Wraiths
They have the ability to sense magic in objects and people. Though they are not magical themselves, they are deeply attuned to magic.
1. Core Values
The Wraith are a society built around magic, craftsmanship, and spiritual attunement, given their ability to sense and manipulate magical materials. Their civilization reflect a blend of scholarship, artisanry, and mysticism, creating an intricate social structure where knowledge and skill determine status.
2. Government & Leadership
The Wraith’s government would reflect their structured, meritocratic, and knowledge-driven society. Given their deep connection to magic and craftsmanship, their leadership is probably determined by expertise, wisdom, and contributions to magical knowledge rather than birthright.
The Wraith operate under a magocratic meritocracy, where political power is held by those who demonstrate the greatest skill in working with magical materials. The government is structured similarly to a council of master artisans, scholars, and enchanters, with a clear hierarchy based on knowledge and achievement.
The Council of Grand Artificers (Ruling Body)
- The highest authority in Wraith society is a council of the most skilled and accomplished magical crafters and scholars.
- Membership is not inherited but earned, and each Grand Artificer is chosen by their peers based on their contributions to magical knowledge, artifact creation, or discovery.
- The council is responsible for setting laws, controlling magical resources, and determining trade policies.
The High Artificer (Head of State)
- The leader of the Council of Grand Artificers is the High Artificer, the most respected and powerful magical crafter of their era.
- This position is not permanent—every 10 to 20 years, the council selects a new High Artificer based on their accomplishments and vision for Wraith society.
- The High Artificer has final say on magical regulations but is still bound by the decisions of the council.
The Seekers' Tribunal (Judicial Body)
- Since the Wraith deal with powerful and dangerous magic, they need a specialized judicial system to regulate the use of magical artifacts.
- The Seekers' Tribunal is responsible for investigating magical crimes, punishing misuse of artifacts, and settling disputes over magical knowledge.
- The Seekers are neutral investigators who travel across Wraith territories, ensuring that magical discoveries are not being abused or hoarded for personal gain.
- They report directly to the Council, but their rulings are considered binding unless commuted by the High Artificer.
- The seekers usually master voidbinding, a rare ability to suppress other people's magic or ability
Local Governance: The Artificers' Circles
- Each city, town, or settlement under Wraith control is governed by a local Artificers’ Circle, a group of high-ranking enchanters and scholars who oversee local laws, education, and trade.
- These circles ensure that every region has access to magical knowledge, while also enforcing national policies set by the Grand Artificers.
- Instead of mayors or governors, local leaders are called Circle Masters, elected by public approval and their standing within the magical community.
Process
- The Wraith's government is heavily influenced by guilds that specialize in magical craftsmanship, alchemy, and enchantment.
- The Guild Assembly is made up of representatives from the most powerful guilds, who propose and debate laws regarding trade, magical regulations, and education.
- Since the guilds control both economics and research, they function as a secondary governing force that ensures the Grand Artificers do not abuse their power.
Roles
- The High Artificer (Head of State): Elected by the council
- Councillors: Members of the Council of Grand Artificers, elected by their guilds
- Judge: Head of various tribunal court
- Seekers: works for the tribunal, similar to police
- Governors: Head of local governance
3. Social Hierarchy
1. Hierarchical but Knowledge-Based Society
- The Wraith do not believe in arbitrary power but in earned mastery. Their hierarchy is based on skill and expertise, similar to a guild system but heavily influenced by magical knowledge.
- The highest members of society are Grand Artificers, individuals who have demonstrated exceptional ability in working with magical materials.
- Below them are Scholars (those who study and document magical materials), Artisans (who craft them into useful objects), and Seekers (who search for rare magical substances in the world).
- Those who fail to achieve mastery remain in lesser roles, serving as assistants, laborers, or traders of magical goods.
Position | Role |
---|---|
Grand Artificers | The highest honours, indicates highest mastery of the magical materials |
Artificers | Professionals, namely: Scholars, Artisans and Seekers |
Pre-Artificers | People who failed to achieve mastery, hence work as assistants, labourers or traders |
Apprentice | An artificers usually 2 apprentice at any point, to train them |
2. Highly Individualistic Yet Structured
- Unlike communal societies like the Nags, the Wraith value individual mastery above all. Each person is expected to find their own path in magic, whether that’s crafting, studying, or adventuring.
- However, their society is also deeply structured, with formal guilds, schools, and ranks that dictate social standing.
- The idea of a "self-made" individual is powerful in Wraith culture, and those who fail to achieve greatness may be looked down upon or relegated to lesser roles.
4. Family & Gender Roles
- Tend to be monogamous
- There is generally equality amongst genders
5. Religion & Spiritual Beliefs
- A Balance Between Science and Faith
- While the Wraith are deeply logical and methodical, they also have spiritual reverence for magic, viewing it as something to be both studied and honored.
- Their religion may not be god-centered, but rather a philosophy that views magic as a living force—one that must be understood, respected, and never abused.
- This duality of rational study and spiritual awe causes internal tensions: some believe magic should be exploited and weaponized, while others insist it should be preserved and respected.
6. Economy & Trade
- Magic as Currency and Power
- Because the Wraith can discern and shape magical objects, their economy revolves around these materials. The more potent a magical material someone possesses, the higher their status.
- Unlike traditional economies based on gold or food, Wraith society operates on the value of magical essence—forging, refining, and distributing powerful relics or enchantments.
- This makes them both respected and feared by other species, as they hold the key to powerful magical tools that could tip the balance of power.
7. Military & Warfare
Their military relies heavily on magical objects and artefacts, which makes war with them highly unpredictable as they always have something up their sleeves.
It reflect their values—intelligence, precision, and technological superiority. Instead of relying on brute force, they would focus on elite magical warfare, defensive strategies, and artifact-enhanced combat.
Key Features of the Wraith Military:
1. Small but Highly Specialized Force
- Wraith warriors would be few in number but devastatingly effective, relying on enchanted armor, weapons, and constructs.
- Their military would resemble a guild of war-mages and artificers, where mastery of magical weaponry is more important than sheer numbers.
- Instead of standing armies, they might have small, elite task forces capable of rapid, high-impact strikes.
2. Artifact-Based Warfare
- Their battlefield strength would come from powerful, self-sustaining artifacts—magical golems, automated sentries, and enchanted fortresses.
- Instead of foot soldiers, they may deploy autonomous war machines, constructs that obey pre-set magical commands or respond to battlefield conditions.
- Each warrior might wield customized magical gear, like wands that fire precision energy blasts, self-repairing armor, or teleportation-enhanced movement.
3. Superior Defense & Fortifications
- Heavily fortified cities and strongholds, reinforced by magic to be nearly impenetrable.
- Wards and barriers that repel invaders before they even engage in combat.
- Adaptive battlefield control, using illusions, traps, and terrain manipulation to confuse and weaken enemies before direct engagement.
4. Aerial and Long-Range Superiority
- Their forces would excel at ranged combat, using magical artillery, energy-based projectiles, and spellcasting formations.
- They might deploy floating fortresses or mobile sky bastions that strike from above.
- If they use mounts, they would likely favor flying constructs or magically-enhanced creatures.
5. Espionage and Sabotage Tactics
- Instead of direct confrontation, they would weaken enemies through disabling key artifacts, disrupting supply lines, and countering enemy magic.
- Mastery of counter-magic—they might have specialized units trained in neutralizing enemy spellcasters before they can act.
6. Strategic Alliances & Proxy Forces
- Since their population is small and highly focused on craftsmanship, they may avoid prolonged wars, preferring to act as weapons suppliers to allies.
- They could equip other factions with their weapons in exchange for protection or trade deals.
- In times of great conflict, they might hire mercenaries to fight for them.
Weaknesses of the Wraith Military
- Low numbers – If caught in prolonged warfare, they may struggle against larger, more numerous enemies.
- Resource-intensive – Their reliance on artifacts means that destroying or disrupting their supply of magical materials could cripple their military.
- Less melee combat effectiveness – Since they favor ranged and magical combat, they might be vulnerable in close-quarters fights against brutal melee forces (e.g., werewolves, vampires, or berserkers).
- Internal conflicts – Since each artificer is highly independent, getting them to cooperate militarily may be difficult.
8. Views on Other Species
The Wraith, being highly individualistic and focused on mastery, likely view other species through the lens of their own values—ingenuity, craftsmanship, and magical prowess. Here’s how they might see other species:
Respected or Admired
- Dalk (Dark Elves) – Appreciated for their craftsmanship and ability to discern quality materials. Wraith might see them as valuable collaborators but not as equals in creativity since Dalk focus more on perfection rather than innovation.
- Fauns – Seen as intellectual peers, given their focus on theory and engineering. However, Fauns may be viewed as too impractical at times, too focused on abstract knowledge rather than direct application.
- Humans – Despite their perceived physical weakness, humans are respected for their adaptability. Wraith recognize that humans produce occasional geniuses, especially in artifact creation. However, their shorter lifespans might make them seem fleeting.
Neutral or Indifferent
- Changelings – Their mercantile nature is acknowledged, but Wraith may distrust them, believing them to be opportunistic rather than truly creative. Some might see them as useful for trade, but others dismiss them as lacking artistic integrity.
- Nags (Animal Possessors) – Viewed with curiosity but little intellectual respect. Their bond with nature and animals is seen as primitive compared to the refined art of crafting magical artifacts.
- Druids – Recognized as powerful magic users, but their deeply religious nature may clash with the Wraith's more secular, knowledge-driven society.
Looked Down Upon or Dismissed
- Werewolves – Seen as brutes who rely on raw power instead of intelligence or craftsmanship. Some Wraith may find their ferocity intriguing, but they are largely dismissed as unrefined.
- Vampires – While wealthy and influential, Wraith may see them as overly hierarchical and power-hungry, too focused on dominance rather than true creation.
- Islanders (Merfolk, etc.) – Due to their isolationist nature, Wraith may consider them unimportant or simply uninterested in intellectual pursuits.
Would you like to add any specific biases, such as a rivalry with a particular species?
9. Justice & Punishment
- This is the tribunal
- They regulate common crimes
- Also special crimes like trademarks, copyright etc
Copyright
Punishments for intellectual theft could include:
- Fines – A heavy financial penalty proportional to the value of the stolen idea.
- License Revocation – The accused loses the right to create or sell magical artifacts.
- Public Censure – A formal declaration marking the individual as a fraud, making it nearly impossible for them to find work or apprentices.
- Artifact Confiscation – Any stolen or copied works are seized and destroyed.
Would their trials be formal legal proceedings, or handled more like an academic tribunal?
10. Conflicts
Internal
1. Tradition vs. Innovation
- Older generations may believe in strict methods of working with magic, while younger Wraith push for new and experimental techniques.
- This could lead to schisms between traditionalists (who believe magic should be carefully refined and controlled) and progressives (who seek to push the boundaries of what’s possible).
2. Who Controls Magic?
- Since the Wraith produce some of the most powerful magical artifacts, a key issue would be who has the right to use them.
- Some believe that only the Wraith should wield these artifacts, while others argue that they should be sold or traded to other kingdoms.
- This could cause internal divisions between isolationists and expansionists, with some factions seeking to hoard magic while others wish to distribute and profit from it.
3. Status and Elitism
- Because status is based on magical skill, there may be a growing divide between the elite and the common folk.
- Those who lack talent in refining magical materials might be treated as second-class citizens, leading to resentment and even rebellion against the ruling scholars and artificers.
4. Ethical Dilemmas in Magic
- If someone discovers a new and powerful magical artifact, should it be used or hidden?
- Some Wraith might wish to sell powerful enchantments to warlike nations for profit, while others argue that such knowledge must be restricted to prevent misuse.
- The debate over responsible magic use could lead to civil unrest, factionalism, and even assassinations of those deemed "unfit" to hold such power.
C. Disputes Over Magical Trade
- Some Wraith believe magical artifacts should only be used by their own people, while others argue that they should be sold to other kingdoms for wealth and influence.
- The Guild Assembly constantly debates whether to maintain Wraith isolationism or embrace trade with outsiders.
- Sales of artefacts to foreigners is highly regulated
11. Final thoughts
The Wraith are a scholarly yet ambitious society, defined by their pursuit of magical perfection and their struggle to balance power, ethics, and tradition. Their internal conflicts stem from who controls magic, how it should be used, and what it means to be "worthy."
Obsession with Perfection
- Since the Wraith can literally sense the "purity" of magical materials, they extend this mindset to all aspects of life—seeking perfection in art, design, and even thought.
- This perfectionism leads to intense rivalries between scholars, crafters, and seekers, as each wants to prove they have achieved the highest level of mastery.
- Failure is considered shameful, and those who make mistakes in crafting or research may face social ostracization.
12. Notes
Forbidden artefacts
These are artefacts that are considered too powerful or dangerous. They should have departments that regulates this.
Voidbinding
This is the ability to nullify other people's magic or magic, like turning off the ability of a lycan to turn into werewolves. This is temporary and requires concentration to maintain. This gives such wraiths certain level of equal footing they come across a other species.