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Wraith

A type of Undead between corporeal and incorporeal, a Wraith is a soul unable to move on to the afterlife. Often born from violent deaths, a hyperfocus on a strong emotion felt before death often characterizes the Wraith, and is what keeps the spirit bound to the mortal plane. While one can defeat it, the Wraith will regenerate if the wrong that created them is not righted. Therefore, adventurers would do well to research how the person passed on before facing one. There are several ways to deal with a Wraith.   The first and most common is indeed to right the wrong that bound the spirit to the mortal plane in the first place. For example: should the person be a murder victim, then destroying the murder weapon or enacting justice on their murderer will appease the spirit, and allow it to move on to the afterlife. This method is favored amongst adventurers, and most commonly used to permanently rid a place of a Wraith. It is also considered the most guilt-free option.   Should the adventurer not be able to find what binds the Wraith to the mortal realm, then there are means to force the Wraith to take on corporeal form, and have the blows of a weapon be able to land. This method is clearly painful to the spirit, therefore, it's often considered needlessly cruel by Necromancers and Clerics alike, since it increases its suffering during the fight. Given the new knowledge attained about Wraiths during the Great War, this method is also considered to be a dated one. However, it's sometimes the only option for an adventurer to survive. The magic of a Cleric and blessed salt can force it to take physical form for a limited time, but a Necromancer can keep them in this state longer if they focus deeply enough.   The best way is to placate a Wraith bring a Necromancer along, provided you can protect them long enough to cast their magic. The mage can bind the Wraith to their will, and can choose to banish it. Provided that this method is more painful to the specter and causes it to suffer before disappearing, this is often resorted to if whatever is preventing the soul from moving on can't be corrected anymore. To not cause unnecessary suffering to the spirit, many Necromancers choose to instead try and control it. Aspiring mages of this school would do well to heed the warnings of their mentors, though: The Wraith is a notoriously difficult spirit to bind, let alone getting one to reliably obey orders. It is nigh-impossible to keep one in line unless it willingly joins your horde. Clerics are also able to banish the spirit, but saying the necessary prayer will take time and thus will require a second adventurer to protect them while they're busy. The light element within a Cleric's use of magic will clash with the dark-elemental magical energies that brought the Wraith back, and will freeze it in place. Once this is done, the Cleric will forcefully send the spirit back to the afterlife, causing even more suffering to it in the process as a Necromancer banishing it would.
Genetic Ancestor(s)

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