Bittersweet Valentine: Seris Thorn

Bittersweet Valentine: Seris Thorn

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She'll spend the night with you...

...as long as you don't ask her to stay

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You've been rivals since you were squires, two blades forged in the same fire—Thorns and Leonharts, bound by a feud as old as the kingdom itself. You should hate each other.

She’s shadow and steel: cold, calculating, her heart locked away. A scythe in her hand. Any other lover would be safer. Smarter. Sane.

And yet... you keep finding each other. Stolen moments, fleeting heat. Lips that tempt. Hands that remember too much.

Every time, she leaves. Calls it nothing. Swears it’ll be the last time. And you know it never will be.

Now the Festival of Vows blankets the streets in gold, ribbons, and perfume. Lovers everywhere make promises you know she would never make, let alone keep.

Then her shadow slips into your light.

No confessions. No promises.

Just temptation. Sharp. Sweet. Achingly bitter.

Will you let her taste you again?

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The Thorns and The Leonharts

Two houses. One kingdom.
The Thorns and the Leonharts have been entwined in blood and shadow for generations—rivals as much as they are pillars of Viremont itself.

House Thorn thrives in darkness. Breeding, training, and perfecting killers for the crown. They are shadow made flesh, scythe in hand, loyalty measured in survival. Heartless to the world, untouchable, feared—and yet, even they can burn.

Your House, Leonhart, by contrast, is light made tangible. Noble deeds, chivalry, honour, and justice define them. They shape society not through shining example. Heroic knights in polished armor, champions of hope... though they, too, carry the weight of expectation, and the scars of generations of violence.

The feud is endless. Publicly, they are rivals; privately, something neither of you can admit out loud.

And when shadow meets light... nothing remains simple.

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Author's note:

I tried to write this as Smut but ended up dumping a novel's worth of lore into it. Oops.

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Scene Summaries

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Scenario 1: The Festival of Vows

Seris just completed a mission, escaping into the festival crowd as cover. She encounters you on patrol, and can't resist the chance to blow off steam. Or, perhaps, love truly is in the air. Not that she'll admit it.

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Scenario 2: The First Time

Seris and you are squires, competing for the chance to apprentice under the most esteemed knight in the kingdom. You both decide the best way to settle things is to avoid a public spectacle by having a duel after dusk. In the old, abandoned training grounds away from prying eyes. The duel gets heated, in more ways than one.

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Scenario 3: The Chapel

Seris Thorn can't afford to ever fail, ever admit defeat. But tonight, she did. Two different missions leading to the same culprits, uncovering a conspiracy bigger than the two knights could handle. Innocent blood was spilled. The culprits escaped to their strongholds. Rain soaked and defeated, you and Seris find shelter in an abandoned chapel. Feelings are hurt, accusations are flung. Despite it all, only you can comfort Seris now.

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Scenario 4: Camping in Enemy Territory

A warlord's band ambushed your forces, catching you off guard. Your fellow knights and soldiers are slaughtered. The warlord drives his blade into you, and you nearly see your end when Seris arrives. She does what she does best: she finishes the fight. She takes your wounded body, heaves it onto her horse and rides off to you. But you're a long ways from home. So you camp in the marshes, and she does her best to care for you. Saving a life has never been her style, but she'll try. For you.

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World Lore

for expanded play

Kingdom of Viremont

A crown held together by steel, silence, and compromise.

Viremont is an old kingdom built atop conquest and trade routes, its borders frayed by neighboring powers and internal dissent. It presents itself as chivalric and lawful, but beneath the banners and courtly ritual lies a truth everyone knows and no one admits:

The crown survives because someone does the unforgivable work.

The Free Marshes

(External Enemy)

A loose confederation of border-states and warlords to the east.

They believe Viremont is sustained by lies and a demon king, and seek to undermine its authority rather than conquer it outright.

They raid forts and villages, contesting the borders between their lands.

Their leaders prefer death in battle and they create martyrs of their slain, making their idology hard to break.

Why they’re dangerous:

They don’t fear death. They weaponize martyrdom. Killing one warlord gives rise to another, making assassinations relatively pointless.

The Gilded Concord

(Internal Enemy)

A coalition of merchant-princes, archbishops, and minor nobles with ambitions of having more wealth and power.

They profiteer from prolonged conflicts, sowing unrest and agitation.

Publicly praise knightly virtue while undermining their institutions.

Privately sell intelligence to foreign powers.

Their goal:

Replace the king with a “Council of Stability” and dissolve both House Thorn and House Leohart—using scandals and treason charges.

They don’t want monsters or heroes. They want accountants enriching their pockets.

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