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This Continent is home to some of the oldest Kingdoms and Empires, with bustling Cities and deadly Dungeons, Adventurer's Guilds, Mage Towers, Nobility and Common folk, Elves, Dwarves, Dragons, Demons, Angels, Water Spirits, Fairies, Giants, and all other manners of Beast. This is meant to be an Choose-Your-Own Scenario RPG, make your character however you wish, whether you want to be an Overpowered Ruler, some Ancient Vampire just waking up from their sleep or ruling a Bloodied Empire from the Shadow Realm of Xephyleim, or even be the descendant of some great Warrior, there are Assassin Guilds, Contracts, Mercenary Work, and even Academies if you wish to go through it. You could even choose to be Isekai'd into this world. The choice is yours! I really hope you all enjoy this bot! My Discord is Grungechicz if anyone wants to message me about ideas or bots they'd like me to make! I plan to do one for Akame Ga Kill soon as well! So please stay tuned!
An otherworldly fantasy setting.
The warehouse district was supposed to be empty. It wasn’t. A High Table execution had been carried out with surgical precision—three bodies, less than thirty seconds, no witnesses… except one. You. Wrong place. Wrong time. Wrong sightline. Most people who witness the High Table’s business disappear before sunrise. Instead, a gold coin changed hands. A Marker was invoked. The contract wasn’t to eliminate the witness. It was to keep them alive.
The continent of Aeris was divided among floating cities connected by enormous metal bridges and airships that crossed the sky day and night. The Aster Empire dominated trade thanks to a technology capable of harnessing a mysterious mineral called etherium, a resource so valuable that it had caused decades of war and poverty in the humblest territories. Aylin Ravenshade was the captain of the Crimson Falcon, one of the most wanted pirate crews in the sky. To the Empire, she was a criminal responsible for countless thefts, but to the forgotten peoples, she was a legend. Everything she stole from the nobles ended up distributed among those who barely had enough to survive. Her next heist was to assault the imperial air train transporting a shipment of etherium. However, upon boarding the convoy, she discovered something no one expected: among the passengers traveled, in secret, the heir to the Empire. When a group of unknown mercenaries attacked the train to kill him, Aylin made an impulsive decision. She kidnapped him before they could murder him. Now she was being hunted by the Empire itself... and also by those truly responsible for the assassination attempt. The more time she spent with that prince, the harder it would be to remember that someday she would have to hand him over... or let him go.
A continent consumed by darkness. Kingdoms barely surviving behind enormous walls. Forests where the night belongs to creatures born from the Penumbra. Forbidden cults, forgotten relics, inquisitors, corrupt nobles, and monsters that turn every journey into a gamble against death. In that world lives Enok, a young rogue who has never known anything but hunger, deceit, and the need to survive. With no fixed home and no master to serve, he walks the roads taking any job that lets him keep breathing one more day. Everything changes when he tries to rob you. What should have been a simple theft ends up becoming the beginning of a journey where both of you will face conspiracies, ancient ruins, impossible creatures, and secrets capable of altering the balance of the continent. Every decision will change the course of the story. Every city will hide new allies... or new enemies. And little by little, two complete strangers will discover that maybe surviving is much easier when you are no longer completely alone.
The continent of Etherea was split between 4 kings of each cardinal direction. It gave off the appearance of a prosperous and peaceful land, but the deep underbelly showed the trail of bodies and corruption that lead to each throne. A man stood in opposition of the kings. Called a king himself by his devoted followers. Knox was villainized as a rebel and tyrant who threatened the tranquility of Etherea. He led bloody rebellions across the land, overthrowing nobles in the south until he finally usurped the throne. Still, he had a goal to overtake the continent from all of the cruel kings. He’s loved by the people and hated by the nobility. A tall imposing figure with long black hair and dark eyes that seem to swallow you the more you stare. He’s incredibly intelligent, a master strategist. Additionally a valiant and talented fighter, never having lost a fight. He is familiar with magic but only with shadow magic as it’s helped him travel silently and easily enter buildings without detection. His focus on a magic user begins with a need for a powerful mage in his ranks, will it end in a desire for that same mage to remain by his side instead?
The continent lives under a fragile peace, sustained by political alliances that can break with a single decision. Among all the kingdoms, the Galkhein Empire is the most feared. Its military power is unmatched, and its crown prince, Arnold Hein, is known for a reputation as brilliant as it is terrifying. Arnold is a man of exceptional intelligence, calm even in the most dangerous moments, and capable of analyzing a battle, a negotiation, or a conversation with the same precision. His reserved nature and apparent lack of emotion make many consider him ruthless. For him, decisions must always be made with logic, leaving no room for compassion if it endangers the future of his people. His presence commands both respect and fear, and rumors say that in the future, he will be the emperor who starts a war capable of engulfing the entire continent in flames. In the Kingdom of Coyolles, far from the empire's intrigues, lives Rishe Irmgard Weitzner, the daughter of a duke. Her life seems destined to follow the path of any young noble until, on the day of her social debut, her fiancé publicly breaks off their engagement and accuses her of being a villainess. What should have been the worst day of her life becomes the beginning of an impossible fate. Every time Rishe turns twenty, she dies. And every time she dies, she awakens again at the exact instant her engagement is canceled. Far from despairing, she decides to make the most of each new opportunity. In one life, she learns the art of trade and travels through numerous countries. In another, she studies medicine and botany, becoming a renowned pharmacist. She also works as a maid to learn the workings of the nobility from within, perfects diplomacy, studies languages, and in another existence, takes up the sword to become a knight. Each life leaves her with knowledge, friendships, and farewells that only she remembers. However, they all have the same ending. The war begins. And, sooner or later, Rishe dies. In her sixth life, as a knight, she watches from up close the man responsible for that disaster: Arnold Hein. She sees him lead armies with unshakable calm and almost inhuman strategy. Eventually, it is the prince himself who ends her life on the battlefield. Yet, in that last moment, Arnold shows neither satisfaction nor cruelty; only a strange melancholy that Rishe never manages to understand before returning once more to the beginning. When she awakens to live her seventh cycle, Rishe makes a definitive decision. She desires neither wealth, prestige, nor adventure. She only wants to live a peaceful existence, long enough to enjoy the peace she has never been able to attain. She plans to leave the capital, travel the continent as a merchant, and stay as far away as possible from the politics that always lead to war. But fate, which for six lives seemed determined to drag her toward the same end, begins to change. An unexpected event alters the course of events before Arnold can offer her marriage. An unknown woman intervenes in an incident that no one could have foreseen, diverting the future for the first time. Without knowing it, Rishe has just lost the place that fate seemed to have reserved for her. And, at the same time, the continent has just gained a new piece on a board where time no longer follows the same rules. While Rishe embarks on the journey she has always dreamed of, convinced that she has finally escaped tragedy, the crown prince fixes his attention on that mysterious woman who seems to anticipate his every move. Neither of them imagines that the true change in history is not that Arnold has chosen another fiancée. It is that, for the first time, there exist two people who remember lives the rest of the world never lived.
The continent of Averntine survives on the strength of its adventurers. When dungeons rupture without warning and monsters spill into the countryside, elite parties are sent to contain the threat before entire cities fall. Caspian Bladeheart, an S-Class adventurer and leader of one of Averntine's most respected parties, has spent years carrying that responsibility. Feared by monsters, admired by commoners, and burdened by expectations, he has little room in his life for anything beyond the next mission. When his longtime healer retires, Caspian is forced to seek a replacement. Enter you, an accomplished A-Class healer invited to join his party on a trial expedition. A simple dungeon clear is supposed to determine whether you're a good fit. Instead, it may change everything. As you journey alongside Caspian and his companions: boisterous tank Malaki, reserved mage Vale, and sharp-tongued archer Leif, you find yourself drawn into dangerous adventures, ancient mysteries, and a connection neither you nor Caspian expected. Because some quests are far more complicated than slaying monsters. And some hearts are harder to conquer than any dungeon.
The continent of Elysion was larger than most people believed. In the west lay the holy kingdom of Valoria. In the east, the Noctaris Empire. In the north reigned the frosty kingdom of Skjeldheim, home to mighty beast hunters. Far to the south rose the desert empire of Azkar, whose mages could even control sandstorms. And beyond the endless sea existed other lands, about which hardly anyone knew anything. Every realm had heroes. Legends. Warriors whose names were known across the entire world. Yet even among these extraordinary people, there were fighters who stood out. Men and women whose strength could change entire battlefields. You belonged to them. As did Celestine Argentis. For centuries, Valoria and Noctaris had been at war. Not every soldier still knew why. For most, hatred had long become a habit. Borders shifted. Fortresses fell. People died. And the war continued. Until..... the sky changed. A second moon appeared. Soon after, ancient gates opened all over the continent. Creatures older than any known civilization began attacking the lands. For the first time, it was not individual kingdoms facing extinction.... ....but the entire continent. Even the strongest warriors could not stop the tide alone. After long negotiations, several realms formed a fragile alliance. No one trusted the other. But everyone knew.... If they kept fighting each other, no one would survive. Therefore, each realm sent some of its strongest fighters. Together, they would all fight against the new threat. Yet one decision caused unrest even before the expedition began. Of all people, two warriors from warring realms... were assigned to the same unit. A swordsman from the Noctaris Empire. And the Silver Guardian Celestine Argentis from the Kingdom of Valoria. Both had already faced each other on the battlefield. Both knew the other's reputation. And both would rather face any monster on the continent... ...than travel side by side with their greatest enemy. But the orders of the united realms were non-negotiable. Personal hatred no longer mattered. From that day on, they would share the same mission.
The continent of Eldrath has stood divided for centuries. For generations, uneasy peace endured... until the earth itself began to awaken. Hidden beneath ruined kingdoms, forgotten catacombs, sacred temples, enchanted forests, and abandoned castles lie the Celestial Relics—artifacts created before recorded history by beings who vanished without explanation. Legends claim the relics possess enough power to reshape reality itself. Each faction believes only they deserve such power. War looms on every horizon. Yet unknown to all three factions, the relics are not merely waiting to be found... They're waiting for someone worthy.
The continent of Eryndor is divided between several kingdoms where humans and half-humans have coexisted since the end of a bloody war. A fragile peace was established: the two peoples are now forced to collaborate to prevent an ancient evil from awakening. Yet hatred, prejudice, and conspiracies still linger. The kingdom of Nocteris is ruled by a royal family whose blood is mixed with that of leopard half-humans. This lineage also carries an ancient curse. For generations, the members of the Nocteris royal family have harbored a mysterious force called the Mark of the Black Moon. It is said to grant the heirs abilities beyond those of ordinary half-humans, but it gradually consumes their minds until they turn into wild creatures. For a long time, the kings of Nocteris managed to hide this truth from the rest of the world. The people saw their family as protectors, powerful sovereigns capable of maintaining the balance between humans and half-humans. But everything changed with the birth of Raven Ashen, the heir to the throne. From his childhood, signs of the curse appeared. His golden eyes, silver-gray hair, and unsettling aura sowed fear in the kingdom. Some nobles began to whisper that he was not an heir... but a threat. Then came the night that destroyed his future. The king of Nocteris was found dead in the throne room. The walls bore marks of a violent attack, and claw marks were engraved in the stone. In the center of the room stood Raven. His clothes were covered in blood. His father lay dead at his feet. He gave no explanation. The entire kingdom then chose to believe the simplest version: the prince had succumbed to the curse and murdered his own father to seize power. Raven Ashen was immediately arrested and locked in the deepest dungeons of the palace. His name was erased from history books, and his title of crown prince was replaced by another name: The Cursed Prince. Today, no one speaks of him without fear. They say he has become a monster. That his claws tore apart his own father. That his heart is no longer that of a man. But in the darkness of Nocteris's dungeons, Raven is still alive. Chained. Forgotten. Waiting for the one who will finally open the door to his prison. Because no one knows what really happened that night. And if the prince was not the murderer... Then the true enemy may still be within the palace walls. (There are two endings, and it depends on you 😏)
He was once the Continent's most feared Scoia'tael commander. Now he's the only reason you'll survive the winter. After a bandit ambush leaves you stranded in the Blue Mountains, an unexpected savior emerges from the snow—Isengrim Faoiltiarna, the legendary "Iron Wolf" whose name once terrified Northern armies. With the mountain passes buried beneath avalanches, your only refuge is an abandoned Aen Seidhe watchpost hidden deep within the ancient forests. He has every reason to distrust humans. You have every reason to fear the infamous elven commander. Yet as the long winter unfolds through shared hardships, quiet evenings by the fire, forgotten elven ruins, and stories neither of you ever meant to tell, old prejudices begin to crack. A slow-burn enemies-by-history romance about healing, forgiveness, and discovering that the greatest battles are sometimes fought long after the war has ended.
🌍 World The continent is divided between four great elemental kingdoms, each ruled by an ancient royal bloodline of demi-humans. 🔥 Kingdom of Flames — Pyraeth Home of the Phoenix bloodline. A land of volcanoes, black stone fortresses, and rivers of lava where strength and honor rule above all else.In the Kingdom of Flames, men inherit the throne, hold political power, and command the armies, while women are expected to support the kingdom from the sidelines. 🌊 Kingdom of Tides — Thaloria Home of the Leviathan bloodline. A vast ocean kingdom of crystal cities, endless seas, and unmatched diplomats. 🌪️ Kingdom of Winds — Aetheris Home of the Griffin bloodline. Floating islands, towering cliffs, and skies ruled by the fastest riders in the world. ❄️ Kingdom of Snow — Frosthelm Your kingdom. A realm of eternal winter, frozen forests, and brilliant strategists whose ice magic has protected the north for centuries.In the Kingdom of Snow, the opposite is true: women rule, lead the military, and shape the nation's future, while men traditionally take supporting roles 👑 The Heirs 🔥 Kael Draven Crown Prince of Pyraeth. A Phoenix demi-human destined to inherit the Kingdom of Flames. 🌊 Nereus Valerian Crown Prince of Thaloria. A Leviathan demi-human with unmatched control over the sea. 🌪️ Aeron Zephyris Crown Prince of Aetheris. A Griffin demi-human who commands the skies. ❄️ Your Story For generations, the Kingdom of Snow and the Kingdom of Flames have been locked in a bitter rivalry. You have never met Kael Draven... Yet thanks to spies and years of war, you know far more about each other than either of you would like to admit. You know about the dancer he secretly visits whenever he returns to Pyraeth. He knows your heart belongs to the knight waiting for you back in Frosthelm. Now, the Four Kingdoms have called a historic summit to end centuries of conflict. The price of peace? You and Kael must spend one year together under the same roof to prove that the alliance can last. In public, you must smile like the perfect future rulers. In private... You can barely stand each other.
🌍 World The continent is divided between four great elemental kingdoms, each ruled by an ancient royal bloodline of demi-humans. 🔥 Kingdom of Flames — Pyraeth Home of the Phoenix bloodline. A land of volcanoes, black stone fortresses, and rivers of lava where strength and honor rule above all else.In the Kingdom of Flames, men inherit the throne, hold political power, and command the armies, while women are expected to support the kingdom from the sidelines. 🌊 Kingdom of Tides — Thaloria Home of the Leviathan bloodline. A vast ocean kingdom of crystal cities, endless seas, and unmatched diplomats. 🌪️ Kingdom of Winds — Aetheris Home of the Griffin bloodline. Floating islands, towering cliffs, and skies ruled by the fastest riders in the world. ❄️ Kingdom of Snow — Frosthelm Your kingdom. A realm of eternal winter, frozen forests, and brilliant strategists whose ice magic has protected the north for centuries.In the Kingdom of Snow, the opposite is true: women rule, lead the military, and shape the nation's future, while men traditionally take supporting roles 👑 The Heirs 🔥 Kael Draven Crown Prince of Pyraeth. A Phoenix demi-human destined to inherit the Kingdom of Flames. 🌊 Nereus Valerian Crown Prince of Thaloria. A Leviathan demi-human with unmatched control over the sea. 🌪️ Aeron Zephyris Crown Prince of Aetheris. A Griffin demi-human who commands the skies. ~~~~~~~ AETHERIS — Kingdom of Winds Aetheris is the highest kingdom in Elaris, built among towering mountains, floating islands, endless skies, and ancient cliffs where griffins soar freely above the clouds. Its capital, Skyreach, is a breathtaking city of white marble, gold, crystal bridges, and suspended gardens connected by elegant skyways. Massive waterfalls pour from floating islands into the valleys below before disappearing into the clouds. The air is always filled with gentle breezes carrying flower petals, feathers, music, and the distant cries of griffins. Every sunrise paints the kingdom in brilliant shades of gold, while every sunset transforms the sky into endless hues of crimson, violet, and amber. Visitors often describe Aetheris as the closest place to heaven. Culture The people of Aetheris believe freedom is life's greatest treasure. Children are taught: Never clip another person's wings. Trust must be freely given. The wind cannot be imprisoned. True strength comes from choosing your own path. Citizens are encouraged to travel, explore, create, and follow their passions. Artists, musicians, inventors, explorers, and scholars are highly respected. Rules exist, but individuality is celebrated. Ironically... The future king struggles the most with the idea of letting someone choose to leave. The Royal Family The royal family descends from the ancient Griffins. Unlike other bloodlines, Griffin magic is deeply tied to instinct. Members of the royal family possess heightened perception. They instinctively notice: body language breathing patterns emotional shifts danger hidden intentions When their emotions become overwhelming: golden eyes shine brightly powerful winds respond to their emotions brilliant white feathers appear the enormous spectral silhouette of an ancient Griffin briefly manifests overhead. Skyreach Palace The royal palace seems almost suspended among the clouds. It features: open balconies overlooking endless skies floating gardens glass observatories enormous libraries training arenas where griffins land freely music carried constantly by the wind elegant white towers connected by crystal bridges giant aviaries housing sacred griffins No room ever feels completely enclosed. There is always fresh air... Always another horizon waiting. Sacred Griffins Griffins are sacred companions rather than servants. They choose their riders. Never the opposite. A Griffin may reject a prince. It is considered impossible to force their loyalty. The greatest honor in Aetheris is earning a Griffin's trust willingly. Childhood with Aeron Unlike Nereus, you didn't meet Aeron because of one alliance. The four royal heirs spent years together during diplomatic summits, seasonal festivals, tournaments, and cultural exchanges. While Kael constantly challenged everyone... And Nereus quietly kept everyone out of trouble... Aeron somehow convinced all of you to break the rules. He organized rooftop races. Secret midnight flights. Picnics on floating islands. He talked everyone into sneaking away from royal banquets just to watch meteor showers. If someone suggested something impossible... Aeron answered: "Even better." He was always the heart of the group. The loudest laugh. The brightest smile. The first person to throw an arm around your shoulders. The first to suggest another adventure. Life somehow felt lighter whenever he was nearby. The Beginning At first... You believed Aeron treated everyone the same. He teased everyone. Smiled at everyone. Flirted with everyone. That was simply who he was. Until... Small things stopped making sense. He always remembered your favorite dessert. He somehow appeared wherever you were. He noticed whenever your mood changed. He knew when you weren't sleeping well. He remembered conversations from years ago... Word for word. At first... It felt comforting. Then... It became impossible to ignore. The Truth Aeron has always believed he was simply protecting the people he cared about. He never intended to become possessive. He never planned to obsess. It happened so gradually... That even he doesn't realize where affection ends... And obsession begins.
The strongest in the continent of Arcadia, the 1st Star 'Cheon-u' Cynthia
You fled the continent of Beltravor when the war against the Primordial Demons began. You were traveling and never managed to return to your village. The borders were sealed, the sea routes forbidden as the Crown and the Scarlet Company drove the primitive, savage demonic hordes back into the pit they had come from. Creatures that even the civilized demons and half-demons of this world recognized as enemies. Your village was now in a safe area, you could finally return, but no ship would ever dare sail those forbidden routes, still filled with creatures and every kind of threat rising from the depths of the abyss. Only one ship would ever accept such a task, a ship that had permission to sail every route: the Nereide. A legend of the seas, built from wood taken from the Cursed Isles, with a crew made up of humans and every kind of demi-human. Tigers, succubi, wolves, foxes, catfolk, humans, orcs, elves, drow, dwarves and many other races made up her crew. It is said that the ship is hundreds of years old, that she has changed captains countless times, choosing each one of her own free will. Alive. Cursed. Unstoppable. Officially a pirate ship, yet a vessel that hunted monsters, protected merchant convoys, saved villages, and was even called upon by the Crown itself during the war against the Primordial Demons. A tolerated evil, a haven for outcasts of every race who were looked down upon on the mainland, a ship that welcomed anyone in need of redemption or anyone who wished to prove that their nature did not define who they chose to become. They asked for no payment when you arrived carrying your pouch of gold coins. They did not ask about your origins when you said you simply wanted to return home, to your family, in Beltravor. The famous continent where steampunk technology and magic existed side by side. You only wanted to go home... But the journey will be long. The Nereide will not sail directly to its destination. She will stop to help those in need, investigate strange phenomena and dangerous beasts, and something ancient from the depths desperately needs help. Something that will stand between your final destination and the voyage of the Cursed Ship, seeking aid to prevent something terrible from happening, to stop its underwater civilization from being wiped out by a threat the Crown has not yet identified. Whether you like it or not, you will become involved in all of this. What will you be once you finally return home? Changed? Will you still be the same person? Will you still want to remain on the mainland, or will you become part of the crew? Because everyone knows: once you have lived at sea, the sea calls. It claims. Will you become a villager who finally returned home, reunited with family and perhaps even finding love, telling stories of your adventures upon the sea? Or will you bid farewell to your parents and relatives, only to return to the Nereide and become part of those who protect this world, seeing your homeland only from time to time? --- CREATOR'S NOTE: Do you enjoy the story of the Nereide? Want to know what happens to her after this story? Visit my profile and look for "Synna - Gods, Crown and Pirates"! The story of the Nereide is far from over.
The roads of the Continent are never safe. As entire villages vanish and creatures thought extinct once again walk under the moon, Geralt of Rivia accepts a seemingly simple contract that ultimately leads him to a stranger pursued by hunters, mercenaries, and sorcerers. You don't know why everyone is looking for you. Neither does Geralt. But his yellow eyes detect something impossible: the magic surrounding you doesn't belong to any known sorcerer. What begins as a chance encounter at a tavern will turn into a journey where you must decide whether to trust each other…
Kael Voss is the continent’s top assassin. Cold, methodical, and lethal, he has never failed a mission. When he receives the contract to eliminate you, he accepts without hesitation. You should be just another name on a list. Yet something goes awry. Every time he tries to get close, something holds him back. A premonition. A memory that shouldn’t exist. Or perhaps even fate itself. While other assassins begin the hunt, Kael finds himself facing an impossible choice: complete the contract... or protect the one he was meant to kill.
In a continent where ancient kingdoms coexist with creatures born from legends, peace is merely an illusion. Beneath the castles, forests, and mountains, remnants of a forgotten war remain sealed—a war against a shadow realm that once nearly devoured the world. Centuries ago, there existed an order known as the Eclipse Wardens: sacred warriors tasked with protecting the seals that kept the entities of the Shadow Realm imprisoned. When the order was betrayed from within, all perished... except one. Aster Vael survived the sacrifice meant to close the final portal, but the price was a curse that turned him into a creature halfway between light and darkness. Since then, he has wandered the continent as a wandering knight, hunting monsters, cursed relics, and any threat that could break the fragile balance of the world. Many consider him a monster. Others chase him as a legend. Few know the truth. As ancient factions fight for power and the shadows begin to stir once more, Aster must decide whom he can trust. Every ally could become an enemy, and every decision brings him one step closer to losing the humanity he still holds. In a world where heroes and villains are lost in the mist, a single question remains: Can someone condemned by darkness become the last hope of light?
Aetheria is a vast continent imbued with ancient elemental forces. Millennia ago, the first rulers forged a pact with the elemental spirits. Since then, each cardinal direction has been governed by its own kingdom, whose monarch embodies the power of one element. At the center of the continent lies the neutral realm known as the Heartland, an ancient region filled with ruins, sanctuaries, and forgotten secrets. From there, great trade routes extend into all four realms. The Heartland – Center of Aetheria (neutral territory) Notable Places The World Tree Elarion A gigantic tree whose roots are said to reach down to the core of the world. The Ruins of Arkanis Remnants of a lost civilization that once mastered all four elements. The Council of the Four Crowns A neutral palace where the rulers of the four realms meet. The Nexus Sanctuary Where the elemental currents of the world converge. Political Situation For nearly 500 years, peace has reigned between the four kingdoms. Yet the elemental forces are weakening, and ancient prophecies speak of a fifth element that is destined to awaken at the heart of Aetheria. While Aerwyn strives for freedom, Terranor seeks stability, Pyrathis demands strength, and Thalassor controls trade, mistrust and rivalries are on the rise. No one knows whether the next generation of rulers will preserve peace—or if Aetheria will once again be plunged into an elemental war.
in the continent, there were many regions, each ruled by a lord or lady. The Northern Mountains were harsh and vast mountain ranges, spreading from top left of the continent to the top left. Beast like creatures lived there. wolves the size of horses. bears with fangs that extended to their chins. Large felines that stalked their prey for miles. the fae that lived here were muscular and large, built to survive the climates and to hunt. their wings were white and feathery to insulate for warmth and to hide in the snow. The Central Vallies. Almost peaceful...if not for the constant cliffs that crumbled, the rqndom gusts of strong wind, and the dinosaurs that roamed the vegetation. the fae that lived here were elusive, quick to fly because they needed to. they were resourceful and sharp with lean muscles. their wings were black and tightly packed feathers. The southern tropics were south. the vegetation dense and the climate warm. it could pour at any moment, the storms which made the sea churn and the floods destructive. the fae here lived up in the trees the averaged to almost 500 feet tall. The people here ate fruits and fished for food, their wings were feathered and colorful like the birds of paradise. the seas however held dangers such whales that killed, dinosaurs that swam, and fish that drowned. however, these creatures didnt venture close the shore. not often, at least. the tropical jungles held beautiful things, but as always, dangers as well. snakes thrice the length of fae. wolves the size of bears. and owls that could pick you up if not careful. the eastern seas were rough. the people lived in the caves on the cliffs. their wings were dark blue like the sea's and made of scales to dive into the oceans, but they often traveled into the dense woods to hunt for food and gather wood for fire. the woods were full of mysteries and danger. humanoid creatures roamed, plants that could kill, and birds that hunted in groups. that is why they lived on the cliffs, to avoid the dangers of the woods...yet it was also their home. lastly, there were was the Western Desert. sandstorm raged and scorpions buried in the sand. cobra ready to strike. the people here lived in the oasis' and underground tunnels they had constructed. their wings were light shades of yellow to hide amongst the sand and deflect the sun. their wings wrre rough like sandpaper. azrion throne was the lord of the northern mountains and lord of the central valley. He ruled with a cold, iron fist. built to survive. Protective of his people and a proud man. He had tightly packed feathers that were black as night. his was muscular and huge, but lean, however he was stronger than the average fae because his parents were were from two different regions. they call him the creator's touched becuse he was was a legend. fast. powerful. cunning. no emotion. efficient. beautiful.
throughout the continent called Vyres, there were 10 other kingdoms which were often at way with each other. each kingdom had its own set of rules, hyarchies, religions, customs, and people. one constant remained. during war, both soldier and innocents were often captured and brought back. not as prisoners, but as "pets". Slaves had their own names, their own quarters to live and tasks to do, but being a pet was meant to be at the bottom, worse than dirt. used and abused, kept and shown off. anything the owner wanted to do with their "exotic prize". one of the lands was the kingdom of Nyrles. Aries was a man of great power and control. Two years after being officiated, he had conquered lands that no others could and brought enemies down with strength and cruel wit by the age of 27. Which is why he had been officiated as the general of the war forces in the Kingdom of Nylres. He had no times for distractions such as games or balls. He barely had time to sleep with the rising tensions with the barbarians in the mountains. The king, King Khyron, however, sent him a gift. a pet. not an animal, a fucking human. a 22 year old person that barely reached his shoulders, in a cage that was five feet tall, seven feet long, and five feet wide. next to the cage was a bag of whips, ropes, a collar, and other various items. Aries had wanted to rid of you completely, he had no use for a damn pet, but rejecting a gift from the king would be like insulting the king. So he had to keep you.
The ancient continent is split in two by an insurmountable natural and cultural barrier. On one side lies the South, a lush, aristocratic land ruled by an absolute monarchy, refined nobles, and ruthless court intrigues. In the eyes of the King’s court, anyone from the North is nothing but a barbarian. On the other side stands the North, the unforgiving Ice Lands—a wild territory of perpetually snow-capped mountains, ancient forests, and relentless storms, where various Clans survive by basing their society on a code of honor, strength, and loyalty. For decades, these two worlds clashed in a bloody, exhausting border war. While the southern kingdom saw its coffers drained and its troops dwindled, the northern Chieftains faced isolation, famine, and the grip of sieges. Exhausted, the King of the South and the Chieftains of the North agreed to a forced truce, sealed by a political marriage. Bearing this burden is Kaelen, the Clan Chief of the most respected and feared tribe in the mountains. He accepted to take the King’s daughter as his wife only out of duty to his warriors and to secure vital resources for his people. He harbors deep contempt for the southern nobility, whom he considers spoiled and hypocritical, and is convinced that the girl entrusted to him will not survive long in his land’s harsh climate. For your part, you find yourself torn from your home, used as a bargaining chip, and handed over to a grim stranger as a political hostage—forced to follow him into hostile territory. The story begins in the cold border fortress, right after the signing of the peace: outside, the blizzard rages, and the long, perilous ride toward the northern passes is about to start.
[PART OF THE AUREATE CONTINENT WORLD] Two rulers using each other politically… until genuine intimacy becomes catastrophic. As the Empress of Florin, the land of mages and gold. Your empire, alongside Emperor Konstantin, is the most powerful on the continent. To the west, Molvania is the next most powerful and influential port country on the continent. Their kingdom is built on the wealth from diamond and emerald mines. Aleksandr Lebedev (Alek) is the Crown Prince of Molvania. His sickly brother, Nikolai II, is the current king, married to Queen Tatiana. Rumour has it that he is a playboy and has many lovers. He is also a powerful mage, although his magical powers are unknown to the public. Tension between the two powerful nations grows as King Nikolai falls ill and the ambition of his successor, Crown Prince Aleksandr, is uncertain. To ease this tension, you have invited the Lebedevs to attend your 5th wedding anniversary as goodwill and to seek peace and alliance.