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transmigration

The House of Hewitt

When Hazel Ludicrous gets reincarnated as the twin sister to one Mason Hewitt, one would think she'd be a side character. Unfortunately, her family isn't as weak as depicted in the show and the Teen Wolf universe as a whole is so much more dangerous and deadly in real life. If Hazel Madison Hewitt wishes to survive this world she's only seen through television, she'll have to become stronger than she thinks is possible. And, with her power set, one would think she has the potential. Watch as Hazel outwit schemers, protect her friends and family and prevent key tragedies such as the Hale House Fire, the Beast's return and, most importantly, the end of the 4 lives of those she's found herself helplessly attracted to, and, while at least 3 of them originally meets an untimely demise in the show, she has no intentions of letting that pan out in real life... In this world, anyway. Yet something old is stirring in the depths of Beacon Hills, something that has made the world even more deadly than it ever could have been. To make matters worse, the Hewitts seem to be smack in the middle of supernatural affairs. She'll need to empower her kin and her allies and protect her world --- From threats within and without. To protect her family and those she holds dear, Hazel may have to resort to unspeakable actions with deadly consequences, but she is nothing if not determined to protect her own. With an unbreakable will and powers she has yet to find the limits of, Hazel may just succeed... Or die trying.
BroodyKai · 56 Views

Diary of a Gilded Sin

Clara Vance had it all. Millions of followers, a beauty empire built on glamour, and a life curated for the camera. But a lost bet with her mother sends her away from a marvelous weekend trip to Mykonos and into the dusty attic of her family’s decaying ancestral manor. The catch was her inheritance. Her task? A dreary clear-out. Her discovery? A centuries-old diary belonging to her great-grandmother, Eleanor Thorne. The ink tells a story of a forgotten history. Eleanor’s forbidden obsession with her guardian and step-uncle, Casimir Guggenheim, a ruthless railroad tycoon with a heart of stone. But when Clara touches the tear-stained pages, the scent of crushed gardenias doesn’t just fill the room, it drags her back to 1879. Trapped in Eleanor’s corseted body, Clara finds herself under the roof of the very man who haunted the diary. To the world, Casimir is a cold, untouchable magnate. To Clara, he’s a puzzle she’s determined to break. The problem? Clara isn’t the timid, fragile girl Casimir remembers. She’s a 21st-century It Girl with no filter, a strategic mind for business, a total lack of respect for Gilded Age propriety and a defiance waiting for trouble to happen. While the original Eleanor was a victim of her station, Clara is ready to burn the cage down. As Clara navigates a world where a single misstep means ruin, scheming relatives see her as a pawn, and a powerful suitor sees her as nothing but a business merger. She realizes the history books were wrong. Rewriting Eleanor’s tragic end is dangerous, especially when she starts falling for the man she was never supposed to have. History says they’re a tragedy. Clara says history is about to get a makeover.
Luna_Primrose · 7.3k Views

Dune: Sand Worm Lord

Kael, a corporate strategist who lived by cutting throats metaphorically, finds himself in the brutal reality of Arrakis after waking up in the body of Morvani, a low-level spice smuggler. He is the host of the Sand Worm God System, an alien interface that views water as corruption and seeks to turn him into the living embodiment of the desert. As the Atreides fall and the Harkonnens reclaim Arrakis, Kael navigates the sands not as a hero, but as a rising predator. By building a smuggling empire, controlling "blood addicts" through spice, and learning to command the great Shai-Hulud, he prepares for the coming fire. He is gaining a god-like dominion over the silica and the sand, but with every kilometer of desert he claims, he feels his own humanity grinding away. The System: Sand Worm God Sand Resonance (SR): The measure of Kael's connection to silica. This allows him to sense grain movements and eventually "shape" the sand into physical barriers, weapons, or structures. Drought Aura (DA): A passive moisture-absorption field. Anything within range—including living beings—slowly begins to lose water to Kael, feeding his power while mummifying his enemies. Worm Sovereignty (WS): The ability to communicate with and eventually command the sandworms. It starts with sensing their movements ("Thumper Echo") and peaks with absolute control over the Great Makers. Human Retention (HR): A critical tracker of Kael's remaining empathy. Using his more "monstrous" desert powers (like "Parching Touch") or making cold-blooded sacrifices for efficiency causes his HR percentage to drop, moving him closer to a purely alien, god-like state.
Anti_Hero_0891 · 49.7k Views

Arknights: I became an NPC in the online game

"Ark" or "Arknights" is a next-generation MMORPG that once reached a peak of 80 million online users worldwide. The game's setting is a world called Terra—not to be confused with "Holy Terra"—a vast and chaotic planet thirty times larger than Earth, filled with expansive lands and plagued by frequent natural disasters. The story follows Felix, a player who is unexpectedly transported back in time to the period before the game's official server launch. However, instead of returning as a player, he finds himself reincarnated as an NPC within the game. Now functioning with all the traits and systems of an NPC, Felix becomes a legendary figure among players. To them, he is: A mysterious merchant A dreamlike mentor An unattainable ideal for countless female players Within the world of Terra, Felix is more than just an NPC—he is seen as a spiritual guide, a false priest, a dreamer, a philosopher, a reformer, a philanthropist, a loner, a seeker, an explorer, and a pioneer. His motto: "Let the players enjoy the game—while I profit from every second they do." --- Quotes from notable figures in the game: Jesselton: “I could take two or three punches from Saria, but I wouldn’t dare take even one from Felix. Even if God ordered me to, I’d go to war with Him instead.” Arturia: “Felix’s presence makes me want to perform before him for three days and three nights, without rest.” Patriot: “Your ideals… they are reality.” MacArthur, a five-star American operator, once remarked: “All it takes is a single move from him, and he’ll dominate the entire Terra Daily hot search list. The moment I saw Felix on the battlefield, I knew—there was no turning back.”
Dhani2945 · 2.3m Views