Sebadru

Sebadru - Necropolis on Archanoth Lake In the shadowed reaches of Archanoth Lake, shrouded in perpetual twilight, the Necropolis of Sebadru serves as a sinister twin to the distant metropolis of Nepos. Rising from the lake's western shore, Sebadru exemplifies the dark allure of necromancy and the depths of obsession with the deceased. Here, necromancers, scholars, and those twisted by death's siren call gather, forever bound to the energies of the lake and the lingering whispers of ancient gods.  
  The necropolis itself is composed of towering mausoleums and ossuaries, arranged in concentric circles around the heart of Sebadru: The Citadel of Eternal Echoes. This vast, spired structure is both temple and laboratory, a place where the boundaries between life and death blur, and the dead walk freely alongside the living. Its halls are illuminated by phosphorescent fungi cultivated to match the toxic glow of Archanoth Lake, casting a greenish hue over everything and creating an eerie, ethereal atmosphere.  
  Every inch of the necropolis is steeped in rites of death and decay. The air itself is thick with incense derived from rare herbs, mixed with compounds distilled from the lake’s corrupted waters. This toxic miasma both preserves the bodies of the dead and enhances the necromantic spells cast within the city, providing a near-limitless reservoir of dark energy that its residents wield without remorse.  
  The necromancers of Sebadru practice their art with a fervor that borders on fanaticism. Their rituals are not merely about raising the dead but about communing with forces beyond mortal understanding. They speak to beings they call the Whispered Ones, ancient entities who linger in the spaces between life and death. Whether these beings are truly gods, lost souls, or something far darker, none can say. What is certain is that their guidance has shaped the necromantic practices of Sebadru, and those who listen too closely often find their minds slipping into madness.  
  Near the edges of the necropolis, bone-laden piers extend out over Archanoth Lake. These piers serve as docking stations for the city’s Death Barges, blackened vessels that drift along the poisoned waters, crewed by skeletal oarsmen and guided by tormented spirits bound to eternal servitude. These barges carry the dead and their keepers to various locations around the lake, serving both as ferries and as ritual spaces where souls can be bound or harvested.  
  The denizens of Sebadru are diverse, from scholarly necromancers draped in robes woven from enchanted shrouds, to mutated acolytes who have willingly exposed themselves to the lake’s corrupting waters. Among them, the highest-ranking are known as the Revenants of Sebadru. These individuals have undergone a ritual of transformation that binds their souls to their bodies even after death, creating powerful undead who retain their intelligence and magical prowess.  
  In the labyrinthine catacombs beneath Sebadru lies the Lair of the Unmourned, a place where the souls of those who died in agony are bound to the walls, endlessly screaming in silent torment. The necromancers believe these souls hold the secrets of true resurrection, though no one has yet unlocked the mysteries of eternal life without terrible consequences. The walls of the Lair are inscribed with runes that shift and change, as if alive, offering glimpses of otherworldly realms to those brave enough to stare into the abyss.  
  Archanoth Lake itself is a dark, polluted mirror to the necropolis, a vast expanse of greenish-black water that seems to pulse with a life of its own. The waters closest to Sebadru are thick with fragments of bone, skin, and other remnants of the dead. These pieces are not merely the result of decay but are kept animated by the lake’s necromantic energies, forming into strange, shifting shapes that can sometimes be seen moving beneath the surface like ghostly fish.  
  Perhaps most unsettling of all is the Temple of the Broken Hourglass, an ancient shrine where time is said to stand still. The necromancers use this temple for their most powerful rites, as the suspension of time allows them to draw upon energies from past events and channel them into their magic. The temple is rumored to be connected to the Maze of Tezra, another structure where reality itself bends to the will of the arcane.  
  Above ground, the streets of Sebadru are a twisted mockery of life. Hushed voices whisper through the air, carrying messages from one spirit to another. Some streets are permanently shrouded in darkness, with no source of light save the spectral glow of the dead. The architecture is a blend of mortuary temples, towering obelisks, and walls adorned with skeletal remains, creating a morbid cityscape that leaves no doubt about the city’s devotion to death.  
  The social hierarchy within Sebadru is rigid and merciless. At the top are the Ebon Scribes, necromancers who have mastered the art of binding souls to physical objects. These individuals command the respect of all, for they hold the knowledge of the Death Scrolls, ancient texts believed to contain the secrets of immortality. Beneath them are the Bone Weavers, skilled in crafting golems and animated servants from the remains of the dead.  
  Interaction between Sebadru and other regions of Nolavor is sparse but significant. The necropolis trades with Grizburg, exchanging rare alchemical compounds and necromantic artifacts for weapons and supplies. The Bloodclaw Warband also maintains a tentative alliance, as they seek Sebadru’s knowledge of resurrection to create undead warriors for their ranks. Yet, all interactions are tainted by an underlying sense of distrust, for few truly understand the ambitions of Sebadru’s necromancers.  
  Beyond the necropolis’s boundaries lies the Haunted Mire, a treacherous expanse of marshland where the spirits of unburied corpses wander in search of rest. These souls, known as the Lost Echoes, are the remnants of those who perished in the First Black Fire War. Their presence haunts Sebadru, a constant reminder of the necromancers' failures and of death's omnipresent specter.  
  The necromancers of Sebadru are known for their dark rituals that utilize the lake’s poisons to enhance their powers. Among these is the Ritual of the Weeping Veil, a ceremony in which a necromancer immerses themselves in the lake’s waters to gain visions of the afterlife. Those who survive often return with knowledge too terrible to share, their minds forever scarred by what they have seen.  
  Another key ritual is the Severance of Sorrow, a process in which necromancers attempt to remove all traces of human emotion, believing that empathy weakens their connection to death. The ceremony is brutal, involving self-inflicted wounds and the binding of emotions into stone amulets, which are then stored in the Citadel of Eternal Echoes as symbols of the necromancers’ dedication.  
  The necropolis does not permit outsiders easily. Only those who are truly committed to the study of death or willing to sell their souls may enter the heart of Sebadru. Even so, many who come to the necropolis are never seen again, disappearing into the city’s depths as sacrifices, test subjects, or newly initiated necromancers.  
  Each year, the Festival of Stillness takes place, a somber event where the residents of Sebadru gather to pay homage to their lost kin and call forth the spirits of the departed. During this festival, the dead are allowed to speak, and the living listen, receiving guidance or curses as deemed fitting by the spirits. It is said that during this time, even the lake’s surface remains eerily calm, as if acknowledging the sanctity of the event.  
  The library within the Citadel of Eternal Echoes, known as the Vault of Shadows, contains scrolls and tomes bound in the skins of the dead. This library holds the sum of Sebadru’s necromantic knowledge, and it is fiercely guarded. Only the most devoted necromancers are granted entry, and many would kill to read its forbidden texts, which contain spells and rituals that no sane mind would dare perform.  
  To the necromancers of Sebadru, death is not the end but a gateway to boundless power and enlightenment. They believe that true wisdom comes from understanding the final moments of life, and they go to great lengths to capture and analyze the dying breath. The Breath of Endings is a sacred ritual where a subject’s last breath is stored in a glass vial, allowing necromancers to consult it for guidance.  
  Rumors persist of a prophecy carved into the stones of Sebadru itself, a foretelling of a great cataclysm tied to the Second Black Fire War. Many necromancers believe that their city will play a crucial role in this event, whether as destroyers, saviors, or perhaps something far more sinister. They prepare relentlessly, viewing each ritual, each sacrifice, and each moment of suffering as steps toward an unimaginable destiny.
Type
Acropolis / Citadel

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