DISCUSSING
In the Shadow of the Spire – Session 33A: Down the Sewer Hole
They collected their two cultist prisoners (replacing the manacles with knotted ropes firmly tied by Tor) and dragged them over to the hole in the back corner of the first floor. Climbing down the rope ladder they found themselves, as they had predicted, in the sewers. Tee came last, dragging a rug over the hole behind her to help conceal its presence, cutting the rope ladder, and then floating down using her boots of levitation.
They were standing at the intersection of four major sewer passages. Narrow walkways of beslimed stone ran along a wide, slowly flowing channel of raw sewage. Agnarr examined the ground and determined that the walkways to the north and west had recently seen a great deal of traffic. They suspected that was the direction the cultists would come…
You’ll often read that the large, walkable sewer tunnels that we see in movies, TV shows, and our D&D campaigns are complete nonsense and have no basis in reality.
But this is not entirely accurate.
It’s true that sewer systems (both today and historically) were mostly made up of pipes too small for humans to traverse. (The drain in your sink does not drop directly into a tunnel.) It’s also true that medieval European cities mostly lacked sewer systems of any kind. (Paris, for example, didn’t have an underground sewer until 1730.)
But that doesn’t mean sewer systems don’t have any walkable tunnels. (They do. Ironically, Paris now has one of the largest networks of walkable sewer tunnels.) It’s also not true that sewers are a modern invention, or that historical sewer systems lacked the larger tunnels. (As far as I can tell, they were actually more common because (a) it was more likely that humans would need access to clear out clogs and debris and (b) older sewer systems were more likely to be primarily focused on draining storm and flood water than waste disposal, and therefore needed very high capacity.)
Rome, for example, had the Cloaca Maxima, which had tunnels, walkways, the whole bit. The final act of The Third Man, Carol Reed’s classic noir film featuring Orson Welles, takes place in the sewers beneath Vienna and was filmed on location: These spacious tunnels were also constructed by the Romans in the 2nd century. Other Roman sewers of similar design have been preserved in Herculaneum and Pompeii.
Although it appears that Romans were allowed to connect their privies to theses systems, recent archaeology suggests that they rarely did: Their toilets notably lacked traps, so nothing would stop sewer gases (and smells) from simply coming up the toilet. Animals and other pests would also use them to invade homes. (We have tales about alligators coming up from the sewers: Aelian and Pliny tell us of an octopus in Iberia that would swim up the drainage tunnels at high tide and sneak into kitchens to eat the pickled fish. On a similar note, there were Victorian tales of pigs living in the sewers of Hampstead. But I digress.)
On the gripping hand, it would nevertheless be quite unusual to find a sewer system like this–
–with twenty-foot-wide passages kept surprisingly tidy and flanked on both sides by walkways. (The entrances to weird, subterranean caverns are actually slightly more plausible: It wasn’t unusual for ancient sewer construction to piggyback or unexpectedly run into preexisting underground structures. In fact, many ancient sewers, including possibly the earliest version of the Cloaca Maxima, were just rivers that had been bricked over.)
But all of this, of course, begins to rub up against the fantastical architecture at the heart of D&D. If the cities of D&D were meant to be strictly modeled on the cities of medieval Europe, we could sagely nod our heads, stroke out chins, and pronounce that it’s just silly for them to have sewers like this.
But D&D cities aren’t medieval European cities, are they?
First, there’s no reason that a completely alternative history wouldn’t see your D&D civilizations preserve the hydrological knowledge of the Romans.
Second, as we’ve seen, some medieval cities DID have sewers like this because they preserved Roman ones. (And it’s not like D&D-land isn’t peppered with ancient civilizations.)
Third, even our declaration of “medieval European city” is pretty biased. The Byzantines were still building large waterworks during this time, as did the Ottomans after the fall of Constantinople.
Fourth, the construction capacity and resources of a typical D&D setting far outstretch those of medieval Europe due to the presence of ubiquitous magic (whether arcane or divine).
So if I want to feature something like this in a D&D campaign, instead of reaching for reasons why it can’t exist, I instead reach for the reasons that it can and then apply them.
In doing so, of course, I don’t necessarily need to achieve absolute realism — just plausibility. Because, sewers aside, fantastical construction is a concept that D&D’s worldbuilding inherently holds in tension. The entire game is fundamentally based on architecture which is simultaneously fantastical and irrational: To what possible purpose could the tunnels beneath Castle Blackmoor have been constructed?
(There’s a reason that both Gygax’s Greyhawk and Greenwood’s Undermountain are justified by the whims of a Mad Mage, Zagyg and Halaster respectively.)
We don’t want to abandon logic entirely — because then the PCs are simply trapped in a madhouse of random noise, unable to meaningfully apply thought or problem solving — but the skein of verisimilitude can be pulled very tight when it comes to D&D and a milieu which often operates only on laws of convention.
Campaign Journal: Session 33B – Running the Campaign: Bond. The Opposite of Bond.
In the Shadow of the Spire: Index