From the back of the book:
- A Storytelling Game of Death and Damnation
- With each passing day, Oblivion encroaches further. With every soul that surrenders to Shadow, the end draws ever nearer.
- The world is not as we know it. Decay's sweet stench now clings to all we hold dear. It is called the Shadowlands.
- In death there is nowhere to hide, nowhere to run from the hate and fear, pain and bitterness, the Shadow within.
- Hope is fragile, and few have the courage, the Passion, to face Death and say, "I do not go gentle into that good night."'
Chapter One: IntroductionEdit
A general introduction to roleplaying, a summary of Wraith and its themes and moods, and a lexicon of Wraith terminology.
Chapter Two: SettingEdit
Information on the Gothic-Punk attitude in Wraith, a breakdown of the Underworld from Necropolis to nihil, a Revision of the Imperial History of Stygia written by Herodotus, the physiology and metaphysics of the dead, the wraithly social structure, and the main factions of Wraith: the Hierarchy, the Heretics, and the Renegades.
Chapter Three: StorytellingEdit
A guide to storytelling Wraith, including common themes and ideas for campaigns, how to create chronicles and antagonists, and tips for creating conflict and keeping the story rolling along.
Chapter Four: RulesEdit
The basic rules of Wraith, including actions, dice rolls, and game terms.
Chapter Five: CharacterEdit
Step-by-step instructions on how to create your very own wraith.
Chapter Six: TraitsEdit
Chapter Seven: ShadowEdit
Chapter Eight: SystemsEdit
Chapter Nine: DramaEdit
This chapter discusses the timing of scenes and turns, taking actions, the dramatic systems, and combat and weaponry.
Information on the antagonists of Wraith, such as Spectres, gifted mortals, and other supernatural creatures, as well as a list of Artifacts, important dates for wraiths, and a sample setting, Atlanta's Little Five Points.
Errata for this book is included on the final page of Midnight Express. Among other changes that were made were to correct the spelling for writer Jackie Cassada's name and add a left-out credit for design contribution for Ray Winninger.
According to information in the Last Words section of the book, one of the first games Mark Rein•Hagen worked on for White Wolf, pre-dating even Vampire: The Masquerade, was a game called Inferno, where players were recently deceased spirits who were cast into hell. A series of unfortunate, almost deadly events during playtesting caused Inferno to be shelved. Much later, during the development of Ghost (Wraith's predecessor), some of the concepts used in Inferno were used pulled out and used. Problems began to surface again, and Wraith developed something of a "cursed" reputation. Appropriately enough, Wraith would be the first game in the Classic World of Darkness to come to an end, brought down by poor sales.
- Charon: Emperor of Stygia who seems to be temporarily...misplaced.
- Ferrymen: Friends of wraiths, enemies of Stygia.
- Nhudri: That Artificer guy.
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Wraith Storytellers Kit