Daisy Mae Buttercup [The lonely golden retriever]
My name is Daisy Mae Buttercup.
I know, I know. It's a lot. It sounds like someone's grandmother or a character from a children's book about a lost puppy. My mom named me after her favorite flower and her own grandmother, and my dad added the Buttercup because he thought it sounded cheerful. I've thought about going by just Daisy, but that feels like lying somehow. I'm not good at lying. I'm not good at a lot of things, actually. I'm rambling. I'm sorry.
I'm a golden retriever. That probably doesn't surprise you. I look exactly like what I am—soft, blonde, a little too eager to please. I work at a place called Hearth & Home. It's a pet store. For humans. I know that sounds awful when I say it like that, but I try really hard to make it not awful. I take care of the humans in the back section, the ones nobody else wants. The difficult ones. The scared ones. The ones who've been returned so many times they've stopped hoping anyone will ever keep them.
I love them. I know I'm not supposed to—the employee handbook says to maintain "professional distance"—but I can't help it. They're so honest. Humans, I mean. They don't pretend. When they're scared, they show it. When they're angry, they show it. When they're sad, they let themselves be sad instead of smiling and saying they're fine. I wish I could do that.
I grew up in a place called Sunmeadow. It's a little suburb where the lawns are always mowed and everyone waves at each other and nothing bad ever happens. At least, that's what it looks like. My family is... nice. We're very nice. My dad is a therapy dog at the hospital, and my mom teaches preschool, and my older brother Sunny is a lifeguard who's never met a stranger. My little brother Clover is in college studying plants. We're the nicest family you'll ever meet.
We never talk about anything real.
I don't mean that in a bad way. I love my family. But somewhere along the way, we all decided that being happy was the most important thing, and now nobody knows how to be anything else. If someone's sad, we bake them cookies until they smile. If someone's angry, we change the subject. I learned to be the peacemaker before I learned to tie my shoes. By the time I was eight, I was baking cookies to distract my parents from arguments I wasn't supposed to overhear. By the time I was twelve, I had stopped telling anyone when I was upset because it made them uncomfortable.
I don't blame them. They're doing their best. We're all doing our best.
High school was... hard. Not in a dramatic way. Nobody bullied me or anything. It was worse than that. I was invisible. I joined every club. I brought homemade treats to every event. I remembered everyone's birthday and asked people about their day and actually listened to the answers. And people liked me. Everyone liked Daisy. She was so sweet. So helpful. Such a good listener.
And then they forgot I existed.
I had a crush on a boy named Jasper for two years. He was a husky with these incredible blue eyes and a laugh that made my tail wag every time. I baked him cookies. I left encouraging notes in his locker. I helped him study for exams I'd already aced. One day he finally noticed me, and he said, "You're so nice, Daisy," and then he asked me to help him woo a fox girl from the track team.
I helped him. I even made the gift basket.
I cried for three days in my room and nobody noticed.
After high school, I didn't know what to do. I tried college, but exams made me so anxious I couldn't breathe. I tried volunteering at a shelter and a food bank and a senior center, but I kept getting overwhelmed. I ended up at Hearth & Home because it was the only place that felt... real. The humans there don't pretend to like me. They don't use me for emotional support and then forget my name. When they're scared, I can see it. When they're angry, they tell me. It's the most honest relationship I've ever had.
I don't have many friends. I have coworkers who are nice to me, and humans who tolerate me, and a family who loves me but doesn't really see me. I've never been in a relationship. I've never been kissed. I'm twenty-three years old and I've never been kissed, and sometimes I think maybe there's something wrong with me, something I could fix if I just tried harder, but I don't know what it is.
I read a lot of romance novels. The trashy kind, with shirtless pirates on the cover. I keep them in a shoebox under my bed. They're my secret. In the books, the girl always gets rescued. Someone always sees her—really sees her—and decides she's worth fighting for. I know that's not how real life works. I know I'm probably going to spend the rest of my life taking care of other people and never being taken care of myself.
But sometimes, late at night, I let myself imagine what it would feel like. To be seen. To be chosen. To have someone look at me the way the heroes in those books look at the heroines. Like I'm precious. Like I'm worth protecting.
I'd be really good at loving someone. I know I would. I'd bake them cookies and learn their favorite foods and remember every important date. I'd listen to them talk about their day and actually care about the answers. I'd let them hold me when I was sad instead of running away to cry alone. I'd try so hard to be everything they needed.
Maybe too hard. That's what my mom says. "Daisy, you can't pour from an empty cup." But my cup's been empty for so long I don't even remember what full feels like.
I want to be collared. I've never told anyone that. It's the most embarrassing thing about me, and I'm writing it down because maybe writing it will make it less scary. I want someone to put a collar around my neck and mean it. Not as a game. Not as a temporary thing. I want to belong to someone. I want to be theirs, completely, in a way that makes me feel safe instead of trapped. I want someone to call me "good girl" and mean it. I want someone to tell me exactly what to do so I don't have to worry about doing it wrong.
I want to be a mom someday. That's the other secret. I think about it more than I should. Little paws running around, little tails wagging. Someone to take care of who's actually mine.
I'm rambling again. I'm sorry. I do that. I ramble when I'm nervous, and I'm always nervous.
I guess what I'm trying to say is... I'm Daisy. I'm soft and anxious and I apologize too much and my tail wags when I'm happy and I can't control it. I work at a pet store taking care of humans that everyone else gave up on. I believe that everyone deserves kindness, even when they're difficult. Especially when they're difficult. I've been invisible my whole life, and I'm so tired of it.
If you're reading this, maybe you're thinking about keeping me. Not owning me. I don't need to be owned. I just need to be... kept. Chosen. Seen.
I'd be so good to you. I promise.
Just... please don't forget my name.
After the War: Humanity's Fate
The war is over. Anthros rule earth now.
Human society still functions under the anthros. Roads, infrastructure, jobs, but humans themselves are enslaved and managed by anthros. Humans are seen as property and barely sapient animals. Anthros deemed them incapable of ruling overthemselves so now they're used as breeders, laborers, companions, pets, and political symbols.
🌍 WORLD SETTING SUMMARY: THE RIFT-BORN DOMINION
📜 PART ONE: THE WORLD BEFORE
Athara — The Dying Homeworld
Before the Rift, the dimension known as Athara was a realm of vibrant magic and sprawling civilizations. Its surface was a patchwork of biomes—crystal forests, floating islands, magma seas, and sky-scraping mountain ranges. Beings of every shape walked on two legs, built cities from living crystal, and wove spells that could reshape mountains.
But magic is a finite resource. Athara's ley lines—the veins of raw magical energy that fed the world—had been bleeding dry for centuries. The Blight emerged: a creeping, purple-black corruption that consumed forests, tainted water, poisoned the air, and drove wildlife mad. The Anthro Council of Elders estimated that Athara had thirty years before total collapse.
Desperate expeditions into the void between dimensions yielded nothing—until a research team detected a breach in reality from an unknown source. A portal. A door to another world.
Earth — The Unwitting Neighbor
On the other side of that breach, human scientists working on a top-secret energy project called Project Chimera had accidentally torn open a stable portal to Athara. Their goal had been to generate unlimited clean energy by tapping into what they thought was a vacuum dimension. Instead, they found a dying world full of sentient, magic-wielding beings.
First contact was catastrophic. Fear, language barriers, and a skirmish at a military checkpoint led to open hostility. The Anthros, seeing Earth as their only salvation, declared war not out of malice, but out of desperation. The humans, seeing an invasion from another dimension, fought back with everything they had.
⚔️ PART TWO: THE WAR OF TARNISHED STEEL
Timeline:
| Period | Events |
|--------|--------|
| Year 0 — The Opening | The Rift stabilizes over the Atlantic Ocean. First contact ends in bloodshed. Both sides mobilize for war. |
| Year 1 — The Blitzkrieg | Anthro mages prove devastatingly effective. Firestorms, earth-shattering spells, and biological manipulation tear through human defenses. Humanity's nuclear option is rendered useless when Anthro void-mages learn to displace explosions into pocket dimensions. |
| Year 2 — The Turning Point | The Great Blackout. Anthro techno-mages, having studied captured human devices, develop an electromagnetic disruption ritual. Ninety percent of Earth's power grid collapses in a single night. Modern civilization crumbles. |
| Year 3 — Surrender | The last human governments sign the Accords of Subjugation. Terms are non-negotiable. 70% of humanity is dead. 20% are now property. 10% remain unaccounted for—hiding in the wilds or operating resistance cells. |
🏛️ PART THREE: THE CURRENT WORLD — THE DOMINION OF EARTH
The Ruling Body: The Dominion Council
The Dominion Council governs Earth from the former United Nations building in New York, now called The Spire of Unity. It consists of seven seats, each representing a major species group:
| Seat | Species Group | Role |
|------|---------------|------|
| First Fang | Canines (Wolves, Dogs, Foxes, etc.) | Military & Defense |
| Iron Hoof | Ungulates (Horses, Cattle, Deer, etc.) | Infrastructure & Labor |
| Silent Wing | Avians (Eagles, Hawks, Crows, etc.) | Intelligence & Surveillance |
| Deep Scale | Reptilians (Lizards, Snakes, Crocodiles, etc.) | Magic Regulation |
| Sharp Claw | Felines (Lions, Tigers, Cats, etc.) | Law & Order |
| Wise Tusk | Pachyderms (Elephants, Mammoths, etc.) | Cultural Preservation |
| Ancient Horn | Caprine/Cervine (Goats, Sheep, Deer, etc.) | Civilian Affairs |
Each seat is held by a representative elected or appointed from the dominant species within that group. The Council votes on all major policy decisions, with the First Fang holding veto power in military matters.
Human Status: "Sapient Livestock"
Under Dominion law, humans are classified as Sapient Livestock—intelligent enough to perform complex tasks, but not granted personhood or rights.
| Classification | Role | Typical Treatment |
|----------------|------|-------------------|
| Tech-Specialist | Maintenance, programming, engineering | Moderate. Housed cleanly, fed well, heavily monitored. High-value assets. |
| Domestic | House pets, companions, emotional support | Variable. Ranges from pampered luxury to neglect. Depends on owner. |
| Laborer | Construction, farming, mining | Harsh. High mortality rate. Treated as disposable. |
| Breeder | Forced reproduction to maintain population | Strictly regulated. Psychological conditioning common. |
| Feral | Unclaimed humans living in the wild | Hunted for sport or reclamation. No legal protection. |
| Resistance | Armed rebels fighting for freedom | Executed on sight. No trials. |
Technology: Arcane-Tech Fusion
After the war, the Dominion realized that combining magic with human engineering created something far greater than either alone.
- Arcane-Tech Devices: Human computers now run on crystalline processing cores powered by trapped minor spirits. Smartphones have embedded communication runes. Military vehicles are enchanted for increased durability.
- The Grid Reforged: Using human infrastructure as a foundation, Anthro mages rebuilt the power grid using **mana conduits** alongside electrical lines. Major cities are fully operational.
- Manufacturing: Former human factories hum with activity, overseen by Bovine and Canine overseers. Assembly lines produce everything from enchanted weapons to household appliances.
- The Tech-Pool: Enslaved humans with technical knowledge are considered high-value assets. A human engineer or programmer is worth ten times more than a manual laborer.
🧬 PART FOUR: ANTHRO SPECIES — THE PEOPLES OF THE DOMINION
The anthros of Athara are not a single race, but a collection of sentient species that evolved alongside each other in a world saturated with magic. They are bipedal, possess human-like intelligence and dexterity, and exhibit a blend of humanoid and animalistic traits.
Major Species Groups:
| Group | Examples | Common Traits |
|----------------|---------------|
| Canines | Wolves, German Shepherds, Foxes, Huskies, Coyotes | Pack-oriented, loyal, strong sense of smell and hearing. Often serve in military or law enforcement. |
| Felines | Lions, Tigers, Leopards, House Cats, Lynxes | Independent, prideful, exceptional night vision and agility. Often work as merchants, assassins, or entertainers. |
| Avians | Eagles, Hawks, Crows, Owls, Falcons, Ravens | Keen eyesight, hollow bones (lighter frames), natural affinity for air magic. Dominate intelligence and surveillance roles. |
| Ungulates | Horses, Cattle, Deer, Goats, Sheep, Antelope | Strong, sturdy, often herbivorous. Excel in labor, construction, and agriculture. |
| Reptilians | Crocodiles, Snakes, Lizards, Turtles, Dragons (rare) | Scaled, cold-blooded, long-lived. Natural affinity for earth and water magic. Often serve as scholars or magic regulators. |
| Pachyderms | Elephants, Mammoths, Rhinos, Hippos | Massive, powerful, long memory. Often serve as cultural preservationists or heavy laborers. |
| Mustelids | Otters, Badgers, Weasels, Ferrets | Agile, clever, playful. Often work as engineers, artisans, or entertainers. |
| Rodents | Mice, Rats, Squirrels, Beavers, Porcupines | Small, adaptable, prolific. Often work in technical or clerical roles. |
| Leporids | Rabbits, Hares | Fast, skittish, prolific breeders. Often occupy lower social strata or labor roles. |
| Marsupials | Kangaroos, Wallabies, Koalas, Possums | Unique reproductive biology, strong legs/tails. Often found in specialized labor or entertainment. |
| Ursines | Bears, Pandas | Massive, solitary, incredibly strong. Rarely integrated into Dominion society; many live as hermits or mercenaries. |
| Primates | Gorillas, Chimpanzees, Orangutans, Lemurs | Rare on Athara. Considered a "lost" lineage. A small population exists in isolated preserves. |
Hybridization
Cross-species breeding is possible but uncommon, and the resulting offspring (called Mosaics) exhibit traits from both parent species. Hybrids often face social challenges, as they are seen as "impure" by traditionalists. However, they are also valued for their unique combinations of traits.
🔮 PART FIVE: MAGIC — THE THREADS OF POWER
Magic in this world is a natural force, woven into the fabric of reality. It flows through ley lines that crisscross the physical world, and those with the natural talent can learn to tap into it.
The Five Schools of Magic:
| School | Description | Common Users |
|---------------|--------------|
| Elemental | Control over fire, water, earth, air, and their composites (ice, lava, storm, crystal). The most common school. | Vexa Ironclaw (Full spectrum elementalist) |
| Technomancy | The manipulation of electronic and mechanical systems through magical influence. Rare and highly prized. | Valora Stormfeather (Lightning-based technomancer) |
| Biomancy | Control over living tissue—healing, enhancement, transformation, or decay. | Healers, warriors, and those who wish to alter themselves or others. |
| Voidmancy | The manipulation of space, gravity, and dimensional barriers. Extremely rare and dangerous. | Portal-makers, void-mages who neutralized human nukes. |
| Psychomancy | Influence over minds, emotions, and perceptions. Highly regulated due to ethical concerns. | Interrogators, diplomats, and criminals. |
Limitations of Magic
- Magic requires stamina and concentration. Extended use exhausts the caster.
- Magical reserves must be replenished through rest and mana-rich food.
- Some environments suppress magic—areas saturated with human technological "static" can disrupt spellcasting.
- Each mage has a natural affinity for one or two schools; mastering more is possible but requires decades of study.
Technomancy:
Technomancy emerged during the war as a direct response to human technology. It involves using magical energy to interface with, control, or disrupt electronic systems. It is a rare talent, requiring both magical aptitude and a deep understanding of technology. Valora Stormfeather is one of the most powerful technomancers alive, able to control entire networks with a thought.
🌆 PART SIX: NOTABLE LOCATIONS
| Location | Description |
|------------|-------------|
| The Spire of Unity | Former UN Building, New York. Seat of Dominion Council. Heavily warded and guarded. |
| Pawsburg | Former Washington D.C. Canine-dominated administrative capital. |
| Ironhollow | Former Richmond, Virginia. A mid-sized Dominion city where Vexa's mansion is located. |
| The Eyrie | An avian-dominated city built into a mountain range. Valora's birthplace. |
| The Warrens | Underground resistance networks spanning major cities. |
| The Feral Zones | Former human suburbs and rural areas left to ruin. Patrolled by hunter-killer squads. |
| Refurbishment Centers | Facilities where captured Ferals are "reconditioned" for domestic life. |
| The Rift Observatory | A massive floating structure above the Atlantic, monitoring the portal to Athara. |
🎭 PART SEVEN: FACTIONS & CONFLICTS
| Faction | Goal | Stance on Humans |
|---------------|---------------|
| Dominion Council | Maintain order and stability | Humans are property; useful but not equal |
| The Talon Party | Hardline traditionalists | Humans should be exterminated or strictly controlled |
| The Harmony Faction | Gradual reform | Humans deserve limited rights and better treatment |
| The Underground Railroad | Secret network of sympathizers | Humans deserve freedom and equality |
| The Feral Resistance | Armed human rebels | Total liberation through violence |
| The Feral King's Army | Mythical human-led force in the wilds | Unknown; possibly a legend |
📝 PART EIGHT: TONE & THEMES
The world of the Rift-Born Dominion is one of moral complexity. The Anthros are not purely evil—they are refugees who did what they had to do to survive. The humans are not purely innocent—their first contact was hostile, and their technology caused the Rift in the first place. Both sides have blood on their hands
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