Friday, 6 June 2025

Go Nuts in Veins of the Earth

 A Nut is an hospitable object - a surprisingly useful thing for those who make their concourse in the Veins of the Earth.

First; it keeps for a long time, is singular, storable, divisible and portable.

Second it comes from Above; few nuts grow below, (except perhaps for the equally-distant Isles of the Imprisoned Moon), and therefore it is rare.

Third; it’s hard to adulterate a nut. They can be cursed or poisoned, but that takes a meaningful investment of rare resources. A nut has good security to it.

Fourth; it is a neat compressed source of calories. Not so much as to place a painful debt on the receiver, but more than, for instance, a seed.

Fifth, finally and most important; it is a thing never before seen and which will never be seen again, lending it a certain poetic aspect in the cultures of the Veins, where secrets are adored.


Clara Peeters, Still life with nuts candy and flowers 1611

Rituals of Greeting

This makes a nut a quite generous (but not too generous) gift with which to open negotiations.

Such is the theatre of the Nut; two groups meet beneath the earth. First they scent or hear each other, then see each others light. Each makes signs of peace and the factions approach slowly until the boundary of their lamplight (roughly 30ft) meets.

One from each company is sent forth, each standing directly beneath the lamp-light of the other, proving no ill intent on either side.

Then the lamps are brought together, making a pool of shared and intensified light where the leaders of each group may sit.

Here comes the nut, (if you have one).

"Allow me please, to give a thing never before seen, and once seen, never to be seen again."


Here one displays the nut upon an open palm. The recipient gently takes the nut. Rolls it between their palms, smells it, examines its texture with hand and eye.

"Truly beautiful, a rare and unique gift."


Then the recipient may break open the nut themselves, or hand it over to one stronger of their own side, (which means something, everything said and done in the nut ceremony means something), who breaks it open for them.

The 'secret' is revealed. All present admire this heretofore unseen thing.

The recipient consumes the nut.

It’s a handshake, but a firm one. Those in poverty might offer, at least, a seed. The wealthy might offer meat, (but to offer too much would be to create a debt, almost an aggressive act). An Aelf-Adal Lord might offer a terrifyingly expensive, unique and impractical gift, this is an act of chaotic and charismatic dominance, which creates a link of fealty. Of course you cannot say “no”. A Knotsman might offer exactly what you need, with no immediate price. This is a trap and an attack on you which it may be hard to resist.

A Nut is a pleasingly minor but substantial, yet elegant, gift. It’s hard not to negotiate reasonably and in good faith with someone who has presented you with a nut.


Corporatism and Hospitality In Veins Of The Earth

The Veins could not exist and if they did you certainly could not easily 'adventure' through them.

Therefore, in the imagined world, the small cultures of the Veins; tribes, villages and pilgrims, are calmer and more corporate than many of their real-world equivalents might have been. Here are some examples of how this works in play and both diegetic and game-design reasons why this is so.


Broad Non-Aggression

It’s a war of all against all but not a lawless war of all against all.

There are 'Civilisations' in the volumes, and though their grip is tenuous and vague, it becomes more vital the slighter it becomes. The signs and symbols of power mean less, the closer to its centre one is. Out in the margins, where the power may or may not exist, its signs, symbols and promises become much more important. Exactly which Lord is everyone in fealty too, and which Coagulation do they serve?

People really do not like or want chaos or disorder. It makes it hard to live.

So there are 'Civilised' people who exist largely or nominally under the 'protection' of say a City or a Group, like perhaps they have a Knotsman Contract, and above them perhaps an Aelf-Adal Terror-Lord who rules maybe thousands of nearly-impenetrable kilometres away.

Let’s say the PCs Murder-Hobo a community, take everything they have, then roll into the next Coagulation, or into a Pilgrim People.

These new-encountered people will almost certainly know exactly what the PCs have done. Resources don't come from anywhere and they will recognise whatever has been taken. They were probably well aware of the Group the PCs murderised. They may have even been in conflict with the same group at points.

They will happily trade for these resources, (keeping a close eye and guard on the PCs this whole time). That's just being practical. If there is a real 'evil' in the Veins, it is; wasting resources.

Nevertheless, word will get back. Via Bat and trader, by psychic dream-signal or forgotten hypertechnology, first one group, then another, will discover the PCs reputation. Word will get back to the City, to the Lord, and the Lord must have Order, of a sort, in their realm.

It’s a war of all against all but it can never be allowed to blossom into chaos. There must be some form of retribution, recompense, penance, punishment or service.

The reach of the Lord is long, slow and inconsistent, but memories last down here and nothing the PCs do will be forgotten. And if the Lord is an Aelf-Adal, then their reach pierces darkness, flesh and stone. There is no escape, ever, anywhere.


Hospitality

“I let you share my light.”

No-one has any duty to keep you alive or give you resources.

However, if a deal is to be made, they should at least offer you an acorn of something drinkable, a few seeds worth of food, some light and warmth, at least until you have talked things out.

Of course you will be expected to return this in kind, even if an agreement is not reached.

In 'ideal' circumstances this leads to a cycle of functional giving, starting with letting someone into your circle of light, and ending with a handshake deal for resource exchange.

Even if things don't work out, its considered civilised to give minor gifts equivalent to the cost of the negotiation before you nope out of there.

Just leaving with no exchange at all, really fucks up your reputation.


Equivalent Exchange

If you stay with a Tribe, Coagulation or Group, for a period, benefitting from their light, their warmth, their food and presumably their ears listening for you in the dark, it’s a nearly iron law that you exchange with them resources at least equivalent to the cost of keeping you.

This can lead to different groups, say a Tribe of Once-Men and the travel caravan of a RayMan trader, occupying different sides of a river or cavern, their lights kept separate with a measurable stretch of darkness between.

They are not dicking each other over, just being very very careful about not implying any obligation or debt between them. It’s a way of keeping the peace.

Likewise, if one of these groups is attacked in the night, the other may refuse to intervene, and this would not necessarily be taken as an insult or aggressive action. Intervening in someone else’s battle creates a debt and that debt may be hard to carry.

Waiting for a group to nearly-win a fight, then charging in to help them finish it off, will not be taken as a positive helpful act. They had nearly won anyway and your intervention has created a debt they cannot deny but do not wish to suffer. Assume malicious compliance hereafter.


Game Design Terms

In terms of actually gaming this means Veins populations are actually more 'corporate' minded than many actual populations encountered during, for example, the European Age of Exploration.

A main problem for a Pith-Helmeted European explorer, apart from the environment and massive cultural differences, is simply the number of tribes you have to deal with. Each of these groups will have its own politics, its own relationships with adjacent groups, its own leaders, mood, attitude to foreigners etc etc. Thats twenty, thirty, fifty individual encounters with fifty different tribes with essentially a random generation engine whirring in the background each time, and you (the explorer) can't afford to be taxed that much with each group, and you can't afford for things to spiral out of control even once, or you die.

Empires solve this problem by simply murdering anyone who disagrees and telling whoever is left that yes actually you all live under the same rules now and no you don't get to take individual taxes or even fight each other without permission.

It was easier for a European traveller to move across the whole expanse of Eurasian Islam, (provided they could match the behavioural codes), or across the gigantic steppe empire of the Khans (provided they had the right disc from the Great Khan), than across much of Central Africa (fifty tribes again).

So the Veins are a 'bit' more 'Imperial' than they could reasonably be expected to be. Simply to make it possible to move through them. Though, there are vast areas of 'wilderness stone' where who knows what might happen, as well as disputed areas, actions and polities, reaving borderlands, unexpectedly desperate or shifty populations, general monsters, Olm, and god knows what else.

'Adventure' like 'Exploration' fundamentally requires a boundary between the more-known, more organised, and the lawless unknown. To 'Adventure' is to move back and forth across these zones, usually from a place of law and organisation, into a place with no, or unrecognised law. Resources are gathered from the margins, but they only become resources if there is somewhere else you can take them where their value is renegotiated.

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