 | 
Below are the individual clan lores for Camarilla, independent, rare and Sabbat clans. To go directly to the lore you wish to learn about, hold ALT+F and type the name of the clan. Rare clan lores are below the 'common' clan lores. Some lores have Insider Only notations.

Assamite Lore 1: Fida'i
- Has heard some form of the Assamite Code, either the Khabar or the Laws of Haqim. Does not nessecarily understand the subtleties of the Code.
- Knows that Haqim is the founder, and God of the Assamites. He commands them to wage war on the Kindred.
- Knows that the Assamites follow a cell-based structure; most do not know the identities of those beyond their cell.
- Has heard that the Assamites were cursed by the Tremere, and hate them for it.
Assamite Lore 2: Rafiq
- Understands the subtle meanings of the Khabar and Laws of Haqim
- Knows the terms Castellan and Silsilla; Knows their Castellan
- Knows that the Assamites are composed of three castes, one of which is the Warriors
- Knows that each caste has a leader, and collectively they rule the Assamite clan (called the Du'at)
- Has heard of Alamut, Holy Fortress of the Faithful
- May have heard of the Ritual (the Breaking of the Curse)
- May have heard that some Assamites posses different disciplines (including Thaumaturgy, Auspex, Potence, Vissicitude, etc)
- Understands that the Path of Blood demands conversion or destruction
- Has heard of the Heart's Blood
Assamite Lore 3: Castellan
- Understands the history of the Khabar and the Laws of Haqim
- Knows about the Viziers and Amr, and understands the interaction between the bloodlines and caste system
- Knows who the Du'at are.
- Knows what happened with the Curse-Breaking and the Schism
- Knows of and may be a part of one of the Assamite Societies
- Understands the interaction between the Schismatics, Loyalists, Dispossesed, and Unconqured.
- Has heard of The Eagle, aka The Old Man
- Knows how to contact people who know how to get to Alamut.
Assamite Lore 4: Silsilla
- Comprehends the subtle differences between the Khabar and the Laws of Haqim
- Knows the history of the Golden Age
- Understands why the Assamites consider themselves Judges
- Knows why each of the Bloodlines was created
- Knows the personal history of many notable Assamite elders
- Understands the power of the Heart's Blood
- Knows many of the socities, and who leads them.
- Knows enough of the Assamite religion to be considered a spiritual leader
Assamite Lore 5: The Elders
- Knows the Khabar and Laws of Haqim well enough to judge others
- Knows the history from The Beginning (may use any of the history from the Clanbook)
- Understands who the clan moves against and why
- Knows how to contact any given Assamite
- Has begun to understand the Eagle's agenda, and understand that he is the harbinger of Haqim's return.
- Knows how to contact the Du'at and the Eagle without being killed
- Knows all of the Societies, who leads them, and what their agendas are
- You are a Prophet of Haqim

Brujah Lore 1: What an unreleased childer would know
- You have heard the term Brujah and understand it
- You have heard the term 'scholarly warriors'
- You have no clue what "The Call" is
- You have heard the term "Rabble"
- You know that Brujah tend to anger quickly
- Brujah In Clan Disciplines are: Potence, Celerity, and Presence
Brujah Lore 2: What an up and coming Neonate would know
- You understand the terms iconoclast, individualist and idealist and know which camp you fall under.
- You have heard of "the call"
- You know that status is earned by physical prowess
- You have heard of rants and may have attended one
- You know of the 7th Tradition "don't get caught"
- You have heard of Troile and Carthage
- You understand that getting a Brother killed is a crime and have heard of the punishment of such. (remember the 7th tradition here)
- You know that Brujah tend to be rebels in their way of thinking
Brujah Lore 3: What most Ancillae know
- You know that the 3 camps work together despite disagreements
- You understand the concepts that make up the three different camps
- You know the stereo-types of the individuals in the three camps
- You can recognize the names of the Elders of the clan
- You know the names of the important Ancillae
- You know when to and when not to make "The Call"
- You have heard of "Raves" and may have attended one
- You have heard of running "The Gauntlet" as punishment
- You know that the most heinous of all crimes is the betrayal of a brother
- You know the punishment for making "the call" inappropriately
- You have heard rumors of the Brujah involvement in the 1917 Russian uprising
- You understand "the Call"
Brujah Lore 4: What a Brujah scholar would know
- Heard how one locates a "Rave" and may have used the clues to do so
- Heard of a tradition that the elders have called the "Debate"
- Heard iconoclast Brujah elders do not attend "Debates"
- An understanding about the fall of Carthage and the role of the Venture and Toreadors with it.
- A familiarity with the Ancillae of your camp and some in other camps.
- A relationship with some of the elders in your region.
- Heard of the development of the Clan weakness, and stories of it's development.
- Heard rumors of the "True" Brujah
- An understanding that it is difficult to separate the fact from fiction within the Brujah history
- Heard rumors that Brujah himself created the written language
- Heard rumors that the Brujah were involved in the separation of the colonies from Britain
- Have an understanding of "the Call" enough to know the consequences of it
Brujah Lore 5 - What a gifted Elder would know
- You understand the role of the other clans in the history of your blood
- You believe there was a possibility that Troile was coerced into challenging his sire either by Brujah himself or others of the 4th Generation
- You have an idea of Varoja's role in the Sabbat and infernalists
- You understand what really caused the fall of Carthage
- You have heard rumors of "walking hypnosis"
- You hear rumors of the Brujah helped to form the Sabbat
- You know what "the Call" is really about
- You possess knowledge most scoff at and your name and word have become sullied
- You have knowledge of the existence of "True" Brujah and may have met one.
- You understand that the "True" Brujah are remnants from the past with the power to manipulate time
- Research hints that the Brujah are a driving force behind the Sabbat
- You have a basic understanding of the history of the Brujah, as presented in the Clan book
- You no longer can recognize your brothers unless they are famous or infamous

Followers of Set Lore 1: What any newly embraced Follower of Set knows.
- You are familiar with what clan you are.
- You know other people don't like you because you're a Setite. The toreador might be an exception to this, whom we have had a long and loving relationship with.
- You know that there is a god called Set that you're supposed to follow.
- You know that Set is an Egyptian god and that he was equated with death, storms, chaos, and darkness.
- You know that there are temples, usually associated with the Masons in a town. (You have no idea where or what is in them.)
- You know that Setites don't like light.
- You know that people equate you with reptiles.
- You are familiar with the basic uses of Serpentis.
Followers of Set Lore 2: What any neonate who has been sent out on their own knows.
- You know that you are not Camarilla or Sabbat, but part of an independent clan.
- You know that most people believe you were embraced to corrupt, even though that's not necessarily the truth.
- You know that you are extremely sensitive to light, because of some part of the religion that has to do with Ra.
- You know that others consider you evil because you are a corruptive snake.
- You know who your priests are and listen to what they say.
- You are aware of what it means if someone is named -Osiris- within the clan.
- You know where your temple is. You are familiar with the intermediate uses of Serpentis
- You have heard stories of Magi, sorcerers of the clan but have no idea who one is or what they do. You have also heard of the Medjay, Warriors of the clan and protectors of the temples.
- You know there is a pecking order to the clan, and that cult leadership, temple construction and skills are needed to advance on it.
- You have an idea how to build a proper temple, but are unsure of the exact expectations.
- You are aware of one or two of the most prominent national cults.
- You are familiar with the story of Set and Apophis, and you know that worshipping Apophis over Set is bad.
- You have heard the legends about Set and Osiris and that they fought with each other. You are aware there is more to the story then just the Joseph Campbell version.
Followers of Set Lore 3: What those who have lived have found to be true
- You know that Setites often masquerade as other clans, and which ones are the easiest to infiltrate.
- You know that there is a third generation of vampires that are supposed to bring about Gehenna and that Set wants you to work towards that end.
- You know where the Regional Temples are and how to get to them, you've seen them, you know the priests.
- You have gained enough knowledge of Setite ritual and ceremony to be able to mimic it to a city sized cult.
- You know the Paths of Set, that there are Typhonists, Ecstatics, and Warriors and that each of these has its own duties within the clan.
- You understand the advanced uses of Serpentis.
- You are aware of the Path of Corruption, a general overview of what it does, and that the Followers have access to other Paths.
- You know the in-clan Status system in detail, and are fully aware of how to advance on it and how to lose status as well.
- You are aware that the daughters are the status-keepers of the Clan and they alone can name someone -Osiris- .
- You are fully versed in the different requirements for building various temples, up to and including Continental temples.
- You have heard of any Followers of Set with 9 status or more.
- You are aware of all the national level cults and a handful of the smaller regional ones.
Followers of Set Lore 4: What Elders who have seen and studied have found
- You know a sizeable amount of Setite ritual and ceremony and have enough knowledge to run, construct and consecrate a regional temple in your city, as well as the basic information for running a Continental temple.
- You know the location of the Grand Temple for your continent and have been inside, you know who the High Priest is.
- You know that Set and Osiris fought, that Ra was their father, that Ra cursed Set, and that is why the Setites fear the light.
- You know that there are many clan secrets that you have yet to see.
- You know that there are mummies, or something like that, and that they are dangerous.
- You have heard rumors of the Daitya...who worship a god other then Set.
- You know that the 3rd generation have agents roaming around and that the 3rd generation shunned Set and this is why we corrupt.
- You are aware of 3 or 4 various paths of Setite Sorcery.
- You understand the elder powers of Serpentis.
- You have heard of any Followers of Set with 5 or more Status.
- You have can recall any Follower's lineage if they have 9 status or more.
- You are familiar with all the active cults, regardless of size.
- You are familiar with the paths of Sutekh and Typhon and their core beliefs. You are also aware that The Path of Ecstasy and Path of the Warriors are branches of the Path of Typhon.
- You are familiar with the Follower's rivalry with the Illuminati.
- You have heard stories involving Saulot and Malkav.
Followers of Set Lore 5: Those who have taught what they have seen and studied
- You are a philosopher in the ways of Set.
- You know all about the rivalry written in texts about Set and Osiris, you know of Isis and Nepthysis, you know of the Mummy Horus and the Cult of Isis.
- You have the ability (though may not necessarily) to construct, consecrate, and run a Continental temple and speak frequently with the High Priests of your continent, as well as those in other continents and the Grand temple. You are familiar with ritual and have studied extensively in Egyptology as well as Setite Lore.
- You are familiar with the fact that there are Followers of the faith who worship different gods but still hold to the same tenets of the path. You might have met a few even.
- You have heard rumors of a bloodline that lives in Mexico.
- You are familiar with all the paths of Setite Sorcery
- You can recognize almost any Follower of Set, at least by name.
- You can recall any Follower's lineage if they have at least 1or more Status
- You can name all of the major Setite temples throughout history

Gangrel Lore 1: What a recently embraced childe would know
- Your clan seems to abandon their new children for no other reason than to see if they survive.
- The Gangrel are generally wanders, without a home, preferring the wilderness, and with no established leader.
- You're heard mention of "gathers", huge affairs where tales are swapped, but, you've never been to one.
- You are aware of the clan disciplines of standard Gangrel and familiar with the basic levels of each.
- You know Werewolves and gypsies are rumored to tolerate your clan more than most.
- You know that most of the time the clan is lead through strength of Arms and Character.
Gangrel Lore 2: What an adopted and recognized childe would know
- You are aware that Princes tend to allow you free access into their cities and you're rarely required to introduce yourself.
- You know that the Clan is somewhat split, with some remaining a part of the Camarilla, and other claiming their independence.
- You know that when Gangrel frenzy they grow more animalistic.
"City" Gangrel are associated with the Sabbat and no longer see themselves as part of the Gangrel Clan. - You know about the yearly gathers in which Gangrel tell tales. You may have even been to one.
- You know Gangrel traditionally swap tales when they meet and you probably have a few tales under your belt about friends and associates that you can pull out when you meet someone.
- You know how the discipline Protean can, on rare occasion, produce different results for different Gangrel. These are slight variations in how the discipline manifests itself. (i.e. Fight/Flight Forms differences, Differences in Eye Color, Etc.)
Gangrel Lore 3: What an established Gangrel would know
- You know how the Gangrel interpret the Traditions.
- You know that the Gangrel generate a large number of Caitiff due to their embrace practices.
- It is rumored those City Gangrel associated with the Sabbat are "different".
- The werewolves prefer to be called "Garou" and should be avoided. Beyond this, you must buy a separate lore. (SEE LUPINE LORE)
- You are familiar with all Gangrel in-clan disciplines through the advanced level and can generally recognize them in use even if you don't possess them.
- The clan has an alliance with the gypsies, also known as "Rroma".
- You recognize the names of the movers and shakers in the Gangrel clan (what few of them there are)
- You know mythology has it that "Ennoia" was the mother of the clan. That is, she was the first 'Gangrel'. Beyond that, you've heard several stories, but aren't sure which to buy.
Gangrel Lore 4: What an older Gangrel would know
- You know much of the recent history of the clan.
- You know about Ennoia, Enoch and antediluvians.
- You actually know a few movers and shakers in the clan personally.
- The Sabbat bloodlines are two groups, one like us, called Country Gangrel and another, City Gangrel. The last possess the disciplines Obfuscate, Celerity and Protean and often exhibit insectoid or odd animal characteristics.
- You know there was a once a war between the Gangrel and the Tremere, and know of the disappearances of some of the clan, which resulted in Gangrel involvement.
- You have heard rumors of Gangrel that spend most of their unlives within the water. (The Mariners)
- You have heard of the history of the Anda.
Gangrel Lore 5: What a Gangrel Scholar would know
- You're very familiar with the myth of Lillith (and all the various interpretations) and know most of the traditional story as presented in the Gangrel Clanbook.
- You know the rumors about Ennoia in Australia.
- Your presence at the yearly gathers is generally assured.
- You've heard rumors about the Waelkyrige and their activities.
- You are familiar with the expert level in-clan disciplines and can generally recognize them in use even if you don't possess them.
- You know the history of elder Gangrel PCs in the chronicle.

Giovanni Lore 1: What a Giovanni ghoul would know
- Show respect to everyone, even those of other clans
- The Family is EVERYTHING
- The Giovanni clan is better than any other clan
- Some Giovanni seem to be better than others
- The Giovanni do not seem to be very trusted by other clans.
- The Giovanni are independent, belonging to no sect of any kind.
- The Giovanni pursue Necromancy, money and the means to obtain both
- The Proxy Kiss gives one greater than normal strength (Potence)
Giovanni Lore 2: What a neonate would know
- Giovanni don’t teach Necromancy to ANYONE
- Has heard about the Promise but doesn’t know exactly what it says and has never seen a copy
- Knows that the Giovanni is made up of others that do not have the Giovanni surname- has heard of the Major Families
- The Giovanni are the youngest of the clans, but it isn’t a good idea to talk about it
- You have heard of the Path of Bones and may be on this path yourself
- If you receive an invite to an April 4th party, you go… period. If you can’t, you had better have a damn good reason as to why. You don’t know the significance of the date, just that it is important.
- You know of the existence of the Spiriti
Giovanni Lore 3: What your average Giovanni Ancillae or a studious Neonate would know
- Know that the Mausoleum is the family headquarters, that it is located in Venice and that it is a BAD IDEA to go there without an invite… and sometimes WITH an invite.
- Knows that Augustus Giovanni is the head of the family and that he is not spoken about with impuny. Also the nickname “Uncle Auggie” is not something that anyone wishes to be caught saying… by anyone.
- You have heard rumors that not only are there other Necromantic Paths out there, but that some Necromancers can create their own Rituals.
- You are quite familiar with Clan structure- Don/ Dona’s, Consigliere, Primo Consigliere, Bruglione, etc up to Augustus
- You know the content of the Promise of 1528 and may have seen a copy
- You have heard rumors about the family plan to “Rend the Shroud”
- You have heard rumors of others that practice Necromancy other than Giovanni
- You have heard rumors about the founding of the clan and that the clan the Giovanni eliminated long ago were called Cappadocians
- It has been observed that Wraiths stick together in sects similar to Vampires like Haunters.
- You know better than to try to contact Venice without following the proper chain of command- Don, etc
Giovanni Lore 4: What an Elder Ancillae or exceedingly studious Neonate would know - this involves much self discipline and hard, diligent study for anyone under 9th gen
- You know that April 4th commemorates Augustus Giovanni’s diablerie of Cappadocious
- You know some family history such as the roots of the mortal family- this means the merchant princes part of the clan book history.
- Have heard rumors about Dis Pater and who he is to the family
- You have heard rumors of something related in some way to the family called Premascines
- You have some familiarity with all in clan Necromantic paths and have discovered that the rumors of other Necromantic paths seem to be true.
- You have some very basic knowledge of the Harbingers of Skulls, have heard that wraiths seem to fear them and have heard rumors of something called Nagaraja
- You have a basic understanding of the family goal to ‘Rend the Shroud”
Giovanni Lore 5: What an Elder or studious Elder Ancillae would know or one who has put in years of intense study
- Has confident knowledge and opinions of the Nagaraja and the Premascines
- May have actually met and spoken with Augustus a time or two
- Has been to the Mausoleum and knows it’s halls intimately
- Has heard suspicions of what the Harbingers of Skulls REALLY are
- You know the truth behind the creation of the clan
- Knows who Dis Pater is and his importance to the family
- Knows enough of the family history to know that originally the family name was Jovian.

Malkavian Lore 1: What a Fool has stumbled across
- All Malkavians are incurably insane, yes. But you are beginning to see what gifts this insanity truly bestows.
- Often times, Malkavians will execute elaborate practical jokes or "Pranks". They are often harmful, and are only occasionally funny to onlookers.
- Malkavians occasionally talk about Malkavian status, but it always seems like a joke.
Somehow, if one Malkavian knows something, they all seem to know it. - Madness seems to follow wherever Malkavians go.
- Malkavians often recognize each other on sight, and are linked to each other mentally.
You know of the Clan's Founder, Malkav, and have heard that he was an utter madman.
Malkavian Lore 2: Truths a Maniac can uncover
- Some Malkavians call insanity a curse while others embrace it and try to claim that madness sets them free. You've heard both sides of the argument.
- Pranking is a tradition among the clan, meant to teach a lesson to outsiders as well as insiders.
- The clan has no real structure - or if it does, it changes so rapidly as to be incomprehensible.
- You have heard a few of the common Malkavian myths such as the Cain and Abel story and the Elephant story.
- You understand the duality of "Malkavian Clan Status".
- The mental link Malkavians share is called The Madness Network, and any Malkavian, given the proper focus, can access it. This link seems to fuel their recognition of each other as well.
- You have heard that Malkav was cursed for vanity, for cruelty, or perhaps for knowing too much.
Malkavian Lore 3: What only a Madman would find
- The duality of Malkavian Madness is clear to you, most likely from personal experience.
- You understand how many common derangements manifest in Malkavians.
- There is no apparent relationship between the clan and its antitribu, and they do not seem to function together or recognize each other the way most Malkavians do.
- You've accomplished the rather daunting task of tracking the larger Malkavian lineages.
- You know several names for the Madness Network (The Coweb, the Greater Dream) and understand the theory behind each term.
- You know the Rhyme of Malkav ("Malkav's Words" from The Book of Nod).
- You have heard a story that Malkav was torn asunder in ancient times.
Malkavian Lore 4: Patterns that a Lunatic believes
- You are familiar with several philosophies and theories about Malkavian Madness (possibly writing or researching a few of your own) and can easily debate the duality of Madness.
- The antitribu have always had the power of Dementation. Rumors state that they may have spread it to the rest of the Clan.
- Even obscure and ancient lineages are known to you.
- Dementation was a normal Malkavian power in ancient times.
- You know there is much more to the Malkavian Madness Network than communication and visions - the thoughts of dead Malkavians seem to reverberate there.
- You understand how Elder Malkavian Disciplines (like Sybil's Tongue and Babble) interact with the Network.
- You have heard about Malkavians 'uploading' their personas to the Network, although you have no idea how it's done or if it's possible.
- You have heard multiple accounts that Caine told Malkav a secret, and that this secret drove Malkav mad.
- You have some personal evidence that Malkav might be alive inside every Malkavian, or perhaps alive within the Madness Network.
Malkavian Lore 5: What a Fool wishes he could forget
- You know why Dementation left the Clan in the Dark Ages, and have a suspicion of why it came back.
- You know many details, stories and accounts of the workings of the Madness Network and you're getting an idea of what it really is...
- You know many legends about Malkav, but most importantly, you have hints about the secret Caine told him.

Nosferatu Lore 1 - What an unreleased Kindred would know
- Whispers say that a Nosferatu's appearance is a reflection of her own twisted soul, and that the most ancient of the Nosferatu are truly hideous to behold.
- Some Nosferatu have escaped their own blood's curse.
- Nosferatu make their havens within the cities sewer system
- A Nosferat's bestial nature afford them power over the lesser creatures who dwell within the city
- A Nosferatu's hideous deformities only strengthen her muscle tissue
- Nosferatu skulk within the shadows to hide their warped appearance
Nosferatu Lore 2 - What a neonate would know
- The Nosferatu have created their own sophisticated information network
- There are rumors of a secret language that only Nosferatu speak, though none outside the clan have heard it in use
- The Nosferatu are adept information gatherers who share their hoarded information amongst themselves in small gatherings. They are known to share valuable secrets with clan outsiders whom they deem worthy, for a price.
- You have heard neonate Nosferatu say "Beauty is only skin deep, Nosferatu is to the bone" when speaking of clan matters, though you are not sure what significance this statement has.
- Each Nosferatu suffers a terrible deformity visited upon them for some wrong committed long ago, and long since forgotten. "The sins of the father shall befall the get" is a common saying amongst tired Nosferatu elders when tragedy befalls the clan.
- Nosferatu dwell not only in the sewers, but in deeper, more foreboding places far beneath the realm of mortals.
- The sewers are often protected by warped creatures spawned by Nosferatu blood.
Nosferatu Lore 3 - What a released childer would know
- To teach an outsider what you have learned is to betray your blood and be a pariah amongst your own kind. Truly a death sentence for any Nosferatu.
- You are aware that to a Nosferatu clan is first and foremost, and sect often takes a backseat to larger concerns involving a group of kindred who would seek to hunt all Nosferatu, though they are a secretive group and little about them has been revealed. (Insiders know of them as the Nictuku, or 'Hidden Ones')
- You have a deeper understanding of Nosferatu architecture and have been taught to tunnel efficiently enough to burrow without trapping yourself, or getting yourself killed.
- You are aware with all of the Nosferatu operating within your own city, and the surrounding area, even those who dwell only in the warrens.
- Many elders carry a deep hatred for Clan Tremere, and shadows speak of great wrongs committed upon your blood by their gargoyle servants. (Insiders and Gangrel only)
- You have been to a gather, and have heard different theory's as to the clan's inception, though have seen little in the way of evidence. (Insiders only)
- You know of the different stereotypes and subcategories within your clan, and understand their roles. (Cleopatra, Leatherface, ect. and stations such as Loremasters, Warrenmasters, ect.)
- With sufficient study, you could easily form a powerful spawning pool. Regardless you are familiar enough with the concept to maintain one. (Insiders only, outsiders have heard of these spawning pools at this point, but have failed attempts to create them)
Nosferatu Lore 4 - What an established Ancillae would know
- You have heard your Elders speak in distain of the Usurpers.. a pet name they seem to use for the Tremere. (Insiders only)
- You now have gained an even deeper understanding of your clan's history. If you have chosen a pet creation theory, you may even have some evidence to support it.
- With this understanding, you have been taught the truly secret language of the Nosferatu, called "Dark Nos" by the neonates. (Insiders may purchase Dark Nos as a language. This language is a performed by embracing the one you would wish to speak with, through a series of taps, muscular contractions, and facial gestures, communicating your will. A written version of this language exists, and is often blended into unintelligible graphitti on the streets, and in the sewers)
- You know that those who hunt you are called the Nicktuku, ancient and powerful Nosferatu who many claim hunt your kind in the belief that with the destruction of all those who spawned from your Mother Methuselah will come salvation. This is just one theory though.
- You've heard that Baba Yaga, the crone of Russian legend, is one of the Nameless Ones, and her name fills you with dread. You may have of other names of the Nictuku, including Abraxes, Lord of Mists, Nuckalavee the Skinless, Gorgo- She Who Screams in Darkness, Echnida the Mother of Foulness. To speak these names is to call upon death, and most Nosferatu will refuse even to sign them. One day, these creatures will come for you, so you and your brethren watch, gather information, and aid each other as bet you can.
- Sect has no place within your clan, for if you are to survive the coming storm, you must be prepared with a united front, and the power of knowledge both ancient and new, for who knows what series of inane details may prove to be your salvation? (Insiders only)
- You are familiar with most Nosferatu in your region at this point, and are respected for the depth of your knowledge. When you call a gather, many will often attend.
- Gargoyles are not the cause of, but the source of emnity between your elders and the Tremere.
Nosferatu Lore 5: What an Elder and Scholar would know
- The Salubri are no demons, they are in fact quite the opposite, perhaps you, your sire, or your grandsire sheltered them when the 'Usurpers' came forth from nowhere to destroy them.
- Gargoyles were the product of horrible experiments performed upon your brothers and the Gangrel by the Tremere, this is a wrong not easily forgotten, though seldom spoken of in modern times.
- You are intimately familiar with all of the creation stories, and understand that many have proof of each. (At this point nothing in the Clanbook: Nosferatu is a secret to you)
- Outsiders may now purchase 'Dark Nos' as a language
- You may have seen the horrors of the Nictuku first hand and survived to tell the horrible tale. (Or you may have heard a first hand account..) You remember the feeling of hopelessness weighing upon your soul, the sheer power and terrible presence, and you will never forget it. You understand your clan's desperate situation better now then any other, and know that your experience and terror inspired passion will make you a leader amongst your own kind, should you have the strength to carry on with your terrible knowledge.
- Yes the Tremere have committed atrocities, and you know of them, but you have bigger problems then the warlocks, like that thing living under New York. *shiver*

Ravnos Lore 1: What any Mulo might uncover
- Aware that the Ravnos are a specific kind of vampire
- You have heard that they are in some way related to Gypsies
- Aware that people do not tend to trust most Ravnos
- You know that the Ravnos do not ally themselves as a whole to other kinds of Vampires
- A lot of Ravnos are made from Gypsies
- You know that Ravnos often travel, usually in groups
- Ravnos tend to be criminals of some sort
- If you shut the Ravnos out of a city, they will return in greater numbers and trash it
- Beware the Ravnos' "Evil eye"
Ravnos Lore 2: What most vampire Gaje might realize
- Honor between Ravnos and freedom are highly valued
- Few people tell Ravnos where they can or cannot go, lest they invoke a "Treatment"
- They and the Gangrel have a bitter enmity in their past
- You probably know a handful of Ravnos-related Roma words, such as: Kumpania, Gaje, Phralmulo, Kris, etc.
- You have heard of a Path of Enlightenment among the Ravnos
- The groups the Ravnos travel in are led by a "Baro"
- You know the local Baro and suspect he may be ruled by others
Ravnos Lore 3: What Phralmulo must be taught
- Anyone can learn - however, it may be considered a killable offense by some Ravnos for non-Ravnos to know this
- While Gypsy curses are rare, the Ravnos can alter reality; how strongly that alteration affects a person depends on their will and beliefs.
- The Ravnos created in Europe tend to be from the Roma, though many of the American Ravnos are not.
- Traditional Ravnos of Rom descent consider it a serious crime to feed from the Roma.
- You know about the act and nature of "Treatments" and what they are used for
- You know of the Right to Challenge when your honor is questioned
- You understand that the Gangrel and Ravnos have a shared history.
- You have heard stories of Ravnos older than the Roma, though you may not have met one
* Some very old elders aren't even Romani - You know of the Kris - the Ravnos court
- You know the Krisnatori who keeps watch over your Kumpaniya and more or less where they are
- You have heard at least one legend of the origins of the bloodline (the Cainite version listed on p. 20 of the Ravnos Clanbook)
- You are familiar with the basic ideas of the Path of Paradox, whether you follow it yourself or not.
Ravnos Lore 4: What any respectable Baro should know
This knowledge is considered a killable offense if known by members of another Clan or sect You probably believe in the "Kaen's Favored Son" legend, as you now have heard much more about it
- You have heard of mortal Roma who call themselves by the name of Ravnos
- You understand many of the reasons to avoid contact with the Roma; you know also that the Tsurara fear and hate the Ravnos Vampires
- You are fully knowledgeable about the Path of Paradox, and capable of teaching it with some skill.
- You are familiar with many Ravnos legends, including the "Hok-Kanu Baro", the "Seeds of Power" and families of Vampire hunters among the Roma
- You have heard the other two origin tales of the Ravnos and have a view on which one is correct (depending on one's Path and background- Rom likely believe the Rom-based tale, followers of Paradox likely believe the Indian origins, others likely still believe the Cainite version)
- You know of the fight between Ravnos and the First Gangrel
- You know at least one other Baro and more or less where they are
*You have heard rumors of chronicle-specific events and developments, but don't know much in the way of details. - * There was a time very long ago when the Ravnos and some werewolves fought together to protect Roma from harm at the hands of some corrupting force.
- You know most of the Ravnos; you may make a static test to recognize the name of those Embraced for at least 5 years
Ravnos Lore 5: What a Krisatori must know to be worthy
This knowledge is considered a killable offense if known by members of another Clan or sect You may have some idea of the identity of others with as much knowledge as you.
- You know of the Samadji and the true power of the Amria
- You know a few of the Krisnatoria, at least by name and reputation, and what continent they travel on
- You recognize the signs of the passing of a Kumpaniya and can track one
* You know details about chronicle-specific events and developments: You know that Chimerstry can hurt the "Fae" - You understand that phralmulo who feed on their mortal cousins absorb their power, and know of incidents in which kindred have slaughtered their Rom kin out of bloodlust.
- You know most of the Krisnatori and many of the Baros, as well as the region they are currently in
- You are familiar with the general travel patterns of the major Kumpaniyi
- You are familiar with every major decision of any Kris that has transpired
- You know the legends of some of the artifacts of Power and possibly the region or area they might be located
- You know of the actual words Kaen spoke to Ravnos (or at least the summary)
- You know more or less where to find the Ravnos in any city
- You know almost all of the Ravnos; you may make a test to recognize those Embraced for at least 5 years
- * All other information in the Clanbook, with the key understanding that some of it is composed of half-truths, or flat-out wrong- you simply don't know which parts... Character gains Nightmares flaw if on Humanity, Vengeful flaw (against non-followers of Paradox) if on Paradox, or Absent-Minded (if more appropriate than either of the other two, as determined by Storyteller)

Definitions:
Common Coteries and Groups: Convocation of Houses, Rose Council (Australia), White Roses, Council Fire of Dreamers, Chronos Artistic Movement, Dusk Blossom.
Rare Coteries and Groups: Council of Petals (U.S.), Dark Roses, Watchers, Toreador Knightly Orders (Libellus Sanguinus 2, Toreador section)
Toreador Lore 1: What an unreleased childe would have heard through the grapevine
- Understands that Toreador are passionate about arts and humanities.
- Heard the terms Salon, Artiste, and Poseur, but does not understand what these mean.
- No lineage knowledge.
- Aware of arts in city.
- Toreador attend art shows, high society galas, and media events.
Toreador Lore 2: What a newly released Childe would know
- Knows the current toreador scandal/politics (local) in relation to other clans. May have head rumors of the regional toreador scandals/politics, but probably doesn't know the inner workings behind it.
- Can briefly summarize local Toreador views of other clans in their sect. Would have to do some digging to gain a regional perspective.
- Has a basic understanding of Toreador ideals.
- Knows the difference between Artiste and Poseur. Hopes never to become a Burnout.
- Knows the names of the five Guilds—including their basic functions, focus, and structure.
- Knows there are lineages, and may be able to name a few houses. However, may not know if they are major or minor houses.
- Can recognize local Toreador.
- May have attended a salon
- Understands the Toreador status system and its uses.
Toreador Lore 3: What an up-and-coming Toreador Powerhouse would know
- Knows Toreador specific events and rumors from 1400 to present time, or history of Clan Toreador that spans the character's lifetime, whichever is greater. [CB Toreador 3rd ed. Begin with "The Renaissance and the Founding of the Camarilla" pg 32]
- Knows the names of each Didaskalos for each Guild, all of the members of your Guild in the Region.
- Knows the proper etiquette for attending a grand salon.
- Recognizes the names of some of the common societies/coteries (see below) within clan Toreador, but is unsure as to their membership or their purpose.
- Knows the names of the major houses in Toreador, and can contact its most prominent member -- this is not necessarily the Head of the House;
- Can name some of the minor houses in Toreador.
- Understands the differences between the various Toreador gatherings, and may have even been personally invited to a Salon.
Toreador Lore 4: What an established Toreador has overheard
- Understands enough about the relationship between the Artistes and Poseurs to know that no one should feel threatened by being referred to as a Poseur.
- Knows Toreador-specific events and rumors from Ancient Greece to present time (does not include Minoan Crete, First City, or Second City).
- Knows the general history of Constantinople, the city of Michael. (However, the character is unlikely to know kindred-specific details about the death of Michael and the fall of Constantinople.)
- May have heard some basic rumors about the clan founder. The founder was likely female, some call her Arikel and some call her Ishtar. She was a sculptor, a bull-dancer, a courtesan, or a priestess—perhaps all of these and perhaps none of these.
- May have encountered or spoken with one the Ray’een al-Fen, the Islamic Toreador. [Note: if your character is a Ray’een al-Fen, you would likely know this information at Toreador x2]
- Knows most of the ideologies of the common Toreador Societies/Coteries. May know a prominent member of that coterie or group.
- May have heard of some of the rare Toreador Socieites/Coteries, but is uncertain of their membership or focus.
- May have several contacts within the Major Toreador houses, and knows the names of all of the minor Toreador houses.
- Can wrangle an invitation to major Toreador Balls or Grand Salons; knows the etiquette of how to host Salons and may know enough etiquette to effectively host a Toreador Ball.
- May know about some portions of the Book of Nod relating to the Toreador.
- Knows the history of the recent re-establishment of the Guilds and knows the Guild Membership of neighboring Regions.
Toreador Lore 5: Gossip that takes real talent to uncover
- Knows Toreador specific events and rumors through the history of the clan, including the legends of the First City and Second City, as related from the Toreador perspective. [includes CB Toreador 3rd 13-16]
- Knows of the rare Toreador coteries/groups/orders, and might have a means to contact a member.
- Very aware of Toreador Lineages. (Contact ST for information.)
- Knows the history of the guilds. Can generally identify a Toreador’s guild affiliation.
- Owns or knows significant portions of the Book of Nod that relate to the Toreador. Have heard that there are fragments that may have additional Toreador information.
- Knows how to host a Grand Salon with all the proper etiquette.

Knowing that a path or ritual exists (or what it can do) does not mean that you know the ritual or are able to research it; your character has merely heard about it. Note that certain rituals have a Tremere lore associated with them. Check the rituals table for minimum lore for particular rituals.
Items listed in the "Tremere Only" sections are 1 Lore level higher for people outside the clan, if they apply to a non-Tremere at all. A non-Tremere will never sit as Praeco at a Tribunal, etc. Use common sense.
Tremere Lore 1: What a fledgeling Tremere or outsiders would know
- You can remember parts of the Code of Tremere, but as bits and pieces, as fragments of the whole. It would require concentration to recite the entire Code of Tremere
- You know that breaking the Tremere rules is a bad thing, and that loyalty to House and Clan is everything.
- The Tremere are an ancient and secret society of sorcerers, with a hierarchy composed of multiple ranks within the clan, but nobody is supposed to know that
- The Pyramid everyone refers to is a mystical entity that oversees all Tremere
- Tremere aren't supposed to take open positions of power in the Camarilla
- You know who the local Regent is, or at least who appears to be the Tremere in power in the city
- Stay out of trouble, because Tremere who get in trouble too often vanish mysteriously and sometimes reappear greatly changed
- Tremere refuse to teach their magic to anyone else
- Nobody is supposed to know where the Tremere sleep during the day but the Tremere
- Stupidity equals expendability
- The location of the Chantry should never be revealed
- The Tremere are run out of Vienna by incredibly powerful and controlling Elders
- You know that when asked about their magic, the Tremere give the response: "that's a good question, let me do some research and I will get back to you"
Tremere Only
- You know basic workings of your own chantry, and most of the general policies of the local Regent
- Tremere aren't supposed to talk to those of higher rank without permission
- Apprentices can post on the Message Glass, but only very carefully
Tremere Lore 2: What a neonate Tremere would know
- Some of the internal politics within the chantry
- You have memorized the Code of Tremere and know your Regent's interpretation of it
- You've heard of some of the more common interpretations of the Code of Tremere
- Demons are not to be conjured, they can trip you and claim your soul
- The penalties for breaking the Tremere rules are very harsh...you may even have learned this first hand
- If you serve the House and Clan Tremere well, you will be rewarded. If you fail, you may end up dead
- There are a couple of main factions of thought within the clan
- You know the basics about what Path of Blood through advanced can do
- You know what a few rituals can do, usually only the ones you have been taught or have seen in common use
- Salubri are evil and monstrous three-eyed vampires that all loyal Tremere should kill on sight
- Tremere never turn traitor to the Sabbat
- The Tremere are the real reason there are only seven clans in the Camarilla
- You know that Assamites hate the Tremere, and may have heard rumors about the curse
- "Going to Vienna" is a euphemism for what happens to those that the clan is mad at
- You may know who the Lord in your Region is.
Tremere Only
- You know not to contact the Lord without the Regent's permission
- Low ranking Tremere should consult their elders before taking a position of power in the Camarilla
- The protocols on the Message Glass are looser than in other clan forums. Posts there should be sensible and respectful
Tremere Lore 3: What an Ancilla Tremere or High Apprentice would know
- Believes the story that Tremere and his companions became vampires through the use of their magic
- How the Regent interprets many issues in the Code
- Suspects that secret societies may exist within the Tremere
- May know general details about the Children of the Pyramid and one other secret society
- A working knowledge of the history of Clan Tremere, as presented in the clanbook; however, NOTHING about the diablerie of Saulot (IGNORE section titled "Diablerie" on page 17 of the old clanbook)
- May have heard of Gargoyles or Homunculi
- Has heard of the Assamite curse.
- You have a working knowledge of what 1-3 Paths will do (Other than the ones you can cast)
- You have a working knowledge of what about 1-7 rituals will do (other than the ones that you can cast)
Tremere Only
- Possibly has sat on a tribunal
- Knows the Thaumaturgical areas of interests of those Tremere living within the chantry
- Has heard that the Council has some sort of Secret Police
Tremere Lore 4: What a high ranked or Elder Tremere Would know
- Has some familiarity with parts of the Peripheral Code and its complications
- Some knowledge about the Heirarchy in their Lord's Realm Can identify prominent traditionalists and transitionalists
- How the Lord interprets the Code
- The tradition of certamen
- You have a working knowledge of what 2-6 Paths will do (Other than the ones you can cast)
- You have a working knowledge of what 3-12 rituals will do (Other than the ones you can cast).
Tremere Only
- Knows the proper role of a panel member or a "voice" at a Tribunal.
- How to get someone sent to Vienna--properly (see Tremere Guide)
- The existence of the non-geographic Pontifices.
- Basic knowledge of 2-3 secret societies (equvalent to the writeup in the clanbook)
- Knows of the Existance of the Astors, but no clue who any of them are.
Tremere Lore 5: (HST Approval) What a Tremere Loremaster would know
- The many ways the Peripheral Code can be cited and interpreted
- A great deal about Tremere History, including significant knowledge of the Peripheral Code, the rulings of past tribunals, and decisions made by the Councillor
- The prevalence of secret societies (rough knowledge of 5-6)
- Some knowledge of the House and Clan's affairs in their region
- The labrynthine complexities of the Peripheral Code
- Not to talk about the events of 1133 (yes, this means you know what's in the "Diablerie" section on pg. 17 of the old clanbook)
- You have a working knowledge of what many Paths will do (Other than the ones you can cast)
- You have a working knowledge of what many rituals will do (Other than the ones you can cast).
Tremere Only
- When and how to contact a Pontifex (without being demoted to Apprentice 1 and sent to Antarctica).
- The true story behind the creation of the Gargoyles
- How to approach the Councillor
- Knows some of the Tremere involved in the secret societies
- Knowledge of the hierarchy within their Pontifex's Order
- Some vague ideas as to how the Councillor thinks and acts
- How to serve as Praeco at a tribunal

Ventrue Lore 1 - What an unreleased childer would know
Ventrue Lore at its most basic level is what every childe is taught before they are released. Much of the knowledge imparted by this level of lore is known by those outside of the clan. Along with the basic understanding of the Ventrue Clan, many of the "facts" at this level are known among Elders of the clan to be a very skewed version of the truth. Without knowing the extent of the secrets that are kept by their elders, most newly embraced Ventrue, or outsiders to the clan, take this as the holy gospel. What one’s sire says to be the truth is seldom questioned, and those who hold this level of knowledge would see no need to doubt the validity of all the statements.
- You know your lineage, and the lineage of your brood mates.
- You are pretty worthless at detecting infiltrators all by yourself, but you do know one thing that makes the Ventrue Clan advantage universal. You know who to call.
- You know a basic history of your own bloodline
- You know that to be able to recite ones own lineage is the founding and most basic principle that any Ventrue will cling to: the ability to recite your lineage, from your sire back to Caine. While many of the other clans scoff at the notion that all Cainites are actually descendants of the biblical figure, most Ventrue take it as either being fact, or a tradition so old that it goes without question.
- You know of the The Mandate of Heaven: Instilled into young Ventrue upon their embrace, it is the reality that they are chosen ones that must lead their fellow Kindred into the final nights. They do not do this for power, for glory, or for honor. They do it because they are the only ones who are capable. It is with a heavy heart that the Ventrue neonate accepts his place as the best, last hope for the Kindred.
- You know of the The Agoge: There is no greater a tool, nor a greater hardship, in the entire world of newly embraced Cainites. It is the learning times, the formal and informal education a Ventrue receives upon his embrace. It is this stage in the development of Ventrue knowledge that ends the quest of those outside the clan most often. Few of the Gangrel or the Brujah will take the time to learn the use behind the words of Sun Tzu, Plato, or Machiavelli. It is the pure academic schooling, or the experience through a trial by fire, from this learning period that gives you as a newly embraced Ventrue the justification to posses the most basic of Ventrue knowledge. This part of your learning will give you the basic ins and outs of Ventrue society, and of Camarilla law.
- You know that an Elder Ventrue is, without fail, always right: A neonate Ventrue, without fail, shall always defer to an elder. To contradict one’s Elders, even in a casual way, is to invite the most horrible of retribution upon yourself and your sire. If they profess the sky to be green, then it must be so. It is more than just grinning and bearing it; a young Ventrue must live it in practice. Any Elder Ventrue, be it one of your lineage or one from a distant line, is to be treated as if they are infinitely wiser than you, and thus what they say is to be taken whole sale.
- You know The Ventrue Clan holds their own Traditions: While you may have experienced some of them first hand, you have only heard rumors of the complete listings of Ventrue Traditions. Some are said to be more important than others, but such talk is discouraged, for all Traditions are applicable at all times. Some of the ones that are rumored to exist include: an Embrace Night Celebration; acceptance to one of the "Gentleman's Club" celebration; a pilgrimage once a year to the place of ones embrace; a sacred pact among Ventrue Harpies; a Right of Succor exist that demands assistance to another Ventrue in need; the authority of a Prince, Justicar, or Elder Ventrue to enter the minds of the young at will; and the Tradition of selection of childer.
- You understand that Money is what makes the world go round: You know that many Ventrue to consider money to be the absolute factor in determining one’s worth. Be they Elder or Neonate, money makes the man. This leads you to believe that the entire business of "nobility" is something that perhaps once was important, but no longer holds true.
Ventrue Lore 2 - What a released Chlider would know
Ventrue lore at this level is the basic concepts that a Ventrue learns after his release. This is where a Ventrue begins to learn about things from the perspective of their sires and their mentors. Some of the viewpoints and knowledge below will begin to diverge from the uniform knowledge of your Agoge.
If a Ventrue is raised outside of the confines of his or her bloodline, and attain this level of Ventrue lore, they will fall under the "All others" sections. You may only have a legitimate grasp of the knowledge of another bloodline if you purchase a specialty in "Bloodlines" upon attaining Ventrue lore 4. Those with a "Bloodlines" Specialization may access the Ventrue Lore 2 data of another bloodline.
- You know your brood’s lineage, plus the lineage of your sires brood and your grandsire's brood.
- You also can name most of the Ventrue in your bloodline, unless they have been hidden or purposely hiding their identity.
- You know of the Ethic of Succor: You know this to be one of the true Ventrue Traditions that is upheld without question. Perhaps no tradition sets the Ventrue more apart from other clans than their Ethic of Succor. While other clans, such as the Tremere, are closely knit and often support members, no clan has the same “no excuses, no exceptions” practice of coming to each other’s assistance in times of need. Many Blue Bloods credit this tradition as the foundation for the clan’s continuing strength. While they might fight and compete with one another, the Ventrue invariably rally and fight as one when the time comes and a crisis is upon them, whether they like it or not. Observing the Ethic of Succor means ultimately extending a fellow Ventrue aid, should she ask it, regardless of personal piques and desires.
- You know of the First Tuesday: The first Tuesday of every month every Primogen should call together the Ventrue of their city and talk about the events and focus of the clan. One of the members of the city's council of Ventrue should keep minutes of the meeting, and transmit them to the Regional executives desk by the second Tuesday.
- You know of the traditions involved in The Embrace Night: The Ventrue celebrate the night they were embraced each year, often in a spectacular fashion. Regardless of the nature of your embrace, it is something that holds extreme importance within the clan. No Ventrue simply spends their Embrace Night at home in front of the television, they are expected to be the subject of a party of one form or another. Ventrue who do not hold to this tradition are looked upon very awkwardly -- why not take the one night of the year you’re allowed to "cut loose" and enjoy it?
- You know The Theory of the Directorate: You have a basic understanding of the Directorate. The elders completely control the Clan. It is through their lineages and their childer that a firm Directorate is formed. The power of an elder is given by proxy to his childer, and theirs to their childer, down the chain. The Directorate varies in it's control of Ventrue, some being the absolute tool of the Directorate and others being from lines that exercise light control and are almost free of it entirely.
- You know what is expected of you: Regardless of the unique personality and methods of each individual Ventrue, there are a few things the Clan as a whole expect every released Ventrue to be able to do. Below is a list that is universally expected of everyone in the Clan.
- You understand that the careful adherence to manners in public is something that every Ventrue looks for in others of their Clan. Should someone act rudely in any way publicly, they will at least hear about it in passing in private from others of the Clan. It is born from the nature of the beast and the control of the situation that the Ventrue find dear. No matter the circumstance, Ventrue strive to maintain an exceptionally polite demeanor. The moment the leaders of the Cainite race begin to devolve into bickering and rude behavior, the less noble Cainites are sure to erupt into total chaos. Some say the Ventrue rule by their polite demeanors, and by not giving others justification for exploding into frenzied destruction.
- You understand the ethic of Control: The circumstances that many Ventrue find themselves placed in requires a clear head and a crisp wit. The Ventrue know that once control is lost in a situation, it is almost impossible to regain that control. No matter the situation, the masses will remain only as calm as their leader. When a situation devolves, the Ventrue are expected, without hesitation or prompting, to be the picture of serenity. Nothing is as unforgivable as a Ventrue who breaks down under fire.
- You have heard of The Legends: You have heard whisper the names of the legendary Ventrue in our chronicle. You have heard the myths and rumors that surround their aura of mystery.
- You know how to discern the Value of a Ventrue: You are familiar with the system of Dignitias and understand the supreme importance of acting and behaving according to those concepts of worth.
Ventrue Lore 3 - What an up and coming Ancillae would know
This level of Ventrue lore is usually acquired after a Ventrue makes a transition from Neonate to Ancilla. The building blocks of years of formal training and the experience of living the life of a Ventrue neonate have given enough bits and pieces for you to begin to realize how much you really don't know. To learn this sort of knowledge from outside of the Ventrue clan would require you to successfully infiltrate the Clan for a long while, or to have a master scholar for a teacher. It takes a long list of those who have this understanding imparting their own bits and pieces of knowledge for anyone who has yet to live it to be indoctrinated into this circle of knowledge.
- You know the lineages of most of the Ventrue in your line. If you are Dubois, and someone spouts off a fake Dubois lineage, you will nine times out of ten have them dead to rights (at least you can freely question them deeper with IC justification). Have your storyteller consult you on the PC's lineage you are questioning, if you have any questions.
- You have a greater understanding of the Directorate: While at first it appears that the Directorate is a childe/sire relationship, it turns out to be much more than that. It is a very subtle method of control that the elders utilize to both empower the young and to extract their due at the same time. While the most direct control still appears to be in the form of sire/childe relationship, you are aware of others outside your own line seem to have certain pull into your own lines affairs. You have heard of instances where an Elder answers to an Ancilla in a matter of business concern.
- You know about the realms of control: The mortal realm of control is something very important to both the Ventrue and to the Camarilla. With his level of knowledge, you understand the more advanced forms of your own chosen field of business. Ventrue lore at this level is justification for an ability specialization in Finance, Streetwise, Bureaucracy, or another ability that coincides with your business interest.
- You know of the Justicar of the Camarilla: The Ventrue Justicar is Lucinde, and she holds dominion over Australia and the East. She is of the seventh generation, childe of Antonius Marcus Flavius, childe of Themis, childe of Mercurius, childe of Veddartha, childe of Enoch, childe of Caine.
- You have a more intense understanding of the history of your bloodline
- You know of the other routes of Power: While the directorate holds a direct route of power for most Ventrue, you know now that other organizations exist within the clan that both serve needed roles and offer power in as different form than others. While even as an unreleased childe you have heard mention of these societies, you now understand at least the fundamentals of what these societies are about. You can feel free to contact the heads of any major society and ask an ST OOC for basic information about them.
- You know of the one to watch over the flock: You know that the mechanics behind the choosing of the Clanhead are complex and political to the extreme. The Clanhead derives his powers from those who support him. He can be the right hand of the Directorate, or he can be nothing more than a front man to speak for the Clan to the others of the Camarilla.
- You are aware of all the Major Houses in the Ventrue Clan: You are well versed in the existence and basic understanding of perhaps the greatest backbone of the Ventrue Clan. The Major Houses are the fuel that fires the Clan, and you can consider all of the information located at to be readily available to your character.
- You know the Ties that Bind: You understand that, beyond your own bloodline and associates, there exist a myriad group of Houses that control to a lesser or greater degree those who claim membership within them. Your own experience at this level gives you the history behind your own House, and the rules that govern it.
- You know the Elders who Rule: At this level of Ventrue lore, you know know the names of most of the Elders in play. If confronted by a Ventrue claiming to be an Elder, and who is forthcoming with their lineage, you can determine to some extent the truth of their claim. This is by no means a guarantee that you are correct in your assumption, but will allow the more known and recognized Elder players to give you a lore verification of their Elder status. What you know or have heard about the Elder is up to the player of the Elder, and you should always consult first with them and keep a log of your knowledge.
- Those who stand alone: While in your primary Ventrue education you learned that the Clan and the Blood is sacrosanct, you have seen evidence now that some stand outside the traditions. While still Ventrue, and far from being considered Caitiff, there are those of the Ventrue who walk outside the rules and boundaries set by the Clan. Some call them Atavist, those who forsake the traditions of the clan to be left alone, to wander for all times. If one declares themselves to be Atavist, they are still kings, but do not owe fealty nor gain benefit from the clans actions. Few would begrudge any Ventrue who turned down a favor to the Atavist, and seldom are they called upon for favors.
Ventrue Lore 4 - What an Elder would know
This level of Ventrue lore is usually acquired after a Ventrue makes a transition from Ancilla to Elder. The building blocks of years of formal training and the experience of living the life of a Ventrue ancilla have given enough bits and pieces for you to begin to realize how much you really don't know. To learn this sort of knowledge from outside of the Ventrue clan would require you to successfully infiltrate the Clan for a hundreds of years, or to have several master scholar for a teacher. It takes a long list of those who have this understanding imparting their own bits and pieces of knowledge for anyone who has yet to live it to be indoctrinated into this circle of knowledge.
- You know the lineages of most of the Ventrue in the bloodlines of Dubois, Khumenes, Doverspike, Mercurian, and Anwar in play, as well as the major aspects of the minor lines. If someone gives you a false lineage, you should feel free to ask a Storyteller for a check against your Ventrue lore level.
- You know the History of the Blood: You know the generally believed conception of the history of the Clan. Feel free to pull most of the knowledge from Chapter One of Clanbook: Ventrue, Revised. Your storyteller is still the final arbiter of what you do and do not know from that source.
- You have an even greater understanding og the Directorate: You know the ranking system, and some of the members. You may even be one yourself. The Ephors, of whom only the Chairman of the Board: Lord Alexander of Saulus, name is known to you. The selection of the Stragetgoi is made by the Ephors, who in turn run most of the daily affairs of Ventrue. In the clan now, the Lictors are given great power, and are usually the next in line for Stragetgoi standing. This is also where the glass ceiling comes into play, as few, if any, ancilla ever reach the ranks of Stragetgoi.
- You know of the Four Horsemen: The Horsemen are a mysterious coterie of Ventrue Elders and Ancients whose true purpose has always remain veiled behind lethally guarded secrecy. They hold Sigils from the Thirteen, but refuse to discuss their mission except in the most vague way, and there are indications that the "true mission" may vary on the Horseman asked. What has been gathered publicly is that the titles of the Horsemen are pulled from the Revelations passage in the Bible, and reference has been made that they "watch over the Clan" globally whereas a Clanhead might just focus nationally. The areas they focus on seem to be specific in nature as well...a Horseman may observe Elder Ventrue Princes rise and fall without lifting a finger, and then interpose themselves brutally when a Neonate Prince is diablerized, even though the power lost to the Clan is minimal. Darker rumors exist as well, that the Horsemen purge the Clan of failed elements regardless of rank or position, though they rarely comment on such rumors. Regardless of their true goals the Horsemen have always been Cainites of exceptional power and influence capable of impacting entire countries with their manipulations. The names of current and previous Horsemen read as a whose who of powerful Ventrue: Stellus, Juan Xavier Monroy, Don Julian Machiavelli, Cornelius Riga, Vladimir Romonav. The methods of initiation and entrance into the coterie, like their activities, is clouded in mystery and only known to the Horsemen themselves, who guard membership very jealously. These are the most powerful of the Lictors, some say to powerful.
- You understand the Ways of the Blood: You know the generally believed conception of the history of the Clan. Feel free to pull most of the knowledge from Chapter Two of Clanbook: Ventrue, Revised. Your storyteller is the arbiter of what you do and do not know from that source.
You have a great understanding of your bloodline. - You know of the Thirteen: You have heard of them in the past. They are the Ephorate, the Senior Board of Directors. They are the final and most powerful level of authority in the Clan.
- You know the reasons behind the bloodlines: There have been quiet comments by others of the peerage that there was a distinct purpose for the embrace of each of the 13 Methuselahs of the Clan. What this purpose could be is beyond your knowledge, but you are starting to wonder how far up the ladder are the puppet masters.
- You know the Houses and Societies: You are well versed in the workings of Houses and Societies. You can recognize all the Houses in the clan, as well as all the major societies and several minor ones.
Ventrue Lore 5 - What an Elder Scholar Knows
This level of understanding and knowledge only comes to true Ventrue who have lived for hundreds, if not thousands, of years. An Elder doesn't automatically know these things, this knowledge is found only by those who dig. With this level of Ventrue Lore, you should become increasingly paranoid of the others of your Clan, as you start to piece together what your purpose and destiny is. Most of what you were taught was only half truths, and you doubt that you will ever know the whole truth. Those outside the clan should have an excessively good reason to posses this level of lore, and if they are ever discovered to posses it should know that a timer on their unlife has started. It is high treason to even mention most of this information to those not of the Ventrue.
- You are sure of Lineages. None are secret from you, you can recount the lineages from memory or from records you posses. It is laughable to present you with a false lineage, only those who have taken the identity of a real Ventrue should consider trying to fool you.
- You understand the Thirteen bloodlines, each to rule: The creation of the thirteen bloodlines was to ensure governance for the other unruly bloodlines. This is the piece of knowledge that generates more paranoia than any other. Thirteen means that one was made to rule over the Ventrue, as well...
- You have Complete yet partial understanding of the blood: You know the Ventrue Clanbook from cover to cover. Only exceptionally rare information should be withheld by your storyteller.
You have a complete understanding of your bloodline - You know of the Secret Masters: They exist. Someone, or more aptly named Something, is pulling the strings of many of your Cainite brothers. Perhaps it is the Antediluvians, or some other mythical group of beings. You know that something inside you makes you rebel against their control, perhaps that is why you must lead.
- You know the Ephor: You know the names of at least three of the Senior Board of Directors, and how to contact them. It is a very, very hazardous thing to do, and some would kill you for knowing their names. Email: vampire@seattlebychoice.com to get their names.
- You have knowledge beyond the scope of telling: Besides the considerable information contained here, you should feel free to email the Vampire Staff if you think something may have an answer in Ventrue Lore 5 but isn't listed.

The following clan lores are extremely rare, and are mostly made up of antagonist clan lores or extinct clan lores, and without justification from a storyteller, may not be purchased. If you feel your character background or in-game knowledge warrents any of these lores, see a storyteller.

Baali Lore 1:
- You know Baali are associated with infernalism, the worship of Demons for the purpose of gaining personal power
- You believe there are almost no Baali in the modern nights, as they are a very rare blood line
- You know Baali can summon flames and manipulate the feelings of others
- You know that sometimes Baali congregate in groups
Baali Lore 2:
- You know that the groups Baali congregate in are called Hives, and that they have an internal hierarchy
- You are familiar with the legend that the Baali and the Salubri are somehow connected
- You know that the Assamites have a particular dislike for the Baali, although you do not know why
- You know that thousands of years ago, the Baali were much closer to Clan Brujah, but that their alliance was shattered for some reason.
- You do not believe that the Baali are a blood line of any of the major Clans in the modern nights
Baali Lore 3:
- You know all there is to know about Hives, and are familiar with the Road of the Hive, although you don't know enough to attempt to convert onto it.
- You believe that the Baali are the offspring of Saulot, the founder of the Salubri, and are familiar with the names of the reputed Baali Methuselahs
- You know that the Baali have the Disciplines of Presence, Obfuscate, and Daimoinon, and you are familiar with the effects of the Daimoinon powers from Basic to Advanced.
- You are familiar with the rough outline of the Baali War, and know the true reason why the Assamites hold a particular grudge against the Baali
- Your have heard of Baali Apostates, although you do not know exactly what they are.
- You believe that Baali are not automatically infernal, but that their nature and interests often drive them in that direction.
Baali Lore 4:
- You are familiar with the entirety of the Baali write-up in the V:tM Storytellers Handbook (Revised), and know some of the history as outlined in Clanbook Baali (Dark Ages)
- You know the intricacies of the Road of the Hive, the Road of the Devil, and a bit about the Path of Evil Revelations.
- You know Saulot went to the East for a while, was known as Zao-Lat the healer, and left the East again without having found what he was looking for.
- You know that many of Clan Tremere followed the Road of the Devil during their early nights in the Dark Ages.
- You are familiar with the role the Baali played in Carthage
- You believe that there may an inherent infernal taint to the Discipline of Daimoinon, and the black flames it creates.
- You think you know enough about the Baali to attempt to replicate one of their infernal rituals. You don't.
Baali Lore 5:
- You know pretty much all of the historical information as presented in Clanbook Baali from Vampire: the Dark Ages.
- You know of the active Baali Methuselahs, and their supposed affiliations.
- You know enough to learn the Apostate ritual.
- You have heard about the true nature of the Fallen.
- You think you know enough about the Baali to attempt to replicate one of their infernal rituals. Contact your ST.

Caitiff Lore 1: What Neonate or Childer with basic teachings would know
- Caitiff are Clanless
- Caitiff are looked down on by clans and princes
- Caitiff can be adopted into clans and generally be treated much better (but still never full members of the clan)
- Which clans are more sympathetic to the Caitiff
- Various ways a Caitiff is created (embrace, cast out of clan, etc.)--some reasons for the prejudices against Caitiff
- Features (or lack thereof) of Caitiff vs. clan blood.
- There are prophecies about Caitiff that Caitiff will cause bad things to happen
- How to survive as a Caitiff (general need for clan sponsorship, etc.)
Caitiff Lore 2: What a well rounded member of the Clan would know
- Knowledge of inside Caitiff world (phone system, prominent Caitiff, etc.)
- Knowledge of prominent Caitiff haters
- Knowledge of varying philosophies about Caitiff not commonly spoken among the clans (Caitiff superiority, Caine was a Caitiff, etc.)
- Heard rumours of Joseph Pander and the Sabbat Panders
Caitiff Lore 3: What a student of the Clan would know
- Knowledge of some basic interpretations of the Gehenna prophecies
- Knowledge of recent Caitiff history (the Alexi Darba revolt), how they were treated, prominent Caitiff in the past
- Knowledge of the Panders, how they succeeded, how they are treated in the Sabbat, etc
Caitiff Lore 4: What a dedicated scholar of the Clan would know
- Contact your ST for additional information at this level.
- Heard of legendary Caitiff such as the Stoneman
- In-depth understanding of the interpretation of the Gehenna prophecies about Caitiff
Caitiff Lore 5: What a dedicated scholar is able to find out after centuries of research
- Some Caitiff have been known to become very "PARANOID" (Derangement) after learning so much about Caitiff.
- This level reflects knowledge of various fragmentary legends and histories developed by the staff. As there is no universal or "collective" history, they are not universal. Instead, legends and rumors the scholar has heard will be dependant specifically on what areas he has researched.
- Contact your ST for additional information at this level.
- Know the origin of some blood-Caitiff elders
- This level reflects an understanding of the various knowledge and information available from level x4

Daughters of Cacophony Lore 1 - What a Daughter's ghoul would know
- The daughters communicate through means that do not require technology
- The daughters do not compete with each other
- The daughters do not get involved in Kindred politics
- Daughters can drive people insane with their voice
Daughters of Cacophony Lore 2 - What a newly-embraced would know
- Daughters use the Discipline called Melpominee
- They do not teach this Discipline to anyone
- You may have heard of the celestial spheres
- You may have heard of the concerto
- You know the Sons were culled, but you're not sure why
Daughters of Cacophony Lore 3 - What an Ancilla would know
- You know exactly how to manipulate your voice to the greatest skill
- You have heard Banshee's wail on several occasions
- You know that the daughters embody the celestial chorus
- You know that the decision to destroy the Sons took place at the last Concerto in 1979
- You have heard creation myths about the daughters, and you may have a vague idea of which one is correct
- You know the song connects us all, and that if one of us dies the song takes on that of a funeral dirge.
- You also know that when speaking to someone if you voice echoes back that person is no longer in a plane of existence you can reach
Daughters of Cacophony Lore 4 - What a Diva knows
- You know that the Sons were destroyed because they cause discord in the song
- You know how Daughter clan status works
- You know we have strong ties to the Fae and that they were instrumental in our creation
- You most likely have Banshee wail and have used it and survived
- You know of the dealings with the other clans and how to treat each one of them
- You know the daughters are watching each sect for strong points
- You know that all the elders are dead
- You know about the Children of Harmony
Daughters of Cacophony Lore 5 - What only a few gifted Chanteuses know
- You know the Daughters are a creation of the Fae
- You know the Children of Harmony were against the slaughter of the Sons, and that they were put into torpor to not get in the way.
- You know the Daughters' influence on the song drives the way the universe works.
- You know what happens when more than 2 daughters sing together
- You know the destruction of the Sons was an indirect effect of the night of knives
- You know the Kiasyd are our "cousins" in a way
- You know it is possible to kill someone with the song

Kiasyd Lore 1
- Usually very tall and thin with jet black eyes, a slight bluish cast to their skin.
- They're very knowledgeable and book-smart.
- They're usually passive, preferring to watch the events that go on around them.
- They prefer to "fight" using their wit and knowledge.
- They may be Sabbat.
- They may be embraced Elves.
Kiasyd Lore 2
- They tend to reside alone (away from other Kiasyd).
- They often set up roots and remain in one place for long periods of time.
- They've been called Weirdlings.
- They don't like to drink directly from the vessel.
- They do not embrace often.
- The transformation they undergo upon embrace is very painful, most die.
- Their odd powers are called Mytherceria.
- There is a link to the Fae.
- They may be the result of an experiment gone bad.
Kiasyd Lore 3
- They gather every 50 years or so to exchange knowledge.
- They also have mastery over shadow (Obtenebration) and mind (Dominate).
- The Lasombra created the Kiasyd.
- They may be embraced Faeries.
- They may be infernal.
- Mytherceria seems to be an odd mix of Auspex and Dominate... almost.
- The pain of the transformation induces a sort of madness (uncontrolled frenzy), from which some never recover and they must be killed.
- There is definitely something about iron that is a disadvantage to them.
- They are the result of an experiment gone bad, and the Lasombra Marconius became the first Kiasyd.
Kiasyd Lore 4
- Know the most common details of the experiment (blood of the god gotten from a mortal Mage, Fae blood (probably Unseelie), generic ritual stuff).
- Their current links to the Lasombra often are associated with libraries.
- They are not infernal, but somehow there is a link between demons and Fae and Kiasyd.
- Marconius was cast out by the Lasombra, and they may bear a grudge against the Lasombra for that.
- Marconius is still around.
Kiasyd Lore 5
- After the experiment went awry, Marconius disappeared for centuries. He returned, with his brood, and took Strasburg from the Ventrue. He still rules there.
- They could care less about the Lasombra except where the sharing of knowledge is concerned (they bear no grudge for the treatment of Marconius).
- Know the true association with the Fae and more details on the experiment.
- Marconius was taken in by the Fae and may have been taught some of their powers, resulting in Mytherceria.

Lasombra Lore 1: What a newly embraced Lasombra would know
- You know the traits of the blood: no reflection, increased susceptibility to sunlight and often an attraction to the sea.
- A good working knowledge of the standard powers of the blood (up to 3), and at least descriptions of 4 and 5.
- You know your lineage within a few steps, or know that you should.
- You know you must achieve or be surpassed, and that open war against your clan-mates is taboo.
- The clan rules the Sabbat, and it’s blood is accorded proper respect for it.
Lasombra Lore 2: What a newly released Lasombra would know
- A circle of friends within the clan are its covert leadership, separate from sect matters.
- The clan holds a Court of Blood that arbitrates disputes between Lasombra.
- You know the oft-told stories of clan history: their place in the founding of the Sabbat and the death of the Master. You are very familiar with the role the clan has played in the Sabbat over the centuries.
- Lasombra exist outside the Sabbat, and are often hunted as traitors to the clan.
- Obtenebration is familiar to you, and you know that special powers exist.
- You know your line well, if a Lasombra, as well as the basics of the prominent lines and Houses. If not a Lasombra, you know that they should be well-versed when it comes to their own line.
- You know of the major factions within the clan, and some of their views.
- You can name most of the major Path schools of the clan.
- You are familiar with the major debates of clan metaphysics/theology: the possible origins of the clan flaw, the proposed spiritual meanings of the Abyss, etc. You realize that spiritual power over the self is as significant as dominion over the world.
- You know how Lasombra select and test their potential progeny. This may make you question events of the end of your own mortal life and role your sire had in it, if a Lasombra.
Lasombra Lore 3: What an average Lasombra would know
Non-Lasombra take note: If you learn this much, you had best keep it to yourself. The Keepers do not take kindly to those who know their private affairs.
- You know descriptions of Elder Obtenebration and have leads on what the special powers of the clan may be.
- You are familiar with clan lineages and Houses in general, you know the basics and are skilled in researching what you don’t know. You are an expert of your line, or know a Lasombra should be.
- You know all the factions of the clan, and their doctrines.
- You are familiar with the Friends of the Night and the Courts of Blood as presented in
Revised Clanbook Lasombra. - You know who the active Friends are in your region, if a member, and can guess at who they might be if not.
- You are familiar with Clan history in general, and are able to describe most significant events and figures from it. You have great knowledge of a few specific areas of clan history. You know well key parts of mortal history important to the clan, and the role the clan played in those times and places. (See the revised Clanbook.)
- You know the basic workings of the clan’s Path variants, other than your own.
- You can discuss many sides of the great debates of clan theology and metaphysics, and can speak at length of the clan’s scholars and thinkers who study these mysteries.
Lasombra Lore 4: Lasombra who has either learned a lot through experience, or is a scholar of the clan.
- You know a great deal about many events or people from clan history that interest you especially. You also know the truth about some parts of history not commonly known, motivations behind the events and the truth about events not known to the masses.
- You know details of what many of the special powers of the clan can do.
- You have a rough idea of how the Friends operate and who they are, on a global level. You know their ways and identities, in your region, expertly. If not a member, you have learned enough of the clan’s doctrine to guess at some of the above, but you had better keep it to yourself.
- You are noted for your knowledge of all but the most obscure or ancient of lineages and Houses, and even those topics are open to you with simple research.
- You can explain the intricate differences between the clan’s paths and variants, and how these differences are shaped by and help to shape clan identity and policy, in addition to the possible spiritual ramifications.
- You know that mastery over the world is only a way to learn lessons used in mastery of the self, a game played in preparation for the real goal.
Lasombra Lore 5: Very old Lasombra who both experienced a lot *and* is a scholar of the clan.
- An expert historian of the clan, through study or by being present. Very familiar with most events, and able to find out about unknown details with ease. Knows or can guess at the real motivations and events that underlie all the tales.
- You understand the Friends fully, and may be nervous about your knowledge. You know of the tests of many members in detail. Additionally, you know (or can guess) that clan and Friend ties sometimes predate and overrule sect ties.
- Knows the all the powers of the blood, by experience or study, and can guess at possible innovations..
- You feel you have an understanding of the possible theological meanings of the traits of the blood that is close to kinship.
- You know Nothing.

Salubri Lore 1
- You know the Salubri have three eyes
- You think there are several types of Salubri
- You know Salubri can heal others, and often do (Substitution if your PC is a Salubri antitribu: You know Salubri can hurt others, and often do.)
- You know there are very few Salubri, but there once were many
- You know the Tremere kill the Salubri on sight, but are not sure why (for antitribu: You have heard of the Tremere, and know they want to kill you on sight.)
Salubri Lore 2
- You know not all Salubri have three eyes - it's the learning of their signature Discipline that causes the development.
- You know there were several types of Salubri, and that some of them weren't healers (for antitribu: You know there are Salubri who aren't warriors.)
- You know that there are Salubri in the Sabbat, and that they are different, and only recently appeared. (for antitribu: You know that there are Salubri who aren't in the Sabbat, and that they have been around for longer than you)
- You know the Salubri progenitor's name was Saulot, and that he's dead at the hands of the Tremere
- You know the Tremere act as if the Salubri are infernalists, but that they have more devious motives
Salubri Lore 3
- You know that the Salubri were divided into the Healers and the warriors, both studying a different path of Valeren. In modern nights, the healers' Discipline is known as Obeah, and the warriors - who are now only found in the Sabbat - use Valeren.
- You know that the antitribu only recently came into existence, and they were probably founded by a Salubri who left the path of healing
- You know that Saulot was in search of Golconda, and may have attained it somehow
- You know that the Tremere wiped out the Salubri, and that they often diablerized them in order to strengthen themselves
- You are familiar with the legend that Elder Salubri (but not antitribu) used to Sire a Childe and educate it so it may diablerize them at some point, continuing their line. You know that in the modern nights, this practice has fallen out of use.
Salubri Lore 4
- You are aware that Adonai turned to the Sabbat, starting the Salubri antitribu in the second half of the 20th century
- You know the Salubri progenitor's name was Saulot, and that he's probably not dead.
- You know Saulot went to the East for a while, was known as Zao-Lat the healer, and left the East again without having found what he was looking for.
- You are aware that the Ravnos often betrayed the Salubri and sold them back to the Tremere during the Dark Ages
- You are familiar with most of the historical information as presented in the Clanbook Salubri for Vampire: the Dark Ages
Salubri Lore 5
- You know that the Salubri and the Inconnu are somehow linked, although you also know that investigating this too closely may be unwise - unless you're in the Inconnu yourself already.
- You know the exact description of the surroundings of Saulot's diablerie, as described in Clanbook Tremere Revised. You think something's wrong with that story.
- You believe that Saulot failed to achieve Golconda in the East
- You know that Saulot founded three major lines - the Salubri, the Baali... and the Tremere.
- You are quite certain that Tremere and his line were tricked into destroying Saulot and the Salubri so Saulot could use the Tremere as his latest experiment.

Serpent Lore 1: Childer: What any newly embraced Serpent of the Light knows
- You are aware of the fact that light is harmful to you, and you are called "Cobras".
- You understand that Serpents of the Light tend to either be very trusted or very mistrusted among the sword of Caine.
- You know that you hate those who are called Followers of Set.
- You know that you follow the teachings of Caine, which is why the Followers of Set dislike you.
- You are aware of the myths of El Cristo Negro, La Madre de la Luna and several other dieties, though may not necessarily understand what their importance is.
- You understand that Serpents of the Light are susceptible to light because of a curse that may have been put on them by some Egyptian god and its all the fault of the Followers of Set.
- You are aware that Voodoo is an animistic, humanocentric, immanent, pantheistic religion with shamanistic, ritualistic, mythic, eclectic, ancestral, relational, ecstatic, and ecclesiastical magical practices.
- You have heard of the initiation rites into the Serpents of Light cults.
Serpent Lore 2: What any neonates who have been sent out on their own know
- You have heard of the Followers of Damballah, and you understand the Serpents of the Light are descended from them.
- You have heard stories of Haiti and an uprising with a priest, though details of it may be vague.
- You are familiar with many of the Voodoo beliefs and have studied much of the haitian voodoo faith such as Santeria, Haitian Voudoun and some other variations. You also have studied such deities as Chango, Osanyin, Damballah the Serpent, Aida-Wedo, and Ogoun and you understand where they all apply in terms of the beliefs of the Serpents of the Light.
- You are aware of the function of the 7 Loas in the the Voodoun religion
- You have heard the name Chiyidi, though you may not necessarily know the story behind it.
- You understand that genealogy within the Cobras is not important as they tend to invite any admirable figure into their line.
- You have heard rumors and terrifying stories of Haitian vodoun sorcerers who wield strange powers.
Serpent Lore 3: What those who have lived have found to be true
- You have become a scholar in the study of Voodoo practices and Orisha, the spiritual force behind the voodoun religion.
- You know that the Serpents of the Light sect originated in Haiti in the 1960's, and did not officially join the Sabbat until the 1970's when the Followers of Set forbid them from joining the Sabbat.
- You are aware of the Path of Corruption, a general overview of what it does, and that the Serpents have access to other Paths of Wanga.
- You are aware of the internal organization of the Cobras, though may not necessarily know who holds the positions of the Empereurs. You are however, familiar with the structures of the Cells, and who holds the titles of President, and what standing they possess.
- You know that you need to attain this level of knowledge to become fully initiated within the clan. You are also aware that you must have mastered at least one of your powers and fufilled the wishes of at least one of the Orisha.
Serpent Lore 4: What the elders who have seen and studied have found
- You understand that unlike the Followers of Set, the Serpents of the Light do not believe they are descended from a God. They believe that they can become gods within the flesh.
- He who becomes strong enough to kill Damballah will take his place as the ruler of the earth's dark places.
- You know that there are many clan secrets that you have yet to see.
- You know that there are mummies, or something like that, and that they are dangerous.
- You have heard rumors of the Haitian/Voodoo version of the Gehenna prophecy.
- You know that the 3rd generation have agents roaming around and that the 3rd generation shunned Set and this is why we corrupt.
- You are aware of 3 or 4 various paths of SoL Wanga.
- You are aware of the personal agenda that the Serpents of the Light have in terms of the Sword of Caine, and how most use the Sword of Caine for personal means.
- You can name at least 3 of the 4 Empereurs and have spoken with at least one of them.
You can name most of the Presidentes, and are aware of the location of the major cells and shanpwel's within your country. - You are aware of the entire Initation process from the first through the fifth levels and what each level means. You may have even conducted the first or the second Initiation.
Serpent Lore 5: Those who have taught what they have seen and studied
- You understand the true reason that the Serpents of the Light are within the Sabbat. You understand that it is very possible that the Serpents of the Light could rejoin with the Followers of Set. Although there is a great deal of bitterness between the two factions, it can be healed.
- You have heard rumors of a bloodline that lives in Mexico and in India.
- You are familiar with all the paths of SoL Wanga.
- You are aware of all five levels of initiation, as well as how each of them are ran.
- You can name all Empereurs and more then likely are one yourself.
- You can name all Presidentes as well as know the location of the majority of the cells and shanpwel's within the World.

Tzimisce Lore 1: What a newly embraced Tzimisce childer will know
- You must sleep in a handful of your "native" soil or suffer negative effects.
- It has been made clear that is rude to enter anothers "domain"/haven without permission.
- Many of your clan seem to revel in toture and self mutilation.
- You [and your clan] are aware that you have the ability to shape flesh and bone with the power of Vicssitude.
- You have been taught that the Tzimisce were the founders of the Sabbat and are the spiritual leaders of it.
- You have been taught that the Sabbat was created as soldiers in a Holy War against the Camarilla.
- You are unaware of any political structure within the clan
- You know that the Camarilla are pawns of the Antediluvians and have been taught what that means.
Tzimisce Lore 2: What the learning Tzimisce student will know
- You know the how and why a Tzimisce must sleep in it's native soil each night or suffer adverse effects.
- The consequences for breaking the proper etiquette when entering another Tzimisce's domain without permission have been made clear to you.
- You have been taught/learned a Path. Even if not on Metamorphisis you have learned of it and have a better understanding of the totures of the flesh to which many of the Tzimisce seem to revel in.
- You have seen and are aware of the Zulo Form (regardless of whether you possess it yourself).
- You have seen schzlachta.
- You have learned sketchy details on special ghouls called revenants which are some relation to the Tzimisce.
- You have learned that Tzimisce childer are often "kept" with their Masters/Sires far longer than other sabbat clans with the exception of the Lasombra.
- Tzimisce childer seem to rarely be made during Sabbat War Party's "mass embraces" - the majority of the Tzimisce seem more selective.
- Tzimisce tend to make up many of the priests within the Sabbat as well as many other higher ranking spiritual positions.
- You have been taught that the mystical rites which are the Sabbat rituals were created by Tzimisce magicians.
- You have heard the term Voivode used and had it explained to you.
- You have heard of Tzimisce who are not Sabbat but know little else.
- You have seen and participated in Kupalas Night
Tzimisce Lore 3: What the released Tzimisce vampire will understand
- You have learned the beginnings of history of the bond with the earth amongst the Tzimisce and why you must sleep with your native soil. As well as rumours of those who can only find peace in the soil of Eastern Europe despite their birthplace.
- Domain and Hospitality began with your Clan. The proper protocols for both should be observed when entering another Tzimisce's domicile or inviting one within.
- You have observed or are far along on the path of Metamorphisis.
- You have seen and understand how to create sczhlacta.
- You have heard of/and or seen Hellhounds and may have some idea how to create them.
- You have heard of rumours of Vozhd and may have even seen one.
- There is stories of Tzimisce powers which combine with other vampiric powers to create unparalled effects.
- You understand and know the names of all the existing Revenant families.
- The Tzimisce revolted from their sires blood bonds sparking the Anarch War in which they diablerized the clan founder and begin the steps in creating the Sabbat.
- You understand that there was once a plethora of Tzimisce called Koldun who practiced the magicks of the land and spirits whom were the founders for the Sabbat Vauldrie and rituals.
- There is a special enmity in for the Tremere which you now fully understand knowing the history of the Tremere/Tzimisce War.
- You have heard of the wise Tzimisce of the clan whom are called Zhupan. Who sometimes practice the blood magick of the Tremere.
- You know of many of the Societies within the Clan and the titles which accompany them.
- You know the various titles for land holders amongst the Tzimisce.
- There is some significance to some family "lineages" within the clan. As well as rumour that some elder Tzimisce may be attempting to recreate the zadruga of old.
- You understand that Vicissitude eventually allows the user to transcend the flesh beyond pain and pleasure.
- You have heard of and possibily sought out the special abilitys which allow a Tzimisce to combine Vicissitude into new aspects. (ooc: combination discplines)
- You know of the Old Clan Tzimisce.
- You have seen and participated in Kupalas Night and understand its basic signifcance
Tzimisce Lore 4: What the Tzimisce Scholar would know
- You have heard of the concept of Azhi Dahaka
- You are cognizant of the ways to create Hellhounds and Vozhd though you may not be able to create them personally.
- In times past Wars were common amongst Tzimisce voivodes over domain. These wars were often fought by the voivodes behind stone walls while their blood bond childer, war ghouls and revenant servents fought in the bloody trenches.
- The Anarch War began (according to the Tzimisce) when the Amaranth was enacted on Kupalas Night amongst the blood bound childer of the dark age voivode's. Shortly after was when the founder Tzimisce was killed and consumed.
- You are aware of many of the Sabbat rituals. As well as are aware and often able to perform the Tzimisce specific rituals.
- You are aware of all the existings revenants, their quirks and uses as well as their powers.
- You understand that there was once many more revenant lines and have a vague idea of some of their names and powers.
- You are aware of all the varying titles within the Clan and what they mean as well as the Societies.
- Lineages. You have an idea of the of all the well known Tzimisce lineages and their founders as well as often times where they originated from.
- You understand that Old Clan Tzimisce refuse to "taint" themselves with Vicissitude and rumours that they believe it to be a disease.
Tzimisce Lore 5: What the most wise and learned Tzimisce master will know
- Spiritual Metamorphism (as well as the path) along with Vicissitude have been rumoured to lead to the fabled Azhi Dahaka.
- Legends of the Dracon and his scion childer are linked to both the Azhi Dahaka and the Obertus family.
- The ancient rituals of the Tzimisce would vary from region to region. Their Masters alone knowing their origins.
- Many of the lost rituals of the koldun you have heard of or studied.
- You know not only of the existing revenants but those lines lost to time including much of the secrets those modern and ancient hold.
- The origins of the titles now claimed by both modern and ancient Tzimisce are known to you.
- There are few zadruga family or lineage that you are unaware of and the ancient Tzimisce who founded them.
- The nights of and following the amaranth flower you know vary by speculation and source. Even to rumours of the actual diablerie of Tzimisce itself and its still possible continued existance.
|  |