Nevril is the generic term for the seven transformation energies that radiate from the seven fragments of the Urknall. Each fragment emits its own type of Nevril. Each type transforms everything it saturates over time.
The Seven Types
| Type | Source | Primary Effect |
|---|---|---|
| VITAE | The Heart Tree | Regeneration, growth, biological renewal |
| PYRO | The Caldera | Combustion, transformation, heat |
| KRYO | The Silence Throne | Preservation, stillness, cold |
| NEKRO | The Wellspring | Decay, reanimation, biological cycling |
| SOLAR | The Sun Spire | Light, perception, heat-radiation |
| LITHIC | The Bastion | Mass, structure, mineral density |
| PRISMA | The Prism | Resonance, coherence, spectrum |
How Nevril Works
Nevril is not simply energy in the sense of a resource that can be depleted. It is better understood as a continuous emission from a fragment that does not run down. The fragment radiates its type of Nevril because that is what it is — the emission is not a process it performs but a quality it expresses.
Accumulation is gradual. A creature exposed to one Nevril type does not transform immediately. The transformation happens over years, decades, or generations, depending on concentration and individual susceptibility. A soldier stationed at the Caldera's edge for twenty years will show measurable PYRO saturation. Their grandchildren, born in the Molten Scar, will show it at birth.
Transformation is directional. At low saturation, Nevril exposure produces subtle changes: resilience to the relevant energy type, minor physical adaptation. At medium levels, significant physiological changes occur. At high saturation, the subject approaches Exalari status — full transformation into a being of that Nevril type.
Transformation is largely irreversible. A subject who has reached medium or high saturation cannot return to a neutral state simply by leaving the biome. Partial reversal is possible through sustained exposure to an opposing Nevril type, but the process is difficult, painful, and imprecise.
Nevril Economy
Each faction gathers its native Nevril type through specialized structures: root-tap structures (Verdant Dome), volcanic taps (Molten Scar), cold-source structures (Frozen Silence), rot-chambers (Seeping Fen), solar-collection structures (Gilded Void — the only renewable source), stone-tap structures (Mountain Plateaus), and resonance structures (Chromatic Pastures). Thalvori have no native Nevril income; their economy is Gold-only.
Nevril Suppression at Borders
Where two biome territories meet, their opposing Nevril types suppress each other's expansion. The suppression follows a consistent cyclical matrix: PYRO → KRYO → VITAE → NEKRO → LITHIC → SOLAR → PRISMA → PYRO. At contested borders, the ecological results are frequently bizarre: environments simultaneously expressing conflicting Nevril types at a scale too fast for standard transformation timelines.