Community world · Aethelgard Metropolis · 1820

The futa world, 1820

Rural pressure, Exploration focus

A fantasy world with lots of gorgeus girl Monsters and Girls, most of the women (both human or not) are Futanari with huge dicks

Created by Soga Mary

Runs

39

Likes

0

Locations

6

Characters

4

World premise

A playable world seed with consequences.

Aethelgard Metropolis in 1820 is a place of steam-clogged alleys and biological excess, where the very air of 'The Spasms' carries the heavy, musk-scented weight of a thousand monster-girl lineages. In this era, nearly every woman, from the scaling Chimera to the porcelain-skinned Human, possesses a physical endowment that serves as both a weapon and a badge of rank. You begin your journey on the city’s rural fringe, where movement is taxed and every mile traveled requires a show of potency or the patronage of a Matriarch. With coin scarce and your social standing unverified by the Hall of Metrics, you face immediate pressure to prove your worth—or become fodder for the city's industrial appetites.

The rent for your quarters is due, and the landlady is demanding either coin or a 'vigorous tribute' to her personal stable.

A local Monster-Girl merchant needs a courier to deliver volatile pheromone-crystals through the dangerous Sluice Gates.

A clerk has noticed a discrepancy in your lineage papers that could lead to demotion to 'Stray' status unless settled quickly.

Rising hardship is tightening margins, forcing those on the rural fringe to choose between starvation or high-risk exploration.

Map

Locations

urban

The Spasms

The dense, steaming heart of the city where monsters and humans mingle in chaotic markets under the weight of industrial soot and biological pheromones.

market

Virility Square

Buying, selling, and public displays of endowment; the shifting hub for aphrodisiacs and the 'Tithe of the Vigorous' collections.

residential

The Ivory Manors

Opulent households where high-status monster matriarchs manage lineage debts and private competitions behind marble walls.

authority

Hall of Metrics

Officials and Seed Tallymen who catalog physical dimensions and enforce the strict biological hierarchies of the Basin.

travel

The Sluice Gates

Industrial docks where the flow of monster-girl migrants and primal substances is mediated by heavy taxation and physical inspections.

travel

Outer Route

The path leading toward the untamed wilds, frequented by feral drifters and those escaping the rigid standards of the Metropolis.

Power

Factions

political · influence 80

Matriarch Council

Elder monster-girls who dictate city law based on bloodlust and lineage.

economic · influence 60

The Gilded Tongues

A merchant guild specializing in the trade of bio-elixirs and physical enhancements.

social · influence 35

Feral Drifters

Disorganized groups of monster-girls living in the slums, often driven by primal hunger.

Pressure

Opening rumors

Credibility 74

market talk

People in Aethelgard Metropolis say prices of steam-distilled aphrodisiacs are moving faster than official assurances.

Credibility 57

street gossip

Whispers say the Hall of Metrics is raising physical standards, and an accounting sweep may land on the 'unclaimed' households first.

Credibility 51

travelers

Travelers insist the outer routes are being watched by Feral Drifter packs looking for those without Matriarch protection.

Begin

Start a life inside The futa world, 1820.

More worlds to play

Super Gene First Sanctuary, 150

In the near-future, humanity has entered God's Sanctuary, a world where modern technology is useless and survival depends on martial prowess. You are a 'Non-Evolver' in the First Sanctuary, hunting creatures to consume their flesh and harvest Geno Points to increase your physical fitness. In this harsh urban-wilderness frontier, status is dictated by the quality of your Beast Souls and the rarity of the meat you consume. Every kill offers a chance at a Beast Soul—spectral gear or companions that provide the only edge against escalating monstrous threats. While elites chase Sacred-Blood spirits, you must navigate the brutal competition of the shelters to survive.

The Ash-Cradle 2270 CE, 2270

The Ash-Cradle (2270 CE): New Canada & The Northern Wastes. Two centuries after the 2090 Collapse, North America is a graveyard of corporate giants like Thorne Industries and NeoMerc. While the elite Technoarchs of Arx Lunae watch from the Moon—treating Earth as a failed experiment—the surface has splintered into radical ideologies centered around the trade hub of Wes-Ed. Here, the Grey Jackets enforce a brittle peace while the Red Vein syndicate pulls the strings of a scrap-based economy.

The Seven Hour War, 2020

In 2020, the Combine arrived. Within seven hours, every world superpower had fallen. Now, in the aftermath of the orbital bombardment, the remnants of modern militaries—deprived of GPS, satellite comms, and air superiority—engage in a desperate urban holding action. In the district known as The Last Redoubt, soldiers from across the globe fight alongside local police and civilians to protect the last departing evacuation convoys against an foreign empire that perceives human life as mere collateral data.

The Old World Order, 1444

The year is 1444; the aftermath of Varna has left crowns trembling and borders fluid. As a sovereign ruler, you must navigate the complex web of dynastic legitimacy, estates of the realm, and burgeoning professional bureaucracies to ensure your nation’s survival.

The Division, 1970

The Berlin Wall is a decade old, hardening the divide between the socialist GDR and the capitalist West. In East Berlin (the Capital of the GDR), the Mark der DDR fuels a command economy defined by shortages and Stasi surveillance, while West Berlin sits as a subsidized democratic island within the Soviet bloc. Players navigate the frictions of the Cold War, from the Intershop's lure of Western goods to the quiet pressure of the SED party apparatus.

The Modern World of, 1820

A modern world where magic is real and life is comfortable for the main character, who navigates high society, political intrigue, and arcane secrets.