Jurassic park

Sci-FiNo MagicHeroicGritty
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Nov 2025

In a near‑modern world where cutting‑edge biotech resurrects extinct species, a glittering island park becomes a high‑stakes laboratory of corporate ambition, human hubris, and unpredictable biology, while a fragile containment system teeters on the brink of catastrophic failure. When a power outage unleashes engineered dinosaurs into the jungle, survival hinges on navigating corporate intrigue, legal quagmires, and the raw, adaptive force of nature that refuses to be tamed.

World Overview

Jurassic Park — World Overview Premise: A near-modern world where cutting-edge biotechnology resurrects extinct species—most famously dinosaurs—for profit and spectacle. No magic here, just human hubris wearing a lab coat. Magic Level: None. This is hard (well… daring) sci-fi biotech. Technology Level: Late-20th to early-21st century baseline with frontier advances in: • Genomic reconstruction from ancient DNA (amber-preserved samples, gaps patched with modern genomes). • High-throughput cloning, engineered sterilities/contingencies. • Automated park infrastructure: electric fences, tracking, security systems, visitor transport. Unique Elements that Set It Apart: • De-extinction at scale: Dinosaurs and other Mesozoic fauna return as engineered organisms, not perfect replicas. • Island testbeds: Privately controlled sites (e.g., Isla Nublar, Isla Sorna) isolate biohazards—until they don’t. • Control illusions: “Failsafes” (like lysine contingencies) and corporate SOPs routinely collide with chaos theory and animal behavior. • Ethics vs. economics: Shareholders, scientists, and handlers pull in different directions; the creatures aren’t stakeholders—yet. Tone & Genre: Tech-thriller survival: awe and wonder undercut by systemic risk, corporate secrecy, and nature asserting itself. Factions & Forces: • InGen & successors: IP owners, park operators, biotech visionaries/culprits. • Rival corporations/agents: Industrial espionage and data theft amplify dangers. • Scientists & handlers: From idealists to pragmatists, often outpaced by their own breakthroughs. • The Animals: Intelligent, adaptive, not monsters—just doing what life does. Key Locations: • Visitor parks: High-gloss attractions with hidden fragility. • Breeding & quarantine facilities: Labs, hatcheries, and pens—ground zero for “unexpected outcomes.” • Wild zones: Storm-torn jungles, broken fences, shifting territories. Rules of the World (Soft Systems): • DNA is guesswork: Behavioral and physiological surprises are common. • Complex systems fail in complex ways: Redundancy helps—until cascading failures start. • Nature adapts: Expect learning predators, shifting hierarchies, and ecological ripple effects. What Stories Fit Here: • Containment ops after a systems outage. • Ethics reviews turned field rescues. • Corporate espionage amid a storm-cut power grid. • Wildlife relocation from island to safer habitat—if that exists.

Geography & Nations

Geography & Nations — Jurassic Park (Books & Films) Sovereign “Nations” (real jurisdictions that matter) • Costa Rica (core setting): Controls the maritime zone around the islands. Ports/airfields on the Pacific coast funnel staff and supplies. CR authorities show up whenever things go boom (or bite). • United States (corporate/legal gravity): InGen’s corporate base (book: Palo Alto), investor/board drama, courtrooms, and PR. Key mainland sites: San Diego (film: ill-fated amphitheater & the 1997 incident), Montana Badlands (Grant’s digs), and Northern California (film: Lockwood Estate). • Dominican Republic (books & film): Amber mines supplying the mosquitos that start it all. • Later films add: Italy (Dolomites) — Biosyn Valley; Malta (Valletta) — dino black market hub; U.S. Sierra Nevada — off-grid homestead/sanctuary pockets. ⸻ Island Realms (“Kingdoms” of the Setting) Isla Nublar — Site A (books & films) • Role: Showcase park (Jurassic Park → Jurassic World). • Signature features: • Visitor/Control Complex: (book: lodge/center; film: iconic Visitor Center; later, JW’s Innovation Center and resort “Main Street”.) • Paddocks & Sectors: T. rex paddock, raptor enclosure, sauropod/herbivore plains, maintenance roads, river crossings. • Transit & Utilities: Dock (the infamous East Dock), maintenance harbor, power plant, monorail (JW era). • Water & Spectacle: Mosasaurus Lagoon (films). • Geology (films): Mount Sibo, an active volcano that redefines the map in 2018. • Canon split: • Book: Nublar is napalmed by Costa Rican forces at the end of Jurassic Park (island effectively lost). • Films: Nublar survives the ’93 incident, is rebuilt as Jurassic World (2015), then is devastated by Mount Sibo (2018). Isla Sorna — Site B (books & films) • Role: Industrial cradle and ecological wild card. Breeding, rearing, and field-testing before transfer to Nublar. • Signature features: • Worker Village/Operations Center: Ghost-town labs, embryo cold storage, generator rooms. • Game Trails & Long Grass Plains: Big-herd set pieces; raptor ambush country. • Harbor/Airstrip Remnants: Abandoned but exploitable by poachers and “rescue” crews. • Aviary & River Gorges: (films, esp. JP3) sheer cliffs, fog, and pterosaurs. • Canon split: • Book (The Lost World): Sorna is the main stage after Nublar’s destruction. • Films: Sorna hosts the 1997 expedition and later suffers population crashes/poaching; many animals were moved (or stolen) over time. Las Cinco Muertes — “The Five Deaths” (films) • Role: The wider archipelago around Sorna. • Note: Only Sorna is thoroughly depicted on-screen; the rest are mostly cartographic whispers—use them as blank-map canvases for side stories, poacher camps, or feral populations. ⸻ Mainland Anchors (Cities & Sites that shape the plot) • San José, Costa Rica: Administrative hub; medevac, permits, and government control centers. • Pacific Coast Ports (CR): Staging for supply ships and hush-hush cargo. • San Diego, California (film): Planned Jurassic Park arena; site of the T. rex waterfront fiasco. • Palo Alto/Silicon Valley (book): InGen HQ, boardrooms, and lawsuits. • Northern California (film): Lockwood Estate—museum-like manor, secret labs, auction venue. • Valletta, Malta (film): Black market nexus; raptor alleys and chase set pieces. • Dolomites, Italy (film): Biosyn Valley—a vast, mountainous reserve/lab complex with its own micro-biomes and containment network. • Montana Badlands (both): Academic gravity well for paleontologists (Grant/Sattler), a moral counterweight to InGen. ⸻ Biomes & Landmarks (how the land itself “plays”) • Volcanic Tropics (Nublar, films): Jungle ridges, ash fall, sudden lava flows—great for time-pressure scenarios and habitat upheaval. • Wet Forest & River Systems (Nublar/Sorna): Fordable rivers, dilapidated bridges, and dense canopy; perfect for ambush predators and lost convoys. • Open Grass Game Trails (Sorna): Herd migrations, stampedes, helicopter drops—line-of-sight drama and pack tactics. • Cliffs & Gorges (Sorna): Deadly verticality; aviary nets, cable cars, and broken catwalks. • Coastal & Lagoon Zones (Nublar): Docks, mangroves, and deep-water access—Mosasaurus hazards and smuggler routes. • Alpine Reserve (Biosyn Valley, film): Switchbacks, conifer forests, karst caves; containment rings that can fail in domino fashion. • Urban/Industrial Pockets (San Diego, Valletta, Lockwood): Tight streets, crowds, and hardware (cranes, trucks) that become improvised tools or traps. ⸻ Who “owns” what (useful for borders & conflict) • Costa Rican Government: Territorial waters, emergency authority, quarantines, air/naval enforcement. • InGen / Masrani Global (films): Leases, corporate security, NDAs; glossy infrastructure with fragile dependencies. • Biosyn (films): A near-sovereign corporate enclave (Biosyn Valley) with international cover and big-tech opacity. • Poachers/Black-Market Syndicates (films): Shadow “micro-states” that control docks, safe houses, and airstrips. • Wild Populations: Post-2018, animals establish de facto territories across North America, Europe, and island chains—unofficial “kingdoms” that ignore human borders. ⸻ Quick canon notes for GMs/writers • Books: Nublar destroyed; Sorna = sequel sandbox; CR military presence is decisive. • Films: Nublar rebuilt then lost to Mount Sibo; Sorna ebbs as animals are moved/poached; late era expands to San Diego → Lockwood (NorCal) → Malta → Biosyn (Dolomites) with global spillover.

Races & Cultures

Races & Cultures — Jurassic Park (Books & Movies) 1) Humans (the only sapient “race”) A. Corporate Biotech Blocks • InGen / Masrani (books+films): Culture: glossy optimism, safety theater, NDAs, control dashboards. Territory: Isla Nublar (Site A), Isla Sorna (Site B), mainland HQs (Palo Alto—book; San Diego & Jurassic World resort—films). Relationships: Constant tug-of-war with regulators; internal schisms between showmen (Hammond/Masrani) and risk-minded staff. • Biosyn (mostly films, hinted rivalry in books): Culture: secrecy, IP raids, “disruptor” rhetoric. Later becomes a near-sovereign enclave (Biosyn Valley, Dolomites). Territory: European mountain reserve + global influence. Relationships: Corporate predator vs. InGen; uneasy with governments; uses black-market intermediaries. B. Scientists & Field Teams • Paleontologists, veterinarians, behaviorists, engineers (Grant, Sattler, Wu, Harding, etc.) Culture: evidence-driven, argumentative, weirdly brave. Territory: Digs (Montana), labs, hatcheries, on-island clinics. Relationships: Ping-pong between curiosity and ethics; often end up rescuing everyone when systems fail. C. Governments & Law • Costa Rica (coast guard, army, civil aviation), U.S. agencies, international regulators. Culture: public safety first, liability next, PR always. Territory: CR mainland ports/airfields; jurisdiction over Nublar/Sorna waters. Relationships: Clamp down after incidents; in the book, Costa Rica decisively napalms Nublar. In films, slower, political responses. D. Black-Market Networks & Poachers (films) • Culture: opportunistic, mobile, paramilitary edges. Territory: Malta (Valletta market), clandestine docks, airstrips; later, poaching corridors worldwide. Relationships: Feed off corporate leaks and biosurplus; hunted by authorities, courted by villains. E. Public: Tourists, Media, Activists • Culture: awe, outrage, sensationalism—pick two. Territory: Resorts, ferry routes, courtrooms, social feeds. Relationships: Kingmakers by optics; can trigger shutdowns or reopenings. ⸻ 2) Engineered Animals (species “races” with distinct social patterns) Note: They’re bio-engineered (gaps filled, traits tweaked). Expect surprises. Books: Nublar destroyed; Sorna becomes the wild cradle. Films: Nublar rebuilt then lost to Mount Sibo; Sorna ebbs; later, global spillover + Biosyn Valley. Apex Theropods • Tyrannosaurus rex Culture: solitary adults, strong parental behavior in some portrayals; visual-motion attention, territorial at kill sites. Territory: Nublar T. rex paddock & central routes; Sorna lowland ranges; mainland cameos (San Diego). Relations: Displaces mid-tier predators; humans = occasional snacks/obstacles. • Giganotosaurus (films, late) Culture: dominant apex; confrontational. Territory: Biosyn Valley highlands. Relations: Apex vs. apex drama (rexes/therizinosaurus). Pack Hunters • Velociraptor lineages (several morphs) Culture: hierarchical packs, problem-solving, vocal coordination; cultural “learning” across cohorts (films strongly). Territory: Nublar raptor pens; Sorna long-grass plains & worker village; later, smuggler compounds and mainland enclaves. Relations: Frequent primary antagonists; can fixate on human tools/habits. • Indominus rex / Indoraptor (films) Culture: hybridized intelligence, heightened aggression, tool-like forelimbs, thermal/camouflage tricks (Indominus). Territory: Nublar restricted paddock (I. rex); Lockwood Estate/auction chaos (Indoraptor). Relations: Break the food web; outcompete natives; existential threat to containment. Herd & Grazer Clades • Sauropods (Brachiosaurus, Apatosaurus, etc.) Culture: loose herds, sentinel behaviors; high awe-factor. Territory: Open plains, migration corridors; Nublar’s Gyrosphere Valley (films). Relations: Trample fences, reshape paths; attract/anchor ecosystems. • Ornithopods (Gallimimus, Parasaurolophus, etc.) Culture: flocking/herding; stampede dynamics. Territory: Game trails, river flats. Relations: Prey base; panic cascades endanger humans. • Ceratopsians / Stegosaurs / Ankylosaurs Culture: defensive herds, strong maternal instincts; can mob predators. Territory: Edge habitats between forest and grass. Relations: Territorial; roadblocks with horns, clubs, and plates. Small Predators & Scavengers • Compsognathus (Compys), Dilophosaurus (films spit variant) Culture: swarm or ambush behaviors; curiosity → danger. Territory: Docks, worker villages, dense understory. Relations: Death by a thousand nips; dilos add visibility/venom risk (film-only trait). Aerial & Aquatic • Pterosaurs (Pteranodon, Dimorphodon) Culture: rookery flocks; opportunistic coastal raiders. Territory: Aviaries, sea cliffs, resort skies post-breach. Relations: Airspace denial; evacuations turn chaotic. • Mosasaurus (films) Culture: ambush giant; follows stimuli (crowds, lighting). Territory: Lagoon → open ocean after breaches. Relations: Apex at sea; ports and beaches suddenly unsafe. ⸻ 3) Territories at a Glance Isla Nublar (Site A) • Corporate Core: Visitor/Innovation Centers, hotels (films), control rooms. • Paddock Bands: Large, fenced biomes—sauropod plains, gyrosphere valley, raptor pens, T. rex sector. • Coastal Edge: East Dock, service harbors, mangroves; compys/dilos common. • Volcanic Highs (films): Mount Sibo reshuffles ranges, drives mass movements. • Status: • Book: Destroyed by CR military strike. • Films: Operated as Jurassic World (2015), then devastated in 2018 eruption. Isla Sorna (Site B) • Industrial Ghost Zone: Worker Village, labs, hatcheries—raptor and compy hotspots. • Game Trails & Long Grass: Herds + raptor ambushes. • River Gorges & Aviary: Vertical danger; pterosaur control loss. • Status: Main wild meta-population (book sequel); in films, later depleted/poached with animals moved elsewhere. Wider World (films, late era) • Biosyn Valley (Dolomites): Corporate reserve with micro-biomes; apex clashes. • Malta (Valletta): Trafficking hub; “urban biome” for raptors/atrociraptors. • Mainland Pockets: Sierra Nevada forests, quarries, quays—ad hoc territories as animals disperse post-2018. ⸻ 4) Relationships (Who tolerates whom) • InGen/Masrani ↔ Governments: Partnership until incidents; then blame games and shutdowns. • InGen/Masrani ↔ Biosyn: Industrial cold war; espionage, poaching, talent grabs. • Corporates ↔ Black-Market: Denied but frequent back-channels; leaks → auctions. • Scientists ↔ Corporates: Uneasy marriage—funding vs. caution. • Public ↔ Everyone: Spectacle when safe, outrage when not; drives policy swings. Ecological Rivalries • Raptors vs. Everything Smaller: Pack pressure on mid-tiers and humans. • Apex vs. Apex (rex, giga, hybrids): Territorial showdowns shape entire zones. • Herbivore Herds vs. Infrastructure: Fences, roads, and monorails lose. • Aerial/Aquatic vs. Evacuation: Boats and helos become prey/opportunities. ⸻ 5) Culture Notes by Faction (for roleplay/worldbuilding) • Park Staff Culture: Procedures, radio codes, “this is fine” energy—until it isn’t. • Handler/Wrangler Culture: Respect for animals, superstitions, practical ethics. • Boardroom Culture: Metrics, sponsorships, “innovation” pressers; liability roulette. • Regulator Culture: Checklists, containment corridors, quarantine doctrine. • Poacher Culture: Fast camps, bolt-holes, drone scouts, crypto auctions. • Conservationist Culture (late films): Sanctuary talk vs. rewilding risks; triage politics. ⸻ 6) Book vs. Film Quick Diffs • Books: Nublar eliminated; Sorna = prime wild zone; CR military heavy-handed but effective. • Films: Nublar rebirth and fall; Sorna fades; modern phase = global diaspora + Biosyn Valley micro-state. ⸻ 7) Plug-and-Play Hooks • Jurisdiction Clash: Costa Rican navy vs. InGen security over a straying herd. • Pack Diplomacy: Raptor sub-group learns to raid power nodes—field team must unlearn their assumptions. • Sanctuary Politics: NGOs vs. Biosyn over exporting a breeding pair. • Smuggler Skirmish: Malta sting goes sideways when pterosaurs panic the crowd.

Current Conflicts

Current Conflicts — Hooks for Adventure 1) Who owns the islands? Pressure cooker: Costa Rica’s sovereignty vs. corporate leases vs. international “sanctuary” claims. Book tilt: After the ’93 incident, Costa Rican military takes hard action (Nublar destroyed), locking down waters and detaining survivors. Film tilt: Nublar is rebuilt (Jurassic World), then Mount Sibo blows; emergency wildlife extractions create legal chaos over custody. Hooks • Blue-Water Blockade: Run a medical convoy through Costa Rican naval checkpoints to treat injured fauna—without sparking an incident. • Treaty Tango: Escort scientists to a maritime summit while rival lawyers and “consultants” sabotage the talks. ⸻ 2) Corporate shadow war (InGen/Masrani ↔ Biosyn) Pressure cooker: Espionage, poaching-by-proxy, and data theft over genomes, embryos, and behavioral research. Book roots: Rival firms circling InGen’s IP; deniable ops. Film apex: Biosyn operating a near-sovereign valley; poacher pipelines and black-market auctions. Hooks • Cold Storage Heist: Infiltrate an abandoned Site B lab to secure cryo canisters before a rival team does. • Defection Detail: Extract a whistleblower geneticist who won’t survive the next “accident.” ⸻ 3) Quarantine vs. conservation Pressure cooker: Kill order, containment, or relocation? Governments want safety; public wants awe; corporations want assets. Book tilt: Decisive quarantines. Film tilt: Rescue missions, court injunctions, messy morality. Hooks • Volcano Window (film): Forty minutes to airlift a breeding pair off Nublar before ash clouds ground you—and the herd won’t move without its matriarch. • Hard Choice Protocol: You hold the authorization codes: sedate, relocate, or euthanize a territorial apex that’s learned to breach fences. ⸻ 4) Biosecurity blowouts Pressure cooker: Engineered traits + imperfect controls = surprises: unplanned breeding, new behaviors, hybrid apexes. Film-specific bumps: Hybrid lines (Indominus/Indoraptor), pterosaur escapes, a very hungry mosasaur; late-era gene-edited crises ripple through food systems. Book vibe: “They’re not exact replicas”—behavioral and ecological curveballs. Hooks • Night at the Power Plant: Raptors have learned the hum pattern of the backup generators; keep the grid up long enough to reset the failsafes. • Silent Spring 2.0 (film): Track the source of a crop-killing bio-organism through corporate supply chains before famine hysteria hits the news. ⸻ 5) Traffickers & poachers Pressure cooker: Syndicates move eggs, juveniles, and gene vials through ports, freeports, and exotic-pet rings. Film tilt: Malta’s market, back-alley auctions, trained “attack raptors.” Hooks • The Valletta Gambit (film): Pose as buyers to tag a shipment, then decide—follow it to the boss or rescue the crated juveniles now? • Runway Denial: Sabotage a jungle airstrip used by poachers, but the long grass is raptor country. Good luck. ⸻ 6) Public optics & policy whiplash Pressure cooker: Viral footage flips opinion overnight; regulators panic; boards spin. Book tilt: Government opacity vs. press leaks. Film tilt: Court hearings, NGO campaigns, and “reopen/never again” cycles. Hooks • Hearing on the Hill: Guard the chain of evidence (hard drives, tissue samples) to a high-stakes inquiry while a rival PR team frames you as saboteurs. • Media Blackout: Contain a waterfront incident before the mosasaur turns the marina into trending content. ⸻ 7) Ecosystem wars (predator vs. prey vs. people) Pressure cooker: Apexes displace mid-tier predators; herds trample infrastructure; pterosaurs own the sky. Book tilt: Sorna’s semi-stable wild web—until humans meddle. Film tilt: Post-eruption diaspora and alpine micro-biomes (corporate sanctuaries). Hooks • Cordon & Corridor: Build a migration corridor with drones and sound lures through a coastal town before the herd hits the highway at dawn. • Aviary Breaks: A storm tears the net—secure a cliffside village while pterosaurs test your perimeter. ⸻ 8) Weaponization & “use-case” creep Pressure cooker: From crowd control to battlefield toys—boards love “dual-use.” Film tilt: Raptor training initiatives courting defense dollars. Hooks • Proof-of-Concept: Demonstrate non-lethal containment on a trained pack before a contractor “ups the stakes.” If you fail, they greenlight a lethal option. • Ghost Client: Identify who’s buying command modules for trained animals before they vanish into a conflict zone. ⸻ 9) Local livelihoods vs. living fossils Pressure cooker: Costa Rican fishers, tour operators, and park-adjacent towns juggle risk and revenue; vigilante hunts and eco-sabotage flare. Hooks • Harbor Truce: Negotiate compensation and safety drills after a lagoon predator ruins a season—just as a syndicate offers the town “protection.” • Community Wardens: Train locals in non-lethal deterrents while a juvenile pack learns to raid bait pens. ⸻ 10) The secrets we buried Pressure cooker: Lost servers, off-books labs, and dead men’s kill-switches. Hooks • Island of Drafts: Recover a map of “failed” genomes before a storm sinks the bunker. Some “failures” survived. • Kill Code: A legacy genetic key can sterilize a lineage—deploy it, destroy it, or leak it? ⸻ Timeline quick map (use what fits your canon) • Books path: Nublar destroyed; Sorna = wild cradle; CR clampdown; InGen reeling; rival firms circle. • Films path: Park reborn → catastrophic eruption → global dispersal/black-market era → corporate sanctuary power plays and public panic cycles.

Magic & Religion

Magic & Religion — Jurassic Park (Books & Movies) Baseline • Magic: None. Only genetics, engineering, and systems… that fail in spectacular, fate-tempting ways. • Religion: Not a driver of plot. Individual characters may have private faith, but the story’s “gods” are metaphorical: Nature, Chance (chaos), Law, and the Market. Your “Magic System” (tech-as-magic) Treat the de-extinction pipeline like schools of magic with rules, costs, and miscasts. Sources of Power • Ancient DNA (amber mosquitoes, etc.) → gap-filled with modern DNA (e.g., amphibian splices). • Embryology & cloning → accelerated growth, engineered traits. • Control tech → fences, tracking, behavioral conditioning, “lysine dependency,” sex control. Who Can “Cast” • InGen/Masrani (books+films), Biosyn (films), and a black market of poachers, brokers, and off-books labs. • Field teams “cast” operational tech: tranquilizers, telemetry, collars, drones, lures. Core Spells (procedures) • Resurrection: sequence → edit → incubate → imprint. • Ward: fence grids, locks, drones, patrol patterns. • Sleep/Bind: sedatives, muzzles, transport rigs. • Scry: tags, cameras, acoustic/lure arrays. • Geas/Fail-safe: lysine contingency, “all-female” design, remote kill-switches (varied success). Laws & Limits (the “physics”) • Incomplete data = emergent traits. Gaps + substitutions produce surprises (behavior, physiology). • Chaos bites. Complex systems fail in cascading ways (storms, human error, sabotage). • Control illusions break. • Sex control (films): amphibian DNA enables sex change in single-sex populations. • Lysine dependency (books/films): animals source lysine from diet or human stores; dependency is leaky. • Costs: rare samples, time, capital, legal heat, and ecological blowback. Miscasts & Corruption • Hybrids (films): Indominus/Indoraptor = template for “too much power in one body.” • Biosecurity bleed-through: aviary escapes, marine predators reaching open water, agri-ecosystem side effects. Religions & “Deities” (secular, but gameable) • Nature (Life finds a way): The implacable, self-correcting force. “Worshippers”: ecologists, handlers. Boons: resilience, animal empathy. Wrath: ecosystem pushback. • Chance/Chaos (Malcolm’s gospel): Probabilities, sensitivity to initial conditions. Boons: foresight of failure modes. Wrath: perfect storms. • Law/State (Costa Rica, courts, treaties): Jurisdiction, quarantine, national interest. Boons: access, protection. Wrath: seizures, scorched-earth responses (book Nublar). • The Market (boards, shareholders, auctions): Funding, PR, expansion. Boons: resources. Wrath: corners cut, weaponization. (Canon note: no organized cults or miracle-working clergy—this is thematic framing for play.) Cultures of Practice (your “orders”) • Geneticists (Creationists): Lab sanctums, cryo-relics, design dogma. • Engineers (Wardens): Power plants, fences, redundancy schematics. • Behaviorists/Vets (Keepers): Conditioning protocols, non-lethal doctrine. • Regulators (Inquisitors): Quarantine rites, evidence chains. • Poachers/Traffickers (Heretics): Crates, airstrips, auctions. Sacred Sites (secular temples) • Isla Nublar: Visitor/Innovation Centers, paddock rings, power hub (films; destroyed by CR military in book, by volcano in films). • Isla Sorna: Worker Village, hatcheries, aviary canyons. • Biosyn Valley (films): micro-biomes ringed by containment tech. • Lockwood Estate / Malta market (films): “cathedral” of auctions / den of reliquaries. Table: Dials for Your Campaign • Hard Canon (default): No magic, strict biotech limits. • Techno-Mystic Flavor: Use the “deities” above as narrative forces influencing rolls/scenes. • Alt Mode (if you want actual magic): Keep canon intact, add rare “anomalies” as myths—omens, impossible recoveries—never reliable, always costly. Adventure Seeds (magic–religion flavored, still canon) • Geas Broken: A lineage ignores the lysine leash; track the dietary workaround before quarantine orders drop. • Wrath of Nature: A storm plus a poacher raid create a perfect failure cascade—choose which “ward” to save. • Trial by Law: Prove a humane containment protocol in court while a rival “Market priest” spins a lethal alternative.

Planar Influences

There is no other worlds just earth.

Historical Ages

Pre-Incident History — Jurassic Park (Books + Films) 0) Deep Time → Discovery (foundation) • What happens: Fossils spark the dream; amber with blood-fed mosquitoes proves viable in modern labs. • Legacy by this point: Dominican amber mines, black-market samples, early sequencing notes. 1) The InGen Initiative & Amber Rush (mid-’80s → early ’90s) • What happens: Hammond’s company bankrolls amber extraction and genome work; Dr. Henry Wu’s pipeline (sequence → patch with modern DNA → clone) begins to succeed. • Legacy: Prototype incubators, partial genomes, NDAs, hush-hush freight moving through Central America. 2) Site B Spin-Up: Isla Sorna, “the cradle” • What happens: Industrial breeding/rearing stands up first on Isla Sorna (Site B). Animals are grown and behavior-tested before transfer. • Control ideas: Lysine dependency, “all-female” populations, radio/visual conditioning. • Legacy: Worker Village labs, cold-storage vaults, generator caverns, trial paddock designs. 3) Site A Build-Out: Isla Nublar, “the showpiece” • What happens: Isla Nublar is developed into the public park: Visitor/Control Center, tour system, T. rex paddock, raptor pen, maintenance roads, docks. • Systems: Centralized computer control (Nedry/Arnold), electrified fences, automated tracking, emergency bunkers. • Legacy: Operational schematics, embryo storage, keycards, the infamous East Dock. 4) Pre-Opening Incidents & Scrutiny (immediately before the tour) • Books: Strange mainland injuries/deaths (compy encounters) draw Costa Rican attention; government watches the islands closely. • Films: A raptor-handling accident (“Shooter!”) triggers lawsuits; investors demand outside verification. • Common beat: A storm is brewing; lawyers insist on an expert inspection—Grant, Sattler, and Malcolm are invited to validate the park. • Legacy: Paper trails (insurance, depositions), half-finished safety protocols, a supply ship schedule everyone depends on. ⸻ What physically “exists” on the eve of the Incident • Dominican amber operations (tools, ledgers, smuggling routes). • Isla Sorna: active but quiet hatcheries and rearing pens; archived research logs. • Isla Nublar: pristine Visitor/Control Center, functioning fences, stocked embryo cold room, raptor pen under special watch, docks prepped for cargo. • Mainland nodes: InGen corporate offices (legal/PR war rooms), Costa Rican authorities alert but not yet intervening.

Economy & Trade

Economy & Trade — Jurassic Park (Books & Movies) Currencies in play • USD: corporate financing, payroll for expats, equipment, insurance, lawsuits (InGen/Masrani; San Diego; U.S. vendors). • CRC (Costa Rican colón): local wages, permits, fuel, docking/airfield fees. • DOP (Dominican peso): amber procurement & mine logistics. • EUR/GBP (films, later era): Biosyn (Italy), Malta auctions, EU contractors. • Hard-to-trace instruments (esp. films): cash, bearer shares, shell-company wires; black-market players flirt with crypto and prepaid cards. What’s actually traded Legal • Construction steel, cement, electrical gear, generators, diesel, aviation fuel. • Lab inputs: liquid nitrogen, CO₂, culture media, anesthetics, antibiotics. • Livestock feed, veterinary supplies, telemetry collars, drones. • Tourism stack (films): resort food/alcohol, merch, ride parts, monorail spares, PR services. Illicit / gray • Amber cores, tissue samples, embryos/eggs, juvenile animals. • Access: badge dumps, network keys, shipment manifests. • Training data/modules for conditioned animals (films). • Contracted muscle: poacher teams, smugglers, deniable “security.” Trade routes & logistics Core (pre-’93 both canons) • Dominican Republic → InGen labs (U.S.) / Isla Sorna (Site B): amber & genomic materials by secure cargo. • Costa Rican mainland ↔ Isla Nublar (Site A): ferries and company freighters to the East Dock; helicopters for personnel. • Mainland ↔ Isla Sorna (Site B): small freighters to a service harbor; light cargo planes to an airstrip; night runs keep attention low. Film path expansions • San Diego (U.S.): staging for the aborted amphitheater; corporate shipping/PR hub. • Jurassic World (Nublar): high-volume resort logistics (containerized food, merch, chlorine, spare parts); continuous waste backhaul. • Malta (Valletta): freeport + auction hub; short-hop flights and disguised fishing vessels. • Dolomites (Italy): Biosyn Valley supplied via alpine road/rail tunnels; customs-light “research” corridors. Book path after ’93 • Quarantine cordon around the islands; CR navy/air patrols. Trade narrows to government-cleared salvage, scientific teams, and hush-hush seizures. How the money machine works Corporate economy (InGen/Masrani → Biosyn) • Capital model: heavy CAPEX (island build-out), financed by equity + debt; secured by IP (genome patents, processes). • Revenue arcs: • Books (intended): park admissions + licensing never fully mature before the incident. • Films (realized): Jurassic World = ticketing, resorts, VIP experiences, sponsorships, naming rights, data licensing. • Cost centers: bio R&D, containment engineering, hazard pay, PR/legal, private security, bribes “expedited permits.” Government & local economy • Costa Rica: port fees, airspace permits, chartered services, medical contracts, emergency response provisioning. • Local livelihoods: dockhands, pilots, hospitality, small-craft operators—plus price shocks (fuel/fish) from corporate demand. • Levers: customs holds, environmental fines, shutdown orders (book canon goes hard here). Insurance, risk, and paper shields • Towering liability → layers of insurance/reinsurance; exclusions for “acts of God/escape.” • NDAs & arbitration suppress wage and injury claims; performance bonds tied to uptime and incident metrics. • After shocks: premiums spike; boards chase cheaper controls or off-books options—fertile ground for sabotage and leaks. Shadow economy (esp. films) • Supply chain: field collectors → stash houses → freeport brokers → high-net-worth buyers & defense “evaluators.” • Price signals: eggs/juveniles priced by rarity, imprintability, and training potential; hybrids command auction-night insanity. • Logistics tricks: freezer trucks, falsified reefer manifests, ultralights to jungle strips, AIS-dark fishing boats. Choke points & friction (aka adventure fuel) • Permits & quarantines: one signature can stall a ship; forged documents move gold. • Cold chain: embryos need LN₂ and time windows—miss it, lose the lot. • Fuel & power: islands live and die on diesel, spare parts, and weather windows. • Data lanes: genome vaults and telemetry backhauls are worth more than a crate of eggs. • Optics: a single viral clip can implode a sponsor deal or trigger a parliamentary freeze. Era toggles (use the one you’re running) • Pre-Incident (both): secretive CAPEX buildout; amber pipeline; Site B breeds → Site A displays; tight legal logistics. • Book-after (’93+): trade collapses into state-run quarantine, black-budget cleanups, academic poaching for data. • Film-after (2015–2018): resort mega-economy → hybrid arms race → eruption shock → diaspora management + black-market boom. • Late films: Biosyn enclave behaves like a quasi-state with vendors, NDAs, and its own procurement law. Quick plug-ins for your table • Currency friction: pay locals in CRC, specialists in USD; smugglers want cash or crypto. • Route clocks: sea (patrols, storms), air (TFRs, fuel), data (audits, leaks). • Reward types: not just money—permits, manifests, genome hashes, fuel allotments, and two pallets of liquid nitrogen.

Law & Society

Law & Society — Jurassic Park (Books & Movies) Who’s in charge (jurisdictions) • Costa Rica (primary): Full sovereignty over Isla Nublar/Sorna waters and airspace. Think coast guard patrols, quarantine authority, and emergency powers. • United States (corporate/legal gravity): InGen/Masrani HQs, lawsuits, investor pressure, export controls, IP and trade-secret law. • International layer: Maritime law, customs, and wildlife trade rules (e.g., endangered species/biotech controls). • Films, later: Biosyn Valley (Italy) behaves like a quasi-sovereign corporate reserve; Malta freeport vibes enable trafficking enforcement stings. Book tilt: Costa Rica acts decisively post-incident (military/quarantine). Film tilt: Slower, lawyered responses; public hearings and PR battles. ⸻ How justice is actually administered On the islands (company turf… until it isn’t) 1. Corporate procedures first: incident reporting, medical triage, internal security, NDAs. 2. Gov’t steps in: once there’s a death, escape, or biohazard, CR authorities assert control; expect cordons, detentions, and gear seizures. 3. Jurisdiction fight: lawyers argue lease terms vs. national law; in practice, the badge on the boat wins. At sea & in the air • Patrol stops: manifests checked, cold-chain cargo inspected; AIS-dark vessels = probable cause. • Airspace: temporary flight restrictions during storms/incidents; unauthorized helo runs get grounded and fined. On the mainland • Civil suits: negligence, wrongful death, product liability. • Criminal charges: smuggling, customs fraud, biosecurity violations, theft of trade secrets, assault/sabotage. • Arbitration traps: employees and contractors often bound to private arbitration and strict NDAs. ⸻ The rulebook they swing at you • Biosecurity & quarantine: unlawful import/export of organisms, failure to report exposures. • Wildlife/animal welfare: harassment, trafficking, cruelty statutes (yes, they apply—messily). • Safety regs: industrial accidents = fines, shutdowns, and personal liability for willful violations. • IP/espionage: embryos, genomes, and control software = trade secrets; stealing them triggers heavy charges. • Customs/shipping: falsified reefer manifests, mislabeled biologicals, and cold-chain tampering. Book vibe: More boots-and-napalm than press conference. Film vibe: Hearings, injunctions, and optics wars. ⸻ Society: how people see “adventurers” • Costa Rican locals: practical. If you respect permits, pay fairly, and don’t bring a storm of teeth to their docks, you’re tolerated; otherwise you’re a curse with boots. • Park staff/handlers: split—some admire competence under fire; others see you as chaos magnets who break procedure. • Scientists & vets: ally if you prioritize welfare and data integrity; turn hostile if you endanger animals or falsify findings. • Corporations: useful deniable assets until you know too much, then liabilities. • Governments/regulators: skeptical; will deputize you in a pinch, then debrief and sideline you. • Media/public: pendulum swings between “heroes” and “reckless criminals” based on the latest footage. • Poachers/black-market: respect skill, distrust ideals; they’ll test your price and your nerve. ⸻ Consequences & typical charges (for PCs/NPCs) • Trespass & interference: fines, gear confiscation, deportation; repeat offenders get bans and jail time. • Smuggling/biotech theft: multi-year sentences, asset seizure, conspiracy counts. • Endangering public safety: shutdown orders, personal liability for managers, possible extradition fights. • Fatal incidents: manslaughter/culpable homicide investigations; corporate indemnities contested in court. • Whistleblowing: protected on paper; in practice—retaliation, smear campaigns, settlement gags. ⸻ Evidence & procedure (what bites you later) • Chain of custody: drones, bodycams, and access logs; if you “borrow” a hard drive, expect digital forensics. • Medical & exposure logs: blood tests, bite records, sedation inventories—these decide who’s quarantined or sued. • Manifest math: every crate of liquid nitrogen and every tag ID is tracked; mismatches trigger audits. ⸻ How to operate without getting crushed (diegetic tips) • Paper first: temporary research permits, flight plans, quarantine declarations = social armor. • Local buy-in: pay dock fees in CRC, hire local pilots, share safety drills. • Evidence discipline: timestamped photos, GPS tracks, sealed samples—win the narrative later. • De-escalation: non-lethal protocols earn handler/regulator trust and reduce charges if things go sideways. • Know the red lines: hybrids, trained predators, and open-water transports invite the harshest scrutiny. ⸻ Quick “Heat Clock” for play 1. Notice: IDs checked; a friendly lecture. 2. Friction: fines, inspections, escorts assigned to you. 3. Containment: gear seized, movement restricted, interviews. 4. Prosecution: charges filed; travel holds; assets frozen. Reset one step if you deliver value (rescue, clean data, safe relocation) and don’t grandstand. ⸻ Book vs. Film dials • Books-heavy table: Strong state action; secrecy and quarantines; swift, decisive crackdowns. • Films-heavy table: Media optics, hearings, corporate PR, and “pilot programs” that put you in the line of fire. ⸻ Adventure hooks (law-flavored, bite-ready) • Permit with Teeth: Escort a vet team under a 72-hour quarantine waiver while a rival tries to void it mid-mission. • Arbiter’s Briefcase: Win an emergency arbitration to stop a lethal “solution”—find the buried safety data in a storm-rattled lab. • Clean Hands, Dirty Boots: Deliver chain-of-custody proof that a poacher ring used a company airstrip—without getting your evidence tossed on technicalities.

Monsters & Villains

Creatures (the “monsters”) Apex engineered or revived • Tyrannosaurus rex Tactics: territory control, ambush from cover, fixation on movement. Weak points: distraction lures, line-of-sight tricks, heavy tranquilizers (slow). Hook: Night roadblock—get fuel past a nesting site without triggering a charge. • Spinosaurus (films) Tactics: waterborne ambush, relentless pursuit, fence-splitting power. Weak points: fire, noise saturation, river bottlenecks. Hook: Repair a sat-phone tower on a river bend while it patrols below. • Giganotosaurus (films) Tactics: apex displacement, intimidates rivals, punishes hesitation. Weak points: none reliable—use terrain and third-party lures. Hook: Orchestrate a predator vs. predator standoff to open an escape lane. • Indominus rex / Indoraptor (films, hybrids) Tactics: problem-solving, tool-like forelimbs, stealth/camouflage (I. rex), learned behaviors. Weak points: overconfidence; exploit light/heat signatures and enclosure geometry. Hook: Cut power to “decloak” an I. rex—but that also drops other fences. Pick your demon. Smart pack hunters • Velociraptors (multiple lineages) Tactics: coordinated flanking, testing patterns (doors, grids, generator hums). Weak points: break line-of-communication (noise, light), decoy scent, vertical separation. Hook: Hold a control room while they probe the door cycle you just taught them. Swarmers & ambushers • Compsognathus (compys) Books: mild neurotoxin in bites; cumulative danger. Films: death-by-nips, scavenger swarms. Weak points: elevation, light, repellents. Hook: Recover a keycard in a compy-choked dock at dusk. • Dilophosaurus (films’ spitting frill variant) Tactics: distraction display, close-range venom spit to eyes/throat. Weak points: face shields, wind, distance—never give it the angle. Hook: Navigate a foggy fern gully to reach a flooded radio mast. Aerial & aquatic • Pteranodon / Dimorphodon Tactics: height + panic; strike crowds, snatch-and-drop. Weak points: net corridors, strobes, wind shear. Hook: Evacuate a cliffside village while a rookery swarms the lights. • Mosasaurus (films) Tactics: opportunistic ambush at structures (piers, lagoon gates). Weak points: none up close—treat waterlines as kill zones. Hook: Close a malfunctioning lagoon gate from a skiff, in chop. “Gentle giants” that aren’t • Triceratops / Stegosaurus / Ankylosaurus / Pachycephalosaurus / Sauropods Tactics: defensive charges, herd crush, maternal aggression, stampedes. Weak points: corridor design, calm routes, non-lethal barriers. Hook: Build a temporary migration corridor through a coastal town before dawn. Non-dinosaur biohazards (films, late) • Engineered agri-pests (e.g., locust program) Tactics: ecological collapse by proxy. Weak points: containment of source genome; heat/smoke plumes disperse briefly. Hook: Trace a crop failure to a black-box lab before hearings start. ⸻ Human Villains (and delightful disasters) • Lewis Dodgson (books villain; later films = Biosyn CEO) Corporate mastermind, deniable ops. Goal: corner the genome & supply chain. Moves: bribery, data theft, “research corridors,” plausible deniability. • Dennis Nedry (films) Greed + sabotage. Moves: code backdoors, power drops, embryo theft. Counter: offline redundancies, physical keys, dual-control procedures. • Peter Ludlow (The Lost World film) Boardroom predator. Moves: spectacle-first capture program, San Diego arena. Counter: expose cost-cutting and safety fraud in real time. • Vic Hoskins (films) Weaponization advocate. Moves: raptor “field trials,” contractor coups. Counter: chain-of-command traps; force public oversight. • Eli Mills & Gunnar Eversol (films) Auction villains. Moves: poacher pipelines, hybrid lots, forged permits. Counter: chain-of-custody stings; leak lots to regulators before hammer falls. • Poacher syndicates / smugglers (Malta hub, films) Moves: airstrip caches, freezer trucks, crate laundering. Counter: hit cold chains, flip pilots, swap manifests. • Biosyn executive circle (films, late) Moves: “sanctuary” sovereignty, black-box science, narrative capture. Counter: international inspections, whistleblower protection, data warrants. • Dr. Henry Wu (both; morally gray) Visionary whose work keeps getting… weaponized. Not a mustache-twirler, but his decisions escalate stakes. ⸻ “Cults” (ideologies that act like secret orders) • The Growth Cult (shareholders & park PR): revenue as morality; risk externalized. • The Weaponization Lobby: “trained assets” for defense contracts. • Sanctuary Zealots: corporate enclaves above national law “for conservation.” • Bio-Purists: argue for total eradication to protect ecosystems. • Black-Market True Believers: exotic-pet aristocracy and their fixers. Use them like factions with oaths, rites (NDA ceremonies, auctions, hearings), and signature gear. ⸻ Ancient Evils (not supernatural—just old & bigger than you) • Wilderness itself: “Life finds a way” = adaptive systems that outpace your plans. • Entropy & Weather: the storm that makes every fail-safe fail wrong. • Market Logic: pressure to reopen, scale, or militarize—no matter yesterday’s body count. • State Power (when it swings hard): quarantines, seizures, scorched-earth options (book: Nublar). ⸻ Quick Threat Cards (drop-in at the table) • Velociraptor Pack • Clock: Learn your route → Test doors → Cut power → Breach. • Counterplay: Randomize patterns, isolate generators, noise-jam whistles. • Auction Night • Clock: VIPs arrive → Lots unveiled → “Demonstration” → Export. • Counterplay: Swap manifests, trigger biosecurity halt, leak live footage. • Poacher Airstrip • Clock: Scouts in long grass → Ultralight warms up → Load crates → Wheels up. • Counterplay: Sabotage fuel, decoy call, flare-trap the runway. • Apex in the Corridor • Clock: Scent picked up → Test barrier → Charge → Collapse. • Counterplay: Bait to stronger cell, trigger rival call, collapse a bridge behind you. 1. Tyrannosaurus rex — giant tyrannosaurid carnivore, Late Cretaceous, North America. 2. Velociraptor mongoliensis — small dromaeosaurid predator (feathered), Late Cretaceous, Mongolia. 3. Deinonychus antirrhopus — mid-sized dromaeosaurid carnivore, Early Cretaceous, N. America. 4. Utahraptor ostrommaysorum — large dromaeosaurid carnivore, Early Cretaceous, N. America. 5. Allosaurus fragilis — big allosauroid predator, Late Jurassic, N. America. 6. Giganotosaurus carolinii — giant carcharodontosaurid carnivore, Late Cretaceous, Argentina. 7. Spinosaurus aegyptiacus — semi-aquatic spinosaurid carnivore, Cretaceous, N. Africa. 8. Baryonyx walkeri — fish-eating spinosaurid, Early Cretaceous, Europe. 9. Suchomimus tenerensis — spinosaurid piscivore, Early Cretaceous, Niger. 10. Carcharodontosaurus saharicus — huge carcharodontosaurid carnivore, Cretaceous, N. Africa. 11. Mapusaurus roseae — large carcharodontosaurid predator, Cretaceous, Argentina. 12. Acrocanthosaurus atokensis — high-spined allosauroid carnivore, Early Cretaceous, N. America. 13. Ceratosaurus nasicornis — horn-nosed theropod carnivore, Late Jurassic, USA/Portugal. 14. Dilophosaurus wetherilli — crested theropod carnivore, Early Jurassic, N. America. 15. Coelophysis bauri — slender early theropod carnivore, Late Triassic, USA. 16. Herrerasaurus ischigualastensis — basal theropod carnivore, Late Triassic, Argentina. 17. Majungasaurus crenatissimus — abelisaurid carnivore, Late Cretaceous, Madagascar. 18. Carnotaurus sastrei — horned abelisaurid carnivore, Late Cretaceous, Argentina. 19. Abelisaurus comahuensis — abelisaurid carnivore, Late Cretaceous, Argentina. 20. Rugops primus — abelisaurid carnivore, Cretaceous, Niger. 21. Deltadromeus agilis — long-limbed ceratosaurian theropod, Cretaceous, N. Africa. 22. Albertosaurus sarcophagus — tyrannosaurid carnivore, Late Cretaceous, Canada. 23. Daspletosaurus torosus — tyrannosaurid carnivore, Late Cretaceous, N. America. 24. Tarbosaurus bataar — Asian tyrannosaurid carnivore, Late Cretaceous, Mongolia. 25. Alioramus remotus — gracile tyrannosaurid carnivore, Late Cretaceous, Mongolia. 26. Eotyrannus lengi — early tyrannosauroid carnivore, Early Cretaceous, England. 27. Ornithomimus edmontonicus — ostrich-mimic omnivore, Late Cretaceous, N. America. 28. Gallimimus bullatus — fast ornithomimid omnivore, Late Cretaceous, Mongolia. 29. Struthiomimus altus — ornithomimid omnivore, Late Cretaceous, N. America. 30. Therizinosaurus cheloniformis — huge-clawed therizinosaur herbivore, Late Cretaceous, Mongolia. 31. Beipiaosaurus inexpectus — basal therizinosaur omnivore, Early Cretaceous, China. 32. Oviraptor philoceratops — oviraptorid omnivore/brooder, Late Cretaceous, Mongolia. 33. Citipati osmolskae — oviraptorid omnivore/brooder, Late Cretaceous, Mongolia. 34. Troodon formosus — small troodontid omnivore, Late Cretaceous, N. America. 35. Saurornithoides mongoliensis — troodontid omnivore, Late Cretaceous, Mongolia. 36. Compsognathus longipes — tiny compsognathid carnivore, Late Jurassic, Europe. 37. Microraptor gui — four-winged dromaeosaurid carnivore, Early Cretaceous, China. 38. Archaeopteryx lithographica — basal avialan (feathered) carnivore/insectivore, Late Jurassic, Germany. 39. Anchiornis huxleyi — small paravian insectivore, Late Jurassic, China. 40. Mononykus olecranus — alvarezsaurid insectivore, Late Cretaceous, Mongolia. 41. Shuvuuia deserti — alvarezsaurid insectivore, Late Cretaceous, Mongolia. 42. Gigantoraptor erlianensis — giant oviraptorosaur omnivore, Late Cretaceous, China. 43. Sinornithosaurus millenii — small feathered dromaeosaurid, Early Cretaceous, China. 44. Dakotaraptor steini — large dromaeosaurid carnivore, Late Cretaceous, N. America. 45. Buitreraptor gonzalezorum — unenlagiine dromaeosaurid carnivore, Late Cretaceous, Argentina. 46. Megalosaurus bucklandii — megalosaurid carnivore, Middle Jurassic, England. 47. Torvosaurus tanneri — megalosaurid carnivore, Late Jurassic, N. America/Portugal. 48. Afrovenator abakensis — megalosauroid carnivore, Early Cretaceous, Niger. 49. Eustreptospondylus oxoniensis — megalosauroid carnivore, Middle Jurassic, Europe. 50. Sinraptor dongi — metriacanthosaurid allosauroid carnivore, Late Jurassic, China. 51. Apatosaurus ajax — massive diplodocid herbivore, Late Jurassic, N. America. 52. Diplodocus longus — long-tailed diplodocid herbivore, Late Jurassic, N. America. 53. Brachiosaurus altithorax — tall-shouldered brachiosaurid herbivore, Late Jurassic, N. America. 54. Giraffatitan brancai — brachiosaurid herbivore, Late Jurassic, Tanzania. 55. Supersaurus vivianae — giant diplodocid herbivore, Late Jurassic, N. America. 56. Argentinosaurus huinculensis — colossal titanosaur herbivore, Late Cretaceous, Argentina. 57. Patagotitan mayorum — huge titanosaur herbivore, Late Cretaceous, Argentina. 58. Dreadnoughtus schrani — massive titanosaur herbivore, Late Cretaceous, Argentina. 59. Saltasaurus loricatus — armored titanosaur herbivore, Late Cretaceous, Argentina. 60. Alamosaurus sanjuanensis — large titanosaur herbivore, Late Cretaceous, N. America. 61. Camarasaurus lentus — robust macronarian herbivore, Late Jurassic, N. America. 62. Barosaurus lentus — long-necked diplodocid herbivore, Late Jurassic, N. America. 63. Amargasaurus cazaui — spined dicraeosaurid herbivore, Early Cretaceous, Argentina. 64. Nigersaurus taqueti — shovel-mouthed rebbachisaurid herbivore, Early Cretaceous, Niger. 65. Rebbachisaurus garasbae — rebbachisaurid herbivore, Cretaceous, Morocco. 66. Mamenchisaurus hochuanensis — extremely long-necked sauropod herbivore, Late Jurassic, China. 67. Plateosaurus engelhardti — early sauropodomorph herbivore, Late Triassic, Europe. 68. Massospondylus carinatus — basal sauropodomorph herbivore, Early Jurassic, S. Africa. 69. Lufengosaurus huenei — early sauropodomorph herbivore, Early Jurassic, China. 70. Shunosaurus lii — sauropod herbivore with tail club, Middle Jurassic, China. 71. Iguanodon bernissartensis — large ornithopod herbivore, Early Cretaceous, Europe. 72. Parasaurolophus walkeri — crested hadrosaur herbivore, Late Cretaceous, N. America. 73. Corythosaurus casuarius — helmet-crested hadrosaur herbivore, Late Cretaceous, N. America. 74. Edmontosaurus annectens — broad-billed hadrosaur herbivore, Late Cretaceous, N. America. 75. Maiasaura peeblesorum — nest-tending hadrosaur herbivore, Late Cretaceous, Montana. 76. Ouranosaurus nigeriensis — sail-backed ornithopod herbivore, Early Cretaceous, Niger. 77. Shantungosaurus giganteus — giant hadrosaur herbivore, Late Cretaceous, China. 78. Hypsilophodon foxii — small swift ornithopod herbivore, Early Cretaceous, England. 79. Dryosaurus altus — small ornithopod herbivore, Late Jurassic, N. America. 80. Tenontosaurus tilletti — medium ornithopod herbivore, Early Cretaceous, N. America. 81. Triceratops horridus — three-horned ceratopsid herbivore, Late Cretaceous, N. America. 82. Torosaurus latus — large-frilled ceratopsid herbivore, Late Cretaceous, N. America. 83. Centrosaurus apertus — hook-horned ceratopsid herbivore, Late Cretaceous, Canada. 84. Styracosaurus albertensis — long-spiked ceratopsid herbivore, Late Cretaceous, Canada. 85. Pachyrhinosaurus canadensis — boss-nosed ceratopsid herbivore, Late Cretaceous, Canada. 86. Chasmosaurus belli — chasmosaurine ceratopsid herbivore, Late Cretaceous, Canada. 87. Protoceratops andrewsi — basal ceratopsian herbivore, Late Cretaceous, Mongolia. 88. Psittacosaurus mongoliensis — parrot-beaked basal ceratopsian herbivore, Early Cretaceous, Asia. 89. Diabloceratops eatoni — horned ceratopsid herbivore, Late Cretaceous, Utah. 90. Zuniceratops christopheri — early horned ceratopsian herbivore, Late Cretaceous, New Mexico. 91. Stegosaurus stenops — plated stegosaur herbivore, Late Jurassic, N. America. 92. Kentrosaurus aethiopicus — spiky stegosaur herbivore, Late Jurassic, Tanzania. 93. Tuojiangosaurus multispinus — Chinese stegosaur herbivore, Late Jurassic, China. 94. Huayangosaurus taibaii — basal stegosaur herbivore, Middle Jurassic, China. 95. Ankylosaurus magniventris — club-tailed ankylosaurid herbivore, Late Cretaceous, N. America. 96. Euoplocephalus tutus — armored ankylosaurid herbivore, Late Cretaceous, Canada. 97. Saichania chulsanensis — heavily armored ankylosaurid herbivore, Late Cretaceous, Mongolia. 98. Nodosaurus textilis — nodosaurid (no tail club) herbivore, Late Cretaceous, N. America. 99. Borealopelta markmitchelli — spiky nodosaurid herbivore, Early Cretaceous, Canada. 100. Pachycephalosaurus wyomingensis — dome-headed pachycephalosaur herbivore/omnivore, Late Cretaceous, N. America.

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Frequently Asked Questions

What is Jurassic park?

In a near‑modern world where cutting‑edge biotech resurrects extinct species, a glittering island park becomes a high‑stakes laboratory of corporate ambition, human hubris, and unpredictable biology, while a fragile containment system teeters on the brink of catastrophic failure. When a power outage unleashes engineered dinosaurs into the jungle, survival hinges on navigating corporate intrigue, legal quagmires, and the raw, adaptive force of nature that refuses to be tamed.

What is Spindle?

Spindle is an interactive reading app where you become the main character in richly crafted story worlds. Think of it like stepping inside your favorite book—you make choices, shape relationships, and discover how the story unfolds around you. If you love series like Fourth Wing or A Court of Thorns and Roses, Spindle lets you live inside worlds with that same depth and drama.

How do I start a story in Jurassic park?

Tap "Create Story" and create your character—give them a name, a look, and a backstory. From there, the story opens around you and you guide it by choosing what your character says and does. There's no wrong way to read; every choice leads somewhere interesting, and the narrative adapts to you.

Can I write my own fiction?

Absolutely. Spindle gives storytellers the tools to build and publish their own worlds—craft the lore, the characters, the conflicts, and the magic. Once you publish, other readers can discover and experience your story. It's a beautiful way to share the worlds living in your imagination.

Is Spindle a game?

Spindle is more of an interactive reading experience than a traditional game. There are no scores to chase or levels to grind. The focus is on story, character, and the choices you make. Think of it as a novel where you're the protagonist—the pleasure is in the narrative, not the mechanics.

Can I read with friends?

Yes! You can invite friends into the same story. Each person plays their own character, and the narrative weaves everyone's choices together. It's like a book club where you're all inside the book at the same time—perfect for friends who love the same kinds of stories.