Big lie – agriculture is impossible underground. But of
course that makes the whole setting a lie, which it is. Since VotE was
originally a ‘more-pseudo-naturalistic’ view of an underground world, accepting
and systematising that pseudo-reality just takes me closer and closer to the
point of; “this wouldn’t actually work”.
You could never have enough rope. Never carry enough
light. Never find enough to eat. Never stay warm enough. Likewise, you couldn’t
grow things underground. In a way it would be more honourable to accept a more
highly fictionalised Underverse with lots of light giving mushrooms,
flat-floored caves and convenient cities harvesting something or other.
Still, we have come this far and perhaps it might be
interesting to consider possibilities, even just for their own sake. So;
Who Needs to Eat?
Largely mortals, and those who feed upon them.
‘Mortal Feeder’ in these terms includes anything broadly
like a man which feeds on the kinds of food men need, and also those who feed
upon such men.
Omnivores like Humans, Cambrimen, Chaos Goblins, Dvargir,
Knotsmen, Funginids (usually), Olm (though they are Uncivilised), RayMen, and
Trilobite Knights.
Rare obligate civilised predators like Opal-Winged
Chiropterae, Soft-Heads, and Vampires. In particular there will usually only be
one Soft-Head or Vampire in even a large city.
‘Non-Mortal’ in this sense means less ‘immortals’, but
those who are not part of an easily comprehensible food chain, or who simply
require no sustenance, like Golems (many Vizier of Deep Janeen), Aelf-Adal,
Archeans, Silichominids, Substratals and the Dead. Though each or all of these
may require abstruse or specialised sustenance, for which a complex mortal
population is usually a boon.
Populations
This is the most made-up part of everything. Cities
definitely couldn’t exist underground but we must build an illusory scaffolding
to make it feel as if they could. I base my estimations on a very
shallow understanding of desert-cities during the vague-medieval world and
ancient world. If I want to come up with figures about how many of such and
such there should be, then I begin with the idea of places in a vast
desert, and with a culture like that of a desert people.
Proportionate Food Needs
High – 20,000+ mortal feeders
This many mortal feeders with attract, sustain and be
sustained by, complex systems of power which will almost guarantee a
substantial non-mortal population. The functional population could be 40
or 50 thousand.
Likely the seat of an Aelf-Adal Terror-Lord, or a Capital
for some more-mortal power, such as Knotsmen or Dvargir. Should be the
centrepiece of a Campaign and/or the only or dominating major polity in a large
Volume.
·
Roll two, three or four times on three or four
time on ‘Common Systems’
·
Roll once or twice on ‘Rare or Singular’ list.
Medium – 7,000+ mortal feeders
A small town with a 100% mortal population.
A medium-sized City (10k to 12k) with a large majority-mortal
population.
A large city(20k or more with a majority non-mortal
population.
·
Roll once on ‘Rare & Singular’
·
Roll twice on ‘Common Systems’
·
Or; ignore ‘Rare & Singular’ and three times
on ‘Common Systems’
Low – 500 to 5,000 mortal feeders
A 100% mortal village or small town.
A large Town (5k to 10k) with a low, (10 to 30%) mortal
population.
A City (up to 50k) with a very low (1% to 3%) mortal
population.
·
Roll twice on ‘Common Systems’
Experimental Agriculture Table
Common Systems (d10)
1: Natural boon, Vulcanism
2: Natural Boon, Radiation
3: Natural Boon, Migration Route
4: Immaterial Exchange, Gheistoculture
5: Immaterial Exchange, Mnemoculture
6: Immaterial Exchange, Psychoculture
7: Immaterial Exchange, Umbraculture
8: Immaterial Exchange, Somnoculture
9: Dumping Ground
10: Food-Malmukes
Rare & Singular Systems (d8)
1: Autophagic Urbanism, Heads = Ourouboros, Tails =
Looper City
2: Elemental Citizens
3: False Sun
4: Inwardly-Infinite Ontological Harvest
5: Kaiju-Mine
6: ‘Kite’ Nation
7: Predatory Urbanism, Heads = Fisher-City, Tails =
Psychic Projecton
8: Stable Gateway, 1 in 6 chance of Sky Hunters
Common Systems
Natural Boons
(Or quasi-natural. At least these are not specifically
supernatural systems and are usually related to the environment.)
Vulcanism
May be no more common in the Veins than on the surface,
and much more dangerous, as the gasses produced will have nowhere to go.
Nevertheless the HEAT would be incredibly useful, feeding
all kinds of life, fungal forests indeed. If the runoff could be managed some
how (elemental or magical aid?) it might form the base of a valuable nitrate
source.
Radiation
Plutos realm. A long-standing eruption of radioactive
basalt, or some strange and complex xenolith still humming with radioactivity.
This could even be an Archean or Substratal Keep or Embassy, forming a kind of
culture-within-a-culture, or a quarter, while also generating energy for the
rest of the settlement.
Citizens farm black radiation-eating fungi like the mass
inside the Chernobyl reactor.
Migration Route
A huge and regular migration of flying beasts like
Lamenters, Micro-Bats, Mega-Moths or some other stranger species that may live
largely on the surface, or even exist between realities, but which passes
through this chokepoint at predictable and regular intervals.
Could be something as simple as airborne spores or
floating plankton from some higher realm.
Immaterial Exchange Environments
Rare Energy Exchanges can be the basis of an Underworld
food chain; entities that can convert something usually inaccessible to our reality
into real and consumable flesh.
(This helps get rid of all the ghosts and dreams from
those endlessly compacted worlds, of which there are simply too many, too much.
See Design Commentary below.)
Gheistoculture
Bee-sized bats with lucent wings, small enough to feast
on the ghosts of insects. Perhaps these bats themselves are ‘harvested’ by
subtle nets, or perhaps the exploitation of their guano is a saner long-term
policy.
This City then, must lie at some crossroads between
afterlives, or be present at the vortex point of some long, slow, maelstrom of
souls.
Mnemoculture
Snails which eat memory. Difficult to harvest or feed,
but in theory, a renewable resource.
Harvesting directly via the individual would be
difficult, instead let each pay a memory tax, one teased from their skulls in
the manner of Severus Snape, then decanted and mixed into fertiliser and spread
into the terraced gardens of Snails, which sustain in their turn, true gardens
of fungi.
Psychoculture
From Above
City feeds on literalised psychic emanations from above -
depends on angst and trouble of surface cultures and works to ensure continuity
of supply. May instrumentalise abandoned dErO tech, or similar, to produce
crude psycho-slop for the masses and gardens.
From Below
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.
(Rare) Autophagy
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.
Umbraculture
Darkness moves through the underworld like semi-sentient
weather, harvested by wind-traps woven by hyperdimensional limbs, condensing,
perhaps to lucent black mana, scraped and harvested from traps by guilds or
bloodlines.
The pollutant in this case would be Eigengrau. Not the
predatory Caterpillar thing, but the colourless ‘back ground grey’ hanging over
the city like smog. (Though likely nearby volumes are infested with
Eigengrau-the-monster, drawn by the Un-Smog).
Somnoculture
The devouring of dreams sounds almost too-gentle a
method. But of course we don’t even know what dreams do, and so cannot
understand their loss. Need the dreams come right from the head? Or could they
be harvested from ambient air in the manner of Gheists?
Passive Somnoculture
An Aelf-Adal Terror-Lord, (Tyranofictor? Tyranosomnia?),
being composed party of dreams, might have a clear idea on the weather of such
dreams and where they might go, and might locate their Coagulation-City in just
such a place.
The method might be via fields of pale gape-mouthed
orchids like unreal pitcher plants. Harvested they deliver only a queer
poisonous sap which must be treated before it becomes a waxy tofu. Another
might be the construction of ‘Dream Traps’ in the classical hippy style, but
woven by intelligent spiders imbued with a dangerous magical sentience, and
employed on an industrial scale.
Active Somnoculture
Psycho-Serf Agriculture; 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
Mass Pscho-Raiding; 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 stealing your
food and won't let you have any.
Dumping Grounds
Something dumps food, or nitrates, onto the city, either
as a direct trade for worship or just by accident.
Sewage End Point; either hyperdimensionally, or
through very long term ad careful engineering, the City has located itself at
the outflow for one or more surface-level cultures. Or at the end point for a
‘magical disposal’ mouth, or inescapable maelstrom of some kind. This stuff may
wash up in vast beaches of rubbish and shit, along with disposed-of people, to
be harvested and picked over by the City Below.
Offal-God; A divinity of some kind gains worship
above, , for ‘consuming’ and disposing of such unpleasantness, and another form
of worship below, for delivering mana.
Food-Malmuke Class
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.
Indentured Mages; created like slave clerics,
though more difficult to manage as some intellectual capacity is required. Drug
use and superficially high status can be more effective means of soft control.
They cast 'Create Light' and Summon creatures regularly, to be eaten. May be
depopulating ecologies of some unknown plane like bodiless buffalo hunters,
before invisibly moving their attention elsewhere.
Rare, Singular Systems
Things where, there really shouldn’t be more than one in
any particular setting, or it will get boring.
Autophagic Urbanism
Ouroboros City
City 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.
'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.
Elemental Citizens
Elemental citizens create energy just by living there.
Like a resort feeding off a high-status 'Tourist' class. Could be Archeans,
Silichominids, Substratals or others.
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.
False Sun
A favourite of Aelf-Adal Terror-Lords
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.
Inwardly-infinite Ontological Harvest
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.
This has a substantial effect on the cities layout,
making it in, effect a ‘ring’ around an infinite inner core, which is treated
as a private reaving and pillaging area. (Although, being infinite, may also be
supremely dangerous).
May be related, connected to, or built upon a foundation
taken from, the ‘City of Infinite Ruin’, or the ‘Incoherent Isles’.
Kaiju-Mine
The City is build on, over, under or inside some
Hyper-Being, either its corpse, or one somehow still-living.
This might be some ancient Titan, Arch-Angel or God, or a
more prosaic Kaiju. Could even be an Elder-God equivalent.
The nature of the ‘substrate’ will likely have a
significant effect on the character of the city. If people are eating
Angel-Jerky, or God-Stew, or gnawing on Shub-Nigguraths bones, it will effect
the psyche, culture, rituals, even the religion and behaviour of the citizens.
This is also a massive singular source of food and will
likely be carefully and relentlessly defended from the many raiders and
scavengers who would also feed upon it.
'Kite' Nation
Far, far, up above, a polity which exists purely in order
to service the City.
This polity may drop down food directly, send it by river
or via more abstruse magical means. They may send tribute, and/or even their
sewage and cast-offs.
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. They may
see the City Below as the afterlife, Dreamland, or simply a source of
frightening and/or magical power and authority.
In essence this would be a little exo-national
interruption of the culture of the Veins into the surface world. It would be
secret. Its defences would be strange and dangerous; the City Below, would take
a deep interest in maintaining their ‘Kite’. Though they could not send large
amounts of troops or material ‘Up’, and whatever they did send would function
likely only at night, their forces would be potent, magical, unearthly and
strange. A good origin for a Lovecraftian story or an entry-point to the Underworld.
Fisher-City
The City controls a ‘Bermuda Triangle’ type zone of
Disappearances. Perhaps related to a storm, a strange moving forest of shadows
or similar. Ships, armies, pilgrimages, small towns, caravans and more are know
to irregularly disappear in relation to this phenomena, which may be bounded
partially or totally by area or circumstance, (only beneath certain stars, or
when the moon is thus, or once a decade between the mountains or so-on).
These things or people may be transported by magic, or
even charmed or mind-controlled into feeding themselves into something like the
Deep Carbon Observatory.
(Another Dero favourite as their mind control machines
allow them to create powerful giga-conspiracies on the surface.)
This might be another good entry to a VotE Campaign.
Samaris Economy
The Lords of the City either project, or have actually
built, (i.e. ‘Samaris’), another city above ground.
Goods consumed by the ‘Samaris’ are simply dropped or
transported down to the ‘real’ city.
Though expensive, and rarely enough for survival on its
own, this is actually a relatively fair and sane method of sustainment. The
Under-City isn’t supressing, subverting or dominating anyone, their economic
exchange is quite real, simply executed through a ‘front’.
Stable Gateway Light Well
(Another favourite of Aelf-Adal; they like ‘light’ above
their dreamlike towers.)
Often above the city like a false sky, or a moon shining
down, this is your classic stable large-scale warp gate to some other plane or
dimension. Of course it might be a portal to somewhere no-one wants to go, like
one of the Hells. However, many Hells have quite a lot of Firey energy and some
light, as well as interesting sulphurous weather that can come through. It
could also be to some Realm of Chaos, casting a warping light over the City.
In most cases the ‘end point’ of the Gateway is either
inaccessible or carefully hidden in the other Realm. Sometimes somewhere
fortified or simply hanging high up in the air.
The culture of the City will likely have some kind of
exo-settlement in the other realm, and may even have diplomatic relations
there.
(Rare) Sky-Hunters
The City goes full Whale-Hunter via its stable gateway,
using complex airships, they rove the skies of the Other Realm, (probably at
night, if they have night wherever ‘there’ is), and hunt whatever Megafauna
they find.
These may be asuras, angels, devas, devils or demons.
They drag back the corpses and feast.