Full Lores Guide

= Camarilla Lore =
== Camarilla Lore 1 ==
•	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.
•	You understand the very basics of the Camarilla Social Structure, and know of the proper place and behaviour 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 ==
•	You know "The Traditions" and can state them without hesitation; you also know the common interpretations of them. (Pg. 18-20 MET Camarilla Guide)
•	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 rumours of other groups of Kindred, but know no specifics of their sects (I.e. Independents, Autarkis, 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, 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 ==
•	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 attended a Conclave.
•	You know of the Convention of Thorns.
•	You know the Traditions and procedures of Princes Symposium.
•	You know of the Red List, and who has been made Anathema.
•	You know the system of Prestation in and out
•	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 ==
•	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 Symposium.
== Camarilla Lore 5 ==
•	You know of the existence of the Alastors, and other "divisions" of Archons (pg. 6-22 Archons and Templars).
•	You are, or were known, as a major voice of the Camarilla
•	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 survive
•	You know the names, and clans of the Founders, as well as the details of the very founding of the Camarilla
= Anarch Lore =
== Anarch Lore 1 ==
Understands rep system
Has heard of the Convention of Thorns
Understands the difference between mortal anarchy and the Anarch Movement
Understands how one goes about becoming a brother
Can make a Static Lore Challenge to determine the rep of another Anarch
== Anarch Lore 2 ==
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 Static Lore Challenge to determine the gang of another Anarch (or if they are a Lone Wolf)
== Anarch Lore 3 ==
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
Can make a Static Lore Challenge to determine the faction of another Anarch
== Anarch Lore 4 ==
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 Static Lore Challenge to determine the history/background of another Anarch
== Anarch Lore 5 ==
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
Understands all 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 Challenge
= Sabbat Lore =
== Sabbat Lore 1 ==
•	A close-knit group of vampires exist and they're fighting for their freedom;
•	The Elders are the enemy;
•	Freedom is everything;
•	Be loyal to your Brothers and Sisters in the Sabbat, and it is better to die than betray them;
•	A basic knowledge of Creation Rites, usually based on direct personal experience--the shovel, the grave, and the cup;
•	May have experienced one or two of the Auctoritas Rituals;
•	Live with the Beast. Don't fight it.
•	Basic pack structure and its workings;
•	Has heard horror stories of the Antediluvians and their lackeys--the Camarilla elders;
•	Knowledge of the Vinculum, Monomacy, and many common Auctoritas Rites;
•	Freedom of the individual occurs through loyalty to one's Brothers and Sisters;
•	Basic knowledge of the Code of Milan (as words only);
•	May know of a few other city or nomad packs;
•	Has heard frightening rumours of the Black Hand and Sabbat Inquisitors;
•	Likely knows basics about one or two Sabbat Paths (usually the one they follow).
== Sabbat Lore 2 ==
•	Basic history of the Sabbat;
•	Basic Sabbat structure, ideology, and tactics;
•	Can identify nearby cities as either Camarilla or Sabbat;
•	Name a number of Bishops and Archbishops;
•	Has heard of the Loyalist movement;
•	How some local leaders interpret the Code of Milan;
•	May know basics about many of the Sabbat Paths;
•	May have seen/participated in some of the Ignoblis Rites;
•	Knows about War Parties and Wyld Hunts. (for more info known, see S:PG 11-24 and 30-36)
== Sabbat Lore 3 ==
•	Detailed knowledge of most Auctoritas Rites and how they are conducted;
•	Knows something about the Convention of Thorns;
•	May also know many of the Ignoblis Rites;
•	Many ways the Code of Milan can be interpreted;
•	The many forms of Sabbat justice;
•	Knows of the existence of the four Sabbat Revenant Families (Grimaldis, Obertuses, Bratoviches, and Zantosas);
•	May have heard vague rumours about one or more of the Sabbat Bloodlines (Ahrimanes, Kiasyd, or Blood Brothers);
•	Understands something about the politics within the Sabbat, the principal factions and their goals;
•	Has suspicions about Lasombra/Tzimisce politics within the sect;
•	Recognise the danger of Infernalists.
== Sabbat Lore 4 ==
•	A great deal about the Sabbat's history, including decisions by other Archbishops and maybe even those of Cardinals or the Consistory;
•	Has endured through many Monomacy challenges and risen steadily through the ranks;
•	Basic knowledge about the Black Hand--including how to call them in;
•	Basic understanding of how the Sabbat Inquisition works;
•	Understand many of the Sabbat's true strengths and weaknesses;
•	The many forms of the Code of Milan and an understanding of why the various changes were propose and made;
•	The concepts of rulership;
•	May have participated in the Anarch Revolt;
•	Understands the reasons behind the Sabbat's decisions and actions;
•	Knows the inner workings of the Sabbat hierarchy;
•	Understands the Sabbat's current plans and strategies;
•	How to contact Cardinals and perhaps even the Regent;
== Sabbat Lore 5 ==
•	Was likely part of the Anarch Revolt, present at the Convention of Thorns, and the subsequent founding of the Sabbat;
•	Has been actively involved since;
•	Knows the byzantine history of the organisation, its motivations and ways;
•	Likely to have been a major voice in the Sabbat at one time;
•	Fairly detailed knowledge about many of the Cardinals and members of the Consistory (Prisci);
•	Know some details of the Jyhad and who the real players are.
= Assamite Lore =
== Assamite Lore 1 ==
•	Knows the Laws of Haqim, but not how the Clan interprets them. (i.e.: that the Law of Protection does not always apply to Ghouls)
•	Knows the very basic structure of the clan—which is sort of like the US Military with a head Assamite, and it is advised by the Assamite Generals, which command the Elders, and so on.
•	Knows “diablerist” has been synonymous with “Assamite” for generations.
•	Knows that there may be factions within the Assamites.
•	Knows all Assamites follow some form of Islam.
•	Knows that Assamites darken due to their age, and that the Elders can become darker then obsidian.
•	Assamites use Celerity, Obfuscate, and some form of vitae control they call Quietus.
•	Knows the Camarilla version of the history of "The Curse".
== Assamite Lore 2 ==
•	May have heard about Assamites having Thaumaturgy.
•	Has heard rumours about civil war among the Assamites.
•	Has heard rumours that there may be different bloodlines among the Assamites.
•	Knows the Assamite version of "The Curse" as well as the Camarilla one.
•	Knows and understands the Laws of Haqim, and the many interpretations of them.
•	Knows that there are factions within the clan and may belong to one.
•	Knows the locations and movements of the Assamites under his Command.
•	Knows that the Du'at is no more.
•	Knows their local Elders and of the active Ancients (Al-Ashrad, Tegyrius).
•	Has heard of Ur-Shulgi, and wonder why the Elders pale at the name.
•	Knows their Castellan—or the leader of the cells in a domain—and any local cells/safe houses.
•	Knows what the Du'at are.
•	Knows that Assamites refer to themselves as “the Children of Haqim,” in private.
== Assamite Lore 3 ==
•	Roughly knows both of the histories before "The Curse," that of Haqim the Judge--Childe of Caine (CbA: Revised), and Haqim the Destroyer--Scourge of Caine (CbA: 1st ed)
•	Knows about the Ritual, and that it is protected by a treaty with the Camarilla.
•	Understands the basics of the traditional Assamite Path of Enlightenment, the Path of Blood.
•	Knows of the Heart's Blood, and that all Assamites must donate to it on arrival to the Mountain.
•	Knows the Castes, and the discipline differences among them.
•	Knows how to make contact with the Unconquered, and that it is not advised.
•	Knows where Alamut (an alleged Assamite stronghold) is, but requires a guide to it long before the first illusion.
•	Knows the philosophical differences between the Unconquered, Dispossessed, and Loyalists.
•	Knows details of the rising of ur-Shulgi or witnessed it directly.
•	Knows the storied history of the war with the Baali.
== Assamite Lore 4 ==
•	Knows the History of Golden Age and that the Book of Nod has no listing of Caine levying Assam with a Curse.
•	Knows the Treaty of Tyre and Convention of Thorns as it applies to the Assamites.
•	Knows that the Ritual is capable of lowering one’s generation without diablerie.
•	Knows the mountain stronghold of Alamut has never been discovered, nor infiltrated.
•	Knows that Assamites possess some form of Blood Magic, but that it is far different then that practiced by the Tremere.
•	Knows how to contact Assamites in any area.
•	Knows a section of the Book of Nod that applies to Assam.
•	Knows where Alamut is, but requires a guide through its illusions.
•	Knows all Assamites of their caste, and their reputations, save those created in the last twenty years, or those that have never travelled to the Mountain.
•	Knows the history of the beginning of the Hunger, and that it is the demon worshiping Baali that levied it.
== Assamite Lore 5 ==
•	Knows when and where the Clan is moving and against whom.
•	Knows that the Assamites are fighting over how to best control the excesses of Kindred, to wipe them out, or to live among them and kill them as a lesson to others.
•	Knows the true location of Alamut, and is not fooled by its defences.
•	Knows where the Unconquered meet and in which cities they may be found.
•	Knows all members of the clan, even the fid'ai, and their general locations; except for those that have never travelled to the Mountain or those created in the last five years.
•	Knows all of the Dispossessed, how a message might reach them, and has a rough idea what areas they might be located.
= Brujah Lore =
== Brujah Lore 1 ==
•	You have heard the term Brujah and understand it
•	You have heard the term 'scholarly warriors'
•	You have no clue what "The Call" is
•	You have heard the term "Rabble"
•	You know that Brujah tend to anger quickly
•	Brujah In Clan Disciplines are: Potence, Celerity, and Presence
== Brujah Lore 2 ==
•	You understand the terms iconoclast, individualist and idealist and know which camp you fall under.
•	You have heard of "the call"
•	You know that status is earned by physical prowess
•	You have heard of rants and may have attended one
•	You know of the 7th Tradition "don't get caught"
•	You have heard of Troile and Carthage
•	You understand that getting a Brother killed is a crime and have heard of the punishment of such.(remember the 7th tradition here)
•	You know that Brujah tend to be rebels in their way of thinking
== Brujah Lore 3 ==
•	You know that the 3 camps work together despite disagreements
•	You understand the concepts that make up the three different camps
•	You know the stereo-types of the individuals in the three camps
•	You can recognise the names of the Elders of the clan
•	You know the names of the important Ancillae
•	You know when to and when not to make "The Call"
•	You have heard of "Raves" and may have attended one
•	You have heard of running "The Gauntlet" as punishment
•	You know that the most heinous of all crimes is the betrayal of a brother
•	You know the punishment for making "the call" inappropriately
•	You have heard rumours of the Brujah involvement in the 1917 Russian uprising
•	You understand "the Call"
== Brujah Lore 4 ==
•	Heard how one locates a "Rave" and may have used the clues to do so
•	Heard of a tradition that the elders have called the "Debate"
•	Heard iconoclast Brujah elders do not attend "Debates"
•	An understanding about the fall of Carthage and the role of the Venture and Toreadors with it.
•	A familiarity with the Ancillae of your camp and some in other camps.
•	A relationship with some of the elders in your region.
•	Heard of the development of the Clan weakness, and stories of its development.
•	Heard rumours of the "True" Brujah
•	An understanding that it is difficult to separate the fact from fiction within the Brujah history
•	Heard rumours that Brujah himself created the written language
•	Heard rumours that the Brujah were involved in the separation of the colonies from Britain
•	Have an understanding of "the Call" enough to know the consequences of it
== Brujah Lore 5 ==
•	You understand the role of the other clans in the history of your blood
•	You believe there was a possibility that Troile was coerced into challenging his sire either by Brujah himself or others of the 4th Generation
•	You understand what really caused the fall of Carthage
•	You hear rumours of the Brujah helped to form the Sabbat
•	You know what "the Call" is really about
•	You have knowledge of the existence of "True" Brujah and may have met one.
•	You understand that the "True" Brujah are remnants from the past with the power to manipulate time
•	Research hints that the Brujah are a driving force behind the Sabbat
•	You have a basic understanding of the history of the Brujah, as presented in the Clan book
= Caitiff Lore =
== Caitiff Lore 1 ==
•	You know that Caitiff have no set Disciplines inherent to their group, but that they tend to reflect the Disciplines of their parent Clan.
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•	You know that Caitiff are generally looked down upon by other Sects and Clans, and that they have no Antediluvian whom they can claim descent from.
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•	You know that the reasons cited for Caitiff being created are the fact that their Sires' generation tends to be very high (hence making the vampiric qualities of their vitae more diluted), and that they are often abandoned upon the Embrace, which causes them to miss out on the "imprinting process" that most vampires undergo.
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•	You know (regardless of Sect) what a Scourge is, and that the position has recently seen increased popularity in recent years.
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•	You are familiar with the concept of being "Thin-blooded", and know that it is a condition which generally effects the ability a vampire has to use vitae efficiently.
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•	You have heard of the Pander movement within the Sabbat, and are aware that Caitiff in the Sect are supposedly accorded some degree of consideration.
== Caitiff Lore 2 ==
•	You know that there is supposedly some sort of prophecy relating to the Caitiff and the coming of Gehenna, and that this is somehow tied to the generally anathema toward the Clanless.
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•	You know that Brujah and Gangrel are the Clans generally cited as siring the most Caitiff.
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•	You know that Caitiff occasionally manifest lesser degrees of their parent Clan's curse, and have heard rumors that Malkavian descended Caitiff might have vestigal ties to the rest of the Clan's collective supernatural awareness.
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•	You know a little more regarding the "Thin-blooded", and are aware that in addition to having trouble using vitae efficiently, some of these very high generation vampires display vestigial human biological functions (hair growth, normal bodily excretions, etc...) and that some even display slight resistance to sunlight. You hear that some of them are no longer capable of Embracing viable childer.
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•	You are familiar with the basic history of the Third Civil War within the Sabbat, which resulted in the eventual recognition of the Panders as a seperate Clan in the Sect.
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•	You have at least heard, in passing, of legendary Caitiff, such as Joseph Pander, who founded the Panders movement within the Sabbat and lent it his name; and the Stoneman, a legendary figure who is said to watch over the Clanless.
== Caitiff Lore 3 ==
•	You are somewhat familiar with the incriminating passages in the Book of Nod. They read: "And you will know these last times by the time of thin blood/which will mark vampires that cannot beget/You will know them by the clanless/who will come to rule." (You do not necessarily have a good understanding of the context of these passages and may require Lore: Noddist to known more.)
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•	You know that increasing Noddist sentiment in the Camarilla has led to the increase in Scourges, out of fear of the aforementioned prophecy.
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•	You have heard that very "Thin-Blooded" Clanless vampires have occasionally been able to have mortal children, although this is very very rare, and has only occurred in recent years. These offspring of the damned have been called Dhampirs, after their equivalent in Eastern European folklore.
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•	You have heard rumor that some "Thin-Blooded" vampires have been reported to possess strange powers not known to most Clans, and that many report a strange sort of Clairvoyance regarding future events.
•	You have heard of the movement known as "The Unbound", a collective of Caitff Anarchs who claim that other vampires differentiation into Clans is a self-impoised limitation. You know that they claim that Caine himself was technically a Caitff and take pride in their condition.
== Caitiff Lore 4 ==
•	You know a great deal of the Noddist scholarship surrounding the Clanless and the possible prophecies of Gehenna.
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•	You are fairly cognizant of all of the varying degrees of deviation from the vampiric norm that are associated with having "Thin Blood". You have heard of those known as "Interceptors" who have been able to create new Disciplines, although you haven't any clue how this is managed.
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•	You know that only vampires of the fifteenth generation have been able to successfully father/birth Dhampirs, and you are familiar with the basic abilities these undead-born humans have, such as occasionally possessing rudimentary vampiric Disciplines.
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•	You have heard that the "Thin-blooded" who manifest "Insight" are supposedly able to gain insight into the Jyhad of the elders themselves, and know that this lends credence to the tales of the Clanless heralding Gehenna.
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•	You've heard of some of the fairly obscure Caitiff of note, such as: Alexei Darba, who attempted to do for the Camarilla what Jospeh Pander did for the Sabbat.
== Caitiff Lore 5 ==
You know nearly everything applicable to the Clanless in Noddist scholarship, and are aware of most translations, interpretations and beliefs that have arisen from the offending passages. You should probably be worried.
= Followers of Set Lore =
== Followers of Set Lore 1 ==
•	You are familiar with what Clan you are.
•	You know other people don't like you because you're a Setite. The toreador might be an exception to this, whom we have had a long and loving relationship with.
•	You know that there is a god called Set that you're supposed to follow.
•	You know that Set is an Egyptian god and that he was equated with death, storms, chaos, and darkness.
•	You know that there are temples, usually associated with the Masons in a town. (You have no idea where or what is in them.)
•	You know that Setites don't like light.
•	You know that people equate you with reptiles.
•	You are familiar with the basic uses of Serpentis.
== Followers of Set Lore 2 ==
•	You know that you are not Camarilla or Sabbat, but part of an independent clan.
•	You know that most people believe you were embraced to corrupt, even though that's not necessarily the truth.
•	You know that you are extremely sensitive to light, because of some part of the religion that has to do with Ra.
•	You know that others consider you evil because you are a corruptive snake.
•	You know who your priests are and listen to what they say.
•	You are aware of what it means if someone is named -Osiris- within the clan.
•	You know where your temple is.
•	You are familiar with the intermediate uses of Serpentis.
•	You have heard stories of Magi, sorcerers of the clan but have no idea who one is or what they do.
•	You have also heard of the Medjay, Warriors of the clan and protectors of the temples.
•	You know there is a pecking order to the clan, and that cult leadership, temple construction and skills are needed to advance on it.
•	You have an idea how to build a proper temple, but are unsure of the exact expectations.
•	You are aware of one or two of the most prominent national cults.
•	You are familiar with the story of Set and Apophis, and you know that worshiping Apophis over Set is bad.
•	You have heard the legends about Set and Osiris and that they fought with each other.
•	You are aware there is more to the story then just the Joseph Campbell version.
== Followers of Set Lore 3 ==
•	You know that Setites often masquerade as other clans, and which ones are the easiest to infiltrate.
•	You know that there is a third generation of vampires that are supposed to bring about Gehenna and that Set wants you to work towards that end.
•	You know where the Regional Temples are and how to get to them, you've seen them, you know the priests.
•	You have gained enough knowledge of Setite ritual and ceremony to be able to mimic it to a city sized cult.
•	You know the Paths of Set, that there are Typhonists, Ecstatics, and Warriors and that each of these has its own duties within the clan.
•	You understand the advanced uses of Serpentis.
•	You are aware of the Path of Corruption, a general overview of what it does, and that the Followers have access to other Paths.
•	You are fully versed in the different requirements for building various temples, up to and including Continental temples.
•	You know of most 'famous' or renowned Followers of Set (Wapawet, Kemintiri, Nefertiti, etc.) though only by reputation.
•	You are aware of all the national level cults and a handful of the smaller regional ones.
•	You are aware of the Serpents of Light and have a vague idea of their origin.
== Followers of Set Lore 4 ==
•	You know a sizable amount of Setite ritual and ceremony and have enough knowledge to run, construct and consecrate a regional temple in your city, as well as the basic information for running a Continental temple.
•	You know the location of the Grand Temple for your continent and have been inside, you know who the High Priest is.
•	You know that Set and Osiris fought, that Ra was their father, that Ra cursed Set, and that is why the Setites fear the light.
•	You know that there are many clan secrets that you have yet to see.
•	You know that there are mummies, or something like that, and that they are dangerous.
•	You have heard rumours of the Daitya...who worship a god other then Set.
•	You know that the 3rd generation have agents roaming around and that the 3rd generation shunned Set and this is why we corrupt.
•	You are aware of 3 or 4 various paths of Setite Sorcery.
•	You understand the elder powers of Serpentis.
•	You are familiar with and can identify the majority of Setites in your Region.
•	You are aware of most significant Setite lineages.
•	You are familiar with all the active cults, regardless of size.
•	You are familiar with the paths of Sutekh and Typhon and their core beliefs.
•	You are also aware that The Path of Ecstasy and Path of the Warriors are branches of the Path of Typhon.
•	You are familiar with the Follower's rivalry with the Illuminati.
•	You have heard stories involving Saulot and Malkav.
== Followers of Set Lore 5 ==
•	You are a philosopher in the ways of Set.
•	You know all about the rivalry written in texts about Set and Osiris, you know of Isis and Nepthysis, you know of the Mummy Horus and the Cult of Isis.
•	You have the ability (though may not necessarily) to construct, consecrate, and run a Continental temple and speak frequently with the High Priests of your continent, as well as those in other continents and the Grand temple.
•	You are familiar with ritual and have studied extensively in Egyptology as well as Setite Lore.
•	You are familiar with the fact that there are Followers of the faith who worship different gods but still hold to the same tenets of the path.
•	You might have met a few even.
•	You have heard rumours of a bloodline that lives in Mexico.
•	You are familiar with all the paths of Setite Sorcery
•	You can recognise almost any Follower of Set, at least by name.
•	You can name all of the major Setite temples throughout history
= Gangrel Lore =
== Gangrel Lore 1 ==
•	Your clan seems to abandon their new children for no other reason than to see if they survive.
•	The Gangrel are generally wanderers, without a home, preferring the wilderness, and with no established leader.
•	You're heard mention of "gathers", huge affairs where tales are swapped, but, you've never been to one.
•	You are aware of the clan disciplines of standard Gangrel and familiar with the basic levels of each.
•	You know Werewolves and gypsies are rumoured to tolerate your clan more than most.
•	You know that most of the time the clan is lead through strength of Arms and Character.
== Gangrel Lore 2 ==
•	You are aware that Princes tend to allow you free access into their cities and you're rarely required to introduce yourself.
•	You know that when Gangrel frenzy they grow more animalistic.
•	"City" Gangrel are associated with the Sabbat and no longer see themselves as part of the Gangrel Clan.
•	You know about the yearly gathers in which Gangrel tell tales. You may have even been to one.
•	You know Gangrel traditionally swap tales when they meet and you probably have a few tales under your belt about friends and associates that you can pull out when you meet someone.
•	You know how the discipline Protean can, on rare occasion, produce different results for different Gangrel.
•	These are slight variations in how the discipline manifests itself. (i.e. Fight/Flight Forms differences, Differences in Eye Colour, Etc.)
== Gangrel Lore 3 ==
•	You know how the Gangrel interpret the Traditions.
•	You know that the Gangrel generate a large number of Caitiff due to their embrace practices.
•	It is rumoured those City Gangrel associated with the Sabbat are "different".
•	The werewolves prefer to be called "Garou" and should be avoided. Beyond this, you must buy a separate lore.
•	You are familiar with all Gangrel in-clan disciplines through the advanced level and can generally recognise them in use even if you don't possess them.
•	The clan has an alliance with the gypsies, also known as "Roma".
•	You recognise the names of the movers and shakers in the Gangrel clan.
•	You know mythology has it that "Ennoia" was the mother of the clan. That is, she was the first 'Gangrel'.
•	Beyond that, you've heard several stories, but aren't sure which to buy.
== Gangrel Lore 4 ==
•	You know much of the recent history of the clan.
•	You know about Ennoia, Enoch and Antediluvians.
•	You actually know a few movers and shakers in the clan personally.
•	The Sabbat bloodlines are two groups, one like us, called Country Gangrel and another, City Gangrel. The last possess the disciplines Obfuscate, Celerity and Protean and often exhibit insectoid or odd animal characteristics.
•	You know there was a once a war between the Gangrel and the Tremere, and know of the disappearances of some of the clan, which resulted in Gangrel involvement.
•	You have heard rumours of Gangrel that spend most of their unlives within the water. (The Mariners)
•	You have heard of the history of the Anda.
== Gangrel Lore 5 ==
•	You're very familiar with the myth of Lillith (and all the various interpretations) and know most of the traditional story as presented in the Gangrel Clanbook.
•	You know the rumours about Ennoia in Australia.
•	Your presence at the yearly gathers is generally assured.
•	You've heard rumours about the Waelkyrige and their activities.
•	You are familiar with the expert level in-clan disciplines and can generally recognise them in use even if you don't possess them.
•	You know the history of elder Gangrel PCs in the sanctioned chronicle.
= Giovanni Lore =
== Giovanni Lore 0 (What Outsiders Know) ==
•	The Giovanni are both clan and family. They only Embrace members of their mortal family.
•	The clan has two interests: money and souls.
•	The Giovanni are politically independent, they do not interfere with Camarilla politics and they seem to avoid the Sabbat.
•	Giovanni practice necromancy.
•	The clan has a headquarters somewhere in Venice.
•	The Giovanni are the youngest clan, headed by an Ancient named Augustus Giovanni.
== Giovanni Lore 1 ==
•	The clan also Embraces from other mortal lines. Even if you are not a member of one of these major families, you know a few details about the Dunsirn, Milliners, and Pisanob.
•	The family, then called the Jovians, first came to prominence at the height of the Roman Empire. You are generally familiar with the historic fortunes and failings of the family.
•	The Jovians earned great wealth through money lending, merchant ventures, shipping and travel, and even some degree of artisanship.
•	Even as mortals, the family had a knack for necromancy. The Cappadocians sought out the Giovanni for the Embrace because of this.
•	August Giovanni diablerized Cappadocius in the Fifteenth Century to create the Giovanni clan.
•	The clan leadership operates out of a place called “the Mausoleum” in Venice.
•	Important decisions are made by the 'anziani', the elders of the clan.
•	Ancient, withered creatures called “Premascines” haunt the canals of Venice, practicing powerful necromantic rites.
•	The Promise of 1528 requires the Giovanni to avoid Kindred politics in exchange for the Camarilla not interfering with Giovanni matters.
•	You are familiar with common Giovanni practices including April 4 celebrations, the proxy kiss, and tithing.
== Giovanni Lore 2 ==
•	Even if you are not a member of one of these minor families, you know a few details about the Della Pasaglia, Ghiberti, Putanesca, and Rosselini.
•	The Giovanni family benefits from the patronage of 'Dis Pater', Roman god of the Underworld.
•	You are aware that Claudius diablerized Japheth and that the Giovanni hunted down and exterminated their parent clan, the Cappadocians.
•	At the time of their destruction, the Cappadocians had some plan to kill 'or diablerize' God.
•	You know that the Premascines are Cappadocian-Embraced family members that existed prior to the founding of the Giovanni clan.
•	There is a cult of very old, very powerful Giovanni known as the Harbingers of Skulls. They are hostile to the clan and allied with the Sabbat. They were all driven mad from vengefulness or neglect.
•	You’ve heard vague things about Khazar’s Diary and the debacle that led to the destruction of Claudius Giovanni.
•	You can distinguish between 'anziani prudente' and 'anziani appasionati'.
•	You know the general uses of the Necromantic paths practiced by the Giovanni, the Ash Path, Sepulchre Path, Path of Bones, and the Cenotaph Path, even if you do not practice them yourself.
== Giovanni Lore 3 ==
•	Even if you are not a member of one of these lesser families, you know a few details about the Beryn, Hidalgo, Li Weng, Rosselini, Rothstein, and St. Johns.
•	When the clan purged the Cappadocians, they also destroyed one of their bloodlines, the Lamia.
•	The Premascines are not all withered corpses or boogiemen hidden away in Venice. You have probably encountered even young Giovanni who spontaneously developed cadaverous features after the Embrace.
•	You know other theories of the Harbingers of Skulls, that they are surviving Cappadocians, tools of the Antediluvians, or ghosts given physical form.
•	You know about the Endless Night as a rumour and maybe a few of its details.
== Giovanni Lore 4 ==
•	You are aware that 'Dis Pater' is more than a Roman God. You know that this ancient wraith has great power in the Underworld and even on this side of the shroud. You might have personally felt its influence.
•	You know that the Promise of 1528 included tacit approval from the Camarilla to finish the destruction of the Cappadocians.
•	You know that Cappadocius himself assisted in destroying much of his clan at the Feast of Folly.
•	You have some inkling of the effects of the Necromantic paths not practiced by the Giovanni, the Mortuus Path and the Vitreous Path.
== Giovanni Lore 5 ==
•	You know that some Cappadocians escaped the Feast of Folly through the Underworld and are probably now the Harbingers of Skulls or somehow related to them.
•	You know exact details about the Endless Night, including the ritual of Khazar’s Diary, and you understand the clan’s degree of progress toward this goal.
•	You know of the existence and the nature of the True Vessel
•	You know details about the Conspiracy of Isaac, including rumours of the identities of those involved.
•	You might hold Giovanni secrets specific to Camarilla’s chronicle.
= Lasombra Lore =
== Lasombra Lore 1 ==
•	You know the traits of the blood: no reflection, increased susceptibility to sunlight and often an attraction to the sea.
•	A good working knowledge of the standard powers of the blood (up to Intermediate), and at least descriptions of the Advanced.
•	You know your lineage within a few steps, or know that you should.
•	You know you must achieve or be surpassed, and that open war against your clan-mates is taboo.
•	The clan rules the Sabbat, and its blood is accorded proper respect for it.
== Lasombra Lore 2 ==
•	A circle of friends within the clan are its covert leadership, separate from sect matters.
•	The clan holds a Court of Blood that arbitrates disputes between Lasombra.
•	You know the oft-told stories of clan history: their place in the founding of the Sabbat and the death of the Master.
•	You are very familiar with the role the clan has played in the Sabbat over the centuries.
•	Lasombra exist outside the Sabbat, and are often hunted as traitors to the clan.
•	Obtenebration to Advanced is familiar to you, and you know that special powers exist.
•	You know your line well, if a Lasombra, as well as the basics of the prominent lines and Houses.
•	If not a Lasombra, you know that they should be well-versed when it comes to their own line.
•	You know of the major factions within the clan, and some of their views.
•	You can name most of the major Path schools of the clan.
•	You are familiar with the major debates of clan metaphysics/theology: the possible origins of the clan flaw, the proposed spiritual meanings of the Abyss, etc.
•	You realise that spiritual power over the self is as significant as dominion over the world.
•	You know how Lasombra select and test their potential progeny. This may make you question events of the end of your own mortal life and role your sire had in it, if a Lasombra.
== Lasombra Lore 3 ==
•	Non-Lasombra take note: If you learn this much, you had best keep it to yourself. The Keepers do not take kindly to those who know their private affairs.
•	You know descriptions of Elder Obtenebration and have leads on what the special powers of the clan may be.
•	You are familiar with clan lineages and Houses in general; you know the basics and are skilled in researching what you don't know. You are an expert of your line, or know a Lasombra should be.
•	You know all the factions of the clan, and their doctrines.
•	You are familiar with the Friends of the Night and the Courts of Blood as presented in Revised Clanbook Lasombra.
•	You know who the active Friends are in your region, if a member, and can guess at who they might be if not.
•	You are familiar with Clan history in general, and are able to describe most significant events and figures from it. You have great knowledge of a few specific areas of clan history.
•	You know well key parts of mortal history important to the clan, and the role the clan played in those times and places. (See the revised Clanbook.)
•	You know the basic workings of the clans Path variants, other than your own.
•	You can discuss many sides of the great debates of clan theology and metaphysics, and can speak at length of the clan’s scholars and thinkers who study these mysteries.
== Lasombra Lore 4 ==
•	You know a great deal about many events or people from clan history that interest you especially.
•	You also know the truth about some parts of history not commonly known, motivations behind the events and the truth about events not known to the masses.
•	You know details of what many of the special powers of the clan can do.
•	You have a rough idea of how the Friends operate and who they are, on a global level.
•	You know their ways and identities, in your region, expertly.
•	If not a member, you have learned enough of the clan’s doctrine to guess at some of the above, but you had better keep it to yourself.
•	You are noted for your knowledge of all but the most obscure or ancient of lineages and Houses, and even those topics are open to you with simple research.
•	You can explain the intricate differences between the clan’s paths and variants, and how these differences are shaped by and help to shape clan identity and policy, in addition to the possible spiritual ramifications.
•	You know that mastery over the world is only a way to learn lessons used in mastery of the self, a game played in preparation for the real goal.
== Lasombra Lore 5 ==
•	An expert historian of the clan, through study or by being present. Very familiar with most events, and able to find out about unknown details with ease. Knows or can guess at the real motivations and events that underlie all the tales.
•	You understand the Friends fully, and may be nervous about your knowledge. You know of the tests of many members in detail. Additionally, you know (or can guess) that clan and Friend ties sometimes predate and overrule sect ties.
•	Knows the all the powers of the blood, by experience or study, and can guess at possible innovations.
•	You feel you have an understanding of the possible theological meanings of the traits of the blood that is close to kinship.
= Malkavian Lore =
== Malkavian Lore 1 ==
•	All Malkavians are incurably insane, yes. But you are beginning to see what gifts this insanity truly bestows.
•	Often times, Malkavians will execute elaborate practical jokes or "Pranks". They are often harmful, and are only occasionally funny to onlookers.
•	Malkavians occasionally talk about Malkavian status, but it always seems like a joke.
•	Somehow, if one Malkavian knows something, they all seem to know it.
•	Madness seems to follow wherever Malkavians go.
•	Malkavians often recognize each other on sight, and are linked to each other mentally.
•	You know of the Clan's Founder, Malkav, and have heard that he was an utter madman.
== Malkavian Lore 2 ==
•	Some Malkavians call insanity a curse while others embrace it and try to claim that madness sets them free. You've heard both sides of the argument.
•	Pranking is a tradition among the clan, meant to teach a lesson to outsiders as well as insiders.
•	The clan has no real structure - or if it does, it changes so rapidly as to be incomprehensible.
•	You have heard a few of the common Malkavian myths such as the Cain and Abel story and the Elephant story.
•	You understand the duality of "Malkavian Clan Status".
•	The mental link Malkavians share is called The Madness Network, and any Malkavian, given the proper focus, can access it. This link seems to fuel their recognition of each other as well.
•	You have heard that Malkav was cursed for vanity, for cruelty, or perhaps for knowing too much.
== Malkavian Lore 3 ==
•	The duality of Malkavian Madness is clear to you, most likely from personal experience.
•	You understand how many common derangements manifest in Malkavians.
•	There is no apparent relationship between the clan and its antitribu, and they do not seem to function together or recognize each other the way most Malkavians do.
•	You've accomplished the rather daunting task of tracking the larger Malkavian lineages.
•	You know several names for the Madness Network (The Coweb, the Greater Dream) and understand the theory behind each term.
•	You know the Rhyme of Malkav ("Malkav's Words" from The Book of Nod).
•	You have heard a story that Malkav was torn asunder in ancient times.
== Malkavian Lore 4 ==
•	You are familiar with several philosophies and theories about Malkavian Madness (possibly writing or researching a few of your own) and can easily debate the duality of Madness.
•	The antitribu have always had the power of Dementation. Rumours state that they may have spread it to the rest of the Clan.
•	Even obscure and ancient lineages are known to you.
•	Dementation was a normal Malkavian power in ancient times.
•	You know there is much more to the Malkavian Madness Network than communication and visions - the thoughts of dead Malkavians seem to reverberate there.
•	You understand how Elder Malkavian Disciplines (like Sybil's Tongue and Babble) interact with the Network.
•	You have heard about Malkavians 'uploading' their persona's to the Network, although you have no idea how it's done or if it's possible.
•	You have heard multiple accounts that Caine told Malkav a secret, and that this secret drove Malkav mad.
•	You have some personal evidence that Malkav might be alive inside every Malkavian, or perhaps alive within the Madness Network.
== Malkavian Lore 5 ==
•	You know why Dementation left the Clan in the Dark Ages, and have a suspicion of why it came back.
•	You know many details, stories and accounts of the workings of the Madness Network and you're getting an idea of what it really is...
•	You know many legends about Malkav, but most importantly, you have hints about the secret Caine told him.
= Nosferatu Lore =
== Nosferatu Lore 1 ==
•	Whispers say that a Nosferatu's appearance is a reflection of her own twisted soul, and that the most ancient of the Nosferatu are truly hideous to behold.
•	Some Nosferatu have escaped their own blood's curse.
•	Nosferatu make their havens within the cities sewer system
•	A Nosferatu's bestial nature afford them power over the lesser creatures who dwell within the city
•	A Nosferatu's hideous deformities only strengthen her muscle tissue
•	Nosferatu skulk within the shadows to hide their warped appearance
== Nosferatu Lore 2 ==
•	The Nosferatu have created their own sophisticated information network
•	There are rumours of a secret language that only Nosferatu speak, though none outside the clan have heard it in use
•	The Nosferatu are adept information gatherers who share their hoarded information amongst themselves in small gatherings. They are known to share valuable secrets with clan outsiders whom they deem worthy, for a price.
•	You have heard neonate Nosferatu say "Beauty is only skin deep, Nosferatu is to the bone" when speaking of clan matters, though you are not sure what significance this statement has.
•	Each Nosferatu suffers a terrible deformity visited upon them for some wrong committed long ago, and long since forgotten. "The sins of the father shall befall the get" is a common saying amongst tired Nosferatu elders when tragedy befalls the clan.
•	Nosferatu dwell not only in the sewers, but in deeper, more foreboding places far beneath the realm of mortals.
•	The sewers are often protected by warped creatures spawned by Nosferatu blood.
== Nosferatu Lore 3 ==
•	To teach an outsider what you have learned is to betray your blood and be a pariah amongst your own kind. Truly a death sentence for any Nosferatu.
•	You are aware that to a Nosferatu clan is first and foremost, and sect often takes a backseat to larger concerns involving a group of kindred who would seek to hunt all Nosferatu, though they are a secretive group and little about them has been revealed. (Insiders know of them as the Nictuku, or 'Hidden Ones')
•	You have a deeper understanding of Nosferatu architecture and have been taught to tunnel efficiently enough to burrow without trapping yourself, or getting yourself killed.
•	You are aware with all of the Nosferatu operating within your own city, and the surrounding area, even those who dwell only in the warrens.
•	Many elders carry a deep hatred for Clan Tremere, and shadows speak of great wrongs committed upon your blood by their gargoyle servants. (Insiders and Gangrel only)
•	You have been to a gather, and have heard different theories as to the clan's inception, though have seen little in the way of evidence. (Insiders only)
•	You know of the different stereotypes and subcategories within your clan, and understand their roles. (Cleopatra, Leatherface, etc. and stations such as Loremasters, Warrenmasters, etc.)
•	With sufficient study, you could easily form a powerful spawning pool. Regardless you are familiar enough with the concept to maintain one. (Insiders only, outsiders have heard of these spawning pools at this point, but have failed attempts to create them)
== Nosferatu Lore 4 ==
•	You have heard your Elders speak in disdain of the Usurpers. a pet name they seem to use for the Tremere. (Insiders only)
•	You now have gained an even deeper understanding of your clan's history. If you have chosen a pet creation theory, you may even have some evidence to support it.
•	With this understanding, you have been taught the truly secret language of the Nosferatu, called "Dark Nos" by the neonates. (Insiders may purchase Dark Nos as a language. This language is a performed by embracing the one you would wish to speak with, through a series of taps, muscular contractions, and facial gestures, communicating your will. A written version of this language exists, and is often blended into unintelligible graffiti on the streets, and in the sewers)
•	You know that those who hunt you are called the Nictuku, ancient and powerful Nosferatu who many claim hunt your kind in the belief that with the destruction of all those who spawned from your Mother Methuselah will come salvation. This is just one theory though.
•	You've heard that Baba Yaga, the crone of Russian legend, is one of the Nameless Ones, and her name fills you with dread. You may have of other names of the Nictuku, including Abraxes, Lord of Mists, Nuckalavee the Skinless, Gorgo- She Who Screams in Darkness, Echnida the Mother of Foulness. To speak these names is to call upon death, and most Nosferatu will refuse even to sign them. One day, these creatures will come for you, so you and your brethren watch, gather information, and aid each other as bet you can. Sect has no place within your clan, for if you are to survive the coming storm, you must be prepared with a united front, and the power of knowledge both ancient and new, for who knows what series of inane details may prove to be your salvation? (Insiders only)
•	You are familiar with most Nosferatu in your region at this point, and are respected for the depth of your knowledge. When you call a gather, many will often attend.
•	Gargoyles are not the cause of, but the source of animosity between your elders and the Tremere.
== Nosferatu Lore 5 ==
•	The Salubri are no demons, they are in fact quite the opposite, and perhaps you, your sire, or your grandsire sheltered them when the 'Usurpers' came forth from nowhere to destroy them.
•	Gargoyles were the product of horrible experiments performed upon your brothers and the Gangrel by the Tremere, this is a wrong not easily forgotten, though seldom spoken of in modern times.
•	You are intimately familiar with all of the creation stories, and understand that many have proof of each. (At this point nothing in the Clanbook: Nosferatu is a secret to you)
•	Outsiders may now purchase 'Dark Nos' as a language
•	You may have seen the horrors of the Nictuku first hand and survived to tell the horrible tale. (Or you may have heard a first-hand account.) You remember the horrible presence weighing upon your soul, the sheer power and terrible presence, and you will never forget it.
•	You understand your clan's desperate situation better now than any other, and know that your experience and terror inspired passion will make you a leader amongst your own kind, should you have the strength to carry on with your terrible knowledge.
•	Yes the Tremere have committed atrocities, and you know of them, but you have bigger problems than the warlocks.
= Ravnos Lore =
== Ravnos Lore 1 ==
•	You know that Ravnos are traditionally prone to thievery and vice, to the point where such actions have become innately compulsive. (CbR [Rev]: 48-49; LotN: 55; VtM [Rev]: 97)
•	You know that the Clan has strong ties with India and with the Romani (gypsies) and that several lines of Ravnos were entirely Romani-descended.
•	You know that the Ravnos do not ally themselves as a whole to other kinds of Vampires
•	You are aware that there has traditionally been a long-standing enmity between the Ravnos and the Gangrel and that in near every legend of the Ravnos progenitor, he is said to have made an eternal enemy of Ennoia, the Gangrel Antediluvian. (CbR: 18-20; CbR [Rev]: 19-20)
•	You are aware that the Ravnos allegedly have some sort of mastery over reality and substance allegedly linked to a vampiric discipline unique to their Clan.
== Ravnos Lore 2 ==
•	You know that many Indian Ravnos follow the Mayaparisatya or the Path of Paradox, a Path of Enlightenment that espouses adherence to ones jati (caste) and fulfilment of svadharma (divine purpose).
•	You are familiar with the medieval tradition of "The Treatment", in which mobs of pharmulo gang up on a Domain which has been unkind to them and attempt to spread chaos therein. (CbR [Rev]: 26, 51-52; LS4: 21)
•	You probably know a handful of Ravnos-related Roma words, such as: Kumpania, Gaje, Phralmulo, Baro, Kris, etc. though their significance and purpose may be alien to you.
•	You have heard of legendary Ravnos such as: Durga Syn, an ancient Methuselah who has an ongoing feud with the Nosferatu Baba Yaga. (CbR: 28; CbR [Rev]: 99; CotI: 52-57)
•	You are familiar with a varied number of Roma-themed traditions, celebrations and legends related to the Ravnos.
•	You are aware that the roots of the Ravnos Clan are not found within the Roma histories so often attributed to them. Rather, the origins of the Clan are found deep in the culture and heart of India.
•	You have some understanding of the concept of maya and its relationship to the Clan's signature discipline of Chimerstry.
== Ravnos Lore 3 ==
•	You are aware that Ravnos can alter reality; how strongly that alteration affects a person depends on their will and beliefs.
•	You have heard at least one legend of the origins of the bloodline.
•	You know that in the Middle Ages, some people spread about the folk tale that the first Ravnos was, in fact, Judas, who had been condemned to eternal wandering and desire to sin for his crime of betraying Christ. (PGttLC: 52)
•	You have heard of the existence of the Karavalanisha Vrana (Wounds of the Night's Sword), an ancient Indian epic which tells the history of the Ravnos Clan. (CbR [Rev]: 16; LS4: 12, 24-25)
•	You know that Romani-descended Ravnos allegedly practice a bastardised version of the Path of Paradox, which espouses debauchery and general mayhem in contradiction to established law, and that Indian elders have, in recent nights, made attempt to revive the true Mayaparisatya among their Western brothers. (CbR [Rev]: 25)
•	You are familiar with the basic jati of the Indian Ravnos, which correspond closely to the actual Vedic caste system practiced in India. These castes are: The Brahmin, the Kshatriyas, the Vaisyas, and the Chandalas, the lowest jati. You also know of the Sudra, who are not a proper jati, but rather an Indian term for ghouls. (CbR [Rev]: 41-43)
•	You are familiar with the five legendary childer of Zapathasura, and know that three of the major Indian Ravnos jati are said to be descended from them. (CbR [Rev]: 18-19)
•	You are aware that there are multiple ‘bloodlines’ of Ravnos as well as the unique manifestations of the vampiric Curse found in those lines and lineages.
•	You are familiar with a number of famous or renowned members of the Clan (Mata Hari, Ettiene de Fauberge, Harasvarupa Nishiitharudhira Amavarati, Marcia Felica Licina, etc.)
== Ravnos Lore 4 ==
•	You probably believe in the "Kaen's Favoured Son" legend, as you now have heard much more about it.
•	You have heard of mortal Roma who call themselves by the name of Ravnos.
•	You understand many of the reasons to avoid contact with the Roma; you know also that the Tsurara fear and hate the Ravnos Vampires
•	You are familiar with Ravnos legends, including the "Hok-Kanu Baro", the "Seeds of Power" and families of Vampire hunters among the Roma
•	You have heard the other two origin tales of the Ravnos and have a view on which one is correct (depending on one's Path and background- Rom likely believe the Rom-based tale, followers of Paradox likely believe the Indian origins, others likely still believe the Cainite version)
•	You have heard rumours of chronicle-specific events and developments, but don't know much in the way of details.
•	You have heard the assertion made that Rakshasa was not in fact Embraced by Zapathasura, and was merely a ghoul of the Antediluvian, and that it was because of this that he was able to infiltrate the asuratizayya. You have further heard that because of this, many acts attribute to Rakshasa are in actuality better tied to Ramessu. (CbR [Rev]: 18, 23)
•	You are aware that the Ravnos were amongst the hardest-hit Clans of World War II, due to the Nazi Holocaust and its targeting of gypsies amongst the unfit. You know that some Ravnos claim that Germany was being deliberately manipulated by Ventrue or Tremere forces at the time who wished to deliberately wipe out the Clan - but that these assertions are universally dismissed both within and outside of the Clan as being nothing more than conspiracy theories. (CbR [Rev]: 33)
== Ravnos Lore 5 ==
•	You may have some idea of the identity of others with as much knowledge as you.
•	You know of the Samadji and the true power of the Amria
•	You know that Chimerstry can hurt the "Fae"
•	You know of the actual words Kaen spoke to Ravnos (or at least the summary)
•	You know more or less where to find the Ravnos in any city
•	You have heard that Ramessu grew deranged over the centuries and that, in denial of the passing of Dynastic Egypt, he set up for himself an illusionary Pharaonic court, which lasted well into the Renaissance and which some speculate might still exist today. (CbR [Rev]: 23)
•	You are aware that while Ravnos seldom get involved in other Clans politics, they were often active assistants in the Tremere genocide of the Salubri, as many Ravnos on the Western Path of Paradox believed that the frequent push by the Salubri to look toward Golconda was blasphemously antithetical to the svadharma of Kindred. 
= Samedi Lore =
== Samedi Lore 1 ==
•	You know that the Samedi exist.
•	You know that the primary Samedi Disciplines are Fortitude, Obfuscate and Thanatosis, and that Thanatosis is unique to their Clan. (LotN [Rev]: 58; PG [Rev]: 79; SC: 11-12)
•	You know that the Samedi all resemble grotesque, putrid and rotting corpses, sharing much in common with the stereotypical depiction of zombies. You know that this has led several to speculate that the Bloodline might have been Nosferatu-founded originally, although some have tried to link the Bloodline's connections to the dead back to the Giovanni. (LotN [Rev]: 59; PG [Rev]: 79)
•	You are aware that the Samedi are a very recent Bloodline (reports of Samedi only go back 250 years or so) and has very few members worldwide, leading to a lack of central Clan Structure or much in the way of universal custom. You know that the Samedi have no binding ties to either the Camarilla or to the Sabbat, but that individuals can be found claiming membership in either Sect. (LotN [Rev]: 58-59; PG [Rev]: 79)
•	You have heard of "The Baron", a Cainite who is traditionally held as the founder of the Samedi Bloodline, and who seems to act in the guise of the Voodoun Loa by the same name. (BM-SoT: 107-109; CbGi: 19-21)
•	You know that the Samedi are on occasion practitioners of Necromancy, although the Discipline isn't innate to their blood. You further know that a large portion of Samedi are located in Haiti, Jamaica and other parts of the Caribbean, and that their blood magic is coloured with the traditional Voodoun and Santeria magical traditions of the region. (LotN [Rev]: 58; PG [Rev]: 79)
== Samedi Lore 2 ==
•	You have heard that "The Baron" is occasionally accompanied by a female Samedi, "Brigitte" who seemingly corresponds to Maman Brigitte, the traditional wife and consort of Baron Samedi in Voodoun cosmology. (KmW: 28)
•	You have heard of the now-extinct Clan of death scholars known as the Cappadocians, who died out in the middle ages, and you know that they were said to possess a death-like visage, although not nearly as horrific as that of the Samedi. (CbC; CbGi [Rev]: 20-25)
•	You have heard of legendary Samedi such as: Genina, an infamous child-Embrace and serial killer who is widely sought by Camarilla authorities. (KmW: 27-31)
== Samedi Lore 3 ==
•	You know a little bit of the history of the Cappadocians, and are aware that they were responsible for the Embrace of the Giovanni family as Cainites. You further know that the Giovanni were eventually instrumental in their extinction. As for how this might tie into the Samedi, you can't be certain, although you know that "The Baron" and Augustus Giovanni (head of the Giovanni Clan) have met in the past, and that they hate one another vehemently. (CbC: 19, 67-68; CbGi: 19-21)
•	You know about the existence of the Harbingers of Skulls, a small Bloodline of Sabbat-affiliated Necromancers, who, like the legendary Cappadocians, also have a death-like countenance, although they appear shrivelled and skeletal whereas the Samedi appear rotten and decaying. (CbGi: 65)
•	You have heard of Gisele Hemmet, a Lasombra Necromancer who allegedly pledged her service to the Voodoun Loa of the Baron Samedi back in the 18th century, hoping to be possessed by him. You know that she has since had several brushes with the Samedi Bloodline proper, and that her brood has had an ongoing (and oftentimes lethal) feud with them. (BM-SoT: 107-110)
•	You have at least heard, in passing, of famous Samedi such as: Lithrac, an Archon of some repute in the service of Justicar Cock Robin (Nosferatu). (CotN: 54-55)
== Samedi Lore 4 ==
•	You know enough about the Cappadocians to definitively recognise the Samedi as a Bloodline of their lineage, and strongly suspect that there is some connection between this now extinct Clan and the mysterious Harbingers of Skulls.
•	You have heard tell of the Lamiae, an offshoot of the Cappadocians, and know that their particular arts of Mortis bore a strong resemblance to the Samedi powers of Thanatosis. (CbC: 19, 67-68)
•	You know of Macoute, a Haitian Samedi who has allegedly impersonated "the Baron" on several occasions, and of his childe (appropriately named Brigitte) who often accompanies him. You know well enough to take stories that you hear about the Clan Founder with a grain of salt. (BM-SoT: 107-110)
== Samedi Lore 5 ==
•	You are aware of the "Feast of Folly" which the Antediluvian Cappadocious made his purge of Clan Cappadocian, banishing a sizable portion of his progeny within the walls of the underground city Kaymalki. You know that a group of schismatic Cappadocians (termed infitiores) later moved into Portugal, Africa and eventually the Caribbean after the culling, and that it is from them that the Samedi almost certainly descend. (CbC: 19, 67-68)
•	You have an inkling as to the reason for the Harbingers of Skulls sudden appearance and their original origins. (CotN: 38-39)
•	You have a few leads as to the original identity and motivations of the vampiric Baron Samedi.
= Toreador Lore =
== Toreador Lore 1 ==
•	Understands that Toreador are passionate about arts and humanities.
•	Toreador attend art shows, high society galas, and media events.
•	You know that all Toreador have an affinity for beauty, and that they become enthralled when confronted by certain aesthetic objects.
•	You know that Toreador often feel it is their Clan's duty to "preserve" the great artists of the era by granting them the Embrace.
•	You know that Toreador often arrange themselves into cliques known as "guilds".
== Toreador Lore 2 ==
•	Can briefly summarise local Toreador views of other clans in their sect. Would have to do some digging to gain a regional perspective.
•	Knows the names of the major Guilds, including their basic functions, focus, and structure.
•	Knows there are lineages, and may be able to name a few houses. However, may not know if they are major or minor houses.
•	You know the basic social classifications generally given to Toreador. They are Poseurs, those Embraced for their physical beauty; Artistes, those Embraced for their artistic skill; and Burnouts, those who have become jaded and inhumane.
•	May have attended (or even assisted in the hosting of) a Salon.
•	You have at least heard, in passing, of Legendary Toreador, such as: Rafael de Corazon, one of the Founders of the Camarilla and the "spiritual father" of the Masquerade; and Tannit, the supposed lover of the Brujah Troile who followed him to Carthage.
== Toreador Lore 3 ==
•	Knows Toreador specific events and rumours from 1400 to present time, or history of Clan Toreador that spans the character's lifetime, whichever is greater. [CB Toreador 3rd ed. Begin with "The Renaissance and the Founding of the Camarilla" pg 32]
•	Knows the names of each Grand Master for each Guild, all of the members of your Guild. (This information is not available to Sabbat PCs)
•	Knows the proper etiquette for attending a Grand Salon.
•	Can name some of the minor houses in Toreador.
•	You are aware that the antitribu of Toreador blood do not share the artistic fixation of their parent Clan. Instead, these monstrous Roses are compelled to inflict harm upon others.
•	Understands the differences between the various Toreador gatherings, and may have even been personally invited to a Salon.
•	You are familiar with the myths of the Toreador’s founder (be it Arikel the Sculptor or Ishtar the Bulldancer).
•	You have at least heard, in passing, of famous Toreador such as: Melinda Galbriath, the antitribu who is a former Regent of the Sabbat; and Michael, alleged childe of Arikel and the former ruler of Constantinople until madness overtook him and he believed himself to be the archangel whose name he bore.
== Toreador Lore 4 ==
•	Knows Toreador-specific events and rumours from Ancient Greece to present time (does not include Minoan Crete, First City, or Second City).
•	Knows the general history of Constantinople, the city of Michael. (However, the character is unlikely to know kindred-specific details about the death of Michael and the fall of Constantinople.)
•	May have encountered or spoken with one the Ray`een al-Fen, the Islamic Toreador. [Note: if your character is a Ray`een al-Fen, you would likely know this information at Toreador x2]
•	You are aware of (but may not necessarily be able to contact) the Major and Minor Houses within Clan Toreador.
•	Can wrangle an invitation to major Toreador Balls or Grand Salons; knows the etiquette of how to host Salons and may know enough etiquette to effectively host a Toreador Ball. This does not create special cause or justification to know about or obtain Cross-Sect interactions.
•	You are familiar with a number of Toreador-centric legends or myths (such as “the Lovers” of the Second City, the Minotaur and/or the prevalence for rumours regarding famous artists who have been allegedly Embraced within the clan)
•	May know about some portions of the Book of Nod relating to the Toreador.
•	You are well-versed in the mythology of the Toreador Founder (be it Ishtar or Arikel) and may have heard legends of his/her interactions with the other Clan’s Founders.
== Toreador Lore 5 ==
•	Knows Toreador specific events and rumours through the history of the clan, including the legends of the First City and Second City, as related from the Toreador perspective [includes CB Toreador 3rd 13-16]
•	Knows of the rare Toreador coteries/groups/orders, and might have a means to contact a member.
•	Knows the history of the guilds. Can generally identify a Toreador's guild affiliation.
•	Owns or knows significant portions of the Book of Nod that relate to the Toreador. Have heard that there are fragments that may have additional Toreador information.
•	Knows how to host a Grand Salon with all the proper etiquette.
•	You have heard stories of a Toreador singer who so desperately wished to improve her art that she made a pact with the Fae, and disappeared into one of their barrows back in the Middle Ages to learn from them. You have heard rumours to the effect that this is the true origin of the Daughters of Cacophony.
•	You are a scholar in the history of Clan Toreador. You are intimately familiar with all of her myths, legends and histories.
= Tremere Lore =
== Tremere Lore 1 ==
•	You can remember parts of the Code of Tremere, but as bits and pieces, as fragments of the whole. It would require concentration to recite the entire Code of Tremere.
•	You know that breaking the Tremere rules is a bad thing, and that loyalty to House and Clan is everything. The Tremere are an ancient and secret society of sorcerers, with a hierarchy composed of multiple ranks within the clan, but nobody is supposed to know that.
•	The Pyramid everyone refers to is a mystical entity that oversees all Tremere.
•	Tremere aren't supposed to take open positions of power in the Camarilla.
•	You know who the local Regent is, or at least who appears to be the Tremere in power in the city.
•	Stay out of trouble, because Tremere who get in trouble too often vanish mysteriously and sometimes reappear greatly changed.
•	Tremere refuse to teach their magic to anyone else.
•	Nobody is supposed to know where the Tremere sleep during the day but the Tremere.
•	Stupidity equals expendability.
•	The location of the Chantry should never be revealed.
•	The Tremere are run out of Vienna by incredibly powerful and controlling Elders.
•	You know that when asked about their magic, the Tremere give the response: "that's a good question, let me do some research and I will get back to you"
Tremere Only
•	You know basic workings of your own chantry, and most of the general policies of the local Regent.
•	Tremere aren't supposed to talk to those of higher rank without permission.
•	Apprentices can post on the Message Glass, but only very carefully.
== Tremere Lore 2 ==
•	Some of the internal politics within the chantry.
•	You have memorised the Code of Tremere and know your Regent's interpretation of it.
•	You've heard of some of the more common interpretations of the Code of Tremere.
•	Demons are not to be conjured; they can trick you and claim your soul.
•	The penalties for breaking the Tremere rules are very harsh...you may even have learned this first hand.
•	If you serve the House and Clan Tremere well, you will be rewarded. If you fail, you may end up dead.
•	There are a couple of main factions of thought within the clan.
•	You know the basics about what Path of Blood through advanced can do.
•	You know what a few rituals can do, usually only the ones you have been taught or have seen in common use.
•	Salubri are evil and monstrous three-eyed vampires that all loyal Tremere should kill on sight.
•	Tremere never turn traitor to the Sabbat.
•	The Tremere are the real reason there are only seven clans in the Camarilla.
•	You know that Assamites hate the Tremere, and may have heard rumours about the curse.
•	"Going to Vienna" is a euphemism for what happens to those that the clan is mad at.
•	You may know who the Lord in your Region is.
Tremere Only
•	You know not to contact the Lord without the Regent's permission.
•	Low ranking Tremere should consult their elders before taking a position of power in the Camarilla.
•	The protocols on the Message Glass are looser than in other clan forums. Posts there should be sensible and respectful.
== Tremere Lore 3 ==
•	Believes the story that Tremere and his companions became vampires through the use of their magic.
•	How the Regent interprets many issues in the Code.
•	Suspects that secret societies may exist within the Tremere.
•	May know general details about the Children of the Pyramid and one other secret society.
•	A working knowledge of the history of Clan Tremere, as presented in the clanbook. however, NOTHING about the diablerie of Saulot
•	May have heard of Gargoyles or Homunculi.
•	Has heard of the Assamite curse.
•	You have a working knowledge of what 1-3 Paths will do (Other than the ones you can cast)
•	You have a working knowledge of what about 1-7 rituals will do (other than the ones that you can cast)
Tremere Only
•	Possibly has sat on a tribunal.
•	Knows the Thaumaturgical areas of interests of those Tremere living within the chantry.
•	Has heard that the Council has some sort of Secret Police
== Tremere Lore 4 ==
•	Has some familiarity with parts of the Peripheral Code and its complications.
•	Some knowledge about the Hierarchy in their Lord's Realm. Can identify prominent traditionalists and transitionalists.
•	How the Lord interprets the Code.
•	The tradition of certamen.
•	You have a working knowledge of what 2-6 Paths will do (Other than the ones you can cast)
•	You have a working knowledge of what 3-12 rituals will do (Other than the ones you can cast).
Tremere Only
•	Knows the proper role of a panel member or a "voice" at a Tribunal.
•	How to get someone sent to Vienna--properly (see Tremere Guide).
•	The existence of the non-geographic Pontifices.
•	Basic knowledge of 2-3 secret societies (equivalent to the write-up in the clanbook).
•	Knows of the existence of the Astors, but no clue who any of them are.
== Tremere Lore 5 ==
•	The many ways the Peripheral Code can be cited and interpreted.
•	A great deal about Tremere History, including significant knowledge of the Peripheral Code, the rulings of past tribunals, and decisions made by the Councillor.
•	The prevalence of secret societies (rough knowledge of 5-6).
•	Some knowledge of the House and Clan's affairs in their region.
•	The labyrinthine complexities of the Peripheral Code.
•	Not to talk about the events of 1133
•	You have a working knowledge of what many Paths will do (Other than the ones you can cast)
•	You have a working knowledge of what many rituals will do (Other than the ones you can cast).
Tremere Only
•	When and how to contact a Pontifex (without being demoted to Apprentice 1 and sent to Antarctica).
•	The true story behind the creation of the Gargoyles.
•	How to approach the Councillor.
•	Knows some of the Tremere involved in the secret societies.
•	Knowledge of the hierarchy within their Pontifex's Order.
•	Some vague ideas as to how the Councillor thinks and acts.
•	How to serve as Praeco at a tribunal
= Tzimisce Lore =
== Tzimisce Lore 1 ==
•	You must sleep in a handful of your "native" soil or suffer negative effects.
•	It has been made clear that is rude to enter another’s domain/haven without permission.
•	Many of your clan seem to revel in torture and self-mutilation.
•	You [and your clan] are aware that you have the ability to shape flesh and bone with the power of Vicissitude.
•	You have been taught that the Tzimisce were the founders of the Sabbat and are the spiritual leaders of it.
•	You have been taught that the Sabbat was created as soldiers in a Holy War against the Camarilla.
•	You are unaware of any political structure within the clan
•	You know that the Camarilla are pawns of the Antediluvians and have been taught what that means.
== Tzimisce Lore 2 ==
•	You know the how and why a Tzimisce must sleep in its native soil each night or suffer adverse effects.
•	The consequences for breaking the proper etiquette when entering another Tzimisce's domain without permission have been made clear to you.
•	You have been taught/learned a Path. Even if not on Metamorphosis you have learned of it and have a better understanding of the tortures of the flesh to which many of the Tzimisce seem to revel in.
•	You have seen and are aware of the Zulo Form (regardless of whether you possess it yourself).
•	You have seen schzlachta.
•	You have learned sketchy details on special ghouls called revenants which are some relation to the Tzimisce.
•	You have learned that Tzimisce childer are often "kept" with their Masters/Sires far longer than other Sabbat clans with the exception of the Lasombra.
•	Tzimisce childer seem to rarely be made during Sabbat War Party's "mass embraces" - the majority of the Tzimisce seem more selective.
•	Tzimisce tend to make up many of the priests within the Sabbat as well as many other higher ranking spiritual positions.
•	You have been taught that the mystical rites which are the Sabbat ritae were created by Tzimisce magicians.
•	You have heard the term Voivode used and had it explained to you.
•	You have heard of Tzimisce who are not Sabbat but know little else.
•	You have seen and participated in Kupalas Night
== Tzimisce Lore 3 ==
•	You have learned the beginnings of history of the bond with the earth amongst the Tzimisce and why you must sleep with your native soil. As well as rumours of those who can only find peace in the soil of Eastern Europe despite their birthplace.
•	Domain and Hospitality began with your Clan. The proper protocols for both should be observed when entering another Tzimisce's domicile or inviting one within.
•	You have observed or are far along on the path of Metamorphosis.
•	You have seen and understand how to create sczhlacta.
•	You have heard of/and or seen Hellhounds and may have some idea how to create them.
•	You have heard of rumours of Vozhd and may have even seen one.
•	There is stories of Tzimisce powers which combine with other vampiric powers to create unparalleled effects.
•	You understand and know the names of all the existing Revenant families.
•	The Tzimisce revolted from their sires blood bonds sparking the Anarch War in which they diablerized the clan founder and begin the steps in creating the Sabbat.
•	You understand that there was once a plethora of Tzimisce called Koldun who practiced the magics of the land and spirits whom were the founders for the Sabbat Vauldrie and ritae.
•	There is a special enmity in for the Tremere which you now fully understand knowing the history of the Tremere/Tzimisce War.
•	You have heard of the wise Tzimisce of the clan whom are called Zhupan. Who sometimes practice the blood magic of the Tremere.
•	You know of many of the Societies within the Clan and the titles which accompany them.
•	You know the vary titles for land holders amongst the Tzimisce.
•	There is some significance to some family "lineages" within the clan. As well as rumour that some elder Tzimisce may be attempting to recreate the zadruga of old.
•	You understand that Vicissitude eventually allows the user to transcend the flesh beyond pain and pleasure.
•	You have heard of and possibly sought out the special abilities which allow a Tzimisce to combine Vicissitude into new aspects.
•	You know of the Old Clan Tzimisce.
•	You have seen and participated in Kupalas Night and understand its basic significance
== Tzimisce Lore 4 ==
•	You have heard of the concept of Azhi Dahaka
•	You are cognisant of the ways to create Hellhounds and Vozhd though you may not be able to create them personally.
•	In times past Wars were common amongst Tzimisce voivodes over domain. These wars were often fought by the voivodes behind stone walls while their blood bond childer, war ghouls and revenant servants fought in the bloody trenches.
•	The Anarch War began (according to the Tzimisce) when the Amaranth was enacted on Kupalas Night amongst the blood bound childer of the dark age voivode's. Shortly after was when the founder Tzimisce was killed and consumed.
•	You are aware of many of the Sabbat ritae. As well as are aware and often able to perform the Tzimisce specific ritae.
•	You are aware of all the existing revenants, their quirks and uses as well as their powers.
•	You understand that there was once many more revenant lines and have a vague idea of some of their names and powers.
•	You are aware of all the varying titles within the Clan and what they mean as well as the Societies. Lineages. You have an idea of the of all the well-known Tzimisce lineages and their founders as well as often times where they originated from.
•	You understand that the 'Old Clan' shuns the Sabbat and clings to antiquated ritae, eschewing Sects as a whole and ignoring their authority.
== Tzimisce Lore 5 ==
•	Spiritual Metamorphism (as well as the path) along with Vicissitude have been rumoured to lead to the fabled Azhi Dahaka.
•	Legends of the Dracon and his scion childer are linked to both the Azhi Dahaka and the Obertus family.
•	The ancient ritae of the Tzimisce would vary from region to region. Their Masters alone knowing their origins.
•	Many of the lost rituals of the koldun you have heard of or studied.
•	You know not only of the existing revenants but those lines lost to time including much of the secrets those modern and ancient hold.
•	The origins of the titles now claimed by both modern and ancient Tzimisce are known to you.
•	There are few zadruga family or lineage that you are unaware of and the ancient Tzimisce who founded them.
•	The nights of and following the amaranth flower you know vary by speculation and source. Even to rumours of the actual diablerie of Tzimisce itself and it’s still possible continued existence.
= Ventrue Lore =
== Ventrue Lore 1 ==
•	Be able to recite one Ventrue's lineage (usually your own).
•	A brief summary on how the Ventrue Clan views the other Clans (Ventrue Clan Book descriptions).
•	The Ventrue believe that they, as the Clan of Kings, are the rightful rulers of the all Kindred.
•	The Ventrue have rarefied tastes for vitae, each member of the Clan has a different taste.
•	A base history of one bloodline (usually your own).
•	Can name the most prominent members of one bloodline (usually your own).
•	You know that the local Ventrue Boards usually meet on the first Tuesday of every month.
•	You know The Expectations and Traditions of Clan Ventrue.
•	You are aware of who the Ventrue Elders are in one Region (usually your own).
== Ventrue Lore 2 ==
•	A good working knowledge of Clan Ventrue today.
•	You know that various "cliques and clubs" exist informally within the clan, and what a few are.
•	You are aware of the various positions within the clan and their functions.
•	You know who holds the position within one City's local Board (usually your own).
•	You know the Strategos, as well as any prominent Lictors and Tribunes, for one Region (usually your own) and how to properly contact them.
== Ventrue Lore 3 ==
•	The definition of "Atavist."
•	A good working knowledge of the Clan's history from their point of view.
•	The PC knows most of the members of one Bloodline (usually your own)
•	You know the prominent members of most Ventrue Bloodlines.
•	A Working knowledge of the various Ventrue Cliques (Clanbook definitions), and prominent members.
== Ventrue Lore 4 ==
•	You are very familiar with some portions of the Book of Nod as it applies to the Ventrue Clan only.
•	Has heard some of the legends of the First City- from the Ventrue perspective only.
•	Has put together a decent picture of the personal histories of a number of prominent members of the clan.
•	Knows the complex subjective history behind many of the Ventrue Bloodlines
•	Some inkling of the role the major players in the Clan play in the Jyhad.
•	Has created his or her version of the Clan's historical timeline.
•	Has traced last known locations of some of the 5th generations of the clan down.
== Ventrue Lore 5 ==
•	Knows where a few of the old ones dwell.
•	Has strong suspicions of who several members of the Directorate are.
•	Has formulated his own ideas of what the true role of the Ventrue Clan, and Caine's Vision
•	Is very familiar with fragment or two of scripts from [Ventrue] about the First and Second City.
•	Is intimately familiar with a wide array of information about the clan, its members, and its history.
= Noddist Lore =
== Noddist Lore 1 ==
•	You know that the Cainite creation legend is penned in a text known as ‘The Book of Nod’.
•	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 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 widely.
 
== Noddist Lore 2 ==
•	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, which finding the ‘original’ is impossible.
•	You also have heard that in some versions the book also contains notes at it’s end from the Founders of the Clans, to their Children.
•	From further studies, you can name many other academics of the subject.
•	You have seen fragments of Book of Nod
== Noddist Lore 3 ==
•	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 begun to hear whispers of cults of vampires who venerate the words of the Book of Nod.
== Noddist Lore 4 ==
•	Your studies into the ‘Book of Nod’ are comprehensive, spanning historical, spiritual and philosophical aspects of its history.
•	You own what you believe to be a reasonably complete copy, and have studied many more.
•	You have researched its 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 likely come into contact with one or more of these cults, and may even have been asked to join one.
•	You’ve learned of the existence 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 foreboding 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 disseminate their philosophy amongst 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.
 
== Noddist Lore 5 ==
•	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 existence of a further text, the original ‘Book of Nod’.
•	You have also researched into its 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 false 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 likely 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 suspicions 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 circulation, 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.
= Kindred Lore =
== Kindred Lore 1 ==
•	Rumour that the biblical Caine was the first vampire.
•	Know many common Kindred specific terms.
•	The concept that raw power comes from the blood
•	Understands the traditions surrounding Elysium
•	Can give short descriptions (equal to the descriptions in Laws of the Night) for 7-9 clans
•	The concept that the closer one is to Caine the more power a kindred possesses
•	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.
== Kindred Lore 2 ==
•	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.
•	Some say the world will come to an end when the eldest awake.
•	Has a basic understanding of the ten primary Disciplines (Animalism, Auspex, Dominate, Fortitude, Obfuscate, Protean, Presence, Potence, Thaumaturgy)--think general overview but not detailed V:TM write-ups
== Kindred Lore 3 ==
•	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 rumours of Golconda
•	You know of the Gangrel/Tzimisce war against the Tremere.
•	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 -- again think general description not detailed write-ups
•	You know the commandments of Caine (Pg. 76-77, 84-85 Book of Nod)
== Kindred Lore 4 ==
•	Has heard rumours of the Inconnu
•	May know something about Golconda
•	Can name many Antediluvians and many of the major Methuselah - may know some vague legends about them
•	Can see the hidden meanings in day-to-day Kindred politics.
•	Has probably seen fragments of Book of Nod
== Kindred Lore 5 ==
•	A working familiarity with several editions and translations of the Book of Nod as well as some other apocryphal writings
•	Experienced that Cainite society is likely to be more accurately measured in millennia rather than mere centuries
•	Knows some general details about the Jyhad and who 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)
•	Know about the City of Enoch in the Shadowlands, and its recent destruction.
= Wraith Lore =
== Wraith Lore 1 ==
You know that ghosts are the souls of those who have died with "unfinished business," and that they cannot find peace until they accomplish whatever this business was.
You know that ghosts have no physical bodies in the same sense as the living, and that their bodies are made from a substance known as plasm.
You know that wraiths are creatures of emotion, and that they seek out feelings that are important to them individually. You know that most wraiths you will encounter have artifacts connected to them known as "fetters" (items which were personally important to them in life), and that they treasure these things greatly. You know that whomever holds a fetter can carry a great deal of sway over a wraith.
You know that there is a barrier called the "Shroud" that separates the land of the dead from the land of the living, and that ghosts often have trouble employing all of their powers fully on people because of this. You know that the Shroud tends to be weaker in places permeated by death (graveyards, murder sites, Elysia) and that interactions with ghosts may be less difficult there (on both sides).
You have heard of a variety of ghostly powers that wraiths may employ, including visual manifestation to the living, poltergeist-like activity, and possession.
You know that some ghosts are decidedly more malevolent than others, and that these are called specters.
== Wraith Lore 2 ==
You know that only those people who died with a significant personal drive to cling to those things important to them (even beyond death!) can become wraiths, and that such people are not common. You know that not everyone who dies becomes a wraith.
You know that wraiths horde and prize raw emotion, referring to it as "Pathos", and that they can derive this either from close proximity to their fetters, or from siphoning it from others (living or dead) who feel the emotion they desire.
You know about the existence of the Shadowlands, a mirror version of the material world which the dead inhabit. You know that the Shadowlands is a direct correspondence to the lands of the living, save that structures and objects which have been destroyed still remain there if they persist in human memory. You know that most major cities have analogues in the Shadowlands called Necropoli.
You know that wraiths can only frequent the Shadowlands if they still have extant fetters to hold them in close proximity to the land of the living.
You know that some wraiths appear such as that they have no sentience, and only re-enact their deaths repeatedly. These are called drones.
You know of the existence of relics, items that contained enough emotional resonance, that when they were destroyed, they appeared as physical items in the Shadowlands. You know that they are highly treasured in wraith society where materials are scarce.
You know that wraiths have a fairly diverse political and hierarchical structure, and you have heard of the Hierarchy - the body that governs over most wraiths you will encounter in European civilization, although you can glean very little about it.
You know that ghosts have an innate ability to discern the emotional resonance and the state of decay of things. Wraiths may be able to tell when a person is angry or sorrowful. They may also be able to tell if a person is close to death or if a building is near collapse.
You are familiar with some of the more common Arcanoi which Wraiths use to interact with the "skinlands" as they call them. These include: Embody (The ability to speak with or appear to the living), Outrage (The ability to cause manipulate and/or throw around physical objects), Pandemonium (The ability to cause surreal or strange effects - walls bleeding, time slowing down etc...), and Puppetry (The ability to possess and manipulate mortal hosts).
You are aware that all wraiths possess a schism to their personality which causes a darker counterpart to appear. You know that this secondary personality may occasionally attempt to overpower the wraith's actions against it's will. You know that if this happens to often the ghost will "go bad" and become a specter.
== Wraith Lore 3 ==
You know about the Tempest - a sprawling roiling sea of magma, nightmares, acid, burning plasm, and horrific beasts that underlies the Shadowlands. You know that it is particularly hazardous to travel, and that occasionally storms (known as Maelstroms) whip the Tempest into a fervor - making it even more unstable.
You know of Stygia, the great Necropoli that underlies the Tempest, and the bulwark of the Heirachy. You know that the Hierarchy was allegedly founded by an enigmatic figure known as Charon, and you have a rough idea as to what legions are.
You have heard of the Dictum Mortuum (or Code of the Dead), a Hierarchy legal code forbidding interaction between the living and the dead. You realize that by having this lore level, you probably are helping to violate said code.
You have heard rumors of something that lies beneath Stygia - and it sounds to be something nightmarish. You know that whatever it is, it is connected with spectres.
You know of the two rough political categories that stand in opposition to the Hierarchy. These are the Renegades (Wraiths that claim no allegiance to the Hierarchy, or even actively seek to dismantle it) and Heretics (Those Wraiths that follow various religious or spiritual ideologies in the hopes of transcending from the Underworld).
You have heard of the Guilds, organizations which formerly offered instruction in the arts of various Arcanoi in the past.
You are familiar with some of the less common Arcanoi which Wraiths use to interact with the Skinlands, and even a few Arcanoi that have little use outside the lands of the dead. These include: Argos (The ability to cross the Tempest safely), Inhabit (The ability to possess and manipulate mechanical and electronic devices), Keening (The ability to invoke emotion through song), and Moliate (the ability to change and mold plasm - somewhat akin to the Discipline Vicissitude if you've encountered it).
You know that the two halves of the Wraith mind are the Psyche and the Shadow, and that the Shadow forever wishes to corrupt it's host and render them a specter. You have heard of the concept of Harrowings, in which a wraith is confronted by it's Shadow in a traumatic passion play during times of distress or physical suffering.
You are familiar with the concept of Oblivion - a nihilistic force which embodies the very essence of entropy. You know that it is this force that wraiths fear most, and that they believe that specters are in direct service to it.
You have heard of the art of soulforging, in which a wraith's corpus (Plasm) is heated to malleability and they are shaped into an object. You know that aside from relics, this horrific process is one of the only ways to get material goods in the Underworld, and that this is generally a punishment reserved for criminals.
You have heard of barghests - wraiths whose corpus has been altered into the shape of a dog-like creature that they might be used as a tracking animal.
You know enough about the restless dead to realize that a Cainite, had they the will to do so, could land among their number after final death.
== Wraith Lore 4 ==
You have heard that Stygia and the Hierarchy are merely the powers that govern the Western lands of the dead (referred to as the Dark Kingdom of Iron) - and have heard rumors that other cultures possess different forms of ruler-ship.
You have heard of the Labyrinth - a hive of specters that lies beneath Stygia, and no doubt heard horrible horrible loathsome bad stories about it. You know that it is in this metaphysical nightmare landscape that Harrowings allegedly take place, and that Oblivion (rather than being a simple abstract concept) is said to lie directly beneath the Labyrinth. You also know that all specters are connected to some sort of hive-mind and serve Oblivion in startling unity.
You know that Charon no longer rules Stygia (having disappeared in the early 20th century), and that the closest thing to a government that the Hierarchy still possesses are the Deathlords who head the various legions. You know a little more about the legions now, and know that each one of them is comprised of wraiths who died deaths by a similar cause (war, disease, suicide etc..).
You know of the Ferrymen, an organization separate from the Hierarchy that Charon allegedly founded. You know that they provide some of the safest passage across the Tempest, and that they are said to be very powerful.
You know of Far Shores - islands within the Tempest where heretic cults set up shop, and where one can allegedly find all manner of heavens and hells waiting for those who seek them.
You know that the Guilds were declared illegal in times past, but that a handful still survive to this day. You have heard of most of the more prominent guilds which still publicaly remain in Stygia, even if their legality is occasionally questioned. These include the Artificers (masters of Inhabit and the art of soulforging), the Chanteurs (masters of the arts of Keening), the Harbingers (masters of the arts of Argos), the Masquers (masters of the art of Moliation), the Oracles (masters of the art of Fatalism), the Pardoners (masters of the art of Castigation), the Sandmen (masters of the art of Phantasm), and the Usurers (masters of the art Usury). You know that most of the Guilds specializing in Arcanoi that break the Dictum Mortuum (i.e. Arcanoi you are likely to encounter) have either been disbanded permanently or gone deep underground.
You know that the primary reason for friction between the Hierarchy and the Heretics is that the Hierarchy has formally disavowed the concept of Transcendence (a state reached when a wraith fulfills whatever it remained behind to do and "passes on"), and as such
You are familiar with most of the legal Arcanoi. In addition to what you knew about before, you now know of the following: Castigate (the ability to confront and tame the dark Shadow personality of another wraith), Fatalism (The ability to foretell the future and find patterns in current events), Lifeweb (The ability to find and manipulate the connections between a wraith and it's fetters), and Usury (The ability to exchange Pathos or Plasm between wraiths). You have also heard that specters possess their own dark arts different from normal wraiths and that there are some obscure Arcanoi that are forbidden by Stygian law.
You have heard rumors of wraiths so driven to fulfill their goals that they manage to retake a hold of their dead bodies and claw their way back into the land of the living. You know that such things, if they exist, are no doubt rare, and possibly dangerous to cross.
== Wraith Lore 5 ==
You have heard of the Dark Kingdom of Jade (the lands that govern the souls of the Asian dead), the Dark Kingdom of Ivory (the Lands that govern the African dead), the Dark Kingdom of Clay (the lands that govern the Australian dead), the Dark Kingdom of Obsidian (which formerly governed the lands of the Americas until Stygian invasion) and Swar (the City of the Indian dead). You may have heard rumors of other kingdoms or realms, depending on your focus and geographical region. You may also know that some of the wraiths of other lands possess strange and different powers from Western Arcanoi. (See an ST for details)
You have heard of the Great Maelstroms which have swept the underworld historically, you know that they wreak vast destruction and that they often occur in conjunction with great and traumatic upheavals in the Skinlands (ex: The Black Plague, the World Wars, etc...).
You are familiar with all eight legions. These include: The Iron Legion (the victims of Age), the Skeletal Legion (the victims of disease), the Grim Legion (the victims of violence), the Penitent Legion (the victims of Madness), the Emerald Legion (the victims of happenstance), the Silent Legion (the victims of Despair), the Legion of Paupers (the victims of mystery), and the Legion of Fate (victims marked by fortune for this legion). You have a rough idea of the civil and military ranks within each legion.
You know of the three forbidden Arcanoi of Stygia. These include Flux (the ability to engender decay in the lands of the living), Mnemosynis (the ability to read and trace memories), and Intimation (the ability to implant suggestions or commands).
You know of all fifteen of the Guilds, including those which are illegal or forbidden. These include the Alchemists (masters of Flux, the Haunters (masters of Pandemonium), the Mnemoi (masters of Mnemosynis), Monitors (masters of Lifeweb), Proctors (masters of Embody), Puppeteers (masters of Puppetry), Solicitors (masters of Intimation, and Spooks (masters of Outrage).
You have heard of the Malfeans, who are either old specters of immense power and malevolence, or great and terrible beings of nothingness spawned by Oblivion itself. You know that these beings head the hierarchy of the Labyrinth, and that they occasionally build cults of mortal followers in the lands of the living.
You have a scant idea of Spectral social structure and know of some of the varying types of specters, including Dopplegangers (recently shadow-eaten specters who can attempt to pass themselves off as normal ghosts), Shades (specters whose Psyche was destroyed in a Maelstrom or Harrowing), Nephwracks (more powerful specters who might become Malfeans with time), and Mortwrights (ghosts who died in such violent and traumatic ways that they entered the Shadowlands as specters).
You have heard of the Risen, the ghosts that claw their way back into their bodies and walk among the living. You know that they lack the signs of life and can (and do) often pass themselves off a neonate Caitiff in vampiric society. You know they are extraordinarily hard to kill, but that they often have either some form of trinket or animal companion, whose destruction can disrupt them considerably.
= Spirit Lore =
== Spirit Lore 1 ==
You know that there are ethereal beings that live in the umbral and astral realms which are known as spirits, and that they differ in basic functioning from wraiths.
You know that spirits each exemplify and embody some sort of concept or function (such as emotions, elements, physical locations, thoughts or abstracts), and that they will always act in accordance with the principle they signify.
You know that spirits usually do not speak in a human tongue. You further know that even if this is circumvented, that spirits tend not to think in human terms, and that as a result they can sometimes be excruciatingly difficult conversationalists.
You know that spirits possess a wide array of powers which they may employ both upon the astral, umbral and/or material planes. You have heard of spirits possessing people, causing damage or decay to structures, taking control of their element (ex: a water elemental changing the behavior of the tides briefly), physically attacking the living, and occasionally manifesting a material form and walking the earth.
You know that spirits can be either bartered with or compelled by force to carry out favors for a knowledgeable shaman or magician. You know about chiminage: a certain bargain, gift or behavior that spirits ask of their supplicants. You know that spirits forced into servitude rarely react well in the long run.
You know that spirits often have taboos which they cannot act against (ex: spirits of peace cannot commit violence).
== Spirit Lore 2 ==
You can generally divide spirits into two separate camps: those more abstract ones that tend to stand for ideas, concepts and theological personae (thought of as demons, angels, gods, or platonic forms) and those who stand for primal analogs to natural phenomena, animals, elements, and material objects (thought of as elementals, naturae or totems).
You know that spirits are comprised of, powered by, and feed off of a metaphysical material known as "essence", and that spirits (depending on their strength, affinity and temperament) can gain "essence" in a variety of ways, including immersing themselves in principle they represent, receiving a physical offering, going into a dormant sleep-like state (occasionally called "slumber"), or consuming another spirit.
You know that spirits can be physically harmed, banished or even destroyed (in rare cases) if they are fought on their own plane of existence, or if they have intruded on the material realm in physical form.
You have heard that spirits may occasionally possess people for long periods of time, and that such people become physically and mentally changed by the experience. You hear such cases are rare though, and that spiritual possession generally only lasts for a day at most.
You know that spirits have some sort of complex ranking or hierarchy amongst themselves, although you're at a loss as to how to understand it.
You know that all spirits possess True Names, and that any who possess the True Name of a spirit may summon, bind and exert control over it.
You know that spirits universally must follow their taboos, lest they fall into involuntary slumber.
== Spirit Lore 3 ==
You know that spirits of abstract and platonic concepts inhabit a plane of "thought" (the Astral Plane) whereas primal spirits of natural things inhabit a separate plane of "being" (The Middle Umbra) and that they differ much in behavior. You know that astral spirits respond better to highly structured hermetic summoning, rituals and invocations, whereas umbral spirits respond better to spontaneous offerings, dances, sacrifices and chants.
You know that new spirits come into existence each time a new thought, idea, or thing is birthed, shaped from the endless substance of their umbra. You know that there are an infinite number of spirits.
You know that when a spirit (especially an Astral one) is summoned for magical purposes, they often either must materialize physically, of if they are unable to do so, have a body or vessel of some sort prepared for them to inhabit. You know that spiritually posessed objects and people tend to warp to meet the affinity of the spirit inhabiting them.
You have heard that spiritual possession of persons and even objects can cause the host to bend toward the affinity of the spirit in strange and varied ways. (People possesed by fire spirits may seem full of energy and have an abnormal body temperature. People possessed by peace spirits may lose their ability to feel rage.) You know that sometimes the effects of long term possession can even cause the human body to reshape itself in seemingly alien ways over time.
You know that the mightiest of spirits are referred to as the Aeons (or occasionally Incarnae), and that these roughly equate to Gods or Godesses and tend to represent far reaching universal concepts such as the Sun, the Sky, Love, War etc.... You further know that they are served by a series of minions and courtiers who take on the duties pertaining to specific aspects of the Aeons.
You know that spirits technically possess little in the way of free will, although they can seem to have very complex personalities which would make them seem to. As such, there is no such thing as an "evil" spirit.
You know that spirits will almost universally partake of whatever desired offering a supplicant gives them until they are cut off from it, and that if left to it's own devices a spirit will not stop partaking. You can imagine why this fact might be particularly useful to remember when it comes to such things as blood offerings.
== Spirit Lore 4 ==
You have heard legends stating that the first spirits were angels who refused to take sides in the War of Heaven, and that for their indifference they were stripped of the ability to ma	
You know that intrinsically demons and angels fall under a similar loose classification as spirits, and that some spirits attempt to masquerade as them. You have a pretty good understanding of whether or not you're dealing with something impersonating an angelic/demonic entity, or if you've had the misfortune to stumble on the real deal.
You have heard rumors that corporeal wanderers within the realms of the spirits can lose their way and become spirits themselves.
You know that those men or animals possessed by spirits for a long time can fall into roughly three categories: Those who are possessed by spirits relating to entropy or decay (called Fomors or Fomori); those who are possessed by spirits of stasis (called Drones) or those possessed by spirits of dynamism and chaos (called Gorgons). You know that each broad group has a tendency to develop features similar to others of its class (Drones, for example, have an increased tendency to cease aging), but that ultimately each possessed creature is still ultimately as unique as the spirit that hold it.
You know that roughly below Aeons are Praceptors (ocassionally called Jagglings among the non-Astral courts) who serve specific aspects of their Aeon.(ex: The Aeon of the Moon might have a Praeceptor of the Waning Moon, or the Moon as it relates to the tides), that below them are the Minions (sometimes called Servitors or "lesser Jagglings") who in turn serve the Praeceptors, and that lastly are the Minor Umbrood (Gafflings) who are animal-like, only vaguely self-aware and usually lead very short life cycles in the spirit realms. You still have no clue as to how a spirit might move from one rank to another - or if they even can.
== Spirit Lore 5 ==
You know that a spirit can grow more powerful by devouring another spirit, and that this is how Minions become Praeceptors, Minor Umbrood become Minions, etc…
You know that the Aeons existed before all other spirits, and that they have never been usurped in their station. You get the impression that they existed before all things.
You know that any living creature that wanders too long and too far into the Umbral or Astral realms (such as might be done using high levels of Auspex, will eventually suffer disconnection from their body and that they will become a spirit in their own right, usually embodying some aspect of their human personality. You know that such spirits are rare, and that they often prove extremely volatile.
You know that a possessed being after several years has little remnant of the host left, and that many possessed creatures have been known to die once the spirit wears through the body.
= Faery Lore =
== Fairy Lore 1 ==
Stories of faeries and faerie magic are based on something real and mysterious in the world that might not exist today.
Dreams really do have magical qualities and power.
Faeries of some kind really do exist, but they’re invisible!
Information from alternative culture texts and folklore about accounts with “Faerie”, especially including major Norse and Celtic mythological references.
Knowledge of a few traditional remedies for or wards against faeries and their magic from “superstitious” folklore.
== Fairy Lore 2 ==
Information from alternative culture texts and folklore about accounts with “Faerie”, including major Native American and Slavic mythological references.
Faeries are especially fond of children and untamed wilderness settings.
There are fewer faeries around today because most people no longer believe in them, and that weakens their power.
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.
Faeries tend to gather at magical faerie places, and they really do have kings and queens.
Faeries can be warded against with holy symbols.
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 silly names to make it mad, and it jumped down out of the tree without him even moving to get it.” Believes any faerie creature will have the same sorts of powers as others.
Faeries claim to be directly connected to the Tuatha de Danaan, elves, dwarves, giants, goblins, Fomorians, etc. of ancient faerie myths.
== Fairy Lore 3 ==
Faeries hide themselves from mortal ken, and their dream-magic helps them make mortals forget.
Information from alternative culture texts and folklore about accounts with “Faerie”, including many obscure aboriginal Asian, African, or South American mythological references.
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.
May have knowledge of one or two faerie-specific terms, but does not understand what they mean aside from their literal meanings or 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.
Probably met and talked to several faeries.
Faeries can sap a mortal’s will and enchant them into doing their bidding, and most mortals are helpless against it.
== Fairy Lore 4 ==
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.
Information from alternative culture texts and folklore about accounts with “Faerie”, including many obscure aboriginal Australian mythological references.
May know some kithain-specific terms (as words – not by meaning).
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.
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).
Faeries like fun places, artistic and natural settings, creative people, and places where there are usually children, such as playgrounds.
Faeries have kings, queens, dukes, knights, and so on, just like in medieval faerie tales.
Some faeries like modern free-thinking better and rebel against their nobles.
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.
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.
== Fairy Lore 5 ==
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).
Information from alternative culture texts and folklore about accounts with “Faerie”, including almost all extant mythological references, even the most obscure.
May know some kithain-specific terms (as words with very rough understanding of their true definitions and significance).
Understands the basics of the Changeling Way reincarnation cycle without knowing what its called.
Knows the very basics about kithain culture (i.e., basic ideas behind the power of Oaths, justice by Fior, etc.).
May have heard rumors of the kith-specific or rarer Arts (Skycraft, Aphrodesia, Infusion, Kryos, Spirit Link, or Inanimae Slivers).
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.
= Mage Lore =
== Mage Lore 1 ==
Magic reflects the mage's desires, imposed on the world.
There are different factions of Mages that are warring with each other.
Knows that magic is divided into different Spheres.
Knows that obvious use of magic can have unexplainable side effects.
Knows that non-mages are called Sleepers.
Might have heard of insane Mages.
Knows that you should stay away from Nephandi.
== Mage Lore 2 ==
Knows that the Technocracy wants to abolish all magic.
Knows that Marauders are insane Mages.
Might have some rough knowledge of what the different Traditions are.
Might have heard of Quiet.
Knows that Nephandi are a sect of demon worshipers.
Knows that there are 9 Traditions with different types of magic.
Believes that foci are critical tools to manipulating reality.
Might have heard the phrase Consensual
Knows of the Rule of Shade.
Might have heard oblique references to something called Ascension.
Knows that the Awakened recently suffered some devastating event.
Has a good general idea of what the different spheres encompass.
Has heard of some of the different Protocols.
Has heard of Quintessence, Tass, and possibly other specific terms.
Might have heard of different types of magic (static and dynamic)
Might have heard rumors that if magic is possible, other creatures may haunt the night as well.
Has heard some of the horror stories relating to their side of the Ascension War.
== Mage Lore 3 ==
Knows that the Avatar is what makes a Mage truly Awakened.
Understands the difference between Vulgar and Coincidental Magic.
Knows the names, descriptions, and sphere associations of the 9 Traditions;
Can describe the 9 spheres and their functions.
Knows what their own spheres are capable of at Intermediate levels.
Has heard of the Avatar Storm and disappearance of the Masters and Archmages.
Can name a Convention or two.
Knows how Resonance can hinder or help a Mage's magic.
Knows that the Concensus determines what's vulgar and what isn't.
Knows all of the Protocols.
Has heard that the Technocracy was once called the Order of Reason.
Has a rough knowledge of the history of the Ascension War.
Knows that the Nephandi are Mages who have sold their souls to demons.
Knows why one's paradigm is critical to how one performs magic.
Knows that there are different planes of reality.
Knows that the Metaphysical Trinity is composed of the forces of Stasis, Dynamism, and Entropy.
== Mage Lore 4 ==
Knows the difference between static and dynamic magic. (I.E. between hedge mages and true mages.)
Knows what their own spheres are capable of at the Advanced level;
Has at least anecdotal knowledge of what many Master-level spheres are capable of;
Has a passing knowledge of Linear magic;
Can name several Conventions, and is familiar with legends of Marauders and Nephandi;
Can point to some of the differences between pre and post-Storm political structures in the Traditions.
Has detailed knowledge of the Protocols of the Council;
Has a notion of what Oracles and Ascension may represent.
Has heard rumors of how some of the other semi-awakened beings view mages.
Knows the truth behind some of the horror stories of the Technocracy.
Knows the difference between a Construct and a Cabal.
Has heard of some of the Shard Realms of the Umbra.
Knows which of the Trinity different factions of Mages might be associated with.
Knows of a famous Chantry or two (Doissetep, Horizon).
== Mage Lore 5 ==
Has heard of a few Crafts;
Knows the difference between Linear magic and Dynamic Magick;
Is familiar with Technocracy structure and tactics;
Knows the Mythic Ages can never be brought back;
Can describe several Horizon Realm Chantries and a few of the more (in)famous Constructs.
Likely to be or have been a major player in the Ascension War
Has some information on what Archmages, Exemplars, and Oracles were capable of.
Knows that the Traditions and the Technocracy are working towards similar goals, in different ways.
= Hunter Lore =
== Hunter Lore 1 ==
There exist disorganized human groups who hunt kindred and other supernaturals. 
Thise groups are often religious in nature 
Knows of the First Inquisition and believes it gone. 
Knows the history of masquerade being established as a result of the Inquisition. 
== Hunter Lore 2 ==
The First Inquisition still exists within the church. 
The First Inquisition are active and still hunting supernaturals. 
They have an extensive knowledge of kindred. 
Knows the history of Burning times from the point of hunters. 
The church sometimes arms, finances and guides groups of less informed hunters. 
== Hunter Lore 3 ==
Knows of the large groups and sects within the First Inquisition such as Society of Leopold, Society of Saint George, Ikhwan al-Safa, The Akritai, The Judges. 
Knows the purposes and histories of the groups. 
Knows the history of the Shadow Inquisition. 
Knows rumours of witch hunters cooperating with the secret services of many countries. 
Knows that the extent of knowledge within the First Inquisition about Kindred. Which is all of it. 
Heard rumours about some Witch hunters being gifted miracles by god.
== Hunter Lore 4 ==
The Second Inquisition exists and it’s born out of fusion between the First Inquisition and governments. 
Knows where and how to contact the local branch of First Inquisition. 
Has a comprehensive knowledge of the history of most hunters 
Has a general working knowledge of methods and tactics used by First and Second Inquisitions. 
Knows of Imbued hunters and that their powers are very much real and dangerous. 
== Hunter Lore 5 ==
Knows of the large groups and sects within the Second Inquisition, as well as their names and purposes. 
Knows where and how to contact local branch of Second Inquisition, for good or ill (Most definitely ill) 
Has a good idea of capabilities and 
Has a general knowledge of Edges and how they manifest.
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