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Petrichor V (addendum)
Date: 98/2/7620312
Item: Petrichor V (addendum)
After our initial read with Petrichor V, two ships from earth were spotted approaching the planet. one, later discovered to be known as the “Contact Light” and the other being known as the “Safe Travels.The Contact Light was a cargo ship that was attacked by the deity that remained on the planet itself. It crashed into the planet with thousands of pieces, cargo, and escape pods crashing onto the planet’s surface.The Safe Travels came to Petrichor V on what can be assumed to be a rescue mission for the inhabitants of the Contact Light. the following is a list of the more notable characters from both
Soldier (CL:n/a, ST:n/a)
the soldiers are what appear to be some sort of disposable trooper as both the Contact Light and the Safe Travels had neumous of these orange troops. They are always seen using two sidearms of sorts and using their military training (regardless of how basic it may be) to sustain themselves for as long as they can before their death. One was recorded to kill an electric serpent, so maybe these disposable troops are still very capable. One was captured and is currently being experimented on subject escaped containment and is currently being located.
Rioteer (CL:alive, ST:n/a) the rioteer is a survivor of the Contact Light, and he intends to stay alive, his Riot shield and semi-automatic shotgun backed up by some stun grenades proves the rioteer to be one of the most sturdy humans on the planet as of now. he has fended off all means of capture and wanders the planet after being seen staring at an old encampment for Contact Light survivors after it was razed by the natives in pure horror. It is currently unknown where the rioteer is as of writing, but will be located and interrogated as they are one of the few alive survivors of the contact light. Acrid
(CL:n/a, ST:n/a)
Specimen #PV-09215 (nicknamed Acrid by staff assigned to the creature) is a reptilian creature that was found inside of a crate from the Contact Light. Once released it attacked and killed all personnel that were there at the time and ran off. The bodies had traces of a unique form of neurotoxin that produced some sort of mild disease within victims; it was later found and captured to analyze the potency of this neurotoxin. Despite Acrid’s appearance being similar to a standard Drake walker, there is no known biological relation between the two. Acrid is currently within the cell plains until the next test Acrid was able to escape with the help of one of the members of the Safe Travels. Current location is unknown, must be located as soon as possible as we have no idea how dangerous it is to the local fauna.
Seer
(CL:n/a, ST:n/a) It is unknown whether or not the seer came to Petrichor V via the Contact light or the Safe Travels, what is known about the seer is their immense magical abilities recent evidence points to these acts of magic being done via some form of advanced tech. The seer is capable of firing out fireballs, a ginormous ice spike, a wall of ice pillars, and a constant stream of fire from their hands. The seer was reported to be first spotted by acquires inside a giant crystal nearby the salamander, how the seer got free is unknown. the seer’s suit is interesting and will be studied once the seer is collected.
Captain
(CL:dead, ST:alive) most captains don’t personally leave their assigned ship and into combat. But this one was more then equipped for such. He is capable of sending down airstrikes from the safe travels as well as send in beacons that can heal nearby allies, stun nearby targets, resupply munitions of nearby allies, and hack open any nearby chests dropped from the Contact Light. he also was seen with a small robotic drone orbiting him that is capable of phasing out most harm that would come to him, as well as a prosthetic arm equipped with a shotgun and a taser. He, alongside one more that will be discussed. slayed the mad god that was stranded on the moon. An attempt to capture both failed as the captain left. The other is in custody
outlaw
(CL:dead, ST: captured) According to the interview we had with the outlaw, he managed to sneak onto the Safe Travels after stealing another’s keycard access. The outlaw’s stealth suit is capable of letting him slip through crowds unnoticed and attack from behind. his main weapon is a 3+1 tube fed semi-automatic shotgun chambered for 23x75mmR that is in the style of an old lever action shotgun. He was also equipped with a serrated knife, as well as a single action revolver using .450 marlin ammunition. The outlaw was seen with the captain slaying the moon god but was abandoned by the captain as they left on some sort of small ship. The outlaw then was collected by our attempt to collect the moon in hopes of interrogating both. when he was delivered in front of a processor, he not only managed to stand up against it. but has successfully destroyed it as well. He is currently alive and well and lives a normal life down here as a reward for helping destroy the moon god (and so we won’t have to worry about him doing something like that again). The captain is still being located, but without knowing what they look like without the suit, that might be impossible.
We will locate the missing experiments as well as the humans noted above besides the outlaw. Until then any exploration of Petrichor V is prohibited.
this is a continuation of my last talk about Petrichor V. This time about some of the chars you can play as. Mostly the ones from ROR2, but i do mention the enforcer from ror 1 as there are two log entries in two that suggest there is still one out there!
Risk Of Rain belongs to Hopoo Games, If they ask, i will take this down!
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Crulk’lrnk
Date: 51/75/5713975
Item: Crulk’lrnk
Crulk’lrnk are a species of amphibian quadrapeds that live on the planet of Trilkr. Crulk’lrnk appear to be a mixture of a gaian frog, gaian turtle, and a trylk’gnber. Crulk’lrnks limbs are that of a frog; their torso, while giving them a living clam vibe, is in a similar structure as a turtle shell; and their tongues are as needle like as a trylk’gnber. Their feeding system is unique however.
Crulk’lrnks have hollow inverted tongues that are used to be injected into their prey’s stomach and slurp out all of the mucus and acid within where then they move on to the preys bladder and slurp any urine within it or the kidneys. They are never seen drinking the prey’s blood.
They live in the marshy equator of Trilkr usually in the more rocky areas as their shells become better camouflage when neighboured with the rocks. A key tell between a normal rock and a Crulk’lrnk’s shell is that the shell has a special U shaped grove at the front that is formed by the smooth round lips and the circular cuts along the sides to represent shell developed flaps to cover limbs.
Areas that are highly populated with Crulk’lrnk are marked on provided maps of Trilkr should anyone wish to explore the planet.
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Petrichor V
Date: 98/2/7620310
Item: Petrichor V
The planet designated as Petrichor V by earth was created not by natural means, but is artificial in creation from two nearly godlike beings. These entities governed the planet until it seems as if one trapped the other on the moon via a teleportation system they have created. Petrichor V seems to have a diverse ecosystem, ranging from marshlands of sorts, to an underground cave system. What brought us to the planet’s attention was the connection that it already has with the void. This allowed us to create entryways between the prison cells and the planet mostly via a pocket dimension of sorts owned by a bipedal salamander like creature. A group of acquires were sent to collect the salamander but were later found dead near the entrance. Once we were able to bypass the need of the pocket dimension, the planet seemed to be fairly normal with multiple different kinds of creatures. The following is a list of creatures that was found to be interesting. Drake walkers: Drake walkers are a species of bipedal reptilian sapianoids that are capable of breathing fire like a dragon. They spend most of their time underground near magma or any sort of natural heat generation. The larger versions (Dubbed Wyvern walkers) are capable of casting multiple fireballs at once and spew a stream of fire as well compared to the Drake walkers’ single fireball. They seem to have some sort of civilization of sorts as they were witnessed creating large temples in honor of one of the deities.
Engie Hawks: Engie Hawks are given their name from their ability to almost instantly identify the inner workings of any sort of machine they can get their talons on. One stole an AST unit’s rifle and instantly figured out how to fire it at the very scout it stole it from. They appear to live on the top of a large mountain. They seem to have managed to reprogram a giant spherical drone to be a guardian of sorts for them. It is currently not recommended to perform any manned expeditions as they seem to be highly territorial.
Spirits: Spirits are a species of flying masks that seem to normally be found at a garden of sorts. They were found tending to it with a giant raccoon-like bipedal creature, it appears to have antlers not similar to the reindeer of earth. They also seem to have some sort of large ceramic jar on their back. After having a hostile encounter with the Drake walkers and Engie hawks, we were uncomfortable with approaching them.
Phantoms: Phantoms are a species of cycloptic creatures that have the ability to teleport with extreme agility and scratch with extremely sharp claws. They don’t seem to have anysort of home and were found all over Petrichor V. What is the most interesting thing about them is their seemingly endless hatred for all other forms of life on Petrichor V. It is possible that they might be stranded or banished to Petrichor V.
Cyclops: They seem to be more robotic than anything else, wandering the entire planet, and destroying anything it deems a threat with it’s railgun like laser beam that is shot from their eye. The larger Giants are able to fire a more consistent beam from their eye that are equal if not more powerful than the cyclops. They are extremely dangerous.
It is recently discovered that the one that is trapped on the moon seems to be mildly insane, and have some sort of resentment towards the soul of anysort. No possible route to the moon has yet to be discovered, but once located, the deity will be apprehended for posing a threat to the life on Petrichor V.
This is a pov of sorts in regards to the void’s involvement with Petrichor V. Petrichor V, and all creatures mentioned are Properties of Hopoo games. If they ask, I will take this down!
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M’lukrings
Date: 76/8/992165
Item: M’lukrings
m’lukrings are a race of avian like creatures that can be found in the underground parts of the rouge planet 5u9j3-gj-mn5239gnlo-3mnrih. They have shown similarities to creatures such as earth’s bats, t’ukj’nks from Ri’kunick, and frunklrs from Tunguwik. The anatomy of the M’lukrings do have their similarities modified to fit their cold and dark environment.
The bat-like wings of the m’lukrings are on their legs and can grab any salagtite or icicle that they come across, the arms of the t’ukj’nks are modified to be a giant claw like appendages and they are both used as a pseudo pinscher like arm to feed prey into the more vertical frunklr mouth. The nocturnal eyes of the m’lukrings can be seen on each one of the four segments of its mouth, one for each part.
They can be only located on more spacious caverns of the rouge planet, but due to the low light levels and the natural camouflage that the m’lukrings have produced, it is recommended to bring high end night/thermal vision goggles to the planet for hunting.
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Hole crawlers
Date: 45/23/9975
Item: Hole crawlers
Hole crawlers are a species of bipedal creatures that have a giant head with no normal eyes and a large mouth as it’s only facial feature. Their mouth contains a tongue with a large pearl-like bulb that emits a small blue light from it that functions as their eye. They are approximately 7-8 feet tall and weigh usually about 100-150 pounds. Their arms end with three extremely sharp claws on either one and are normally found mostly grey with a faint blue, yellow, or red tint to their skin. They have no feet and their sapianoid-esq legs end in two nubs that have an extreme amount of calluses on them. They are normally found in more forested areas of the outer rim. But they have been spotted numerous times in other parts of the outer rim, making them a fairly common sight throughout. This is because of their trademark ability and preferred means of long-distance travel.
Hole crawlers are named after their ability to create micro black holes that they can travel through. It is still unknown how they are able to do this, but the most widely accepted theory is that the pearl at the tip of their tongue is the reason that they are able to perform this ability. They can also use these black holes to attack potential targets by making them collapse in on themselves.
They are nocturnal creatures that can barely see (if at all) and are extremely weakened to the point of curling up in the fetal position should they be exposed to any flashing lights. They will not die regardless of how long they are exposed to flashing lights, but will stay in a near permanent comatose state for as long as they are exposed.
All stranded should keep a flashlight with an SOS mode on them at all times to fend off any hole crawlers. this is a description i created based off of the SCP-001 proposal known as “the prototype” which frankly, is the most believable out of all of the ones that try to explain the foundations origins IMO. I also really like the concept of them.
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Junkies
Date:34/9/8888
Item: Junkies
The name would make one assume that this is about how there is an anomaly with people addicted to drugs, it is not. Found within the junkyards of the outer rim are piles that are more sentient than others, these piles are the Junkies in question. They are predatory creatures that take on the appearance of an average scrap pile one would find in the areas they inhabit. They are usually about 25 feet tall and weigh about 1500lbs, they take on the form of regular a regular, rusted pile of metallic junk whilst hunting but with key features such as some form of light producing item (usually the headlights of a car or household light bulbs, but some have been seen with street lamps and at least one had electronic lamps for eyes) being in place of where a eye would be on a predator and some of the junk vaguely forms a jagged mouth of sorts.
Despite their lacking of eyelids of any sort, they do have sleeping periods (which is noted by the eyes being turned off) during VSI nights. They are light sleepers however, so precaution is needed during these times. The eyelids would make anyone believe they are robotic in nature. This theory is backed by the fact that they are mortified of water, any contact seems to make them react like most biological creatures would when hydrochloric acid is splashed onto them. This also implies that the rust on Junkies is fake and is just mere camouflage. Another piece of evidence is the crude oil that seems to take the role that blood would in a biological creature.
They are capable of turning their mass of junk into the form of either a bipedal or quadrupedal creature to move to another area in case potential prey start to actively avoid that area for long enough. Some are actually more commonly seen in this other state roaming the junkyard level they call home. Their size makes them easy to see over the horizon of the level, but they are also capable of chasing their prey down, which makes them incredibly difficult to evade.
It is recommended to go out during VSI nights to junkyard areas as all Junkies regardless of how they hunt will be asleep during that time. It is also recommended that one wears anysort noise reduction footwear as well as a flashlight. It is suicidal to scavenge these areas during the day.
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Temporus
Date:56/8/4097
Item: Temporus
Temporus is a two edged battle axe that has roman numerals on them which are glowing with a dark purple light. It was found on exo-planet number 7932-H03-2i7F within the ruins of a temple on a pedestal. The creator is unknown at time of writing, but whoever made it must’ve been a ingenious magician and/or enchanter.
The axe is made out of a strange metal that gives it a yellowish tint near the blades as well as on the sides of the pole connecting it to the handle (possibly due to light being shined on it). The handle is made out of some form of memory foam like material and is surprisingly comfortable to grip. The end leading to the head has spikes surrounding it while the bottom is shaped closely to a clock hand. It is roughly 40cm in length with it’s blades covering most of it and an extra 5cm above. It seems the grip was designed for solely one hand.
As the name and some of its characteristics would suggest, it is capable of some sort of temporal manipulation. When anything is struck by the axe after performing some sort of circular motion (as in, the ax must be spun 360°) the user’s surroundings become frozen temporarily, allowing for them to follow up with more attacks or to retreat. This time freezing power only lasts for 15 seconds, where the user’s perception of time reverts back to regular pace once they are over. This can be useful if this is reversed engineered as it can allow for abyssal berzerkers to act faster than they normally would. The timer for its power doesn’t reset if something were to be struck while under its effects.
Currently, all attempts to reverse engineer it have failed. Things that would require it’s destruction are being considered as a last resort incase of failure.
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Mal’ink
Date: 49/15/8909
Item: Mal’ink
Mal’ink are a species of bipedals that live on the planet Hi’klrn,k. They are approximately 14. feet tall with the tallest known one is about 23 feet. Their bone density is much higher than then creatures that are usually around that height, this makes them extremely durable and are normally seen making enormous caves with their arms, which are shaped similar to a bird’s but have a single large nail at the end that functions as a natural excavation tool.
Mal’inks have a pair of eyes on each side of their head, which gives them 360° vision. These are nocturnal omnivores that have developed a particular taste for Tyun’lk flesh and Timulcinus Pryongundus. Mal’ink use their nails to stab prey and raise them to their head, which will open vertically across to consume their prey with a set of standard omnivore teeth. Their torso is in a vaguely triangular shape with the smallest point being the waist and their head resembling loosely like a puck, their leg structures are more similar to that of a quadrupedal mammal. Mal’ink are often hunted by the Bloomuses (the hyper intelligent species of Hi’klrn,k. They are a race of plant and fungal based organisms.). There are no poaching laws against these particular creatures due to their extreme size allowing a single one of average height to feed an entire garden of Bloomuses for a single VSI month. One has been captured and is currently being studied in a simulated environment.
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Date 90/14/7894
Item: wormer trees
Wormer trees are a type of tree that aren’t exactly trees in the sense due to their lack of traditional bark, leaves, or branches. These trees cannot normally be found on more terrestrial planets like earth, tranfula, ri’nmskart, and alternia but exist in their own special pocket dimension known as the wormer forest. Every so often, a wormer tree will disappear from the wormer forest and appear on a terrestrial planet, usually one with a hyper intelligent species.
These trees will usually catch the eye of the intelligent species and would probably have an extraction attempt happen to it. But these trees are seemingly resilient to most standard forms of damage ranging from axes to dynamite. It is still able to be extracted from the spot it was found in but with difficulty. These at first look like regular trees with a weird appearance, but those who came too close to one during a wormer event would like to wish that's what these were and nothing more.
A wormer tree, when it appears on a terrestrial planet, will also appear in a parallel universe of the same planet. These two versions will form a link between each other and are capable of teleporting nearby members of the intelligent species from one wormer tree to another using the wormer forest as a checkpoint of sorts. There is currently no known way to activate this ability on demand and they seem to do it at random. A wormer event starts with the tree bending over, forming an archway in the process, then electromagnetic bolts emit from the tree as it glows brightly, teleporting all who gets struck. No injuries seem to come from those who were struck by the lightning. It is unknown whether or not this is related but one of the two universes will always have something happen to it: These can include alien-like sightings becoming frequent; the planets’s leaders being connected to some sort of extremely convoluted conspiracy; certain landmarks made by the species to have unnatural attributes; and numerous, different, non native creatures to appear on the planet that can range from harmless to lethal.
Wormer trees are sporadic in their nature, when they will disappear from the forest, where they will reappear, and when an event will occur is seemingly random. If there is a way to predict a wormer tree doing either, it might require a sample of one to be acquired and studied, which can possibly pose a risk to the researchers if these samples can still emit an event despite being separated from the rest of the tree, let alone getting the sample in the first place. Until then, these trees are to be studied from a safe distance away in the chance of a wormer event (which seems to be a 50 meter radius) and to try and deploy drones to analyze both the forest and the parallel universe that the wormer tree is hooked up to. (This post is a analysis on “the Special Tree” from ALEXKANSAS’s monument mythos series on youtube, it can be found here:https://www.youtube.com/c/ALEXKANSAS)
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the grievers
date:27/12/3098
Item: the grievers
The grievers are a species of sapienoids found in the outer rim. These creatures are only found in levels that have some sort of graveyard or tombstone like area in them. They are usually found to wear clothes that are usually worn to a funeral with long hair that completely covers their face with a feminin body shape, though they can appear as both male and female. These creatures will usually be found near graves on their knees and appear to cry in a vaguely human tone while covering their face. They rarely are seen leaving this state besides to attack anyone who gets close.
The crying is merely an act to lure those with compassion close before pouncing on them with extreme force and tearing the prey to shreds whilst feasting on them. After a while, both will disappear and the grave the griever was crying on will have its name updated to that of their latest victim. The griever will then reappear in its original state crying again after 3 VSI days. A common belief is that the grievers are spectral entities that live at these graves. It is not uncommon for there to be multiple in places that would have over 150 graves (1 in every 30 will be a griever’s nest). But uncommon if the area has less than 100 graves and impossible if less than 20.
They are easily fended off by bright and/or flashing lights though unkillable. Should a large graveyard be found, it is recommended to bring a strong flashlight with a SOS mode to fend off any potential grievers nearby.
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the meat halls
Date: 38/5/7896
Item: the meat halls
The meat halls are a group of bizarre rooms, corridors, fields, and mountains that are their own level in the outer rim. It is accessible via a holographic prepared american hotdog that appears on levels that feature places that normally contain food (more specifically meat) which can include supermarkets, kitchens, bbqs, butcher shops, fast food restaurants, and gas stations.
When someone tries to consume the hotdog, they will be transported to the meat halls and the hotdog reappeared back in its original position without a single bite mark on it. The consumer is transported to a large pit, standing in front of a touch screen terminal with strange touch screens strapped to their arms that can let them leave the meat halls and/or it’s sub-levels whenever they want. The terminal has a list of places they can go to on it including the sampling platter, the grillhouse, the meat grinder, and something known only as take and hold.
The sampler platter seems to take place in some sort of desert or outback like area that features a few earthly firearms like a Winchester Model 1897 in Trench Gun configuration, a WW2 Thompson M1A1 smg each on a buffie like tray; The grillhouse is unique considering it is the only sub area that has doors and windows of any kind. Seems to be designed for breaching drills due to how the buildings in this enclosed area are set up; the meat grinder is a dark assortment of hallways and rooms that contain traps and large robots in the vague shape of hotdogs with onboard weapons, they attack anyone on sight. A mysterious voice can be heard within these halls that wants people to enter this labyrinth to locate three pieces of meat and throw them into a grinder;
take and hold is the strangest by far. It starts the subject inside a small, empty, warehouse with three holo touch screens on them. The left one allows them to pick what kind of “character” they want to pick. These can limit or expand the available earth originating firearms they can arm themselves with. The middle one allows them to pick how much health they have when the round starts, how the radar that will also appear on the subject’s wrist when the round starts will work whether or not a female ai will be with them during the run, and whether or not a music track will mysteriously play in their head. This also where the “sosigs” can have their combat still be changed. The last one has a selection of two maps with the first being an enclosed area designed for CQB and another for more long and extreme ranges taking place in a arctic military supercomplex.
The sosigs are one of the few entities that can appear in the meat halls. They are a species of giant hotdogs that have no limbs despite being able to move around and carry their weapons which are toy firearms based off of earth originating ones. Despite the sosig armory’s appearance, these still work as fully functional weapons, but use a special type of cartridge that smells like barbecue sauce. The sosigs appear to have at least basic military training and are adept fighters. Their origins are unknown. They seem to have mustard as a replacement for blood (tastes the same as mustard found in most grocery stores). They seem to be capable of speech, though communication attempts have failed. When the sosigs kill a subject, the subject gets taken to a score board and sees their name on a leaderboard as well as the score tally. The subject is given the choice of another round or. To return to the sublevel’s menu area.
The weapons in this place range from early firearms such as flintlock pistols and muskets, to modern weapons like the AKM and the Glock series as well as weapons in between like the Kar98 and the M60.
This area seems to present no danger and is a reservoir for ammunition and weaponry for the stranded to use.
This is Rust Ltd/Anton Hand’s very own Hot dogs Horseshoes and Hand grenades (H3VR). I try my best to integrate its existence into the backrooms (or as I like to call it, the outer rim) without it being too jarring or anysort! Everything mentioned above that isn't a specific firearm belongs to RustLtd/Anton Hand. If they ask, I will take it down!
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Date: 7/9/2222
item: spear of destiny
The spear of destiny is an ancient weapon created by a currently unknown member of the דעת ייחוד, it is some sort of laser weapon in the form of a spear. Like most technology created by the דעת ייחוד, it uses special plasmatic cells for it’s laser cannon built into the front of the spear to be active. This can be achieved via refilling two דעת ייחוד power cells and inserting them into the tanks on either side of the spear near the front, or an omniversal port on the very back of the spear. Despite requiring two fuel cells and the complex internals, it is very light, weighing 4lbs when fully loaded and 1lb when there are no cells in the spear’s tanks. This should weigh closer to 23lbs when fully loaded but there is clearly some form of enchantment with the spear itself.
The spear has runes that are commonly used by the maykrs, as well as runes from the sentinels on it’s blade, this implies that the spear of destiny was blessed in some way by a maykr and/or a sentinel which caused it to obtain it’s supernatural effects such as it’s extremely light weight. It is deemed as a holy weapon by most as it seems to be able to kill demonic or dark creatures extremely well, such as smilers or any resident of hell. It’s laser cannon can be activated and deactivated via a switch near the tip, causing the tip itself to split into four pieces and orbit around the front of the cannon (these pieces speed up rapidly when it is fired). The firing mechanism is a button just within the user’s main arm’s reach that forces the spear to fire a continuous beam of energy when the cannon is active (does nothing when the laser cannon is off).
The current whereabouts of the spear of destiny is unknown and is currently being searched for.
This is my attempt to bring the spear of destiny into modern wolfenstein lore as a weapon made by the Da'at Yichud (they are also known as the דעת ייחוד in hebrew) due to the already vague connections between the wolfenstein games and the doom games, i feel like this could help make it a better connection between the two and help update the weapon in both appearance and usability in modern wolfenstein.
Wolfenstein, doom, and any groups from either series are owned by bethesda softworks, machine games, and ID software. If they ask, I will take it down!
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Date: 24/3/4098
Item: erli’krs
Common rodents of the planet Mir’lngl’, these hexapedal creatures typically can be found in forest and urban areas. They have two feet instead of a tail, two pointing forward and one on each side of the rodent with each pointing away from the body. Erli’krs are capable of phasing through walls (which replaces the need for any sort of hole to be made.) making it hard for someone to discover whether or not they have an infestation. Their diet has developed from pure herbivore to omnivore and can be found consuming most things they can get their teeth on such as wires, standard food, metal, plastic, and wood. It's not uncommon for someone to be literally be eaten out of house and home by a single family of erli’ki. These seem to have an ever expanding menu of consumable items, causing them to become more and more of a danger to most inhabitants, despite how low on the food chain they are normally found.
Recent reports show that they seem to have incorporated Wi’’link’culliunf (the hyper intelligent species of Mir’lngl’) flesh into their menu as the central skeletal system of two were found in the aftermath of an Erli’kr infestation. This is extremely alarming due to the amount that is theroised to exist on Mir’lngl’. Erli’krs consume with vertically inverted spine and rib cage that opens up at the top of the creature’s back with the spine being used as a hinge for the jaws, they have no mouths on their heads, and jump onto their target with their mouth wide open to start gnawing on their target. So far, there has been approximate 1,074 incidentents of homes being consumed by erli’krs daily, with this new problem only having happen 3 times the past month (though that is expected to increase).
Currently we are planning to make ships with alternian design due to the high biological intensity of alternia design. Erli’kr cannot phase through biological or living things like grass or most alternian technology. We should have enough ships built within the next few years.
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