Species Wraith
Order Phantasm
Classification Undead
Dominion Raesian
Sphere Undeath
Origin Early mortals corrupted by power.
Lifespan Inmortal
Habitat Their places of power
Food Lifeforce
Description Wraiths' bodies are invisible to mundane eyes, though in the dark they can be seen as wisps of grey mist with glowing eyes. If one uses an esoteric power to see the true form a wraith, they will see what the figure looked like in life, but with an aura of white light. Wraiths often wear clothing to disguise themselves, but their pride will not allow them to dress without some symbol of their power.
Corruption

A wraith is a mortal or even Aeonian who became corrupted by incredible power. Legendary heroes who became corrupt, kings and presidents who abuse their power, powerful esotericists who gaze too long into the sources of fell energies, genocidal tyrants, corrupt pontiffs, and so on become wraiths when their souls erode and only powerlust remains. They intentionally or not place their souls into vessels called soul jars, usually artifacts of power or objects of status, and their bodies begin to fade. Once their bodies are gone, only the wraith remains.

If someone is killed by the life-draining powers of a wraith, they too become a wraith, but a weaker one under the control of their killer. The soul jar of the wraith who killed them is also their soul jar.

A necromancer or other esotericist can cause a person to become a wraith of the weaker, subservient variety through use of extremely powerful msawhat (24).

Esoterica Wraiths are beings of msawhat, which they can wield with some skill. Other powers that they had in life are possible, but only in highly corrupted forms. Qi, the gates, heavenly essences, and positive emotional resonances are impossible. As wraiths, they also can and often do use shadow energy, all forms of infernum, fear, unease, and depression resonances, all forms of arnum, all forms of msawhat, entropy, and rending.
Special Powers

Wraiths instill unease and terror into those who are near them. They are surrounded by an aura of darkness, cold, and fear that is masked slightly when they are clothed.

Their touch drains lifeforce from any living thing.

The cry of a wraith is a shriek that causes those to hear it to feel a deep depression and fear. Each subsequent cry makes this worse until the target is unable to act and wants only death. When they speak normally, the listener is struck by a deep terrified awe.

A wraith can interact with the physical world even while insubstantial. They can wear clothing, ride steeds (but only very special ones), and wield weapons. A weapon in the hands of a wraith becomes a vessel for msawhat and corrupts those it wounds.

When a wraith kills someone, that person becomes a wraith as well, but not a powerful one. Rather, they are enslaved to the wraith who created them. Powerful wraiths often then create soul jars as simulcra of their own to give to these slaves, which grant them powers but also grant their master power over them.

Wraiths do not see on the material plane, but rather, see souls and energies. At night, wraiths can sense the living as clouds of lifeforce, and to a lesser extent during the day. At high noon under a clear sky, however, they are blinded. Always, though, they can smell blood. A wraith always knows where their soul jar is.

Mundane weaponry will not harm a wraith. If an enchanted weapon is used to kill a wraith, it risks being completely destroyed in the process, and its wielder is hit with a massive blast of msawhat.

Necromancy

A necromancer or other esotericist can cause a person to become a wraith of the weaker, subservient variety through use of extremely powerful msawhat (24). They must, however, prepare a soul jar before hand or their bodies will become the soul jar, which has great risks.

More often, however, they can use their powers (20) to prep the soul jar into which the wraith will intentionally or unintentionally put their soul, all while whispering into the ear of the powerful person who is their target, building up their vanity, powerlust, and greed. If the necromancer then owns the soul jar, they can control even a very powerful wraith.

To control a wraith, one must either have to be more powerful than they are (at least a 24) or have control of their soul jar. Summoning a wraith is much easier (18), but doing so without control of the wraith or a very powerful protection is inadvisible.

Capturing a wraith in order to wield their powers is also extremely difficult (31) unlesss one has their soul jar. However, doing so grants the necromancer great powers.

Only the most powerful and reckless medium would try to channel a wraith. Wraiths have nothing they wish to say to the living through a medium. Wraiths would not attempt to control a medium's body but rather try to drain it of lifeforce. Only the very most powerful medium could resist that.

Sending Wraiths may be defeated or driven away with enough esoteric energies, usually wielded through an enchanted weapon, but unless their soul jar is destroyed, they cannot be. Even the most powerful users of qi, heavenly essences, positive resonances, or the gates will find the wraith able to return unless the soul jar is addressed.
Weaknesses Destroying their soul jar. The herb perlysiau can heal anything their powers cause short of death. A wraith who does not feed regularly begins to fade and lose power, ending up a fraction of their former power, but as long as their soul jar exists, they can regain their power.
Behavior

There are several different kinds of wraith outside of the Dominions: those who seek to extend their power and glory after death, those who eschew their habits from life in favor of seeking a new form of power, and those who are subject to other wraiths or powerful necromancers.

Those who seek to extend their power from life often find it corrupted by their new being and end up seeking new ways to maintain their power. Those who command armies or populations turn to devouring their people. Those who were more solitary often turn to stalking and killing victims in order to maintain their need for lifeforce. Those who manage to maintain control of their populations become figures of terror throughout the region.

Those who seek new forms of power usually embrace their necromantic character and build undead armies of slaves.

Subject wraiths are usually garbed in the accoutrement of their masters, often cloaked and draped completely in clothing to mask their terrifying presence as they operate as agents.

Wraiths often ride cheval mallets, perytons, terrible monsters (a kind of griffin), wyverns, certain kinds of drakes, or helhests.

Dominion Culture Wraiths are powerful lords in the Raesian Dominion. Their King, Chalg'Ru, once Hand of the Champion of Undeath, rose to the rank of Vicegerent of the Court of Bones, and took power over most of the Dominion. He has a host of subservient wraiths called the Grey Wings of Kael'Ras, numbering over a thousand strong. Wraiths are an elite ruling class that are feared throughout the Dominion and the world.
Other Dominions There is no Dominion in which wraiths are not high ranking and powerful. Srisian wraiths have greater shadow powers, Durosian wraiths have more powerful shrieks (though they are moans), Fellwood wraiths greater terror auras, Agikaani wraiths more powerful weaponry, Qhanuum wraiths become irritologers, Godless wraiths hunt the religious, Wapek wraiths have a more intense aura of cold dark, Dun wraiths' life-draining touch is much stronger, Campionese wraiths have greater stealth, Sangarian wraiths have sharper blood smelling, Pandemonian wraiths are more unstable, and Kaanian wraiths hunt new mothers.
Mortal Interactions Mortals know of wraiths as horrifying undead masters, as evil rulers of horrifying realms or servants of even more powerful evils. They are legendary evils, told about in solemn tales of ancient wars.
Afterlife Wraiths, when sent, end up in the Grey Lands, the Hells, or Evernight almost immediately as the protectors of the Gates of Mortality and Divinity refuse to allow them to linger. No amount of qi or most any heavenly essence can absolve them, but sometimes Elysian essence can.
Notables Chalg'Ru, Wraith-King, Vicegerent of the Court of Bones; Fauthshakh, Wraith Manifest, Mother of the Grey Fog
Special Classes Grey Wings of Kael'Ras, Wraith-Lord, Wraith-General, Wraith-Knight, Necromancer, Shadowweaver, Infernalist, Rider of the Grey Night
Sample Stats PRO 17
ATH 15
STR 15
AWA 17 Soulsight 19 Energy Sight 19 Blood Smell 19
WIL 17
ROG 19

Unease Presence 14
Terror Presence 19 -12 when clothed
Aura of Cold Dark 19 -12 when clothed
Shriek 17+
Voice 15
Corrupting Weapon 24
Life-draining Touch 24

This topic: Shem > Reference > Species > Undead > Phantasms > Wraith
Topic revision: 09 Aug 2020, SallyJaneBlack
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