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TARTARUS
Normal Gravity.
Normal Time.
Infinite Size: Tartarus
is an underground labyrinth that goes on forever. However, all locations
mentioned here are in close proximity to each other, requiring at most
a couple of days of physical travel to reach, if you know the way.
Divinely Morphic:
Only someone wearing the Helmet of Hades may change
the geography or other physical characteristics of Tartarus.
Minor Negative-Dominant:
Visitors don’t take damage from just being here, but no life can begin
here. Should someone give birth in Tartarus, the baby will be stillborn.
Mildly Evil-Aligned:
Good characters suffer a -2 circumstance penalty on all Charisma-based
checks.
Impeded Magic: No
healing magic functions without the active consent of Hades.
Reachable Planes:
The
Known World (Greco-Roman), the
Elysian Fields by physical travel, Purgatory
by spells.
This is the punishment part
of the Greek underworld. Anyone judged evil by Hades
gets to spend the afterlife here. But all the Greek dead, even the good
ones, must pass through here. But to those deemed good, the portal to the
Elysian Fields stands wide open.
TARTARUS INHABITANTS
The main inhabitants of
Tartarus are the petitioners,
the reconstituted souls of the dead. They differ from the standard petitioners
of MotP in that they retain all memories and abilities of their living
selves. They even retain the humanoid type. The only difference is that
they have fast healing 2 and are unable to leave Tartarus without divine
consent.
Hades
harpies are also present in Tartarus, hunting and tormenting petitioners
and visitors alike when they get the opportunity, but strictly following
the orders given by Hades or his representatives.
Shadow guards
(human Ftr8) are Hades’ personal servants. They
are mortal and totally loyal, but the environment has robbed them of much
of their creativity. They can be found at many different places, overseeing
mechanisms of punishment, patrolling key areas or doing various tasks in
Hades’
castle.
Charon, master
of the ferry that carries dead souls (and the occasional insistent hero)
over the river Styx. He is immortal only while on his skiff, and begins
to age normally onshore. Although he avoids that as much as possible, brief
forays have sometimes been unavoidable. Over the millennia, he has aged
and wrinkled to rare hideousness.
Finally there’s
Hades
himself, god and lord of Tartarus and the
Elysian Fields. For some reason, his mansion is here in Tartarus. Maybe
he believes his presence to be needed more here than in the more pastoral
parts of his realm.
MOVEMENT AND COMBAT
Battlefields in Tartarus
are perilous affairs, with lakes of sulphur, deep crevasses, noxious fumes,
torture equipment and a variety of other physical dangers always close
at hand. Apart from the occasional huge cavern, sight is usually limited
to fifty yards at best, before a wall of rock (or worse) obscures.
While outside
assaults are virtually unheard of (barring the occasional grief-stricken
lover), incursions sometimes arise when some ingenious petitioner finds
a way to destabilize things. If Hades finds out,
he can usually correct things by instantly reinstate the rebels in their
appropriate areas of punishment.
FEATURES OF TARTARUS
Castle of Hades
A towering construction,
several hundred yards in height, perched upon a steep hill in the middle
of a colossal cavern. Here Hades retires when
he needs to and keeps is important belongings, his Helmet, his chariot
(and the nightmares that drives it), the barracks of his shadow guard,
and other more secret things. It’s virtually impregnable, even against
an aerial assault.
Normally, several
dozen Hades harpies perch on
the battlements, ready to attack intruders instantly.
The
River Styx
This stagnant waterway runs
in a tunnel. That tunnel is an interplanar gateway between an air-filled
cave at the bottom of the Alcyonian lake in the Known
World and Tartarus. The souls of the dead of the Greco-Roman
culture line up here to await their turn. Charon’s skiff is the only way
to traverse the gateway. You can jump in and swim (although the water is
icy cold and filled with all kind of supernatural germs), but without the
skiff, there’s no way for you to pass over to Tartarus, no matter how far
you swim.
Charon’s skiff
is SR20 and is impossible to harm physically without magical weapons, but
isn’t otherwise more durable than a well-built boat. Hades
can create a replacement with a wave of his hand, and Charon can do the
same by using dead souls nearby as raw material.
For all its
foulness, Styx is in fact composed of holy water, thus forming an effective
barrier for holding the underworld spirits back.
Screencap from the excellent Ariane's
Xena Warrior Princess Gallery.
The Stygian Swamps
There’s a variety of lakes
and swamps along the river Styx. Charon can navigate them expertly, but
if another were to commandeer his skiff, they’d have to cope with the risks
of getting stuck in vitriolic slime, running into banks of poison mist,
getting sucked down by freak whirlpools or attacked by escaped petitioners,
mutated by the bizarre diseases of the area.
The
Asphodel Caverns
An example of a specialized
area, this cave complex is strictly for those who routinely sacrificed
others for the common good, notably generals and disinterested judges.
Beautiful asphodels cover the ground. If an asphodel is touched, or even
is caused to wave slightly by nearby movement, it emits a hellish shriek.
The shriek goes on for 1d10 rounds, effectively deafening everyone within
30' for that time. People inside that area must make a Fortitude save or
take1d10 points of nonlethal damage (the same result as the number of rounds
the shrieking went on).
The Elysian Gate
This is the portal to the
Elysian
Fields. Petitioners doomed to Tartarus are unable to pass through the
invisible force field that covers the opening. Most tries once, but not
more. The sight of paradise, an unreachable inch away is a torture too
severe to most.
You can go
from the Elysian Fields to here, even
if you’re a petitioner.
The gate isn’t
under constant surveillance, but shadow guards make regular patrols here.
Another screencap from Ariane's
Xena Warrior Princess Gallery.
The
Abyss
When the Titans lost the
war against the Olympians, they were imprisoned in a variety of ways. Some
were petrified in deep caves, other were encased in ice. But some were
confined to the deepest pit of Tartarus: the Abyss.
The Tartarian
Abyss is not to be confused with the Outer Plane of Abyss, the home of
the Tanar’ri. This is simply a deep chasm. On the bottom rests a number
of coloured spheres. They function much like prismatic spheres,
but the different layers are equally deadly to those inside if they try
to break out. Every such sphere contains a prisoner, usually a titan, but
there might be rogue gods and other monsters. The only way to ascertain
what is inside is to try to communicate with the prisoner.
The Abyss has
memory-draining qualities. After a year, prisoners have forgotten every
detail of their lives. If they escape from Tartarus, their memories return
over the course of a month. If people actively try to help them remember,
the details return in just a week.
TARTARUS ENCOUNTERS
| d% |
Encounter |
Number |
| 1-9 |
Hades |
1 |
| 10-14 |
Abysmal heat (1d6 points
of damage/minute, metal objects react as per the heat metal spell) |
- |
| 15-17 |
Elysian petitioner searching
for a loved one |
1 |
| 18-21 |
Escaped pettioner (Ftr10,
brutal and intelligent) |
1 |
| 22-23 |
Escaped petitioner (Rog1,
just lucky) |
1 |
| 24-25 |
The
Furies |
1d3 |
| 26-35 |
Good petitioners bound for
the Elysian Fields |
1d4 |
| 36-40 |
Gray Ooze |
1 |
| 41-53 |
Hades
harpies |
1d6+6 |
| 54-57 |
Mortal hero (Ftr15) |
1 |
| 58-60 |
Mortal artist seeking to
impress Hades |
1 |
| 61-64 |
Mutated petitioners (ghouls) |
1d10 |
| 65-75 |
Shadow guards (Ftr8) |
1d4 |
| 77-80 |
Raising fog (harmless but
limits sight to 5' and gives ½ concealment even then) |
- |
| 81-85 |
Sudden burst of smoke (Fortitude
save DC15, +1 per previous check, to avoid choking and coughing helplessly
1 round; 2 consecutive rounds of choking causes 1d6 points of subdual damage.
Vision impairement as per raising fog above). |
- |
| 86-90 |
Sudden flame jet (1’ wide,
50’ long stream, 3d6 points of damage, Reflex save DC13 avoids). |
1 |
| 91-95 |
Violet fungi |
1d3+1 |
| 96-100 |
Yellow mold |
1 |
|
|