Rendar Tombs
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Floor-plan of the Rendar Tombs
(N=left), by Randell Doty © 1998 | |
The Rendar and Asirac Vale (MERP)
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Type
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Region
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Westmarch (Calenardhon) (later: Rohan)
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Realm
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Gondor (later: Rohan)
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On the southern slope of the Rendar and Asirac Vale, set into a crevice of a grassy hill, was the door to the Rendar Tombs. The door was located behind a tight group of bushes and trees, and could not be seen at all from the valley. In fact the only clue to its existence was the presence of what appeared to be animal tracks around the trees leading past them. The tracks actually were the spoor of a demon that had been sent on missions for the Rendar.
The Rendar Tombs in T.A. 1640[]
The Rendar Tombs in Third Age 1640-1650 (refer to floor-plan at right):
- Entrance. As stated above, the opening to the Rendar tombs is located behind a small copse of trees and scrub brush. The entrance is 5’ wide and 7’ high. Originally it was squared off, but over the years the stones set for its facing have crumbled, exposing the first 3’ of the roof of the tunnel. The tunnel runs nearly 300’ into the mountainside before coming to the first chamber.
- Chamber of Guardians. This chamber was set up by the Rendar to dissuade anyone from violating their tomb. The room widens from the 5’ wide passageway to 20’ wide in this 60’ long room. Along the walls of this room appear to be pillars of stone.
- Narrow Path. Nearly ⅛th of a mile away from the first entrance chamber is the chamber of the narrow path. The Chamber itself was built over a chasm that shows no signs of a bottom except for a dim red-orange glow far down that, along with the temperature of the room, would indicate some residual volcanic activity. Suspended over the chasm is a walkway made from some sort of metal. The path is less than 2’ wide at all times, and has a few sections that are closer to 1’ wide. It winds around the room, with several points that seem to dead end into the walls of the room. If the party succeeds in traversing the path, they must still negotiate the 7’ gap to the far ledge of the room.
- Track. On the landing located on the far side of the chamber of the narrow path, there is a strange square hole in the floor and a groove running through the stone from it out of the room, up and over the bridge in the next room.
- Oil Room. The entrance to this room is the beginning of a narrow bridge that arches high into the room before it exits on the other side. The bridge is 2’ wide at its apex, with no railings. 10’ below the bridge is the slick surface of the black oil that fills this room, only broken occasionally by bubbles bursting at its surface. The oil is evidently heated by steam escaping from the volcanic activity deep beneath the tombs. The oil's temperature remains a constant 250°F, which elevates the temperature of the room to 120°F. Over the years the oil has coated the walls and the bridge, making any maneuver in the room very difficult. Extending over the bridge is the grove mentioned in #4.
- Rendar Crypt. This large room is the communal burial chamber of all of clan Rendar. There is a palpable evil feel to the room. The stone of the floor and ceiling are covered in the fused bones of the people of clan Rendar and their victims. The bones were segregated as customary, so that each section of the room has a different type of bone making up the walls. About the room are a set of 7 daises upon which sit the chief rulers of the Rendar.
In the middle of the chamber is a cairn made of skulls, with a polished fused bone slab for its top. Some sort of apparatus is attached to the cairn, covering most of the black focusing stone of the Asirac, which sits in a depression in the slab. The apparatus resembles a spider with 10 legs sitting atop the stone with its legs imbedded in the slab.
Aside from the items for the Rendar leaders, there are 3 Soul Flasks that the Rendar give to the demon to collect the life essence of its victims. These glass jars look to hold about a quart of liquid and are wrapped in silver filigree. The jars themselves are not evil in nature. These bottles are very rare and would demand a high price in a large city from either the healers of the city or the alchemists and weapon-smiths.
References[]
- MERP Fan-modules: Tales of the Westmarch (.PDF), by Randell Doty