The document discusses the philosophies behind the 16 Arcanoi of Stygia in Wraith: The Oblivion. It provides examples and potential core philosophies for several of the Arcanoi, including Argos focusing on manipulating time and space through emotion, Castigate seeking to understand and weaken the Shadow, and Embody using memory to cross back over to the living world. It also notes potential philosophies for Fatalism manipulating fate, Flux strengthening or weakening the spirits in objects, and Inhabit altering patterns to inhabit other forms.
The document discusses the philosophies behind the 16 Arcanoi of Stygia in Wraith: The Oblivion. It provides examples and potential core philosophies for several of the Arcanoi, including Argos focusing on manipulating time and space through emotion, Castigate seeking to understand and weaken the Shadow, and Embody using memory to cross back over to the living world. It also notes potential philosophies for Fatalism manipulating fate, Flux strengthening or weakening the spirits in objects, and Inhabit altering patterns to inhabit other forms.
The document discusses the philosophies behind the 16 Arcanoi of Stygia in Wraith: The Oblivion. It provides examples and potential core philosophies for several of the Arcanoi, including Argos focusing on manipulating time and space through emotion, Castigate seeking to understand and weaken the Shadow, and Embody using memory to cross back over to the living world. It also notes potential philosophies for Fatalism manipulating fate, Flux strengthening or weakening the spirits in objects, and Inhabit altering patterns to inhabit other forms.
The document discusses the philosophies behind the 16 Arcanoi of Stygia in Wraith: The Oblivion. It provides examples and potential core philosophies for several of the Arcanoi, including Argos focusing on manipulating time and space through emotion, Castigate seeking to understand and weaken the Shadow, and Embody using memory to cross back over to the living world. It also notes potential philosophies for Fatalism manipulating fate, Flux strengthening or weakening the spirits in objects, and Inhabit altering patterns to inhabit other forms.
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Arts of Passion
This article originally appeared on Ex Libris Nocturnis at the URL:
http://www.nocturnis.net/articles/wraith/default/2000/July/157/page1.html What are those philosophies behind the Arcanoi spoken of the Wraith Second Edition? They are mentioned there, then seem to drop off into the void except for a few hints and ideas presented in the Guildbooks. The idea here is to take a look at why these philosophies are useful to playing or running Wraith and to give a few suggestions as to possible core philosophies. Looking Through the Caul The argument for using the philosophies of the Arcanoi is a very simple one. It can easily make for an interesting bit of Role-playing. There is a very solid and real core that lets wraiths use their abilities the way they do use them. There is a sort of theme to each and every one of the arts for a particular Arcanoi. The main problem here is trying to find a theme that makes sense. Some of the arts just don't seem to have any real relation to what seems to be the most obvious theme of the Arcanoi. Confession (from ‘The Hierarchy") is a good example of this: it has nothing to do with the Shadow. That seems to be the core of all of Castigation, yet there could be merit to setting with those arts dedicated to fighting the Shadow. It seems like the idea of the Arcanoi is to weaken the Shadow by forcing it to admit to its wrongs, one way or the other. Of course, it could be said that having all practitioners of an Arcanoi think in a certain fashion (or even if you just restrict it to the official Guild) will cause characters to just be carbon copies with slightly different features. The thing is no one is going to see the philosophy in the exact same light as the next person. Each is going to put their own unique spin on an old idea. This is how new arts are born. Without it, there would be no growth within the Arcanoi. There is no way that an old soulforger is going to see Inhabit in the same way as a newly dead hacker. They share an idea, but then it gets filtered through their own special view of the world. The Ideals Under the Skin Here are some ideas for the philosophies of the 16 Arcanoi of Stygia: Argos When you were living, how did you find your way while traveling? You remembered where to go. But what happens if you remembered wrong? You have to forget about that all now. There is no up, down, left, or right. I get places by wanting to be there and by wanting it to be where I want to go. Don't understand yet? Nothing real exists in the Tempest that we don't wish for. Oblivion destroys almost everything..., except emotion. In a way, we call upon Oblivion. We use it to break down the barriers that separate us. Time and space have no place as you get closer to Oblivion. We just use that for ourselves. And what is true of the Tempest is also true of the Shadowlands and Skinlands, just each to a lesser degree. You have felt the Tempest roaring beneath the earth in the Shadowlands, closer than some want. Now, don't start thinking that this makes Oblivion less dangerous, and it sure doesn't make Spectres your friends. It just means that maybe Oblivion isn't what most people think, but that's for the philosophers. Castigate The Shadow is a separate part of ourselves. But understanding it, we can manipulate it through ourselves. We force it to admit to the wrongs that it has somehow been behind. In such a fashion, can we weaken it. By controlling ourselves, we can take power from the Shadow, but often there is a price. Perhaps it is in the sacrifice of the Corpus, or maybe one must take the power of a Shadow upon themselves since they are more capable of controlling a greater amount. Above all, the Shadow must be denied. We fight a most devious and dangerous enemy in the Shadow and we must never rest our defenses. To fight such an enemy, you must understand it with your whole being. The one must be given up for the good of the many. It is this that guides us to our eventual defeat of the Shadow. Embody Most of the guilds that cross the Shroud regularly are brutes. They use force where it is not needed. The worst are the Haunters. They use force and look where it gets them. They at best can maybe get the equivalent of a limb through, and even then look at what damage is done to them because of it! Our way is the slender knife to part the veil of the Shroud. The best way to describe what we do is remembering. We remember life. We remember so much that everything else is left behind as we regain life. The memories of the living provide us with existence, but the memories of the dead can provide us with Life! The focus for this is usually some stimulus across the Shroud. Just as when you were alive, the smell of bread baking could bring back memories with frightening intensity, so we use your senses to help. When we are able to so completely forget that we are dead, the world too shall forget. Then we can cross back over to where we belong. Fatalism Humans, wraiths--the vast majority of beings are merely flies caught in the Web of Fate. Any control they exert over their own destinies is blind, unknowing, unplanned. We can sense the web around us. As we learn more, we can tell by the vibrations of the web what is most likely to happen. As we learn more still, we gain the ability to reweave parts of the web--to determine or change destiny. Still even when we have learned to be weavers, all to often we see and feel those parts of the web which we can see no way to change. While we must try and we succeed more often than not, these spots in the web are too common for our liking. Flux Everything made by human hands has a spirit. Something of the spirit of its maker is drawn into the object. We have seen the truth that the human spirit resides in all things of its own creation. By learning to speak to the spirit within these things, much can be accomplished. The spirit can be strengthened and fortified by the fresh addition of the power of the spirit. But what can be made stronger can also be weakened. You have heard of how some died from losing the will to live. The same is true of things. Without the spirit, they fall apart and return to their basest form. Also, you can try waking it up. Depending on how much it wakes up, it could even try to become what it once was, a mobile thinking being. Usually can't be sustained for too long though. Also, I've heard some things about ways of waking it up for longer. Now don't quote me on this, but I once heard about this swordsmith, Muramasa or something like that. Anyway, supposedly all of his swords are considered cursed because he was insane. The way I've heard it told is that someone woke up a few of his swords. Apparently they are big into the idea of a craftsman investing part of himself in his work. Scary stuff there. Don't do that, or I'll send you to the forges myself. Inhabit Ever forge a sword, boy? Well, when you do, the metal takes on a special sort of look depending on how it was made. The metal forms into a number of patterns that then can be seen on the surface. Until I got down here, I never really knew how many patterns there were in the world. The thing is that now there are more than ever before. And now you'll be able to see most of them with the things you are learning. But just looking isn't any good. You need to be able to pull and push the pattern around until it is doing the things you want. You can't do that from out here, but there is something of hope. You are just a pattern too. So am I and everyone else. Just as you can change a wraith's pattern into a Oboli, you can alter your own pattern. You just change it so that it can fit into the pattern of whatever you want to work with. One of the newer boys called it interfacial, but you just need to learn how to do this. In other words, you become a part of the machine and indistinguishable except to others like me. From there, it isn't even a problem to do what you want, as long as you know what you are doing. Intimation Passions are strange and fleeting things. Strong enough to resist the pull of Death itself, and yet, to the right forces, as ephemeral as a puff of smoke in the wind. We are that wind. We have seen the truth of the matter. All the finest torture techniques of the Skinlands were pale imitations that sought what could be found here in our land of the dead. We all share one passion, that of controlling others, and it is by that passion that we crush others. The strength of our passions magnified by our will to enforce it wipes out all others like a tsunami does to houses on the beach. What? Then how do we make others desire to do as we wish? Simple enough question to answer. All beings have a need for passion. They want it like a drug. They crave it. They write stories speaking of its wonders. With such fertile ground, we need do no less than plant the seed in their weak minds. Keening Remember your first kiss? I do. But, even more than that, I remember the song that was playing on the radio. Long after the memory faded for me in life, I still felt something... special whenever I listened to it. Music has existed for longer than man. All things have a special sort of respect for the power it has had over the heart. Even today you can see its mystical power flowing in a stadium or concert hall. Music can make or break a movie. People will buy CDs just for one song. A number of us agree that we're just tapping into a primal melody that is everywhere throughout existence. Some of us just hear it better. I have to agree with them. If you listen, you can hear it even in the screams of specters and the howl of the Tempest. And if I'm right, you can hear it too, because you've got a bit of it in you too. Lifeweb Can you feel the way your fetters constantly tug at you? You just have to step back a bit. Let go of your passions for a bit and just objectively feel them. You have to look at it logically if you want to have power over your fetters rather than them having power over you. Then, it is a simple jump to control the fetters of others. Now look out at the wraiths there. Can you see and feel the way their fetters pull at them. You can see them through the links your own fetters may have with theirs. Do you see that blocky man over there? Hone your cold logic till it has knife-like sharpness. Then reach out and touch one of his strands. Follow it. Can you find it? Good. Now we will see if your knife of logic can cut through his base longing and attachment to the Skinlands. Moliate We are no longer shackled to the Fetter of the body. We are no longer subject to its restrictions. As we have now been freed of the corporeal chains, so must we drop the shackles from our minds. Our new bodies can be anything we desire, but unless we free our minds we might as well still be flesh and bone. As one grows in understanding, we learn that our freedom can be forced upon the Plasm of others. If they are willing, it is easy, but for the unwilling we are more limited. Their limitations force us to be more vulgar in the changes we accomplish usually, though eventually even this can be surpassed. Mnemosynis We are creatures of shadow and air, but there is something that is far more important in the forces of our creation. We are living (in a sense) memories. There are those among the Skinlanders who think of themselves as memory, but they are wrong. They are the keepers of memory, but they are not memory. We are it because we have nothing else. And as memory, we can taste of memory. We can manipulate or even shape them from nothing. Memories have the power to affect other memories. And as we may be sent to Oblivion, so to may we send memories to Oblivion, but the thing to remember is that you should not strengthen the enemy. If you must make others forget, make sure that the memory survives on somewhere. Then, you can rest assured that you have not brought us closer to annihilation. Outrage Sure, it may seem easy to get angry and toss someone across a room, but there is far more to it than that. First, emotion is the strongest force in the universe. Nothing can stand before its full strength. Second, The Underworld has no need to follow the laws that served above. The ones that exist can change easily as you move. Oblivion breaks down the rules, but with the Wyld one can sense the changes. We use it to guide our emotions through those places where its force can only intensify to a critical point where for a moment the Shroud is shattered and we can reach through. Eventually, you won't even need to actually reach. By then, your emotions will be all you need. Pandemonium CHAOS! The Wyld is our true source. Through it all of this is possible. You don't channel it from some other place. You are part of it now. The only way to succeed is to give in totally. Let it flow from the deepest parts of your mind and let the Wyld give it form. Then, watch as this decaying and static world spits it across the Shroud like a watermelon seed. Great, isn't it? Now watch this! Phantasm Smoke without fire. Shadow and light. These are the tools we use. They say that the Quick need to dream when they sleep. I honestly am not sure, but let's just say I've never found one who didn't dream in some fashion yet. Of course, they also say that ghosts are nothing more than the fantasies and dreams of earlier times and the occasional unbalanced person. If the soul is a flight of fancy, then where better for them, both those of the Quick and the Dead, to exist than in a dream. That's what you always have to remember. You are a fantasy and belong only in dreams. So go out there and make sure the ones you are in are interesting! Puppetry There has always been room for more than one person to exist in a body. Just look at Multiple Personalities. They couldn't exist if there wasn't plenty of room in there. The point is that humans are made for us to ride with them. Personally, I think it is so they can always have a friend nearby. And as a good friend, I could do no less than make the occasional suggestion to how they should act. And if they keep doing things to mess up their life, I just have an intervention. You see, we're doing them a favor. Some think it's just voices in their heads and that they've gone insane. Just make sure you convince them otherwise. If you do it to enough, then it will only be easier for you to spend more time with your friends. Usury During most of my life, I tended to view both my life and body as inviolate. Now, I've learned better. Just as in life, everything is give and take. One must lose so that another can win. Even in the Skinlands you see life transferred over and over. Some animals eat plants. They get eaten by other animals, who in turn get eaten. We've just refined our way of eating down here. One doesn't have to kill to get the energy they need to keep going. This isn't to say you can't, but it's bad business to do so. Remember, every hoard of energy you drain then destroy is one that you won't be able to run to later on. Practicality above all else. The game is just one of being careful.
Fictional Philosophy & Poetry: Black and White Words to Sharpen your Sword, Venerating its Reflection of Colors. Don’t worry, I rarely ever use big words.