The Ruins of Agamentar

The ruined city of Agamentar, the city of rust, in the Eastern Provinces was once known as the mortuary of kings. Rising from a lake of boiling acidic water fed by uncounted hot springs under the city of rust, Agamentar was a vast necropoli where the dead were interred for all eternity. The city was constructed using magical conjured walls of iron that quickly rusted in the steamy environs of the lake Cantrum.

The city was famous both its labyrinthine sewer system and for the cyclopean arch bridge of bluegleam that spans lake Cantrum, the lake of acid. Once the bridge was called the Agramimmortum which meant “The last breath of Death,” in Low Infernal. The Agramimmortum stood over a hundred feet over the lake and housed shrines to the gods and devils that many citizens of the Bael Turathi revered.

(Anything even in contact in lake Cantrum, suffers 1d4+1 acid damage for each round  
of exposure until the creature or object is washed off with at least 2 galleons of water.  
Full submersion inflicts 10d6 acid and scalding damage from the boiling hot acidic waters)

When Agamentar was razed by the Arkhosian dragon armada, a thousand years ago, the Agramimmortum survived mostly intact, while all who lived in the city proper were dissolved or drowned by the acid breath of the black dragons that filled the sky and the rusty streets. Much of the city was leveled and even now the once pristine lake is tainted by acid. The bridge’s span has gaps between its many sections, but countless explorers have strung up rope bridges across these gaps in order to loot the ruins of the city.

The city was divided into six distinct districts according to the status of those it interred, with a seventh district for the morticians, necromancers, and priests who called the city home. The districts were also called courts. The outermost district of Agamentar was called Sphangdor and it featured lakeside multilevel marble tombs for the wealthy, some of the few non-metal buildings in the entire empire. The second and third districts, Caarcrinolas and Focalur are located in the northern segment of the Necropolis. The Pauper’s Pit of Caarcrinolas is a deep pit half filled with tepid water whose sides are honeycombed with flooded catacombs for the poor, in the later days of the empire many the poor were simply dumped into the pit rather than buried with in the full ritual while Focalur surrounds the pit with a jungle of tall gold plated iron towers with the faces of the patriarchs of the families interred inside them. Arioch, the iron avenue, bisects the city and channels various hot springs into a large canal that drains the water into Caarcrinolas. Sarcophigi line the avenue containing the loyal soldiers of Bael Turath, that died defending the empire. The Sarcophigi were once plated with gold visages of ever vigilant warriors. The avenue was lined with flower shops and other vendors where offering to dead could be purchased. The shops are long empty now. The boiling canals of Biffant, were once the prime transport network for the ancient city. Barges carried the dead along the canals to their eternal rest in their proper place in the city. The bulk of the city, was called Phonghar or the crypts of the Common Born where the low born citizens of the empire were coated in metal and made into statutes in their metal communal clan crypts where the people of the city lived surrounded by the dead. Moranax, the undercity, contains a giant labyrinth that hid the Bloodstone Gate and the property of the common born dead sealed behind brass gates and often cursed to protect against graverobbers as well as the citizens who dwelt in the city.

  • Arioch, the Iron Avenue
  • Biffant, of the Boiling Canals
  • Caarcrinolas, the Third Court of the Pauper’s Pit
  • Focalur, the Second Court of the Golden Jungle
  • Moranax, the Deep District, the Undercity
  • Phonghar, the Fourth Court, the Crypts of the Common Born
  • Sphangdor, the Bloodcrowned First Court

Before the last hellfire warlock died in Agamentar, it is said that he called upon ancient dark powers or perhaps the fabled Tenth lord of the nine hells. Whatever the case, the ruined city of rust suffers from a curse most foul. Monk sages of Ioun, have named the curse Divine Enervation, but doubt that the gods would lay down such a malefic punishment. They suspect instead one of the legendary Elder Evils, that are written of in the forbidden lore of their order.

Whatever the truth of matter, one thing is certain. It is difficult though not impossible to for the prayers of the faithful to reach their gods, at least if they happen to be standing inside the ruins of Agamentar. Worse all divine spellcasters lose the ability to regain spells so long as they remain within the ruins of Agamentar. This interdiction does not interfere with spellcasting. Only on hallowed (and unhallowed) ground does the Enervation abate but even there, divine spellcasters must make a Knowledge (religion) check DC 15 + the level of the spell to regain each spent spell slot. A failed check results in the slot being unfilled for at least 24 hours.

The Ruins of Agamentar

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