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=Shadowwalkers and Wraith= Central to the stories we will tell here are shadowwalkers (the PCs - and to a lesser extent certain notable GMCs) and the wraith (the primary antagonists). Below are specific details of each that the players will find key to navigating the game. ==Shadowwalkers== [[File:Shadwalk0002.png|300px|right]] You became aware of your true nature the first time you died. It was a real death. An awful death. A painful death. And it didn't take. You woke in the dry lands between life and death and were forced to fight your way back. It was there that you gained a horrible understanding of what the high magics of the fallen age had held at bay. An understanding that those ancient powers were finally failing. Little by little, the darkness the great wards once restrained was slipping free to taint the mortal realm. Now awakened, the lingering magic of your lineage burns in your blood. You can do things that - in this age - mortals just can't do. You can sense the darkness where it rises. The wraith. You can also sense other shadowwalkers when they are near. And you can feel the lingering spectre of lady death at your shoulder, ''patiently waiting for her chance to take you again''. [[Shadow_of_the_Dry_Lands| < < < Back to Main Page]] ==Wraith== The Wraith are bodiless spirits of great malevolence. Bound in the earth for endless ages, they strain to slip through the newly spreading cracks in their eternal prison to visit havoc on the realm of man. [[File:Wraithtouched0003.png|250px|center]] However, millennia in the long dark has left them vulnerable. They cannot abide the light of the sun in their spirit form. They must break the minds and *possess the bodies of mortals to walk the world once more, but once they have done so, they are indistinguishable from any other mortal save for their actions - though they may be plainly seen for what they are by the eyes of the shadowwalkers. :''Shadowwalkers cannot be possessed by the wraith. Mortals who are possessed never return to themselves even if the wraith inhabiting them flees, remaining mindless husks until time or some merciful hand ends them.'' ---- '''Three things a wraith without a body cannot cross:''' stone, salt, and *steel. A person standing on any of these cannot be possessed by a wraith. Embodied, these things do not impede the wraith in the least. :''Any significant amount of iron or iron alloy fits under the umbrella of the term steel''. '''Two things can kill a wraith:''' the sun if it is without a body, or the death of its host when it cannot flee. :''A common tactic for killing a wraith once it has possessed a person is to herd that person onto stone and slay them there, trapping it within the host as it dies''. '''One thing can stop the wraith from entering the mortal realm:''' the restoration of the ancient wards - but the magics needed to accomplish this have been lost to time. [[Shadow_of_the_Dry_Lands| < < < Back to Main Page]]
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