Sarcogênese

FantasyHighDarkGritty
0plays
0remixes
Dec 2025

Sarcogênese is a colossal, dying organism whose mountains are hardened skin and rivers are blood, bile, and gastric acids, while technology is forged from grafts and bio‑engineering rather than metal. Adventurers navigate its living, breathing world—where the Venous Jungles burn with sentient rot, the Spinal Peaks wither of magical marrow, and every trade is paid in fresh blood or vital organs—while battling the Great Infection that turns death into a ravenous, mindless mass of flesh.

World Overview

The entire world is a colossal, infinite, dying organism. Mountains are folds of hardened skin and massive tumors; caves are natural orifices or open wounds; rivers are not water, but different bodily fluids (blood, bile, lymph, or gastric acids). The entire world is a colossal, infinite, dying organism. Mountains are folds of hardened skin and massive tumors; caves are natural orifices or open wounds; rivers are not water, but different bodily fluids (blood, bile, lymph, or gastric acids). Technological Level: "Surgic-Punk": There are no forges or factories. Technology is based on grafts, sutures, and bio-engineering. If you need a blade, you don't forge it; you grow a sharpened bone in a "limb-farm" and stitch it to a handle made of calcified nerves. Armor is not worn; it is grafted directly onto your flesh. The Atmospheric Breath: The sky isn't blue, but a warm, pinkish mist. The world "breathes." There are cycles of Inhalation (strong winds sucking everything toward deep fissures) and Exhalation (when the air becomes saturated with toxic gases and humid heat). Currency of Survival: Fresh Blood or Vital Organs. Metal coins are worthless. Trade is conducted through vials of vital fluids or "Regen-Flesh"—pieces of regenerative meat that can be ingested to heal wounds or extend life. The Great Infection: Death is not an ending. Anything that dies is either reabsorbed by the meat-soil or becomes a "Teratoma"—a mindless, twitching mass of teeth, hair, and muscle that continues to grow and devour everything nearby. Survival is wet and painful. To open a door in a city, you might have to "feed" a lock made of a hungry mouth and teeth. Clothing is often cured skin that must be kept moist with oils, or else it will rot and fuse to the wearer's own body.

Geography & Nations

1. The Pulmonary Expanse (The Lungs) Landscape: Spongy pink tunnels and trachea forests that expand/contract. Hazard: The Great Exhalation—hurricane-force winds of mucus and gas. Nation: The Pneumatics. Multi-nosed humanoids living in bone-hooked hanging cities. They use skin-membrane gliders to navigate the breath-cycles. 2. The Sea of Gastric Acid (The Stomach) Landscape: A vast ocean of yellow digestive enzymes with floating islands of hardened fat. Hazard: Enzymatic Tsunamis that dissolve anything not protected by chitin. City: Umbilic. Built inside a massive, closing sphincter valve for protection. Home to acid-immune scavengers. 3. The Spinal Peaks (The Spine) Landscape: Jagged white vertebrae mountains piercing blood-red clouds. Hazard: Neural Tremors—violent seismic spasms triggered by the world's nervous system. Nation: The Ossuary Kingdom. Ruled by Keratin-Lichs who mine Silver Marrow (pure magical energy) from the mountain cores. 4. The Venous Jungles (The Circulatory System) Landscape: Dense forests of pulsing arteries. Trees bleed high-pressure gore when cut. Hazard: Iron Fumes—the air is thick with the scent of blood, causing "Blood-Madness" in the weak. City: Hematia. Built around an Auxiliary Heart. Residents are Metabolic Vampires who "plug" into the city walls to feed. 5. The Bowel Wastes (The Lower Tract) Landscape: Swamps of pus, bile rivers, and decaying matter. The world’s graveyard. Hazard: Hyper-Bacteria. Microscopic predators that rot flesh in seconds. Faction: The Coprophages. Mutant cultists who worship decay and master the magic of plague and rot. Key Landmarks Lymph Highways: Translucent rivers used for rapid boat travel between organs. Scar-Zones: Areas of thick, hardened scab-tissue; the only stable ground for heavy architecture.

Races & Cultures

In this world, your race is defined by which biological system you serve. Hemovores (The Elite): Pale, needle-clawed aristocrats who rule the Venous Jungles. They act as the world’s "Immune System," purging anyone they deem an infection. Litho-Skeletal (The Miners): Skinless beings with external bone-plates. Living in the Spinal Peaks, they mine magical marrow and craft weapons from calcified world-ribs. Mycelial Drifters (The Healers): Bloated, fungal humanoids from the Lungs. They use "living molds" to heal wounds but are often enslaved for their antibiotic properties. The Grafted (The Scavengers): Nomadic survivors who stitch animal parts and world-flesh onto themselves. They are the "trash-eaters" and scavengers of the Bowel Wastes. Cyst-Acolytes (The Oracles): Massive, tumorous beings fused into the world's walls. They "taste" the world’s fluids to predict tremors and divine the future.

Current Conflicts

Current Conflicts: The Death Rattle 1. The Great Necrosis (The Spreading Rot) A massive patch of Black Gangrene has appeared in the Venous Jungles. It isn't just killing the world-flesh; it’s turning it into sentient, aggressive rot-monsters. The Tension: The Hemovores are burning entire sections of the forest to "amputate" the rot, leading to a refugee crisis of Mycelial Drifters fleeing the flames. 2. The Marrow Drought The Spinal Peaks have stopped producing Silver Marrow. Without it, the Litho-Skeletal cannot power their bone-cities or keep their joints from seizing into statues. The Threat: The Bone-Walkers have begun "Forceful Extractions," drilling deep into the world’s nerves, causing global Seizure Quakes that collapse cities elsewhere. 3. The Sphincter War The city of Umbilic (in the Stomach) has closed its giant valve, refusing to let trade ships through. They claim the "World-Heart" told them a "Foreign Parasite" is trying to enter the gut. The Opportunity: Nations are hiring Grafted mercenaries to find a way to "irritate" the valve (using chemical or physical torture) to force it open. 4. The Prophet of the Void A new cult among the Grafted claims the World-Body should die so a "New Flesh" can be born. They are performing Mass Grafting Rituals, stitching hundreds of bodies into "Meat-Golems" to attack the holy sites of the Cyst-Acolytes. 5. The Fever Spike The world’s temperature is rising. This Global Fever is causing the Acid Seas to boil and the Lung-forests to produce hallucinogenic spores. People are going "Blood-Mad," attacking friends and family in a cannibalistic frenzy. Adventure Hooks: Contract: Escort a "Cooling Cyst" (a bio-engineered organ) to the Spinal Peaks to stop a Seizure Quake. Heist: Steal the "Original Heartbeat" (a relic) from the Hemovore Palace. Survival: Escape a region being "digested" by an accidental flood of Gastric Acid.

Magic & Religion

Magic & Religion: The Visceral Arts 1. Visceral Magic (The Cost of Power) Magic is the act of "tricking" the World-Body into reacting. There is no mana—only Biological Debt. Hemomancy (Blood Magic): Used by the elite to manipulate fluids and heat. Cost: Caster’s own blood volume. Excessive use leads to "Desiccation" (becoming a mummy). Osteomancy (Bone Shaping): Manipulating skeletal structures and density. Cost: Permanent reduction in bone density or sacrificing a tooth/digit for every spell. Neural-Weaving (The Mind-Link): Connecting to the world’s nervous system to see distant places or control beasts. Cost: Seizures, temporary paralysis, or "Synapse Burnout" (memory loss). 2. The Religion of the Three Rhythms The inhabitants don't worship "Gods" in the sky, but the Anatomical Functions of the world-corpse. The Church of the Great Pulse (The Heart): They believe the World-Body is alive and must be kept beating. They perform "Rhythm Rituals" (mass drumming and blood sacrifices) to prevent the world from dying. The Sect of the Holy Decay (The Gut): They worship the inevitable rot. To them, "Death is the Great Digestion." They believe that when the world finally dies, those who are "rotten enough" will transcend. The Ossified Silence (The Bone): A stoic faith believing that flesh is a lie and bone is the only eternal truth. They seek to turn the entire world into a calcified, unmoving statue. 3. "Deities": The Arch-Parasites There are no traditional gods, but there are The Arch-Parasites—ancient, god-like entities that live deep within the world’s vital organs. The Thrumming One: A sentient tumor the size of a city that grants prophetic visions to those who feed it their memories. The Acid-King: A colossal tapeworm-like entity in the Gastric Sea that demands "purity" through dissolution. Ritual Equipment Cursed Scalpels: Used to channel magic through precise incisions. Living Altars: Slaves or beasts bred specifically to be "batteries" for a mage’s spell, taking the physical damage for them.

Planar Influences

In Sarcogênese, "Planes" are not distant dimensions, but External Parasites or Internal Micro-Verses. The world is so massive that it acts as a gravitational anchor for cosmic entities. Planar Influences: The Cosmic Infection 1. The Astral Leeches (The Outer Void) The world-body isn't floating in space; it’s drifting through a "Void-Sea" filled with Astral Leeches. Interaction: These invisible, miles-long entities "latch" onto the world’s skin (the sky). When they bite, they create Stellar Sores (what locals call "Stars"). Effect: Magic users can draw "Void-Cold" from these sores, but it freezes their blood instantly. 2. The Micro-Kingdoms (The Cellular Planes) By shrinking one's consciousness (through toxic spore ingestion), a traveler can enter the Cellular Plane. Interaction: This is a world of pure energy and geometric meat. Time moves differently here—a minute in the cellular plane is a week in the material world. Effect: Mages go here to "reprogram" their own DNA, returning with "Impossible Grafts" like wings or laser-emitting eyes. 3. The Great Ghost-Ache (The Phantom Limb Plane) When a part of the world-body dies or is "amputated" (like a collapsed mountain or a dead forest), its "soul" lingers in the Phantom Plane. Interaction: This is a realm of Ectoplasmic Bile. It is a gray, colorless version of the world where the "ghosts" of extinct species and dead civilizations roam. Effect: Necromancers use this plane to summon "Phantom Organs"—invisible hearts that can't be stabbed or lungs that can breathe underwater. 4. The Viral Incursion (The Shifting Realm) A predatory dimension of Pure Virus is trying to "infect" the world-body to use it as a host for reproduction. Interaction: It manifests as Glitch-Flesh—areas where reality pixelates into raw, screaming muscle and light. Effect: It creates "Reality Fever," where the laws of physics (gravity, friction) fluctuate wildly. Planar Travel: "The Surgical Breach" To move between planes, one doesn't use portals. They use Deep Incisions. To enter the Phantom Plane: One must undergo a "near-death" ritual, stopping their heart for exactly 3 minutes. To enter the Cellular Plane: One must be "digested" by a specific type of sacred parasite and excreted into the micro-realm.

Historical Ages

The history of Sarcogênese is a timeline of biological decay. History isn't written in books; it’s layered in the Fossilized Strata of old flesh. Historical Eras: The Layers of Decay 1. The Era of Primordial Vitality (The Golden Pulse) The State: The World-Body was young, healthy, and conscious. It didn't need to be "harvested"—it provided everything. The Legacy: Pure-Tissue Relics. Occasionally, explorers find "unspoiled" organs that don't rot and glow with a holy, golden light. These are used to create "Eternal Grafts" that grant near-immortality. 2. The Great Schism (The Surgical Rebellion) The Event: Ancient civilizations (The First Surgeons) tried to "tame" the world by installing massive bronze and gold machinery into its brain and heart to control its movements. The Ruin: Clockwork Tumors. Gigantic, rusted gears fused with necrotic muscle. These ruins are death traps where ancient mechanical "Antibodies" still hunt anything that moves. 3. The Age of Parasites (The Silent Feast) The Event: After the world "died" (or fell into a coma), cosmic entities and smaller gods descended to feed. This was the era of the Arch-Parasites. The Legacy: Hollow Cities. Massive tunnels bored through the world’s densest bones. Many of the current "Nations" are simply living in the "burrows" left behind by these ancient, god-sized worms. 4. The Era of the Scar (The Current Age) The State: The world is a patchwork of scars, infections, and industrial harvesting. The Ruin: Petrified Battlefields. Plains of calcified blood where armies of the past were instantly turned to bone by "Medulla Bombs." Notable Ruins The Cortex Citadel: The rusted remains of the world's "Brain Case." It is filled with "Static Ghosts"—psychic echoes of the world's last conscious thoughts. The Sunken Valve: A massive, ancient filtration system in the Liver-Region. It is a labyrinth of brass pipes and bile-soaked dungeons, said to contain the "Blueprint of Life." World Secret: The "Rebirth" Cycle Some ruins suggest this isn't the first World-Body. Deep in the Pelvic Foundations, explorers have found the skeletal remains of entire previous worlds, stacked like Russian dolls.

Economy & Trade

Economy & Trade: The Fluid Market1. Currency: "The Vital Standard"Metallic coins are useless. Value is measured by Biological Utility.The Ounce (The Pulse): A small, sealed glass vial of Purified Universal Plasma. It can be injected for an instant energy boost or used as a base for spells. It is the most common "coin."Marrow-Shards: Small slivers of glowing Spinal Marrow. These act as "High-Value Notes" due to their immense magical density.Graft-Scrip: Dried, preserved strips of high-quality muscle or skin tissue, stamped by the Hemovore Banks.2. The Great Trade RoutesThe Lymphatic Flow: Using the translucent Lymph rivers, "Capillary Barges" move goods between the Internal Organs. These barges are made from the hollowed-out carapaces of giant lung-mites.The Arterial Express: Dangerous but fast. Traders "ride" the high-pressure blood surges in the main arteries. It requires specialized reinforced hulls to prevent being crushed by the world’s "Blood Pressure."The Nerve-Pathways: Secret, underground routes along the world's major nerves. Travelers must remain perfectly silent; vibrations can trigger "Neural Shocks" that fry the brains of everyone on the path.3. Economic SystemsThe Flesh-Tribute: Most nations don't pay taxes in money, but in Biomass. Citizens must donate a specific amount of skin, hair, or blood annually to the state "Bio-Vats" to grow public infrastructure.The Scavenger Market: In the Bowel Wastes, trade is pure barter. A "fresh" eyeball might buy you a bone-sword or a map through the Gallbladder Swamps.The Insurance of Sutures: A unique service where merchants pay "Healer-Guilds" to keep their "Stock" (living cargo or mounts) from rotting during long transits across toxic zones.Major Exports by RegionRegionExportDemandSpinal PeaksBone-Steel & MarrowFresh Blood (for miners)Venous JunglesRefined Plasma & OrgansBone-Tools & CalciumThe LungsMedicinal Molds & OxygenAcids (for cleaning tunnels)The StomachChitin & Digestive SaltsStructural Bone

Law & Society

In Sarcogênese, there are no "laws" in the traditional sense, only Clinical Protocols. Society is obsessed with "Health" and "Function." Crime is seen as a disease that must be cured or excised. Law & Society: The Clinical Order 1. The Justice System: "The Biopsy" Trials are not held in courtrooms, but in Operating Theaters. The Judges: Known as Diagnosticians. They do not listen to arguments; they taste the accused's sweat and blood to detect "The Hormones of Guilt." The Lawyers: Sin-Eaters. They physically link their nervous systems to the accused. If the accused lies, the lawyer suffers a seizure. 2. Punishment: "Repurposing" Prisons are a waste of biomass. If you break the law, your body is put to use. Minor Crimes (Theft/Slander): Grafting Shame. The criminal has an extra, useless limb grafted onto their face or back for a year. Major Crimes (Murder/Treason): Living Architecture. The criminal is lobotomized and physically stitched into the city walls to serve as a living door, a load-bearing column, or a waste-filtration pump. They remain conscious but immobile. Capital Punishment: Recycling. The criminal is thrown into the Digestive Pits to become raw fuel for the city. 3. View on Adventurers: "Licensed Pathogens" Adventurers are not seen as heroes. They are viewed as Useful Viruses. The Stigma: Regular citizens fear them. Adventurers dig into the world, waking up monsters and causing "inflammation" (trouble). They are often called "Probers" or "Scabs." The Necessity: Despite the disgust, society needs them. Only adventurers are crazy enough to dive into the Acid Sea to retrieve ancient relics or hunt Teratomas. The Symbiosis Permit: To operate legally, adventurers must buy a "License of Symbiosis." Without it, city guards (The White-Cell Militia) are authorized to kill them on sight as "Infections."

Monsters & Villains

Para manter a consistência com o material que criamos até agora, vou manter os nomes e descrições em Inglês, pois isso ajuda a solidificar a terminologia do mundo (e soa mais "metal/gore"). Aqui estão os monstros e vilões que assombram Sarcogênese: Bestiary & Villains: The Pathogens & The Cure 1. Common Threats (The Fauna) Creatures that evolved to survive inside a dying giant. Dermal Ticks (The Skin-Eaters): Description: Dog-sized parasites with translucent, bloated sacks. They burrow into the "ground" (the world's skin) but surface to latch onto travelers, draining liters of blood in seconds. Gore Factor: When killed, they explode in a shower of pressurized, boiling blood and anticoagulants. Calcium Wasps (The Tooth-Fairies): Description: Horrifying flying insects made of nerves and enamel. They don't want food; they want calcified material. Behavior: They swarm adventurers to surgically extract teeth, nails, and exposed bone fragments using mandible-pliers. Muscle-Mimics: Description: Carnivorous strands of muscle fiber that look like ropes or bridges in the Venous Jungles. Behavior: When stepped on, they snap tight, constricting the victim and fusing with their flesh to slowly digest them through osmosis. 2. The Apex Predators (The Immune Response) The world is dying, but its immune system is still active and hates you. Leuko-Knights (White Blood Sentinels): Description: Faceless, gelatinous giants made of white pus. They have no bones, making them immune to bludgeoning. Tactic: They "Phagocytose" (engulf) their enemies. Once inside the Knight's body, the victim is dissolved by acid while suffocating. They hunt anyone who uses too much magic (viewed as a virus). The Teratoma: Description: A chaotic mass of random biological parts—eyes, teeth, hair, and fingers—growing uncontrollably into a rolling boulder of flesh. Origin: Created when a resurrection spell goes wrong. It screams constantly with the voices of the souls trapped inside it. 3. Major Villains & Cults A. Grand Incisor Kroll (The Bone-Tyrant) Role: Leader of a radical faction of Litho-Skeletal in the Spinal Peaks. Goal: "The Great Calcification." He wants to unleash a fossilizing plague that will turn all soft flesh (including the other races) into stone/bone, creating a "perfect, unrotting world." Threat: He wields the Spine-Breaker, a hammer made from a world-vertebra. B. The Cult of the New Flesh Leader: Matriarch Viscera, a Grafted witch with four arms and two hearts. Belief: The World-Body is dead and rotting. We must "jump" to a new host. Plot: They are kidnapping people to stitch them together into a "Flesh-Ark"—a colossal bio-ship made of thousands of living bodies—to sail through the Void to find a new planet-creature to infect. C. The Phantom Surgeon Role: A mythical serial killer/entity that stalks the misty Lung Caverns. Legend: It is said to be the ghost of the entity that originally killed the World-Body. Modus Operandi: It appears silently, anesthetizes its victims with a magical mist, and performs "artistic surgeries" on them while they sleep—rearranging their organs or swapping their limbs with others, leaving them alive but horrified. World Boss (The Ultimate Threat) The Gangrene Lord: A manifestation of the rot in the Bowel Wastes. It is growing so large that it threatens to cause the World-Body to go into Septic Shock, which would raise the planet's temperature and cook everyone alive.

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Frequently Asked Questions

What is Sarcogênese?

Sarcogênese is a colossal, dying organism whose mountains are hardened skin and rivers are blood, bile, and gastric acids, while technology is forged from grafts and bio‑engineering rather than metal. Adventurers navigate its living, breathing world—where the Venous Jungles burn with sentient rot, the Spinal Peaks wither of magical marrow, and every trade is paid in fresh blood or vital organs—while battling the Great Infection that turns death into a ravenous, mindless mass of flesh.

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 Sarcogênese?

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.