Dying Light
NSFWLorebookDying, light, dying light, dying light lorebook {wip}from Chub
- SFW <-> NSFW
- Action
- NSFL
- anypov
- Horror
- zombie
- RPG
- Video Games
- Human
- NSFW
- Zombie Apocalypse
- Violent
- Roleplay
- SFW
- Monsters
- Simulator
- Multiple Characters
Tokens: 3,617 permanent · up to 1,218 lorebook · budget 4,835
Listed as “Dying light lorebook”
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 16
- Favorites
- 5
- Messages
- 0
- Forks (upstream)
- 2
- Tokens (upstream)
- 4,843
Created Updated Archived since
Book description
Complete Lorebook of the Dying light universe for RPG narrators or to be paired with Your characters.
Dying Light
9 entries · scan depth 2 · budget 10,000 tokens
- #1Virus Origins
Keys: Harran Virus, Virus, Origin
The origin of the Harran Virus is shrouded in mystery, with conflicting theories circulating among survivors, scientists, and those who witnessed its catastrophic spread. The earliest known case traces back to a man named Baris Buruk, a worker in Harran's Old Town district, who suffered a sudden, uncontrollable outburst of rage, attacking eight people and killing two before being subdued. At first, authorities dismissed the incident as an isolated act of violence, but when similar cases began surfacing, the Global Relief Effort (GRE) intervened, suspecting a pathogen. Initial investigations ruled out airborne or waterborne transmission since the outbreak remained localized, leading GRE scientists to theorize the virus entered Harran through contaminated food sources. As the infection spread, the Harran government downplayed the threat, labeling it a severe flu, but the virus proved far deadlier. It was soon identified as a mutated strain of rabies, sharing its transmission methods—primarily through bites or blood contact—but with horrifying new traits. Unlike typical rabies, the Harran Virus caused rapid physical degradation, turning victims into aggressive, UV-sensitive husks of their former selves within hours or days, depending on the individual. Early symptoms included fever, adrenaline surges, and hallucinations, followed by blistering, hair loss, and tumor-like growths. Without Antizin, a GRE-developed suppressant, the infected would succumb to irreversible mutations, becoming Biters, Virals, or, in the worst cases, nocturnal Volatiles. The true origins of the virus remain hotly debated. Some, like the GRE, claimed it emerged naturally, possibly from tainted food or animal vectors. Others, like the Mother in Harran's countryside, accused the military of engineering it as a bioweapon. More fringe theories even suggested extraterrestrial involvement, citing the presence of UFO sightings and a crashed spacecraft near Harran—though these were dismissed as delusions by most . The GRE's role in the outbreak later came under scrutiny when evidence surfaced that they had secretly weaponized the virus, a revelation tied to rogue agent Kadir "Rais" Suleiman's stolen files. The catastrophe escalated when a deadlier variant, the Tachytransmissive Harran Virus (THV), escaped a GRE lab in Geneva in 2021. This strain was exponentially more contagious, wiping out 98% of humanity within years and collapsing global civilization. Unlike its predecessor, THV caused respiratory failure, hyperpyrexia, and rapid genetic decay, turning victims into monstrous "Infected" within days. Despite attempts to contain it—border closures, martial law, and mass quarantines—the GRE's efforts failed, leaving cities like Villedor as the last refuges of humanity. The virus's legacy is one of betrayal and hubris. Whether born from negligence, experimentation, or something more sinister, its spread exposed the fragility of institutions meant to protect us. Even the so-called "cures," like the Mother's elixir in Harran's countryside, were lies—mutagens that traded humanity for monstrous longevity. Now, with THV still lurking and factions like the Baron in Castor Woods exploiting its power, the virus remains an unending nightmare, a reminder that some outbreaks are not just tragedies but crimes. The truth behind the Harran Virus—and its deadlier successor, THV—is a story of human arrogance, desperation, and the irreversible consequences of playing god. Long before the first infected tore through Harran’s streets, the GRE had been conducting clandestine research into viral enhancement, seeking to weaponize pathogens under the guise of pandemic prevention. Declassified documents, recovered from abandoned GRE black sites, reveal that early strains were derived from a mutated rabies variant, spliced with genetic material from extremophile organisms to increase survivability and aggression. The goal? To create a bioweapon that could selectively target populations while leaving infrastructure intact—a tool for control, not eradication. But the virus was never meant to escape. Patient Zero, Baris Buruk, was no random laborer—he was a test subject, an unwitting carrier exposed to the pathogen through tainted Antizin distributed by GRE-backed clinics in Harran’s poorest districts. The initial outbreak was contained just long enough for the GRE to observe its effects: the way the virus rewrote neural pathways, turning fear into fury, pain into hunger. They documented every stage—the way the infected lost higher brain function but retained predatory instincts, how sunlight burned their decaying flesh, how some mutated beyond recognition into creatures like the Demolishers and Volatiles. Yet, even as Harran burned, GRE scientists in Geneva were already refining the strain, pushing it further. The result was THV—Tachytransmissive Harran Virus—a nightmare engineered to spread faster, kill quicker, and leave no room for immunity. Unlike its predecessor, THV didn’t just rely on bites; it became airborne in its late stages, clinging to dust particles, surviving on surfaces for weeks. When it leaked from a high-security lab in 2021, the world had no chance. Governments collapsed. Cities became tombs. The GRE’s last act was to abandon their experiments, scrubbing databases and burning facilities, but the damage was done. Now, years later, the virus continues to evolve. In the ruins of Villedor, new mutations emerge—strains that twist bodies into horrors like the Revenants, creatures that scream with the voices of the dead. The Renegades whisper of a "Blacklight" variant, a second-generation weapon even the GRE feared. And though the Nightrunners search for a cure, the bitter truth remains: the Harran Virus was never an accident. It was a choice. A calculated gamble with humanity as the losing side. The infected are not mindless. They are what happens when science betrays its purpose. And the real plague? It wasn’t the virus. It was the people who made it.
- #2Infectedconstant
Keys: Infected
The Infected are people who have contracted the Harran Virus, which spread throughout the entire city of Harran and soon beyond the city, and failed to suppress the symptoms with Antizin. They possess reduced higher brain function, attacking and subsequently infecting any living targets around them on sight, mainly with their arms or with handheld weapons. The combat system in Dying Light allows the player to dismember and incapacitate Infected, reducing their offensive capabilities or even completely preventing them from attacking.
Biology: The most common Infected share similar biology to humans. When striking biters with blunt weapons it is possible to determine that their bones are structured almost identical to uninfected humans. However, the Harran Virus can alter the infected's biology when the sun goes down, increasing their motor coordination and sensory capabilities to make them incredibly deadly hunters.
Special infected are a much different story; in these cases, the Harran Virus causes severe mutations, from the UV-vulnerable Volatile to the physically enhanced Demolisher. It is unknown what determines the rate at which mutations occur. However, it is speculated such would require either significant time to alter their biology or the mutagenic rate is rapid and requires vast amounts of energy to generate new cells, causing their increased aggression and hunger. This is, however, not confirmed.
- #3Biterconstant
Keys: infected, Biter
AGGRESSION LEVEL: 9/10 SPEED LEVEL: 1/10 THREAT(S) LEVEL: 7/10 Weapons: Jaws, Hands, melee weapons
Description: Driven by the simplest of animal instincts, Biters shamble half-consciously along the streets in search of prey. Sunlight, which is lethal to the virus, dries their skin to the bone. They’re not much of a threat alone, but, like rats, if they surround you, they’ll swarm in and devour your flesh.
Overview: Biters are victims of the Harran Virus who have been symptomatic for a long period of time, resulting in significant degradation of their bodies as well as major loss of movement, speed, and coordination. They form the majority of the shambling infected throughout Harran, and are the first type of infected any survivor will probaly encounter. Like other infected, they will react to, and eat, the living. They are visually distinguished from Virals by their partly or significantly rotted bodies, as well as their complete hair loss. They attack with wide, flailing swings with their hands or by grappling and biting their target.
Biters come in four various "archetypes"
1: The first and weakest archetype are Biters with grey skin; they are the slowest, least aggressive, and deal the least damage. Most are missing one arm, preventing them from grabbing their target. They also wear little clothing, the male variants in racing shirts and matching shorts and shoes, the other outfit still applies the shorts and shoes, but a different shirt that is short-sleeved and a sling that wraps around their torso diagonally with a small container attached, females wear sleeveless shirts and shorts with slippers, others wear crop tops and skirts whilst bare foot, and the final outfit is a bra and sweatpants.
2: The second archetype retains their skin color and are a bit faster with the ability to move quickly as they reel back their arms to punch their targets as well as being able to grab their prey. Some of them have a chance to be a toxic biter. Toxic Biters cause a small amount of poison damage to their target with each attack, but they can still be killed with Toxic-modified weapons. Getting too close will cause harm to its Targets, making Takedowns and Drop Attacks risky as the humans could be harmed during these attacks. Toxic Biters are easily spotted due to emitting green gas and the toxin turning Biters with white skin yellow and Biters with black skin will be shinier. Second archetype Biters wear the same outfits as the first.
3: Third archetype Biters are tougher and deal more damage. They will also sometimes appear as an "Elemental" Biter, occasionally carrying melee weapons as well. Burning Biters will always appear as the third archetype. They are distinguished by the different clothes they wear; males are jacketed and with them unzipped and exposing their shirts underneath with jeans, the second outfit consists of a long-sleeve polo with jeans and the bottoms rolled up to half the length of their shins, the final is a tuxedo outfit. The two outfits for the females consist of pants and shoes with varying shirts, one a long-sleeved shirt and the other a buttoned up trench coat.
4: The fourth and final archetype are male Biters wearing industrial uniforms made entirely out of rubber, a flannel with overalls, or a set of military armor, these Biters are very burley and much stronger. They often carry melee weapons and can also Appear as "Elemental", females can be fourth archetype, but their outfits are the same as the third archetype females, making them indistinguishable between the two often resulting in an unexpectedly tough Biter. All outfits vary in color.
Biters are most dangerous in groups where their slow speed is less of a disadvantage. Biters are also fairly quiet at a distance and can be difficult to spot in darker or noisier areas, but can be heard by their heavy breathing and moaning when up close. If hit by fire-type weapons they will light on fire, Toxic Biters will explode, causing a small amount of poison damage to any fresh living beings nearby and attract the attention of other infected.
Some Biters can occasionally be seen holding simple melee weapons such as hammers, wrenches, pipes, and police batons, etc. Infected police officers, industrial workers and Bandits can be seen still carrying these tools. Biters will throw these tools at Any Humans if they are at a distance, and will attempt to hit their target with them at close range, causing a larger amount of damage than their standard attacks. Biters will often drop these tools if knocked down, however. Side note: Police officer Biters will react to a dropkick as if it were a standard kick and they cannot be killed with Takedowns — except for drop attacks, this is because of the police hat they often wear, the same applies to Gas Tanks, however they can still be knocked down.
During the night, Biters have a chance to roar to alert nearby Volatiles, the sound they emit is very similar to a Goon's roar when attacking. They will also spontaneously mutate into Night Walkers, either by loud noises — such as the roaring of Biters and explosions, a human is in pursuit running from Volatiles and passes by Biters, or the presence of another Biter being heavily injured by a Human. This gains Biters the ability to run and mantle up obstacles like Virals. Night Walkers will also alert all nearby Volatiles upon spotting any human, initiating a pursuit. It takes a few seconds for the mutation to occur, during which the biter will spasm and emit yellow vapors.
- #4Volatileconstant
Keys: Volatile
AGGRESSION LEVEL: 10/10 SPEED LEVEL: 10/10 THREAT(S) LEVEL: 10/10
Weapon(s): Jaws, Hands, Acidic phlegm
One of the most dangerous enemies. It is very sensitive to light, so it only hunts at night. Beware of it most of all.Overview: The Volatile is an infected that only emerges at night. Volatiles are powerful and highly durable, and a Survivor's best options when confronted by one or more of these monsters is to run away quickly as possible, ideally before being detected. Volatiles are capable of taking several hits from high powered weapons and can quickly cause significant amounts of damage.
Volatiles: Volatiles are broad-shouldered and slightly taller than the average Biter. Other physical markers include full-bodied nudity, exposed bone and muscle and a mandible jaw that it uses against non-infected humans. They can audibly be identified by their heavy breathing and loud screeches. Volatiles are extremely fast, and can navigate through the dark at high speeds, able to match the agility of a Fit and agile Human with Ease, scaling obstacles and buildings in the similiar manner. They have a special pounce attack that is very unlikely for weak survivors to escape from. However, survivors Lucky enough to Have an UV flashlight which can be equipped and used when a volatile pounces, pushing them back and giving you enough time to escape. Stronger survivors with the appropriate skill can shake their attacks off relatively easily, but a weak survivor will need an incredibly powerful weapon in order to have any chance of survival. In the event that a Volatile can see a survivor but not reach them, they will use a powerful rapid spit attack similar to those employed by Toads. They often do this while a survivor is climbing somewhere to knock them off a ledge and deal high damage.
When time goes on to day, Volatiles will become frightened and start running to the nearest dark areas such as a tunnel or cave. While running for shade, Volatiles will always ignore any survivors, even if they attack them, until they reach a dark zone, where they will become as aggressive as they were during the night. If one were to chase a fleeing Volatile at sunrise, sometimes they can be seen dyimg from the sun before making it to a dark area.
Weakness: UV lights still stun & make them shy away, ranged weapons such as bows and crossbows make fighting them far easier and safer since distance can be maintained and otherwise they are vulnerable to several parkour moves such as block charge, which can knock them down or potentially off a building to their death. Their pounce can be interrupted in two ways, either over powering the volatile as it is roaring or using a UV Bar to shove in it's face to get it off.
- #5Gas Tank (Infected Type)constant
Keys: Gas Tank
AGGRESSION LEVEL: 4/10 THREAT(S) LEVEL: 6/10
Weapon(s): Hands, They cannot bite due to the hazmat suit.
Weakness: Explosives
Overview: Gas Tanks were Humans initially part of a special cleanup unit that was sent into infected areas, as part of the military/GRE forces. They were subsequently infected by The Harran Virus, or Tachytransmissive Harran Virus (THV). These former unit members now lurch among the very same infected that they were tasked with neutralizing or removing.
Gas Tanks are essentially besuited Biters, entrapped within a durable hazmat outfit. Their most signature feature is the bright red oxygen tank strapped to their back. A direct impact to this tank, whether with melee or a ranged attack, will set it to detonate in a few seconds. The Gas Tank will explode loudly and violently, seriously damaging anything within a small radius and typically attracting Virals to its location.
Their suits prevent them from latching onto the player to bite them, but also makes them fireproof and significantly more durable than typical zombies. They are also resistant to dismemberment and decapitation due to the suit, and much more difficult to knock down through melee strikes.
During the night, Gas Tanks can undergo a rapid and sudden transformation into their Night Walker variant, turning into screaming, sprinting suicide bombers that will charge any humans they encounter and explode.
- #6Viralconstant
Keys: Viral
AGGRESSION LEVEL: 4/10 SPEED LEVEL: 7/10 THREAT(S) LEVEL: 5/10
Weapon: Hands
¨The Viral is constantly fretful, wracked by spasms. Once it finds its prey, every muscle in its body instinctively contracts in mad pursuit. It chases you relentlessly until it catches up, then tears and bites at you like a wild animal.¨
Overview: Virals are humans that have only very recently succumbed to the infection. However, they are still physically alive as they are seen speaking multiple times. As a result, their bodies still retain the physical strength needed for them to possess a high level of fitness and agility. They run far faster than any other Infected, except for the Volatile and Night Walker. They can also jump and climb over obstacles and buildings, allowing them to chase after survivors even when they are in a spot where most normal infected can't reach.
Unlike the slower, lumbering types of infected (that all virals will eventually reach as their bodies degrade), Virals do not bite, nor could they "lunge" at a survivor and trap them into a Struggle; instead, they use their hands to viciously claw and punch their victims.
Virals possess advanced mental faculties when compared to their Biter counterparts. They often dodge attacks and hang back from a survivor charging in and backing off.
Virals are attracted to five types of sounds:
Gunshots: Depending on the weapon, it usually takes at least three to four consecutive shots for a pistol and rifle, and two to three shots for a shotgun in order to attract Virals. For example, a German 9mm pistol will attract virals quicker than an American 9mm pistol. Weapons fired by other survivors will also attract Virals. Explosions: These can be caused by propane tanks and/or fuel barrels that have been ruptured and exploded. Grenades tossed by a human will also immediately attract Virals, as well as Gas Tank's oxygen tank when exploded. However, Poison bombs, Air Strike, and Trap Bombs, while explosive, do not attract Virals. Structural Breakage: This can only be caused when a human lands on a flimsy roof from a high enough distance, breaking it as a result. A human can also break a roof by shooting it or hitting it with a melee weapon. The sound of the roof collapsing will always attract Virals. Screamer: Cries will also draw a nearby Viral and make new ones Appear. Silencing screamers is a priority as they will infinitely attract virals while they cry. Dead Biters: If you get close enough to a dead biter, its head will explode giving you light poison and they will come towards you in seconds.
Because Virals have recently turned, they still retain some bit of humanity in them. When the player attacks a viral, male or female, they will sometimes stop attacking, cover their head with their arms, and beg for their lives, with female virals crying out "No, please, no!" and male virals crying out "Wait, wait!". This lasts only for a brief second, as the virus regains control of its host's neurological system and the Viral turns again.
- #7Bolterconstant
Keys: Bolter
AGGRESSION LEVEL: 0/10 SPEED LEVEL: 9/10 THREAT LEVEL: 3/10
Weapon(s): N/A (However once killed, can attract Volatiles)
¨The frail and skittish Bolter leaps into panicked flight at the sight of a human. If you catch and kill it, you'll get prized loot: extremely valuable biological materials.¨
Overview: The Bolter is an uncommon infected that is noted for being the only infected that doesn't attack any humans, but rather flees when a human is near it. It is also noted for having green lumps covering its body that glow. Along with the Volatiles, it is one of the few infected that only appears at night.
It is been rumored that they were made after they were planted as an experiment sometime during the outbreak by a Doctor of unknown origins.
It is implied that bolters may have some ability to manipulate other infected, as when alerted or killed nearby Volatiles are sent into a chase.
- #8Bomberconstant
Keys: Bomber
AGGRESSION LEVEL: 8/10 SPEED LEVEL: 4/10 THREAT(S) LEVEL: 6/10
Weapon(s): Exploding organs
¨If you let it get close, its body, bloated with corpse fluids and toxic liquid, will burst, pouring acid over you. However, this is not a deliberate attack: the Suicider does not know it will explode but runs to people in the hope they will somehow break its agony.¨
This particular type of infected is noted for its exposed organs and its shambling jog. Its behavior is not unlike common infected, like Biters, but one major difference between it and them is that the bomber picks up speed and begins to convulse whenever non-infected humans are within proximity.
Whether this infected type manages to get close enough to any non-infected Survivor or is shot from a distance, the result always ends with this infected type's body exploding, blinding any survivors in close enough range with its coagulated blood.
The bomber not only explodes when in the vicinity of a survivor but also will explode if a survivor is within its view but cannot reach it, this explosion calls in Virals who are quite capable of climbing up to attack any survivors, generally in groups of 3—4 showing that the bomber has another role as well as a siren calling in dangerous zombies.
The Bomber is a male wearing a t-shirt and jogger shorts. These normal looking clothes are a stark contrast to the rest of it however. The Bomber appears to have had it's entire thoracic cavity torn open, whether by another infected or the following fact is unknown. Its exposed internal organs are grossly enlarged, pulsating and are bursting out of its body. The Bomber can be heard and identified by its choked, whimpering sounds of pain and a pulsating, throbbing sort of sound. When approached, the organs will begin pulsating wildly and the Bomber will scream in agony as it does its namesake, leaving behind a mess of organs.
- #9
Showing 9 of 9
1 file
- .jsonjson_lorebook
28.4 KBfirst seen e7e874af947a576c
Opens with the tab.