Introduction to VISCERIUM
This article is a work in progress
One timeline, four eras, infinite stories.
The world of VISCERIUM is vast and dark, yet exotic and full of intrigue. Here, reality is a merciless labyrinth, filled with unexpected twists that can lead to both doom and discovery. Yet, amid the chaos and despair, the indomitable spirit of humanity flickers like a stubborn flame. Every choice echoes through time, every whisper bears consequence, and the thread between salvation and damnation frays with each passing moment. What will you discover first?
The timeline
Through the relentless march of time, every choice, every sacrifice, and every fleeting triumph leaves its mark on the world’s ever-shifting story. The timeline is not just a sequence of events, but a continuous thread binding generations together, where the echoes of the past shape the struggles of the present and cast long shadows over the future.These four eras: CITADEL, SMOG, NEARSIGHT, and ENTROPY offer a window into the world of VISCERIUM at pivotal moments of transformation and upheaval.
Each era is more than a backdrop; it is a living, breathing world, shaped by the ambitions, fears, and resilience of those who inhabit it. Dive deeper into the linked eras below to uncover the unique conflicts, cultures, and cosmic horrors that define their time:
The place
Errack, the heart of VISCERIUM’s saga, is a world of savage beauty and relentless extremes. Nestled within the isolated Degel System, Errack is at once a sanctuary and a crucible - a planet where lush, verdant jungles collide with glassed deserts, and the tallest, storm-wreathed peaks cast shadows over teeming valleys and arid wastelands. Its atmosphere, rich in nitrogen and oxygen, sustains a tapestry of life both wondrous and monstrous, while twin moons and faint planetary rings shape the tides and seasons.
Life on Errack demands resilience. Towering cities rise defiantly against the encroaching wilds, while nomads, settlers, and ancient peoples vie for survival amid ever-shifting threats. The planet’s crust pulses with rare earth elements and glowing thorium veins, fueling technological marvels and bitter conflicts alike. Yet, beneath its surface, a hidden rot festers: ever-evolving horrors-spread through blighted wells and labyrinthine tunnels, birthing abominations that haunt the land and its people. And, amongst the void, an alien threat stirs - precise, patient, and unyielding - the Naranor, whose astral dominion encircles Errack, shaping destinies from afar and waiting for the perfect moment to unleash upon a world already teetering on the edge.
The threat
The Sevenfold Blight
The malignant presence of the Myrkild Nadirs, united as the Sevenfold Blight, seeps through Errack and beyond like a living rot. Born from primordial Uravand cells deep within the world’s crust, the Myrkild are symbiotic, parasitic microorganisms - an ever-evolving network of hunger and corruption. From their hidden roots and blighted wellsprings, they multiply and mutate, forming grotesque constructs that infest, consume, and create in an endless cycle.
Each Nadir of Sin is a monstrous, apex manifestation of its strain: Xateal the Snatcher (Greed), Boleth the Great Maw (Gluttony), Krathan the Executioner (Wrath), Sletair the Allure (Lust), Vanaer the Exalted (Pride), Evaxi the Trickster (Envy), and Hennan the Nightmare (Sloth).
Their forms are shifting amalgams of sinew, ichor, and bone, each driven by a singular vice. The Nadirs do not merely destroy; they warp hosts and landscapes into twisted reflections of their obsessions. Their corruption seeping from rifts-wounds in Errack’s surface, spreading environmental blight and spawning legions of underlings.
Through a hive-mind communion, the Nadirs command their kin, their whispers driving mortals to madness, worship, and ruin. Cults and covens gather in their shadow, drawn by promises of power and transformation, only to become vessels for further contagion. The Sevenfold Blight’s influence is insidious and inexorable - every vice a contagion, every weakness a door flung open to the creeping dark.
To confront a Nadir is to witness the boundaries of flesh, will, and sanity dissolve, as the world itself is remade in the image of living sin.
The Veilbound Enclave
The awe-striking presence of the Naranor Zeniths, united as the Veilbound Enclave, casts a chilling and inscrutable radiance across the void. These beings are not singular entities, but vast bio-mechanical collectives: each a gestalt intelligence formed from countless Nareel, worm-like organisms merging through chemical and neural pathways into ever more sophisticated assemblages. Drawing power from their synchronised intellect and adaptive metamorphosis, each of the Four Zeniths; Vyrkurn, Elskyn, Solthain, and Rauthir - revered as the Lattice-Lords of the Veilbound Enclave, leads one of the Houses: Voidwound Spiral, Mercury Veil, Gilded Tribunal, and Sanguine Lattice.
Their influence permeates the Degel System, where their Cavea stations project a black veil, quarantining and manipulating the destinies of both Humanity and the Myrkild. The Naranor’s mastery of the cosmic Wyrdweave allows them to bend reality, their interventions precise and unfathomable to lesser minds. They view Humanity’s use of Resonance as a blasphemous theft, hunting Resonants and orchestrating shadowy manipulations to preserve their supremacy over reality’s fabric.
Unlike the chaotic Myrkild, the Naranor’s purpose is not rooted in emotion or morality, but in the relentless pursuit of their own evolutionary experiment - a cycle of assimilation, adaptation, and control that has persisted for millennia.
Their grand designs are hidden behind a veil of radiant majesty, yet beneath this lies a cold indifference and a chilling vision for the cosmos. To confront the Veilbound Enclave is to dance with the event horizon - their promises of enlightenment are but mere gravitational tides pulling toward irreversible transmutation. Venture beyond the horizon and enter a domain where individuality dissolves, and the boundaries between enlightenment and oblivion are but threads to be woven, twisted, or severed at the will of the Naranor.
The Wyrd
VISCERIUM is haunted by supernatural and mystical afflictions - forces that seep through the fabric of reality, twisting flesh, mind, and fate into new and terrible shapes.Here, the boundaries of the possible are torn asunder, and every power comes at a price. Every gift is a wound, every miracle a curse. The world remembers, and it does not forgive.
This is such a lovely introduction article. I really love the timeline with the articles for the different eras.
Explore Etrea | Summer Camp 2025
Thank you! I tried to keep each section light so that it made for easy reading, but I will no doubt keep refining that top section as time goes on.