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Showing posts with label Veins. Show all posts
Showing posts with label Veins. Show all posts

Saturday, 18 January 2025

Chaos Goblins - VotE Remastered Development

Anarchists of the infinite dark. Chaotic where nothing so uncertain should be able to survive. By chance alone they thrive, by chance they die

Russ Nicholson

Physical Appearance
Are these monsters even Goblins? No two are quite the same. Most have no heads. Instead, big gawping faces occupy the centre-mass; lumpy spheres ringed with limbs; long dandling legs and nearly indistinguishable arms spreading out like spiders limbs. Others so crooked-backed that they are grown into hoops, even rolling along on their knobbly spines, bouncing the ground with pugnacious faces on each turn. Others long and loopy, with fifty eight vertebrae and six to eight limbs, who scurry like centipedes along the ground.

The chaos goblins sunless skin stained black with crazed tattoos, full-body or half-body black paint, tattooed vantablack ‘gloves’ or ‘boots’ so that they seem to move along like ghosts, or one half blackened, the other kept pristine. Others graffitied with crazy notions and scurvy pictures. In off hours the Chaos Goblins tattoo each other and themselves with whatever they have to hand; blood, brain paint, ash, ichor, mondmilch. Don’t confuse it with a Culture.

The Chaos Gobs have monocoloured eyes. Either utterly black, like a sharks, or and infra-white sclera and iris that backscatter unlikely radiations into visible light, meaning the whites of their eyes, which are the whole of their eyes but for the pupil, glow or stand out clearly in the dark, especially when there is no other light at all. Such goblins often paint or tattoo themselves utterly black, leaving only their eyes. They find this hilarious.

Chaos Goblin eyes can also ‘bulge’ and ‘flex’. Rings of muscle around their cartilaginous orbits, and very robust jelly, mean the eyes themselves writhe and warp in shape, sometimes pushing and squeezing the ball into a peeping scope, or even ‘closing’ entirely, making the face a blank,

Somewhere equatorial to the eyes, swivelling radar ears turn like blinking chameleons. Beneath; their twitchy noses poke and point this way and that, leading the way, and under those the mouths are full of teeth of knives, while the Goblins carry knives of teeth, along with the most bizarre assortments imaginable; umbrellas, hats, man-skin gloves over tattooed black hands, geegaws and trinkets. Always jiggling and poking, snorting and chuckling are the Chaos Gobs.


Russ Nicholson

Culture (?)
Horror Goblins banished from the sun for deeds too-queer. Worshippers of primordial chaos, and the chaos Dukes they find in worms, in pies, in dung, in eyes… Even Goblin Lands won’t take them in. Thus came they, blindways, nightwayes, west of Midnight, north of Quiet, down down down to the Underground, where no sun shines and dreams and dark are one.

Even here nobody likes them! (Maybe the dErO, who use them as hunters and deniable ‘proxies’, (like a rabid frog on a candyfloss leash). Or at least they try to. The Chaos Goblins find the dErO hilarious, but they find everything hilarious.)

Anarchists of the Veins. Hell Gobs! Terrorists! Friends to slime and slug. Goblins who got a little too dark. Chaos! Or expressions of it.

They must engage in some kind of economic activity, if only for the fun of it. They seem to have…. stuff. As well, they must have some kind of irregular pipeline to other multiversal goblin cultures - they have some animated weapons and goblin guns. They have met David Bowie. (The actor, not his character in Labyrinth.)

Too twee? Too cringe? Too twenty-twelve blog post? They don’t care. In fact, that makes it better. In the whole of any Veins-World, the Chaos Gobs are the only creatures who may have met David Bowie, or will even know who that is, when even the Player Characters don’t.

I’ll say this; the Chaos Gobs have so much respect for Chaos they will usually respect a bet, and the more inane and chaotic the bet the greater respect it has. Cards & Dice? = FOR CUMPS. Lets bet on flies landing on shit-piles, or whose eye pops out first, or who can eat more of a live snake, each starting at a different end. Yes, the Chaos Goblins will respect a bet, for the five to thirty minutes that makes up their short-term memory. After that they stop caring at all.

But that doesn’t mean they will chase you down. They are chaotic after all. Might simply doodle on the walls, or sing a song, or eat each other. Best to run while you have the chance.

Pathfinder

Material Culture
Wherever they are the Chaos Goblins ‘Chaos Aura’ (see ‘Mutational Effect’ below), warps and alters the environment in various ways, but they also make raw physical changes that anyone could do.

In the living expression of course, its hard to tell where madness ends and the extra-real beings. The Chaos Gobs certainly don’t know.

They shit everywhere, paint the walls with shit. They poop in many colours. They paint the walls with Brain-Paint, (see below), and who knows what that might do? And they paint the walls with paint, if they happen to have any. They carve passages into goblinish shapes, their halls are like cathedrals where only gargoyles and grotesques are allowed. Gieger would enjoy them, and yes! He was one of them! They bore random holes to nowhere, build castles made of moon-beams, imported from the seas of the Imprisoned Moon (How did they get them, since they are so poor in every other way?)

So, imagine this; a ridiculous cathedral with the windows being crazed paintings in luminescent shit, or actual para-reality doors…

Yes they might have some treasure. They might have the treasure. Of course they don’t know what it is, or care. Its in a bucket and the bucket is what they value. They will chase you TO THE ENDS OF THE FUCKING EARTH about that bucket!!!

On the move you might find them hiding Man-Camels in a hole that wasn’t there before, or collectively inside a box that shouldn’t be present at all. (Many Chaos Goblins can climb out of one thing.)

Storyforge art

Tools And WeaponsMan-Camels
Trepanned or brain-screwed naked human beings with elongated limbs. Used as beasts of burden.

Brain-Paint
Vital Chaos Goblin tech, and a major source of conflict with Soft-Heads who also needed those brains. Brain-Paint is made from the brains of wizards, or anything analogous to a wizard in Goblin eyes, mixed with.. whatever really. What a Chaos Goblin paints with Brain Paint becomes conditionally-real. A tunnel painted on a wall becomes a tunnel, a hole becomes a hole, a princess becomes a princess (a Chaos Goblin version of one anyway). This may be how Chaos Goblins gain irregular access to other Goblin Realms; by just painting them on the wall and walking in, then getting out fast before they forget they can’t really be there. The useful effects of Brain-Paint for non-chaos-goblins are highly irregular, and it doesn’t work at all if not painted by a Chaos Goblin. The negative effects usually work.

Living Weapons
Chameleon Whips actual chameleon tongues make their targets appear differently, Sting Stones are wasp-souled sling stones, Spider-Guns like silk-spewing bagpipes. They are rumoured to use tame (?) Ungulix as hunting hounds.

Madlights
Important in the Veins, Chaos Goblin lamps are always varicoloured and always move madly, either flung and whirled about the head, or actual living bugs and floating frog-balloons lit from within but still trying to hop. They are carried like child’s balloons or like toys, or streamers, bouncing and whirling about.

Other Items
Potion-Pots, Sticky Pokers, Fiddle-Diddles, Hidey Box, Boomerangs, Hooks, Grease, mall-bought shuriken, Madness Pipes.

Russ Nicholson

The Power of Chaos!
Existence for the Chaos Goblins is a dark, violent, anarchic comedy that never ever ever ends. A cruel, surreal, picaresque from which they cannot escape, from which they cannot wish to escape.

They are like a corruption, a Cancer on Reality. Causality bubbles and warps around them. Extremities of chance become common, rare events; regular, humours change. Their physical environment also warps, becoming emblematic, expressionist, arch and Caligarish, somehow performed.

Those who are captured by Chaos Goblins, inevitably monstered, stripped, tattooed, altered, are either made into man-camels, or slowly devolve into Chaos Goblins themselves, as they go utterly mad. These ‘Changed Ones’ are the Chaos Goblin shaman who perform their Grand Transformations.





Chaos Mechanics
Chaos Goblins don’t roll dice, they just flip coins. Heads is a crit, or the highest number possible from the equivalent die roll, tails is a fumble, or the lowest number possible. A die-equivalent can be managed by making all ‘odds’ crits and high and all ‘evens’ fails and fumbles.

All Chaos Goblin action oscillates between bizarre flukes of terrifying good luck, and the most laughable and deranged failure, with nothing in-between. Their 'magic' is the ability to act like cartoon characters.

Chaos Aura!
The Chaos Aura around a Chaos Goblin randomises the effect of any spell cast upon them. Usually this just randomises between any spell of the same level, but on a d20 roll of 20, it randomises between all possible spells of any level.


Knightmare Miniatures

Chaos-Tricks!
Thankfully, each Chaos Goblin can only use one Chaos Trick at a time, and usually only one Chaos Goblin can use each Chaos Trick in each encounter.

It takes actual concentration to do it. But more important than concentration is circumstance. In the words of Roger Rabbit, ‘it has to be funny’. Though ‘funny’ for a Chaos Goblin doesn’t mean funny for anyone else.

Still, in effect, if a Chaos Goblin uses a Chaos Trick during an encounter, that Goblin can only use that one power, and only that Goblin can use that ability. Otherwise it wouldn’t be ‘funny’.

Elongating Arms
Extend your arms like a huge accordion! Or like long loopy animated limbs! Or like big mad snakes!

Inflated Body
Huff and puff and a Chaos Goblin can inflate itself just like a balloon and float about in the same way, waving its limbs for some level of control. Pierce it and it goes ‘vvvveeeeeeeeee’ and flies about like a balloon, instead of collapsing like a body of equivalent mass.

Deranged Disguise
A Chaos Goblin can disguise itself by dressing very crudely as whatever it wants to be seen as. They can even disguise themselves from the Dungeon Master. For instance the Dungeon Master might say;

“In the middle of the battle, a hot princess appears and starts making lovey dovey eyes at you?”

“Where did she come from?”

“I have no fucking idea.”

Bear in mind; Chaos Goblins are mad, stupid and cringe, so while their disguise might be impenetrable in a metatextual sense, it will often stand out as being utterly retarded. (But look out for those occasions where it isn’t.)

Harmless Liquefaction
A Chaos Goblin can be liquified and poured into something, before being decanted and reassuming its form. This honestly has limited combat utility.

Hiding
A Chaos Goblin can hide behind something that has no space to hide behind, like a long thin rod, or under a rug.

Limb Fix
A Chaos Goblin can lose a limb and replace it with something else that is sort of like a limb, simply popping or screwing it on or in. This might be sword, a hook, a bone, another Chaos Goblin or anything really.

Impossible Shadow Puppets
A Chaos Goblin can make shadow puppet animals or beings on a cave wall and use them as actual creatures.

Grand Transformations
A Shaman is required for this, or someone the Chaos Goblins think is a Shaman. A Big Ritual takes place and one, or more, or all Chaos Gobins are transformed, either randomly, or all into Bat-Goblins, or Fish-Goblins with smiling goblin faces, or Mist-Goblins or are agoblimated into a single Mass Goblin Mega-Goblin.



Monday, 2 March 2020

Sky-Stone-River-Place now available PWYW

Hey, the experimental adventure I did as a kind of precursor to DCO, Sky-Stone-River-Place, is now available through Drivethru in an artless, bare-bone pdf (though it does have Bookmarks and Links).

This is a very simple thing, about 5000 words and totally untested, so pay what you waaaant.


Tuesday, 19 December 2017

A Review of 'The Shadow People' by Margaret St. Clair

This is a book you might have assumed I would have already read. I think its on the 'Appendix N' and is often given as one of the main inspirations for the Underdark and the Drow. It showed up on my prospective research for Veins of the Earth but I only got round to reading it in the last few days.



What a remarkable, strange and interesting book this is.

There are two parts, the part that everyone talks about and the strange prophetic tail dragging after it.

The first part is about the Underdark. We open in the San Francisco of the late 60's (think it was written in 69). There are rats in the walls and scratches from behind the bamboo screens. Our hero wakes up to find his girlfriend gone. They argued the previous night, so that makes sense, but her camera, which she adored, is still there, which does not.

The slow decay into strangeness is very neatly done. The hero does and says all the frightened things we would do or say, police, friends, local haunts. The sense of something being deeply and invisibly off slowly rises with his inner tension.

This matching of the overwhelming strangeness of the world with the psychological state of the protagonist, a classic horror technique, so that the victim/heroes mental state mirrors that of the reader and the incursions into the real are impossible to discern from fear and madness in the head, all of this is very well carried off.

This is also where magic makes its first appearance, in an elegant form and style which carries over to the whole of the first half of the book. Someone advises the hero to scry for his girlfriend. The social milieu of the book (which was probably close to the writers own) is such that this is an entirely reasonable suggestion from the kind of people he hangs out with. He makes the rationalist response and they reply that yes, it probably isn't magic, but the meditation and focus allows the mind to process information it might not otherwise be able to arrange.

He tries scrying in a whisky glass and something happens.

Like the blending of decaying mind state and growing alter-verse, the tension between magic as maybe-real and magic as alternative-paradigm also tracks for the first half. The potential reality of magic grows slowly, rarely breaking out into unquestionably open reality.

A key moment comes where a friend tells him where his partner might be. She can't explain directly, but she can show him the way.

She takes him to the basement of his apartment. They wait, and feel with their faces for a cold breeze and a particular scent. Slowly he becomes aware of it. They follow it.

He finds a black gap just behind the buildings pipes, just large enough for someone to slide through side-on.

He slides through.

He enters another basement. Then finds the breeze again. Another strange gap. he keeps going.

And keeps going. Another basement, a forgotten crawl space, an old industrial space, a warehouse. He climbs. More. Another space. All different, never a clear path, only just accessible. He travels for a day.

He crosses the city, passing through junk yards, back lots, empty sheds. It is this long circuitous path that leads him to the Under-World.

He finds a sword. One of the more interesting swords in fiction. It’s simply been left hanging on a wall in an antechamber to the Underworld and it’s is safe because the people of that world hate Steel. They cannot touch it.

Ultimately, he crosses a water barrier and enters a realm adjacent to myth but always carrying the tantalising strands of possibility.

The logic for the Under-People is similar to that used in 'The Descent' - a pre ice-age hominid divide with one group going underground and staying there, effectively becoming a sub-species, one so sensitive, silent and secret that they border on the supernatural.

We discover stuff about the Under-People. They live on trash and this barley infected with this strange fungus. The fungus is a hallucinogen, so everyone underground is on a constant, eternal drugs loop where they are imagining themselves to be animals (usually), then coming down and feeling utter despair.

At one point the hero remarks that he understands now why the Under-people arch their eyebrows like they do, it’s because they are supporting the weight of imaginary horns.

Dream fades into reality into dream, he fights and kills and decides whilst imagining he is a thousand different animals.

I don't want to spoil the details. Suffice to say that he finds the girl, gets her out but ends up having to spend much longer underground than he expected.

And that is the part of the book you were probably expecting, the part that Gygax was probably drawing from and the part most people are interested in.

In the second part it gets really weird.





Ok, so its three years later and the guy gets back to San Francisco. Except the culture represented feels like a Dark Future Sci Fi story written in 2017.

In the three years he's been gone the culture has become so violent that people are forced to wear ID discs to walk the streets. Robot cops stop you to check your disc. One tries to do this to him (he looks like an insane homeless person and has walked through his shoes) and he wrecks it with the Sword.

Luckily (this is a world with only about five or six people in it and they just re-encounter each other), he runs into the woman who advised him about the underworld previously. She's working for the government bureaucracy and offers to help him with a fake identity. Breakdown;

- The fake I.D. has to have a certain level of rule breaking in it or it looks unnatural to the computers that now run everything.

- The hills of San Francisco are gone. Computer-controlled industrial machinery went wild because of a bug and levelled them in a few days. No-one could stop the machines. The people were paid off and the materials went to make new land in the bay. It's generally assumed that it was a land scam of some kind.

- The woman wants him to live with her. They don't get on and conditions are hard but women almost always want men to live with them 'because it’s safer'. Fears of home invasion and street attacks are now utterly common.

- The guy goes to work at his job and usually sees at least one knife attack and at least one fight. It’s just the new background.

- Food shortages are common. A point later in the book is where the main characters manage to come upon a rural market with no food controls and happily load up on fresh food.

- Hardly anyone goes to the University any more, but the University grounds are 'safe ground', if you can touch the gates whoever is chasing you will usually stop. He asks where this custom developed and is told it just grew on its own.

- The boring boyfriend of a character talks constantly of bombs and how he can make them, what he is willing to do. This is played as just some annoying thing he does. Political extremes are considered normal now.

- A couple go dancing, the music is described in a way that it feels almost like a conservative/ironic regurgitation of an old style that no-one really likes but they have to be careful now. Then someone throws a bomb into the crowd. This is normal now. No reason is ever given for the bomb.


So the rest of the book is him trying to get back the girl he originally saved from the Underdark. This involves some detective stuff, some espionage stuff, and at least one full-on shamanic dream session where he witnesses and channels the power of some extra-dimensional entity.

There are people who know about the Underdark and a guy who it seems is trying to set up some kind of global conspiracy to do with the Underdark powers.

These Elves that live underneath the world feeding on trash and their hallucinogenic barley are strangely powerful above ground. Not directly because they fear light, but like an ever-present low-level threat. You can never be safe. Any crawl space could lead right to the dark underneath the world.

They manage to take out the bad guy, kind of, and he frees his girl, kind of, but the knowledge/addiction of the Underworld is still with her, and with him a bit. Even though it’s the most terrible place imaginable it has this dark consuming power. People just don't leave it.

The 'good guys' kind of win but society is so utterly fucked that it doesn't really matter. They are caught in a riot, which might also be a government assassination attempt (no-one knows who is really working for the government or who really has power, there are assumed to be constant shifts between invisible factions) because they wouldn't give the government the secret to the Elves hallucinogenic fungi.

Fuck this book is strange. Like really no-faking original strange. Margaret St Claire was a unique woman.

Then eventually their old friend, who went back underground to be a Queen, due to the Underdark-addiction, sends them a powerful magic stone which protects them.

And that’s it.

No-one really seems to know what to make of this book. It's not like anything else. I think probably if Margaret St Clair was a man she would be a well know cult author, like maybe Phillip K Dick well known.

If it was just about the origins to the Underdark it would be important. It’s all there, in deep feel at least, the seed of it.

And then there is this whole other half to the book about this doomed future that looks a lot like our present.

And how those two interact and what the whole thing is, well your guess is as good as mine.

Friday, 15 September 2017

Feeding Cities in the Veins of the Earth

People have been asking me about how Cities might exist in the Veins of the Earth, and the answer is that really they couldn't, but we probably want them anyway so here are a few ideas about how to feed an urban population underground..

Roll some dice or add as you prefer. I'd say throw together about three of these and you'll have something interesting. Probably one from the quasi-natural list and two from the others.



NATURAL OR QUASI-NATURAL 

1-4. A river from the surface world carries both life and resources, possibly forming a swamp or archipelago of valuable nitrate-rich mud.

5-7. Natural, managed or artificial vulcanism creates both heat - feeding black fungus, and low light, aiding the same.

8. Stone-eating bacteria or Archea common here, farmed over cycles of millennia with herds of nomadic sonic pigs and cave crickets guided through the volume of the cities agriculture.

9. Black radiation-eating fungi like the mass inside the Chernobyl reactor, feeding off a natural source of radiation.

10. A huge and regular migration of flying beasts like Lamenters, Bats, Mega-Moths or some other creature that lives largely on the surface but passes this point at regular intervals.

11. Either undersea cities with aquaculture based around oceanic vents, or floating or coastal cities that trade with the same.

12. City maintains a 'Kite' nation somewhere on the surface. A polity which exists purely in order to service the cities agricultural needs by dropping down food directly, sending it by river or by more magical or abtruse methods. A common method is a culture hidden in high valleys or inaccessible mountaintops, almost impossible to reach from the outside world and live in either terror and/or worship of their underground rulers.




FALSE SUNS

Usually based around a large, open central area with agriculture of some kind taking place on every surface, floor, walls and roof. Golems or slave spider-castes farming the upside-down area above the city. The False Sun held in suspensions of mighty chain in the centre.

1-3. A 'Ghost Sun' made from the dead souls of deceased citizens. Pale light and you can see the individual souls trapped inside. All citizens must give their soul to the Ghost Sun on death.

4-5. Imprisoned being - chained light elemental, fire elemental, angel or devil. Held in spiderworks of eternal iron.

6. Mechanical Sun - rare, often using hyper-dimensional mechanics. Gnonmen Capital has a Futurist Clockwork Uranium Sun fed by rare heavy metals.




INTERDIMENSIONAL GATEWAYS

1. Stable portal to Hell - city sub-contracts from Hell, receives a portion of dammed souls as payment, on which it feasts.

2. Portal to positive 'Wild' dimension. Cities in the Veins are usually regarded as parasitical in these realities and usually some kind of Crusade or Jihad is launched to close the portal.

3. Gateway to Xor - same problem. Veins cities not popular there.

4. City has a stable and large portal to a dimension of fire or light and uses the permanent energy from this to farm wherever the light shines.





D&D MAGIC- INDUSTRIALISED

1. Un-dead rulers, golem workers, small living class.

2. Either by revolt, disappearance of original creators or by design, city is a golem-built and golem ruled near-automata with living people surviving in it almost by happenstance.

3. There is an offal-god or something like it that dumps food, of some kind, onto the city as a direct trade for worship. Some gods might literally dump shit onto a city - the nitrates are vast wealth underground & low-status surface gods can be of major importance.

4. Food-Malmukes. Caste of slave Clerics raised without eyes, sometimes without tongues or even fingers. Brought up in total ignorance of everything except the one thing they are meant to believe. Ignorant, lobotomised mass-produced holy fools. Cast Food and Water spells en-masse. Like parasites on the love of a merciful God.

5. Slave mages created like slave clerics, though more difficult to manage as some intellectual capacity is required - they cast 'Create Light' and Summon creatures regularly, to be eaten.

6. Magical miniaturisation means populace can raise mice and fleas then shrink selves to feast. Fleas the size of turkeys, Mice like Mastadons.

7. Elemental citizens basically create energy just by living there. Like a resort feeding off a high-status 'Tourist' class.

8. Mining a Gigacreature - giant being like an Arch-Angel, Titan, God or Kaiju. Population digs into them for food and resources. (Think of a hibernating Godzilla with people crawling into its brain to make a lobotomy-mine, keeping it alive and asleep while they eat it from within. Urban population as 'killer bacteria'.)

9. City feeding off an Elder God or equivalent - like suckling at Shub-Niggurath, eating Dagons eggs, licking Chthulu's teats.

10. City farms within pocket dimensions created by paintings. Pastoral artists abducted from surface world but cities population strips everything and leaves their paintings ravaged wastelands, plus they gradually lose their memories of the surface world and succumb to mad despair, losing the ability to paint anything fertile or real.





PREDATION

1. Ourouboros city engaged in 'Paradox' farming,  feed off their own past, sending forces back along their own loop to take resources and slaves. They must keep growing more powerful so they can defeat their own past but the cultural and physical destruction of their own history forms unstable paradoxes and cripples them in many ways. They live in fear as they never know when their own future will arrive to consume them.

2. 'Looper' city sends forces into their own distant future to do the same. They practice forced cultural decline, creating their own 'Dark Age' so their future selves are not strong enough to defeat their current-selves. Result is more stable and predictable as fewer paradoxes result, but the cities future raiding-point and its current-self are continually creeping closer and closer to each other until inevitable moment of mutual annihilation.

3. City translocates/projects/is disguised as another city above ground - but that city is an illusion or simulation, either psychic projection, literal physical construction or something else. All resources consumed by fake city are actually dropped down giant secret elevators to real city. Method favoured by Dero.

4. City 'fishes' for armies, knights, ships, pilgrimages or crusades on the surface - magic forests, 'missing' kingdoms, disappearing isles, crusades to nowhere, fake colony conspiracies.  Large numbers of people disappear and are fed to the city either by being dropped directly down or via magic. Another Dero favourite as their mind control machines allow them to create powerful giga-conspiracies on the surface.




HIPSTER D&D BULLSHIT

1. City feeds on literalised psychic emanations from above - depends on angst and trouble of surface cultures and works to ensure continuity of supply.

2. City feeds on literalised psychic emanations from below - likely eating the dreams of a mad god or chthulu-esque entity. Reliable supply but drives everyone even more insane than usual.

3. City feeds on own literalised psychic emanations. Own culture tuned for maximum sensation & experience to ensure continuity of supply but they must feel or starve and jadedness-famine is an inevitable consequence of high-intensity feeling.

4. City farms in dreams - or forces others to do so - usually children as they have the most fertile dreams and are easy to terrify and control. Generations of surface children secretly made slaves in their own unconscious until they fear to sleep.

5. City has found a way to feed off orgones - depends on beauty and extroversion of the population but things inevitably get dark if jadedness sinks in.

6. City simply steals food from peoples dreams. If you dream of having a feast, suddenly someone with negative-image black skin or some hideous dwarf/gnome things are there eating your food and won't let you have any.

7. City is inwardly ontologically shattered like a schizophrenics dream. Golems and child slaves sent into its fractured core to scavenge food appearing from 'nowhere' i.e. dropped or created by people who don't exist.

8. City preys on dying hierarchies of failing faiths, hunts asuras, angels, devas, devils and demons as if they were hot girls in a horror movie. Drags back the corpses and feasts. Sky-Father ends up alone in valhalla, boarding up the doors in fear.


Wednesday, 12 April 2017

The History of the Veins of the Earth

EDIT: So it is live, click the image to go to the LotFP site to purchase.




If you want the PDF on it's own you can get that HERE.

For anyone unfamiliar with the idea of 'Veins of the Earth' or who thinks its either that computer game that comes up when you google the phrase, or just the original quote from The Tempest, here is what it is.

This is a book that has been in production a looooog time. Longer than any other work I have done. Investigating its origins takes us way back to near the dawn of this blog. To illustrate this, here's a brief rundown of my publishing history;

August 2011 - I get my first laptop and, within a few days, create False Machine.


16th October 2012 - In a comment below this post we see the first public mention of the idea in a conversation with David.





18th October 2012 - I accept Davids Challenge, he will create what ends up being Yoon-Suin and I will write Veins and we will RACE TO THE FINISH LINE.





December 2012 - January 2013 - many of the Veins monsters were created in this period. If you check out the tag 'Veins' in the sidebar, or just click through to the period in question you can still see them there.

9th February 2013 -




21st June 2013 - Zak first contacts me to propose the thing that eventually becomes Maze of the Blue Medusa.


3rd October 2013 - Zzarchov Kowalski first contacts me to propose the thing that eventually becomes Deep Carbon Observatory. Another guy with a 'Z' name, interesting.


26th October 2013 - The first Maze of the Blue Medusa draft is finished.


6th June 2014 - The first Veins of the Earth test print is created. I have never actually seen a copy of this print since, when I created it, I couldn't afford to buy myself a copy. I think everyone else in the production got one though.


24th June 2014 - Fire of the Velvet Horizon first proposed, as I remember as a 'simple' project to do after DCO. It turned out to be about five times as large.


8th July 2014 - Deep Carbon Observatory released.


5th March 2015 - Yoon-Suin released to universal acclaim. David CRUSHES ME LIKE THE ANT I AM. VICTORY IS HIS. He loses the $10 he bet on me to win.


8th March 2015 - Fire on the Velvet Horizon released. The world cries out; "Will there be a PDF?" and "I can't read this" to which we reply NO THERE FUCKING WON'T and I'M GENUINELY SORRY ABOUT THAT respectively


23rd September 2015 - Veins final edited  and multiply proof-read text is locked.


30th June 2016 - Maze of the Blue Medusa is released.


14th April 2017
- (the future) BOOM. Finally. You can now order Veins of the Earth. It's still going to take ten days to send as James forgot to order the packing materials.


So the times from conception to completion are;



  • VotE - 4 years, 6 months.
  • MotBM - 3 years.
  • DCO - 1 year, 9 months.
  • FotVH - 9 months!
So you can see, in a way, Veins is my first book, it's just the last one to come out.

.................................................................................................



BUT PATRICK, WHAT IS 'VEINS OF THE EARTH?


Belive it or not it actually started off as an attempt to 'Vornheim' the Underdark, to provide a way to simulate complex underground spaces during play, so that you could adventure in them, in the same way that Vornheim helped you to do that for cities.

What it ended up as was my attempt to 'Vornheim' the Underdark encrusted with loads and loads and loads of extra stuff. So if your response to reading this blog is;

"My God I wish he would shut up and get to the point", then this might not be for you. If your response was "I would like more of that, with someone having gone over the prose a few times then packed the lot of it up with some really excellent and savage illustrations with high production values, and I'd like enough of it that, if I smacked someone in the face with it, I could break their nose, and I don't mind paying for it"

Or;

"Wow I really liked DCO but I wanted to go down that big chain at the end and I also wanted a whole world waiting for me down there, and I don't mind paying for it".

Then CONGRATULATIONS! This might be the thing for you!

Half of it is monsters, the other half mechanics and lists.

All of the monsters are individually illustrated by Scrap Princess. They are designed to be as original as possible, for a lot of things I drew on the Science of cave exploration and advancements in genetics that have taken place since the 1970's. The Archeans in particular are a race based upon Archean bacteria. The Knotsmen are based on my feelings about working as a call centre operator in the debt industry for several years. The empire of the Endoliths is based on taking train journeys to work in winter mornings where the whole world is dark but a lamp or a house-light burning in the distance encompasses a fragile globe of existance that seems to drift like a bubble on a dark sea, and on actual endoltihs.

The back end has rules for the creation of large scale underground maps, large cave complexes and smaller cave systems. There is a relatively novel and simple (one you do it a few times) method for creating small networks of caves as you play, for when players go off the map or just if you want to improv something.

There are rules for cannibalising your friends and a neat mechanic that unifies currency and light, giving you a sound reason to keep running around underground. 

And of course there are extensive rules for going insane. Also for getting mutated or 'altered' by your time beneath the earth. Oh and insanity itself is an actual psychic monster that hunts you through the dark, that's on top of all the other kinds of insanity.
I'll just show the contents page again.

It's about 100,000 words over more than 350 pages of A5. Scrap has art on nearly every double-page spread so it's an art book as well, some of it in black and white, some of it in colour. A few of her 'Cave Scenes' are amongst some of my favourite works that she has ever done.

Taken as a whole it's a pretty concentrated and intense wedge of culture. If it works it should be like a Stanley knife held to your eye.


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AN APPENDIX N FOR VEINS OF THE EARTH

Here's some of the books I have on record and that I can remember reading. The Richard Fortey books in particluar were a big influence on both this and on DCO.

  • De Animantibus Subterraneis by Georgius Agricola (first translated by Herbert Hoover, the U.S. President).
  • The Town Below Ground by Jan-Andrew Henderson.
  • London Under by Peter Ackroyd.
  • Tales From The Underground by David W. Wolfe.
  • Climbing Fit by Martyn Hurn & Pat Ingle.
  • Sand, A Journey Through Science and the Imagination by Michael Welland.
  • Subnature, Architectures Other Environments by David Gissen.
  • Cave Passages, Roaming the Underground Wilderness by Michael Ray Taylor.
  • Rabid, A Cultural History of the Worlds Most Diabolical Virus by Bill Wasik & Monica Murphy.
  • Bound for Canaan, The Underground Railroad by Fergus M. Bordewich.
  • The Smoky God Willis Georger Emerson.
  • Underground Warfare 1914-1918 by Simon Jones.
  • The Underground Atlas by John Middleton & Tony Walthan.
  • The Descent by Jeff Long (an Airport novel gone bonkers).
  • The Dungeoneer's Survival Guide by Douglas Niles (my copy of this was chewed by rabbits).
  • Beneath Flanders Field by Peter Barton, Peter Doyle & Johan Vanderville.
  • Subterranean Worlds Inside Earth by Timothy Green Beckley (a great book THE dErO ARE REAL!!!!).
  • The Climbers Handbook by Garth Hattingh.
  • Periodic Tales, The Curious Lives of the Elements by Hugh Aldersey-Williams.
  • La Place de La Concorde Suisse by John McPhee.
  • Underground Worlds by Donald Dale Jackson (this is a lovely book if you can get your hands on it).
  • Blind Descent by James M. Tabor (factual but in prose style, utter glorious bullshit).
  • Trilobite! Eyewitness to Evolution by Richard Fortey.
  • The Earth: An Intimate History by Richard Fortey.

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With luck this will be the last time I have to whore this out or include the 'Veins' tag in something. Those of you who have been following the progress of BFR will be happy to hear that it has reached the stage where even if I hang myself there is enough there for someone to produce a completed product so that will actually come out at some point.

If this does well (no idea if it will) we might one day go back underground. Right now I'm thinking either an Isles of the Imprisoned Moon book or a dErO book. But both of those will be SHORT. I am not making any more long RPG books for a good while. They drive me mad.

Wednesday, 13 May 2015

Eight Navigating Houses of Nox



Nox is a city on the Nightmare Sea, an ocean far beneath the earth. There is no light to sail by on the Nightmare sea, no sun or moon or stars, only the predatory phosphorescence of the things that live beneath its waves.

Yet some do navigate the Nightmare Sea. The Iron-Eye tribes have their own methods and many smaller cultures have some scraps of knowledge, the careful measuring of swells to give the shape of nearby isles, the migrations of the glowing plankton strands.

The greatest navigators come from Nox. They are the secret of that cities power. The Navigating Houses of Nox are the will and the engine of the city of the wind and the white flame.

They navigate by nightmare.

Whenever any conscious being near the Nightmare sea sleeps, the have Nightmares. This is true for everyone.

No-one knows exactly what the sleepers are, if they are all of one species, or utterly different beings who only happen to all sleep beneath the Nightmare Sea. No-one ever knows if they are truly alive. But the sleepers dream pained and anguished alien dreams, and so powerful are their minds that these deep dreams leak into the thoughts of all who sleep upon the Nightmare Sea.

Each person has utterly different dreams as their minds process the strange thoughts of the Sleepers, yet, with practice, certain commonalities of nightmare can be perceived.

The Navigating houses of Nox each specialise in observing and understanding the nightmares born from a particular sleeper. By sailing the nightmare sea and measuring the substance of their awful dreams, a navigator can sense their relative distance from a particular sleeper. Since the sleepers are vast and rarely move, discovering your exact distance between two sleeping minds gives you a heading, discovering the distance between three gives a position.

And so the Nightmare Sea can be reliably sailed. And so Nox rules the Nightmare Sea. And so the Navigating Houses rule in Nox. And the Navigating Houses are all mad.

The navigators of Nox must observe, remember and analyse their nightmares every night. They must dive into the horrors prompted by contact with an alien mind and become familiar enough with its inner nature that even the most surreal distortions can be easily comprehended. They must become experts in an unknowable horror.

They more expert a navigator becomes, they closer they get to the coveted position of Navarch, the ruler of their house. The Navarchs of the eight great houses of Nox form the Navigating council and, though there is technically a government in Nox, it is a wheel in their hands. The masked Navarchs rule the city and the sea.

The Navarchs are all utterly insane and their madness is shared in some degree by all the members of their house.



1. House I-Other

Sleeper - Old Not-To-Be-Here

Mask - A long cone head. Huge circular eyes with black vertical pupils leading from edge to edge. a black rhomboid straight-edged mouth and two nose slits.

Speech & Manner - The younger members of this house bring their Navarch by force and if not compelled they may run away. They are clearly in pain, bewildered by horror.

The Navarch denies any responsibility  yet pushes for resolution. Intolerant of vagueness, they commit to nothing. Judges all from a position of assumed difference. Always 'you' and 'they', never 'we' or 'us'. Gives opinions like an animal being forced to comment on its trap.

Madness -  A knot of pain at the heart of the world. Someone, something that should not be here. The pain it spreads is the pain of a foiled escape. The hatred that it spills is the hatred of an animal for the trap in which it is caught and cannot fully comprehend.



2. House World-Eye

Sleeper - Lord Panopticon or 'The Comprehending One'

Mask - A featureless white sphere except for two horizontal black lines for the eyes.

Speech & Manner - The Navarch has a haranguing, lawyerly manner.  They push for details and perfect recollection, assume hidden meanings and secret intent. They become angry and afraid when their assumptions fail. They always assume their knowledge is correct and will predict the nature of events way outside their experience based on the slightest fragment of knowledge. When wrong they collapse totally yet will rapidly re-build their world view based on tiny pieces of interacting meaning, with no apparent memory of the collapse.

Madness - A crystal of abstraction that wishes to encode the world in full but is revolted by its touch. A slow madness, the illusion of comprehension and a reasoned perfection like a mirror webbed with hairline cracks where darkness grows. A darkness whose presence cannot be directly observed yet which yawns ever wider till the reflected splinters of that perfect world collapse.



3. House Blood-Joy

Sleeper - The Tailor of Flesh

Mask - Turquoise and squareish. A single round red eye rimmed with gold and a flat black line for an expressionless mouth.

Speech & Manner - The Navarch makes self-righteous accusations and claims of vast conspiracy. They posture and brave the assumed secret threat. They will physically attack with joy, yet always claim and believe that they were surrounded and had no choice.

Madness - A divine redemptive fire. A final last stand against the oncoming dark. The violence which renews. Joy with each swing, a horrid truth revealed and expunged with trauma to the flesh. The friend throws away their mask to show the monster underneath. All becomes clear. Mask after mask after mask, each beneath the other endlessly.




4. House Reed-Red

Sleeper - Lord Hears-All

Mask - A pale hemisphere, three pupilless ellipses of red glass for eyes. Drawn-back lids, arranged in a triangle. The nose-mouth is two short parallel black lines.

Speech & Manner - This Navarch listens very closely and demands the source of any information relating to them. They race ahead of the conversation and pre-empt any possible detail that might be relevant to their affairs. They deny all fear. They deny that they know anything but wish to know what *you* know.

Madness - Fear. Fear of the things. Fear of them listening. Listening to thoughts. Fear of being known by invasive things. To know the thing whose thoughts you hear fears you hearing them, and yet its dream is so strong that you are consumed with the fear of your own listening. Dashed back and forth by alternating tides of surveillance-voyeur power and a simultaneous dread that something observes you. Joyous superiority over the invisible subject and secret terror of the invisible eye.


5. House Shadowglass

Sleeper - The Emperor Of Glass

Mask - Like a brown-glass welding mask with a single horizontal band of green where the eyes would be.

Speech & Manner - The Navarchs hands are bound, if they are released before they speak they will compulsively strangle themselves to death. Before speaking the Navarch seems like a whining shuffling, crying bestial lunatic. They speak rarely and will do so only after taking life. When they do they are a magnificent and persuasive orator who can read and synthesize the desires of emotions of the audience into a noble-seeming goal. They will usually carry the vote.

Madness - The consuming certainty of a self-directed death. The otherness on the far side of despair. The paper world, the glass-shadowed world, the ease and quiet mundanity of harm. The beauty and correctness of a wound. They will kill everything if they can.


6. House Hearts-Ease

Sleeper - King-Queen I-am-not-me

Mask - A wide brass oval, small insectoid mouth. Huge circular eyes so large they almost meet in the centre and are wider than the mask. The rims are riveted and the eyelids are almost-totally closed, leaving a thin yellow slit running across. This mask is over-detailed and ornate.

Speech & Manner - This Navarch tried idiotic trickery when there is no need to do so. They ingratiate themselves feebly and hunger for any confirmation of self. They are like an actor paid to pretend to be them.

Madness - Dissolution. Loss of memory, loss of self. The awful sense of something slipping away, of knowing that something was there. That there are gaps in yourself. You are know who you are. You do not fit into your life. You do not fit into your being. Something has changed, the mind does  not understand.


7. House Eats-Wounds

Sleeper - The Stable Gentleman or 'Our Friend'

Mask - Greenish skull-dome with round eye coverings intersecting it like spectacles with thick gold rims and green eyes. pale, tapering squared-off chin, drawn cheeks, starved slit mouth and nose.

Speech & Manner - This Navarch is revolted by and yet drawn towards its own actions. They resist any changes that come from themself. They are in two minds and two voices, conversing and disagreeing with an unheard inner voice. The inner voice becomes the outer, then they swap again, and again and again.

Madness - The consuming and yet half-consumed self. The sense of being half eaten by something and wanting to be consumed. to be absorbed, translated, made other. To think this process normal and reasonable and yet persuaded. Not to know which is valid, which is a wound of the other. Which is cursed or a curse.



8. House Clearwater

Sleeper - The Pure Philosophy

Mask -  Blue-black faceless cylinder like a stove-pipe hat or an inquisition mask. Narrowing a little at the top into a kind of rim. the surface runs directly into a covering that drapes down over the chest and back.

Speech & Manner - This Navarch is adoring, romantic and forward. They are passionate and poetic in their descriptions of beauty. They are brilliantly creative and compelling in their body horror and racial loathing.

Madness - Guilty desire. A deep and sensual passion for what you loath. To adore what disgusts you and be disgusted by that adoration. The rapture of loathing. The deep deep hunger to destroy and possess.





Sunday, 20 July 2014

5e Underdark Background

Here is an experimental 5e Underdark background that might actually be useful to someone.

You are FROM BELOW

SKILLS

You are proficient in Athletics when the test is for a climb. If you are already proficient in Athletics, you are doubly proficient (count your bonus twice) but only when the test is for a climb.

You are proficient in Survival and doublly proficient when deep underground.

You can never become skilled in above ground Nature, it will always be alien to you.

You know the Silent Speech and can communicate with another who knows through subtle gestures that are not obvious to others.

You have Darkvision but are always at disadvantage in sunlight unless wearing special goggles or some kind of occluding device.



EQUIPMENT:

A small tool or object of your choice, made from human bone.

A small but powerful lamp, made of strange metals.

Strips of a dried but unidentfiable meat.

A secret tattoo showing a specific underground route known only to you.

A fine, strong silk rope.

Any of the weapons acquired through character generation that possess parts of wood, instead have parts of metal or bone. The hilt of your sword is bone, your arrows are thin steel etc.

You have one clothing item of deep blue-black silk. This is regarded as high quality above ground, though you think of it as normal. If anything you are wearing is leather, it is the cured skin of a particular sentient race, you think of this as normal.


Click or look under the break and roll.


Wednesday, 4 June 2014

Svirfneblin



Svirfneblin

At the edge of the comprehensible world, where darkness sculpts itself an active form, where death is the constant and life the except, what kind of good can exist?

In the delicate curves of their hidden cities the Svirfneblin feel a purpose that strikes like lightning in the tempest of their daily lives. The flame to live is quickened in them and they feed it on the pure rhythms of light and space and nothing else.

They are a people without shouts, without tears, without hopes, without regrets, They value only four things.



LIFE

Svirfneblin prize any living thing above any non-living thing in any circumstances. To them, life is the justification for the world and its true continuity. The spine of reality. All is a fiction. Only life and its laws are authentic. Kings and wealth both fade and die, but life is strong and grows and time goes on in its real continuity. Life is what is real.  Life knows neither good nor bad nor justice as a measure of morals. It simply is and it must be preserved.



ACTION

Svirfneblin culture is built around doing. Speech, description, planning, these are tertiary concerns. The word is just the bodyguard to the deed. Svirfneblin are unimpressed with oratory and difficult to persuade. Even rational description and analysis are sometimes not as effective as might be wished. Deed is the highest and surest of all truths.



LIGHT

Svirfneblin see the Veins as pure space and light, only highlighted by mass. They consider themselves lucky to live here. From their perspective no-one from the surface could understand what space and light truly are. They drown in both. They use space to 'keep things in', they use light to 'see' other things. Space is not a piece of luggage. Light is not an errand boy. Light is, space is. They have their own quality.

Svirfneblin value gems but only for the light within the gem, not the gem itself. Gems are a construction of space and light, not mass. To them, the light is active, alive, it races faster than a waterfall, soundless and eternal.

Their cave-cities are all beautifully carved in unpredictable, yet harmonious curves. Being there fills the observer with a sensation of lightness, despite the difference of scale for larger beings.

To Svirfneblin the body is superficial, accidental. Tone, brightness, occluding or refracting, that is all. The eyes matter to them, not the face. Though they do value worked beauty, they think beauty has all the properties of a real force like gravity or heat, and they treat it as such.


THE DAY

Svirfneblin are present-minded to an astonishing extent. They are intelligent and capable of both planning for the future and interrogating the past, but they do not value these processes for themselves. They are things to be got out of the way. They stand between the Svirfneblin and direct experience of the present moment.

To Svirfneblin the past is dead. It is carrion, the future is nothing. Can you eat it? What is its taste? It is impossible to speak of the future without lying, so as little as possible should be said of it. Today is the deed. They take the present day.

Monday, 2 June 2014

Veins Large Scale Mapping 2



Here are the Veins themselves in order of likelihood. For a crazy slightly gonzo formation you may simply roll a d8


1. River
2. Fault
3. Mine
4. War Works
5. Sulphuric blooms
6. Myco
7. Gigastructure
8. Burrow


For a more naturalistic generation you can try this table:

1-5. River
6-9. Fault
10-12. Mine
13-14. War Works
15-16. Sulphuric blooms
17-18. Myco
19. Gigastructure
20. Burrow



RIVER

The River is, in real life, the primary creator of caves. It shapes the classic 'wet look' limestone cave with the elaborate speleothems. In reality a river can leave a kind of halo of caves around it, mainly above it as it hollows them out and finds new routes through the stone, but also around, and underneath.



On The Map.
Remember a river will only go down in a vertical section.


In Description.
Rivers are unlikely to be navigable by boats in real life, in the Veins its your choice. Remember that if ships can navigate a river it makes it extremely valuable and strategically important.

An underground river will be cold, narrow and often fast. Its depth and power will vary tremendously. It will pile over falls and sweep through sumps.



FAULT



On the Map
The Fault is pretty simple, exactly how you imagine it to look, a jagged line. It doesn’t matter much if it changes its nature or direction when it reaches the vertical sections as it’s the nature of faults to break through vertical space.

In Description.
A fault could be described as a huge, dry, dark, irregular chasm in the mid-earth. A kind of natural void. Its walls will not be smooth or semi-organic like a limestone cave but rough and fragmentary, bearing the sings of torsion and stress. It may still be moving. It may have tectonic relics. It may still be active. There may be lava.



MINE

The Mine is a little like the Fault. The mine heads stop and then a new branch is begun from behind the mine head as the miners seek the vein they are after. Like many of these shapes the mine is an extremely abstracted form of how a mine map would look in real life. 



On The Map.
Technically a mine should proceed up and down a little differently than it goes across. I have mainly ignored that though.


In Description.
The *major* difference between this Vein and any other is that a Mine is rational. It is built to  be accessible, though often for races shorter than man. Columns will be left to support the roof. Searching shafts may run in every direction. Dwarves will be able to read the culture of the miners from the toolmarks left on the walls.


(Remember this isn’t an exact map of what the thing does, only where it is. Real rivers and mines can have small falls, steps, ladders, lifts, anything you like.)

WAR WORKS

War mines are unusual in that you use two colours and that they produce a large amount of lines. If you roll this result you may only need this and one other to make a map. The war works each start in an opposite side of the map and process towards each other.



On The Map.
They essentially look like brush heads. An extending line, then a lateral at its head, then more extenders and so on.

The war works are positioned to cut each other off and intercept each other.

In Description.
War mines will be smaller and less stable than normal mines. Towards the ‘attack heads’ they will be of a minimal size, about three feet wide and four or five high. They were built fast. There may be signs of conflict. The conflict may still be active. End points may be cut off by explosives or magic collapsing the heads. 


SULPHURIC BLOOMS

The blooms are strands of corrosive gas seeping up from the deep earth, they chemically corrode stone and produce cave systems leading upwards.



On the Map.
On the map the blooms actually look like roses. On the vertical they curve up like stalks, on the top down they are roughly circular infiltrations of corroded stone, like cup stains on paper.

In Description.
These expulsions ruin the stone. The surfaces are rotted, torn and almost necrotic.


MYCO

Now we get onto the odd ones. Myco veins represent tendrils of fungus, slowly infiltrating through the stone, cracking it apart, widening it, searching, perhaps blindly, or for some unknown purpose. Then, over centuries, or days, dying back, leaving empty caverns with the rock bearing the strange fungal marks and the passages stretching in gorgonite waves.



On The Map
These are like a very simple tree.

In Description.
Myco passages will be stained, strange and winding. They may have numerous tiny branching inaccessible pathways. They will however, link up, all products of the same organism they will join like the branches of a strange tree. The cave surfaces may be crumbly like flagstones pushed apart by a mushroom growing from below, or smooth, abraded away by mild organic acids. The passages may still carry fungal smears.




GIGASTRUCTURE

The gigastructure is a built thing. Something huge, a city, ziggeraut or city-sized tomb. It probably wasn't built here, but sank slowly into the earth over millennia, being compressed by the shifting of plates and the slow unfolding of time. Whatever it was has long been forgotten now.

In this image you can see Rome on its way to becoming a gigastructure before it was dug free.




On The Map.
The gigastructure shows layers in the vertical sections and radial pattering in the top-down sections.

In Description
Moving through it could be like moving through a giant breakdown pile, except all the stone is worked, blocks, columns, collapsed or tipped over buildings, even sewers or city streets turned on their sides. The cultures will be effaced by time, truly ancient.



BURROW

A giant *thing* has found its way down from somewhere, an ancient dragon, purple worm, tarresque, mad god or something stranger.



On The Map
The burrow goes laterally across the top down sections and curls in loops down the verticals as the creature digs its way deeper.

Unlike every other Vein, this one has an end. Perhaps the beast still sleeps, or is dead, but maybe not.

In Description.
The passages have been ripped open by some natural force. The signs of claws or other marks may still be there. The width of the tunnel may give some indicate of the size of the creature.