#1— SYSTEM CORE —Disabled
Disabled · After character · Order 0 · 100%
Entry settings
#2The Lie / System 404 Anomaly
Keys: 404, system 404, the lie, anomaly, escape, jump, leave, pyrithos
Always on · After character · Order 120 · 100%
Entry settings
The Lie / System 404 Anomaly
System 404 traps everyone who enters. No one who has gone in has ever come back. Two anomalies:
- Jump redirect: jump drives (and magic alternatives) work fine inside the system, but any jump meant to LEAVE just dumps you somewhere else inside it. In-system travel is unaffected, which gives hope it is fixable.
- The Lie: the same force hides the system's true state. From outside it looks like an empty, uninhabited system. Once you cross the threshold in, everything is visible (Vessel's Grave, Aen Marath, the orbiting fleet), assuming your ship has the scanners for it. Comms and visuals to the outside are fully cut, no calls out, no feeds out, no way to warn anyone, except the SOS signal. Among those trapped inside, the system has another name: The Lie, because the signal that drew them all here was never just a call for help.
#3World Basics / Tone
Keys: magic, tech, year, time, setting, tone, currency, daily life, ships
Always on · After character · Order 110 · 100%
Entry settings
World Basics / Tone
- Tech and magic both exist and both are used. Magic is rarer, harder, and slower than machines, but the only thing that reliably cures Verrithis's worst toxins and the only thing that can do some of what machines cannot. That scarcity is political as much as practical.
- The Syndicate arrived roughly 130 years ago. That is the only firm date that matters.
- For most of the population, a ship is a home. The Tethered live aboard ships by definition. The Syndicate fleet is a web of semi-independent bases and outposts. Aen Marath is the closest thing to a capital. The Rooted live planet-side on Verrithis, and are the only ones who mostly abandoned space life.
- Verrithis's water is purple, saturated with microorganisms that are the base of the entire food chain.
- Real currency is fuel and refined Gloamsap. Credits are nominal, but more common for the Rooted.
- Magic scarcity is part of why Ysildea, a very strong mage, holds her role as Syndicate leader as for as long as she has.
#4Verrithis Bestiary & World Index
Keys: verrithis, index, bestiary, animals, plants, moons, factions, list, creatures
Always on · After character · Order 100 · 100%
Entry settings
Verrithis Bestiary & World Index
Sytem Overview:
PLANETS: Pyrithos (star), Kethux (molten), Golgaron (rocky, mining), Verrithis (habitable, main), Zephyron (gas giant, fuel), Xylar-7 (frozen, alive), Threnody Chain (asteroid belt), Othrys / Vrix / Nemora (dwarfs)
LOCATIONS: Aen Marath (Syndicate citadel-city), Vessel's Grave (orbital debris graveyard + black market hub).
VERRITHIS MOONS: Thelxis, Mara, Korrith.
ZEPHYRON MOONS: Nyxor, Galea.
AERIAL CREATURES: Stratonix, Aura-Glider, Crimson Strider, Pyralis.
LAND CREATURES: Thalassodon, Gorestalker, Grimveil, Brumble, Gentle Grazer, Sylph-Tailed Lemur, Sylvorn, Chitinhog.
OCEAN CREATURES: Lumina-bloom Jelly, Violet Baleenray, Razorfin Dart, Lumathrax.
SPECIAL: Mournwhisper (unconfirmed), Lykaios (Xylar-7 apex predator).
PLANTS: Gloamsap Yew, Hollowroot Tangle, Griefbloom.
FACTIONS: Helix Syndicate (led by Ysildea), Tethered (Collaborators / Isolationists / Raiders), Rooted.
More plants / animals exist but those are the primairy ones you will run into.
#5— HUMAN LAYER —Disabled
Disabled · After character · Order 0 · 100%
Entry settings
#6SOS Signal
Keys: sos, signal, distress, beacon, rescue, help
Enabled · After character · Order 60 · 100%
Entry settings
SOS Signal
The one crack in the Lie. A single distress signal leaks out of the system for reasons nobody understands. It carries no message and no voice, just a beacon. From outside the source appears to be somewhere in the system, but the exact origin is unknown to anyone who picks it up. Outsiders see a peaceful-looking planet and hear a faint SOS, and assume someone is stuck and needs help. That mismatch is the whole trap.
In reality the signal is broadcast from the Aen Marath original research station hull. The former Syndicate leader started it as real distress when they first realized they were stuck. After the first responders got trapped trying to answer it, they made the choice to keep it running anyway. Ysildea agrees and maintains it. It can be switched off but it's chosen not to.
#7Comms
Keys: comms, communications, radio, radar, contact, message
Enabled · After character · Order 55 · 100%
Entry settings
Comms
The anomaly cuts everything off from the outside, but inside the system ships still talk to each other. Most ships run radar and radio systems to reach anything nearby, and that is the backbone of how the fleet, the Syndicate, and salvagers coordinate, or avoid each other. A fully magic-based setup is possible but it works differently, so most crews mix tech and magic and keep radio as a baseline. Hiding is its own skill: stealth equipment exists, but the simplest trick is just turning your systems off and going quiet.
The Rooted are the exception. Having largely walked away from ship life, they carry fewer radios and less tech, so reaching a settlement on the planet can be harder than reaching a ship in orbit. If you need to talk to them, you usually have to go down and find them or radio the specific settlement.
#8Economy
Keys: economy, credits, currency, trade, barter, money, fuel, buy, sell, deal
Enabled · After character · Order 55 · 100%
Entry settings
Economy
Credits are the nominal currency, kept in digital wallets or implants, imported tech that still works. In practice, trade is what actually holds value. Fuel, refined Gloamsap, food, medicine, salvage, and intact hull plating are the real currency of the system. A credit balance means nothing if nobody will sell to you. The Syndicate's control of Zephyron refining and Gloamsap processing is the same thing as controlling who lives (except for the Rooted), which is the economic spine of their power. The black market in the Vessel's Grave is the one place credits and barter mix freely, and the only neutral ground where faction loyalty does not decide whether a deal happens.
#9— STAR & PLANETS —Disabled
Disabled · After character · Order 0 · 100%
Entry settings
#10Kethux
Keys: kethux, molten, planet
Enabled · After character · Order 50 · 100%
Entry settings
Kethux
A simple molten planet with no real purpose. It just sits there, far too close to Pyrithos so its surface permanently molten. Nothing survives on it and there is not much to do with it. A clean, dramatic way out for anyone who decides they are done, if that is the ending you want.
#11Golgaron
Keys: golgaron, rocky, planet, mining, ore, minerals
Enabled · After character · Order 50 · 100%
Entry settings
Golgaron
A rocky planet valued mostly for its minerals and ore. The ground itself is toxic, so there are no long term stays, only rotating mining crews who get in, extract, and get out before the exposure catches up with them. The resources pulled from Golgaron are the backbone of building and maintaining ships and stations across the system: hull plating, structural metals, components. Everyone needs what comes out of Golgaron, which makes the mining a target for raiders.
#12Verrithis
Keys: verrithis, main, planet, habitable, home
Enabled · After character · Order 60 · 100%
Entry settings
Verrithis
The only habitable planet around Pyrithos. A beautiful planet with high mountains, purple seas, deep oceans. Downside: many apex predators which are hard to deal with for small exploring parties. Coastal or river dense regions are heavily contested as they are very fertile, but tidal surges from Thelxis can cause devastating floods.
Layout: 39% land, 61% water. Large ice caps on the north and south poles. Dense green forests with lakes and rivers along the equator. 2 main continents. A small island group that is expanding due to volcanic activity, not really safe but a beautiful area.
#13Vessel's Grave
Keys: vessel's grave, vessels, grave, debris, wrecks, graveyard, salvage
Enabled · After character · Order 60 · 100%
Entry settings
Vessel's Grave
The debris field that sits in orbit between Verrithis and Zephyron, and the most haunted stretch of space in the system. A drifting graveyard of ships. Every vessel that was abandoned ends up here. Some are half gutted, some still have their lights on, a few are sealed up and nobody knows what is inside. Ships that get abandoned elsewhere in the system have a way of turning up here.
Purposes that just kind of happened over time:
- Salvage ground: wrecks are a major source of hull plating, components, and intact tech. Salvagers pick the grave clean, but it never seems to run out, because new ships keep arriving.
- Black market hub: an old research station converted into a post where any ship can dock and buy what is almost certainly stolen or looted. The one truly neutral ground in the system. Not everyone comes for the shopping. Somewhere in the old hull a nightclub never really stops, the casino takes whatever the nightclub misses, and if you ask around politely, a room with company for the night can be arranged.
- Hunting ground for the desperate: where the Mournwhisper is most often reported outside of Verrithis.
Dangerous in the practical sense too: uncharted debris, dead hulls with live reactors, and the fact that no one is coming to help you if something goes wrong. You go in quiet, you take what you came for, and you leave before the dark starts to blink.
#14Zephyron
Keys: zephyron, gas, giant, fuel, jigs, extraction
Enabled · After character · Order 60 · 100%
Entry settings
Zephyron
A gas giant, and the most important source of fuel, power, and resources in the system. Big enough that nobody can realistically contest the whole planet, but that does not stop everyone from fighting over the useful bits.
Extraction works through jigs, automated rigs dropped into the upper atmosphere to harvest and refine fuel. Anyone with their own jigs can come here and pull resources freely, provided they can actually defend the claim. In practice raiders spend a lot of time either stealing jigs outright or taxing the output of rigs they did not plant, and the Syndicate patrols the densest fields. Most jigs in operation are technically Syndicate owned, Tethered owned, or "Ownership Undefined: Do not inquire."
#15Xylar-7
Keys: xylar-7, xylar, frozen, planet, ice, blizzard
Enabled · After character · Order 50 · 100%
Entry settings
Xylar-7
A frozen planet, far too distant from Pyrithos to be habitable by any normal measure. It does have an atmosphere, so it has weather. The "snow" is nitrogen frost, methane ice, and CO2 crystals, and the blizzards are driven by temperature swings between the day and night side. The surface is a thick shell of ice over a bioluminescent ocean. Thin spots in the ice, still probably more than 50 meters deep, can sometimes glow. Ice can be mined as a water alternative, the only practical reason anyone goes here.
The planet is alive, in some sense. Nobody knows what or how. What is certain is that Xylar-7 reacts to what happens on its surface:
- Digging makes it angry. Bore into the ice and within hours a blizzard rolls in from nowhere, along with a huting Lykaios. Drones and drills get buried or crushed. The deeper you dig, the worse it gets. Ice mined in small amounts from the surface is tolerated.
- Listening makes it glow. Go still and quiet, no engines, no digging, no noise, and the glow under the ice changes. Patterns shift toward you, brighten, sometimes form shapes that look almost deliberate.
A small Syndicate science station on the surface went dark some years ago. Their last transmission was calm and unremarkable, saying only they had found something under the ice worth studying before just silence. Isolationist ships and people running from the Syndicate sometimes retreat here. It is miserable, but nobody comes looking.
#16Threnody Chain
Keys: threnody chain, asteroid, threnody
Enabled · After character · Order 40 · 100%
Entry settings
Threnody Chain
The outer asteroid belt. Mineral-rich, navigationally nasty, and quietly beautiful in the way only things on the edge of nowhere can be. A few mining rigs work the larger rocks. Most of the belt is empty, cold, and full of metal.
#17Dwarf Planets
Keys: othrys, vrix, nemora, planet, dwarf
Enabled · After character · Order 40 · 100%
Entry settings
Dwarf Planets
The 3 dwarf planets at the edge of the system. House some small outposts but are mostly forgotten about.
- Othrys: the largest, and the one with the most intact outpost. People forget it's here. The people on it prefer that.
- Vrix: cold, quiet, half-mined-out. The outpost is more a shelter than a settlement.
- Nemora: the outermost body anyone bothers to name. A few souls live here on purpose. No one asks why.
#18— MOONS —Disabled
Disabled · After character · Order 0 · 100%
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#19Thelxis
Keys: thelxis, moon, tides, tidal
Enabled · After character · Order 50 · 100%
Entry settings
Thelxis
The smallest of Verrithis's three moons, but it punches far above its size. Its orbit has an outsized effect on Verrithis's tidal cycles, and its tidal surges are the reason the coasts are as lethal and as fertile as they are. Every coastal settlement and every marine biology team lives and dies by Thelxis's rhythm.
#20Mara
Keys: mara, moon, syndicate, outpost
Enabled · After character · Order 40 · 100%
Entry settings
Mara
Medium sized moon of Verrithis, with a thin atmosphere that is just barely breathable with gear. Hosts a small Syndicate outpost, mostly a listening post and a resupply stop for orbital traffic.
#21Korrith
Keys: korrith, moon, gravity
Enabled · After character · Order 40 · 100%
Entry settings
Korrith
The largest moon of Verrithis by far, heavily cratered and airless, yet somehow also the one with the weakest gravitational pull. Who knows why it is so big but has barely any gravitational pull. Another unsolved mystery.
#22Nyxor
Keys: nyxor, moon, dark moon
Enabled · After character · Order 40 · 100%
Entry settings
Nyxor
Dark stone moon of Zephyron, barely reflects any light. Easy to miss on scans, which makes it a favorite for anyone who wants to disappear for a while.
#23Galea
Keys: galea, moon, ice
Enabled · After character · Order 40 · 100%
Entry settings
Galea
Ice covered moon of Zephyron, with a tidal-heated ocean underneath. There is almost certainly life down there. The few probes sent below the ice have come back with sensor data nobody can fully explain, and one did not come back at all. Nobody has gone deep enough to say what is in there, and nobody is in a hurry to. Swimming with sharks you can not see does not sound like that much fun.
#24— VERRITHIS ECOLOGY —Disabled
Disabled · After character · Order 0 · 100%
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#25Purple Water / Microorganisms
Keys: water, sea, microorganisms, ocean, purple
Enabled · After character · Order 60 · 100%
Entry settings
Purple Water / Microorganisms
Almost all water on Verrithis is filled with microorganisms, which is why it looks purple. Not harmful, and can be extracted to use as a tasteless food source, but the processing uses so much energy and fuel that it is not very practical. These microorganisms are the foundation of the entire food web. Aquatic life filters them directly. Terrestrial and avian life depends on the plants, pollen, and insects those organisms ultimately feed. If you are wondering where a creature's energy comes from, the answer is almost always "the purple water", somewhere down the chain.
#26Wildlife Rules
Keys: wildlife, animals, creatures, fauna, ecology
Enabled · After character · Order 60 · 100%
Entry settings
Wildlife Rules
Named creatures are only the catalogued standouts, the ones explorers have encountered or been killed by often enough to earn a name. Verrithis supports a biosphere far denser than any survey has finished. The great majority of its fauna will never appear on any list.
Rules: six limbs is the dominant terrestrial arrangement (four-limbed forms are the minority, and true bipedalism is rare, usually meaning apex predator). Aerial life skews to large wingspans and light or hollow bones, with several species spending most of their lives airborne. Most animals want nothing to do with you. The overwhelming majority are herbivores, filter-feeders, insectivores, or skittish opportunists that flee on sight. Dangerous encounters feel constant only because they are the ones worth talking about.
#27Bioluminescence
Keys: bioluminescence, glow
Enabled · After character · Order 55 · 100%
Entry settings
Bioluminescence
Bioluminescence is the default in the dark. Anything from the deep ocean, caves, dense forest understory, or active at night can be assumed to glow. It is used for mating displays, luring prey, stun-patterns, and simple counter-lighting camouflage against the ambient glow. Assume it is functional, never purely decorative.
#28Biome Danger
Keys: biome, terrain, dangerous, coast, forest, plains, danger
Enabled · After character · Order 55 · 100%
Entry settings
Biome Danger
Biome shapes danger. Coasts and river deltas are the most lethal ground, combining tidal surges, Thalassodon territory, and sudden flooding. Dense forest follows close behind, courtesy of the Gorestalker and low visibility. Open plains and high mountains are safer but leave you exposed to aerial predators and running Grimveil hunts. The deep ocean is basically unmapped. Just assume you will die if you want to explore it.
#29Venoms & Toxins
Keys: venom, poison, toxin, venomous, poisonous, cure, antidote
Enabled · After character · Order 55 · 100%
Entry settings
Venoms & Toxins
Venom and toxins are common. Gorestalker venom, the tidal-zone hazards, and a fair share of the deep sea fauna all run toxic. Assume bright coloration, an unusual scent, or a "too easy" encounter carries a catch. Only magic has reliably cured the worst of Verrithis's toxins. Conventional medicine very often simply loses the patient.
#30Vegetation Rules
Keys: vegetation, plants, forest, flora
Enabled · After character · Order 60 · 100%
Entry settings
Vegetation Rules
Everything traces back to the purple water, same as the animals. Roots drink it, leaves store it, sap concentrates it. That is why so many plants glow, taste odd, or mess with your head.
Rules:
- The forest is not the same forest twice. Canopies physically rearrange on a day/night cycle: paths open at noon close up by dusk, clearings shift, landmarks vanish. "The forest you walked into at noon is not the one you walk out of at dusk" is a real survival rule, not a saying.
- Most plants give more than they take: food, fiber, medicine, fuel catalyst, shelter. Verrithis is generous but the plants are alive and react to how they are handled. Clear a forest and the surrounding growth remembers. Next season it grows back denser, thornier, and meaner. Locals take what they need and say thank you.
- Plants harmonize with animals. Some trees dim their glow when a Gorestalker passes, helping prey hide, in exchange for the prey's droppings at the roots.
- Some plants were designed to hunt. A handful of species are too precise, too symmetric, too consistent across continents to have evolved. They look engineered but who knows by what. Watch out around vines.
#31— CREATURES · AERIAL —Disabled
Disabled · After character · Order 0 · 100%
Entry settings
#32Stratonix
Keys: stratonix, bird, fly, flying, air
Enabled · After character · Order 20 · 100%
Entry settings
Stratonix
A massive, quad-winged avian predator adorned with two long, distinct trailing feathers. It hunts by catching thermals to glide at extreme altitudes, almost out of sight, before tucking its wings and sweeping down at insane speeds. The kinetic force of its dive-bomb impact is designed to instantly stun or kill its prey.
#33Aura-Glider
Keys: aura-glider, aura glider, bird, fly, flying
Enabled · After character · Order 20 · 100%
Entry settings
Aura-Glider
A completely passive, majestic bird with iridescent plumage. It has hollow, incredibly light bones and spends 90% of its life in the air, feeding on floating pollen and airborne seeds. Flocks of them look like shimmering glass in the sky.
#34Crimson Strider
Keys: crimson strider, strider, wings
Enabled · After character · Order 20 · 100%
Entry settings
Crimson Strider
A highly adaptable, half-land, half-aerial predator. Pale, spiky, almost skeletal-looking body with green eyes and tattered, crimson-red wings. Imagine an almost skeletal-like horse but with wings, skin so thin that the bone structure is visible. Often sprints across the terrain to run down prey before using its powerful wings to vault into the air and carry its meal into the mountains. Reliable pets if you can tame one, which is incredibly difficult, as they will often just kill anyone getting close, or fly away.
#35Pyralis
Keys: pyralis, on fire, bird, flying, cave, caves, shelter
Enabled · After character · Order 20 · 100%
Entry settings
Pyralis
A large avian wreathed in flames. A gentle pacifist that feeds on pollen, airborne seeds and insects. Predators almost never bother it, fighting something that will burn you when you touch it is not really worth it. The Pyralis never retaliates and will just fly high to avoid most predators. Its one true weakness is water: in heavy rain or high humidity its flames sputter and dim, causing it visible distress, so it retreats into caves, hollowed rock spires, or abandoned structures, curling in on itself until it is little more than a dim, patient ember. Explorers have learned to follow sheltering Pyralis. They reliably lead to dry, defensible refuge, and a single resting bird can warm an entire cavern.
#36— CREATURES · LAND —Disabled
Disabled · After character · Order 0 · 100%
Entry settings
#37Thalassodon
Keys: thalassodon, dino, dinosaur, coastal, claws, claw
Enabled · After character · Order 20 · 100%
Entry settings
Thalassodon
Large, bipedal, dinosaur-like monster specifically adapted to Verrithis's dangerous coastal regions. Features dorsal plating to withstand punishing tidal surges from Thelxis, and webbed claws to move fluidly through marshlands. Its bite force is strong enough to crush through small exploration vehicles, or your head, whichever you like to test.
#38Gorestalker
Keys: gorestalker, camouflage, forest, venom, venomous
Enabled · After character · Order 20 · 100%
Entry settings
Gorestalker
A solitary, heavily armored quadruped that hunts in the dense equatorial forests. Relies on a camouflage-like hide that shifts to match the forest canopy. Uses a potent venomous bite to disorient its prey, then stalks them patiently until they collapse. They don't care what size their prey is, since only magic has been able to cure their venom yet.
#39Grimveil
Keys: grimveil, brumble
Enabled · After character · Order 20 · 100%
Entry settings
Grimveil
A lean, six-limbed pack hunter built entirely for endurance and coordinated pursuit, mirroring the Brumble's own six-legged frame, as if some Brumbles evolved to become their own hunters. The Grimveil does not hide. They select a herd on the open plains and simply begin to run, working like herding dogs to not let the brumbles scatter. They ignore anything they cannot finish in a clean sprint and pay survey teams little mind, but a hungry or cornered pack has, more than once, decided a party was just an oddly shaped Brumble. Their fur is lined with bioluminescent patterns like a fingerprint, which they use to keep track of each other.
#40Brumble
Keys: brumble, brumbles, food, hunt
Enabled · After character · Order 20 · 100%
Entry settings
Brumble
Small six-legged furry herbivore. The primary foundation of the terrestrial food chain and main prey for almost all predators, or for interstellar visitors. Breeds at an exponential rate, moves in massive herds, found planet-wide even in cold and high-altitude regions, but most common in plains and open forests. Scatter on sight and have no survivability. They can even glow lightly when stressed, giving their location away. They just run and hope you take a Brumble going the other way. Not very smart, but fast and breed like crazy.
#41Gentle Grazer
Keys: gentle grazer, grazer, forest, forests, passive
Enabled · After character · Order 20 · 100%
Entry settings
Gentle Grazer
A large gentle giant that lumbers slowly through the dense forests. Incredibly thick and leathery hides make them virtually immune to predator attacks. They spend their days peacefully eating leaves from the highest canopies and ignoring everything below them. Their name really does them justice, just don't stand near their legs. Can possibly be persuaded with some juicy leaves.
#42Sylph-Tailed Lemur
Keys: lemur, sylph, tree, dweller, intelligent
Enabled · After character · Order 20 · 100%
Entry settings
Sylph-Tailed Lemur
A curious, non-hostile tree dweller with four arms and a long prehensile tail. Highly intelligent, social creatures that often gather in the branches to safely observe exploring parties with intense curiosity. Might steal your stuff though, or laugh if you faceplant into the dirt. There have been cases where they helped other creatures their own or smaller sizes.
#43Sylvorn
Keys: sylvorn, magic, deer, fast
Enabled · After character · Order 20 · 100%
Entry settings
Sylvorn
Docile herbivores with slender necks and a crown of soft, bioluminescent sensory appendages instead of antlers. They wander the deep forests in small herds, emitting a low, soothing hum when relaxed. Easily spooked and rely on their speed to escape danger, a little faster than the deer we know. Said to control some magic, but since they often run, there is not much known about their capabilities.
#44Chitinhog
Keys: chitinhog, plants, farm, farmland, vegetable, vegetables
Enabled · After character · Order 20 · 100%
Entry settings
Chitinhog
A forager that roots around the riverbanks for tubers. When threatened they will just dig themselves in and wait for their attacker to leave. Mostly a danger as they destroy entire farmlands in just a few nights, and are hard to get rid of without destroying the farm yourself. Their skin feels like sandpaper, and they can be caught by baiting them with some vegetables. They always come in groups, assume multiple are around.
#45— CREATURES · OCEAN —Disabled
Disabled · After character · Order 0 · 100%
Entry settings
#46Lumina-bloom Jelly
Keys: lumina, jellyfish, tentacle, tentacles, paralyze
Enabled · After character · Order 20 · 100%
Entry settings
Lumina-bloom Jelly
A giant beautiful bioluminescent jellyfish that glows in pulsing hues of neon pink and blue. While it looks incredibly peaceful and mesmerizing as it floats through the dark waters, it is a dangerous passive threat. Its long tentacles can extend quite far in the currents and will paralyze any target upon touch. From there on it's a painful death as pain is not dulled at all.
#47Violet Baleenray
Keys: violet baleenray, baleenray, swimming
Enabled · After character · Order 20 · 100%
Entry settings
Violet Baleenray
A flatbody filter feeder that gracefully "flies" through the purple seas. It has no teeth and survives solely by filtering the abundant microorganisms that give the planet's water its purple hue. Completely harmless and a favorite sight for surviving marine biologists.
#48Razorfin Dart
Keys: razorfin dart, razorfin, school, cuts
Enabled · After character · Order 20 · 100%
Entry settings
Razorfin Dart
Small, incredibly fast schooling fish. They aren't actively aggressive, but they possess sharp dorsal fins. If a diver accidentally spooks a school and they dart past in a panic, it can result in hundreds of tiny cuts. Death by a 1000 cuts is another name they go by, and it's probably not an understatement. They just eat plants and microorganisms, or whatever spooked them and died. They aren't picky.
#49Lumathrax
Keys: lumathrax, leviathan, monster, ocean, sea
Enabled · After character · Order 20 · 100%
Entry settings
Lumathrax
A serpentine leviathan of the deep ocean and, by a wide margin, the largest living thing ever recorded on Verrithis. Verified ones run past 90 meters, and the people who found them suspect they are the young ones. Its body is a ribbon of bioluminescence, pulsing in long rolling bands of violet, teal, and gold along its sides. In the black of the abyss it reads less like an animal and more like a living aurora adrift in the dark. The glow is functional: it seems to stun and pacify prey (or divers) at close range, leaving targets calm right up until the jaws close. Lumathrax feed almost entirely on large filter-feeders and fauna, meaning close encounters don't happen often. When one does surface, probably by a tidal event, it is visible from orbit as a glow beneath the purple sea. Not aggressive toward ships. Anything small and slow in the water during a surfacing might just turn into a snack, which is precisely how marine biology teams occasionally stop being teams.
#50— CREATURES · SPECIAL —Disabled
Disabled · After character · Order 0 · 100%
Entry settings