Heart: The City Beneath
For reasons, I’m assuming because I’ve been watching actual plays of various ttrpgs lately (Legends of Avantris playing D&D 5e, Nobody Wake the Bugbear playing Mothership, several others), I was recommended a video on a game called Heart: The City Beneath. Just a basic overview video, themes, tone, talking the game up a bit. But it sounded interesting, so I went to look up what the 9 playable classes were, just to see what kind of ideas we’re working with, you know?
And. Just from that online write-up. There was one particular class that caught my eye enough to go buy the actual game. Now, having read in more detail, there are several other classes that also sound really cool, but I still want to talk about the thing that caught my eye.
The Vermissian Knight.
Now. I would not ordinarily go for a very martial class when magical-type classes are an option. It’s just not usually how I roll. But the classes in Heart are all very, very setting-related, and all very, very weird, and the thing with the Vermissian Knight …
Okay. The setting for this game is Heart. The, well, City Beneath. There is a mile high surface city called the Spire, and then there is a vast living beating realm of something beneath it, called Heart. It is alive. It may be an extradimensional benevolent parasite. It might be a god-cocoon. It might be a seed of terraforming fuel. It might be a lot of things. But it’s definitely alive and weird and warps reality the further down into it you go.
The city above it, Spire, was run for ages by arrogant elves. And at some point, those elves decided that the city needed a mass transit system. A railway network, called the Vermissian. Right? But it wasn’t working, it was a lot of infrastructure, and funding was complicated, and power supply was an issue, and they wanted a way to hook the whole thing together and power it mystically. Right? So, what did they do? What does any arrogant race sitting on top of a magical weirdness bomb do when they suddenly need power? Yeah. They decided to core down into the Heart Itself, this mystical, weird-as-shit, possible god parked under their city, and they decided to hook their mass transit passenger network right the fuck into it.
It went, as you might imagine, horribly wrong. The reality-breaking weirdness of the Heart smashed up through the transit network of the Vermissian and nearly corrupted all of Spire above, save that the warding glyphs on the transit tunnels kept it confined. Within the system, time and space and reality got smashed and thrown about higgledy piggledy, and batshit monsters crept about the tunnels. The entire network was cut off, the stations abandoned, and Spire did its best to pretend there was never an attempted transit project to begin with. Just shove the whole mistake behind some condemned signs and pretend it never happened, boyos!
But the network is still there. The tunnels, the trains, the monsters. It’s hidden in Spire, but down in the Heart, the stations stand unguarded. Stuff leaking out. And people venturing in.
And the Vermissian Knight, as a character class, is someone who seeks to understand and patrol that network, to explore it and protect people from it. The class is built around armour, armour built from scavenged parts of eldritch trains. And the class builds …
Okay. In Heart, all characters are doomed. It’s a whole thing. This is not a long-form campaign sort of game. You will not last. Your character will die. So levelling is … you’re not building towards power, you’re building towards a climax. You’re building towards a spectacular end. Not necessarily death, but something that will take your character very dramatically off the board. And the Knights. Their Zenith Abilities, their capstone, dramatic ends, should they survive long enough to reach them. They can either bind themselves to a landmark, potentially a station on the line, or they can become a techno-organic titan, a biological perpetual motion machine that stalks the Heart and can be summoned by your surviving party as a deus ex machine, OR …
Or they can cast a death rite that summons the last surviving Vermissian train to tear its way through to them and crush them under its wheels, while also wiping out anything else in its path. Like. Your last, taking-you-with-me stand as a Vermissian knight is summoning a hell engine from a warped extra-dimensional transit network to plough through your enemies.
That. That is just so cool? Just. That whole concept. It’s so cool.
There are other classes in this game, and they are also pretty cool, don’t get me wrong. The Deadwalker, a person who died and came back haunted by the personification of their own death, able to potentially slip into the afterlife while living and bring people along for the ride. The Deep Apiarist, a person so determined to fight against the living chaos of the Heart that they have allowed themselves to become colonised by a megaconsciousness of order-inducing bees, in the most body-horror way possible (the bees go in through your nose and convert at least one of your organs to wax and paper to inhabit your body)(the Sunless Sea vibes are so strong with this one). The Hound, a group of mercenaries aided (and potentially possessed) by the spirits of the cursed survivors of a massacred army once sent to invade the Heart. The Junk Mage, magic addicts that eat scraps of power and make bargains with eldritch entities. There are a lot of cool classes in this game.
But the train knights. Just. The train knights. The image just enchants me. A cursed railway network, a twisted tangle of tunnels and weirdness, and the armoured paladins who seek to explore, understand, and protect those who encounter it.
I love it so much. I’m not fully sure why, what it is about that concept, that image, that so bowls me over, but …
I wanna play a train knight. A gnoll train knight, seeking enlightenment. Answers. I’m down here, in this strange, twisted place, because I want to know. What is it down here, in the Heart, that could do that to our network? What actually did happen to the network? I want to explore and I want to know.
(The Calling system is what you’re down in Heart looking for. Your class is what you are, your calling is what you want. There are five options: Adventure, Enlightenment, Forced, Heartsong, Penitent. You came for adventure, you came for answers, you came because you were forced to, you came because the Heart itself called you, or you came because you fucked up very badly and this is the only way to make up for it. Each calling gives you story beats that you can choose from along your quest for a suitable climax, and they’re really cool, and many of them encourage you to act, shall we say, incautiously. You’re not going to survive this, honey. Nobody comes down here who’s sane or sensible and likely to live long. So do something mad and dangerous and interesting with your time here. I actually really like that part of the system a lot).
Yeah. A Vermissian Knight, seeking Enlightenment. I would totally play that.
This is a boss-ass game, you know that? The setting is really cool.
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