Serial Fiction

Bonded

by Alexis Rae

In a world built on bonds between humans and powerful creatures, those who remain unbonded survive at the edges of civilization. Nairis Vale has never wanted anything more complicated than a life in Alderwick, the warm crossroads village her family helped build around the Hearthstone Inn. Then violence reaches the frontier, forcing Nairis, newly returned warrior Rowan Fen, and the people they love onto roads governed by cities that promise protection while deciding exactly who deserves it. What begins as a fight for shelter becomes something much larger. Refugees vanish into classifications. Stable hybrids are called monsters. Entire communities are abandoned because saving them would cost too much. The deeper Nairis pushes into the systems meant to protect them, the clearer it becomes that the growing crisis isn't an accident. Bonded civilization has spent generations hiding what bonding can become, and pushing the consequences beyond its walls. But the truth buried beneath that history is older than the cities themselves. Dragons are supposed to be extinct. Hybrids are supposed to be failures. And humanity is supposed to know where one species ends and another begins. As Nairis gathers survivors, allies, exiles, and unlikely believers around her, those certainties begin to collapse. Because bonding was never simply about power. It was about connection. And the world may have forgotten what happens when connection is denied. **BONDED is an ongoing epic fantasy saga about found family, biological magic, hidden history, institutional power, human survival, and the dangerous possibility that becoming something new may be the only way forward.**

Episodes

9 published episodes

Season 1

9 episodes
1.1
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The Expected Hour Free season

The Hearthstone is packed for the warriors’ homecoming, and every chair, cup, platter, and pair of hands has been arranged around their expected arrival. As the hour passes without them, Nairis keeps the crowded inn moving while explanations begin filling the silence. Slowly, she starts dismantling the welcome rather than letting the entire room remain frozen around an arrival that hasn’t happened. The warriors may still be coming. But the Hearthstone can’t keep living inside an hour that has already passed. Waiting has a cost long before anyone knows what went wrong.

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1.2
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What Remains Free season

The feast prepared for the returning warriors cannot stay untouched forever. Nairis begins spending the welcome piece by piece, serving the food, releasing people to their homes, and preserving only enough to receive the warriors if they arrive later. At the same time, rumors about bad roads begin reaching the Hearthstone, tempting everyone with explanations no one can actually verify. Nairis refuses to send guesses through Alderwick as news. By nightfall, the feast has become supper, the crowd has become a rotating network of people who can carry confirmed word, and the welcome lamps remain dark. What is saved matters. So does what finally has to be spent.

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1.3
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The Watch Free season

The road is still empty, but the whole Hearthstone no longer needs to stare at it. Nairis creates a rotating watch, asking one person at a time to report only what they can actually see or hear. Riders, carts, footsteps, animals, and even a fallen bucket become exercises in separating observation from assumption. As the night grows later and watchers grow tired, the system has to change with them. The road offers no answers. At least Alderwick is learning how not to invent them. When everyone is afraid of the same silence, someone has to watch it clearly.

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1.4
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All Seven Free season

Movement finally appears beyond the bend. Seven figures approach Alderwick on foot, but Nairis refuses to turn shapes in the darkness into the people everyone desperately wants them to be. One identifying detail follows another until names can finally be attached to the figures. Teren. Pell. Harlan. Davin. Sella. Jorin. And Rowan. All seven warriors have returned. But when they enter the Hearthstone exhausted, injured, watchful, and barely able to manage the celebration prepared for them, homecoming becomes something quieter. They made it home. Something happened on the road. Relief answers one question and opens another.

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1.5
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Fresh Signs Free season

The warriors begin talking. First comes a road they could still travel but chose to leave. Then fresh tracks crossing through the rain, crushed brush, a damaged ditch bank, and sounds no one could place. Nairis refuses to let seven frightened memories become one convenient story. She separates witnesses, locations, observations, and assumptions until a pattern begins appearing without anyone having to name what caused it. The rain delayed them. The road remained open. Something else changed the way trained warriors moved through it. One strange sign can be dismissed. A pattern is harder.

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1.6
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Not Ordinary Free season

Nairis finally asks Rowan the question everyone else has been circling. Does what happened on the road fit ordinary frontier trouble? Weather explains some of it. Flooding does not. Routine animal movement fits poorly. Raiders remain possible but unsupported. Every easy explanation survives only by asking them to invent something they never actually saw. Rowan cannot tell Nairis what caused the disturbances. He can tell her something more important. He would not dismiss them. And because the signs appeared on roads Alderwick itself depends upon, reaching home does not mean the problem stayed behind them. The road ended at Alderwick. The warning didn’t.

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1.7
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The True Version Free season

By breakfast, Alderwick has already turned uncertain tracks into raiders, damaged ground into closed roads, and unexplained sounds into pursuit. Nairis realizes correcting rumors one conversation at a time will never be enough. She turns the Hearthstone board toward the room and rebuilds the story publicly from what the witnesses can actually support. No raiders were seen. The roads were not closed. Nothing was proven to be following the warriors. The facts are narrower than the rumors. They are also serious enough on their own. Now Alderwick must stop arguing over whether the warning matters and decide what to do with it. Before a village can respond to danger, everyone has to be responding to the same truth.

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1.8
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Useful Caution Free season

Knowing something matters is easier than deciding what to do about it. Every precaution Alderwick proposes carries a cost. Escorts consume labor. Watches exhaust people. Road closures interrupt food, trade, care, and ordinary work. Search parties could send villagers directly toward something no one understands. Nairis forces every suggestion through the same test: what risk does it reduce, what does it disrupt, and how badly could it backfire if their assumptions are wrong? What survives is deliberately modest. Pair when practical. Report direct observations. Pay attention while already using the roads. Do not search for a threat no one has identified. Temporary precautions for an uncertain danger. Caution is only useful when it costs less than the risk it reduces.

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1.9
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Direct Reports Free season

Alderwick has chosen its first response. Now everyone has to carry the same version of it. Roads remain open. People pair when practical. No one goes searching. Fresh, placeable observations return to the Hearthstone instead of becoming stories along the road. The rules begin fitting themselves into ordinary village life, with neighbors sharing routes, workers making local decisions, and Rowan offering expertise without becoming the village’s sole authority. Then the first new report reaches the board. A fresh gouge. Broken mud. Another uncertain sign on an open approach. Alderwick’s system is barely in place. The road is already answering it. Whatever is out there still hasn’t shown its hand. Alderwick has started watching anyway.

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