Members


Haunters tend to have one of two things in common: they're either not quite right in the head, or they're incredibly angry {those who are literally insane with anger are considered a real prize}.

Most of their members died from violence or because of their own insanity, which makes for violent impulses and "divine insight" that other Concords are distinctly uncomfortable with {not to mention a possible Affinity for Fear}. The Haunters find such people, and tell them that it's not only okay to use their Numen to frighten, hurt and possibly even kill mortals, but that they're supposed to be doing it.

Frighteningly enough, that right there is all it takes to get many prospective Haunters off to the Pit for a looksee. And once they're there, they either join up willingly - all too often, at that - or are given a one-minute headstart to run for the border before the Alliance comes after them.

Recruitment

So if no one can get in or out of their Domain, how do the Haunters find recruits? It's simple - they cheat.

For one thing, they say that no one else can come in, but they don't say anything about them going out. Haunters often perform clandestine snoops through outsider territory, and keep an eye out for possible recruits while they're in the Freewraiths' Markets. The consequences for being caught are severe, given that the Pardoners are always on the prowl for them, but finding new members is important enough to risk it.

And for another thing, the Haunters often make their own members. Those who go mad and commit suicide thanks to Fear still die from their own insanity, after all. And while you might think they'd be angry for having been brought into death like that, by the time the Haunters are finished talking to them, many are surprisingly keen on the idea of joining up.

There's also the fact that sometimes new recruits just come to them, somehow sensing that paradise waits behind the screaming Terms and bone orchards. They are rarely disappointed with what they find.

There are a lot of bold Haunters, but not many old ones. The Calling believes that, much like mortals, Wraiths can only truly hear the will of the Gods for so long {seven times 12 years, in fact}. After their 84th year of being a Wraith, it is believed that the Dead are made blind and deaf to these divine signs, and such persons are considered incapable of living in the Gods' favor.

But most Haunters don't get even halfway to 84 years as a Wraith before they are genuinely tired of the Deadlands, and barely able to control their own Shadows. As such, many "middle-aged" Maniae seriously consider Falling, or seeking the Goddess' favor through an extreme act of self-sacrifice. And if any are so gauche as to refuse either of these honors, their colleagues are more than happy to help them see the light.

Hazardous Faith

One might wonder how a Haunter could do the sort of things their Calling asks of them for long enough to lose sight of the Gods' will. Wouldn't they be completely Damned after just a few short years in an Alliance - especially without the Pardoners to handle their Shadows?

The answer might shock outsiders, provided they hadn't been paying attention. Many of the Calling's members died from Insanity, which can provide an Affinity for Fear, but also for Castigate. So the Haunters often do have members who can use that particular Numen.

This is as well-kept a secret as anything else the Haunters do within their Domains. If a city's Pardoners knew that their enemies had access to "their" Numen, they would most likely damn all caution and invade the Haunters' Domain at once.



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