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Five thousand miles south of the Enceinte, on the shores of a vast
stagnant sea known as the Septhys, lies a great festering urban
expanse unlike any other in the northern or southern worlds. This
is the city of Tharkis - a city that has bloated and festered over
thousands of years to become a fitting home to the Witch Queen and
her Legion of Horrors. This is a place that has worked to earn its
moniker as City of the Damned.
A Brief History of the City
If one could turn the clock back four thousand years one would
see a very different Iourn and a very different Tharkis. Sixteen
thousand seasons ago, Tharkis was not called Tharkis and it was
not the vast city that it is today. However, the Wyrmshead had already
been settled for some considerable time and the elven community
that lived there were not the first people to call it home. Four
thousand years ago the elves were at the height of their empire.
Their close alliance with dragonkind gave them protection and the
opportunity to study art, poetry and more esoteric pursuits. This
was a time before there was a Great Dark, and the area was no more
tainted than Uris is today.
The culture, the community and products of these first townsfolk
have been lost to time - although it is possible that some evidence
still exists in the deep underbelly of modern-day Tharkis. The elves
moved on from the area between 3500 and 3000 years ago. It was at
this time that the taint of evil began to seep into the area, and
start to change the fair land that they loved. Over the next millennia
Tharkis took on a very different character, and was ruled by a string
of petty dictators who preyed on the surrounding cities and made
a good living from piracy.
By the time Karatath journeyed south to learn his evil pursuits,
Tharkis was well beyond a forbidden cordon put in place by the White
Council. It was ineffably corrupted and none could go there without
also being corrupted. When the Great War broke out Karatath took
Tharkis as his own and is said to have lived there for a time. In
the latter days of the Great War a member of the Thirty called Eligos
sat in charge of the city. But, one thousand years ago, Karatath
and all his followers were imprisoned in the Aegis and some very
prime real estate was left without a head.
Leaders came and went over the next few hundred years. However,
none of them had the personal power to hold onto the area. There
was something about Tharkis that caused despot after despot to throw
their men against its walls until they cracked. Some have wondered
why this should be the case, and whether Tharkis holds a prize beyond
its tactically sound location, defensible geography and access to
the sea. Indeed, legends exist that Karatath left some item of great
power in the ruins of his city. The truth of such legends is questioned
by empirical scholars.
It was not until four hundred years ago that a leader emerged with
the charisma, the allies and the raw power to take Tharkis and to
hold it. Self-styled as a "Witch of the Crypt", Grelka
was a powerful sorceress who could boast orcish and demonic ancestry.
Her Legion was said to be so formidable that enemies quailed and
fled at the mere sight of them. She took the city in three days
and she has been there ever since - ruling as the Witch Queen of
Tharkis.
In the Age of Reckoning, Tharkis is a vast city of over a million
inhabitants ruled by Grelka. It is a densely packed warren of narrow
cobbled streets and precariously built dwellings. A horrible and
claustrophobic place, filth and disease are rampant. Open sewers
run down the middle of the streets and into the great stagnant sea
which borders Tharkis. The undead, creatures of infamy and even
fiends are common in Tharkis. So why would anyone choose to live
here?
Grelka is power, and in the Great Dark power means protection.
The Witch-Queen is an accomplished mistress of magic with control
over the tainted weave. Fiends and beings of lesser evil flock to
her side to benefit from her influence. In the region there are
none who have the power or the inclination to challenge her. The
power of Grelka has also attracted many mortals who seek to shelter
under her protection. It is very easy to lose oneself in a city
of a million people, and most of those that dwell in Tharkis do
so for the anonymity the over-crowded city provides.
Geography
Tharkis is located on the western coast of a vast and largely unmapped
continent. The main city of Old Tharkis was located on a three-mile
long peninsular called Wyrmshead. All the most ancient buildings,
including Grelka's palace are found here. The peninsular is bordered
on three sides by sheer cliffs more than two hundred feet in height.
Heading eastwards, the land falls away sharply to sea level. This
was the original site of the Tharkis Gate. However, as the city
has grown and spread the gate was subsumed by the buildings around
it. The Gate is still maintained (now called Oldgate) and is part
of an impressive inner wall that protects Old Tharkis if the city
is breached.
New buildings in the city rise up on top of the old ones. This
has been going on for so long that the original city of Tharkis
is now completely underground. This undercity sits on top of an
older sub-city, which sits on top of an old sub-city and so on.
Go down far enough and you might discover the original city that
was built where Tharkis now stands, a city that predates the Great
Dark. Of course, the undercity has more than its fair share of horrors
to deter such an adventure.
From Old Tharkis the city has grown and spread southwards, snaking
along the coastline for eighteen miles, and pushing inland up to
three and a half miles. The size of the city should not be underestimated.
It is the largest and most densely populated urban expanse on the
planet. Estimates of a million-strong population could well prove
to be woefully low.
As the city snakes south, the coastline doubles back into a horseshoe
creating a large bay between Wyrmshead and Harben Point that is
six miles across at its widest point. The area of the city at sea-level
inbetween these two points is referred to as the Lower Town. The
prevailing winds are south-westerly and blow straight into the bay.
Despite a strong sea wall and two mile-and-a-half long breakwaters
at Harben Point and Nellagen Point flooding is common in Lower Town.
Such flooding is particularly unpleasant because of the stagnant
and unwholesome nature of the Septhys Sea. The water is unaccountably
oily, and foams where it strikes the shore and nearby beach leaving
fetid scum-lines on the sand. The stench is quite horrible. About
a mile from shore this effect seems to diminish slightly, although
there is still something terribly unclean about the ocean.
Beyond Lower Town, the land rises again to cliffs almost as high
as those at Wyrmshead. This area of the city (the Upper Town) runs
unbroken for nine miles. It stops when the cliff stops and the land
falls away to sea level again. A great beach stretches for five
miles down the coastline at this point. Upper Town is very exposed
to the gales and other extremes of weather.
Protecting Tharkis to the north, east and south is the city wall.
A fifty foot high structure made of black stone more than three
yards in thickness. The wall is an impressive feat of engineering
and is manned by the Black Watch - a group of highly trained look-outs
and warriors.
The climate in Tharkis is temperate, and the city suffers extremely
high rain fall and has to endure many storms that sweep in off the
sea. The land surrounding the city is sodden scrubland, steep valleys
and marsh for about ten miles, before rising into a series heavily
wooded hills (the Land of Starving Trees) and then moorland. The
Fallow Flow river rises in the moorland and journeys to the sea
through a series of vast underground caves. It emerges at the foot
of the hills and then flows into the Septhys through Tharkis. More
on that below.
The Wards of the Tharkis
The city is divided into seventeen wards, each with its own administrative
head (or "reeve") that answers to Grelka. Almost all the
wards have their own gate in the city wall, and the ward is named
after the gate - e.g. Ditchgate Ward is named after the Ditchgate.
The borders between the wards are marked by towering black walls
equally as high and thick as the city wall. Therefore, each ward
can be easily isolated in case of fire, disease or invasion. Also
the Black Watch can walk the entire length of the city without ever
having to touch the ground.
Unlike many other mediaeval cities, there is no singular merchant
district or market area in Tharkis. The city is too large for that.
Shops are scattered over miles and miles of narrow streets, and
are specific to neighbourhoods or even certain streets. The wards
themselves act as mini cities, with most of the necessary amenities.
Finding one's way around the city is a challenge even for the locals.
There are plenty of guides and touts ready to take money in payment
for directions.
Starting at Wyrmshead and working south through Tharkis, the wards
are:
Old Tharkis (pop. 45,000)
Not technically a ward, Old Tharkis is the location of the original
city and is the centre of Grelka's power. Located on Wyrmshead and
protected by sheer cliffs in three directions and a wall twice as
thick as the city wall in the fourth, Old Tharkis is practically
impenetrable when closed. However, it is not often closed. The inner
walls are guarded by the Black Watch and despite the ever present
threat of the Legion of Horrors travel is not restricted, in order
to allow the transit of goods and services. Of course, one could
argue it doesn't need to be restricted as few city denizens in their
right mind would willingly come here.
Everything in Old Tharkis is big. Before Grelka's time, and the
rapid expanse of the city, previous rulers attempted to keep everything
on Wyrmshead, and therefore they built upward. The buildings here
are massive. Castles and towers, some more than twenty storeys (approaching
three hundred feet) are crammed into the seven square miles of the
headland.
The centre of Old Tharkis is the most impressive. The Shadowed
Square is surrounded by the Inselberg (the Palace of Grelka), the
Academy of Eldritch Science, the main temple to Grelka and the Dwelserron
Archive. Dozens of other buildings of uncommon height litter the
area, many of which are connected by bridges and walkways that create
a city in the sky. The hoi polloi of Tharkis reside in these high-rise
dwellings. The thick fogs that are common in the city do not rise
high enough to subsume these buildings. From the heights one would
look down on a layer of fog that appears like a wispy sea of grey.
It actually looks quite beautiful.
There is so much to see in Old Tharkis that one wishes it wasn't
quite so full of murderous and evil people. Some of the must-see
sights are the Inselberg (with a vast reproduction of Grelka's Ruling
Crown set into the roof), the Dwelserron Archive (for the architecture
- few are permitted to enter), the Necropolis (for the stout of
heart, or those who are already undead).
The Legion of Horror are ever present in Old Tharkis though they
are seldom seen. The mere threat of their presence is usually enough
to keep everyone in line. Trouble that threatens the "equanimity
of Grelka's rule" is put down quickly and brutally.
Oldgate (pop. 30,000)
The Oldgate is the original gate to Tharkis, but is now at the
north-eastern most corner of Lower Town. Oldgate Ward is divided
in half by a fortified wall that protects access to the Oldgate
itself. To the east of that wall is the home of Grelka's military.
The great breakwater at Nellagen point protects a sheltered harbour
filled with warships. Great canals have been created that allow
the ships to sail inland to a artificial lake about half a mile
across. The fleet can retreat here during particularly rough weather,
and it is also a good place to repair them.
Much of the rest of this section of Oldgate is made up of barracks
and dormitories for the Black Watch (Grelka's more conventional
means of enforcing her will). However, the Legion itself is also
present and those members who choose to be seen are not shy at making
their presence felt. Also located here is the enormous prison of
Gallowglass where enemies of Grelka are taken and tortured for the
hell of it.
Beyond the fortified wall is eastern Oldgate. This is less densely
populated that much of Tharkis because it is made up of country
manors and castles that were once built outside the city by the
idle rich and were subsequently subsumed. Eastern Oldgate borders
on the public canal network and is well connected for the purposes
of trade. The rich and the powerful who are not quite rich enough
or powerful enough to live in Old Tharkis will have a home here
in Oldgate.
Northgate (pop. 70,000)
The Northgate is a large ward in the Lower Town area of Tharkis.
It borders Oldgate to the west and Wharfgate to the south. Two gates
are set into the city wall that border Northgate. The Northgate
itself is in the north of the ward and opens directly on a dirt
track that quickly disappears into the wilderness. The other gate
is the impressive Tharkis Gate - tall enough for an uncommonly large
dire elephant to pass through with room to spare. The main road
that used to lead from the Tharkis gate to Old Tharkis has long
been built over with poor housing. One suspects that Grelka is not
at home to visitors.
Northgate is extremely well served by the local canal network and
much of the trade is plied by barge rather than through the dingy
streets.
Wharfgate (pop. 60,000)
Wharfgate is one of the more prosperous of Tharkis's wards. Sandwiched
between Northgate and Chapelgate, Wharfgate is the point at which
the Fallow Flow enters Tharkis and runs for one mile for before
reaching the sea. It is from this source that the canals that run
all over the Lower Town are tapped. The main gate is actually a
grate over the river - quite impressive as the river is six hundred
yards wide when it enters Tharkis.
The coastline of Wharfgate is almost undetectable. Literally miles
of piers, jetties and wharfs have been constructed, all of which
are interconnected into a maze of wooden alleyways, suspended over
the pungent sea on rotting wooden supports. It is in this area of
the city that the race of sea kin have made their home. Most of
the sea-kin's personal dwellings are so low to the water line that
they actually flood during high tide - which is obviously the way
they like it.
Chapelgate (pop. 55,000)
So-called because the gate is actually within a massive temple
dedicated to Grelka. Chapelgate is part of the Lower Town of Tharkis
and is bordered by Wharfgate to the north and Canalgate to the south.
Again it is well-served by the canal system.
Canalgate (pop. 65,000)
Bordered by Chapelgate to the north and Tollgate to the south,
Canalgate is part of the Lower Town. The gate in the wall connects
directly into a canal which is used to irrigate large areas of the
ward which are set aside for the growing of produce. The coast of
Canalgate is also the start of the Tharkis dockland that runs around
the rest of the bay for four miles. The docks are largely made up
of fishing boats.
Tollgate (pop. 50,000)
In character, Tollgate is identical to Canalgate to the north,
although it is smaller and sports fewer attempts at arable farming.
To the south of Tollgate is Harbengate.
Harbengate (pop. 85,000)
The last ward in the Lower Town of Tharkis. Harbengate is bordered
by Tollgate to the north, and by Fallogate to the south. Steep cliffs
begin at the southern border of Harbengate and a narrow zigzagging
road has been carved into them to allow travel between the two wards.
The dockside also terminates at the foot of the cliffs. It is also
here that the city's second breakwater at Harben Point has been
built. However, it only really protects vessels sheltering at Harbengate's
docks, and offers a poor shield to the fishermen of Tollgate and
Canalgate.
Fallowgate (pop. 100,000)
Fallowgate is the first of the ten wards in Upper Tharkis. Life
here is hard, largely because the canal system does not stretch
into Upper Tharkis and therefore it is significantly more difficult
to distribute trade and supplies around the city. Much of Fallowgate
is given over to farming, with the enormous population cramped into
less than a quarter of the district. The yields are small and the
process of taking them down to the canal in Harbengate is very dangerous.
Irongate (pop. 55,000)
Sandwiched between Fallowgate to the north and Fairgate to the
south, Sorengate is located in the Upper Town of Tharkis. It is
here that the city's primary smelters, iron works and minters can
be found - although other examples of this trade can be found throughout
the city.
Fairgate (pop. 60,000)
Bordered by Irongate to the north and Blackgate to the south, Fairgate
is anything but fair. It is particularly famous for its Slave Market
- although slaves are sold everywhere in the city, Fairgate is said
to be the place to go to buy the best. The truth of this is debatable,
and many dignitaries from Old Tharkis and Oldgate treat it as a
bit of a tourist destination. Much of Fairgate is street after street
of unimaginative and claustrophobic housing.
Blackgate (pop. 70,000)
A massive ward that is almost entirely a dormitory town with very
few service of its own. The inhabitants of Black Gate are as violent
and pathetic a bunch as you would find anywhere in Tharkis. Blackgate
is bordered by Fairgate to the north and Bloodgate to the south.
Bloodgate (pop. 40,000)
Named for its unusually high concentration of vampires in ages
past, Blood Gate is a ward of necropoli and tombs. Shoddy housing
has been built in and around graveyards and cemeteries making for
a very odd combination of architectural styles. It is bordered by
Blackgate to the north and Winding Gate to the south.
Winding Gate (pop. 70,000)
One of the larger wards in the Upper Town, Winding Gate is bordered
by Bloodgate to the north, Southgate and Watchgate to the south
and Ditchgate to the east. A massive ward of mechanised industry,
thousands of poor houses and poorer people, it has little to mark
it out from the rest of the city. Its most infamous claim to fame
is that Winding Gate was the last place the Legion of Horror were
seen in the city. They descended on a row of overcrowded tenements
and killed more than nine hundred people on 84 Lētum 1999.
No-one knows why.
Ditchgate (pop. 10,000)
The smallest of the city's wards in terms of area and population
size. Ditchgate residents make their money by disposing of other
people's waste in enormous landfills. It is rumoured they have broken
through to the subterranean caverns beneath the city which would
be a significant security risk. This has not been proven. Ditchgate
is bordered by Watchgate to the south and Winding Gate to the west.
Watchgate (pop. 20,000)
So named because it houses the largest operational headquarters
of the Black Watch in Tharkis: a ten storey fortification known
as the Beacon of the Black Light to the Watch and "Stony's
Tower" to the inhabitants. Watchgate is bordered on the south
by Darkgate, on the west by Southgate, and to the north by Ditchgate
and Winding Gate.
Darkgate (pop. 25,000)
Bordered by Southgate to the west and Watchgate to the north, the
Upper Town ward of Darkgate is named after the series of viscous
black pools that can be found throughout the ward. These pools produce
an oil like substance that doesn't burn but is very useful as a
lubricant. The source of the pools is unknown to the inhabitants,
lines cannot be dropped into test their depth because of the extremely
viscous nature of the substance. The inhabitants of the ward, make
a fair living around the pits.
Southgate (pop. 100,000)
One of the largest and poorest wards in Tharkis, the Southgate
ward is filled with rows and rows of poor terrace housing. Filth
and disease are even worse here than in other parts of the city.
This Upper Town ward is bordered by Darkgate and Watchgate to the
east and Winding Gate to the north. The Southgate itself opens onto
a sheer drop of one hundred feet to the beach below. A tremendous
amount of rubbish is thrown out over the wall leading to a large
number of scavengers and predators outside the city.
Politics
Grelka is the absolute ruler of Tharkis. Her word is law and she
has the power to impose it on even the most powerful of detractors.
Grelka's Legion of Horrors (that were so effective in taking the
city) still serve as the instrument of her will. They stalk Tharkis
looking for those who might displease the Witch-Queen and dealing
with them. It is said that even the undead fear the horrors the
legion can unleash.
Some speculate that Grelka does not possess the personal power
of some of the viler entities of the Great Dark. She does not grant
spells to her followers. It is argued that Grelka relies more on
pacts and allies (and her Legion) that she does on her own might.
Others, quite reasonably, state that all this is a ruse - that Grelka
chooses not to grant spells to her followers. They say that if Grelka
was that weak someone else would have made a play for Tharkis. That
has not happened.
Beneath Grelka is a cabinet of powerful entities who believe that
being close to the reins of power gives them prestige. Of course,
being that close to the Witch-Queen also puts them in grave danger,
and membership of the cabinet is often brief and bloody. Only three
members that have remained for any length of time are known in the
city: Doe Vaar is a vampiric Galeb Duhr, Nikodemus
is a fiendish creature of fey origin and then there is Chanta.
Chanta is a human with no apparent powers or abilities. He is widely
considered to be the most dangerous.
Beneath Grelka's cabinet, Tharkis is a microcosm of the Great Dark.
Thugs, bullies and criminal overlords lay claim to wards, streets
or neighbourhoods. They demand tribute and obedience from those
that live there. Turf wars are common between rival gangs and powers.
Some are more respected than others, all kowtow to the Legion and
the will of Grelka.
Each of the seventeen wards technically has a reeve that answers
to Grelka. However, the term "observer" would be more
accurate. These individuals are seldom public figures and are replaced
with such alarming regularity that even if one did want to keep
track of them, it would be an uphill battle. The wards are left
to govern themselves - if there are any problems, there is always
the Legion.
Crime and Punishment
As one might expect, crime is rife in the city and it is largely
ignored by the rulers. As long as Tharkis remains productive, as
long as the walls are strong and can be defended then Grelka really
doesn't care what happens to the little people. The Legion of Horrors
exist to enforce Grelka's will and keep her in power. They aren't
policemen that commoners can go to if they have a problem.
Might is the only right in Tharkis. The lowest of the low are forced
to pay exorbitant protection money to mobsters and local dignitaries.
Of course, few bargains are worth the paper they are written on
in Tharkis, but the consequences of not signing up to such a scheme
is often death.
Mercenaries and 'adventurers' do a roaring trade working as enforcers
and profiteers. They are unlicensed, unaccountable and there are
no formal laws to stop them doing whatever they please. If a party
kicks open the door of a private home, ransacks the place and kills
the family that lives there, the chances are there will be no obvious
repercussions. Of course, if that family had been under the protection
of a someone else, then that someone will have lost face and prestige
because of the party's actions. These things have a habit of coming
back and biting you.
The Black Watch
These are the closest thing Tharkis has to a regular army. The
Black Watch are charged with many tasks - such as manning the city
wall, patrolling the streets and dispensing justice as they see
fit. Again, they are not policemen - they don't care about the little
people, so there is no point ever going to them for help. The rich
and the powerful can hire the Black Watch to work for them as long
as the activities don't run counter to Grelka's interests.
The Black Watch are usually made up of mortals races (usually humanoid
ones). Humans, orcs and hobgoblins are the most common members but
the more exotic cannot be ruled out. They are well-trained, well-armed
and will follow orders from their superiors. They also have a massive
chip on their shoulder because they are considered inferior to the
Legion of Horrors (which they are). As such, members of the Black
Watch should never be underestimated - they are always out to prove
something.
The Legion of Horrors
What is the Legion of Horrors? Most inhabitants of Tharkis don't
know, and that lack of knowledge is terrifying. There are very few
first-person accounts of the Legion because they often only reveal
themselves to their foes - and very few have the wit or the power
to survive such encounters.
What accounts do exist vary wildly. However, there are some commonalities.
The Legion seems to be able to travel any where in Tharkis at will.
No barrier, either mundane or magical, is able to keep them out.
Members of the Legion have the ability to reach into the mind of
an opponent and show them their greatest fear, often incapacitating
them in the process. Immunity to mind-affecting magic is no defence
against the powers of the Legion, all are vulnerable.
Members of the Legion have been described as incorporeal, invisible,
demonic, humanoid and undead. It could be that the Legion is open
to creatures of any race, or that the true appearance of Legionnaires
is somehow hidden. If the truth has been discovered by powerful
diviners they are not talking. Certainly, relatively mundane enchantments
such as true seeing will not reveal a member of the Legion of Horror
for what he is. Although whether this is trait of the Legionnaires
or the Great Dark itself is unknown.
Most content themselves in the knowledge that the Legion of Horrors
are the power in Tharkis. They do Grelka's will, and as long as
they continue in this role, her position as the ruler of this city
is unassailable. No one in their right mind wants to have an encounter
with the Legion.
Food and Trade
There is no formal trade with any other city or domain in the Great
Dark - at least none that the common people of the city see. Tharkis
has its own economy, and goods are traded as one would expect in
any large city. The standard unit of currency is the kor: a coin
of red-gold that is stamped with the likeness of Grelka.
Despite the infamy of the Great Dark and the fear that all men
carry in their hearts, the inhabitants still specialise into particular
trades in order to earn a living and survive. Tharkis sports the
same professions one might fight in any mediaeval city: barrel-wrights,
farriers, masons, carpenters, architects and so on.
Water is drawn from the Fallow Flow by water-merchants who sell
it on to the populace. Control of a stretch of the river is jealously
defended, and those caught poaching water are dealt with quickly
and brutally. Selling water can be a licence to mint your own gold
and water-merchants are universally hated. The water they are selling
is not of the highest quality, as the Fallow Flow is also where
most of the waste of the city gets thrown. Unscrupulous dealers
may sell water from the Septhys or stagnant canals instead. The
practices of water-merchants is one of the major causes of the plagues
that commonly sweep the city, killing off the weak and the poor.
The land that surrounds the city cannot sustain the arable crops
necessary to feed a population of one million. Grain and grain-based
goods are expensive and the yield is generally small and weak. Much
of the town's food comes from the sea. Fishing boats fight through
the slime that hugs the coast and head into deep water, where tasteless
eels can be captured in abundance. A sargasso of giant floating
kelp and seaweed is also harvested. This tastes like cabbage that
has been left to marinate in motor oil, but it's generally the only
source of vegetable matter in the diet.
Environs of Tharkis
Although it would be wrong to say that Grelka is queen of all she
surveys, the truth is that the environs outside the city are adequately
defended by her reputation as much as the greography.
The heavy and continual rains create a sodden mess of a wilderness
that would succeed in bogging down any approaching army. The Fallow
Flow carves its way through a series a V-shaped valleys many of
which are too difficult to climb without resorting to hands and
feet - which would again make it very difficult to move sufficient
troops and equipement to make an impact on a city like Tharkis.
However, although the wilderness might be free of organised attack
from invading armies, it is far from a safe place to be. Grelka's
lack of interest in the lands surrounding her city as well as the
terrain have made it a haven for wildlife - and it being the Great
Dark, wildlife doesn't come much wilder.
Much of the low-lying land surrounding the city is marsh-land with
all the ensuing problems of disease and contagion that brings. Monstrous
oozes, leeches and slimes are common in this area as are mindless
undead, will o'wisp, giant lizards and crocodilians, and a number
of hydra. As the land rises and dries out it supports different
types of animals - large herds of grazing animals and the associated
predators can be found on the slopes. Dire bears, worgs, giant insects
dire elephants and more have been reported. The dense forests of
the upper slopes are home to their own breed of horrors (including
corrupted treants, packs of lycanthropes and barghests). Of course,
this is the Great Dark and these creatures are seldom mundane. Some
are altered by taint, others have an evil intelligence or are servants
of dark masters.
See Also:
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