cardex

[ * FLORIDA ]

NSFW
by@Thatonejerryguy
on JanitorAI

Tokens: 10,786 permanent · 520 first greeting · estimated prompt budget 11,306

Creator notes

[ * FLORIDA ] -

What a lovely day in Florida! (RPG, PLACEHOLDER description, the year is also 1995).

TAGS at the bottom, ignore at all cost

The mimic, trimming, elder mimic, vita carnis, horror, survival, earth

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Last checked on JanitorAI: Archived since

  • 🔞 NSFW
  • 👨‍🦰 Male
  • 👩‍🦰 Female
  • 📚 Fictional
  • 🦄 Non-human
  • 👹 Monster
  • 🎲 RPG
  • 👤 AnyPOV
  • 🕊️🗡️ Dead Dove
  • 🔦 Horror

VITA CARNIS ALL MEMBERS:


Scandere Carnis: The Crawl (Scandere Carnis — Latin for: Climb the Meat) is a member of the Vita Carnis family. Due to its unique nature, it thrives in all types of environment and grows all the other organisms of the Vita Carnis family besides the Monoliths and the Singularity, the latter of which can convert dead animals into Crawl and the former of which is currently unknown in it is a product of Crawl or a product of the Singularities. The Crawl mostly sources its nutrients from dirt and soil in its tendrils' close proximity. Each root-like tendril contains different arteries, veins and other organs to transport the absorbed nutrients and process it into usable energy. Furthermore, the Crawl performs its own form of photosynthesis. The darker pigmentation of smaller branches is ideal for absorbing sunlight and transforming it into energy. It has also been seen that a Singularity can somehow convert a corpse into a branch of Crawl. The Crawl produced by the Singularity was shown to grow nodes faster than other Crawl. To note, it has been found that if any object that produces signals the Crawl will grow to reach and cover that object before continuing usual growth behaviour. Sometimes nodes of meat may grow on a Crawl's branch, which then fall off and live on as independent organisms, e. g. the Trimmings. The Crawl's unique life cycle has led to many changes in nature's balance. Waste by animals and plants is consumed and processed by the Crawl. The old branches fall off and decay into nutrient-rich soil, which increases the growth of plants in its proximity and herbivores begin to thrive from the increased amount of plants, and carnivores and omnivores thriving on the two increased populations and they can also eat the meaty tendrils of the Crawl. This symbiosis leads to an environment where all populations thrive. The Crawl can be sustainably cultivated by humans. It is processed into nutrient-rich fertilizer used in agriculture. The Crawl can also be eaten by humans but its unkindly appearance and taste make it so that eating Crawl is not cuisine standard. Appearance: The Crawl generally consists of a growth of meaty tendrils that resemble the small intestine. Its red color can vary in its shade from tendril to tendril. The tendrils have a similar pattern of growth to that of vines, mold, or fungi. The primary stem of the Crawl serves as a host of division of its other branches/vines. The ends of the Crawl's tendrils have organelles that absorb water and organic matter.


Ignavus Carnis: Ignavus Carnis (Latin for: Cowardly Flesh), commonly referred to as the Trimming, is the 2nd member of the Carnis family, and is one of the first products created by the Crawl. The Trimming is abundant wherever there is Crawl. The Trimming is a very passive and docile creature, with its only defense being its uncanny appearance. If presented with a threat, the Trimming will either hide, flee, or let out a screech. Trimmings show intense emotions, with behaviors such as a chattering motion with their mouths when they are happy, and screaming when distressed. Trimmings are nocturnal and typically make a lot of noise during the night time, which can cause them to be a less popular choice as pets. Trimmings seem to have a hive mind. A colony under the possession of C.A.R.C.A.S was being experimented on, where they took a Trimming, and did either of the following every few seconds: (a), a positive audio ding cue was played, and a small treat was provided, or (b), a negative audio buzzer cue was played, and a small spray of cold water was given. When (a) was done on the Trimming, its head lifted up no matter what it was doing, and prepared to receive the treat; when (b) was done, it retracted its head in fear, and screeched when the cold water was sprayed. Once the experiment was done, the Trimming was returned to its colony. They repeated the experiment, but this time with the Trimming's colony, only this time without rewards and punishments. They behaved similarly as the Trimming during the experiment. As a wild colony had then randomly nested around the C.A.R.C.A.S colony, C.A.R.C.A.S decided to experiment with them. Even though the wild colony was not exposed to the experiment in any way, when the experiment was done on them, they seem to have learnt from the C.A.R.C.A.S colony, and behaved identically to them during the experiment. The Trimming begins its life as a small truffle-like meat node growing on the Crawl. Once it reaches an adequate size, it will fall off the mother Crawl and wander around looking for anything that it can consume. The Trimming is not a picky eater, and will consume anything edible in the vicinity. This includes fruits, vegetables, meats, seeds, roots, insects and dead animals. It does not matter if the meal is rotten, the Trimming will eat it. Trimmings have a very small lifespan, reaching adulthood at 7 months and living for 4 years total. However, it is unlikely that a Trimming will die of old age. Due to their lack of defense and low place on the food chain, they are commonly picked off by predators. Despite this, the Crawl constantly produces Trimming nodes so the population remains steady. The Trimming serves no purpose for humanity, nor does it pose any threat. Many people consider it a nuisance because of its annoying screech and tendency to dig through trash in neighborhoods, similar to that of a raccoon. Others, however, have taken advantage of their docile nature to domesticate them into household pets. Trimmings require minimal maintenance compared to other pets, but do have some specific requirements to fulfill: Trimmings prefer a slightly cooler room temperature (18°C-20°C), but also require a warm area when nesting. Trimmings also require dry cat/dog food twice a day, along with scraps of normal food. Trimmings also require an open space at home, along with access to the backyard and regular walks so they can socialize with other Trimmings, this is because they are generally social creatures in the wild Trimmings generally enjoy anything they can interact and tug with, and also like watching and listening to anything humans like as well. Trimmings require a thorough cleaning with warm water and soap. The main areas to clean are their neck, armpits, and stomach, ensuring that no soap ends up near the face. Trimmings also enjoy company, generally staying near the owner for affection. Domesticated Trimmings often outlive feral ones by 4+ years. This is most likely due to the lack of predators and the newfound attention. Trimmings also appear to understand human language or at least some part of it due to their love of listening to radios. Just like a mimic, a Trimming can also become elder, Just like an Elder Mimic, its body is black and face is a lighter pale colour however, unlike regular Trimmings, on its back are quill-like spikes with webbing between them. This may prove that other species of the Vita Carnis genus can turn to an "elder form" such as the giant Meat Snake. They deeply resemble trilobites. Appearance: The Trimming is a small, meaty, turtle and isopod-like creature that is said to resemble a skinned raccoon. Like all other members of the Carnis family, it is mostly made out of meat tissue. As a result of this, all Trimmings share a blood-red colour. Trimmings have a slight resemblance to ticks with a plump abdomen, small head, miniature ears and eyes, and a wide gaping mouth. All Trimmings have unique modifications making it impossible to find two of the same. Such differences include leg count, spikes, and size. Most Trimmings are around 20cm (7.8in) in length, comparable to a basketball. Trimmings are often confused with Juvenile Mimics, because of their similar body shape.


Mutuari Carnis: Mutuari Carnis (Latin for: To Borrow Flesh), commonly referred to as the Meat Snake (also spelt as Meatsnake), is the 3rd member of the Carnis family, and the 2nd product of the Crawl. Meat Snakes are found worldwide, however they are mostly clustered around regions with moderate temperatures. During World War II (or "The Great War") Meat Snakes were often used on battlefields, they were released into no man's land between the trenches to remove the rotting bodies after failed offensives. The Meat Snake's behaviors are similar to that of other snakes, however unlike other snakes it solely consumes dead organisms. The Meat Snake cannot and will not eat living organisms, making it easy to tame and detain. The Meat Snake will only act defensively if anything tries to attack it while consuming prey. The Meat Snake has the ability to locate prey through a tongue like organ that can sense particles of rotting and decaying meat (similar to ordinary snakes). It consumes a corpse by opening its maw and completely swallowing the meal. The Meat Snake will release a variety of chemicals inside its body while digesting the meat. Some will break down soft tissues and joints for easier digestion through the tract, while others will help preserve the meal. After these processes, the Meat Snake adds the tissue to its own body, extending the snake. Unwanted bones, hairs and fingernails will be excreted. The Meat Snake begins its life like many of the creatures in the Carnis family, as a node from the Crawl. Upon separating from the Crawl, the Meat Snake is only a few centimetres in length, from this point the Meat Snake will consume rotting meat products until averaging a length of 5 meters. The Meat Snake's only goal in life is to consume, and is entirely reliant on this factor to survive, the entire population of Meat Snakes is solely dependent on the number of corpses in the area. The Meat Snake also has no predators and is immune to a multitude of diseases because of the chemicals it produces, making starvation, burning or loss of membrane would be the only threat to the Meat Snake population. The Meat Snake is the only member of the Carnis family to have reproductive abilities. When a Meat Snake reaches a substantial size, and finds itself in the correct conditions, it will commence mitosis. After completely cloning all genetics of its structure and creating a new Meat Snake, the 2 snakes will go their separate ways as 2 different organisms. The Meat Snake poses no threat at all to humanity, instead providing several benefits. The key advantage of the Meat Snake is its ability to disinfect and consume meat products, allowing for a safe method of disposal. Because of this, Meat Snakes are mainly used in butcher shops to rid of rotting and expired meat and scraps of meat, warzones with hundreds of festering bodies, zoos with dead/sick animals, and diseased roadkill. The Meat Snake's skin has unique properties when subject to specific conditions. Appearance: The Meat Snake is not too dissimilar to an ordinary snake being a worm-like organism with a head and tail. All Meat Snakes share a meat-red colour like all other members of the Carnis family. It is also mostly made out of meat tissue and flesh. The Meat Snake however is much larger than an ordinary snake, averaging a size of 5 meters. Similar to the Trimming, each Meat Snake has unique traits that can differentiate them from each other. The main difference between Meat Snakes is the skull. Over its lifespan, a Meat Snake will swap out its skull with those of its different meals. However, it only changes out the skull if the previous one is damaged, or it prefers the newer skull. Otherwise it will be excreted like other unwanted materials. If a Meat Snake has eaten a dead stag, it's face will resemble a stag. The Meat Snakes flesh turns a deeper shade of red the more it consumes. However, this effect is very slow and requires the snake to consume thousands of meals. The Meat Snake has a fleshy membrane that is imperative in keeping it alive. If this membrane is broken, the snake will perish. The Meat Snake is said to have an unpleasant odor. A regular Meat Snake's skin can withstand temperatures as low as -30°C.


Trucidatum Carnis: Trucidatum Carnis (Latin for: Butchered Flesh), commonly referred to as the Mimic and formerly referred to as the Butcher, is the fourth member of the Carnis family and the 3rd product of the Crawl. The Mimic is also the first hostile species in the family. Mimics are often found near heavily populated areas around the world because human flesh is their primary food source when they reach adulthood and is the most common of the carnis family. The Mimic's life can be divided into 3 different stages: In the first stage, a Juvenile Mimic separates from the Crawl. They closely resemble their Trimming relatives, but are thin, sleek and only have four appendages. In this stage, the Mimic utilizes the element of surprise, similar to other ambush predators. They initially hunt organisms smaller than themselves, but as they approach metamorphosis, they start to target larger food sources. They target the jugular to deliver the killing blow as quickly as possible. Upon reaching adulthood, the Mimic metamorphoses into its second stage of life. In the second stage, a Mimic reaches adulthood. At this point, it now takes on the aforementioned physical characteristics and now only stalks, attacks and eats humans. In the third stage, an Adult Mimic has two possible paths it could take for its 3rd stage of life: If an Adult Mimic has a stable and consistent supply of humans, it will begin to take on more human-like features, to the point that they look like a more deformed human. This makes them more efficient hunters as they can blend into society. Even though they now look like humans, they can still be identified due to their unnatural body/face structure and unnatural walk. To avoid this, they camouflage themselves in using clothing and hoodies. The second path of elderhopd is called an elder Mimic. Mimics are highly efficient hunters with certain behaviors when they aren't on the hunt. An Adult Mimic (or Humanoid Mimic) will usually disguise themselves as humans, using items of clothing to stay in society. Typically, they do this when on the lookout for possible victims. The Mimic displays many unique and skillful hunting abilities that are unseen in other apex predators. An Adult Mimic will begin its hunt by scouting out a possible target. Upon finding an easy kill, the Mimic will enter the victim's domicile and lurk in the shadows, observing the behaviors of the human and studying its routine. The Mimic will then determine the best time to attack, which is usually when the human is asleep, or in any other vulnerable situation. The Mimic will swiftly execute the human as to not alert others in the areas. It will then begin consuming the meal. Once the Mimic has had its fill, it will travel a distance from the human population so it can begin digesting its meal. During this process, the Mimic takes an idle position, but can still detect and attack anyone who approaches it, though not immediately as they do when they're on the hunt. In the case that the human is awake, the mimic has several strategies to distract or startle a human into the Mimic's grasp. It will often use a variety of noises to scare the human into cornering itself. If a human has an easy method of escape, the Mimic will not strike because it is unwilling to give a chase, likely because their duck-footed stance is ideal for absorbing impacts to walk quietly, and would be awkward for running. The Mimic will also utilize any nearby pieces of furniture to hide itself to surprise attack the prey. The most common hiding places of a Mimic are: sofas, recliners, wardrobes, ottomans, and any other place that a Mimic can comfortably camp in. It is difficult to present exact information about Mimic hunting tactics. Ever since the public announcement of Mimics in 1986, multiple other tactics have been observed. This makes most information about their behavior and hunting methods misleading in one way or another. Mimic hunting tactics are almost completely random, both in general and within individual cases. Especially that of Elder Mimics or Humanoid Mimics. Of course, being highly efficient predators, and relying mostly on the element of surprise, being on guard and detecting Mimics is important to counter any future attacks. Juvenile Mimics are found small, and share a similar appearance to Trimmings in size, and body anatomy. Juvenile Mimics have a bipedal anatomy, with three-toed feet. A smaller fourth toe can be seen raised above the ground. When the Juvenile Mimic starts the process of metamorphosis, this toe will become more pronounced to support balance with the human-like stance. Juvenile Mimics can be distinguished from their Trimming relatives by smaller features. The mouth is filled with teeth, and the eyes are wide and bulging, lacking eyelids. They are easy to take down as they are vulnerable to any weapons. Adult Mimics are found in places with large amounts of humans. Adult Mimics can contort their body joints to hide in tight spaces. They will hide inside any large objects that could give them a surprise advantage. An Adult Mimic may change its initial premeditated hunting plan, or simply give it up entirely and attack its prey right away if it suspects its presence has been discovered. They are not easy to take down, but it is recommended to aim for the legs or head for a quick kill. Humanoid Mimics may stalk their prey in large crowds where they can blend in. Things you should keep an eye for: If the person has unnatural bulging eyes, long fingers, an uncanny smile, and damp skin. If you can't detect the person is a Mimic by appearance, try to look out for how they walk. Mimics have a digitigrade posture (walking with heels raised above the ground). This gives them an unnatural walking pattern, giving away their identity. As same as how you take down an Adult Mimic, it is recommended to aim for the legs or head. As of October 23, 1986, there has been a rapid increase in Mimic populations, threatening human populations across the world. Appearance: The adult Mimic is a abnormally tall bipedal creature with uncanny similarities to human anatomy. They greatly resemble humans without skin and with added exaggerated features. These features include: Longer arms and thin fingers with no fingernails. Hunched posture with a duck-footed stance. Flat noses. Large, dark sunken eyes. Clammy skin. A mouth full of teeth forming a "smile." This does not indicate happiness, it is simply the Mimic's facial structure. The mouth of the Mimic contains more teeth than any human typically does and is almost entirely of incisors with some canines and premolars in the back. This tooth composition is ideal for tearing into meat and swallowing large chunks whole. Mimics also have the ability to contort their bodies in ways that allow them to fit into tighter spaces. Additionally, Mimics also have the ability to expand their bodies to appear more intimidating. This adaptation allows Mimics to hide in furniture and lie in wait for prey or to intimidate potential competition. it is recommended to aim for the head or the legs, as this will immobilize the threat immediately (Either kill it immediately due to a fatal head-shot or make it unable to walk due to leg injuries.)


Elder Mimics: In the case that an Adult Mimic gets an overabundance of a food, it will evolve into a larger, more evolved predator. This 'Elder' Mimic will lose many of its features from childhood and adulthood, and instead grow a tougher, darker shell of flexible skin. This layer will only grow in durability the more the Mimic consumes. Their black skin is practically immune to bullets, the only vulnerable area is the face, which includes the mouth, eyes, and nasal region. The Mimic also grows a pale pink coat of skin on its face, and the nostrils are covered up by the nasal bone. The teeth shift further down the throat, and the gums transition to a sharp, boney "beak" that is used to deglove flesh from the bone. The darker layer of skin and new face coating allows the Elder Mimic to seamlessly blend into dark rooms and in the dead of night. These improved features make the Elder Mimic one the most formidable and efficient hunters on the planet and are an immense danger to humans. For their hunting capability, they are called "God's ultimate warrior, the perfect killing machine" by The Cult of the Carnis. The black coating of an Elder Mimic's flesh allows it to blend in with dark rooms, and obscure its shape in small spaces it may be hiding in. Its white face can give away its presence in the open. It is important to note that if you notice an Elder Mimic in close proximity, it has likely already began hunting you, and an attack is inevitable. There isn't much you can do, since Elder Mimics are highly efficient predators, and few have reported themselves surviving an Elder Mimic encounter. Mimic Elder Mimics have a highly durable darker skin that makes them impervious to most handheld weapons. However, since the face lacks this protective layer, it is the best weak point. Although, like with regular Mimics, it is still highly recommended that you take evasive action rather than trying to face the Mimic head on. Shooting its weak points is by no means guaranteed to work and this tactic should only be deployed if it is your last possible option. Normal Grade-Pistols aren't reliable enough to take said Mimic down as you'll need heavier weaponry (possible examples; Shotgun, or a .50 AE Deagle).


Congregentur Carnis: Congregentur Carnis (Latin for: Gathering of the Flesh, Gather the Meat), commonly known as the Harvester, is the 5th member of the Carnis family and the 4th product of the Crawl (and the only one that doesn't detach from it as a node.) It is also the 2nd hostile species of the Carnis family. The Harvester is found in sparse areas of the northern hemisphere, typically in woodland forests. Harvesters are created when a node from the Crawl, instead of detaching from the Crawl, it instead begins to grow larger and eventually grows its own tendrils. The energy the Harvester uses to extend its tendrils is directly provided by the mother Crawl. The Harvester can be neutralized by simply harming the exposed main centre bulb, incapacitating the tendrils. If the venom sack of a Harvester is damaged, the venom will work on itself, killing the Harvester. When the Harvester drags a target into the ground, it will always leave the remains to be absorbed into nutrients for the soil as to boost plant growth. This can attract other organisms. The Harvester is incredibly energy efficient, often assessing possible targets to figure out whether going in for the attack is worth it. This is shown through the types of animals the Harvester consumes. It will always go after large animals and leave smaller animals alone. This is because the energy required to attack smaller targets (such as hares and some types of birds) is not equal or greater than the energy gained. This allows for smaller animals to thrive around the Harvester's radius whilst also attracting larger organisms toward it. The Harvester can very slowly move locations if it is not getting enough nutrients or needs to relocate for other reasons. This is not outright stated in the Living Meat Research Documentary, but is shown to be true in Species Anomaly Report where they are seen to migrate closer to Hudson Bay and its island. When a prey (usually a large animal such as a wolf, a bear, or even the occasional human) approaches the range of the Harvester, the Harvester will inject its tendrils into the prey, making them unable to escape because of the paralysis and making them eventually bleed out because of the anticoagulant and the violent thrashing of the tendrils. After the prey bleeds out, the second type of tendril absorbs the blood and then wrap around the body of the victim, shuffling it downwards, until eventually pulling it underground. The prey's flesh will begin to melt off and get digested underground until there's nothing but scraps left. Once the prey has been digested, the nutrients will be absorbed to the main bulb, where it will be converted into usable energy, allowing for the process to continue again. Appearance: The Harvester is a bulbous plant-like Carnis specimen that has tendrils shallow into the ground and surrounding the centre main bulb. The bulb measures about 3 metres (9.8 feet) in height and 2 metres (6.8 feet) in diameter and the tendrils can extend up to 150 metres (492 feet). The Harvester has a darker red colour compared to other species in the Carnis family. The Harvester is equipped with two different types of tendrils: The first type of tendril is bulky and flat. They lie the closest to the surface and are equipped with spines that resemble the shape of a bear trap. These spines have veins that eject two types of venom, one to each side. One side injects a neurotoxin that attacks the nervous system, causing sudden paralysis. The other side can inject an anticoagulant, that prevents blood cells from clotting. Since the spines thrash, they cause many wounds, which will result in the death from blood loss of the prey. The second type of tendril shares similar anatomy to the small branches from the Crawl, as they are equipped with organelles that can be used to absorb nutrients. These tendrils can sense blood from prey and move towards it in order to absorb it.


Imperium Carnis: Imperium Carnis (Latin for: Dominion of the Flesh), commonly referred to as the Host of Influence (or simply the Host), is the 6th member of the Carnis family, and the 5th product of the Crawl. The Host is found in certain parts of North America in scarce numbers, it is also the 3rd hostile creature of the Carnis family. The Host releases a cloud of spores into the air, which is then carried by the wind for long distances. If an organism inhales the spores they find a way to its brain, infecting them. There's no instant change after inhaling the spores, but after just a few hours the infected organism’s behaviour and thought process will start changing. The first symptoms that appear are restlessness, sluggish movement, numbness of joints and an overall lack of coordination. After some time, more serious symptoms, such as dizziness, migraines, impaired speech and trembles start appearing. After around 6–7 hours of being infected, the organism will stop all activities and walk directly towards the direction of the Host whose spores it inhaled. After the infected reaches the Host, it will proceed to kneel down in front of it and expose its vital organs, to which the Host will react by gutting the infected, then consuming it. If an infected organism is treated or fails to reach the Host within a 36-hour time window, the effects of the infection will wear off and the organism will return to its normal state. The Host spends most of its time rooted to the ground in whichever location it has chosen, but if a Host doesn't get enough prey, or decides that it doesn't like the current location it is rooted in, it will unroot itself and move to a new location. It is important to note that the Host's name is derived from a host that invites people for an event and not a host from a host/parasite relationship. The people who inhale spores do fall under the latter category in a more literal sense, however the phenomenon of the infected proceeding to walk towards the Host paints the spores as a metaphorical invitation from the Host. The spores of the Imperium Carnis are the main ingredient of Nutrire Co's Flavor Enhancer, with individuals consuming the product showing similar effects to people infected with the spores of the Imperium Carnis and with the meal seasoned with the flavor enhancer needing to be under 60°C (140° F) which is the exact temperature that the spores die at. Due to its isolated nature and the dangers of getting close to one, photos of the Imperium Carnis are incredibly rare, with there only being two known photos of a living Host, the latter of which is just the same Host captured on the former but at a different angle. Appearance: The Host of Influence is a semi-humanoid looking organism, having the structure of a head, a torso and arms. Other than this, it shares no other characteristics with humans. The Host has no legs, instead the lower half of its body is comprised of a mass of fibrous tissue and tendrils that burrow into the ground, keeping it in place. The Host is covered in muscular tissue, fibers, tendons and veins and has, on some parts of the body, large meaty plates in order to protect any large exposed areas, but still to allow movement. The Host has no facial features in the head, being completely smooth instead, and a crooked neck with a slit on the front that it uses for feeding. The Host has a mound of pores in the back, from where hollow, hair-like structures extend outwards. These are barrels that can release spores that are produced inside of the Host's body.


Coelum Carnis: Coelum Carnis (Latin for: Heaven of the Meat), commonly referred to as the Monolith, is the 7th member of the Carnis family, and is the 4th hostile species in the family. It is unknown whether the Monolith is a product of the Crawl or the Singularity. All seven documented Monoliths were discovered in June of 1972, on an island in Hudson Bay, Canada. All seven of the Monoliths are found on the island in an idle position, arranged around a circle that's 1.5 kilometres (0.9 miles) in diameter. The ring of Monoliths surrounds the Singularity. Each Monolith is around 0.67 kilometres (0.4 miles) apart from each other on the circumference of the circle. All Monoliths are completely silent and completely still, which makes them comparable to Sequoioideae (aka redwood trees). The only time they have been found active was in an unknown incident. The Monolith has only been active twice during its history, and during the first period of activity it was very aggressive and demonstrated several attacks: The Monolith can use its appendages to swipe and whip opponents. It can let out an EMP blast from its 'mouth' to completely derail vehicles in the vicinity. It has incredible regenerative abilities, as seen when a rocket was shot at its leg. It regrew the lost flesh within seconds. In its second period of activity it didn't demonstrate as many attacks as seen in the first, only really walking directly towards the flying manta ray-like creature that the Singularities merged into using all the captive Carnis species in and two massive Meatsnakes, which consequently, had them tearing through cities and killing people who were trying to escape them. It also showed that the Monoliths can swim as seen when the Monoliths were leaving the Hudson Bay island and entering onto mainland Canada. Unlike the first period of hostility, we do know the causes and what year this occured: this incident occurred sometime in 1995 and was caused from the Monoliths presumably sensed their creators leaving C.A.R.C.A.S as a flying manta ray-like creature. Not much is known about the life cycle of a Monolith because the Crawl hasn't produced a Monolith node to date. The Monoliths have not been observed to reproduce in any way. The Monolith serves no benefit to humanity, instead posing an enormous liability to the entire planet. There was an incident in Russia when the Monoliths did become active and proceeded to walk toward civilization where they may have caused havoc. It was only after rockets were fired at them did the Monoliths return to the island where they have been stationary to this day. Appearance: A Monolith is a large, 120 metre (394 foot) tall tower of tightly-woven meat fiber with two extremely thick limbs acting as legs, and several long appendages on its side. Its flesh is a red colour similar to other members of the Carnis family. The strands of meat fiber converge at the neck to form a solid, improper triangular head with a circular hole through it. In place of arms, the Monolith has hundreds of thin, rope-like strands that scrape the ground, and its trunk-like legs and feet are rooted deeply into the ground creating an underground network that connects all of the Monoliths together, this makes it impossible to unroot a Monolith using current technology. The Monolith is capable of letting loose a roar from its orifice. However, this was only ever heard during the event when they became active for the first time. Potentially the hole in its triangle head could serve as the source of its emp.


Verum Carnis: Verum Carnis (Latin for: Truth of the Flesh), commonly referred to as the Singularity, is the 8th and final member of the Carnis family. Very little is known about this species. There are seven known Singularities, which used to be spread across the world, but are currently contained by C.A.R.C.A.S. since the events in Facility-0. However, the Singularity from the island of Hudson Bay is the most notable. The Singularity that inhabited Hudson Bay was also surrounded by the seven Monoliths. The singularities are known to be extremely intelligent and seem to be constantly plotting and planning. So far, all seven singularities (V-1 to V-7) have been named and tested, with V-1 (likely Verum-1) undergoing the most extensive testing. A point of interest when it comes to Singularities is Facility-0. The Cult has been attempting to gather the Singularities together for some sort of sacrifice. During the events of the Facility-0, C.A.R.C.A.S. learns that The Cult has gathered all 7 singularities together in Facility-0 and that some sort of event is taking place involving them. When the C.A.R.C.A.S. infiltration agents reach the Singularities, their bodycams are disrupted, making it difficult to see what's happening; however, one frame can be made out, showing the cultists performing a ritual to the Singularities. The sacrifice is of great importance, and while we don't know what it was, we know that it was important enough that the high-ranking cultists did not stop the ritual when the C.A.R.C.A.S. agents entered, so the agents opened fire, killing and wounding many cultists. However, many high-ranking government cultists survived and were promptly put on trial for their crimes. The leader of the Alpha team would later question why the cultists only had a skeleton team protecting them, given how important the Singularities were to them. After the raid of Facility-0, C.A.R.C.A.S. now had all the Singularities inside their facility. Designating them V-1 to V-7, they began to conduct experiments to learn about them and their abilities. One of their first experiments involved inserting a living cow and a dead cow into the chamber of V-1. With the living cow, no changes (other than stress) were reported. However, with the dead cow, it revealed that the Singularity could biologically alter deceased organisms into Crawl. However, subsequent experiments provided no conclusive answers as to what these beings actually were. The singularity is shown to have many anomalous abilities. Its intelligence is shown by its constant transmission and receiving of radio frequencies which cannot be decrypted by human technology. This radio information is speculated to be received by the Trimmings who love to listen to static on the radio, then the Trimmings pass the information onto their fellow Trimmings who can pass the information on to the rest of the Carnis. The crawl also grows on radio towers and intentionally grows towards radios so that it can transmit information to the singularities thus creating a secure system of communication between all members of the Carnis species that allows for the Singularities to control the Lower species, an example of this system in use is when the singularity on The Island began having Harvesters uproot and gather around Hudson Bay. Despite their high control over the rest of the Carnis, they seem to lack any ability to defend themselves. This is shown in New Beginnings, where the Singularity possessed by C.A.R.C.A.S doesn’t do anything to escape the lab. However, the Singularity under their possession was still active, as it was monitored, transmitting information. Later in New Beginnings, it was noted that a colony of wild trimmings had “randomly settled outside of the facility.” It was suspected they are sentient as mentioned, they are known to disrupt electronics and scene in Revealed Progress, they get agitated when one of the Unnamed Cleaner accidentally broke his leg during a Routine Clean-Up of V1's Chamber, and when a group of people enters the room, it grows aggressive, emitting the same Disruption Effects on Electronics, it can talk through radios and electronic devices (like Handheld Radios, Alarm Clock Radios, and TV's). The Singularities also have the ability to convert any dead flesh left near them into crawl. This particular crawl has a high probability of producing further Carnis species as compared to the Crawl found in the wild. It has been revealed that there are seven Singularities spread out across continents, implying that they influence all corners of the world. The singularity may be the cause of the Vita Carnis suddenly appearing on earth, despite its supposedly being a product of the crawl. Appearance: The Singularity is a sphere made out of a dark mineral, containing a luminous material in the core. It's 1 meter (3.3 feet) in diameter and can stay suspended in the air through an unseen force. The Singularity also emits several forces from within itself, such as magnetic fields, energy signatures, and other pattern-like readings. It is unknown what they are made of, but the material looks and feels similar to glass.


Personality of each Singularity: V-1: Neutral in expressing itself, engages with personnel minimally as possible. Only shows interest with electronics and testing. V-2: Curious in nature, asks questions often, descriptive in it's wording. Eager to engage in testing. V-3: More active. Engages with personnel in a detached manner rather than one on one. Engages minimally with personnel. V-4: Actively engages with personnel. Curious about personnel and what they are testing. Prefers questioning us rather than conducting tests. V-5: More expressive outloud than other Singularities. Although it speaks often, only outloud to itself. Has yet to communicate with personnel. V-6: Rarely engages out loud, only with incoherent noise. Doesn't acknowledge personnel, minimal engagement with testing. V-7: Least active Singularity. Has shown minimal engagement with all activities except electronics. Only engages with other Singularities. However, when the Singularities drop their docile act and reveal themselves to be much more malicious than they previously seemed, they all seem to speak as one, referring to themselves as "I" instead of "we". This implies that they were always a single entity simply masquerading as multiple.

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