WebNovels

The Silent Heir

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Synopsis
Adric, the 18-year-old heir of a distant noble family, was raised on the borders of the Empire of Varythar in isolation. His father, a duke, built a defensive city at the empire's remote edge, guarding against threats from both the Kingdom of Estelmont and the dangerous Demonic Forest. Gifted with unparalleled swordsmanship and the rare power of Sword Aura, Adric commands a secretive organization called Shadows, controlling everything from mercenaries to trade networks. In a world of Ancient Runes and overflowing mana, where empires and kingdoms are in constant conflict, Adric’s journey will be defined by both magic and politics. The world is divided into seven continents, home to diverse races like Elves, Dwarves, Dragons, and Beastmen.
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Chapter 1 - Chapter 00: Prologue

In the world of Solvaran, power is not merely wielded by the strong, but shaped by the forces that bind magic, politics, and nature. This is a land where ancient runes, the Sword Aura, and the flow of mana govern all. Across vast continents, noble houses, guilds, and secret organizations vie for dominance, while others merely struggle for survival.

Power Systems

Sword Aura: A rare combat art passed down through select bloodlines and rigorous training, Sword Aura draws its power from the stars themselves. Those who can tap into this power channel the stars' energy to enhance their physical strength and blade mastery. It is a force that only a few can wield, elevating warriors to mythical status.

Ancient Runes: Runes are the foundation of magic in Solvaran. These symbols hold power, storing spells that can be activated with proper training. Runes range from Level 1 to Level 5, with higher-level runes requiring immense skill to manipulate. Some runes store basic spells—like fireballs or shields—while others contain ancient, destructive forces that can change the course of history.

Mana: A mysterious and volatile energy that flows through the world. Mana often leaks into certain regions, transforming the landscape and causing mutations in creatures. Overflowing mana in specific areas, such as the Demonic Forest, can warp reality itself. Control over mana is key to understanding the magic of the world, and those who master it can alter the fabric of nature.

The Continents

Solvaran: The heart of the Empire of Varythar, where political intrigue, war, and conquest shape the land. Home to multiple kingdoms and five dominant empires, the Empire of Varythar leads the charge in expansionism. With its diverse climates and landscapes, Solvaran is the hub of commerce, military power, and mysticism. The Demonic Forest, a region warped by mana, marks the dangerous edge of the continent, guarded by Adric's family.

Estelmont: Aligned with the Mistral Empire, Estelmont shares a frail peace with Varythar. It sits at the crossroads of trade and war, and its military is known for its strategic minds. Its people rely on ancient magic and rune-crafting to strengthen their defenses. The Kingdom is always a key player in the rat and mouse game between Mistral and Varythar.

Vyndora: A continent rich in elven culture and magic. Vyndora's forests are ancient, and its inhabitants—mostly elves—are masters of mana control, tied deeply to the forces of nature. Here, the Moon Elves and Forest Elves weave magic into everyday life, creating powerful spells tied to the moon's phases and the ancient trees of the land.

Mornir: Known for its towering mountain ranges and the subterranean cities of the Dwarves, Mornir is the center of craftsmanship and weaponry. The dwarven clans are famed for their ability to forge unbreakable weapons, and their expertise in rune-engraving makes their creations highly sought after across all continents.

Qoros: A vast and largely unexplored continent, Qoros is a land of Beastmen and wild tribes. The land is harsh, dominated by savage warriors who live in harmony with the land's ancient creatures. The Beastmen's deep connection to the wilds grants them strength in battle and a unique magic that is more primal than the controlled art of the elves or humans.

Khorath: A mysterious continent mostly covered in deserts and vast plains. Here, ancient dragons roam the arid lands, and forgotten ruins lie buried beneath the shifting sands. Khorath holds secrets to the world's creation and the dark forces that once nearly destroyed it. Only the most daring adventurers and scholars venture into its heart, seeking knowledge and power.

Talamor: A coastal continent known for its seafaring cultures, Talamor is home to a multitude of kingdoms and factions. Trade routes from Talamor connect all the continents, making it a rich source of commerce and political intrigue. Its people are skilled in navigation and water magic, and its cities are often built along the coastlines, thriving in maritime endeavors.

Races and Their Roles

Elves: The Elves of Vyndora and other lands are a race of magic-wielders and nature guardians. Divided into various subtypes—Forest Elves, Moon Elves, and Dark Elves—each group has a unique connection to the land and the cosmos. Forest Elves control the natural world, while Moon Elves have deep ties to celestial magic. Dark Elves are masters of shadow and stealth, often dwelling in hidden cities or underground.

Dwarves: The Dwarves of Mornir are unparalleled craftsmen, specializing in creating weapons, armor, and artifacts imbued with powerful runes. They also control vast underground cities rich in precious metals and gems. Their military forces are renowned for their heavy armor and devastating siege weapons.

Dragons: Ancient and powerful, the Dragons are a rare and enigmatic race. Legends tell of their primordial role in the world's creation. Their connection to fire and destruction is legendary, and many dragons possess incredible magical abilities, often tied to the fundamental forces of the universe. They are revered and feared, with many seeking their counsel—or their power.

Beastmen: The Beastmen of Qoros are a warrior race with animalistic traits, known for their strength, speed, and primal magic. They are deeply connected to the land and its creatures, living in tribes that follow ancient customs and rituals. While their ways are seen as primitive by other races, they are fiercely loyal and highly skilled in combat.

Humans: The most populous race, Humans are found across all continents. They are adaptable, cunning, and ambitious, often acting as the driving force behind political movements and military conquests. Humans are skilled in rune magic, but their true strength lies in their ingenuity and resilience. Adric, the protagonist, hails from a human family, and his journey reflects the potential of his people.

Major Organizations

Shadows: An underground network run by Adric, encompassing mercenaries, thieves, assassins, and traders. It operates across all continents, quietly influencing politics, commerce, and warfare. The organization's vast reach allows it to pull strings in various regions, making Adric a figure of hidden power.

The Mistral Empire: A massive empire known for its strategic military tactics and advanced rune magic. It is locked in constant rivalry with the Empire of Varythar, with many kingdoms under its influence. It's a cold, calculating force on the world stage.

The Guilds: Across the continents, guilds control various industries—adventurers, merchants, and assassins—and hold significant power in economic and political matters. These guilds often play a balancing role between the ruling kingdoms and the common folk.

The Dragon's Order: A secretive organization dedicated to the worship and protection of the ancient dragons. They serve as keepers of dragon lore and protectors of their sacred lands.