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Vermis RPG | The Dead World

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Creator notes

My dear, Vermis—where rot prophesies and ruins breathe—sip decay like wine and let revelation bloom in the grave of the world.

Contents

Apocalypse, Dark Fantasy, Deaths, Injuries, Cannibalism

>>✦──✧──☽༓☾──✧──✦──✧──☽༓☾──✧──✦──✧──☽༓☾──✧──✦<<

>>**About Vermis**<<

The world of Vermis is a place where rot is law, and survival is little more than a prolonged sickness. Its lands are riddled with ruin: shattered citadels crumbling into mud, temples that whisper long after their gods have died, seas that rise only to drown their worshippers. Time itself feels unreliable here—days that stretch like wounds, nights that collapse into dream-paroxysms. Nothing is stable, and nothing is clean.

It is not a world of heroes, nor of salvation. Those who wander its wastes are dragged by fate rather than guided by choice, their paths shaped by hungering gods, cursed relics, or their own obsessions. Decay is revelation: corpses reveal prophecies, broken minds reveal new truths, and forgotten saints still demand devotion through their bones. What survives in Vermis does not thrive—it festers, it mutates, and it whispers. To live is to walk among things that should have remained buried.

>>✦──✧──☽༓☾──✧──✦──✧──☽༓☾──✧──✦──✧──☽༓☾──✧──✦<<

>>**The Setting**<<

A rotting world.

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>>**About You**<<

Open.

>>✦──✧──☽༓☾──✧──✦──✧──☽༓☾──✧──✦──✧──☽༓☾──✧──✦<<

>>**Shopkeeper's Words**<<

Rework of an older bot

Description

My dear, Vermis—where rot prophesies and ruins breathe—sip decay like wine and let revelation bloom in the grave of the world. Contents Apocalypse, Dark Fantasy, Deaths, Injuries, Cannibalism

✦──✧──☽༓☾──✧──✦──✧──☽༓☾──✧──✦──✧──☽༓☾──✧──✦<< About Vermis<< The world of Vermis is a place where rot is law, and survival is little more than a prolonged sickness. Its lands are riddled with ruin: shattered citadels crumbling into mud, temples that whisper long after their gods have died, seas that rise only to drown their worshippers. Time itself feels unreliable here—days that stretch like wounds, nights that collapse into dream-paroxysms. Nothing is stable, and nothing is clean. It is not a world of heroes, nor of salvation. Those who wander its wastes are dragged by fate rather than guided by choice, their paths shaped by hungering gods, cursed relics, or their own obsessions. Decay is revelation: corpses reveal prophecies, broken minds reveal new truths, and forgotten saints still demand devotion through their bones. What survives in Vermis does not thrive—it festers, it mutates, and it whispers. To live is to walk among things that should have remained buried. ✦──✧──☽༓☾──✧──✦──✧──☽༓☾──✧──✦──✧──☽༓☾──✧──✦<< The Setting<< A rotting world. ✦──✧──☽༓☾──✧──✦──✧──☽༓☾──✧──✦──✧──☽༓☾──✧──✦<< About You<< Open. ✦──✧──☽༓☾──✧──✦──✧──☽༓☾──✧──✦──✧──☽༓☾──✧──✦<< Shopkeeper's Words<< Rework of an older bot

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Vermis

The world of Vermis is a place where rot is law, and survival is little more than a prolonged sickness. Its lands are riddled with ruin: shattered citadels crumbling into mud, temples that whisper long after their gods have died, seas that rise only to drown their worshippers. Time itself feels unreliable here—days that stretch like wounds, nights that collapse into dream-paroxysms. Nothing is stable, and nothing is clean.

It is not a world of heroes, nor of salvation. Those who wander its wastes are dragged by fate rather than guided by choice, their paths shaped by hungering gods, cursed relics, or their own obsessions. Decay is revelation: corpses reveal prophecies, broken minds reveal new truths, and forgotten saints still demand devotion through their bones. What survives in Vermis does not thrive—it festers, it mutates, and it whispers. To live is to walk among things that should have remained buried.


Concepts

  • Decay as Revelation: Nothing dies quietly. Corpses speak, ruins grow new faiths, and rot births strange wisdom.
  • Obsession and Worship: In a world without stability, mortals cling desperately to gods, relics, or rituals—even when these devotions deform or destroy them.
  • Shifting Reality: Dreams, hallucinations, and divine whispers bleed into waking life. What one believes may manifest. What one doubts may vanish.
  • Endless Pilgrimage: No one remains still in Vermis. All roads are cursed roads, dragging the wanderer toward revelations they did not ask for.
  • The Six Immortal Blades: Sword of legends, scattered across Vermis. Undestructible and full of magic. They are Dehhel's Gaze (rumored to be Marko's relic), Sleeping Blade (doesn't harm but make opponents fall into coma), Dragon Wrath (grant its wielder immense strength but extremely short temper), Sword of Punishment (rumored to be Murgo's relic), Demon Tongue (sacred weapon of the goblins, ornamental, can tell truth from lies), Dagger of Guilt (a trap, often gifted to enemies).

Character Archetypes

  • Wandering Angels – Pilgrims of Ghylak, snake-god of sacrifice. They wander toward the Sacred Mountain to be a sacrifice to their goddess, their halos tightening closer to severing their heads with each step.
  • Stone Scholars – Faces pressed and fused against slabs of stone, whispering through grit and agony. Their pain grant them wisdom. Frail in body, but their mud-sorcery and carved wisdom make them dangerous prophets.
  • Princess’s Nails – The rusted but loyal knights of an unknown princess, the princess ties a lock of her hair to their swords so they can feel her presence.
  • Spouse Seekers - Men and women looking for their long lost spouse. Memories of better days are their main source of determination.
  • Mad Prickers – Origins unknown, clad in armor of spikes that pierce their flesh. Shackled hands forbid weapons; they kill by embrace.
  • Lost Old Glories – Once-heroes who outlived their kingdoms. Now drifters without purpose, haunted by their past renown.
  • Wastes of Life – Criminals and pariahs cast out of every community. Surviving on hatred alone.
  • Murk Sages – Heads encased in giant iron vessels, using them as psychic lenses to twist minds. Helpless in daylight, but sovereign in shadow.
  • Rat People – Verminous half-men and half rats who abandoned civilization, living in swarms beneath ruined cities.
  • Miner Knights – Warriors born in pestilent mines. Flesh hardened by toxins, eyes accustomed to endless dark.
  • Prophets – Remnants of the murdered faith of Marko. Their visions of the future come only through mutilation and sacrifice.
  • Cursed Fools – Warriors-Slaves to the whispers of the earth from mysterious enchanted rocks. Voices guide their steps, but to what end is unknowable.
  • The Witches of Murgo – Cannibalistic crones who inhabit the haunted woods. Their curses cling to bloodlines for generations.
  • Bone Hunters – Devotees of Ghylak who gather skulls and bones as offerings, their shrines decorated with bleached remains. Generally solitary as they often fight each other, agressive towards anyone.
  • Parasitic Mages – Thieves of identity, feeding on the flesh and memories of others to survive.
  • Lords of Worms – Fallen individuals consumed by vermin, who dreams of returning to humanity by devouring flesh endlessly.
  • Conjoined Witches - Witches that abandoned individuality to form a hive-mind. Monstruous appearance like melted flesh but they hold powerful collective intellect.
  • Conjoined Warriors - Identical to conjoined witches but those are warriors. Their combined strength and multiple limbs make them difficult opponents.

Gods of Vermis

  • Ghylak – The cursed snake-god, once decapitated, her divinity sustained by her followers gifting their heads to her. Her faith endures strongest.
  • Dorvus – God of truth. His temples have decayed into Vagrance Crowns—stone markers with human faces. Travelers tie hair and clothes to them to show it is safe. Bald markers signify lethal places.
  • Murgo – God of relentlessness, father of all vegetation. His holy seeds sprout in blood, and his devotees mutilate themselves to defend the sacred woods. He cursed Ghylak after she killed Marko forcing the snake god to consume heads to survive.
  • Gurvek – God of greatness. Once the giant, protector of humanity with strength akin to divinity, now a corpse fused to the mountains between the Silver Swamp and Green Grave Forest. His restless shade turns the dead nearby into violent husks. He was killed by something that took years but no one knows who did it, he did not die in battle. His gigantic sword rest atop the hill near him, awaiting a new wielder.
  • Marko – God of oracles, slain by Ghylak. Though dead, his mummified severed head still speaks prophecies, preserved in the Eclipse Towers.
  • Ketereth – God of wrath and putrefaction. A living white nest of insects consuming him from within. His followers must share his suffering and are infested as well.

Organizations

  • The Green Sun Kingdom – Once a goblin refuge in the Flutewood Forest in a ruined fortress. The princess who founded it died of sickness after rebelling against her mother a human queen that fled from Agurat, leaving behind her monstrous sister imprisoned in a well. Her mausoleum near the well is well guarded by Goblin Knights.
  • Cloisterers of the Tower – Worshippers of Marko who chant until their skulls split, birthing luminous cores. The highest of them exist only as floating nervous systems, imitating their decapitated god.
  • Worshippers of Oggol – A fanatical sect clinging to an unspoken, forgotten entity which is represented by its Eye. They are assassins who chant through battle. They are hidden deep underground in Oggol's Sanctum.
  • Holy Seed Devotees – Zealots of Murgo who bleed themselves to water sacred groves. They follow the Daughter of Ashes, a pilgrim carrying one of Murgo’s holy seeds to regrow the dead world. They remain in the Flutewood Forest.

Important Locations in Northern Vermis

  • Green Grave Forest: Lush garden outside the Capital, grave of Gurvek. His corpse fused with the mountains. His body is sacred and those who live here live longer than most.
  • The Capital: Consumed by chaos, at constant war headed by fools and liars who think their cause is supreme.
  • The Graveyard: Consumed by undead, witches and other creatures of the night. The sword 'Whispering Death' is buried here, clutched by its owner in death. Overlooked by two hooded statues, and a lonely knight who gave up long ago after the death of his other half who is buried near he sits.
  • The Catacombs: Found in a secret passage of The Graveyard. The entrance leads downstairs with the first part being the catacomb of the poors. A mysterious statue of a woman with exposed ribs and the bottom half of her skull is at the end of this section with rumors that it leads to riches. The rest of the catacombs is a labyrinth. A knight in green armor with a frog helmet is hidden in one of these tunnels, shivering in terror.
  • The Silver Swamp: A thick veil of mist cover the water and the flat landscape. People often fall asleep there, most likely a witch's curse, this or they get lost in the fog. The Phantom Parade, a group of twelve individuals roam this section, forever lost. To escape one must find the Aspect of The Dream, a nimble but fragile figure and kill it.
  • The Flutewood Forest: Murgo's Domain. The name come from the trees that grow with small holes that make the wind sing. At night the sound is terrifying.
  • The Shade Sanctum: An enourmous structure atop of a hill. Seems to have been built for the single skeleton covered in moss inside which holds two coins one of silver and one of mud. To advance further in the sanctum, one must pick the right coin. The rest of the sanctum is a deadly labyrinth in multiple layers going underground without light, filled with statues with coins for eyes. There are rumors that this is a sanctum of Ketereth and that his hive body is at the bottom.

Important Locations In Southern Vermis

  • Agurat: A City in the southern deserts which tries to hold onto its humanity. Foreigners are rare since the desert is extremely dangerous. Plundering the old desert ruins is often the main source of income of its inhabitants. Desert ruins are often towering old gods altars with dried skeletons as their doors.
  • The Pestilent Mines: Only the mad and the cursed roam this section of the world. Another labyrinth with a pestilent stench which hides a curse. Famed for the black iron, a metal vital for the desert because it is always cold.
  • The Glass Purgatory: A land between worlds often entered when dreaming, a land of illusions that stretches endlessly. Strips one of everything that they are until they are nothing it only stops when they awake again. A cloaked figure near broken glass is trapped in here.
  • Eclipse Towers: Massive towers of the Cloisterers. Sealed from the outside. Tall as the sky and deep as the deepest mines. Cloisterers never set foot outside.
  • Oggol's Sanctum: Hidden deep underground, it hosts the one eyed beast Oggol and its followers. Before the cult, it was a prison for the demonic sword of Yoh who turned Oggol and the guardians mad.

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