The Forsaken (lore book)

The Forsaken (lore book)

A Story by DarkQuill
"

a book detailing the lore and creatures of the story "The Forsaken", this is within the journal of Luck and are his drawings.

"

Entry #001: The Firstborn

  • Classification: Original Carriers

  • Threat Level: Terminal

  • Height: ~6,000 ft, immobile

  • Appearance: Towering, featureless giants; limbs like collapsed infrastructure; emit continuous low drone

  • Behavior: Do not move; act as organic transmitters linking all Carriers; drone warps memory and perception

  • Habitat/Range: Visible across skylines, monuments of the Dead Zone

  • Known Weaknesses: None observed; theorized that silencing one could disrupt the hive mind

  • Survival Tip: Do not approach. Do not record the drone. Do not remember.


Luck’s note: “They don’t hunt. They hum. And the world obeys.”

Entry #002: Whisperers

  • Classification: Scouts / Biological Alarms

  • Threat Level: Severe

  • Height: ~10 ft, hunched

  • Appearance: Thin, insect-like limbs; smooth, featureless head with slit mouth

  • Behavior: Silent movement; emit pulses felt in bone; shriek to summon Carriers

  • Habitat/Range: Ruins, metro tunnels, outskirts of Carrier zones

  • Known Weaknesses: None; vanish after summoning reinforcements

  • Survival Tip: If you feel a pulse in your ribs, hide. The giants are coming.


Luck’s note: “They don’t kill. They call. And when they call, death follows.”

Entry #003: Lantern Maw

  • Classification: Lures / Illusion Predators

  • Threat Level: High

  • Appearance: Shadowed body with glowing throat; silhouette sometimes resembles a child

  • Behavior: Emits lullaby-like sounds in reverse; glow draws survivors closer; moves silently through snow

  • Habitat/Range: Metro entrances, snowfields, abandoned streets

  • Known Weaknesses: Light fades when confronted; rarely attacks directly

  • Survival Tip: Never follow the glow.


Luck’s note: “I thought I saw a child inside it. I didn’t look twice.”

Entry #004: Husk Weaver

  • Classification: Cocoon Makers

  • Threat Level: Severe

  • Appearance: Spider-like, bone-clicking legs; weaves cocoons around living prey

  • Behavior: Scuttles across ceilings; immobilizes victims in husks; unknown purpose of cocoons

  • Habitat/Range: Metro tunnels, collapsed structures

  • Known Weaknesses: Vulnerable when weaving; but approaching is suicide

  • Survival Tip: If you hear clicking above, don’t look up.


Luck’s note: “I told myself it was too dangerous. Truth is, I couldn’t move.”

Entry #005: Crowned Wretch

  • Classification: Berserk Mutant

  • Threat Level: Extreme

  • Appearance: Skull split open like a flower; exposed pulsing brain; bone blades jutting from arms

  • Behavior: Drops from above; shrieks psychic pulses that disorient and bleed victims; attacks with terrifying speed

  • Habitat/Range: Ruins, ambush zones, cultist hunting grounds

  • Known Weaknesses: None confirmed; vanishes after combat

  • Survival Tip: If you hear wet clicking, pray it’s not above you.


Luck’s note: “It carved through them like paper. Then it screamed at the sky.”

Entry #006: Carriers

  • Classification: Eternal Pursuit Units

  • Threat Level: Absolute

  • Height: ~100 ft

  • Appearance:

    • Smooth, featureless head

    • Straighter, functional limbs built for endurance

    • Elongated fingers and toes; posture rigid, almost statuesque

    • Skin pale and semi-porous, like stretched clay over bone

  • Behavior:

    • Hunt endlessly once a target is marked

    • Blind and deaf-do not rely on traditional senses

    • Track via unknown resonance signature, possibly linked to Firstborn drone

    • Never sleep, never retreat, never lose the trail

  • Habitat/Range:

    • Dead Zone interiors, snowfields, collapsed districts

    • Can traverse any terrain; appear wherever marked prey flees

  • Known Weaknesses:

    • None. No confirmed damage, no deterrents, no escape once marked

  • Encounter Notes:

    • Marking may occur via Whisperer pulse, Forsaken contact, or proximity to signal nodes

    • Survivors report hallucinations, fatigue, and auditory bleed as Carriers close in

    • Drone deepens when they arrive-some say it “tunes” to your heartbeat

  • Survival Tip:

    • If you’ve been marked, there is no survival. Only delay.

    • Burn your trail. Bury your name. Pray they forget.



Luck’s note: “They don’t see you. They don’t hear you. They just know. And they never stop.”

Entry #007: The Mark

  • Classification: Resonance Seal

  • Threat Level: Absolute

  • Appearance:

    • A faint spiral or burn scar etched into the forehead

    • Sometimes glowing faintly under Carrier drone

    • Cannot be removed, fades only with death

  • Behavior:

    • Once placed, the Mark binds the victim to the Carrier network

    • Acts as a beacon - Carriers will hunt the marked until death

    • Victims report auditory bleed, hallucinations, and fatigue as the Mark “tunes” to the drone

    • Blind and deaf Carriers lock onto the resonance, never losing the trail

  • Habitat/Range:

    • Appears after Whisperer pulses, cultist rituals, or Forsaken contact

    • Survivors often discover it too late, when the hunt has already begun

  • Known Weaknesses:

    • None. No removal, no cure, no escape once marked

  • Encounter Notes:

    • Cultists brand themselves willingly, believing it grants communion

    • Survivors marked against their will rarely last more than a week

    • Some claim the Mark can spread - those who touch the branded feel echoes in their own skull

  • Survival Tip:

    • If you bear the Mark, you cannot survive.

    • Burn your trail. Bury your name. Pray they forget.



Entry #008: Utopia

  • Classification: Capital of Civilization

  • Threat Level: None (Internal) / Terminal (External)

  • Gate Specs:

    • Height: 50 ft

    • Thickness: 2 meters

    • Scanning Protocols: T-virus dormant strain, forehead Mark resonance

  • Interior Description:

    • Floating vehicles, holographic signage, clean infrastructure

    • High military presence; low crime

    • Citizens live in comfort, monitored and regulated

    • TVRS patrols enforce order with lethal efficiency

  • Exterior Perimeter:

    • Overgrown ruins, home to Forsaken with retained humanity

    • Entry denied to unmarked, poor, or infected

    • Surveillance towers and drone patrols monitor the outskirts

  • Behavioral Protocols:

    • Carrier proximity triggers lockdown; all citizens shelter until cleared

    • Marked individuals are denied entry or terminated

    • TVRS units authorized to execute on perceived threat without trial

  • Survival Tip:

    • If you’re poor, infected, or marked - Utopia is not salvation. It’s a wall.



Luck’s note: “They call it paradise. I call it a prison with prettier lights.”

Entry #009: TVRS Patrols

  • Classification: Tactical Enforcement Division

  • Threat Level: Variable (Lethal when provoked)

  • Unit Designation: Echo Bravo, Delta Crown, Omega Line

  • Appearance:

    • Black armor with mirrored visors

    • Shoulder-mounted scanners for Mark and T-virus detection

    • Standard-issue rifles, stun batons, and disposal blankets

  • Behavior:

    • Patrol Utopia’s perimeter and interior districts

    • Scan all entrants for infection and resonance

    • Authorized to execute civilians deemed “armed and dangerous”

    • Bodies are covered and removed within minutes

  • Protocol:

    • “Scan. Confirm. Neutralize.”

    • No trial, no warning - presence of weapon triggers termination

    • Radio codes used to sanitize reports: “Echo Bravo 2-2-5. Terrorist neutralized.”

  • Habitat/Range:

    • Utopia gates, bread lines, refugee checkpoints

    • Occasionally deployed to outer ruins for containment

  • Known Weaknesses:

    • Emotionless but not infallible - some hesitate when confronted with unarmed resistance

    • Scanners can be spoofed with high-frequency interference (unconfirmed)

  • Survival Tip:

    • If they scan you twice, run.

    • If they speak in code, someone will die.



Luck’s note: “They don’t ask questions. They just clean the street.”

Entry #010: The Devils Child

Classification: Origin Beast / Mutation Catalyst Threat Level: Cataclysmic

Height: ~9 ft (quadrupedal); variable post-mutation

Appearance: Massive, bear-like body soaked in blood. Antlers branch like twisted bone, eyes glow red with unnatural heat. Front limbs resemble an elk’s, hind legs thick and predatory. Jaw structure shifts - sometimes crocodilian, sometimes human. Skull resembles a deer’s but warped, stretched, and split.

Behavior:

  • First contact aboard Virelia during crew blackout.

  • Displays extreme aggression; known to consume internal organs.

  • Mutation spreads through proximity - infects dying fauna, reshapes anatomy.

  • Later sightings show hybrid forms: deer with bear limbs, rabbit ears, feline eyes.

Habitat/Range: Originally confined to Virelia. Later escaped into Dead Zone perimeter forests. Mutation trail traced through wildlife and wreckage.

Known Weaknesses: None confirmed. Bullets slowed it; final death unclear. Remains found decades later suggest dormancy, not defeat.

Survival Tip: If it looks like prey but moves like a predator, do not approach. Mutation is not always visible.


Luck’s note: “It didn’t evolve. It arrived. And everything after it started to rot.”


© 2025 DarkQuill


Author's Note

DarkQuill
read The Forsaken, this is an accompaniment to that story

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Added on November 18, 2025
Last Updated on November 19, 2025

Author

DarkQuill
DarkQuill

Rutherford, NSW, Australia



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I'm new to writing stories and am looking to have people who can see my work, I'm currently working on a story that I think is too promising to sit in my files more..