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BLOOD GIFT

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Synopsis
In a grim world defined by the tyranny of five Blood Houses, Jon and his Outlander mercenaries, The Shattered Fang, survive by stealing, fighting, and relying on his impossible gift: Perfect Mimicry. But when their youngest sister, Mercy, is kidnapped and forced to be the prophetic weapon of the zealot House Orsaan, the Fang is thrust into an impossible quest to save their family. As the continent fractures into all-out war pitting kings against priests and assassins against warlords Jon's power unexpectedly draws the attention of every faction. His ability to mimic and master the sacred Blood Gifts of the Houses is not just a talent; it is an anomaly that threatens the very foundation of their control. Hunted by the immortal fanatic Valthorn and the desperate Hollow Legion, Jon must confront the true, terrifying origin of his power a heritage that the Houses committed genocide to bury before the war, the secret of his lineage, and his own desperate quest to save his sister tear their world apart.
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Chapter 1 - CHAPTER 00: Dramatis personae

The Shattered Fang (Outlander Mercenaries)

 Jon Va'ul

 Role & Core Gift: Perfect Mimicry 

 Description: The reluctant leader. His rare gift allows him to perfectly copy and retain the Blood Gifts of anyone he touches. Unbeknownst to him, this power links him to a terrifying, buried lineage.

 Isabel Korva

 Role & Core Gift: Primal Dominion

 Description: The fierce protector. In her human form, she is defined by her autonomous, whip-like spike tail. She can transform into a seven-foot, cobalt-skinned Primal Beast Form of immense strength.

 Holst Durren

 Role & Core Gift: Earthsmith

 Description: The grounded pragmatist. A master of defensive and siege tactics, he can manipulate and shape earth and stone into weapons or fortifications. Wields the Stone's Kiss crossbow.

 Mercy Korva

 Role & Core Gift: Plasmacore (manifests as the plasma blade "vipers tongue")

 Description: The captured sister and the prophet. A natural-born master of Green Plasma, a rare anomaly that led to her kidnapping and indoctrination by the zealous House Orsaan.

 Echo

 Role & Core Gift: Sonar/Echolocation

 Description: A swift, independent mercenary and scout. Known for his flirty arrogance and effective, high-frequency scouting gift.

 Echo's Dad

 Role & Core Gift: Indestructibility

 Description: A massive, silent man who serves as the group's simple, unyielding shield. His gift makes him immune to nearly all physical and energy damage.

 The Great Houses & Key Figures

 Korrath

 Leader: Gorath the shatterer/ King Dainar the Hollow-Eyed

 Gift & Culture: Bone Shaping. Rulers of death and primal strength. Currently initiating war against Orsaan.

 Orsaan

 Leader: High Priest Ignarion

 Gift & Culture: Plasmacore. Fanatical zealots who wield controlled fire. They believe their tyranny is a divine act of cleansing.

 Syndri

 Leader: Magnus Aurelian

 Gift & Culture: Telepathy & Midas Touch. The merchant-oligarchy, specializing in information and commerce.

 Veythari

 Leader: House Veythari IX (Veyros)

 Gift & Culture: Shadow Step. Masters of stealth, poison, and assassination who rule from an Obsidian Castle.

 Tarrith

 Leader: Old Blade Arrock

 Gift & Culture: Shape-shifting. The oldest, most disciplined military power, now governed by a council of retired warlords.

 Valthorn

 Leader: The Immortal

 Gift & Culture: Agelessness and Five Stolen Gifts. The founder of the extremist Eclipse Order.

 ✨ Glossary of Gifts & Lore

 Blood Gifts (The Source of Power)

 Blood Gift

 Definition: The unique, inheritable supernatural power possessed by an individual.

 Context in the Story: Outlanders have varied, often unstable gifts. House members have standardized, superior Sacred Gifts.

 The Source

 Definition: The shared, finite reservoir of raw, stable energy that feeds the Sacred Gifts of the Five Houses.

 Context in the Story: The location is known only to the oldest Houses (guarded by Tarrith). Its monopoly justifies the Houses' tyranny.

 Sacred Gifts

 Definition: The five superior, uniform powers possessed by the Houses (Bone, Plasma, Telepathy, Shadow, Shape).

 Context in the Story: These powers ensure the Houses' dominance and were deliberately chosen to enforce control over the chaos of the old world.

 Perfect Mimicry

 Definition: Jon Va'ul's unique gift; the ability to perfectly copy and retain any Blood Gift experienced or touched.

 Context in the Story: This power links him to the suppressed Trueborn lineage, making him an anomaly and a target for all factions.

 Major Factions & Concepts

 The Age of Tumult

 Definition: The era before the Houses, characterized by relentless anarchy where reckless humans used random, unstable gifts for constant warfare.

 Context in the Story: Valthorn remembers this age and believes the Houses' tyranny is necessary to prevent its return.

 Eclipse Order

 Definition: A fanatical cult led by the immortal Valthorn. They are dedicated to brutally enforcing the established tyranny of the Houses.

 Context in the Story: Natural enemies of the Hollow Legion. They specialize in kidnapping and brainwashing with powers Valthorn has stolen from the Houses.

 Hollow Legion

 Definition: The secret, revolutionary army founded by the heroic Dain Trueborn. Now led by his deranged descendant Varian, who experiments on recruits to create "monsters."

 Context in the Story: They are the only political lineage whose Gifts are naturally capable of disrupting the bloodgifts of others 

 Trial by Requital

 Definition: The ancient Korrath law invoked when a Tribunal verdict is divided. It demands a duel between champions to determine the final, binding judgment.

 Blood moon 🌕 

 Description: an festival celebrated throughout the world which marks the manifestation of bloodgifts along the youth. 

 Government Systems of the Five Blood Houses

 Syndri: Merchant Oligarchy

 Description: Rule by a small group of powerful and wealthy merchant families (like the Aurelians). Decisions are based on economic advantage, trade routes, and profit. They control through commerce, information, and financial leverage.

 Orsaan: Theocracy

 Description: Rule by religious leaders (like High Priest Ignarion) who claim divine authority. Laws and policies are derived from religious doctrine, and dissent is viewed as heresy. Control is maintained through faith, fear, and "purification."

 Korrath: Warrior Monarchy

 Description: Rule by a king (like King Dainar) whose authority is based on martial prowess, strength, and the ability to command loyal warriors. Loyalty is earned through displays of power and a reverence for a brutal, often death-worshipping, warrior code. Succession may involve trials of combat or displays of dominance.

 Veythari: Shadow Hegemony

 Description: Rule by a dominant, often secretive, elite (the Veythari family/House Veythari IX) who maintain power through unseen influence, espionage, assassination, and the control of crucial information or resources. Their control is absolute but operates from the shadows, making it difficult for outsiders to understand or challenge. It's a system where the puppet masters are rarely seen.

 Tarrith: Martial Council (The Seven Old Blades)

 Description: Rule by a council of the most venerable and experienced (retired) warriors, "The Seven Old Blades." While technically a council, their decisions are rooted in military strategy, honor, and ancient traditions of warfare. They prefer decisive action and strategic positioning over complex politics, often acting as a highly disciplined, collective military command.

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 author's note: I was so scared to actually put this out there, came up with this story one midnight and I've been improving on it since then. just like most of my works I didn't expect it to see the light of day, but I'm in a position where I just have to put this out there, still anxious, still scared of how this may be received but it's coming from my heart and I hope you all enjoy it. 

 BLOOD GIFT COMING SOON!!!