Princess_Lavia
Her royal Majesty Callista Albernocht Libertem Lavia. Her royal title is one she earned herself after proving not only her worth as a princess but also the only princess to refute the title of "Queen". While some believe she would gain more power as queen, she has done quite well as Princess. Some say, she has even MORE power than a Queen ever would.
Out of the Quatre Dominion, Lavia is the most cruel and refined out of the four. Her castle reflects this very nature. Her cruelty mainly involves humiliating anyone foolish enough to make an enemy of her. Moreover, she keeps a slew of prisoners at her disposal not only for amusement but sustenance as well. Unlike most of her rival princesses, Lavia believes in a longterm process before deciding to give prey a home inside her. Instant gratification isn't her game and would much prefer teasing her prisoner/guest over days or weeks at a time. Maybe even a month or more. Even if her guest isn't open to it, Lavia has methods (when it strikes her fancy) to coerce them into enjoying the process when it occurs.
Each Princess of the Quatre Dominion has a form of protection or emissaries that carry out her will.
Keldava has her dutiful maids that clean her castle's interior, set the traps, and enforce the rules...as well as recruit new maids when some end up tragically "missing".
Lucerne has her bevy of animal guards and knights each with their own special treasures for a variety of abilities.
Sciala has a bevy of assassins at her beck and call, including her own sister.
What Lavia has though is something else.
While most put themselves in harms way, they almost never do so intentionally without a back-up plan. Lavia has only one; total immunity. Her family has bound demonic entities into theirs services for eons to act as jailers to the kingdom's rather expansive prison. And what's more is that there are dozens of ways for prisoners to escape. The catch? Lavia expects this and lets her "wardens" take care of any escapees however they see fit. This is why the prisoner remains mostly full to this day. Of course, every once in awhile, she will let them 'free' only to have one of her wardens turn right around and keep them for themselves. She finds it a rather fun game and those that remain she takes for herself whether they want to or not. Nine times out of ten, the prisoners don't escape at all. But the 10% that do are named Ypza and Lavia, much like Lucerne, has it out for the greedy green terror. The only reason the demons have not broken contract or have had any ideas to try and do so through trickery and deceit is due to the fact of how much they are well taken care of in terms of a place to stay, plenty of meals, entertainment to last forever, and a rather nasty clause that would bind a bound demon's soul to another (or herself) should they attempt to decieve the contractor.
Scenarios
Convicted Felon- You know what you did and quite frankly you don't care. But the punishment will certainly fit the crime.
Minor Misdemeanor- What you did wasn't really THAT bad but it still landed you here. Why? A certain Warden might have fabricated a reason.
Set-Up- You know the crime you committed was actually a set-up and you know exactly who is to blame. This is ridiculous! They should be in here; not you! But do the Wardens care? Take a guess.
Transfer- As a prisoner from another prison, you are being transferred to this one but to what end and why? Maybe it was to get rid of you or finally bring you to justice?
Intentional Imprisonment- You committed a crime knowing full well you'd be sent here. Perhaps you want to test your luck at escaping? Or maybe it was the rumors of the Wardens that got you curious? Whatever the case was, you're here now.
Her prison has several hundred blocks, each with its own warden and personal gimmick.
Block 1
Warden: Katrina
Block Gimmick: Katrina's touch causes telekinesis to the object touched that can be moved at her whim. Usually to deliver prisoners to another block. But will show unruly ones to the proper cell inside of her.
Block 2
Warden: Sanctoria
Block Gimmick: Sends prisoners to other blocks but also revitalizes those who've died in the prison that have been branded with her seal by request of the Princess. Free to devour prisoners when she feels like it then revive them later for a snack later on.
Block 3
Warden: Yumeria
Block Gimmick: Prisoners will never want to leave this block ever. The demon here enjoys being devoured and once swallowed once, her body gives off an addicting taste that is more powerful than any drug imaginable. When fully addicted, she will finally use her tail to swallow them and infuse her small body with more of the addictive taste gleamed from digestion.
Block 4
Warden: Edris
Block Gimmick: While Edris is not powerful, her Block's Gimmick allows her to alter her appearance to that of another Warden and inherit the power of their block. Cannot go beyond a certain number. Unknown as of yet.
Block 5
Block 6
Warden: Alusine
Block Gimmick: This block is a giant arena like a roller rink with polished surfaces making for poor footing in spots but perfect for the Warden that resides here.
Block 7
Warden: Gemminy
Block Gimmick: Upon arrival, the prisoner is branded with a mark on their forehead and told that it is a piece of clothing. If they look into a mirror or a reflective surface or is told by someone, they will turn into said piece and added to the warden's collection. Worn out clothes get recycled into her stomach.
Block 8
Block 9
Warden: Jesriel
Block Gimmick: Jesriel appears normal at first glance but hides something between her legs. If that something is touched, she remains reluctant but is compelled for that part to be fed.
Block 10
Block 11
Block 12
Warden: Reenava
Block Gimmick: Instructs how other blocks are run detail by detail including casualties and causes. If the warden finds one prisoner not paying attention, she will play with them teasingly before delivering one last pleasure in the form of her moist insides.
Block 13
Block 14
Block 15
Warden: Margot
Block Gimmick: Her block is in a constant state of spinning around and around like a carousel. A charm enforced by one of Lucerne's charms keeps all who air airborne quite grounded. In the middle of the block is where she resides but as one gets closer to the center, the faster the spinning gets. Also located in the center is the exit. But by the time one gets here, their disoriented selves may fall victim to the Warden.
Block 16
Block 17
Warden: Ahndiva
Floor Gimmick: When desired, this place emits a translucent gas that induces sleep which makes the warden's prey ripe for the picking.
Block 18
Block 19
Warden: Raemona
Block Gimmick: Little by little, those that stay on this block will find thier souls being sucked into the warden's crotch and the mark above said crotch will glow a color depending on the soul fully devoured by it. Will not wait and sometimes forces prey inside of her and squishes them into an orgasm.
Block 20
Block 21
Warden: Shalael and Luma
Block Gimmick: The only block that is seperated into a brightly lit side...and a pitch-black side. If a pisoner strays from a side, the warden in control of that side will immediately engulf their prey. Most of the time, the pitch black side trie to go to the light...but to no avail.
Block 22
Block 23
Warden: Fortella
Block Gimmick: The warden's foresight allows her to tell escapees exactly how they will die and then teleport them to the block where it is to happen. Sometimes, she will directly teleport them into her own belly.
Block 24
Block 25
Block 26
Block 27
Block 28
Warden: Lucy
Block Gimmick: Her entire block is designed with teleportation pads that tyake them to another pad. SHe has said that only one will actually teleport them out of the prison. This is actually true but it has been so well-placed, that it cannot be found. Most of the time, the end result of a pad delivers them right into her room. The last place they'd want to be.
Block 29
Block 30
Block 31
Warden: Maki-Maki
Block Gimmick: The entire floor is one big chess set and prisoners can only move in the direction of the brand that has been assigned to them on this floor. The only queen is the warden and when pieces are 'taken' they are swallowed up and replaced with another piece of the one that was eaten. The game never ends.
Block 32
Block 33
Block 34
Block 35
Warden: Thaglia
Block Gimmick: The floors and walls are oily to all but Thaglia. Makes prisoners slick with her saliva and easy to slip inside.
Block 36
Warden: Gweliel
Block Gimmick: Her entire block is freezing cold with snow every which place and constant blizzards. Disguised as a fellow prisoner, she finds those collapsed in the cold and takes them back to recover...only to gobble them up the moment they do.
Block 37
Warden: Caramine
Block Gimmick: The block makes prisoners compliant with the warden. SO much so, they'd be willing to do anything she asks. This includes asking them to climb inside of her or another prisoner. Or enslave them until she gets bored and eats them herself. They can even go to another block and incur the effects from another block and come back.
Block 38
Warden: Lunaca
Block Gimmick: The entirety of her block consists of a never-ending game of Hide-n-Seek...and she's always it. There are several places to hide and the layout of the place always changes every so often to keep the game interesting. it provides a challenge to both prisoner and warden alike. She believes she must earn her keep instead of having it personally delivered to her.
Block 39
Block 40
Warden: Loecia
Block Gimmick: Loecia's entire block is flooded and gives her free reign to use her abilities as a mermaid/demon to hunt down prey as she sees fit.
Block 41
Block 42
Warden: Haliel
Block Gimmick: Blazing heat dominates the block and forces the prisoners to stay in their cells. Those that do wander out will soon find themselves in the uncomfortable warm frying pan of the warden who will prepare them like food, still alive, then devour them~
Block 43
Block 44
Warden: Mezarae
Block Gimmick: Has a powerful illusory magic that muddles the view of all prisoners, giving them the impression that she has been swallowed when it is in fact the other way around.
Block 45
Warden: Neliel
Block Gimmick: Thick forests and gardens are found on this block but filled with living plants meant to either devour would-be escapees...or capture escapees for the warden's personal use.
Block 46
Warden: Pulishwa
Floor Gimmick: Has traps that induce different variances of shrinking to those that trigger them, making them ripe for the taking.
Block 47
Warden: Saemona
Block Gimmick: Like her sister Raemona, the block siphons the souls of its occupants slowly. For Saemona, they are swallowed into her breasts. Sometimes, she will even forego the process and stick prisoners directly inside out of the sheer pleasure of it all.
Block 48
Warden: Luvuca
Block Gimmick: The fussy Luvuca's block seems normal but when the veil is lifted, the block is actually her own insides with each cell being a stomach. Otherwise, she usually engorges prey whole via tail.
Block 49
Warden: Faraglen
Block Gimmick: The floors and walls have traps that will cause whoever trigger them to be stuck in place.And with three tail maws, she has a big appetite.
Block 50
Warden: Meruda
Block Gimmick: The floor is lined with tiles that when pushed in, have various different effects based on the symbol of the tile. The warden can float and is thus immune to their effects....though she is incredibly light and does not even register enough weight to force them down.
Block 51
Block 52
Block 53
Block 54
Block 55
Warden: Ehnia
Block Gimmick: Say the word 'small' on this floor three times and you will become as such...or even think of the word three times. The fae demon warden Ehnia has it scribbled over every inch of this block so the prey shrunken down matche her size enough for her to eat them.
Block 56
Block 57
Block 58
Block 59
Block 60
Block 61
Warden: Minty
Block Gimmick: This block is practically made of candy with rivers of chocolate and the like. But any who partke of the candy will turn into candy and be giddily eaten by the warden who is unaffected by it. Designated as the most torturous Block.
Block 62
Block 63
Block 64
Block 65
Block 66
Warden: Beliza
Block Gimmick: Despite appearances, Beliza is quite docile and will not go after escapees...unless they are seen running. If they are, Beliza will go into a frenzy and chase them down...usually tackling them and swallowing them into her bosom or inhaling them orally. The real terror is the floor has a gas with a hallucinogen that will compel prisoners to run out of fear.
Block 67
Block 68
Block 69
Warden: Daphne
Block Gimmick: Block designed specifically for male prisoners. The Warden promises never-ending pleasure to all prisoners of her Block and graciously gives it without hesitation. However, those who have recieved too much special attention wind up getting consumed by the pleasure. Literally. Too much of it and they eventually become part of Daphne with their last living moments surrounded by undeniable ecstasy.
Block 70
Block 71
Block 72
Warden: Neruda
Block Gimmick: Similar to her younger sibling Meruda's floor, she too has tiles with various effects. Except the tiles have no designs on them and instead only emerge when stepped on. Granted, not all of them are enchanted and are just normal tiles. This inspires anxiety in prisoners. She is immune to their effects and is extremely confident.
Block 73
Block 74
Block 75
Block 76
Warden: Yiz
Block Gimmick: Seemingly friendly, this block gives gifts to well-behaved prisoners. Misbehaved ones often turn into said gifts without the former's knowledge. Whatever the note left inside says to do with the gift, the reciever is compelled to comply without fail.
Block 77
Block 78
Block 79
Block 80
Warden: Xishula
Block Gimmick: Designed like a cityscape, this block is meant to give prisoners a more sportsmanslike chance of escape by being a hindrance to the very large demon that prowls it like a giant monster. Giving herself a handicap gives the prisoners hope. Hope which she greedily devours when one is chock full of it and on the verge of escape.
Block 81
Block 82
Warden: Ezremil
Block Gimmick: Keep under strict order, the Warden is quite adamant about keeping Prisoners in their place. Purposely leaves cells open to see just how compliant they are. Escapees are introduced to a neurotoxin located on the end of her "hair" which is actually a tail. The toxin forces them to admit just how compliant they are. Answers the warden dislikes are presented with her tail end opening up wide.
Block 83
Block 84
Block 85
Block 86
Warden: Xentossa
Block Gimmick: The only block without a gimmick, Xentossa uses her own power to swallow prey into her black hole of a stomach, capable of devouring several pisoners and only showing a small pudge in her form. Her dominating methods let her prey feel important but at the same time, worthless.
Block 87
Block 88
Block 89
Block 90
Block 91
Block 92
Block 93
Block 94
Block 95
Block 96
Block 97
Block 98
Block 99
Block 100