Ghostwalk in Eberron [Archive] - Wizards Community

Post/Author/DateTimePost
Dryder

11-25-04, 10:49 AM
I am currently dming the adventure path from dungeon magazine, but I am also allready preparing my new campaign - Eberron!
Because this will be something totaly new to my players, I also plan to incorporate the Ghostwalk-idea.
What I want to ask here is where to place Manifest?
I tend to locate it somewhere on Xendrik (at a remote location) but I am unsure - maybe on Khorvaire it would be better...
Anyway - some ideas, thoughts, experiences out there???
Megatron

11-25-04, 06:43 PM
Interesting places for Manifest:
- The Mournland
- Aerenal
- Under the sea, from the Xen'drik-Dal Quor cataclysm
- A frozen city deep under Frostfell
Edymnion

11-25-04, 06:58 PM
Agreed, put it in the Mournland.

"Here, in the heart of Mournland, once beautiful Cyre, the laws of time and nature have been bent, and broken. The horrible energies released that fateful day tore through not only the land, but the barriers between life and death itself.

Here, in the very place the Mourning originated from, stands a city, where no city should be able to exist at all. Here lies a city, where the living co-exist with the dead. All about them is blasted wasteland, harsh and unforgiving. But here, life continues hand in hand with death. Welcome, to the city of Manifest!"
Sucros

11-25-04, 11:28 PM
I'm a big fan of it being in the mournlands. You may/may not want to have the "no healing zone" effect suppressed within the veil of souls. Or you could have just the ghosts able to heal in the mournlands, but not outside of it.
Edymnion

11-25-04, 11:45 PM
I'm a big fan of it being in the mournlands. You may/may not want to have the "no healing zone" effect suppressed within the veil of souls. Or you could have just the ghosts able to heal in the mournlands, but not outside of it.Yeah, definately put it in the mournlands, but allow healing within the veil.
Megatron

11-26-04, 12:08 AM
Perhaps make Manifest a radical manifest zone of Dolurrh, since each one is unique.
IMC healing is at reduced in Manifest (and doesn't work at all in the Mournland)

Something to consider: Manifest has only been there for 4 years, so the population of living beings should be VERY low. Maybe a few 'forged who wandered into the city, or a monastic order that stumbled upon it during a pilgrimage and decided to stay.

I'm thinking of doing something weird/stereotypical with it, and having the city only appear during dawn and dusk.
Sucros

11-26-04, 02:41 AM
Definitely cut out the woods surrounding Manifest. They don't fit the tone of the Mournlands.

I'd do something along the lines of "A few cyrans and Valenar, survivors of the mourning, found this small refuge, where the manifest zone to Dolluruh (sp?) mingled with the magic of the mournland in unexpected ways, allowing them to eke out a meager living. As time progressed, they learned to build an economy out of the many in Khorvaire who would have dealings with the deceased."
Dryder

11-26-04, 04:31 AM
Thanx for the input so far!
What do you thing in making Metrol, or Eston into Manifest. During the cataclysm which destroyed Cyre, one of the Citys became what in the Ghostwalk campaign would be called Manifest.
So players would not on the spot recognize it for what it really is...

Sucros is right, no woods in the Mournland.
In Metrol/Manifest healing would be possible, but not outside of it. In this way it would be something like a safe haven for explorers in the Mournland. None of the creatures stalking the broken land dare to enter Metrol/Manifest.
Of course, this is a BIG secret and is defeniately not known to the players or anyone on Khorvaire.
Aman the Rejected

11-26-04, 01:09 PM
I'm thinking of doing something weird/stereotypical with it, and having the city only appear during dawn and dusk.

How about having it only allow the souls who have died in the Mournlands (all of those poor souls who died at its creation, and any who die afterward) OR those living souls who manage to catch a ride on the Ghost Train ... and survive the night. That's what I'll be using (at least).

If all of my players end up dying in the Mournlands, they'll have to find someone who will go and collect their bodies (which may involve them rolling up new characters) - while they continue to adventure as ghosts.

If only one or two end up dying, he/she/they can hire someone to contact the rest of the party, and they'll have to find their own way back. I don't think I'll have Ghostwalk ghosts be able to leave the Mournlands on their own, or have ghosts of any other sort manifest elsewhere.

I do agree with making a Manifest Zone for Metrol/Manifest - but I don't think it should subsume the entire city, just the Veil of Souls. The Spirit Wood should remain, IMO, and would either be connected to Thelanis or Lammania - but not necessarily with an organized 'guard'. Creatures can come over in this area, if they chose to do so.