SMOG
NEARSIGHT
ENTROPY

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?
Fall
 

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.  

    Resonance

    All matter thrums with Resonance - a primal, cosmic infection that stains the marrow of reality. The air hums with unseen frequencies, a subdermal vibration that prickles the skin and sets teeth on edge. In the silence of night, attuned ears might catch the world’s hidden melody: a heartbeat not their own, promising power and inevitable decay. Those who dare to touch the Wyrdweave often describe a sweet, burnt charcoal-like odor with a hint of cherry - a scent that lingers at the back of the throat, both inviting and unsettling.   To become a Resonant is to let this current thread through flesh and bone. It starts with fever behind the eyes, a ringing in the ears, and soon spiraling scars bloom within the skin, while the eyes shimmer with unnatural light. Each act of Resonance is a negotiation with reality, every gesture eventually paid for in blood and memory. The air thickens with that bittersweet tang of charcoal and cherry as matter yields to the Resonant’s will.   Yet every use is a sacrifice. Blood may seep from the nose, teeth may loosen, as the mind teeters on the brink of The Hollowing. The unlucky are left as empty shells, their essence consumed by the very force they sought to command - a banquet of power laced with poison.
     

    The Kildhornd

    To bond with a Kildhornd is to surrender to the blight - a pact sealed in blood and agony. The ritual begins with the warm bite of a Myrkild tendril, slick with viscous ooze, piercing the flesh just below the ribs. The air is thick with the scent of burnt hair and iron as the parasite is pressed into place, its writhing form nestling against the heart. Heat radiates from the wound, a fever blooming beneath the skin, as tendril-like siphons latch onto the aorta and begin to drink.   In the days that follow, the host’s body becomes a battleground. Muscles spasm and seize, bones creak and twist with a sound like green wood snapping in a fire. The taste of iron floods the mouth, and sweat beads cold and sour along the brow. Black veins spiral from the insertion site, crawling across the skin like ink spilled on parchment.   Within, the Kildhornd seeds malformed Myrkild into the bloodstream, each pulse a fresh wave of corruption. The host’s dreams are haunted by guttural whispers and the sensation of something shifting just beneath the skin. When the time for burst summoning arrives, agony becomes transcendence: the skin splits with a wet, tearing sound; the parasite erupts in a shriek, trailing sinew and ichor, leaving ruin and a scar that throbs with unnatural heat. The host, now both jailer and vessel, is forever marked - haunted by the writhing presence within, bound to a power that promises only suffering and transformation.
     

    The Vireel

    The Naranor’s gift - the parasitic Vireel - is a hollowing communion, warping host flesh and mind. It begins with a subtle itch beneath the skin, a sensation like cold oil trickling along the spine. At first, there is only unease - a faint, metallic tang on the tongue, the air thick with the scent of rust and spoiled earth. But soon, the Vireel’s worm-like architects burrow deeper, excreting mutagenic ichor that seeps into every sinew. Limbs bloat and contort, joints popping with a sickening wet crackle as bone and muscle are rewritten into alien geometries. The skin prickles with feverish heat, then chills as if frostbitten, while the taste of copper and bile lingers at the back of the throat.   Inside the skull, thoughts fracture and scatter, each memory drowned beneath the relentless, cold pressure of the collective. Whispered voices - never quite one’s own - echo in the hollows of the mind, urging surrender. The host’s vision blurs at the edges, shot through with prismatic afterimages and crawling motes of light. Fingers twitch with a will not entirely their own, and the heartbeat stutters, syncing to a rhythm older than humanity. To bear the Vireel is to become a vessel for a will vaster and more ancient than any mortal soul, condemned beyond the boundaries of flesh - marked as both prophet and pariah, a living hymn to the Naranor’s inexorable design.



Cover image: VISCERIUM by Me (Fall)

Comments

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Oct 1, 2024 14:03 by Dr Emily Vair-Turnbull

This is such a lovely introduction article. I really love the timeline with the articles for the different eras.

Emy x
Explore Etrea | Summer Camp 2025
Oct 26, 2024 19:38 by Fall

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.

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Jun 7, 2025 13:30 by Nimin N

An excellent introduction that draws you in. You did an amazing job with the rewrite!

Jun 7, 2025 13:44 by Fall

Thank you so much! I'm super glad you enjoyed it <3 More content will become available in the gaps as things progress (they're there but private at the moment) so hopefully that make this article even better over time :D

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