Ghostwalk - 3.5e

Page 89

620_88566_Ghostwalk3.qxd

4/4/03

11:51 AM

Page 89

CHAPTER 2:

THE LIVING AND THE DEAD

In Manifest, the magical, spiritual, and fundamental laws that dictate that a soul must leave its body when slain, travel to the Veil of Souls far beneath the earth, and enter the land of the dead, are changed— or at least suspended. Hence, ghosts not only walk the streets of Manifest, but interact with others and objects as if normal, solid creatures. But normal they certainly are not. Some leave thin, slick trails of ectoplasm in their wake, some appear gruesome (as they did at the moment of their death), and some cause small objects to fly about, uncontrolled, in their presence. Caravans arrive in Manifest every day. It’s a common sight to find wagons laden with well-preserved bodies unloaded in the Tombyards. These corpses are destined to be shipped to the Veil of Souls beneath the city, where they will go to the land of the dead to join the souls that once inhabited them. Most people believe that ushering in the physical body to join with the soul of the departed aids the deceased in the afterlife. Because of this belief, people are willing to travel for hundreds of miles, if not farther, to help those whom they loved or valued move on with success in the next realm. In fact, several organizations exist for the purpose of helping the living find their dead.

But that’s not the only reason people travel to Manifest in droves. Ghosts go to the Veil of Souls when their bodies are slain, but often pause in Manifest for a time (some stay for years, in fact). The living travel to the city to see their departed loved ones, to talk with them, or settle affairs—to say goodbye. Since it’s common knowledge that a soul may linger in Manifest, people make pacts and agreements with each other. “And if I die, I’ll see you in Manifest before I go,” is a commonly used phrase. An old miser might tell no one the magical password to get past the wards surrounding his vaults, but he might agree to meet someone in Manifest and reveal the secrets then. One such incident occurred about seventeen years ago. A wealthy woman hid away a key that would open an otherwise impenetrable treasure hoard. On her deathbed, she told her family and friends that the first one to find her in Manifest would learn the secret hiding place of the key. The cross-country race that ensued after her death is a thing of great stories, even today. Sometimes, however, people just go to Manifest for their own reasons—because it’s an interesting and mystical place close to the land of the dead, because it’s easier to raise the dead there, or just because it’s a place to live and earn a living. Some come to gawk. A few religions encourage their followers to travel to Manifest and revere the dead (others come here to ceremonially destroy the last remains). There are even religions that forbid any of their faithful to come near this “accursed place so near to the borders of hell.” Ghosts in Manifest, either waiting for loved ones before departing, or taking up residence in the city for a time, learn to adapt to their new existence fairly well. Requiring no physical comforts, ghosts often rent closetlike spaces (usually called “spirit lockers”) and wait. Some take the opportunity to enjoy the fruits of life one last time, or even to accomplish some deed or reach some goal that they left unfulfilled in life. Others fully adapt to the new “lifestyle” and learn to use their ghostly powers to their advantage. These individuals might continue in their vocation from life, or they may take up a new career. Many become thieves, adventurers, or other professions that benefit from having strange powers and supernatural skills. Eventually, though, every dead soul feels the pull of the Veil. This is a feeling deep down that it is time to move on to the realm of the dead. As this feeling grows, the ghost becomes more restless, and finally succumbs—they always succumb. Still, some stay in Manifest for years (or decades) before the call becomes irresistible. All ghosts are temporary residents, but many nonetheless seem fairly permanent. Of course, the living in Manifest adapt to the city as well. They get used to dealing with ghosts and soon don’t think much of it (there are exceptions, of course; see below). Some learn ghost lore to identify the various occurrences of ectoplasm or poltergeist activity.

THE CITY OF MANIFEST

middle day of the months, seasons, and year are holy days for the church, since they are times when temporal journeys are half completed. The faithful give a prayer and a moment of reflection on the path traveled and that yet to come. Any significant journey to another place requires a similar prayer at the halfway point. Her clerics sometimes multiclass as rogues and rangers, although she cannot grant ranger spells. Her colors are brown and gray. History/Relationships: Wyst’s age is unknown. She may be a halfling deity who gained popularity among other races very early in the world’s history. She is too busy performing her duties and looking out for what’s over the horizon to answer questions about her origins. She dislikes oppressive and strict deities such as Chaniud and Phaant, but likes Uhanam because of the need to plan ahead for extended travels. She shares the company of Soggelos when she is in the mood for a water journey and has been known to confide in Tephaneron about long-range movements of troops. Dogma: Life is a grand journey and an opportunity to see all the fantastic things in the world. A person should be free to wander, following the roads others have created or creating her own. Thank old paths for their security, and start new paths for the challenge. Seek out the world, for it is too busy moving to seek out you. Lean on Wyst’s spear when you are weary, and wield it when you are threatened. Know that her watchful eye will find your path when you are unable to see it for yourself.

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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
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