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There is a cycle to life and death. You are born, you live, you die, you are reborn as a wraith, and
then you hurtle down the slope toward Oblivion. Then there are the Risen, and they are to the
When a wraith decides to return as Risen, it’s the first step in an arduous and labyrinthine
process. The dead aren’t meant to cross back over any more than a butterfly is supposed to
reinvent itself as a caterpillar. It doesn’t happen, and it’s certainly not supposed to. This,
however, is a world of horrors, and sometimes the gate can be forced open the other way, the
Players can choose to portray Risen in Chronicles as either new characters or pre-existing wraith
characters who need to reenter the Skinlands. Those characters who start as wraiths face a
dangerous road for even considering becoming one of the Risen. It’s not an easy task—the
knowledge is rare and forbidden by the decree of the Hierarchy, so just asking questions about
becoming Risen is in itself a crime. Once the wraith starts gathering the pertinent information on
the down-low, she still has to learn the proper Arcanoi to affect the transition. This takes time,
and it’s not even the hardest part yet. That comes when the wraith ventures into the Labyrinth to
cut a deal with her own Shadow. One does not simply walk into the Skinlands. Securing the
Shadow’s cooperation is paramount to becoming Risen, and that means agreeing to unsavory
Those characters in Risen-centric chronicles that start off as the returned, however, may face a
what’s the point of returning to life if you can’t return to <i>your<i> life? And when a Risen
comes back, the details are all wrong because the lens of perception is different and the senses
perceiving them have been dialed down. Colors, smells, sounds, taste… it’s like dropping back
from HD to cathode ray tubes. Everything is obviously grainy and distant and smaller, but when
you consider a wraith has pierced the Shroud and seen the other side, mere human senses can’t
hold up against memory or death. The constant disappointment alone is enough to feed a Risen’s
Shadow, let alone the sharper pangs of existence as one of the walking dead.
And no, becoming Risen should never be easy. This is a thing of mythology, crossing into the
land of the dead and returning. The act of Rising should reflect those stakes or the world would
be awash in Risen, to the detriment of both living and dead. Crossing the Shroud to become
Risen should be an earned privilege or hard-fought to maintain, so that the risks and losses, the
So yes, it is difficult, but that means the victory of achieving it is that much more rewarding.
<3>What Is A Risen?
<n>A Risen is a wraith who has fought his way back across the Shroud and re-animated her body
in order to achieve some concrete aim. The Shadow, without whose negotiated permission none
of this happens, comes along for the ride. For most of a wraith’s time as Risen, the Shadow
resides in the Conduit, an object (or pet) that’s dear to the Risen. If the Shadow takes over, it’s
the Psyche that then gets shoved into the Conduit temporarily.
In order to become Risen, a wraith must first acquire certain specialized knowledge and skills,
particularly a few specific Arcanos arts. With those in her arsenal, she then must travel bodily
into the Labyrinth to negotiate a Pact with her Shadow, essentially bargaining for the Shadow’s
willingness to come along across the Shroud. If the Pact is successfully made, she then utilizes
the appropriate Arcanoi and climbs back into her body - assuming it’s still in good enough shape
Risen are exceptionally tough, fast and strong. Designed to reach a goal quickly and deal with it
efficiently, they have tremendous potential as killing machines - which is part of the reason the
Hierarchy is constantly on the lookout for Risen, prime violators of the Dictum Mortuum.
Most wraiths are only Risen for a short time. The journey to becoming one of the returned is
long and arduous, and the risks of Rising are numerous and deadly. As such few wraiths actually
make the trip, and most of those who do flame out spectacularly along the way. There are
numerous things that can go wrong for even the best-intentioned Risen: the ease of gaining Angst
in the Skinlands, the increased power of the Shadow, the potential to give one’s self away as
undead, and the temptation to just start ripping things apart and the hell with the consequences -
all of these come together to make sure a Risen’s stay in the Skinlands is potentially very bloody
Wraiths who don’t abide by these rules simply fail to become Risen - they’re lacking one of the
essential elements that allows for the repossession of their physical forms. When in doubt,
Storytellers should refer to these as guidelines in making hard and fast decisions about what’s
<bullet>You Have Unfinished Business: Those who return, return for a reason. It’s likely tied
into why you died or what forced you to stick around. The clinical word for it is objective or
agenda, but the reality is that it is an obsession that brings you back. It’s one that pushes you to
risk danger, censure, and even destruction, because you simply cannot stop.
<bullet>You Are Not A Zombie: Risen are the walking dead, but you are not a zombie. Your
hunger is rooted in the Psyche and is an emotional need. It is never a physical desire that
overrides reason, and you are not a mindless engine of hunger. The body unrots when you rise,
and aside from some wear and tear and a paleness about the flesh, you can pass for one of the
<bullet>The Shadow Rules: You cannot become Risen unless your Shadow agrees to loosen the
ties that bind you both to the Shadowlands. If the Shadow does not agree to rise, you cannot
physically threaten it or overpower it into doing so. That said, the Shadow is made powerful by
becoming Risen and the danger of falling to its machinations is much greater on the other side of
the Shroud.
<bullet>Returning is Forbidden: This is true on multiple levels. The Hierarchy hunts down
practitioners of the arts of Rising to quash the knowledge of it, while the practitioners try to keep
the knowledge hidden to protect themselves, to protect their edge, or to protect everyone from
another wraith tempting fate and their Shadow. A Risen who falls to her Shadow is a terrifying
monster, one that can wreak untold havoc across the Skinlands.
<bullet>Getting to the Other Side is Not Easy: It’s as simple as that. Finding the knowledge,
putting it into practice, convincing the Shadow to cooperate, surviving on the other side…these
are dangerous and difficult tasks. Becoming Risen is an endeavor of mythic proportion, and
every Rising runs the risk of becoming a study of what happens when you get what you thought
<bullet>Staying on the Other Side is Harder: Returning to the Skinlands is never the
homecoming a Risen expects. In the land of milk and honey, the milk tastes curdled and the
honey is made from poisoned flowers. Somehow, people simply know that you’re not quite right,
and they’ll ignore or avoid you if they can. The sensations you once experienced are somehow
muted. It’s easier to become frustrated, and Angst builds up more easily as a result. The Shadow
already expected this, however, and that may have been its ultimate objective in letting you get
<1>Becoming Risen
<n>How does a wraith go about becoming Risen? There as many or as few steps as the
Storyteller dictates, but based on canon alone, the following section details the unspoken but
<bullet>It starts with Intent. “Why” does the wraith need to come back?
<bullet>Following that is the “How” or the Investigation into the process of Rising, since the
<bullet>Then comes the transition: The Rising, “Who” being who’s re-entering the character’s
<bullet>After that, it’s all about the “What,” as in “What’s Next” and the Risen’s adventures in
the Skinlands.
Those are the five steps. The devil, however, is in the details.
<sidebar>
shortcutting steps to adjust to the playstyle of the game. While these options aren’t canonical,
they are here to offer versatility. The only steps that remain sacrosanct, however, is Step One:
<bullet>The Rabbi: In law enforcement circles, a ‘rabbi’ is someone who mentors subordinates
and offers them political leverage or protection. In Wraith, this is likely a Renegade who knows
everything there is to know about becoming Risen, and offers the characters the information and
guidance required to succeed, cutting out large chunks of Step Two: The Investigation. The
Rabbi might have her own agenda, but if she’s been purchased as a Background: Contact or
Mentor, the rabbi shouldn’t out to screw over the Circle, not deliberately.
<bullet>The Artifact: The artifact is a powerful item that replaces a wraith’s need to understand
the necessary Arcanoi to become Risen. Regardless of its form, it should not eliminate the risks
of being Risen and it carries the high price tag of turning the wraith who possesses it into a target
- such a valuable item is bound to be coveted by many other wraiths. Storytellers can make this a
five-dot Artifact, but once the characters use it to become Risen, they can’t bring it into the
Skinlands with them. It remains in the Shadowlands and must be protected/hidden or be lost. The
Artifact cannot work on more than one wraith at a time, or it should be treated as a deus ex
<bullet>No Labyrinth: This eliminates the need to venture into the Labyrinth completely. The
wraith deals directly with the Shadow without a need to make the dangerous trek. It doesn’t
mean that it might not take days or weeks to convince the Shadow to reach a mutual accord, but
<sidebar>
in them must consider this step regardless of their focus. The Intent is the driving force behind
the desire to cross the Shroud and operate once again among the Quick.
While all wraiths have unfinished business, for a Risen it has to be something more powerful. A
Passion so strong, so all-consuming that it subsumes everything else, it can be anything from
avenging one’s unsolved murder to needing to get hands-on to protect a love one from certain
peril. Left unattended, the Intent will gnaw at and distract a wraith, putting himself and all the
The locus of the Intent need is a quantifiable thing, something simple to grasp as a concept: A
person, a place, an object, a secret. It has a verb attached to it, often with a sense of constancy to
apply pressure to the need: Protect, hide, destroy, inform, etc. A character trying to avenge his
own death is seeking to destroy the person responsible. A character protecting the stolen money
that’s keeping her son’s medical bills paid is either protecting the secret of the theft or the stash
of money itself.
Players can make the agenda seem more complex, but it should always boil down to a straight
forward object and an easy to understand verb. “I was murdered by my partner on the force
because I wouldn’t play dirty, and now the murderer is trying to seduce my wife” is fine so long
as the player remembers that it’s all about “Kill my murderer” or “Protect my wife.”
These simplicities give the Shadowguide or the player a way of obfuscating the terms of the Pact
so that what seems like one agenda is in fact another. The Shadow may gravitate more towards
“Kill my murderer” because of the opportunity for Angst when the real driving force behind the
Player and Storyteller should discuss the Intent before starting any campaign involving a Risen.
The duration of a Risen-centric section of the Chronicle should guide the character’s obsession.
If the story arc is short, the obsession can be easily solved (kill my murderer, tell my husband I
love him, unearth the money from the robbery , etc.). If the game is a full Chronicle, the Risen
needs a longer obsession-arc that requires detail, work, and attention (find my runaway sister,
destroy my traitorous partner’s life, protect my unit buddies who have become Hunters, etc.).
the obsession is dangerous and can easily be twisted into something else. “I love her,” can
quickly become “nobody else can have her.” “He got away with my murder,” can transform into
“I’ll ruin everything he loves.” “My children need protection” is a small step away from “they’re
useless without me.” Everything can be twisted, every noble motivation broken and made selfish.
The Shadow revels in tearing down the Psyche’s delusions, and if it thinks it can turn an
time. The investigation into becoming Risen is a conflict and suspense-rich environment for the
entire Circle of characters, and something that would require everyone’s help given the potential
There are three crucial steps involved in the investigation phase of uncovering the secrets of the
Risen. The first is tracking down legitimate sources of knowledge, the second is convincing said
sources to share their secrets, and the third is obtaining the components of the secrets to prepare
<n> According to the Hierarchy, becoming Risen is illegal. Sure, the Hierarchy has Risen agents
in the form of <i>The Order of Acherontia Styx<i>, but breaking the rules is the privilege of the
elite. For everyone else, knowing how to become Risen is a crime in itself, officially punishable
by a swift trip to the forges. This makes practitioners of the art very cautious about who they talk
to and who they take in as students, and encourages them to be hard to find.
This is the first of many reasons the returned are relatively rare. Those who know aren’t talking
because those who talk aren’t around for long. Atop that, Risen fall more quickly to their Shadow
in the know don’t trust anyone else to use their knowledge safely. Either that, or there is good
obloi to be made for someone willing to pay. Additionally, there is no social networking and that
means gossip never reaches widespread saturation in the Shadowlands. What does become
Risen, unless taken from actual knowledgeable sources, becomes a game of broken telephone.
The odds that any information a character receives is 100% accurate are laughably low.
Still, it’s impossible to kill an idea, and becoming Risen has gained the status of an urban legend
in the Underworld. Everyone’s heard about it, and everyone has a friend of a friend who crossed
Said sources of information, however, might have some or all of the information required to
becoming Risen. They include knowing the correct Arcanoi and how they relate to inhabiting
one’s former body; how best to negotiate with the Shadow; where to go in the Labyrinth and
even how to reach it “safely” (and we cannot stress the number of quotation marks that go
around that word); and, the dangers a wraith faces in the Skinlands once she re-possesses her
body.
<sidebar>
handle. Acherontia Styx is distrusted by the majority of the Eye for its offbeat approach to the
Skinlands, not to mention their offbeat approaches to pretty much everything else. But someone
has to investigate the worst, most dangerous breaches of the Dictum Mortuum, and these are the
The Order carries the full power of the Inquisition. Their mandate is the Risen, which means
everything from returning themselves to deal with catastrophic risings to hunting down
purveyors of knowledge of the process. They operate on both sides of the Shroud because they
have to, and some of them are unsettlingly good at transitioning between wraith and Risen. They
play their cards close to the vest and are granted a wide degree of discretion in how they pursue
their goals. This makes them particularly unloved by their fellow Inquisitors.
Being part of Acherontia Styx means bending the rules because sometimes a little negotiation
with the Devil isn’t just necessary, it’s essential. To do their job means crossing a few lines, as
each and everyone of them has returned at least once. That gives them little patience for sticks-
in-the-mud and Dictum Mortuum literalists. Their work - tracking down Shadow-possessed
Risen, preventing waves of returned from overwhelming mortal cities - is too important.
<sidebar>
<n>Once the characters find a reputable source for the appropriate knowledge, then the
negotiations can begin. The style of the Chronicle should dictate the NPC’s agendas, what they
know, and what they want in return for teaching the character how to Rise. Anything is fair
game, from access to characters’ resources and social networks to having the Cirle do a “favor”
for the source. The trick is in making the players feel uniquely qualified to earn the knowledge.
Bear in mind, however, that while coercion and blackmail are also tools that can be used to learn
the secrets behind tearing through the Shroud, it’s likely that someone with the knowledge to
become Risen has also been around long enough to be a threat in their own right. Meddling with
<3>Training
<n>After the appropriate knowledge has been acquired, the would-be Risen will require some
training. In order to tear through the Shroud and re-inhabit her corpse, a wraith must have a grasp
of Puppetry as well as an understanding of either Lifeweb, Inhabit, or Embody. All four involve
touching upon and affecting the Skinlands in delicate ways. Specifically, the wraith must have at
least 3 dots in Puppetry and at least one in each of the other Arcanoi. They must also learn the
proper techniques for becoming Risen. These vary from teacher to teacher, but some form of
guidance is necssary in order to focus the wraith’s efforts. There are, of course, rumors of
codexes and tomes on how to become Risen, but these are rare at best, mythical at worse, and
Storytellers may want to parse out the secret of becoming Risen among several different
individuals. One wraith might know who holds the secret of becoming Risen, the next knows the
correct Arcanoi involved, while a third has risen before and knows the dangers involved and how
to avoid them. And of course, each of them wants something in exchange for their knowledge.
Spreading the information out not only provides storytelling beats, but also meshes with the
timing it takes for a wraith to learn the proper Arcanoi for her quest..
<bullet>The first is that it takes as long as it takes, and the characters can embark on other
storylines and misadventures, but it’s understood that their downtime involves learning the
necessary arts.
<bullet>The second way is a slight twist in that the characters learn about the necessary Arcanoi
early so while hunting down more information on becoming Risen, they are also learning and
training.
<bullet>The third way is effectively a montage. The Chronicle takes a leap forward in time and
the characters emerge from hiding having undergone the required training. There’s no telling
what happened while they were away, however, meaning that friends could missing, enemies
<bullet>The fourth option, but certainly not the last, is that the circle can work together. So long
as one of them possesses Puppetry, and Lifeweb/Embody/Inhabit, then they all benefit.
This last option is for Storytellers who want to get to the Skinlands in a hurry, but it is
recommended that this method comes with some strict caveats to keep it from being abused.
In the end, though, nothing happens without this next step: The Pact.
wraith who intends to Rise must venture into the Labyrinth to bargain with her Shadow. It’s a
process akin to but not precisely like a Harrowing, with one of the key differences being that the
Wraiths who attempt to make the pilgrimage alone tend to have a poor survival rate. As such,
even if it’s only one member of a Circle who intends to Rise, it’s best if the entire group
accompanies her in order to get her to her destination (and to keep from sidelining the bulk of the
wraiths versed in the mythology and process of becoming Risen also know of the safer ways into
this dire maze. Most would recommend hiring Harbingers who specialize in transit to and from
the Labyrinth using Argos, but there are other routes. Hooking up with Helldivers, following
Spectres home through the Tempest - there are multiple ways, each with their own challenges.
Storytellers should consider tying elements of the journey to the Labyrinth with the obsession
behind becoming Risen. At what cost will the character become Risen? Will he betray comrades
for a shot at it? Will she ignore others in peril to reach her goal? What does the journey itself
reveal about the obsession to reach the Skinlands and how does it change that obsession?
It is entirely possible that taken this way, the quest to become Risen never happens because the
discovery leads to character growth and that growth allows the character to cope with their
All that said, venturing to the Labyrinth as a Circle means trusting one another on the deepest
level. The Labyrinth is where whispers carry weight, where monstrosities swim beneath oceans
older than recorded memory, and where Oblivion awaits, the ultimate end of ends. Asking
friends and associates to go there has no precedent because it beggars simile and metaphor. The
best one could hope for is that whatever happens in the Labyrinth, that it be swift and decisive.
Wraiths belonging to a circle need a better reason than “I need help” to go along on something
like this, because while the wraiths themselves might still undertake such mammoth favors for a
friend, their Shadows will not. So even before the journey begins, a group of wraiths better have
with the Shadow. At a suitably appropriate spot, his Shadow manifests itself, powered by the
wraith’s obsession and the nearness of Oblivion. The Shadow is merely a vision, incapable of
physical interaction, but this first step to separation leads down the road to the Conduit.
No wraith can return to the Skinlands without the cooperation of the Shadow. The Shadow must
agree to return and it cannot be forced except through applications of Castigate - ones that could
Coming to the Labyrinth is no guarantee that the Shadow will cooperate, either. While becoming
Risen is something that most Shadows are interested in, largely because of the accelerated rate at
which Risen accrue Angst, not every Shadow wants to take the risk. As for those who do, many
of them are smart enough to adopt refusal as a negotiating tactic in hopes of getting a better deal.
The terms of the deal can range from “Let me be in charge when we get back” to “You have to
deliberately feed a Dark Passion” to “You must destroy your favorite Artifact before we go”, and
they’re infinitely fluid until the moment the deal is formally struck. Then, they’re locked in
stone.
That being said, the negotiations do not occur in a vacuum. The spectres who haunt the
Labyrinth have no respect for the sanctity of the discussion, and will cheerfully set upon any
interlopers they find in their halls. It is entirely possible for the aspiring Risen to be conducting
feverish negotiations with his Shadow while his Circlemates fight off a shrieking horde of
Striplings. It’s just as possible that the Shadow summoned those spectres to add a little bit of
If the entire circle is going Risen, then they’ll need to follow these steps too, and no telling what
the individual Shadows will do to get the Psyche in trouble. Shadows have no need to cooperate
with each other, and may do things to thwart each other’s ambitions. Storytellers should be ready
to deal with the repercussions of doing this, up to and including thwarting the Circle from Rising.
natural that either, whatever the Shadow agrees to would be to the full detriment of the wraith, or
that the Shadow would automatically refuse any request to help the character, but those aren’t the
cases here. In these instances, it’s all about risk-versus-reward for both parties.
For the wraith, the stakes are in tending to an obvious, immediate, and driving desire. For the
Shadow, the appeal lies in the risks the Psyche faces by the attempt. By saying “no, you can’t
play,” the ploy is straight out frustration or perhaps even fear on the Shadow’s side for the very
real dangers it’ll face in the Skinlands. To say “yes” however, means the opportunity to watch the
character fail, to grow increasingly disillusioned with the life he can no longer have, or (best of
all) to see him pervert the very reason why he went back.
<3>The Pact
<n>The Pact is a solemn agreement between Psyche and Shadow, unbreakable without dire
consequences. To make a Pact, each side states their terms, and then the wraith invests a point of
Permanent Willpower. It’s a steep price, but now both sides are bound and the Shadow cannot
What the Shadow gets from the Pact must be clearly defined, and the wraith must act in good
faith within a reasonable time frame to meet those terms. Failure to do so gives the Shadow a
point of Permanent Angst. Certain Shadows are not above diverting their Psyches from fulfilling
the terms of a Pact in order to get the juicy payoff at the end, while others will hound the wraith
back into them. For this to happen, the corpse must be relatively intact in the broadest sense. A
cremated or decapitated body cannot be re-inhabited and there has to be the shriveled remains of
a heart and brain to work. Fleshless skeletons are thus a no-go as vessels, and bodies that have
If the body is able to rise, however, the wraith must travel to her body’s in the Skinlands and
settle in. This is where the necessary Arcanoi come into play and a show of Willpower becomes
absolutely critical in binding the wraith back into her own flesh.
Note that once the bargain has been struck in the Labyrinth with her Shadow, the wraith can take
as long as she wants - or needs - to actually return to the Skinlands. Odds are, however, she
won’t want to wait. Getting out of the Labyrinth and back into her body in order to take care of
traumatic memory, and as the soul hooks itself back into the flesh, those memories are a blast
from a double-barrel shotgun, as strong and intense as the moment they happened. The wraith
relives her final moments with the sudden, terrible clarity of the senses.
After that, as the residual memory bleeds off, the body stitches itself back together. Tissue and
tendon that are missing regrow like kudzu; bones reknit as they grind back into one solid piece;
heart, brain, eyes, tongue refill their cavities, inflating inside the Risen’s body; skin tightens;
muscles stretch, snap, regrow; embalming fluids, maggots, worms, and anything else that doesn’t
The process is incredibly painful. Thankfully, it is over in a matter of minutes, leaving the Risen
with a new problem: getting out. Most Risen are buried, and a coffin is a terrifying place to wake
up, especially with wraith senses. The sensory overload gives the Risen the panic-fueled strength
to escape her confines. Fortunately, she doesn’t need to breathe or eat. Thus, escaping the grave
or the mausoleum is a matter of time and brute force even though experience is screaming at the
Once the Risen emerges, then things get interesting. Odds are she’s broke and wearing her rotted
funeral best, which means there are two immediate problems staring her in the face. How she
deals with them can set the tone for her entire experience as a Risen, for good or for ill.
mortal. This means doing two things. The first is spending one point of Pathos and rolling
Dexterity + Puppetry (Difficulty 6). The second is spending one Willpower point to claw through
If the wraith fails to make the necessary roll in Puppetry, the attempt fails and she remains a
ghost in the Shadowlands. If she succeeds in using her arts but fails in the Willpower roll,
however, the Shadow slips into the body instead and the Psyche is relegated to the Conduit. If the
player botched the Willpower roll, the Shadow gains control and the character gains a point of
<3>The Conduit
<n>When a wraith steps into her body and reclaims it, the Shadow splits off to reside in the
Conduit. The Conduit is one of the wraith’s Fetters, usually the strongest one, and being
separated from the Conduit pains Risen and Shadow alike. This constant distraction puts the
Risen at +1 difficulty on all Willpower rolls as long as the two are separated.
The Conduit is critical for the Risen, and ironically, it’s because the Shadow must be protected
regardless of their relationship. The Conduit is a talisman of sorts, a physical part of the Risen,
and its fate is tied to her. It’s for this reason that the Conduit has 10 Health Levels.
If the Conduit receives damage, the Risen is equally hurt for said damage type and cannot heal.
Destroy the Conduit, and the Risen is sent screaming into a Destruction Harrowing. Conversely,
if the Risen’s body is destroyed and the Conduit is left behind undamaged, it becomes a potent
link to the Shadowlands and imbued with the malicious intent left behind by the Shadow.
Hunters of such items would pay a fortune to get their hands on said Conduit or do their utmost
be small and easily transportable so the Risen can keep it on their body, and more importantly,
the Conduit should be near the Risen when she returns to the Skinlands. Some Risen insist on
carrying their Conduit with them at all times for protection, while others prefer to risk the
Sometimes, the positions are reversed and the Shadow slips into the body while the wraith is
forced into the Conduit. This can happen during a Catharsis roll, or when the Risen first attempts
to occupy her own body. When this occurs, the Shadow must still keep the Conduit safe, but the
player still plays her Risen character with the objectives of the Shadow. This means trying to
fulfill its Dark Passions, or undermine the Risen’s objectives until the Psyche resumes control.
As for the Psyche, during Catharsis, the Shadow can sever its connection to its body’s senses,
putting the character in utter, hellish darkness, and absolute silence as long as the Catharsis lasts.
<begin sidebar>
<3>Animal Conduits
<n>Sometimes, a Fetter is too large and the Conduit becomes something tied to it rather than the
Fetter itself. A family home is too large to serve as a Conduit, but the family dog who lives there
is a much more appropriate size. Should it be chosen as a Conduit, the animal’s psyche is
obliterated and the body becomes a husk for the Shadow, which can enjoy a newfound freedom
not previously available to immobile Conduits. Animal Conduits tend to follow their Psyches
closely, but they’re not frolicsome pets. Empowered with mobility, fully aware Shadows guiding
even “run away” from its owner to force the Shadow to come after it (rather than embarking on
mayhem).
<end sidebar>
has emerged and this is as good as his body’s going to get: Passably alive. This is everything he’s
geared himself toward, pursuing the object of his obsession and putting matters to the right. This
will not be the happy reunion a Risen expects, however. The Risen returns with senses that have
beheld and been warped by the Underworld, and they can never see the living, breathing world
the same way. Everything is doomed to die and the wraith will often fixate on the ebb of that
cycle.
The lost human senses don’t return with the same clarity, and the reality of a rose cannot hold up
against the memory of its beauty. More so, the Risen comes back with additional senses: Their
Deathsight, Lifesight, and Heightened Senses. Their eyesight and hearing are microscopes and
microphones on the living world; they no longer perceive the painting as a whole, but rather see
the individual brushstrokes of dried, cracked paint. How can one appreciate the beauty of life
Then, there’s the obsession, the one compulsion that drove the wraith to risk damnation and
destruction to get this far. The Risen is less likely to stop and smell the roses when all he can
think about is the obsession. Everything becomes a distraction, with the clock ticking, the
Shadow waiting, and the obsession that powered the wraith out of the grave not letting them rest.
As a result, Risen strive towards realizing the object of their quest with all speed. They don’t
sleep, they don’t eat, and they power themselves endlessly towards their driving obsession. At
the same time, they may need to collaborate with mortals to achieve their goals, and that means
trying to fit in with humanity long enough to build the needed relationships to achieve the
Risen’s ends. Making human connections could ameliorate the Shadow’s pernicious influence,
but at the same time they could distract the Risen from the reason for returning, and that
potentially opens the door to disaster. It’s a fine line to walk, and a Risen is always caught in that
tension.