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Sewer Critter Extermination for WCS
Bonds of BATTLE!

[DISCLOSURE](AI was used to help the Author of the post organize their thoughts.[DISCLOSURE]




The Idea

With the removal of shitbergs, I'd like to suggest a replacement activity for WCS that encourages cooperation and creates more opportunities for roleplay.

Introduce sewer critters that are more dangerous than rats but significantly less dangerous than sewer dragons. These creatures would periodically infest sections of the sewer network, requiring WCS personnel to investigate reports, locate infestations, and eliminate them.

To support this role, WCS workers could receive specialized nanogenic inoculations designed to provide resistance against diseases, parasites, toxins, and environmental hazards commonly associated with sewer work. These inoculations could be restricted to active WCS personnel or carry drawbacks when used outside their intended purpose, helping prevent abuse while reinforcing WCS's role as Withmore's sanitation specialists.

Rather than performing a largely repetitive cleanup task, WCS workers would be responding to active threats that require investigation, coordination, and teamwork.
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Why It Helps

When shitbergs existed, they seemed intended to bring WCS workers together in the sewers and create opportunities for interaction.

In practice, however, the activity often became repetitive and mechanical. Workers would frequently team up because it was more efficient, but the task itself rarely provided anything to react to, discuss, or make decisions about. People worked side-by-side, yet there was little within the activity that naturally generated roleplay.

Sewer critters would create a more dynamic environment.

Instead of clearing a stationary obstacle, workers would respond to active infestations, organize extermination teams, investigate sightings, assist injured coworkers, and coordinate searches throughout the sewer system. Encounters could result in rescue operations, medical treatment, rivalries, favors owed, promotions, leadership opportunities, or other consequences that extend beyond the fight itself.

The creatures are not the primary feature. The roleplay surrounding them is.
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Would This Generate More RP?

I believe it would because the roleplay begins long before the encounter itself and continues afterward.

Examples might include:

  • Citizens reporting sightings to WCS.
  • WCS personnel organizing search and extermination teams.
  • Medics treating workers injured by attacks, toxins, or infections.
  • SIC rumors spreading regarding dangerous sewer activity.
  • Businesses and residents demanding action when infestations threaten populated areas.
  • Criminals exploiting dangerous areas while WCS resources are focused elsewhere.
  • Search parties forming when particularly dangerous creatures reach the streets or disappear into heavily trafficked tunnel networks.

This creates opportunities for interaction not only between WCS workers, but also medics, civilians, criminals, and the wider playerbase.

It would also give WCS a more visible presence in the city. Much of what WCS does occurs out of sight and underground. Infestations, sightings, public warnings, and requests for assistance would create reasons for citizens to directly interact with the department, helping establish WCS as an active part of day-to-day life in Withmore rather than a service most people rarely think about.
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Additional Considerations

The purpose of these creatures would not be to create high-end combat content. Their primary purpose would be to generate roleplay opportunities.

Different types of critters could fill different niches:

  • Disease-carrying scavengers.
  • Aggressive mutated vermin.
  • Territorial tunnel predators.
  • Escaped laboratory specimens.
  • Rare creatures that occasionally emerge into Red or Gold sectors.

The proposed nanogenic inoculations could also create additional roleplay opportunities by requiring periodic boosters or medical oversight, further reinforcing the dangers of prolonged exposure to Withmore's sewer ecosystem.

Most importantly, this would give WCS workers reasons to communicate, coordinate, and rely on one another. The goal isn't combat for combat's sake. The goal is to create situations that naturally generate investigations, rescues, conflicts, medical RP, rumors, and stories involving more of the player base than a largely solitary cleanup task ever could.




Why does WCS need additional busywork just because shitbergs are gone? Remember they also have corpse-retrieval, firefighting and blood/graffiti cleaning duties.

Do we rly want to make the sewers a more daunting obstacle to people wanting to explore them?
What is the point of exploring if it isn't a daunting experience?

I think people should have more busywork to talk about their experiences in RP with other people. More jobs with more things to do results in more RP stories to tell each other. It's a win win.

I think it's a great idea.
It's something that already exists and would basically be expanded. We have the Sewer dragon and the Rats. Plus cats, dogs, scorpions and a few others. I'm simpling suggesting we create a few more stick them sewer and have WCS have a more active roll. We already lost greeters, I dont wanna lose Sanitation as a playable job too.