Lexicon

**This is page is an index and has all the terms used in White Wolf and Ocean: The Rising**

Additionally, most games that introduce a new rule system or summarize the existing Storyteller System include a lexicon of out-of-character **Game Terms**.

👋🏻*You can also view these terms on the Ocean: The Rising Discord Server*

## Core Terms

Anarch - **Anarchs** are vampires who reject the *status quo* of Cainite society. The resulting organization of anarchs is called the *Anarch Movement*, whose traditional strongholds are Los Angeles, San Diego, and San Francisco.

The Barrens - **The Barrens** are referred to in both **Vampire: The Masquerade** and **Vampire: The Requiem** to indicate areas of a city unfit for life to hunt. This includes graveyards, abandoned buildings, and industrial wastelands or zones. They may also be areas of irreversible urban blight.

The Becoming - *When a fledgling "becomes" or ranks to "full" vampire status as seen fit by the Sire with the Prince's approval. The moment one becomes a Vampire. The metamorphosis from mortal to Kindred. Also called The Change.*

*The Book of Nod* - The ***Book of Nod*** is a collection of ancient texts, viewed as sacred to Noddist Cainites.

The Beast - **Beast** is a term used by vampires to describe the inner predator that strives for control over a cainite's mind. *The primal drives of a vampire that threaten to turn him into an uncontrollably ravenous and/or zombie-like being. The drives and urges which prompt a vampire to become entirely a monster, forsaking all humanity.*

Blood - Aka vitae it's what's found in every living and unliving thing it's what vampires feed off of.

Blood Bond - A **Blood Bond**, also known as a ***Blood Oath***, the **Coeur-Vrai** or the **Coils of Apep**, is a supernatural link of fidelity and dependency of one individual (the *thrall*) on a vampire (the *regnant*), created and maintained by the repeated consumption of vitae.

Caitiff - **Caitiff** is a complicated term with two general meanings. The first meaning is more of a political term: those of a flawed or unknown lineage, who have been abandoned by their sires. It is not so much that they lack a Clan as they lack the support that comes with the Clan structure. It carries the implication that they were a mistake by their sire. Many of these unfortunates are considered Caitiff simply because they do not know which Clan they come from, because they had not been told. It is an arbitrary title and may refer more specifically to any outcast. The second and more biologically-oriented Caitiff, also known as the *clanless*, are rare Cainites that do not officially belong to any clan. These vampires have no inherent clan weakness, but no inherent disciplines as well. None of the typical clan markers apply to them. Although the Caitiff have manifested throughout history, they tend to do so more frequently among the higher generations, such that the terms "Caitiff" and "Thin-blooded" are often considered synonymous. While there is considerable overlap, not all Caitiff are thin-bloods.

The Camarilla - The **Camarilla** is the most organized of the vampiric sects, an elite club that favors tradition and control of the mortal populace from behind the scenes. Across their domains, they enforce six major Traditions, chief among them being the Masquerade. All clans have an individual presence in the Ivory Tower, though a select group of pillar clans make up the core of its membership. Once the Camarilla welcomed all Kindred who obeyed its laws, but recent events have caused the leadership to adopt more exclusive membership rules. No Anarchs, Caitiff, or thin-blooded vampires are allowed to exist within the sect.

Childe - **Childe** is a term used to refer to a vampire in relation to their sire, the individual who Embraced them. Plural childer

Clan - **Clan** is a term used by vampires to describe the major groups of Cainites who share common characteristics passed on by the blood. There are 13 known clans, each of which was reputedly founded by an Antediluvian, a member of the Third Generation.

Coterie - *A small group or "pack" of Kindred united by the need for support and sometimes common interests.* **Coterie** is a term used in both Vampire: The Requiem and Vampire: The Masquerade to denote a group of vampires who have banded together for a common purpose. Typically, they choose to band together on their own, under the belief that safety lies in numbers. On occasion, the prince has been known to assign neonates together as a "coterie" for a specific task.

Diablerie - **Diablerie**, also called the **Amaranth**, is a term used by vampires to describe the act of drinking another Cainite's blood and drawing their soul into one's own.

Domain - **Domain** is a physical territory to which a vampire has access for the purpose of feeding and asserting his will. or **Domain** is the term for the realms carved out by vampires as territory.

Elder - The term **Elder** is used in **Vampire: The Masquerade** to denote the status of a kindred who has experienced 300 years of unlife. In **Vampire: The Requiem**, it is for 150 years of unlife.

Elysium - **Elysium** is neutral ground for the Camarilla vampires of a given city. *A place for vampires to meet together without fear of harm; Usually cultural locations, such as opera houses, theaters or museums.*

The Embrace - The **Embrace** is the act of transforming a mortal into a vampire. It is the only act of reproduction of which the Cainites are capable. A vampire drains and replaces a victim's blood with a bit of their own to pass the curse of vampirism to a mortal.

Fledgling - *A newly created Vampire, still under the protection of their Sire.*

Generation - **Generation** is an indication of how far a vampire is removed from Caine, the original vampire.

Gehenna - In Noddist mythology, **Gehenna** is the Kindred eschaton. It is the time when the Antediluvians will rise from their slumbers and devour their descendants.

Ghoul - **Ghoul** is a term used to describe a minion created when a vampire gives a bit of vampiric vitae to a mortal without draining him or her of blood first, which would instead result in the Embrace.

Haven - A **haven** is the residence and intimate domain of a vampire, where they slumber during the day and may labor during the waking night.

The Hunger - In common parlance, the **Hunger** is the drive to feed, as it is with mortals and animals. For vampires, though, it is much more intense and takes the place of every other drive, urge, and pleasure.

Inconnu - **inconnu**: *an unknown person, stranger; alien.* The **Inconnu** is an extremely secretive sect of vampires. Virtually nothing is known for certain about them, but some of the most popular theories claim the group is a coalition of methuselahs that exists to manipulate both the Camarilla and Sabbat from behind the scenes, made up entirely of ancients who have forsaken the Jyhad in order to pursue Golconda, or a powerful cult tied to the Antediluvians. Even the sect's age is disputed, with some believing it dates as far back as Rome. Whoever the Inconnu truly are, proof of their power is evident in the fact that they are able to remain so well hidden despite centuries of investigation and speculation. The only visible facet of the sect seems to be the Monitors, who watch vampiric events while avoiding direct interference.

The Jyhad - The **Jyhad** is the "eternal struggle" for dominance between Methuselahs (ancient Kindred, possibly including the Inconnu) and the surviving Antediluvians. It is a subtle conflict which is fought in the everynight interactions of younger vampires, most of whom are entirely unaware they are being controlled and used as pawns.

Kindred - **Kindred** is a term designated to the vampiric race as a whole, or it may refer to only a single vampire.

The Kiss - In both **Vampire: The Masquerade** and **Vampire: The Requiem**, the **Kiss** is a word in Kindred terminology that refers to the act of biting and drinking blood from a victim, as well as the orgasmic pleasure that it provides both participants.

Lupine - A werewolf, the natural and mortal enemy of the vampire

Lush - This term is given to Kindred who typically feeds from drugged or drunk mortals in order to experience their inebriation. feed from mortals that have imbued any form of substance to alter their state of being such as drugs and alcohol. Some even develop an addiction to mortal users of the substance.

The Life - **Vitae**, in vampire terminology, is blood. The blood is what sustains the undead body, although it doesn't produce it by itself, thus the reason vampires must take the blood of others.

The Man - The mote of humanity that a vampire maintains; the spark of mortality that distinguishes him from the Beast.

The Masquerade - The **Masquerade** is an organized campaign enforced by Kindred society (mainly by the Camarilla), to convince people that vampires do not exist. The Masquerade is the cornerstone survival strategy for Cainites; without it, the kine would rise up and exterminate all the undead.

Prince - A **Prince** is a vampire who has claimed leadership over a domain, usually a single city. They possess the authority of an elder as described in the Traditions. The term can refer to Kindred of any gender.

Rogue - In common parlance a **Rogue** is a vampire who feeds upon other vampires, either out of need or perversion. (See Diablerie)

The Sabbat - The **Sabbat** is a loose organization of Cainites who reject the Traditions. Unlike the Camarilla, the Sabbat believes in the Antediluvians and Caine. Also known as the *Sword of Caine*, as they believe they will be the army Caine will use to destroy the Antediluvians once Gehenna arrives.

Sect - A **sect** is a social organization of vampires, usually composed of multiple clans that form a league or compact. Each sect has a dogma and an objective its members seek to attain.

Sire - **Sire** is a term used to describe a vampire who has created another vampire (referred to as their childe).

Vessel - The term **Vessel** is used in both **Vampire: The Masquerade** and **Vampire: The Requiem** to refer to a target for feeding, particularly a mortal who is rich in vitae.

## Core Terms

Apocalypse - The **Apocalypse** is the final battle of Garou mythology, an inevitable catastrophe in which the fate of Gaia will be decided.

Auspice - **Auspice** is the term for the phase of the Moon under which a Garou was born. Other fera also have auspices, currently those are described on the pages for each kind of fera. The five auspices are as follows

The Auspice defines the character's starting Rage, which Gifts he or she will be able to learn and his or her role in Garou society. There are five Auspices, as follow:

* **Ragabash** - Garou born under the New Moon. Their role is the Trickster and Questioner of the Old Ways.

* **Theurge** - Garou born under a crescent moon. They are Shamans, more in contact with the spiritual world, the Umbra, and the spirits.

* **Philodox** - the Half-Moon are Judges and Mediators in Garou society. They usually are the leaders in time of peace.

* **Galliard** - the ones who are born when the moon is Gibbous are the so-called Bards and Keepers of ancient Lore, who know of all the ancient legends and songs.

* **Ahroun** - the Full Moon represents the war aspect of Luna (the Moon) and these Garou are the most fierce Warriors. They usually step into leadership during wartime.

Bane - **Banes** are evil spirits in service of the Wyrm.

Breed - **Breed** is a term used to describe the form in which a shapeshifter was born. Werewolves have three breeds: homid (human-born), lupus (wolf-born), and metis (crinos-born). Most of the other fera share at least some of these forms with the garou, although their beast-born forms are known by other names appropriate to the animal species that they were born into. For example, the Bastet use the terms "homid" and "metis", but cat-born Bastet are feline instead of lupus. The breed is determined by the natural form of a child’s mother. If the mother is a human or homid Garou, then the child is born as a homid. If the mother is a wolf or a lupus Garou, then the child is born as a lupus. If both the parents are garou, the child is born as a metis. A werewolf’s true nature is shaped long before his First Change. If one of his parents is human, he will grow up in human society, learning the ways of man. If one of his parents is a wolf, he will be raised by wolves, and human society is a mystery to him. It’s also possible that a werewolf might he born to two human parents or to a mated pair of wolves, if the werewolf blood is strong enough in his family. As mentioned, though, the likelihood of such an occurrence is much lower.

Caern - **Caern** is a sacred place to the Garou where they can meet and contact the spirit realms. A desecrated caern is called a "**Pit**", and Black Spiral Dancers caerns are referred to as "**hives**".

Crinos - **Crinos** is the war-form of some Fera. Fusing the deadliest aspects of human and beast into one body, this form's sole purpose is to kill and shred all enemies into pieces.

Fera - **Fera**, or the *Changing Breeds*, are the races of shapeshifters of the World of Darkness, specifically *Werewolf: The Apocalypse* setting.

Fomor / Fomori - **Fomori** are a type of Possessed aligned with the Wyrm. Usually the work of full-body Bane possession, a fomori is corrupted in mind, body, and spirit.

Gaia - **Gaia** is the Earth and related Realms, in both a physical and a spiritual sense; the Mother Goddess of all living things.

Garou - **Garou** is a term used by the werewolves to identify their race and culture. The term is used nearly interchangeably with Garou Nation.

In the Middle Kingdom, the corresponding term is *Langren* (Wolf People) or *Ookami Senshi* (Wolf Soldiers).

Homid (breed) - **Homid** are a breed of the Fera (including the Garou), who were born as and raised by humans, which is their natural form.

Homid (form) - **Homid** is a form that Garou and fera can shape-shift into in which they resembled human beings, able to mimic human characteristics, and utilize abilities only possessed by human beings, regardless of the Shapeshifter natural form, determined by his/her Breed.

Kinfolk - **Kinfolk**, sometimes called **Gallain** or just **Kin**, are those humans and wild animals who are related to the Fera and are not prone to the Delirium, but who are not actual shapeshifters themselves.

Lupus (breed) - **Lupus** are a breed of Garou who was born as and raised as a wolf, which is their natural form.

Lupus (form) - **Lupus** is one of the five forms a Garou can shift into that fully resemble wolves and have the full range of wolves' characteristics and abilities, as well as their own intelligence and Gifts. Other Fera have their own equivalents of this form, though only the Garou call their animal form by this name.

Pack - A **pack** is the vital social unit of the Uratha. Like wolves and humans, werewolves are a social people and only in rare cases, a lone hunter can survive.

Sept - A **sept** is a group of werewolf packs organized around a caern.

Totem - A **totem** is a potent spirit that lends its power to a group of mystically inclined individuals (usually Garou or other fera) in exchange for some token service or tribute. The known totems are as follows

* Angler
* Beaver
* Bird of Paradise
* Bonyscrap
* Caribou
* Chung Kuel
* Citlacoatl, the Feathered Serpent King
* Crab
* Dog
* Goose
* The Grandfather
* Hakahe
* Hatii the Thunderer
* Hurricane
* Ika-Ika the Monkey King
* Jupiter
* King-of-Beasts
* King of Cats
* Kishijoten
* Kokopelli and Pan
* The Last Ones
* Loki
* Loon
* Manta Ray
* Mantis
* Mistress of Catkind
* Mongoose
* Moose
* Moray
* Oghma
* Old Snapjaw
* Opossum
* Ox
* Polar Bear
* Porcupine
* Prince Inari
* Ptah
* Rabbit
* Red - Cockaded Woodpecker
* Reindeer
* Salamander
* Singing Dog
* The Smiling Happy Buddha
* Sturgeon
* Tanawha
* Ti Malice
* Tiger
* Tin Hau
* Tzinzie
* Whispers
* Xochipilli
* Zarok

Tribe - **Tribes** are the largest social unit of the Garou. Tribe members are often bound by bloodlines, similar totems, and lifestyles.

### Garou Nation Tribes

* Black Furies
* Bone Gnawers
* Children of Gaia
* Fianna
* Get of Fenris
* Glass Walkers
* Red Talons
* Shadow Lords
* Silent Striders
* Silver Fangs
* Uktena
* Wendigo

### Beast Court Tribes

* Hakken
* Stargazers

### Wyrm-Eaten Tribes

* Black Spiral Dancers *(formerly the White Howlers)*

Umbra - The **Umbra**, also called the **Spirit World**, the **Shadow**, or the **Velvet Shadow**, is a realm existing alongside and yet separate from the material world.

The Wyld - The **Wyld** is one of the three spirits of the Triat. The Wyld is a generative force: it creates absolute Chaos, which is given order by the Weaver before it is destroyed and returned to chaos by the Wyrm. Where the other two of the Triat went insane, the Wyld is diminishing, being squashed out by the Weaver, and destroyed recklessly by the Wyrm.

Black Furies and Red Talons are the two foremost Garou tribes who celebrate the Wyld. Contrary to them, the Ratkin worship the Wyld as the supreme energy, well over Gaia.

Bastet refer to Wyld by the feminine name *Nala*.

The Wyrm - The **Wyrm** is one of the three incalculably powerful spirits comprising the Triat.

First Change - The **First Change** is the name for the first shapeshifting of a young Garou (and for most Fera). Usually it comes along with the first frenzy and the first usage of the Crinos battle-form in highly stressful situations. At some times however, the change can be more placid and straightforward, as the shapeshifter melds into another form. The First Change for most shapeshifters comes after adolescence for human born shifters, between 2 and 3 years for most animals, and around 8 years for Metis. The change can also come later in life and this know as a late change, which happens most commonly with the Gurahl.

Gnosis - **Gnosis** is similar to the Polynesian concept of mana or the Eastern concept of chi. While all creatures have some spiritual component, Garou can consciously control and use it. Garou are quite literally half-spirit already, and Gnosis reflects how connected they are to their other half. In the Storyteller System, Gnosis is ranked with dots, as well as boxes. The dots are permanent Gnosis while the boxes represent points of temporary Gnosis. A Garou character may not have more temporary points of Gnosis than permanent dots of Gnosis. Gnosis can be used to bribe spirits, activate fetishes and Gifts, and to enter the Umbra. Creatures without enough Gnosis generally cannot perceive or enter the Umbra.

## Core Terms

Beast - A human granted a mystical connection to the Dark Mother, as expressed by the Horror

Brood - A group of Beasts who have banded together and formed a shared Lair. They can fulfill each other’s Hungers to some degree.

Dark Mother - The ancestor of all Beasts, she is also called Echidna, Gaea, Tiamat, and many other names. Beasts are firmly convinced on a deep, instinctive level that she is still alive and watches over them.

Family - One of the five lines descended from the Dark Mother. They are Anakim, Eshmaki, Makara, Namtaru, and Ugallu.

Horror - The monstrous, iconic form of the Beast. It is separate from her physical body and lives in the Primordial Dream.

Hunger - One of the five driving urges that spur a Beast to go out into the world and hunt. They are Prey, Hoard, Power, Punishment, and Ruin. Fulfilling a Hunger increases Satiety.

Lair - The pocket of the Primordial Dream that a Beast’s Horror inhabits. When a group of Beasts form a brood, they may connect their Lairs via Burrows to allow free passage between them.

## Fera Lexicon

### Rokea

Betweener - A Rokea who chooses to live mainly on land, returning to Sea to regain Gnosis and retain her shapeshifting powers.

Breakers - Strange sea spirits that represent the meeting between force and water (i.e. waves, the shock from an underwater explosion, even the force of a swimming fish).

Brightwater - The auspice of Rokea born during the day or on the full moon, considered fearless warriors.

C'et - One of the undersea Triat, the incarnation of stasis and permanence, analogous to the Weaver.

Darkwater - The auspice of Rokea born under a total eclipse or on the new moon, considered mystics and seers. Sometimes called the "mad ones."

Dimwater - The auspice of Rokea born when the sun is clouded over or during any phase of the moon between the new and full, considered lawmakers and explorers.

Dirtwalker - Derogatory term for a land dweller.

Grotto - An undersea caern some have specific totem spirits; some are overseen by Sea or Undersea.

Kadugo - Human Rokea Kinfolk, the offspring of a normal human and a Rokea. A Rokea mating with a kadugo may produce a homid breed Rokea.

Kopa Loei - A group of shamanistic mages from the Hawaiian Islands. There are rumors of kadugo among their number.

Kunspawn - Another name for the Rokea

Lamprey - A vampire; commonly used by betweeners.

Moon's Blood - Silver, believed to be the discarded remnants of the Oversea's Balm mixed with his blood.

Oversea - The sky; the terms used to describe both the physical sky and the Celestine who rules the sky.

Oversea's Balm - The moon, sometimes simply called the Balm.

The Rokea do not recognze the moon as an Incarna as such; to them it is simply part of Oversea.

Okeans - Spirit servants of Sea.

Pelageans - Fish spirits in service to Kun.

Qyrl - One of the undersea Triat, the incarnation of destruction, ambition, and entropy, analogous to the Wyrm.

Qyrlings - Spirit servants of Qyrl, these Banes usually take the form of cephalopods

Rorqual - A dolphin or whale in service to Sea. Rorqual supply Gnosis to Rokea, and sometimes act as mentors to the weresharks.

Same Bito - Asian weresharks considered traitors and heretics by most Rokea.

Scuttlers - Spirit servants of C'et. They usually take the form of crabs or hard shelled mollusks

Sea - The oceans and seas of the world; the term is used to describe both the physical oceans and the Celestine who rules it.

Sea's Soul - The Umbra (on land, referred to as Unsea's Soul).

Small Seas - Lakes and rivers

Small Wounds - In the past, this term was used to describe stars, now more commonly used to describe nuclear explosions.

Three Daughters - The undersea Triat: Kun, C'et, and Qyrl.

Undersea - The sea floor.

Unsea - Any land; the term is used to describe both physical land (both the sea bottom and dry land) as well as the Celestine who rules the solid earth.

The Wound - The sun. Sometimes called the Great Wound.

Long Swim - **Long Swim** is an important part of the Rokea life-cycle. It represents their journey on the way to find out about themselves and their species.

Homid - Also called "*Long Fins*" by the Rokea. The homid shapes of most Rokea, in particular the shark-born ones, are usually not aesthetically pleasing. Many are hunchbacked; their faces are often lopsided and feature crooked noses, misshapen jaws, walleyes, harelips, and bulging foreheads.

Glabrus - Also known as "Round Back", this shape is usually known only to land-dwelling Rokea – ocean-dwelling weresharks have little use for it. The Rokea loses all body hair and grows even uglier than her homid form. He or she doubles her muscle mass, and the back broadens as the dorsal fin begins to form.

Gladius - Called "Standing Jaws" by the weresharks, the Gladius is a ten-foot bipedal shark creature. Similar to Crinos, the Standing Jaws combines the power of a shark with the versatility of a human form. This form incites partial Delirium in humans.

Chasmus - The form the Rokea call "Fighting Jaws" is a prehistoric nightmare that incites full Delirium in humans. The Rokea turns into a giant version of her breed form, growing half again as long as her Squamus shape. Rokea do their underwater fighting in this shape.

Squamus - Also referred to as "Swimming Jaws", this form is indistinguishable from a normal shark of the Rokea's species.

### Nagah

Age of Kings - The legendary period of time during which the Nagah lived alongside humans more openly than any other shapeshifter since.

Ahi - Metis Nagah

Apsa - A powerful Incarna of fresh running water such as rivers and streams. Equated by many Nagah with the Hindu "Ganga."

Azhi Dahaka - The "war form" of the Nagah.

Balaram - "Homid" balaram, lower case refers to the human born breed while Balaram upper case, refers to the human form.

Crown - One of the regional councils of Nagah.

Devi - Gaia; the Emerald Mother. In particular, refers to the "knowable" aspects of Gaia that can be expressed to others, rather than Gaia as a whole.

Jeweled Pools - Young Nagah argot for the Serpent Waters.

Jurlungur - The Crown that watches over Australia and the South Pacific.

Kali - The winter auspice, given to direct and efficient action.

Kali Dahaka - The "great serpent" of the Nagah.

Kamakshi - The spring auspic, inclined toward actions of renewal and healing.

Kamsa - The autumn auspice; prone to endeavors of a psychological bent.

Kartikeya - The summer auspice, Nagah of which tends to be the most outgoing of the race.

Khurah - Non Nagah shapeshifters. The term has a connotation of "our charges" or "our wards."

Naginah - An archaic term for female Nagah. More common among Kinfolk "in the know" than among the Nagah themselves.

Nemontana - The Crown of Nagah who have taken up the duties of judging Europe's shifter population.

Nest - The most basic social unit of the Nagah; a nomadic "pack" or two or three.

Samskara - Nagah rites

Sannyasin - A Nagah renunciate

Sayidi - The Crown overseeing sub Saharan Africa's Nagah.

Serpent Waters - Aquatic Glens sanctified and claimed by the Nagah.

Sesha - The ruling council and highest body of government of the Nagah race.

Silkaram - The mostly human, partly reptile form of the Nagah; roughly equivalent to to the Garou's Glabro.

The Three Mothers - The spirits of Earth, Moon and River; more properly Gaia, Luna and Apsa.

Vasuki - The "cobra" form of the Nagah, although it may be that of any poisonous snake species.

Vritra - The Crown of Nagah that metes out judgement on India and Asia's shapeshifters.

Wani - The great dragon spirits that serve as ultimate patrons to the Nagah, protecting their secrecy and teaching them Gifts. Also called "the Dragon Kings" and "Lu Long."

Xi Wang Chi - The Umbral realm of the Wani

Yamilka - Serpent folk of Arabian myth; a name assumed by the Nagah Crown who have taken it upon themselves to hold judgement over the Middle East and North Africa.

Zuzeka - The Crown that polices the Americas

First Skin - Much like how a snake sheds it's skin it is akin to that of the First Change.

### Mokole

Ambalasokei - The neotropical biome; South America.

Archid - The "Crinos" form of the Mokole, resembling a dragon/ dinosaur beast.

Bandaiyan - The Land of Fire; Australia

Bata'a - African mages, often Kin to Mokole.

Bete - "The Beasts." Shapeshifters other than Mokole. Not an insult.

Big - Gigantic sauropods.

Blood-devil - A vampire

Buaya - A Zhong Lung (or generally other Mokole) obsessed with sex; a "scammer." Not a compliment.

Callsinger - A duckbilled dinosaur

Champsa - The Nile Crocodile varna of Entoban, first varna of Mokole since the Age of Sleep

Clutch - A group, especially a family group, of Mokole.

Damned - Vampires

Designer - The shaper of life, called the Weaver by Garou.

Entoban - The ark continent, birthplace of humanity; Africa.

Eshu - African fae, rarely Mokole Kinfolk.

Farm Boy - Mokole raised on an 'alligator farm' by human Kin.

Gendasi - The Nearctic Biome; North America.

Gharial - The gavial varna of India.

Gumagan - Saltwater crocodile and monitor lizard Mokole of Oceania, including Australia and New Guinea.

The Gumagan are a stream of Umbral travelers, Mnesis questers and visionaries.

Halpatee - The American alligator varna of the Mokole-mbembe.

Homid - Human shape of Mokole and Bete. Lowercase a Mokole born of human parents.

Innocents - The deformed and stillborn children of mating between two Mokole: they become ghosts and haunt any Mokole who enter the Umbra.

Karna - The saltwater crocodile varna.

Makara - The Mokole of India, the stream most beloved of humans. Can also refer to the varna of mugger crocodiles.

Mnesis - Ancestral memory of the Mokole.

Mokole - The Dragon Breed; shapeshifters whos animal form is a lizard or crocodilian. Does not include the Nagah (serpents) or tortoises and turtles.

The Mokole breed is divided into four streams: the Mokole mbembe, Gumagan, Makara and Zhong Lung.

Mokole Mbembe - Ancestral Dinosaur King of the Congo Jungle.

Mokole mbembe - By extension, Mokole Mbembe's children, the Mokole of Africa and the New World; a stream of warriors

Mother Cow - Gaia.

Olodumare - The Sun, or Face of God. Giver of heat, light and life to the Mokole.

Ora - The Komodo monitor varna of Indonesia

Piasa - The American crocodile varna of the Mokole mbembe.

Proudest Monkey - Human

Rats - Any mammals. Used by elders

Salty - A saltwater crocodile; also "saltie."

Sharptooth - A carnosaur.

Stream - A great interwoven group of Mnesis lineages native to a specific area. There are four streams of Mokole:

the Mokole-mbembe, Gumagan, Makara, and Zhong Lung.

Each has its own strengths, and each is different.

They are not "tribes" as such, but relatives who have grown apart.

Suchid - Reptile form of the Mokole Also (when lowercase), a mokole hatches of reptile parents.

Sun - The Face of God, Lord of All and Giver of Life. Also Olodumare, Surya, etc.

Syrta - The caiman varna of the Mokole mbembe.

Two legs - Human

Tenrect - Ancient ratlike mammal, a "living fossil" surviving on the isle of Madagascar.

Unktehi - The (quite rare) Gila monster varna of the Southwestern United States

Varna - The species of reptile into which any given Mokole can transform. Each stream contains two or more varna: Mokole of the same varna will have common interests and concerns, as well as the same Suchid form.

Wallow - Home of suchid Mokole and other crocodilians or reptiles; a home for Mokole and their Kin.

Wani - The Dragon Princes of the East; mighty spirits who give their shapes to the Makara and Zhong Lung.

Zhong Guo ("chung kuo") - The Middle Kingdom: China, Taiwan, Japan, Korea, Vietnam, Mongolia, Tibet, part of Siberia and so on.

Zhong Lung ("chung lung") - The Middle Dragons, Mokole of Eastern Asia. They are great scholars and are renowned among the hengeyokai, the shapeshifters of the East.

### Ananasi

Agere - Myrmidon faction of the Hatar aspect. Amari Aliquid: Viskr faction of the Kumoti aspect.

Anansi - The first of the Ananasi and the wisest by far. He is, according to some, still alive and kicking.

Aspect - The member of the Triat that the Ananasi emulate, whether Weaver (Tenere), Wyrm (Hatar) or Wyld (Kumoti).

Atahsaia (Aht-tah-SEI-ah): The Hidden. The secret weapon of Queen Ananasa.

Cabal - The proper title for each faction of the Ananasi. There are nine total cabals, three under the Tenere, three under the Hatar and three under the Kumoti.

Chymos (Kl-mos) - Wyrsta faction of the Kumoti aspect.

Damhan (DOM-hahn) - The proper name for the Ananasi.

Estotilandia - A secluded territory in Africa, the mythic homeland of the Ananasi.

Faction - The given role that each of the Ananasi follows, which, when placed in conjunction with the aspect reveals their place within the Triumvirate. The factions include: Myrmidon (Warrior), Viskr (Wizard), and Wyrsta (Questioner of the Way).

The First War - The great battles between the Ananasi and the Insect Races that led to the complete and utter annihilation of the Insect Races.

Ovid (OH-vid) - The other Changing Breeds, most of whom are really not considered significant in the grander scheme of things.

Plicare (PLI-car) - Myrmidon faction of the Tenere aspect.

Padrone - Cannibalistic hunters, once part of the Ananasi, who feed on other Ananasi.

Queen Ananasa - The creator of the Ananasi and the guiding force behind everything they do. Spirit parent and totem.

Secean (ses-IAN) - The Myrmidon faction of the Te�nere aspect.

Sylie (Si-lee) - The haven and connection to the Umbra and Queen Ananasa that each Ananasi creates; something like a Den-Realm.

Symmetry - The ultimate goal of the Ananasi and Queen Ananasa: the restoration of the Triat to their proper places and eventual restoration of universal balance.

The Tapestry - Proper perspective on the universe. According to Ananasi thought, the universe is made of endless strands; only by observing the whole of this grand Tapestry can any creature understand its proper place in the Universe.

Tenere (TEN-eer) - The Weaver aspect of the Ananasi.

Triumvirate - The political body and duties followed by the Ananasi, as dictated to them by Queen Ananasa.

Unweaving - Deliberate alteration or destruction of a part of the Tapestry/Web, in order to restore Symmetry.

Viskr (VlS-kr) - The "wizard" aspect of each faction of the Triumvirate. Their duty is to repair the damage that has been done to the Great Web.

War in the Heavens - The great battles that lead to the fall of the Triat and the building of the Webs.

Weaving - Deliberate alteration, restoration or creation of a part of the Tapestry or Great Web in order to restore Symmetry.

The Web - The barrier placed between the physical and spiritual worlds by the Weaver; the Gauntlet. While this is a hindrance to most of the Ovid, the Ananasi use the Web to serve their own purposes.

Web of Ananasa - The connection and political body of the Ananasi as a whole. The entire race of Ananasi as relates to the great scheme of the Mother-Queen.

Wyrsta (WEER-stah) - The "questioning" faction of the Ananasi. Their duty is to follow the aspect of Weaver, Wyld or Wynn that they must, but to do so while trying to understand what, exactly the goal of each member of the Triat truly is.

### Gurahl

Buri Jaan (Boo-ree-zhawn) - This is the name given to a Gurahl who serves as mentor to a new werebear; also, the period of mentorship (from the mentors point of view).

Kieh (kee-yuh) - A Gurahl auspice that resembles that of a Garou Theurge; the word itself means "doctor"

Gallivant - The early period of a Gurahl's post Change life; a time of wandering and wondering.

Kojubat (koy-yu-baht) - One who speaks the truth; the Gurahl equivalent to a Galliard Garou.

Kovi (ko-vee) - Literally "bear child," the title used for Rank One Gurahl

Mangi (man-gee) - The death Bear, one of the triple aspected forms of Bear.

Matae (mah-tie) - "Wise one," the title assigned to Rank Five Gurahl.

Pattern Breaker - The name by which the Wyrm is known to the Gurahl.

Rar Azgai (rahr-azh-guy) - The name given to the Gurahl tongue.

Rishi (ree-shee) - The Gurahl auspice that denotes a "wise one" or a peacemaker; the equivalent to a Garou Philodox.

Sorna - "Caring one." the name given to Gurahl who have attained Rank Three.

Talchwi (tall-chwee) - "Honorable parent," the title for Gurahl of Rank Four.

Tapestry Maker - The Gurahl's name for the Weaver.

Ursus - The normal bear form of the Gurahl; also, Gurahl born from bears.

Verden (vurr-din) - "Full grown," the title used to designate Rank Two Gurahl.

Yarn Spinner - The name the Gurahl give to the Wyld.

Uzmati (ooz-mah-tee) - A warrior Gurahl, similar to the Ahroun Garou.

### Bastet

Crinos - The half human form of Moon Rage, when the power of Seline brings forth the strongest elements of a Bastet's nature and focuses them into a mystical killing machine

Gaia - The Earth. Unlike the Garou, werecats consider Gaia a lesser player in the cosmic drama.

Her survival is essential for those who dwell with Her, but the death of Gaia means the end of the Earth, not the end of existence as a whole.

Homid - The human form, or human breed, of a werecat.

Jamak - Spirit allies who aid a werecat in return for favors and friendship.

Similar to the totems of the Garou, although the relationship between Bastet and Jamak is more egalitarian.

Karoush - The werecat Litany.

Kheuar - The shared language of all bastet

Kit - A young werecat, a baby, or a new changed pupil learning the ways of catkind from kuasha

Pride - Technically, one's family. Usually desribs a werecat's allies, dependents or friends.

Khan - The weretigers

Simba - The werelions

Bagheera - The were leopards and panthers

Balam - Werejaguars of South America

Bubasti - Werekyphur of Egypt

Pumonca - Werecougars

Swara - Werecheetahs

Qualmi - Werelynxes

Pryio - Werecats have no Auspices, instead relying on a *Pryio* (also known as "Moon-Favor") to determine their place and how the cat approaches life and handles the challenges thrown their way.

While it is often determined by the time of day in which the Bastet achieved her First Change, Pryio can shift if the Bastet undergoes a severe life change.

* Daylight - open and direct, they tend to be diplomats, warriors, lawgivers, and protectors.
* Twilight - questioners and seekers, they tend to be detectives, lawyers, spies, or mystics
* Night - often withdrawn and reclusive, they tend to be assassins, scholars, scientists, and practitioners of dark magics.

Bastet have access to five forms. Two of them incite the Delirium.

* Homid - regular human
* Sokto - near-human
* Crinos - human-cat hybrid, incites a dampened form of the Delirium
* Chatro - primordial cat-form, incites full Delirium
* Feline - regular cat

### Corax

Homid - Human-born Corax are similar in many respects to their Garou counterparts, though they have Corax traits rather than some of the anger-management issues typical of werewolves. They are unable to take points in the Flight skill except with Freebie Points or Experience.

Corvid - Raven-born Corax usually undergo their First Change after 8–10 months. The begin with two dots in Flight, but are unable to purchase several skills and knowledges except with freebies at character creation.

Corax - Wereravens

### Kitsune

Kitsune - Werefox

Roko - **Roko** is the name of the fox-born Kitsune. No Kitsune has been reported from non-Asian countries with a fox population.

Kojin - **Kojin** is the name of the human-born kitsune.

Shinju - **Shinju** is the the name of the kitsune-born.

Path - The Paths of the Kitsune constitute both a profession and something of a sacred calling. They are not determined by the sun, moon, or the Kitsune’s time of birth, but are chosen by each Fox as she gains her first rank. Each Path is aligned to a blending of two of the primary elements as a singular element in and of itself.

* **Eji** is the path of the Warrior, aligned to Lava, by way of Earth and Fire.
* **Doshi** is the path of the Sorcerer, aligned to Lightning, by way of Air and Fire.
* **Gukutsushi** is the path of the Illusionist, aligned to Fog, by way of Water and Air.
* **Kataribe** is the path of the Storyteller, aligned to Clay, by way of Earth and Water.

Hitogata - Regular human form

Sambuhenge - Near human form

Koto - Hybrid between fox and human

Juko - Wolf sized fox

Kyubi - Regular fox

### Ajaba

Homid - Born of humans

Hyaena - Born of Hyena's

Metis - Born of tow Ajaba unlike Garou metis, they are hermanphrodites

Aspect -

Before their fall, and despite their warrior roots, all Ajaba resembled the Garou Ragabash Auspice. Since rebuilding their society, however, they recognise two Aspects, each of which encompasses two roles differentiated by gender:

* **Dawn** - female warriors (akin to Garou Ahroun) and male storytellers (similar to Galliards)
* **Dusk** - female assassins (a more violent version of Ragabash) and male mystics (like highly talented Theurges)

Homid - Human form

Anthros - Near man form

Crinos - the war form; slightly smaller and less powerful than that of Garou, but also a little tougher.

Crocas - near-hyena form. An enormous hyena the size of a small bear.

Hyaenid - Hyena form

### Rat Kin

Homid - Human form

Crinos - The war form a human rat hybrid

Rodens - A rat of varying size

A small number of Ratkin learn to assume one of three other forms through practice:

* **Itchy**: The wererat even begins to move like a cartoon mouse, change into a form of Mouse in classic cartoons. Only roden in the Umbra.
* **Ratman**: A human with subtle rat features, similar to the Garou's Glabro form. Only homid Ratkin can attain this form.
* **Rat Thing**: A monstrous rat the size of a large dog, similar to the Garou's Hispo form. Only metis and rodens Ratkin can attain this form.

Aspects

The Ratkin are divided into 9 Aspects, much like the Garou's auspices. Five are considered the 'standard' Aspects, while the other four are the so-called 'Freak' Aspects.

The five original Aspects are:

* Knife Skulkers: Honored assassins of the Ratkin who work by contract only. They also act as judges and mediators, much like a Philodox.
* Shadow Seers: Shamans and spiritual guides, much like a Theurge.
* Tunnel Runners: Wandering scouts and spies, who link Ratkin Warrens around the world. Similar to Ragabash.
* Warriors: As the name implies, fighters and killers, the first line in combat, much like the Garou's Ahroun. Also known as "Blade Slaves".

The four Freak Aspects are products of the Ratkin's growing connection to the Umbra and the Wyld, freakish mutations with a deeper connection to the Wyld within than the rest of their kind. This comes at a cost: each Freak Aspect has its own particular brand of insanity.

* Engineers: Scientists, inventors and tinkerers, who love to deal with technology.
* Munchmausen: Swashbuckler Ratkin, grandly deluded, one and all.
* Plague Lords: Masters of disease and corruption.
* Twitchers: Anarchists among anarchists, Twitchers are insane and unpredictable demolition men.

The Plague - It can start out as an average sickness until it progresses to The First Change. Or also a group of wererats

### Plagues

There are also nine great Ratkin Plagues, who claim a particular geographical territory as their own.

* The Borrachon Wererats: Based in South America
* De La Poer's Disciples: Based in Antarctica
* The Gamine: Based in Europe
* The Horde: Based in Eurasia
* The Nezumi: Based in Japan
* The Ratkin Ronin: Not based in any terrestrial region, instead associated with seafaring and the oceans.
* The Rat Race: Based in North America
* Rattus Typhus: Based in Africa
* Thuggees: Based in East Asia

### Other World of Darkness Terms

Hengeyokai - **Hengeyokai** is a term used to describe the shapeshifters in the Far Eastern and Southeast Asia, particularly those races that compose the Beast Courts.

## Garou Tribes

Fianna - The **Fianna** are one of the Tribes found in **Werewolf: The Apocalypse**. Strongly based on Celtic and European traditions, they are known among the Garou for their passions for the pleasure of life, their skills and ferocity in battle, and as keepers of the music, stories, and lore of the Garou.

Black Spiral Dancers - **Black Spiral Dancers** are one of the tribes found in the World of Darkness. Also known as the *Lost Tribe*, the dreaded Black Spiral Dancers are the Garou who turned to the Wyrm.

Glass Walkers - The **Glass Walkers** are one of the thirteen tribes of Garou found in **Werewolf: The Apocalypse**. Steeped in technology, human religion, and the ebb and flow of the city, the Glass Walkers live and die by a creed of progress. While they fear the Apocalypse as any werewolf, they believe that each passing day makes them stronger, that every new invention may be appropriated for their cause, and that every new philosophy might strengthen their resolve. In this way, Glass Walkers are the quintessential Urrah and don't have the strong aversion to human populations that most Garou do.

Black Furies - The **Black Furies** are one of the Tribes found in **Werewolf: The Apocalypse**. The matriarchs of the Garou, the Black Furies only accept women as members (save a few male metis), and are known for their honor, wisdom, pride, and fierce skills in battle.

Children of Gaia - The **Children of Gaia** are one of the Tribes found in **Werewolf: The Apocalypse**. The peacekeepers of the Garou, the Children work for understanding between the tribes and hope to eventually form all tribes into a unified front against the Wyrm.

Get of Fenris - The **Get of Fenris** are one of the Tribes found in **Werewolf: The Apocalypse**. Fierce warriors with little room for mercy and compassion, the Fenrir view themselves as great heroes, but have been known to shock other Garou with their violent ways.

Uktena - The **Uktena** are one of the tribes found in **Werewolf: The Apocalypse**. Composed of the broadest base of cultures and considered one of the more "primitive" groups of Garou, the Uktena are also masters of the dark and forbidden knowledge.

Bone Gnawers - The **Bone Gnawers** are one of the Tribes found in **Werewolf: The Apocalypse**. The scavengers and survivors of the Garou, the Bone Gnawers are seen by the other tribes as little more than mongrels who sift through the waste of mankind. The Bone Gnawers see themselves as underdogs, waiting to triumph against overconfident foes.

Red Talons - The **Red Talons** are one of the tribes found in the werewolf community. They are the only tribe among the Garou that is exclusively lupine in nature (save for a very few metis), shunning humanity completely as a blight on the Earth.

Stargazers - The **Stargazers** are one of the tribes found in **Werewolf: The Apocalypse**. Loners by nature, they are the calmest and most introverted of the Garou, as well as the smallest of the remaining tribes. Their shrinking numbers and power, a result of the destruction of their homelands by the Wyrm, caused a number of changes to the tribe, most importantly in their alliances.

Wendigo - The **Wendigo** are one of the tribes found in **Werewolf: The Apocalypse**. Considering themselves to be the purest of the Garou, the Wendigo seek to destroy the influence of Wyrm while preserving their old traditions.

Silver Fangs - The "Alpha Tribe" of the Garou Nation, the **Silver Fangs** are traditional rulers and war leaders. These noble Garou are known for their physical beauty, courage, and honor. Sadly, many younger members of the tribe suffer from odd quirks - absent-mindedness, mild hallucinations, somnambulism - nothing overtly psychotic, but noticeable nevertheless. The powerful history of the tribe lays a heavy burden on the shoulders of its members, and many are too proud to ask for help. The plight of the Silver Fangs epitomizes the tragedy of the Garou in general. Although proud and outwardly strong, the Fangs suffer from diseases of the spirit and mind. Inbreeding and harano have weakened the foundation of the tribe, and although they strive to set things right, it may already be too late.

Silent Striders - The **Silent Striders** are one of the tribes found in Werewolf: The Apocalypse. Nomadic, introspective, and highly spiritual, the Silent Striders have plumbed the depths of the Umbra, perhaps more deeply than any other tribe of Garou.

## Storyteller Lexicon

Archetype - **Archetypes** are descriptive personality types used in the Storyteller System and its variants, such as the Revised Storyteller System and Exalted. Characters are usually assigned two Archetype traits: **Nature** and **Demeanor**.

Nature - A character's **Nature** is their basic personality, their fundamental behavior and perception of the world. When a character acts according to their nature, they regain Willpower (in the Classic World of Darkness, this was the primary method of regaining Willpower). Nature is not the only aspect of the characters true personality, merely the most dominant aspect.

Demeanor - In contrast to a characters Nature, **Demeanor** is the image the character projected to the outside world. It does not impact the character's traits as Nature would, but instead is effectively how the character is perceived, or at least how they *want* to be perceived.

For example, a character with a nature of Child and a demeanor of Celebrant would regain Willpower in situations where he gets someone to nurture or protect him, but overall acts like someone who enjoys life. His nature could manifest through a high degree of dependency, such as by partying until incapacitated and depending on someone to walk him home, provide a ride, or the like.

As a rule, Demeanors can be changed by characters with relatively little effort - they are, after all, surface impressions. Natures can be changed only in response to major events, and should require roleplaying. A change in Nature represents a major shift in a character's attitude and outlook.

Player - This means **you**

Storyteller - The **Storyteller**, sometimes abbreviated to "**ST**", is the player in a game using the Storyteller or Storytelling game systems who generates the chronicles, plays the role of storyteller characters, and runs the game. The role is equivalent to the Dungeon Master in *Dungeons & Dragons* games, or Game Masters in other roleplaying games.

Dot - **Dots** are the means by which nearly all trait ratings are represented in Storyteller (WoD) and Storytelling (CofD) system games. Rather than using numbers like most roleplaying games, White Wolf games rate traits using dots. Nearly all traits are rated from 1 to 5, though some may rise as high as 10 or more; in either case, the trait is represented on the character sheet by a number of circles, which are filled in from left to right. For example, a trait with a maximum of 5 dots whose current rating was 3 would be represented on a character sheet

Scene - Just like a movie scene. Sections in your game

Trait - A **trait** is an abstract, usually numerical representation of a quality possessed by a character. The term is used in all non-d20 System White Wolf games. It is equivalent to "stat" (short for "statistic") or "characteristic" in other roleplaying games.

Background - A **Background** is a special trait used in the Storyteller System used to represent elements of a character's history or backstory. They establish a character's social status, history, or special tools that don't fall under the sway of supernatural powers such as Disciplines, Gifts, Magic, Arcanoi, etc.

Chronical - A **chronicle** is an ongoing saga that spans multiple stories that feed into a larger storyline or setting. Not all stories contribute to a larger chronicle, as many Storytellers prefer to use more numerous short-term stories in lieu of long-form chronicles. Some troupes refer to their group's shared version of their setting as their chronicle; for example, a game set in the New Orleans of the Chronicles of Darkness might be called the "New Orleans Chronicle". Many chronicles, particularly those set in the Classic World of Darkness, become epic in scope as their events play out.

Gift - **Gifts** are special powers granted to Garou (werewolves) and other fera (shapeshifters) by the spirits.

Discipline - **Discipline** is a term used by vampires to describe their supernatural powers.

Humanity - **Humanity** is a measure of how closely a vampire clings to the morality and values of mortal life, and consequently how well they are able to resist the urges of the Beast.