The Gray Walls of Tartarus

Encyclopedia Kemen

Map of Tartarus (JPEG)

CC2 Map of Tartarus (zip)

Cities of the Dominion

Deep in the Kosla Valley are the ruins of Tartarus, capital city of Nakor the Abomination.From his tower located in the center of the city, he waged war on the bones and remains of the Allemanni Empire.Armies of men marched beneath his black banner, joined by dark spawn, the orcs and trolls that survived the Great War.But most terrifying of all where the creatures he summoned from the vary gates of hell, the dead and the living dead.

 

HISTORY

The city of Tartarus rest on a site occupied off and on since the Age of Legends.During the time of Dominion, the land was part of Gangtok. Refugees fleeing persecution for the worship of SERROMAIUS the Devourer was the blind god of undeath and destruction founded the city-state of Gangtok.This haven for followers of the dark joined the Dominion early in its history.The Autarch Stophelese car Renna ruled it until it fell under the control of Lahama the Broken.It was said to be a most unholy place, a nexus for the negative energies that feed necromancy.After the Act of Desecration and the end of the Great War of Legends, the city vanished from time.

 

The reputation of being a cursed valley discouraged settlement for centuries.Even during the Allemanni Period, few would venture into this region.At one time, Waldavik Tsavet founded the Balagoth Kingdom of Denepsapol.But he was called renegade by the majority of Boggs, who ruined his dream of a Bogg homeland through curse and sword.Again the area fell into folktales and ghost stories.


 

Tartarus was originally a trading town that served the Kosla Valley and the petty Kingdom of Vojhenkon.The valley and nearby hills were settled by Warchig nomads, which flooded the region in 1180 AA.Fearless warriors, they fought from horse and war chariot.While the settlers gave up the Chariot, they remained noted for their fierceness.The geography of the area limited settlement to isolated villages, ruled by the Voyetgrav the clan’s war leaders.In Vojhenkon as in the Warchig Kingdoms to the south, the Voyetgrav became the landed nobility.But unlike their southern kin, the people of these hills have had limited contact with the Allemanni civilization and even today Caldensian inroads are sporadic and primitive.


 

The difficulty to develop many sources of trade goods kept the land further isolated.During the Vojhenkon period, the records seldom mention the Kingdom with the exception of references to its backwardness.This all changed around 1270, when the man who became known as The Abomination found this valley.Periodically there are those born who commit such evil that they take on the persona of the Dark One himself.Nakor, the Abomination, was such a man.It is known that he came from the southern continent of Sabrynne, bringing with him the worship of Golgotha, god of the death and the undead.Dating back to the age of the Dominion when such dark worship fit with the dark times, Golgotha remains proscribed throughout the known world.But followers are occasionally uncovered when evidence of the cult’s Dark rituals surfaces.Nakor was obviously a man great in the Power, and he attracted followers who wished to learn and share in his conquest.No one knows exactly why he came to the Kingdom of Tartarus, though the locations place in the history of the Dominion must have played a roll.His necromancy grew in strength once he arrived and began building his own empire.


 

Under Nakor the city grew.Not only his followers but also merchants came selling services and goods to the inhabitants.As Nakor expanded his reach, many came to the capital from the newly conquered lands.But the lands he had taken so far were sparsely settled, ruled by kings weaker than small barons.As Tartarus engaged more powerful neighbors, life in the city changed.The Dark Rituals hinted at, became more public.Soon the streets had as many outside Barbarian Mercenaries as locals.As more lands fell to his army, it was becoming almost all Gendrymm, the fierce tribesmen Nakor recruited.The arrival of Darkspawn troops from the wilds of the north turned the city into a vision of hell.Neither the Gendrymm nor the Foulspawn got along, but both were strong enough to protect their own form the other.The Townspeople of Tartarus were not as lucky, most of them perished at the hands of one of the two armies.


 

Eventually the towers of Tartarus watched over an empire that stretched from the Seiner River eastward as far as the Ceoltric Sea.Nakor ruled much all of the lands of Bellham, Newark, North Adwick and Setford.His troops marched from one region to the next burning and looting, living off the land.But it was not until Nakor directed his attention to the Berenden Kingdom that resided in the ruins of the Allemanni capital of Rel Alla, did fate change course.He decided to March south through the Kingdom of Wyck and then west to Rel Alla.It is said that he sought some treasure long lost in the city.The days of the Abomination had ruined the north and now they were heading for the south.An alliance of the Kings of Wyck and Berenden gathered enough men to meet the challenge.Others flocked to the banner of the old King of Wyck, the King of Kronland sent lancers, and the Queen of Paladryd’s force of marines through their weight behind the forces of light.Yet it was a mysterious mercenary company of Allemanni Legionnaires who returned out of time that marched to the vary walls of Tartarus.


 

During the final battle for Tartarus, the winds howled and the land became a pit of mud.Along with rain, Nakor unleashed an army of the dead from the corpses of both sides.Living ghouls were created from the few surviving inhabitants of Tartarus and the combined armies of Gendrymm and Gargun fell onto the attackers.Yet when the moment of defeat was close, the rains stopped and control over the undead collapsed.A small force of wizards and brave heroes from the Ninth Legion, now called the Immortal Company, slipped into the warded tower of Nakor and put an end to him.No living thing ever ventured out of the city, and only the mad have ever entered since.

THE RUINS

Tartarus has sat empty save for the wind and evil spirits that are drawn there.No one comes to dig for lost treasure and the Kosla valley has not been farmed since Nakor’s time.Yet visitors have come close to the walls and ruined gatehouses, and they report hearing strange whispers from the very stones of the place.Within, the city is as it was since the final battle.The mighty siege engines and destructive spells of the alliance against Tartarus destroyed many of the structures.They crumpled remains of these buildings sit next to others fully intact.But the damage to the city has created a maze as streets are blocked and bridges collapsed.

 

Of greatest note is the state of the central tower the Citadel of Nakor.It remained untouched during the siege and has withstood all the effects of time.An enough deadly wards that the only access is through the tiled courtyard before the keep guard the place.This is itself a maze of magic and spells, so tightly woven that no explored has successfully navigated it since the Immortal Companions.

THE PIT OF SERROMAIUS

Beneath the citadel is the former shrine to Serromaius from the Gongtok era.While the city was destroyed with the Act of Desecration, the original shrine was buried under the rubble.As a Necromancer, Nakor’s interest would have led him to uncover such as source of power.It almost looks like a large reflecting pool, oval in shape.The water has an inky opal-like appearance.From it the power is attuned to things dealing with the dead.Spirits summoned before it will cross all barriers and spells cast with its power are stronger.But it also draws the creatures of the God of the Undead.This was the reason for the incredible efforts made to ward the tower.

 

CREATURES OF TARTARUS

MIST MONSTER

Lv: 9Size: LMS/AQ: MD/FA

Base: 60Max: Run MM Bonus:+10

Hits: 240Crit: LA

AT(DB): 1(40) *magic only

ATT: 80MGr[Cold]/75Weap (1-6x)/Both

This creature is some how tied to the Shrine to Serromaius buried deep beneath the city.While it is not undead, it steals life from all creatures that tarry within the city walls.It lives off the heat and will seek out any source of heat, even fires and candles.Any who have a torch or something hot will be the first attacked.So it takes no damage from fire attacks, but double damage from cold attacks.

While it seeks the heat of the living, it cannot live with the heat of the sun.For this reason it hunts only by day or very dark days.The monster may be the combined spirits of those drawn by the Pit of Serromaius, a shrine to the undead god that is located beneath the central tower.If the wards on the courtyard are ever destroyed all of the undead and spirits will flock to the shrine drawing from its power until they are undefeatable.

DEMON DOG (TypeII)

Lv: 4Size:MMS/AQ: FA/FA

Base: 120Max:Run MM Bonus:+60

Hits: 70Crit:I# Enc: 1-20

AT(DB): 3(+30) ATT: 50MBi/50MBa/30FBr

Fire Breath:A cone 50’l x 15’w of Fire Bolt

Huge wolf-like hounds they are black with fire belching from their toothy maw.Demon Dogs stand about 5 feet long. These beasts are summoned by the Demon Narauk Baalzar to aid in the hunting of his targets.The hounds are fast and untiring, able to run down even the fastest horse in time.As creatures of the Void and Darkness, they will not venture on sanctified ground or cross water save by a bridge.The fiery breath attack can be combined with a bite for a +35 Bonus.

DEMON: NARAUK BAALZAR (Type IV)

Lv: 11Size:LMS/AQ: SL/MD

Base: 50Max:Run MM Bonus:+10

Hits: 175Crit:I# Enc: 1

AT(DB): 12(+50)

ATT: 100LCl[Heat]/30Fbolt-Breath(3x)/Special

Special:Wall of Fire 1’x10’ 60feet/ round for 10 minutes.B-Crit.

Narauk are great fire spirits that stand over eleven feet tall.Their bodies are those of giant men with flaming claws.A critical suffered by a strike gains and additional HEAT CRITICAL.All Narauk are slow but will continue to pursue their prey for as long as they are commanded.Baalzar has the ability to summon a pack of Demon Dogs to aid him in hunt.Like most demons, he demands blood for his price of aid, but will try to turn aside any part of the bargain he can.


 

THE UNDEAD OF TARTARUS

APPARATION

Lv: 6Size: M MS/AQ: SL/MD

Base: 45Max: Run MM Bonus:+20

Hits: 80Crit: II#

AT(DB): 1(40) *magic only

ATT: 50Mba/Spells

SPELLS: Touch drains 1 CON per Round

LIST: Disease-

Curses-

Appearing as an insubstantial form, like an evil walking dream, Apparitions cling to the world long after death. Class III Undead, they haunt the streets and battlefield beneath the walls of Tartarus.

BARROW WIGHTS

Lv: 12Size: MMS/AQ: SL/VF

Base: 50Max: Run MM Bonus:+10

Hits: 100Crit: LA#

AT(DB): 16(30) * magic only

ATT: 90Weap[Cold]/80LBa/Special

These creatures inhabit the tombs and burial mounds left over from the War.Such an unholy place resulted in a great number of Wights, which can be found at all of the burial sites.

They cast DREAD 60’R and a FEAR spell once per day.Their touch causes SLEEP and a hit from their weapons will do a COLD CRITICAL.

A Class IV creature.

DREAM HORROR

Lv: 15Size: MMS/AQ: MF/MF

Base: 80Max: Run MM Bonus:+20

Hits: 150Crit: LA#

AT(DB): 1(75)

ATT: 120Sc (-5% to all after each nightmare)

These creatures are undead spirits trapped in the dream world.They prey on the dream spirits of those they encounter.If they spot you, they will haunt your dreams with Nightmares until they finally tire of this game and they try to corner you in a dream.Their attacks here do damage in the real world.They can only be totally destroyed if they are brought into the real world.

MINOR SHADOWS

Lv: 4Size: M MS/AQ: MF/MD

Base: 80Max:FSptMM Bonus:+20

Hits: 30(+%)Crit: LA

AT(DB): 1(35)

ATT: Special Parralize/75Mbi (2d10Hits/Rnd)

These small shadows are all that is left of the mighty ones summoned by Nakor.They inhabit the small towers along the walls as well as the larger corner towers.While they only hunt at night, they will attack in the dark of the buildings.If they escape after feeding they return with 50HPs. A class II Undead.

SWAMP STAR

Lv:8Size: M MS/AQ: MF/MF

Base: 120Max: Run MM Bonus:+20

Hits: 30Crit: LA#

AT(DB): 1(70)*magic only

ATT: Special/Spells

The Class IV Undead lures its prey into the marshes or deep water then it siphons of their life force as they struggle to flee.It can cast SUGGESTION to follow it.It drains 6 CON per round and can only be hit by magic.

 

THE OTHER DANGERS OF TARTARUS

The City has fallen into ruin and time has not been kind.The walls are crumbling and the sudden movements can cause them to collapse.

DEADFALLS are typical in Tartarus.They are encountered whenever a character is maneuvering along a building or wall.There is a base 10-60% chance +5% for ever member of a party in passing unless caution is taken.It does a B or C Crush Critical depending on the size of the of the object and height it falls from.

Another danger is COLLAPSE.This occurs when the surface a character is crossing caves in.The base chance is 10-40% with 5% for every doing an A or B Crush Critical depending on height.

WITHIN THE TOWER OF NAKOR

The palace of Nakor is a series of chambers that work their way inward to the central tower.Here was Nakor’s Citadel.It is heavily warded against Undead, as well as scrying.The first floor of the tower is a great hall.Here a staircase winds up both sides to the audience chamber.The center of the 1st floor is home to the Warding Stone, a pointed piece of stone with wards carved upon it.If studied it will reveal that there are Wards against Undead, Scrying, and Gates into the Keep.It will also reveal a Trap Door Ward in the basement.This is the only way to get the Undead Nakor created at the shrine to Serromaius through the wards.It allows free exit and comes out beneath the bridge to the southeast.It does not allow in travel and will not only erect a mana barrier, but will deliver a B Electrical Critical to any who test the barrier.


 

Above the audience chamber is the observation deck.It is here that Soronhir, Gilior, Blackbeard and Damoron surprised the Necromancer and ended the war.They were not able to end the Necromancer completely, because he through ups a Stasis Spell as soon as the enchanted blades hit their mark.This spell captured all of his attackers as well.Of course several mortal wounds were delivered.One was to Nakor; the others were to Soronhir and Blackbeard.Gilior and Damoron are severally wounded.Others in the Party who fought bravely were a couple of Legionnaires.One was free of the Stasis and he attacked a servant of Nakor’s who was trying to administer a REVIVING DRAUGHT.There are three doses left.One of them of the company died while trying to touch the frozen men.The Stasis spell can only be broken with the reviving draught found in a gold urn at the feet of the dead servant.Only Gilior, the legionnaire can be revived.Nakor’s life has slowly leaked away.But he has one trick up his sleeve.If Nakor is not destroyed right away, then one of the men awoken will contain his spirit.With time it will awaken and return to the mind and purpose of Azazel “The Nightmare” of Abbadon.Azazel is one of the Thirteen, his signature is the he lost part of his face in the Great War and has a skull showing on half of his face.As he inhabits another’s body he will begin to take the original shape of Azazel just as his mind and soul revert to the ancient evil.

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