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Guildbook Spooks Revised

Guildbook Spooks Revised

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Published by: LabRatFan on Oct 27, 2010
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11/23/2012

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Credits
Written By:
 JL Williams
Interior Art:
 J. Edward Tremlett
Wraith: The Oblivion
and all related Storyteller Games are trademarks and copyrights ofWhite Wolf Game Studio. The mention of or reference to any of those products is not a chal-lenge to the trademarks or copyrights concerned. This book is a free online resource for play-ers and storytellers, and does not garner a profit in any way. All original materials are © JLWilliams, 2004. All rights reserved. Reproduction without express permission from the au-thor(s) is prohibited.
 
I. Our Shady Past
If you were to talk to the Haunters' guild (thoughI don't know why anyone would want to), you'd gettheir side of things. They'll tell you that we were oncea part of their Guild, and that's true. The Spooks wereoriginally a faction of their "organization"; a branchthat dealt mostly with the protection of haunts andfetters.They'll also tell you that we are an ill-tempered anoccasionally violent group, and that is also true.However, there seem to be a number of misconcep-tions regarding our separation, and I should tell youthat the fault in that lies with you. You should nothave gone to them searching for truths, because, asyou have probably noticed, they are all insane. Notthat we are much better, mind you but at least youcan get a straight answer from us.I'll try to enlighten you...
The Dark Ages
Originally, there were eight guilds, instead of thecurrent tally of sixteen, on account of the guilds beinga lot bigger back in the day. See, there wasn't a Dictum back then, so messing with the Quick was a lot morecommon. You didn't need a lot of different organiza-tions, because there were fewer categories to splitthings into.Each guild that was around in the Dark Ageswould later become two; you had the Artificers(where the Alchemists come from), the Solicitors (who birthed the Sandmen or was it the other wayaround?), The Oracles (and their Monitors), TheHaunters (and us), The Guardians (or Proctors, if youlike some of them would leave and later become Pup-peteers), the Chanteurs (which, oddly enough, in-cluded the Usurers), the Pardoners (and possibly theMnemoi, I can't really remember), and the Harbingers(which may have included the Masquers).Anyway, things were pretty sweet back then. Wehad haunts and fetters all over the place, and the feu-dal system lent itself to entire zones of land becomingattuned to whoever wanted them. It was there for thetaking, and even though humanity knew we werethere, it didn't matter. You either scared the bejesusout of them, or forced them into worshiping you as a"demon"; something the Haunters did a lot.Trouble started when some of those wraithsstarted to believe the lie; they fashioned their corpiinto demonic shapes, and paraded around like theywere denizens of hell, or something and the sad thingis, sometime during this period, these wackos triedinitiating disciples.The guild was a mess, and some of us were prettypissed about it, because we were suffering land losses.The Guardians (who, ironically, had members of theirown guild among our ranks, possessing mortals fortheir own gains) and Pardoners were hunting us, andthe Harbingers and Artificers wouldn't even do busi-ness with us anymore. The once-useful Haunters had been reduced to a handful of demon-cults and it waspretty messed up for awhile; it looked like we werefinished.It was then that Oblivion opened its gaping maw,and started to eat. Hundreds, if not more, of our mem- bers were spectralized, and many were sucked intothe Void right off the bat. For those of us who re-mained, Oblivion decided to take us in a much slowerway it planted a seed of madness that would eat usfrom the inside out. Some of us were given paranoia,some despair, and some, most notably, a sense of un- bridled outrage against those who screwed it up in thefirst place.So, those of us who were pissed enough at havinglost so much of what we had gained decided to leave.We abandoned the loopiest of the guild, leaving themscrambling in the dirt, and formed our own guild; onewhich would devote itself to a little more organiza-tion, and a genuine effort to fight off the ever-presentmadness that coursed through us like acid.Thus, the Spooks' Guild was formed.
The Breaking
The Spooks' first order of business was a wide-spread recovery of the ground we lost. In a relentlesscrusade, we drove humanity away from what weneeded, and (save for a little overkill) I'd say we didpretty good.We rebuilt our lost haunts, and because we weregood at it, we were contracted to protect the fettersand haunts of other guilds, and even the Artificers,who had forged many of our ex-members, sought ourservices in the creation of relics, having suffered aseparation themselves. It was, once again, the land ofmilk and honey.

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