Difference between revisions of "Underground Polis"

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A Play-by-Post game of urban Sword & Sorcery, using houseruled Mutants & Masterminds 2nd Edition.
 
 
 
''Underground Polis'' follows the exploits of a squad of the Sewer Guard, a police force tasked with patrolling the ridiculously vast network of sewers, catacombs, tunnels and caverns beneath the sprawling fantasy metropolis of Artheia. The game aims for a mixture of dungeon crawling, Weird Tales, good old Sword & Sandal movies and action cop shows, set in an amalgam of a Classical Greek polis, Imperial Rome and fantasy cities from Ankh-Morpork to Zamora.
 
''Underground Polis'' follows the exploits of a squad of the Sewer Guard, a police force tasked with patrolling the ridiculously vast network of sewers, catacombs, tunnels and caverns beneath the sprawling fantasy metropolis of Artheia. The game aims for a mixture of dungeon crawling, Weird Tales, good old Sword & Sandal movies and action cop shows, set in an amalgam of a Classical Greek polis, Imperial Rome and fantasy cities from Ankh-Morpork to Zamora.
  
 
__TOC__
 
__TOC__
  
==The Cast==
+
== The Cast ==
 +
 
 +
=== Player Characters ===
  
===Player Characters===
 
  
 +
=== Non-Player Characters ===
  
===Non-Player Characters===
+
== The Story So Far ==
  
==The Story So Far==
 
 
The story so far.
 
The story so far.
  
====Important Notes & Plot Points====
+
==== Important Notes & Plot Points ====
 +
 
 
* Note 1
 
* Note 1
 
* etc.
 
* etc.
  
==The City==
+
== The City ==
 +
 
 
Situated at the mouth of the mighty river Erion on the northern coast of the Inner Sea, boasting a million citizens, the City of Artheia is the greatest center of human habitation in the known world and a giant shining jewel atop the golden crown of civilization.
 
Situated at the mouth of the mighty river Erion on the northern coast of the Inner Sea, boasting a million citizens, the City of Artheia is the greatest center of human habitation in the known world and a giant shining jewel atop the golden crown of civilization.
  
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Artheia is an expansive city state that lays claim to lands far outside the city walls, with numerous colonies all around the Inner Sea and several along the major inland trade routes to the North and East. "Artheia" usually refers to the entire state, the city proper being called "the City of Artheia" or most commonly just "the City".
 
Artheia is an expansive city state that lays claim to lands far outside the city walls, with numerous colonies all around the Inner Sea and several along the major inland trade routes to the North and East. "Artheia" usually refers to the entire state, the city proper being called "the City of Artheia" or most commonly just "the City".
  
===Surroundings===
+
=== Surroundings ===
 +
 
 
Cultivated farmlands cover the fertile plains around the City, broken here and there by woods and grassy hills where livestock graze, extending several days' journey from the City in every direction but South, where spreads the Inner Sea.
 
Cultivated farmlands cover the fertile plains around the City, broken here and there by woods and grassy hills where livestock graze, extending several days' journey from the City in every direction but South, where spreads the Inner Sea.
  
===Government===
+
=== Government ===
 +
 
 
Artheia is ruled by a triumvirate of elected officials titled Dictators: the Prince, the Mayor and the Marshal. The Prince represents the City in general and its nobility in particular in foreign matters, and also commands the Foreign Legions. The Mayor represents the trade guilds and merchant leagues and thus, at least in theory, the common citizens; he has the final say in matters concerning trade and domestic issues. The Marshal is tasked with defending and keeping order in the City, and commands the Home Legions; he also has ultimate authority in matters concerning the same.
 
Artheia is ruled by a triumvirate of elected officials titled Dictators: the Prince, the Mayor and the Marshal. The Prince represents the City in general and its nobility in particular in foreign matters, and also commands the Foreign Legions. The Mayor represents the trade guilds and merchant leagues and thus, at least in theory, the common citizens; he has the final say in matters concerning trade and domestic issues. The Marshal is tasked with defending and keeping order in the City, and commands the Home Legions; he also has ultimate authority in matters concerning the same.
  
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Theoretically, all three are supposed to have equal authority, but in practice the Prince generally trumps the Mayor, who in turn trumps the Marshal. Fortunately for democracy, the threat or occasionally outright act of open rebellion has been shown time and again to trump all three. In any case, the Dictators actually delegate most matters and everyday decisions to the Senate, ninety civic officers elected by public vote among the citizens (a citizen being any free person who owns property within the City walls) who take care of running the City through a veritable horde of secretaries, assistants and junior officials.
 
Theoretically, all three are supposed to have equal authority, but in practice the Prince generally trumps the Mayor, who in turn trumps the Marshal. Fortunately for democracy, the threat or occasionally outright act of open rebellion has been shown time and again to trump all three. In any case, the Dictators actually delegate most matters and everyday decisions to the Senate, ninety civic officers elected by public vote among the citizens (a citizen being any free person who owns property within the City walls) who take care of running the City through a veritable horde of secretaries, assistants and junior officials.
  
===Home Legions===
+
=== Home Legions ===
 +
 
 
There are two legions permanently stationed within or near the City. The 1st Home Legion patrols the lands surrounding the city, keeping peace in the countryside and acting as the first line of defense against invasion. The 2nd Home Legion operates within the City itself, enforcing the law and protecting the City (and, ideally, the citizens) from internal threats. Under all but the most extraordinary conditions, this is the only armed force allowed to act within the City proper.
 
There are two legions permanently stationed within or near the City. The 1st Home Legion patrols the lands surrounding the city, keeping peace in the countryside and acting as the first line of defense against invasion. The 2nd Home Legion operates within the City itself, enforcing the law and protecting the City (and, ideally, the citizens) from internal threats. Under all but the most extraordinary conditions, this is the only armed force allowed to act within the City proper.
  
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Every legion, Home or Foreign, is composed of a number of Companies of varying size, usually 100-300 soldiers, plus support personnel. These are divided into groups of ten soldiers called Arms, and each Arms comprises two Hands of five men.
 
Every legion, Home or Foreign, is composed of a number of Companies of varying size, usually 100-300 soldiers, plus support personnel. These are divided into groups of ten soldiers called Arms, and each Arms comprises two Hands of five men.
  
===The Sewer Guard===
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=== The Sewer Guard ===
 +
 
 
Comprising the 13th through 16th Companies of the 2nd Home Legion, the Sewer Guard holds jurisdiction under the ground.  
 
Comprising the 13th through 16th Companies of the 2nd Home Legion, the Sewer Guard holds jurisdiction under the ground.  
  
===The Districts===
+
=== The Districts ===
 +
 
 
The City is divided into twelve districts, each officially signified with a number but also possessing a nickname used in all but the most formal contexts (and several less flattering ones not usually referred to in polite company). Each district has one of the first twelve Companies of the 2nd Home Legion assigned to it; they hold jurisdiction above ground, but can also be called on for reinforcements when more warm bodies are needed underground than are currently available to the Sewer Guard itself.
 
The City is divided into twelve districts, each officially signified with a number but also possessing a nickname used in all but the most formal contexts (and several less flattering ones not usually referred to in polite company). Each district has one of the first twelve Companies of the 2nd Home Legion assigned to it; they hold jurisdiction above ground, but can also be called on for reinforcements when more warm bodies are needed underground than are currently available to the Sewer Guard itself.
  
=====District I - the Citadel=====
+
===== District I - the Citadel =====
 +
 
 
The seat of power at the very heart of the City, containing the palaces and offices of the three Dictators and most of their senior officials, including the Senate. Situated at the highest point in the City, the white marble halls and gilded domes of the Dictatorial complex are an awesome spectacle, especially at sunrise and sundown, bathed in majestic brilliance above the shadowed City below.
 
The seat of power at the very heart of the City, containing the palaces and offices of the three Dictators and most of their senior officials, including the Senate. Situated at the highest point in the City, the white marble halls and gilded domes of the Dictatorial complex are an awesome spectacle, especially at sunrise and sundown, bathed in majestic brilliance above the shadowed City below.
  
 
This was the site of the original fortress around which the City was formed, and is still well protected by a sheer cliff falling two hundred feet straight down into the Seaport harbor on one side and massive walls of ancient red granite on the others; the City has been breached by enemies before, but the Citadel remains impregnable.
 
This was the site of the original fortress around which the City was formed, and is still well protected by a sheer cliff falling two hundred feet straight down into the Seaport harbor on one side and massive walls of ancient red granite on the others; the City has been breached by enemies before, but the Citadel remains impregnable.
  
=====District II - the Market=====
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===== District II - the Market =====
 +
 
 
The great town square and surrounding neighborhoods at the end of the City's main street, Victor's Way, downhill from the Citadel and next to the Seaport. The City's social and economical hub as well as its ''de facto'' political center, this is where most citizens and visitors gather for business and leisure, by day and night.
 
The great town square and surrounding neighborhoods at the end of the City's main street, Victor's Way, downhill from the Citadel and next to the Seaport. The City's social and economical hub as well as its ''de facto'' political center, this is where most citizens and visitors gather for business and leisure, by day and night.
  
 
Right next to the square is the Batrios, or Batrian Circus, a huge amphitheater where public trials and executions are staged, along with grand plays, spectacular sporting events, major political debates and other such big budget entertainment. Lesser productions take place in the City's many smaller theaters or just erect makeshift stages somewhere around the square where ever they can find the room.
 
Right next to the square is the Batrios, or Batrian Circus, a huge amphitheater where public trials and executions are staged, along with grand plays, spectacular sporting events, major political debates and other such big budget entertainment. Lesser productions take place in the City's many smaller theaters or just erect makeshift stages somewhere around the square where ever they can find the room.
  
=====District III - the Seaport=====
+
===== District III - the Seaport =====
 +
 
 
The main harbor of Artheia, a partially man-made semicircular bay on the east bank of Erion just upriver of the Citadel. It's protected from storms by the Citadel cliff itself. There are commercial and public port facilities, a large shipyard with several drydocks and an entire suburb of commercial warehouses.
 
The main harbor of Artheia, a partially man-made semicircular bay on the east bank of Erion just upriver of the Citadel. It's protected from storms by the Citadel cliff itself. There are commercial and public port facilities, a large shipyard with several drydocks and an entire suburb of commercial warehouses.
  
 
The large community of boat people living on the river just off the main harbor, a sort of floating slum, is widely considered an informal thirteenth district (and a bloody nuisance).
 
The large community of boat people living on the river just off the main harbor, a sort of floating slum, is widely considered an informal thirteenth district (and a bloody nuisance).
  
=====District IV - the Grove=====
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===== District IV - the Grove =====
 +
 
 
A mishmash grouping of temples, shrines and religious fixtures of all sorts, erected around the site of an ancient sacred grove west of the river mouth. The grove itself is long gone - chopped down, says legend, for the funeral pyre of the last Artheian Emperor centuries ago - but the name still sticks. A myriad lesser temples huddle close together in unordered clusters like the shelters of the homeless, mazy and slum-like, while the houses of more affluent deities tower above the masses, surrounded with ample breathing room.
 
A mishmash grouping of temples, shrines and religious fixtures of all sorts, erected around the site of an ancient sacred grove west of the river mouth. The grove itself is long gone - chopped down, says legend, for the funeral pyre of the last Artheian Emperor centuries ago - but the name still sticks. A myriad lesser temples huddle close together in unordered clusters like the shelters of the homeless, mazy and slum-like, while the houses of more affluent deities tower above the masses, surrounded with ample breathing room.
  
 
Roughly in the center of the conglomeration stands the Temple of All Gods, a vast green copper dome on grey-veined marble pillars, housing shrines to every god worshiped in Artheia. Anyone who wants to start a cult is welcome to set up altar in here, although floor space is precious and bitterly contested; less popular contenders crowd in the open area around the Temple, trying to stir up enough sympathetic elbows to secure a space inside.
 
Roughly in the center of the conglomeration stands the Temple of All Gods, a vast green copper dome on grey-veined marble pillars, housing shrines to every god worshiped in Artheia. Anyone who wants to start a cult is welcome to set up altar in here, although floor space is precious and bitterly contested; less popular contenders crowd in the open area around the Temple, trying to stir up enough sympathetic elbows to secure a space inside.
  
=====District V - the Wardock=====
+
===== District V - the Wardock =====
 +
 
 
An island in the middle of the river mouth that harbors the military port and main barracks of the 2nd Home Legion, as well as the famous Lighthouse of Artheia. The great river-spanning chains that can block entrance to the Seaport and Erion proper are operated from here.
 
An island in the middle of the river mouth that harbors the military port and main barracks of the 2nd Home Legion, as well as the famous Lighthouse of Artheia. The great river-spanning chains that can block entrance to the Seaport and Erion proper are operated from here.
  
=====District VI - the Westbank=====
+
===== District VI - the Westbank =====
 +
 
 
A posh, clean, spacious neighborhood containing the private homes and palaces of the wealthy and powerful, situated on a low hill north of the Grove, across from the Seaport. It borders on the river and features several marinas and private docks.
 
A posh, clean, spacious neighborhood containing the private homes and palaces of the wealthy and powerful, situated on a low hill north of the Grove, across from the Seaport. It borders on the river and features several marinas and private docks.
  
=====District VII - the Works=====
+
===== District VII - the Works =====
 +
 
 
An industrial area populated by artisans and craftsmen of all kinds, east of the Seaport, north of the Market.
 
An industrial area populated by artisans and craftsmen of all kinds, east of the Seaport, north of the Market.
  
=====District VIII - the Long Shore=====
+
===== District VIII - the Long Shore =====
 +
 
 
A residential area of the working class, mostly freed slaves and non-citizens, that spreads along the east shore of the Erion Bay south of the Citadel. The beach is full of fishing boats and every cottage fronted by a small vegetable garden.
 
A residential area of the working class, mostly freed slaves and non-citizens, that spreads along the east shore of the Erion Bay south of the Citadel. The beach is full of fishing boats and every cottage fronted by a small vegetable garden.
  
=====District IX - the Vale=====
+
===== District IX - the Vale =====
 +
 
 
Another well-to-do area, just west of the Westbank. Mostly inhabited by bureaucrats and lower nobility.
 
Another well-to-do area, just west of the Westbank. Mostly inhabited by bureaucrats and lower nobility.
  
=====District X - The Warrens=====
+
===== District X - The Warrens =====
 +
 
 
An urban residential area east of the Market, mostly tenement houses and small rented lots, populated by the common citizenry. The City of Artheia has probably the largest middle class of any state in the known world - which still isn't saying much, to be honest - and this is where the middle-most of them live (the wealthiest upper middle class types tend to prefer the Vale, while the far more numerous lower middle classes make do on the Long Shore).
 
An urban residential area east of the Market, mostly tenement houses and small rented lots, populated by the common citizenry. The City of Artheia has probably the largest middle class of any state in the known world - which still isn't saying much, to be honest - and this is where the middle-most of them live (the wealthiest upper middle class types tend to prefer the Vale, while the far more numerous lower middle classes make do on the Long Shore).
  
=====District XI - The Landport=====
+
===== District XI - The Landport =====
 +
 
 
AKA Crapyard. The neighborhood around the northern gate, containing mostly various stables, stockades, caravan staging grounds and a large cattle and slave market. This is where most land-based commerce enters and exits the city. The whole area is largely open ground, or would be if it wasn't covered with ever shifting temporary closures and shelters, clusters of tents and more or less well guarded stockpiles of merchandise. The earth is packed hard by generations of feet and hooves, but still turns to knee-deep mud when it rains. Always noisy, dusty (except when it's muddy) and packed full of foreigners and other smelly animals.
 
AKA Crapyard. The neighborhood around the northern gate, containing mostly various stables, stockades, caravan staging grounds and a large cattle and slave market. This is where most land-based commerce enters and exits the city. The whole area is largely open ground, or would be if it wasn't covered with ever shifting temporary closures and shelters, clusters of tents and more or less well guarded stockpiles of merchandise. The earth is packed hard by generations of feet and hooves, but still turns to knee-deep mud when it rains. Always noisy, dusty (except when it's muddy) and packed full of foreigners and other smelly animals.
  
=====District XII - the Pits=====
+
===== District XII - the Pits =====
 +
 
 
The newest and poorest part of the city, a regular slum of ramshackle hovels and makeshift shelters south of the Grove. Many refuse to consider the Pits a district at all. It began as a quarantine area for the infected during a devastating plague some thirty years ago and hasn't improved much since. The City government has been quite ruthless in hemming in this sprawling mess of refuse, and the populace takes a very dim view of the authorities.
 
The newest and poorest part of the city, a regular slum of ramshackle hovels and makeshift shelters south of the Grove. Many refuse to consider the Pits a district at all. It began as a quarantine area for the infected during a devastating plague some thirty years ago and hasn't improved much since. The City government has been quite ruthless in hemming in this sprawling mess of refuse, and the populace takes a very dim view of the authorities.
  
===The Sewers===
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=== The Sewers ===
 +
 
 
Ancient, extensive and exceedingly complex, the sewer system of Artheia is one of the unsung wonders of the world.
 
Ancient, extensive and exceedingly complex, the sewer system of Artheia is one of the unsung wonders of the world.
  
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Every now and then someone makes an effort to map the whole mess out, but no one has ever devised a sufficiently accurate means of navigating underground, nor been able to keep up with the constant changes brought on by all the repairs, expansions and alterations. For that matter, no one has any idea of the full extent of the system. It underlies the entire City and spreads some distance outside the walls, too, but exactly how far is unclear. According to some explorers it seems to reach further afield the deeper you go, and it goes deeper than anybody you've ever heard of can tell.
 
Every now and then someone makes an effort to map the whole mess out, but no one has ever devised a sufficiently accurate means of navigating underground, nor been able to keep up with the constant changes brought on by all the repairs, expansions and alterations. For that matter, no one has any idea of the full extent of the system. It underlies the entire City and spreads some distance outside the walls, too, but exactly how far is unclear. According to some explorers it seems to reach further afield the deeper you go, and it goes deeper than anybody you've ever heard of can tell.
  
=====Coworkers=====
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===== Coworkers =====
 +
 
 
Many of the people you run into underground are also working for the City. Teams of engineers and craftsmen are always busy repairing or expanding or improving something, somewhere. An army of muckrakers armed with their ten-foot poking poles (the "rakes") make daily rounds all through the active drains, keeping a watch for blockages and making sure the black and clear waters keep flowing as they should. Many other Guard units are also patrolling down here, and aside from quibbling over patrol routes and jurisdictions (no, we gotta be beyond the Vesulla Canal here, this is ''your'' headache, mate) might even come to your aid when called.
 
Many of the people you run into underground are also working for the City. Teams of engineers and craftsmen are always busy repairing or expanding or improving something, somewhere. An army of muckrakers armed with their ten-foot poking poles (the "rakes") make daily rounds all through the active drains, keeping a watch for blockages and making sure the black and clear waters keep flowing as they should. Many other Guard units are also patrolling down here, and aside from quibbling over patrol routes and jurisdictions (no, we gotta be beyond the Vesulla Canal here, this is ''your'' headache, mate) might even come to your aid when called.
  
=====Crocodiles=====
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===== Crocodiles =====
 +
 
 
The sewers are also home to a small but tenacious population of salt water crocodiles. Some swim in from the sea or the Erion, some are abandoned pets, some have lived down here for generations. All are hungry, vicious ''bastards''.
 
The sewers are also home to a small but tenacious population of salt water crocodiles. Some swim in from the sea or the Erion, some are abandoned pets, some have lived down here for generations. All are hungry, vicious ''bastards''.
  
=====Deep Town=====
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===== Deep Town =====
 +
 
 
A region of persistently clogged storm drains roughly between the Market and Seaport, taken over and turned into a transitory village by the homeless. Every few months the Sewer Guard is ordered to evict them but, of course, they simply scatter for a moment and resettle right around the corner as soon as you're gone. This has lead to a strictly unspoken mutual understanding that if they don't put up too much of a fight, you won't be too rough about it, and everyone can just get on with their lives with a minimum of hassle. Not a good place to visit, let alone live, but criminals have sometimes found it useful for laying low.
 
A region of persistently clogged storm drains roughly between the Market and Seaport, taken over and turned into a transitory village by the homeless. Every few months the Sewer Guard is ordered to evict them but, of course, they simply scatter for a moment and resettle right around the corner as soon as you're gone. This has lead to a strictly unspoken mutual understanding that if they don't put up too much of a fight, you won't be too rough about it, and everyone can just get on with their lives with a minimum of hassle. Not a good place to visit, let alone live, but criminals have sometimes found it useful for laying low.
  
=====Explorers=====
+
===== Explorers =====
 +
 
 
There are several reasons for people to explore the system. Rich kids sometimes go down there for kicks, to seek out weird places (or beat up vagrants); the poor scavenge for profitable salvage; occasionally an official exploration party is sent to try and map out at least a part of the system; wanted criminals hide in the uncharted nooks and crannies, and bounty hunters pursue them; and sometimes adventurers foreign and domestic descend to the depths on some more or less ill-conceived quest for treasure or thrills. Most of the time you simply question the people you come across, just in case, and let them go on looking for whatever trouble they're after, but now and then you need to keep some affluent brat from getting himself killed or stop a misguided adventurer from stirring up trouble that might come back to bite ''you''.
 
There are several reasons for people to explore the system. Rich kids sometimes go down there for kicks, to seek out weird places (or beat up vagrants); the poor scavenge for profitable salvage; occasionally an official exploration party is sent to try and map out at least a part of the system; wanted criminals hide in the uncharted nooks and crannies, and bounty hunters pursue them; and sometimes adventurers foreign and domestic descend to the depths on some more or less ill-conceived quest for treasure or thrills. Most of the time you simply question the people you come across, just in case, and let them go on looking for whatever trouble they're after, but now and then you need to keep some affluent brat from getting himself killed or stop a misguided adventurer from stirring up trouble that might come back to bite ''you''.
  
=====Gas=====
+
===== Gas =====
 +
 
 
Snicker all you want. Various obnoxious and dangerous gases often get trapped in chambers and tunnels and gather into large pockets of vaporous ''evil''. Sometimes they explode on contact with an open flame, like the one in your lantern. Sometimes they smell really bad. Sometimes they snuff out your lamp and leave you groping in the dark while you slowly choke to death. Any guard who survives his first week in the job will learn the warning signs - strange odors, visible haze, sputtering or oddly colored flames, a giddy, breathless feeling...
 
Snicker all you want. Various obnoxious and dangerous gases often get trapped in chambers and tunnels and gather into large pockets of vaporous ''evil''. Sometimes they explode on contact with an open flame, like the one in your lantern. Sometimes they smell really bad. Sometimes they snuff out your lamp and leave you groping in the dark while you slowly choke to death. Any guard who survives his first week in the job will learn the warning signs - strange odors, visible haze, sputtering or oddly colored flames, a giddy, breathless feeling...
  
=====Old Nellie=====
+
===== Old Nellie =====
 +
 
 
A monstrous creature that lurks in the deeper sewers. She hates and shuns light, so nobody's ever seen her, but she's always ready to fall upon any guardsman caught alone without a light and drag them screaming into the dark. Or so your senior handmates tell you.
 
A monstrous creature that lurks in the deeper sewers. She hates and shuns light, so nobody's ever seen her, but she's always ready to fall upon any guardsman caught alone without a light and drag them screaming into the dark. Or so your senior handmates tell you.
  
=====Rats=====
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===== Rats =====
 +
 
 
Half the guard will swear rats grow bigger, bolder and more cunning the deeper you go; the other half are quick to laugh off such nonsense, perhaps a bit nervously, and change the subject. Some grizzled old veterans speak in hushed tones of an empire of rats, somewhere deep down, ruled by a giant white King Rat with a scepter of human bone, and a strange temple where the vermin swarm by the thousands to worship before a foul and beastly idol.
 
Half the guard will swear rats grow bigger, bolder and more cunning the deeper you go; the other half are quick to laugh off such nonsense, perhaps a bit nervously, and change the subject. Some grizzled old veterans speak in hushed tones of an empire of rats, somewhere deep down, ruled by a giant white King Rat with a scepter of human bone, and a strange temple where the vermin swarm by the thousands to worship before a foul and beastly idol.
  
=====The Slime=====
+
===== The Slime =====
 +
 
 
A sickly yellow slime mold that sometimes starts to grow out from the neglected tunnels beyond the City's west wall, like a sudden fungal tide, known to cover at worst maybe a quarter mile per day. Brief exposure only causes a mild burning sensation, but people caught unaware by it (typically people sleeping in or under the streets) have sometimes been found ''digested'' to the bone; on some particularly disastrous occasions the slime has grown under and up into houses and entire neighborhoods before being noticed, with tragic consequences. Fortunately, burning and shoveling it back have always been sufficient to check its advance, and it usually only happens once a decade or three.
 
A sickly yellow slime mold that sometimes starts to grow out from the neglected tunnels beyond the City's west wall, like a sudden fungal tide, known to cover at worst maybe a quarter mile per day. Brief exposure only causes a mild burning sensation, but people caught unaware by it (typically people sleeping in or under the streets) have sometimes been found ''digested'' to the bone; on some particularly disastrous occasions the slime has grown under and up into houses and entire neighborhoods before being noticed, with tragic consequences. Fortunately, burning and shoveling it back have always been sufficient to check its advance, and it usually only happens once a decade or three.
  
There's probably some significance to the way it spreads out from the direction of the old graveyard, just outside the walls, but everybody has a different theory on what this means (aside from the Pits usually getting the worst of it). Nobody's volunteered to go and explore... aside from that one brave squad, as the elder guardsmen are happy to tell, that never returned. You never met them, it was before your time.
+
There's probably some significance to the way it spreads out from the direction of the old graveyard, just outside the walls, but everybody has a different theory on what this means (aside from the Pits usually getting the worst of it). Nobody's volunteered to go and explore - aside from that one brave squad, as the elder guardsmen are happy to tell, that never returned. You never met them, it was before your time.
 +
 
 +
===== Spies and Smugglers =====
  
=====Spies and Smugglers=====
 
 
The various tunnels opening to the river or seashore are often used by people trying to slip into or out of the City unnoticed and, in times of war, enemies have been known to try and get past the walls this way. Preventing these transgressions is one of the main tasks of the Sewer Guard. There's actually a small scale, low key war on between the Guard and the Horseless Soljaks, a foreign gang of fences and smugglers from the eastern steppes.
 
The various tunnels opening to the river or seashore are often used by people trying to slip into or out of the City unnoticed and, in times of war, enemies have been known to try and get past the walls this way. Preventing these transgressions is one of the main tasks of the Sewer Guard. There's actually a small scale, low key war on between the Guard and the Horseless Soljaks, a foreign gang of fences and smugglers from the eastern steppes.
  
==The Rules==
+
== Other Resources ==
Mutants & Masterminds 2nd Edition core rules, with the following tweaks.
 
 
 
===Character Creation===
 
All characters start at Power Level 8, with 100 Power Points to spend on Attributes, Skills and Feats.
 
 
 
Bonuses granted by equipment ''do not'' count towards PL limitations.
 
 
 
'''NOTE!''' 15PP of this starting total should be used on abilities and possessions that are either required for or come with the job. This includes:
 
* no physical abilities below 10; 0PP
 
* +2 Attack bonus; 4PP
 
* +2 Defense bonus; 4PP
 
* 20 skill ranks total in ''Climb'', ''Knowledge (streetwise)'', ''Notice'', ''Profession (soldier)'' and ''Swim'', with at least 1 rank in each; 5PP
 
* 2 ranks of the ''Equipment'' feat (see [http://wiki.rpg.net/index.php/Underground_Polis#Equipment Equipment], below); 2PP
 
You can choose not to pay all that, saving some PP for other uses, but you'll likely be seen as a slacker not worthy to bear your shield unless you have some significant redeeming qualities to make up for your shortcomings; you'll be on thin ice with your superiors and looked down upon by your peers. Personal friends and other PCs ''probably'' excluded, naturally.
 
 
 
===Abilities===
 
All abilities are capped at 26. Remember, by the book an ability rating of 25 represents the "best ever; peak of human achievement".
 
 
 
Normal Power Level limitations apply to Attack and Defense bonuses and all saves.
 
 
 
===Skills===
 
Skills are capped at 13 ranks, as per standard Power Level limitations.
 
 
 
'''Boating''' - A new skill for handling small watercraft. Rafts are often used to maintain the aqueducts, and can come in handy down in the sewers, too (beats swimming in human waste).
 
 
 
'''Computers, Drive and Pilot''' - These are of no use in this setting, obviously.
 
 
 
'''Craft''' - The ''electronics'' specialty is not available. ''Chemical'' is replaced by ''alchemical'' (see below).
 
 
 
===Feats===
 
'''Artificer''' - Used to brew potions (with ''Craft (alchemical)'') and to create talismans, wards and other such magical doodads.
 
 
 
'''Benefit''' - You can buy ranks in the ''Benefit'' feat to gain honors and ranks in the Legions. You technically have authority over any guardsmen that you outrank, including other PCs, though this is mostly confined to your specific command chain. Don't let the power go to your head if you want to be able to actually trust your less decorated teammates, though. Nobody likes a petty tyrant. Nobody likes a jumped-up waste of salary, either, so don't overdo it by blowing all your points on status, and make sure you have what it takes to actually earn your rank. ''Benefit'' ranks correspond loosely to actual ranks in the Legions:
 
* Rank 3 - Corporal
 
* Rank 6 - Sergeant
 
* Rank 9 - Lieutenant
 
* Rank 12 - Captain
 
The rank of Corporal is a requirement for being granted command of an Arms, and commanding an Arms is required for the rank of Sergeant. You must be a Lieutenant in order to get your own Company, and must have your own Company in order to be made Captain. See ''Minions'', below.
 
 
 
'''Fearless''' - Hell no.
 
 
 
'''Minions''' - If you want to actually command a Hand, an Arms or even a full Company, you must buy them with the ''Minions'' feat: at least 5 men for a Hand, 10 for an Arms, and 100-250 for a Company. These will all be common soldiers, not extraordinary individuals like the PCs and certainly not fanatical followers. A common guardsman should be built with about 45PP, using the Soldier in the back of the main book as a guideline; thus, an Arms would cost 6 ranks of ''Minions'' and a Company 9 or 10. Note that you also need the appropriate rank to wield such authority (see ''Benefit'', above).
 
 
 
'''Ritualist''' - If you want to use magic, this is how it's done. The design check should be made with some Knowledge skill relevant to what you are trying to do, instead of Knowledge (arcane lore); for example, speaking with or animating the dead could be done with Knowledge (necromancy), wings or natural weapons gained with Knowledge (life sciences), minds read or dominated with Knowledge (headology), demons summoned with Knowledge (bloody stupid suicidal things) and so on. Otherwise use the rules as written.
 
 
 
===Powers===
 
Only PPs gained from drawbacks can be used to buy powers. We're all just human here in this setting, and possessing mystical powers makes you a rare and suspicious freak. There's always a mark, always a price to pay - even if it didn't cost you dearly to gain such inhuman abilities in the first place, you're paying just as heavily for having them now. The Guard will take you, they'll take anyone, but even they don't have to ''like'' you.
 
 
 
The drawbacks should be related to the powers in some way: light allergy for darkvision or blindness for precognition, a weakness or vulnerability to one thing for an immunity against another, etc. Associated complications like phobia, obsession, bad reputation or prejudice would also be good.
 
 
 
Power drawbacks can be used to lower the price of a power, but since they can't reduce the price below 1PP, you need points from character drawbacks to get started.
 
 
 
===Equipment===
 
Personal gear and other material assets are bought with the ''Equipment'' feat, as per the core rules. Below are some guidelines for building equipment suitable to the setting.
 
 
 
All guardsmen have two ranks of ''Equipment'' by default, giving them 10 Equipment Points of issued materiel. For the sewer guard, standard issue equipment consists of:
 
* Quilted linen vest - Toughness +2, crit negates; 1EP
 
* Round target - Defense +2, Deflection +2; 4EP
 
* Short sword - Damage +2, crit range 19-20; 4EP
 
* Small lantern - partial light in a 10ft. radius; 1EP
 
If you prefer, you can buy your own equipment instead of using the standard issue gear, but to meet regulations it must include armor and weapons at least equal to those issued, and you must use at least 10EP on it.
 
 
 
=====Weapons=====
 
Weapons are bought with the Blast and Strike powers. Below are some guidelines for representing different kinds of weapons:
 
* Ranged weapons that cannot be used in close combat use the Blast power.
 
* Melee weapons use the Strike power.
 
* Weapons that can be swung or thrown have the Thrown feat.
 
* Most melee weapons have the Mighty feat; exceptions include things like whips.
 
* Pointy blades, like most swords and daggers, have the Improved Critical feat.
 
* Polearms have the Extended Reach power feat.
 
* Excessively large weapons, e.g. pikes or huge swords, have the Limited flaw in tight spaces.
 
* Blunt weapons, e.g. clubs and staves, have the Stunning Attack feat.
 
* Anti-armour weapons, like warhammers and heavy crossbows, have the Penetrating extra.
 
* The save DC bonus provided by one-handed weapons, thrown weapons or bows cannot exceed +4.
 
* The save DC bonus provided by two-handed weapons or crossbows cannot exceed +6.
 
 
 
=====Shields=====
 
Shields use the Shield and Deflection powers.
 
* The dodge and block bonuses provided by a shield cannot exceed +4.
 
* Neither bonus can exceed the other by more than 2 levels.
 
* Very large shields have the Limited flaw in tight spaces.
 
 
 
=====Armour=====
 
Armour is built normally using the Protection power:
 
* All armour has the Weak Point drawback, for -1EP total cost.
 
* Metal armour has the Impervious extra.
 
* The Toughness bonus provided by non-metal armour cannot exceed +4.
 
* The Toughness bonus provided by metal armour cannot exceed +6.
 
  
==Other Resources==
+
[http://www.waterhistory.org/histories/rome/ Water and Wastewater Systems in Imperial Rome] - Some atmospheric insights and useful reading about ancient plumbing.
* [http://www.orokos.com/ Orokos] - The online dice roller of choice.
 
* [http://www.atomicthinktank.com/ The Atomic Think Tank] - The official site for M&M discussion.
 
* [http://www.waterhistory.org/histories/rome/ Water and Wastewater Systems in Imperial Rome] - Some atmospheric insights and useful reading about ancient plumbing.
 
  
 
[[Category:PBP]]
 
[[Category:PBP]]
 
[[Category:Setting]]
 
[[Category:Setting]]
 
[[Category:Mutants & Masterminds]]
 
[[Category:Mutants & Masterminds]]

Revision as of 21:07, 11 January 2023

Underground Polis follows the exploits of a squad of the Sewer Guard, a police force tasked with patrolling the ridiculously vast network of sewers, catacombs, tunnels and caverns beneath the sprawling fantasy metropolis of Artheia. The game aims for a mixture of dungeon crawling, Weird Tales, good old Sword & Sandal movies and action cop shows, set in an amalgam of a Classical Greek polis, Imperial Rome and fantasy cities from Ankh-Morpork to Zamora.

The Cast

Player Characters

Non-Player Characters

The Story So Far

The story so far.

Important Notes & Plot Points

  • Note 1
  • etc.

The City

Situated at the mouth of the mighty river Erion on the northern coast of the Inner Sea, boasting a million citizens, the City of Artheia is the greatest center of human habitation in the known world and a giant shining jewel atop the golden crown of civilization.

Depending on one's perspective, it's also kind of a dump.

Artheia is an expansive city state that lays claim to lands far outside the city walls, with numerous colonies all around the Inner Sea and several along the major inland trade routes to the North and East. "Artheia" usually refers to the entire state, the city proper being called "the City of Artheia" or most commonly just "the City".

Surroundings

Cultivated farmlands cover the fertile plains around the City, broken here and there by woods and grassy hills where livestock graze, extending several days' journey from the City in every direction but South, where spreads the Inner Sea.

Government

Artheia is ruled by a triumvirate of elected officials titled Dictators: the Prince, the Mayor and the Marshal. The Prince represents the City in general and its nobility in particular in foreign matters, and also commands the Foreign Legions. The Mayor represents the trade guilds and merchant leagues and thus, at least in theory, the common citizens; he has the final say in matters concerning trade and domestic issues. The Marshal is tasked with defending and keeping order in the City, and commands the Home Legions; he also has ultimate authority in matters concerning the same.

The Dictators are elected by the Elector Council, a body consisting of all the nobles holding estates within the City itself, the heads of all the officially recognized guilds and merchant leagues based within the City, and the generals of all the Legions. Technically, each Dictator is elected for a term of no more than seven years at a time, but while the office of Mayor does usually pass around as intended, it is exceedingly rare for the current Prince or Marshal not to get re-elected, owing half to political corruption and half to a long string of genuinely competent individuals holding the offices.

Theoretically, all three are supposed to have equal authority, but in practice the Prince generally trumps the Mayor, who in turn trumps the Marshal. Fortunately for democracy, the threat or occasionally outright act of open rebellion has been shown time and again to trump all three. In any case, the Dictators actually delegate most matters and everyday decisions to the Senate, ninety civic officers elected by public vote among the citizens (a citizen being any free person who owns property within the City walls) who take care of running the City through a veritable horde of secretaries, assistants and junior officials.

Home Legions

There are two legions permanently stationed within or near the City. The 1st Home Legion patrols the lands surrounding the city, keeping peace in the countryside and acting as the first line of defense against invasion. The 2nd Home Legion operates within the City itself, enforcing the law and protecting the City (and, ideally, the citizens) from internal threats. Under all but the most extraordinary conditions, this is the only armed force allowed to act within the City proper.

Popular but unsubstantiated rumor insists there is a 3rd Home Legion, a sinister secret police force of spies and assassins. Authorities scoff at the very notion.

Every legion, Home or Foreign, is composed of a number of Companies of varying size, usually 100-300 soldiers, plus support personnel. These are divided into groups of ten soldiers called Arms, and each Arms comprises two Hands of five men.

The Sewer Guard

Comprising the 13th through 16th Companies of the 2nd Home Legion, the Sewer Guard holds jurisdiction under the ground.

The Districts

The City is divided into twelve districts, each officially signified with a number but also possessing a nickname used in all but the most formal contexts (and several less flattering ones not usually referred to in polite company). Each district has one of the first twelve Companies of the 2nd Home Legion assigned to it; they hold jurisdiction above ground, but can also be called on for reinforcements when more warm bodies are needed underground than are currently available to the Sewer Guard itself.

District I - the Citadel

The seat of power at the very heart of the City, containing the palaces and offices of the three Dictators and most of their senior officials, including the Senate. Situated at the highest point in the City, the white marble halls and gilded domes of the Dictatorial complex are an awesome spectacle, especially at sunrise and sundown, bathed in majestic brilliance above the shadowed City below.

This was the site of the original fortress around which the City was formed, and is still well protected by a sheer cliff falling two hundred feet straight down into the Seaport harbor on one side and massive walls of ancient red granite on the others; the City has been breached by enemies before, but the Citadel remains impregnable.

District II - the Market

The great town square and surrounding neighborhoods at the end of the City's main street, Victor's Way, downhill from the Citadel and next to the Seaport. The City's social and economical hub as well as its de facto political center, this is where most citizens and visitors gather for business and leisure, by day and night.

Right next to the square is the Batrios, or Batrian Circus, a huge amphitheater where public trials and executions are staged, along with grand plays, spectacular sporting events, major political debates and other such big budget entertainment. Lesser productions take place in the City's many smaller theaters or just erect makeshift stages somewhere around the square where ever they can find the room.

District III - the Seaport

The main harbor of Artheia, a partially man-made semicircular bay on the east bank of Erion just upriver of the Citadel. It's protected from storms by the Citadel cliff itself. There are commercial and public port facilities, a large shipyard with several drydocks and an entire suburb of commercial warehouses.

The large community of boat people living on the river just off the main harbor, a sort of floating slum, is widely considered an informal thirteenth district (and a bloody nuisance).

District IV - the Grove

A mishmash grouping of temples, shrines and religious fixtures of all sorts, erected around the site of an ancient sacred grove west of the river mouth. The grove itself is long gone - chopped down, says legend, for the funeral pyre of the last Artheian Emperor centuries ago - but the name still sticks. A myriad lesser temples huddle close together in unordered clusters like the shelters of the homeless, mazy and slum-like, while the houses of more affluent deities tower above the masses, surrounded with ample breathing room.

Roughly in the center of the conglomeration stands the Temple of All Gods, a vast green copper dome on grey-veined marble pillars, housing shrines to every god worshiped in Artheia. Anyone who wants to start a cult is welcome to set up altar in here, although floor space is precious and bitterly contested; less popular contenders crowd in the open area around the Temple, trying to stir up enough sympathetic elbows to secure a space inside.

District V - the Wardock

An island in the middle of the river mouth that harbors the military port and main barracks of the 2nd Home Legion, as well as the famous Lighthouse of Artheia. The great river-spanning chains that can block entrance to the Seaport and Erion proper are operated from here.

District VI - the Westbank

A posh, clean, spacious neighborhood containing the private homes and palaces of the wealthy and powerful, situated on a low hill north of the Grove, across from the Seaport. It borders on the river and features several marinas and private docks.

District VII - the Works

An industrial area populated by artisans and craftsmen of all kinds, east of the Seaport, north of the Market.

District VIII - the Long Shore

A residential area of the working class, mostly freed slaves and non-citizens, that spreads along the east shore of the Erion Bay south of the Citadel. The beach is full of fishing boats and every cottage fronted by a small vegetable garden.

District IX - the Vale

Another well-to-do area, just west of the Westbank. Mostly inhabited by bureaucrats and lower nobility.

District X - The Warrens

An urban residential area east of the Market, mostly tenement houses and small rented lots, populated by the common citizenry. The City of Artheia has probably the largest middle class of any state in the known world - which still isn't saying much, to be honest - and this is where the middle-most of them live (the wealthiest upper middle class types tend to prefer the Vale, while the far more numerous lower middle classes make do on the Long Shore).

District XI - The Landport

AKA Crapyard. The neighborhood around the northern gate, containing mostly various stables, stockades, caravan staging grounds and a large cattle and slave market. This is where most land-based commerce enters and exits the city. The whole area is largely open ground, or would be if it wasn't covered with ever shifting temporary closures and shelters, clusters of tents and more or less well guarded stockpiles of merchandise. The earth is packed hard by generations of feet and hooves, but still turns to knee-deep mud when it rains. Always noisy, dusty (except when it's muddy) and packed full of foreigners and other smelly animals.

District XII - the Pits

The newest and poorest part of the city, a regular slum of ramshackle hovels and makeshift shelters south of the Grove. Many refuse to consider the Pits a district at all. It began as a quarantine area for the infected during a devastating plague some thirty years ago and hasn't improved much since. The City government has been quite ruthless in hemming in this sprawling mess of refuse, and the populace takes a very dim view of the authorities.

The Sewers

Ancient, extensive and exceedingly complex, the sewer system of Artheia is one of the unsung wonders of the world.

It is constantly under repair and modification, and has been for a thousand years. There are still open sewers in some parts of the City, but mostly the system comprises a baroque network of aqueducts, sewage drains, storm drains, ventilation shafts, access tunnels, storage rooms, forgotten cellars, ancient streets and buildings, abandoned catacombs, natural caverns and gods alone know what else dug out or buried under the streets. The very bedrock is essentially porous on a gigantic scale.

Every now and then someone makes an effort to map the whole mess out, but no one has ever devised a sufficiently accurate means of navigating underground, nor been able to keep up with the constant changes brought on by all the repairs, expansions and alterations. For that matter, no one has any idea of the full extent of the system. It underlies the entire City and spreads some distance outside the walls, too, but exactly how far is unclear. According to some explorers it seems to reach further afield the deeper you go, and it goes deeper than anybody you've ever heard of can tell.

Coworkers

Many of the people you run into underground are also working for the City. Teams of engineers and craftsmen are always busy repairing or expanding or improving something, somewhere. An army of muckrakers armed with their ten-foot poking poles (the "rakes") make daily rounds all through the active drains, keeping a watch for blockages and making sure the black and clear waters keep flowing as they should. Many other Guard units are also patrolling down here, and aside from quibbling over patrol routes and jurisdictions (no, we gotta be beyond the Vesulla Canal here, this is your headache, mate) might even come to your aid when called.

Crocodiles

The sewers are also home to a small but tenacious population of salt water crocodiles. Some swim in from the sea or the Erion, some are abandoned pets, some have lived down here for generations. All are hungry, vicious bastards.

Deep Town

A region of persistently clogged storm drains roughly between the Market and Seaport, taken over and turned into a transitory village by the homeless. Every few months the Sewer Guard is ordered to evict them but, of course, they simply scatter for a moment and resettle right around the corner as soon as you're gone. This has lead to a strictly unspoken mutual understanding that if they don't put up too much of a fight, you won't be too rough about it, and everyone can just get on with their lives with a minimum of hassle. Not a good place to visit, let alone live, but criminals have sometimes found it useful for laying low.

Explorers

There are several reasons for people to explore the system. Rich kids sometimes go down there for kicks, to seek out weird places (or beat up vagrants); the poor scavenge for profitable salvage; occasionally an official exploration party is sent to try and map out at least a part of the system; wanted criminals hide in the uncharted nooks and crannies, and bounty hunters pursue them; and sometimes adventurers foreign and domestic descend to the depths on some more or less ill-conceived quest for treasure or thrills. Most of the time you simply question the people you come across, just in case, and let them go on looking for whatever trouble they're after, but now and then you need to keep some affluent brat from getting himself killed or stop a misguided adventurer from stirring up trouble that might come back to bite you.

Gas

Snicker all you want. Various obnoxious and dangerous gases often get trapped in chambers and tunnels and gather into large pockets of vaporous evil. Sometimes they explode on contact with an open flame, like the one in your lantern. Sometimes they smell really bad. Sometimes they snuff out your lamp and leave you groping in the dark while you slowly choke to death. Any guard who survives his first week in the job will learn the warning signs - strange odors, visible haze, sputtering or oddly colored flames, a giddy, breathless feeling...

Old Nellie

A monstrous creature that lurks in the deeper sewers. She hates and shuns light, so nobody's ever seen her, but she's always ready to fall upon any guardsman caught alone without a light and drag them screaming into the dark. Or so your senior handmates tell you.

Rats

Half the guard will swear rats grow bigger, bolder and more cunning the deeper you go; the other half are quick to laugh off such nonsense, perhaps a bit nervously, and change the subject. Some grizzled old veterans speak in hushed tones of an empire of rats, somewhere deep down, ruled by a giant white King Rat with a scepter of human bone, and a strange temple where the vermin swarm by the thousands to worship before a foul and beastly idol.

The Slime

A sickly yellow slime mold that sometimes starts to grow out from the neglected tunnels beyond the City's west wall, like a sudden fungal tide, known to cover at worst maybe a quarter mile per day. Brief exposure only causes a mild burning sensation, but people caught unaware by it (typically people sleeping in or under the streets) have sometimes been found digested to the bone; on some particularly disastrous occasions the slime has grown under and up into houses and entire neighborhoods before being noticed, with tragic consequences. Fortunately, burning and shoveling it back have always been sufficient to check its advance, and it usually only happens once a decade or three.

There's probably some significance to the way it spreads out from the direction of the old graveyard, just outside the walls, but everybody has a different theory on what this means (aside from the Pits usually getting the worst of it). Nobody's volunteered to go and explore - aside from that one brave squad, as the elder guardsmen are happy to tell, that never returned. You never met them, it was before your time.

Spies and Smugglers

The various tunnels opening to the river or seashore are often used by people trying to slip into or out of the City unnoticed and, in times of war, enemies have been known to try and get past the walls this way. Preventing these transgressions is one of the main tasks of the Sewer Guard. There's actually a small scale, low key war on between the Guard and the Horseless Soljaks, a foreign gang of fences and smugglers from the eastern steppes.

Other Resources

Water and Wastewater Systems in Imperial Rome - Some atmospheric insights and useful reading about ancient plumbing.