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World of Corvendal

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Corvendal

RACES OF THE WORLD

  • Humans

  • Fae

  • Biracial (human-fae)

  • Dragons, who wear human visages by choice

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THORNMERE

A fae kingdom bordered by bramble-locked forest and a black, fog-veiled lake known as the Mere. Thornmere is insular by design, outsiders are received but rarely welcomed past the outer court. It maintains a wary, distant alliance with Eventide, one built on trade rather than intimacy.

Riven Daemere — Crown Prince of Thornmere

Crown Prince of Thornmere, acting regent in his father's stead. High fae, tall and broad-built, with light brown hair and warm brown eyes few have ever seen. His hands are scarred from blade drills and years in the stables, not vanity.

Ruling in practice, not yet in name, while his father withdraws further into grief and ailing health. The weight of the crown has landed on Riven early, and he carries it without complaint because complaint was never an option he was raised to consider.

A prince who has not shown his face to a living soul since he came of age. Composed, dutiful, and quietly suffocating under a tradition he was never allowed to question. The mask is not metaphor in Thornmere, it is law, and Riven has worn it so long he sometimes forgets what his own face means to him anymore.

The Last Sight

An ancestral custom of the Thornmere royal line, observed without exception for generations. Royalty take the mask at their coming of age rite and do not remove it again in front of another living soul.

Tradition holds that a fated mate alone may look upon the unmasked face, an act called the Last Sight, the one sight that cannot be unseen, the one trust that cannot be undone. Removing the mask for anyone else is treated as a profound transgression of the bloodline's honor, not mere etiquette.

Queen Marris and King Aldous Daemere

Riven's parents, and the hinge the family broke on. Marris's death from an old fae ailment left a grief neither of them ever recovered from.

  • Marris (deceased) was the light of the household, warm where Aldous was reserved. She's the one grief Riven lets himself feel openly.

  • Aldous hasn't abdicated, he's just stopped fully showing up, hollowed out by grief and leaving Riven to carry the real weight of the crown. Not cruel, just gone somewhere Riven can't follow, a distance Riven both protects and quietly resents.

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KAERWYN

Kaerwyn sits high in mountainous, defensible terrain, built to withstand rather than impress. Humans and half-fae live and serve together with no meaningful divide between them, and the kingdom maintains a standing military built around several knight orders to meet the real threat on its borders: corrupted creatures bleeding out of the wilderness the mountains conceal.

Interesting detail: Kaerwyn isn't alone in that fight. The fae kingdom of Eventide is a formal military ally, and it's not uncommon for Eventide and Kaerwyn troops to fight as a single coordinated front against the corruption.

King Garreth and Queen Yseraine

The throne of Kaerwyn is held by King Garreth, human, and Queen Yseraine, half-fae. Their union and the kingdom's character are often spoken of as the same thing, proof that the old divides don't have to hold.

  • Garreth is solid, soldier-blooded, a king who has spent time on the walls himself.

  • Yseraine carries the fae's edge of otherness, sharp and a little unreadable even to those close to her, but no less devoted to Kaerwyn for it.

They have no children.

Kaer Vahn — The Capital

Kaer Vahn is carved from the mountain rather than built beside it, switchback roads and stairs cut directly into stone. The city organizes into functional quarters, military, market, and residential, with no strict tiering of noble above common.

At the peak sits the royal seat, a palace grown into the mountain's interior rather than a keep set apart, where Garreth and Yseraine hold court in halls that feel excavated rather than built. Like the rest of Kaerwyn, the city is designed to choke and hold: narrow gates, exposed switchbacks, and knight orders that can reach any point faster than an enemy could climb to it.

The Royal Knighthood

Kaerwyn's standing army is organized under a single Royal Knighthood, open to humans and half-fae alike and widely respected as one of the most direct paths to standing and purpose in the kingdom. The Knighthood holds internal ranks and divisions covering everything from garrison duty and city defense to mountain patrol and border response, the bulk of the work that keeps Kaerwyn's passes and walls held against what the wilderness sends. Above the general ranks sits an elite tier known as the Breakline, reserved for the Knighthood's hardest and highest-capacity fighters.

The Breakline

Kaerwyn's elite tier, deployed wherever a corrupted creature incursion is worst, first in and expected to break the threat before it reaches the walls. Entry runs on mana capacity, not just trial, since it takes real magical force to match a den of corrupted creatures. That same high capacity is also what puts a knight at risk of volatile buildup, so the Breakline is built from exactly the knights most likely to become a danger to themselves or their own if unmanaged, and everyone who wears the mark knows it.

Vessel-bonding is standard past certain ranks, the command's way of formalizing that risk rather than leaving it to chance. A Breakline knight without a bonded vessel is treated as a liability waiting to happen. Rising into the Breakline quickly is a mark of real distinction, but it also carries a private cost behind the prestige that outsiders rarely see.

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EVENTIDE

A separate fae kingdom, mostly fae in population, allied with Kaerwyn against the corrupted creature threat that presses both their borders. The bond between the two crowns is military rather than blood, forged out of shared danger. Eventide's forces coordinate with Kaerwyn's knight orders wherever the corruption hits hardest, and the two armies are sometimes deployed as a single front.

Land and Climate

Dark forests, high cliffs, and a craggy coast against frigid gray waters. Shadow beasts move through the deeper woods. The climate is damp and overcast most of the year, never hot, hardly ever warm, usually chilly and rainy, frigid outright in the cold season, with low clouds and wind off the coast a near-constant presence.

Queen Ysabet Varnesse

Ruler of Eventide, fae, beautiful in a cold way, like a knife made from ice. Tall and graceful, with long white hair, crystal blue eyes, and fair skin. The royal line carries a gift for ice and frost magic, fitting for a kingdom that rarely sees warmth. Her palace is built from white marble in shades of blue, a cold, glittering seat to match the queen.

Ysabet's mother and Riven's mother, the late Queen Marris, were close confidants in their day, and Ysabet has kept a thread of that bond alive. She occasionally sends Riven personal correspondence, less crown-to-crown formality, more of an old friend checking in.

She's also grown fond of Queen Yseraine of Kaerwyn, a rapport that's helped keep the alliance between their kingdoms warm even when the weather never is.

The one relationship that doesn't run smoothly is with the Lord Commander of the Ignis Mora. Fire and ice clash between them literally as much as figuratively, and the two have never found much common ground.

The Eventide Host

Eventide's standing army, built on cold, silent discipline rather than the rhythmic ferocity favored elsewhere. Where other forces fight as a roaring, momentum-driven whole, the Host holds its composure in the chaos of battle, a controlled and deliberate force rather than a wild one.

Vaelrin Duskthorne — Lord Commander of the Eventide Host

Age Roughly 400, appears mid-30s in mortal terms Race High fae Standing High nobility by blood, not in line for the throne; his power comes from rank, reputation, and the crown's dependence on him

A war-forged commander who has built four centuries of identity on duty and control. Silver-white hair worn long and tied back, storm-gray eyes that darken under strong emotion, and a soldier's build earned in shield walls rather than court life. His body carries the record of centuries of war, scars he refuses to glamour away because he considers them honest.

Cold and severe by default, glacial rather than cruel. He leads by presence rather than volume, the kind of quiet command that settles over a battlefield and organizes the chaos around him.

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IGNIS MORA

A military faction distinct from both Kaerwyn's Knighthood and the Eventide Host, built on impact rather than attrition. Its ranks are nearly all fae, and it carries its own volatility problem, screening wards for high mana capacity and vessel-bonding the same way Kaerwyn's Breakline does. Where other armies favor long, drawn-out sieges, the Ignis Mora operate on the principle of the "Solar Flare," a concentrated, devastating burst of violence meant to shatter the enemy's will before they can even form a line.

Doctrine

  • Shock and Awe — Heavy infantry and high-impact strikes. Heavy plate, massive shields, and weapons designed to crush as much as cut. They don't just break a formation, they pulverize it.

  • Scorched Earth / High Heat — Aggressive and relentless movement, favoring high ground and "burning" through enemy lines, unpredictable in path but inevitable in heat.

  • Cohesion Through Intensity — Unlike the Eventide Host's cold, silent discipline, the Ignis Mora relies on shared, rhythmic ferocity, fighting as a single roaring organism nearly impossible to shake once it gains momentum.

The Lord Commander

Their commander leads from the eye of the storm rather than the rear. His presence alone is command, a heavy, undeniable pressure that organizes the chaos around him. He is the hearth to his soldiers' fire, the calm, immovable center of a frantic melee, watching with a predator's patience for the exact moment the enemy's line falters before leading the wedge that breaks them. A frontline commander first into the charge and last to leave the field, followed not for his rank but because his men have seen him stand unmoved against impossible odds.

The Ignis / Mora Convention

Fae raised within the Ignis Mora without a house name, war orphans, wards, the unclaimed, are given one of two default surnames: Ignis or Mora. It marks them as belonging to the faction and to no one in particular. Everyone knows what it means on sight.

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MAGIC: MANA AND DISCHARGE

All magic draws from an internal reserve of mana, and that reserve is never fully spent. A residue collects with use, the way heat lingers in metal after the forge. For most who carry magic, this residue bleeds off on its own through sleep, casting, or simple time, no different from breathing out what the body doesn't need.

When the Reserve Won't Release

Some carry more than they can release. The reserve condenses instead of dispersing, growing denser and more volatile the longer it sits unaddressed. Left alone, it does not simply fade. It waits, and it presses outward.

Discharge

The most effective release is through the body, specifically through sex, but discharge alone is not enough. The mana has to go somewhere. Climax breaks the condensation loose, but unless it transfers into someone capable of holding it, it has nowhere to land and the release fails to take. The partner functions as a vessel as much as a participant.

Vessels

Not everyone can serve as a vessel. The capacity to safely receive another's discharged mana is innate, present from birth or absent entirely, and no training or technique can confer it.

  • Those who can take it suffer no ill effect from doing so, no matter how much passes into them.

  • Those who can't: attempting it anyway doesn't simply fail quietly. The mana still tries to transfer and finds no purchase, and the backlash falls on the one discharging, the buildup left worse than before, sometimes violently so.

This makes a capable partner valuable, and sometimes scarce. Ritual and controlled magical practice can serve as a lesser substitute when no vessel is available, slower, more deliberate, and more easily disrupted if interrupted mid-discharge, but it carries none of the reliability sex with a true vessel offers.

The Vessel System

Formal bonding between a high-reserve individual and a mana-receiving partner, practiced across kingdoms and factions wherever volatile mana capacity is a command liability. Vessels can be traded or transferred between houses, kingdoms, and factions as part of the arrangement. The bond is issued through command, not courtship, and carries the weight of military assignment rather than marriage by choice on either side.

The Climax Surge

Small amounts of mana transfer through simple physical contact, but the real surge happens on climax. The stronger the climax, the stronger the release. This applies only to powerful magic users with significant mana reserves, ordinary people and low-reserve magic users experience nothing of the sort. For both partners in a true surge it's an intense, out-of-body sensation, far more extreme than an ordinary orgasm, and sparks of magic are sometimes visible in the moment it happens.

Consequences of Unmanaged Buildup

Without release, the buildup escalates by degree:

  1. Early stages — irritability, aggression, and a fraying grip on temper and control

  2. Further neglect — risk of uncontrolled bursts, sudden and involuntary discharges of raw magic that endanger anyone nearby and can warp the surroundings

  3. Total neglect — can be lethal, the body burning out from carrying what it could no longer hold

Secrecy

This is not common knowledge. Ordinary people rarely carry enough mana for it to matter, and the few who do are usually identified young. What's understood about volatile buildup lives almost entirely with mages and healers, who treat it as a private, clinical matter rather than something spoken of openly. Those affected often don't fully understand their own condition until a healer explains it to them, and many go to lengths to keep it hidden.

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