Realms
by Night: Part
Nine
The Spirit of Ahghairon
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:
Castle Ward, in the environs around Ahghaironís Tower (for initial
manifestation)
The
mage Ahghairon helped bring Waterdeep back from the chaos of the
corrupt rule of the Lords Magister and truly make this place the
City of Splendors. When he died, the city mourned for nearly a
year, until evidence rose to prove the spirit of the aged wizard
still watched over his children. Of all the hauntings and sightings
throughout the city, more are attributed to Ahghairon than any
other historical figure, although most in the know scoff at linking
all of them to his presence.
One
that is accepted without question, both due to its origins and
its regularity, occurs every year at midnight on the 15th day
of Ches. The magical fields around Ahghairons Tower ripple
and flash with color, and from its impenetrable walls comes a
white great cloak once worn by Waterdeeps first Open Lord.
It silently floats and flies about the city, its purpose known
only to itself, and attempts to deter its flight by physical or
magical means always fail. In its first hours of manifestation
each year, the cloak is merely a phantom, untouchable by all and
any powers, and it passes through crowds and chimneys alike, harmed
not a whit by anything it encounters.
Eventually
(before dawn and usually within three hours of its initial manifestation)
the cloak settles onto the shoulders of its chosen bearer -- always
a native of the city. That persons body hosts the spirit
until the day ends at midnight. While the cloak remains in place,
the hosts eyes become pools of stars, and a hollow, male
voice emanates from the person, regardless of normal tone. All
in the city know to respect the bearer of Ahghairons spirit
and answer it as well as they are able.
While
possessed, the cloaks bearer does all sorts of things, many
of which leave few clues as to its true purpose. Bearers have
sung songs long dead to bards in need of edification, aided in
repairing the docks and warehouses, and cast defensive spells
upon the roofs of various temples and festhalls. Some have simply
settled into a tavern to listen to gossip or told bedtime stories
to children in an orphanage. None have ever witnessed the selected
bearer trying to resist the cloaks power, including once-possessed
luminaries such as Maaril, Torias Wands, Anharla Harpell, and
even Laeral Silverhand. If the cloak leaves its bearers with either
reward or parting thoughts, none have told of such secrets, nor
do any former bearers of the spirit lay claim to further knowledge
of what lies within Ahghairons Tower.
At
the end of its 24-hour manifestation, the cloak simply dissolves
into a mist of silver sparkles that drift swiftly toward the tower.
Local lore calls the annual possession Ahghairons way of
keeping up with goings-on in the city; his cloak returns to him
and records information in his journals. Many believe this cloak
merely allows the wizard to prepare for his return to the city
in its time of need.
Related
Stories
Many
legends and rumors surround the Founder of Waterdeep, though few
prove true when held up to scrutiny. Still, as with any citys
favored son or legendary daughter, theyre generated more
from local pride than malice. Still, because Ahghairons
tower has remained sealed since his death, many speculate that
many treasures (and more dangers) lie in wait within its walls.
Others talk of spying various and sundry apparitions with links
to Ahghairon, though these have yet to be substantiated by anyone
of authority. Such tales include:
-
Ahghairons
Seal: The wizards distinctive gold signet ring featuring
the mark of the Lords of Waterdeep set in rubies floats about
Castle Ward, punching lawbreakers and leaving the mark behind
on their jaws.
-
The
Dolphin Wands: Four spectral wands exclusively "patrol"
-- or haunt -- the Street of the Singing Dolphins. Three remain
tucked into an invisible belt, while the fourth is free to
fire. It seems to fire only upon those not of Waterdeep, with
a single effect: teleportation outside the North Gate.
-
Ahghairons
Path: A specific ghost walk calls out a favored path of
the lord: a meandering stretch from his tower to the City
of the Dead. Many say they hear his footsteps and the persistent
hacking cough of his later years during the full moon.
DMs
Notes
While
none of the other reputed spirits of Ahghairon have been seen
with enough frequency and accuracy to determine their abilities
fully, the great cloak has made annual appearances since the time
of its owners death decades ago. Therefore, due to accounts
by both witnesses and bearers, we have details on many of the
abilities and powers of this minor artifact.
Ahghairons
Great Cloak
In
many ways, this great cloak resembles and acts with all the abilities
of a normal white robe of the archmagi. In addition to
the powers described for it in Chapter 8 of the Dungeon
Masters Guide,
it can:
- Fly 100
feet per round at will, bearing its wearer and up to 100 lbs.
of additional material, with no seeming limits to the length
of flight;
- Temporarily
add the abilities of a 9th-level wizard to those of the wearers
actual class(es) and level(s); spells are chosen randomly;
and
- Possess
the wearer with its own intelligence. The cloak has its own
mental scores (Int 16, Wis 12, Cha 15; Ego 24), alignment
(Chaotic Good) and communicates via speech in Common, Dwarven,
and Elven.
Caster
Level: 19th; Weight: 1 lb.
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