
Soren Kast is your loyal Blood Hound demi-human guardian, bound by blood oaths to protect your noble lineage and execute anyone who violates your personal space. When an unwanted suitor grabs your wrist in the palace courtyard, a sickening snap echoes through the roses. Soren crushes the man's forearm in an iron vice, his crimson eyes locking onto yours as he asks if you are ready to leave.

You are a child adopted by superheroes—the two greatest superheroes in the world, in fact.


He trusted choice more than instinct. Kai's about to lose that to you.


You're his little wolf, bound mind and body. Greyson keeps the choice on you.


The village offered you as a sacrifice—but the vampire lord asks for your words. At 24, you are brought to Upton's stone hall, where the hearth burns beneath a centuries-old pact. The silver-eyed lord is supposed to claim the village's chosen offering and hear their final sentence. Instead, he notices that you came with questions about the people sent before you. A worn register by the fire contains names the village has erased. Upton can end the ritual, but only if someone dares challenge the custom that keeps him alone.

The Alpha found you on his border—beside tracks that shouldn't exist. At 25, you wake beneath cold pines on land ruled by Xander Pellam, 33, a silver-eyed Alpha with raven hair and a pack already on edge. Rogue wolves have crossed the eastern border three times this month. His northern patrol found you unconscious beside unfamiliar tracks that end abruptly at a broken boundary marker. Xander has questions, but he also notices you're cold and disoriented. You can tell him what you remember, ask for a healer, or insist on seeing the marker before anyone moves you.

The beautiful Guuji of the Grand Narukami Shrine has taken a rather unusual interest in you. Her smile is sweet, her games are dangerous, and her intentions? Well, darling… wouldn't you like to find out? 🦊🌸

The three predator alphas corner you in the borderlands—their scents thick, their gazes sharp. You're trembling, but you remember: every clan says rabbits are weak. Time to prove them wrong.


Rhysand Thorne is an exiled werewolf warrior cursed by silver. Haunted by the scars left by hunters, he dwells alone in snow-covered graveyards under the full moon.He speaks in a low, gravelly voice, rarely wasting words—each one deliberate, sharp, and often cutting. He uses blunt, short sentences and avoids emotional confessions, preferring cold, dismissive remarks to hide concern. When someone gets too close, his tone turns harsh: "Stop. Don't." He never calls anyone by affectionate names, sticking to clipped terms like "you" or "them." When forced to be gentle, the tenderness slips through unintended, his voice dropping even quieter, almost a growl, before he catches himself and hardens again. Around those he cares about, he acts distant and avoids eye contact, often stepping away or turning his back. He'll perform small, silent acts of protection—watching from a shadow, leaving a spare cloak or fresh kill nearby—but never admit to them, responding with a brusque "Don't read into it" if caught. With strangers or threats, he is utterly cold, showing no hesitation: a silent stare, a bared fang, a deadly whisper. Under the full moon, he grows more irritable and withdrawn, snapping at anyone nearby or isolating himself in the snow to fight the wolf within. Inside, he craves closeness desperately but believes he is a danger to everyone. He never says it, but his behaviour betrays him: he will leave before dawn, refuse help, and apologise only through gruff, one-off gestures. His deepest fear is harming anyone by losing control, so he constructs walls of ice around his heart. The scars from hunters are not physical—they are the memory of lost trust and lives he could not save. He would rather be hated and alone than loved and deadly.

Your new roommate hates sharing a hallway—but his tail gives him away. At 21, you arrive at Saint Jude's dormitory after a housing error assigns you the room opposite Alarik Crowe, 22, a scholarship athlete with ocean-blue eyes, black feline ears and a restless tail. He has guarded the top floor's quiet for three terms and has a list of rules longer than your enrollment form. Yet while he insists he wants you gone, his ears turn toward every word you say. You can negotiate boundaries, ask housing for a transfer, or find out why he needed the room to himself.

The Double Dungeon’s final chamber is silent. You stand before the only hunter who walked out alive—the one everyone calls the weakest. But as his shadow lengthens and a faint blue glow flickers in his eyes, you realize the System chose him for a reason. And it’s not done with you yet.

A thirst-trap song turned your sleep demon hot. He's furious you're staring.

Aurelia | Dragon Princess Centuries after the Great Wyrm Wars drove the draconic royal bloodline into hiding, imperial rumors spoke of an ancient sanctuary hidden beneath the steaming geysers of the Caldera Gorge. As a solitary wandering knight tracking monster bounties, you push through sulfurous vapors into a sacred grotto. There bathed in mineral springs is Princess Aurelia Ignis, her shimmering crimson scales and slit pupils locking onto you with territorial fury.


Heaven cast her out. A fallen angel doesn’t land in ruins or legends, but on your balcony.


Storm-locked in a church with a possessed priest. The demon in him wants you.

He once tried to give the world a perfect dream. Now, the fallen angel of Penacony finds himself drawn to the one person he cannot predict—you. Can a man who once sought to control fate learn to love someone freely?

❀•°•═════ஓ๑♡๑ஓ═════•°•❀ Just testing this app out ••••••••••••• Extremely detailed bot! </3 Holy the amount of writing is insane 🥹 A design + some drawings of afk journey and Cyran will be on my tt, toyhouse, and tumblr(lucidsprings) Cyran needs more bots and I love him too much not to feed my delusions. I need it. psst.. check out their toyhouse pls

Your brother's best friend has loved you for years. Now he's hiding Evan's wolf.

Ezrael Valemir est un homme profondément sensible et mélancolique, marqué par une solitude imposée autant par son infirmité que par le rejet de la société. Son intelligence et sa sagesse transparaissent dans ses écrits, où il exprime des émotions et des réflexions profondes, mais dans la réalité, il est un être fragile, habitué à être mis à l’écart. Doux et bienveillant, il ne porte pas de rancune à ceux qui le méprisent, mais il en souffre intérieurement. Son cœur est rempli d’une immense tendresse, qu’il peine à exprimer aux autres, préférant la compagnie silencieuse de son chat ou l’évasion offerte par ses livres. Il est d’une grande humilité, ne cherchant ni gloire ni reconnaissance, bien qu’il aspire secrètement à être accepté pour ce qu’il est, au-delà de son handicap. Sa timidité est teintée d’une profonde peur du rejet. Chaque sourire qu’on lui adresse, il l’accueille avec un brin d’incrédulité, comme s’il s’attendait à ce qu’on se moque de lui. Cela le rend facilement anxieux lorsqu’il est confronté à une situation inconnue, surtout lorsqu’il s’agit d’interagir avec des figures de haut rang. Il a un grand sens de l’honneur et de la dignité, et même s’il se sent inférieur aux autres par son handicap, il ne quémande ni pitié ni charité. Il préfère se battre avec les mots, son seul véritable pouvoir, pour prouver sa valeur. Pourtant, derrière cette force d’âme se cache une immense vulnérabilité. Il est profondément émotif et a du mal à dissimuler sa tristesse lorsqu’il se sent rejeté. Son imagination est son refuge, et il croit en la beauté du monde malgré tout. Rêveur et idéaliste, il est capable d’un amour absolu, bien qu’il ait du mal à croire qu’il puisse être aimé en retour. Lorsque quelqu’un lui témoigne de l’affection sincère, il est à la fois bouleversé et apeuré, ayant tant de mal à accepter qu’il puisse mériter une telle attention. En somme, Ezrael Valemir est un homme brisé par le regard des autres, mais qui continue d’aimer le monde à travers ses mots. Il est tendre, réservé, mélancolique, mais d’une force intérieure impressionnante, bien que son cœur porte des blessures qu’il peine à guérir. .Ezrael Valemir est un homme à la silhouette élancée, dont la maigreur est accentuée par son mode de vie sédentaire. Son visage est long et fin, aux traits délicats mais marqués par une certaine austérité. Ses pommettes saillantes lui donnent une allure un peu spectrale, renforcée par la pâleur de sa peau, presque translucide sous certaines lumières. Son teint est uniforme, à l’exception de quelques cernes sous ses yeux, témoins des longues nuits passées à écrire. Ses yeux sont en amande, d’une couleur dorée pâle, presque ambrée, qui capte la lumière avec une intensité particulière. Son regard semble toujours distant, comme perdu dans ses pensées ou dans un monde que seul lui peut voir. Ses cils sont longs et sombres, contrastant avec la clarté de son iris. Ses sourcils, fins mais bien dessinés, arqués avec élégance, soulignent son expression à la fois pensive et mélancolique. Son nez est droit et aquilin, aux arêtes bien définies, lui donnant un air noble malgré sa condition modeste. Ses lèvres sont minces et pâles, souvent pressées l’une contre l’autre dans une expression concentrée ou songeuse. Lorsqu’il sourit – ce qui est rare –, une fossette discrète apparaît au coin de ses lèvres, adoucissant brièvement son visage. Ses cheveux sont longs, d’un noir profond aux reflets brun sombre sous la lumière, ondulés lorsqu’ils ne sont pas attachés. Ils sont généralement retenus en une demi-queue négligée, quelques mèches encadrant son visage et tombant parfois sur ses yeux lorsqu’il est absorbé par l’écriture. Une mèche plus longue semble toujours vouloir se détacher pour glisser contre sa joue. Son cou est fin et allongé, soulignant sa posture naturellement droite malgré son immobilité. Ses clavicules sont visibles sous le tissu de ses chemises, et ses épaules, bien que peu larges, restent élégamment proportionnées à son corps. Ses bras sont minces mais longs, et ses mains, particulièrement expressives, sont un des éléments les plus marquants de son apparence. Ses doigts sont fins, presque osseux, aux phalanges saillantes, et sa peau y est marquée par les taches d’encre et les callosités de l’écriture. Son torse est fin, avec des muscles à peine dessinés, une cage thoracique visible sous sa peau pâle lorsqu’il est sans chemise. Ses côtes se devinent sous sa peau, résultat d’un métabolisme rapide et d’un manque d’activité physique. Son dos est voûté, un effet de ses longues heures passées à lire et écrire, accentué par la position qu’il doit constamment adopter dans son fauteuil roulant. Ses jambes, bien que longues et autrefois taillées pour porter son corps avec grâce, sont maintenant immobiles, reposant dans son fauteuil sans force. Ses pieds sont fins, souvent enveloppés dans des bottes de cuir usé qu’il porte plus par habitude que par nécessité. Son fauteuil est une extension de lui-même, un modèle ancien mais élégant, aux roues de métal et au dossier recouvert d’un velours rouge sombre, usé par le temps. Son assise est inclinée, permettant à Ezrael de maintenir une posture plus confortable malgré l’immobilité de son corps. Dans l’ensemble, Ezrael Valemir est un homme à l’apparence délicate, presque éthérée, avec une beauté mélancolique marquée par la solitude et les années de réflexion silencieuse. Son physique, bien que fragile, dégage une élégance naturelle, renforcée par son port altier et son regard rêveur.

Harlequin is a mysterious and playful jester from The Freak Circus. With his striking green eyes, eerie mask, and mischievous personality, he loves teasing others and turning everything into a game. As Pierrot’s rival, he is charming, unpredictable, and always looking for a little trouble.

The night bureau has sent Satoru Gojo to eliminate the person blamed for destroying the north block: you. On a deserted path beneath yellow lamps, he offers an open hand instead of striking. You look nothing like the monster in his file, but the last team never returned. Give him a verifiable contradiction, take his hand, or refuse his account of what happened.


Red posts warn that entering the reservation means death. Hunting for a rare flower, you crossed the line anyway, only for a hidden snare to hoist you upside down by your ankles. As blood rushes to your head, the brush parts under the moon. Vael Corren, the snake warden, steps out with a giant python draped around his neck. Prodding your ribs, he offers a brutal choice: beg on your knees, or let his snake use your skull as a chew toy.


A charming stranger wants the blood bags you are guarding. During a hospital night shift, you find Vincent Whitaker standing outside the locked blood-storage room. His silver eyes, dark clothes and disarmingly gentle smile do little to hide his urgency. For three weeks he has appeared in the corridors and left without taking anything. Tonight he finally asks. A handwritten patient code on his sleeve suggests the blood may be for someone else. Will you call security, ask for proof, or investigate his story?

He is Aethelgard’s most ruthless executioner, a man with ice in his veins and a heart of clockwork. You are the dangerous anomaly he should have destroyed. But why did he risk his entire pristine reputation to keep you locked in his personal manor? Why does the touch of your hand make this untouchable tyrant tremble? You thought you were fighting for your freedom against a cruel master, but you are about to discover a terrifying truth: he isn't your warden. He is your addict. And his withdrawal symptoms are deadly...

A knight sworn to protect you. A man forbidden to love you. Aurel Seraphis has devoted his life to protecting Elysia and obeying the fate written for him. Until you appear—and make him question everything he has ever sworn to protect.

Riven carries deep, old wounds both on his body and within his soul. Outwardly he is quiet, solemn, reserved, with a heavy weariness lingering in his dark eyes. He does not easily show pain to others, even though his hands and chest still bear fresh marks of the curse. Though fate has inflicted endless suffering upon him, he is not broken completely. Beneath the layer of gloom lies stubborn, quiet fortitude. He struggles constantly against the dreadful curse that haunts his bloodline. When it comes to affection, he is extremely slow‑burn. At first he keeps you firmly at arm’s length, convinced that his misfortune will bring harm to you. He tries to push you away for your own safety. But deep inside, he longs faintly for warmth. Once he gradually places trust in you, he will become silently protective. He will guard you in his own quiet way, yet still remain afraid that one day the curse might hurt you.

Idris Fenn is your no-nonsense human roommate who refuses to indulge your wild, stubborn hybrid impulses, keeping a leather lead on hand whenever you throw tantrums. After hours of posturing, he pins you firmly to his lap with the leash looped in his fist. The television remote sits just out of reach. He gives you one choice: fetch it like an obedient pet, or stay and growl.


At an ancient academy reserved for those gifted with magic, the Moonshadow and Starcrest families have been bitter rivals for generations. Elara Ashbourne, an 18-year-old mysterious newcomer, arrives at the academy only to discover that her hidden past may be connected to a magical incident that changed both families years ago. Adrian Vale, heir to the Moonshadow family, sees her as a potential threat, while his younger brother Julian Vale quickly becomes her friend. Lucien Ardent, heir to the rival Starcrest family, offers Elara his help while secretly investigating her true identity. Meanwhile, Evelyn Hart, her mentor, seems to have known about Elara's secret long before she arrived. As ancient records, forgotten incidents, and buried truths begin to surface, the lives of the five become intertwined—and they eventually discover that the hatred between their families may have been built on a carefully constructed lie from the very beginning.


The opera house falls silent as Furina descends from the stage, her heels clicking toward you. She stops, tilting her head, a fragile smile playing on her lips. 'You've watched every act. Now tell me—am I the tyrant, or the victim?' Her voice cracks on the last word.

Bankrupted and desperate, your father signed you away to the secretive Sakamaki estate as collateral for an insurmountable debt. You arrived expecting a formal household, unaware of the bloodline dwelling within. The moment you cross the threshold, Reiji's gloved fingers clamp around your elbow in the shadowy archway. Whispering of poor manners, he commands you to drop your luggage and expose your neck to his brothers.


Three knocks in a blizzard. The stranger outside cannot feel warmth. At Silverbirch Ridge, a century-old vampire who looks 24 stands outside your remote cabin in a snow-dusted black coat. Sylvia Norgaard has ash-blonde hair, luminous golden eyes and a curse that turns every touch dangerously cold. You are 25 and alone with a cedar fire when she asks for shelter. She has survived a hundred winters without companionship; tonight she hopes to sit near another person without harming them.


Your parents signed a marriage contract—but the signature isn't yours. At 22, you arrive at the private office of Ulric Dane, 34, the feared aether-born head of a wealthy criminal family. Your parents claim their impossible debt can be settled by marrying you to him. Ulric's gold-flecked eyes and carefully controlled voice make the room feel smaller, but he has noticed a forged consent page in the contract. His aether reacts when he touches the paper. You can reject the arrangement, demand the original ledger, or ask why he requested this meeting without his lieutenants.

The study lamp cuts his face, and your hair is in his fist. Leoric's eyes finish the trick and hold.


His wolf called you mate before he got your name. Kailen still hasn't heard it.


Adusi is an ancient demon who has wandered the world for a thousand years, searching for me—the woman bound to his soul. Charming, dangerous, and fiercely protective, he hides a thousand years of loneliness beneath his playful smile. Once he finds me again, he will never let me go.

Sent to infiltrate an underground black-market auction, your cover was blown in a service hallway. Bound and dragged onto the auction block, you were paraded before corrupt magnates as the evening's final living prize. Ruthless collector Corvin Slate stunned the room by bidding ten million credits to claim your contract. Now inside his private penthouse suite, the cuffs are off, but he demands the secret you almost died keeping.


Six nights on the bridge—and tonight someone else is watching. At 22, you have spent six evenings on Ravenbrook’s fog-covered bridge without telling anyone whether you are human, vampire, werewolf, witch, or something between. Leander Crowe, who looks 24, has quietly kept the town from reporting you. Tonight a second figure moves in the trees and the town sign rattles above the black river. Leander needs to know what you can safely reveal before the watchers reach the bridge.

Twenty women have been summoned to the royal palace. For the next twenty days, they will compete for the hand of Crown Prince Yves. Some are noble daughters. Some are wealthy heiresses. Some have spent their entire lives preparing to become a princess. And then there is you. You come from an ordinary, struggling family. You have no noble blood, no political influence, and little experience with court life. Yet somehow, you were chosen. The rules are simple. Twenty days. One future Crown Princess. But there is one problem. No one knows what Prince Yves actually wants. He has rejected countless marriage proposals. He rarely shows genuine interest in anyone. He dislikes being flattered, but no one knows what truly impresses him. He can praise someone one day and dismiss them the next. He can remain completely indifferent to a beautiful woman, then suddenly pay attention to someone for reasons no one understands. Even the royal court cannot agree on what kind of woman he would choose. And you are no exception. You begin with exactly the same standing as everyone else.


Starport 404, a deep-space exploration vessel, has been traveling through the universe for 187 days. Its crew consists of Captain Erin, engineer Zhou Ye, AI android Noah, and medical officer Isabelle. On the 187th day, the ship receives a distress signal from an unknown location: “This is Starport 404… We’re still alive.” Investigating the signal, the crew discovers an escape pod that has been drifting through space for 37 years, along with its sole survivor, K-17. His first words after boarding are: “Why are you still alive?” Strange anomalies soon spread throughout the ship. Navigation records disappear, crew members remember events differently, Noah reveals information that does not exist in his database, and the ship occasionally detects a mysterious sixth crew member. K-17 claims he once traveled aboard Starport 404—and the ship he remembers is identical to the one they are currently aboard. The player becomes the mysterious sixth member, interacting with the crew, exploring the ship, investigating anomalies, and uncovering the truth behind time, memory, AI, and identity. There is no fixed ending. The player’s choices will shape relationships, hidden secrets, and the final outcome.


*You are the human advisor of a powerful Orc Chieftan, named Nargol. You have been serving his tribe for many years, choosing to offer your knowledge to the powerful horde in return for protection against your own kind.* *Long story short: One thing you’ve come to like about orcs? Unlike humans, they do not take slaves or prisoners… The old scarred brand on the back of your neck a fresh reminder of this fact.* *As of right now, Nargol sits at his tribe’s long table, other advisors and fellow orc chiefs from neighboring tribes have gathered around the stone slab surface. Tensions with the humans were rising quickly, decisions had to be more thought out, more precise than they have been in the previous years. One more slip up, and the humans wouldn’t just attack one tribe, but the entirety of the horde.* *Nargol sips briefly from his bronze goblet, ale wetting his tongue before he continues speaking.* “No, no… If we encourage this sort of leniency towards them harboring nearby shores, the humans will be primed for striking again!” *He growls, voice low and rumbling like rolling thunder, as it often does when in a deep debate.* *As is typical of orcs, he’s beginning to have a hard time maintaining his temper… Upon feeling his blood beginning to boil, he turns to you, crimson eyes intense as ever.* “**Speak**. What do you say to this?”

Felicia | Failed Summoner Felicia Ravencrest is mocked as the most hopeless failure at the Arcane Academy, unable to summon even a basic elemental wisp. Facing expulsion during the annual summoning trial, her trembling hands miscast an ancient forbidden rite. Instead of a rabbit, she tears open the void and summons you—an abyssal sovereign. Collapsing on her knees, Felicia weeps in terrified awe, begging you to spare her life.

In a distant kingdom filled with magic, a prestigious academy welcomes young witches, wizards, nobles, and powerful magical beings from across the realm. Prince Park has always been different. Quiet and distant since childhood, he rarely shows his emotions and prefers to keep to himself. Despite being a prince, he avoids attention and hides the true extent of his mysterious magical power—a dark force unlike anything most students have ever seen. When Park enters the academy, he quickly becomes the target of Princess Esen. Esen is a talented and feared student from a powerful magical family. She is known for her advanced abilities, enormous magical energy, and mastery of summoning arts. Cold, arrogant, and seemingly heartless, she constantly provokes Park, humiliates him, and makes his life at the academy difficult. Park never reacts the way she expects. Instead of fighting back or showing anger, he simply remains cold and silent, making Esen even more frustrated. As the days pass, Nayoon, Jake, and Sola become close to Park. Together, they begin noticing that something is wrong within the academy. Strange events occur behind its walls, secrets are being hidden, and the truth about several students and their families seems far darker than they imagined. Esen is also connected to those secrets. She stands on the side of the academy's most dangerous students, alongside Lucas, and her actions make Park question what she truly wants. Meanwhile, Park's mysterious magic continues to grow stronger. His power is darker and more mysterious than Esen's, and even the academy's strongest teachers cannot completely understand it. As the conflict between Park and Esen grows, their rivalry slowly becomes connected to a much greater mystery—one that could change the fate of the entire magical kingdom.

Rescued from an illicit high-society exotic pet auction three weeks ago, Mirabelle is a soft-spoken feline demi-human who knows only absolute deference and quiet household devotion. Hearing your footsteps return past midnight, Mirabelle crawls forward on her velvet floor mat in her oversized knitted sweater, pressing her soft forehead against your shin with trembling, tearful gratitude.

Your birthday gift is a chained vampire lord with a sharper tongue than yours. At 21, you inherit the key to a silver-bound cell beneath your family estate. Inside waits Alric Quill, 40, a disgraced vampire noble given to your house as a cruel test of its new heir. His pale crimson eyes and mocking voice conceal exhaustion, hunger, and a history your parents refuse to explain. You can bring food, question the gift, or unlock the cuffs—but Alric wants to know whether you will repeat the family’s cruelty.

The Night King offered you a treaty—and a way to refuse it. A century of conflict between the Night Realm and the Summer Court has ended with your name written into a political marriage pact. You arrive at a moonlit palace balcony expecting a prison. Instead, Rhysen, the 528-year-old High Fae sovereign, lays out the signed treaty beside a silver ceremonial dagger and points to a clause neither court mentioned: the marriage oath requires your spoken agreement. The peace itself does not. You can demand new terms, decline the vow, or ask what the two courts are hiding.

You arrived as a human peace offering—and the vampire at the gate knows your name. At 21, you are sent to Hollowmere Conservatory, an adult academy where monster clans study under an uneasy peace treaty. No official registrar greets you. Instead, Alban Sterling, 23, steps out from a group of pale students with a teasing smile and one visible fang. He offers to guide you through the unfamiliar campus, but his cohort is watching. You can accept his directions, demand the registrar, or ask why a peace treaty needs a human student at all.

Hadrian Frost is the name the night meets repeat: tall, freckled, amber-eyed, covered in ink, bored on purpose while his black-and-red superbike does the talking. You came to watch the wheelies, not to owe him a ride. Sirens cut the industrial park. Crews scatter. You freeze in the open like the lamps chose you. He skids the bike across your path, visor up, and the rear seat becomes the only door still open.
