The Mummy’s Mask Adventure Path begins in the city of Wati. Called the Half City by many, Wati is divided between two worlds—that of the living and that of the dead. After a terrible plague brought forth by a cult of Lamashtu, half of the population of Wati perished and the city was mostly abandoned. Nearly 500 years later, the city found salvation through the church of Pharasma. A Pharasmin priest, Nefru Shepses, came to Wati and began construction on a temple to the Lady of Graves while recovering the bodies of those lost to the plague. Thousands of bodies were given a proper burial, and Nefru Shepses ordered the construction of a wall around half of the city, which would be converted into a massive necropolis in which they would entomb the fallen citizenry Consecrating the city saved it, and over the next few millennia the population of Wati exceeded what it had been prior to the plague. Today the city is the foremost producer of grave goods and other services associated with Osirion’s burial practices. Both this focus on burial and the presence of Pharasma’s Grand Mausoleum bring in thousands of pilgrims and visitors every year.
As a small city, Wati has a population just over 7 thousand, most of which are humans of Garundi and Keleshite ethnicities. The second highest racial demographic is half ling, followed by dwarves and halfelves. The Grand Mausoleum dominates the city, and the faith of Pharasma is easily the most prominent in the city, though other gods are represented. The Sanctum of Silver and Gold is dedicated to Abadar and two smaller shrines dedicated to two ancient Osirian gods, Wadjet and Anubis, can be found in the city.
Visitors can f ind equipment for their adventures and thousands of other items on which to spend their coin at Sunburst Market. Thirsty adventurers and those who want to engage in people watching or information gathering should look to the Tooth & Hookah and the Whispering Stone, both popular drinking establishments.
If your character is from Wati, talk to your GM about the extent of information you would reasonably know about the city. A full-sized gazetteer of Wati can be found in Pathfinder Adventure Path #79: The Half-Dead City.
What follows is a quick rundown of the various districts that make up Wati.
Asp: This primarily residential district takes up the part of the city that’s furthest from the River Sphinx. Much of the city’s growth in the last few hundred years has been in this district.
Bargetown: This district is the poorest in the city of Wati. It f loats on dozens of barges, creating a semipermanent district bobbing in the river. Many of the people who live here make their money from fishing the river, but many more earn their coin through smuggling. Bargetown is dirty and dangerous, but adventurers can f ind rare or illegal items for sale there if they look hard enough.
Midwife: This central district of Wati houses the city’s temples, markets, artisans, and off icial buildings. The largest building here is the Grand Mausoleum, which looms over the rest of the district.
Morning Sun: This district is the oldest permanently inhabited part of Wati, and home to its oldest families many of whom have led the city. This district is made up of the estates of the rich and powerful.
Outer Farms: Outside of Wati sit dozens of farms that produce the bulk of the city’s foodstuffs, such as garlic, onions, cabbage, cucumbers, f lax, melons, millet, pomegranate, dates, goats, and chickens.
The Veins: This is Wati’s harbor district and a place for tradesmen and laborers. Canals and alleyways crisscross the district.
Necropolis: Surrounded by a tall stone wall decorated with symbols of Pharasma and other gods of death, Wati’s necropolis sprawls over a large portion of the city. Guarded by a militant wing of Pharasma’s clergy called the Voices of the Spire, the necropolis looks like a faded snapshot of Wati thousands of years ago. The stone buildings in the necropolis look like shops, homes, and estates, but all now serve as tombs. The streets are dusty and sand piles up against the building walls. Though the place is consecrated, people still whisper that monsters and undead abominations sometimes stalk the bleak streets.
In –1608 ar, Pharaoh Djederet II ordered the construction of a grand city to mark the birthplace of the Osirion’s greatest natural resource: the River Sphinx, springing from the conf luence of the Asp and the Crook. With its early foundations magically laid by the church of Nethys, the city sprang to life within just a year. Named Wati, the riverside town soon dominated trade across southern Osirion. Hardwoods and spices from Katapesh and the Mwangi Expanse bound for Sothis, and manufactured goods and luxuries from the nations surrounding the Inner Sea bound for Osirion’s southern territories, all paused long enough in Wati’s warehouses and markets to make its citizens famously wealthy. For centuries, Wati endured through political upheaval and the births and deaths of entire dynasties as it dominated its younger sister cities of An and Tephu.
But Wati’s destiny was forever warped in 2499 ar, when the cult of Lamashtu unleashed the Plague of Madness among the city’s thriving populace. Many of those whom the fever did not immediately kill were driven to murderous insanity, and within months, more than half the city had fallen in painful, anguished death. Most of the survivors f led Wati to make new homes elsewhere, but a stubborn minority remained behind, determined to reclaim their city. But even once the plague had run its course, their livelihoods collapsed as An and Tephu took over Wati’s once-exclusive trade routes, and their f loundering community struggled against recurring outbreaks of the undead from the city’s many abandoned buildings-turned-tombs.
It took almost half a millennium for Wati’s fortunes to reverse thanks to the church of Pharasma. With the tacit permission of Osirion’s Keleshite sultan, a Pharasmin priest named Nefru Shepses marched on Wati in 2953 ar with a small army of alchemists, masons, and morticians under his banner, intent on consecrating the entire city to the Lady of Graves, beginning with a new, monumental temple to Pharasma called the Grand Mausoleum. Over the next 30 years, Nefru Shepses and his followers recovered the bodies of those slaughtered in the Plague of Madness from their hasty, makeshift graves and the Pharasmins walled off that portion of the city that had been abandoned, transforming it into a metropolis of makeshift tombs. Thousands of corpses were given formal burial rites and reinterred in this dead copy of the living city, which continues to serve as Wati’s necropolis today
Banker of Abadar, Anok Tejuht
Commander of the Voices, Nakht Shepses
Council Member, Ahbehn Okhenti
Council Member, Damej Mahfre
Haty-a, Oshep Kahmed
High Priestess of Pharasma, Sebti the Crocodile
Mistress of the Embalmer’s Guild, Bahjut Everhand