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* BeautyEqualsGoodness -- Wraiths will begin to slowly grow uglier and uglier if their Shadow becomes more and more powerful, and we mean ''ugly.'' The horrifying and grotesque appearances of the Damned reflect their black, tortured souls.


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* EldritchAbomination -- This is the standard for the Damned, the Reapers and the Dark Walkers, as well as the strange creatures that sometimes appear in the Wilderness follow this formula.


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* MalevolentMaskedMen -- Wraiths frown on the use of masks, as these make it more difficult to use perception-based Affinities and Numina on the wearer. Wraiths place great emphasis on being exactly who and what you are, and anyone wearing a mask might be a potential Damned soul lying in wait.
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* CouncilOfAngels -- The Order and the Believers consider the Ferrymen to be this, but for different reasons as their respective religions are vastly different. The Ferrymen are quite mysterious because so little is known about them, and they refuse to answers questions related to religion other than to say some variation of the phrase "have faith."


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* HaveYouSeenMyGod -- According to the Order's official history, their founder was the Etrsucan god Charun. Charun vanished millennia ago beyond the Barrier, claiming he would one day return, so the Order steadfastly awaits his return.
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* IntangibleMan / {{Invisibility}} -- Wraiths exist in a state known as ''Twilight'', where they may freely pass through physical objects and are invisible to the living, unless they wish to be seen. A Wraith's ethereal flesh is referred to as ''Corpus'', which is composed of a substance called ''Essence''.

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* IntangibleMan / {{Invisibility}} -- Wraiths exist in a state known as ''Twilight'', where they may freely pass through physical objects and are invisible to the living, unless they wish to be seen. A Wraith's ethereal flesh is referred to as ''Corpus'', which is composed of a substance called ''Essence''.''Corpus''.



* {{Mana}} -- Wraiths cannot exist without a continuous source of Essence, which they usually obtain from their Anchors (or someone else's). Less commonly, they obtain it from the emotions produced when they haunt the living, when it is given freely by other Wraiths, or by stealing it. Essence is used to power the effects of Numina and repair damage to a Wraith's Corpus.

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* {{Mana}} -- Wraiths cannot exist without a continuous source of Essence, ''Essence'' (spiritual energy), which they usually obtain from their Anchors (or someone else's). Less commonly, they obtain it from the emotions produced when they haunt the living, when it is given freely by other Wraiths, Wraiths (using the Shaping Numen), or by stealing it. it (also using the Shaping Numen). Essence is used to power the effects of Numina and more quickly repair damage to a Wraith's Corpus.
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* BazaarOfTheBizarre -- Wraith society often runs these, referring to them simply as ''Markets.'' The Freewraiths have a virtual monopoly on these, as they jealousy guard the secrets of the Shaping Numen, which allows users to create nearly any objects imaginable out of Corpus (ghost flesh).


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* GenericEthnicCrimeGang -- The Freewraiths have shades of this, and quite a few of them are actual criminals by the standards of the Order. They even go so far as to permanently tattoo their "colors" onto their members' bodies.
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* TheNecrocracy -- The Order. This is their stated purpose.


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* TheTheocracy -- The Order. They worship ancient Etruscan deities, and venerate Charun as their founder.

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Tremlett also wrote two short stories set in the gameworld, ''[[http://wraithproject.cattail.nu/archives/0409gsslf.html Stupid Little Fears]]'' and ''[[http://wraithproject.cattail.nu/archives/0410gsunnamed.html Old Scars for New Days]]''.


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* ShortStory -- Tremlett wrote two short stories for the game, ''[[http://wraithproject.cattail.nu/archives/0409gsslf.html Stupid Little Fears]]'' and ''[[http://wraithproject.cattail.nu/archives/0410gsunnamed.html Old Scars for New Days]]''.
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* BadassPreacher -- One nickname for the Pardoners is "shotgun priests." Sometimes quite literally.


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* ChurchMilitant -- The Pardoners. They wage war on the Shadow.
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* ThresholdGuardians -- The Concords create things known as ''Terms'' to mark boundaries, using Numina like Shaping or Regis. These range across simple warning signs, intruder alarms, the ghostly equivalent of security cameras, and monoliths that can hold conversations. Some of these Terms may be the unfortunate victims of the Shaping Numen, while others manifest as feelings of dread or other programmed sensations instead of actual objects.

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* AndIMustScream -- The Freewraiths use this as a threat to those who serious piss them off.



** The Ferrymen are a much more mysterious counterpart faction of the same name in ''Oblivion''. Namely, they are not ghosts, but something stranger.

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** The Ferrymen are a much more mysterious counterpart of the faction of the same name in ''Oblivion''. Namely, they are not ghosts, but something stranger.

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* LighterAndSofter -- Compared to ''Oblivion'' (relatively speaking, as the game is just as depressing or more so than ''Changeling: The Lost'').

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* LighterAndSofter -- Compared to ''Oblivion'' (relatively speaking, as ''Oblivion'', at the game least. Ghosts are no longer hopelessly separated from the living and slavery is just as depressing or more so than ''Changeling: The Lost'').no longer the norm.


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** Many of the nicknames for users of specific Numina are taken directly from ''Oblivion'', but they are often switched around since the author wanted to keep familiar readers on their toes.
** The Concords are also references to a few of the factions and guilds in ''Oblivion''.

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* JacobMarleyApparel -- Objects that are buried with people who become ghosts will develop ghostly doubles known as ''Relics'', and as long as the object continues to remain mostly intact in the Liveworld, the Relic will continue to exist for use by ghosts. This concept was borrowed from ''Exalted: The Abyssals''.

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* JacobMarleyApparel -- Objects that are buried with people who become ghosts will develop ghostly doubles known as ''Relics'', and as long as the object continues to remain mostly intact in the Liveworld, the Relic will continue to exist for use by ghosts. This concept was borrowed from ''Exalted: ghosts.
* LighterAndSofter -- Compared to ''Oblivion'' (relatively speaking, as the game is just as depressing or more so than ''Changeling:
The Abyssals''.Lost'').



* {{Shadowland}} -- Places where the Deadworld and the Liveworld meet are known as Shadowlands. Created by negative emotional energy, ghosts may freely interact with the living in these places as though they were fully solid. Due to their exceptional creepiness, ghosts also tend to stay away from these places. This concept was borrowed from ''Exalted: The Abyssals''.

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* {{Shadowland}} -- Places where the Deadworld and the Liveworld meet are known as Shadowlands. Created by negative emotional energy, ghosts may freely interact with the living in these places as though they were fully solid. Due to their exceptional creepiness, ghosts also tend to stay away from these places. This concept was borrowed from ''Exalted: The Abyssals''.


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* ShoutOut -- As a spiritual sequel to ''Oblivion'', this is par the course.
** Grave Goods and Shadowlands are borrowed from ''Exalted: The Abyssals''.
** The Manifestation Affinity is borrowed from ''Orpheus''.
** The Barrier is a reference to the Stormwall in ''Orpheus''.
** The Ferrymen are a much more mysterious counterpart faction of the same name in ''Oblivion''. Namely, they are not ghosts, but something stranger.

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* CanonDiscontinuity -- As ''Arising'' was written when the new ''World of Darkness'' was still only a year or two old, it contradicts the information presented in ''Geist: The Sin-Eaters'' and ''Book of the Dead''. This is mandatory, as the standard setting precludes the existence of any kind of spiritual sequel to ''Oblivion''.



** Taking cues directly from ''Orpheus'', even the most recently deceased Wraith is able to materialize and pass for human, negating much of ''Oblivion'''s angst about being seperated from the living. Simple manifestations are not nearly as useful as using Numina, as the Wraith is cold, pale, and unable to do much physical labor.

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** Taking cues directly from ''Orpheus'', even the most recently deceased Wraith is able to materialize and pass for human, negating much of ''Oblivion'''s angst about being seperated separated from the living. Simple manifestations are not nearly as useful as using Numina, as the Wraith is cold, pale, and unable to do much physical labor.



* TheLostWoods -- This is the ''de facto'' state of the Deadlands outside of

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* TheLostWoods -- This is the ''de facto'' state of the Deadlands outside ofof Necropoli (cities claimed by the Concords). Wraiths who venture outside of the cities are liable to encounter the Damned, Reapers, Dark Walkers, and stranger creatures.

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* TheLostWoods -- This is the ''de facto'' state of the Deadlands outside of



* Shadowland -- Places where the Deadworld and the Liveworld meet are known as Shadowlands. Created by negative emotional energy, ghosts may freely interact with the living in these places as though they were fully solid. Due to their exceptional creepiness, ghosts also tend to stay away from these places. This concept was borrowed from ''Exalted: The Abyssals''.

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* Shadowland {{Shadowland}} -- Places where the Deadworld and the Liveworld meet are known as Shadowlands. Created by negative emotional energy, ghosts may freely interact with the living in these places as though they were fully solid. Due to their exceptional creepiness, ghosts also tend to stay away from these places. This concept was borrowed from ''Exalted: The Abyssals''.Abyssals''.
** The concept of a shadowy reflection can also be applied to the Deadlands itself, but to a much lesser degree than in ''Oblivion''. The Deadlands are not actually a plane of existence, but a state of being, like that presented in ''Orpheus''.
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* JacobMarleyApparel -- Objects that are buried with people who become ghosts will develop ghostly doubles known as ''Relics'', and as long as the object continues to remain mostly intact in the Liveworld, the Relic will continue to exist for use by ghosts. This concept was borrowed from ''Exalted: The Abyssals''.


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* Shadowland -- Places where the Deadworld and the Liveworld meet are known as Shadowlands. Created by negative emotional energy, ghosts may freely interact with the living in these places as though they were fully solid. Due to their exceptional creepiness, ghosts also tend to stay away from these places. This concept was borrowed from ''Exalted: The Abyssals''.

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[[caption-width-right:350:''A Storytelling Game of Flying-By-The-Butt.'']]

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[[caption-width-right:350:''A Storytelling Game of Flying-By-The-Butt.'']]Flying-By-The-Butt'' (paraphrased from the author's own words).]]



Ghosts spend their existence in a dreaming state called the Fugue, unaware of their death and mindlessly haunting their ''Anchors'': objects, people, or places that were important to them in life (or became so at their death). However, some ghosts realize the truth and wake up from this state, and these lucky (or unlucky) ghosts are known as ''Wraiths''.

Wraiths exist in a state known as ''Twilight'', where they may freely pass through physical objects and are invisible to the living, unless they wish to be seen. In death, a Wraith's senses are heightened to a degree only dreamed of by the living, but they perceive the world through the lens of death: everything alive appears blurred and grey, while other ghosts stand out like beacons. Wraiths can sense the distance and depth of emotions, determine the health of objects and people, and even have brief premonitions.

A Wraith's ethereal flesh is referred to as ''Corpus'', which is composed of a substance called ''Essence''. Wraiths cannot exist without a continuous source of Essence, which they usually obtain from their Anchors. Less commonly, they obtain it from the emotions produced when they haunt the living, when it is given freely by other Wraiths, or by stealing it. Essence is used to power the effects of Numina and repair damage to a Wraith's Corpus.



* ''Haunters'', who choose to scare the living for essence. All the other Concords distrust them, in some cases to the point of violence. Even amongst themselves, they do ''not'' tolerate mistakes.

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* ''Haunters'', who choose to scare the living for essence. All the other Concords distrust them, in some many cases to the point of violence. Even amongst themselves, they do ''not'' tolerate mistakes.



* ''Pardoners'', who wage war against the Shadow and are constantly on the lookout for the Lost and the Damned. They are the proprietors of the Castigate and Shaping Numina, but ironically have stronger shadows than the Wraiths of other Concords.

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* ''Pardoners'', who wage war against the Shadow and are constantly on the lookout for the Lost and the Damned. They are the proprietors of the Castigate and Shaping Numina, but ironically have their initiation requires them to permanently sacrifice some of their strength to their Shadow, making it stronger shadows than the Wraiths of other Concords.



Time takes its toll on the dead. Some Wraiths come to think that this mockery of existence is pointless, and just stop interacting with the world. As their activity slows down and stops, their bodies begin to ''Ossify'', their Corpus turning as white and unyielding as marble, cobwebs and chains appearing around their bodies to physically bind them where they stand. If the process is not stopped, the Wraith eventually turns into a lifeless statue, and forever falls Asleep unless charitable Wraiths decide to wake her up.

However, there is hope for the dead. If a Wraith can resolve their ties to life, without falling prey to their Shadow or to Ossification, they can move on to the next life. Wraiths call this fabled goal ''Transcendance'', but few of them take it seriously.



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!!This game contains examples of:
* AngstComa -- Some Wraiths come to think that this mockery of existence is pointless, and just stop interacting with the world. As their activity slows down and stops, their bodies begin to ''Ossify'', their Corpus turning as white and unyielding as marble, cobwebs and chains appearing around their bodies to physically bind them where they stand. If the process is not stopped, the Wraith eventually turns into a lifeless statue, and forever falls Asleep unless charitable Wraiths decide to wake her up.
* AscendToAHigherPlaneOfExistence -- If a Wraith can resolve their ties to life, without falling prey to their Shadow or to Ossification, they can move on to the next life. Wraiths call this fabled goal ''Transcendance'', but few of them take it seriously.
* IntangibleMan / {{Invisibility}} -- Wraiths exist in a state known as ''Twilight'', where they may freely pass through physical objects and are invisible to the living, unless they wish to be seen. A Wraith's ethereal flesh is referred to as ''Corpus'', which is composed of a substance called ''Essence''.
** Taking cues directly from ''Orpheus'', even the most recently deceased Wraith is able to materialize and pass for human, negating much of ''Oblivion'''s angst about being seperated from the living. Simple manifestations are not nearly as useful as using Numina, as the Wraith is cold, pale, and unable to do much physical labor.
* {{Mana}} -- Wraiths cannot exist without a continuous source of Essence, which they usually obtain from their Anchors (or someone else's). Less commonly, they obtain it from the emotions produced when they haunt the living, when it is given freely by other Wraiths, or by stealing it. Essence is used to power the effects of Numina and repair damage to a Wraith's Corpus.
* SuperSenses -- In death, a Wraith's senses are heightened to a degree only dreamed of by the living, but they perceive the world through the lens of death: everything alive appears blurred and grey, while other ghosts stand out like beacons. Wraiths can sense the distance and depth of emotions, determine the health of objects and people, and even have brief premonitions.
* TraumaInducedAmnesia -- Ghosts spend their existence in a dreaming state called the ''Fugue'', unaware of their death and mindlessly haunting their Anchors. However, some ghosts realize the truth and wake up from this state, and these lucky (or unlucky) ghosts are known as ''Wraiths''.
* UnfinishedBusiness -- All ghosts possess ''Anchors'': objects, people, or places that were important to them in life (or became so at their death). A ghost cannot exist without their anchors, which provide them with the essence they need to stay around. If all of a ghost's anchors are destroyed, the ghost simply vanishes, never to be seen again.
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Ghosts spend their existence in a dreaming state called the Fugue, unaware of their death and mindlessly haunting their ''Anchors'', objects, people, or places that were important to them in life (or became so at their death). However, some ghosts realize the truth and wake up from this state, and these lucky (or unlucky) ghosts are known as ''Wraiths''.

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Ghosts spend their existence in a dreaming state called the Fugue, unaware of their death and mindlessly haunting their ''Anchors'', ''Anchors'': objects, people, or places that were important to them in life (or became so at their death). However, some ghosts realize the truth and wake up from this state, and these lucky (or unlucky) ghosts are known as ''Wraiths''.
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[[caption-width-right:350:Chapter One: Dead to the World]]

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[[caption-width-right:350:Chapter One: Dead to the World]][[caption-width-right:350:''A Storytelling Game of Flying-By-The-Butt.'']]
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* ''Believers'', who believe that Paradise exists beyond.
* ''Freewraiths'', who choose to live by their own rules, without regard for religion or organized government.
* ''Haunters'', who choose to scare the living for essence.
* ''Messengers'', who acts as guardians and angels to the living.
* ''The Order'', an organized government who follow a series of laws laid down by Charon in ancient times.
* ''Pardoners'', who wage war against the Shadow and are constantly on the lookout for the Lost and the Damned.

Wraiths are not alone in their twilight state. Joining them are the ''Ferrymen'', enigmatic beings that may serve the role of Psychopomps. More rarely a Wraith may encounter Reapers, strange creatures that hunt ghosts for sport and drag them off to some horrible fate, and Dark Walkers, vicious killers similar to Ferrymen at a distance that are given away by their inability to speak. All of these beings originate from beyond the ''Barrier'', an imaginary wall that separates the land of the living from the "true" afterlife, which virtually no Wraith has ever seen. Those rare few that claim to have traveled beyond and returned are invariably insane, making it impossible to determine the truth of their claim.

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* ''Believers'', who believe that Paradise exists beyond.
beyond the Barrier. They see the Ferrymen as angels, and devoutly follow their few words. The Believers are the proprietors of the Anchorage Numen, which lets them provide valuable Anchor-related services to other Wraiths, including the creation of new Anchors. However, their ties to their own Anchors are ironically weaker than that of other Wraiths.
* ''Freewraiths'', who choose to live by their own rules, without regard for religion or organized government.
government, seeing the Ferrymen and the Order as liars and fools. They are the proprietors of the Shaping Numen, which they use to produce goods to sell to the other Concords. Those who join the Freewraiths have the "colors" of their allegiance tattooed to their Corpus.
* ''Haunters'', who choose to scare the living for essence.
essence. All the other Concords distrust them, in some cases to the point of violence. Even amongst themselves, they do ''not'' tolerate mistakes.
* ''Messengers'', who acts act as guardians and angels to the living.
living. They are the proprietors of the Regis Numen, allowing them to read and control the minds of others. As part of their initiation, they are mystically bound to protect human life.
* ''The Order'', an organized government who follow and enforce the Injunction, a series of laws laid down by Charon in ancient times.
times. Their traditions date back to the Etruscans, and their structure has shades of theocracy. As part of their initiation, members are mystically bound to uphold the Injunction, and must pay a tithe to the Order.
* ''Pardoners'', who wage war against the Shadow and are constantly on the lookout for the Lost and the Damned.

Damned. They are the proprietors of the Castigate and Shaping Numina, but ironically have stronger shadows than the Wraiths of other Concords.

Wraiths are not alone in their twilight state. Joining them are the ''Ferrymen'', enigmatic beings that may serve the role of Psychopomps. More The Ferrymen rarely speak, save to tell the Wraiths to "have faith." If they are not careful, and wander to the outskirts of the Necropolis, a Wraith may encounter Reapers, strange creatures that hunt ghosts for sport and drag them off to some horrible fate, and fate. Even worse are the Dark Walkers, vicious killers similar to Ferrymen at a distance that are distance, given away by their inability to speak. All of these beings originate from beyond the ''Barrier'', an imaginary wall that separates the land of the living from the "true" afterlife, which virtually no Wraith has ever seen. Those rare few that claim to have traveled beyond and returned are invariably insane, making it impossible to determine the truth of their claim.
claims.
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fixed mistake that gives the wrong idea


Wraiths exist in a state known as ''Twilight'', where they may freely pass through physical objects and are invisible to the living, unless they wish to be seen. In death, a Wraith's senses are heightened to a degree only dreamed of by the living, but they perceive the world through the lens of death: everything they see appears to be decaying, and those close to death or destruction are clear as such.

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Wraiths exist in a state known as ''Twilight'', where they may freely pass through physical objects and are invisible to the living, unless they wish to be seen. In death, a Wraith's senses are heightened to a degree only dreamed of by the living, but they perceive the world through the lens of death: everything they see alive appears to be decaying, blurred and those close to death or destruction are clear as such.
grey, while other ghosts stand out like beacons. Wraiths can sense the distance and depth of emotions, determine the health of objects and people, and even have brief premonitions.



Wraiths are not alone in their twilight state. Joining them are the ''Ferrymen'', enigmatic beings that may serve the role of Psychopomps. More rarely a Wraith may encounter Reapers, strange creatures that hunt ghosts for sport and drag them off to some horrible fate, and Dark Walkers, vicious killers similar to Ferrymen at a distance that are given away by their inability to speak. All of these beings originate from beyond the ''Barrier'', an imaginary wall that separates the land of the living from the "true" afterlife, which virtually no Wraith has ever seen.

to:

Wraiths are not alone in their twilight state. Joining them are the ''Ferrymen'', enigmatic beings that may serve the role of Psychopomps. More rarely a Wraith may encounter Reapers, strange creatures that hunt ghosts for sport and drag them off to some horrible fate, and Dark Walkers, vicious killers similar to Ferrymen at a distance that are given away by their inability to speak. All of these beings originate from beyond the ''Barrier'', an imaginary wall that separates the land of the living from the "true" afterlife, which virtually no Wraith has ever seen.
seen. Those rare few that claim to have traveled beyond and returned are invariably insane, making it impossible to determine the truth of their claim.



Time takes its toll on the dead. Some Wraiths come to think that this mockery of existence is pointless, and just stop interacting with the world. As their activity slows down and stops, their bodies begin to ''Ossify'', their Corpus turning as white and unyielding as marble, cobwebs and chains appearing around their bodies to physically bind them where they stand. If the process is not stopped, the Wraith eventually turns into a lifeless statue, and forever falls Asleep.

to:

Time takes its toll on the dead. Some Wraiths come to think that this mockery of existence is pointless, and just stop interacting with the world. As their activity slows down and stops, their bodies begin to ''Ossify'', their Corpus turning as white and unyielding as marble, cobwebs and chains appearing around their bodies to physically bind them where they stand. If the process is not stopped, the Wraith eventually turns into a lifeless statue, and forever falls Asleep.
Asleep unless charitable Wraiths decide to wake her up.

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to:

Time takes its toll on the dead. Some Wraiths come to think that this mockery of existence is pointless, and just stop interacting with the world. As their activity slows down and stops, their bodies begin to ''Ossify'', their Corpus turning as white and unyielding as marble, cobwebs and chains appearing around their bodies to physically bind them where they stand. If the process is not stopped, the Wraith eventually turns into a lifeless statue, and forever falls Asleep.

However, there is hope for the dead. If a Wraith can resolve their ties to life, without falling prey to their Shadow or to Ossification, they can move on to the next life. Wraiths call this fabled goal ''Transcendance'', but few of them take it seriously.
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''[[http://wraithproject.cattail.nu/archives/wraiththearising.html Wraith: The Arising]]'' is a remake of ''WraithTheOblivion'' set in the NewWorldOfDarkness, written by J. Edward Tremlett and Chris Jackson and with some illustrations by artists Taz Jurz and Lost Soul. The story behind the game's genesis is explained in the [[http://wraithproject.cattail.nu/archives/0410wtasoi.html Statement of Intent]].

Ghosts spend their existence in a fugue, unaware of their death and mindlessly haunting their ''Anchors'', objects, people, or places that were important to them in life (or became so at their death). However, some ghosts realize the truth and wake up from this state, and these lucky (or unlucky) ghosts are known as ''Wraiths''.

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''[[http://wraithproject.cattail.nu/archives/wraiththearising.html Wraith: The Arising]]'' is a remake of ''WraithTheOblivion'' set in the NewWorldOfDarkness, ''NewWorldOfDarkness'', with some elements of ''{{TabletopGame/Orpheus}}'' and ''{{TabletopGame/Exalted}}: The Abyssals'', written by J. Edward Tremlett and Chris Jackson and with some illustrations by artists Taz Jurz and Lost Soul. The story behind the game's genesis is explained in the its [[http://wraithproject.cattail.nu/archives/0410wtasoi.html Statement of Intent]].

Ghosts spend their existence in a fugue, dreaming state called the Fugue, unaware of their death and mindlessly haunting their ''Anchors'', objects, people, or places that were important to them in life (or became so at their death). However, some ghosts realize the truth and wake up from this state, and these lucky (or unlucky) ghosts are known as ''Wraiths''.
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''[[http://wraithproject.cattail.nu/archives/wraiththearising.html Wraith: The Arising]]'' is a remake of ''WraithTheOblivion'' set in the NewWorldOfDarkness, written by J. Edward Tremlett and Chris Jackson and with some illustrations by artists Taz Jurz and Lost Soul. The story behind the game's genesis is explained in the [[http://wraithproject.cattail.nu/archives/0410wtasoi.html Statement of Intent]].

Ghosts spend their existence in a fugue, unaware of their death and mindlessly haunting their ''Anchors'', objects, people, or places that were important to them in life (or became so at their death). However, some ghosts realize the truth and wake up from this state, and these lucky (or unlucky) ghosts are known as ''Wraiths''.

to:

''[[http://wraithproject.cattail.nu/archives/wraiththearising.html Wraith: The Arising]]'' is a remake of ''WraithTheOblivion'' set in the NewWorldOfDarkness, ''NewWorldOfDarkness'', with some elements of ''{{TabletopGame/Orpheus}}'' and ''{{TabletopGame/Exalted}}: The Abyssals'', written by J. Edward Tremlett and Chris Jackson and with some illustrations by artists Taz Jurz and Lost Soul. The story behind the game's genesis is explained in the its [[http://wraithproject.cattail.nu/archives/0410wtasoi.html Statement of Intent]].

Ghosts spend their existence in a fugue, dreaming state called the Fugue, unaware of their death and mindlessly haunting their ''Anchors'', ''Anchors'': objects, people, or places that were important to them in life (or became so at their death). However, some ghosts realize the truth and wake up from this state, and these lucky (or unlucky) ghosts are known as ''Wraiths''.
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* Wraiths of ''Violence'' died by the hand of another person. They find the Numina of ''Fear'' and ''Kinesis'' easier to learn, but may fall prey to their Shadow more easily.
* Wraiths of ''Sickness/Starvation'' died of disease or deprivation. They find the Numina of ''Bios'' and ''Embody'' easier to learn, but are surrounded by a sickly miasma that is off-putting to others.
* Wraiths of ''Old Age'' died when their aged bodies could no longer sustain themselves. They find the Numina of ''Bios'' and ''Decay'' easier to learn, but are more prone to Ossification.
* Wraiths of ''Happenstance'' died in an accident. They find the Numina of ''Fate'' and ''Kinesis'' easier to learn, but sometimes suffer flashbacks to their deaths.
* Wraiths of ''Insanity'' died when their minds failed. They find the Numina of ''Fear'' and ''Castigate'' easier to learn, but are permantly deranged in some mild fashion.

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* Wraiths of ''Violence'' died by the hand of another person. They find the Numina of ''Fear'' and ''Kinesis'' it easier to learn, induce fear and move objects, but may fall prey to their Shadow more easily.
* Wraiths of ''Sickness/Starvation'' died of disease or deprivation. They find the Numina of ''Bios'' and ''Embody'' easier to learn, manipulate the living and create phantasmal effects, but are surrounded by a sickly miasma that is off-putting to others.
* Wraiths of ''Old Age'' died when their aged bodies could no longer sustain themselves. They find the Numina of ''Bios'' and ''Decay'' it easier to learn, manipulate the living and inanimate objects, but are more prone to Ossification.
* Wraiths of ''Happenstance'' died in an accident. They find the Numina of ''Fate'' and ''Kinesis'' easier to learn, move objects and manipulate fortune, but sometimes suffer flashbacks to their deaths.
* Wraiths of ''Insanity'' died when their minds failed. They find the Numina of ''Fear'' and ''Castigate'' easier to learn, induce fear and fight the Shadow, but are permantly deranged in some mild fashion.



* Wraiths of ''Fate'' died because Fate decided it must be so. They find the Numina of ''Fate'' and ''Embody'' easier to learn, but risk becoming puppets of Fate.

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* Wraiths of ''Fate'' died because Fate decided it must be so. They find the Numina of ''Fate'' and ''Embody'' easier to learn, create phantasmal effects and manipulate fortune, but risk becoming puppets of Fate.



* Anchorage, which manipulates Anchors.
* Bios, which manipulates the bodies of the living.
* Castigate, which actively defies the Shadow.
* Decay, which manipulates inanimate objects.
* Embody, which creates illusory and physical manifestations visible to the living. It has no set paths.
* Fate, which manipulates destiny and chance.
* Fear, which manipulates waking nightmares and hallucinations.
* Kinesis, which manipulates force, allowing the Wraith to touch and move objects and people.
* Regis, which manipulates the minds of the living and dead.
* Shaping, which manipulates Essence, the substance of the dead.


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* Anchorage, ''Anchorage'', which manipulates Anchors.
* Bios, ''Bios'', which manipulates the bodies of the living.
* Castigate, ''Castigate'', which actively defies the Shadow.
* Decay, ''Decay'', which manipulates inanimate objects.
* Embody, ''Embody'', which creates illusory and physical manifestations visible to the living. It has no set paths.
* Fate, ''Fate'', which manipulates destiny and chance.
* Fear, ''Fear'', which manipulates waking nightmares and hallucinations.
* Kinesis, ''Kinesis'', which manipulates force, allowing the Wraith to touch and move objects and people.
* Regis, ''Regis'', which manipulates the minds of the living and dead.
* Shaping, ''Shaping'', which manipulates Essence, the substance of the dead.

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[[caption-width-right:350:some caption text]]

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[[caption-width-right:350:some caption text]][[caption-width-right:350:Chapter One: Dead to the World]]

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Wraiths exist in a state known as ''Twilight'', where they may freely pass through physical objects and are invisible to the living, unless they wish to be seen. In death, a Wraith's senses are heightened to a degree only dreamed of by the living, but they perceive the world through the lens of death: everything they see appears to be decaying, and those close to death or destruction are clear as such. Wraiths may learn supernatural powers known as ''Numina'', which allow them to interact with and manipulate the world around them.

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Wraiths exist in a state known as ''Twilight'', where they may freely pass through physical objects and are invisible to the living, unless they wish to be seen. In death, a Wraith's senses are heightened to a degree only dreamed of by the living, but they perceive the world through the lens of death: everything they see appears to be decaying, and those close to death or destruction are clear as such. Wraiths may learn supernatural powers known as ''Numina'', which allow them to interact with and manipulate the world around them.
such.



While every Shadow is unique, they are generally categorized by a personality "type" that follows certain parameters, which correlates with the Seven Deadly Sins, or more disturbingly, the Seven Heavenly Virtues.
*''The Martyr'', Shadows of Charity
*''The Zealot'', Shadows of Faith
*''The Complicated'', Shadows of Fortitude
*''The Deluded'', Shadows of Hope
*''The Vigilante'', Shadows of Justice
*''The Coward'', Shadows of Prudence
*''The Restrainer'', Shadows of Temperance
*''The Jealous'', Shadows of Envy
*''The Pig'', Shadows of Gluttony
*''The Hoarder'', Shadows of Greed
*''The Violator'', Shadows of Lust
*''The Primadonna'', Shadows of Pride
*''The Lump'', Shadows of Sloth
*''The Rager'', Shadows of Wrath



There are several different kinds of Numina, each with their own purviews. Numina are generally separated into ''Paths'', which each manipulate a different aspect of that Numen.

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Wraiths may learn supernatural powers known as ''Numina'', which allow them to interact with and manipulate the world around them. There are several different kinds of Numina, each with their own purviews. Numina are generally separated into ''Paths'', which each manipulate a different aspect of that Numen.
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[[caption-width-right:350:some caption text]]


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A Wraith's ethereal flesh is referred to as ''Corpus'', which is composed of a substance called ''Essence''. Wraiths cannot exist without a continuous source of Essence, which they usually obtain from their Anchors. Less commonly, they obtain it from the emotions produced when they haunt the living, when it is given freely by other Wraiths, or by stealing it. Essence is used to power the effects of Numina and repair damage to a Wraith's Corpus.


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There are several different kinds of Numina, each with their own purviews. Numina are generally separated into ''Paths'', which each manipulate a different aspect of that Numen.
*Anchorage, which manipulates Anchors.
*Bios, which manipulates the bodies of the living.
*Castigate, which actively defies the Shadow.
*Decay, which manipulates inanimate objects.
*Embody, which creates illusory and physical manifestations visible to the living. It has no set paths.
*Fate, which manipulates destiny and chance.
*Fear, which manipulates waking nightmares and hallucinations.
*Kinesis, which manipulates force, allowing the Wraith to touch and move objects and people.
*Regis, which manipulates the minds of the living and dead.
*Shaping, which manipulates Essence, the substance of the dead.

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/ch1_7423.jpg]]

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All Wraiths are cursed with a voice in their head known as the ''Shadow'', a reflection of all the darkest aspects of their personality. The Shadow exists to indulge itself at the expense of the Wraith in question, but they may prove to be useful allies if one can accept the cost. Shadows are able to manipulate their host by using ''Thorns'', which can produce things like hallucinations or Freudian slips.



All Wraiths are cursed with a voice in their head known as the ''Shadow'', a reflection of all the darkest aspects of their personality. The Shadow exists to indulge itself at the expense of the Wraith in question, but they may prove to be useful allies if one can accept the cost. Shadows are able to manipulate their host by using ''Thorns'', which can produce things like hallucinations or Freudian slips.

Because of the Shadow, all Wraiths have a risk of becoming one the ''Lost'', Wraiths who have lost touch with reality due to the meddling of their Shadows (but frighteningly, this is not always apparent to others), or one of the ''Damned'', Wraiths who have been permanently subsumed by their Shadows and exist only to cause suffering and destruction.




Wraiths are not alone in their twilight state. Joining them are the Ferrymen, enigmatic beings that may serve the role of Psychopomps, and the Damned, Wraith who have been permanently subsumed by their Shadow and exist only to cause suffering and destruction.

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\n*''Believers'', who believe that Paradise exists beyond.
*''Freewraiths'', who choose to live by their own rules, without regard for religion or organized government.
*''Haunters'', who choose to scare the living for essence.
*''Messengers'', who acts as guardians and angels to the living.
*''The Order'', an organized government who follow a series of laws laid down by Charon in ancient times.
*''Pardoners'', who wage war against the Shadow and are constantly on the lookout for the Lost and the Damned.

Wraiths are not alone in their twilight state. Joining them are the Ferrymen, ''Ferrymen'', enigmatic beings that may serve the role of Psychopomps, and the Damned, Psychopomps. More rarely a Wraith who have been permanently subsumed may encounter Reapers, strange creatures that hunt ghosts for sport and drag them off to some horrible fate, and Dark Walkers, vicious killers similar to Ferrymen at a distance that are given away by their Shadow and exist only inability to cause suffering and destruction.
speak. All of these beings originate from beyond the ''Barrier'', an imaginary wall that separates the land of the living from the "true" afterlife, which virtually no Wraith has ever seen.

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Every Wraith is visually marked by the way they died. Each ''Death'' carries it own benefits and flaws.

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Ghosts spend their existence in a fugue, unaware of their death and mindlessly haunting their ''Anchors'', objects, people, or places that were important to them in life (or became so at their death). However, some ghosts realize the truth and wake up from this state, and these lucky (or unlucky) ghosts are known as ''Wraiths''.

Wraiths exist in a state known as ''Twilight'', where they may freely pass through physical objects and are invisible to the living, unless they wish to be seen. In death, a Wraith's senses are heightened to a degree only dreamed of by the living, but they perceive the world through the lens of death: everything they see appears to be decaying, and those close to death or destruction are clear as such. Wraiths may learn supernatural powers known as ''Numina'', which allow them to interact with and manipulate the world around them.

All Wraiths are cursed with a voice in their head known as the ''Shadow'', a reflection of all the darkest aspects of their personality. The Shadow exists to indulge itself at the expense of the Wraith in question, but they may prove to be useful allies if one can accept the cost. Shadows are able to manipulate their host by using ''Thorns'', which can produce things like hallucinations or Freudian slips.

Every Wraith is visually and mentally marked by the way they died. Each ''Death'' carries it own benefits and flaws.


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In the distant past, when enough Wraiths congregated together, they formed political and philosophical factions known as the Concords, which exist to this day.

Wraiths are not alone in their twilight state. Joining them are the Ferrymen, enigmatic beings that may serve the role of Psychopomps, and the Damned, Wraith who have been permanently subsumed by their Shadow and exist only to cause suffering and destruction.

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''Wraith: The Arising'' is a remake of ''WraithTheOblivion'' set in the NewWorldOfDarkness, written by J. Edward Tremlett and Chris Jackson and with some illustrations by artists Taz Jurz and Lost Soul. The story behind the game's genesis is explained in the [[http://wraithproject.cattail.nu/archives/0410wtasoi.html Statement of Intent]].

The game itself can be read in its entirety at [[http://wraithproject.cattail.nu/archives/wraiththearising.html the Wraith Project archives]], and a character sheet has been made by both [[http://mrgone.rocksolidshells.com/pdf/MiscNWOD/NWoD_WraithTheArising.pdf MrGone]] and [[http://mrgone.rocksolidshells.com/pdf/fansheets/wraith_new_v2.pdf Renfield286]]. Unfortunately, [[DeadFic the game was never finished]], although it is in a playable state.

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''Wraith: ''[[http://wraithproject.cattail.nu/archives/wraiththearising.html Wraith: The Arising'' Arising]]'' is a remake of ''WraithTheOblivion'' set in the NewWorldOfDarkness, written by J. Edward Tremlett and Chris Jackson and with some illustrations by artists Taz Jurz and Lost Soul. The story behind the game's genesis is explained in the [[http://wraithproject.cattail.nu/archives/0410wtasoi.html Statement of Intent]].

The game itself can be read in its entirety at [[http://wraithproject.cattail.nu/archives/wraiththearising.html the Every Wraith Project archives]], is visually marked by the way they died. Each ''Death'' carries it own benefits and flaws.
*Wraiths of ''Violence'' died by the hand of another person. They find the Numina of ''Fear'' and ''Kinesis'' easier to learn, but may fall prey to their Shadow more easily.
*Wraiths of ''Sickness/Starvation'' died of disease or deprivation. They find the Numina of ''Bios'' and ''Embody'' easier to learn, but are surrounded by
a sickly miasma that is off-putting to others.
*Wraiths of ''Old Age'' died when their aged bodies could no longer sustain themselves. They find the Numina of ''Bios'' and ''Decay'' easier to learn, but are more prone to Ossification.
*Wraiths of ''Happenstance'' died in an accident. They find the Numina of ''Fate'' and ''Kinesis'' easier to learn, but sometimes suffer flashbacks to their deaths.
*Wraiths of ''Insanity'' died when their minds failed. They find the Numina of ''Fear'' and ''Castigate'' easier to learn, but are permantly deranged in some mild fashion.
*Wraiths of ''Mystery'' don't know how they died. They may be particularly skilled in any single Numen, but are compelled to find out how they died.
*Wraiths of ''Fate'' died because Fate decided it must be so. They find the Numina of ''Fate'' and ''Embody'' easier to learn, but risk becoming puppets of Fate.

A
character sheet has been made by both [[http://mrgone.rocksolidshells.com/pdf/MiscNWOD/NWoD_WraithTheArising.pdf MrGone]] and [[http://mrgone.rocksolidshells.com/pdf/fansheets/wraith_new_v2.pdf Renfield286]]. Unfortunately, [[DeadFic the game was never finished]], although it is in a playable state.

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