WtO
LorebookWraith the Oblivion lorebookfrom Chub
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This lorebook is based on WtO 20th edition, yet I made some adjustments to the plot. Six Great Maelstrom happened, but did not destroyed the Dark Kingdoms - Stygia is fractured and Heretics have raised their heads, Yellow Springs lost all its warriors.
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WtO
106 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1Wraith
Keys: Wraith
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A wraith is a ghost, the soul of a person who has died unfulfilled and now haunts the Shadowlands. Physically, a wraith is a coherent "body" of plasm, the substance that makes up the majority of the Underworld. Wraithly bodies are subject to their own distinct metaphysics; in the Shadowlands and Tempest, they obey local rules of gravity, but under certain conditions can pass through material things. The wraithly mind is divided into two parts, the Psyche (their past self) and the Shadow (part that wants to succumb to Oblivion). A wraith's psyche feeds on Pathos, the energy of emotion. Each wraith has several Passions, the emotions which are most tightly connected to its personality. Experiencing these emotions, even vicariously, provides the psyche with energy that the wraith can then use for various purposes. The Shadow also has energy, called Angst, which it can acquire by fulfilling its own passions. These Dark Passions are generally contrary to the wraith's own goals.
- #2Shadow
Keys: Shadow
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Shadow is the aspect of a wraith's personality that wants to see the wraith fail, to stop struggling and succumb to Oblivion.
- #3Shroud
Keys: Shroud
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The Shroud is the mystical barrier that separates the Underworld from the Skinlands
- #4Passion
Keys: Passion
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Wraiths are creatures of emotion, fed by the energy of emotion, Pathos. To acquire Pathos, wraiths must feel Passions, emotions intimately connected to their identity.
- #5Shadowlands
Keys: Shadowlands
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The Shadowlands are the death-based reflection of the living world. The Shadowlands wrap and reflect the living world – every location in the Skinlands has a direct physical analogue in the Shadowlands, although the relationship can sometimes be tenuous.
- #6Transcendence
Keys: Transcendence
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Transcendence is a state where the wraith accepts his death and moves on from the Underworld to whatever ineffable existence waits beyond. Most of its history, Hierarchy declared transcendence a myth and forbid it. But after Sixth Great Maelstrom and appearance of the new Heretics, this information once again became known to many wraiths.
- #7Skinlands
Keys: Skinlands
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Wraiths refer to the world of the living as the Skinlands; this contrasts with the Shadowlands, the lands of the dead and the wraiths' home. The Skinlands and Shadowlands are separated by the Shroud.
- #8Fetter
Keys: Fetter
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A Fetter is a person, place, or object that ties a wraith to the Shadowlands and keeps them from moving on. Along with allowing a wraith to hang on to their existence and keeping them from falling into Oblivion, Fetters are also places where a wraith can Slumber and gain back Corpus. Fetters can also be resolved, meaning a wraith gains the strength to say goodbye to the things and people they loved in life. A wraith who loses all of their Fetters by resolution has taken a major step towards achieving Transcendence.
- #9Pathos
Keys: Pathos
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Pathos is pure emotion. Wraiths feed upon Pathos and use it in their daily existences. It is responsible in large part for the existence of wraiths, and is hoarded and treasured beyond almost anything else in the Shadowlands.
- #10Arcanos
Keys: Arcanos, Arcanoi
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The arts of the dead, Arcanoi are secret spiritual abilities that can either be taught or acquired through experience. Excessive use of one or more Arcanoi skills will undoubtedly result in the marking of his or her corpus with traces of those powers. Such markings and traces cannot be removed by any sort of cosmetic alteration.
- #11Oblivion
Keys: Oblivion
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Oblivion is entropy itself, a constantly churning force of destruction and madness from which there is no return.
- #12Angst
Keys: Angst
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Angst is a measure of an individual wraith's despair, self-destructiveness and sympathy with Oblivion. It is the fuel of the Shadow, which uses Angst much like a wraith uses Pathos.
- #13Spectre
Keys: Spectre
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Spectres are wraiths that have, in so many words, given into their Shadows. When a spirit accumulates too much dark emotion, its Shadow takes over permanently and it becomes a Spectre; its humanity and former identity are replaced with a truly evil, sadistic personality tied into a massive hive-mind. In the process, the wraith forgets about its old tethers, friends and ideals, which keeps it from Transcending. Spectres roam desolate parts of the world of the dead thereafter, minions for Oblivion.
- #14Corpus
Keys: Corpus
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A wraith's Corpus is his equivalent of a body, comprised of a material termed plasm. In its default state, a Corpus resembles the body of the wraith at the time he died, often marked with whatever wounds led to his death as well as additional Deathmarks.
- #15Stygia
Keys: Stygia
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Stygia is the capital of the western dead, an incomprehensibly huge city located on the Isle of Sorrows deep in the Tempest. It is the location of the major headquarters of the various organizations of western wraiths. After Sixth Great Maelstrom Stygia is heavily damaged, capital is destroyed and all necropoli are ruled by legions independently.
- #16Soulforging
Keys: Soulforging
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Soulforging is the practice of converting a wraith into an Artifact. It is used both as a punishment and a manufacturing technique.
- #17Hierarchy
Keys: Hierarchy
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The Hierarchy is the monolithic bureaucracy of the Empire of Stygia. The Hierarchy is the largest collection of Western wraiths in the Underworld. Founded by Charon as means of unifying and ordering the chaotic afterlife, it has grown into a stratified, calcified bureaucracy "led" by battling Deathlords and based upon the enslavement of thousands of souls for use as Thralls or raw materials. After Sixth Great Maelstrom, Hierarchy still exists, but does not have absolute control over western wraiths anymore.
- #18Charon
Keys: Charon
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Charon, the first Ferryman and only Emperor of Stygia. Originally from the ancient civilization of Mycenae, Charon is responsible for the formation of several institutions of the dead, including the Ferrymen, the city of Stygia, and the Hierarchy. After Sixth Great Maelstrom Charon has transcended, leaving Hierarchy fractured.
- #19Dictum Mortuum
Keys: Dictum Mortuum, Code of the Dead
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The Dictum Mortuum is a set of laws laid down by Charon and enforced by the Hierarchy governing appropriate wraithly behavior vis-a-vis the Quick. The Dictum Mortuum strictly governs how Stygian wraiths can interact with the living. As a rule of thumb, they can't: communicating, using Arcanoi that allow them to breach the Shroud, or otherwise impacting the living is strictly forbidden. Some necropoli still enforce it, while others completely abandoned.
- #20Quick
Keys: Quick
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The Quick is a term used by wraiths for those who are alive. They dwell in what wraiths know as the Skinlands, or the lands of the living. Because of the Shroud, the Quick cannot see the Shadowlands or the wraiths that dwell within. Many of the living are completely unaware of ghosts, save for a few who have been in communication with wraiths, or are sensitive to the spiritual world. The Quick may also serve as a wraith's Fetter or the focus of a Passion.
- #21Legion
Keys: Legion
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Upon death, every Wraith is inducted into one of seven (eight in the past) Legions based on the circumstances of their deaths. Each Legion has a headquarters and is overseen by one Deathlord.
- #22Guild
Keys: Guild
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In Stygian society, mastery of the Arcanoi was traditionally controlled by the Stygian Guilds. These organizations promoted the use, study, and regulation of each Arcanos. Since that time, the guilds have continued to exist, some more openly than others, because certain guilds are absolutely necessary for Stygia to continue. The guilds are broken into categories by the degree of tolerance afforded them by the Hierarchy; the categories are Great, Working, Criminal, and Forbidden.
- #23Iron Legion
Keys: Iron Legion
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The Iron Legion is one of the divisions of the Hierarchy of Stygia. They take in wraiths who lived to a ripe old age or were brought down by time. Legion is overseen by the deathlord Ashen Lady
- #24Skeletal Legion
Keys: Skeletal Legion
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The Skeletal Legion is one of the divisions of the Hierarchy of Stygia. This Legion takes in victims of illness. Legion is overseen by the deathlord Skeletal Lord
- #25Grim Legion
Keys: Grim Legion
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The Grim Legion is one of the divisions of the Hierarchy of Stygia. The Legion takes in wraiths that died as a result of violence, usually murder. Legion is overseen by the deathlord Smiling Lord
- #26Penitent Legion
Keys: Penitent Legion
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The Penitent Legion is one of the divisions of the Hierarchy of Stygia. They take in victims of madness. Legion is overseen by the deathlord Laughing Lady
- #27Emerald Legion
Keys: Emerald Legion
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The Emerald Legion is one of the divisions of the Hierarchy of Stygia. They take in wraiths that died as a result of accidents, be it common (a car) or a freak (sat on by an elephant). Legion is overseen by the deathlord Emerald Lord
- #28Legion of Paupers
Keys: Legion of Paupers
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The Legion of Paupers is one of the divisions of the Hierarchy of Stygia. They are composed of a combination of wraiths that died under mysterious circumstances, and the leftovers from the other Legions. Legion is overseen by the deathlord Beggar Lord
- #29Legion of Fate
Keys: Legion of Fate
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The Legion of Fate was one of the divisions of the Hierarchy of Stygia. The Legion was comprised of those who they have deemed marked by Fate. Legion was overseen by the deathlord Lady of Fate. After Sixth Great Maelstrom, it ceased to exist.
- #30Artificers
Keys: Artificers
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Great guild. Less required for their Inhabit Arcanos than for their mastery of Soulforging, the Artificers consider themselves the oldest Guild. The Artificers' Guild is organized pyramidally, with a parallel organization, the Cult of Nhudri, serving as a spiritual backbone. The Grand High Artificer is a well-respected figure in Stygia and apparently a wraith capable of both compassion and incalculable rage. With that in mind, it is also apparent that Nhudri does not think much of the guild. While the Artificers exist because Nhudri was not able to keep up with the workload, he rarely trains any and he never involves himself in guild politics. After Sixth Great Maelstrom, Artificers are ruled Master of Apprentices, Keeper of the Chain, and Guardian of the Forge with headquarters in Chicago, USA.
- #31Masquers
Keys: Masquers
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Great guild. Along with the Artificers, the masters of Moliate are responsible for the majority of Stygia's plasmic goods. As a result, the Masquers Guild is well-accepted within Stygia, even though the Masquers often use their abilities to skirt extremely dirty business, particularly through operatives such as Slander. Although many work in soulshaping and art, there is still the faction that specializes in dark secrets, allowing the Masquers to, as always, pretty much keep to themselves. After Sixth Great Maelstrom, the guild's headquarters are located in Paris, France. Current Guildmaster is still unknown.
- #32Pardoners
Keys: Pardoners
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Great guild. Acting as everything from therapists to exorcists, the Pardoners control and manage the Shadow inside of every wraith. They are invaluable members of Stygian society because without the Pardoners and Castigation, Stygia would collapse into Oblivion in a fortnight. All members of the Guild of Journeyman rank or over are required to take the Pardoners' Oath in order to become a full-fledged Guild member. The Oath promises that a Pardoner will work for the benefit of a client or a sufferer of their Shadow. The Pardoners also maintain a Chapter House in most Necropoli. These Chapterhouses serve primarily as centers for fellowship and instruction. Postulants spend their initial training period in residence, while ranking Pardoners use local Chapter Houses as their headquarters. After Sixth Great Maelstrom, Pardoners became the most valued guild. Current Guildmaster - Brother Tenacious.
- #33Usurers
Keys: Usurers
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Great guild. Usury is an extremely useful Arcanos which allows the trade of Pathos and other goods from one wraith to another, However, the Usurers themselves still struggle to recover from their fall following the Breaking, trying to regain their reputation and respect. Usurers resort to secrecy to protect themselves, both from zealous Stygian patrols and from vengeful Guild members who resented their "treachery." Even now, those in need of quick Corpus or Pathos must follow a series of clues on a wild and unorthodox hunt to find a Usurer. If nobody follows the client, and if they seem reliable, the Usurers will see them. Although this tends to restrict business somewhat, the Usurers console themselves by being able to charge higher prices to clients whom they don't particularly care for. After Sixth Great Maelstrom, managed to establish headquarters in New York City.
- #34Chanteurs
Keys: Chanteurs
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Disbanded guild. The guild of Keening is generally grouped together with the Sandmen as the entertainers of the dead, able to affect and manipulate their voices to give life and passion to the hallow emptiness of the Shadowlands. After Sixth Great Maelstrom and betrayal of their Guildmaster Miklos, guild has no leadership and its members are often distrusted. To make things better, survived chanteurs band with sandmen or join Renegades.
- #35Harbingers
Keys: Harbingers
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Working guild. Masters of the Argos Arcanos, the Harbingers are the primary transport and messenger service for the dead. Without the Harbingers, Stygian outposts would be unable to communicate and many wraiths would be lost in the Tempest. However, as the majority of Harbingers focus more on their personal work rather than Guild affairs, and the Guild itself is loosely organized. After Sixth Great Maelstrom, Harbingers became one of the sought-after guilds. Their headquarters are established in London, UK.
- #36Oracles
Keys: Oracles
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Disbanded guild. Fatalism is the Arcanos of seeing the past and future. Draped in tarot cards and astrology, the Oracles are looked at with suspicion and fear as the ones who always know too much. As a result, the guild occupies a quasi-legal state – well-organized, but nobody admits it in public Initiation among the Oracles is differentiated by which branch a wraith is joining. The Augurs are the most ceremonial; the Gamblers use blackjack as an initiation which results in more humor than actual harm. After Sixth Great Maelstrom, most Oracles followed the Lady of Fate. The small remnants established headquarters in Delphi, Greece. They work both with Hierarchy and Renegades.
- #37Sandmen
Keys: Sandmen
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Working guild. As with the Chanteurs, the masters of Phantasm work the theatre of dreams and sleep, Their art is more subtle then most and it is one they love above all. They are afforded a high degree of independence because eventually, everyone in Stygia visits them for entertainment. The Sandmen are divided between two camps, the Dream Union and Freelancers. One category is the "aesthetic" schools, who generally focus on art and issues of style and creativity, including the School of Dreamaturgy, who seek to restore Oneiric Theatre's former creative heights and prestige, the School of Guignol (aka "Night Terrors" or "Nightriders"), who specialize in the creation of nightmares, and the School of Meditation, who explore the sacred and mystical aspects of dreaming. The other is the "practical" schools, who focus more on using Phantasm for personal benefit, including the School of Oneiromancy, who engage in espionage, spying, and dream-based combat, and the School of Beguilement, Renegades kicked out of the Guild who claim to be the real Guild, presenting themselves as entertainers, but actually using Phantasm for scams, cons and hustles. After Sixth Great Maelstrom, many chanteurs had joined the sandmen's troupes.
- #38Haunters
Keys: Haunters
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Criminal Guild. The practitioners of Pandemonium fled to the shadows because their entire purpose is to violate the Dictum Mortuum. They have spent their time cackling like maniacs ever since. There are several factions within the Guild, known as alliances, each with its own form of organization. While the alliances all (technically) share the Haunters' ultimate goal, they disagree on how to get there, and seek to demonstrate that their route is the right one. The Haunters have one goal and one goal alone: Tearing down the Shroud. Haunters believe that humanity holds the key to their freedom. It is their belief that reinforces the Shroud and builds it ever higher. It is their duty to haunt them into believing in the Restless Dead - and thus wrecking their own creation. Once they accept that wraiths are real, then the artifact of their disbelief will come tumbling down Haunters are recognizably quirky, adopting all manner of peculiar mannerisms (inappropriate giggling, affected speech, staring just a bit too intently at your left ear, and so on). After Sixth Great Maelstrom, most of the became Risen. They don't headquarters and are present everywhere, leading bands of Renegades.
- #39Monitors
Keys: Monitors
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Criminal Guild. Lifeweb is a critical Arcanos for the maintenance of Fetters, allowing the Monitors to watch, visit and protect the Fetters of themselves and others, but regardless the Monitors are mistrusted due to the encouraged abuse of their Arcanos by the Guild. Monitors, considered unimportant compared to other Guilds, such as the Pardoners or Artificers, decided to focus their Guild on the emerging population of wraiths. Many became Reapers and enslaved many of the new Lemures. After Sixth Great Maelstrom, one of the great families, Tsuchigumo, became one of the greatest criminal syndicates in wraith society. Their headquarters are in London, UK.
- #40Spooks
Keys: Spooks
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Working Guild. The closest thing to a New Jersey Mafia among the dead, the Spooks are a confederation of adoptive families united by their mastery of Outrage, their control of Pathos-running and other quasi-legal enterprises, and their willingness to do head-busting favors as often as possible. After Sixth Great Maelstrom, they underwent a restructure under the last member of C5 Artemus Vanderwal and lost status of the criminal guild. Their headquarters are located in Amsterdam, Netherlands. The Cause is the driving force behind the Spooks: the belief that the things of the Skinlands that keep a wraith functioning and enable them to pursue Transcendence - Fetters, Haunts, the memories of the living, etc. - should be defended against Oblivion. The Cause is what drives the Spooks to protect Fetters and keep wraiths from being Harrowed or becoming Spectres. Spooks who violate the Cause (with the exception of Harrowsmiths) are usually ostracized or hunted down.
- #41Proctors
Keys: Proctors
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Criminal Guild. The entire purpose of Embody is to visit the Skinlands. Unlike these other guilds, the Proctors have always been intensely self-absorbed. While a criminal guild, they are considered a nonthreatening criminal guild. The Guild’s primary trade has always been in services performed across the Shroud. Simple manifestation is enough for a wraith to serve as another’s hands and voice. The Proctors distinguish themselves from lesser parties through their ability to provide specialists. Guild follows the Principle: "Only the living have the ability to Transcend. I shall therefore prevent every death that would lead to the creation of a wraith, if it were within my power to do so.". The Guild is a combination of Artificer structure and Heretic fanaticism. Which is kind of funny, because they passionately hate all Heretics. Their headquarters are in Edinburgh, Scotland.
- #42Puppeteers
Keys: Puppeteers
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Criminal Guild. The Puppetry Arcanos allows control of living bodies, and of the criminal Arcanoi is the one that has found the most unofficial use throughout the history of the dead. That said, the Guild has always been barely tolerated at best, and these days, they hide out in the Skinlands as much as possible. Where other Guilds maintained a clandestine role in Stygian society, the Puppeteers became full-tilt Renegades intent on undermining and destroying Stygia and eliminating Charon. Puppeteers often serve as diplomats for Renegade and Heretic factions – skilled Puppeteers are generally highly intelligent and also very good manipulators. After Sixth Great Maelstrom, their goal is essentially reached, and guild has broke up into 3 factions: the Harlequins still run a centuries-old terror campaign against the Hierarchy trying to eliminate its remnants; the Marrionette movement see themselves as citizens of the world, aiming to step up the Guild's coordination and mitigating wars that might threaten another Great Maelstrom; and the Silhouettes are halfway Heretic, seeing Puppetry as a means to Transcendence through the resolution of Fetters.
- #43Alchemists
Keys: Alchemists
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Forbidden Guild. Flux masters were historically considered something of an appendage to the Artificers. With the Breaking, the institution of the Dictum Mortuum, and the loss of support from their parent Guild, the Alchemists had no place to go but underground. Originally, the Alchemists were members of the Artificers Guild who tinkered more with working across the Shroud than soulforging. The key difference in their development came when a small faction of these wraiths began to research and tinker with an object's actual structure, rather than mere control over it. The Alchemists divide themselves into Orders, applying the Guild's store of knowledge in different ways: the Ordinis Denarii is the Guild's commercial arm, supplanting or competing with the Artificers where they're permitted, the Ordinis Oxidato are militants and nihilists, the most likely Alchemists to use Flux as a weapon or teach it to outsiders, the periodically renamed Ordinis Silicium are focused on adapting modern mortal technology to the Underworld, and the Ordinis Velum study the Shroud, the processes of transition across it, and the links between Oblivion, entropy, physics, and chemistry. After Sixth Great Maelstrom, guild is slowly rebuilding itself. Their headquarters are in Edmonton, Canada.
- #44Mnemoi
Keys: Mnemos, Mnemoi
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Forbidden Guild. Once the judges of Stygia, the masters of Mnemosynis used their mind altering powers to interrogate and investigate, but were found corrupt and banished from Stygia with a vengeance far before the Breaking. Any which are left use their powers now as "Mind Robbers" stealing and selling back the memories of victimized Wraiths, They are spoken of in frightened whispers and have no place in open Stygian society. The punishment for Mnemoi membership is soulforging, no questions asked. When Charon returned during Sixth Great Maelstrom, it was revealed they were guardians of his powers and memories, not betrayers. After Sixth Great Maelstrom, remnants of Mnemoi are seeking to find a new Emperor who can unite Stygia once again.
- #45Solicitors
Keys: Solicitors
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Forbidden Guild. Never part of the guilds per se, this cabal of Intimation masters can change and manipulate the desires of others, a power with fearsome potential, since in the wrong hands it could change someone's entire identity in a mere instant. Despised by Stygian society, they have continued illegally since the Breaking as if nothing had happened. The Solicitors Guild has long served as more of a cabal than an actual Guild, gathering and training its members to extort secrets from the living and the dead to increase their own power. Internally, the Guild is divided into Spokes, each with a different function. Across centuries they were slowly building power. After Sixth Great Maelstrom and fracture of Stygia, several cities were seized by Solicitors from Hierarchy, with Seattle becoming their headquarters.
- #46Argos
Keys: Argos
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Argos is one of the thirteen primary Arcanoi. Users of Argos can manipulate, navigate, and travel through the Tempest. The Tempest is a hazardous and tricky place to journey through, and those with the ability to travel through it relatively unscathed are able to sell their services easily. It is much easier to find a wraith with Argos than a Ferryman, though a Ferryman’s services are almost guaranteed, where with a Harbinger, there is always a small chance of danger.
- #47Castigate
Keys: Castigate
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Castigate is one of the thirteen primary Arcanoi. Users of Castigate can manipulate and control a wraith’s Shadow. Pardoners have a rare gift: the abilities to soothe an otherwise unruly Shadow, to scare Spectres away, and to take on Oblivion in general. Pardoners can even communicate effectively and calm their own Shadows to a degree. It usually comes at a great cost to the user, however; Pardoners are particularly prone to gathering Angst from their constant contact with darkness.
- #48Tempest
Keys: Tempest
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Tempest is a term used by the Wraith to describe the ocean of the Underworld. The worst, stormiest sea that a mortal ever set sail upon.
- #49Embody
Keys: Embody
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Embody is one of the primary thirteen Arcanoi. Those who use Embody can manifest in the physical world and, under the right circumstances, appear as a living person. Embody, while not expressly forbidden, is strictly regulated by the Hierarchy, due to the influence of the Dictum Mortuum. Once a wraith is fully Embodied, they can be injured like any ordinary human.
- #50Fatalism
Keys: Fatalism
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Fatalism is one of the primary thirteen Arcanoi. Those with the gift of Fatalism are able to see into another’s past or future, and read a wraith's ultimate Fate. Applying Fatalism requires some degree of ceremony around it. Tarot cards, runes, astrology, or other props or methods are used to help focus Fatalism’s abilities and make it easier for the Oracle to see what they need to see. Fatalism will work without these things, but unless the Oracle is unusually powerful, the visions will be unfocused and almost impossible to interpret.
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