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Rewrite Destiny

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Clara Chelsea, an 18-year-old high school senior with a penchant for otome games, especially "Tears of the Noble," never expected to actually live inside one. One minute she was frantically trying to beat the final boss (the infuriatingly perfect Duke), the next, she was waking up as Ericka Tearmon, the game's notorious villainess, a haughty noblewoman with a reputation for ruthlessness. The initial shock gave way to a frantic assessment. Ericka's life, as depicted in the game, was a disaster waiting to happen. She was destined for a tragic end, manipulated by the game's plot into making terrible decisions that alienated everyone, including the potential love interests. Clara, however, knew the game's script. She knew the pitfalls, the betrayals, and the heartbreak. This was her chance to rewrite Ericka's story. But changing fate in a world governed by game mechanics wouldn't be easy. The game's characters were surprisingly lifelike, their emotions and reactions mirroring the intricate AI of the original game. The charming Prince, the stoic Knight, even the seemingly innocent childhood friend – they were all pawns in a carefully crafted narrative, and Clara had to tread carefully.

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Chapter 1:The Tea Party Gambit
The silk sheets felt strangely unfamiliar against her skin. Clara Chelsea, or rather, Ericka Tearmon as she was now known, opened her eyes to the opulent grandeur of her bedroom. Sunlight streamed through stained-glass windows, illuminating a room far grander than anything she'd ever imagined. Gone were the posters of her favorite otome game characters; replaced by portraits of stern-faced ancestors and lavish tapestries depicting scenes of courtly life. The reality of her situation crashed down – she wasn't just playing "Tears of the Noble" anymore; she was living it. And she was the villain. A wave of panic threatened to overwhelm her, but Clara pushed it back. She knew the game's script. She knew the pitfalls, the betrayals, and the tragic end awaiting Ericka. But she also knew the potential for change. Her first challenge: the infamous "Tea Party Incident," scheduled for this very afternoon. In the game, this event had irrevocably set Ericka on her path of villainy. This time, however, things would be different. The tea party was a whirlwind of silks, jewels, and thinly veiled hostility. The other noblewomen, their faces painted with smiles that didn't quite reach their eyes, circled her like predatory birds. In the game, Ericka had met their polite conversation with haughty disdain, sparking a series of escalating conflicts. Clara, however, had a different plan. She greeted Lady Beatrice, a known rival, with a genuine smile, complimenting her elegant gown. "The embroidery is exquisite, Lady Beatrice. Such delicate work," she said, her voice soft yet confident. Lady Beatrice, visibly taken aback by Ericka's unexpected politeness, responded with a hesitant compliment of her own. Next, she engaged in polite conversation with Lady Annelise, the childhood friend, sharing a lighthearted anecdote about a recent falconry outing. This was a delicate maneuver; in the game, Annelise had been a pawn, easily manipulated by the Duke. Clara aimed to turn her into an ally. Throughout the party, Clara, as Ericka, subtly shifted the dynamics. She offered genuine compliments, listened attentively, and avoided the sharp barbs that had characterized Ericka's behavior in the game. Her knowledge of the game's future allowed her to anticipate and deflect potential conflicts, turning moments of tension into opportunities for connection. A shadow fell across the room as Duke Theron entered, his presence filling the space with an almost palpable intensity. In the game, this was the moment Ericka had made a fatal mistake, a careless comment that had sealed her fate. Clara watched him closely, her eyes assessing his subtle gestures, his carefully chosen words. He was even more charming and manipulative in person than he was in the game. This would be a long game, but she was ready to play. The Duke's entrance had shifted the atmosphere; a hush fell over the room as all eyes turned to him. He moved with an easy grace, a practiced charm that seemed to effortlessly disarm anyone who crossed his path. In the game, his charisma had been Ericka's downfall; she'd been easily manipulated by his charm and flattery. Clara, however, was prepared. He approached Ericka, his smile a carefully crafted mask. "My dear Ericka," he purred, his voice a low rumble that sent shivers down the spines of the other women. "You look… radiant." In the game, Ericka would have responded with a haughty smirk, playing into his manipulations. Instead, Clara met his gaze with a calm, steady look. "Thank you, Your Grace," she replied, her voice even and polite. "It's a pleasure to see you." She kept her tone neutral, avoiding any hint of flirtation or subservience. The Duke's smile faltered for a fraction of a second, a barely perceptible flicker of surprise crossing his features. He clearly wasn't expecting this level of composure from Ericka. He continued his conversation, his words laced with the usual subtle manipulations, but Clara deftly parried his attempts, keeping the conversation light and neutral. As the party continued, Clara observed the Duke's interactions with others, noting his subtle manipulations and carefully chosen words. He was a master manipulator, weaving his way through the social landscape, subtly influencing opinions and forging alliances. But Clara was learning to read his game. As the party drew to a close, Clara/Ericka felt a sense of accomplishment. She had successfully navigated the treacherous waters of the tea party, avoiding the mistakes of the past. The Duke's subtle surprise had been a small victory, a sign that her strategy was working. But the game was far from over. The Duke was a formidable opponent, and his manipulations were far-reaching. She had a long way to go, but for now, she had bought herself some time. Time to plan her next move. Alone in her chambers, Ericka sank onto a plush velvet chaise lounge, the weight of her new reality settling upon her. The tea party had been a success, a small victory in a long and arduous battle. She had avoided the pitfalls that had doomed her in the game, but the Duke remained a formidable opponent. His charm was a weapon, his manipulations subtle yet potent. She needed a strategy, a plan to not just survive but to thrive in this world. Her thoughts drifted to the Crown Prince, a figure largely sidelined in the game's original narrative. In the game, he'd been a relatively passive character, overshadowed by the Duke's charisma. But Clara knew that he possessed a quiet strength, an intelligence that had been underestimated. He could be a valuable ally, a counterweight to the Duke's influence. She also considered Lady Annelise, the childhood friend. In the game, Annelise had been easily manipulated, a pawn in the Duke's game. But today, she had sensed a flicker of intelligence, a hint of independence in Annelise's eyes. With careful nurturing, Annelise could become a trusted confidante. Clara/Ericka knew she couldn't do this alone. She needed allies, and she needed information. She would start by gathering intelligence on the Duke's activities, his alliances, and his weaknesses. She would cultivate her relationships with Annelise and the Crown Prince, forging alliances that would help her challenge the Duke's power. This wasn't just about surviving; it was about rewriting her destiny, escaping the predetermined path of the villainess and forging a new future, one where she, Ericka Tearmon, would not only survive but triumph. The next few days were a whirlwind of carefully orchestrated activities. Ericka, under Clara's guidance, began subtly gathering information. She attended court functions, listening intently to conversations, observing the subtle dynamics between the nobles. She used her knowledge of the game to anticipate the Duke's moves, subtly steering conversations away from dangerous topics and towards areas where she could glean useful information. Her first target was Lady Beatrice, the seemingly harmless rival from the tea party. Through carefully chosen conversations, Ericka discovered that Beatrice held a deep resentment towards the Duke, stemming from a past slight. This could be a valuable asset. Meanwhile, Ericka cultivated her relationship with Annelise, sharing confidences and engaging in activities that fostered trust. Annelise, initially hesitant, was eventually drawn into Ericka's newfound warmth and genuine interest. The bond between them, once nonexistent, began to strengthen. However, not everything went smoothly. A minor conflict arose when a valuable necklace, a family heirloom, was stolen from the Tearmon estate. The theft was immediately attributed to Ericka by the Duke's supporters, a blatant attempt to discredit her. This was a calculated move by the Duke, a way to sow seeds of doubt and undermine her growing influence. This incident, though seemingly minor, presented Ericka with an opportunity. She used her knowledge of the estate's layout and the game's mechanics to discreetly investigate the theft, uncovering evidence that pointed towards a surprising culprit—one of the Duke's closest allies.

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