Isabella and the Pot of Basil by John White Alexander

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A Wraith is basically a ghost. Why and how does one become a Wraith? Simple, when a person dies, their soul is released. A wraith, however is someone who comes back to finish something or figure out something he never had a chance to uncover when he was living. One way you could possibly tell if someone might be a Wraith? Simple enough. If you were to get hit with a sledge hammer in the side of the head, and died, when you came back, that big dent in your head would still be there. Therefore, it might be advisable to cover it up with an article of clothing.

Now, lets get to the main story of Wraith: Deep down inside, most of us believe in ghosts. Many of us want to believe that death isn't the end, that our personalities -- our souls -- don't vanish forever with the last breath of heartbeat. So we believe in ghosts in order to reassure ourselves that death isn't the end after all. In Wraith, death isn't the end. It's just the beginning.

Most souls, upon death, pass on to Transcendence or Oblivion, but a few take up residence in the Shadowlands as wraiths. These souls are special, bringing with them unfulfilled desires and drives, emotions and needs that are so powerful that they are stronger than death itself. Anger, love, fear, hatred -- these are some of the Passions that, until fulfilled, can tie a wraith to the shadows of the mortal world. Driven by Passions and anchored by Fetters, wraiths are caught between this life and the next.

Dwelling in the Underworld, between the memories of the lands of the living and the utter horror of the Tempest, wraiths walk a fine line between worlds. They can affect the mortal world, but only rarely manifest in it; they can travel through the Tempest, but never call it home. Illuminated by passion and shadowed by fear, a wraith's existence can be bliss or terror. Most wraiths pass quickly through the Shadowlands to their final destinations. Bound only by weak Fetters and driven by half-hearted Passions, they soon resolve the issues from life that held them back. Player character wraiths, on the other hand, have potent Passions and Fetters indeed, making them stand out even in the community of the dead. Tied so fiercely to the lands of the living, they are likely to dwell in the Underworld for decades or more -- if Fate permits.

For Character Creation, the stats available are:

  • Attributes: 7/5/3
  • Abilities: 13/9/5
  • Arcanos: 5
  • Passions: 10
  • Fetters: 10
  • Backgrounds: 7
  • Willpower: 5
  • Pathos: 5 + Memoriam
  • Freebie Points: 15

Special thanks to Kevin/Apocalypse for the use of his helpfiles in the creation of this page.

Pages © 1998, 1999 designed, written (unless otherwise noted), and maintained by Maria Pardue (aka MuSiCaT/TeRpSiChoRe). All graphics © 1998, 1999 unless otherwise noted. All terms/info on Vampire: The Dark Ages, Werewolf, Wraith, and Changeling are copyrighted by White Wolf. In no way is the author claiming them for her own.

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