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(I am writing this only in aid to erin and doug. If anyone else wants to use it as is. Thats on them.

) This Lore packet will tell you want you need to know about the daunting dead. Good luck less oblivion take you. Restless Lore

estless Lore represents what a character knows about Wraith society. While a low and moderate level of this lore is necessary for Wraiths, the possession of this lore beyond x3 has an increasingly significant effect on your character. The character will not only know more of the true secrets, but also will be increasingly more concerned (paranoid) of events around them, and the consequences of processing this knowledge. Knowledge at these levels is rarely spoken or written for a reason. Characters who reveal these secrets should know that at these levels they should be careful; remember, the Deathlords servants are everywhere. Knowledge of the great secrets is something that can get your character killed. Finally, if you start speaking of these secrets, the average Wraith is likely to consider you obsessed, mad, or something even worse.

x1: Newly Reaped. Basic understanding of the necessities (Pathos) and the banes (Shadow, Angst) of a Wraith's existence; The Lady of Fate came unto the Shadowlands; Then came Charon. Your death marked you Leaders often say that they are owed loyalty due to the deathmarks of those in their charge; Some say Restless war among themselves, for various reasons; Rough knowledge of those factions they most commonly encounter; Some say the world will come to an end when Oblivion seeps forth from below--yah right, whatever . . . Know many common Wraith specific terms. Have heard rumors there were once Guilds...

x2: Still Mostly Unfamiliar Knows of the existence of the Hierarchy, Heretics, and Renegade factions. Knows of Spectres Has heard the rumor that Legions war against each other through their troops, and this may or may not be believed; May have heard a few scraps of prophesy either about the Time of Darkness or the rise of Charon from the records of the Hierarchy. Probably hasn't read anything though; Understands the Shadow, Harrowing; Can give short descriptions (equal to the descriptions in Oblivion) for 2-3 Guilds; May have heard vague rumors about something called Transcendance. x3: Broad Familiarity with the Legends. Can name the 13 Guilds and knows the W:TO descriptions; Has a basic understanding of the 13 primary Arcanoi (Argos, Castigate, Embody, Fatalism, Inhabit, Keening, Lifeweb, Moliate, Outrage, Pandemonium, Puppetry, and Usery)--think general overview but not detailed W:TO write-ups; Can identify the markings of these Arcanoi; May have heard rumors about one of the rare guilds and their Arcanoi (Flux, Intimation, Mnemosynis); Knows several of the legends of the Far Shaores or Ferrymen; Has a rough knowledge of major events in Restless History, such as the Maelstroms, Stygia, Breaking of the Guilds; Can recognize names of many major Hierarchs currently active and make a guess as to what Necropolis they live in; knows all of W: TO p. 4-11 as fact. Knows many of the old terms and their meanings; Has heard rumors of the motives of the Ferrymen; May know something about Transcendance; x4 Knows a Few of the Great Secrets Can name many Deathlords and many of the major Malfeans-- may know some vague legends about them; Knows many of the legends of the First Days and the Signs of Doomsday; Has a vague understanding of what the Ferrymen are; Knowledge of a few of the Guild secret powers available in the 13 Guild Arcanoi --again think general description not detailed write-ups. Knows the Dictum Mortuum x5 What the Anarcreons Keep to Themselves (HST Approval) Detailed knowledge of Stygian history (this knowledge will likely be slanted from the Wraith's own faction);

Basic knowledge of the Dark Arcanoi Know the legends surrounding the Malfeans Knows many of the common interpretations of the First Times and Signs of Doomesday; Can see the hidden meanings in day-to-day Stygian politics.

Hierarchy Lore

ierarchy Lore represents what a wraith character knows about Hierarchal society. While a low and moderate level of this lore is necessary for any Hierarchy wraith, the possession of this lore beyond x3 has an increasingly significant effect on your character. The character will not only know more of the true secrets, but also will be increasingly more concerned of events around them, and the consequences of processing this knowledge. Knowledge at these levels is rarely spoken or written for a reason. Characters who reveal these secrets know at these levels should be careful; remember, the Deathlords servants are everywhere. Knowledge of the great secrets is ones that can get your character killed.

Hierarchy Lore x1 You know the basic facts about the Hierarchy. You know the names of the seven other Legions and their associated constituencies and Deathmarks, as well as the titles of their Deathlords. You know the names of all the ranks. You are aware of the most common rules and regulations. You know the location of the Citadel or Tempest Platform for that city. You understand Charon's role as founder of the Empire. Hierarchy Lore x2 You have learned a few details of interest about the Hierarchy.

You understand Charon's role as founder of the Empire and his loss in 1945. The Heirarchy is the best bet for protection against the Void and during Maelstroms. Members of the Hierarchy are protected as long as they obey policy. Hierarchy Lore x3 You have gained a wealth of knowledge about the Hierarchy. You know the Dictum Mortum and that Charon intended for it to be a way of unifying the Wraiths. The Hierachs consider themselves the force stopping Oblivion. It is the oldest faction in the Shadowlands. Hierarchy Lore x4 You are considered a Scholar on the Hierarchy. Many Deathlords have forgotten Charon's original intentions. You know why the Deathlords choose to rule jointly. You have heard rumors about why Charon disappeared. You know who some of the Anacreons are. You know the political and social structure of the Necropoli, the names or titles of their Anacreons, and how to deal with them.

Hierarchy Lore x5 (HST Approval) You are privy to the Secrets of the Hierarchy. You know of all the legions and their marks. You remember the writing of the Dictum Mortum. You know the things that only the oldest Anacreons would know. The whole political structure of the Hierarchy is known to you

Legion Lore Wraiths tend to separate themselves into Legions or at least if proving themselves useful on occasion join.

egion Lore is representive of what an individual wraith knows about a particular legion

of the Hierarchy. While a low and moderate level of this lore is necessary for Wraiths of their particular Legion, the possession of this lore beyond x3 has an increasingly significant effect on your character. The character will not only know more of the true secrets, but also will be increasingly more concerned (paranoid) of events around them, and the consequences of processing this knowledge. Knowledge at these levels is rarely spoken or written for a reason. Characters who reveal these secrets should know that at these levels they should be careful; remember, the Deathlords servants are everywhere. Knowledge of the great secrets is something that can get your character killed. Fate Lore Fate Lore x 1 The Legion of Fate is made up of those that Fate has marked as her own. The Lady of Fate rules from the Seat of Fate. Promotion in the Legion of Fates military and bureaucracy is entirely by merit, through the ranks and all start at the bottom, yet no legionnaire will cross-over into the bureaucracy. The Deathmarks of the Legion of Fate are usually much more obvious than those of the average wraith: The inward-turning spiral, the joined circles, the infinity symbol, joined rings, an hourglass, a yin-yang or a pair of concentric circles generally referred to as Odins Eye. Fate Lore x 2 Has heard of the Legion's Special Orders. The Seat of Fate is not located in Stygia but on the Isle of Eurydice. Understands how the Legion of Fates military and bureaucracy is setup and run in the Shadowlands. The Legion of Fate compensate for their lack of numbers by being extremely skilled at their duties and a majority of troops are skilled in Fatalism. Expected to question orders that seem stupid or suicidal. The legions members are never allowed to disobey orders. To do so brings a future in the exciting field of lawn ornamentation. Fate Lore x 3 Is familiar with the Special Orders. Is familiar with famous Legion of Fate Legionnaires. Knows fates Anacreon is served directly by three subordinates: the Chancellor of Reaping, the Chancellor of Politics and Administration, and the Overlord of Military Affairs. Has heard rumors that the Legion of Fate underwrites certain reformist factions in Stygian politics who might be called Renegades. Know that the Legion of Fate hasnt come out against the idea that Transcendence is a myth and the rank and file tend to practice a dont ask, dont tell policy.

Fate Lore x 4 Is probably a member of a Special Order. Has heard of the Reed boats that have been drawn up on the banks of Ripple Bay, sometimes as many as several at a time. Is very familiar with The Order of the Scarlet Sword. Has possibly visited the Island of Eurydice. Fate Lore x 5 Fates Provincial Anacreon has total autonomy in their territory. Has a fair idea how many Ladies of Fate there are. The Ladies of Fate may be secretly giving support to the Ferrymen. The Legion of Fate seems as if it is preparing for something to do with Transcendence....and their operations, as of late, have been directed toward this goal.

(Based On Information In: The Book of Legions, White Wolf Publishing Inc. Copyright 1998) ___________________________________________________________________________ The Grim Grim Lore Grim Legion Lore 1 The Grim Legion is made up of the victims of Violence. The Smiling Lord rules from the Seat of Burning Water. Very few of the Grim Legion aren't thrilled to be where they are. The Grim Legion encourages an "us versus them" mentality. The Grim proudly display their deathwounds, and display postmortem bruising.

Grim Legion Lore 2 The Smiling Lord promises his Legion retribution for past crimes- at least one chance at revenge. Most of the Grim make it a point to know how to fight- in case they find their murderer. Has heard of the Legion's Special Orders. The Grim Legion actively looks for personal enemies in the other Legions. Grim Legion Lore 3 Is familiar with the Special Orders.

Wraiths are actively recruited from other Legions, granting the Smiling Lord insider information. Is familiar with famous Grim Legionnaires. The Grim Legion never takes prisoners- unless the forges need more fuel. The Grim Legion allies itself quietly with murder victims in the Renegades and Heretics. Grim Reapers take a great deal of cruel pleasure in Reaping the souls of murderers. Grim Legion Lore 4 Is probably a member of a Special Order. Knows of the local Grim, and the Anacreon. Is very familiar with Retrievers. Strongly dislikes other supernaturals, knowing how much damage they can cause in the Skinlands. Especially hated are Euthanatos, Tremere, and Giovanni. Samedi, Sluagh, and Hollow Ones are considered allies. Personal vendettas are set aside in favor of affairs of state- for a while. Grim Legion Lore 5 The current Smiling Lord favors contact with other Dark Kingdoms, and may be plotting with them. Grim Anacreons have near total autonomy in their territory. The Burning Waters are made of souls that the Smiling Lord is punishing. The Grim Legion is working frantically to consolidate their position, because time is running out.... (Based On Information In: The Book of Legions, White Wolf Publishing Inc. Copyright 1998) _________________________________________________________________________ Iron Lore Iron Lore x1 The Iron Legion is made up of those who died of, or during, old age. The Ashen Lady rules from the Seat of Shadows. Very few of the Grim Legion aren't thrilled to be where they are. Iron Legionnaires all bear gray bands about their arms and legs. that are considered a sign of valor among the Legion . Some Legionnaires bear marks, which are Moliated onto their Corpora but dont understand what the marks mean. Iron Lore x2 The Iron Legion spends a great deal of time training each recruit, considered excessive by other legions.

The best architects and fortifications engineers are in the Iron Legion. Understand that the gray bands are considered a sign of valor among the Legion and can probably explain the distinctions. Understands what the symbols that are Moliated onto Iron legion members corpora are a special distinction for service earned. Has heard of the Legion's Special Orders. The Iron Legion grants new recruits time off to search for news of dead relatives. Iron Lore x3 Is familiar with the Special Orders. Knows the Iron Legion has a near-monopoly on the best construction and fortification techniques of the Underworld. Knows what the symbols that are Moliated onto Iron legion members corpora mean (detailed knowledge of the symbols). The Ashen Ladys coffers have purchased spies and saboteurs throughout the Underworld and in other legions. Is familiar with famous Iron Legionnaires. The Iron Legions best source of information are its own members who are experienced at blending in and value accomplishment more than glory, and will get the information without recognition or glory for their work. Iron Reapers are paid special bonuses for discovering suitable candidates for the Ashen Ladys Salon. Iron Lore x4 Is probably a member of a Special Order. Knows of the local Iron, and the Anacreon. Is very familiar with the Communiqus. Knows of the quiet dispute over souls between the Skeletal Lord and the Ashen Lady.

Iron Lore x5 The Ashen Ladys coffers purchase spies and saboteurs in other Dark Kingdoms as well as in the other Legions. Know some of the ministers of the Ladys High Council. A number of sackings of major cities in the Skinlands had the Ashen Ladys fingerprints on them, so that she might have more building materials for her palace, the Seat of Shadows. The Ashen Lady would prefer that she be the next supreme ruler of the Hierarchy. At this time, however, she takes only small steps toward the goal, quietly building her resources and undermining the credibility of her rivals. (Based On Information In: The Book of Legions, White Wolf Publishing Inc. Copyright 1998) ___________________________________________________________________________

Pauper Lore Pauper Lore x1 The Legion of Paupers is made up of the victims who died by mysterious means. The Beggar Lord rules from the Seat of Golden Tears. The Legion is most tolerant of radical differences and behavior. Pauper Lore x2 Despite being few and far between and overall overlooked its most prominent members are intelligent, well socialized and strong-willed. Has heard of the Legion's Special Orders. Pauper Lore x3 Is familiar with the Special Orders. The Beggar Lord will accept all wraiths whether other legions want you or not. Is familiar with famous Pauper Legionnaires. Knows of the local Paupers, and the Anacreon.

Pauper Lore x4 Is probably a member of a Special Order. Even if you solve the mystery of your death you may not leave the Legion Knows the Pauper Anacreons of several citadels of the region. Pauper Lore x5 Know the Beggar Lords Sanity is Questionable Has heard rumors that the return of the Guilds is supportedwhatever. Not sure the Legion of Paupers is as small as everyone says it is Has heard of strange happenings going on weekly in the Seat of Golden tears....

(Based On Information In: The Book of Legions, White Wolf Publishing Inc. Copyright 1998) ____________________________________________________________________________ Penitent Lore Penitent Lore x 1 The Penitent Legion is made up of those who died of Insanity or were killed by those who were insane.

The Laughing Lady rules from the Seat of Succor. Since insanity fuels Oblivion, the Penitent Legion must make up for their madness in the Skinlands, thus the legions name penitent. The Deathmarks of the Penitent Legion symbolize the debt that is owed. Penitent wraiths are stained with blood and they proudly display their greatest fault for all to see. Penitent Lore x 2 Those who enter the Seat of Succor do not return and if they do, they do not speak of it and aredifferent. The Penitent Legion fights twice as hard, work twice as fast, and attack Oblivion with twice the fury of other Legions to make up for their insanity in the Skinlands. Has heard of the Legion's Special Orders. Has heard of the leader of the military forces of the Penitent Legion; a wraith named Liamh. Penitent Lore x 3 Is familiar with the Special Orders. Psychopaths who cannot conform to the conditions of life after death find themselves Moliated into gargantuan, lobotomized beasts of war. Is familiar with famous Penitent Legionnaires. The Penitent was against the dissolution of the Pardoners Guild, and offered shelter to many of the Guilds members following the revolt. The Penitent Legion would like to destroy Renegades and absorb Heretics into their ranks. Penitent Reapers will go to any means to claim souls for the legion. Penitent Lore x 4 Is probably a member of a Special Order. Knows of the local Penitent, and the Anacreon. Is very familiar with the Razors Song and the Flesh Corp and maybe has witnessed them in action. The Laughing Lady rarely ventures outside of the halls of the Seat of Succor. Pauper Lore x 5 The Laughing Lady knows more about the whereabouts of Charon than she lets on. Information that the Laughing Lady is able to glean from the Storm Maidens observations means that she knows more about the Tempest & the Labyrinth than any other Deathlord. The higher officials in the Penitent Legion maintain covert ties to the underground Pardoners Guild. (Based On Information In: The Book of Legions, White Wolf Publishing Inc. Copyright 1998) ____________________________________________________________________________

Silent Lore Silent Lore x1 The Silent Legion is made up of those that have died by their own hand; suicide. The Quiet Lord rules from the Seat of Quiet. Silent Legion serves as a sort of emotional counseling service for the Hierarchy as a whole. The Silent Legion encourages their own to gain a semblance of peace. The Deathmarks of the Silent Legion can be felt more than seen and are not normally visible, the Quiet radiate an almost palpable air of hopelessness.

Silent Lore x2 The Silent legion has the highest number of Pardoners and Monitors in their ranks. Most of the Silent make it a point to know how to fight because of their small numbers. Has heard of the Legion's Special Orders. The Silent Legion actively helps wraiths find closure for painful fetters.

Silent Lore x3 Is familiar with the Special Orders. Non-Guild Pardoners help in giving the Quiet Lord much insider information. Is familiar with famous Silent Legionnaires. Many of the Quiet have benefited from the numbing or erasing services provided by a Mnemos. The Silent Legion has many ties to various Heretic cults.

Silent Lore x4 Is probably a member of a Special Order. The Silent Legion actually opposed the disbanding of some of the Guilds and a few of the most skilled users of those Guilds respective Arcanoi are still trained within the Legions ranks. Silent Lore x5 The Quiet Lord owes favors to other Dark Kingdoms, for the training of many in his legion. Occasional hijackings of supply shipments of the Grim Legion have been known to occur. Relations with the Grim and Penitent Legions have been less than cordial, and sporadic military actions have ensued. The right-to-die movement in the United States and Europe may have been started by the Quiet Lord in order to get the jump on souls that would belong to the Iron and Skeletal Legions. (Based On Information In: The Book of Legions, White Wolf Publishing Inc. Copyright 1998)

____________________________________________________________________________ Skeletal Lore Skeletal Lore x 1 The Skeletal Lord rules from The Tower of Bone. Many of Legions members are happy to be dead. Knows the Skeletal Lords other names: The Gaunt Man and Mr. Bonyhands. Rule-by-committee is discouraged in the Skeletal Legion. Know that the legion's members died by disease or sickness.

Skeletal Lore x 2 Within the Legion, certain illnesses are regarded as being hipper, classier, sexier, or simply better than others and knows what they are. Has heard of the Legion's Special Orders. Understands the organization of the Skeletal Legion at the Necropolis level. Single leaders at each level have full power to make decisions Skeletal Lore x 3 Is familiar with the Special Orders. Knows the Skeletal Lord maintains a subtly adversarial relationship with the Ashen Lady and the Quiet Lord, due mostly to disputes over souls. Skeletal Anacreons have near total autonomy in their territory. The Heretics are tolerated among the Skeletal Legion. Skeletal Lore x 4 Is probably a member of a Special Order. The Skeletal military has specific orders to aid members of the Emerald Legion in need. Every word spoken by the Skeletal Lord is written down in Journals of Bone and stored in vaults deep beneath his tower. The Skeletal Lord has ordered occasional waylaid Grim patrols and some espionage. Skeletal Lore x 5 Has been able to read some of the Journals of Bone The Skeletal Lord keeps a very close, very secret relationship with the Haunters and Alchemists. Knows the Skeletal Lord is insane and believes that he is the literal, Biblical embodiment of Pestilence. (Based On Information In: The Book of Legions, White Wolf Publishing Inc. Copyright 1998)

___________________________________________________________________________ Emerald Legion Lore (Under Construction) ___________________________________________________________________________ Renegade Lore

enegade Lore represents what a wraith character knows about the outlaw Renegade Society. While a low level of this lore is necessary for any Hierarchy wraith, the possession of this lore beyond x3 has an increasingly significant effect on your character. The character will not only know more of the Renegade Factions secrets, but will also will be increasingly walking the fence between the two factions and the consequences of this knowledge can be dangerous. Knowledge at these levels is rarely revealed for a reason. Characters in the Hierarchy who reveal these secrets will be taken to be a Renegade and if any Renegade finds out that your character knows this much and is not part of the Renegade faction your character will probably turn up missing. Knowledge of the great secrets is ones that can get your character killed.

Renegade Lore x1 Knows the basic facts about the Renegades. Knows that the Renegades oppose the Hierarchy and that they're nothing like the Heretics. Knows the beginning history of the movement Renegade Lore x2 Has learned a few details of interest about the Rengades. Knows that since Charon's disappearance the numbers of Renegades has increased dramatically. Knows most of the other Renegade groups in their area and may have spoken with some of the members. Renegade Lore x3 Has gained a wealth of knowledge about the Renegades. Knows that the major Rengade uprisings seem to be tied to similar rebellions in the Skinlands.

Knows that there is more than one kind of Renegade. Knows that some Renegade's form groups similar to the Hierarchy called Circles and certain Renegades are more likely to be in Circles than others are. Renegade Lore x4 Considered a Scholar on the Renegades. Knows the difference between the four different kinds of Renegades. Has heard rumors that there is a Renegade Council that keeps track of the Circles. Knows how to get different circles to work together.

Renegade Lore x5 (ST Approval) Privy to the Secrets of the Renegades. Is a part of the nearest Renegade Council and are aware of any uprisings that may be about to occur. Has heard stories about the Renegades who escaped Charon's armies and are in hiding. Knows how the fight against the Hierarchy progresses. ______________________________________________________________________ Doomslayer Lore

oomslayer Lore includes knowledge of Spectre history, powers and much more. This knowledge is generally possessed by solo Doomslayers and other soldiers that actively fight Oblivion (Helldivers, Order of Thorns, and Martyr Knights). Others rarely learn this lore (or want it, for that matter), because it is only gotten through battle and constant interactions with Spectres. Those who possess Doomslayer Lore should be careful with their knowledge and keep it secret. Too much of this knowledge makes other wraiths nervous, to say the least.

Doomslayer Lore x1 - What a New Recruit would know. The spectres fight with the ferocity of Oblivion itself. Spectres are wraiths that have given in permanently to their shadows. Some spectres look like a normal wraith, others are twisted beyond recognition. Spectre attacks can be highly thought out tactical maneuvers or random acts. A basic knowledge of Shadow powers, usually based on direct personal experience-Thorns,

Angst, etc. May have heard of one or two of the Dark Arcanoi (know as words only). Know the Doomslayer Motto: "Live with the Shadow and control it lest it change you to what you are fighting." Doomslayer Lore x2 - What an Initiated Soldier would know. Basic Spectre structure and its workings. Has heard horror stories of the Apparitions and Shades, possibly even seen one. Knowledge of several Dark Arcanoi and many common Relics, Artifacts and Equipment used in battling Spectres. Good working knowledge of the Shadows powers. May know of a few other higher-level spectres. Has heard frightening rumors of the Malfeans and Nephwracks. Likely knows basics about one or two of the Dark Arcanoi (usually the one they were on the receiving end of). Many ways the Code Of The Slayer can be interpreted. Has heard the legends of the great Helldivers and Doomslayers (Edouard-Alfred Martel, The Lady of the Deeps, Overlord Jody Clemson, The Knife, Akbar al-Khabir). Doomslayer Lore x3 - What a Seasoned Soldier would know. Basic history of the Spectres and Oblivion. More advanced knowledge of Spectre structure and tactics. Has heard stories of the Labyrinth and possibly been there once. Know how local leaders deal with and how much they pay for Spectre corpus. May know basics about many of the Dark Arcanoi. Detailed knowledge of Shadow tactics and powers. Knows about Spectres corrupting people in the Skinlands. Seen the Spectres operate for years and watched them fight against both the Restless and themselves. Understand many of the Spectre's true strengths and weaknesses. Knows many of the frightening rumors of the Malfeans and Nephwracks. Detailed knowledge of most of the lower level Spectres (Haints, Mortwights, and Dopplegangers). Has endured through many Spectre battles and risen steadily through the ranks.

Doomslayer Lore x4 - What an established Helldiver would know. Understands the reasons behind the Spectre's decisions and actions. Knows the inner workings of the Spectre hierarchy. Understands the Spectres current plans and strategies. Fairly knowledgeable about many of the passages of the Labyrinth. May have participated in several Shadowland attacks. The concepts of Helldiving and gaining of Dark Arcanoi.

Has worked with or has good working knowledge of the other war groups (Order of Thorns, Martyr Knights, solo Doomslayers and Helldivers). How/where to contact a Malfean (if you're crazy enough to do it). Heard rumors of Oblivions Ferrymen, the Pasiphae. Doomslayer Lore x5 - What the Legendary Helldivers and Doomslayers know.(ST Approval) May know details about some of the Oncebornes (Zyras The All-Consuming, Lamachis The Devourer, Mulhecturous The Filth Goddess). Knows the detailed history of the Spectres, the Malfeans motivations and ways. Likely to have been in one of the Malfeans temples at one time. Detailed knowledge about many of the passages of the Labyrinth. Know some details of the Neverbornes and who the real players are. Can name a number of the Generals of Oblivion (Coldheart, Bellisaurus, Al-Hajjaj _____________________________________________________________________ Spectre Lore

ectre Lore represents what Spectres know about themselves and their society. Characters who gain this kind of knowledge and are not playing a Spectre character should be analyzing how they are in the wrong place at the wrong time to pick up this kind of knowledge. This kind of knowledge makes other wraiths nervous to say the least.

Spectre Lore x1 - Freshly Shadow-Eaten Basic Understanding of the necessities (Angst, Being) and banes (the Psyche, Composure) of a Spectres existence. The Malfeans gnawed the Labyrinth out of Oblivion. You are marked by your Caste. You serve Oblivion, and its goal to total destruction of existence. Spectres have dimmed senses, when compared to Wraiths. You know many Spectre-specific terms. Spectre Lore x2 - Mostly Unfamiliar Familiarity with the Caste system. Understands the Psyche and Harrowings.

Knows that Spectres often participate in the Harrowings of Wraiths. Can give short descriptions of the Hierarchy, Renegades, and Heretics. Has heard of Dark Arcanoi. Knows about the Hive-Mind, but may not know what it is.

Spectre Lore x3 - Broad Familiarity Has a basic understanding of Dark Arcanoi, and may possess one or more. Can identify Arcanos markings. A rough understanding of Maelstroms and the Tempest. Recognizes the names of major/infamous Spectres. Understands Rapacity.

Spectre Lore x4 - Knows a few Secrets Can name major Nephwracks and Malfeans. Knows some of the legends surrounding the Malfeans. Knows some of the long-term plans to free Oblivion. Knows that Doppelgangers have replaced a few key individuals in all three factions.

Spectre Lore x5 - What Malfeans Keep to themselves(ST Approval) Spectres can evolve, if they exist long enough. (Doppelgangers into Nephwracks, Shades into Malfeans, etc.) Spectres can be Redeemed. Knows of the Pasiphae. ____________________________________________________________________________ Ferrymen Lore

airyman Lore represents what a character knows about the mysterious Ferrymen. While a low and moderate level of this lore is acceptable for Wraiths, the possession of this lore beyond x3 will have a significant effect on your character. The character will not only begin to know more of the true secrets of the underworld, but also will be increasingly more aware (paranoid) of the battle with oblivion, and the consequences of processing this knowledge could begin to unravel a characters sanity. Knowledge at these levels is rarely spoken or written for a reason.

Characters who reveal these secrets should know that at these levels they should be careful; remember, the ferrymen do not take kindly to outsiders knowing of their society. Knowledge of the great secrets of the underworld is something that can get your character killed. Finally, if you start speaking of these secrets, the average Wraith is likely to consider you obsessed, mad, or something even worse.

Ferryman Lore x1 Ferryman are powerful Wraiths who travel the Byways. Ferrymen are not part of any faction, but the Legions leave them alone. No wraith will interfere with a Ferryman. Ferrymen are always identifiable by their identical cowled black robes and scythes, which they use to pole their rafts. No Wraith will interrupt a Ferryman on his journey. Ferryman Lore x2 The Ferrymen were empowered by Charon before the Stygian Republic was formed. Ferrymen sweep Spectres off the Byways, and keep the roads to Stygia and the Far Shores safe. Ferrymen demand a price for traveling with them, usually an oath, an Artifact, or a task. Wraiths who renege are forever marked as oathbreakers, and are subject to the Ferrymen's justice. Ferrymen guide souls toward Transcendence. A Ferryman will protect his passenger to the point of self-destruction. Ferryman Lore x3 The Ferrymen abandoned Charon when they felt he had abandoned their original mission- to guide souls to the Far Shores and Transcendence. Ferrymen's eyes glow in the presence of Spectres. Ferrymen have no Shadows. Ferrymen can't be Harrowed, and cannot be subjected to any kind of mind control. Ferrymen have access to Dark Arcanoi. There are Dark Ferrymen called Pasiphae, but no one talks about them. Ferryman Lore x4 Ferrymen have a secret city in the Tempest. Ferrymen have access to something like the Spectral Hive-Mind. Ferrymen are very powerful, both physically and spiritually (15 Corpus, 20 Pathos). Ferrymen are extremely skilled in Castigate, Lifeweb, and Fatalism. Although they have Fetters, Ferrymen can't cross the Shroud.

Ferrymen are separated from their Shadow during the Ritual of Severance, creating the Pasiphae. Ferryman Lore x5(ST Approval) The only ways to kill a Ferryman are destruction of its Pasiphae, or extreme Aggravated damage. Pasiphae masquerade as Ferrymen, taking on unwary passengers, who are never seen again. A Ferryman's Angst powers his Pasiphae, while it's Pathos powers the Ferryman. Many rare and special Artifacts are available in storerooms in the Ferrymen city of Dis. Mourners are somehow connected to Ferrymen.

_____________________________________________________________________ Heretic Lore

eretic Lore represents what a character knows about zealous heretic society. While a low and moderate level of this lore is acceptable and necessary for Wraiths, the possession of this lore beyond x3 has an increasingly significant effect on your character. The character will not only know more of the true secrets of the heretic cult, but also will begin acting increasingly more like them, and the consequences of the hierarchy finding out that you have this knowledge could get your character killed. Knowledge at these levels is rarely spoken or written unless a member of the heretic group. Characters who reveal these secrets should know that at these levels they should be careful; remember, the Deathlords servants are everywhere. Knowledge of the deep secrets is something that can get your character killed. Finally, if you start speaking of these secrets, the average Wraith is likely to consider you obsessed, mad, or something even worse.

Heretic Lore x1 A brief history of Heretics. Understands why the Guilds and Renegades are different from Heretic.

Heretic Lore x2 Has talked to some Heretics outside your Cult and learned some more, or narrowly avoided being stoned into a Harrowing. Knows: the names and mistaken beliefs of some Heretic cults. Knows Cults that their group occasionally works with. Knows the major haunts of some friends and foes within this Necropolis. Heretic Lore x3 Knows how the Cults work, or don't work, together. Has an idea of how to get them to band together for brief periods of time, or break them up. Knows the types of Cults to be found in nearby cities. Knows of the existence of the Risen is proven as a bonafide fact.

Heretic Lore x4 Knows a great deal of not-so-celebrated Cult history, including the parts the group doesn't want raw recruits to know -- like the whole "Shining Ones" mess. Understands of the fine, multilayered relationships between the different Cults. Heretic Lore x5 (ST Approval) The apex of understanding the Heretics. Has a grip on the true structure of the Heretics. Knows the true histories of the Cults, and their interactions and dealings and betrayals. _______________________________________________________________________ Risen Lore....

isen Lore represents what a character knows about the fabled Risen. Knowledge of this lore at any level is dangerous to your character because the Risen are not supposed to exist. It is also dangerous because this is the most direct violation of the Dictuum Mortum and the Hieararchy will not take kindly to any wraith even thinking of crossing the shroud permanently. Another area to be careful about is the fact that the Puppeteers are the only ones who have any knowledge of how to become a Risen and if your character gains this knowledge, chances are the Puppeteers will want a word with you. Characters who reveal these secrets should know that they should be careful; remember, spies are everywhere. Knowledge of the deep secrets is something that can get your character killed.

Risen Lore is an Org level approved Lore.

Risen Lore x1 (ST Approval/Org Notification) Risen exist. They are Wraiths who have re-animated their corpses. Risen are a flagrant violation of the Dictum Mortuum. Risen rise to deal with unfinished business that can't be worked out any other way. Risen each have a special object they like to keep near them.

Risen Lore x2 (Org Notification) Knows that the Puppeteers have something to do with the Risen. Knows that the Shadow is placed into a special Fetter, called a Conduit. Knows that Rising requires Puppetry, and at least one of the following: Lifeweb, Inhabit, or Embody. There are vampires in the Skinlands. Pretending to be one is a good way to hide. Risen are hard to kill. Risen Lore x3 (Org Notification) Risen have access to special Arcanoi. Some Conduits are animals. Risen are unusually resistant to pain, and heal quickly. Risen suffer crippling nausea if they eat or drink anything at all. Risen may learn some Vampiric Disciplines. Some vampires are Necromancers. Avoid them. Puppeteers actively encourage Wraiths to Rise. Puppeteers will help Risen in return for "future considerations". Risen with Risen Lore x3 or more, should have Kindred Lore x1 or x2.

Risen Lore x4 (Org Vote) Risen can leave their body to return to the Shadowlands briefly. This is very dangerous. Nosferatu, Brujah, and Malkavians are the easiest Vampire clans to infiltrate. Avoid the Giovanni. Damage to, or separation from, the Conduit damages the Risen. Risen are not nourishing to Vampires. Risen Lore x5 (Org Vote)

Risen may be Shadow-eaten. A destroyed Risen's Conduit may continue to hold its Shadow. Some Deathlords secretly encourage and help Risen. A Risen can be killed by destroying its heart and brain, or by gross (aggravated) damage. The presence of Conduits makes Necromancy easier. ______________________________________________________________________ Tempest Lore

empest Lore represents what a character knows about the swirling chaos of the Tempest. This knowledge is primarily possessed by Harbingers, who traverse the Tempest regularly and by Spectres, who call the Tempest their home. Characters who possess this knowledge past level 3 are probably on their way to becoming an expert Harbinger or heading down the dark road of becoming a spectre.

Tempest Lore x1 You know basic facts about the Tempest. You can identify a Byway, and may have traveled local roads and rivers. You know that leaving a Byway without Argos or a Ferryman is suicidal. The Tempest spawns Maelstroms. The Tempest can be accessed via Nihils.

Tempest Lore x2 Spectres hide in the Tempest. You know most of the major Byways, and at least one route to Stygia. Ferrymen usually help people stuck in the Tempest. Knows of the existence of the Midnight Express. Random things (relics, memories, etc.) float around in the Tempest, and may be retrieved. Knows approximate travel times from place to place.

Tempest Lore x3 You know all of the major Byways, and many of the minor ones. Has heard of several Realms within the Tempest. Knows the way to one or two of the Far Shores. Has heard of Plasmics. Knows to avoid Miasmas. Knows that smaller Maelstroms, called soul storms, often rage in the Tempest.

Tempest Lore x4 Can get to many of the Far Shores. Is familiar with several types of Plasmics. Is familiar with Shifting Zones, such as Bedlam and the Lake of Cold Fire. Has heard the "all-inclusive" and "nothing-there-at-all" theories. Has heard of a portal to something called the Umbra. Is aware of the major points of Spectral ambush.

Tempest Lore x5 (ST Approval) Knows that some Spectres can shape the Tempest to their whim, or pull useful things out of the Tempest at random. Knows where the Umbra gateway is. Understands the theories, and may have formed an informed opinion about them. Knows how to deal with most Plasmics. Rarely gets lost. _______________________________________________________________________ Guild Lores Guild Lores Are by storyteller descretion as information can change per chronicle. Storytellers rely heavily on flavor for Roleplay and this will entitle them to engage their players in their own "personal" stories. Have fun. Good luck. Don't Meet Oblivion. This Concludes My wraith Lore packet for now.