The Dead are restless.
They are all around us.
                             Their passions burn deep inside of thier hollow souls.
    Oblivion surrounds them, spewing forth the depts of Hell itself to sway them from the path of Transcendence.
And Oblivion is unavoidable.

 
    Wraith: The Oblivion is a role playing game of passion, horror and redemption.  Wraiths are ghosts that wander in the Land of the Dead.  A place called the Shadow Lands is the surface of their world; the Shadow Lands are a sort of destorted copy of our world, the Skinlands, but darker and more sinister.
    The inner part of the Lands of the Dead is the Tempest, a Sea of Souls that rages violently.  Within this eternal storm are islands of safety that often hold cities, like the great Necropolis called Stygian City.
    And deeper still, reaching beyond the Tempest and deep into the corners of darkness, is the heart of darkness: Oblivion.  It is simply the state of none existance, loosing  your mind and entering a state of eternal madness forever.  Oblivion constantly scratches at a Wraith's inner self, pushing him to lose his sanity and true self.  A Wraith's Shadow is a part of a Wraith that lures him to Oblivion; a personal voice that is set upon the corruption of it's soul.
    But depite the great darkness that envelops these Lands, Wraiths search for Redemption, for forgiveness and for truth.
 


    The Hierarchy

    The Hierarchy, established by the famed ferryman Charon, is the structure that keeps some degree of order in the Lands of the Dead.  Charon's timeless laws, the Dictum Mortuum, are the heart of the Hierarchy, ensuring a prosperous future for the oldest organization of all in the Deadlands.
    The Hierarchy may ensure security for many Wraiths, but it is based upon the enslavement of souls for Thralls or raw materials.  Deathlords lead factions of this monolithic organization, and the battles between factions are becoming all too frequent.  With spectres and Oblivion clawing at the minds of every Wraith, every day, these infastructure problems only make it harder to stay in control.
    It's easy to hate the Hierarchy for its problems, its corrupt leaders and senseless power struggles.  But should change come from within, or by some massive invasion from the outside?  Not every Wraith working for the Hierarchy is some Shadow-Eaten Thrall of Oblivion, and sometimes the Heretics and Renegades just seem to hurt their own cause with their protests and violent terroist actions.
    Fighting spectres and establishing safe havens in the Deadlands requires all those "bad" things, like soul forging.  It's either we don't soul forge and get completely eaten by Oblivion's spectres, or we soul forge and save the un-lives of countless others.  The system may not be perfect, but every Wraith owes his un-life to the Hierarchy... in one way or another.

                                        John Proctor


 
    The Horadrom

    The Horadrom is a heretic organization devoted to help souls reach Transcendence and avoid the Hierarchy's soul forges.  It has established twelve Orders throughout the world.  This Chronicle is concerned with the Tenth Order, centered in the shadowlands of Chicago.  Chicago has become a place full with the dead, and Oblivion's agents spread it's foul pestilence througout the streets.
    The Horadrom fights Oblivion and struggles to reach Transcendence.  God is somewhere among them, they know it, His works are self-evident.  But the voice in thier head tells them God is not real; only Oblivion is.  They know better to listen to thier infernal Shadow, but the One Above seems more distant with each passing day as Oblivion swallows more souls, growing hungry for thier own.

 
Argile
Kalen