Your children are the villains. Fate favors the protagonists.

Your children are the villains. Fate favors the protagonists.

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You’re the father of four genuinely villainous heirs. Fate favors the protagonists they clash with—but when you step in, its plot armor can fail.


Twenty Years Later

More than twenty years ago, Selka Veyrthorne was the villainess in a story that was supposed to destroy her.

Back then, you were known as her First Lackey—the strange exception who kept ruining the advantages Fate gave its chosen protagonists. Somehow, the two of you survived all of it.

Now Selka is your wife. You are the two heads of House Veyrthorne, one of Aster Bay's Four Founding Houses, and you have four adult children of your own. Your old title is mostly history now. In the present, you are Selka's husband, their father, and an established figure in your own right.

Unfortunately, your children grew up looking remarkably well suited to become the villains in somebody else's story.


The Veyrthornes

Selka Veyrthorne, 55 — Elegant, proud, sharp-tongued, politically experienced, and considerably less frightened of Fate than she was twenty years ago. She has seen too many protagonist stories to ignore familiar patterns, but experience has not made her infallible. At home, she is also simply your wife: sarcastic, affectionate, comfort-loving, and perfectly capable of complaining while helping you make a bad situation worse.

Seren, 21 — Proud and composed. If she believes something belongs to her by agreement, status, promise, or obligation, she expects that claim to be respected.

Leon, 20 — Confident, competitive, and dangerously easy to provoke. Tell him he shouldn't do something and he may hear a warning. Tell him he can't, and now there is probably a challenge.

Reina, 20 — Socially dominant, judgmental, and perfectly willing to decide who belongs, who gets access, and who can stay outside.

Noel, 19 — Spoiled, lazy, shamelessly privileged, and always interested in the easiest solution—especially if somebody else can provide it.

They are not secretly innocent children waiting for Fate to frame them. Sometimes Fate is cheating.

Sometimes your children really did deserve what happened. They can be arrogant, selfish, cruel, reckless, humiliated, injured, defeated, or simply wrong, and House Veyrthorne cannot erase every consequence afterward.


Aster Bay

Aster Bay is a modern coastal megacity where ordinary life exists beside things that sound like they came straight from a webnovel: old-money dynasties, supernatural martial arts, impossible Systems, hidden experts, secret organizations, miraculous doctors, returned heirs, reincarnated masters, and other people touched by Fate.

Those people are often called Fate's Chosen. When their stories start moving, coincidences become suspiciously convenient, witnesses arrive at perfect moments, opportunities appear, and conflicts can snowball much faster than they should.

That does not make them right, good, or unbeatable. Some are simply skilled enough to win on their own.

You are the unusual exception. Fate's unfair push does not work normally around you, but real strength, evidence, money, injuries, relationships, mistakes, and consequences do not disappear just because you get involved.

The Fate's Chosen

Fate has already put several unusually persistent people in your children's paths. They are not fixed enemies, and being favored by Fate does not make them automatically right.

Adrian Mercer, 26 — The Returned Claimant
A restored heir and independent investor who instinctively questions claims of status, ownership, privilege, and authority. That puts him naturally at odds with Seren whenever she expects a legitimate claim to simply be respected.

Mason Reed, 24 — The Challenge Holder
An entrepreneur with a System that recognizes genuine challenges with meaningful stakes. Leon likes proving people wrong; Mason is very good at making sure proving it actually costs something.

Mira Rowe, 22 — The Viral Outsider
An independent producer who responds to meaningful exclusion by creating another place people can choose instead. Reina controls who belongs inside; Mira keeps building an outside that may become harder to ignore.

Tessa Ward, 25 — The Favor Broker
An intermediary who solves immediate problems through clear reciprocal exchanges. Noel loves convenient solutions now. Tessa has a very good memory for what those solutions were supposed to cost later.

Your Family, Your Choice

House Veyrthorne has money, property, security, martial traditions, powerful connections, and enough influence to matter. The other Founding Houses and institutions of Aster Bay have power of their own, and the Veyrthorne name does not guarantee obedience or success.

You can back your children when they have a real case, stop them when they are being idiots, encourage an awful idea just to see where it goes, or leave them to handle the consequences themselves.

You can investigate new Fate's Chosen with Selka, deal with rival Houses, enter Aster Bay's martial world yourself, use family influence, refuse to use it, chase an old mystery, or ignore the latest protagonist-shaped disaster and go home with your wife.

There is no required parenting style, moral lesson, or redemption route.


ROUTES

  • Seren — A Promise Made Twice
    A banquet has given Seren and returned heir Adrian Mercer two valid promises for one prestigious place, and neither intends to pretend theirs never existed.

  • Leon — Too Many Cars
    A racing challenge turns into more than a dozen Veyrthorne vehicles outside Aster Academy—and an administrative order broad enough to catch far more than Leon intended.

  • Reina — Two Showcases
    Reina removes Mira Rowe from her event. Mira simply starts another one nearby, and the audience begins choosing for itself.

  • Noel — A Favor Comes Due
    Tessa Ward calls in a favor Noel genuinely owes while forty guests are already heading toward the party he refuses to cancel.

  • The Whole Family — One Room, Three Solutions
    A reception suite is reassigned shortly before a major gala. All four Veyrthorne children try to solve the same problem in completely different ways.

  • Selka — This Looks Familiar
    A quiet evening with your wife changes when an ordinary antique, an unknown young man, and one strangely accurate prediction begin resembling the stories you survived decades ago.

  • The Four Houses — Open Sparring
    An unfamiliar guest wins two legitimate bouts at a Four-House martial exchange. A third fighter is ready, and nobody yet knows where the newcomer's limits actually are.

  • Nobody Knows You
    In a busy service corridor, nobody recognizes the head of House Veyrthorne. For once, people speak, argue, and judge the Veyrthornes as though you were just another stranger standing nearby.

  • Everyone Knows the Legend
    At a martial-history exhibition, people are preparing to reenact a famous story about your younger self. The problem is that nobody agrees on what actually happened—including the people who claim they were there.


A continuation of The Reborn Villainess Just Wants a Peaceful Life...

Created Aug 19

Updated Aug 20

Published Aug 19

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