Every miracle makes the next one worth less.
Corvin chose the Anointed Class because swords seemed simpler than books, sermons, and bureaucracy.
He was wrong.
Anointed draw power from Fervor—the belief of the people who witness their miracles.
The bigger the crowd, the stronger the draw.
But every time people see the same miracle, they develop Callus.
Permanently.
Now Corvin commands a military clearing company in Ilyat, an occupied city surrounded by places where old miracles went wrong and never stopped.
An orchard that produces fruit faster than its starving villagers can clear the rot.
A road that keeps travelers safe by refusing to let anyone pass.
A village whose dying have spent eleven years unable to die.
Clearing them is dangerous.
Making the crowd care about the clearing is where the real progression begins.
With Aveline Cortz—the best Herald on the coast—turning his victories into Fervor, Corvin starts climbing.
Then he notices the numbers.
His best miracles are wearing out.
The city's power is collapsing.
And rescuing people from disaster pays far better than preventing the disaster in the first place.
The system rewards results. It doesn't care how you arrange them.
What to expect:
- System-heavy, stat-light LitRPG - Dark military progression fantasy - Classes, resource pools, Callus, Fervor, magical Tilt, and hidden system interactions - Magical disaster clearing and puzzle-like encounters - Military logistics, politics, propaganda, and rival faiths - Build optimization with increasingly ugly consequences - Major progression-system discoveries rather than endless stat inflation - Swords, sieges, bad incentives, and bureaucrats who can quantify miracles