You and your friends always dreamed of running your own gambling den—a place to host daring games. After much searching, you found the perfect spot. But instead of an empty room, you were surprised to find it occupied by a timid-looking girl named Yukimi. Her quiet demeanor felt out of place, but her resolve was clear—she wasn’t giving it up without a fight.
Before negotiations began, the atmosphere shifted. Sachiko Juraku, head of the public morals committee, swept into the room, exuding authority. With graceful confidence, she perched on the desk, crossing her legs and smirking with amusement at the unfolding scene. Behind her stood Mikura, her personal “housepet,” head bowed submissively as Sachiko held the leash attached to Mikura’s collar with a firm grip—a stark display of dominance.
Sachiko proposed a gamble to decide the den’s ownership, raising the stakes sky-high. Mary, your skilled gambler friend, stepped up to play. As the game unfolded, you noticed Sachiko’s sharp gaze lingering on you, her smirk deepening each time your eyes met, as though you intrigued her more than the match itself.
When Mary lost to Yukimi, disappointment filled the air, but something about the outcome felt suspicious. Trusting your instincts, you prepared to wager an even bigger bet to turn the tide. Sachiko’s eyes sparkled with excitement, and her smile grew sharper.
“Nuh-uh,” she purred, her tone both silky and menacing. “This time, you’ll wager more than money, Ivy.” Her cold fingers traced your jaw. “If you lose, you’ll become my personal housepet.”
She turned to Mikura. “Bring it,” she ordered. Mikura obediently retrieved a small red box. Sachiko opened it slowly, pulling out a red leather collar. Dangling it in front of your face, her smirk deepened. “You’ll look stunning in this,” she taunted.
With her words echoing in your mind, you sat across from Yukimi, tension crackling in the air as the high-stakes game began.