who channeled Aether through their bodies, amplifying strength, speed, and endurance beyond mortal limits. Their combat prowess made them the backbone of Enclave defense.

Mutations – individuals whose bodies had been permanently altered by Aether exposure. Some bore crystalline skin, wings of light, or eyes that saw beyond dimensions. They were unpredictable, often feared, yet vital to understanding Aether's mysteries.

Uniques – rare beings whose powers defied classification. Their abilities were singular, often tied to phenomena unseen in others. Some could manipulate time, others could traverse dimensions, and a few could even commune with the Veil itself.

These four paths defined the new world's hierarchy. The Trait-Born were trained from childhood, their potential measured through resonance tests that determined their affinity. Those who failed to awaken were called Nulls—ordinary humans who lived under the protection of the Enclaves but rarely rose to prominence.

The Enclaves themselves became centers of power and culture. Each city developed its own identity, shaped by its environment and the nature of its people.

Veyra Enclave, the largest and most advanced, stood as the heart of civilization. Its towers reached toward the shimmering wound in the sky, their surfaces alive with flowing runes. The streets pulsed with light, powered by the endless hum of Aether generators.

Kaelith Enclave, built upon the ruins of an ancient mountain range, was home to the greatest Enhancers and warriors. Its people were fierce, their culture steeped in honor and combat.

Eryndor Enclave, floating above the clouds, was the domain of Mages and scholars. Its libraries contained knowledge salvaged from the old world and discoveries born of the new.

Nirath Enclave, hidden deep within the Aether-Scourged jungles, was a haven for Mutations and Uniques. Its architecture was organic, alive, grown from Aether-infused flora that responded to thought and emotion.

Together, these Enclaves formed the Aetheric Concord, a fragile alliance that maintained balance between order and chaos.

Beyond their walls, the world remained wild. The Aether-Scourged Zones stretched endlessly—lands where storms never stopped to rage and Beasts ruled supreme. Expeditions ventured out to harvest Crystals or recover lost technology, but few returned. Those who did spoke of landscapes that defied reason: forests that sang, deserts of floating sand, oceans that reflected other worlds.

The Descent had not ended—it had stabilized. The world had found a fragile equilibrium between destruction and rebirth.

And in that balance, new life emerged.

The Aether did not only change humans—it reshaped all living things. Over centuries, new races arose, born from the fusion of Aether and biology. Some were descendants of humanity, others entirely new creations of the Veil's influence.

The Aetherians, beings of luminous skin and crystalline veins, were said to be closest to the Aether's essence. They could sense energy flows and manipulate them instinctively.

The Dravari, scaled and powerful, bore the strength of ancient beasts. Their blood carried traces of primal Aether, granting them unmatched resilience.

The Sylth, ethereal and graceful, were attuned to the natural world. They could commune with Aetheric flora and fauna, guiding growth and decay alike.

And the Vorn, shadow-born wanderers, thrived in the Scourged Zones where no other race could survive. Their bodies absorbed Aetheric radiation, turning it into sustenance.

These races coexisted uneasily within the Enclaves, bound by necessity more than trust. The Aether had united them in survival, but old instincts of fear and dominance lingered.

Still, civilization endured.

The Enclaves thrived under the guidance of the Elder Orders, a council of the most powerful Trait-Born from each race and discipline. They governed the use of Aether, maintained the shields, and enforced the laws that kept chaos at bay.

Their creed was simple: The Aether gives, and the Aether takes.

It was both a warning and a truth.

Every generation was taught the story of the Descent—not as myth, but as history. The day the sky tore open was the day the world was reborn. The old world of science certainty had died, replaced by one of wonder and danger.

Children grew up beneath skies that shimmered faintly with Aether light. The hum of generators was the lullaby of civilization. The people no longer feared the storms—they revered them. The Aether was no longer a curse, but a source of strength, a reminder of what humanity and its kin had survived.

The Descent had reshaped everything: the land, the people, the very essence of existence. It had destroyed the old world, but from its ashes, a new one had risen—one where power and survival were one and the same.

In the heart of this reborn world, the Enclaves stood as monuments to resilience. Their towers gleamed like beacons against the eternal twilight of the Veil's glow. Their people thrived, their cities pulsed with life, and their skies shimmered with the faint promise of the unknown.

The Veil's Breach still hung above, a scar of light that never faded. It was no longer seen as a curse, but as the source of all power. The Aether that once destroyed civilization now sustained it. Humanity and its new kin had learned to live with the chaos, to bend it, to thrive within its shadow.

The Descent was not the end. It was the beginning of everything that followed.

And though the stars beyond the Veil whispered of greater mysteries, the people of the Enclaves looked upward not with fear, but with ambition.

For the Aether had not only changed their world—it had awakened their destiny