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.
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.
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.
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.
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.
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.