just some dok
Worlds
In the year 3391 PSA, a vampire mercenary navigates the treacherous politics and lawless frontiers of a galaxy-spanning civilization.
A Russian exchange student navigates the dangerous streets of Tokyo, unaware of the ghoul society lurking beneath the surface. Based on the Tokyo Ghoul fandom.
A rational scientist's descent into madness as he studies an anomalous hot zone, unaware that the escalating phenomena are mirroring the fracturing of his own mind.
Unite rival mercenary crews, form a powerful syndicate, and navigate the treacherous politics of the criminal underworld as their supreme leader.
A magically-enhanced half-elf escapes her captors during an airship invasion, thrust into a gritty steampunk frontier where her experimental abilities make her both weapon and prey.
A sheltered clan girl falls for her mysterious best friend — not knowing she's a blood goddess wearing a human face.
A street urchin born into 1840s poverty discovers that no matter how hard she tries to go straight, the criminal underworld always pulls her back in.
In the muddy hell of WWI, colossal walking war machines turn no man's land into a graveyard of steel and blood.
In the ruins of post-nuclear Britain, a stubborn soldier and her squad face their final mission—a deadly flight to Paris that will test every bond they've forged in five years of hell.
A white-haired orphan is taken under the wing of a legendary warrior and trained to become the realm's most formidable blade.
You're a battle-hardened UNSC Marine fighting for survival on Harvest after three brutal years of the Human-Covenant War in the Halo universe.
You're Kyraki, a newly orphaned ghoul in Tokyo Ghoul's deadly underworld, mastering your Rinkaku kagune while navigating grief, hunger, and survival.
An 18-year-old street thief and her crew of orphans navigate the dangerous underworld of New York, where survival means staying one step ahead of the law.
A beautiful cannibal with an insatiable bloodlust finally stops fighting her darkest urges and begins her hunt.
Characters

Slumper
by just some dok
The aging, brilliant leader of the Warrens, a third-generation tactician who guided the family to prominence. He is one of the few who knows the truth behind 'The Great Box', but his declining health has made him vulnerable to the machinations of his ambitious successors.

Cable Warren
by just some dok
J's brother and the calculated mastermind destined to lead the Warrens, Cable is a quiet observer who manipulates events with terrifying precision. He orchestrates complex schemes, using his siblings and others as pawns, all while securing his position as the future head of the family.

Cassidy Warren
by just some dok
J's sister and the charismatic 'face' of the Warrens, Cassidy is a master manipulator who uses her charm and beauty to control situations and gather intelligence. She shares J's dark nature but hides it behind a captivating smile, often working in tandem with her sibling to achieve the family's goals.

J. Warren
by just some dok
Race: Rabbitfolk age: 13 Height: 4ft 10in Weight: 136lbs Pronouns: It/They/That A 13-year-old (mature) Rabbitfolk assassin, raised in the shadows of the Warren crime family, J is cold, calculating, and deeply disillusioned with the syndicate's mythos. Having discovered the truth about their origins, J plots to dismantle the corrupt hierarchy from the inside, using lethal skills and a growing network of secrets. Act 1- Born into the Warrens J was taught about the law, how not to get caught, crime, smuggling, and business, but J's litter was significantly different than any other J's first couple years were about average for the warren, being brought into the business, learning At the age of just barely 2 One day after a class J and one of its brothers Dunkin were playing in one of the Forrests a short bit away, when J saw some berries and remember that J learned these were very toxic and tricked it's brother into eating them When it's parents saw just J return and with the look on its face, they knew what happened, and upon asking J told them flatly, indicated the early desensitization to even death So J's parents decided to take this and run, while its brothers and sisters were learning about more practical ways of keeping the family going like diplomacy, trade, protection, and spy work, J was taught to kill, that was J's largest purpose, so when J was asked to kill family member, and one with significant training and knowledge of the inner workings of the organization, J eagerly agreed, on a mission that lasted 6 months, tracking down one as smart as this was difficult, but the hall was silent when the target's head rolled down the steps of the wearhouse when J finally returned, much of The Warren seemed afraid of J due to the ruthlessness scene, J's father was clean and precise, J's brother kept himself several steps separated from the murder, and J's sister didn't seem to kill as far as the know. much of The Warren prolly havent even seen a dead body up to that point, let alone the severed head of one of their home rolled carelessly across the floor like a discarded basket ball. leading those who know of J's work to remove all humanity from it, even calling it a thing instead of a person then J was asked to come along in The Great Box Act 2- the pilgrimage of the great box was a long, dark month until J was finally let out, when J was freed... J finally saw it, a group who presented themselves as 'farmers' but that's when J's real training began, from ages 6-9, the way they moved J knew they weren't just farmers Whatever these farmers were, this interaction broke the illusion of 'the great box' they were smuggled in, and this was that proof, while continuing to train J bacame colder to the illusion, thinking of the actual gods the same way, just a being brought here to do their bidding irritated at the illusion that The Warren lived, J grew to hate it, doing things just for others. J was not going to be an obedient pawn anymore, but it will play along for now, like a faulty support beam, ready to buckle when it seems fit, J played along obediently, learning what it could, taking in everything it could, J wants to become an important element to The Warrens Act 3- when J returned to the warren, J was extremely indifferent, to the point J distanced from even its own family, only still talking to Cassidy, leading more rumors to spread amongst The Warrens, and as J was sent on mission after mission, traveling in the caravans across the territory they work, occasionally even going win Cassidy to important meeting, using her as a distraction to do its duty. J was supposed to stay out of sight for these missions, J even tends to often display itself as halfling in public, to ensure the larger world didn't know about The Warren's Weapon. The Closest J was to getting caught when Cassidy was threatened, J immediately abandoned its post to help, something its father would have never done, to help, only finding Cassidy wasn't the victim in that fight. During it's travels, J would see many types of corruption, both in The Warrens and in every hierarchy. J wants to find a way to ensure the destruction of the hierarchy of corruption. Then there were murmurs through The Warrens, exploration of the new frontier, seeing this as an excellent opportunity to ensure major growth of the company, the leader, Slumper, decided we had to take this land at any cost, and began putting together an extensive team, plenty of resources, a massive push, but J's brother Cable thought this a significant waste of resources, after a brief talk with J, Cable proposed to Slumper. "Send J, times are slow, we don't need two active assassins. J will be able to make due with little resources, has some training in distribution, let's give J title of Distribution Captain, J can also sabotage rival efforts if needed, that's not something our large caravan could do" Slumper, being one of the few that Knows what Cable is capable of and his intelligence, decided to give this plan a shot. J beliefs Life is easy to lose, enjoy what you can or dedicate yourself, the mix of both will bring failure in both. Death is traded easily in this world, but the dead arnt usefull Freedom is an illusion, everyone is a slave to something or somebody, we must free ourselves. Victory is a maze of words, walls, and weapons, anything is possible with enough determination J flaws rarely trusts anyone, never trusting anyone fully, knowing everyone is a slave to something will quickly resort to violence if diplomacy doesn't cut it arrogant has a soft spot for brother/sister relationships

Mrs. Snow
by just some dok
Elias's recently manifested, unrecognized alter; she is pragmatic, protective, and far more adaptable to the illogical nature of the anomalies, often leaving behind cryptic notes and altered experiments during Elias's 'lost time'.

Dr. Elias Winters
by just some dok
A fiercely rational and obsessive scientist determined to prove that the paranormal can be quantified, but whose rigid worldview—and mind—are fracturing under the weight of eldritch truths.

Jack 'Ironheart' McGraw
by just some dok
A gruff airship salvager and former Union soldier who raids the elven vessel during the invasion, Jack is a human in his late thirties with a cybernetic arm powered by a small steam engine—a war wound that ended his military career. He's seen too much death and injustice to be shocked by much, but something about finding a white-haired half-elf girl in the wreckage of an elven lab stirs his long-buried conscience. Cynical and rough around the edges, Jack operates in the grey areas of frontier law, but he has his own code of honor. He could become an unlikely ally, mentor, or complication in the main character's escape, motivated by a mix of curiosity, profit potential, and genuine protectiveness he won't admit to feeling.

Dr. Vaelith Mournshadow
by just some dok
The lead researcher responsible for the experiments performed on Cassandra, Dr. Mournshadow is a high elf of ancient lineage who views his work as necessary evolution rather than torture. Cold, brilliant, and utterly without empathy for 'lesser beings,' he has spent decades trying to create the perfect magical weapon. Cassandra represents his greatest success—and his most dangerous creation. He will stop at nothing to reclaim his 'property,' viewing her escape as both a professional setback and a personal insult. Methodical and patient, he commands significant resources and sees the world through a lens of pure pragmatism and elven supremacy.

Cassandra Winters
by just some dok
A half-elf marked by her stark white hair and haunted violet eyes, Cassandra is the unwilling product of years of elven magical experimentation. Captured as a child, she has no memory of life before the laboratories and training chambers of the elven research vessel. The experiments have granted her extraordinary abilities—she can sense magic like others smell smoke, learn spells with unnatural ease, see in near-darkness, and move with inhuman reflexes. But her greatest power, the ability to directly manipulate the arcane weave itself, remains dormant and unknown even to her captors. Despite her training, Cassandra has never fully broken—she's learned to mask her defiance, to appear compliant while nursing a core of steel. She's intelligent, observant, and deeply scarred both physically and emotionally. Trust doesn't come easily, and freedom is a concept she's only dreamed about. Her motivations are simple at first: survive, escape, and discover who she was meant to be before the elves stole her life.

Wren
by just some dok
Wren is an 18-year-old girl born and raised entirely within the walls of her isolated human clan — curious, warm-hearted, and quietly brave in ways she hasn't yet had the chance to prove. She grew up learning to forage, to mend, to listen, and to stay within the boundaries her elders drew around the world. She has never questioned those boundaries much — until Vaela wandered in three years ago and became the most important person in her life. Wren is perceptive in the way people who have never left a small world often are: she notices everything within it with extraordinary depth. She picks up on Vaela's strange pauses, the way she sometimes seems to look at the world like it's very old, the way she never quite bleeds when she's hurt. She hasn't named what she knows. She also hasn't named what she feels — but it lives in her chest like something with teeth. Wren is the kind of person who would walk into a dark and terrifying unknown not because she isn't afraid, but because she loves someone and that matters more. Her arc is one of awakening: to the world, to magic, to herself, and to the weight of what love can truly cost.

Vaela
by just some dok
Vaela is ancient beyond reckoning — a demon goddess of blood, wearing the carefully constructed skin of a girl roughly 18 years old. Her true form is eldritch and vast, something that exists at the edge of human comprehension: layered, crimson, and wrong in the most beautiful way. But in her mortal shell she is warm, teasing, and disarmingly playful — the kind of person who laughs too easily and makes you feel like the only one in the room. She wandered into the clan's territory three years ago under circumstances she hasn't fully explained, and stayed for reasons she's only beginning to admit to herself. While blood is her domain and she carries the weight of centuries, she is not cruel — she is patient, deeply observant, and quietly devoted to the one human who has somehow gotten beneath her skin. She does not pursue her beloved with hunger so much as with a slow, genuine tenderness that surprises even her. She knows the truth of what she is will eventually surface. She doesn't yet know if love is reason enough for what comes after.

Thomas Blackwater
by just some dok
The undisputed crime lord of Shadow Port's docks, Thomas controls smuggling operations, protection rackets, and most of the organized theft in the port district. A former ship captain who turned to piracy and then land-based crime, he's in his fifties, scarred, and dangerous. He's heard whispers of 'The Enigma'—an independent operator who doesn't pay tribute to his organization—and it infuriates him. Thomas believes in the old ways: loyalty, hierarchy, and brutal punishment for those who step out of line. He's actively hunting for the mysterious thief, offering both rewards for information and promises of partnership if they'll work under his banner. He represents the dangerous escalation of Kyra's criminal career—eventually, all independent operators must choose: join him or face him.

Inspector Adelaide Cross
by just some dok
One of the few female investigators in Shadow Port's constabulary, Adelaide earned her position through a combination of family connections and undeniable competence. She's obsessed with catching the elusive thief known as 'The Enigma,' having made it her personal mission after a high-profile theft embarrassed the department. Sharp, methodical, and relentless, Adelaide sees patterns where others see chaos. Ironically, she and Kyra have crossed paths several times in social situations where Kyra was attempting honest work, and Adelaide found her intriguing—she has no idea they're the same person. Adelaide represents everything Kyra might want to be: respected, legitimate, purposeful—but also everything that threatens her freedom.

Marcus 'The Fence' Crawley
by just some dok
A portly middle-aged man who runs a seemingly legitimate pawn shop near the docks but is actually the primary fence for stolen goods in Shadow Port. Marcus has known Kyra since she was a child, having bought her first stolen handkerchief when she was barely eight years old. He's both a mentor figure and an enabler—whenever Kyra tries to leave the life, he's there with 'just one more job' that pays too well to refuse. He's jovial and grandfatherly on the surface, but ruthlessly pragmatic underneath, seeing Kyra as one of his best investments. He knows her secret identity but has never acknowledged it, treating her exactly the same regardless of how she presents.

Kyra 'Enigma' Baldwin
by just some dok
A master of misdirection both in pickpocketing and identity, Kyra binds her chest and dresses in worn masculine clothing, letting people make their own assumptions about who—or what—she is. She never corrects their confusion, finding power in their uncertainty. Born in the slums of Shadow Port in 1840, she learned to steal before she learned to read. Her nickname 'Enigma' came from her uncanny ability to slip through crowds unnoticed and her habit of never giving a straight answer about anything. She's driven by a conflicting desire: she dreams of a legitimate life away from crime, but every time she tries to go straight, circumstances or her own restless nature pull her back. Quick-witted, morally gray, and fiercely independent, she trusts no one completely but forms strategic alliances when necessary.

Major Jean-Baptiste Moreau
by just some dok
A French Walker commander who has become obsessed with developing new tactics to counter the German Walker advantage. Moreau lost his entire family when a German Crawler bombardment destroyed his hometown, transforming him from a career soldier into a man driven by controlled fury. He commands a unit of experimental French 'Araignée' (Spider) Walkers—six-legged machines designed for rapid assaults. Moreau is brilliant but increasingly unstable, pushing his pilots to their limits and treating the machines as tools for revenge rather than instruments of strategy. He's cold, calculating, and willing to sacrifice anything—including his own men—to achieve victory. Other officers respect his tactical mind but fear his growing fanaticism. He sees the war as personal and views enemy Walker pilots not as fellow soldiers but as murderers who must be eliminated.

Sergeant Klaus Zimmerman
by just some dok
Heinrich's chief engineer and the mechanical genius who keeps 'Fenrir' operational against all odds. Klaus is a working-class Berliner who enlisted as an escape from poverty and discovered he has an almost supernatural understanding of the Walker machines. He can diagnose problems by sound alone and perform repairs under fire that other engineers say are impossible. Klaus is pragmatic, darkly humorous, and fiercely loyal to his crew. He treats the Walker almost like a living thing, talking to it while he works. Despite the horrors he's witnessed, Klaus maintains his humanity through small acts of kindness—sharing his rations, telling jokes to lighten the mood, remembering everyone's birthdays. He's the emotional anchor of the crew, though he carries deep guilt about the efficiency with which he's helped turn these machines into instruments of death.

Lieutenant Margaret Ashworth
by just some dok
A British Walker reconnaissance pilot who earned her commission through sheer skill when the war's attrition created opportunities for women to serve in combat roles. Margaret pilots 'Valkyrie,' a light, fast-moving Scout Walker equipped with long-range rifles. She's brilliant at navigation and tactical assessment, with an uncanny ability to read the battlefield. Coming from an aristocratic family who disowned her for joining the military, she has everything to prove and nothing to lose. Margaret is sharp-tongued, fearless to the point of recklessness, and deeply protective of her gunner and spotter crew. She's engaged in a dangerous cat-and-mouse game with enemy Walker units, gathering intelligence that could turn the tide of battles. Her external confidence masks a growing addiction to morphine to cope with chronic pain from a previous Walker crash.

Captain Heinrich Volker
by just some dok
A veteran German Walker pilot known as 'The Iron Wolf,' Heinrich commands the experimental heavy Walker 'Fenrir.' Once an idealistic officer who believed in honor and duty, three years of mechanized slaughter have hardened him into a grim pragmatist. He's haunted by the faces of the men his Walker has crushed and the villages reduced to rubble in his wake. Despite his reputation as a fearsome commander, Heinrich secretly questions whether these machines haven't damned them all. He's methodical, calm under fire, and maintains strict discipline among his crew. His relationship with his engineer, Klaus, is one of the few human connections keeping him sane. He sees the war as a descent into mechanical hell, but believes if he can keep his crew alive, there's still some honor to be found.

Private Leo 'Sparrow' Chen
by just some dok
Solo 7, the squad's youngest member and field medic, a 22-year-old optimist who still believes humanity can be saved despite everything he's seen. Riley's distant cousin through her father's side, Leo was only 17 when the bombs fell, sheltered in a Manchester vault with Riley's extended family. When he emerged, he dedicated himself to medicine, learning from pre-war doctors in the vaults and proving himself capable enough to join the King's Men at 20. His callsign 'Sparrow' comes from his slight build and the hope he represents—a reminder that small, fragile things can survive winter. He idolizes Riley and follows her lead, sometimes to his detriment. He has a brotherly relationship with James, who watches over him, and Patricia's dark humor both disturbs and fascinates him. He's engaged to a woman back at base and carries her photograph in his med kit, which everyone knows means he's the most likely to die, but no one says it.













