| Post/Author/DateTime | Post |
|---|---|
| liquidfilth06-04-05, 11:49 PM | Now, Sharn has a great many unusual things to see and to do – but, what do you think would be the common reaction to a ghost in the city? Not a malevolent ghost, mind you, but simply a disembodied spirit (powered by neither positive nor negative energy, as per the Ghostwalk Campaign option). Then, let’s up the ante – how would the people of Sharn react to the ghost of a kalashtar (especially the Riedrans and the Inspiried)? |
| Edymnion06-05-05, 12:15 AM | Lets put it this way. Somewhere in Sharn is a group of 4 artificers working out of an old guard station. They have Ghosttouch Nets, and go around catching ghosts with them. They also carry wands of Magic Missle and Bigby's Grasping Hand to wear the ghosts down and hold them still while they net 'em. They ride around Sharn in an old medic wagon left over from the War, which has been modified to hold their wands and nets, and has magical charms to detect the presence of ghosts. Rumor has it that they have adopted a rather odd ghost as their pet/mascot, by the name of Slammer... ;) When there's something strange in your Dura, who ya gonna contact? Ghostcatchers! :D |
| makeshiftwings06-05-05, 12:20 AM | I'd think most people would be rather disturbed and call the guard, and assume the ghost was a threat, since generally undead are frowned upon except by the Aernal (who only like Deathless) and the Karnathi, who still would assume that a free-roaming ghost was probably dangerous. I think by and large no one would be able to tell a Kalashtar ghost from a normal human ghost, except for another Kalashtar or Inspired. And it's hard to say if either of those would have any particular reaction to it; after all, a human seeing a human ghost isn't going to have any particular sympathy to it. And the Inspired most likely wouldn't think of it as an actual Kalashtar anymore than they would a Kalashtar zombie. |
| Zedium06-05-05, 02:09 AM | Heh yeah I once had a simular idea Edy. Although in general, I think a ghost infestation would be dealt with by one of sharn's specialist forces (Probably the redcloaks). Or if the infestation is too minor (or too big) for one of those elite forces they probably will just put up a reward for whatever adventurer group takes care of the whole thing. Another idea I had was that of a special agency, still coming from the kingdom of Galifar. This agency, is a small organisation that deals with the out of the ordinary (even for Eberron standards). Their agents are equipped mostly with their own equipment and gear, but their employer (A strange woman, always seen as a shadow) always gives them some basic info on the thread and supplies transportation to where ever this new mystery may be. (This is also a nice idea for a player organisation) |
| EscherEnigma06-05-05, 07:17 AM | Another idea I had was that of a special agency, still coming from the kingdom of Galifar. This agency, is a small organisation that deals with the out of the ordinary (even for Eberron standards). Their agents are equipped mostly with their own equipment and gear, but their employer (A strange woman, always seen as a shadow) always gives them some basic info on the thread and supplies transportation to where ever this new mystery may be. (This is also a nice idea for a player organisation) ... was this SUPPOSED to make me think of Charlie's Angels, or is my brain just working strange since its 5 AM? Anyway, about the ghost: Have you ever read Terry Pratchet's DiscWorld books? Specifically Feet of Clay (if I remember the title correctly). Anyway, what I'm trying to bring this arround to is that in the series the major city of the world thats the melting pot so to speak has at least one 'monster' bar where werewolves, boogy men, vampires, and the like go to drink because its just so tiring drinking with 'normal' people. I imagine a neutral-ghost to hang out at such a bar. |
| KP9106-05-05, 10:13 AM | I'd think most people would be rather disturbed and call the guard, and assume the ghost was a threat, since generally undead Well according to S:CoT the gaurds won't respond. It says any situation that can kill a gaurd, they don't go to (including monster attacks.) |
| Rechan06-05-05, 10:51 AM | It may also depend on the legends/rumors around. If everyone in the neighborhood knows about this ghost, knows the story about this ghost, and knows the ghost is benevolent, they would be fine. One idea that comes to mind is a ghost of a bar. Once a real party guy, who came by every weekend ot spend his earnings in the tavern, and was the life of the party. After his liver gave out, his ghost stayed around the bar, simply because he still wants to be a life of the party. While it might be unsettling for some, I imagine the owner and the weekend crowd would "welcome" such a spirit. |
| EscherEnigma06-05-05, 11:45 AM | Rechan: that cracked me up... a ghost being the 'life of the party'... hehe... |
| BloodyRoots06-06-05, 01:05 AM | In the Dungeon adventure Steel Shadows, a tell is told of a ghost known as Jack in Irons. As I recall, he died 500 or 600 years ago during the War of the Mark. The man to be known as Jack in Irons, being a powerful Cannith dragonmarked heir, was captured by the aberrent dragon marked lords and forced to slave away in an underground forge. He died, forgotten, when the original city(dersharn?) was destroyed. It was interesting and I had planned on using the idea on a further adventure but the players killed the cannith lord, Lord Slogar, from the adventure and had to flee the city. I should note that the Jack in Irons ghost may only haunt the depths and the cogs of Sharn, so the watch wouldnt investigate even if they were inclinded to do so. |