Wraiths

It is rumored that the Deepslate caverns, which run deep in almost all parts of the underground world, houses a realm known as the "Inferatur Regnum" (Inflicted Realms), a realm that houses the souls of the banished and cursed by gods or even humanoid entities who have no where, not even hell, to go to after death. They may be wandering souls that desired to had an unfinished business and strong connection to the overworld, some of which is strong enough to curse and banish them from death forever, not permitting them to leave. Such connections can be the strong desire to rule over the overworld, intense greed, or a desire simply to be strongly in love and connected that they never even wanted to leave. Regardless of their reasons they exist and are here. 
The wraiths of Rathnir are a brutal and hostile race and one of the very few among spectral entities with strong emotional and physicals presence and connections to nearly that of resembling sentient & humanoid beings, which is not surprising due to the intense result of a humanoid being becoming one. Wraiths are among few of the newly formed and Powerful beings within the mortal realm on the scale of which is that of arrangement of different heights commonly within the at adult phase of five to six feet tall. 
=== Physical Characteristics ===
Wraiths are not categorized to be living nor dead, as they blur line between the two. Caught within a perpetual limbo between the world of the living and the dead they were not supposed to ever be able to escape from. The real power to the wraiths comes from the possession of mortal beings and the combining of two souls, that of a dead "ghostly" ancient entity possibly once living in the ancient days, and that of a living soul possibly tormented to near death and perpetual states. Though wraiths may also exist without a host too, just in a much less physical form, that comes with an inability to interact with the living world at full capacity. Unlike most ghosts however, with their only power being able to cause fear and act as a disembodied entity, wraiths are much more dangerous. They have the power to manifest themselves forever in the physical world and even kill and converse with the living, rarely ever being invisible.
Their existence outside of life has effectively stunted their ability to grow or age, so despite aging and existing within the world for months or years, their physical appearance hardly changes. They can't really die by natural causes nor do their health despite being determined to be "already deceased". They remain effortlessly wandering souls across the vast landscapes seeking out purpose or whatever it is they are capable of achieving with their infinite life forces. The host can also become vulnerable and killed when the wraith's powers are greatly weakened by that of a weakness. but this is only while the wraith itself hasn't been "banished/dematerialized" (killed externally without using Rp etc. In-game to weaken its protectiveness over its host's life).
They also are incapable of being harmed by weapons that are not able to to interact with the spiritual worlds, or that are not imbued with light or healing properties. One cannot simply destroy a wraith entirely though, as wraiths are known to be immaterial beings. They can only be destroyed if their anchor to the physical world is destroyed, preventing them from existing further within the Mortal plane. However, this doesn't affect those with a human host unless the host is killed in a vulnerable state without the wraith to sustain its life. This is extremely difficult to accomplish though since wraiths hardly ever wish to be separated from their host's body, except under dire circumstances or the need to have a stronger connection with spiritual forms rather than physical ones. However, if the anchor of a wraith is destroyed, the wraith will immediately return to the inflicted realm where they will await their return, where they wait for another anchor that they can use to pass into the mortal plane is constructed. That being said also if certain items that are a value or attachment to a wraith's spirit exist those two physically can act as anchors.
Wraiths in general are insanely strong and have deep ties and connections to the magical energies and forces that play a part in existence. Their cloaks are defined as a "second skin" as a representation of their "ascension" of a higher plane of existence though morphed they are usually forced to be servants of those that are of a higher form of power then they are, but will often more often than not serve great forces of darkness. There are exceptions though for the wraiths capabilities, as when they are in possession of a host, their dark, brooding, and cynical nature will often contradict with that of the host they possess. The host will also gain new abilities and stronger connection to magical forces the wraith emphasizes on as well, and more often than not, a struggle between both sides to be the dominant and controlling figure often plays out. When divided and disagreeing it's almost as if the two fight an internal war with arguments. But unified and in agreement, they are nearly an unstoppable force.
=== Abilities ===
They have a strong connection to the undead world and invented a variety of magic, mostly connected to "necromancing" and other powerful arts. This magic commonly revolved around shadow, the night, fire, poison, rage, and most of all, necrotic. Wraiths also possess unique skills unlike most undead entities, especially when possessing a host that is immune to sunlight and can be out during the day. Wraiths also have no lack of physical or mental energy. They are relentless and can spend days and nights without the need for sleep. This however is faced with the exception of possession as their host due to being partially alive, still does. Wraiths are also capable of interacting with the world, building, and constructing a vast array of weapons. Most wraiths will find that their soul is tied to an object they value on the earth as their unfinished business, unable to be able to part with it in the afterlife. Such objects will often find themselves being heavily cursed as the wraith will desire to hunt down and kill whoever has it relentlessly. One of the main traits is they are bound to a life force, rather that a human being, or simply put an object that acts as a physical anchor to their existence in the overworld.
Some wraiths also fit along the roles of servants of death, some believe that there are special wraiths that once before the first physical wraiths broke the lines between death and life, that the very few capable of entering the mortal world served as "Soul Reapers", soul suckers who hunted down and drained the life of souls who was cursed to die by their hand, or to guide and forcibly drag those who got lost in the afterlife after dying to the inflicted realm itself.
Wraiths also possess a unique ability to use a form of less advanced mental teleportation, something similar in the range of the Endermen. However, this can be limited to their knowledge of places or ties to the place. 
Reference: This anchor already being created and physicals breached with their species history by the recent addition of the believed to be "Great Dark Entities", powerful, near godlike, beings of the Wraith world that have acted as the overseer's and power bringers of the wraiths plane of existence. They have recently discovered a way to break free from the "prisons" that they were intended to warden over. The first one to break the veil is known as "Crestor Hobbs".
(For more information on wraiths, see: Rathnian Wraithism)
Category:Races
Category:Traveler's Era
Category:Rathnir