By Her Grace – a progressive Isekai Light Novel

Content: //Info-Chapter//



Hey!

Here's a quick overview of the important things in the story. This chapter is full of spoilers, so don't open a spoiler if you don't want to know! :)

All information is current up to Chapter 50. I'll occasionally update this info-chapter in the future.

But don't forget, this is just an overview, not something 'perfect.' You'll find deeper information within the story itself. :)

Characters

Grace:

OG Grace:

Full Name:

Grace Blair (online: DarkGirl112)

Age:

16

Height:

5'6" (168 cm)

Gender:

Female

Occupation:

High-School student

Appearance:

Grace has long black hair, often worn lose or tailed in a pony tail, muddy brown eyes, pale skin with sharp angular facial features

Personality:

Traits:

Highly intelligent and calculating

Self-confident, bordering on arrogance

Disillusioned with societal norms and constraints

Charismatic, with a natural ability to manipulate others

Ruthless in her decision-making when it comes to achieving her goals

Flaws:

Overconfidence often blinds her to potential vulnerabilities

Difficulty forming genuine connections with others due to her manipulative tendencies

A tendency to underestimate the emotional toll of her actions

Strengths:

Exceptional strategist with the ability to predict and outmaneuver opponents

Master of persuasion, capable of inspiring loyalty or fear in equal measure

Unparalleled memory, allowing her to recall details and events with precision

Backstory:

Grace grew up in a world she considered dull and uninspired, her exceptional intelligence and ambition setting her apart from a young age. Raised mostly by herself and disconnected from both parents and peers, she found guidance instead through the internet, games, and edgy online communities. Her sharp mind and photographic memory fostered a sense of isolation—but also superiority—while her disdain for societal expectations only deepened her alienation.

Shaped by media and online idols, Grace became a self-taught strategist and unapologetic edge-lord, convinced that society was broken and mediocrity a disease. Vivid meditative visions of her soul as a golden sphere convinced her that her destiny lay beyond the constraints of her world. Her obsession with self-mastery—knowledge, strength, and control—became her core, pushing her to devise the "three pillars" she lived by, and ultimately orchestrate her dramatic escape in search of true power and meaning

Her "three pillars" are:

Eruditas: Intellectual mastery and relentless pursuit of knowledge.

Vitalis: Physical fitness and combat readiness, including techniques she self-taught from games and anime.

Dominatus: The art of influence, manipulation, and control.

Eventually, Grace orchestrated a shocking act that severed her ties to her original world, using it as the final step in her plan to ascend to a new realm where she could shape reality itself.

Ultimate Desire:

To escape the constraints of mortality, memory, and even the cycle of life itself, achieving true transcendence

Key Relationships:

Her Online Audience: A mix of fans and followers who idolized her during her time in the "mundane world." Some believed in her vision, while others were drawn to her charisma and theatrical displays

Allies/Followers (?): Grace is likely to surround herself with a mix of loyal followers and pawns, chosen for their utility in her plans. – Lennard her #1 follower

Adversaries: Those who challenge her vision or question her morality often become targets of her calculated wrath — including her own parents, who failed to see the world as Grace did.

Inspirations:

Grace draws inspiration from fictional characters like:

The Joker (The Dark Knight): For his ability to dismantle systems and his chaotic, unpredictable nature

The Narrator (Fight Club): For his rebellion against societal norms and embrace of chaos as a form of personal freedom

Lord Henry Wotton (The Picture of Dorian Gray): For his hedonistic philosophy and sharp wit, embodying a life lived unapologetically

She also draws inspiration from fictional animes, manga, novels etc.

But her greatest inspiration is Grace herself

Grace of Ashford:

Full Name:
Grace Ashford (formerly Grace Blair)

Age:
5 (in Nyras years, physically and officially *for better understanding take a look at the calendar system.*)

Height:
4'1" (125 cm), tall for her age and carrying herself with preternatural poise.

Gender:
Female

Occupation:
Heir to House Ashford, Noble Child

Appearance:
Grace appears as a strikingly beautiful young girl with pale skin, soft yet wild blonde curls, and piercing blue eyes with a hint of pink that grows more pronounced with strong emotion or magic. Her features are delicate and almost doll-like, but her gaze often seems far too knowing for her age.

Personality

Traits:

Strategic and calculating: Grace plays the perfect noble child in public, but behind the mask, every move is calculated for power and advantage.

Emotionally detached: She views most people as pawns or assets; forming genuine attachments is difficult, though she's skilled at imitating affection.

Charismatic manipulator: Her charm and poise are tools, she inspires loyalty or fear in both peers and adults, often without them realizing it.

Wit and poise: Grace possesses a dark sense of humor and a preternatural calm, even in crisis.

Flaws:

Ruthlessly ambitious: Her drive for mastery, control, and transcendence has only intensified since reincarnation.

Edge-lord mentality: Grace's worldview—honed through her self-taught, internet-raised adolescence—makes her both hypercritical and irreverent toward tradition, authority, and even the divine.

Secretly lonely: Underneath the brilliance and coldness, there is a lingering sense of isolation; no one truly knows the real her.

Backstory

Reborn as the only daughter of Duchess Liliana of Ashford, Grace carries the cunning and ambition of her past life into a world that constantly underestimates her. Outwardly the perfect noble child, she secretly masters magic and manipulation, wielding influence far beyond her years. Yet beneath the surface, she faces threats few could imagine: a void affinity that hungers to consume her from within, gods who meddle in her fate for reasons she can't understand, and a court of rivals and mentors eager to use her youth for their own ends. Surrounded by schemes—divine, demonic, and human—Grace's struggle is not just for power, but for her very identity. She must outplay those who would possess, exploit, or remake her… before she loses herself completely.

Ultimate Desire

To break free from all constraints—mortal, magical, or divine—and remake her destiny on her own terms. Power, meaning, and control are her guiding obsessions.

Key Relationships

Liliana (Mother): Both role model and rival, Liliana is the only person Grace truly respects and fears in equal measure.

Clara and Elen: Loyal companions and test cases for Grace's influence; she nurtures their devotion but keeps emotional distance.

Elyne: Governess, protector, and sometimes unwitting pawn; their relationship is a complex blend of mentorship and manipulation.

Corax: The spirit she summoned, serves as confidant, enabler, and the only "witness" to her true self.

Ronan (half-brother): A political piece, sometimes ally, sometimes obstacle.

Selira: Ronan's betrothed and Grace's would-be "big sister", an intelligent rival(?) whose warmth may be genuine, but whose ambitions are never forgotten.

Leon: Once a streetwise apprentice, now Grace's prisoner and plaything, a living reminder of her power and her darker impulses.

Inspirations

Grace's behavior and outlook remain shaped by antihero archetypes, online culture, and her own narcissistic self-image. But in Nyras, she's forced to confront real stakes: betrayal, power, and the cost of being seen as both a prodigy and a monster.

Future Grace (Void Grace):

Full Name:

Grace unknown (appears as Grace Ashford, but no longer uses her name 'Ashford')

Age:

Appears 18–20

Height:

5'8"–5'9.5" (173–176 cm)

Gender:

Female

Occupation:

Unknown; force of will, manipulator, and catalyst

Appearance:

Void Grace is hauntingly beautiful, with blonde curls and eyes that shimmer a permanent, unnatural pink. Her presence radiates cold confidence and an otherworldly stillness. Everything about her—smile, movements, gaze—seems both mesmerizing and profoundly unsettling, as if she's only imitating humanity.

Personality

Predatory, utterly detached, charismatic and chilling, void-touched ambition, darkly playful, self-assured and almost inhuman.

Backstory

After her death on Earth and rebirth in Nyras, Grace's relentless pursuit of power drew the attention of the Void. Over time, she succumbed to its influence—her soul warped, her mind sharpened to something no longer fully human. Now, as a new Grace, she returns to Earth not to reclaim her old life, but to change fate itself: she seeks to rewrite the story, to prevent the "weaker" version of herself from ever escaping the Void's grasp. Cut off from the gods and protections of Nyras, she is free to use her powers without limit at least for a little time and manipulating those she once knew (like Lennard) to serve her plan.

Ultimate Desire

To ensure her existence as the one true Grace—unyielding, unconquered, and eternal. She seeks not just power, but the complete erasure of weakness and the rewriting of fate in her own image.

Key Relationships

Lennard: No longer a confidant, now a tool, his loyalty and confusion amuse her, but she holds no affection for the boy he once was to her.

Nyras Grace (the "younger self"): Her rival and target; Void Grace is determined to prevent her original soul from breaking free of the Void's control.

Everyone else: Void Grace uses, manipulates, or discards them as needed, showing no true loyalty or affection.

Lennard:

Full Name:

Lennard Knight (Online alias: MarleX)

Age:

30

Height:

6'1" (185 cm)

Gender:

Male

Occupation:

Tech Support Specialist, Hacker, and Online Persona

Appearance:

Dark brown, messy hair; green eyes with an intense stare; pale skin; typically wears casual clothing — hoodies, worn jeans, and scuffed sneakers. His presence is quiet but unsettling.

Personality:

Introverted, obsessive, highly intelligent, emotionally distant, dark and brooding, deeply resentful. Lennard is analytical to a fault, often viewing people as data points rather than emotional beings.

Backstory:

Lennard Knight grew up in a small, uneventful town where he was always the outsider. From an early age, he found comfort in technology, quickly mastering computers and hacking. While his technical skills soared, his social development faltered, friendships were rare, and conversations felt foreign.

Everything changed when he discovered DarkGirl112, a female streamer who, to him, embodied confidence, intellect, and control, everything he lacked. What began as admiration slowly twisted into obsession. Lennard became one of her most devoted followers, offering emotional and financial support while clinging to every interaction like a lifeline.

But when Grace Blair—the real person behind DarkGirl112—died, Lennard's carefully constructed world shattered. The woman he had worshipped was gone. What remained was a void he couldn't escape. He withdrew even further, colder and more detached, but resolute in one thing: he would keep her memory alive. Even if it meant warping himself into something unrecognizable.

And then, she came back. Or rather, someone who looked like her, an older, changed version of Grace. She appeared in his life again, unannounced and impossible, with eyes permanently glowing pink and a presence that bent reality around her. This Grace claimed she had crossed time and worlds... and she offered him a way to follow.

Lennard, broken and desperate, accepted.

Through her guidance—or manipulation—he severed his last ties with Earth and awakened in Nyras, two decades before Grace's own arrival. There, under a new name and shifting identity, he reinvented himself as more than just MarleX the hacker. Lennard's true mission is clear, to find Grace when she arrives and ensure her path leads to the Void, so she becomes the future Grace he knew.

Clara of Bellgrave:

Full Name:

Clara of House Bellgrave

Age:

6 (in Nyras years; about 8 in Earth years)

Height:

4'1" (125 cm)

Gender:

Female

Occupation:

Noble child, Grace's companion

Appearance:

Clara is a bright-eyed girl with a halo of dark brown, curly hair and rosy cheeks. She typically wears simple but well-made dresses befitting a barons noble house. Her expressions are open, earnest, and often quick to smile or worry.

Personality

Warm and trusting: Clara is unfailingly kind, gentle, and eager to please, quick to see the good in others.

Emotionally perceptive: She picks up on the moods and needs of those around her, even if she doesn't always understand them.

Loyal to the core: Once she cares for someone, her devotion is absolute; Grace is the center of her world.

Sensitive and easily hurt: She takes slights and criticism to heart, sometimes feeling things more deeply than she lets on.

Naive but brave: Despite her innocence, Clara has moments of surprising courage, especially when her friends are threatened.

Innocent optimism: She clings to hope and the belief in happy endings, even in the face of cruelty or danger.

Backstory

The youngest daughter of House Bellgrave, Clara was raised in comfort and sheltered. Her gentle nature set her apart even among her siblings. Sent to the Ashford Estate for her education, she quickly became enamored with Grace's brilliance and kindness (as she perceived it). Clara treasures every token and word from Grace, wearing their friendship as a badge of honor. Despite being the "weakest" socially and magically, her unwavering loyalty and innocence often disarm even the most calculating of nobles, and occasionally inspire genuine protectiveness in Grace herself.

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Key Relationships

Grace: Idol, protector, and best friend; Clara adores Grace and would do anything for her, never questioning the darker side of her that she doesn't even see.

Elen: Fellow companion; Clara admires Elen's strength and sometimes feels overshadowed, but values their friendship deeply.

Clara's family: Distant, but her sense of duty toward House Bellgrave is strong, she wants to make her parents proud.

Elyne and estate staff: She treats the adults around her with the same gentleness she shows her friends, though she is sometimes intimidated.

Ultimate Desire

To belong, be loved, and make her friends proud. Above all, Clara wants to be useful to Grace—and to prove her loyalty, no matter the cost.

Elen Trivelle:

Full Name:

Elen Trivelle

Age:

7 (in Nyras years; about 9 in Earth years)

Height:

4'4" (132cm), tall and athletic for her age

Gender:

Female

Occupation:

Daughter of a knight, aspiring squire, Grace's companion

Appearance:

Elen is a tall, athletic girl with striking red hair. Her green-gray eyes are sharp and watchful. Her clothing is practical and well-cared-for, often bearing signs of training and outdoor activity.

Personality

Disciplined and stoic: Raised in a strict, military household, Elen values duty, routine, and physical training above all.

Loyal but reserved: She's fiercely protective of her friends, but slow to trust and express emotion.

Competitively proud: Elen pushes herself to excel, often comparing her achievements to those around her.

Honest to a fault: She dislikes deception and struggles with the manipulative games of noble society.

Brave and self-sacrificing: When danger threatens, Elen is the first to step forward—sometimes without thinking of the cost.

Insecure beneath the surface: Her tough exterior hides doubts about her place among nobles and her own worthiness.

Backstory

Elen Trivelle grew up as the only child of Ser Alis, a battle mage and knight who clawed her way up from nothing to win a place among Ashford's elite. Elen's father died in a border skirmish when she was too young to remember him, leaving her and her mother to carry the weight of House Trivelle, a noble line in name, but never in comfort or security. Their life was shaped by discipline, scarcity, and a relentless drive to be worthy of every sacrifice her mother made. From her earliest days, Elen knew her duty: to study, to train, to uphold her family's fragile honor.

Now, as the tallest and oldest of the trio, with a newly awakened Mana Core and a foot in both worlds, Elen pushes herself to be worthy, not just for her mother's legacy, but for the friends she's begun to call her own

Key Relationships

Grace: Both friend and leader, Grace challenges Elen's sense of duty and forces her to confront new ideas about power and loyalty.

Clara: Elen feels a strong protectiveness toward Clara, seeing her as someone to defend, though she sometimes envies Clara's emotional openness.

Ser Alis (mother): Her role model and harshest critic; Elen wants nothing more than to live up to her mother's expectations.

Elyne and estate staff: She respects the adults, but often feels out of place among nobility.

Ultimate Desire

To prove herself worthy, both as a knight and as a friend. Elen longs for respect, belonging, and the chance to protect those she loves.

Elyne Marren:

Full Name:

Elyne Marren

Age:

19

Height:

165 cm (5'5")

Gender:

Female

Occupation:

Governess, bodyguard, and Fourth Circle battle-mage (Space Magic affinity)

Appearance:

Elyne is youthful and elegant, with dark brown hair typically worn in a practical braid, and clear hazel or brown eyes. Her style balances the refined modesty of a noble retainer with the practicality of a mage accustomed to quick action.

Personality

Disciplined and ambitious: Elyne is quietly determined to prove herself and raise her family's fortunes through service and excellence.

Warm but cautious: She cares deeply for Grace, acting as both a protector and a guiding hand, though she's aware of her charge's uncanny intelligence.

Perceptive: Elyne notices details others miss and keeps her suspicions discreet, balancing trust and vigilance.

Responsible: Every action she takes reflects on her family, making her keenly aware of propriety and duty.

Loyal: Her devotion to House Ashford—and especially to Grace—is both personal and political.

Backstory

Born to a minor noble family fallen on hard times, Elyne's appointment to the Ashford household as governess and bodyguard was both an honor and a chance to restore House Marren's standing. A magical prodigy, she reached Third Circle in Space Magic by age sixteen, but her even greater achievement was advancing to the Fourth Circle by nineteen—a rare feat that made her both a trusted enforcer for Lady Liliana and the youngest among her peers to reach such rank. At first, Elyne saw Grace as just another charge, but it soon became clear the girl was anything but ordinary. Though sometimes exasperated or outmatched by Grace's intellect, Elyne remains steadfastly protective, even as she suspects Grace harbors secrets of her own. With the Duchess's trust and her family's future on the line, Elyne walks the line between guardian and friend, determined to see both Grace and herself rise.

Overview of the remaining current characters (I haven't had time to write a full blurb for everyone yet, but I'll try to do that later):

Ronan:
Ronan is Grace's 19-year-old half-brother and the last remaining son of the Duke of Ashford's first marriage. Officially the heir to House Ashford, he is earnest, well-intentioned, and often caught between his duty, his insecurities, and the shifting politics of the duchy.

Leon:
Leon, age 12, is an alchemist's apprentice from Valewick who grew up as a street orphan. Quick-witted and streetwise, he was drawn into Grace's orbit after a violent confrontation and now finds himself trapped between fear, loyalty, and survival.

Lady Callaire:
Lady Callaire is the owner of a renowned boutique in Valewick and Leon's mentor. She is a self-made woman known for her elegance, business acumen, and sharp intuition. Though not a 'real' noble, she wields social influence and a quiet authority in the city's elite circles.

Rin:
Rin is a quiet, sharp-eyed street girl from Valewick who survived alongside Leon in the city's harshest district. Small, stubborn, and resilient, Rin's bond with Leon is built on years of mutual trust and hard survival. After Leon's arrest, she refuses to give up on him, her determination leading her to Lady Callaire, who recognizes the same grit in Rin that once saved Leon. Taken in as an apprentice, Rin remains steadfast and wary, but fiercely loyal to those who show her kindness.

Selira of Velmire:
Lady Selira of House Velmire is Ronan's 18-year-old betrothed—a sharp, diplomatic noblewoman raised among Velmire's merchant princes and political players. Cautious, clever, and proud, she quickly recognizes both the danger and opportunity that Grace and Ashford represent.

Duchess Liliana of Ashford:
Duchess Liliana of Ashford is Grace's mother and the formidable ruler of the duchy. A rare Seventh (?) Circle mage and renowned strategist, Liliana governs with absolute authority and icy composure, balancing love for her daughter with ruthless ambition and political survival.

Duke Merick of Ashford:
Merick Ashford is Grace's father, formerly Duke of Ashford. He was once a hopeful, rebellious noble with a heroic streak, but after the death of his first wife (the King's sister), something in him changed. He became entangled in dark rituals, kidnappings, and unholy acts that led to secret investigations by the Crown. Unable to execute him publicly without sparking rebellion, the King had Merick imprisoned and buried his crimes in silence. Merick's disappearance set the stage for Liliana's rule and is a silent scar in the duchy's legacy.

The King:
The King of Virethorn is a weary, reflective monarch haunted by past decisions. He is not only the political head of the kingdom but personally tied to Ashford, his sister was Merick's first wife. The King struggles with guilt over taking Merick from Liliana and letting Ashford slip out of direct royal oversight. He deeply regrets the darkness uncovered in Ashford's past, and his main concern now is to ensure the duchy is ultimately ruled by someone loyal to the royal bloodline (Ronan).

Marshal Dareth:
Marshal Dareth is the King's lifelong friend and most trusted military advisor. More than just a blunt soldier, he is a keeper of institutional memory and uncomfortable truths, unafraid to speak frankly to the King about history, mistakes, and the darker legacy of Ashford. Dareth's skepticism and sense of history drive his concern over Liliana's motives and the growing silence from Ashford.

Saren Holt:
Saren Holt is a seasoned merchant from Stonefield, known for his shrewd trading, persistence, and willingness to challenge the established noble suppliers. Ambitious and opportunistic, he hopes to secure a lucrative contract with House Ashford.

The Ursin:
The Ursin is the ancient, near-mythical Bearkin leader who unites the Beastkin clans of Korvethar. Revered as both warrior and chief, his summoning of the Drekkh Thar triggered the current invasion of Virethorn. His presence is legendary among the Beastkin, and his decisions—or absence—carry enormous weight for the war's outcome.

Rhel:
Rhel is a 14-year-old Wolfkin boy from the Stonefang clan, captured during the Beastkin invasion. He is strong-willed, fiercely loyal to his people, and struggles to find his place between his clan's expectations and the strange world of humans.

The World

Nyras:

The World of Nyras:

Nyras is a world born from sacrifice, a realm of light and life forged in defiance of the primordial Void and the eternal darkness of the Thirteen Hells. In the beginning, there was only the Void and the Thirteen Hells, each ruled by a demon lord hungry for oblivion. Into this emptiness shone Nyras, the First Lady of the Light, whose sacrifice became the world itself.

When Nyras gave herself to create a bulwark against darkness, her broken essence became the earth, sky, sea, sun, and wind. From her sacrifice, six gods were born—her divine children—each bearing a fragment of her power and purpose. They named the world after their mother and swore to protect it.

The Six Gods of Nyras:

Iras, Daughter of Light: Embodiment of healing, protection, and purification. The first and greatest guardian of the world.

Thyron, God of Strength and Earth: Bringer of mountains, soil, and endurance.

Elyra, Goddess of Wisdom and Stars: Keeper of cosmic insight and the unseen; guides mortals by starlight and understanding.

Velarion, God of Seas and Storms: Master of water, balance, and the cycle of life through rivers and rain.

Lirien, Goddess of Growth and Harvest: Nurturer of nature, life, death, and the eternal cycle.

Kaelir, God of Shadows and Change: Guardian of mystery, transformation, and the harmony between light and darkness.

United, these gods gave mortals the gift of magic—a spark of their own divine essence, each bestowing upon humanity a distinct magical affinity: light, earth, space, water, nature, and shadow. This gift is the heart of civilization in Nyras, empowering mortals to heal, build, defend, learn, and adapt.

But the Thirteen Hells endure, always seeking to corrupt and reclaim what was lost. The Void remains, an ever-present threat of oblivion. The gods' vigilance and the mortals' will are all that stand between the world and chaos.

The Kingdom of Virethorn:

image

The Kingdom of Virethorn

The Kingdom of Virethorn is an ancient and ambitious realm, its origins steeped in legend, divine mandate, and the ambitions of noble houses. The kingdom is divided into five great duchies:

Crown Duchy of Virethorn — Ruled by the royal House Virethorn, it is the smallest by land but commands the greatest influence, acting as the "spider at the center of the web." The Crown rules not through open force, but by subtle manipulation, alliances, and the careful bestowal of favor.

Ashford: The martial eastern stronghold, known for its discipline, formidable armies, and deep-rooted suspicion of the Crown.

Stormvale: The mountainous and ambitious north, famous for its hardy people and frequent rivalry with Ashford.

Velmire: The wealthy maritime duchy of the west, thriving on trade, diplomacy, and its powerful fleets.

Caerwyn: The fertile and devout southern duchy, marked by rich harvests and strong religious tradition.

Founding Myth & Divine Mandate

The kingdom's true origin is half-remembered and half-invented, its earliest records lost or deliberately reshaped. According to state legend, House Virethorn's founder slew a terrible "Thorned Wyrm" that cursed the land, a feat seen as both a conquest and a purification, blessed by the Six Gods. The sunburst crest of the Crown Duchy is said to represent this mythical victory and the divine favor bestowed upon the royal line.

In reality, the structure and rivalry of the duchies suggest that Virethorn arose from centuries of war, uneasy alliances, and claims of divine right, each duchy with its own history, strengths, and ambitions. The gods' influence runs deep, and their favor is invoked to justify both rule and rebellion.

Political Culture

Virethorn is held together by a web of loyalties, suspicion, and competition:

- The Crown Duchy maintains authority through intrigue rather than direct force.

- The duchies are fiercely autonomous, each with old grudges, alliances, and secret ambitions.

- Nobility and tradition define every aspect of life; commoners and magic-users serve within the order set by ancient law and recent power plays.

Summary:

Virethorn is a kingdom shaped by ambition, ancient legend, and the constant negotiation between unity and division. Its royal family claims the right to rule through mythic deeds and the blessings of the gods, but beneath the surface, every duchy waits for its chance to seize destiny for itself.

Ashford

Ashford is the eastern duchy of Virethorn, renowned as the kingdom's military stronghold and the seat of House Ashford. Its lands are marked by fortified towns, black-walled citadels, and a culture of iron discipline. Ashford's people value order, loyalty, and martial prowess above all. The duchy is fiercely independent, often viewing the Crown with suspicion and resisting royal interference. Its nobility and soldiers are famous for their harsh training and absolute loyalty to their own blood.

Reputation:

Ashford is both respected and feared—seen as the kingdom's shield and, at times, its greatest threat. The legacy of blood, sacrifice, and the occasional shadow of forbidden magic linger in its history.

Role:

As Virethorn's bulwark against external threats (such as the Beastkin), Ashford commands immense respect on the battlefield. In politics, it is both an indispensable ally and a perennial rival to the Crown Duchy.

Velmire

Velmire is the western maritime duchy, ruled by House Velmire. It is a land of rolling green coasts, prosperous towns, and bustling ports. Wealth flows through Velmire's harbors; its merchant fleets and shipyards are the envy of the realm. The duchy is known for its diplomacy, openness to trade, and cosmopolitan culture. Noble houses here prize political acumen, negotiation, and subtlety over brute strength.

Reputation:

Velmire is viewed as cultured, clever, and occasionally decadent, a place where wealth and influence are won through commerce and alliance rather than war. Its nobles are skilled negotiators, and its merchants travel across the known world.

Role:

Velmire is Virethorn's economic engine and its gateway to the wider world. In politics, Velmire prefers alliances and trade agreements, but its wealth and connections give it formidable soft power, often allowing it to play kingmaker between rival factions.

Crown Duchy of Virethorn

The Crown Duchy is the smallest and most politically powerful of Virethorn's five great duchies. It is ruled directly by the royal House Virethorn, whose seat—the royal capital—is the heart of the kingdom. The duchy's lands are well-guarded, heavily urbanized, and thick with ancestral estates, old money, and the institutions of governance.

Culture & Reputation:

The Crown Duchy is famed as the "spider at the center of the web," exerting control through careful manipulation, patronage, and the strategic distribution of favors rather than brute force. Its nobility is steeped in protocol, etiquette, and the arts of subtle intrigue. To outsiders, the Crown Duchy is both a glittering symbol of Virethorn's unity and a den of scheming courtiers.

Role:

As the seat of the monarchy, the Crown Duchy sets the law, hosts the royal court, and holds sway over the kingdom's politics, religion, and culture. Its influence is felt in every other duchy, and its ability to manipulate alliances and rivalries is the true source of its power. Despite its small size, no major decision in the kingdom is made without the approval—or quiet orchestration—of the Crown Duchy.

Caerwyn

Caerwyn is the fertile southern duchy of Virethorn, ruled by House Aerlyn. Known for its rich farmlands and sprawling temple complexes, Caerwyn is the spiritual heart of the kingdom. The duchy's society is dominated by priests, fanatical faith, and the strict observance of divine law, especially in the worship of Iras and Lirien. Nobles and clergy often wield equal power, and the local population is famed for both hospitality and uncompromising zeal.

Reputation:

Caerwyn is viewed by outsiders as both the breadbasket and the most fanatic corner of Virethorn—generous to the faithful, but swift and sometimes merciless against heresy or dissent.

Role:

Supplies much of the kingdom's food and spiritual authority, keeping close ties to the Crown but sometimes clashing with the less devout duchies.

Stormvale

Stormvale is the rugged, mountainous northern duchy, perpetually caught between ambition and suspicion. Stormvale's lords are known for their martial strength, fierce independence, and complicated loyalties. The region guards vital passes and is both a bulwark against external threats and a political wildcard.

Reputation:

Stormvale is seen as proud, ambitious, and potentially treacherous. The recent assassination of Grace's brothers (Alaric and Cedric) during a mission in Stormvale has cast doubt on its loyalty and deepened tensions with both Ashford and the Crown.

Role:

First line of defense against northern threats, but often a source of intrigue and instability within the kingdom.

The magic system of Nyras

Core Principles:

Source & Structure of Magic
Magic in Nyras originates from the legacy of the gods. Each god has bestowed a specific magical affinity upon the world. Magic is considered sacred, deeply hierarchical, and woven into both the metaphysical and social fabric of society.

The Six Divine Affinities
There are six major types of magic, each a divine "gift":

Iras (Light Magic): Healing, protection, purification

Thyron (Earth Magic): Strength, shaping, bodily enhancement, stone

Elyra (Space Magic): Perception, awareness, teleportation, cosmic insight

Velarion (Water Magic): Storms, moisture, flow, sea, rain

Lirien (Nature Magic): Growth, decay, harmony, plants, rot

Kaelir (Shadow Magic): Illusion, transformation, concealment, vanishing

The Forbidden Seventh Path: Void Magic
Void Magic is not a divine gift but a "curse"—the antithesis of creation. It is the magic of unmaking, forbidden, corrupt, and widely feared. Possession or use of Void Magic is a mark of danger and often leads to persecution.

Circle System & Mage Hierarchy
Magic is ranked through the Nine Circles (1st–9th Circle). Each Circle represents a major leap in power and mastery. Advancement is rare and defines one's status among both mages and nobility. Only those with Mana Cores can advance within the Circle system.

The Mana Core and Magical Talent

The Mana Core is a rare, secondary organ formed beside the heart (1 in 10,000 develop one). The type of mana absorbed (over 50%) determines a mage's affinity. Mana Cores allow for direct spellcasting, silent casting, and advancement through the Circles.

Inheritance and Noble Bloodlines:

While rare among the general population, Mana Cores are more likely to appear in children if one or both parents possess a Core themselves. For this reason, "old blood" noble families strive to nurture and preserve magical ability by marrying only other mages or mage-born nobles. This deliberate strategy means the proportion of mages among the nobility is much higher than among common folk.

Faith, Gods, and the Church Schism
The gods' influence is real, but religious devotion does not dictate magical affinity. Historical schisms (notably the one 300 years ago) have shaped religious and magical power structures, with new temples rising and old faiths declining.

Void Cores and Their Dangers
Forming a Mana Core attuned to Void is possible but almost unheard of. Those with a Void Core are feared, often hunted, and seen as existential threats. Void magic also risks attracting entities or influences from beyond the known realms.

Mechanics of Spellcasting
Spellcasting relies on visualization, internal shaping of mana, incantations (or silent casting), and sometimes the use of glyphs and runes. Complexity increases with each Circle, and higher-level spells require greater control and understanding.

Spirits, The Veil, and Summoning
Spirits exist within the Veil, a metaphysical plane between Nyras and the Thirteen Hells. Powerful will or advanced ritual can summon and bind spirits. The Veil is distinct from both the mortal world and the Void.

Divine Sparks and Exceptional Cases
Rarely, mortals may bear a "divine spark"—a literal piece of a god's essence. This occurs only in moments of crisis or intervention, granting unique potential or abilities. Such cases are almost legendary and shape the fate of individuals and the world.

The Circle system:

Mana Core Awakening

The Mana Core typically awakens between ages five and ten, most commonly around age nine.

When the Mana Core awakens, the individual automatically becomes a First Circle mage.

Those without a Core can only perform "Zero Circle" spells, which are simple, minor magics.

Zero Circle Spells

Zero Circle spells are basic spells used by people who do not have a Mana Core.

These spells are useful, but limited and fundamentally weaker than true magic.

Meaning of Circles

Circles reflect the density of mana within the Core.

As the Core becomes denser and more condensed with mana, the mage's Circle increases.

A higher Circle grants both greater mana capacity and increased physical resilience, even if the mage never casts spells.

Ranking and Advancement

Advancement in Circle depends on increasing the density of the Core through training, experience, and study.

A mage's official rank is based on the highest Circle spell they are able to cast—not solely on Core density.

Example: A Third Circle mage may only be able to cast Second Circle spells if lacking in skill or study.

Physical Benefits

The density of the Mana Core not only improves magical ability but also enhances physical vitality and endurance.

Some knights or warriors with high Circle Cores may never cast spells but still have superior resilience.

Mana Perception

Only those with a Mana Core can truly perceive the "currents" or "threads" of mana in the world.

Each affinity (Nature, Light, etc.) allows the mage to see their own type of mana most clearly.

Affinities and Schools

The affinity of a Mana Core (Nature, Light, etc.) determines the magical specialty and potential schools of magic (such as plant, wind, or life magic for Nature).

Each "Gift" from the gods is essentially a unique type of mana.

Secrecy and Identification

You cannot see another mage's Core, Circle, or affinity unless they are actively using magic.

In practice, a mage's true power and magical type are hidden until revealed by casting.

The Masquerade of Power

The Circle System leads to a culture of secrecy, where strength and identity remain hidden until deliberately shown.

Observing and interpreting an opponent's abilities is a key survival skill among mages.

Circle, Control, and Social Status

Mastery of your Circle is as much about control, patience, and concealment as raw power.

The timing and manner in which you reveal your abilities can be a social and political weapon, not just a magical one.

The calender sytem of Nyras

Months of the Year in Nyras:

Each god governs two months—one in ascendancy, one in ebb.

Each month has 40 days, for a 480-day year.

Month Name God Aspect Season
1 Irasel Iras Ascendant Deep Winter
2 Kaeloth Kaelir Ascendant Late Winter
3 Elyreach Elyra Ascendant Early Spring
4 Liriane Lirien Ascendant Spring
5 Velaris Velarion Ascendant Late Spring
6 Thyros Thyron Ascendant High Summer
7 Iralune Iras Ebb Waning Summer
8 Kaelith Kaelir Ebb Early Autumn
9 Elymere Elyra Ebb Mid Autumn
10 Lirfall Lirien Ebb Late Autumn
11 Velhollow Velarion Ebb Early Winter
12 Thygrave Thyron Ebb Deep Winter

Days of the 10-Day Week in Nyras:

Day Name Theme
1 Firstlight New beginnings, governance
2 Tidewake Travel, communication, trade
3 Stonecall Order, law, structure
4 Hearthday Home, family, domestic affairs
5 Marketday Commerce, politics, public discourse
6 Swordday War, training, strength
7 Loreday Study, writing, magic
8 Vowday Ceremonies, unions, oaths
9 Whisperday Secrets, shadows, reflection
10 Sunday Rest, faith, remembrance


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