From the glowing streets of Hope Bay to the noise of The Circuit, Zorhros is more than a desert world — it is where friendships form, rules get tested, and legends begin.
Life Beneath the Red Sun
If you’re a teenager on a desert planet, there comes a certain age when watching the world happen without you gets old.
At the Circuit, one clean scan at 17 means you’re not a kid peeking through the glass anymore. You’re in — past the noise, past the rules, past the people telling you to wait your turn.
Fake IDs? Tried. 🙄
Borrowed comm-bands? Please. 📡
Ridiculous disguises? Really? But honestly, points for effort. 🥸
But the door knows your age.
And when that door opens, everything in your life changes.
Ruck Is Coming!
The Arena Opens 2027...in Book 2
Ruck is the fastest, roughest game on Zorhros — part race, part strategy, part controlled disaster.
Played on skivs at breakneck speed, two teams battle to capture the Core, a heavy, off-balance velithium ellipse that twitches, rebounds, and never quite flies where anyone expects. Players use a long-handled ruck fitted with a magnetic ring called a thrin to trap, pass, steal, and thread the Core through a narrow Core Slot barely wider than the Core itself.
Each side fields ten riders: runners, breakers, sweepers, enforcers, a field marshal, and a keeper guarding the Core Box. The rules forbid tackling and grabbing, but that still leaves plenty of room for cutoffs, skiv slams, ruck strikes, lane crowding, and the kind of “acceptable violence” that makes fans roar and med-techs nervous.
A great player does not just shoot.
A great player threads the Core.
And in Ruck, one clean threading can change everything.