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'''Warlock's Crypt''' was home to the [[lich]] [[Larloch]]. The name was a corruption of "Larloch's Crypt". Warlock's Crypt was home to the [[lich]] [[Larloch]]. The name was a corruption of "Larloch's Crypt". It was a city of [[undead]]. It was made out of the ruins of an ancient Netherese flying enclave that crashed to the ground in the downfall of [[Netheril]].<ref name="aGTotR-p102">{{Cite book/Forgotten Realms Campaign Setting 2nd edition (revised)/A Grand Tour of the Realms|102}}</ref><ref name="VGttSC-p63">{{Cite book/Volo's Guide to the Sword Coast|63–64}}</ref><ref name="FRCS3e-p296">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|296}}</ref><ref name="LoD">{{Cite book/Lords of Darkness|161–162}}</ref>
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'''Warlock's Crypt''' was home to the [[lich]] [[Larloch]]. The name was a corruption of "Larloch's Crypt". It was a city of [[undead]]. It was made out of the ruins of an ancient Netherese flying enclave that crashed to the ground in the downfall of [[Netheril]].<ref name="aGTotR-p102">{{Cite book/Forgotten Realms Campaign Setting 2nd edition (revised)/A Grand Tour of the Realms|102}}</ref><ref name="VGttSC-p63">{{Cite book/Volo's Guide to the Sword Coast|63–64}}</ref><ref name="FRCS3e-p296">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|296}}</ref><ref name="LoD">{{Cite book/Lords of Darkness|161–162}}</ref>
   
 
==Name==
 
==Name==
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==Defenses==
 
==Defenses==
Travelers were warned not to even go within sight of Warlock's Crypt,<ref name="VGttSC-p63"/> as Larloch almost always preferred to slat trespassers outright.<ref name="LoD"/> Those who got too close were met by a succession of [[lich]]es who cast spells to destroy or drive off intruders. Behind them were ''[[spellweb]]''s; these fields of magical force bore ready spells that were triggered when someone walked into them. Ever more powerful, battle-ready liches formed another line of defense.<ref name="FRCS3e-p296"/> There was also a troop of [[troll]]s that defended the city.<ref name="aGTotR-p102"/>
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Travelers were warned not to even go within sight of Warlock's Crypt,<ref name="VGttSC-p63"/> as Larloch almost always preferred to slay trespassers outright.<ref name="LoD"/> Those who got too close were met by a succession of [[lich]]es who cast spells to destroy or drive off intruders. Behind them were ''[[spellweb]]''s; these fields of magical force bore ready spells that were triggered when someone walked into them. Ever more powerful, battle-ready liches formed another line of defense.<ref name="FRCS3e-p296"/> There was also a troop of [[troll]]s that defended the city.<ref name="aGTotR-p102"/>
   
 
Larloch also sent his [[bonebat]]s and [[skeleton|skeletal]] [[giant bat]]s ridden by undead servants, as well as stranger undead creatures, out of Warlock's Crypt to hunt for live creatures and travellers, especially live humans. These were brought to Larloch for his experiments into undeath.<ref name="VGttSC-p63"/><ref name="LoD"/>
 
Larloch also sent his [[bonebat]]s and [[skeleton|skeletal]] [[giant bat]]s ridden by undead servants, as well as stranger undead creatures, out of Warlock's Crypt to hunt for live creatures and travellers, especially live humans. These were brought to Larloch for his experiments into undeath.<ref name="VGttSC-p63"/><ref name="LoD"/>

Revision as of 19:04, 25 November 2014

Warlock's Crypt was home to the lich Larloch. The name was a corruption of "Larloch's Crypt". It was a city of undead. It was made out of the ruins of an ancient Netherese flying enclave that crashed to the ground in the downfall of Netheril.[14][3][4][6]

Name

As a Netherese enclave, the city was originally named "Orbedal" and was also called "Sanctuary".[1]

Under the rule of Larloch, the city was called variously "Larloch's Crypt"[2][3][4] or "Larloch's Keep".[5] These names could still be found in old accounts and maps into the mid-1360s DR.[3] These names were later corrupted into the name "Warlock's Crypt"[2][3][4][6][7][8] or "Warlock's Keep".[9][10][11][12][13] [note 1]

Geography

It lay somewhere in the western side of the Troll Hills, at the mouth of the Winding Water. However, its location on maps was inexact and it was quite isolated.[14][6][4]

Description

Seen from afar, the soaring towers that comprised the Warlock's Crypt had the semblance of great talons clad in black mail, menacing and grasping at the sky.[3] These wizard towers were linked to form a large, walled castle around the ruined city and each stood within a circular, walled garden and courtyard. Dark bridges without rails spanned over the city, connecting courtyards and garden walls with the lower levels of other towers.[3][6]

The highest and most dangerous tower belonged to Larloch himself. Within the tower were special safe rooms that quickly rejuvenated undead bodies, to which Larloch could quickly relocate if attacked and seriously damaged, only to return revitalized soon after. He spent most of his time in these chambers. Certain areas, caskets and cupboards contained magical traps that inflicted his powerful curses upon trespassers.[3][6][15]

The other towers were home to the liches and vampires of the city. Each had dominion over a few levels, where they conducted their nefarious experiments.[6]

The towers stood on the banks of a small spring that welled up within the cellars of Larloch's tower. It was polluted with the waste of his arcane experiments—its waters were luminous and at night cast an eerie, flickering light against the towers. The city was otherwise a gloomy and dusty place.[3]

The central courtyard of the castle held smaller buildings and abandoned houses, linked by twisting streets and clustered around the banks of the spring and the walled gardens. These were the lairs of the shuffling lesser undead who inhabited the city and served the lich lords and comprised its armies.[3][6]

Government

The whole city and all its undead inhabitants were ruled by Larloch the Shadow King.[3][6][4] The undead were his devoted, eternal servants.[14]

Under him were lich lords who commanded the lesser undead. Larloch enjoyed the absolute loyalty of these liches, a loyalty ensured by some force of magic,[3] such as Rhaugilath, who was bound to Larloch's will.[7] Occasionally, he granted some of these liches their freedom, just to see what they would do.[16] [note 2]

Defenses

Travelers were warned not to even go within sight of Warlock's Crypt,[3] as Larloch almost always preferred to slay trespassers outright.[6] Those who got too close were met by a succession of liches who cast spells to destroy or drive off intruders. Behind them were spellwebs; these fields of magical force bore ready spells that were triggered when someone walked into them. Ever more powerful, battle-ready liches formed another line of defense.[4] There was also a troop of trolls that defended the city.[14]

Larloch also sent his bonebats and skeletal giant bats ridden by undead servants, as well as stranger undead creatures, out of Warlock's Crypt to hunt for live creatures and travellers, especially live humans. These were brought to Larloch for his experiments into undeath.[3][6]

Inhabitants

Warlock's Crypt was a city of the undead,[3] populated by liches, vampires, wraiths, wights, and legions of lesser undead creatures, ranging from crawling claws to monstrous zombies.[14][3][15][4][6] There were sixty liches by 1374 DR; many of them (like Rhaugilath) were survivors of fallen Netheril like Larloch himself.[6][7]

They also kept bonebats or skeletal giant bats that could be ridden by undead servants, as well as stranger undead creatures. These made forays into the surrounding countryside to kidnap travelers.[3][6]

A troop of trolls also defended the city.[14] Larloch also sometimes summoned kastighur demons from the Barrens of Doom and Despair to serve him.[17]

History

Originally a city in Low Netheril, its military took part in the cleansing of the ruins of Cantus in -2811 DR.[18] Two centuries later, however, the city became one of Netheril's flying enclaves The enclave was established to promote non-violent behavior among the Netherese.[citation needed]

Taking up position over the Cold Forest, Orbedal quickly became a magical haven for pacifists and arcanists who wanted to get on with their magical research without worrying about rivals or the politicking common to other enclaves. They traded with Ascore, their traditional allies, and made sure that orcs didn't come to reside in the forest below.[19]

Pressure for weapons to be allowed came after a cloud dragon had to be driven off when it attacked in -1105 DR, killing around 200 people. Such demands were denied until -459 DR, when many attacks from a myriad of flying and extraplanar creatures caused the ban to be lifted. However, weapons still had to be peacebonded in public.[20]

Orbedal's last ruler was Rhaugilath the Ageless, an arch-lich arcanist.[7]

In the Year of Sundered Webs, −339 DR, Netheril suffered Karsus's Folly and all magic failed. Orbedal suffered the same fate as the majority of its sister-enclaves, and fell from the sky. It crashed to ground in the Troll Hills on the distant Sword Coast.[7][8]

Larloch's Keep

Some months after the fall of Netheril, the lich archwizard Larloch, who had survived the disaster, discovered the ruins of the enclave. He claimed the city as his own and began re-purposing part of it to serve as his home, constructing himself a crypt out of its broken towers. After he was done, he began exploring the rest of the ruins. Years later, he discovered Rhaugilath, who was his rival when they both led enclaves. Rhaugilath was still "alive", preserved via his phylactery, but trapped in a subterranean pocket in the rubble. The two fought fiercely and Larloch won, enslaving Rhaugilath. He became the first of Larloch's lich servitors.[7][8]

Larloch gathered other liches to his side over time and accumulated a vast collection of spells, magic items, and undead creatures to serve him.[6] Despite Larloch's isolationist agenda, word got out about him and his crypt. Orbedal became known as Larloch's Crypt or Larloch's Keep, but as knowledge of the lich faded, his lair's name became corrupted to Warlock's Crypt or Warlock's Keep.[2][3][5][4][6][7][8]

Over the centuries, a great number of adventurers attempted to defeat Larloch, but most failed; the bodies of many were reused as decorations in Warlock's Crypt or as undead servants.[15] Some even claimed to have destroyed him, but Larloch always rose again.[3] At least sixteen Red Wizards of Thay ventured into Warlock's Crypt, seeking to either kill Larloch or steal his magic, treasures and power, and all failed.[9][5][13][3][6]

Warlock's Crypt was formally discovered in the Year of the Crown, 1351 DR, when explorers came across it. Few of them survived, and those who did left bearing a virulent plague. Only one made it back to Baldur's Gate, bringing the plague with him. It decimated the city that same year.[14][21][22]

Szass Tam, Zulkir of Necromancy of Thay, visited Warlock's Crypt around 1366 DR.[9][10][5][13][3] What transpired was unknown to the outside world;[11] The two came to some deal or alliance, the details of which were again unknown to outsiders. Larloch gave Szass several powerful magic items and artifacts and granted him a number of hooded companions, to aid him in his plots to control Thay and the demon Eltab.[23][10][11] In exchange, over a number of visits, Szass Tam gave Larloch several surviving treasures from the ruins of Larloch's own former enclave, Jiksidur.[1]

Law

Back in the time of ancient Netheril, signs warded with powerful magic forced people to read them. They informed entrants of the two major laws of the enclave: "No weapons or offensive spells". Fifteen arcanists armed with wands of multiport transported weapon-carriers into the Cold Forest, while those who cast illegal spells were teleported into the Narrow Sea or to the High Ice. It required three eyewitnesses passing a detect lie test for one of these arcanists to hunt down someone they didn't see breaking these laws.[19]

It is not known whether Larloch had any codified laws in place.[citation needed]

Appendix

Notes

  1. It is unclear to what extent the Crypt/Keep covers the old city of Orbedal. Descriptions suggest it includes the former houses of Orbedal, and the towers are linked in a castle-like arrangement, likely covering the whole city. However, crypts and keeps are typically singular structures; a keep is often a fortified built within a castle. This suggests that Larloch's original crypt/keep was a single building, and that the name spread to encompass the whole city.
  2. The Death Moon Orb, already used by Larloch to control his court in Jiksidur, has the power to charm and mentally control others, suggesting that this may be the basis of Larloch's rule in Warlock's Crypt as well. However, he later gave this this to Szass Tam.

References

  1. 1.0 1.1 1.2 Richard Baker, Ed Bonny, Travis Stout (February 2005). Lost Empires of Faerûn. Edited by Penny Williams. (Wizards of the Coast), p. 108. ISBN 0-7869-3654-1.
  2. 2.0 2.1 2.2 2.3 2.4 Ed Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 49. ISBN 1-5607-6940-1.
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 3.17 3.18 3.19 3.20 3.21 3.22 3.23 Ed Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 63–64. ISBN 1-5607-6940-1.
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 296. ISBN 0-7869-1836-5.
  5. 5.0 5.1 5.2 5.3 5.4 Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), pp. 104, 116–118. ISBN 0-7869-0446-1.
  6. 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 6.12 6.13 6.14 6.15 6.16 6.17 6.18 Jason Carl, Sean K. Reynolds (October 2001). Lords of Darkness. Edited by Michele Carter. (Wizards of the Coast), p. 161–162. ISBN 07-8691-989-2.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 Richard Baker, Ed Bonny, Travis Stout (February 2005). Lost Empires of Faerûn. Edited by Penny Williams. (Wizards of the Coast), p. 102. ISBN 0-7869-3654-1.
  8. 8.0 8.1 8.2 8.3 8.4 Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 47–48. ISBN 978-0-7869-4731-7.
  9. 9.0 9.1 9.2 9.3 Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), p. 106–107. ISBN 978-0786901395.
  10. 10.0 10.1 10.2 10.3 Anthony Pryor (June 1995). “The Runes of Chaos”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), p. 2. ISBN 978-0786901395.
  11. 11.0 11.1 11.2 11.3 Anthony Pryor (June 1995). Spellbound. Edited by Michele Carter, Doug Stewart. (TSR, Inc.). ISBN 978-0786901395.
  12. 12.0 12.1 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 4. ISBN 0-7869-0437-2.
  13. 13.0 13.1 13.2 13.3 Dale Donovan (July 1998). Villains' Lorebook. (TSR, Inc), p. 128. ISBN 0-7869-1236-7.
  14. 14.0 14.1 14.2 14.3 14.4 14.5 14.6 14.7 Ed Greenwood, Julia Martin, Jeff Grubb (1993). Forgotten Realms Campaign Setting 2nd edition (revised), A Grand Tour of the Realms. (TSR, Inc), p. 102. ISBN 1-5607-6617-4.
  15. 15.0 15.1 15.2 15.3 Ed Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 220–221. ISBN 1-5607-6940-1.
  16. Ed Greenwood (February 2006). “Tears So White”. Realms of the Elves (Wizards of the Coast). ISBN 0-7869-3980-X.
  17. Gwendolyn F.M. Kestrel (July 2006). Monster Manual IV. (Wizards of the Coast). ISBN 0-7869-3920-6.
  18. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 68. ISBN 0-7869-0437-2.
  19. 19.0 19.1 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 85. ISBN 0-7869-0437-2.
  20. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 86. ISBN 0-7869-0437-2.
  21. Ed Greenwood, Julia Martin, Jeff Grubb (1993). Forgotten Realms Campaign Setting 2nd edition (revised), Running the Realms. (TSR, Inc), p. 18. ISBN 1-5607-6617-4.
  22. Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 140. ISBN 978-0-7869-4731-7.
  23. Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), p. 9. ISBN 978-0786901395.

Connections

Cities & Enclaves of Netheril
High Netheril AkintaerAnauriaAquessirArongahurrAsramDeliaDoubloonEileanarHlaungadathHlondathJethaereJiksidurJocktelegKolthunralLatheryLhaodaMaunatorMeiggNegarathNhallothOpusOrbedalPalterPhylornelSakkorsSpielSynodTanathrasTelarrzhardThultantharTith TilendrothaelUndrentideUrvrauntXinlenalYthryn
Low Netheril Abbey of the MoonAlgidArctic RimBandorBlisterCanlespiereColdfootConchConiferiaDagger's PointDahla RiverDekanterEarsomeFluvionFrothwaterGrogHarborageHollowayHoydenImbrueMonikarMyshellaNorthreachRemembranceRunlathaScourgeSepulcherSeventon (FenwickGersGilanGustafMoranNauseefJanick)SpecieThiefswardTrinityUlarithUnityWestwendtWreatheXanthYeoman's LoftZenith
Deep Netheril CuulmathQuaeluuvisWerapan
Other Angardt (Kismet)ApothecCantusRengarth (FrostypawVandal Station)Delzoun (AscoreTzindylspar)Thaeravel (Rasilith) • Netheril's Frontier (HelbresterIlluskKryptgarden FallsOld Owl WellOrogothPhilockQuesseerSargauth EnclaveSelskarturSpirecoast)
Lost Kingdoms Anauria (AmazandarAnaurilAzumarHelvaraTower HlithalTower Ramanath)Asram (MiirsarOrolinPhelajaramaUlshantir)Hlondath (MhaelosRulvadar) • Independent (OumPort Miir)