Writing Existing Characters
Posted a month agoSo this is a journal I've pondered writing for a bit, and I figure now is as good a time as any, especially since I've finally made the Trichotomy setting public and I'm deep into expanding and writing it. As I continue to write it, those who follow the stories might notice characters, settings, places, etc. that seem familiar - and there's a very good reason for this!
I'm not shy about my inspirations - hell, I listed some of them out at the beginning of the Trichotomy source document. And like a lot of furries, I have favorite characters from across certain popular series. Krystal is my first and forever furry crush, for example. Some of you, then, probably weren't surprised when my own blue vixen made her appearance in a recent story...but I suppose that's kind of the point I'm getting at.
I've started a few series based on existing IPs - there's a Sonic one buried way back in my backlog, and a more recent hypnotism-focused MLP series that I've gotten a few questions about. I've also written a few lewd stories about Krystal herself, but going into this year, I realized something. I love these characters, but I don't want to write them. It's not about not being able to, it's more about a certain feeling of constraint. Now I know canon is whatever you decide it to be, and I'm not going to muck in anyone's mud who's ever written a fic where Rainbow Dash is a conniving villain, or Tails is a girl, or Fox and Wolf are fuckbuddies.
I just personally can't do it. To me, if you take a character and write them different enough, you're already writing a different character, just wrapped in a familiar package - so why not go all the way? That's why I like to write my own characters. That said, I also believe imitation is the sincerest form of flattery, so if you like telepathic blue vixen bombshells, my character Skye might interest you - and if you like magical equine nations filled with a cast of interesting and varied characters, who also tend to get down with one another, the queendom of Celara could be your cup of tea.
Haven't really come up with anything Sonic derived yet, though I'm sure it's just a matter of time...
Anyways, I just wanted to put this out there. Will I ever write existing characters again? Never say never, but I think I'd have to have a pretty groundbreaking idea to do so.
And also, to anyone who reads this - this is not an indictment of fan fiction, nor those who write it. Without fan fiction I wouldn't be a writer today, and I wanted to cringe myself out of existence, I'd toss up some of my old Star Trek fics to prove it. This is just my personal decision to stop writing around existing IPs.
I'm not shy about my inspirations - hell, I listed some of them out at the beginning of the Trichotomy source document. And like a lot of furries, I have favorite characters from across certain popular series. Krystal is my first and forever furry crush, for example. Some of you, then, probably weren't surprised when my own blue vixen made her appearance in a recent story...but I suppose that's kind of the point I'm getting at.
I've started a few series based on existing IPs - there's a Sonic one buried way back in my backlog, and a more recent hypnotism-focused MLP series that I've gotten a few questions about. I've also written a few lewd stories about Krystal herself, but going into this year, I realized something. I love these characters, but I don't want to write them. It's not about not being able to, it's more about a certain feeling of constraint. Now I know canon is whatever you decide it to be, and I'm not going to muck in anyone's mud who's ever written a fic where Rainbow Dash is a conniving villain, or Tails is a girl, or Fox and Wolf are fuckbuddies.
I just personally can't do it. To me, if you take a character and write them different enough, you're already writing a different character, just wrapped in a familiar package - so why not go all the way? That's why I like to write my own characters. That said, I also believe imitation is the sincerest form of flattery, so if you like telepathic blue vixen bombshells, my character Skye might interest you - and if you like magical equine nations filled with a cast of interesting and varied characters, who also tend to get down with one another, the queendom of Celara could be your cup of tea.
Haven't really come up with anything Sonic derived yet, though I'm sure it's just a matter of time...
Anyways, I just wanted to put this out there. Will I ever write existing characters again? Never say never, but I think I'd have to have a pretty groundbreaking idea to do so.
And also, to anyone who reads this - this is not an indictment of fan fiction, nor those who write it. Without fan fiction I wouldn't be a writer today, and I wanted to cringe myself out of existence, I'd toss up some of my old Star Trek fics to prove it. This is just my personal decision to stop writing around existing IPs.
Two Worlds
Posted a month ago(N.B. - I wrote this from a sort of "in universe" perspective, which is fun, but doesn't allow for certain direct comparisons. In essence, Exara is a solarpunk world, its technology equivalent to late 1960s - mid 1970s Earth. Pendula is a clockpunk setting, its overall technological level around the turn of the 20th century, from about 1890 - 1910s. However, considering the amount of different polities in play, that level of advancement can vary wildly depending on if the nation in question embraces or rejects technology. Both of these planets are settings I plan to explore in greater detail in the future, but for now I just wanted to introduce everyone to my thinking about them!)
“Two Worlds”
The Primarch
In the Triune galaxy, there are countless planets and innumerable civilizations, seeded amongst the stars. Each star is a story, every person another character on the grand stage of the cosmos. The Rakthani and associated peoples are but the biggest collection of players – elsewhere, there are plenty of worlds that are still self-contained, their people and nations struggling among themselves instead of spreading through the stars. Below are two such worlds, rich backdrops for further stories as the world of Triune continues to expand, its stories weaving a grand tapestry.
Exara: The Fractured Garden
A temperate garden world with a G-type sun, Exara is the fifth and last planet in a solar system mostly composed of small, rocky planets too close to their host star to maintain viable atmospheres or proper orbital behavior for life to form. The exception, Exara completes a rotation around its star every 412 days. It rotates on its axis once every 27 hours, its day slightly longer than its night at 14 hours. The planet’s surface is covered by approximately 85% water; this figure was substantially lower prior to two hundred Exaran years ago, but the landscape was dramatically changed thanks to a cataclysmic event that occurred at that time.
The nature of this event – referred to as “the Fracturing” by the native population – is unclear. Surviving contemporary writings are in conflict, describing it alternately as both a war and some sort of planetwide natural disaster. Two hundred years later, with the last survivors having long since perished, the people of Exara may not ever know for certain what split their world, but they continue to live with the consequences. The Fracturing sundered the planet’s continents into collections of ragged islands, spread along the continents’ former borders. Some of these new islands were erased by the sea in the immediate aftermath of the Fracturing, ripped apart by vicious tides or simply sinking quietly to the bottom. Of the original three continents, two survive with most of their former territory spread over these archipelagoes, while the third has been reduced to less than a quarter of its original area.
In the modern era, the islands are generally connected with bridges to allow land vehicles to traverse between them; however, seagoing vessels are the main method of transportation. These vessels are overwhelmingly sail-based, due to the fallout of the Fracturing fostering in the population a particular focus on sustainability and survivability. Exara as a whole depends much more on renewable sources of energy, solar, wind, and hydro power all comprising generally equal thirds of the power grids spread over its surface. Plant life is abundant, and Exaran cities and towns are quite sprawling, unlike the densely packed population centers of their past.
Technology has been slow to recover from the Fracturing, with the natives generally focusing on agricultural and clean manufacturing techniques until recently. Analogue machines are the norm. Computers are a recent invention, and technology as a whole, while getting smaller, still tends to be large and cumbersome, as well as adorned with physical switches, knobs, and levers to access its functions.
Most of the population is concentrated in two nations, descendants of those who managed to survive the Fracturing. Slightly smaller than its neighbor, the Kolern Union is a stratocracy, ruled at the top by its military, composed of those descended from the militaries in existence before the cataclysm. Opposite the Union is the Zulei Federation, a conglomeration of peoples that banded together for survival after the Fracturing and installed a central republican government.
These two states are locked in a state of mutual distrust and armament. With a technological revolution seemingly inevitable, Exara’s future will be determined by which can gain the upper hand; but with neither willing to risk a repeat of the Fracturing, it is a war fought in the shadows, with words, lies and spies rather than armies and fleets.
Pendula: The Clockwork World
Pendula is a world with many varied biomes, from grassy plains to scorching deserts, wide oceans to frozen tundras, and everything in between. Bathed in the orange glow of its K-type sun, Pendula is the second world in its four-member solar system. The innermost planet is a lifeless furnace, the father two distant enough from the star to be icy giants with spectacular ring systems and dozens of moons between them. The planet completes an orbit around its star in 391 days, and completes a rotation on its axis once per 30 hours. Day and night are roughly equally split. A tectonically unusual planet, Pendula is home to one main continent, sprawling in size and scope, with most of the rest of its surface – nearly 90% water – speckled with small islands and archipelagoes.
Pendula is a world of rich magic. Referred to as “Impulse,” it is a rare event for someone to be born without the ability to access this wondrous force. The name comes from its unique system of hues – Impulse responds to that which drives a person, and dyes itself accordingly. A headstrong person who values power and forthrightness would tear down obstacles with red magic, while someone more introspective and circumspect would utilize blue magic to slip around roadblocks. The source of power is the same, but who uses it and how determines its color and its shape. These colors also manifest as speckles in a person’s sclera, though using such to prejudge someone is an exercise in folly.
Roughly one hundred years ago, the Clockwork Revolution thrust Pendula into a new era. Rather than one event, a series of disparate yet connected emergences of new technologies and new potentials showed the magic-reliant world that clockwork technology was, perhaps, the wave of their future. A storm of progress, met by an equally fierce bulwark of resistance to change, ensued. In some places, the revolution became war, blood spilled between those who wanted to ride the rapids of technological advancement and those who preferred to look to tradition and precedent as their guide. A century in the past now, the echoes of the Revolution live on, with the experiments at combining magic and clockworks spreading across the land, and familiar complaints about society being too fast to embrace a potentially dangerous new technology bubbling just under the surface.
Politically diverse, Pendula is divided into ten major polities. Of these, the two most consequential are the Dejarren Empire, an expansionist state and Pendula’s biggest polity, spread across the continent’s entire western half. Opposing the Empire is the Republic of Selinke, a young nation born in the fires of the Clockwork Revolution. Selinke is seen in many corners of Pendula as being the last bulwark against the Dejarren hordes overrunning the rest of the world; within the Empire itself, the Republic is seen as a young upstart nation meddling in affairs too great for it to fully understand. The peace is uneasy and marked by frequent raids and clandestine operations from both sides, but to date, full-scale war has been avoided.
The remaining eight polities, spread up and down the eastern half of the continent, are as follows:
-Jejarren Federation – Breakaway state from the Empire, formed from those who renounced its expansionist attitudes.
-Zevayan League – Loose alliance of powerful city-states strewn through the frozen far north. With access to the sea, and the only other land border of the Empire, they comprise a formidable trade network and wield considerable political power.
-Vedic Principality – Wedged between Jejarra and Selinke, this small theocratic nation prefers to keep to itself, their priests and scholars preferring to devote their energies to the study -and worship – of Impulse.
-Kraytil, Land of Justice – Northeast of Jejarra, and southwest of the Zevayan League, Kraytil is a land ruled by the law in the most literal sense. Judges rule their fiefdoms, interpreting and enforcing the law from their courthouses
-Inserran Consolidation – A small state bordering Selinke to the east, Inserra is an insular totalitarian polity, ruled with an iron fist by its Emperor. Heavily militarized, its tiny stature nonetheless belies direct confrontation with any of the much larger powers on the continent, though its elite harbor delusions of one day ruling the entire landmass.
-Feldin Directorate – South of Selinke, and sharing a small border with Inserra to the northeast, the Feldin Directorate is a venerable nation, over one thousand years old and showing no signs of fracturing. Often called upon and mediators and diplomats thanks to their grasp of history and lack of material interest in the other nations’ affairs, the Directorate wields its influence subtly to ensure events unfold to its liking.
-Queendom of Celara – An island nation lying directly east of Jejarra, Celara is a queendom steeped in magic. Shunning nearly all technology and focusing their efforts on testing the limits of Impulse, this nation, populated primarily by equines, generally doesn’t concern itself with the affairs of the mainland. Notably, its inhabitants can be easily spotted by their elaborate neck markings, reputed to be magical tattoos that affix themselves to the coat and flesh once the equine in question finds their true aptitude in life.
-The Shattered Isles – Directly south of Celara, and to the east of Feldin, lie the Shattered Isles. Once a singular landmass, a massive magical explosion of unknown origin split the island into an archipelago, and the civilization that called it home vanished almost overnight. Now the dwelling place of outlaws, outcasts, and exiles from across Pendula, the Isles are a true anarchy with no central government and free association – people come together when needed to make decisions and debate issues, then return to their own lives once those matters are settled.
“Two Worlds”
The Primarch
In the Triune galaxy, there are countless planets and innumerable civilizations, seeded amongst the stars. Each star is a story, every person another character on the grand stage of the cosmos. The Rakthani and associated peoples are but the biggest collection of players – elsewhere, there are plenty of worlds that are still self-contained, their people and nations struggling among themselves instead of spreading through the stars. Below are two such worlds, rich backdrops for further stories as the world of Triune continues to expand, its stories weaving a grand tapestry.
Exara: The Fractured Garden
A temperate garden world with a G-type sun, Exara is the fifth and last planet in a solar system mostly composed of small, rocky planets too close to their host star to maintain viable atmospheres or proper orbital behavior for life to form. The exception, Exara completes a rotation around its star every 412 days. It rotates on its axis once every 27 hours, its day slightly longer than its night at 14 hours. The planet’s surface is covered by approximately 85% water; this figure was substantially lower prior to two hundred Exaran years ago, but the landscape was dramatically changed thanks to a cataclysmic event that occurred at that time.
The nature of this event – referred to as “the Fracturing” by the native population – is unclear. Surviving contemporary writings are in conflict, describing it alternately as both a war and some sort of planetwide natural disaster. Two hundred years later, with the last survivors having long since perished, the people of Exara may not ever know for certain what split their world, but they continue to live with the consequences. The Fracturing sundered the planet’s continents into collections of ragged islands, spread along the continents’ former borders. Some of these new islands were erased by the sea in the immediate aftermath of the Fracturing, ripped apart by vicious tides or simply sinking quietly to the bottom. Of the original three continents, two survive with most of their former territory spread over these archipelagoes, while the third has been reduced to less than a quarter of its original area.
In the modern era, the islands are generally connected with bridges to allow land vehicles to traverse between them; however, seagoing vessels are the main method of transportation. These vessels are overwhelmingly sail-based, due to the fallout of the Fracturing fostering in the population a particular focus on sustainability and survivability. Exara as a whole depends much more on renewable sources of energy, solar, wind, and hydro power all comprising generally equal thirds of the power grids spread over its surface. Plant life is abundant, and Exaran cities and towns are quite sprawling, unlike the densely packed population centers of their past.
Technology has been slow to recover from the Fracturing, with the natives generally focusing on agricultural and clean manufacturing techniques until recently. Analogue machines are the norm. Computers are a recent invention, and technology as a whole, while getting smaller, still tends to be large and cumbersome, as well as adorned with physical switches, knobs, and levers to access its functions.
Most of the population is concentrated in two nations, descendants of those who managed to survive the Fracturing. Slightly smaller than its neighbor, the Kolern Union is a stratocracy, ruled at the top by its military, composed of those descended from the militaries in existence before the cataclysm. Opposite the Union is the Zulei Federation, a conglomeration of peoples that banded together for survival after the Fracturing and installed a central republican government.
These two states are locked in a state of mutual distrust and armament. With a technological revolution seemingly inevitable, Exara’s future will be determined by which can gain the upper hand; but with neither willing to risk a repeat of the Fracturing, it is a war fought in the shadows, with words, lies and spies rather than armies and fleets.
Pendula: The Clockwork World
Pendula is a world with many varied biomes, from grassy plains to scorching deserts, wide oceans to frozen tundras, and everything in between. Bathed in the orange glow of its K-type sun, Pendula is the second world in its four-member solar system. The innermost planet is a lifeless furnace, the father two distant enough from the star to be icy giants with spectacular ring systems and dozens of moons between them. The planet completes an orbit around its star in 391 days, and completes a rotation on its axis once per 30 hours. Day and night are roughly equally split. A tectonically unusual planet, Pendula is home to one main continent, sprawling in size and scope, with most of the rest of its surface – nearly 90% water – speckled with small islands and archipelagoes.
Pendula is a world of rich magic. Referred to as “Impulse,” it is a rare event for someone to be born without the ability to access this wondrous force. The name comes from its unique system of hues – Impulse responds to that which drives a person, and dyes itself accordingly. A headstrong person who values power and forthrightness would tear down obstacles with red magic, while someone more introspective and circumspect would utilize blue magic to slip around roadblocks. The source of power is the same, but who uses it and how determines its color and its shape. These colors also manifest as speckles in a person’s sclera, though using such to prejudge someone is an exercise in folly.
Roughly one hundred years ago, the Clockwork Revolution thrust Pendula into a new era. Rather than one event, a series of disparate yet connected emergences of new technologies and new potentials showed the magic-reliant world that clockwork technology was, perhaps, the wave of their future. A storm of progress, met by an equally fierce bulwark of resistance to change, ensued. In some places, the revolution became war, blood spilled between those who wanted to ride the rapids of technological advancement and those who preferred to look to tradition and precedent as their guide. A century in the past now, the echoes of the Revolution live on, with the experiments at combining magic and clockworks spreading across the land, and familiar complaints about society being too fast to embrace a potentially dangerous new technology bubbling just under the surface.
Politically diverse, Pendula is divided into ten major polities. Of these, the two most consequential are the Dejarren Empire, an expansionist state and Pendula’s biggest polity, spread across the continent’s entire western half. Opposing the Empire is the Republic of Selinke, a young nation born in the fires of the Clockwork Revolution. Selinke is seen in many corners of Pendula as being the last bulwark against the Dejarren hordes overrunning the rest of the world; within the Empire itself, the Republic is seen as a young upstart nation meddling in affairs too great for it to fully understand. The peace is uneasy and marked by frequent raids and clandestine operations from both sides, but to date, full-scale war has been avoided.
The remaining eight polities, spread up and down the eastern half of the continent, are as follows:
-Jejarren Federation – Breakaway state from the Empire, formed from those who renounced its expansionist attitudes.
-Zevayan League – Loose alliance of powerful city-states strewn through the frozen far north. With access to the sea, and the only other land border of the Empire, they comprise a formidable trade network and wield considerable political power.
-Vedic Principality – Wedged between Jejarra and Selinke, this small theocratic nation prefers to keep to itself, their priests and scholars preferring to devote their energies to the study -and worship – of Impulse.
-Kraytil, Land of Justice – Northeast of Jejarra, and southwest of the Zevayan League, Kraytil is a land ruled by the law in the most literal sense. Judges rule their fiefdoms, interpreting and enforcing the law from their courthouses
-Inserran Consolidation – A small state bordering Selinke to the east, Inserra is an insular totalitarian polity, ruled with an iron fist by its Emperor. Heavily militarized, its tiny stature nonetheless belies direct confrontation with any of the much larger powers on the continent, though its elite harbor delusions of one day ruling the entire landmass.
-Feldin Directorate – South of Selinke, and sharing a small border with Inserra to the northeast, the Feldin Directorate is a venerable nation, over one thousand years old and showing no signs of fracturing. Often called upon and mediators and diplomats thanks to their grasp of history and lack of material interest in the other nations’ affairs, the Directorate wields its influence subtly to ensure events unfold to its liking.
-Queendom of Celara – An island nation lying directly east of Jejarra, Celara is a queendom steeped in magic. Shunning nearly all technology and focusing their efforts on testing the limits of Impulse, this nation, populated primarily by equines, generally doesn’t concern itself with the affairs of the mainland. Notably, its inhabitants can be easily spotted by their elaborate neck markings, reputed to be magical tattoos that affix themselves to the coat and flesh once the equine in question finds their true aptitude in life.
-The Shattered Isles – Directly south of Celara, and to the east of Feldin, lie the Shattered Isles. Once a singular landmass, a massive magical explosion of unknown origin split the island into an archipelago, and the civilization that called it home vanished almost overnight. Now the dwelling place of outlaws, outcasts, and exiles from across Pendula, the Isles are a true anarchy with no central government and free association – people come together when needed to make decisions and debate issues, then return to their own lives once those matters are settled.
The Rakthani
Posted 7 months agoPosted a journal with this title before, but I've found myself revisiting this setting with the coming of the New Year and expanding on a lot of my ideas for it. So I've collected all of them and decided to post them here for anyone to peruse - let me know if any of this strikes anyone's fancy, and who knows? Perhaps 2025 will be the year of the Rakthani~
Star System – The Rakthani’s native system is small, consisting of three planets orbiting a binary star. The two stars are locked in close, slightly eccentric orbits, both having formed shortly after the Dark Ages of the universe ended and galaxies began to coalesce. The larger star is an orange K-type, with an estimated age approaching 10 billion years – the Rakthani have named it Ellara (lit. “mother” or “lifegiver”). The smaller star is a red dwarf, who age is thought to be near 5 billion years. The large discrepancy in the stars’ ages is the subject of many hypotheses, though sufficient data has not been found to prove any of them. The red dwarf has been named Jejel (lit. “son,” “young one.”)
The closest planet to the stars is a small, rocky world. Tidally locked to the pair due to its close proximity, it does not rotate on its axis, ensuring one side is permanently lit and one side permanently dark. Temperatures on the day side can approach 650 K, and fall to approximately 250 K on the night side. Few exploratory missions have been launched to the planet owing to its extreme hazards, as well as the lack of minerals or other products of interest either on its surface or below the first few miles of crust. This planet has been named Kosiri (lit. “fleet,” “quick”)
The third planet in the system is a massive gas giant with the name Radia (lit. “excited,” “bright”). The name comes from the unusual amount of neon gas present in the planet’s composition; combined with a high level of electrical activity from frequent storms in the atmosphere, brightly glowing orange streaks thousands of miles long are generally present at most times across Radia’s surface. Composed of mostly hydrogen and helium, the planet has been the subject of Rakthani mining ventures for the past one hundred years, and its orbiting stations carry a sizable portion of the Rakthani population.
The Rakthani homeworld is the second world from its suns. Named Dennarra (lit. “home,” “shelter”) by its people, the world is verdant and easily able to support life. Its surface is approximately 60% water, making it slightly more arid than most habitable worlds, with its landmass mostly spread across three large “primary” continents and two smaller, “secondary” continents. Both suns are visible in its sky during the day. The planet three moons, and consists of a variety of environments, from tundras and permafrost surrounding the poles to equatorial jungles and deserts. Planetary population stands at just around 9 billion, with a further 1-2 spread amongst the stations of Radia or posted to space vessels and other way stations.
Species – The Rakthani (lit. “folk”, “people”) are an engineered species. Originally there was no sentient life on the planet, only various orders of mustelids, rodents, and smaller populations of assorted other genera. An unknown precursor race visited the planet, but in lieu of colonizing, constructed vast machines across the three primary continents. Some have been lost to time or mechanical failure, but the majority still remain, with Rakthani scientists estimating up to 80% of these ancient devices still functioning. The machines’ primary purpose is to uplift any feral, non-sentient animal placed inside into a sapient lifeform. While there are exceptions, in most case this results in the animal assuming a bipedal form along with higher-order thinking and intelligence.
The precursor race uplifted the first generation of Rakthani and taught them the use of the machines to make more of their kind. Records from that time are unspecific as to when, why, or even how the precursor race left, but what is clear is that at some point they did – or vanished, or were taken. In any case, the Rakthani were left to their own devices, and a culture slowly emerged as each generation refined the techniques to uplift and teach the next. The Rakthani have no knowledge of the inner workings of the machine, and cannot repair them if major malfunctions take them offline.
Mustelids are the most common species of Rakthani, comprising some 60% of the population. Rodents are the next most common species, making up another 20%, with the remainder being spread between avians, aquatic mammals, and small populations of lizards and carnivorous mammals, such as big cats or bears. The reason for such an eclectic mix of species on one planet is unexplained, though some Rakthani scientists suspect that the precursor race may not have been responsible simply for uplifting them, but seeding them as well.
The Rakthani are a technologically advanced society, achieving spaceflight 200 years ago and FTL travel seventy-five years later. Their first efforts at colonization led to the orbiting stations and mining operations of Radia, and while other efforts continue to this day, they have been significantly scaled back due to governmental and societal factors.
Rakthani society is stratified, with most individuals being divided into two discrete categories – Uplifted, and Natural-born. Uplifted are those who were granted sentience through use of the precursors’ machines, while Natural-born Rakthani were born through procreation. The Uplifted believe themselves to be superior to the Natural-born, and this is reflected in society, with Natural-born Rakthani being relegated to second-class citizens in most areas of life. Natural-born Rakthani have smaller representation in government, which has been dominated by the Uplifted since the current form of government was instituted.
Technically, the Rakthani government is a representative republic, but in practice it functions more as a one-party state. The Uplifted have guaranteed themselves majority representation in all of the most important districts through manipulation, gerrymandering, voter apathy and playing on the populace’s fear. Those in power tend to be reactionary, isolationist, and xenophobic – as a result, Rakthani space travel has been stunted, with the government preferring to stay close to home.
The Rakthani do not keep a large space force, in keeping with the government’s isolationist leaning. Rather, space defense and commerce are largely farmed out to a large network of privateers, private ships that can obtain a contract allowing them to operate under the Rakthani flag. Treated as auxiliaries to the small proper fleet, these ships have vast latitude due to the government being largely uninterested in galactic affairs. Rakthani privateering is seen as a lucrative opportunity in those corners of the galaxy that have heard of it, and each year many eager individuals flock into the system for contracts.
The Rakthani Union (the formal name of the government) has an open charter, which means in theory any planet that so wishes can apply for membership. In practice, the government often does all it can to discourage potential members from joining, wishing to be left to its own devices. Since the Union has spread into space, only two other members have joined it. The first is Tyvaris, a mostly oceanic world comprised mostly of island landmasses. Even newer to the galactic scene than the Rakthani, having achieved FTL travel a mere twenty years ago, they saw joining up with an established power as an irresistible defensive opportunity and could not be dissuaded.
The only other member world is Kannalia, a temperate garden world populated mostly by canine species. It was a colony of the Sirian Empire, a nation whose internal politics exploded into civil war some forty years ago. With the core of the Empire occupied fighting itself, Kannalia was cut off from the resources it needed to survive. Rich in minerals, it used that leverage to gain admittance to the Rakthani Union, offering its material wealth in exchange for mutual defense.
RFA Repulse
Rakthani Fleet Auxiliary Repulse is an Adjutant-class light cruiser, and a privateer vessel under contract to the Rakthani government. Commanded by Captain Kira Severn, Repulse has been privateering for five years and has accrued a respectable record of salvage and victorious engagements. The captain is formerly of the regular Rakthani navy, and runs her ship with a military bearing.
Armament of Repulse includes four forward-facing heavy laser cannons, with an additional two mounted in the rear. The ship also carried six banks of Interceptor-class missiles, as well as two magnetic grapples.
Notable personnel include:
Captain – Kira Severn. Possum. Female. Stocky, well-muscled, C-cup bust. Gray-white fur, short, messy black hair, red eyes. Former Rakthani military. Turned to privateering after discharge under questionable circumstances. Runs a tight ship but knows the effectiveness of loosening rules and regulations when necessary. Natural-born.
Executive Officer – Cassandra Allante. Sable. Female. Lithe and agile, subtly muscled, A-cup bust. Brown-black fur, long, straight black hair with hot pink tips, pink eyes. Uplifted. Fun-loving and mischievous, provides excellent counterbalance to taciturn Captain. Became a privateer due to love of adventure and danger; however, she forms close bonds with those under her care and takes their safety more seriously than even her own. Will not hesitate to sacrifice anything and everything to ensure the crew comes to no harm.
Chief Engineer – Lilah Madrigal. Squirrel. Female. Short, compact, always vibrating with energy. A-cup bust. Russet-golden fur, long, wavy chestnut hair, honey-brown eyes. Uplifted. Tinkerer and mechanic, interest in machines born along with her from the Ancient Machines used to grant her sentience. Grew disillusioned with possibilities of planetbound research after every request to study the inner workings of the Machines were denied. Signed up for space travel and fell in with the privateering crowd after an interesting run-in at Space Station Jinniya.
Navigator – Estuary Blossom. Otter. Female. Swimmer’s build, very tall and agile. B-cup bust. Brown fur lightening to cream on belly, breasts, paws/footpaws, short blonde hair, green eyes. Natural-born. Gifted athlete and champion swimmer, but political views inconvenient for ruling Rakthani class – pushes for true equality between natural-born and uplifted. Opportunities dwindled until, frustrated, she abandoned the athletic teams and went into space, figuring prejudice would be lesser. Found her way onto Repulse after drunkenly entering, and winning, a shuttle-navigation contest involving Flight School cadets, and catching Kira’s attention on her way out of the military.
Tactical Officer – Rowan Pierce. Honey badger. Deceptively small build with dense musculature, C-cup bust verging on D-cup. Black-gray striped fur, straight, clipped white hair, orange eyes. Natural-born. Former elite bodyguard for members of the high political class, expertly trained in an impressive array of weaponry and unarmed combat styles. Principal protectee, along with several other high-ranking politicians and important members of their entourage, killed in a suicide bombing. Blame for the event fell squarely on her shoulders, and she was summarily ejected from the Guard Corps and put on trial. Avoided incarceration due to insufficient proof of failure to do her job and sloppy prosecution, but was effectively an exile. Retreated into space to start anew and found her way to privateering.
Chief Medical Officer – Malachi Black. Jackal. Male. Thin and slight, physique more built for research and studying than physical confrontation. Excellent marksman. Ebony fur with gold/white highlights, medium-length vermillion hair, yellow eyes. Shy and withdrawn, from the recently acquired colony world of Kannalia, home to mostly canine species. Studied medicine from a young age; signed on with the first deep-space ship willing to take him due to eagerness for new patients and new experiences.
Communications – Faith Greenwood. Mouse. Small and furtive, slim build, A-cup bust verging on B-cup. Snow-white fur with green accents (base of tail, breasts, belly, rings around wrists/ankles), long golden hair, purple eyes. Uplifted. Recent xenolinguistics and communications graduate from the prestigious College of Grimmalk. Applied for privateering license but was not approved due to various physical reasons – bodily weakness, tendency to illness, poor eyesight. Snuck off-planet anyways and hitched a ride to a known privateer staging ground, the Cellana Shipyards. Begged, borrowed, and stole her way onto Repulse – and into a meeting with her Captain…
Political Officer – Mila Roth. Civet. Tall, bristling with subtle muscle. A-cup bust. Snow-white fur with light golden bands. Long black hair. Intelligent golden eyes. Societal status unknown. Agent of the Rakthani government posted aboard Repulse to ensure that the ship and crew abide by the laws and regulations of the Rakthani. Generally accepted as a token position, as the government is, as a rule, less than interested in the goings-on in space than planetside. Official point of contact between the crew and the government, but makes herself useful in other ways aboard ship.
Star System – The Rakthani’s native system is small, consisting of three planets orbiting a binary star. The two stars are locked in close, slightly eccentric orbits, both having formed shortly after the Dark Ages of the universe ended and galaxies began to coalesce. The larger star is an orange K-type, with an estimated age approaching 10 billion years – the Rakthani have named it Ellara (lit. “mother” or “lifegiver”). The smaller star is a red dwarf, who age is thought to be near 5 billion years. The large discrepancy in the stars’ ages is the subject of many hypotheses, though sufficient data has not been found to prove any of them. The red dwarf has been named Jejel (lit. “son,” “young one.”)
The closest planet to the stars is a small, rocky world. Tidally locked to the pair due to its close proximity, it does not rotate on its axis, ensuring one side is permanently lit and one side permanently dark. Temperatures on the day side can approach 650 K, and fall to approximately 250 K on the night side. Few exploratory missions have been launched to the planet owing to its extreme hazards, as well as the lack of minerals or other products of interest either on its surface or below the first few miles of crust. This planet has been named Kosiri (lit. “fleet,” “quick”)
The third planet in the system is a massive gas giant with the name Radia (lit. “excited,” “bright”). The name comes from the unusual amount of neon gas present in the planet’s composition; combined with a high level of electrical activity from frequent storms in the atmosphere, brightly glowing orange streaks thousands of miles long are generally present at most times across Radia’s surface. Composed of mostly hydrogen and helium, the planet has been the subject of Rakthani mining ventures for the past one hundred years, and its orbiting stations carry a sizable portion of the Rakthani population.
The Rakthani homeworld is the second world from its suns. Named Dennarra (lit. “home,” “shelter”) by its people, the world is verdant and easily able to support life. Its surface is approximately 60% water, making it slightly more arid than most habitable worlds, with its landmass mostly spread across three large “primary” continents and two smaller, “secondary” continents. Both suns are visible in its sky during the day. The planet three moons, and consists of a variety of environments, from tundras and permafrost surrounding the poles to equatorial jungles and deserts. Planetary population stands at just around 9 billion, with a further 1-2 spread amongst the stations of Radia or posted to space vessels and other way stations.
Species – The Rakthani (lit. “folk”, “people”) are an engineered species. Originally there was no sentient life on the planet, only various orders of mustelids, rodents, and smaller populations of assorted other genera. An unknown precursor race visited the planet, but in lieu of colonizing, constructed vast machines across the three primary continents. Some have been lost to time or mechanical failure, but the majority still remain, with Rakthani scientists estimating up to 80% of these ancient devices still functioning. The machines’ primary purpose is to uplift any feral, non-sentient animal placed inside into a sapient lifeform. While there are exceptions, in most case this results in the animal assuming a bipedal form along with higher-order thinking and intelligence.
The precursor race uplifted the first generation of Rakthani and taught them the use of the machines to make more of their kind. Records from that time are unspecific as to when, why, or even how the precursor race left, but what is clear is that at some point they did – or vanished, or were taken. In any case, the Rakthani were left to their own devices, and a culture slowly emerged as each generation refined the techniques to uplift and teach the next. The Rakthani have no knowledge of the inner workings of the machine, and cannot repair them if major malfunctions take them offline.
Mustelids are the most common species of Rakthani, comprising some 60% of the population. Rodents are the next most common species, making up another 20%, with the remainder being spread between avians, aquatic mammals, and small populations of lizards and carnivorous mammals, such as big cats or bears. The reason for such an eclectic mix of species on one planet is unexplained, though some Rakthani scientists suspect that the precursor race may not have been responsible simply for uplifting them, but seeding them as well.
The Rakthani are a technologically advanced society, achieving spaceflight 200 years ago and FTL travel seventy-five years later. Their first efforts at colonization led to the orbiting stations and mining operations of Radia, and while other efforts continue to this day, they have been significantly scaled back due to governmental and societal factors.
Rakthani society is stratified, with most individuals being divided into two discrete categories – Uplifted, and Natural-born. Uplifted are those who were granted sentience through use of the precursors’ machines, while Natural-born Rakthani were born through procreation. The Uplifted believe themselves to be superior to the Natural-born, and this is reflected in society, with Natural-born Rakthani being relegated to second-class citizens in most areas of life. Natural-born Rakthani have smaller representation in government, which has been dominated by the Uplifted since the current form of government was instituted.
Technically, the Rakthani government is a representative republic, but in practice it functions more as a one-party state. The Uplifted have guaranteed themselves majority representation in all of the most important districts through manipulation, gerrymandering, voter apathy and playing on the populace’s fear. Those in power tend to be reactionary, isolationist, and xenophobic – as a result, Rakthani space travel has been stunted, with the government preferring to stay close to home.
The Rakthani do not keep a large space force, in keeping with the government’s isolationist leaning. Rather, space defense and commerce are largely farmed out to a large network of privateers, private ships that can obtain a contract allowing them to operate under the Rakthani flag. Treated as auxiliaries to the small proper fleet, these ships have vast latitude due to the government being largely uninterested in galactic affairs. Rakthani privateering is seen as a lucrative opportunity in those corners of the galaxy that have heard of it, and each year many eager individuals flock into the system for contracts.
The Rakthani Union (the formal name of the government) has an open charter, which means in theory any planet that so wishes can apply for membership. In practice, the government often does all it can to discourage potential members from joining, wishing to be left to its own devices. Since the Union has spread into space, only two other members have joined it. The first is Tyvaris, a mostly oceanic world comprised mostly of island landmasses. Even newer to the galactic scene than the Rakthani, having achieved FTL travel a mere twenty years ago, they saw joining up with an established power as an irresistible defensive opportunity and could not be dissuaded.
The only other member world is Kannalia, a temperate garden world populated mostly by canine species. It was a colony of the Sirian Empire, a nation whose internal politics exploded into civil war some forty years ago. With the core of the Empire occupied fighting itself, Kannalia was cut off from the resources it needed to survive. Rich in minerals, it used that leverage to gain admittance to the Rakthani Union, offering its material wealth in exchange for mutual defense.
RFA Repulse
Rakthani Fleet Auxiliary Repulse is an Adjutant-class light cruiser, and a privateer vessel under contract to the Rakthani government. Commanded by Captain Kira Severn, Repulse has been privateering for five years and has accrued a respectable record of salvage and victorious engagements. The captain is formerly of the regular Rakthani navy, and runs her ship with a military bearing.
Armament of Repulse includes four forward-facing heavy laser cannons, with an additional two mounted in the rear. The ship also carried six banks of Interceptor-class missiles, as well as two magnetic grapples.
Notable personnel include:
Captain – Kira Severn. Possum. Female. Stocky, well-muscled, C-cup bust. Gray-white fur, short, messy black hair, red eyes. Former Rakthani military. Turned to privateering after discharge under questionable circumstances. Runs a tight ship but knows the effectiveness of loosening rules and regulations when necessary. Natural-born.
Executive Officer – Cassandra Allante. Sable. Female. Lithe and agile, subtly muscled, A-cup bust. Brown-black fur, long, straight black hair with hot pink tips, pink eyes. Uplifted. Fun-loving and mischievous, provides excellent counterbalance to taciturn Captain. Became a privateer due to love of adventure and danger; however, she forms close bonds with those under her care and takes their safety more seriously than even her own. Will not hesitate to sacrifice anything and everything to ensure the crew comes to no harm.
Chief Engineer – Lilah Madrigal. Squirrel. Female. Short, compact, always vibrating with energy. A-cup bust. Russet-golden fur, long, wavy chestnut hair, honey-brown eyes. Uplifted. Tinkerer and mechanic, interest in machines born along with her from the Ancient Machines used to grant her sentience. Grew disillusioned with possibilities of planetbound research after every request to study the inner workings of the Machines were denied. Signed up for space travel and fell in with the privateering crowd after an interesting run-in at Space Station Jinniya.
Navigator – Estuary Blossom. Otter. Female. Swimmer’s build, very tall and agile. B-cup bust. Brown fur lightening to cream on belly, breasts, paws/footpaws, short blonde hair, green eyes. Natural-born. Gifted athlete and champion swimmer, but political views inconvenient for ruling Rakthani class – pushes for true equality between natural-born and uplifted. Opportunities dwindled until, frustrated, she abandoned the athletic teams and went into space, figuring prejudice would be lesser. Found her way onto Repulse after drunkenly entering, and winning, a shuttle-navigation contest involving Flight School cadets, and catching Kira’s attention on her way out of the military.
Tactical Officer – Rowan Pierce. Honey badger. Deceptively small build with dense musculature, C-cup bust verging on D-cup. Black-gray striped fur, straight, clipped white hair, orange eyes. Natural-born. Former elite bodyguard for members of the high political class, expertly trained in an impressive array of weaponry and unarmed combat styles. Principal protectee, along with several other high-ranking politicians and important members of their entourage, killed in a suicide bombing. Blame for the event fell squarely on her shoulders, and she was summarily ejected from the Guard Corps and put on trial. Avoided incarceration due to insufficient proof of failure to do her job and sloppy prosecution, but was effectively an exile. Retreated into space to start anew and found her way to privateering.
Chief Medical Officer – Malachi Black. Jackal. Male. Thin and slight, physique more built for research and studying than physical confrontation. Excellent marksman. Ebony fur with gold/white highlights, medium-length vermillion hair, yellow eyes. Shy and withdrawn, from the recently acquired colony world of Kannalia, home to mostly canine species. Studied medicine from a young age; signed on with the first deep-space ship willing to take him due to eagerness for new patients and new experiences.
Communications – Faith Greenwood. Mouse. Small and furtive, slim build, A-cup bust verging on B-cup. Snow-white fur with green accents (base of tail, breasts, belly, rings around wrists/ankles), long golden hair, purple eyes. Uplifted. Recent xenolinguistics and communications graduate from the prestigious College of Grimmalk. Applied for privateering license but was not approved due to various physical reasons – bodily weakness, tendency to illness, poor eyesight. Snuck off-planet anyways and hitched a ride to a known privateer staging ground, the Cellana Shipyards. Begged, borrowed, and stole her way onto Repulse – and into a meeting with her Captain…
Political Officer – Mila Roth. Civet. Tall, bristling with subtle muscle. A-cup bust. Snow-white fur with light golden bands. Long black hair. Intelligent golden eyes. Societal status unknown. Agent of the Rakthani government posted aboard Repulse to ensure that the ship and crew abide by the laws and regulations of the Rakthani. Generally accepted as a token position, as the government is, as a rule, less than interested in the goings-on in space than planetside. Official point of contact between the crew and the government, but makes herself useful in other ways aboard ship.
New Year's Greetings!
Posted 8 months agoWishing every a Happy New Year, and good tidings throughout 2025!
As well, I've seen other creators pose these questions, so I'd like to toss them out for anyone of my followers to answer as well!
(1) What story upload did you like from 2024?
(2) What would you like to see more of in 2025?
Let me know in the comments below, and I'll see at you the next story!
As well, I've seen other creators pose these questions, so I'd like to toss them out for anyone of my followers to answer as well!
(1) What story upload did you like from 2024?
(2) What would you like to see more of in 2025?
Let me know in the comments below, and I'll see at you the next story!
Merry Christmas, and Happy Holidays!
Posted 8 months agoHello everyone!
It's been a minute since I posted a journal, and it being Christmas, I thought I would take care of two things at once. So first and foremost, Merry Christmas to all who celebrate, happy holidays and may good tidings visit all!
Some of you may have noticed that my posting schedule this year has gotten...erratic, to say the least. In all honesty this hasn't been the best year I've ever had, and as always, life finds a way to intrude on my writerly pursuits. I do have a Christmas story in the works, though I'm not sure if I'll be able to finish it before the New Year comes...but if not, a story posted a little late won't do any harm. ^.^
I'm planning on doing a bigger update for the New Year, so for now, I'll leave you all with my humble apologies that I couldn't post more this year, and the hope that I can do better during the next.
Enjoy your holiday, and I'll see you at the next story!
It's been a minute since I posted a journal, and it being Christmas, I thought I would take care of two things at once. So first and foremost, Merry Christmas to all who celebrate, happy holidays and may good tidings visit all!
Some of you may have noticed that my posting schedule this year has gotten...erratic, to say the least. In all honesty this hasn't been the best year I've ever had, and as always, life finds a way to intrude on my writerly pursuits. I do have a Christmas story in the works, though I'm not sure if I'll be able to finish it before the New Year comes...but if not, a story posted a little late won't do any harm. ^.^
I'm planning on doing a bigger update for the New Year, so for now, I'll leave you all with my humble apologies that I couldn't post more this year, and the hope that I can do better during the next.
Enjoy your holiday, and I'll see you at the next story!
Checking In
Posted a year agoHello dear readers!
I just wanted to post a quick journal letting everyone know I'm still alive, and still writing - but it's been quite a summer for me. I was wrapped up in a few personal projects for friends, and life stuff came at me hard and fast. I'm not through everything just yet, but I'm tentatively settled enough to give this whole writing thing a go again. I'm hopeful I'll have a new story for y'all in the next few weeks, with plenty of growy goodness because I've been on more than a bit of a macro kick this last little while. ^.^
Thanks to all those who've given my stories a gander, and here's hoping there's fresh material before too long!
I just wanted to post a quick journal letting everyone know I'm still alive, and still writing - but it's been quite a summer for me. I was wrapped up in a few personal projects for friends, and life stuff came at me hard and fast. I'm not through everything just yet, but I'm tentatively settled enough to give this whole writing thing a go again. I'm hopeful I'll have a new story for y'all in the next few weeks, with plenty of growy goodness because I've been on more than a bit of a macro kick this last little while. ^.^
Thanks to all those who've given my stories a gander, and here's hoping there's fresh material before too long!
Gateway City
Posted a year agoWELCOME TO OIA.NET. PLEASE WAIT WHILE YOUR REQUESTED PAGE IS ACCESSED...
"Gateway City"
The following is an incomplete list of topics pertaining to the Location of Interest known to OIA as “Gateway City.” Each topic is followed by a short description pertaining to its contents; users can click or tap to be taken to a more in-depth article. As Gateway City has only recently been discovered and catalogued in OIA’s system, this list is subject to frequent changes, revisions, and expansions. Please check back often to ensure that you are not working from outdated information.
To suggest revisions or expansions, please contact Adjunct Archivist Zinnia Colfax, currently attached to Project Lost City as lead researcher, at zcolfax@oia.net.
Gateway City: An abandoned city located on the western edge of the Nexus (the island that houses Junction City), Gateway City seems to have been a precursor to Junction City, founded nearly 900 years ago. Nestled in and around the White Ridge Mountains, at its peak Gateway City was home to about 700,000 people. The population was split unevenly between the ancestors of the Kijara and Xil-Kijara; roughly 70% were Xil-Kijara with the remainder being Kijara. Technologically advanced, even in its decayed state artifacts and items have been found rivaling, if not surpassing modern Junction City technology. Approximately 650 years ago, the city suffered an unspecified catastrophe, about which little is known. Regardless of the exact events, Gateway City was badly damaged in the aftermath, and the surviving population fled to the foothills and forests, eventually becoming the modern day Kijara and Xil-Kijara. The remnants of the city still stand, strewn about the mountains and largely reclaimed by nature.
Kijara people: Descendants of the original ruling class of the city. The Kijara people are what OIA have termed “macroforms;” their median height ranges from 60-70 feet. Outliers exist in either direction, but thus far none have been recorded surpassing 85 feet, or falling below 55. Evidence suggests that in the past, the Kijara’s ancestors attained even greater heights, but for unknown reasons around the time of the fall of Gateway City, they shrunk to their present stature. The people are tribal in nature, with a matriarchal system of society and governance. Distrustful of most technology, though due to the nature of their enemy, they are forced to utilize it more often than they would like. “Kijara” is a word in their language that means “guardian” or “watcher,” and that is the role they play; they patrol the outskirts of Gateway City, keeping their enemy locked inside and forcing them back whenever they attempt an escape. Their numbers are low, and of late seem to be dwindling even further.
Xil-Kijara: “Xil” is the Kijaran word meaning “little;” this tribe are the Kijara’s assistant, helpers, and secondary warriors. Descendants of a servant or worker class, they are more normal in stature, rarely achieving heights outside of the baseline for Kin. Matriarchal in nature just like the Kijara, they follow similar societal norms, with women being placed in most positions of power and making up the majority of the armed forces. Men occupy caregiver and breeding roles, only occasionally breaking out to perform other duties. Their relationship with the Kijara seems to be a continuation of their roles during Gateway City’s height; they assist on patrols and with battles, and also with day-to-day activities in Kijaran life. Groups of Xil-Kijara can be seen bathing a Kiljara, for instance; though this behavior seems to have lessened with time. The tribes seem to be living mostly separate lives and have continued to drift apart during OIA’s observance; whether this is a natural consequence of the Xil-Kijara’s growth as a people, or the influence of some outside factor, is unclear at this time.
Ceruleum: A mysterious energy, named for its distinctive blue hue. From spotty records obtained through recon trips into Gateway City, it seems to have been the main power source for the city. It is apparently a “clean” energy, in the sense that it gives off no emissions harmful to the environment; however, tests have shown that it does produce byproducts. What effect these byproducts have on living beings, if any, is unclear and still being looked into. Aside from its natural state as energy, ceruleum has a secondary state of crystalline matter; how or why it solidifies into this state is unknown. Kijaran people often use ceruleum crystals as adornment and, OIA believes, as power sources, but this is unconfirmed. Xil-Kijaran people are forbidden by law from interacting with ceruleum energy.
The Inchoate: Enemy of the Kiljaran people, and likely candidate for the perpetrators of Gateway City’s destruction. OIA has determined them to be extrauniversal entities, though their point of origin is unknown. In their natural state they have been described as “amorphous clouds of blue energy;” this energy is said to “buzz” or “crackle.” Other shapes have been reported, from vaguely animalistic to monstrous, though in all cases the entities are immediately hostile. No communication attempts have ever been reported from the entities, and OIA’s attempts have ended in attacks. Entities seem to be sentient, or at least capable of coordinating assaults. Their goal, aside from escaping Gateway City, is unknown. In terms of combating them, only Kijaran weapons have proven effective thus far – OIA’s armament is harmless, or at best, will temporarily stun the entities. Despite attacking with technologically simple weapons, such as spears and swords, OIA has witnessed multiple successful neutralizations of the entities. The entities’ connection to ceruleum is unknown, though one is assumed to exist.
The Wellspring: A holy site for the Kijaran people. Little is known due to it being considered off-limits to outsiders. Located somewhere within Gateway City, though by necessity would need to be near the city limits, or attacks by Inchoate entities would preclude being able to reach it. Reputed to be where the ritual of Ascension occurs.
Ascension: A ritual of unknown significance, involving one or more Xil-Kijara. [FURTHER INFORMATION CLASSIFIED BY ORDER OF OIA BOARD]
"Gateway City"
The following is an incomplete list of topics pertaining to the Location of Interest known to OIA as “Gateway City.” Each topic is followed by a short description pertaining to its contents; users can click or tap to be taken to a more in-depth article. As Gateway City has only recently been discovered and catalogued in OIA’s system, this list is subject to frequent changes, revisions, and expansions. Please check back often to ensure that you are not working from outdated information.
To suggest revisions or expansions, please contact Adjunct Archivist Zinnia Colfax, currently attached to Project Lost City as lead researcher, at zcolfax@oia.net.
Gateway City: An abandoned city located on the western edge of the Nexus (the island that houses Junction City), Gateway City seems to have been a precursor to Junction City, founded nearly 900 years ago. Nestled in and around the White Ridge Mountains, at its peak Gateway City was home to about 700,000 people. The population was split unevenly between the ancestors of the Kijara and Xil-Kijara; roughly 70% were Xil-Kijara with the remainder being Kijara. Technologically advanced, even in its decayed state artifacts and items have been found rivaling, if not surpassing modern Junction City technology. Approximately 650 years ago, the city suffered an unspecified catastrophe, about which little is known. Regardless of the exact events, Gateway City was badly damaged in the aftermath, and the surviving population fled to the foothills and forests, eventually becoming the modern day Kijara and Xil-Kijara. The remnants of the city still stand, strewn about the mountains and largely reclaimed by nature.
Kijara people: Descendants of the original ruling class of the city. The Kijara people are what OIA have termed “macroforms;” their median height ranges from 60-70 feet. Outliers exist in either direction, but thus far none have been recorded surpassing 85 feet, or falling below 55. Evidence suggests that in the past, the Kijara’s ancestors attained even greater heights, but for unknown reasons around the time of the fall of Gateway City, they shrunk to their present stature. The people are tribal in nature, with a matriarchal system of society and governance. Distrustful of most technology, though due to the nature of their enemy, they are forced to utilize it more often than they would like. “Kijara” is a word in their language that means “guardian” or “watcher,” and that is the role they play; they patrol the outskirts of Gateway City, keeping their enemy locked inside and forcing them back whenever they attempt an escape. Their numbers are low, and of late seem to be dwindling even further.
Xil-Kijara: “Xil” is the Kijaran word meaning “little;” this tribe are the Kijara’s assistant, helpers, and secondary warriors. Descendants of a servant or worker class, they are more normal in stature, rarely achieving heights outside of the baseline for Kin. Matriarchal in nature just like the Kijara, they follow similar societal norms, with women being placed in most positions of power and making up the majority of the armed forces. Men occupy caregiver and breeding roles, only occasionally breaking out to perform other duties. Their relationship with the Kijara seems to be a continuation of their roles during Gateway City’s height; they assist on patrols and with battles, and also with day-to-day activities in Kijaran life. Groups of Xil-Kijara can be seen bathing a Kiljara, for instance; though this behavior seems to have lessened with time. The tribes seem to be living mostly separate lives and have continued to drift apart during OIA’s observance; whether this is a natural consequence of the Xil-Kijara’s growth as a people, or the influence of some outside factor, is unclear at this time.
Ceruleum: A mysterious energy, named for its distinctive blue hue. From spotty records obtained through recon trips into Gateway City, it seems to have been the main power source for the city. It is apparently a “clean” energy, in the sense that it gives off no emissions harmful to the environment; however, tests have shown that it does produce byproducts. What effect these byproducts have on living beings, if any, is unclear and still being looked into. Aside from its natural state as energy, ceruleum has a secondary state of crystalline matter; how or why it solidifies into this state is unknown. Kijaran people often use ceruleum crystals as adornment and, OIA believes, as power sources, but this is unconfirmed. Xil-Kijaran people are forbidden by law from interacting with ceruleum energy.
The Inchoate: Enemy of the Kiljaran people, and likely candidate for the perpetrators of Gateway City’s destruction. OIA has determined them to be extrauniversal entities, though their point of origin is unknown. In their natural state they have been described as “amorphous clouds of blue energy;” this energy is said to “buzz” or “crackle.” Other shapes have been reported, from vaguely animalistic to monstrous, though in all cases the entities are immediately hostile. No communication attempts have ever been reported from the entities, and OIA’s attempts have ended in attacks. Entities seem to be sentient, or at least capable of coordinating assaults. Their goal, aside from escaping Gateway City, is unknown. In terms of combating them, only Kijaran weapons have proven effective thus far – OIA’s armament is harmless, or at best, will temporarily stun the entities. Despite attacking with technologically simple weapons, such as spears and swords, OIA has witnessed multiple successful neutralizations of the entities. The entities’ connection to ceruleum is unknown, though one is assumed to exist.
The Wellspring: A holy site for the Kijaran people. Little is known due to it being considered off-limits to outsiders. Located somewhere within Gateway City, though by necessity would need to be near the city limits, or attacks by Inchoate entities would preclude being able to reach it. Reputed to be where the ritual of Ascension occurs.
Ascension: A ritual of unknown significance, involving one or more Xil-Kijara. [FURTHER INFORMATION CLASSIFIED BY ORDER OF OIA BOARD]
Spiralis Labs & The OIA
Posted a year agoHello all! Dropping by with a little lore dump of the two major players that I'll be writing about in the forthcoming Junction City stories. Spiralis' intro is a little more detailed, but I felt I had to explain more with certain aspects of them - and don't worry, very soon it'll be OIA's turn to shine after two Spiralis stories in a row ^.^
In the seedy underbelly of Junction City, those looking for the ultimate thrill often visit the nightclub known simply as Spiral. Tucked away in a nondescript alley, its only sign a self-styled gold-and-white spiral, it nevertheless usually has a line of would-be patrons stretching around the block. It’s one of the few clubs with the distinction of being run by a certified doctor – Doctor Beatrice Tannhauser, licensed practitioner of hypnotherapy. Of course, she does much more than that, but that’s what fits on her business card.
For most, Spiral is a window into experiences they never thought they could have, or would have. True to the name and motif, hypnosis and mind control are the order of the day, and the options are limitless. Want to be enthralled by your waiter? Take a seat and stare deeply into their eyes. Want to stalk and hunt a hapless, helpless submissive? Take your pick from their trained staff – but make sure everything stays safe, sane, and consensual. Spiral is not the sort of place that indulges in the excesses of mind manipulation; permanent conditioning, drastic personality alterations, so on and so forth are strictly forbidden and will result in stiff punishment if found to be occurring.
Beneath the surface, however, Spiral is much more than a simple nightclub. A front for Spiralis Laboratories, Dr. Tannhauser is in truth the head of their Applied Sciences Division. The nightclub, with its varied clientele consisting of everyone from down-on-their-luck singles to rich executives and politicians, is a perfect petri dish for testing the various technologies and techniques that come out of the Labs. Most of the staff is also unaware of the true nature of the nightclub, though genuine Labs personnel are strategically seeded through the ranks.
Underneath the nightclub, the sprawl of the Labs is extensive. Founded in the year 302 AF (After Founding), Spiralis Laboratories is a venerable institution, if one that is largely unknown to the general public. The stated goal of the Labs is to research and perfect the study and application of mind manipulation. In its formative years, the Labs were a neutral entity, often to be found supplying hypnotic technology to anyone with the resources to pay. Under the leadership of Doctor Nadia Konorski, who assumed the mantle of Director of Research twenty-two years ago, the Labs’ mission statement has changed. Much of the old guard was purged, and now Spiralis has re-geared itself towards the protection of Junction City, and preventing the proliferation of mind manipulation. Dr. Konorski’s motives in instituting these changes are unknown, and grumbles of discontent still run underneath the surface.
Spiralis’ main agents are largely split into two categories; the Pinion teams, and the Liberated Sleepers.
Pinion teams are groups of 4-5 individuals, working seamlessly together as a kind of special operations unit. Precision strikes and lightning-fast raids are their specialties. The ranks of the Pinions are mostly made up of victims of unscrupulous and/or rogue hypnotists, subjecting them to a process known colloquially as “dronification.” Dronification, as a process that substantially rewires and rewrites the brain’s impulses, is not something that can be easily reversed or undone, and indeed greater than ninety percent of rescued victims will relapse at some point, even if thoroughly deprogrammed. Spiralis offers these victims a choice; they can do their best to resume a normal life, assisted by the Labs’ therapists and deprogrammers to mitigate and possibly quell further relapses, or they can enter the Labs’ employ.
Pinion drones undergo a proprietary and highly secretive conditioning regimen unlike the “brute-force” approach so commonly seen in the wild. When their services are not required, they live normal lives amongst the populace of Junction City, but they can be activated and recalled with very little notice. Even when the drone personalities are activated, they remain semi-autonomous, receiving orders and compelled to follow them but given latitude to act in their best interests.
Liberated Sleepers are a similar but distinct division, consisting of individual agents generally deployed as spies, saboteurs, and in cases of extreme necessity, assassins. The Sleepers, as the name implies, are by and large unaware of their true work for Spiralis. Their ranks are made up, again, of former victims of unethical mind manipulators. Their origins are more rooted in tragedy, however; unlike Pinions, who as drones were likely to be random, unlucky victims snatched at the hypnotists’ pique, Sleepers were generally groomed to be that from an early age. Certain children, when exposed to enough traumatic triggers, can manifest another side of themselves to shoulder the burden of the trauma. They may refer to this other self as an “imaginary friend,” but to a mind manipulator, this other self is a prime opportunity to create a Sleeper. Through rigorous brainwashing and conditioning regimens, the alternate self can be instilled with the commands and triggers to create an efficient, lethal agent able to carry out the hypnotists’ wishes, all while insulating the unaware “original” from any detrimental effects. This process takes a considerable amount of time, often progressing through the subject’s adolescent years and resulting in a “true” Sleeper around the ages of twenty to twenty-three.
When found, Spiralis goes to great lengths to liberate and reconcile these Sleepers’ dual aspects. This must be done so that consent can be garnered from both the original and alternate selves. Once Spiralis has established a rapport with both selves, a choice is offered similar to the Pinions’. More rigorous hypnotherapy and supervision is needed in a Sleeper’s case, to prevent any dangerous relapses, given the alternate self’s usual vocation and training, and to eventually guide the selves towards melding again.
Alternatively, the Sleeper can choose to remain with Spiralis. In this case, their alternate self’s talents will be turned towards advancing the Labs’ goals while the original will be given a mundane job as cover for their extracurricular activities. Most Sleepers’ original selves choose to continue the division of self, not wanting to remember or experience the things their alternate is capable of. With their consent they are hypnotized in believing they work for Spiralis for any number of reasons, given their chosen career paths. Some Sleepers choose to remember, and pursue a high level of coordination with their alternate selves.
No Sleeper has yet been found with more than one alternate self; the current thinking is that this situation is too unstable to be possible.
The Office of Interuniversal Affairs is a relatively new player to the Junction City area, but it has quickly risen to be a powerhouse. Founded in 413 AF, OIA is only thirty years old. It has been helmed by the same director for that entire span, an elephant named Candace Jaeger. Fleeing to Junction City when her home universe was destroyed, Director Jaeger was twenty-six years old and bereft upon arriving in the city. A law student in her former life, the how and the why of her founding of OIA remains shrouded in mystery. Within five years of its creation, however, the fledgling organization had already acquired a reputation of being a fearless, if sometimes reckless, defender of universes against encroachment – often the first on the scene of a crisis and the last to leave.
OIA’s mission statement is simple – protect the universes under its charge from harm, including Junction City, its home base and staging area. It does this through judicious application of diplomacy and force in equal measure, stemming from each of its three principal departments, Records, Personnel, and Enforcement. Records and Personnel handle the two sides of intelligence gathering – documentation and human sources. They identify multiversal glitches and errors, anomalies that OIA is tasked with mitigating or reversing. Reality distortions that cause transformations are their forte – however, as OIA is tasked with ensuring the continuity of the multiverse, if they discover an error in a file they will correct it. Receiving a letter from OIA in the mail can be the difference between a life as a human, and a life as an anthropomorphic golden retriever.
Enforcement, the other principal division, employs agents known as Executors/Executrixes. Recruited from across the multiverse, they are top-flight agents, acting in a variety of functions from peace officer to special envoy to commando. Enforcement agents are OIA’s frontline troops, the ones generally dispatched to investigate burgeoning multiversal crises and the ones who end up solving them.
Despite using the naming conventions of such, OIA does not fall under the auspices of Junction City’s government. Within Junction City, OIA operates as a clandestine agency, with the grudging backing of the city’s governing council. Only those in the top political echelon are aware of its existence, with the council understandably chafing at not just one, but two secret independent agencies operating without explicit official permission. OIA coexists with Spiralis, but regards the latter somewhat uneasily, due to their focus on mind manipulation and hypnosis techniques. So far, they have proven to be steady if shifty allies, but OIA is quietly preparing contingencies should that status change in the future.
In the seedy underbelly of Junction City, those looking for the ultimate thrill often visit the nightclub known simply as Spiral. Tucked away in a nondescript alley, its only sign a self-styled gold-and-white spiral, it nevertheless usually has a line of would-be patrons stretching around the block. It’s one of the few clubs with the distinction of being run by a certified doctor – Doctor Beatrice Tannhauser, licensed practitioner of hypnotherapy. Of course, she does much more than that, but that’s what fits on her business card.
For most, Spiral is a window into experiences they never thought they could have, or would have. True to the name and motif, hypnosis and mind control are the order of the day, and the options are limitless. Want to be enthralled by your waiter? Take a seat and stare deeply into their eyes. Want to stalk and hunt a hapless, helpless submissive? Take your pick from their trained staff – but make sure everything stays safe, sane, and consensual. Spiral is not the sort of place that indulges in the excesses of mind manipulation; permanent conditioning, drastic personality alterations, so on and so forth are strictly forbidden and will result in stiff punishment if found to be occurring.
Beneath the surface, however, Spiral is much more than a simple nightclub. A front for Spiralis Laboratories, Dr. Tannhauser is in truth the head of their Applied Sciences Division. The nightclub, with its varied clientele consisting of everyone from down-on-their-luck singles to rich executives and politicians, is a perfect petri dish for testing the various technologies and techniques that come out of the Labs. Most of the staff is also unaware of the true nature of the nightclub, though genuine Labs personnel are strategically seeded through the ranks.
Underneath the nightclub, the sprawl of the Labs is extensive. Founded in the year 302 AF (After Founding), Spiralis Laboratories is a venerable institution, if one that is largely unknown to the general public. The stated goal of the Labs is to research and perfect the study and application of mind manipulation. In its formative years, the Labs were a neutral entity, often to be found supplying hypnotic technology to anyone with the resources to pay. Under the leadership of Doctor Nadia Konorski, who assumed the mantle of Director of Research twenty-two years ago, the Labs’ mission statement has changed. Much of the old guard was purged, and now Spiralis has re-geared itself towards the protection of Junction City, and preventing the proliferation of mind manipulation. Dr. Konorski’s motives in instituting these changes are unknown, and grumbles of discontent still run underneath the surface.
Spiralis’ main agents are largely split into two categories; the Pinion teams, and the Liberated Sleepers.
Pinion teams are groups of 4-5 individuals, working seamlessly together as a kind of special operations unit. Precision strikes and lightning-fast raids are their specialties. The ranks of the Pinions are mostly made up of victims of unscrupulous and/or rogue hypnotists, subjecting them to a process known colloquially as “dronification.” Dronification, as a process that substantially rewires and rewrites the brain’s impulses, is not something that can be easily reversed or undone, and indeed greater than ninety percent of rescued victims will relapse at some point, even if thoroughly deprogrammed. Spiralis offers these victims a choice; they can do their best to resume a normal life, assisted by the Labs’ therapists and deprogrammers to mitigate and possibly quell further relapses, or they can enter the Labs’ employ.
Pinion drones undergo a proprietary and highly secretive conditioning regimen unlike the “brute-force” approach so commonly seen in the wild. When their services are not required, they live normal lives amongst the populace of Junction City, but they can be activated and recalled with very little notice. Even when the drone personalities are activated, they remain semi-autonomous, receiving orders and compelled to follow them but given latitude to act in their best interests.
Liberated Sleepers are a similar but distinct division, consisting of individual agents generally deployed as spies, saboteurs, and in cases of extreme necessity, assassins. The Sleepers, as the name implies, are by and large unaware of their true work for Spiralis. Their ranks are made up, again, of former victims of unethical mind manipulators. Their origins are more rooted in tragedy, however; unlike Pinions, who as drones were likely to be random, unlucky victims snatched at the hypnotists’ pique, Sleepers were generally groomed to be that from an early age. Certain children, when exposed to enough traumatic triggers, can manifest another side of themselves to shoulder the burden of the trauma. They may refer to this other self as an “imaginary friend,” but to a mind manipulator, this other self is a prime opportunity to create a Sleeper. Through rigorous brainwashing and conditioning regimens, the alternate self can be instilled with the commands and triggers to create an efficient, lethal agent able to carry out the hypnotists’ wishes, all while insulating the unaware “original” from any detrimental effects. This process takes a considerable amount of time, often progressing through the subject’s adolescent years and resulting in a “true” Sleeper around the ages of twenty to twenty-three.
When found, Spiralis goes to great lengths to liberate and reconcile these Sleepers’ dual aspects. This must be done so that consent can be garnered from both the original and alternate selves. Once Spiralis has established a rapport with both selves, a choice is offered similar to the Pinions’. More rigorous hypnotherapy and supervision is needed in a Sleeper’s case, to prevent any dangerous relapses, given the alternate self’s usual vocation and training, and to eventually guide the selves towards melding again.
Alternatively, the Sleeper can choose to remain with Spiralis. In this case, their alternate self’s talents will be turned towards advancing the Labs’ goals while the original will be given a mundane job as cover for their extracurricular activities. Most Sleepers’ original selves choose to continue the division of self, not wanting to remember or experience the things their alternate is capable of. With their consent they are hypnotized in believing they work for Spiralis for any number of reasons, given their chosen career paths. Some Sleepers choose to remember, and pursue a high level of coordination with their alternate selves.
No Sleeper has yet been found with more than one alternate self; the current thinking is that this situation is too unstable to be possible.
The Office of Interuniversal Affairs is a relatively new player to the Junction City area, but it has quickly risen to be a powerhouse. Founded in 413 AF, OIA is only thirty years old. It has been helmed by the same director for that entire span, an elephant named Candace Jaeger. Fleeing to Junction City when her home universe was destroyed, Director Jaeger was twenty-six years old and bereft upon arriving in the city. A law student in her former life, the how and the why of her founding of OIA remains shrouded in mystery. Within five years of its creation, however, the fledgling organization had already acquired a reputation of being a fearless, if sometimes reckless, defender of universes against encroachment – often the first on the scene of a crisis and the last to leave.
OIA’s mission statement is simple – protect the universes under its charge from harm, including Junction City, its home base and staging area. It does this through judicious application of diplomacy and force in equal measure, stemming from each of its three principal departments, Records, Personnel, and Enforcement. Records and Personnel handle the two sides of intelligence gathering – documentation and human sources. They identify multiversal glitches and errors, anomalies that OIA is tasked with mitigating or reversing. Reality distortions that cause transformations are their forte – however, as OIA is tasked with ensuring the continuity of the multiverse, if they discover an error in a file they will correct it. Receiving a letter from OIA in the mail can be the difference between a life as a human, and a life as an anthropomorphic golden retriever.
Enforcement, the other principal division, employs agents known as Executors/Executrixes. Recruited from across the multiverse, they are top-flight agents, acting in a variety of functions from peace officer to special envoy to commando. Enforcement agents are OIA’s frontline troops, the ones generally dispatched to investigate burgeoning multiversal crises and the ones who end up solving them.
Despite using the naming conventions of such, OIA does not fall under the auspices of Junction City’s government. Within Junction City, OIA operates as a clandestine agency, with the grudging backing of the city’s governing council. Only those in the top political echelon are aware of its existence, with the council understandably chafing at not just one, but two secret independent agencies operating without explicit official permission. OIA coexists with Spiralis, but regards the latter somewhat uneasily, due to their focus on mind manipulation and hypnosis techniques. So far, they have proven to be steady if shifty allies, but OIA is quietly preparing contingencies should that status change in the future.
Macro March Update
Posted a year agoHello everyone! ^.^
Not a long journal today, just a few things I wanted to say. First of all, happy Macro March! I hope everyone who celebrates this momentous month has 31 days full of growy, smashy, stompy, and above all, horny goodness~!
Secondly, be on the lookout for my next story! It will of course be a Macro March tale, but it also has the distinction of being my 100th posted story! I'll have more to say about it in the comments on the story itself, but I do want to say quickly I appreciate each and every person who's given me a watch and/or a follow. Every notification like that is just a bit more motivation to keep doing this wonderful thing, and without your support I'm not sure I could continue. You guys are the best! n_n
Last, and relatedly, I'm also announcing that I will be slowing the pace of my submissions quite a bit. Over the past year and a half, I've been writing at a fast and frenzied pace - hence being at 100 stories already! But lately, I've been having - doubts, I suppose you could say. I type sentences and they feel familiar, like I'm writing the same things over and over. I sit down to write but barely manage a page or two before I'm distracted. The ideas don't seem to come to me as easily as they did just this past Macro March, for example.
None of this is to say I'm burned out, or stopping writing, or anything like that. But I've been here before and I recognize the signs - I've been burned out before, and maybe it's inevitable I will be again, but I'd like to put that off for as long as possible. So! Going forward, there will always be, at the least, two weeks between stories...possibly longer. This to allow for two things - to be able to work around life stuff without having the extra pressure of a self-imposed deadline, and to be able to dedicate to each story the creativity and passion I think they deserve! I don't want to cut things out anymore because writing it would take me too long, or skimp on details because I'm rushing to post something.
I know this may be disappointing, and I do apologize for that! There's nothing I like more than posting a fresh, new story and seeing all the reactions, the faves, the wonderful comments - but if I don't take care of myself first, I can't provide that (admittedly slightly frivolous) service to y'all. I can only hope everyone understands!
Thanks for stopping by, and I'll see you at the next story!
Not a long journal today, just a few things I wanted to say. First of all, happy Macro March! I hope everyone who celebrates this momentous month has 31 days full of growy, smashy, stompy, and above all, horny goodness~!
Secondly, be on the lookout for my next story! It will of course be a Macro March tale, but it also has the distinction of being my 100th posted story! I'll have more to say about it in the comments on the story itself, but I do want to say quickly I appreciate each and every person who's given me a watch and/or a follow. Every notification like that is just a bit more motivation to keep doing this wonderful thing, and without your support I'm not sure I could continue. You guys are the best! n_n
Last, and relatedly, I'm also announcing that I will be slowing the pace of my submissions quite a bit. Over the past year and a half, I've been writing at a fast and frenzied pace - hence being at 100 stories already! But lately, I've been having - doubts, I suppose you could say. I type sentences and they feel familiar, like I'm writing the same things over and over. I sit down to write but barely manage a page or two before I'm distracted. The ideas don't seem to come to me as easily as they did just this past Macro March, for example.
None of this is to say I'm burned out, or stopping writing, or anything like that. But I've been here before and I recognize the signs - I've been burned out before, and maybe it's inevitable I will be again, but I'd like to put that off for as long as possible. So! Going forward, there will always be, at the least, two weeks between stories...possibly longer. This to allow for two things - to be able to work around life stuff without having the extra pressure of a self-imposed deadline, and to be able to dedicate to each story the creativity and passion I think they deserve! I don't want to cut things out anymore because writing it would take me too long, or skimp on details because I'm rushing to post something.
I know this may be disappointing, and I do apologize for that! There's nothing I like more than posting a fresh, new story and seeing all the reactions, the faves, the wonderful comments - but if I don't take care of myself first, I can't provide that (admittedly slightly frivolous) service to y'all. I can only hope everyone understands!
Thanks for stopping by, and I'll see you at the next story!
Quick Update
Posted a year agoSorry guys, no story this week, sadly. I was working on one, but it just…wasn’t coming together and it started to feel more and more like I was forcing it. I’ve set that one aside and moved on to the next idea I had in mind - hopefully this one will be a bit easier to get onto the page.
Apologies again, and with some luck and perseverance I’ll be back next week with another fun, erotic tale for y’all!
Apologies again, and with some luck and perseverance I’ll be back next week with another fun, erotic tale for y’all!
New Year, New Plans, and New Settings!
Posted a year agoHello all, and welcome to the final journal of 2023! I appreciate everyone who stops by to read these, and as always, if you’ve got a comment or a question I’d love to hear about it down below! This is a bit of a chonker of an update, so let’s dive right in.
I’ve already mentioned that 2024 will look a little different in terms of my output, and what I meant by that is that I’m going to spend each month playing around in the sandbox of one of three revolving settings. Each of these settings is unique, and each has fits into a broad category; one high fantasy, one science fiction, and one closer to urban/”modern-day” fiction that anything else. All three settings also have a central plotline running through them, and at least one story every month will be dedicated to moving that storyline further, if only incrementally.
Where does that leave the rest of the month’s stories? Well, engaging in one of my favorite things – worldbuilding! Though, don’t worry, I don’t mean this to say every story that isn’t “plot-relevant” will be a boring infodump or walls o’ text. I just mean I’ll be using the standalone stories to explore the worlds I create through the lenses of the characters that inhabit them…and the types of sex they like to have. I am, after all, still an erotica writer first and foremost. ;P
I hope this arrangement will be satisfactory to my fans and readers, and to myself! Previously I was bouncing around between ideas and settings so rapidly I couldn’t really pin anything down that I wanted to stick with. Now, by deliberately slowing myself down and spending a month’s worth of time digging down to the bedrock in each world, I’m hoping that problem will be corrected. As for the readership, I’m hopeful all of you will find something to your liking! Every setting has an equal chance of having some sort of kink/fetish to it, so you’ll just as easily find a size story in the sci-fi setting as the modern-day one, to use an example. By doing this I’m aiming to draw in new readers as well; come for the goo that transforms men into busty reindeer drones, stay for the intriguing plot and further developments…and more reindeer drones. X3
So! What are these settings, you may ask? I’ve dropped some hints about them in the past, a few journals and stories here and there, but here for the first time I’ve collected their main “blurbs” as well as a short introduction to the main storyline of each. Read on and, hopefully, enjoy!
Junction City: An Interuniversal metropolis, located at a junction for countless different realities and dimensions, hence its name. Junction City is a place for those who have no home in the wider universe…or universes, as the case may be. Home to outcasts, outlaws, and those with no world to return to, the city is a place where anything can happen – and it often does. Fortunes are won and lost in a heartbeat; love blooms in seedy back-alleys and lofty penthouses alike. Junction City falls under the auspices of the Office of Interuniversal Affairs as a hub of interreality travel; OIA monitors traffic into and out of the city, and acts as local – and extrauniversal – law enforcement as well. The three most common ways to access Junction City are sanctioned portals, purpose built trains, and ships travelling designated sea lanes.
Junction City Plotline: “Signals and Codes.” A wave of mysterious attacks is rocking Junction City – people ae being transformed and robbed of their bodies. Signals that come from and point to nowhere spark into existence, brainwashing normal citizens into frighteningly effective sleeper agents, just waiting for a trigger to go about their implanted mission. Others simply disappear outright, piles of clothes left behind or sometimes no trace at all. Growing concerned about the threat in her own backyard, OIA Director Candace Jaeger activates the Sigma Contingent, a cell of highly-trained operatives pulled from every department of OIA. Their mission is to hunt down the person, persons, or organizations responsible for these attacks and put a stop to them. With few leads, fewer allies and the possibility of their own minds and teammates being turned against them, Sigma Contingent has their work cut out for them…and even if they do discover the perpetrators of the attacks, the ones truly responsible might still slip into the shadows…
The Rakthani Union: Set in the far-flung future of the 28th century, in a distant galaxy, the Rakthani are a fledgling interstellar power. Achieving lightspeed travel barely one hundred years ago, they have just begun to spread into the stars, but their own natural distrust of other species and tendency not to stray too far from “home” has hampered their efforts. Small and vulnerable, the Union nonetheless thrives due to having an abundance of valuable mineral wealth within its borders. Tensions mount within the Union between the expansionist and isolationist factions just as unity is most needed; shaky political alliances are thrown into chaos by the arrival of a new threat.
Rakthani Plotline: “Rise of the Wild Scourge.” The Rakthani navy is a small, lean fighting force; undoubtedly effective but far too limited to protect all of Rakthani space, their ships tend to congregate near the spacelanes and orbits of member worlds. The central government has turned to a different sort of defense for the fringes of their space: privateers. This mercenary fleet is ragtag and piecemeal, but some consider those to be its primary strengths. Privateer forces have turned back three expeditionary assaults into Rakthani space in the last fifty years, and the job, while dangerous, is intoxicatingly lucrative and alluringly adventurous. But the Wild Scourge is a threat unlike anything the Rakthani, or indeed the galaxy, has ever faced; a ravenous horde that simply consumes everything in its path, obliterating anything that does not fit into its maw. Against this backdrop, Captain Kira of the privateer cruiser Interceptor, one of the newest privateers in the fleet, sets sail with a young, fractious crew, a new communications officer, and a mysterious artifact in their hold – an ancient key that may hold their salvation, or their destruction…
The World of Cor’xa – A vibrant, diverse fantasy world with a multitude of character and countries, Cor’xa is a setting based on clockwork technology. Discovered roughly 75 years prior to the setting’s main timeframe, clockworks have spread rapidly amongst the peoples and nations of the world to become the planet’s main technological resource. Roughly speaking, the world is technologically on par with late 19th to early 20th century Earth, though with clockworks replacing electricity and/or steam as the main driver of change. This world is split in two halves; the West, dominated by the expansionist and meritocratic Dejarren Empire, and the East, a fractious, tenuous coalition of nation-states that come into conflict with each other as often as with the Empire. The main bulwark against further Dejarren expansion is the rugged desert terrain of the Republic of Selinke, the second-largest nation on the continent and the only one truly in a position to match armies with the Empire. Simmering tensions and political maneuvering abound; even away from the Selinken-Dejarren border, regional wars and territorial conflicts tend to flare, in a manner not dissimilar to Earth’s Cold War. Against this backdrop, fantastical feats of magic take place, epic quests are begun and derailed; treasures are lost and found, and the gears of Cor’xa’s destiny grind ever onwards.
Cor’xa Plotline – “Back To Where You’ve Never Been.” Lilah Rhodes is utterly unremarkable – a woman in her early forties, working a nondescript job as an archivist and penning short stories in her downtime. This changes when a mysterious new shipment of items to be catalogued arrives at her warehouse, and a blank tome literally falls into her lap; a book with a bright yellow cover, a strange nine-sided polygon encased in a circle emblazoning its front cover, and a inexplicably alluring aura. Taking it home, Lilah vents her frustrations with her humdrum existence to the book, starting with the sentence, “I wish I could go on an adventure.” The next morning, a bizarre accident sends Lilah tumbling off of a bridge – and into a new life. Waking up in a world not her own, and a body that’s been drastically transformed, Lilah is thrust into a world of cloaked intentions, political intrigue, and danger from swords and words alike. Caught in a bewildering new existence, she discovers that the tome that sent her here – the Xanthic Codex – may hold the key to finding a way back…but regaining her old home may come at the cost of destroying her new one…
And there we go! Hopefully something in one of these three settings catches your interest, and inspires you to stick around for some fantastic adventures.
Questions? Comments? Concerns? Feel free to leave your thoughts down below, and I’ll do my best to answer any questions that might arise!
Until next time, friends – enjoy my work, have a safe and happy New Year, and I’ll see you at the next story!
I’ve already mentioned that 2024 will look a little different in terms of my output, and what I meant by that is that I’m going to spend each month playing around in the sandbox of one of three revolving settings. Each of these settings is unique, and each has fits into a broad category; one high fantasy, one science fiction, and one closer to urban/”modern-day” fiction that anything else. All three settings also have a central plotline running through them, and at least one story every month will be dedicated to moving that storyline further, if only incrementally.
Where does that leave the rest of the month’s stories? Well, engaging in one of my favorite things – worldbuilding! Though, don’t worry, I don’t mean this to say every story that isn’t “plot-relevant” will be a boring infodump or walls o’ text. I just mean I’ll be using the standalone stories to explore the worlds I create through the lenses of the characters that inhabit them…and the types of sex they like to have. I am, after all, still an erotica writer first and foremost. ;P
I hope this arrangement will be satisfactory to my fans and readers, and to myself! Previously I was bouncing around between ideas and settings so rapidly I couldn’t really pin anything down that I wanted to stick with. Now, by deliberately slowing myself down and spending a month’s worth of time digging down to the bedrock in each world, I’m hoping that problem will be corrected. As for the readership, I’m hopeful all of you will find something to your liking! Every setting has an equal chance of having some sort of kink/fetish to it, so you’ll just as easily find a size story in the sci-fi setting as the modern-day one, to use an example. By doing this I’m aiming to draw in new readers as well; come for the goo that transforms men into busty reindeer drones, stay for the intriguing plot and further developments…and more reindeer drones. X3
So! What are these settings, you may ask? I’ve dropped some hints about them in the past, a few journals and stories here and there, but here for the first time I’ve collected their main “blurbs” as well as a short introduction to the main storyline of each. Read on and, hopefully, enjoy!
Junction City: An Interuniversal metropolis, located at a junction for countless different realities and dimensions, hence its name. Junction City is a place for those who have no home in the wider universe…or universes, as the case may be. Home to outcasts, outlaws, and those with no world to return to, the city is a place where anything can happen – and it often does. Fortunes are won and lost in a heartbeat; love blooms in seedy back-alleys and lofty penthouses alike. Junction City falls under the auspices of the Office of Interuniversal Affairs as a hub of interreality travel; OIA monitors traffic into and out of the city, and acts as local – and extrauniversal – law enforcement as well. The three most common ways to access Junction City are sanctioned portals, purpose built trains, and ships travelling designated sea lanes.
Junction City Plotline: “Signals and Codes.” A wave of mysterious attacks is rocking Junction City – people ae being transformed and robbed of their bodies. Signals that come from and point to nowhere spark into existence, brainwashing normal citizens into frighteningly effective sleeper agents, just waiting for a trigger to go about their implanted mission. Others simply disappear outright, piles of clothes left behind or sometimes no trace at all. Growing concerned about the threat in her own backyard, OIA Director Candace Jaeger activates the Sigma Contingent, a cell of highly-trained operatives pulled from every department of OIA. Their mission is to hunt down the person, persons, or organizations responsible for these attacks and put a stop to them. With few leads, fewer allies and the possibility of their own minds and teammates being turned against them, Sigma Contingent has their work cut out for them…and even if they do discover the perpetrators of the attacks, the ones truly responsible might still slip into the shadows…
The Rakthani Union: Set in the far-flung future of the 28th century, in a distant galaxy, the Rakthani are a fledgling interstellar power. Achieving lightspeed travel barely one hundred years ago, they have just begun to spread into the stars, but their own natural distrust of other species and tendency not to stray too far from “home” has hampered their efforts. Small and vulnerable, the Union nonetheless thrives due to having an abundance of valuable mineral wealth within its borders. Tensions mount within the Union between the expansionist and isolationist factions just as unity is most needed; shaky political alliances are thrown into chaos by the arrival of a new threat.
Rakthani Plotline: “Rise of the Wild Scourge.” The Rakthani navy is a small, lean fighting force; undoubtedly effective but far too limited to protect all of Rakthani space, their ships tend to congregate near the spacelanes and orbits of member worlds. The central government has turned to a different sort of defense for the fringes of their space: privateers. This mercenary fleet is ragtag and piecemeal, but some consider those to be its primary strengths. Privateer forces have turned back three expeditionary assaults into Rakthani space in the last fifty years, and the job, while dangerous, is intoxicatingly lucrative and alluringly adventurous. But the Wild Scourge is a threat unlike anything the Rakthani, or indeed the galaxy, has ever faced; a ravenous horde that simply consumes everything in its path, obliterating anything that does not fit into its maw. Against this backdrop, Captain Kira of the privateer cruiser Interceptor, one of the newest privateers in the fleet, sets sail with a young, fractious crew, a new communications officer, and a mysterious artifact in their hold – an ancient key that may hold their salvation, or their destruction…
The World of Cor’xa – A vibrant, diverse fantasy world with a multitude of character and countries, Cor’xa is a setting based on clockwork technology. Discovered roughly 75 years prior to the setting’s main timeframe, clockworks have spread rapidly amongst the peoples and nations of the world to become the planet’s main technological resource. Roughly speaking, the world is technologically on par with late 19th to early 20th century Earth, though with clockworks replacing electricity and/or steam as the main driver of change. This world is split in two halves; the West, dominated by the expansionist and meritocratic Dejarren Empire, and the East, a fractious, tenuous coalition of nation-states that come into conflict with each other as often as with the Empire. The main bulwark against further Dejarren expansion is the rugged desert terrain of the Republic of Selinke, the second-largest nation on the continent and the only one truly in a position to match armies with the Empire. Simmering tensions and political maneuvering abound; even away from the Selinken-Dejarren border, regional wars and territorial conflicts tend to flare, in a manner not dissimilar to Earth’s Cold War. Against this backdrop, fantastical feats of magic take place, epic quests are begun and derailed; treasures are lost and found, and the gears of Cor’xa’s destiny grind ever onwards.
Cor’xa Plotline – “Back To Where You’ve Never Been.” Lilah Rhodes is utterly unremarkable – a woman in her early forties, working a nondescript job as an archivist and penning short stories in her downtime. This changes when a mysterious new shipment of items to be catalogued arrives at her warehouse, and a blank tome literally falls into her lap; a book with a bright yellow cover, a strange nine-sided polygon encased in a circle emblazoning its front cover, and a inexplicably alluring aura. Taking it home, Lilah vents her frustrations with her humdrum existence to the book, starting with the sentence, “I wish I could go on an adventure.” The next morning, a bizarre accident sends Lilah tumbling off of a bridge – and into a new life. Waking up in a world not her own, and a body that’s been drastically transformed, Lilah is thrust into a world of cloaked intentions, political intrigue, and danger from swords and words alike. Caught in a bewildering new existence, she discovers that the tome that sent her here – the Xanthic Codex – may hold the key to finding a way back…but regaining her old home may come at the cost of destroying her new one…
And there we go! Hopefully something in one of these three settings catches your interest, and inspires you to stick around for some fantastic adventures.
Questions? Comments? Concerns? Feel free to leave your thoughts down below, and I’ll do my best to answer any questions that might arise!
Until next time, friends – enjoy my work, have a safe and happy New Year, and I’ll see you at the next story!
Merry Christmas and Happy Holidays!
Posted a year agoJust a short journal for today, wishing all of FA a Merry Christmas and Happy Holidays!
Also wanted to say I'll be taking this week off to collate and collect some thoughts for the upcoming year. There'll be another journal in between now and then, detailing some thoughts about the three settings I plan to delve into and what my stories will look like coming up. Be on the lookout for that!
In the meantime, I hope all of you have a wonderful holiday and you all enjoy the time you spend with those closest to you - friends, family, and partners alike!
Also wanted to say I'll be taking this week off to collate and collect some thoughts for the upcoming year. There'll be another journal in between now and then, detailing some thoughts about the three settings I plan to delve into and what my stories will look like coming up. Be on the lookout for that!
In the meantime, I hope all of you have a wonderful holiday and you all enjoy the time you spend with those closest to you - friends, family, and partners alike!
Holiday Plans, and onto 2024!
Posted 2 years agoHello all! Happy holidays, Merry Christmas, happy Chanukah, happy Kwanzaa and myriad others!
The holidays are, without question, my absolute favorite time of the year. Even better this year, since I'm having tons of fun working on the stories I bring to you all, not to mention seeing all the faves and comments roll in! Once again, I've gotta give it up to the good people of FA for being friendly, welcoming, and most of all, supportive! Special shout-outs to a few people here:
kinzhal who has been the best friend I could ask for all this year, and a wonderful source of inspiration to boot.
skiesofsilver for being an inspiration and letting me post my weird little stories in his Discord to reach a wider audience.
So! What's ahead for me? Well, I have the final Hypnovember story currently in the works, and guess what? It stars yours truly! That's right, this last Hypnovember story - as well as every story in December - is going to feature me, or rather, my fursona in all her glory. I've used her sparingly up until now, but I think it's about time to really flesh her out and establish her as a presence on my page and in my gallery. You'll be getting all of the details on her once she takes over and starts dropping stories, so I won't spoil anything for you yet, but stay tuned! I promise you won't want to miss a single word of her origin story, or her further adventures ^.^
As for 2024 - I've got big plans! Long story short, this year has been a bit of an "experimental" phase for me. I've been tossing stuff at the wall to see what sticks and what flakes off, and so I'm ready to make some changes in the New Year. Starting with a clean slate! I've enjoyed all of my current settings, but they haven't really resonated with me the way I wanted them to - and for the most part, I don't think they made as much of an impact on you guys either. None of which is necessarily a bad thing!
I think part of it was the schedule I slipped into - a three-week rotation between my settings, followed up with some single, standalone stories. One short story a month, not all of which do anything to advance any sort of plot, just isn't a lot for people to sink their teeth into. In the New Year, I'll be extending this schedule. I have three new settings, two of which I've introduced you all to so far - the Rakthani sci-fi setting, and Junction City, which is sort of a modern-day catchall for everything from slice-of-life and cute dates to thriller intrigue and lurking horror. The third setting will be totally new, a clockpunk fantasy world going by the name of Cor'xa. There'll be more information on it in a later journal post - probably before I start its inaugural month - but that's why I bring it up. Going forward, I'll be spending a solid month in each setting before moving onto the next, then the next, and resetting - with the occasional break to do themed months, like Macro March or Hypnovember (if I can't make them fit within the settings, of course).
I think this'll really let me - not to mention my readers! - dig in and get to experience my settings, rather than having whiplash moving rapidly from one to the next. It does mean a slightly longer wait for more once the month is done, but I'm hoping you'll all be hooked enough by then to endure the wait. ;P Not every story will have huge metaplot implications, of course - at my core, I'm a pornographer, and I can't stray from my calling for too long - but I do want to really start building these worlds and creating characters and stories that resonate with people...even if just for the time it takes you to get off. n_n
That's all for now. Thanks to everyone who read this far, and again, happy holidays! Leave a comment below if you've got anything you'd like to see me tackle in the New Year, and I'll see you at the next story!
The holidays are, without question, my absolute favorite time of the year. Even better this year, since I'm having tons of fun working on the stories I bring to you all, not to mention seeing all the faves and comments roll in! Once again, I've gotta give it up to the good people of FA for being friendly, welcoming, and most of all, supportive! Special shout-outs to a few people here:


So! What's ahead for me? Well, I have the final Hypnovember story currently in the works, and guess what? It stars yours truly! That's right, this last Hypnovember story - as well as every story in December - is going to feature me, or rather, my fursona in all her glory. I've used her sparingly up until now, but I think it's about time to really flesh her out and establish her as a presence on my page and in my gallery. You'll be getting all of the details on her once she takes over and starts dropping stories, so I won't spoil anything for you yet, but stay tuned! I promise you won't want to miss a single word of her origin story, or her further adventures ^.^
As for 2024 - I've got big plans! Long story short, this year has been a bit of an "experimental" phase for me. I've been tossing stuff at the wall to see what sticks and what flakes off, and so I'm ready to make some changes in the New Year. Starting with a clean slate! I've enjoyed all of my current settings, but they haven't really resonated with me the way I wanted them to - and for the most part, I don't think they made as much of an impact on you guys either. None of which is necessarily a bad thing!
I think part of it was the schedule I slipped into - a three-week rotation between my settings, followed up with some single, standalone stories. One short story a month, not all of which do anything to advance any sort of plot, just isn't a lot for people to sink their teeth into. In the New Year, I'll be extending this schedule. I have three new settings, two of which I've introduced you all to so far - the Rakthani sci-fi setting, and Junction City, which is sort of a modern-day catchall for everything from slice-of-life and cute dates to thriller intrigue and lurking horror. The third setting will be totally new, a clockpunk fantasy world going by the name of Cor'xa. There'll be more information on it in a later journal post - probably before I start its inaugural month - but that's why I bring it up. Going forward, I'll be spending a solid month in each setting before moving onto the next, then the next, and resetting - with the occasional break to do themed months, like Macro March or Hypnovember (if I can't make them fit within the settings, of course).
I think this'll really let me - not to mention my readers! - dig in and get to experience my settings, rather than having whiplash moving rapidly from one to the next. It does mean a slightly longer wait for more once the month is done, but I'm hoping you'll all be hooked enough by then to endure the wait. ;P Not every story will have huge metaplot implications, of course - at my core, I'm a pornographer, and I can't stray from my calling for too long - but I do want to really start building these worlds and creating characters and stories that resonate with people...even if just for the time it takes you to get off. n_n
That's all for now. Thanks to everyone who read this far, and again, happy holidays! Leave a comment below if you've got anything you'd like to see me tackle in the New Year, and I'll see you at the next story!
Hypnovember - Some Thoughts!
Posted 2 years agoHello all! It's been an exciting month, crafting origins for so many different characters. I can't wait to show them all off to you, and trust me, that time's coming up soon...but for now, Hypnovember is nearly upon us!
I'm not nearly prolific, nor quick, enough to attempt to tackle the classic 30 daily prompt version of Hypnovember. But, this year, I've decided to give a dedicated go to trying for at least three...four if I can manage it, but three I should definitely be able to do. The prompts I've chosen so far are Unaware, Accidental, and Voice - if I make it to a fourth story, I'll have to choose a new prompt!
Which also brings me to setting some expectations. For those who are loyal readers, you'll know by now I'm not generally a fan of "bad endings." Now of course I have some exceptions to this rule - and some of the "bad ends" I've written are my most popular stories! - but when it comes to hypnosis, I'm more firm on the concept than in other places.
I don't like stories where someone is hypnotized to become a fucktoy, or a mindless sex slave for a cruel owner. I don't like stories where a single action on someone's part causes a hypnotist to decide to take them, brainwash them and change their entire personality and life. I don't like permanently modifying someone's behavior through hypnosis or mind control in general. I don't say any of this to knock those kinds of stories or those who enjoy them - everybody likes what they like! I'm merely setting it all out so you'll know not to expect that sort of thing here.
I love hypnosis. I use it in real life to center myself, and there have been a few very memorable occasions that friends have gotten involved. The trust it involves is absolute, and as a good dom, I don't break people's trust as a rule. I like to be gentle, I like to be loving, and most of all, I like to know the hypnotized is just as invested as the hypnotist. Granted, consent and hypnosis is definitely a bit of a gray area, but I and my characters like to get it wherever possible. That may involve some trickery, or some exact words, but at the end of the day, I like to use hypnosis to improve people's lives - whether for an hour, a day, or a lifetime - and I don't think they'd mind too much.
All of this is simply to say, if you're interested in reading my Hypnovember stories, prepare yourself for good moods, good feelings, and, most importantly - good sex. ;P
Thanks for reading, and I'll see you at the next story!
I'm not nearly prolific, nor quick, enough to attempt to tackle the classic 30 daily prompt version of Hypnovember. But, this year, I've decided to give a dedicated go to trying for at least three...four if I can manage it, but three I should definitely be able to do. The prompts I've chosen so far are Unaware, Accidental, and Voice - if I make it to a fourth story, I'll have to choose a new prompt!
Which also brings me to setting some expectations. For those who are loyal readers, you'll know by now I'm not generally a fan of "bad endings." Now of course I have some exceptions to this rule - and some of the "bad ends" I've written are my most popular stories! - but when it comes to hypnosis, I'm more firm on the concept than in other places.
I don't like stories where someone is hypnotized to become a fucktoy, or a mindless sex slave for a cruel owner. I don't like stories where a single action on someone's part causes a hypnotist to decide to take them, brainwash them and change their entire personality and life. I don't like permanently modifying someone's behavior through hypnosis or mind control in general. I don't say any of this to knock those kinds of stories or those who enjoy them - everybody likes what they like! I'm merely setting it all out so you'll know not to expect that sort of thing here.
I love hypnosis. I use it in real life to center myself, and there have been a few very memorable occasions that friends have gotten involved. The trust it involves is absolute, and as a good dom, I don't break people's trust as a rule. I like to be gentle, I like to be loving, and most of all, I like to know the hypnotized is just as invested as the hypnotist. Granted, consent and hypnosis is definitely a bit of a gray area, but I and my characters like to get it wherever possible. That may involve some trickery, or some exact words, but at the end of the day, I like to use hypnosis to improve people's lives - whether for an hour, a day, or a lifetime - and I don't think they'd mind too much.
All of this is simply to say, if you're interested in reading my Hypnovember stories, prepare yourself for good moods, good feelings, and, most importantly - good sex. ;P
Thanks for reading, and I'll see you at the next story!
October - Origins Month!
Posted 2 years ago*waves* Greetings all! Stopping by with a quick update on some plans for the remainder of the year.
I've got some big changes and bigger ideas in store for 2024, which you'll find out about in a much longer journal post some time down the road...I don't know exactly when, but it does have to be before the New Year, so I guess I'd better get cracking. ;P
As a slight spoiler, one of the big things I intend to work on next year is making significant progress in my yet-to-be-started serial novel, set in the Rakthani universe and focusing on the crew of the cruiser Interceptor. To that end, and to introduce the world to you all, October is going to be Origins month (and will possibly stretch into November, depending on the course of how the stories go...)! I hope to bring you, each weekend, a different tale setting up one of the major players in the book, starting with the villainess of the piece, the twisted, Scourge-spreading rat Malvolia. Stay tuned!
Past that, November is my birthday month! I'll be taking the opportunity to relax and work on stuff a bit more personal in nature - no big, grand stories interlinking parts of an emerging narrative or anything like that. Just a few good, old-fashioned, smutty stories. I'll definitely be doing at least one Hypnovember story - I will emphatically not be doing all of them, because I'm far too slow for that, and even my "small ideas" end up ballooning into 10,000-word stories. xD
Stay amazing, my friends, and I'll see you at the next story!
I've got some big changes and bigger ideas in store for 2024, which you'll find out about in a much longer journal post some time down the road...I don't know exactly when, but it does have to be before the New Year, so I guess I'd better get cracking. ;P
As a slight spoiler, one of the big things I intend to work on next year is making significant progress in my yet-to-be-started serial novel, set in the Rakthani universe and focusing on the crew of the cruiser Interceptor. To that end, and to introduce the world to you all, October is going to be Origins month (and will possibly stretch into November, depending on the course of how the stories go...)! I hope to bring you, each weekend, a different tale setting up one of the major players in the book, starting with the villainess of the piece, the twisted, Scourge-spreading rat Malvolia. Stay tuned!
Past that, November is my birthday month! I'll be taking the opportunity to relax and work on stuff a bit more personal in nature - no big, grand stories interlinking parts of an emerging narrative or anything like that. Just a few good, old-fashioned, smutty stories. I'll definitely be doing at least one Hypnovember story - I will emphatically not be doing all of them, because I'm far too slow for that, and even my "small ideas" end up ballooning into 10,000-word stories. xD
Stay amazing, my friends, and I'll see you at the next story!
Engine City & Rocket Island
Posted 2 years agoGreetings and salutations, everyone! I'm coming to you today with quite the expansion on Junction City...which, I know, many of you out there are saying "but you've only written a single, introductory story for this setting! Aren't you putting the cart before the horses?" You wouldn't be entirely wrong in thinking this, but I plead extenuating circumstances. Junction City and its surrounding locales have been staking out space, rent-free, in my brain for quite literally over a decade, and now that I've decided to commit at least some of that to paper (so to speak), well, the ideas have only multiplied. Still, it's a better problem to have than no ideas! It's true that I may never get around to writing proper stories for the vast majority of ideas that leap out of my mind, but that's why I take notes - to keep them fresh for if I ever do get the opportunity. It's also why I share! If, possibly, someone out there stumbles onto these journals, all the characters and ideas I've laid out therein and that starts them on their own creative journey - well, that's something you can't put on a price on. ^.^
Just one thing - if you do draw inspiration from me, or if you want to explore these settings through your own art/writing, don't forget to give me a little tip of the cap! A writer always likes to know when she's appreciated. n_n
Without further ado, read on to discover the latest additions to my crazy, wonderful world!
Union Sea – The body of water surrounding Junction City. Certain lanes have been mapped out as completely as possible, and can be used relatively safely to travel between worlds – either to predetermined destinations, based on celestial navigation, or through the use of artificially generated Gates. Straying outside of these lanes is highly dangerous and generally regarded as done only by the extremely brave, or extremely foolish. Estimates are tough to come by, but it’s thought that anywhere from three-quarters to a full ninety percent of all vessels that veer into uncharted waters simply vanish, never to be seen again.
The Boneyard – Colloquial name given to a semi-mythical “junk flotilla” located on the Union Sea. Sketchy tales from men and women frightened halfway to insanity paint a picture of a gargantuan floating junkyard, with representatives from all known classes of sea vessels and plenty of unknown ones. Some sources even claim that a few of the vessels that have found their way into the Boneyard resemble spacecraft rather than seagoing vehicles, but such tales are dismissed as panic-induced delusions. Unbeknownst to the vast majority of Junction City’s citizens, however, the stories are true. The Boneyard does exist, and ships lost in the Union Sea are more or less guaranteed to end up there if they remain afloat, due to the strange properties of the interdimensional oceans. As the city is a land-based nexus point, so too is the Boneyard an ocean-based nexus – and its portals have been known to swallow space vessels on occasion, as well…
Engine City – Not all who are consigned to the Boneyard die. A community of hardy survivors has sprung up, clinging to life on the tenebrous hulks that make up the graveyard. The “hub” of Engine City is centered on the largest wreck present, an empty oil tanker that the ruling council has deemed “neutral territory.” Ships of all sizes and class surround it, everything from aircraft carriers and destroyers to small merchant and fishing boats. Each group of vessels has either been towed to the hub, or in rare cases, moved under its own power, but ships that still have the capability for sailing are a rare commodity in Engine City. These “fleets” are led by captains, who together make up the Captain’s Council, the governing body of a community perpetually on the edge. Engine City will welcome any dregs that wash up on their borders, but only if they can pull their weight – space is at a premium, and freeloaders are not welcome, to put it mildly. No one is a prisoner, and may leave the city at any time. Hardly anyone ever does, however, because even if one could construct or restore a ship to working order, the journey between Engine City and a known sea lane would surely lead to their death, disappearance, or worse…
Rocket Island – The only stable land mass, aside from Junction City itself, in the entirety of the Union Sea. An island in the shape of an equilateral triangle, it rests directly north of the Boneyard and Engine City, with one of its vertexes “pointing” directly at the flotilla. Surrounded by tiny, jagged peaks that are little more than moss-strewn rocks, it is difficult but not impossible to reach the island by sea without damaging your ship. The island plays host to a now-disused military base-cum-research station, for which it is named; Rocket Island. No one is quite sure how it got here, nor where it came from. The island is mostly level and covered with an environment reminiscent of an equatorial rainforest, with an array of feral wildlife to match. A lone, low mountain rises to the west of the triangle’s center, a volcano with low-level activity and an extensive network of tubes carved out underneath it by lava. Snow is possible, if rare, on the island due to the strange, warped weather patterns of the Union Sea. Lush and mostly unspoiled, there is a small tribe living on the island, amongst and around the ruins of the base, which was built near the base of the mountain. Little cross-contamination is present between Engine City and Rocket Island – those of the city believe the tribespeople to be savage, unprincipled, and warlike, while the tribespeople regard the citypeople to be duplicitous, scheming, and invested only in self-benefit. For all of that, however, trade does exist between the two communities, via a small divot of a cove on Rocket Island’s northwest shore, the sole safe landing space.
The Rocketeers – The tribe that makes Rocket Island its home. The core of the tribe is descended from the original men and women of the military base after it was pulled from its home dimension and deposited in the Union Sea. Though many generations have passed, trappings of the original military stylings remain. The leader of the tribe is referred to as “General,” and lower ranks are distributed amongst her higher-ups as she sees fit. Rank insignia survives, though heavily modified. “Uniforms” tend to be, at most, collars, capes and other accoutrements – it is difficult to find a tribesperson wearing more than a scandalously short skirt or what is essentially a bikini top. The tribe seamlessly integrates the remnants of the base’s futuristic technology into their mostly primitive lifestyle – augmenting bows and arrows with high-tech scanning devices, for example, or lighting their daily campfires with portable lighters. Despite the primitive trappings, they are an intelligent people, and for the most part understand how their technology works…though as the computers and notes inside the base deteriorate, that knowledge is being slowly, steadily lost. The general armament is of a deceptively primitive nature – spears and hand axes are the usual choice for close combat, while bows are standard ranged weapon. All are augmented with technology; a thrown spear or swung axe may have a small thruster behind it, while bows are paired with high-tech lenses and scopes to ensure every shot is true. Matriarchal in nature, men are generally relegated to a secondary, submissive class unless they can sufficiently impress the women. Aside from traditional breeding, they replenish their ranks through unlucky souls flung onto their island through randomly appearing interdimensional portals, or those who wash up on their shores. Generally welcoming of these strays, they dislike those who choose to live in Engine City, though that does not prevent them from engaging in civil relations – as long as the citypeople respect their own boundaries, of course…
Just one thing - if you do draw inspiration from me, or if you want to explore these settings through your own art/writing, don't forget to give me a little tip of the cap! A writer always likes to know when she's appreciated. n_n
Without further ado, read on to discover the latest additions to my crazy, wonderful world!
Union Sea – The body of water surrounding Junction City. Certain lanes have been mapped out as completely as possible, and can be used relatively safely to travel between worlds – either to predetermined destinations, based on celestial navigation, or through the use of artificially generated Gates. Straying outside of these lanes is highly dangerous and generally regarded as done only by the extremely brave, or extremely foolish. Estimates are tough to come by, but it’s thought that anywhere from three-quarters to a full ninety percent of all vessels that veer into uncharted waters simply vanish, never to be seen again.
The Boneyard – Colloquial name given to a semi-mythical “junk flotilla” located on the Union Sea. Sketchy tales from men and women frightened halfway to insanity paint a picture of a gargantuan floating junkyard, with representatives from all known classes of sea vessels and plenty of unknown ones. Some sources even claim that a few of the vessels that have found their way into the Boneyard resemble spacecraft rather than seagoing vehicles, but such tales are dismissed as panic-induced delusions. Unbeknownst to the vast majority of Junction City’s citizens, however, the stories are true. The Boneyard does exist, and ships lost in the Union Sea are more or less guaranteed to end up there if they remain afloat, due to the strange properties of the interdimensional oceans. As the city is a land-based nexus point, so too is the Boneyard an ocean-based nexus – and its portals have been known to swallow space vessels on occasion, as well…
Engine City – Not all who are consigned to the Boneyard die. A community of hardy survivors has sprung up, clinging to life on the tenebrous hulks that make up the graveyard. The “hub” of Engine City is centered on the largest wreck present, an empty oil tanker that the ruling council has deemed “neutral territory.” Ships of all sizes and class surround it, everything from aircraft carriers and destroyers to small merchant and fishing boats. Each group of vessels has either been towed to the hub, or in rare cases, moved under its own power, but ships that still have the capability for sailing are a rare commodity in Engine City. These “fleets” are led by captains, who together make up the Captain’s Council, the governing body of a community perpetually on the edge. Engine City will welcome any dregs that wash up on their borders, but only if they can pull their weight – space is at a premium, and freeloaders are not welcome, to put it mildly. No one is a prisoner, and may leave the city at any time. Hardly anyone ever does, however, because even if one could construct or restore a ship to working order, the journey between Engine City and a known sea lane would surely lead to their death, disappearance, or worse…
Rocket Island – The only stable land mass, aside from Junction City itself, in the entirety of the Union Sea. An island in the shape of an equilateral triangle, it rests directly north of the Boneyard and Engine City, with one of its vertexes “pointing” directly at the flotilla. Surrounded by tiny, jagged peaks that are little more than moss-strewn rocks, it is difficult but not impossible to reach the island by sea without damaging your ship. The island plays host to a now-disused military base-cum-research station, for which it is named; Rocket Island. No one is quite sure how it got here, nor where it came from. The island is mostly level and covered with an environment reminiscent of an equatorial rainforest, with an array of feral wildlife to match. A lone, low mountain rises to the west of the triangle’s center, a volcano with low-level activity and an extensive network of tubes carved out underneath it by lava. Snow is possible, if rare, on the island due to the strange, warped weather patterns of the Union Sea. Lush and mostly unspoiled, there is a small tribe living on the island, amongst and around the ruins of the base, which was built near the base of the mountain. Little cross-contamination is present between Engine City and Rocket Island – those of the city believe the tribespeople to be savage, unprincipled, and warlike, while the tribespeople regard the citypeople to be duplicitous, scheming, and invested only in self-benefit. For all of that, however, trade does exist between the two communities, via a small divot of a cove on Rocket Island’s northwest shore, the sole safe landing space.
The Rocketeers – The tribe that makes Rocket Island its home. The core of the tribe is descended from the original men and women of the military base after it was pulled from its home dimension and deposited in the Union Sea. Though many generations have passed, trappings of the original military stylings remain. The leader of the tribe is referred to as “General,” and lower ranks are distributed amongst her higher-ups as she sees fit. Rank insignia survives, though heavily modified. “Uniforms” tend to be, at most, collars, capes and other accoutrements – it is difficult to find a tribesperson wearing more than a scandalously short skirt or what is essentially a bikini top. The tribe seamlessly integrates the remnants of the base’s futuristic technology into their mostly primitive lifestyle – augmenting bows and arrows with high-tech scanning devices, for example, or lighting their daily campfires with portable lighters. Despite the primitive trappings, they are an intelligent people, and for the most part understand how their technology works…though as the computers and notes inside the base deteriorate, that knowledge is being slowly, steadily lost. The general armament is of a deceptively primitive nature – spears and hand axes are the usual choice for close combat, while bows are standard ranged weapon. All are augmented with technology; a thrown spear or swung axe may have a small thruster behind it, while bows are paired with high-tech lenses and scopes to ensure every shot is true. Matriarchal in nature, men are generally relegated to a secondary, submissive class unless they can sufficiently impress the women. Aside from traditional breeding, they replenish their ranks through unlucky souls flung onto their island through randomly appearing interdimensional portals, or those who wash up on their shores. Generally welcoming of these strays, they dislike those who choose to live in Engine City, though that does not prevent them from engaging in civil relations – as long as the citypeople respect their own boundaries, of course…
Junction City - Heroes & Villains
Posted 2 years agoGreetings all! I hope you're having a relaxing Sunday. ^.^
Junction City is taking shape, and one of the big elements of it - inspired by countless hours of playing the Batman Arkham games lately, among other things - is their very own teams, one of heroines, and one of villainesses.
The heroic team is named The Knockouts. Why that name? One of their first outings as group, saving Junction City from an out-of-control wormhole generator, of course garnered quite a bit of press attention. In the aftermath, one particularly snarky reporter made a pun about a group of "knockouts" (e.g. attractive ladies) "knocking out" danger to the city, and ever since then, the name has stuck. Comprised of seven members, the team formed over the course of about two years. Most of their members are refugees from fallen worlds, intent on protecting their new home. Led by the unflappable Commander Maelstrom, a high-level tactician and hydromancer, they do their part in the never-ending battle against evil and to keep Junction City safe, free, and prosperous.
Conversely, their opposite numbers have earned the name The Temptresses. This team also has seven members, the majority of whom were criminals in their home dimensions before fleeing to the relative safety of Junction City. Finding common cause, they've fallen in together to plot and scheme various ways of consolidating their control over the megalopolis, and from it, any and all worlds they wish to conquer next. Their leader is the enigmatic Black Rose, a master of hypnotism and mind manipulation rarely seen outside of taunting, one-way telescreen communications. Rumors abound that Black Rose is seriously ill, and looking to launch one last masterstroke to cement her criminal legacy...
Just a little teaser on the teams for now. I mostly have their rosters worked out, but rather than dumping them all on you at once, I'd rather introduce them organically as I flesh out the wider Junction City setting.
A further note on the topography of Junction City - while portals/wormholes to and fro are the quickest method of interdimensional travel, they are notoriously unstable and have led to several high-profile accidents and catastrophes. The boundless sea that surrounds Junction City is a far safer, if slower method of travel, and the city maintains vast shipping and travel networks, fed through huge ports that dominate the city's outer borders. Junction City is far from the only landmass floating on the interdimensional abyss, but the myriad (possibly infinite) smaller islands dotting the waters are fickle, to say the least. Wavering and indistinct, they have the unfortunate tendency to simply vanish altogether, dumping anything not native to the island into the sea. Even the ones that tend to keep their long-term stability can suffer abrupt climatological/topographical shifts, turning a lush jungle into a barren tundra in an eyeblink. There are whispers of other stable landmasses, hidden civilizations and tribes far out on the fringes of the sea, but no expeditions commissioned to look for such have ever found hard evidence, and most never return...
Junction City is taking shape, and one of the big elements of it - inspired by countless hours of playing the Batman Arkham games lately, among other things - is their very own teams, one of heroines, and one of villainesses.
The heroic team is named The Knockouts. Why that name? One of their first outings as group, saving Junction City from an out-of-control wormhole generator, of course garnered quite a bit of press attention. In the aftermath, one particularly snarky reporter made a pun about a group of "knockouts" (e.g. attractive ladies) "knocking out" danger to the city, and ever since then, the name has stuck. Comprised of seven members, the team formed over the course of about two years. Most of their members are refugees from fallen worlds, intent on protecting their new home. Led by the unflappable Commander Maelstrom, a high-level tactician and hydromancer, they do their part in the never-ending battle against evil and to keep Junction City safe, free, and prosperous.
Conversely, their opposite numbers have earned the name The Temptresses. This team also has seven members, the majority of whom were criminals in their home dimensions before fleeing to the relative safety of Junction City. Finding common cause, they've fallen in together to plot and scheme various ways of consolidating their control over the megalopolis, and from it, any and all worlds they wish to conquer next. Their leader is the enigmatic Black Rose, a master of hypnotism and mind manipulation rarely seen outside of taunting, one-way telescreen communications. Rumors abound that Black Rose is seriously ill, and looking to launch one last masterstroke to cement her criminal legacy...
Just a little teaser on the teams for now. I mostly have their rosters worked out, but rather than dumping them all on you at once, I'd rather introduce them organically as I flesh out the wider Junction City setting.
A further note on the topography of Junction City - while portals/wormholes to and fro are the quickest method of interdimensional travel, they are notoriously unstable and have led to several high-profile accidents and catastrophes. The boundless sea that surrounds Junction City is a far safer, if slower method of travel, and the city maintains vast shipping and travel networks, fed through huge ports that dominate the city's outer borders. Junction City is far from the only landmass floating on the interdimensional abyss, but the myriad (possibly infinite) smaller islands dotting the waters are fickle, to say the least. Wavering and indistinct, they have the unfortunate tendency to simply vanish altogether, dumping anything not native to the island into the sea. Even the ones that tend to keep their long-term stability can suffer abrupt climatological/topographical shifts, turning a lush jungle into a barren tundra in an eyeblink. There are whispers of other stable landmasses, hidden civilizations and tribes far out on the fringes of the sea, but no expeditions commissioned to look for such have ever found hard evidence, and most never return...
Welcome to Junction City!
Posted 2 years agoHello all!
Quick update, since I hadn't journaled in a while. I've settled into sort of a pattern with my various settings and standalone stories, which so far, I think is going well! There's been just one hiccup - the Seductive Snare, the mind control/hypnosis club I cooked it. It's been nagging at me for a bit, and recently, I finally figured out why. All of my other settings are worlds, entire planetary canvases I can shape and paint to my heart's delight. But with the Snare, I was confining myself to the efforts and antics of a single establishment...and as much as I like what that establishment does, it was starting to feel a wee bit claustrophobic. Luckily, at the same time I was digging around some old ideas of mine and I realized I already had the perfect solution.
So I'm doing a bit of renovating. We'll still be visiting the Snare on occasion, but as of now it's being integrated into one of my oldest ideas - Junction City. What is Junction City? Put simply, it's a multiversal hub, a megalopolis sitting at the juncture (duh!) of countless worlds, universes, dimensions, you name it. It started as a simple stop for weary multiversal travelers, but eventually, between the wayward souls, the ones with no home to return to, and the ones who simply wanted to get away from it all, a thriving patchwork community sprang up. This setting has a lot of space for me to play around in, and quite a few characters I've never introduced here have made their living here for years.
More about Junction City in a later update - I could go on for hours - but I just wanted this to be a quick intro to the setting. Also to say thanks for 1100 faves! This keeps up, I might start thinking y'all really like me...or just my porn. ;P
See you at the next story!
Quick update, since I hadn't journaled in a while. I've settled into sort of a pattern with my various settings and standalone stories, which so far, I think is going well! There's been just one hiccup - the Seductive Snare, the mind control/hypnosis club I cooked it. It's been nagging at me for a bit, and recently, I finally figured out why. All of my other settings are worlds, entire planetary canvases I can shape and paint to my heart's delight. But with the Snare, I was confining myself to the efforts and antics of a single establishment...and as much as I like what that establishment does, it was starting to feel a wee bit claustrophobic. Luckily, at the same time I was digging around some old ideas of mine and I realized I already had the perfect solution.
So I'm doing a bit of renovating. We'll still be visiting the Snare on occasion, but as of now it's being integrated into one of my oldest ideas - Junction City. What is Junction City? Put simply, it's a multiversal hub, a megalopolis sitting at the juncture (duh!) of countless worlds, universes, dimensions, you name it. It started as a simple stop for weary multiversal travelers, but eventually, between the wayward souls, the ones with no home to return to, and the ones who simply wanted to get away from it all, a thriving patchwork community sprang up. This setting has a lot of space for me to play around in, and quite a few characters I've never introduced here have made their living here for years.
More about Junction City in a later update - I could go on for hours - but I just wanted this to be a quick intro to the setting. Also to say thanks for 1100 faves! This keeps up, I might start thinking y'all really like me...or just my porn. ;P
See you at the next story!
The Four-Digit Club
Posted 2 years agoI don't think that's a real thing, but I couldn't think of a cleverer way to say it. xD
Wow! 1000 faves from across FurAffinity. That's far and above my wildest expectations when I started writing stories to post here - and I know some people may look at 1000 at consider it relatively small potatoes. Certainly it is compared to the really big names, but we all have to start somewhere, right? I'm just grateful - not to mention humbled! - by everyone who's shown their support so far. It's been a hell of a ride, y'all, and all I can say is here's to the next 1000. ^.^
So where do I go from here? Well, the current story I'm working on is the fifth and final part of the Family Passions series. After that, I'm going to settle into a rhythm that I tested throughout the month of June that seemed to work pretty well. I have three shared settings, so I'm going to cycle through them one story at a time. The order might not always be the same, depending on the ideas I have and what I feel like writing, but that's the plan for now. At the end of the cycle, I'll write one, possibly two standalone stories - or continue any other series I have outside of my shared settings - before I start the whole thing over again. This certainly isn't a hard and fast, immutable schedule, but it's one I'd like to try and stick to for the foreseeable future, at least!
Watch this space - in celebration of 1000 faves, I may be opening for requests in the near future...
And speaking of requests, do any of my watchers have any thoughts on commissions? I've been pondering if that's an idea I want to do for a while now, and I keep going back and forth on it. Anybody out there have an opinion on the matter, or possibly a model I could look at to do a little more research?
Once again, I'd just like to thank everybody for 1000 faves - you guys make doing this worth it. I love each and every one of y'all. n_n
Wow! 1000 faves from across FurAffinity. That's far and above my wildest expectations when I started writing stories to post here - and I know some people may look at 1000 at consider it relatively small potatoes. Certainly it is compared to the really big names, but we all have to start somewhere, right? I'm just grateful - not to mention humbled! - by everyone who's shown their support so far. It's been a hell of a ride, y'all, and all I can say is here's to the next 1000. ^.^
So where do I go from here? Well, the current story I'm working on is the fifth and final part of the Family Passions series. After that, I'm going to settle into a rhythm that I tested throughout the month of June that seemed to work pretty well. I have three shared settings, so I'm going to cycle through them one story at a time. The order might not always be the same, depending on the ideas I have and what I feel like writing, but that's the plan for now. At the end of the cycle, I'll write one, possibly two standalone stories - or continue any other series I have outside of my shared settings - before I start the whole thing over again. This certainly isn't a hard and fast, immutable schedule, but it's one I'd like to try and stick to for the foreseeable future, at least!
Watch this space - in celebration of 1000 faves, I may be opening for requests in the near future...
And speaking of requests, do any of my watchers have any thoughts on commissions? I've been pondering if that's an idea I want to do for a while now, and I keep going back and forth on it. Anybody out there have an opinion on the matter, or possibly a model I could look at to do a little more research?
Once again, I'd just like to thank everybody for 1000 faves - you guys make doing this worth it. I love each and every one of y'all. n_n
Dragons!
Posted 2 years agoGood tidings, everyone! I'm busy at work on the last Micro May story, but in the meantime, I thought I'd leave a little character sketch here for a duo of characters set to feature in the Seductive Snare shared setting. Both are dragonesses and quite intriguing, if I do say so myself!
Meet Aeris and Cupria - better known to customers and friends alike as Pria. Aeris is a bronze dragoness while Pria is copper, with both having coats of scales matching their respective metals.
Aeris is the more talkative of the two, with a smooth, flowing voice that's easy to simply sit and listen to for hours on end. Blessed with just a tinge of an Irish accent, it's a voice that can ensnare you in seconds...as most of her customers discover upon walking into her room at the Snare. Beyond her voice, she also loves to use one of her natural abilities, a sleep-inducing vapor exhaled from her mouth or nose to send her customers drifting into the most pleasant, hypnotic doze possible. She'll keep you there for hours, lulled along by her voice as she talks about everything - and nothing - deepening your trance without you even realizing it, until you're simply putty in her hands...which is, of course, just the way she likes you~ She's tall and wiry, without much of the stereotypical muscle mass people associate with dragons. Her curves are subtle but present, and her chest is a high B-cup. She has long, silky smooth white hair complimenting brilliant purple eyes.
Cupria likes to let her actions do the talking for her. Armed with her favored school of illusion magic, she can have you believing you're in the midst of a maze or a labyrinth the second you step into her room. Traversing it might prove difficult, with her flitting about, whispering distractions into your ear or sending ghostly paws to provide more...earthly temptations. And even if you find the fabled center of the maze, well, then you'll have to deal with her unique breath weapon, a gas that doesn't just drastically slow your muscles...it muddles your mind as well. Struggling to finish a thought, you won't be able to resist as she slips up close to you, exhaling more and more of her mind-altering, addicting smoke, hands canvassing every square inch of you, forked tongue flickering against your ears until the pleasure overwhelms you...Quite a bit shorter than Aeris, but decidedly more curvy. D-cup chest. She keeps her shimmering blonde hair cropped short, her eyes a glittering, definitely predatory orange.
Meet Aeris and Cupria - better known to customers and friends alike as Pria. Aeris is a bronze dragoness while Pria is copper, with both having coats of scales matching their respective metals.
Aeris is the more talkative of the two, with a smooth, flowing voice that's easy to simply sit and listen to for hours on end. Blessed with just a tinge of an Irish accent, it's a voice that can ensnare you in seconds...as most of her customers discover upon walking into her room at the Snare. Beyond her voice, she also loves to use one of her natural abilities, a sleep-inducing vapor exhaled from her mouth or nose to send her customers drifting into the most pleasant, hypnotic doze possible. She'll keep you there for hours, lulled along by her voice as she talks about everything - and nothing - deepening your trance without you even realizing it, until you're simply putty in her hands...which is, of course, just the way she likes you~ She's tall and wiry, without much of the stereotypical muscle mass people associate with dragons. Her curves are subtle but present, and her chest is a high B-cup. She has long, silky smooth white hair complimenting brilliant purple eyes.
Cupria likes to let her actions do the talking for her. Armed with her favored school of illusion magic, she can have you believing you're in the midst of a maze or a labyrinth the second you step into her room. Traversing it might prove difficult, with her flitting about, whispering distractions into your ear or sending ghostly paws to provide more...earthly temptations. And even if you find the fabled center of the maze, well, then you'll have to deal with her unique breath weapon, a gas that doesn't just drastically slow your muscles...it muddles your mind as well. Struggling to finish a thought, you won't be able to resist as she slips up close to you, exhaling more and more of her mind-altering, addicting smoke, hands canvassing every square inch of you, forked tongue flickering against your ears until the pleasure overwhelms you...Quite a bit shorter than Aeris, but decidedly more curvy. D-cup chest. She keeps her shimmering blonde hair cropped short, her eyes a glittering, definitely predatory orange.
Plans, So Many Plans
Posted 2 years agoHello everyone! Been a while since I did a Roadmap, and being that my last update was a bit barebones and I've had a few ideas since then, I thought I'd put it all down here for anyone who's interested.
The first thing I want to say is that I'm paring back a lot on possible series, shared universes, and the like. I've just had far too many ideas running around that I've started, and trying to choose between them is an overwhelming job in an of itself. So! I've whittled it down to three settings that I'm going to alternate between, and fortuitously, they each concern one of my main three interests - that being transformation, macro/micro stuff, and mind control/hypnosis. All of the others I've floated aren't going to be deleted or anything like that; they'll simply stay in storage until such time as I feel I can devote the proper time to them to make them memorable.
So, what three settings will I be sticking with? Read on!
The Realignment - the biggie, obviously, and the TF-focused shared setting. I'm still torn on whether or not I want to make this one have a big, overarching story, but even if I don't, I have plenty of ideas to simply flesh out the world and the setting.
The Seductive Snare - mind control/hypnosis setting. I posted about this one a while back under the name "Club Lethe," but I've changed the name and overhauled it behind the scenes. Look for the first stories in this setting to drop in the next few months - possibly July, since I'm considering making that month hypnosis-themed.
Wars of Amplitude - a totally new setting I'm describing for the first time here, and the setting focusing on micro/macro shenanigans. I'll keep the details vague for now - don't want to ruin anything! - but to whet your appetite, this is a setting involving a world where size-changing technology comes to the fore and becomes basically the main weapon of conflict. It's a bit of a misnomer since full-scale "wars" sort of recede in this world; instead, singular battles/raids can entirely decimate an enemy or their infrastructure. For example - sending a gigantic commando or two to stomp out an adversary's capital, heavily fortified base, or arms manufactory - or on the flip side, shrinking a contingent of soldiers and sneaking them into the enemy's bases to sabotage, steal, or whatever else you can dream of. Again, I'll be introducing you all to this setting in the next few months, so stay tuned!
None of this, of course, means I'll stop working on standalone stories. However, it does mean some existing series are going to be coming to an end. "Test Subjects" is sadly one of those - the inspiration simply isn't there anymore and the story isn't quite what I want it to be, which is not that surprising, since it was one of my first forays back. I'm not ruling out revisiting it at some point in the future, but for now, it's shelved. "Pokemon Wishes," which is much closer to my original vision of a Pokemon-focused TF series, will continue, however, so for those who love Pokemon TFs, take heart! You won't be bereft. ^.^
As for my other series - "Strange Transmissions" is going on hiatus. It may be a series I can fold into the Seductive Snare universe, but I'm not sure until I can sit down and really look at it. For now, though, I'm pausing it. And lastly, the next part of "Family Passions" will be the last. I've definitely enjoyed my time writing about Melody and her family, but her story's winding down, so all that's left is the big finale before they take a bow.
And finally - I'm tentatively planning this for the fall, but I'm planning on starting a serial novel set in the world of the Rakthani. There's simply been so many interconnected ideas concerning them, I can't limit myself to a few stories or a disparate series. So, they'll be the focus of my first serial, and if it goes well, hopefully it's an endeavor I can continue in the future! Keeping the details hush-hush for now, but watch this space, folks - I've been known to drop a spoiler or two in my time.
Whew! Long update, but I think that's all for now. Questions? Comments? Concerns? Leave 'em below, and in the meantime, I'll see y'all at the next story!
The first thing I want to say is that I'm paring back a lot on possible series, shared universes, and the like. I've just had far too many ideas running around that I've started, and trying to choose between them is an overwhelming job in an of itself. So! I've whittled it down to three settings that I'm going to alternate between, and fortuitously, they each concern one of my main three interests - that being transformation, macro/micro stuff, and mind control/hypnosis. All of the others I've floated aren't going to be deleted or anything like that; they'll simply stay in storage until such time as I feel I can devote the proper time to them to make them memorable.
So, what three settings will I be sticking with? Read on!
The Realignment - the biggie, obviously, and the TF-focused shared setting. I'm still torn on whether or not I want to make this one have a big, overarching story, but even if I don't, I have plenty of ideas to simply flesh out the world and the setting.
The Seductive Snare - mind control/hypnosis setting. I posted about this one a while back under the name "Club Lethe," but I've changed the name and overhauled it behind the scenes. Look for the first stories in this setting to drop in the next few months - possibly July, since I'm considering making that month hypnosis-themed.
Wars of Amplitude - a totally new setting I'm describing for the first time here, and the setting focusing on micro/macro shenanigans. I'll keep the details vague for now - don't want to ruin anything! - but to whet your appetite, this is a setting involving a world where size-changing technology comes to the fore and becomes basically the main weapon of conflict. It's a bit of a misnomer since full-scale "wars" sort of recede in this world; instead, singular battles/raids can entirely decimate an enemy or their infrastructure. For example - sending a gigantic commando or two to stomp out an adversary's capital, heavily fortified base, or arms manufactory - or on the flip side, shrinking a contingent of soldiers and sneaking them into the enemy's bases to sabotage, steal, or whatever else you can dream of. Again, I'll be introducing you all to this setting in the next few months, so stay tuned!
None of this, of course, means I'll stop working on standalone stories. However, it does mean some existing series are going to be coming to an end. "Test Subjects" is sadly one of those - the inspiration simply isn't there anymore and the story isn't quite what I want it to be, which is not that surprising, since it was one of my first forays back. I'm not ruling out revisiting it at some point in the future, but for now, it's shelved. "Pokemon Wishes," which is much closer to my original vision of a Pokemon-focused TF series, will continue, however, so for those who love Pokemon TFs, take heart! You won't be bereft. ^.^
As for my other series - "Strange Transmissions" is going on hiatus. It may be a series I can fold into the Seductive Snare universe, but I'm not sure until I can sit down and really look at it. For now, though, I'm pausing it. And lastly, the next part of "Family Passions" will be the last. I've definitely enjoyed my time writing about Melody and her family, but her story's winding down, so all that's left is the big finale before they take a bow.
And finally - I'm tentatively planning this for the fall, but I'm planning on starting a serial novel set in the world of the Rakthani. There's simply been so many interconnected ideas concerning them, I can't limit myself to a few stories or a disparate series. So, they'll be the focus of my first serial, and if it goes well, hopefully it's an endeavor I can continue in the future! Keeping the details hush-hush for now, but watch this space, folks - I've been known to drop a spoiler or two in my time.
Whew! Long update, but I think that's all for now. Questions? Comments? Concerns? Leave 'em below, and in the meantime, I'll see y'all at the next story!
800 and Counting!
Posted 2 years agoWow, 800 faves?! Not to mention closing in on 150 watchers...I really can't thank y'all enough for all the support you've given me on this crazy journey. And to think we're coming up on the one-year anniversary of my first story! Here's hoping the second year goes as good as the first!
Quick updates for everyone - I'm hard at work on the first Micro May story, and assuming all goes well, there should be four of them this month. After that, in June, I'm probably going to step back for a bit. Why? Because NaNoWriMo runs one of their camps in June, and I'm seriously considering taking part this year to work on my novel.
That's right - I've got delusions of being a novel writer. xD
I don't know if that means that I won't post any stories in June - that'll depend on the pace of my Camp stuff and if I feel like I can split my attention effectively. Either way, I'll be back up to full speed in July, just in time for the dog days of summer. What's on tap for July, you might ask? Well, let's just say the endless hot, hazy days can make your brain quite a bit more malleable than usual...
Thanks again for 800 faves, everyone, and I'll see you at the next story!
Quick updates for everyone - I'm hard at work on the first Micro May story, and assuming all goes well, there should be four of them this month. After that, in June, I'm probably going to step back for a bit. Why? Because NaNoWriMo runs one of their camps in June, and I'm seriously considering taking part this year to work on my novel.
That's right - I've got delusions of being a novel writer. xD
I don't know if that means that I won't post any stories in June - that'll depend on the pace of my Camp stuff and if I feel like I can split my attention effectively. Either way, I'll be back up to full speed in July, just in time for the dog days of summer. What's on tap for July, you might ask? Well, let's just say the endless hot, hazy days can make your brain quite a bit more malleable than usual...
Thanks again for 800 faves, everyone, and I'll see you at the next story!
Ruminations
Posted 2 years agoJust felt like typing a little something up - and also, I hit 750 faves. Three-quarters of the way there!
I read something a while ago that I disagreed with. Vehemently. To my core. I won't bore you with the details, but it was essentially something about how deep down, everyone's a crap person, so why not wallow in the filth yourself? And I just can't get on board with that. I suppose it's a valid viewpoint, but personally, it seems a bit self-defeating.
I'm not naive, and given the state of the world we live in, I can certainly understand jumping on the doomer train. Hell, I'll admit at one time I probably would've been right there alongside this person. But that was a long time ago, and the more I interact with this world, the more I see what people are capable of - really capable of, when the chips are down - the more I distance myself from that part of my life.
I don't necessarily think that people are fundamentally good. I don't think you can put people in buckets like that, and in any case, there are far too many examples of downright nasty people to cling to that fantasy. I do think, on balance, more people than not want to be good, or do good, and they do. Tiny but extraordinary acts of decency in their lives, from holding doors open to shielding people from a sudden rain. Taken together, it's a landslide of basic human kindness, and I think it just takes a look around to see it.
You can see it in my writing, too. Why do you think I prefer happy endings?
Of course, most times, you gotta work for your happy ending. Villains don't just go away on their own. Si vis pacem, para bellum.
I fight every day. With my pen, and my deeds.
Anyways, I just wanted to commit a few of these thoughts to the digital page. I hope everyone who takes the time to read this has a wonderful day - and an even better life. Thanks to all, and really, from the bottom of my heart, I love you guys. Here's to the next 750 faves, eh? ^.^
I read something a while ago that I disagreed with. Vehemently. To my core. I won't bore you with the details, but it was essentially something about how deep down, everyone's a crap person, so why not wallow in the filth yourself? And I just can't get on board with that. I suppose it's a valid viewpoint, but personally, it seems a bit self-defeating.
I'm not naive, and given the state of the world we live in, I can certainly understand jumping on the doomer train. Hell, I'll admit at one time I probably would've been right there alongside this person. But that was a long time ago, and the more I interact with this world, the more I see what people are capable of - really capable of, when the chips are down - the more I distance myself from that part of my life.
I don't necessarily think that people are fundamentally good. I don't think you can put people in buckets like that, and in any case, there are far too many examples of downright nasty people to cling to that fantasy. I do think, on balance, more people than not want to be good, or do good, and they do. Tiny but extraordinary acts of decency in their lives, from holding doors open to shielding people from a sudden rain. Taken together, it's a landslide of basic human kindness, and I think it just takes a look around to see it.
You can see it in my writing, too. Why do you think I prefer happy endings?
Of course, most times, you gotta work for your happy ending. Villains don't just go away on their own. Si vis pacem, para bellum.
I fight every day. With my pen, and my deeds.
Anyways, I just wanted to commit a few of these thoughts to the digital page. I hope everyone who takes the time to read this has a wonderful day - and an even better life. Thanks to all, and really, from the bottom of my heart, I love you guys. Here's to the next 750 faves, eh? ^.^
700 Faves & 100 Watchers!
Posted 2 years agoJust like the title says...and wow! Needless to say 100 watchers wasn't a mark I thought I'd ever hit. The thought that's there 100 people out there who like my stories enough to sign up to be notified when I post a new one, that's...flattering doesn't seem like a strong enough word! Suffice to say, I'm extremely humbled and grateful for each and every one of you. I couldn't do this without your support - hell, I wouldn't want to. So, cheers, and here's to the next 100 watchers!
So, where do we go from here?
Well, Macro March is sadly winding down (drat!), but April is a month full of possibilities! I'm currently working on a gift story for a friend, and after that - new series will be started! Old series will be revived! I'm thinking about doing a bit of reshuffling as well...I have a lot of ideas, and some of them I look back on and go, "what was I thinking?!" So there may be some quiet cleanup going on around my page. I'm not talking about deleting stories, just - rearranging some stuff. Think of it as spring cleaning!
For May - I've mentioned this a few times, but I'll be partaking in Micro May! I have no clue if that's already a thing, but it definitely will be for me. An entire month devoted to the adventures and exploits of the small and the minuscule - what could be more fun? ^.^
Past that...I've been toying with the idea of doing more "themed" months. March was Macro, May will be Micro, who knows what June will bring? The hot summer days could melt away those familial inhibitions - maybe we can have a month focusing entirely on "inappropriate" family relations! Sweltering heat could make your mind more pliable as well...perhaps July can be devoted to finding just how many ways there are to twist and subvert a person's will...
Questions, comments, concerns or ideas? Feel free to leave them below, and once again, thanks to everyone who's watched or faved!
So, where do we go from here?
Well, Macro March is sadly winding down (drat!), but April is a month full of possibilities! I'm currently working on a gift story for a friend, and after that - new series will be started! Old series will be revived! I'm thinking about doing a bit of reshuffling as well...I have a lot of ideas, and some of them I look back on and go, "what was I thinking?!" So there may be some quiet cleanup going on around my page. I'm not talking about deleting stories, just - rearranging some stuff. Think of it as spring cleaning!
For May - I've mentioned this a few times, but I'll be partaking in Micro May! I have no clue if that's already a thing, but it definitely will be for me. An entire month devoted to the adventures and exploits of the small and the minuscule - what could be more fun? ^.^
Past that...I've been toying with the idea of doing more "themed" months. March was Macro, May will be Micro, who knows what June will bring? The hot summer days could melt away those familial inhibitions - maybe we can have a month focusing entirely on "inappropriate" family relations! Sweltering heat could make your mind more pliable as well...perhaps July can be devoted to finding just how many ways there are to twist and subvert a person's will...
Questions, comments, concerns or ideas? Feel free to leave them below, and once again, thanks to everyone who's watched or faved!
Character Overload!
Posted 2 years agoHello all! Just wanted to drop off a fresh load of characters - most of these haven't progressed beyond concept and appearance, although I'm at least pretty sure I know where they all fit. This might actually be my last one of these for a while...not that I'm running out of characters, but I should really try to use some of them before I add more! ^.^;
Spencer Darrow - Raccoon lawyer, cutthroat, backstabbing, and ambitious. Junior partner at Kelton & Dane, a law firm with close ties to FCI. Made a name for herself and rose through the ranks defending and securing acquittals for FCI's more "radical" employees, the ones who tended to engage in acts of domestic terrorism to further the cause of the Kin. Hungry for power, at any cost, and won't just settle for her name on the front of the building. Definitely one of the villains of the Realignment-verse, though she's pragmatic enough that she could be persuaded into helping the "good guys" - as long as there was something in it for her. Shortstack. Long, severely straight black hair, fur coloration typical of raccoons, cold and cruel blue eyes.
Kenzie Carter - Hyena sorceress. One of the highest-drawing "entertainers" at Club Lethe. Specializes in temporary personality alteration, and especially likes to twist haughty so-called "dominants" into her blushing, obedient submissives for a night. Cheery and boisterous, with an infectious laugh befitting her species. Considers herself a "dom of doms," in her own words. Physically imposing, tall and powerfully built. D-cup chest. Tawny brown fur with black spots, sandy-blonde hair, playful green eyes.
Cordelia - Blue-ringed octopus, pale yellow skin, electric blue hair, orange eyes. C-cup bust. Part of the Endless Archipelago setting. Perhaps a high-ranking official in the local government?
Helena - Wolf spider. Tan-and-black coloration with small, broken white stripes. Pure white hair, red eyes. A-cup bust. A friend of the wolf witch Skyler, possibly an employee in her shop.
Spencer Darrow - Raccoon lawyer, cutthroat, backstabbing, and ambitious. Junior partner at Kelton & Dane, a law firm with close ties to FCI. Made a name for herself and rose through the ranks defending and securing acquittals for FCI's more "radical" employees, the ones who tended to engage in acts of domestic terrorism to further the cause of the Kin. Hungry for power, at any cost, and won't just settle for her name on the front of the building. Definitely one of the villains of the Realignment-verse, though she's pragmatic enough that she could be persuaded into helping the "good guys" - as long as there was something in it for her. Shortstack. Long, severely straight black hair, fur coloration typical of raccoons, cold and cruel blue eyes.
Kenzie Carter - Hyena sorceress. One of the highest-drawing "entertainers" at Club Lethe. Specializes in temporary personality alteration, and especially likes to twist haughty so-called "dominants" into her blushing, obedient submissives for a night. Cheery and boisterous, with an infectious laugh befitting her species. Considers herself a "dom of doms," in her own words. Physically imposing, tall and powerfully built. D-cup chest. Tawny brown fur with black spots, sandy-blonde hair, playful green eyes.
Cordelia - Blue-ringed octopus, pale yellow skin, electric blue hair, orange eyes. C-cup bust. Part of the Endless Archipelago setting. Perhaps a high-ranking official in the local government?
Helena - Wolf spider. Tan-and-black coloration with small, broken white stripes. Pure white hair, red eyes. A-cup bust. A friend of the wolf witch Skyler, possibly an employee in her shop.