Realms
by Night: Part
Seven
Kahla the Ghost
of Heroes' Garden
Every
ghost has a sad tale to tell, but figuring out how to communicate
without getting attacked by them is always the hard part. What
were the circumstances around their death, and what will it take
to release their tortured spirit? Join designer Steven Schend
as he reveals ghosts from Waterdeep, the City of Splendors.
by
Steven E. Schend
Typical
Location: Sea Ward, in and around the Heroes Garden
On
typical days and nights, the Heroes Garden presents one
of the most idyllic sites in the entire city in which to relax.
However, no one can ever predict when one of a few ghosts materializes.
The most active in terms of noise and notoriety is often known
as the Deepwinter Ghost, the Child in the Bushes, or the Hostage
of Heroes Garden, though historians nailed down her name
as Kahla, a child of seven winters at the time of her death in
the Year of the Vigilant Fist (1259 DR).
Kahla
manifests as a mischievous giggle and a pair of twinkling eyes
staring out of a bush about 12 paces south-southwest from Lhestyns
statue in the garden. It rustles and shakes as Kahlas ghost
invisibly skips across the distance to the edge of the pond 30
yards distant, her giggles trailing away from listeners unless
they follow. Alert viewers have even seen the grass flatten beneath
the ghostly childs feet as she skips to the ponds
edge and another bush.
Most
often, this bush near the pond becomes the place most associated
with the ghost, as here she seems more active and frightening.
The giggles continue, and a few ringlets of red hair can be seen
along with the bright eyes through the bush. After a moment or
two, there is an audible gasp and the eyes disappear with a corresponding
rustle of the bush. While the actual words are inconclusive (as
more than 100 authors have written different accounts of Kahlas
words), it is obvious to any in earshot that this child ghost
is scared but defiant. While disagreements abound on some muttered
fearful words early on, the latter end is quite clear. A defiant
childs voice rings out quickly with some small pauses. "You
cant do that! Get away from me! Hey--thats mine! Give
that back! Ow!"
Immediately
after the last exclamation, the pond behind the bush (in a direct
line of sight with the statue on the opposite shore of the pond,
the Trades Ward hero Rann the Archer) splashes loudly, as if someone
or something fell into it at the shoreline. The water splashes
for a good minute, and sharp eyes make out spaces amid the splashes,
as if two adult legs and arms were holding a small child under
the waters edge. The splashing covers up any clear voices,
but many claim they can hear a whisper of a mans voice desperately
muttering "...the last one...no one left to fight...its
all mine..."
Kahla
manifests like clockwork on the nights of the full moon year round,
though most only notice her in Tarsakh. Her presence is simply
most pronounced and partially visible during this time as a blurry
image of a child with short red ringlets of hair and dimpled cheeks
and a pale blue frock. Her attacker is never seen, though his
hands are sometimes visible in shape if not details, as they hold
her under the water. (Over the years, many have made claims of
political assassination by claiming to have seen the crest of
a noble house on a ring on the assassins finger, though
there are at least 40 different claims in as many decades.) The
rest of the year, Kahla is at least a vocal ghost, the volume
of her giggles and screams varying upon how close to Tarsakh it
is (Marpenoth ghost hunters only detect slight whispers). Her
splash in the pond becomes most pronounced in Tarsakh and it is
at its weakest in Marpenoth, when it produces a splash akin to
a small rock.
Related
Stories
Kahla
Deepwinter was hardly the last victim of the Guildwars that racked
the City of Splendors after the death of Ahghairon, though she
is one of the most active reminders of those events. Kahla was
the youngest child of the since-destroyed Deepwinter clan, which
formerly controlled the Guild of Silversmiths and Gilders at that
time. Various sources conflict and are not entirely clear, but
there seems some form of a plot formed between the then-powerful
Guildmaster Yivvik Chourm of the Guild of Jewelers and the fourth
son of House Deepwinter to claim the lordship and to merge their
two guilds into one as a more powerful faction. Someone either
was hired to do away with the other Deepwinters and their children,
all who stood in Parnak Deepwinters way, including Kahla,
the youngest child of Parnaks twin sister Tasima.
Selchouns
Sundries and the six buildings to its east on Diamond Street and
Staghunters Way were all once part of the Deepwinter estate
compound. To this day, Selchouns holds the ghosts of some
of the other Deepwinters, all slain there when the location held
the family stables. They all manifest simply as wandering spots
of cold or fear, which some times disturb customers enough to
haggle for a discount for their troubles. Most often, the ghostly
wanderings happen after store hours and bother few.
In
relation, the final fates of the Guildmaster Chourm and Lord Parnak
Deepwinter are anticlimactic. The two, who thought themselves
quite crafty indeed, succeeded in forming a powerful coalition
of guilds and nobles for about 14 months until they invited into
their midst the Guildmaster Zoar. Details are sketchy of the activities,
but within the scope of 10 months, Zoar had slain more than six
rival or allied guildmasters and begun his march toward the rule
of the Lords-Magister. Parnak died in a fire that consumed the
Deepwinter villa with him and his henchmen barricaded inside.
Chourm died while pilloried on the night of Leiruin (the tenth
day of Tarsakh), the lackeys of Guildmaster Zoar drowning him
in copper pieces heated to a nearly molten state. Still, neither
of these men haunt the city to this day, though the screams and
the smells of smoldering flesh and copper used to pollute one
area of The Market for a few decades until exorcised more than
a score of years ago.
DMs
Notes
Folks
have learned at least one bit of lore or profit that makes this
ghosts unnerving death scene worth watching. At least once
a year, after the splashing dies down in the pond, items of some
worth have been found deep within the mud at that very spot. Wotav
the Curious was the most famous of treasure seekers, who claimed
a pair of golden rings and a golden bracelet* of such quality
(and marked with the nearly forgotten crest of the Deepwinters)
that he sold them and bought himself a building on Sashtar Street.
Others have found magical items or other curios, most commonly
rings. However, what deters treasure hunters from these easy pickings
is the fact that those who sought treasures and didnt find
any all died of diseases within a year...
*
Tamaeras Bracelet
The
golden bracelet claimed by Wotav was an heirloom of the Deepwinter
clan that prevented its wearer from all poisons.
After
passing through more than a score of owners in seven decades,
the bracelet found its way to a traders cart in Calimport.
Jamar al Kivars purchased the trinket for his favorite jasina
(courtesan) who wore it even after her escape from slavery. She
fled north to Tethyr during its unrest and eventually found her
way east to the newly independent Erlkazar. There she married
and bore a son, the ranger Parak the Red, who wore the bracelet
while on border patrols for the king. As Parak recently fell victim
to a surprise ambush of hobgoblins in the Snowflake Mountains,
the bracelet can be claimed by any who can find it and extricate
it from its current hobgoblin owner
.
About
the Author
Born
in Wisconsin in 1967, Steven Schend fell into the world of fantasy
quite quickly, growing up on L. Frank Baums Oz books and
Edgar Rice Burroughs Tarzan and Barsoom novels. From 1990
to this year, Steven has been with TSR/Wizards of the Coast. He
began his career as an editor and worked on a multitude of projects
including the D&D Cyclopedia. By 1994 he had
found his home as a designer in the Forgotten Realms. and
hes enjoyed swapping tall tales with Elminster and company
ever since, as well as his recent entry into the science fiction
worlds of the Alternity game system and the wild game world
of Marvel Comics. Steven has written more than 50 game products
and magazine articles, as well as one published short story, though
he now makes vague attempts at playwriting and screenplays as
well.