Content Advisory
The Fenris section contains graphic depictions of human nudity and monstrous entities with body horror elements, reflecting the primal nature of these beings in the Nucleus universe.
This content portrays the existential horror of Radi-Mons as they appear in the story, presented as a narrative element rather than for shock value. Visitors should be 18+ to view this content.

Fenris Horde
Created on Europa and currently ruling the Nordic Commonwealth, the Fenris Horde is one of the Three Prime Hordes, renowned for its sheer physical strength and strategic prowess. Occupying Titan (Saturn’s largest moon) and the northern hemisphere of Mars, it stands as a symbol of dominance in the Radi-Mon collective.
Eschewing psionic abilities, the Horde focuses on unmatched physical force. Skarn’s leadership has forged an army known for its relentless endurance. A significant achievement of the Horde is the Siege of Oslo, where it displayed its strength, transforming the city into its new breeding ground on Earth. This conquest expanded the Fenris’s terrestrial influence and demonstrated its capability for large-scale assaults. The Fenris Horde, epitomizing brute force and tactical acumen, is a central pillar of power within the Radi-Mon factions, commanding respect and fear across the Five Realms of Sol System.




Bone Fiend
Bone Fiends are fast, agile, and terrifying creatures that serve as the disposable cannon fodders and scouts within Radi-Mon clusters. They are often encountered in packs numbering from a dozen up to several dozens, making them a significant threat in large numbers but fairly disposable in the grand scheme of things.
Despite their fearsome appearance and predatory nature, Bone Fiends display a peculiar reaction to apple juice. When exposed to the scent or presence of apple juice, they become noticeably disoriented and hesitant, often retreating from the area entirely. This strange vulnerability was discovered by accident when an Alliance marine spilled his canteen during an engagement, causing nearby Bone Fiends to scatter in apparent distress.
Even more fascinating is their response to matcha and green tea – when these substances are somehow administered to a Bone Fiend in sufficient quantities, the creature undergoes a remarkable transformation, becoming docile and even breaking free from the Hivemind’s influence. As such, frontier settlements have begun cultivating apple orchards and establishing green tea gardens as unconventional defensive measures.

Skuggr
The Skuggr are insectoid Radi-Mons, blending the resilience of cockroaches with the agility of large hounds. Engineered by the Hivemind from Earth’s cockroaches, these units serve as the Genesis Horde’s primary ground-based ranged attackers. Skuggr can launch streams of corrosive bile from their mouths, capable of dissolving enemy armor and flesh over time. This makes them effective for weakening enemy defenses before a melee assault. Their chitinous exoskeletons allow them to move quietly and blend into their surroundings, making them excellent for ambush tactics, and to survive in a variety of harsh environments, including the vacuum of space.
Skuggrs possess an inexplicable fascination with reflective surfaces. When confronted with mirrors, polished metal, or even still water, they become entranced, often spending minutes staring at their own reflections in apparent confusion. This behavior is believed to stem from some vestigial recognition response in their insect-derived neural pathways. Some Directorate research suggests that prolonged exposure to their own reflection can actually induce a form of identity crisis in Skuggrs, temporarily disrupting their connection to the Hivemind.
Kraken
Krakens serve as the Fenris Horde’s telepathic coordinators and, at mature stages, mobile staging platforms for deep space operations. Mutated from Earth’s deep-sea cephalopods—giant octopus and colossal squid—these creatures retain their ancestors’ intelligence while gaining psionic capabilities that make them invaluable battlefield assets.
Krakens grow continuously throughout their lifespan, with size determining tactical role. Juveniles reach bus-sized proportions and handle tunnel warfare and urban infiltration. Adults grow to building-sized and coordinate dozens of lesser Radi-Mons across complex terrain. Elders—battlecruiser-sized specimens representing decades of cultivation—are rare strategic assets. As of 2295, the Fenris Horde possesses twenty confirmed Elders across the Seven Realms.
Under Kraken coordination, Radi-Mon packs exhibit tactical behaviors impossible for leaderless groups: flanking maneuvers, feigned retreats, coordinated strikes against priority targets. A single Adult can elevate a rabble of Bone Fiends into a disciplined fighting force. Eliminating the Kraken causes immediate degradation in pack cohesion, making them priority targets in any engagement.
A Kraken’s arms can crush armored vehicles and its beaks can breach hull plating, but it flees when seriously threatened rather than fight to the death. Concentrated fire on a Kraken typically sends it retreating, abandoning whatever forces it was coordinating. Bounty rates reflect this: $120 Atomic Dollars per confirmed Juvenile kill, while Adult and Elder specimens are classified as strategic threats requiring military response.
Breathing Fortress
Elder Krakens possess a unique Void-attunement spell called Tómhvelfing (“Void Vault”) that generates a localized atmosphere bubble, allowing Fenris forces to operate in vacuum without protective equipment. The spell requires continuous channeling, consuming Aether every second—only Elders possess sufficient reserves for extended operations. This capability transforms them into biological boarding craft, positioning against target vessels while Draugs cut through armor plating, all breathing normally within the field. If the Kraken dies or exhausts its Aether, the bubble collapses instantly.
Swallow the Scrotum!
Krakens replenish Aether by consuming humans alive, absorbing life force through digestion. Young adult males provide the greatest yield—xenologists theorize this correlates with semen volume and quality, the body’s most Aether-dense fluid stored in men’s testicles. A well-fed Elder can sustain Tómhvelfing almost indefinitely if regularly supplied with such feedings.
Obey the Ovum!
Krakens respond almost exclusively to female Draugs and ovulating women. Primarch Skarn is the sole male capable of directing them, a distinction reinforcing his authority within the Horde. Xenologists theorize that women and Draugs who retain human feminine biology secrete specific pheromone signatures that trigger obedience responses. This bonding pattern explains why the Horde maintains female Draugs despite their generally lower physical combat capability. A female Draug commanding an Elder Kraken and its associated swarm is a strategic asset far exceeding her individual strength.
Similarly, the raw body odor of a naked woman during her fertile, ovulating phase can soothe even an enraged Elder. Any female Draug or healthy adult woman may let a Kraken embrace her with its arms to grant direct control over proximate Fenris creatures. The control holds as long as her skin and the Kraken’s suction cups remain in contact.



As long as the woman’s skin and the Kraken’s suckers maintain contact, she may direct the Radi-Mons through mental will and verbal commands.




Sky Shredder
The Sky Shredder is a formidable airborne Radi-Mon, resembling a dragonfly with the wingspan of a small aircraft. Conceived on Titan, the Sky Shredder was the Hivemind’s strategic response to the Neptunians’ dominance in the skies. Modern Sky Shredders are efficiently mass-produced in Genesis Ponds, their genesis a testament to the Hivemind’s ability to unlock and manipulate specific genetic markers.
While easy to generate in vast numbers, Sky Shredders are not particularly robust. Their acidic assaults can be effectively neutralized by the modern titanium armors equipped by military forces. Nevertheless, en masse, they become a formidable challenge. Additionally, their capacity to thrive at high altitudes poses a significant risk to civilian aviation, as they encroach upon the pathways of international flights, transforming them into inadvertent predators of the skies.

Jǫtunn
The Jǫtunn is a testament to the Hivemind’s ability to twist Earth’s fauna into tools of war. Originating from the African Savanna Elephant, this gargantuan creature has been transformed at the nefarious Genesis Pond into a walking fortress of destruction. Its skin has mutated into a thick, almost impenetrable hide, rendering it immune to most forms of ballistic weaponry. The creature’s most distinctive features are its massive, elongated tusks, now reinforced and sharpened. These tusks can easily penetrate the toughest of titanium armors, making the Jǫtunn an unstoppable force during sieges.
Despite its ferocity and seemingly uncontrolled rage, the Jǫtunn can be directed by a female Draug or a psionic woman in her ovulation period.

Ormheimr
The Ormheimr stands as the Hivemind’s most disturbing achievement—a living gateway torn from the screaming flesh of fallen creatures and humans. This pulsating mass of fused biomass creates stable wormholes between worlds, its maw large enough to vomit forth dozens of Radi-Mons simultaneously. Each Ormheimr portal writhes with the half-formed faces of its components, their mouths frozen in eternal agony.
Summoning requires a psion of high authority within the Hivemind’s hierarchy, their psionic might forcing the amalgamated flesh to tear reality itself. Once opened, the portal remains operational for mere minutes—enough time to deploy entire war packs or execute rapid retreats across cosmic distances. The science defies human comprehension: biomass somehow achieving what quantum physics cannot, living tissue bending space-time through pure suffering. Once going dormant, an Ormheimr can be used again with the original summoner’s Aether ‘fingerprint’. This technology is shared with any Radi-Mon Horde allied with the Fenris.
The construction process horrifies even hardened soldiers. Fresh corpses—human and Radi-Mon alike—are liquefied and reformed, their genetic material woven into a singular organism that exists in perpetual torment. This agony fuels the portal’s function, each scream powering the dimensional breach. When the Ormheimr closes, it leaves behind putrid flesh and the lingering psychic echo of its victims’ final moments.


Vöxtr (Vuhk-stir)
The Breeding Machine
Vöxtr — Jǫturmál for “womb storm”—are the Fenris Horde’s organic engines of conquest, hulking devices fused from Radi-Mon flesh, Europa’s crystalline shards, and bio amplifiers. Roughly rover-sized, these machines lie dormant until fueled by human captives, then pulse to life, spawning packs of Fenris Radi-Mons. A healthy, nubile woman must be connected to the Vöxtr to make it functional.
Activation demands captives: men for seed, a woman as core. Men connect via their cocks—tendrils coil around shafts, stroking with rhythmic pulses that spike arousal to excruciating peaks. Draugs, their penises massive and tireless yet sterile from transformation, yield dormant semen that the Vöxtr awakens it with psionic surges, mixing loads into a thick, white slurry. Human males add viable bulk, milked dry in waves of release.
The woman plugs in fully: restraints bind her as tubes invade all three holes: vaginal for direct fertilization, oral for Aether-laced nutrients, anal to cycle waste and amplify stimulation. This tri-interface floods her with psionic energy, hijacking her cycle to trigger hyper-ovulation: ovaries release dozens of eggs at once, far beyond natural limits. The slurry pumps in relentlessly, bloating her as sperm fertilize en masse. Eclipse waves accelerate gestation—embryos divide rapidly, splitting into hybrids that extrude in hours, not months. Her body warps under strain: breasts swell to nourish spawn, hips widen for birth ports, nerves fire in endless, mind-shattering climaxes that harvest her ecstasy as fuel.
Eventually, the Jokull Horde, a sworn enemy of Fenris, will rise to power after a more benevolent and humane version of this device is invented.
Draug
Draugs serve as the Fenris Horde’s elite enforcers. Faster and more cunning than baseline Radi-Mons, they hunt high-value targets, infiltrate colonies, and spearhead invasions. Once human, now horrors, Draugs blend remnants of their past selves with horde mutations, their forms a grotesque fusion of flesh and chitin.
Both sexes can transform into Draugs, though the process remains a mystery to humanity. Whispers of psionic rituals or viral infusions circulate, but no survivor has confirmed the truth. The change grants superhuman strength, allowing them to rend armor or leap vast distances. Immortality follows: wounds regenerate swiftly, age halts, and they endure vacuum or toxic worlds without breath, their nostrils vestigial amid mutated lungs that draw sustenance from psionic energy.
Male: Slayers
Male Draugs retain sexual function: phalluses swell to hard, corded size, fit for lengthy thrusts. Their semen, dense and copious, lacks fertility unless processed by a Vöxtr, though it carries a potent scent that calms human females and induces urges for sexual intercourse. Many male Draugs employ this effect to subdue women, and most engage in mating with captives to fulfill their base needs.
Female: Ensnarers
Female Draugs are uncommon—those with ample mammary capacity are favored for transformation. Most gain a strong body odor that can be psionically amplified to induce overwhelming sex drives in male humans (though men with low Libido are usually immune). Many also develop the ability to produce breast milk and vaginal fluids at considerable volumes, these liquids usable as psionically charged projectiles in specialized spells, ejected from nipples or vagina according to the caster’s intent. Like the males, they are infertile. This bodily alteration dulls their former sensibilities, rendering typical sexual contact unsatisfying. Many female Draugs rape male captives or connect themselves to a Vöxtr, letting the breeding machine’s probes saturate and excite every opening, rekindling sensations their altered bodies had lost to time.










