Friends, minions, lend me your ears.
This thing started off as a "quick little extra bit with a kinky extra scene because why not" and quickly spiraled out of control. What should have been maybe 10 pages is now probably something like 40-45, and I've still got at least another 5-6k words to write before all the core parts are done. I will freely admit the writing is a bit spotty in places because this thing just fell out of my fingers in the space of a week.
Normally I wouldn't post this and I'd mostly self edit, but the sheer scale and speed that the scope for this has expanded will eat up far more time than I'd originally anticipated. Also the potential for me to have missed something important given the type of content this entails is pretty high, so I'd rather have more eyeballs.
I'll still give it a proper once over when I'm done (and probably reword a lot of it in the process, as is my style when it comes to writing- basically do everything at least three times), but I suspect I won't be as... careful as I usually am considering the size.
On with the show...
Jerynn is the polar (heh) opposite of Jerome. A forward, domineering taur woman with a donger. She does the same job as Jerome, but intended for the Glacial Rift. Part of her dragging you back to Irstead can involve doing it under her rather than slung over her back.
Which is where the featurecreep enters, stage left. Somebody said some words about petplay. I realised the way the PC takes the trip back whilst under her is basically a poor (wo)mans bitchsuit. So now Jerynn likes pet play. Which means every trip you take back to Irstead underslung results in her taking it progressively further until she makes it Steeles new position in life for good. (Bad End Pending™)
I've attempted to slam a bunch of warnings, heads ups and get out of jail free cards in the mix there, some of which I might actually pull out or change heavily. The point is she isn't a Kelt 2.0; she gives you the choice to do it after having experienced it some, and only really threatens to go further with it for your own protection.
Jerynn/Uveto Scout Authority Doc (The only bits to focus on are all the things directly involving Jerynn- this thing has a bunch of shit in about the cold damage and Jerome).
This thing started off as a "quick little extra bit with a kinky extra scene because why not" and quickly spiraled out of control. What should have been maybe 10 pages is now probably something like 40-45, and I've still got at least another 5-6k words to write before all the core parts are done. I will freely admit the writing is a bit spotty in places because this thing just fell out of my fingers in the space of a week.
Normally I wouldn't post this and I'd mostly self edit, but the sheer scale and speed that the scope for this has expanded will eat up far more time than I'd originally anticipated. Also the potential for me to have missed something important given the type of content this entails is pretty high, so I'd rather have more eyeballs.
I'll still give it a proper once over when I'm done (and probably reword a lot of it in the process, as is my style when it comes to writing- basically do everything at least three times), but I suspect I won't be as... careful as I usually am considering the size.
On with the show...
Jerynn is the polar (heh) opposite of Jerome. A forward, domineering taur woman with a donger. She does the same job as Jerome, but intended for the Glacial Rift. Part of her dragging you back to Irstead can involve doing it under her rather than slung over her back.
Which is where the featurecreep enters, stage left. Somebody said some words about petplay. I realised the way the PC takes the trip back whilst under her is basically a poor (wo)mans bitchsuit. So now Jerynn likes pet play. Which means every trip you take back to Irstead underslung results in her taking it progressively further until she makes it Steeles new position in life for good. (Bad End Pending™)
I've attempted to slam a bunch of warnings, heads ups and get out of jail free cards in the mix there, some of which I might actually pull out or change heavily. The point is she isn't a Kelt 2.0; she gives you the choice to do it after having experienced it some, and only really threatens to go further with it for your own protection.
Jerynn/Uveto Scout Authority Doc (The only bits to focus on are all the things directly involving Jerynn- this thing has a bunch of shit in about the cold damage and Jerome).