Vermis: Lost Dungeons and Forbidden Woods

Vermis is an illustrated strategy guide for a dark fantasy game that doesn’t exist. Plastiboo, the author and artist, has taken the concept of “fake strategy guide” and executed it with absolute sincerity and fidelity. Both the writing and the crusty “screenshots” have a pitch-perfect clarity of tone and style that invites immersion.

Before attempting to describe what this book is, perhaps it might be useful to describe what it isn’t. First, Vermis is entirely original. Although the tenor of its world will be familiar to fans of Dark Souls and FromSoft’s earlier King’s Field series of dungeon crawlers, there are no callbacks or veiled references or tongue-in-cheek jokes about how “it’s dangerous to go alone.” Vermis is entirely its own thing.

Second, though Vermis emulates the style of a strategy guide, Plastiboo has an artistic eye for page layout that many guides published during the 1990s did not. In other words, Vermis is easy to read. It also forms a narrative, albeit not in a novelistic sense. Although the text is fragmented, the reader never struggles to move from page to page. This is not House of Leaves.

Third, Vermis is more “dark fantasy” than “horror.” Although there are stylistic elements of the gothic and grotesque, Vermis never attempts to provoke dread, disgust, or anxiety. I wouldn’t call Vermis “understated,” as it features all manner of unsightly monsters, but its tone is quiet and contemplative. Aside from your character’s constant forward progress, there’s not much action. 

Vermis is written entirely in a second-person point of view, a stylistic choice that works well in this context. The player-character has no set identity, so the “you” of the story is handled lightly and never becomes overbearing. The second-person narration successfully achieves its intention, which is to draw the reader deeper into a sense of playing the game.  

After being introduced to a range of starting classes, you wake into a peaceful area called Deadman’s Garden, whose ferns and mosses are protected by the skeleton of a sleeping giant. You then descend into an isolated crypt, where you loot your first sword from a corpse. You also meet your first NPC, the Lonely Knight.

The Lonely Knight is not hostile, and Vermis reproduces the boxes of dialogue with which he greets you. Although Plastiboo is canny enough to keep the narration of battles to a minimum, the format of Vermis obliquely suggests gameplay. “Despite his imposing appearance,” the text reads, “the Lonely Knight is totally harmless and will not defend himself from any attack.” Underneath this passage, however, is an insert featuring illustrations of the knight’s equipment, which your player presumably receives by killing him.

After navigating through the Isolated Crypt and emerging from its cliffside exit, you then venture into a swamp, a forest, and more crypts and caves, each of which is characterized by its own unique theme.  

Along the way, you cross paths with various NPCs (mostly fellow knights) and pick up a collection of items. The text describing these items and encounters alludes to gameplay that’s never made explicit. The decision to leave the more interactive elements of Vermis to the reader’s imagination works in concert with the second-person narration to draw the reader deeper into the ludic simulacrum.  For example, in this passage…

Once on the other side of the bridge, you notice how the oppressive flutewood landscape is replaced with clear skies and endless hills full of cedars. The breeze blows gently.

After days surrounded by the unrelenting melody of the flutewoods, the absence of the whistles makes for a heavenly silence interrupted only by the chirping of the birds and the wind blowing through the leaves.

An enormous structure rises at the top of the highest hill, casting a shadow that engulfs the landscape. You make your way to the building as the sun goes down. The contrast with the sky makes it difficult to discern what is inside.

…the mechanical process of crossing this space is merely suggested. Instead, the reader is presented with the more subjective elements of the game.

Having just survived a difficult battle on the aforementioned bridge, your sense of relief is reflected in a green and peaceful landscape. The relative silence has a tangible quality. In contrast to the twisting corridors of underground dungeons, here you can hear birds and feel the wind. The sky is open. Nevertheless, the final labyrinth lies ahead, so onward you must go if you wish to reveal the secrets hidden inside.

In his review of Vermis, “The Guide to a Game That Doesn’t Exist,” Patrick Fiorilli writes, “As a strategy guide — precisely insofar as it is a strategy guide — Vermis makes good on the promise that such volumes once made to their readers: that there is a world beyond these pages waiting to be explored.”

Fiorilli continues, “Vermis also builds the speculative world of its own existence: a world where this bygone form of secondary literature, the strategy guide, never disappeared, never dissolved into the slush of the content economy, but instead flourished as an aesthetic form unto itself.”

Fiorilli’s hints regarding the metafictional resonance of the “speculative world” of Vermis are intriguing. There’s an element of liminality to the book that recalls the famous “Candle Cove” online horror story about a half-remembered children’s cartoon that aired on a public access channel that never existed. Describing the “dreamcore” aesthetic of “liminal” videos such those surrounding the mythology of The Backrooms, digital architecture critic Ario Elami notes, “Responses to such imagery often involve claims that one feels dislocated yet aware of a vaguely familiar aspect.” And indeed, Vermis possesses this exact sense of uncanny belonging to a history that almost was.

Still, I’m far more interested in Vermis’s proximity to the “speculative world” that Fiorilli describes at the beginning of his review as he relates his experience of studying the strategy guide for The Wind Waker before playing the game. I once enjoyed similar experiences of engaging with old video games purely through their strategy guides, and I can attest to the pleasures of constructing an interactive experience through grainy images and their accompanying captions.

Through some unholy miracle, Vermis perfectly captures the spirit of “playing” a game through interaction with a paratextual artifact. At the same time, Vermis discards many elements of an actual strategy guide in order to structure its text and layout to form a satisfying narrative. It’s a delicate balance, and I’m in awe of how Plastiboo manages to pull it off.

I spent a month doing internet deep dives while trying to find more books like Vermis, but everything I saw people recommend – from Fever Knights to Tales from the Loop – didn’t scratch the same itch. Thankfully, Vermis has a “sequel,” Vermis II, which is a fascinating evolution of the formula that engages with the meta while still offering an adventure that stands on its own. In addition, Plastiboo’s publisher, Hollow Press, also offers three similar titles: Age of Rot, Leyre, and Godhusk. They’re all fantastic, albeit slightly edgier and more tonally graphic than Vermis.

Of all the books published by Hollow Press, Vermis remains my favorite. I’d recommend it especially to people who don’t want to play Dark Souls (or King’s Field) but are still curious about the atmosphere and flavor of this genre of games. I’d also offer the book to connoisseurs of experimental fiction who want to feel creatively invigorated by a uniquely stylized way of constructing a world through words. Vermis is really something special, and my gratitude goes out to Michele Nitri for making his dream of Hollow Press a darkly fascinating reality.

Legend of Zelda Forest Zine Preorders Open

I’m excited to share the news that preorders are now open for The Whispers of Hyrule, a Legend of Zelda fanzine celebrating Hyrule’s beautiful green spaces and the creatures that make their homes in the trees.

I contributed a short story about Majora’s Mask titled “The Brave Tale of the Heroic Swamp Princess.” My story follows Link and the Deku Princess as they venture through the swamp on their way home from the Woodfall Temple. I did my best to capture the exuberant spirit of the Deku Princess, who helps Link work through the trauma he experienced in Ocarina of Time, as well as the warm atmosphere created by the vibrant plant growth in the swamp.

It’s been a privilege to see the drafts shared by the writers, artists, and musicians who have joined me on this journey. From sunlit meadows to deep forest shadows, everyone has worked hard to convey the wonder and mystery of getting lost in the woods. I know I say this about every fanzine, but this book is going to be gorgeous.

Preorders for the zine are open until April 23, and three stretch goals have already been exceeded. If you’re interested, you can check out the project at the following links:

🌿 https://thewhispersofhyrule.bigcartel.com/
🌿 https://culturesofhyrulezines.tumblr.com/
🌿 https://thewhispersofhyrule.carrd.co/

Essay about Elden Ring and Dark Academia

I’m excited to share an essay I wrote for Bloodletter Magazine, a stylish biannual anthology of queer and feminist horror. The piece is titled “Dark Academia for Dark Times: Elden Ring and the Fall of the Academy,” and I’m writing about how the haunted lore of the game’s cursed university reflects real-world academic anxieties. 

You can read the essay here:
https://bloodlettermag.com/dark-academia-for-dark-times-elden-ring-and-the-fall-of-the-academy/

While I use the character Rennala from Elden Ring as an illuminating point of focus, my piece is really about the uncanny connections between the crisis currently facing universities and the social media aesthetic of “dark academia” embraced by young women. I’m arguing that the association of dark academia with the corruption of female bodies reflects deeper concerns regarding the ties between academic liberalism and the decay of imperial privilege. 

Basically: Is the wokeness of postcolonial queer feminism ruining college? I would like to believe that it is, and I think this is kind of neat, actually.

My piece is graced with a creepy spot illustration by the magical Katy Horan, who goes by @goodyhoran on Instagram, and you can follow Bloodletter at @bloodlettermag, where they post eye-catching film stills from indie horror movies created by emerging female directors. 

The Sleeping Princess

There is a legend in Hyrule that a sleeping princess lies behind the door of a locked room deep under the ruins of the North Castle. When the princess rises, so too will the ancient powers sealed within her dreams. Impa knows the legend is true, and she fears the fate that will befall the kingdom should the first Zelda wake. Yet when a shadow rises on the borders of Hyrule after the birth of a new princess, Impa must make a terrible choice.

I had the honor of contributing a story called “The Sleeping Princess” to Blood Moon Rising: A Zelda Horror Zine. I was interested in exploring the background of Princess Zelda in the original 1986 game, and I thought it might be fun to see her story through the eyes of Impa, who knew about the undead princess who was the first of Zelda’s line. In other words, I’m connecting some of the more disturbing threads between The Legend of Zelda and Zelda II: The Adventure of Link.

“The Sleeping Princess” is a story about maternal love, political sacrifice, and the dark secrets hidden within the labyrinthine dungeons of Hyrule. I was strongly inspired by H.P. Lovecraft’s novel At the Mountains of Madness, which dwells in the geometric terror of monumental architecture built by strange hands, and I did my best to create a sense of ruined grandeur similar to that of Dark Souls and Ico: Castle in the Mist.

For the story’s illustrations, I had the incredible pleasure of working with the devilishly talented Pumpkinsouppe, whose dark arts brought this ruined world to life.

You can find “The Sleeping Princess” on AO3 here:
https://archiveofourown.org/works/62492182

Leftover sales of the zine are open until February 24 on BigCartel (here).

Studio Ghibli Fanzine Preorders

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I’m excited to share a preview of the short story I wrote for New Winds: A Studio Ghibli Fanzine.

My story, “The Record of the Last Heavenly Warrior,” is narrated from the perspective of one of the giant robots from Castle in the Sky who remained in Laputa Castle after all the humans fled. The log it creates across the years is an account of the actions it takes to help nature return to the abandoned structure. Through the care it offers the environment and its companions, the robot gradually begins to understand why humans abandoned the fortress, and it wonders what it will do should they ever return.

The editors and layout artists who’ve worked on New Winds put an extraordinary amount of love and attention into making the writing in this zine shine, and the comics and illustrations that fill the pages are equally beautiful. If you’re interested, preorders for the zine are open until February 6 on Bigcartel (here). You can check out more previews on the zine’s accounts on Twitter (here) and Tumblr (here).

🌿 https://studioghiblizine.bigcartel.com/
🌿 https://x.com/ghiblifanzine
🌿 https://ghiblifanzine.tumblr.com/

Firebird

Firebird is a choice-based visual novel that takes about an hour and a half to play. The story is set in the northern borderlands of contemporary Russia, where a Hungarian migrant named Mariska makes her living as a freight trucker.

Since she’s in the country illegally, Mariska had to take out the loan for her truck, the Firebird, from a local mob boss. When she’s caught after trying to flee the boss’s territory without paying the interest on her loan, Mariska crosses paths with a strange girl in traditional clothing named Vassilissa, who promises great riches if Mariska will deliver food to her village in the far north.   

Your job as the player is to navigate between points on the map as Mariska and Vassilissa head steadily northward. There’s no backtracking, so you’ll have to choose between multiple routes while ensuring that the Firebird doesn’t run out of gas. The game is entirely text-based, and the elements of resource management are fairly chill.

More than anything, the gameplay is about roleplaying as you explore the dialogue options. It’s possible to die, but doing so will simply restart the game at a crucial choice. As the player, you’re mostly just along for the ride. And what an incredible ride it is.

At each point on the map along her route, Mariska is able to leave her truck and search for gasoline or money (which can occasionally be used to buy gas). The road is littered with the ruins of old villages and Soviet outposts, but a few of the waystations are still populated. The humans Mariska and Vassilissa meet are friendly, but the wolves and bears are another story entirely. To make matters worse, the mob boss has sent his henchman Ivan to pursue Mariska in his truck, the Gray Wolf.  

As you might have guessed from the character names, which are drawn from Slavic folklore, there are supernatural forces at play. Over the course of her journey, Mariska encounters various legendary characters, from the crafty witch Baba Yaga to the warrior princess Maria Morevna. The gradual shift from gritty realism into the realm of a fairy tale is a lot of fun, especially when the seemingly absurd advice offered by characters along the way begins to make perfect sense. Thankfully, Mariska is nothing if not pragmatic, and her no-nonsense attitude is exactly what she needs to get the job done.   

Firebird’s developers, Ludogram, are based in France, but they’ve devoted love and care to bringing the Russian setting to life. The luminous ligne claire artwork of Quentin Vijoux invites the player onto the northern tundra while conveying a strong sense of lingering twilight and freezing cold. Despite Firebird’s celebration of Slavic folklore, the game’s narrative makes no attempt to hide its criticism of the Russian state, especially the collusion between government and organized crime. There’s also a haunting scene with Soviet ghosts that I found genuinely chilling.

Although it’s possible to see an entirely different variation of the game’s story during a second playthrough by having Mariska drive through a different set of points on the map, the destination is always the same. No matter what path you choose, Firebird connects to universal themes as it acknowledges the cycles of nature – between winter and summer, and hardship and plenty, and faith and hard work. The bad times won’t last forever, Firebird suggests, and Mariska will keep on trucking.

Summer Break

In December 2019, I printed a chapbook that contains my unofficial translation of Hiromi Kawakami’s “Summer Break” (Natsu yasumi), the second story in the author’s prizewinning 1998 collection Kamisama. This story has not been officially translated, so I created a translation of my own to use in my Japanese literature classes.

“Summer Break” is a Studio Ghibli style celebration of the magic of the natural world and a quiet meditation on coping with mental illness. The narrator spends a few weeks working at a pear orchard, where they unwittingly adopt a trio of small tree spirits. One of these creatures is humorously neurotic, and its anxiety for the future resonates with the worries of the narrator, who feels that the world is slipping away from them.

You can download a free PDF copy of the chapbook from Itch.io here:
🌿 https://digitalterrarium.itch.io/summer-break

The cover illustration was created by Koyamori, who goes by @maruti_bitamin on Instagram.

An Unfound Door, Chapter 16

Fhiad reflects on the uncanny emptiness of Erdbhein Castle as he leads Agnes to the queen’s ruined chambers. While describing Erdbhein before the war, Fhiad tells Agnes about his three sisters, all of whom were highly competent administrators. Fhiad confesses that he dreamed of becoming a mage so he could return to Erdbhein to build monumental stone structures aboveground to rival the stonework in the long-abandoned city underneath the castle.

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This chapter is about Fhiad processing his grief. It would be the perfect opportunity for an exposition dump, but Fhiad isn’t in a good mental state to deliver a lecture at the moment. Like Agnes, he feels like a failure, and he misses his family.

While Fhiad talks about the past, I hope the reader gets a sense of this character belonging to a much larger story. Unfortunately, Fhiad is never going to be able to live that story, and the reader isn’t going to hear much more about it, either. Fhiad mentions spending time in an ancient city in the mountains below Erdbhein, and tells Agnes that he went to university to study architecture because he always dreamed of building something equally grand aboveground.

That’s an intriguing detail, I hope. It adds another layer of foreshadowing regarding Agnes and Fhiad’s final destination, but the reader is never going to encounter another reference to Erdbhein’s history and culture. That’s what it means for an entire group of people to be destroyed; all of their art and memories and folklore are destroyed along with them.

Agnes is deeply disturbed by this loss, as she should be. Meanwhile, Fhiad’s anger regarding the destruction of Erdbhein has drained away, alongside his sense of agency. At the beginning of the story, he was furious and hostile and scary, but he’s become calmer and more introspective as the reality of his situation becomes clear.

Fhiad’s monologue in this chapter mirrors Agnes’s monologue at the beginning of the novel about how she’s the exact wrong person to handle a difficult situation. Agnes was doing something stupid (bringing a demon back to Faloren) because she felt that she had no power to halt her kingdom’s decline on her own. Fhiad was likewise attempting to do something stupid (stealing a relic that could turn back time) because he saw no other way to address what happened in the past. Fhiad knows that his mother or any one of his sisters could have been effective in restoring his kingdom, but he feels that he himself doesn’t have the power to do anything. And honestly, he’s right.

I think that’s a hard lesson to learn, that sometimes you’re just not the right person to fix a messed-up situation. Not everyone can be a hero. At the same time, if a broken situation can’t be fixed by normal people working together and trying their best while using the tools at their disposal, then perhaps the situation isn’t worth fixing.

In The Demon King, a novel I put on hold to focus on writing An Unfound Door, the main character finds himself in a situation that’s somewhat similar to what Fhiad’s going through. This character is going to succeed by virtue of being ten years older and completely unhinged, and his success will destroy him. Fhiad is going to fail, though. His failure isn’t without sadness, but accepting himself and the reality of his circumstances is going to be the best thing that ever happened to him.

The same goes for Agnes, who needs to understand that she can simply walk away from Faloren. The arc of her character development is longer and more complicated; but, from this point forward, it’s going to be Fhiad’s job to support her.

This chapter is relatively quiet, especially after the action in the previous chapter, but it’s the emotional turning point of the novel. So this chapter is about grief, but it’s also about two tired adults taking a much-needed break to have a nice date with delicious tea in a handsome ruined castle overgrown with beautiful bioluminescent flowers.

The illustration of Fhiad in this chapter’s preview graphic was created by the bold and brilliant fantasy illustrator Armd39, who posts dynamic and creatively textured artwork on Bluesky (here) and on Instagram (here). You can also find her commission info pinned on Twitter (here) if you’re interested. Arma was wonderful to work with, and the process of creating this illustration was a fantastic experience that easily added a few months to my life.

An Unfound Door, Chapter 15

Now that Fhiad has taken the form of a demon boar, Agnes rides him through the mountain forest on the way to Erdbhein. They make quick progress, stopping only for Agnes to rest. As they approach Erdbhein Castle, Fhiad leads Agnes to an overlook from which she can see the overgrown ruins of the city in the valley.

At the cliffside castle’s back entrance, severely decayed husks emerge from what used to be a village that housed the castle staff. Fhiad is frightened, so Agnes dismounts and comforts him as she leads him across a bridge and into the castle’s rear courtyard. More husks emerge, and Fhiad is paralyzed with fear. Agnes forcibly reverts him to his human form, and they escape into the castle keep.

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Based on the synopsis, you might think there’s fighting in this chapter, but the truth is that I dislike writing action. As much as I enjoy the choreography of cinematic fight scenes, I find prose descriptions of battles to be tedious. I always skim through action sequences as a reader. Why subject myself to this sort of thing as a writer?

In my defense, neither Fhiad nor Agnes is an action hero. Fhiad is an extremely cowardly demon, and Agnes wields a sword the way I imagine most people would, which is to panic and swing it around wildly. When she actually hits something, she’s horrified and disgusted.

Instead of a thrilling adventure, this chapter is more of an extended meditation on death and decay. In particular, I really enjoyed writing about the slow creep of the husks. My personal take on zombies is that they’re scariest when they take the “persistence predator” aspects of human physicality to an extreme. Fast zombies are a lot of fun! But slow zombies that just keep coming? That’s what really creeps me out.

On a more serious note, zombies are an indirect way to think through the indignity of certain types of death. An Unfound Door isn’t a political novel by any means, but I can’t deny that I wrote this story while watching a genocide unfold. It’s important to bear witness, I think. Still, I’m disturbed by the media spectacle of destruction, in which the victims of war are reduced to nothing more than their blunt physicality in order to sell an enticing narrative to a public that passively consumes death on television or online. As my academic work has (hopefully) demonstrated, I care deeply about these issues, and fiction is another way to explore the complications and consequences of an empire lashing out at imagined enemies as it crumbles from the inside. Let it suffice to say that I have a great deal of sympathy for zombies.

In any case, Agnes isn’t particularly afraid of husks, which she sees as pathetic but harmless. There are a whole lot of husks in this ruined castle, however, and Agnes has a difficult time shepherding Fhiad inside the keep while doing her best to keep both of them safe. Consequently, the main narrative breakthrough that occurs in this chapter is a demonstration that Agnes has become much more sensitive to Fhiad’s emotional state. I guess riding a man through the forest like a horse will do that.

The illustration of Agnes in the chapter preview graphic was created by Loustica Lucia, a bright and shining fantasy artist who posts colorful battle scenes and character portraits on Instagram (here), on Tumblr (here), and on Bluesky (here).

An Unfound Door, Chapter 14

Agnes and Fhiad have a brief conversation with Galien and Caelif before departing from Faloren Castle. Fhiad’s personality becomes warmer and more open as they travel across the countryside. He’s friendly to travelers, and he shares his memories of the university in Cretia with Agnes. In the evenings, Agnes stretches and practices the sword forms that she learned from her mentor Mylah, who left the castle shortly after Fhiad’s arrival and hasn’t returned since.

On the first night after they enter the northern forest, Fhiad watches Agnes practice and confesses that his magic won’t be useful against the dangers they’ll face in Erdbhein. He asks that Agnes remember him as human before transforming himself into a boar.

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This chapter is the transition stage between narrative acts that Jessica Brody (of Save the Cat Writes a Novel fame) calls “the eye in the calm of the storm.” It’s a seemingly extraneous but actually extremely important part of the story in which the characters take stock of their situation, their relationships, and their goals.

Even before I read Save the Cat, this in-between chapter was always one of my favorite parts of any longer story I wrote. This is especially the case with romances, where this scene is almost always the first intimate moment the characters spend together. If An Unfound Door were a different type of novel, things would have gotten spicy before Fhiad decided to transform himself, but he just kisses her hand. Which is plenty romantic enough, I think.

I end this chapter with the suggestion that Fhiad is going to be reckless and violent as a demonic boar, but this is misdirection. Even in the form of a powerful monster, he isn’t emotionally equipped to handle action, and Agnes is going to have to forcibly transform him back into a human in order to drag him forward in the next chapter.

Even to me, as someone who ostensibly knows how this story ends, it’s been interesting to see how Fhiad has developed as a character. He initially seems strong and dangerous, but his personality becomes more complicated and neurotic as the reality of his trauma sets in. He slowly unravels as he goes from one set of bad behaviors to another, which is always fun to watch. In this chapter, however, Fhiad is a completely normal person, which I think is the key to the story. As long as Fhiad isn’t subjected to the pressure of being involved in history-changing events, he’s fine.

The goal is to get both Fhiad and Agnes to the point where they’re able to accept that they can just leave these ruined kingdoms behind them and start a new life elsewhere. I therefore used this chapter to create foreshadowing that strongly suggests that this is the best possible outcome for them both. Although their respective homelands are beyond redemption, Agnes and Fhiad can still save each other.

The illustration of Agnes for this week’s preview graphic was created by Anta ARF, who posts brilliant and shining fantasy art on Cara (here), on Tumblr (here), and on Twitter (here).