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Mayhem Academy: Rise of the Seventh Silver Serpent

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Synopsis
In a kingdom ruled by bloodlines and gods, Drex was born with nothing—but he may be destined to possess everything. When the powerless boy crashes the strongest academy in the world, his secret begins to unravel: he might be the reincarnation of a legend, a prophecy, a god. The Seventh Silver Serpent. All powers. All clans. All destinies. Mayhem Academy will test him. The world will try to break him. But Drex isn’t here to survive. He’s here to rule.
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Chapter 1 - Chapter 1: Power Classes(Expanded)

In Komisun, a kingdom ruled by the six Silver Serpent, as said, everything was about power, not to the serpents but to the people who lived in it. Every citizen is born into a magical lineage, falling under one of the serpents!

At the heart of Komisun was the Silver-Core, a magical nexus that connects all powers users and determine the balance between the six existing forces. But an ancient prophecy spoke of a seventh, one who possess all six powers and can reshape the world itself. A mortal born without powers destined to become a God!.

🌪 Power Classes of Komisun (Expanded)

In the kingdom of Komisun, every magic wielder is born under one of the Six Silver Serpent Classes—ancient powers said to descend from godbeasts who once ruled the skies and seas. These Serpents blessed chosen bloodlines with dominion over different aspects of creation.

Each wielder awakens their Affinity at youth, unlocking their path. From there, they progress through 11 Core Ranks, and within each Rank are 6 Stars—measuring their control, stability, and core resonance. The stronger your bond to your Serpent Class, the brighter your Silver-Core burns.

🔥 1. Elementals — Masters of Nature

(Fire, Water, Earth, Wind, Lightning, Ice, Lava, Metal, Smoke, etc.)

Role: Offensive / Defensive Balance

Style: Destruction, Territory Control, Nature Manipulation

Known Clans:

Pyrel (Fire – aggressive, military-led)

Nymor (Water – tactical,

assassins)

Terrak (Earth – defense-focused, architects and wall-smiths)

Galeen (Wind – mobility and stealth-based, spies)

Training:

Elementals train through elemental attunement: surviving volcano dives, storm meditation, or sparring inside elemental arenas designed to awaken primal instincts.

Strengths:

Versatile in combat

Clan-based synergies

Good support capabilities in teams

Weaknesses:

Vulnerable to mana depletion

Limited in non-terrain-aligned environments

Power imbalance between common (fire/water) and rare (lava/lightning) subtypes

🐾 2. Ferals — Beasts in Human Skin

Role: Close-Combat Warriors, Scouts, Hunters

Style: Physical Enhancement, Pack Instinct, Shapeshifting

Top Clans:

Lio (Lion – noble, knight-based, raw strength)

Varn (Hawk – aerial scouts, speed and dive-based)

Umbra (Shadow-Cat – stealth, high kill count)

Antis (Serpent – considered cursed, exiled from the central power system)

Training:

Ferals train by bonding with their inner beast. Their rites include wilderness trials, prey-hunts, and "Silent Shifts" where they must remain in beast form for 7 days straight without speech.

Strengths:

Superhuman reflexes

Increased agility and perception

Natural hunters with instinct-based movement

Weaknesses:

Easily provoked to bloodlust or frenzy

Weak against mind-manipulation

Poor elemental defense unless hybrid-blooded

🌌 3. Mystics — Weavers of Mind and Spirit

Role: Illusionists, Spirit-Walkers, Astral Mages

Style: Deception, Mind Control, Dream Binding

Dominant Clans:

Astra (Seers – foresight and memory-based manipulation)

Nocturne (Dreamwalkers – control minds through sleep)

Lucen (Mindlight – emotion casters, fear projection, charmers)

Training:

Mystics undergo dream trials and mirror binding rituals. Most are trained by elders known as "Shades" who exist half in the spirit realm.

Strengths:

Can defeat stronger foes without laying a finger

Access to other planes of reality

Dangerous in both combat and espionage

Weaknesses:

Low durability

Relies on concentration and proximity

Rare to awaken high affinity

🔮 4. Arcanists — Reality Benders

Role: High-Magic Users, Runesmiths, Dimension Walkers

Style: Chaos Magic, Space-Time Manipulation, Forbidden Arts

Clans: No known formal clans—most Arcanists are solitary, descended from ancient, fractured bloodlines.

Training:

Training includes rune-crafting, arcane tempests, forbidden sigil casting, and Core Compression (a dangerous ritual where their core is artificially condensed to increase magic density).

Strengths:

Can distort space, time, and logic

Often battle-ending specialists

Rare and respected (or feared)

Weaknesses:

Extremely unstable powers in early stages

High death rate during training

Struggle to work in teams due to unpredictable effects

🐉 5. Summoners — Beastbinders of the Astral Codex

Role: Tactical Commanders, Monster Tamers

Style: Spirit Contracts, Astral Realms, Beast Utility

Mechanic: Each Summoner has an Astral Codex (a soul-linked dimension) in which they store up to 6 chosen beasts—and 1 Fated Beast that awakens at a critical moment in their life.

Training:

Summoners must tame their beasts in astral battlefields and complete the Rite of the Sixth Door—unlocking deeper Codex chambers through pain and will.

Strengths:

Unmatched versatility

Can adapt to nearly any combat scenario

Some beasts provide healing, shielding, stealth, or time freeze

Weaknesses:

If Codex is damaged, they become vulnerable

Beasts can betray weak-willed Summoners

Hard to master all six beast types without collapsing the soul

🌿 6. Vitalis — Core Healers and Soulweavers

Role: Healers, Core Stabilizers, Life Manipulators

Style: Energy Flow Control, Lifeblood Redirection, Spirit Cleanse

Known Techniques:

Vital Sync – match heartbeat with another to transfer wounds

Pulse Bind – stop core leaks or fix corrupted magic

Reverse Thread – bring someone back from brink of death (at a cost)

Known for:

Disrespected due to lack of "offense"

Yet essential in war and battlefields

Training:

Vitalis train through spirit meditation, life-thread weaving, and performing surgeries with magic. Elite Vitalis are able to repair shattered Silver-Cores—a rare and dangerous skill.

Strengths:

Can heal internal and spiritual wounds

Only class able to cleanse corruption from unstable Arcanists

Spiritual bonding makes them invaluable in a team

Weaknesses:

Easy targets when alone

Some consider them "support-only" (a myth Drex's grandma Enem disproves)

Long casting times

✨ Rank Progression System

All wielders ascend through 11 Ranks, from Coreless to Sovereign Core.

Each Rank has 6 Stars, which determine control and stability.

Rank 0: Coreless (like Drex initially)

Rank 1–3: Initiate Ranks – Awakened, but raw

Rank 4–6: Adept Ranks – Refined control

Rank 7–9: Elite Ranks – Institutional level

Rank 10: Ascendant Core – Near-mythical

Rank 11: Sovereign Core – Rare, legendary figures like the Six Serpent Lords

🔥 Extra Notes (World Flavor)

Many elites hybrid-train across 2 classes—but pure bloodlines dominate.

Most nobles are Elemental or Feral.

Arcanists are banned in some regions due to past wars.

Summoners are prized as commanders in the Royal Army.

Vitalis are slowly making a comeback as core physicians at Mayhem Academy.