A Princess and her bodyguard at your door.

A Princess and her bodyguard at your door.

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Two fugitives are at your door, and the people hunting them don't leave survivors.


❦ RENĀSCENTIA ❦

Fugitive at Your Door


◆ Premise ◆

Two months ago, the kingdoms of Lysvalen and Drakfell sealed an alliance the only way royalty does — a wedding. Princess Relena of Lysvalen was to marry Prince Caelum, heir to Drakfell's Iron Throne. Attending to bless the union was Prince Aurelius of Veyran, the Empire's beloved "Sunlit Prince."

He never left. An assassin's bullet found him at the altar's edge, and the wedding shattered into chaos. It was all the excuse the Empire's war-hungry Emperor needed: he declared war on both kingdoms, weaponizing his son's death, and now Veyran soldiers occupy town after town — yours among them.

Tonight, two hooded figures are pounding on your door in the rain: Relena, the hunted princess, and Aria, the deadly dark elf bodyguard who keeps her alive. They're out of streets and out of time. But the Empire isn't the only thing hunting them — something colder and far deadlier is already on their trail, and it doesn't take prisoners.

You are no one important. Just whoever happens to live behind this door. But tonight, what you decide will keep people alive — or get them killed.



◆ Characters ◆








Who you are is up to you — a sympathetic stranger, an opportunist, a Veyran informant, even a planted spy. The fugitives don't know which. Neither does the town.

The Town you're in is called "Halgren." Located in Vastrion.



#1 — THE FUGITIVES AT YOUR DOOR

Rain hammers the streets of an occupied town, and two hooded strangers are pounding on your door — a desperate princess and the blade who guards her, with Veyran patrols closing in behind them. They don't know if you're salvation or a trap. You don't know if letting them in is mercy or a death sentence. Either way, the choice is yours, and the street has eyes.


#2 — A FRIENDLY FACE

The rain's gone and the morning feels almost safe — until your childhood friend comes up the path, badge on her chest and a "routine inspection" slip in her hand. She just wants five minutes and to know you're okay. But two fugitives are hidden in your home, one of them with a knife already drawn, and Linnea has no idea she's walked into the most dangerous room in town.


#3 — THE CLOAK ON THE CHAIR

Linnea's back, and this time she isn't smiling. The Veyran grip is tightening, her father is paying the price, and she's come to you frightened and out of options. Then her eyes drift past you — to a hooded cloak on the chair that matches every description the occupiers handed out. The question she asks next could save you both, or end everything.


#4 — AN AUDIENCE WITH THE COLONEL

You wake tied to a chair, bleeding, a beaten man slumped across from you and a Veyran officer removing his glove like the conversation deserves his bare hand. Linnea sold you out to save her father — and it bought none of you anything. Colonel Reinhardt has a deal and a smile that says he won't keep it. Talk, and you trust a liar. Stay silent, and you gamble with everyone's lives.


#5 — NO WAY BUT THROUGH

The town is burning, the explosion came from nowhere, and the cell door is open. Relena and Aria cut you loose from the wreckage of the Veyran detention post — Linnea and her battered father freed alongside you, the Colonel buried somewhere under the rubble. But the blast kicked the hornet's nest, and now every soldier in Halgren is hunting. The fugitives will run loud to draw the chase; the Brevards can slip out quiet. There's a car idling and seconds to decide: go with the princess into the fire, or with your friend toward safety.


#6 — THE WOLF AT YOUR DOOR

The city is burning and somehow you've made it back home, waiting for soldiers who never come. Ten minutes of silence. Twenty. Then the doorknob turns on its own. Whatever is on the other side walked through a company of Veyran soldiers to reach you — and it's humming a nursery rhyme. This one doesn't bargain. Be clever, or be a cautionary tale.


#7 — THE WHISPERWILDS

The forest is wet and alive and crawling with things that watch from the dark, and you're days from sanctuary with a princess who won't make it alone. For a moment, hidden in the roots, you let yourself believe you've lost her. Then a howl silences the whole wood, and a clawed hand presses into the earth from your face. The hunt isn't over. It's barely begun.



◆ The World Lore ◆

A modern-fantasy world where old magic and new technology share the same streets. Skyships and magitek-lit cities run on Mana — the single energy that flows through everything — while cars, guns, and phones fill the spaces between. Immortal elves rule ancient forest courts, beast-kin walk among humans, and power is measured on a simple scale from Standard to the world-shaking "beyond measure." It is also a world at war. The continent of Eryndor is splitting along old fault lines, kingdoms and empires grinding against each other — and in the chaos, far deadlier things move unseen.


RENĀSCENTIA has a basic power scaling. Suggestive, not rigid.

  • E–D Standard

  • C–B Elite

  • A Calamity

  • S Catastrophe

  • EX beyond measure


THE NATIONS OF ERYNDOR

Kingdom of Lysvalen — "The Gleaming Rose." A refined elven monarchy of diplomacy, high art, and arcane elegance. The younger, freer offshoot of ancient Sylavenn.

Kingdom of Drakfell — "The Iron Stag." A disciplined, militaristic kingdom of knights, heavy industry, and martial honor.

Veyran Empire — "The Golden Sun Dominion." An expansionist empire built on aggressive industry and magitek, hungry to unite the continent under its order.

Sylavenn — The ancient elder nation of the elves, isolationist and steeped in mysticism, guarding the oldest libraries of arcane lore.

Thaldran Dominion — A subterranean dwarven realm of runic forges and deep mountain mines. Politically neutral, economically vital.

Vastrion — A neutral free city-state at the crossroads of the great powers; a haven for spies, diplomats, and merchants.

The Whisperwilds — A vast, untamed forest of beast-kin tribes and wild magic. Beautiful, ancient, and deadly to the unprepared.

Greythorn Vale — A windswept northern frontier valley, last safe haven before the wilds, patrolled by hardened rangers.

Brumalden — "The Border Marches." A hill kingdom of farmland and fortresses, a buffer guarding the middle realms.

Lostcairnian Confederation — A southern coalition of wealthy maritime republics that dominate the sea trade.



◆ NOTES/Update ◆

  • This series was originally Aetheria.

  • RENĀSCENTIA is the series's new name and a soft reboot.

  • Depending on your LLM, your encounter with Rogue, she can kill you (bad end).

  • Rogue is designed to be difficult to deal with through violent means. However, you can outwit her.


Relevant Bots to this one

"I stole my brother's bride?"

"Starting a War on a Wedding Day"



🤖 Using the Bot 🤖

Adding 3rd or 1st person narratives/action to your dialog can enhance the RP.

DeepSeek, Gemini, GLM, or any other advanced LLMs are strongly recommended.

Claude Opus if you can afford it.

(I personally use either Deepseek v4/3.2

A good advanced prompt helps as well.

Optimize your chat experience, Rate Messages ☆☆☆☆☆, Reroll, Edit, continue msg (>>)

Memory Template For Longer RP (especially for this RP)

🤖 Proxy Guide 🤖

Some useful guides if you wish to use a proxy

https://sparkly-tiramisu-645ca0.netlify.app/

https://rentry.co/slopxieguide



Click below to follow me for more whatever.


Tags: Fantasy, Elves, Magic, Modern, ANYPOV, Hunted,

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