Ghostwalk - 3.5e

Page 138

COUNTRIES

CHAPTER 4:

620_88566_Ghostwalk3.qxd

138

4/10/03

9:49 AM

Page 138

a strong vein of iron was discovered nearby and continues to draw workers. The flatlanders bring beef, glass, and high-quality iron, which they trade for leather goods, carvings, and other unusual items for which the barbarians have no use. Doru (Large City, 14,500): This sprawling city is enveloped in the stench of cow dung, for the land around it is perfect for grazing and holds thousands of head of cattle. Doru is unusual for its many magically enslaved and dominated ogres, which perform menial tasks requiring great strength. The ogres are owned by the city government and are considered valuable property, for humans and other “civilized” races cannot legally be enslaved. Falar (Large City, 21,300): South and west of the westernmost point of Lake Dallin is the city of Falar, which marks the border between Bazareene and its neighboring country, Durrath. A city of tall spires and high arched gardens, and surrounded by small parcels of cropland and copses, Falar is a beautiful sight and a peaceful retreat for the Bazareene nobles. Despite this impression, there is a large but subtle military presence here, for the nobles ruling it are paranoid and guard western Bazareene against “incursions” by Durrath (of which there have been none in the past 300 years, Bazareene being the more determined aggressor). Out of sight of the western gardens and summer palaces of the nobles are fortifications built into hills, valleys that have been bent with magic to thwart invasion, and frequent patrols by well-armed soldiers. Hazuk (Metropolis, 64,200): The capital city of Bazareene is filled with buildings erected with magic, including a huge palace of shining marble. The city is the center of order in this land; every resident has an identification pass and is used to frequent military patrols and stern, inflexible laws. For those interested in sorcery it is a haven, for many idle or heirless nobles take on students with the inborn ability to work magic. As the culinary center of the region, any and all kinds of food can be found here, with fabulous restaurants on every street. One minor noble family specializes in teleporting goods and people to other parts of the country for a suitable fee. Khiras (Large City, 21,300): Founded as a trading post with the elves of Sura-Khiri, this place grew into a formidable city surrounded by irrigated croplands. While the elves still meet here to trade with humans, relations are cool between the races because of Bazareene’s logging activity here and in other parts of the country. The city is protected by a magically fortified wall, for it is regularly attacked by suicidal squadrons of yuan-ti. Sengult (Large Town, 4,900): With the wasteland just a few miles away and on the border of an unnaturally warm lake, Sengult is a strange town. Subject to occasional attacks from the monsters of the wasteland and unknown things that crawl about in the fogs from

the lake, the people who live here know to lock their doors at night and walk about armed in the day. Sengult is primarily a fishing town, but it exports luxury glass items made from the colored sands in the barrens. Headstrong nobles come here to battle the barrens monsters, which draws much ire from the locals, who believe that this only provokes more attacks. Theno (Large City, 18,600): This city’s major industry is logging, which puts it at odds with the elves of the forest. While the city’s primary enemy is the yuanti that raid nearly every season, angry groups of elves sometimes attack loggers, undermine logging equipment, and hurl long-distance spells at the city walls. Theno has a thriving soap industry, utilizing the scrap wood and shavings from the timber harvest. Throngeth (Metropolis, 25,600): This was once a dwarven city, with a few large well-defended buildings on the surface and several broad levels underground. The last dwarves living here apparently disappeared just before the first humans came to this region, leaving many dwarven goods scattered about. Humans started settling here to learn dwarven lore from old stone tablets and scour the Undercity for valuables. Monsters and undead have taken root in the lower levels, and work is ongoing to seal off the more dangerous areas so they do not become a threat to the thriving human-worked dwarven mines in the upper levels. The city’s name is a human corruption of the original Dwarven name, discovered in some of the early records that have now been lost. Plots and Rumors

Because of Bazareene’s heavy use of magic, events that threaten magic or those who wield it can be serious disruptions to daily life. Last Generation: The scions of all of the noble houses of Khiras are considering a massive strike against the yuan-ti, including an invasion of Coil itself. The elder nobles fear that if this attack fails, not only will it draw reprisals from the yuan-ti, but it may mean the end of several noble lines. It is possible that yuanti have enspelled some of the scions and are using them to set up a great ambush. Turnabout: A noble exiled to the barrens has been animating the monsters there as undead and sending them against Sengult, but she promises to stop if restored to her position as mayor of Theno. Her children don’t want her back and dislike the nobles of Sengult anyway, so a compromise is unlikely.

HIKIRIAN PENINSULA The city of Manifest is built at the center of a forest on a piece of land called the Hikirian Peninsula. The coastal area consists of sandy and rocky soil, with many beaches made of pulverized seashells. The inland soil (roughly defined by the edge of the forest) is rich and supports many kinds of plants. Several tribes of lizardfolk live on the eastern coast and occa-


Turn static files into dynamic content formats.

Create a flipbook

Articles inside

Morbid Maze (12th-level characters)

1hr
pages 217-253

Lair of the Eyeless Lady (9th-level characters)

15min
pages 212-216

(1st-level characters) For Absent Friends

43min
pages 182-193

(6th-level characters) Lair of the Crippled One (7th-level characters)

6min
pages 210-211

Touch and Go

18min
pages 177-181

Undead Martyr

2min
page 172

Spirit Tree

6min
pages 170-171

Spectral Steed

3min
page 169

Mumia (Template

3min
page 167

Ectoplasmic Vermin

2min
page 161

Fire Spectre

2min
page 162

Ghost (Template

7min
pages 163-164

Bonesinger (Template

5min
pages 158-159

Artaaglith (Demon

1min
page 157

Ghosteater

2min
page 165

Dread Ram

3min
page 160

Monstrous Vampire (Template

3min
page 166

Sura-Khiri

6min
pages 143-144

The Demiplane Known as Coil

8min
pages 145-146

Thurkasia

12min
pages 151-153

Tereppek

16min
pages 147-150

Xaphan

11min
pages 154-156

Hikirian Peninsula

4min
page 138

Bazareene

8min
pages 135-137

Salkiria

18min
pages 139-142

Inserting Manifest into an Existing Campaign

4min
page 134

The Ghostwalk

11min
pages 110-112

Fortress of Trun

6min
pages 132-133

Yisa-Khardomas

3min
page 102

The Catacombs

9min
pages 106-109

Merchant Ward

4min
page 98

Forestview

4min
page 99

City Government and Laws

3min
page 100

The Portal Ward

16min
pages 93-96

Galaedros

4min
page 83

Tephaneron

4min
page 87

Races in Manifest

4min
page 90

The Living and the Dead

5min
page 89

The History of Manifest

13min
pages 74-77

Dracanish

4min
page 81

Magic Items

46min
pages 62-73

Feats

46min
pages 28-39

Ghost Slayer

3min
page 26

Skills

4min
page 27

Changes to the Rules

7min
pages 40-41

Equipment

10min
pages 42-44

Deathwarden Chanter

12min
pages 23-25

Bone Collector

8min
pages 21-22

Arboreal Guardian

8min
pages 19-20

The Faces of Death

2min
page 11

Adventuring and Ghost Levels

9min
pages 12-13

Possession

3min
page 14

To Live and Die and Live in Manifest

4min
page 6

Ghost Traits

10min
pages 8-9

Ghost Powers

4min
page 15

Physical Death and Ghosts

5min
page 10

Eidoloncer

7min
pages 17-18
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.