Realms
by Night: (Intro)
A
Ghost Walk in Waterdeep
by
Steven E. Schend
You
find yourself faced with a slim man of middling years,
his face cracked and lined by years of sun, worry,
and hard work. He leans heavily on a gnarled cane
which he raps on the cobblestones to punctuate his
points or gather attention, depending on his audience.
His clothes and manners mark him as a commoner of
the merchant class, though his knowledge and etiquette
span surprisingly far for one of his bearing. He clear
his throat as the crowd gathers round, and begins…
"So
you think you know all there is to know about our
fair city, do you? That's the beauty of Waterdeep-there's
always something new for even decades-long natives
to learn. I'd fairsay that e'en the Blackstaff hisself
knows not all the secrets whispered in the dark about
its every court and alley. And the secrets we're here
to learn of tonight are ghosts.
"Aye,
there are nearly as many specters and phantoms and
apparitions about the city as there are living souls
in Castle Ward. No, lad, not all of them mill about
the City of the Dead, neither. If they did, why would
our walk to meet said spirits begin under the shadow
of Ahghairon's Tower itself? The ghosts of Waterdeep
take on many forms and they tell many a tale, though
most are tragic or terrible, for such is the nature
of spooks. Still, there are those we may meet tonight
who have walked Kelemvor's Halls and yet return to
the Street of the Singing Dolphin as well, and their
reasons for walking are as varied as the coins in
a guildmaster's purse.
"Who
am I who knows so much of spirits and specters and
things that go bump in the night? I am called Taloc
Sailson, though many call me "the Ghost-Seeker."
For three generations, my family has had one child
with the Sight to see and hear ghosts, whether they
are visible to others or no. It is our curse and our
gift, for while we must see, we cannot always help.
I hope that there are those among you who, in learning
of these ghosts I shall show you, may gain understanding
and help the deceased find a way either to simple
peace or final rest.
"You
have all paid Mari, then? All right, gentles, let
us be off to learn of the spectres of Splendors…"
Each
of the ghosts below begins with a typical quote the
player characters might overhear about the ghost or
an answer they might get if they inquire about it.
The location, basics of the ghost's appearance, and
typical activities and its legend or tale follow.
Then related stories or additional ghosts or famous
events are told with their ties to the ghost. Finally,
some entries have notes for the Dungeon Master with
hints on how to work these ghosts into game campaigns
in Waterdeep.
While
we'll hear no more from Taloc "Ghost-Seeker"
in these stories, rest assured that he and others
like him do skulk about Waterdeep and many other cities
by night, escorting their clients about in carriages
or on foot to find the many areas where the afterlife
and nightlife intertwine. All are accomplished storytellers,
as one must be to keep the attentions of your clients
in a place of distractions such as Waterdeep. This
is not as difficult a task as some may see it, as,
after all, even those whose lives are spent among
wizards and dragons and shining knights enjoy a well-told
tale with a touch of the supernatural. While sometimes
seen as rude or disrespectful of the dead, the ghost
hunts of Waterdeep (or Velen or Suzail, as we will
see in the future) have been lucrative for a few of
the independent carters and carriage operators about
town, and the interest is best during the heights
of trade season with many nonnative visitors. Should
the few "ghost hunters" continue to profit,
some guildmasterss about town may look into adopting
the trade into their guilds, especially the carters.