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Wraith: The Oblivion
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==Stygian Guilds== Stygian guilds formed around the use of one of the "Arcanoi", the psychic powers of wraiths. While most wraiths are well-versed in more than one power, guilds simply focus and draw profit on one of them. Guilds were banned from Stygia by the order of Charon, cause they kept messing around with the Quick (You are either quick or dead) and causing a general ruckus. Now guilds operate in secret and only allow exclusive membership. While guildship is punishable by soulforging, many wraiths still employ their services to advance their machinations and plots as well as providing a service to the high-ranking deathlords and other residents of Stygia (every Wraith will need the services of a pardoner or a monitor at one point). Use of different Arcanoi causes permanent "scarring" on the Wraith Corpus (plasm surrounding the soul). *'''Alchemists:''' Alchemists use the Arcanoi "Flux" to manipulate objects in the skinlands, such as causing things to break down to creating inanimate golems to wreak havoc. Separate from their parent guild, The Artificers, Alchemists were disbanded by Charon, as a part of his "stop meddling with mortals" -policy. Alchemists don't have any distinguishing marks, but they are obsessive idiots, who never talk about anything else except their power. *'''Artificers:''' Mockingly known as "Hammerboys" or by modern "Neos", these wraiths use "Inhabit" to manipulate real world machinery or items. Artificers are the richest guild in Stygia, due to practicing the fine art of Soulforgery. Artificers are recognized by red blotches caused by working at the soulforges or by circuitry-shaped burns from inhabiting electrical machinery. *'''Chanteurs:''' The loudest of the loudest, Chanteurs can use their Arcanos "Keening" to imbue their voice with amazing powers. They function as bards, in the sense that their singing can imbue Pathos to wraiths in need of it and can even cause harm and heart attacks on mortals with a combination of "Embody" and "Keening". *'''Harbingers:''' The taxi-drivers of the shadowlands. Using the Arcanos "Argos", these wraiths have the ability to jump to and fro in the ever-roiling tempest. Using different abilities to mask themselves and their clientele from the hungry gaze of the denizens of oblivion, Harbingers can carry other wraiths to safety or rescue them from the strong currents. Harbingers can be recognized from their completely black eyes. *'''Haunters/Spooks:''' These two guilds work closely together to wreak havoc inside haunts to drive out inquisitive mortals. Spooks use "Outrage" to cause material objects to fly around and do spooky stuff; while Haunters use "Pandemonium" to create any kind of substance into the skinlands a'la blood elevator in The Shining, these effects are temporary, however, and at worst will simply cause slight structural damage. Spooks are oddly misshapen with strong muscle groups and Haunters wear fantastic black cloaks for theatrical effect, much like the Phantom of the Opera. *'''Masquers:''' If you don't like what you look like, you can employ a masquer to use her "Moliate" ability to change your appearance for the better or make you more deadly by crafting your Corpus to have swords for arms, for instance. *'''Mnemoi:''' The ability of "Mnemosynis" grants the power to read minds, making Mnemoi effective Inquisitors in wraith society. Like Soliciting, Mnemosynis can implant thoughts and objectives into the mind for the poor victim to perform. Like Monitors, Mnemoi never blink except by conscious effort, which makes their affiliation very obvious. *'''Monitors:''' Considered very useful by wraiths, these users of the Arcanos "Lifeweb" to probe, monitor (hurr) and manipulate the structural strength of Fetters. Monitors never close their eyes, which isn't really amazing, cause dry eyes isn't really a thing when you're a ghost. *'''Oracles:''' The Oracle's guild uses "Fatalism" to divine the strands of fate and possibly "turn the tide" to their favour. Tempting fate too much, however, can have dire consequences. Oracles have a permanent "eye" tattoo on their forehead, which seems to dance and twirl. *'''Pardoners:''' With the shadow constantly tormenting you as a wraith, Pardoners come in handy for their Arcanoi called "castigate", which tells the wraith's Shadow to STFU. These wraiths act as the psychiatrists of the underworld, where your crazy self is constantly trying to destroy you and those around you. Pardoners have inky, black fingers. *'''Proctors:''' Permab& by Charon, Proctors use "Embody" to phase over to the Skinlands to mess around with mortals as they see fit. Everything from materializing in front of poor souls just for cheap thrills to taking a stroll just to relive past days of being made of flesh. You may tell a user of this Arcanoi by blots on their skin, which resemble shadows cast by trees. *'''Puppeteers:''' Once again, banned by Charon for '''painfully''' obvious reasons, skinriders can "hop a ride" on mortals or even control them on higher levels of this art. Skinriding causes the wraith to adopt certain quirks and habits used by the host. In the 20th Anniversary edition, this got updated to also taking on the physical characteristics found between the hosts a given Puppeteer most frequently possesses (eg, age, gender, ethnicity, weight). *'''Sandmen:''' These overly dramatic users of "Phantasm" can cause sleep in mortals and affect their dreams in any way they see fit. In addition they can weave illusions around them in the shadowlands, making them wanted performers in Deathlord and other aristocratic courts. *'''Solicitors:''' Solicitors can probe into your head and fish out your deepest desires or wants with "Intimation". In addition to this, Solicitors can change your wants and needs to the point of even making them into an obsession. They can use this power on any type of creature, barring maybe Fey creatures. If a wraith with a single, glowing green eye says he wants to peer into your very being, just say no. *'''Usurers:''' Like odd healers of the underworld, the Arcanos Usury allows these merchants of death to transfter Pathos into Corpus and vice versa. They can even imbue either of these attributes into material objects, turning them into freakish mana or health potions. Usury also creates soulfire crystals, which are used to create soulforged objects. Usurers speak in precise, numerical terms.
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