Read light novels, web novels, Chinese novels, Korean novels, Japanese novels and books online for FREE.
Font Size
18px
Now reading: Chapter 159: Green Accord’s Members from The Game Where I Was Rank One Became Reality, a Fantasy novel by VedScans.

Vrenn’s intelligence files on six of the Green Accord’s seven gods — the southern-theater mbers whose forces posed the imdiate threat — were not produced by the Ministry of Whispers alone. Morglith, the seventh mber, operated independently in the Frostmarch; his profile was addressed in a separate northern-front assessnt. They were the product of forty years of intelligence collection — field observations, comrcial reports, defector debriefs, diplomatic exchanges, stolen docunts, signal intercepts, and the particular category of intelligence that the Ministry classified as "divine assessnt," gathered by priests whose sensitivity to domain resonance allowed them to feel another god’s presence across distances that mortal senses couldn’t bridge.

The files were distributed to the War Cabinet’s senior mbers — twelve copies, numbered, tracked, and subject to the Ministry’s information security protocols, which included the requirent that every copy be returned within forty-eight hours and that the reader destroy any personal notes taken during the reading.

[GREEN ACCORD — MBER PROFILES — MINISTRY OF WHISPERS — RESTRICTED]

MBER 1: DETERRA — THE ROOTMOTHER

Power Class: Continental (assessed as the most powerful deity on the southern continent)

Domains: Growth, Verdancy, Earth (secondary, acquired Year ~180 AF)

Religion: Rootism — Rootists

Believers: ~400,000 (personal). Combined Accord contribution: 50% of total

Territory: Southern Aerthys — 15 territories. Climate: temperate to subtropical. Agricultural output: highest on the continent

Military Contribution: 130,000 ground troops. Domain-blessed infantry with enhanced endurance, regeneration, and environntal resistance

Assessnt: Deterra is the Accord’s political center, military commander, and divine superior. She controls more believers than all other Accord mbers combined. Her strategic evolution from solo combatant to coalition architect is the Accord’s defining characteristic and primary threat.

Personal Divine Capability: Deterra’s Growth domain enables biological manipulation at scale — she can accelerate crop growth to feed armies, enhance soldier physiology for combat, and manipulate plant life as a tactical weapon (forest growth, vine entanglent, spore clouds). Her Earth domain, acquired through absorption of a defeated minor god approximately seventy years ago, gives her terrain manipulation capability that is the single most dangerous tactical asset in the Accord’s arsenal.

In combat: Deterra fights through the landscape. The ground rises. Trees grow at impossible speed. Roots erupt from beneath fortifications. The Ashwall is stone. Stone sits on earth. Earth obeys Deterra.

Weakness: Deterra’s Growth domain is weakest in winter. Biological processes slow in cold. The kingdom’s northern provinces — the Frostmarch, the Northern Reach — are environnts where her domain power is diminished by forty to sixty percent. A campaign that extends into Grimhold or Frostbane (winter months) disadvantages her significantly.

***

MBER 2: GORVAHN — THE MIRE LORD

Power Class: Regional (second most powerful in the Accord)

Domains: Swamp, Poison

Religion: Mireism — Mireists

Believers: ~120,000. Frogman-majority population

Territory: The Great Mire — 4 territories of permanent swampland

Military Contribution: 40,000 specialized swamp units

Assessnt: Gorvahn is Deterra’s most loyal vassal — loyal not through affection but through dependency. The Great Mire’s economy depends entirely on trade with Deterra’s agricultural territories. Without Deterra’s trade, Gorvahn’s population starves within six months.

In combat: Mireist forces fight through environntal warfare. Their divine blessing transforms terrain into swampland — ankle-deep water, quicksand pockets, toxic spore clouds that degrade visibility and lung function. Infantry units are Frogman-species, amphibious, moving through the swamp they create with the natural advantage of a species designed for the environnt. Their weapons are poisoned — a neurotoxin derived from swamp flora that produces paralysis within four minutes of entering the bloodstream through an open wound.

Weakness: Fire. The Swamp domain’s terrain manipulation is organic — plant matter, water, decomposing material. All of it burns. Vaelthyr’s Cinderlands forces or any fire-domain blessed units could neutralize Mireist terrain conversion. Additionally, Gorvahn’s forces cannot operate on dry ground without divine support — remove the swamp, and Frogman infantry lose their environntal advantage entirely.

MBER 3: DURNOK — THE EARTHBREAKER

Power Class: Territorial (significant military deity)

Domains: Earth, War

Religion: Crushism — Crushists

Believers: ~80,000. Minotaur-ancestry heavy infantry population

Territory: The Iron Hills — 3 territories of mountainous terrain

Military Contribution: 50,000 heavy combat units, including 15,000 armored cavalry

Assessnt: Durnok is the Accord’s offensive military arm — the hamr that Deterra points at walls. His Crushist forces are the Accord’s best conventional fighters: heavy infantry and cavalry with divine Earth and War domain blessings that enhance physical strength, structural resistance, and combat endurance. Crushist heavy cavalry charges are the Accord’s primary breakthrough tactic.

In combat: Crushist cavalry operates through mass and montum. Armored riders on armored war-bulls — each mount weighing approximately 800 kilograms, armored in layered iron plate, blessed with Earth domain physical enhancent. A formation charge by 500 Crushist cavalryn generates approximately 400,000 kilograms of kinetic force concentrated along a 200-ter frontage. Infantry formations that receive a Crushist charge do not bend. They break. The physics are non-negotiable: flesh and bone cannot absorb that force, regardless of training or equipnt.

Counter-tactic: Terrain denial. The Crushist charge requires flat ground and a run-up distance of at least 150 ters. Deny the flat ground — through fortification, terrain obstacles, or pre-positioned trenching — and the charge cannot develop. Additionally, stonesteel polearms have demonstrated effectiveness against cavalry mass: a braced polearm formation can anchor against a charge if the soldiers hold. The historical problem is that soldiers don’t hold. The psychological impact of 800 kilograms of armored beast moving at full gallop is sufficient to break formation discipline before the physical impact arrives.

***

MBER 4: THALVERIS — THE FORTRESS GOD

Power Class: Regional (major deity, defensive specialist)

Domains: Fortification, Stone (secondary)

Religion: Bastionism — Bastionists

Believers: ~90,000

Territory: The Bastioned Highlands — 2 territories of heavily fortified mountain territory

Military Contribution: 30,000 fortress troops and engineering corps

Assessnt: Thalveris does not attack. Thalveris consolidates. His contribution to the Accord is strategic permanence: once territory is captured, Thalveris’s divine engineering converts it into a fortified position within days. Stone walls rise from the earth. Defensive structures materialize as if they’d been built over months. The Bastionist engineering corps can construct a functional fortress — walls, gatehouse, defensive positions — in seventy-two hours using divine Fortification domain manipulation. Every mile the Accord advances becos a mile that cannot be retaken without siege operations.

Weakness: Thalveris’s strategic temperant is defensive. He joined the Accord because Deterra promised territorial expansion that would extend his domain. But Thalveris doesn’t want to fight — he wants to build. If the war becos costly, Thalveris will push for ceasefire and consolidation rather than continued offense. He is the Accord mber most likely to withdraw voluntarily.

MBER 5: SYLVAEN — THE TIDECALLER

Power Class: Territorial (moderate deity)

Domains: Currents, Tidal Flow

Religion: Tidalism — Tidalists

Believers: ~75,000

Territory: The Coastal Reaches — 3 territories of coastline and island chains

Military Contribution: 25,000 naval forces and aquatic assault troops

Assessnt: Sylvaen’s forces are the Accord’s naval arm. Tidalist forces operate as aquatic assault units, coastal raiders, and naval siege forces — specializing in harbour blockades, amphibious landings, and the deploynt of divine constructs (sea serpents, tidal elentals, current-shapers) that control waterways and deny the enemy use of coastal infrastructure. Sylvaen’s Currents domain allows manipulation of water flow at tactical scale — redirecting tides, creating surges, and controlling the mariti environnt that coastal cities depend on.

MBER 6: KRETH — THE SCAVENGER

Power Class: Territorial (lesser deity)

Domains: Scavenge, Shadow

Religion: Gleanism — Gleanists

Believers: ~35,000

Territory: The Scavenger Wastes — 1 territory of depleted territory

Military Contribution: 5,000 guerrilla and sabotage units

Assessnt: Kreth is the Accord’s weakest mber and its most exploitable. He joined for protection — his territory borders three hostile gods, and without the Accord’s umbrella, his Gleanist population faces absorption or extinction. His military contribution is negligible. His intelligence contribution — the spy network that operated inside the kingdom — was significant but is now compromised.

Kreth is not loyal. Kreth is not ideological. Kreth is a survivor. If the war goes badly for the Accord, Kreth will be the first to defect. If we offer him better terms than Deterra, he will take them. The question is timing: approach too early and he alerts Deterra. Approach too late and his defection is aningless.

[MINISTRY ASSESSNT: Kreth is the planned fracture point. Operational plan: SERPENT GARDEN — details classified, Sovereign access only.]

The profiles were read. The profiles were returned. And the War Cabinet, which had known the Green Accord as a na and a threat, now knew it as a machine — seven gods, seven armies, seven religions, seven sets of motivations and weaknesses, assembled into a coalition that was powerful precisely because it was composite and vulnerable precisely because it was not unified.

You are reading The Game Where I Was Rank One Became Reality Chapter 159: Green Accord’s Members on WuxiaFull. Use Previous, Chapter List, or Next to continue.
Share this chapter
Bookmark saves this novel to your account. Reading History keeps recent chapters in this browser.
Continuous reading

You May Also Like

Book of The Dead cover
Same genre

Book of The Dead

RinoZ ·Fantasy

Withonetouchofthestone,TyronreceiveshisClassandhislifechangesforever.Inan...Readmore Withonetouchofthestone,TyronreceiveshisClassandhislifechangesf...

Lust Devil's Rise cover
Same genre

Lust Devil's Rise

TheDragonSlayer ·Fantasy

ArchangelLuciferishumanity'sguardian,lockedinanendlesswaragainstotherarchangelsontheplanetEden.Theysubordinateracesastheirproxies:elves,dwarves,and...

Walker Of The Worlds cover
Trending now

Walker Of The Worlds

Grandvoiddaoist ·Action

LinMuwasacommonboylivinginasmalltown,ostracizedbythetownsmenbecauseofamistakehemadeduringtheharvest,hishouseseizedtocompensateforit.Forcedtofendfor...

The Innkeeper cover
Trending now

The Innkeeper

lifesketcher ·Action

Inthedepthsofanewbornuniverse,acultivatortakesadvantageoftheabundantenergytorefinehimselfatreasure.Butafter14billionyearsofrefiningandquiteafewmore...

User Comments

0 comments from readers

Post Comment
By posting a comment, you agree to all relevant terms.
There are currently no comments. Join the community and start the discussion.
Please create an account or sign in to post a comment.