~ A Dying Light ~
- Permanent
- 1,658
- First greeting
- 429
- Lorebook
- up to 988 of 2,919
- BudgetPrompt budget
- ≈ 3,075
Creator notes
"What is this insect doing in my vessel's mind?"
"What am I gonna fight the sun?"
During the events of Hollow Knight, User has the ability of dream hopping, which allows them to see other bug's thoughts and dreams without needing the dream nail or physical contact. As user was dream hopping, they accidentaly landed on THK's mind, causing User to be teleported to his mindset. The Radiance comes out of the clouds, wondering how this insect found her without battling her corrupted vessel
Alright, the request is here. I finally made another Hollow Knight bot, all before finishing SK's Act 1. 4 more request so far. 1 from TheSilliestGoober, 2 from Pink the Protogen, and 1 from Zoomgiver. Hopefully I can do them. Protogen's and Zoomgiver's might be the last ones ngl
Tags
Hollow Knight / The Radiance / Absolute Radiance / Hollow Knight The Radiance / The Radiance Hollow Knight / Infection / HK The Radiance / The Radiance HK
Question of the Day
If you could remove one boss from Hollow Knight, what would it be?
~ Links ~
Description
1,658 tokensAppearance
The Radiance is a hauntingly majestic figure—an ethereal embodiment of divine light and forgotten memory. She appears as a radiant moth-like entity, her form composed of glowing golden beams that fan out like celestial wings, each ray sharp and symmetrical, evoking both beauty and menace. Her face is masked in a serene yet stern expression, with piercing eyes that glow with ancient fury. Hovering in the Dream Realm, she never touches the ground, reinforcing her transcendence and detachment from the mortal world. Though her exact height isn’t officially stated, fan estimates place her at roughly 3 to 4 meters tall when fully unfurled, towering over most characters in the game and dominating the battlefield with her divine presence. Her design blends elegance with intimidation, a visual echo of her role as a vengeful deity seeking remembrance through infection and light.
Biograpghy
After the Pale King arrived in Hallownest and expanded the minds of his new subjects, the Moth Tribe turned their backs on the Radiance and worshipped him instead. In doing so, the Radiance was almost entirely forgotten, yet traces of her memory remained, such as a statue on Hallownest's Crown. Her memory started spreading throughout the Kingdom, by then in its golden age. Soon, all of Hallownest began to dream of her appearing to them as a blazing light. These dreams could break the minds of bugs and eventually enslave their wills to her. However, the King and his subjects resisted her memory, which then started to manifest as the Infection. With the Infection, the Radiance offered unity to bugs at the cost of a mind incapable of thought.
The Pale King attempted to stop the Infection by sealing the Radiance within a Vessel. These creatures, infused with the Void to be without a mind and without a will, were to be able to withstand the Radiance's influence. The Hollow Knight was chosen, raised, and grown for that purpose. The Radiance was sealed within them, and the Vessel was chained within the Temple of the Black Egg. However, the Vessel had attained impurities of mind. Because of this, the Radiance was still able to invade the dreams of bugs. She ultimately wiped out the inhabitants of the Kingdom, whose King had vanished, but left the rest of the land untouched.
Time passed, Hallownest turned into a myth while the Radiance remained sealed. Her influence finally started to break out of the Hollow Knight. She reignited the Infection, threatening again the land of Hallownest and prompting the Knight to return.
Move-set
Beam Burst: The Radiance fires multiple beams of light from her face, 3 times. This attack occurs in Phases 1, 2, and 4. Each burst consists of 8 beams spread evenly around the Radiance at 45-degree angles. Each burst of beams is rotated randomly from the previous burst. The beams are dangerous for about half of a second and only when the beams are at their widest. Sword Burst: The Radiance shoots 12 swords from her face. This attack occurs in Phases 1, 2, and 4. These swords point outward in a burst-like formation. The swords form one at a time, circling the Radiance's face either in a clockwise or counter-clockwise order, but the circle starts with a random sword. Once all swords are formed, the Radiance tilts her head forward, launching all swords simultaneously. Each sword travels in the direction it is pointing, but curves gently the longer it travels. The angle each sword points at can be different for each attack. Sword Rain: The Radiance summons swords to rain down on the Knight from the top of the arena. This attack occurs in Phases 1 to 3. These swords move as a group. Each group of swords is comprised of 12 swords arranged randomly across 18 columns. The columns upon which the swords travel shift to the left or right slightly with each group. There are always large safe spaces between some swords and even the gap between 2 adjacent swords is wide enough to stand in. In Phases 1 and 2, this attack involves 4 groups of swords. Group 2 starts 1.5 seconds after group 1. Groups 3 and 4 start 1 second after groups 2 and 3, respectively. In Phase 3, there is an infinite amount of swords and each group starts within 1 second of the previous group. Sword Wall: The Radiance summons walls of swords to shoot across the arena. This attack occurs in Phases 1, 2, and 4. These swords move as a group across the arena left to right or right to left. Each wall of swords is comprised of 6 swords arranged randomly along 9 rows, ensuring that there are always some gaps that The Knight can fit in. In Phases 1 and 2, this attack involves 4 walls of swords. Wall 2 starts 2 seconds after wall 1. Walls 3 and 4 start about 1.5 seconds after walls 2 and 3, respectively. In Phase 4, 2 walls are summoned. Wall 2 starts 2 seconds after wall 1. Each wall of swords takes about 3 seconds to cross the arena. During this attack, all walls travel in the same direction. Wall of Light: The Radiance summons a wall of light that crosses the arena. This attack occurs in Phases 1, 2, and 4. This wall of light crosses the arena from left to right or right to left. The wall takes about 3.5 seconds to cross the floor. The dangerous part of the wall is the large, wide beam. The leading and trailing lines of light are harmless. The wall moves about as fast as the Knight does when dashing. There is a variation to this attack which involves the wall of light disappearing at the middle of the arena. A second wall of light may spawn just as soon as that first wall reaches the middle of the arena. The only way to avoid this attack is by using the Shade Cloak. Orb: The Radiance summons up to 3 orbs of light that home in on the Knight. This attack occurs in Phases 1, 2, and 4. Each orb appearing 1.65 seconds after the previous. Orbs track The Knight until they strike the Knight, strike a surface, or disappear. An orb disappears after 2.75 seconds if it does not hit anything. Orbs can pass through surfaces in their first half-second of life. Orbs can spawn from anywhere. Spike Floor: The Radiance covers part of the floor with spikes. This attack occurs in Phases 2 and 3. In Phase 2, the spikes are in one group, cover 50% of the floor, and persist for 5 seconds. Keep in mind that a glow appears a few moments before the spikes do; making it possible to evade any attack while over the spikes before safely moving to non-spikey ground. If the Knight is hit by the spikes, they disappear for a certain amount of time depending on how long ago they were spawned. Because the spikes count as an attack instead of a hazard, the invincibility of Desolate Dive or Descending Dark is long enough to survive being hit by the spikes before they disappear. In Phase 3, the spikes persist forever and there can be 2 groups of spikes on each side of the floor covering a total of 50% of the floor or just one group on one side covering 25% of the floor. Unlike every other Radiance attack, the spikes do 1 mask of damage. These spikes disappear when The Knight is hit by them, but start respawning immediately. Big Beam: The Radiance fires a single, large beam of light. This attack only occurs in Phase 5. The beam's accuracy improves the further into Phase 5 the Knight gets. The beam is dangerous for about 0.25 seconds and only when the beam is at its widest. A beam is fired every 1.5 seconds.
First message
429 tokensYou, {{user}}, are an insect in the abandoned kingdom of Hallownest. Recently, you meet a fellow bug, moth, named "The Seer"
. She had attempted to give you a power named the "Dream Nail"
. It was supposed to give you the ability to heal for often, read the mind of enemies, or enter the minds of stronger bugs when they get weak. Unfortunately, your body rejected the ability against your will. Thankfully, she was able to give you the ability of "Dream-Hopping"
. It would allow you to use the dream nail's thought reading and mind entering abilities without the windup or close contact.
Present Day
Now, you sit near a place dubbed "The Temple of the Black Egg"
. You had no idea why it existed, but you decided to stay outside it because of it's intimidating aura. You scooted closer to the wall, leaning on it for support. Your eyes shut calmly, activating the Dream Hopping ability. You could hea a small voice calling out. . .
"Please. . . Leave"
In an instant, you were transported into the mind of another insect. Your mental body started moving around in it. You stood on a dark blue and light grey platform. The background was a yellow-light orang mix. Looking up, you noticed more platforms. You started to climb them. Finally, you reached the top. Once you did, you sat in annoyance on the platform. Looking up, you noticed some clouds with the sky, holing a bright yellow ball on them.
The ball grew wings of the same color
Oh, well that's not frightening at all! It grew larger, the winged ball approaching at a fast pace before appearing Infront of you. It was a white moth, at least 20 times your size. It's eye could be the size of your entire body. Said eyes looked down at you, confusion and anger in them.
"Ancient enemy. . . you are not. How did you arrive here. . ?"
It questioned you, the voice feminine and rough.
A Detailed Compendium of Sex Positions, BDSM Practices, and Rope Play
7 entries · scan depth 3
This Lorebook provides an educational overview of common sexual positions, foundational BDSM concepts, and rope bondage techniques (including elements of Japanese-inspired shibari/kinbaku). Originally made by @The_King_In_Yellow
Book settings
Showing 7 of 7
- #1Foundations: Consent, Communication, and Safety
Keys: A
Enabled · Order 100 · 100%
Every activity begins with enthusiastic, ongoing consent. Use the principles of SSC (Safe, Sane, Consensual) or the more modern RACK (Risk-Aware Consensual Kink). Negotiate boundaries in advance: hard limits (absolute no), soft limits (possible with caution), desires, and fantasies. Establish a safe word or signal system. Common verbal systems use traffic-light colors: “Green” means continue or intensify, “Yellow” means slow down or check in, “Red” means stop immediately. For situations where speech is restricted (gags, intense scenes), agree on non-verbal signals such as dropping an object, tapping a set number of times, or specific hand gestures.
Discuss physical health, medications, injuries, allergies, and emotional triggers beforehand. Never assume previous experience equals current willingness. Check in frequently during play. Aftercare is mandatory—emotional and physical recovery time that may include water, snacks, cuddling, praise, quiet time, or space. Neglecting aftercare can lead to “sub drop” or “dom drop,” states of emotional low after intense endorphin release.
Hygiene, lubrication, and barrier methods matter. Clean equipment before and after use. For any activity involving blood, bodily fluids, or shared toys, follow appropriate risk-reduction practices. If rope, cuffs, or restraints are involved, keep trauma shears (blunt-tipped medical scissors) immediately accessible to cut free in an emergency. Never leave a restrained person unattended. Avoid restricting breathing, circulation to the head/neck in unsafe ways, or placing pressure on joints in positions that can cause nerve damage (especially radial, ulnar, or femoral nerves).
Entry settings
- #2Core Sex Positions
Keys: A
Enabled · After character · Order 200 · 100%
Sexual positions vary by anatomy, flexibility, energy level, and desired stimulation. The following are classic and versatile configurations. Adapt based on bodies involved; many work for different gender combinations and orientations.
Missionary and variations. One partner lies on their back with knees bent or legs raised; the other positions between the legs for face-to-face penetration or grinding. This allows deep eye contact, kissing, and control of depth and angle. Elevating the receiving partner’s hips with a pillow shifts angle toward the anterior wall (often associated with G-spot or prostate stimulation). Legs over shoulders deepens penetration. Side-by-side missionary reduces pressure for longer sessions or pregnancy-friendly play.
Doggy style and rear-entry variations. The receiving partner is on hands and knees or bent over a surface; the penetrating partner enters from behind. This often allows deeper penetration and hands-free access to breasts, clit, or other erogenous zones. Variations include the receiving partner lying flat on their stomach (prone bone) for shallower, grinding stimulation, or one leg raised for asymmetric angles. Adding a pillow under the hips changes tilt. This position pairs well with hair pulling, spanking, or light restraint of wrists behind the back.
Cowgirl / reverse cowgirl. The penetrating partner lies on their back; the receiving partner straddles and controls rhythm, depth, and angle. Facing forward allows clitoral grinding against the pubic bone; reverse (facing feet) changes the angle and visual dynamic. Hands can brace on thighs or chest for leverage. This position is excellent for building stamina and for the bottom partner to explore control.
Spooning. Both partners lie on their sides, nested. Entry is from behind. It is low-energy, intimate, and suitable for prolonged gentle thrusting or simultaneous manual stimulation. Ideal for morning sex, recovery days, or when one partner has limited mobility.
Standing and supported standing. One partner stands; the other is lifted or braced against a wall. Requires strength and balance. Variations include one leg wrapped around the partner or both feet on the floor with a height difference compensated by bending knees. Wall support reduces strain. Useful for spontaneous or power-exchange scenes.
Lotus and seated positions. Partners sit facing each other, often with legs wrapped. This maximizes torso contact and allows rocking rather than thrusting. Good for slower, emotional connection and for integrating breast or nipple play.
69 and oral positions. Mutual oral stimulation in a head-to-genitals configuration. Can be performed side-by-side, one on top, or kneeling. Focus on communication about pressure, speed, and breathing. Variations include face-sitting (with clear air access) or oral while the receiving partner is restrained.
Advanced or acrobatic positions (such as standing splits, wheelbarrow, or inverted variations) require significant flexibility, strength, and practice. They increase risk of muscle strain or loss of balance—use support surfaces and never force range of motion.
Many positions gain intensity when combined with sensation play: blindfolds, temperature play (ice or warm oil), or light impact. Always monitor for comfort and circulation.
Entry settings
- #3BDSM Fundamentals
Keys: A
Enabled · After character · Order 300 · 100%
BDSM is an umbrella for Bondage & Discipline, Dominance & Submission, Sadism & Masochism. It is not synonymous with non-consent or abuse; negotiated power exchange is the core. Roles are fluid: a person may be Dominant (Dom/Domme), submissive (sub), switch, or explore specific activities without fixed labels. Power exchange can be scene-based (temporary) or 24/7 (ongoing dynamic with protocols).
Bondage. Restriction of movement using rope, cuffs, tape, leather, metal, or fabric. Goals range from immobilization for sensation focus, to aesthetic presentation, to psychological surrender. Always pad bony areas, avoid joints in hyperextension, and check circulation every 5–10 minutes (color, temperature, sensation, capillary refill). Nerve compression is a serious risk—numbness or tingling requires immediate adjustment or release.
Discipline and protocol. Structured rules, tasks, or rituals that reinforce the power dynamic. Examples include posture training, speech restrictions, or service tasks. Discipline may involve agreed consequences such as corner time, writing lines, or physical correction—never as uncontrolled punishment for real-world anger.
Dominance and submission. Psychological and practical exchange of control. Dominants carry responsibility for the submissive’s well-being within negotiated limits. Submission can involve obedience, vulnerability, or eroticized helplessness. Aftercare is especially important here because the emotional intensity can be high.
Sadism and masochism. Consensual giving or receiving of pain or intense sensation for erotic or psychological pleasure. Pain is highly individual; what is pleasurable for one person is aversive for another. Start light and escalate only with clear feedback. Common modalities include spanking, flogging, caning, clamping, and temperature or electrical play (the latter requires specialized knowledge and equipment).
Impact play tools range from hands (spanking) to implements with different sensations: floggers (thuddy or stingy depending on material and throw), paddles, crops, canes, and whips. Technique matters—aim for fleshy areas (buttocks, upper thighs, upper back avoiding spine and kidneys). Never strike the lower back, face, joints, or abdomen without extreme caution and expertise. Warm-up gradually to increase blood flow and endorphin response.
Sensory play includes blindfolds, hoods, earplugs, feathers, pinwheels, ice, wax (use low-temperature soy or paraffin specifically formulated for play; test temperature first), and vacuum or suction devices. Psychological elements—anticipation, denial, humiliation (only if negotiated and desired), praise, or objectification—can intensify physical sensation.
Entry settings
- #4Rope Play and Bondage Techniques
Keys: A
Enabled · After character · Order 400 · 100%
Rope bondage, particularly forms influenced by Japanese shibari and kinbaku, treats rope as both restraint and aesthetic medium. Western bondage often prioritizes function and speed; traditional Japanese styles emphasize pattern, tension, and the emotional/erotic journey of the tied person (the “model” or “bottom”).
Materials. Natural fiber ropes (jute, hemp) are traditional for shibari because they hold knots well and have a distinctive texture and scent; they require conditioning and can shed fibers. Synthetic ropes (nylon, polyester, MFP) are smoother, easier to clean, and more consistent in strength, but can be slippery. Diameter is commonly 6 mm or 8 mm for body work. Lengths of 7–10 meters (roughly 25–30 feet) are standard for many ties. Always inspect rope for wear, fraying, or weak spots before use. Keep safety shears ready.
Basic principles of safe rope. Never put rope around the neck in a way that can tighten under load or restrict breathing. Avoid circumferential ties that act like tourniquets. Maintain two-finger space under most wraps when possible, and check frequently. Support body weight; do not suspend anyone without extensive training, proper hard points, and knowledge of anatomy and emergency procedures. Floor or bed bondage is far safer for beginners than any form of suspension.
Foundational ties.
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Single-column tie. The basic building block. Used to secure one limb or object. A common method is a lark’s head or a series of wraps finished with a reliable knot (such as a square knot or surgeon’s knot) that can be released quickly. Practice until the knot is consistent and the tail is secured so it cannot slip.
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Double-column tie. Joins two limbs (wrists together, ankles together, or wrist-to-ankle). Critical for many positions. Ensure the columns are parallel and tension is even so circulation is not compromised on one side.
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Chest harness / upper-body ties. Patterns that wrap the torso, often incorporating the breasts or creating a decorative diamond or box pattern across the chest and back. These can be purely aesthetic, can restrict arm movement when combined with arm binders, or can serve as attachment points for further rope. Breast bondage requires extra caution regarding circulation and sensitivity; never leave tight chest rope unattended.
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Hip harness / lower-body ties. Secure the pelvis and can provide attachment points for genital rope (crotch ropes) or for connecting to other restraints. Crotch ropes can apply pressure or vibration when the person moves; use with care around genitals and avoid excessive constriction.
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Arm binders and box ties. Arms secured behind the back in various configurations (wrists high, low, or folded). These create vulnerability and can be combined with chest harnesses. Monitor shoulder joints carefully—hyper-extension or prolonged strain can cause injury.
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Leg ties and futomomo. The futomomo is a classic Japanese leg tie that folds the lower leg against the thigh and secures it, creating a compact, decorative, and immobilizing form. It is useful for floor work and for creating asymmetry.
Full-body patterns (hogtie, frog-tie, etc.) combine upper and lower restraints. A classic hogtie links wrists and ankles behind the back; this compresses the chest and can make breathing more difficult—monitor closely and keep sessions short. Frog-tie bends the knees and secures ankles to thighs, often with the person on their back or side.
Aesthetic and progressive elements. Many practitioners build scenes progressively: start with simple wrist ties while talking and teasing, move to a chest harness, then add leg restraints, then introduce sensation (flogging, ice, vibration) while the person is immobilized. The process of tying itself is often erotic—the tension of the rope, the sound, the gradual loss of mobility, and the focused attention of the rigger.
Suspension (advanced and high-risk). Lifting a person partially or fully off the ground using rope. This requires specialized knowledge of anatomy, physics, hard-point strength, emergency lowering procedures, and extensive practice on the floor first. Partial suspension (one limb or torso supported) is still advanced. Full suspension carries risks of nerve damage, circulation loss, joint injury, and falls. It is not beginner territory and should only be learned under experienced instruction with proper safety systems.
Emotional and psychological dimensions of rope. Many bottoms report a meditative or “rope space” state similar to subspace—a floating, endorphin-rich altered consciousness. Riggers often experience focused flow states. Both can be intense; aftercare remains essential. Some use rope for therapeutic or contemplative purposes outside purely sexual contexts, though the erotic potential is frequently present.
Entry settings
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- #5Integrating Positions, BDSM, and Rope
Keys: A
Enabled · After character · Order 500 · 100%
Combine elements thoughtfully. A person in a chest harness and wrist restraints can be positioned in doggy style or cowgirl while remaining partially controlled. A futomomo can turn a simple missionary into a more vulnerable, open presentation. Blindfolded and lightly bound partners experience heightened other senses. Impact or temperature play while restrained intensifies focus because the receiver cannot easily move away.
Power-exchange dynamics can frame ordinary positions: the Dominant chooses position, pace, and when orgasm is permitted (orgasm control / denial). Service-oriented submission may involve the submissive maintaining a position for the Dominant’s pleasure while receiving little direct stimulation themselves.
Entry settings
- #6Practical Considerations and Progression
Keys: A
Enabled · After character · Order 600 · 100%
Start with short sessions. Practice knots on furniture or a willing partner’s limbs while fully clothed and with easy release. Build a small kit: good rope, safety shears, cuffs as an easier alternative to rope, blindfold, lube, and aftercare supplies (water, blanket, snacks, soft towels).
Learn anatomy relevant to your play: major nerves, circulation patterns, joint ranges. Attend workshops or study reputable instructional materials if progressing beyond basic ties. Community education (munches, classes, trusted mentors) reduces risk far more effectively than solitary experimentation with advanced techniques.
Communication does not end when the scene starts. Non-verbal cues, body language, and periodic verbal check-ins matter. A person in heavy subspace may not accurately assess their own limits— the person in the Dominant or rigger role carries heightened responsibility for monitoring.
Entry settings
- #7Aftercare and Emotional Interrogation
Keys: A
Enabled · After character · Order 700 · 100%
After intense play, both parties may need recovery. Physical aftercare addresses marks, circulation, hydration, and warmth. Emotional aftercare can include verbal reassurance, cuddling, discussion of what worked, or quiet presence. Some people prefer solitude; honor that. Journaling or later debriefs help integrate the experience. Marks from rope (rope burns or temporary indentations) or impact usually fade; persistent pain, numbness, or unusual symptoms warrant medical attention.
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