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So welcome to lore 101. Below is a brief description of why we use lores and how to interperet them. If you have questions, feel free to ask your storyteller. Lores are not the end all and be all of a character's knowledge, rather, a lore rating is a general way of describing the level of understanding a character has about a certain subject. This is helpful because of the extremely vast and confusing body of knowledge that's contained within the White Wolf books. Lores are purchased at secondary skill costs.

Why Use Lores?

First of all, you might ask yourself, Why do we even use lores? What's the point? Why can't I just keep what I learn in-game, in-game? Well, the easy answer is that you can. It's perfectly okay (if somewhat risky) for you to create a starting ghoul or vampire character with no knowlege of what he or she is, what the Curse of Caine is all about, and what the Camarilla or even the Masquerade is, and learn everything in game. However, not everyone wants to begin play with a clueless neonate vampire or ghoul. Sometimes folks decide they want to make a vampire with a few years or decades of experience under their belt, an Ancillae, or even an Elder. An Elder without knowledge of the Masquerade would not last long, or in most cases even make sense with the setting, so it make sense that you should have a way to have your character have that knowlege coming in.

How do Lores apply to my character?

So how do you apply the use of Lore to this problem? Let's use Brujah Clan Lore as an example. If I'm a good role-player and I want to make a well rounded Brujah, I'll probably go pick up the Brujah clanbook and read up on the subject before creating a character. Problem is, the Brujah clanbook covers everything from Troile's Diablerie of the clan founder to the role of the Brujah gangs in the modern nights, and there's really no reason for my character to arrive newly embraced in the world of darkness knowing all of that stuff. So what should my character reasonably know? How do you seperate the stuff you can't get by without knowing from the knowlege that seems like you're metagaming? Lores are the answer to this conundrum, for you, and for your Storytellers. They help you set reasonable guidelines for your character's knowledge, and leave room to grow.

In general Lore ratings break down like the following:

  • Lore 1: What a newbie/ghoul/freshly embraced Kindred Fledgeling would know.
  • Lore 2: What a student/neonate would know.
  • Lore 3: What a professional/ancilla would know.
  • Lore 4: What a scholar/elder would know.
  • Lore 5: What a master/methuselah would know.

What's the deal with Insider Lores vs. Outsider Lores?

What's the difference between an Lupine Lore and Garou Lore? They're both just different words for werewolves, right? Lupine lore is the kind of information someone that is not a werewolf, like a mortal or vampire can learn about werewolves, while Garou Lore is what a werewolf can learn about themselves from within the society of Garou. This follows with Vampire lore vs. Kindred lore, and Ghost Lore vs. Wraith lore. For example, a vampire can learn Kindred Lore and Lupine lore, but not Garou lore, and Vampire Lore would be pretty useless to them, because Kindred Insider Lore is far more complete and comprehensive than mere Vampire Lore. Below the lores are broken down into what is insider or outsider lore for a Kindred.


Not nessecary for Vampire players, but may be taken by mortals, ghouls or other supernaturals.

Vampire Lore 1: No clue

  • Holy Crap!! Vampires are real, lurk in the night, and feed on blood.
  • They tend to live in populated areas
  • Some are pale in complexion.
  • Information from newer movies (Dracula 2000, Dusk till Dawn, Twilight, etc.) A lot of false rumors, myths and folklore mixed in (basically, a lot of false or inaccurate information).
  • Theyre everywhere!!

Vampire Lore 2: A bit of knowledge

  • The vampires seem to be organized into groups somehow. (No idea how, though).
  • Most major and some small cities have vampires hidden within them.
  • Religious symbols can keep vampires at bay.
  • May have vague knowledge about one or two single disciplines--e.g.Dread Gaze and Wolf Claws. Note, this will not be detailed knowledge. "He grew claws from his fingers."
  • Believes any vampire will possess any power they have ever seen exhibited.
  • Vampires control many of the workings of the mortal world.
  • They claim ancestry from the mythical/biblical Caine.

Vampire Lore 3: What a successful Hunter might know

  • Vampires actively try to keep their existence hidden.
  • Fire, stakes, and sunlight usually work.
  • May have overheard one or two vampire-specific terms--without understanding their meaning.
  • Vampires can enter into terribly violent frenzies.
  • Probably met and talked to several vampires.
  • It's not the religious symbol, but the faith of the user that counts.
  • They are able to turn mortals into their slaves, called ghouls.

Vampire Lore 4: What an Arcanium Scholar would know

  • They call themselves Kindred.
  • The vampire's power is in the blood.
  • Their ancestry divides them into clans. (Know the names of 2-4 of the common major clans).
  • Knows different clans have different weaknesses and powers. (Although the combinations are often wrong)
  • Many cities ruled by an ancient vampire.
  • One sect, called the Camarilla, is based on a feudal model
  • Another, called the Sabbat, is based on a libertarian/anarchist model.
  • Some vampires do not belong to either sect. They are called Anarchs.
  • Has an understanding of the ten primary disciplines and what they can do--think general overview not V:TM write-ups. (Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Protean, Presence, Potence, Thaumaturgy).

Vampire Lore 5: Sure you're not Kindred?

  • May be able to name 7-9 clans and give short descriptions. (Equal to description in Laws of the Night).
  • Knows how the Embrace and Blood Bond work.
  • Knows the very basics about Kindred social dynamics--Boons, Prestation, and maybe Monomancy.
  • May have heard rumors of the clan-specific disciplines (Chimerstry, Necromancy, Obtenebration, Quietus, Serpentis, and Vicissitude).
  • May know some Kindred specific terms (as words--not by meaning).
  • Knows some Kindred fear the end of the world is coming.


Kindred Lore 1: What a Fledgling would know

  • Basic understanding of the necessities (blood) and the banes (fire, sunlight, and wooden stake) of a vampiric existence.
  • Rumor that the biblical Caine was the first vampire.
  • Some say Kindred war among themselves, for various reasons.
  • Know many common Kindred specific terms.
  • The concept that raw power comes from the blood
  • You know that Kindred are separated into "Clans", tracing their heritage back to a single very old Kindred.
  • You are aware of the names of the most common "Clans" in your area (i.e. Brujah, Toreador, Lasombra. Etc.)
  • Understands the traditions surrounding Elysium

Kindred Lore 2: What a common Kindred would know

  • The concept that the closer one is to Caine the more power a kindred possesses
  • You understand the Embrace, the Blood Bond, creating Ghouls and Diablerie
  • Has heard of the Book of Nod
  • Has a rough knowledge of major events in Cainite History, such as the First City, Second City, Carthage, Anarch Rebellion, Founding of the Camarilla and Sabbat, etc
  • Can give short descriptions (equal to the descriptions in Laws of the Night) for 7-9 clans
  • Some say the world will come to an end when the eldest awake.

Kindred Lore 3: What an Experienced Kindred would know

  • Can name the 13 clans and knows the V:TM, V:PG, and S:PG descriptions, in general specific terms. Includes the common weakness of each clan.
  • Has a basic understanding of the ten primary Disciplines (Animalism, Auspex, Dominate, Dementation, Fortitude, Obfuscate, Protean, Presence, Potence, Thaumaturgy)--think general overview but not detailed V:TM write-ups
  • May have heard rumors about one of the rare clan-specific disciplines (Chimestry, Necromancy, Obtenebration, Quietus, Serpentis, and Vicissitude)
  • Knows several of the legends of the First Days or Gehenna.
  • Knows many of the old terms and their meanings
  • Can name a couple of the Antediluvians
  • You have heard rumors of Golconda
  • You know of the Gangrel/Tzimisce war against the Tremere.

Kindred Lore 4: What a Scholar would know

  • You know the commandments of Caine (Pg. 76-77, 84-85 Book of Nod)
  • Basic knowledge of the minor bloodlines, to include disciplines common to them - think general overview but not detailed V:TM write-ups
  • Knowledge of a few of the Elder powers available in the ten primary Disciplines (Expert Disciplines)--again think general description not detailed write-ups
  • Has heard rumors of the Inconnu
  • May know something about Golconda
  • Can name many Antediluvians and many of the major Methuselahs-- may know some vague legends about them
  • Can see the hidden meanings in night-to-night Kindred politics.

Kindred Lore 5: What an Elder would know

  • A working familiarity with several editions, variora, and translations of the Book of Nod as well as some other apocryphal writings
  • Experience with Cainite society is likely to be more accurately measured in millennia rather than mere centuries
  • Knows some general details about the Jyhad and who the some of the real players are.
  • Know the legends surrounding the Diablerie of the Antediluvians (Saulot, Brujah, Cappadocius)
  • Has probably seen the equivalent to a full copy of the Book of Nod (although several drastically different versions exist)
  • Having suspicions where an Antediluvian sleeps
  • Know about the City of Enoch in the Shadowlands, and its recent destruction.


Camarilla Lore 1: What an unreleased childe would know

  • There exists a secret society of vampires, which keeps itself hidden from the mortal world.
  • That you are never to expose your new vampiric nature to any non-vampire.
  • Vampires refer to themselves as "Kindred", the use of the term "vampire" is offensive to some Kindred.
  • You have heard of a group of Laws, known as "The Traditions", but are uncertain as to the specifics or interpretation of these, and if asked to repeat them are probably screwed.
  • You understand the very basics of the Camarilla Social Structure, and know of the proper place and behavior of an unreleased childe. You know that you and the one that made you may be destroyed for your actions, if inappropriate.
  • You know of the Tradition of Elysium, in that it is a safe place, which cannot be soiled by violence, or other acts of disrespect.

Camarilla Lore 2: What a newly Released fledgeling would know

  • You know "The Traditions" and can state them without hesitation; you also know the common interpretations of them. 
  • You know the powers and responsibilities of the Domain Officers, and who holds them within your domain. (i.e. Sheriff, Harpy, Keeper of Elysium, etc.)
  • You know the basics of the Prestation System. (Trivial, Minor, Major, Blood, Life) and are able to participate in the system of Boons.
  • You have heard rumors of other groups of Kindred, but know no specifics of their sects. (I.e. Independents, Aututark, and Sabbat), you may have even met some kindred, which claim not to belong to the Camarilla.
  • You have heard the names of nearby Camarilla Princes, and other kindred of high standing (5+ in status).
  • You tend to use the Common Parlance when speaking of things (pg. 59 V:TM)
  • You know how to present a childe for release to the Prince,

Camarilla Lore 3: What and experienced Kindred would know

  • You know the basic history of the Camarilla.
  • You know of the Clan head, and their powers.
  • You know well the stereotypical horrors and tales of the Sabbat. (No specific powers or clans, but general tales of horror)
  • You may have heard about a Conclave.
  • You know of the Edict of Barbs/Convention of Thorns.
  • You know of the Traditions and procedures of Princes Symposium, the level of politics that pits Prince against Prince.
  • You know of the Red List, and who has been made Anathema.
  • You know the system of Prestation in and fleece boons out of young Kindred out of habit.
  • You know the intricate details of the Blood Hunt or Lextalionis (pg. 137-140 The Guide to the Camarilla)
  • You know of the Treaties with the Assamites and Giovanni, and the specifics of such.
  • You know the unwritten traditions and customs of the Camarilla (The Protocols of the Camarilla)

Camarilla Lore 4: What a Scholar would know

  • You tend to use the Old Form when speaking (pg. 60 V:TM)
  • You know how to contact and approach an Archon…properly.
  • You can identify most cities of the chronicle as Camarilla, Sabbat, or Anarch held
  • You know that the Followers of Set were asked to join the Camarilla at its founding, and that they declined.
  • You know the names of public Archons and the Justicar that they serve.
  • You know the proper Traditions and Customs of a Conclave or Prince's Tribunal, and the use of Ordeals.

Camarilla Lore 5: What an Elder would know

  • You know of the existence of the Alastors, and other "divisions" of Archons (pg. 6-22 Archons and Templars), Not detailed descriptions, but rather that such "specialties" exist.
  • You are or were known as a major voice of the Camarilla of your Domain and beyond.
  • You know how the Justicars are selected, and of the politics involved at such a level.
  • You know how to contact a Justicar… and probably even survive.
  • You know the names, and clans of the Founders, as well as the details of the very founding of the Camarilla.


Sabbat Lore 1 - What most Kindred know

  • You know the Sabbat exist.
  • They are a Society of Vampires formed some time in the past, in opposition to the Camarilla, designed to bring about it’s downfall.
  • Sabbt have all completely fallen to their beasts.
  • You know that Sabbat members organise themselves into Packs, lead by a Sabbat member, who guides the cells of Vampires in their attacks.
  • You know many of them participate in demonic rituals to bolster their courage.
  • You know that the Sabbat contains members of all of the Camarilla Clans, calling themselves ‘Antitribu’ or Anti Clans, lead by the exclusivley Sabbat Clans of Lasombra and Tzimisce.

Sabbat Lore 2 - What an informed Kindred would know:

  • You have a little more understanding of the Sabbat.
  • You may have seen or fought them once or twice, or heard sketchy second hand reports of thier actions.
  • You know that a heirarchy exists, following much the same form as the Papal Heirarchy, from Regent and Cardinal, to Priest. 
  • You also may know of local Sabbat members, but have no reliable knowledge of their movements.
  • You know that Sabbat are ‘recruited’ by burying the victim after embrace, and awaiting their escape and the reason behind the slang 'shovelheads'.

Sabbat Lore 3 - What a successful Sabbat hunter would know

  • You have heard of the Vaulderie, the ritual of shard blood that ties Sabbat packs together.
  • You may have heard of a few basic rituals of the Sabbat.
  • You have some idea about local Sabbat movements, and have participated in at least one raid against them in the past.
  • You also know that the Sabbat was created at the Signing of ‘The Convention of Thorns’, a document that ended the Anarch Revolt, and laid the foundations for the formation of the Sabbat.
  • You have a reasonable knowledge of Sabbat pack tactics, and have a decent chance to tell the difference between the clans of the Sabbat.

Sabbat Lore 4 - What an Elder with decades of experience would know

  • You have Heard of the Black Hand, and know that they are the elite of the Sabbat ranks.
  • You know that many Sabbat are not only not mindless beasts, but cunning and devious combatants.
  • You know that Tzimice sometimes craft disgusting creatures out of flesh to use in raids, called Schlacta, and have heard of fearsome creatures called Vozd.
  • You have heard of at least one Path of Enlightenment.
  • You know that the Sabbat contains many Clans that have developed differently from their Camarilla counterparts.
  • You know that the Malkavians practice a Discipline called ‘Dementation’, the Gangrel have a bloodline known as ‘City Gangrel’ who have the power of Obfuscate, and many other variations that occur with in the ranks.
  • You have gained a slight reputation among the Sabbat as one to watch out for.
  • You have a reasonably clear understanding of the local higerarchy of the Sabbat, who leads it and what they are capable of.

Sabbat Lore 5 - Are you sure you're not Sabbat?

  • You know as much about the Sabbat as most average members of the Sabbat, and are feared amoungst it’s ranks.
  • You know how to track and anticipate some local movements within the Sabbat, and of the packs in the surrounding area.
  • Sabbat involved in co-ordinating the Sabbat raids in your area do so specifically with your movements in mind.
  • You have heard of the ‘The Inquisition’, and have reason to believe that they monitor for unrest within the Sabbat.
  • You know that most Sabbat despize the demonic.
  • You have heard whispers that recently, a new Clan has joined the Sabbat.
  • You have learned of a Sabbat text, that supposedly espouses a code of conduct for the Sabbat, but have never heard it's contents.
  • You have personally fought and killed many Sabbat, and are sought out for your knowledge on the matter within your domain.
  • You know how the Vaulderie is performed, and have seen it done, if not taken part in one yourself.
  • Because of your knowledge, powerful Sabbat Elders have orders to convert you, or use every resource to destroy you on sight.
  • Because of your knowledge you are distrusted by Elders among the Camarilla, who are most likely watching you for any sign that you might be a spy.


Sabbat Lore 1 - What  shovelheads who survive their first fight are taught

  • You know that purpose of the Sect is to battle against the machinations of elder Cainites, and that the Camarilla is supposedly the pawn of these ancients according to Sect propaganda.
  • You are aware that Clans Lasombra and Tzmisce make up the majority and ruling class of the Sabbat.
  • You are familiar with the basic functioning of a pack and it's positions (Ductus, Priest, Abbot)
  • You have an idea of the political structure outside of the pack unit, and can give rough descriptions of the functions of the Bishops, Arch-Bishops, Cardinals, Prisci, Templars and Regent.
  • You can name a few of the more common auctoris ritae, such as the high holidays (Festivo dello Estinto and Palla Grande), Fire Dances or the Wild Hunt.
  • You know of the Vaulderie, and that it is used to ritually bind packs together through something that resembles the blood bond. You are aware that, in addition to creating the Vinculum, the Vaulderie is capable of breaking existing blood bonds.
  • You know that the current Regent of the Sabbat is Melinda Galbriath.

Sabbat Lore 2 - What seasoned Pack Members learn

  • You have been told of the Antediluvians, and of the threat they pose. You have heard of the First Anarch Revolt, wherin neonates across Europe rose up and diablerized or killed their elders (the Tzimisce and Lasombra Antediluvians supposedly included), and you know that both the Sabbat and Camarilla formed as a result of it.
  • You are aware of the Code of Milan, and that it supposedly codifies the Sabbat's aims, although you don't necessary know it's exact history.
  • You have heard some stories regarding the various Sabbat civil wars in North America, and have heard that a great deal of the Sects holdings in the United States were lost as a result.
  • You have heard of the various major political camps within the Sabbat, such as: the Status Quo; the Moderates; the Loyalists, who wish to adhere to the original intents of the first Anarch movement and seek freedom from elder oppression; and the Ultra-Conservatives, who believe the purpose of the Sabbat should be the battle against the Antediluvians alone, and have little regard for individual liberty in this war.
  • You can name most of the auctoris ritae and a few of the ignobilis ritae.
  • You have heard of the Inquisition, a group which scours the Sabbat for signs of heresy and infernalism, and of the Black Hand, an elite guild of assassins and spies.
  • You are aware that the Tremere antitribu used to be a part of the Sect, but all seemingly disappeared over a short span of time.
  • You have at least heard, in passing, of legendary Sabbat vampires, such as: Gratiano de Veronese, the Lasombra credited with diablerizing the Lasombra Antediluvian; and Lugoj Blood-breaker, the Tzimisce creator of the Vaulderie who is credited with diablerizing the Tzimisce Antediluvian.

Sabbat Lore 3 - What a savvy pack Ductus or Priest might ferret out

  • You are fairly cognizant of the details regarding the formation of the Sabbat and Camarilla, and have read the Treaty of Thorns.
  • You are intimately familiar both with the Code of Milan and its addenda (added in 1933), and realize that the document is somewhat controversial amongst the Loyalist faction.
  • You can name all thirteen of the auctoris ritae and several ignobilis ritae as well.
  • You have a fairly good idea of the history of all three Civil Wars and connected events such as the Purchase Pact (the document which ended the Second Civil War, declaring a cessation to internal conflict within the Sect) and the formal recognition of Panders (which was the concession made to end the "Third Civil War" in NYC). You are aware that the Black Hand remained neutral during each conflict.
  • You know how to recognize a Sabbat Inquisition team, and are aware of their general modus operandi.
  • You are aware of the basic structure of the Black Hand, and know that they are ruled by a council of four Seraphim who answer directly to the Regent. You also know that one of the Seraphim, Djuhah, has recently started forming Black Hand only packs called columns.
  • You have heard of the Order of St. Blaise, a group which originated in the Dark Ages in humrous reaction to Saint veneration (St. Blaise was the Saint who protected one agianst maladies or attacks to the throat). The group now operates to extend Sabbat influence within the Catholic Church.
  • You've heard a bit more of the history of the Tremere antitribu and of Goratrix, and are aware of their extinction.
  • You have heard a few rumors regarding Sabbat specific Bloodlines, although you haven't heard much.
  • You are aware that the Tzimisce are said to have bred their ghouled serfs into bloodlines known as Revanants, mortals who show the aspects of ghouldom at birth and without ingesting vampiric blood.
  • You have at least heard, in passing, of famous Sabbat vampires such as: Sasha Vykos, a famous Tzimisce Priscus known for his/her/its androgyny; and Vasantasena, the Malkavian antitribu who turned to the Sabbat immediatedly after the Convention of Throns, claiming she had prophetic visions of Gehenna.

Sabbat Lore 4 - What a paranoid Bishop or Arch-Bishop suspects

  • You know a detailed history of the First Anarch Revolt. You have heard multiple accounts regarding various pre-Sabbat antitribu patricides.
  • You can probably recite the code of Milan by heart at this point, and are familiar with many of the earlier variants of Sabbat manifesto it codified.
  • You've heard of internal, obscure and sometimes Clan specific groups, such as: the Friends of the Night and the Children of the Dracon.
  • If it's ritae, you've probably heard of it.
  • You know of the existence of the Blood Brothers, the Kiyasd, and the Harbingers of Skulls, although you don't have many details.

Sabbat Lore 5 - What the Prisci fear

  • You've begun to unearth some unsettling rumors that the Lasombra and Tzimisce may not have been as successful as they previously thought.
  • You're thoroughly familiar with the known history of the First Anarch Revolt and of the Sabbat after it formation. You can rattle off a near continuous line of Regents, know a detailed history of all three Civil Wars, and can comment extensively on most of the major political shifts and events.
  • If it's ritae, you've definitely heard of it.
  • You can name all thirty members of the Sabbat Inquisition and know that the group is growing increasingly uncomfortable with the Black Hand, with whom it shares mutual exclusivity of membership.
  • You are very well-informed as to the operations of the Black Hand. You are aware that the group increasingly sides with the Ultra-Conservative faction, and might even have heard unsettling rumors as to their motivations outside of the Sect.
  • You know that the Blood Brothers are a Bloodline of hive-minded Cainites created by either the Tzimisce and now dead Tremere antitribu to serve as combat units.
  • You know that the Kiyasd are a Bloodline of scholars who seem to share characteristics with the Lasombra, and more frighteningly the Wild Ones (Fae).
  • You know that the Harbingers of Skulls recently emerged and joined the Sect due to some wrong previously committed against them, and that they have a reputation as powerful necromancers.
  • You have heard a rumor that there is a way to break even the Vinculum.


Anarch Lore 1: What a wanna-be Anarch would know

  • Understands rep system
  • Has heard of the Convention of Thorns
  • Knows of the several interpretations of the Edict of Barbs
  • Understands the difference between mortal anarchy and the Anarch Movement
  • Understands how one goes about becoming a brother
  • Can make a Politics check to determine the rep of another Anarch

Anarch Lore 2: What an FNG would know

  • Knows several interpretations of the Convention of Thorns
  • Can name a few of the more well-known gangs
  • Can name a few of the more prominent lone wolves
  • Knows that Anarchs are divided into factions
  • Has probably heard of Danton/Exsangue
  • Has heard of Anarch Curses
  • Can make a Politics check to determine the gang of another Anarch (or if they are a Lone Wolf)

Anarch Lore 3: What an established one of the brothers would know

  • Knows basic history of the modern Anarch Movement
  • Can identify a few Anarch-held territories
  • Can name a number of Anarch gangs
  • Can name a number of Lone Wolves
  • Understands the different Anarch factions (moderates, terrorists and militants)
  • Has heard of Anarch Rituals
  • Understands what one Anarch Curses does
  • Aware of prominent Anarchs (Andi, Blade, Top, Stryfe, Smiling Jack, etc.)
  • Can make a Politics check to determine the faction of another Anarch

Anarch Lore 4: What an Older would know

  • Knows something about the causes behind the original Anarch Revolt and its history
  • Knows about the Golden Age of Piracy
  • Can name most Anarch-held territories
  • Understands what one Anarch Rituals does
  • Understands what all of the Anarch Curses do
  • Has heard the legends of the great Anarchs (Galaric, Troile, Caine)
  • Can make a Politics check to determine the history/background of another Anarch

Anarch Lore 5 - What a Baron or Lone Wolf  behind the Movement would know

  • Knows the entire history of the Anarch Movement, past and present
  • Knows that the original Anarchs became the Sabbat
  • Understands why the Sabbat hate the Anarchs so much
  • Knows of most of the Anarch Rituals
  • Likely present (or at least alive) at the signing of the Convention of Thorns
  • May have participated in the original Anarch Revolt
  • Can garner rep, gang (or Lone Wolf), faction, and background history of another Anarch without a check.


You are a Scholar of ancient Noddist Lore and mythic History of the Cainite race, from Prehistory to the Modern times. NOTE: Becoming a Noddist scholar could require extensive research and possibly knowledge of Archeology, Anthropoligy, History, Linguistics, Dead Languages and the Occult. Without these and other needed skills, the road to knowledge about the elusive text will be exceptionally difficult.

Nod Lore 1 - What the Idly Curious would know

  • You know that the Cainite creation legend is penned in a text known as ‘The Book of Nod’.
  • Supposedly written in prehistoric times, the text tells the story of Caine murdering Able, and God casting him out to the Land of Nod as a Vampire, the first of that kind.
  • You know that the text is held in reverence by some Kindred, and seen as a joke by others.
  • You certainly don’t own one and accounts about it's contents vary wideley.

Nod Lore 2 - What the Studied would know

  • You know that the ‘Book of Nod’ has many variations throughout time, and in recent years, so many copies of variable reliability have cropped up, that finding the ‘original’ is impossible.
  • You have heard from a reasonably reliable source the general contents of the text and know the tales of Caines expulsion, from the first Murder.
  • You also have heard that in some versions the the book also contains notes at it’s end from the Founders of the Clans, to their Children.

Nod Lore 3 - What the Dilligent Researcher would discover

  • From further studies, you can name many other academics of the subject.
  • You have observed more than one copy of the book, and have compared the texts.
  • You know for certain that parts of the commonly known ‘Book of Nod’ have had to have been written at some later date than proclaimed by the book.
  • You can see now, the glaring ‘patches’ in the book, and know that almost every copy in existence must therefore be false in some way. And yet, you believe that somewhere there must be a real copy from these fakes to have been spawned from.
  • You have researched the book’s historical origins, and know various claims of origin for the book, from Scandinavia, to Israel, but none with any authenticity.
  • You have begin to hear whispers of cults of vampires who venerate the words of the Book of Nod.

Nod Lore 4 - What a Noted Scholar would suspect

  • Your studies into the ‘Book of Nod’ are comprehensive, spanning historical, spiritual and philosophical aspects of it’s history.
  • You own what you believe to be a reasonably complete copy, and have studied many more.
  • You have researched it’s words, and although you know many cannot have come from the time of Nod, some have an alarming degree of truth to them.
  • You have in particular, noticed the alarming signs of Gehenna approaching rapidly, as described by the Book.
  • You know that an accompanying book exists, the ‘Book of Lilith’, a supposed text regarding Lilith, Caine’s mentor and her fall from Grace. You hear rumor that this book contains much information omitted from the ‘Book of Nod’.
  • You also know that Cults exist, following both the ‘Book of Nod’, and the ‘Book of Lilith’, believing zealously in their teachings.
  • You have most likeley come into contact with one or more of these cults, and may even have been asked to join one.
  • You’ve learned of the existance of a collection of tales and prophecies called ‘The Erciyes Fragments’. Apparently, this book exists as the forerunner to both ‘The Book of Nod’ and ‘The Book of Lilith’. It seems to be the original book, predating both. But you cannot find this sacred text.
  • You have laid your hands on at least one authentic page from the 'real' book, without knowing it. Since that time, you have felt an indescribable forboding overhanging your research.
  • You have a tendency to become distant to your allies and associates, fearing that they may tell someone of your research.
  • You know that the ‘Book of Nod’ contains only a snippet of information available within this tome, apparently, the information allowed to pass down to Neonates from Elders, to try and keep control on how much information is available to them.
  • You believe that Elder or even older Kindred have altered many copies of the text to try to diseminate their philosophy amoungst younger Kindred. You suspect that agents of some of these elders may now be keeping tabs on you and paying close attention to your work.

Nod Lore 5 - What a Master Librarian is afraid of

  • You have a comprehensive knowledge of the ‘Book of Nod’. So much so, that you discount much of it’s teachings as bias, or pure fiction. By now you can pick up almost every false word and half truth within the ‘Book of Nod’, and there are many. So many that the lines blur many times over.
  • You, by now, own many copies of the text, and have seen many more. Each different, each as verifiable as the next.
  • You have studied the Cults surrounding both texts, and have discovered some alarming similarities. And confirmed the existance of a further text, the original ‘Book of Nod’.
  • You have also researched into it’s history, and have come to the conclusion, that the original is probably Middle Eastern in origin, but you cannot be too certain.
  • You have noticed many of the Signs of Gehenna mentioned in the text, and begin to take them at face value, often finding it difficult to stop yourself from expressing incredulity when others profess not to see the obvious end of all things.
  • Your dreams contain endless cascades of fals words and lying letters in a multitude of dead languages falling in upon you, or vague and terrifying flashes of the stories in the book of Nod coming to pass, and you awake feeling as if someone has been watching you.
  • You believe that one or more of the Ancient Kindred mentioned in the Prophecies of Gehenna, are keeping a control on how much information is distributed. You sometimes believe you can feel their presence watching you. You have suffered many threats from the agents of Elders to discontinue your research, and upon refusal have most likeley suffered worse.
  • Many of your close associates and allies may have also asked you to stop your research, out of worry for your safety and sanity, thus confirming your suspicians that they are being controlled by forces set out to destroy your research. Indeed, to spare them the horrors of the coming apocalypse, you consider that it may be better to end their suffering now, especially if they too are involved in researching the book.
  • You know how and where, to lay your hands on many different copies of the ‘Book of Nod’ and a few copies of the 'Book of Lilith’. You have compared and contrasted both books, and believe that you can now pick up almost every similarity, to the point where you believe that you can have a fair guess at what ‘The Erciyes Fragments’ contain. You have even lain your hands on a few of the fabled Fragments.
  • You believe you have knowledge of the true words of Caine. You know of his words to the First of his Childer. You know of Lilith, and of the murder of Able. You believe you know of the true words of God, and Caine's visions of the future.
  • You know of the certainty of the coming of Gehenna. You know of all of it’s coming’s signs, and know for certain, that the End Times have begun. You have possibly contributed to at least one copy of the ‘Book of Nod’ in circulaton, and know many, many scholars of it’s content.
  • Society is based on or guided by Noddist scriptures. So much so, that you believe certain Clans, or even the Camarilla itself has been founded on such teachings. You may even be a part of one of these cults.
  • You are certain that the knowledge that you have will most certainly be your undoing, and you wait in fear for the inevitable End, uncertain as to which direction it will come from.


You have an in-depth knowledge and understanding of the Christian Church, it’s mortal workings, and it’s darker secrets.

Church Lore 1 - What a Layman knows

  • You know the Bible and it’s teachings.
  • You go to Church every Sunday, and pray regularly.
  • You know your local Minister by first name, and the location of all nearby Churches.
  • You may possibly have even been part of their Choir in your earlier years.

Church Lore 2 - What a small town Reverend would know

  • You have knowledge of the local workings of the Church in the area.
  • You know local regular practitioners, the name and location of all of the local Churches in the region and their own Ministers.
  • You have studied the Bible for years, and know its stories by heart.

Church Lore 3 - What a Bishop could discern

  • You know of all Churches within the Diocese, and a few beyond.
  • You know of the regions Church politics, and how to manuver within the political scene there.
  • You know that other forces, be they political or commercial have leverage within the Church in your Region.
  • You also have come across certain discrepancies within the Bible and related texts that have peaked your interest.

Church Lore 4 - What an Arch Bishop would suspect

  • You have the details of almost every Church in the Country, and can easily lay your hands on a list of all Ministers within those Churches.
  • You know that outside influences control many aspects of the Church, on every level, and that often, these powers have ‘unusual’ motivations.
  • You have noticed in discrepancies with the Church’s history, and have come to the conclusion that these ‘errors’ have been created to cover up a conspiracy within the Church, although you cannot prove anything.
  • You have begun to notice the strange placings of some Churches, and markings within these buildings.
  • You know who to contact, and how to contact them, to get things done within the Church.
    You know who’s really pulling the strings of your local priests, and what needs to be said to keep them on your side.
  • You know that the Inquisition was not disbanded at the end of the 1700’s and that elements of the Inquisition still remain within the Church at some level, although you do not know how, or where.

Church Lore 5 - What a Cardinal fears

  • You know the Pope.
  • You know that the Inquisition exist, as the Society of Leopold, and that the Church has rescinded it’s backing, but it still remains.
  • You have learned that strange markings within Churches of Britain are in fact markings to distinguish Churches that were once controlled by Heretical priests back in the Middle Ages, and that these Churches were built in a particular style to act as a supposed Channel for Dark Forces.
  • You have heard reports of many strange incidents throughout Britain, and know that most, if not all of these strange events have been covered up by people of great power.
  • There is now in your mind, without a doubt, a massive Conspiracy.
  • Your research into the Churches history has shown you that many aspects of the Church have been changed over the years.
  • When the Bible was translated from Hebrew to Latin, many parts of the texts were greatly altered or are missing entirely.
  • You know that some Churches have a greater reputation for aiding their practitioners and that many of these Churches have stories of Miracles throughout the ages, happening within their walls.

Church Lore 6 - What the Pope ignores

  • You know that the Inquisition is a society driven by Christian beliefs, that exist throughout the World, and are driven to hunt the Heretical, and ‘Greater Forces’.
  • You know that Relics of great power exist within the church, and that these items are accompanied by many tales of Miracles happening in their vacinity.
  • Too many stories for they’re not to be something more to them than meets the eye.
    You know that the Vatican contains a secretive Library full of Heretical and dark texts of every aspect of the Faith.
  • You can access these texts with little trouble.
  • You know that the library is supposedly guarded by a creature that hunts trespassers at night.
  • You know that many aspects of the Bible were indeed removed in ancient translations at the orders of the ‘Greater Forces’ that the Inquisition hunt.
  • You have studied the heretical texts to the point that you are confident that the Biblical tale of Caine and Able has more to it than is contained in the Bible.
  • You know that aspects relating to Caine have been removed from the Bible, and that he is supposed to have created a line of creatures.
  • You believe that there is some truth to this tale, and that these ‘Greater Forces’ are possibly them.
  • You have also discovered that some of the markings in heretical churches refer to Biblical passages relating to blood and Immortality.
  • You also know that some refer to Jewish texts referring to Lillith, the missing figure from the Bible.

Church Lore 7 - What Unseen Forces behind the church wish they could forget

  • You know that the ‘Greater Forces’ are Caine’s Children, the Vampires of Legend.
  • You know that according to hidden texts, God cast out Caine causing him to become a Vampire.
  • What became of him then, you do not know, but you do know his lineage still exist, and haunt the Church and many aspects of human society even today.
  • You know why Emperor Constatine rejected the Roman Gods and adopted Christianity overnight.
  • You know that Lillith was supposedly the mentor of Caine, and you know why she was removed from every Christian biblical tale.
  • You know that a band of Vampires known as the Serpents were responsible for the editing of the Bible in it’s translation, and you have some ideas as to why.
  • You know that some Saints were in fact Vampires, holding their Churches in their grasp.
  • You know that rumours of other Supernatural creatures exist, including Wizards and Werewolves.
  • You know that some individuals are blessed with a greater Faith, also known as ‘True Faith’, which conveys the power to create Miracles, drive off evil and heal the crippled.
  • You know that places can be imbued with this power, such as Lourdes or the Vatican.
  • You know that the Grail exists, and is hunted by many different forces for it’s supernatural powers.
  • You know that many rumours persist that the Grail isn’t a cup, but a Vessel of some sort, perhaps living.
  • You know that families of Vampires have infiltrated the Italian and Spanish arms of the Church.
  • You know the truth behind the excommunication and execution of the Templars and that some members of the Templars believed in the Infernal.
  • You too have evidence that the Infernal exists and can, with difficulty, prove that members of the Church practice infernal rites.
  • You know that legends persist of creatures, be they human or otherwise, that exist now, that have watched the world for many years, things that are not Vampires, sometimes referred to as ‘The Heralds’, or tales of ‘The man on the Mount’.


You know about the Inquisitions history the society’s beliefs, activities and of its members. Non Mortal PCs must have Church Lore 4 to gain Inquisition lore. Due to the nature of this lore, it is extremely restircted for Vampire PCs.

Inquisition Lore 1 - What a Novice has heard

  • You know the basic facts about the Society of Leopold. E.g. It exists, has links to the church, and well-known facts of the founding of the Society.

Inquisition Lore 2 - What an Inquisitor is taught

  • You have learned a few details of interest about the Society of Leopold.
  • You know of the Paiousia (The prophecy of the second coming).
  • You know of the existence of Theurgy and True Faith, but know no reliable facts.
  • You have a basic understanding of the Hierarchy of the society, the 5 Canon’s of the Society and of the existence of some sub divisions and sects of the Society.
  • You have heard rumors that Relics of times past exist, but not of any verifiable sightings of these items.

Inquisition Lore 3 - What the Condotierri & Gladius Dei consider true

  • You have gained a wealth of knowledge about the Society e.g. Society procedures and tactics, locations of a range of weak Holy sites and how to use them (If you have True Faith).
  • You know of True Faith and how to use it (If you have it) and have a basic knowledge of the existance of common Theurgy paths
  • You know of some of the important faces of the Society, and have knowledge of all commonly known Sub Divisions, and some of the less common sects.

Inquisition Lore 4 - What a Censor suspects

  • You are considered a Scholar within the Inquisition, (You have to have membership, or have had at some point, of the Inquisition to have Levels 4 and above)
  • You know of many Holy sites and how to use them.
  • You know how True Faith can be used effectively, and of most Theurgy paths.
  • You also know the location of the Great Reliquary and Leopolds Tomb, and of some of the Relics within, but not how to access them.
  • You also know some of the famous and infamous faces of the Inquisition and some secrets from the Societies past (e.g. the Truth behind the Florentine Heresy).
  • You know of the existence of another sect of Hunters, ‘The Arcarnum’, and that they keep a distance from the Inquisition.

Inquisition Lore 5 - What a Provincial fears

  • You are privy to the Secrets of the Inquisition.
  • You know how to gain access to both the Great Reliquary and Leopolds tomb, and also have a catalogue (not necessarily accurate) of the Relics within.
  • You know the complete and detailed history of the Society, and most known Sects.
  • You know of the existence of the secret Theurgy paths, and that True Faith, is a branch of the Numia Powers, and that other such powers exist.
  • You may also know of the existence of other Supernaturals within the Inquisition and know key members of the Society by their first names.
  • You know of members of the Arcarnum, and could possibly have relations with that group.

Inquisition Lore 6 - What the Inquisitor General wishes he could forget

  • You have a full and accurate history of the Society and most of the Sects within.
  • You know secrets such as what the Reliquary truly is, an accurate catalogue of it’s Relics.
  • You may also know secrets like what is really in Leopolds Tomb.
  • You are privy to secrets of the Influential members of the Society (i.e. their pasts).
  • You are privy to the knowledge that a secretive sect of mages, ‘The Celestial Chorus’, has a long and intertwined relationship with the Society.

Inquisition Lore 7 - What the founder of the Society, Leopold Murnau is certain of:

  • What you don’t know about the Society, and its members, isn’t worth knowing.
  • The secrets of the Society are lain bare to you, including the infiltration of it’s numbers by Supernaturals, their names and locations.
  • You know the possible locations of the True Cross, every Legend of the Second Coming, and the details of most, if not all, of the Relics in existence.
  • God knows your name.


You have learned of the world of Ghosts, and have researched into their nature. ((This Lore is representative of knowledge available to Non Wraith Characters, about the Wraith race)).

Ghost Lore 1 - What a Student would know

  • You know of the existence of a World beyond this one, inhabited by Ghosts.
  • You know ghosts always live in haunted houses and wear clanking chains.
  • You know that they are insubstantial in this World, and can never affect it. 
  • You know ghosts often hang around haunted houses.

Ghost Lore 2 - What a Paranormal Studies graduate would know

  • You have learned a little more of the dead.
  • You know that not all Spirits return to the afterlife. Only those with great issues to deal with return, and then not always.
  • You’ve probably spoken to one or more Ghosts by now.
  • You know now that their Society is called the Hierarchy.
  • You know that they live in ‘Necropolis’, alternative versions of ‘real world’ cities, in the land of the Dead.

Ghost Lore 3 - What a professional ghost hunter would know

  • You have learned that the ‘Shadowlands’ or lands of the Dead, represent the World of the Dead.
  • All that has decayed and been destroyed here, that had great meaning in this world, reappears there.
  • You know that Wraiths can be harmed by real world objects moving through their Ethereal bodies.
  • You also know that they have formed themselves into ‘Guilds’, groups of Ghosts, or ‘Wraiths’ who follow the same ideals.
  • You also know of corrupted Wraiths called ‘Spectres’ who make it their lives to attack and destroy other Wraiths.

Ghost Lore 4 - What an Arcanum Scholar would know

  • You have learned much more of the Dead by now.
  • You know of Charon, their great Leader.
  • You know that the ‘Hierarchy’ holds control only over few of the Wraiths, with many shunning control as ‘Heretics’ or ‘Renegades’.
  • You know Religious belief is a strong power within the lands of the Dead, and those of the same beliefs often flock together.
  • You know that some Wraiths posses the power to alter things in this World, and even enter here for short periods of time.
  • You know that there are many different types of ‘Spectre’ who are born in a dark maelstrom called ‘The Tempest’.
  • You now know that Wraiths are bound to items or people within this World, that they call Fetters.

Ghost Lore 5 - What a true Medium would be haunted by

  • You have gained much knowledge of the lands of the Dead by now.
  • You know that ‘Spectres’ are controlled by ancient evil’s called Malfeans that exist only in the lands of the Dead.
  • You know that the Hierarchy await the resurrection of Charon.
  • You have heard that Vampires have the abilities to enter the lands of the Dead for short periods of time.
  • You have discovered that Guilds of Wraiths once existed, but were mostly swept away by a great storm that shook the Shadowlands.
  • You know the Wraith central city was called ‘Stygia’ and did not have a Real World counterpart before it was destroyed by the Maelstrom.
  • You know the Wraith’s ‘Fetters’, are items or people important to them in their lives, and act as points of rest and recuperation to these Ghosts.
  • The Shadowlands call to you, and you may feel compelled to join them.


Under most circumstances, only Necromancers or those playing in the Wraith Sphere may learn this Lore.

Wraith Lore 1: What the Newly Reaped would know

  •  Basic understanding of the necessities (Pathos) and the banes (Shadow, Angst) of a Wraith's existence
  • The Lady of Fate came unto the Shadowlands; Then came Charon.
  • Your death marked you
  • Leaders often say that they are owed loyalty due to the deathmarks of thosein their charge
  • Some say Restless war among themselves, for various reasons
  • Rough knowledge of those factions they most commonly encounter
  • Some say the world will come to an end when Oblivion seeps forth from below--yah right, whatever . . .
  • Know many common Wraith specific terms.
  • Have heard rumors there were once Guilds...

Wraith Lore 2 - What new Wraiths know

  • Knows of the existence of the Hierarchy, Heretics, and Renegade factions.
    Knows of Spectres
  • Has heard the rumor that Legions war against each other through their troops, and this may or may not be believed
  • May have heard a few scraps of prophesy either about the Time of Darkness or the rise of Charon from the records of the Hierarchy. Probably hasn't read anything though
  • Understands the Shadow, Harrowing
  • Can give short descriptions (equal to the descriptions in Oblivion) for 2-3 Guilds
  • May have heard vague rumors about something called Transcendance.

Wraith Lore 3 - What established Restless know

  • Can name the 13 Guilds and knows the W:TO descriptions
  • Has a basic understanding of the 13 primary Arcanoi (Argos, Castigate, Embody, Fatalism,, Inhabit, Keening, Lifeweb, Moliate, Outrage, Pandemonium, Puppetry, and Usery)--think general overview but not detailed W:TO write-ups
  • Can identify the markings of these Arcanoi
  • May have heard rumors about one of the rare guilds and their Arcanoi (Flux, Intimation, Mnemosynis)
  • Knows several of the legends of the Far Shaores or Ferrymen
  • Has a rough knowledge of major events in Restless History, such as the Maelstroms, Stygia, Breaking of the Guilds; Can recognize names of many major Hierarchs currently active and make a guess as to what Necropolis they live in; knows all of W : TO p. 4-11 as fact.
  • Knows many of the old terms and their meanings
  • Has heard rumors of the motives of the Ferrymen
  • May know something about Transcendance;

Wraith Lore 4 - What a well-travelled Wraith knows

  • Can name many Deathlords and many of the major Malfeans-- may know some vague legends about them
  • Knows many of the legends of the First Days and the Signs of Doomsday; Has a vague understanding of what the Ferrymen are
  • Knowledge of a few of the Guild secret powers available in the 13 Guild Arcanoi --again think general description not detailed write-ups.
  • Knows the Dictum Mortuum

Wraith Lore 5 - What the Anarcreons Keep to Themselves

  • Detailed knowledge of Stygian history (this knowledge will likely be slanted from the Wraith's own faction)
  • Basic knowledge of the Dark Arcanoi
  • Know the legends surrounding the Malfeans
  • Knows many of the common interpretations of the First Times and Signs of Domesday; Can see the hidden meanings in day-to-day Stygian politics.


Spirit Lore 1 - What a New Ager would know

  • Sprits are real and they play tricks on people all the time!
  • You've heard of the existance of the 'spirit world' beyond this one.
  • They tend to live in nature, far from people.
  • You know Spirits don't really have a mind and act randomly.
  • Spirits can't harm you if you don't believe in them.

Spirit Lore 2 - What a Paranormal Studies Graduate would know

  • You have learned a little more of spirits.
  • You know that not all Spirits will listen to those not of thier kind. Only by coaxing or forcing them can a spirit be compelled.
  • You've probably spoken to one or more Spirts by now.
  • You know now that Spirits are loosely organized into groups based on how they originated.
  • You know of 'Realms' where different types of spirits congregate and that in many places the spirit world is a 'Mirror' of the real world.

Spirit Lore 3 - What a Wise Kinfolk would know

  • You have learned that the 'Umbra' represents the Spirit World.
  • All that has been created here, that has great meaning in this world, is mirrorred there in its Spirit Form, which is often made up of many interconnected spirits.
  • You know that Spirits have Power that can be harnessed to effect the Umbra or other spirits, or in some cases the real world. This power is also called 'Gnosis'.
  • You also know that Spirits fall into three main catagories: 'Pattern Spirits', 'Chaos or Entropy Spirits' or 'Nature or Creation' spirits. All three seem to be in constant conflict.
  • You know of some particularly nasty Chaos spirits called Banes that seem drawn to negative emotion.
  • The name of the barrier between the real world and the Umbra is the "Gauntlet". You know that places that correspond to the three types of spirits tend to make the Gauntlet 'thinner'.

Spirit Lore 4 - What an Arcanum Scholar would know

  • You have learned much more of the Umbra by now.
  • Spirits can be trapped in real-world items, called Fetishes. These things take power from the spirit to do magic.
  • You know the three types of spirits serve ancient and powerful forces called The Weaver, The Wyrm, and The Wyld. You can probably tell what type of Spirit you are dealing with with a little research, sometimes simply by sight.
  • You know that Lupines supposedly serve the Wyld, technology spirits serve the Weaver and Vampires are said to be agents of the Wyrm.
  • You've heard of several important Realms, like Malfeas and Arcadia and know enough of the Deep Umbra to know never to go there. You've also heard of the Horizon, the edge of the Umbra.
  • You know Lupines commonly traverse the Umbra using Spirits as guides

Spirit Lore 5. What an Umbral Traveller fears

  • You are quite familliar with the cosmology of the Spirit World and have probably often travelled there.
  • You know of Incarna, the most powerful Spirits in the Umbra, where they reside and how best to contact or avoid them.
  • You know of horrific servants of the Wyrm called Urges that taint and corrupt everything they are near.
  • You know of terrible creatures of the Weaver called Nexus Crawlers that literally re-write reality as they pass.
  • You have heard of Horizon Realms, places of great power governed over by powerful Magi.
  • You have heard of great vessels that traverse the Void of the Deep Umbra.
  • It is likely you are caught up in the great battle between the three forces. At the very least, their servants are aware of you and may respect, fear, or even hate you.


This is the sum of a character's knowledge about the infernal. Almost by definition, it has a subtly Judeo-Christian slant to it, dealing the contrast between the sacred and satanic, the struggle for souls, and the true nature of the World of Darkness. Infernal Lore and Demon Lore are the same thing.

Infernal Lore 1 - What you learned from your Ouiji board

  • You believe that demons are real, and that they possess infernal powers of some sort.
  • You can tell completely fake demon/infernal texts from those that hold at least a kernel of truth.
  • You believe that demons are out to make pacts for people's souls.
  • You are certain that it's possible for those who are not demons to get access to infernal powers.
  • You think that demons and infernal powers can probably be countered by faith of some sort.
  • You can probably find the closest satanic cult, and become one of their trusted members or even mentors by demonstrating your knowledge.
  • You have heard of a group of demon worshippers called the Salubri; the sign of vampiric infernalism is a third eye in the middle of the forehead.

Infernal Lore 2 - What a would-be demonologist would know

  • There are several kinds of demons, and they may not all serve the same masters, or even pursue the same interests.
  • There is no single 'satan-like' figure, no Lord of Hell, no leader of the infernal hordes.
  • There are ways of summoning demons, and of engaging in pacts with them. You may possess tomes discussing those methods, although none of them go into sufficient detail.
  • Deals with demonic figures rarely work out as planned. You've heard of rumors that demons control those who summoned them like puppets, or even use them for more insidious purposes.
  • You may have briefly encountered the infernal yourself, either in the form of a demon, or some of its servants.
  • You are aware that there are supernaturals that are demonically tainted, but you know no details about them.
  • You have heard that the three-eyed infernalists - the Salubri - were ordered hunted down and killed by the (vampires known as the) Tremere.

Infernal Lore 3 - What a studied occultist would know 

  • You are aware that there are certain powers that supernaturals can use that are demonically tainted. If you're a vampire, you may have heard about Dark Thaumaturgy. At ST discretion, you may recognize the effects of the more blatant Dark Thaumaturgy rituals in action.
  • You know that infernal powers do not come without a price, and that using such powers means that the relevant character is tainted by the infernal, and obeys only one master.
  • You probably possess several volumes dealing with the nature of the infernal, what it does, and how to fight it.
  • You may even have some books that deal with details about summoning demons, but something seems to be lacking.
  • You know about this history of the Inquisition in the Dark Ages, and how they related to the vampiric Anarch Revolt; you also know about the modern Inquisition, in the form of the cabal of infernalist hunters within the Sabbat.
  • You know that there are demons who walk the earth, and demons who are bound to the earth. Those who are free may look like anyone, and their powers are poorly-understood.

Infernal Lore 4 - What an Arcanum Scholar would be killed for knowing

  • You possess sufficient knowledge about the infernal to perform a full and proper ritual for summoning infernal forces. You are aware of some of the common names of demons, which is sufficient to summon them. Get in touch with your Head ST for doing so. (WARNING: Summoning demons will almost certainly lead to your character's horrific death, whether immediately or after a prolonged  servitude to the infernal. YOU HAVE BEEN WARNED.)
  • You are aware that there are a number of demons who were released upon the world fairly recently. They can take any form, although you are familiar with their demonic form as described in Demon: the Fallen. (wings, spikes, etc)
  • Not all demons are the same - there are differences in outlook and purpose, and some of them don't seem to be inherently interested in causing harm, and their goals are unclear.
  • You can recognize almost all infernal Thaumaturgy Paths and Rituals.
  • You are familiar with the Discipline of Daimoinon, and know basic details about the Baali. (roughly what Baali Lore 2 would give you)
  • You know that the Third Eye on some vampires has no background whatsoever in infernalism, and that the Salubri are not inherently infernal at all.
  • You know about the Nephandi, and have an approximate idea of their nature and goals.

Infernal Lore 5 - The Edge of the Abyss

  • You know the names of all major demons, and may even be familiar with one or two of their principal pawns. (Check with your ST)
  • You believe you understand the purposes of some of the more advanced Baali rituals, and are intimately familiar with the purpose of Call the Great Beast and its history.
  • You know about the true nature of the Shadowlands and the Abyss, as described in Demon: the Fallen, and you may even have an idea about the true nature of Koldunism.
  • You have an inkling that the true origins of the vampiric Disciplines of Vicissitude and Obtenebration may be infernal in nature, although there is no infernal taint on their users, per se.
  • You are aware that the mythical figure of Lucifer is an actual demon, although details of that are elusive.
  • You may know the full extent of some of the powers of the Fallen, as described in Demon: the Fallen. (ST discretion)
  • You know for a fact that entering into a pact with a demon will lead to your damnation. You are aware that summoning an Angel - if you have an appropriate name - is unlikely to summon an actual Angel, and will very likely be a type of umbral spirit instead.
  • You are aware of the concept of 'Celestial' names, and realize that without a Celestial name, you can never bind a true Demon or Angel. Unless acquired in-game somehow, you don't know any Celestial names.


Lupine Lore 1 - You so stupid

  • OMFG! Werewolves exist! They eat humans and stalk the night on full moons! They are akin to the mythical creatures made popular in movies and books like American Werewolf in Paris and Teen Wolf.
  • Werewolves may be vulnerable to certain superstitious means of damage - holy water, crosses, silver, faith and gypsy curses.
  • Werewolves are actually called Lupines, not werewolves.
  • Lupines tend to live in sparsely-populated wilderness, such as forests.
  • They are wild, dangerous, and few have lived to tell of their encounters.
  • A bite from a Lupine will turn you into one!

Lupine Lore 2 - What someone on the road to knowledge would know

  • Lupines tend to cluster in groups, like packs of wolves.
  • Some Lupines live in the cities, although this is fairly uncommon.
  • Lupines tend not to get involved in a pro-active role in human affairs.
  • Lupines are not reliably hurt by religious objects, such as holy water or crosses. You've probably heard of somone who found that out the hard way.
  • Lupines may have abilities that are supernatural - aside from turning from human to werewolf and back.
  • Lupines can take the shape of humans, the stereotypical large humanoid werewolf form, and wolves.

Lupine Lore 3 - What a Lupine Hunter would know

  • Lupines can take more shapes than just the basic 3, and some of them seem to have the ability to look very different when in the wolf shape - they could look like normal dogs, or other animals of that size.
  • Lupines tend to get involved in human affairs, although this is often done destructively.
  • Silver is the Werewolves' bane, grievously injuring them.
  • Some mortals aid and help them, although it's not certain why they do so.
  • Lupines have been around for a long time, they aren't a recent apparition or mutation.
  • Lupines do have some type of social order, which may be more complex than that of the animal wolves. Details on that are elusive.
  • Lupines have enemies, some of whom have formed into groups that specifically target them.

Lupine Lore 4 - What an Arcanum Scholar would know

  • The term 'Garou' (from the French 'loup-garou') is used by some to refer to Lupines.
  • Lupines' way of life is close to nature - their behaviour is similar to that portrayed in New Age culture as pagan nature mysticism.
  • There are probably a dozen or so breeds of Lupines, the same way that there are different breeds of wolves or dogs. Their demeanor varies greatly depending on their breed. Specific ways of organizing, acting, and ability are also dependent on a Lupine's breed, and one or two may even be known in detail.
  • The mortals that aid the werewolves and often live with them are known as Kinfolk.
  • The supernatural abilities of Lupines include blinding speed, extraordinary strength, the ability to marshal the forces of nature (akin to the description of pagan nature spirits), and the skill at disappearing from sight and traveling unseen.
  • Lupines sometimes lose control and rampage, destroying every thing in their path.
  • There are three distinctly different groups of enemies Werewolves have to deal with: a group of outcasts, some multi-national corporations, and a third undefined set of opponents.

Lupine Lore 5 - If you can read this, you are standing to close to the Caern

  • The Garou are divided into approximately thirteen social groups, known as tribes. The concept of breed, tribe, and some other characteristics are more complex than they appear. Many of those names may be known, although the spelling and specifics will be extremely fuzzy, at best.
  • The Garou order of dominance is based on strength and ability, an internal ranking structure defining who is the alpha, just as in wolf society.
  • Garou form into packs, which - just like wolves - have a pack alpha.
  • There is something unusual about Garou mating, the details of which are not clear.
  • Garou have their own quasi-religious mythology which is often practiced by Garou priests of some sort. Similar to many other religions, theirs is heavily fear-based, inducing a superstitious dreading of a final day of judgment when they will all die.
  • Garou social dynamics are based around a system of honor.
  • The more aged and able a Garou is, the more he is able to tap into his supernatural abilities. The Garou believe that it is spirits of nature that power those abilities.
  • There are other shape-shifting creatures that often exist in near proximity to the Garou. Those can take the form of other 'known' animals, and are represented in many human mythologies.
  • Garou often live in clusters around what is known as a 'Sept', which is ruled by the local dominant Garou.
  • There is a hostile tribe known as the Black Spiral Dancers, and two other hostile groups known as the worm and the weaver. Details about the two latter are extremely difficult to come by.
  • Garou society hasn't always been this way, and Garou live in seclusion for a reason. Something makes humans panic when they see Garou, which has helped maintain this veil of secrecy.


Garou Lore 1 - Werewolf Sphere Only

  • Basic understanding of the necessities (Gnosis) and the banes (Silver) of a Garou's existence
  • Power comes from Gnosis and depends on Rank
  • Elders are given Submission do to their Rank as they have earned it
  • Rough knowledge of those Tribes they most commonly encounter;
  • Know many common Garou specific terms.
  • Have basic knowledge of the Litany

Garou Lore 2 - Werewolf Sphere Only

  • Can give short descriptions (equal to the descriptions in Laws of the Wyld) for the Tribes .
  • Has heard of the Silver Record and what it is Has Knowledge of the Litany and what each tenant means.
  • May have heard vague rumors about something called the Apocalypse
  • Has heard rumors of the War of Rage

Garou Lore 3 - Werewolf Sphere Only

  • Has a basic understanding of the Gifts of the Tribes listed in Laws of the Wyld.
  • Can identify which Tribes naturally possess these Gifts
  • Has a rough knowledge of major events in Garou History,
  • Can recognize names of many major Garou currently active and make a guess as to what Sept they live in
  • Knows many of the old terms and their meanings
  • Can name a couple of the Legendary Garou
  • Knows a couple Stories from the Silver Record

Garou Lore 4 - Werewolf Sphere Only

  • Knowledge of a few of the Elder Gifts --think general description not detailed write-ups.
  • Knows a lot of the stories from the Silver record.
  • Knows the names and stories of the Legendary Garou
  • Knows much of Garou History
  • Knows some things about the three fallen Tribes

Garou Lore 5 - Werewolf Sphere Only

  • Detailed knowledge of Garou history
  • Knows the Silver Record by Heart
  • Knows the details of the three fallen Tribes
  • Detailed Knowledge of the Apocalypse and can see the signs in day to day life and Garou Politics


Changeling, unlike other games, has an extreme invisible belief-oriented factor inherent in the game.  Since "Outsiders" can be as varied as the character concepts we can imagine, the interpretation of data constituting bona fide Lores is extremely flexible when it comes to the faerie aspects of the World of Darkness.  Since Outsiders who have this lore might have very different levels of Banality, this "Outsider" Faerie Lore has been composed in two parts.  The first part of each lore point is how Lore data might be understood by those with a Banality of 6 or less (roughly).  The second part of each point, in the brackets [], represents those with Banality of 7 or higher (roughly).  Since other character types have no Banality mechanic, players and STs should consult Changeling sources to estimate the Banality of character types from other games, and these Lores should be roleplayed  with an appropriate level of doubt or rational disbelief as per that determination.  This could result in character with the "Outsider" Faerie Lore speaking of what they know in terms as innocent as the first part of each point, as scientific and skeptical as the latter part of each point in brackets [], or anything in between (most likely for characters with pseudo-Banality ratings from 6 to 8]. 

It should be understood by players that the Mists are a much more effective concealment factor than the similar effects in other games (Masquerade, Delirium, Paradox, etc.) because the Mists are a sentient self-preservation aspect of the Dreaming, which in turn is a powerful sentient creature.  Unlike data associated with other games, the Mists have the power even to remove text and data from paper or computers, alter physical, chemical, magnetic, and electronic recordings, and to remove or alter memories toward a failure to record, recall, or document evidence of Fae existence.  For this reason, many specifics of this Lore are perhaps not as specific as they might be for other games’ "Outsider" Lores.

Fae Lore 1 - Those with just a hint that something is funny is going on that science doesn’t explain

  • Stories of faeries and faerie magic are based on something real and mysterious in the world that might not exist today.  [Fairie stories and accounts of faerie magic are creative attempts to explain real phenomena that we still don’t have the ability to quantitatively explain, or that we can’t detect because they do not occur in the modern era.]
  • Dreams really do have magical qualities and power.  [Dreams are not simply random neural impulses with no consequences beyond the human mind – they do have some unexplained external effects on the physical world.  This sort of energy is not well-understood by current science.]
  • Faeries of some kind really do exist, but they’re invisible!  [Based on certain documented patterns in physical anomalies, it is probable that some sort of physical laws govern "faerie magic".  These anomalies may alternatively be directed by conscious thought of beings we can’t detect with our current scientific measurement methods, or even by as-yet unclassified energies correlated with the physiology of human thought.]
  • Information from alternative culture texts and folklore about accounts with "Faerie", especially including major Norse and Celtic mythological references.  [These sources are hardly accurate, but can be analyzed for patterns that might help us better direct our efforts to study these anomalous phenomena.]
  • Knowledge of a few traditional remedies for or wards against faeries and their magic from "superstitious" folklore.  [At this level, a more Banal person would likely deny the viability of any "wards" from superstitious folklore, except to concede that certain acts might change the state of mind or environment to be more favorable for people to avoid confusion or accidents while tired or intoxicated.]

Fae Lore 2 - Those who have a fair bit of knowledge from some research or minor encounters

  • Information from alternative culture texts and folklore about accounts with "Faerie", including major Native American and Slavic mythological references.  [These sources are hardly accurate, but can be analyzed for patterns that might help us better direct our efforts to study these anomalous phenomena.]
  • Faeries are especially fond of children and untamed wilderness settings.  [The anomalies known by many as "fairie magic" are documented mostly in the presence of children and/or rural areas.  This is likely a function of cultural tendencies in rural areas to attribute unquantified phenomena to supernatural forces, as per superstitions.  It is also likely that factors related to child psychology and social development contribute to deliberate hoaxes by children; furthermore, parents’ natural wishes to protect their children from harm or to avoid blame for neglect of their children likely motivate them to corroborate such supernatural accounts in order to avoid legal or social retribution.]
  • There are fewer faeries around today because most people no longer believe in them, and that weakens their power.  ["Faerie" encounter claims are markedly reduced in number in the modern era due to broader access to education and a generally more rational and enlightened society.]
  • Faeries and human dreams go hand-in hand – they affect one another.  Faeries know our dreams, and often try to make them come true, though sometimes they choose our nightmares as well.  ["Fairie" manifestations frequently are described in terms of human dreams.  The phenomenon apparently tends to be remembered in a similar manner as people generally remember dreams they have in their sleep.  The brain’s interpretations of the phenomena as memories are formed in the human mind tend to incorporate "remembered" experiences from dreams and to appeal to the basic emotional desires and fears of the person experiencing them.]
  • Faeries tend to gather at magical faerie places, and they really do have kings and queens.  [The anomalies attributed to "faeries" are, in fact, tied to specific locations and people.  Those who claim to know of "real faeries" insist that there is some sort of hierarchy among "fairie folk", and that it, like the stories made up about "faeries", entails a monarch of some sort.]
  • Faeries can be warded against with holy symbols.  [The faith placed in religion by many likely changes a person’s psychological state, steeling them against fear or irregular mental effects.  This seems to offer a resistance to those encountering so-called "faerie" phenomena.]
  • May have knowledge of one or two fae (i.e., kithain, nunnehi, inanimate, etc.) Arts, Bunks, or Birthrights, or any obvious effects of some Treasures.  This information will not be detailed.  "He called the ball sily names to make it mad, and it jumped down out of the tree without him even moving to get it."  [Has either either experienced or heard/read an account of one or two encounters with so-called "faerie" phenomena, including vague descriptions of the anomalies.  "It seemed that he used some sort of telekinesis to get the ball out of the tree, because the tree was still and he wasn’t touching it – he was just taunting the ball.  Yes, I suppose it could have been a small gust that knocked it down by coincidence."]
  • Believes any faerie creature will have the same sorts of powers as others.  [Has not detected any differentiation between which individuals or places are associated with which effects, and so expects a wide range of phenomena.]
  • Faeries claim to be directly connected to the Tuatha de Danaan, elves, dwarves, giants, goblins, Fomorians, etc. of ancient faerie myths.  [Those who think themselves to be "faeries" also believe themselves to be tied to fictitious figures from ancient superstitions and fantastic folklore.]

Fae Lore 3 - What a successful and dedicated "faerie" believer or a diligent Hunter might know

  • Faeries hide themselves from mortal ken, and their dream-magic helps them make mortals forget.  [Apparently because of an incompatibility between rational study and the energies tied to so-called "faerie" phenomena, such anomalies are very difficult to clearly document.  Also, these phenomena seem to disrupt many optic and electromagnetic effects, thus making it difficult to record with sophisticated equipment, and the bioelectrical-neural side effects leave researchers with foggy memories at best.]
  • Information from alternative culture texts and folklore about accounts with "Faerie", including many obscure aboriginal Asian, African, or South American mythological references.  [These sources are hardly accurate, but can be analyzed for patterns that might help us better direct our efforts to study these anomalous phenomena.]
  • Like some faerie folklore says, one actually can resist faerie magic by convincing themselves that it has no real power against them.  It’s not as simple as not clapping your hands, but it does seem to drive off faerie creatures.  Cold Iron, but not wrought or cast iron, seems to be the most effective ward there is against the fae.  [Individuals encountering a ‘faerie" anomaly can minimize or prevent its effects by reinforcing a rational frame of mind in the moment.  There is also some property of unalloyed crude iron that dampens these anomalies, but that property is not retained after it has been wrought or cast.  Given the many unique chemical and atomic properties of iron versus other elements, this is perhaps not surprising, even though it is not completely understood.]
  • May have knowledge of one or two faerie-specific terms, but does not understand what they mean aside from their literal meanings or definitions.  [May have knowledge of specific terms used by people who think themselves to be "fae", but has no understanding beyond literal definitions.]
  • Faerie magics can be horribly wrathful, and are very unpredictable to mortals, being so alien to human thought that they might even seem whimsical.  Faeries are definitely very passionate creatures, for good or for ill.  [All so-called "faerie" phenomena seem to exhibit patterns interpreted by many as analogous to extreme emotions or arbitrary disorder.  This is likely tied to the mental states of people who claim to have had "faerie" encounters, and most certainly has to do with the psychological health and emotional instability of those who fantasize that they are "faeries".]
  • Probably met and talked to several faeries.  [Has probably encountered several who believe themselves to be "faeries", even it they did not admit to that belief in dealings with the character who has this lore.]
  • Faeries can sap a mortal’s will and enchant them into doing their bidding, and most mortals are helpless against it.  [Many of those having direct encounters with "faerie" phenomena report that they have committed acts against their will or quite deviant from their normal habits.  Even many of those who suffer memory loss from such encounters have been witnessed performing such uncharacteristic behavior.  The emotional sensation  is described by those who have experienced this as a loss of will accompanied by a willingness to obey another’s will (usually this other is one who believes himself to be a faerie, or the associate of such an individual).  Victims seem to have little defense against these mind-altering effects.]

Fae Lore 4 - What an Arcanum Scholar would know

  • The majority of those who believe themselves to be faeries of some kind refer to themselves as "kithain".  There are other terms that apply to certain groups, but it’s unlikely a character knows those terms at this level.  [There is a covert subculture among those who believe themselves to be "faeries", and they reinforce each other’s delusions.  The most common self-referential term in this group is "kithain", with some errata and variants from cell to cell.]
  • Information from alternative culture texts and folklore about accounts with "Faerie", including many obscure aboriginal Australian mythological references.  [These sources are hardly accurate, but can be analyzed for patterns that might help us better direct our efforts to study these anomalous phenomena.]
  • May know some kithain-specific terms (as words – not by meaning).  [May have knowledge of several specific terms used by people who think themselves to be "fae", but has no understanding beyond literal definitions.]
  • Faerie power is the magic of dreams, and they somehow exist in connection to the collective dreams of mortals.  Hopeful and imaginative people are more closely tied to this power.  [So-called "faerie" phenomena have some sort of correlation with the neurology associated with dreams.  Those prone to active or intense dreaming are more prone to these anomalous "side effects", including a greater susceptibility to the expression of those who exhibit the "faerie" identity fantasy.]
  • Faeries come in many kinds, each known as a "kith".  (Knows the names of 2-4 of the common major kiths, and that different kiths have different weaknesses and powers, but with a lot of inaccurate details).  [The covert group suffering from the shared delusion that they are "faeries" divides itself further into different breeds of "faerie", called "kiths".  (Knows the names of 2-4 of the common major kiths, and that different kiths exhibit different anomalous qualities, but with a lot of inaccurate details).]
  • Faeries like fun places, artistic and natural settings, creative people, and places where there are usually children, such as playgrounds.  [So-called "faerie" encounters are usually reported by those frequenting recreational venues, as these tend to be the people least concerned with being seen as irrational by others.  Those believing themselves to be "faeries" also appear to frequent such places and associate with such people.]
  • Faeries have kings, queens, dukes, knights, and so on, just like in medieval faerie tales.  [The "faerie" subculture styles itself after medieval monarchies in a sort of collective Quixotic tendency.]
  • Some faeries like modern free-thinking better and rebel against their nobles.  [Apparently the Quixotic tendency isn’t entirely unified in the "faerie" subculture, and some style themselves after revolutionary heroes rather than archaic nobles.  Still, it seems this condition entails an inherent self-aggrandizement.]
  • Has an understanding of the standard Arts (those featured in The Shining Host plus Metamorphosis) and what they can do – think general overview with very little actual detail.  Also knows that certain objects can hold magic.  [Has a categorical understanding of how the most common of the so-called "faerie" anomalies behave (those Arts featured in The Shining Host plus Metamorphosis).  Also knows that certain objects can manifest similar anomalous behavior.]
  • Knows that there is much more "faerie magic" going on all the time than is known, but that it is almost all invisible to mortals.  [Knows that most of the effects of "faerie" anomalies is actually invisible and currently undetectable to research equipment.]

Fae Lore 5 - What someone with a strong family history tied to faerie folklore and ancient traditions or what a life-long dedicated occultist might know

  • May be able to name most of the standard kiths and give short descriptions (Equal to the descriptions in the Shining Host or The Shining Host: Player’s Guide).  [Knows the more specific self-referential terms used by most of the common subdivisions in the covert "kithain" subculture, the patterns they exhibit in behavior, as well as what unusual effects tend to manifest in their presence.  (Equal to the descriptions in the Shining Host or The Shining Host: Player’s Guide).]
  • Information from alternative culture texts and folklore about accounts with "Faerie", including almost all extant mythological references, even the most obscure.  [These sources are hardly accurate, but can be analyzed for patterns that might help us better direct our efforts to study these anomalous phenomena.]
  • May know some kithain-specific terms (as words with very rough understanding of their true definitions and significance).  [May have knowledge of several specific terms used by people who think themselves to be "fae", and has a limited understanding of their significance and specialized definition to these people beyond literal definitions.]
  • Understands the basics of the Changeling Way reincarnation cycle without knowing what its called.  [Understands that the covert "faerie" subculture is at least centuries old, and includes in its beliefs an ancient ritual belief in reincarnation and past-life memory.]
  • Knows the very basics about kithain culture (i.e., basic ideas behind the power of Oaths, justice by Fior, etc.).  [Knows the basic ethical tenets of the covert "faerie" subculture and internal self-government and retribution principles.]
  • May have heard rumors of the kith-specific or rarer Arts (Skycraft, Aphrodesia, Infusion, Kryos, Spirit Link, Inanimae Slivers, Shadow Court - highly unlikely! - etc.).  [Has a categorical understanding of how the more obscure or specialized of the so-called "faerie" anomalies behave (Skycraft, Aphrodesia, Infusion, Kryos, Spirit Link, Inanimae Slivers, Shadow Court - highly unlikely! - etc.).]
  • Knows that many faeries fear the end of humanity’s hopes and dreams is coming in some kind of cosmic change, and that nobody will believe in them at all anymore.  [Knows that some portion of the covert "faerie" subculture has an apocalyptic belief that they will be disbelieved out of existence – as if people would actually stop existing if people didn’t believe in each other’s existence!  Bah, that’s nonsense!]


Gremayre/Kithain Lore 0: Knowledge of the Unsained - Changeling Sphere only

  • Basic understanding that Changelings draw power and magic from creativity and that disbelief and cold iron are dangerous to your existence.
  • Understand that Changelings are dream-spirits who live in mortal bodies.
  • Know that Changeling Magic primarily affects other Changelings and that most mortal forget encounters with it, or don’t see it to begin with. Know the names of 4 or 5 of the main kiths, and understand that there are more.
  • Heard about Freeholds, possibly seen one and know that Changelings can gain power from sleeping there.
  • Know that some Changelings use titles like those in history books, but are not sure what they all mean.

Gremayre/Kithain Lore 1: Knowledge of the Mentored  - Changeling Sphere only

  • Know that Changelings are faerie souls in human bodies due to it protecting them from disbelief.
  • Understand that long ago faeries did not need to share bodies with humans, but existed as True Fae, but this isn’t possible now.
  • Know that when a Changelings dies, the fae souls are born into new human bodies.
  • Know of the common kiths and that each traces its birth back to a legend or myth.
  • You have heard of and know the basic descriptions of each of the common kiths.
  • You've learned the names and effects of the most common Arts (chicanery, legerdemain, primal, soothsay, sovereign) and Realms, and you know about Bunks and how they're related to the Arts.
  • You know the difference between the chimerical and the Autumn world. You are familiar with the common modes of gaining Glamour – Reverie and Rapture.
  • You’ve heard vague details of mighty quest and treasures, and of magic and mythical realms where legends are real.
  • You know that Cold Iron is anathema to you, and disbelief and boredom will seek to destroy you.
  • You know of Freeholds, and the nobility (also that most of the nobility are sidhe), and have heard beautiful stories of Arcadia, and been told that it is sadly "closed" and lost.
  • You know that promises are binding, and have heard terrible tales of those who break them.
  • You know of the basic Noble titles used within Changeling society and where they stand of the ladder of Fealty.
  • You know the basics of the two courts and are able to give a brief description of their beliefs.

Gremayre/Kithain Lore 2: Knowledge of the Younger Changelings - Changeling Sphere only

  • You know some vague tales of the Shattering and of the resurgence and have heard tales of some of the arts brought back by the sidhe.
  • You have heard of Trods, and the Near and Far Dreaming.
  • You know that the sidhe departed in the Shattering and are different than other Changelings, although you're uncertain on "how" exactly.
  • You have heard of the Gallain and know basic descriptions of each.
  • You know that the Five Great Returned Houses are Seelie, and also that there are rumours of one or two other Houses on Earth, but you have no details, and you can recognize the basic Heraldry of the principal Five Houses on sight.
  • You know how to gain glamour through Ravaging.
  • You know a number of the more common Oaths.

Gremayre/Kithain Lore 3: Knowledge of the Average Changeling - Changeling Sphere only

  • You can tell some tales of the days of the War of the Courts, Shattering, the Interregnum, the Resurgence and the Accordance War.
  • You have heard tell of the coming Endless Winter, and you understand what it would mean for the fae on Earth.
  • You have heard of the Tuatha de Danaan.
  • Can name and explain most of the major Kithain festivals that round the Wheel of the Year.
  • Can recognise most of the Kings and Queens of the world.
  • You have heard rumours of the Shadow Court of Unseelie Sidhe.
  • You know the Escheat and its connotations off by heart.
  • You can understand the basic ‘game’ of Sidhe politics and the continued struggle between courts, Nobility and Commoners.
  • Basic knowledge of the existence of the two "other" Houses, Scathach and Ailil.

Gremayre/Kithain Lore 4: Knowledge of a Few Great Secrets - Changeling Sphere only

  • Can name many legendary fae, and knows who some of them have been reborn as today, perhaps knows a few of your own former legends.
  • Knows many tales of the Sundering, the Shattering, the Resurgence, and the Accordance War, and can name many of the key players in that drama.
  • Has a vague understanding of what the Fomorians are, and the War of the Trees.
  • Knows many of the Great Oaths off by heart.
  • Can conduct a Fior and a Fior Righ.
  • Knowledge of some of the politics of the Great Houses and the Parliament of Dreams, who really supports whom.
  • Knows how to identify even the most arcane title as to its proper standing in the noble hierarchy, can recite any such personal title right up to King or Queen.
  • You have a detailed knowledge of fae history, thought it will be slanted from your kith and courts perspective.
  • Have heard the legends of Silvers Gate.
  • Knows that House Ailil has more members than are visible, knows some details of Scathach and Ailil.

Gremayre/Kithain Lore 5: Knowledge that The Kings and Queens Keep To Themselves - Changeling Sphere only

  • Knows of the existence of House Leanhaun and Balor.
  • Can see the hidden meanings in day-to-day sidhe politics. Know some details of the War of the Trees, and of the Three Courts of the Fomorians.
  • Can name several of the "Lost Kith" such as the Lords of the Mound.
  • Have heard of the Courts of the Mer, although you have no details.
  • Can cite details of the Sidhe's treaties and oathbonds with other supernaturals such as the Fianna Garou, but still believe that these "gallain" are simply misplaced kithain.
  • You know the detailed history of each of the Five Great Houses
  • You think that you understand just what Glory and Perfection was Lost when Arcadia was locked away.
  • You know some of the details of the Oldest Rituals.
  • You know the "Great Game" to be only a pale reflection of the Pageant of the Seasons.
  • You can recognize most Nobles of Count and above by name, and have a basic understanding of their public reputation.
  • Know that the Shadow Court is much more than simply the Unseelie Sidhe, but as to its "true" nature, you've no idea.


You have learned of the Magi kind, and have researched into their nature. ((This Lore is representative of knowledge available to Non Mage Characters, about Mages)).

What a crackpot knows

  • You have learned that Magi really exist, wizards of legend. You have learned a lot from movies like The Craft and Dragonslayer, and you're hoping one will teach you how to throw fireballs that do 6d6 damage.
  • Most, if not all Magi know kung-fu, like Morpheus and Neo, so you got yourself a trenchcoat so they would recognize you on the street and let you out of the Matrix.
  • They all are part of secret societies and have identifiying handshakes and tattoos.
  • You know they hold great powers, and hide amoungst humanity almost unnoticed.

What a student of the Occult suspects

  • You have studied more about Wizards and their kind. You know they divide themselves into two separate groups, who battle each other for supremacy like in The Matrix.
  • You know that they hold themselves responsible for many creations of mankind, like dirigibles and lightbulbs. You suspect Thomas Edison was one of the Magi, or working for one.
  • They often have vast libraries of knowledge full of spells.

What a Magi-hunter might know

  • You have begun to learn more of these Magi.
  • They call themselves ‘Mages’, and separate themselves into ‘Tradition’ and ‘Technocratic’ Mages. The ‘Tradition’ Mages are your archetypal wizards, and ‘Technocratic’ Mages are cyberpunk-esque users of technology. You were right all along chummer!
  • You know that they also divide themselves into groups, called Traditions, and by now, you’ve probably met at least one Mage of some sort.
  • You know they believe in another World, the ‘Umbra’.
  • Your research has started to leave you feeling as if you will never attain the kind of power these beings have, but you now know enough to be dangerous to them.

What an Arcanum Scholar knows

  • You have learned much of their kind now and have long ago turned in your trenchcoat for a tweed jacket.
  • You know that the ‘Technocracy’ represent the forces of stability and rigid order, and the ‘Traditions’ the power of raw creativity.
  • Each views itself the protectors of humanity.
  • You also know that both, but more so the ‘Technocracers’ view other Supernatural races as interfering and a danger. You know that within the ‘Umbra’ Mages can cast any spell, but within this reality, their powers are limited.
  • You know they all fear a type of Mage called a ‘Nephandi’, a worshipper of Dark Masters.
  • You know Magi fear the power of Disbelief, as this stops their spells from working.

What a Scholar on the edge of Awakening knows

  • You know a great deal about Mages. You have met quite a few of their number, and have talked to them.
  • You know of at least 3 Traditions or Conventions, and can describe them in a little detail.
  • You know that ‘Nephandi’ serve masters from the Umbra, who promise them great rewards for the corruption and subversion of humanity.
  • You know that Mages also are wary if not terrified of a type of Mage called a ‘Marauder’. These Mages have great power, and near infinite madness.
  • You know that Mages call the power of Disbelief ‘Paradox’ and are wary of it, as it can counter their Magicks.
  • If you are a mortal, you are most likeley on the very cusp of Awakening.
 
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