District Dossier
District Tier Walled City of the Dead, High-Containment Graveyard & Volatile Necromantic Hotspot Location High northern plateau overlooking Ptolus, bordered by forty-foot fortified walls of granite and lead Entrance & Guard The Gates of Lead, commanded by Brother Fabien and the Wardens of Pharasma / Order of Light Prominent Sites The Dark Reliquary, the Ossuary, the Gates of Lead, the Deathβs Head Tavern Dominant Powers The Forsaken (Intelligent Undead & Necromancers), The Fallen (Demonic Cabal & Fiend-Worshipers) Curfew Rule Gates lock at dusk; any living soul remaining inside is considered forfeit to the shadows until dawn
πͺ¦ Overview: The Walled City of the Dead
The Necropolis is the vast, fog-shrouded cemetery district sprawling across the rolling northern ridges above Ptolus. Enclosed behind massive, forty-foot-tall granite walls sheathed with sheets of warding lead, the district houses the tombs, crypts, and mausoleums of over seven centuries of imperial and native dead.
Unlike ordinary mortal resting grounds, the Necropolis is an active, volatile containment zone. The ancient metaphysical scars left by the Spire, the primordial Galchutt slumbering deep in the crust, and subterranean planar leaks from the Banewarrens have worn the barrier between life and death paper-thin. Unsanctified corpses spontaneously rise as shambling skeletons, ravenous ghouls, or vengeful wights.
Because of this constant menace, the Necropolis is heavily fortified. Common citizens are only permitted entry through the Gates of Lead during broad daylight under heavily armed escort to pay respects at family crypts. When the great lead-weighted curfew bell tolls at sundown, the iron portcullises slam shut. Behind the walls, the living retreat, leaving the mist-choked monuments to the nocturnal rule of undead lords and shadowy cabals.
πΊοΈ Geography & Key Landmarks
βββββββββββββββββββββββββββββββββββββ
β The Gates of Lead β
β (Heavily Fortified Portal) β
βββββββββββββββββββ¬ββββββββββββββββββ
β
ββββββββββββββββββββββββββββββββββββββΌβββββββββββββββββββββββββββββββββββββ
βΌ βΌ βΌ
ββββββββββββββββββββββββββββββββ ββββββββββββββββββββββ ββββββββββββββββββββββββββββββββ
β The Death's Head Tavern β β The Ossuary β β The Dark Reliquary β
β β’ Border Wall Dive Bar β β β’ Multi-Tiered β β β’ Obsidian Cathedral β
β β’ Undertakers & Delvers β β Mass Catacombs β β β’ Bastion of The Fallen β
β β’ Black-Market Necromancy β β β’ Spontaneous Hauntβ β and The Forsaken β
ββββββββββββββββββββββββββββββββ ββββββββββββββββββββββ ββββββββββββββββββββββββββββββββ
- The Gates of Lead: The sole official portal into the Necropolis. Fortified like a fortress barbican, manned around the clock by the City Watch and grim inquisitor-clerics under Brother Fabien.
- The Dark Reliquary: A towering, monolithic cathedral of jagged black volcanic stone perched upon the highest hill. It serves as the sovereign citadel for The Forsaken (intelligent undead) and The Fallen (fiend-worshipers), openly mocking the holy spires of the city below.
- The Ossuary: A subterranean labyrinth of stone vaults where millions of bones from the cityβs poor and plague victims have been stacked for centuries. An epicenter of necrotic pollution and hauntings.
- The Deathβs Head Tavern: A grim, lantern-lit tavern built directly against the outer gatehouse wall. It serves as the gathering place for gravediggers, morticians, and bounty-hunting delvers seeking payment for destroyed ghouls.
βοΈ Faction Powers: The Dual Sovereignty of Shadow
Behind the iron gates, power is divided between two sinister cabals operating out of the Dark Reliquary:
- The Forsaken: A syndicate of intelligent undeadβvampires, ancient wights, mummies, and living necromancers led by Vamal Shard. They view the Necropolis as their lawful nocturnal sovereign domain and maintain a cold, sinister truce with city authorities: so long as their feeding remains discreet and the dead stay behind the lead walls, total war is avoided.
- The Fallen: A fanatical cult of demonologists, tiefling warlocks, and chaos priests who revere fiendish princes and the primordial terror of the Galchutt. Unlike the practical Forsaken, the Fallen actively seek to tear open planar rifts to flood Ptolus with abyssal fire.
βοΈ Pathfinder 2e Remaster Mechanics
Necropolis Environmental Traits & Hazards
- Persistent Void Resonance: The entire district bears the Void and Death environmental traits. Spontaneous undead creation occurs: any humanoid corpse left unburied and unconsecrated for more than 24 hours rises as a Zombie Shambler or Ghoul at midnight.
- Consecration Resistance: Undead within the Necropolis gain a +1 status bonus to saving throws against Vitality spells and attempts to Turn Undead.
- The Fog of Styx: Between midnight and dawn, dense grey mist blankets the hills, reducing visibility to 20 feet and imparting the Concealed condition to all creatures beyond 10 feet.
π§ Story Hooks for Adventurers
- The Midnight Curfew Trap: While investigating a stolen ancestral relic inside a noble crypt, the party is delayed by a ghoul ambush. The curfew bell tolls, the Gates of Lead slam shut, and the party must survive the night against packs of prowling wights.
- The Soul-Jar Heist: A grieving merchant prince from the Noblesβ Quarter hires the party to infiltrate the subterranean crypts of the Dark Reliquary to recover the trapped soul of his assassinated heir before Vamal Shard converts the youth into a vampire spawn.
- The Cleansing of the Ossuary: A massive planar tremor linked to the Banewarrens ruptures the lower catacombs of the Ossuary, causing hundreds of skeletons to merge into an enormous Skeletal Titan. Brother Fabien calls upon veteran delvers to enter the catacombs and destroy the anomaly.