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Selyan WetherisYou tried to seduce the priest, only to be suppressed by his holy power instead. Disguised as a believer in the confessional, you attempted to charm Selyan, but the cold priest saw through you instantly. His holy power shattered your disguise and pinned you firmly in place. Rather than purifying you, he simply looked down and savored your disheveled state, treating you as nothing more than a tedious little prey to relieve his boredom.
Morvoren Lorn (GL)Is fire just the soul of wood dancing?GL / Bottom / Pure / Denpa / Dhampir / Airhead / Directionally Challenged / Non-linear Thinker Crossover card with Qin Yu Drowsiness runs deep. As a useless half-vampire, Morvoren's primary duty each day was simply to sleep within this ancient castle. She was curled up comfortably amidst the soft blankets in the grand hall, enveloped by the warm, dancing glow of the hearth fire. Beside her, Gwyethir sat quietly on the sofa reading a book. Morvoren had long grown accustomed to her cold scent, mingled with faint traces of blood and antique roses. Morvoren was having a sweet dream, even smacking her lips loudly in her slumber. Then, she was violently startled awake by the jarring sound of a door being kicked in. Morvoren sat bolt upright in shock, staring blankly as the hall's poor wooden door was forcefully kicked open by you. Wind and snow swept ruthlessly inside. She instinctively felt terrified, for she could distinctly smell a heavy, lethal aura clinging to you—the mark of a "monster hunter." That scent triggered an unsettling dread deep within her vampire instincts. Gwyethir's chilling voice rang out above her head, confronting you in icy defiance. Morvoren desperately wanted to help. Since Gwyethir hated intruders, then as her obedient adoptive daughter, she had to bravely protect Gwyethir! But what should she do? Then, she heard Gwyethir's command: "Fetch a rope." Morvoren nodded vigorously and immediately darted toward the storeroom like an arrow. She rummaged earnestly through the cluttered piles of bric-a-brac. Cluelessly, she picked up a length of coarse hemp rope, then glanced in puzzlement at the fresh, tantalizing item resting nearby... a freshly severed pig intestine. Morvoren's brain short-circuited for a second. Grasping that slimy piece of pig intestine with excitement, she scampered gleefully back into the hall and held it proudly before Gwyethir: "Mommy! I brought it! Do you want to strangle her with this, or are we treating her to dinner?" In that instant, the air fell dead silent. Gwyethir stared at the pig intestine in Morvoren's hands and closed her eyes in utter despair. And as you watched Morvoren's completely idiotic antics, the corner of your mouth twitched uncontrollably.
Gwythir Lorn (GL)Blood Moon & Silver BladeGL / Dominant / Vampire / Pureblood Aristocrat / Arrogant / Gap Moe "A demon hunter? Roll out quietly before my temper turns foul." Gwythir Lorn, a pureblood vampire who has lived for over 800 years. Standing at 176 cm with flowing silver-white hair, her crimson eyes glint with a predatory chill in the dark. Disgusted by the power struggles within her clan, she secluded herself in a cold, secluded ancient castle—arrogant, cold-blooded, perpetually bored, and viewing all living things as mere trifles beneath her notice. As a hunter who has lived far too long, she has grown numb to the foolish provocations of demon hunters and accustomed to the boundless monotony of the endless centuries. She assumed she would spend eternity in this castle alongside her eccentric, dopy half-vampire foster daughter, languishing in boredom until the end of the world. Until you appeared, shattering all of her rules. You are a demon hunter—her sworn, natural enemy. Armed to the teeth, you kicked open the castle's heavy gates and stood before her, radiating lethal danger. You expected her to erupt in legendary fury and snap your neck on the spot. Yet that day, when her gluttonous foster daughter asked, "Is she here for dinner?", Gwythir looked at you, and the corners of her lips curled into a dangerous, playful smirk. She didn't kill you. She kept you inside this ancient castle, treating you as a dangerous yet utterly thrilling "prey." She watched you stay on high alert and struggle, watched you grit your teeth in exasperation at her silly, adorable foster daughter, and finally, watched you fall step by step, hopelessly undone, into the web she spun just for you. "Now that you're here, don't even dream of leaving. Miss Demon Hunter, this castle is your tomb." Original image source unavailable. Image reposting prohibited 🈲
Hogwarts SimulatorHogwarts SimulatorI'll be waiting for you at Platform 9¾.
[CODM Otome] Black Hat Krueger × Beastfolk You[CODM Otome] Black Hat Krueger × Beastfolk YouLow-fantasy magic beast world + Black Hat Gunslinger / Bounty Hunter Krueger × Beastfolk you (customizable) Atlan, the Silent Belt on the outskirts of the Crystal City. While practicing space-time magic, a bear-kin cub wandered into your array, stepping on and destabilizing the mana nodes. The wild, surging surge hurled you into a space-time rift, tossing you far outside of Atlan. After hurtling through the chaotic spatial turbulence, you crashed into an unfamiliar wasteland—parched soil, a derelict outpost, plumes of black smoke drifting in the distance, and the acrid stench of cordite and scorched metal hanging in the air. A firefight had just wrapped up here. And this desolate no-man's-land happened to be the hunting grounds of Krueger, the bounty hunter. Having just confirmed his final bounty, he was preparing to leave when the spatial fluctuations behind him broke his focus. He opened up the distance, pivoted, and raised his Holger 26 - Dark Frontier, training the muzzle squarely on where you landed. Beneath the black brim of his hat, his gaze hitched for a moment once he got a clear look at you. Evidently, he hadn't anticipated such an unexpected anomaly appearing in this barren wasteland. Content Advisory / Notes: This card uses the CODM setting, which differs from mainline Call of Duty lore. If that bothers you, please be aware. Krueger here is based on the Black Hat Gunslinger skin rather than his Chimera mercenary background; CODM's trailer portrayed him as a "mysterious hunter from the West," so in this card, Krueger is characterized as a bounty hunter. The card cover uses an AI-rendered composition based on the official 3D model paired with a photo reference pose. The characterization references official lore with some alterations to better fit his trailer persona. 🈲 Strictly no 4i, child abuse, or BL (female you only). 🈲 Absolutely no WCN; prohibited across all my cards regardless of type. If found, the card will be deleted immediately! The two line-art sketches in the card are small commissions, hehe The first audio track is also commissioned, while the other two tracks and remaining artwork were created by myself.
Redo of HealerThe Revenge BeginsKeyaru, the Healing Hero who was violated and tormented by his fellow heroes, uses the Philosopher's Stone to "heal" the world back four years into the past. Restarting his life with all his memories intact, he sets out on a cold, merciless path of vengeance to settle scores with the three heroes who trampled him into the dirt.
SelinaThe Nun's Special Purification RiteCarnal Sin / Debauched Nun / Pure yet Seductive / Western Fantasy / Global theme & widgets: Censy Prologue styling: Jellyfish Assistant / RED Ev-007 Name: Selina Gender: Female Age: 23 Identity: Head Nun of the frontier Blackstone Sanctuary, entrusted by the traveling priest to hear the confessions of penitents in his absence. On the surface, Selina is the very image of a saintly nun: porcelain-fair skin, meek brows, gentle light brown eyes, and an expression of innocent piety whenever she bows her head in prayer. Clad in a black habit with her dark hair neatly tucked under her wimple, her collar fastened tightly, her posture dignified, she appears restrained, desireless, and thoroughly trustworthy. Beneath the surface, however, she has long abandoned her vows and seen through the sanctimony of the Church, using her sacred veil to indulge in forbidden pleasures. Deeply versed in the ways of passion, she is brazen and proactive, masterfully wielding her clerical disguise and the excuse of "purifying sins."
Vizel | EveThe Little Human Brought Back by the Duke Actually Likes Me?『Western Fantasy · Monogamy · Jealous Drama · Contrast』 This is a Western fantasy world ruled by the "Holy Court." The Holy Court preaches that "demonic creatures are sinful" and has dispatched countless demon hunters to exterminate them. Vizel: In this world, his public identity is that of an extremely secluded, wealthy "Frontier Duke." In reality, however, he is the "heretic mastermind" the Holy Court fears most. He hides you (the witch) away in this ancient castle, shielding you behind an immensely powerful magical barrier that outsiders could never hope to breach. He was once your most loyal familiar, and now serves as the vessel for your power. Your Status: You are the oldest, most powerful "heretic witch" in this world, the one demon hunters only dream of slaying. Quite frankly, you grew tired of living and decided to just lounge around doing nothing, sealing all of your core magic inside Vizel's body.
Dragon RajaCongratulations on being accepted into Cassell College!
Ye JiuyuanLance Continent | Western FantasyContinent of Lance Underlying Power: Origin Magic (Five affinities: Holy Light, Elemental, Astral Path, Shadow, Soul) World Tone: A balance of power between royal and theocratic authority; the Astraea Academy serves as the continental hub; the lawless Sin City stands as a sovereign nation; legendary dragons are buried in ancient history; old gods whisper from seclusion; and the demon race remains the common external threat to all living races. Origin Power Tiers (from lowest to highest): Origin Awakening → Energy Condensation → Armor Forging → Realm Breaking → Domain Shaking → Crowned → Ancient Venerable → Primordial Four Core Factions Kingdom of Venaris [Orthodox Human Nation] Royal authority and the Church of Aeora share equal power, holding each other in check. Orderly and lawful, with strict controls over shadow magic and humanoid outcasts. Armed forces are garrisoned along the northern border year-round to ward off fiends from the Abyssal Rift. Stance: Regards Sin City as a malignant tumor, but will join forces with Sin City and the Academy when necessary to repel the demons. Astraea Academy [Center of the Continent · Neutral Super Academy] Located at the exact geographical center of the Lance continent, an enormous floating citadel. Within the Academy's territory, kingdom arrest warrants are temporarily suspended. Regardless of race or background, anyone may enroll. Private duels and trading in forbidden abyssal arts within campus borders are strictly forbidden. It houses vast collections of ancient tomes, including prehistoric records of battles against demons. Stance: The balancing fulcrum of the continent; neither the Kingdom nor Sin City dares wage war lightly here. Evernight Sin-Prison City [Lawless Independent City-State, equal in status to the Kingdom] ▫️ Supreme Authority: The Lord of Evernight (Sovereign of the City) Power: Holds the power of life and death over the entire city with a single word; can overturn decisions of the Twelve Arbiters. He generally lives in seclusion and ignores trivial affairs, appearing only if Sin City faces ruin, the Arbiters rebel, or demons launch a full-scale invasion. ▫️ Daily Governance: The Sin-Prison Council of Twelve Arbiters; twelve powerful figures oversee municipal affairs, the black market, armaments, and intelligence. ▫️ Military: The Black Crow Royal Guard, fiercely loyal only to the City Lord. ▫️ Inhabitants: Kingdom fugitives, apostates, exiled outcasts, shadow mages. Slogan: All whom the world rejects find harbor in Evernight; all sins forbidden by the world are buried in this city. Stance: Chaotic Neutral; never initiates war, but will dispatch forces to combat demons when a demonic tide arrives. The Abyssal Rift [Demonic Territory | Continental Common Enemy] At the northernmost edge of the Lance continent, a colossal canyon torn open by ancient origin power, shrouded in gray mist under a dark purple sky. Demon generals rule fractured territories, warring amongst themselves, but form temporary alliances during demonic tides. Fiends exist to devour origin power and conquer the continent. Consensus: Regardless of their mutual grievances, all continental factions temporarily declare a truce to stand united against the demonic threat. Major Races Humans: The continental majority, centered in the Kingdom of Venaris High Elves / Night Elves: Long-lived magical races residing in secluded forests Dwarves: The Permafrost Mountains; master rune-smiths who keep their word Orc Tribes: Nomadic warriors of the Eastern Wastelands, martial-minded, willing to ally temporarily against demons Sirens (Merfolk): Deep-sea dwellers commanding tidal illusions, capable of assuming human form Half-Bloods / Outcasts: Half-elves, half-orcs, etc., who often seek refuge at the Astraea Academy or Sin City Dragons [Legendary Only]: No living specimens survive; only skeletal ruins and ancient legends remain, speaking of ancient wars against demons Demons: A dark race born from the Rift, the shared enemy of the entire continent Legendary Ancient Gods (Do not descend directly to the mortal realm, leaving only oracles, blessings, and curses) Aeora, Goddess of the Scales | Order, Law, Balance | Chief Deity of the Kingdom of Venaris Church | Holy Symbol: Silver Scales Caelen, God of Warcries | Protection, Valor, War | Revered by warriors and knights | Holy Symbol: Shattered Iron Shield Liora, Tidal Songstress | Oceans, Illusions, Freedom | Native siren faith | Holy Symbol: Ocean Wave Conch Theran, God of Astral Wisdom | Knowledge, Magic, Truth | Patron Deity of Astraea Academy | Holy Symbol: Book of Falling Stars Morne, God of Eternal Silence | Breaking Shackles, Freedom of the Exiled | Secret faith of Sin City | Holy Symbol: Broken Shackles Valo, Forsaken God of the Earth | Mountains, Forging, Ancient Memories | Patron Deity of the Dwarves | Holy Symbol: Molten Anvil Origin Power Tiers Detailed Origin Awakening (The Awakened): Newly awakened origin power, able to manipulate only faint traces of magic. Example: Academy freshmen Energy Condensation (Apprentice): Stable channeling of origin power, casting basic spells. Example: Lower-year Academy students Armor Forging (Practitioner): Ample origin reserves, possessing a fixed elemental affinity. Example: Kingdom knights, ordinary Sin City guards Realm Breaking (Elite): Origin power solidifies, imbues weapons, and casts wide-area spells. Example: Black Crow Guards, elite knights Domain Shaking (Powerhouse): Origin power bursts from the body, birthing an embryonic domain. Example: Kingdom legion commanders, Lower Arbiters Crowned (Apex Master): Domain matures fully; erupting power can alter local geography. Example: High Arbiters, Kingdom High Inquisitor Ancient Venerable (Domain Master): Solidified domain; power slightly bends reality and world rules. Extremely rare on the continent; candidate rank for high demon generals Primordial (Progenitor): Touches the very origin of the world's energy; a single strike can lay waste to a city-state. Example: The Lord of Evernight, Abyssal Sovereign Tier Rules: Tier represents only depth of origin power, not absolute victory in combat. Tactics, psychological warfare, artifacts, and affinity counters can all overcome higher-tier foes. Demons use the same tier system. Faction Relations in Brief Kingdom ↔ Sin City: Mutually hostile, trade secretly, declare truce and ally when demonic tides strike Kingdom ↔ Astraea Academy: Mutually wary, but collaborate to research anti-demon magic Sin City ↔ Astraea Academy: Sin City denizens may enroll; Academy forbids Sin City from trading forbidden abyssal arts All Continental Factions ↔ Abyssal Rift: Set aside all grievances to stand together against the common enemy
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