Wraith - The Guilds

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The Guilds

You are a member of one of the 13 Guilds, scattered and hidden amongst the Shadowlands. Your arcanos, the epitome of your Guild, is your precious treasure. Within your guild you recieve training in your art you would never find anywhere else. However remember, your in a Guild, and will respond accordingly. Do you defy your superiors to forge your own path? Or will you follow in the Guilds master plans and take orders like a proper Guildsman? Your superiors are watching you, with an eternal stare.


Note: Joining a Guild, you are allowed to learn alternate Arcanoi levels. However, you are in a Guild and will be called upon to perform Guild duties. Nothings free.

A Brief Synopsis of the Guilds

The Harbingers

  • Usherers and guides through the tempest, the Harbingers enrich their abilities in Argos. They learn these powers to better the transportation of others through the tempest winds, and aid them in reaching their destination without much interference.


Arcanos Markings: Jet-Black eyes, Wings.


http://www.white-wolf.com/darkspiral/ASSETS/wraith/arcanos/Argos.gif

The Proctors

  • The Proctors are a shady bunch. Focusing their studies on Embody, the arcanos of pushing yourself across the shroud, the true purpose of this Guild is unknown.


Arcanos Markings: Ink-like Scars.


http://www.white-wolf.com/darkspiral/ASSETS/wraith/arcanos/Embody.gif

The Pardoners

  • Priests and Clergyman, these pastors have fortified their use of Castigate, the treasured arcanos of negating the shadow. Their services are needed everywhere, and almost everyone save spectres welcomes the arrival of a pardoner with open arms. Where the Iron Lanterns sway in the tempest winds of the shadowlands, you have a Pardoner on deck.


Arcanos Markings: Jet-Black hands

http://www.white-wolf.com/darkspiral/ASSETS/wraith/arcanos/Castigate.gif

The Chantuers

  • Singers, musicians, and charlatins, the Chaunters are the musical guild of the shadowlands. Keening is their tool and weapon. They use it to inspire their friends, cower their enemies, and drive them off with screams of pain. Look at the Chaunters as a guild of bards, and you will see them in a familiar light.


Arcanos Markings: Obsessed with carrying an instrument or humming.

http://www.white-wolf.com/darkspiral/ASSETS/wraith/arcanos/Keening.gif

The Spooks

  • The Spooks are one of the most despised of the guilds for they're flagrant violations of Dictum Mortuum. Outrage, their weapon of choice, can destroy objects and people in the shadowlands and across the shroud. Any beatstick tends to follow the road of the Spook.


Arcanos Markings: Unbalanced Muscle placement.


http://www.white-wolf.com/darkspiral/ASSETS/wraith/arcanos/Outrage.gif

The Haunters

  • Pandemonium is the Haunters weapon of choice. Using it's powers to alter the senses and confuse the skin off of a Quick, the haunters are both useful and feared. Their abilities rival the spooks in manpower, which is great. The Haunters and Spooks are usually seen together.


Arcanos Markings: The Haunter Cloak, weird happenings(determined by Wraith Staff)

http://www.white-wolf.com/darkspiral/ASSETS/wraith/arcanos/pandemonium.gif

The Sandmen

  • Illusionists of Phantasm, the Sandmen are entertainers. They entertain wraiths with their ability and storytelling. However, the more potent Sandmen are alloted the ability to conquer the dreams of all. Don't let the innocent storyteller fool you. Those other people who are listening to his story, are really solid illusions he will use to kill you. Never trust your senses when a sandman is on hand.


Arcanos Markings: Very elaborate clothing

http://www.white-wolf.com/darkspiral/ASSETS/wraith/arcanos/Phantasm.gif

The Puppeteers

  • Puppetry, to snare a Quick and tug on him like a Marionnette, the Puppeteers are notorious for their ability to 'skinride'. Their Guild is most mentioned for being able to manipulate societies by pulling the strings of their puppets across the shroud. Many corporations have fallen because of a Puppeteer's insidious ideas.


Arcanos Markings: Carries Puppet equipment(strings, pulleys, etc), Accents and mannerisms of former hosts.

http://www.white-wolf.com/darkspiral/ASSETS/wraith/arcanos/Puppetry.gif

The Monitors

  • Lifeweb, a job and an arcanos. The Monitors are more than the person you go for a new fetter, they are the watchers. As their marking points out, they see all. The Monitors are the mafioso of the Shadowlands, and they plan to stay that way.


Arcanos Markings: Cannot blink.


http://www.white-wolf.com/darkspiral/ASSETS/wraith/arcanos/Lifeweb.gif

The Usurers

  • The traders and businessmen of the shadowlands are the Usurers. Usury, the Arcanos of transfers, puts this trademark upon them. They trade pathos, corpus, even the sick ones trade angst. A Usurer is a trustworthy ally, or a destructive enemy, as the Usurer's have a monopoly in the currency of Obolus.


Arcanos Markings: Carry scales for even proportions.

http://www.white-wolf.com/darkspiral/ASSETS/wraith/arcanos/Usury.gif

The Artificers

  • Inhabit, the artificers skill. Masters of inanimate items and metals, the Artificers are the Forgers. At least, those within the Guild. Inhabit, the Arcanos, only scratches the surface of what other abilities the Artificers teach their students. Soulforging is a much needed practice, and the Artificers are there to fill those holes.


Arcanos Markings: Red scars across body or marks of techology on the corpus

http://www.white-wolf.com/darkspiral/ASSETS/wraith/arcanos/Inhabit.gif

The Masquers

  • The assassins, the envoys, the messengers of the shadowlands, the Masquers get their namesake for the many faces they can pop out from. Moliate, their treasured arcanos, allows them to alter their plasm at will, becoming anything they can imagine...to a living weapon, to a charismatic leader. You'll never know where the masquer comes from, and he likes it that way, the whole guild does.


Arcanos Markings: Plasm looks Sculpted

http://www.white-wolf.com/darkspiral/ASSETS/wraith/arcanos/Moliate.gif

The Oracles

  • The seers, the soothsayers, the Deathsighters, the oracles are the bearers of future events. With the benefit of Fatalism on their side, not much befalls this guilds surprise.


Arcanos Markings: Wielding Seer objects (crystal balls, etc.), cryptic markings engraved in the corpus

http://www.white-wolf.com/darkspiral/ASSETS/wraith/arcanos/Fatalism.gif

Restricted Guild: The Alchemists

  • Relic creations extraordinaire, the Alchemists are masters of Relic creation. With their arcanos Flux, they decay the skinlands with precision. Dictum Mortuum casued them serious regard, and ultimately forsaken, more so than the other guilds. Joining this guild is a serious task, and a heavy load. Your hunted, and you know it. The Alchemists let you know that.


Arcanos Markings: None

http://www.white-wolf.com/darkspiral/ASSETS/wraith/arcanos/Flux.gif

Restricted Guild: The Solicitors

  • The Solicitors were barred for being a serious threat to the Deathlords. Their ability of Intimation can decimate anyone, with a look of 'the eye'. The Solicitors are the most secretive of the guilds, but they're the most identifiable of the Forbidden guilds. You are a threat to the restless and have been branded as such. Yet you continue to exist, and serve the Solicitors. It has been implanted into your psyche and shadow...Serve the Solicitors.


Arcanos Markings: Left eye is emerald green. Use of Intimation causes it to grow a sickening green palor.



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