The Crossness pumping station |
O Cloacina, Goddess of this place,
Look on thy suppliants with a smiling face
Soft, yet cohesive let their offerings flow
Not rashly swift nor insolently slow.
People
out in the countryside have a privy out back, with last year’s
almanac nailed to the wall. A distant king might be proud of the hot
water running through the lead pipes of his palace. Bears shit in the
woods.
They
are barbarians and fools, the lot of them. Civilization – real,
honest-to-gods civilization – is built upon the porcelain back of
the Merde Grande.
The
Building of a Merde Grande
The
creation of a modern magical sewer is a work-intensive process, but
the methods of Dr. P. T. Krappier have remained generally unchanged
since their introduction over a century ago.
First,
a live donjon must be acquired. Most cities of healthy size (and many
of unhealthy size) have at least one spare keep going unused. If the
city donjon has died, it is possible (though often prohibitively
expensive) to transplant one from the wilderness, though those
structures have an even higher chance of being long dead or having
gone to rot.
Second,
the donjon is refurbished (for they are often ruined even if still
alive) and consecrated to Cloacina. This change of metaphysical
nature will shift the donjon’s root system into something viable
for the movement and processing of waste. This was, and in many ways
still is, a revolutionary technique; wizards that are willing to
dabble in the affairs and powers of the gods of man are few in
number, and gods that are willing to put up with wizards are just as
rare.
Third,
surveyors and excavators will disperse throughout the city, planting
markers that will attract the donjon’s roots. Once the major points
have been set up, citizens can purchase minor markers for their own
dwellings for relatively low cost.
Fourth,
the combined workforce of priests and wizards will populate the
sewer-donjon with the necessary enchantments, constructs, and beings
for it to function: animated water, enchanted pumps, domesticated
oozes, wards against gas buildup and clogging, waste-eating beasts,
bacteria cultures. After the floodgates are opened their duties will
be overseeing and maintaining the Grande.
The
end of all this is threefold:
-
A complex maze of layered, tangled additions and recursive expansions exists beneath the feet of thousands of people who ignore the fact that it’s there.
-
An incredibly important, powerful, and wealthy faction that can potentially bring a city to its knees is always sitting there behind the scenes.
-
Easy access to hot running water and toilet paper.
Hellboy on the left, Pokemon Sage on the right |
Cloacina,
the Cleanser
Cloacina
is the doer of dirty deeds (not always dirt cheap). Her image and
variants thereof, in icon and idol, are common throughout the world.
In places where her sewers have not reached, she tends towards her
classic patronage of cleanliness, aqueducts and the sexual act in
marriage.
She
is immensely popular. An approachable, down-to-earth personality does
a great deal, but more important is that Cloacina doesn’t take
anyone’s shit. She doesn’t put up with shit. Cloacina deals
with shit. Cloacina gets shit done.
Most
importantly, Cloacina has the skill, know-how, and immaculate,
infinite patience to deal with your
shit.
Yes,
even that.
When
the toilet is clogged, you don’t call on thunder gods. When there’s
intestinal distress, you don’t go asking for the god of war. When
you hit up the wrong curry stand and have lived to regret it, it is
Cloacina that you seek.
She’s
a practical goddess, for practical problems.
Nightsoil
Priests and Shitwizards
The clergy of Cloacina are difficult to distinguish from academic
wizards, and the opposite remains true. The two factions have been
forced to work together for so long that they have more or less
merged to the point of interchangeability.
They are integral to society, and they know it. Unlike the
overwhelming majority of wizards, they demonstrate little desire to
lord it over other people – they’re important by default, there’s
nothing to prove. Everyone knows it already.
Plus, it’s difficult to be full of shit when you’re dealing with
everyone else’s.
Nightsoil priests and shitwizards are easily discernible by their
garb, as follows.
-
White jumpsuit marked with sigils of protection against poison and disease.
-
Images or samples of Outhouse Mrytle, a plant sacred to Cloacina
-
Heavy rubberized gloves and boots, the latter of which are often part of overalls or hip waders.
-
A hood (in the case of priests) or a pointed hat with brim (in the case of wizards), with attached mask and goggles in the case of poisonous fumes.
They also instinctively know how to navigate the sewers without
getting lost, no matter the city.
The actual Cloaca Maxima |
Random
Encounters in the Sewers
Sewers,
like all donjon-derived environments, tend to develop their own niche
ecosystems. Each city’s sewer will be different, but certain
creatures can be found nearly everywhere.
-
Rat-faced Bastards – A non-indicative name, as they are actually rats with the face of men. They are disgusting creatures, can grow up to the size of a dog, and breed excessively. It’s a common prank for drunkards to give one of their friends a sword and send him down collecting rat tails.
-
Alkahest Ooze – The strongest of the varieties of janitorial slimes employed in the sewers. They are called in to clean out clogs, undo blockages, and have a tendency to dissolve almost anything in their path. Hedge alchemists will pay a shipload for samples, as the creation of alkahest is guild property.
-
Methane-Eater – Little gasbag creatures that glow with a faint phosphorescence. They are harmless, but a good indicator that the air in a region might be dangerous to breathe.
-
Cloagator – There are, in fact, alligators that live in the sewers, feeding on blind fish and wayward adventurers. Scraggle-feathered birds with hooked beaks pick shitshrimp out of their teeth. The lack of decent food has made them astoundingly patient, and terribly emaciated.
-
Merde-morloc – It’s very easy to get lost in the Grande, and these unfortunates have made the best of it. Sure, it’s best not to ask what they eat or how they entertain themselves, but just because they’re pallid inbreds doesn’t mean that they’re evil. Often cannibalistic, but then again, who isn’t sometimes?
-
Cleaner Crabs – Colonies of these hardened crustaceans feed on the slime molds and bacterial mats that coat the walls of older sections of the Grande.
-
Maintenance Zombies – Nothing much to see here, just the boys from the 509 Local. Sometimes accompanied by a priest or wizard on their rounds.
-
Digesticative Maw – It has to go somewhere, doesn't it? Processed waste is excreted on the surface.
-
Fatberg – An ambulatory mass of hair, grease, feces, used condoms, and the occasional corpse. Tend to weigh dozens to hundreds of tons. Always hungry for more.
-
Sewer-stalker – Stiltlike legs and claws like carving knives, eyes bugging out of their sockets as if ready to bursting and a crook-hooked beak. Runs too fast, for something that never seems able to take a steady step. A distant figure at the end of the tunnel, a moment in the light, then it runs.
-
Someone who isn’t supposed to be there – The sewers are a good place for bad people.
-
THE BULLWORM – It fills the entire tunnel with its bulk. Coming out of nowhere, going into nothing, an ouroboros with no destination but the endless crawl through the dark.
Traveling
in the Merde Grande
When using the Grande as
a means of transit between surface locations, treat it as a
wilderness environment instead of a dungeon. Random encounters
happen, people can get lost, but you don’t need the room-by room
breakdown.
If the players do get lost, there is
a 1-in-6 chance of discovering an exit. This will, of course, be in a
completely different district of the city, but it will be an exit.
It is entirely possible for the
roots of the Merde Grande
to go too deep. Feel free to break out the Veins of the
Earth here.
A pool at Hearst Castle |
Shitwizard
Spells
Honey
Pot
R: 30’ T: Area D: Indefinite
Cleans the area of blood, feces,
ooze, slime, grime, gristle, gunk, rust, dust, detritus and effluvia,
storing it in an enchanted jar or other sealed container. This
container can store [dice] uses of this spell before it can be used
no further. The jar can be thrown as a grenade, doing [dice]d6 damage
and spraying its contents everywhere.
Cleaning
House
R: Sight T: [dice] persons D:
Instant
The target is cured of disease, but
must succeed on a CON or Poison save. On failure they will be cured
by violent expulsion and take a -2 penalty to all checks until the
next morning.
Unblock
the Path
R:
Touch
T: Material
D: 1
hour ÷
[sum]
A
material obstruction is removed from a path, passage, or doorway.
This takes 1 hour ÷ [sum] and dispersing the matter makes
significant noise.
Fertilize
R: 10’
square T: Plants
within AOE D: Indefinite
Plants within the effected area grow
at an unnatural rate. Crops mature in minutes, trees grow gigantic,
plant-based creatures gain [dice] HD.
Gasmask
R: Touch
T: Piece of cloth
D: [dice] hours
When held over the mouth, the
affected material provides immunity to airborne toxins.
Rites
of Cleansing
R:
Touch T: Person
D: [dice] charges
Target gains advantage on saves
against poison, possession, and disease.
Drain
Snake
R: N/A
T: Rope
D: [dice] x5 minutes
Conjures an animated rope of [sum]
x10 feet. 50% chance of being a tapeworm.
Dowsing
R: ½
mile T: Self
D: 1 hour
Target can find a lost item within
the sewers with [dice]-in-6 odds. Requires another item owned by the
same person to work.
I'm a big fan of these spells. What are the stats/mechanics of the drain snake?
ReplyDeleteIt's just a piece of rope (or normal tapeworm) that you can give directions to. Treat it like a familiar (If you want stats, it'd be a snake with no bite)
DeleteYou'd probably be able to give an order as complex as "squeeze under that door, come back, and tie yourself into a slip knot if there is someone there, a square knot if nothing", but it wouldn't be able to tell you who is actually in the room.
Does Cloaca do it for the worship, for the love of hygiene or for all that potent fertilizer? It's not a bad business model in any case.
ReplyDelete*Cloacina
DeleteShe does it because that's who she is, so all of those at once.
DeleteWhat exactly is a donjon? It seems to be some kind of dungeon "seed," based on what I'm reading here, but google-fu has not brought me much. How do dungeons work in your setting? I'm intrigued with what little I can get from this.
ReplyDeleteDonjon is just an old French term for castle keep. In this context, I like the idea of a split between normal dungeons, and living, genius-loci donjons.
Delete