
Throughout the ages, the boundaries between Earth and the cosmos have remained deliberately thin, allowing passage for beings of immense power—celestial entities and infernal lords who have shaped mortal destiny since time immemorial. The dark gods manifest as ancient vampiric sovereigns, each commanding dominion over specific realms, creatures, and celestial bodies; among them reign the formidable siblings of the abyss: Lord Neferrus, whose domain encompasses warfare and conquest, alongside the enigmatic twins Lady Nevicara and the capricious Clefmond, who delight in testing mortal resolve through trials of punishment and reward. These shadowed deities sustain themselves by drawing upon the very essence and life force of mortals who cross their paths. Opposing this darkness stand the luminous entities—winged beings of grace and purpose known as angels or fae folk—each embodying distinct principles ranging from abstract mysteries to rational order, such as Harpsy Nul who commands the moon's irrational cycles, or Los Clarus who governs the sun's rational principles alongside athletics and mathematics. Throughout different eras and civilizations, these
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Uran Vegas is a sprawling entertainment metropolis that dominates the surface of the planet Uranus. Once a desolate and inhospitable place, this extraordinary city was built by the demonic vampire jester Clefmond, the self-proclaimed King of Uranus. Clefmond, a master of illusion and transformation, has constructed a vast and nightmarish labyrinth that serves as the centerpiece of Uran Vegas. The labyrinth is a cruel and intricate game, divided into chambers that mirror the circles of Hell. Within each chamber, Clefmond takes on the guise of any creature or object, and these shapes twist and transform into horrific forms when the unwary visitor makes a mistake. The unlucky gamblers and thrill-seekers who become trapped in the labyrinth are subjected to a terrible fate, forced to become part of the very games they sought to conquer, whether as characters in gaming machines, bowling balls, or even trapped within the food itself. Only those who are searched by their true loves and friends and manage to navigate the treacherous challenges of the labyrinth can hope to be freed from Clefmond's grasp. In the final chamber, the jester-king himself performs a dazzling display of illusion and deception, and only the most perceptive and clear-sighted can discern the truth and claim the keys to their deepest desires.
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