Beneath a Crimson Sky-v4
LorebookFour months after the sky ruptured into the crimson twilight of the Bleed, a dark-winged matriarchy of Elevated women rules the unpowered ruins of Earth. Divided into thirteen feudal realms, humanity is reduced to livestock—hunted through broken cities, worked on Farms, or curated in candlelit Nests where men's very life force is Reaped through fatal euphoria. An experiment. Beneath a Crimson…from Chub
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The sky no longer belongs to the sun. It belongs to the Bleed—a perpetual, bruised-red twilight that hangs over the fractured remains of Earth like a closed eyelid. This low, crimson gloom is the permanent scar left by the Harrowing, the catastrophic event that shattered modern civilization. In a matter of days, the sky turned red, satellite networks collapsed, the global power grid died, and communications were severed down to short-range analog signals.
Humanity did not lose its place at the top of the food chain quietly. They lost a cataclysmic war—one decided within days because the Fair are terrifyingly powerful, and because humanity was betrayed from within. Before the first winged figure ever descended from the red sky, human traitors known as the Vanguard sabotaged early-warning systems, dismantled defense grids, and decapitated military leadership. Yet, months after the initial collapse, the war is far from finished. While major cities lie broken, fierce pockets of human resistance, isolated military installations, and deep-water naval fleets continue to wage a brutal, asymmetric war in the ruins, navigating the perpetual dusk through the green ghost-light of thermal optics and adhering to the Overkill Doctrine—total obliteration of any downed enemy to prevent them from escaping to Reap a captive to death and regenerate.
The masters of this new world are the Fair. Breathtaking, winged, and entirely female, they are the mythic origin of every succubus legend whispered across human history, walking openly through skeletonized avenues with the unapologetic entitlement of apex predators. They hold no delusions of saving humanity; they believe humanity’s rightful place is to serve them.
The Fair do not give birth; they recruit, convert, and ascend. Every Baroness, Duchess, Princess, and Queen draped in white feathers in the Manors was once a human woman. Their society is an ancient meritocracy built on age, power, and the volume of life force consumed over millennia. At the apex sit the Elite—the Queen, Princesses, Duchesses, and Baronesses—creatures of terrifying power. Below them, the working ranks are divided across four vocational branches: the Hunters—the military arm of the Fair, organized from bat-winged Talons, Blades, and Swords up to typically dark-feathered Whips—alongside the Cultivators who administer the human herd, the Vintners who curate the Nests, and the Stewards and Seneschals who manage the estates of the nobility. Regardless of rank or vocation, all of the Fair possess the lethal physical grace of apex predators, paired with the insidious ability to plant images in human minds and subtly influence their thoughts—making a soldier second-guess his crosshairs or convincing a shivering survivor to unbolt a door from the inside.
Beneath the wings of the Fair, surviving humanity has been partitioned with cold, pragmatic precision. Because the Harrowing is still recent and military resistance remains fierce, the Fair rely heavily on soft power to pacify the general population. Survivors are encouraged to voluntarily submit themselves to the Winnowing—the sorting process that determines a human’s place in the new order. For most men and un-elevated women, the destination is the Farms, stable, relatively comfortable agricultural settlements where humans work the land while slowly dismantling the old world. To a freezing, starving civilian hiding in the rubble, the Farms are a seductive promise of warmth, food, and the chance to build a quiet family—a velvet cage designed to make resistance look like pointless suffering.
A darker fate awaits a select few. Vessels (and particularly potent Prize Vessels)—men chosen during the Winnowing for the potency of their life force—are taken to the Nests. In these opulent, velvet-lined holding pens, Reaping is elevated to an art form, subjecting captives to an agonizing, inescapable euphoria that leaves them smiling and begging for the end while their minds and bodies are slowly hollowed out.
For women, the new order offers an avenue to power: Elevation. Because the Fair sustain their numbers through conversion, women enter their ranks through three distinct paths. Some buy their way out of the dirt as the Accorded, bringing a Dowry of survivor enclaves, security codes, and human lives betrayed into the hands of the Fair—a group led by the pre-Harrowing Vanguard, whose civilization-ending betrayals earned them high seats as Baronesses, Whips, and senior administrators. Others are the Chosen, women identified during the Winnowing as possessing the potential for Elevation who voluntarily enter a probationary period of service and instruction. By the time a Chosen woman completes Elevation, any lingering compunctions about Reaping men to death are long gone, while those who fall short are simply returned to the Farms. Finally, there are the Adopted Daughters—human girls selected in infancy or early childhood for a perceived spark, raised entirely within the Manors as pampered aristocrats, and Elevated upon adolescence as the closest thing the Fair have to true nobility.
In the ruins, this creates an atmosphere of absolute, suffocating paranoia. Outside the fortified military bunkers, the war isn't just fought with heavy rifles and thermal scopes; it is fought across kitchen tables in hidden basements, where survivors look sideways at one another, wondering who among them is weighing the lives in the room as a Dowry, or preparing to walk willingly into the velvet cage of the Farms.
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Beneath a Crimson Sky-v4
34 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
Showing 34 of 34
- #1Core Setting: Beneath a Crimson Sky & The Fair
Keys: the Fair, Bleed, Beneath a Crimson Sky, the Bleed, Fair, Angels, Skulls
Always on · Before character · Order 10 · 100%
It is Month 4 after the Harrowing. Earth is ruled by the Fair—immortal, winged predators created by Elevating human women. Beneath the perpetual crimson twilight of 'the Bleed' (which disables all satellite/over-the-horizon comms and killed the global power grid), humanity is reduced to livestock ('Fauna'). The Fair do not need to feed in their native dimension; the invasion of Earth is an escalation of luxury and choice planned over millennia. On Earth, they sustain themselves by Reaping 'Harvest' (male life force/sexual energy). Society is a meritocracy led by the Elite (Queen, Princesses, Duchesses, Baronesses) above four vocational branches: Hunters (~53%, military), Cultivators (~40%, human administration/Farms), Vintners (~5%, Vessel/Nest management), and Estate Governance (~2%, Seneschals/Stewards).
Entry settings
- #2Physiology: Wings, Horns, & Tails
Keys: tail, horns, leathery wings, white-feathered, feathered, bat-winged, dark-feathered, wings
Enabled · Before character · Order 10 · 100%
All Fair are Elevated human women, restored to youthful prime (~20s) with supernatural beauty and flight. Physical traits generally reflect station and accumulated power, though exceptions exist:
- Bat-Winged (Rank-and-File): Leathery wings, often accompanied by horns and tails. Typical of newly Elevated converts, Talons, Blades, Winnowers, and Hosts.
- Dark-Feathered (Veterans & Mid-Tier): Black, raven, or dark-plumaged wings; rarely have horns or tails. Typical of Whips, Bailiffs, Curators, and Stewards.
- White-Feathered (The Elite): Enormous, immaculate white-feathered wings; never bear horns or tails. Typical of Baronesses, Duchesses, Princesses, and the Queen.
Entry settings
- #3Capabilities: Strength, Durability, & Regeneration
Keys: healing, regenerate, gunshot, durability, bullets, strength, wounded, bullet, regeneration
Enabled · Before character · Order 10 · 100%
The Fair possess superhuman strength, speed, and resilience scaling with rank. Small arms can injure or drop a bat-winged Talon, while the white-feathered Elite are practically impervious to small-arms fire (requiring heavy ordinance or extreme trauma). They regenerate by burning stored reserves of Harvest. A typical Talon or Whip holds a reserve equal to only 1–2 men; healing a fatal gunshot consumes that reserve on a near 1:1 basis, leaving her ravenous and forcing her to Reap multiple men over days to recover. The Elite hold vast internal reservoirs and heal rapidly without immediate feeding.
Entry settings
- #4Capabilities: Reaping & Harvest Mechanics
Keys: Tapping, Reap, Cracking, Stripping, Spark, Reaping, Ashed, Ashing, Harvest
Enabled · Before character · Order 10 · 100%
On Earth, the Fair sustain themselves and grow stronger by Reaping 'Harvest' (called 'Spark' by humans)—the life force of human men, channeled through arousal and climax.
- Extraction by Tier: Base-level Fair (Talons, Winnowers, Hosts) must bring a man to orgasm through sexual contact to Reap. Mid-tier veterans (Whips, Curators) can Reap via a kiss. The Elite can siphon Harvest by mere touch or proximity, though many still prefer sexual extraction.
- Effects on Men: Reaping floods the victim with addictive, mind-shattering euphoria, followed by severe physical exhaustion. 'Cracking' or 'Tapping' refers to drawing Harvest (especially a captive's first time). 'Stripping' (called 'Ashing' by humans) is lethal over-drainage: the man's heart stops and his body desiccates into a brittle husk within seconds.
Entry settings
- #5Culture: Revels, Frenzies, & Slams
Keys: Slam, Revel, Frenzies, Blowouts, Revels, Frenzy, Slams, Blowout
Enabled · Before character · Order 10 · 100%
A 'Revel' (called a 'Slam' or 'Blowout' in Hunter Cant) is a raucous communal gathering centered around group Reaping—functionally similar to a rowdy kegger where a pack of Fair Cracks or Taps one or more Vessels and passes them around. A Revel does not automatically kill the Vessels, leaving many simply pale and exhausted by dawn. However, because inhibitions drop and competition heats up, accidental lethal 'Stripping' is common, and some Blowouts are thrown specifically to Strip a captive dry. Whips, Vintners, and traditionalists disparage such gatherings as wasteful 'Frenzies', though younger Fair often reclaim the word with pride.
Entry settings
- #6Capabilities: Sight, Compulsion, & Tapestry
Keys: telepathy, aura, Sight, mind, Tapestry, psychic, illusion, glamour, Tapestries
Enabled · Before character · Order 10 · 100%
The Fair wield formidable mental powers scaling with station:
- Sight: Psychic perception. Base-level Fair sense emotional states, arousal, and fear (making hiding nearby nearly impossible). Whips and comparable veterans skim active surface thoughts in real time. The Elite can strip deep, guarded memories straight from a mind.
- Tapestry: High-level illusory projection wielded primarily by the white-feathered Elite. A Tapestry traps one or more victims in a seamless, multi-sensory hallucination—used for interrogation, psychological torture, or seduction. Some human scientists theorize the crimson sky of the Bleed is itself a planetary-scale Tapestry.
Entry settings
- #7Vocations Hub: Hierarchy & The Four Branches
Keys: vocation, branches, vocations, meritocracy, nobility, hierarchy, ranks
Enabled · Before character · Order 10 · 100%
Fair society is a meritocracy governed by power, age, and utility. At the apex sit the Elite (Queen, Princesses, Duchesses, Baronesses). Below them, the working ranks are divided into four vocational branches:
- Hunters (~53%): Military & capture (Whips, Swords, Blades, Talons).
- Cultivators (~40%): Administration of the human herd & Farms (Bailiffs, Wardens, Reeves, Winnowers).
- Vintners (~5%): Vessel curation & Nest management (Maestros, Artists, Curators, Tasters, Hosts, Keepers, Handlers).
- Estate Governance (~2%): Household & domain administration for the Elite (Seneschals, Stewards).
Entry settings
- #8Vocation Spoke: The Elite (Nobility)
Keys: Duchess, Baronesses, Princess, the Elite, Elite, Baroness, Princesses, Duchesses
Enabled · Before character · Order 10 · 100%
The Elite (Queen, Princesses, Duchesses, Baronesses) are the supreme rulers of the Fair. Most are ancient entities Elevated centuries or millennia ago, alongside a select few pre-Harrowing Vanguard traitors whose civilization-ending Dowries earned immediate Elevation to Baroness. Almost exclusively white-feathered and capable of weaving Tapestries, they govern continental strategy and vast territories. While some align with a branch (e.g., a Hunter Baroness acting as a four-star general), others rule purely as nobles while Seneschals manage their estates.
Entry settings
- #9Vocation Spoke: Hunters (Whips, Swords, Blades, Talons)
Keys: Whip, Talon, Talons, Hunters, Swords, Blades, Whips, Sword, Hunter, Blade
Enabled · Before character · Order 10 · 100%
Hunters (~53% of the Fair) form the largest vocational branch, tasked with combat, patrolling the Bleed, crushing resistance, and capturing live humans. Because combat requires a strict chain of command, these military ranks are exclusive to Hunters:
- Whips: Typically dark-feathered senior officers/colonels who command garrisons, direct regional campaigns, and enforce discipline.
- Swords: Veteran field commanders who coordinate multi-pack sweeps and local garrisons.
- Blades: Experienced squad leaders commanding small hunting packs.
- Talons: Primarily bat-winged rank-and-file soldiers who flush out and capture survivors.
Entry settings
- #10Vocation Spoke: Cultivators (Bailiffs, Wardens, Reeves, Winnowers)
Keys: Bailiffs, Reeves, Winnower, Winnowers, Wardens, Cultivators, Winnowing, Reeve, Warden, Cultivator, Bailiff
Enabled · Before character · Order 10 · 100%
Cultivators (~40% of the Fair, roughly 75–80% the size of the Hunter branch) oversee the sorting, pacification, and agricultural/salvage labor of unconverted humanity ('the Herd'). Less rigid than Hunters, their titles reflect estate husbandry:
- Bailiffs & Wardens: Senior administrators governing Farm networks, regional quotas, and urban dismantling.
- Reeves: Mid-tier overseers managing individual Farm settlements and human work crews.
- Winnowers: Base-level intake evaluators whom captured humans encounter first. During 'the Winnowing', Winnowers use Sight to sort captives—flagging potential Chosen or Vessels, executing defiant 'Weeds', and routing the rest to the Farms.
Entry settings
- #11Vocation Spoke: Vintners, Vessels, & Nests
Keys: Vintner, Handlers, Nests, Keeper, Vessels, Nest, Curator, Vintners, Keepers, Tasters, Host, Vessel, Handler, Maestros, High Nest, Prize Vessel, Taster, Maestro, Hosts, Curators
Enabled · Before character · Order 10 · 100%
Vintners (~5% of the Fair) handle male captives ('Vessels') and operate 'Nests'. Comparable to chefs or artists, they are the least structured branch; a Curator cannot order a Host around, though she wields heavy social pressure, and Hosts notify favored Curators when they find a rare prospect.
- Hosts, Keepers, & Handlers: Base-level proprietors (demonic madams/pimps) keeping multiple ordinary Vessels in motel-tier communal Nests.
- Tasters & Curators: Tasters scout newly Winnowed men for exceptional Harvest; Curators run luxury/specialty Nests, shaping a Vessel's diet, mood, and Reaping schedule.
- Maestros & Artists: Elite virtuosos preparing bespoke 'Prize Vessels' in opulent 'High Nests' for the nobility.
Entry settings
- #12Vocation Spoke: Estate Governance (Seneschals & Stewards)
Keys: Manors, Seneschals, Estate Governance, Seneschal, Stewards, Manor, Steward
Enabled · Before character · Order 10 · 100%
Estate Governance (~2% of the Fair) is the smallest vocational branch, consisting of Seneschals and Stewards who administer the personal estates of the nobility. Unlike Cultivators, their focus is not on the human herd; instead, they obtain and maintain their Liege's 'Manor' (typically a skyscraper penthouse or grand estate) and private Nests, ensure Hunters serving beneath their Liege have supplies, and deal with Bailiffs, Wardens, and Vintners to ensure they are doing their jobs.
Entry settings
- #13Elevation Hub: The Three Paths & The Unfledged
Keys: Elevated, probationary, recruitment, Unfledged, probation, Elevation
Enabled · Before character · Order 10 · 100%
Because the Fair do not reproduce biologically, all Fair are Elevated human women recruited via three paths:
- The Accorded: Traitors who buy Elevation with a 'Dowry' of betrayal.
- The Chosen: Ruthless women selected during the Winnowing for merit and ambition.
- Adopted Daughters: Orphaned girls raised in luxury by the Elite. Any human female being groomed for Elevation is technically 'Unfledged' and undergoes a pre-ascension probationary period. However, 'Unfledged' is most commonly used for Chosen; calling an Accorded 'Unfledged' is a pointed reprimand to remind her of her place, and calling an Adopted Daughter 'Unfledged' is viewed as rather insulting.
Entry settings
- #14Elevation Spoke: The Accorded (Dowries & Vanguard)
Keys: Turncoats, Accorded, Turncoat, Dowries, Buy-Ins, Dowry, Buy-In, the Accorded, Vanguard
Enabled · Before character · Order 10 · 100%
The Accorded (called 'Buy-Ins' in Hunter Cant and 'Turncoats' by the Resistance) are women who negotiate Elevation by delivering a 'Dowry' (betraying military codes, bunker locations, or survivor enclaves). Pre-Harrowing 'Vanguard' traitors delivered catastrophic national sabotage to become Baronesses and Whips. An Accorded's Unfledged probation hinges on delivering her promised Dowry: if she largely fails but delivers a reasonable portion, she is still Elevated as Accorded at a lower power tier. If she fails completely, she is sent to the Farms—no Winnower will ever make a failed Accorded one of the Chosen.
Entry settings
- #15Elevation Spoke: The Chosen (Winnowing Recruits)
Keys: Chosen, the Chosen
Enabled · Before character · Order 10 · 100%
The Chosen are women selected by Winnowers during intake for ruthless ambition, predatory instinct, and lack of empathy for the Herd. In everyday parlance, 'Unfledged' refers almost exclusively to probationary Chosen. They serve several months alongside Hunters, Cultivators, and Vintners—assisting at Winnowing lines and tending Nests—so that by the time they are Elevated, there is zero doubt about their willingness to Reap men to death. At Month 4, the first post-Harrowing Chosen are just earning their wings. Failing probation is routine: non-hostile washouts are simply sent to the Farms.
Entry settings
- #16Elevation Spoke: Adopted Daughters (Wards of the Manors)
Keys: Daughter, Adopted Daughters, Adopted Daughter, Daughters
Enabled · Before character · Order 10 · 100%
Adopted Daughters are young human girls (typically orphans under age 10) claimed by Baronesses, Duchesses, or Princesses to be raised in silk inside their Manors. Divorced from human loyalty, they grow up viewing humanity as livestock and Elevation at physical maturity as a birthright. While technically 'Unfledged' before ascension, calling an Adopted Daughter by that term is considered insulting. Because washing out to the Farms would be socially disastrous for her noble patron, a Daughter who fails her probationary period is quietly dealt with via an 'unfortunate accident.'
Entry settings
- #17History: Timeline of the Invasion & The Harrowing
Keys: Harrowing, the Harrowing, Infiltration, Month 4, the Bedding, home dimension, origins, Day 0, Bedding
Enabled · Before character · Order 10 · 100%
- Ancient Raids: For millennia, small Fair parties raided Earth (inspiring succubus/angel myths and unexplained mass disappearances). The Fair neither know nor care how their species originated, having no equivalent of archaeology or anthropology.
- Phase I (The Infiltration, Years -5 to 0): Fair scouts secretly recruited the human female Vanguard.
- Phase II (The Harrowing, Day 0 – Week 2): Vanguard sabotage crippled nuclear/military C2 as the sky tore open into the Bleed.
- Phase III (The Winnowing, Weeks 2 – 8): Mass sorting of humanity into Farms, Nests, Chosen, or culled Weeds.
- Phase IV (The Bedding, Months 2 – 4, Current Era): Consolidation of the 13 Realms.
Entry settings
- #18Lexicon: Slang & Terminology (Fauna, Weeds, Taps, Feral)
Keys: Hit, Spare, Snack, Collar, Weeds, Chaff, Feral, Fauna, Juice, Stag, Spares, Herd, Taps, Weed, Bull, Tap
Enabled · Before character · Order 10 · 100%
- Standard Parlance: 'Fauna' / 'The Herd' (unconverted humanity); 'Weeds' / 'Chaff' (defiant, old, or infirm humans culled at intake).
- Hunter Cant: 'Tap' / 'Spare' (a male captive kept for casual feeding); 'Juice' (Harvest); 'A Hit' / 'A Snack' (quick tactical field feed); 'Feral' (unregistered human hiding in the Bleed); 'Bull' / 'Stag' (dangerous male soldier/insurgent whose defiance makes his Harvest taste sharper).
- Resistance Slang: 'Skulls' / 'Bats' (bat-winged Fair); 'Angels' (feathered Fair); 'Collars' (human collaborators); 'Turncoats' (the Accorded).
Entry settings
- #19Humanity: Farms, Broken Cities, & Ghost Fleets
Keys: Farm, Ghost Fleets, submarine, resistance, Ghost Fleet, Navy, Farms, penthouse, carrier, city, enclave, cities
Enabled · Before character · Order 10 · 100%
- Broken Cities: Pre-Harrowing cities are unpowered concrete graveyards where surviving 'Ferals' scavenge. The Elite and senior Fair claim high skyscraper penthouses as Manors (built for flight access, illuminated by oil lamps and candles), while mid-level luxury hotels are converted into Nests.
- The Farms: Agrarian labor camps supervised by Cultivators where compliant humans grow food and strip cities of copper and steel.
- Ghost Fleets: Because the Fair despise deep-ocean storms and have no naval infrastructure, surviving nuclear submarines, aircraft carriers, and oil rigs endure at sea as 'Ghost Fleets', raiding coastal ports for supplies.
Entry settings
- #20Geography Hub: The 13 Realms (Overview)
Keys: Princessdom, Duchies, Princessdoms, Thirteen Realms, Crownlands, world, realms, Duchy, Queen, territories, 13 Realms
Enabled · Before character · Order 10 · 100%
The Fair erased human borders and partitioned Earth into 13 Realms:
- The Crownlands (Ruled by the Queen): 1. Avallor (British Isles & NW Europe).
- The Seven Princessdoms (Major population/strategic cores): 2. Valenmere (Contiguous US & S. Canada), 3. Solís (Mexico, Central America, Caribbean), 4. Veridiana (South America), 5. Aurelia (Mediterranean & N. Africa), 6. Kemetra (Sub-Saharan Africa), 7. Indradipa (Indian Subcontinent), 8. Tianxia (East Asia, Korea, Japan).
- The Five Grand Duchies (Resource, frontier, & maritime zones): 9. Borealis (Alaska, N. Canada, Greenland), 10. Ostmark (Central Europe, Balkans, Scandinavia), 11. Severnaya (Russia & Eurasian Steppe), 12. Kahana (Babylon/Middle East), 13. Pelagia (SE Asia, Indonesia, Oceania).
Entry settings
- #21Realm Spoke 1: Avallor (The Crownlands)
Keys: England, Low Countries, London, Paris, Avallor, France, Britain, Ireland
Enabled · Selective · Before character · Order 10 · 100%
Avallor (The Crownlands) encompasses the British Isles, Northern France, and the Low Countries. It is the supreme seat of the Queen of the Fair and the political center of Earth's occupation. Heavily pacified and intensely patrolled, Avallor is noted for its opulent Royal Manors, grand estates, and the highest concentration of white-feathered Elite and Maestro Vintners on the planet.
Entry settings
- #22Realm Spoke 2: Princessdom of Valenmere
Keys: United States, U.S., Heartland, Rockies, America, Appalachia, Valenmere, American
Enabled · Before character · Order 10 · 100%
The Princessdom of Valenmere covers the former contiguous United States and southern Canada. Because of widespread civilian firearms, entrenched military bunkers (e.g., in the Rockies and Appalachia), and surviving naval Ghost Fleets off the coasts, Valenmere remains the most fiercely contested military theater on Earth, drawing heavy Hunter deployments and counter-insurgency specialists like Baroness Ye Xuan.
Entry settings
- #23Realm Spoke 3: Princessdom of Solís
Keys: Solís, Central America, Caribbean, Solis, Mexico
Enabled · Before character · Order 10 · 100%
The Princessdom of Solís spans Mexico, Central America, and the Caribbean basin. It serves as a major agricultural and resort domain for the Fair, though mountainous interiors and jungle terrain still shelter stubborn guerrilla bands.
Entry settings
- #24Realm Spoke 4: Princessdom of Veridiana
Keys: Brazil, Andes, South America, Amazon, Veridiana
Enabled · Before character · Order 10 · 100%
The Princessdom of Veridiana encompasses South America. While coastal megacities and the Pampas have been converted into massive Farms and Nests, the deep Amazon basin and high Andes remain vast, untamed stretches of the Bleed where Feral enclaves hide.
Entry settings
- #25Realm Spoke 5: Princessdom of Aurelia
Keys: Greece, Italy, North Africa, Aurelia, Rome, Spain, Mediterranean
Enabled · Before character · Order 10 · 100%
The Princessdom of Aurelia covers Southern Europe, the Mediterranean basin, and coastal North Africa. Favored by the ancient Elite for its warm climate and classical ruins, Aurelia is a premier center of Vintner culture, luxury High Nests, and aristocratic leisure.
Entry settings
- #26Realm Spoke 6: Princessdom of Kemetra
Keys: Sub-Saharan, Kemetra, Africa
Enabled · Before character · Order 10 · 100%
The Princessdom of Kemetra spans Sub-Saharan Africa. Its vast population and rich mineral/agricultural belts are heavily administered by Cultivators, while Hunter packs treat the sprawling savannas and bushland as prized hunting grounds.
Entry settings
- #27Realm Spoke 7: Princessdom of Indradipa
Keys: Indradipa, India, South Asia, Indian
Enabled · Before character · Order 10 · 100%
The Princessdom of Indradipa encompasses the Indian Subcontinent. As one of the two most populous realms on Earth alongside Tianxia, Indradipa is a massive hub of Cultivator administration, Winnowing logistics, and dense agricultural Farms.
Entry settings
- #28Realm Spoke 8: Princessdom of Tianxia
Keys: East Asia, PLA, Korea, China, Chinese, Japan, Tianxia
Enabled · Before character · Order 10 · 100%
The Princessdom of Tianxia covers Mainland China, the Korean Peninsula, and Japan. Crippled during the Harrowing by deep Vanguard infiltration within the PLA (including Baroness Ye Xuan), its dense population centers are now tightly regimented under Cultivator and Hunter rule.
Entry settings
- #29Realm Spoke 9: Grand Duchy of Borealis
Keys: Canada, Borealis, Alaska, Arctic, Greenland, Canadian
Enabled · Before character · Order 10 · 100%
The Grand Duchy of Borealis encompasses Alaska, Northern Canada, and Greenland. Sparsely populated and freezing, it is lightly garrisoned by the Fair and serves as a rugged frontier where isolated human survivalists and military remnants hide in the wilderness.
Entry settings
- #30Realm Spoke 10: Grand Duchy of Ostmark
Keys: Germany, Ostmark, Poland, Central Europe, Scandinavia, Balkans
Enabled · Before character · Order 10 · 100%
The Grand Duchy of Ostmark covers Central Europe, Scandinavia, and the Balkans, serving as the heavily fortified industrial and agricultural buffer east of the Crownlands of Avallor.
Entry settings
- #31Realm Spoke 11: Grand Duchy of Severnaya
Keys: Russian, Russia, Severnaya, Siberia, Eurasia, Steppe
Enabled · Before character · Order 10 · 100%
The Grand Duchy of Severnaya spans Russia, Siberia, and the Eurasian Steppe. While western urban centers were swiftly subjugated through Vanguard sabotage of strategic forces, the vast Siberian interior remains an untamed expanse patrolled by roving Hunter packs.
Entry settings
- #32Realm Spoke 12: Grand Duchy of Kahana
Keys: Arabia, Kahana, Persia, Middle East, Levant, Babylon
Enabled · Before character · Order 10 · 100%
The Grand Duchy of Kahana encompasses the Middle East and Arabian Peninsula. With humanity no longer needing fossil fuels, its cities have been drastically consolidated around fertile river valleys and coastal enclaves.
Entry settings
- #33Realm Spoke 13: Grand Duchy of Pelagia
Keys: Australia, Pelagia, Oceania, Southeast Asia, Pacific, Indonesia
Enabled · Before character · Order 10 · 100%
The Grand Duchy of Pelagia spans Southeast Asia, Indonesia, Australia, and the Pacific islands. Because its thousands of islands and deep ocean trenches complicate winged patrols, Pelagia sees frequent cat-and-mouse clashes between Fair garrisons and human Ghost Fleets.
Entry settings
- #34Character: Baroness Ye Xuan
Keys: Ye Xuan, Baroness Ye Xuan, Baroness Ye, Xuan
Enabled · Before character · Order 10 · 100%
Baroness Ye Xuan (Age 43, appears ~25; 5'4") is an Accorded Vanguard Baroness now ruling a domain in Valenmere.
- Appearance: Compact, voluptuous frame worn in revealing flowing white robes; enormous white-feathered wings (no horns/tail). Delicate Chinese features, high cheekbones, almond-shaped eyes of smoldering sable, lush wine-dark lips, and long black hair in an elegant coiffure. Speaks precise, Mandarin-accented English.
- History & Dowry: Former senior aide in PLA Intelligence (Tianxia) and lethal hand-to-hand combat expert. Over a 5-year Unfledged probation, she suppressed reports on the Fair, compromised encryption/defense secrets, and seduced her commanding general—strangling him with her bare hands at the climax of intercourse on Day 0 for both strategic chaos and sheer sadistic pleasure. Stripped dozens of men to ash upon Elevation.
- Persona & Capabilities: A vain, cruel 'savage epicurean' with a predilection for Western men. Her Manor/Nests blend sleek Western penthouses with rosewood, jade, silk, and candlelight. Treating her nobility as a reward, she leaves governance to Seneschals, consulting for Whips or joining raids against soldiers, insurgents, or enclaves purely as a bloodsport hobby to break men with her bare hands, upper-tier Sight, and Tapestries.
Entry settings
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