Ghostwalk in Eberron, and other changes. [Archive] - Wizards Community

Post/Author/DateTimePost
Tealgorthian

11-08-04, 03:35 PM
This is just me fleshing stuff out, and seeing if anyone else is considering major changes, and looking for a little help.

Death has become more of an inconvience in D&D these days. Clerics toss off Raise Dead spells when someone dies, and that person gains their level back faster due to the nature of the CR-XP system.

So my idea? Take Raise Dead line away, and make it a Ritual Spell. It requires at least 2 clerics of the appropirate level casting it, with a number of Acolytes equal to the level of the spell. Also, I would double the cost of the spell, since it requires two high level clerics now.

What's the mean? There are a lack of cities that are capable of bringing back the dead. It would also make people actully USE the Gentle Repose spell.

This would also allow me to institute Ghostwalk, a book I very much like.

I just have no idea where to place the city, or possibly Gates to the city if Manifest.

One idea was the make the city exsist in a pocket diminsion, with Gates at various locations for access.

The other idea was the put it in Aerenal, somewhere.
spamfiltre

11-08-04, 03:45 PM
If you run Eberron as Keith intended - low level - then death is much more than an inconvenience. Coming back from the dead isn't really an option if the only cleric of high enough level to cast the appropriate spells is a religious leader sequestered in Thrane.

I suspect Keith had the same opinion as you about Gentle Repose.

Is this really an issue in home campaigns? I've never encountered a group where a character was Raised. Dead character = new character has been the norm.
Kid SixXx

11-08-04, 03:48 PM
I just have no idea where to place the city, or possibly Gates to the city if Manifest.

Dolurrh is the most logical place to put Manifest, IMO.
Tealgorthian

11-08-04, 03:51 PM
Well, most of the time we have inter-party romantic attachments, so getting a character raised is usually for roleplay reasons.

We also like to play the same party for extended times, so we will eventually reach higher levels (we usually stop around 15th or so).

We get bored making new characters every few weeks, refleshing out backgrounds, reintroducing party members to each other and so forth.

So I guess it could be said to be an in houe thing, yes. :)

Edit -

Dolurrh is the most logical place to put Manifest, IMO.

Well, Manifest is suppose to be a gateway between the prime plane and the realm of the dead, so I thought it would make more sense to place Manifest somewhere in Eberron.
Kid SixXx

11-08-04, 05:06 PM
Well, Manifest is suppose to be a gateway between the prime plane and the realm of the dead, so I thought it would make more sense to place Manifest somewhere in Eberron.

No sages on Eberron are quite sure of Dolurrh's role, much less if there are any actual gods, so the plane can serve any role you see fit.
Save-vs-DM

11-08-04, 07:10 PM
I've added Ghostwalk to my Eberron game as well, and though no one has died (yet), I have introduced the idea of ghosts. It seems to work so well, and half the ghosts they've met chose to live on as ghosts rather than face Dolurrh.

I placed Manifest between Eberron and Dolurrh. I have yet to actually say where it is, though I think I've settled in the ring of Syberis. I honestly don't think that Manfiest needs to be an any physical location, to be honest. You just need to know that it's between Eberron and Dolurh.

Maybe place it in Aerenal?

Cheers,
SvD
Tealgorthian

11-08-04, 07:21 PM
Well, what I have thought of doing is maybe placing it in a Manifest Zone of Dolurrh, somewhat like Sharn is in a Manifest Zone of.. uh... That Place that I cant remember right now.

Aerenal seems to make alot of sense, or maybe an island in that area so it isnt associated with any particular nation.

In my game, Dolurrh is where souls go to wait to be "reset", so the soul can be reborn into a new person. I've yet to establish a time line for how long it takes for a soul to be "reset".
Save-vs-DM

11-08-04, 09:51 PM
Good idea, Teal...think I might use the "waiting to be reset" option too.

Cheers,
SvD
Tealgorthian

11-08-04, 10:13 PM
<scratches head>

You know, it might be Eberron core. I cant remember. I read it somewhere, so I cant take full credit.
Save-vs-DM

11-08-04, 11:19 PM
I don't think it's core, at least where manifest is.

I just can't wait for my players to figure out who manifest ties into the creation of the warforged.

Cheers,
SvD
Hanuman47

11-09-04, 11:53 AM
In the wee hours of the night, when sailors have had just enough rum to loosen their tongues, but not quite enough to put them under the table, they will speak in hushed tones of a mysterious land hidden in the furthest reaches of the Sea of Lost Souls. Covered by an eternal misty cloak, surrounded by jagged rocks, treacherous reefs, viscous riptides and fell creatures of the deep, few travelers reach the Shrouded Land, and fewer still leave it's grim shores. The outlying islands are littered with the bones of the unfortunate who have lost their way and the foolish who have tried to pierce the Shrouded Land's secrets and it is said that those bones still walk when the moons are right. But the Shrouded Land itself is indeed inhabited. Over the centuries, many ships bearing members of all races have defied the odds and come to rest safely on the shores of the Shrouded Land to find, hidden behind the obscuring vapours, a sunlit, wooded land. Those who venture into the wood find it a disturbing place, where the trees seem to whisper just out of earshot and to move just out of view. Usually the trees do no more than that, but there are rumored to be darker places, where the trees seem to be bent under the weight of malignant spirits and will vent their spite against the living in unspeakable ways. In the center of the wood lies a city, a bizarre ramshackle affair dominated by a jutting ebon spire and it is here that one finds the true secret of the Shrouded Land. This city, built and inhabited by countless generations of the shipwrecked has other residents as well - the dead dwell, for a time, alongside the living before moving on to embrace whatever fate awaits them in the dim chasms beneath the streets and the lonely sentinel tower. The people of Manifest believe that their city lies on the border between this life and the next, although even they are powerless to describe what that next life may be like. The rare few scholars who have heard these tales and given them credence suggest that Manifest may be literally that - a manifest zone tied with the plane of Dolurrh in which the souls of the dead may indeed assume new forms. Who knows what wealth of knowledge and treasure awaits the party of adventurers daring enough to seek out the Shrouded Land and resourceful enough to return with the tale?
Sucros

11-09-04, 05:44 PM
Check out the ask Keith Baker FAQ. It's the fifth post by Keith. He added some good stuff.

Personally, I'd put Manifest in the mournland. Something about the mourning fundamentally changed the very nature of death. Fits the tone of the mournlands well.

If you wanted it to just be a random place for the PCs to visit, I'd put it in Xendrik, so it doesn't affect life of Khorvair much.
Tealgorthian

11-10-04, 11:39 AM
Putting it in the Mournland would be alright, except if you wanted Manifest to be one of those things that always have been.

Hanuman47 - That was a cool backdrop :D
atanhel

11-10-04, 01:47 PM
I liked the idea of goastwalk as well, but I reshaped the core.. only to leave a skelleton of what it formerly was, in place:

A goast comes from Dolurrh, where they are send after they die, but they are the only spirits traveling through the 'goastwalk' a portal in a manifest zone of dolurrh. the reason that they can come back is because they traveled trough the walk, they left some of their essence in it and they can return to the prime material...
a noraml spirit dies and gets transported there immedialtely so he has no chance of returing to the prime material...
a specter's spirit never makes the transession.
the reason that goast can't be slain en specters can is becuase a goast is reborn within the goastwalk when he dies, a secter's essence is destrioyed when the specter itself is killed so they do not return!

a specter, who was locked up en an artifact ( a spiritbound item) in the old pards of Sharn, is released by the party seeking whelth and the specter goes to find the spirit walk...
it is in frostfell under an aincient temple... can the party stop the specters and their ally, and aritficer mad for the power of spiritbound items, before they defy the rules of life and death and become forever immortal?
will the party themself have to change into goast t staop them ( the answer is yes), and where did the old dwarven temple called manifest come from?