Clurichaun Lore 1: What a barely green novice knows:

• Clurichauns are inherently Irish, no matter where they're from, and always wear green.
• Clurichauns have a knack at getting along with people, but also at getting away when there's trouble.
• Clurichauns are very emotional, and are frequently moved to tears or fisticuffs.
• Clurichauns don't really have pots of gold (at least not usually).
• Clurichauns and leprechauns are the same thing by two different names.
• Clurichauns like to sing, though not always well, and drink … a lot.

Clurichaun Lore 2: What the bright attentive beginner knows:

• Clurichauns are somehow inextricably tied to the spirit of the land and people of Ireland: it defines their identity as a Kith, and they are bound by the Dreaming to protect it.
• Clurichauns spread out from Ireland even early on, and early Clurichauns in England were called "buttery spirits" (among other Kithain who were called the same).
• Clurichauns frequently live in old-fashioned pubs and inns, where they aid good proprietors and wreak mischief for bad ones.
• Clurichauns are traditionally shoemakers for the Fae, but never carry more than one shoe at a time so they aren't slowed down in escapes.
• Clurichauns often carry snuffboxes not only for pipe smoking, but also to aid in escapes by making their would-be captors blink and sneeze.
• Many Kithain considers Clurichauns Gallain, but the reasons are unclear.

Clurichaun Lore 3: What a savvy wilder or dedicated student knows:

• Early Clurichauns held court in Ireland long before the Shattering. They considered themselves pure nobility among Fae, and were often known as "the people of the dark hills".
• Due to prejudice and conflict during the Interregnum and even before the Shattering, Clurichauns have often been considered Gallain by other Kith, always being treated as outsiders.
• Clurichauns actually don’t vary all that much between Courts, except in drunkenness — they are readier to pick a fight when Unseelie and readier to tell morose emotional tales when Seelie.
• While Clurichauns are defined by the Irish Dream today, the predecessors of the Clurichaun Kith were not originally from Ireland – they were related to the mortal tribe of Gaels, which were originally from the European Continent.
• In the Irish, the Dreaming is “Mag Mor” or “Mag Mell”, Arcadia is “Tir na Nog”, and High King is “Ard Rí”. After centuries of suppression, the Irish language is even rusty to many Clurichauns.

Clurichaun Lore 4: What only dedicated wilders and learned grump Clurichauns know (advised for in-Kith only):

• Clurichauns secretly refer to themselves as the Daoine Sidhe, a name they received from their mortal kin during the Sundering, and know their Kith to have once been very similar to the Sidhe before the Sundering.
• Clurichaun history links them to a hero named Míl, supposedly from Spain, who led them in a conquest of Ireland against the Tuatha Dé Danaan in the early Sundering, and they very secretly call themselves House Míl, or the Sons of Míl.
• When the Sons of Míl conquered Ireland, they drove the defeated Tuatha Dé Danaan underground into the raths and burghs and asserted their own rule above, only later retreating to the raths and burghs themselves during the later Sundering once the Sidhe had fled to Arcadia.
• The traditional Clurichaun courts of House Míl with their own kings lasted until the end of the Irish royal line in the 12th century, when the English conquered Ireland.
• The magic that binds the Clurichauns to Ireland consists of a prophecy given to the Sons of Míl linked with the grace of the Tuatha goddess Eriu.
When the Shattering came, Clurichauns as a whole stuck it out in Ireland, not retreating to Arcadia.
• Clurichauns once ruled over the Piskies and their Pictish kin in Scotland, but it ended badly enough that Clurichauns resent Piskies even today, though Piskies disappeared from the Earth long ago.

Clurichaun Lore 5: What only the wisest historians of Eire know from years of study or memory of past lives (advised for in-Kith only):

• The explanation for the differences between Clurichauns and Sidhe lie somewhere in their close tie to the Irish people, the changes to the Irish Dream, and the loss of an Irish royal tradition over history during the Sundering and the Interregnum. Thus later Clurichaun tales make them seem more like common folk, which in later times was the ideal of the Irish personality.
• When the Sons of Míl invaded the island that is now Ireland, Eriu blessed them as the pure conquerors and rightful successors of Ireland as a result of how true their respect and honor were even in conquest of the Tuatha Dé Danaan.
• The prophecy that brought the Sons of Míl to Eire and the blessings they received from Eriu have intimately tied them to the Irish Dream, including their moods, appearances, beliefs, and habits. If the Irish Dream changes in the future, they will change with it as well. Thus, the future survival and health of the Irish Dream is extremely important to any Clurichaun.
• Clurichauns are less mixed with mortals than Commoner Kithain and those Sidhe who have undergone the Commoner Way, such as House Scathach. They are also untainted by • Fomorians blood, unlike the descendants of the Tuatha Dé Danaan, who bred with the Fomorians. This makes Clurichauns’ natures more directly tied to the purest post-Fomorian Irish Dream.


Eshu Lore 1: Just after the Chrysalis:

• Descended from dreams out of Africa, India, and the Middle East.
• Gifted linguists and storytellers.
• Susceptible to a challenge, gamble, or quest.
• Renowned tricksters and con artists.
• Wanderers guided by chance, often referred to by the Kith as Lady Fate. Ruled by dignity and pride.

Eshu Lore 2: After a few stories by the campfire:

• Vague and mostly unreliable rumors of the history between the Eshu and the Sidhe.
• Commonly ambassadors and diplomats in Fae Society (the Accordance War) but capable of battle (the Accordance War).
• Heard the term Elegbara in reference to the kith.
• Know the stories of Eshu captaining, being crew, or pirates in exploration of the New World.
• The purpose of the Freedom Swords Network (pg. 23, Kithbook) and the likeness to the Robin Hood tales.

Eshu Lore 3: What is known after a couple seasons of moving along the Spirit Pathways:

• Heard the terms Ojo and Iku applied to the Seelie and Unseelie Courts.
• European Elegbara were rare until the 20th century.
• Begun study in the principle of Uhuru- The Freedom.
• Basic instruction in the concept of the Orishas.
• The Social Structure (or lack thereof) visible to the rest of Kithain society.

Eshu Lore 4: What the well-seasoned Elegbara would know:

• Vague rumors of the Oba- a royal line of the Elegbara.
• The balance of Ojo and Iku within each Elegbara, as well as the folly of judging another by the chosen path — the principles of which originate before Court codes.
• Heard a few incomplete stories about the origin of the Eshu, rumor that the Elegbara believe they proceeded the Sidhe.
• Know about the existence of the Elegbara Lore Keepers, and a few degrees of separation away from being able to locate them.
• Scholar in the philosophy of Uhuru and its practical application.

Eshu Lore 5: What the Lore Keepers are willing to share:

• Know the names and functions of the Orishas.
• Have complete oral tradition of the Eshu origin.
• Know the history of the Oba and the Ancestral Homeland.
• Master of the Uhuru philosophy.
• Heard about the Aithu and the Iku-Abeokuta (Shadow Court).

Ghille Dhu

Ghille Dhu Lore 1: What a new sapling knows from the first season:

• Ghille Dhu come from dreams of the beauty of plants in nature.
• Ghille Dhu are usually solitary.
• Ghille Dhu spend a lot of time in natural places, and protect them passionately.
• Ghille Dhu are not locked to annual natural cycles, even though they look like plants.

Ghille Dhu Lore 2: What the readied sprig knows:

• Ghille Dhu can sometimes answer hard questions few others can without using Arts.
• Ghille Dhu fear Banality much like the Sidhe do, because it works differently on them from how it works on most Kithain..
• Modern Ghille Dhu are often very suspicious of other Kithain — especially Trolls & Sidhe — because of pacts of the past that were forgotten which left the Ghille Dhu without aid for centuries. Only Pooka and Selkies are spared this distrust.
When Ghille Dhu die a chimerical death, they advance to their next Seeming, ending in Undoing when a grump falls this way.

Ghille Dhu Lore 3: What a sturdy and wise Green Man knows:

• At least in Britain, the Ghille Dhu used to serve the Sidhe by guarding secret hidden places.
• Ancient Ghille Dhu had several mutually beneficial arrangements with Redcaps that helped make forests and wilderness wild, scary places.
• Ghille Dhu can actually mystically get answers from the forces of Nature, and can draw Glamour from Nature’s raw power, not just from Dreamers or dross.

Ghille Dhu Lore 4: What a great herb knows with memories and instruction:

• Ghille Dhu have Primal Dreaming ties with other non-Kithain plantlike fae among the Inanimae and Nunnehi.
• When snow giants destroyed the Well of Brianne in Wales, it was Ghille Dhu guards who fell at its side and lost the powerful Well.
• While also living under the Changeling Way, the Ghille Dhu are unique among Kithain for another change made to survive better, one that is more fundamental to what they are: the adaptation of a human-like mindset in order to survive an increasingly human world. This change also sets them apart from other plant fae.
• The Nature-oriented facets of the New Age movement have helped Ghille Dhu a lot, and the kith has been renewed some for the first time in centuries by the increasing reverence and appreciation of natural beauty in Western mankind.

Ghille Dhu Lore 5: What a mighty wizened tree with strong roots in the green Dream knows:

• The Ghille Dhu Dream has been strongly affected by the taming of European wilderness, but some among them, usually the Unseelie, still have strong ties to the primal fears humanity had of the wilderness and the powers of trees and plants.
• The partnership of wilderness terror ancient Ghille Dhu once shared with Redcaps was close, as the two Kith made the wilds a living nightmare for mortals. That fear became too great, though, and when humanity began to strike back by taming the wilds, mining iron, and cutting the forests, many Ghille Dhu knew it was partly their fault.
• Many Ghille Dhu have memories of the Winter in the Beginning, when even humanity was young. Many Ghille Dhu believe in the coming of Spring after the Winter, but the Ghille Dhu Kith is full of memories of harsh winters, from which certain species never recover in an area. A major question the other Kithain miss that is close to the hearts of Ghille Dhu is whether the race of Kithain will survive this Winter to see if Spring comes.


Nocker Lore 1: What an Apprentice knows:

• Of the Bes Din ruling bodies and the 5 main guilds Nockers belong to, some of the details in a standard contract, rates and rights of a Bes Din member and the powers and responsibilities of the Bes Dins.
• Some of the Nocker lexicon, the basics of their profanity, why the Nockers are so frustrated and why they always see faults in everything (though not why the faults are there).
• That technology does not equal banality.
• How basic mundane crafts and sciences can be applied to chimerical works and fundamental Nocker technical details like the difference between a left and right-handed screwdriver.
• That to Nockers, Court is secondary to Kith and groups of them are called Unions.
• That Redcaps get Cacafuego if they eat a Nocker so usually won’t.
• The various tales of the creation of the Nocker kith such as the spawn of the Redcaps and the Sluagh and just because you’re connected to the tale of dead Jewish miners doesn’t give you any insight into ghosts but can still milk it with the gullible.

Nocker Lore 2: What a Journeyman knows:

• The secret principle and tradition of checking all favours, credit and wrongs three times then paying back twofold.
• Of the Disrupters Guild, the existence of Bes Din Vaults, how to prepare standard contracts, of Golems and roughly how they are made, the laws relating to them and how bad things get for anyone who breaks these laws.
• Of FUBARs and how useful they are, the Infusion Art, the Chimerical Alchemy and Gematria abilities and that the Gematria maths and language originates from Kabbalistic teachings and principles.
• Of some of the common items such as Goblin Crossbows, Basilisk Stones and Aetheradios.
• Of the Goblin Town freehold’s connection to the Accordance War in Concordia and the Nocker Lords in the Isle of the Mighty.
• How the Nockers have always worked closely with humans, their involvement in the Age of Enlightenment and the Apollo 11 project.
• That Gottfried Wilhelm Von Leibniz was Nocker Kinain and that Nockers hate Newton.
• Of the Hieronymous Continuum Dream Realm and the tales connected to it as well as the Plato Doctrine of Forms and how it relates to Nockers.
Of the stories of the first Basilisk Stone, the Chronicle of the Black Mountain and other major legends from Nocker history.

Nocker Lore 3: What a Craftsperson knows:

• Have heard of the Unseelie Nights brand of adult products, rumors of a 7th guild, the existence of ‘Goblins’ and that these Goblins sometimes work for the Nockers.
• Of the existence of some Proscribed items such as Energy Cannons and Ogre Mark 2 Warmachines.
• All of the standard commonplace words of the Nocker tongue.
• Many of the other great Nocker Kinain throughout history and the reasons why the Nockers hate Newton along with the traditional ‘pilgrimage’ to his grave.
That it was the Trolls who killed Dafyll at Goblin Town and blamed it on the Nockers.
• Of the mechanical egg creation story and other more obscure Nocker histories, the early history of the kith and its mistreatment by others and tales of the Nocker connection to the Jews of Canaan.
• Of the locations of most of the major Nocker freeholds and the names of the major Nocker Unions.
• Theoretically how to get to the Hieronymous Continuum and Hollow Earth Dream Realms.

Nocker Lore 4: What a Master knows:

• The Nocker lexicon in great detail and depth – for example all the words for ‘excrement’.
• Of the existence of highly secretive projects, such as the Ogre Hunter Mark 3 death machines.
• That the Goblins and Nockers are related somehow.
• Of the Doctrine of Joy for the Shattering times.
• Most of the Nocker history as the collected works entitled The Chronicle of the Black Mountain including key Guild members such as Hieronymous J. Continuum, the first Aethernaut.
• Of the Nocker involvement in the Manhattan Project and the Nockers moving into the lands of the Jews in 1200BC and staying close with them ever since.
Of the sites of the Redcap/Nocker tunnel wars and tales of collapsed tunnels with things called Fomorians in them.
• The locations and details of all major Nocker freeholds and Unions as well as numerous minor ones.
Where the trod to the Hollow Earth is reputed to be.

Nocker Lore 5: What a Balmalocha knows:

• You think you know what the 7th Guild is…
• You are aware of Classified and Top Secret Unions.
• Where the locations of some of the tunnels rumored to have Fomorians still in them are.
• You know in detail and have added to the Chronicle of the Black Mountain.
• Details of the Hollow Earth Realm and some of its secrets are known to you.
You know the names of some of those involved in the creation of Caliburn.


Piskey Lore 1: What someone who knows the kith exists knows, or what a dimly reminiscent Piskey knows:

• Piskies comes from the faerie dreams of British common folk and are connected to the countryside and farm life of Britain.
• Piskies are quick with fingers and feet.
• Piskies really like mortals, especially children.
• Piskies tend to steal things, and they tend to forget things — the two together can be very irritating.
• Piskies like to work, and they often work with children, or simply in order to travel, which they also do a lot of.
• Most Piskies are Seelie.
• Piskies are generally very inquisitive.
• Piskies are few in number, and were thought to be extinct since the 16th century A.D. until recently.

Piskey Lore 2: What someone who has spoken a great deal with a Piskey knows, or what a Piskey who comes back with Past Lives knows:

• Piskies are related to Kinain among the Picts of Ancient Scotland, but they keep secrets about that. Most Piskey Kinain are English, Cornish, or Welsh or of similar descent.
• Piskey stories often tell of them leading people off track in the countryside by using magic to confuse them.
• Due to the countryside nature of the dream that made them, Piskey are very concerned with the welfare of mortals, especially the British.
• Piskies tend to genuinely respect the Sidhe, but they are most friendly with Satyrs, Eshu, and Pooka.
• Most Piskies are inherently very trusting and frequently naive, like a child or common villager. They tend to avoid politics.
• Piskies are disliked by many other Kithain due to something they did during the Sundering.

Piskey Lore 3: What a Kithain scholar of Bygones and Gallain might have learned about Piskies, or what a studied Piskey could know with concentration and effort:

• Early Piskies, experts at taking things, served the Sidhe by taking powerful artifacts and hiding them in secret places to protect them from enemies.
• Early Piskies, concerned with mortal affairs, became divided among their tribes, and often fought each other. There were Northern Piskies with the Picts, Southern Piskies with the Bretons and Romans, and Western Piskies with the Welsh and Cornish, etc.
• Southern and Western Piskies were very active in service of the Sidhe when defending Wales, Cornwall, and England in ancient times before the Saxon conquest.
• Piskies fought alongside Roman Satyrs in defending Britain, and the two Kiths became close for a time before Rome withdrew.
Piskies are mostly Seelie because of a huge tragedy of the kith during the Sundering.
• Knows that the Piskey homeland is lost Lyonesse and that many of the legends of Lyonesse are true.
• Knows about the efforts of the brave few Piskies who remained behind after most hid in Lyonesse.

Piskey Lore 4: What a clever and devious spy of Piskies might know, or what a Piskey “in the know” might know so he can concentrate on his missions for the kith:

• Snails are very important to the Kith and the Dreaming, but the question is, "Why?"
• Knows what some of the things the early Piskies stole and hid away are, including the 13 Hallows of Britain.
• Knows of the House of the Wheel and the House of the Spiral, and that they are related to the Courts.
• Knows that Redcaps are closely related to the cosmic cause of the demise of the House of the Spiral in Scotland during the Sundering.
• Knows the story of the theft of Lyonesse from the Autumn World.
• Knows that Winter is coming very soon, and that the return of Lyonesse is a harbinger of it.
• Knows that modern Piskies can also be Unseelie, but that the Unseelie of today are not the same as the House of the Spiral as it used to be.

Piskey Lore 5: What only the greatest leaders of the Piskies know about their part of Dán, or what might be made known to those chosen to assist them by Fate:

• Knows the reasons behind stealing powerful artifacts, and knows some Piskies are always on the lookout for the time to quest for the return of those items, and that they form a secret society.
• Knows some beginning clues to finding the artifacts stolen by Piskies, including the importance of snails.
• Knows that the House of the Spiral fell to the forces of change and hunger that it sought to understand, but also that many werewolf prodigals had something to do with it.
• Knows that the cosmic forces of change have grown so great that the return of Lyonesse is coming in order to rebalance the Autumn World some before Winter hits.
• Knows that the House of the Spiral probably exists still, but in a form that is probably too changed to recognize before it shows itself.


Pooka Lore 1: What a newly Chrysalised Pup (Childling) should know:

• Pooka are a Kith of fun-loving, mischievous, yet often dangerous pranksters that avoid telling the direct Truth.
• Pooka each have an Affinity with one species of animal, and are able to turn into a normal member of that species with a Kithain mind.
• Pooka make friends easily and people seem to open up easily to them - especially children.
• They have a strong connection with Nature, and their magicks tend to be associated with nature in some way. - Knows the current Pooka Holidays (including the 2 days of Samhain)

Pooka Lore 2: What a Pup (Childling) ready for Saining should know:

• Knows Pooka can have Affinities with animals other than the usual non-threatening mammals most commonly seen.
• Knows the traditional role of the Pooka is Protectors of Nature.
• Knows that there are Native American Fae known as Nunnehi in Concordia
• Knows of Pooka fostering dreams of wonder in children, and protecting them from the dark Nightmares of Banality that Molestation can cause them.
• Knows the reactions of the Pooka to the Night of Iron Knives.
• Knows of Martin Long-Claw (Bear Pooka) and his role in ending Pooka Hostility after the Accordance War.

Pooka Lore 3: What a Wilder should know:

• Knows that Pooka Lie as a tool to show others that not all Truths are Knowable; some things just cannot be fathomed.
• Knows the ancient Pooka Holidays (Alban Eiler, Alban Heruin, Alban Elfed, Alban Arthin), and the origins of them.
• Knows that Nunnehi share some connection with Nature; giving them common ground for dealing with Pooka.
• Knows about the Pooka Exodus during the Sundering.
• Knows that Horus was a famous Pooka that was worshipped as a god by the Egyptians.
• Knows about the existence of the Dream-Burrows, but not what happened there.

Pooka Lore 4: What a Grump should know:

• Pooka were one of the first dreams of mankind; as seen in the cave paintings at Trois Fréres.
• Know about the "Years of Suffering" (The Industrial Revolution).
• Know about the Dream-Burrows, the names of one or two major ones, some general stories of life within them.
• Knows that Pooka and Nunnehi spring from similar Dreams; and that similarity can make relationships with the Nunnehi easier for Pooka than other European Fae - but knows that respectful distance is the best way to deal with them.
• Knows that Pooka were the animal-like Egyptian and Aztec Gods (Horus, Thoth, Anubis, Quetzalcóatl, etc.), and the source of animal-worshipping cults.
Knows that Christianity and other Monotheistic Religions specifically targeted and persecuted the Pooka, as the gods of the nature-oriented religions most people adhered to (and still do to this day).

Pooka Lore 5: What a Grump with Remembrance of the Past should know:

• Have heard of a mention of a home realm of the Pooka, hidden in the Deep Dreaming; and only those that are somehow deemed "fun" can enter it.
Knows all about the Dream-Burrows, the Bedlam-Wars, the names of the major ones, and perhaps a few minor ones.
• Knows of a few occasions when the Nunnehi and Pooka fought side by side and/or of some specific long-standing Treaties between them.
• Knows the Origins of the Pooka.
• Knows about Osiris' Flail, and that it's missing.


Satyr Lore 1: Knowledge of a newly Chrysalised:

• You know we are the dreams of passion; the passion for knowledge, for battle, for lust and for song; passion without abandon.
• You know of Pan and his journeys.
• You know of Dionysus and the part he played in the world of the Grecian Gods.
• You know our home is the side of Mount Olympus and it is there we feel most free.
• You know that the Thyrsus is the Satyr weapon of choice and you know how to make one.
• You know of the existence of the Grapes of Wrath and you know what they can do.

Satyr Lore 2: Knowledge of a Childling:

• You know we have a code that enhances our living and brings a harmony to our lives, the Satyr Code of Good Living.
• You understand the pull passion has on us, and you know the passions of choice of the two courts.
• You know the full story of Pan, his life and his encounters.
• You know of the Horn of Hermes and the powers it possesses.
• You know how Pan developed his gift and are well versed in it's uses.

Satyr Lore 3: Knowledge of a Wilder:

• You know the full story of Dionysus and his activities.
• You know of the rest of the Unseelie Sidhe Gods.
• You know of the existence of the Halcyon Hunter and the Minoan Mosaic and what they can do.
• You have heard of the famous tragos of the kith including the tragos of San Francisco and Eden.
• You know the exact location of the Satyr homeland on the sides of Olympus.

Satyr Lore 4: Knowledge of a Grump:

• You know the full story of the Olympians, the Unseelie Sidhe who were expelled from Arcadia. You also know a little of the Fates, the Muses and the lesser creatures who lived on Mount Olympus with them.
• You know of the Sands of time and what they are capable of.
• You know of the famous members of the kith, the great leaders and scholars.

Satyr Lore 5: Knowledge of the Wisest:

• You know we have a sister kith, long unheard of and lost to the mists to all but a few.
• You know that our homelands held many kiths that have long been lost; perhaps they remain in Arcadia but no one ones.
• You are knowledgeable in the full story of the Grecian world of the Gods; you know of the Olympians, the Titans and the lesser Gods as well as the assorted others.
• You know the story of the Titans, how the ruled, the family tress and how they came to be overthrown by the Olympians.
• You know how the Fates ruled over world of mortal men and the whispers of the role they played over the gods.
• You know the names of the muses and the magic's they worked over creativity.
• You also know of the lesser gods and assorted demi-gods.
• You have heard of the Syrinx and the power it has


Selkie Lore 1:

• Knows that their souls are bound to their sealskins and they are passed along to deserving kin, passing on the fae soul as well.
• Unlike Pooka Selkie are "skin changers" and when in human shape, physically put aide their sealskins.
• Selkie skins, like all fae things, have banal seemings, appearing as everything from sealskin belts to stoles to greatcoats or even wetsuits.
• If a Selkie's sealskin is destroyed, the Selkie's fae self will die.
• A Selkie is at once both seal and human, and if taken too far from the shoreline, will pine away and his faerie soul will die.

Selkie Lore 2:

• On rare occasions a Selkie's seal descendant learn the trick of loosening their skin, becoming a Selkie on their own.
• A Selkie cannot cast a cantrip without her coat, as their magic is bound in their skin.
• Pooka are often in awe of the Selkie because, despite similarities, the Selkie's don't change shape in the same way and are not bound to mistruths.
• Selkies are fae neither of the Overwater (Boggans, Redcaps, Sidhe, etc.) nor the Undersea (Merfolk, Merrows, etc.) and have a hard time fitting in with either society.

Selkie Lore 3:

• Has heard the Irish legend of the first Selkie, the siblings of Lugh of the Long Arm.
• Has been told that all dolphins were once Merrow, kin who have forgotten.
• Know some similar qualities between the courts of the Sidhe and the courts of the Merfolk.
• Have heard rumour of a great Merfolk castle hidden beneath the sea off the coast of Ireland for which the Selkie have been searching for centuries.

Selkie Lore 4:

• Has heard that the first Selkie were the grandchildren of Balor, King of the Fomorians.
• Has been told that the Merrow were so utterly defeated in a great battle against the Sidhe that they forgot their fae nature.
• Off the coast of Ireland there is a Selkie freehold, called the Seal Caves, rumored to guard something of great importance.
• The Selkie have not had a queen since the time of the Shattering.

Selkie Lore 5:

• Has been told that the battle the Merrow lost to the Sidhe occurred when the Sidhe blocked access to Silver's Gate at the time of the Shattering.
• Has heard that the last gate to close during the Shattering was Silver's Gate, the opening to a powerful trod.
• The site of Silver's Gate is on the legendary Isle of Dreams, which is lost beneath the sea off the coast of Ireland.
• Descendants of the original Selkie guardians of Silver's Gate guard the island.
• Merala, queen of the Selkies, was bound by her own curse during the battle with the Sidhe over passage through the trod at Silver's Gate during the Shattering.


Sidhe Lore 1:

• You know that the Sidhe left the world a long time ago, during the dark ages and then returned in the late 60's.
• You know that Sidhe have pointed ears
• You know that there are noble houses that all Sidhe belong to. You would have heard the name of 1-3 of the houses.
• You know that the High King is a Sidhe.
• Sidhe can do some really odd things that Commoners cannot.

Sidhe Lore 2: What an average non-educated Sidhe would know:

• You know that Sidhe are not changelings. You understand that they have not undergone the changeling way ritual.
• You can name one or two special arts used by the Sidhe.
• Names and general stereotypes of the main five Seelie noble houses.
Heard rumors that there are a few more here and there.
• You have heard of House Scathach although you do not understand why other Sidhe refer to them as the half breeds.
• You can name the current ruling kings and queens of your Country.
• Know the Sidhe left for Arcadia during the Shattering.
• You know that the Sidhe almost had total victory during the Accordance War although you are probably not aware of the exact specifics of the war.
• You have heard of the Fior.
• You have heard that Sidhe have ancient pacts with others.

Sidhe Lore 3: What the average Sidhe Wilder noble would know:

• You know the advantages and disadvantages of the different Seelie Houses (Gwydion, Dougal, Fiona, Eiluned, Liam)
• You know that Sidhe are not reborn when they die. You also know that know one knows what happens to their souls when they are slain.
• You know that the Sidhe of House Scathach have undergone the Changeling Way ritual of the commoners and are no longer fae or Sidhe.
• You have heard that the House Scathach chose to stay in the Autumn world and forsaken their place amongst the Sidhe in Arcadia.
• Know more specifics about the arts employed by the Sidhe, names, capabilities, etc.
• Knows that some Sidhe remained behind during the Interregnum.
• Heard of some of the secret societies among the Sidhe.
• You are familiar with many of the in's and out's of fae politics, who is in charge, the local scene, etc.
• You know that Fior is a time-honored tradition of the Sidhe.
• You are familiar with some of the ancient pacts the Sidhe pledged to other supernatural creatures.

Sidhe Lore 4: What the average well placed Noble would know:

• Heard rumor that the houses that returned were actually exiled from Arcadia.
• You are familiar with the Romantic Legacies.
• Knows that the Commoners killed most of the Sidhe remaining behind during the Interregnum.
• Understands Lost Ones.
• Has heard many of the stories of the Accordance War.
• Has heard of the majority of the secret societies of the Sidhe.
• Names and general stereotypes of the Unseelie noble houses (Ailil, Balor, Leanhaun).
• You are familiar with most of the ancient pacts the Sidhe pledged to other supernatural creatures.

Sidhe Lore 5: How the heck did you figure this out?

• You know that something dark came back with the Sidhe when they returned,
• You are familiar with all secret societies of the kith, and are well versed in their politics and customs.
• Knows that the wheel has stopped turning. You understand that if the wheel does not begin turning again all dreams will die.
• You know the advantages and disadvantages of the different Unseelie Houses (Ailil, Balor, Leanhaun).
• You know what the Unseelie Houses truly stand for.
• You are familiar with all of the ancient pacts the Sidhe pledged to other supernatural creatures.


Sluagh Lore 1: What a newly chrysalised Sluagh or anyone who has hung out with Sluagh would know:

• Knows what Sluagh like to eat (but not why).
• Sluagh can only whisper in their Fae seeming and are soft-spoken in any case.
• Binding a Sluagh with ropes is a pointless exercise.
• Sluagh don't like noise or bright lights.
• The other Kith don't tend to trust the Sluagh.
• Calling on the Sluagh without an invitation is generally a bad idea.

Sluagh Lore 2: What an attentive Sluagh Childling would know:

• Has heard of High Tea and might have attended one.
• Knows where the Sluagh originated.
• Knows that the Sluagh enjoyed the Victorian age and some of the reasons why Sluagh can talk with ghosts - may even have met a ghost or two.
• Vague details of historical relationships with the other Kith.
• The proper etiquette to observe at High Tea.
• Why frightening people (especially children) is a good thing.

Sluagh Lore 3: What a reasonably civilised Sluagh Wilder would know:

• The basic story of the Slaying of Voices.
• How Sluagh eating habits developed.
• Understands the importance of researching the origins of the Kith.
• Why it is unwise to question a Sluagh's given word.
• Why Sluagh don't care (and even encourage) the lies the other Kith believe about them.
• How to get hold of Enchanter.
• About the existence of some of the Kith's Treasures (but not their location).
• How High Tea should be hosted.
• That Sluagh were instrumental in the enactment of Child Labor laws.

Sluagh Lore 4: What a well-versed Wilder or inattentive Grump would probably have managed to discern:

• How to host a notably successful High Tea.
• The names of Sluagh in the area, the relations between them and their major interests.
• Full details of the story of the slaying of voices, including the names of the major players and has an informed opinion concerning the consequences.
• About the one time the Sluagh indulged in the sort of bacchanalia the other Kith believe they indulge in all the time.
• Knows of the existence of most of the Treasures and the locations of one or two of them.
• A solid understanding of the historical relationships between the Sluagh and the other Kith.

Sluagh Lore 5: What a fully rounded Grump might deign to pass on to a suitable successor:

• Has a well researched theory about the origins of the Kith.
• The names of many famous Sluagh and how they can be recognized in their present incarnations.
• That the number of Sluagh undergoing Chrysalis is subject to some law of supply and demand - we will be there in the number that are needed.
• Knows who really killed Lord Dafyll in the accordance war.
• The Sluagh are the last ones - either the final point of Fae evolution or the most degraded form of Fae (depending on personal orientation).
• That there will be a new Spring, though the Sluagh may not be around to see it.
• That it is in extremely poor taste to allude to any of this.


Redcap Lore 1: What any childling Redcap knows:

• Pretty much any Redcap can intuit this much on their own. Clever non-Redcaps can learn this much just from paying close attention to Redcaps and knowing a bit of Kithain Lore.
• Redcaps are vicious brutal bastards born from nightmares.
• Almost all of them are Unseelie and the few Seelie ones are hunted by the rest of the Kith.
• Redcaps can eat anything, and have a natural ability to frighten, insult, or anger people.
• Redcaps have always been brutal bastards, and fought strongly against the Sidhe in the Accordance War.

Redcap Lore 2: What the average thug Redcap knows:

• Enough dedicated research can provide this information to non-Redcaps, especially if they are knowledgeable in Kithain Lore.
• Redcaps suffer from an eternal hunger that never fades. Part of their bad temper and worse attitude comes from that.
• When redcaps do organize they form into Bands. Bands follow a definite pattern of leadership, much like a pack of wolves. The Boss can be replaced at any time for any reason, as long as there's someone strong enough to take them out.
• In the past, Redcaps and Redcap bands have often hired themselves out as monster hunters, and have been terribly effective.
• Legend has it that that the only way to kill a Redcap is to destroy one of his teeth. No one has ever been successful enough to remove something from the mouth of a Redcap though. But if someone could they might gain power over the Redcap.

Redcap Lore 3: What an intelligent Redcap would have learned from his elders:

• Much of this information has to come from a Redcap's mouth or dream-memories, and is rarely written down; non-Redcaps must learn from Redcap sources to be able to get this much information.
• The origins of Redcaps lie not only in mere Nightmares, but have some connection to winter. The modern Redcap archetype traces its roots to the Pictish Peel Towers.
• Redcaps have two old-fashioned levels of distinction beyond the standard norm. The first are the Lairds. The Lairds are Redcaps who have taken control of a Freehold and are holding it by force. The second, are much more rare and more respected are the Fimmrarchs, or Redcap sorcerers. Seelie Redcaps are put into two separate categories by their Unseelie brethren as well - Jokes, and Badasses. These aren't formal titles, per se, as much as branded distinctions.
• Many Redcaps wear Gauntlets that they have fashioned for themselves. It is considered weak to wear another Redcap's Gauntlets, unless they were specifically passed on to you. A Redcap with this level of Lore can create their own Gauntlets.
• Has heard rumors of Redcap-specific legends, such as: "There is a rare Kith that seems to be an offshoot of the Redcaps, something like a river shark", "There may be chimera related to hunger that Redcaps sometimes call their own, something like piranha children and plants." May even have heard some tall tales about Shabbyman ("the Redcap that lives forever and eats naughty children"), the Hungry Hill ("a mountain that eats the dreams of the world, surrounded by endless desert"), or Winterblade ("the Scythe of Death, who is, himself, a Redcap").
• The Redcaps dealt well with the Interregnum, and thrived in the Industrial Revolution, where they loved the consuming factories and brutal conditions. They also especially loved the fact that the Sidhe weren't around to try to control them.

Redcap Lore 4: What an insightful Redcap scholar would know from many tales and memories:

• This information is very difficult for a non-Redcap to acquire, as it contains some secrets that Redcaps would rather not see spread around. In particular, anyone who shows knowledge of the Tooth's Weakness is generally considered to be targeted for death.
• The true origins of the Redcaps lie in the cold Winter wind. The Redcaps don't fear the coming of Winter, for when it hits, the Redcaps will return to their true selves.
• Redcaps originally had all sorts of different forms and names as hunger-based fae, but one faerie named "Redcap" so embodied all forms of hunger (beyond simply desire to eat), that his influence shaped the entire proto-kith, and gave form to what would eventually be known as "Redcaps".
• The Redcaps have an offshoot Kith called River Hags. Every River Hag is tied to a specific portion of a river. At this level of Lore you can identify an area protected by a River Hag.
• Not all Redcaps are susceptible to the curse of "power over them through their teeth", and there's no way to be sure if one is before trying it, but if they are susceptible, then you can destroy them by crushing their tooth on an altar stone with an iron hammer.
• Knows the stories of legendary Redcaps, such as Aelfric, Theodric, Offa, Shabbyman, and maybe even Redcap himself.
• Knows the ancient art of creating Dry Dust.
• Knows substantial information on hungry grass and Boggies, and knows slightly more substantial rumors about the Hungry Hill ("a mysterious hill that can eat travelers") or Winterblade ("The Scythe that will usher in the Second Winter").
• The Sidhe were responsible for the Sundering and Shattering, because they continually tried to keep the waking and dreaming worlds separate and distinct. Redcaps tried to warn the other kiths, but no one listened, and the Redcaps decided that they could go f*%k themselves.

Redcap Lore 5: What a Redcap elder might know after a lifetime of study, listening, and remembering:

• This is difficult for Redcaps to acquire; it's nearly impossible for non-Redcaps, as it requires direct info from ancient sources, memories from a Redcap's perspective, and is heavily geared towards a Redcap's views. Much of the information at this level is technically unprovable one way or the other, and highly subjective.
• Redcaps are the embodiment on hunger, the freezing wind, and other natural forms of omnipresent destruction.
• Redcaps were some of the first dream-creatures, along with the dreams that would become Sluagh and Satyr. They were born from the most primal desires of man, and the Redcaps ruled as barbarian chiefs in the first Winter, as they will in the second one.
• Knows at least a half-dozen "proofs" of this early heritage and nobility (from basic animal/human psychological prevalence of "feeding urges" to the use of Red Ochre as "blood" in burials and the earliest of pre-historic art and so forth).
Knowledge of all non-unique Redcap treasures, as well as how to make Blooded Gauntlets. Also knows stories of most historical Redcaps, as well as shockingly accurate stories of the Hungry Hill and Winterblade…
• "Knowledge" of when the Sidhe popped up from their fairy mounds and tried to claim nobility over everyone, how Redcaps were the kings of Winter, etc.


Troll Lore 1: What a fledgling Troll knows:

• These massive creatures usually have bluish tinted skin and horns akin to rams.
• Known for their great strengths and boundless stubbornness.
• Their dedication to duty and honor only equaled to their legendary strength
Heard of a few Legendary members of this Kith, such as Ottmar, Red Rory, and Moira the Mountain, although you've heard nothing significant other than their names.
• Many believe the origins were in the cold northlands of Europe.

Troll Lore 2: What an average Troll knows:

• Know the basic tenets of the Code of Dagda.
• Trolls are the epitome of Chivalry; some believe they were created by the Dreaming to protect its inhabitants.
• Perhaps they are even the First Fae in existence.
• Know a few more in depth origins and the Myths of Trolls.
• You have heard that there are a few divisions within a Lodge and know that one is expected to be respectful while within the freehold.
• Know that oath breakers are shunned in Troll society and what happens to a troll if they ever become oath broken.
• You have heard of some of the better-known Troll heroes of legend, and a little of what they are known for.

Troll Lore 3: What a well-informed Troll knows:

• The tenants of the Code of Dagna are well known
• You have an understanding of some Troll history.
• Know proper Battlefield etiquette, so to not dishonor yourself in the eyes of your brethren
• Before the Sidhe's return, Trolls were the unofficial leaders with Kithain society. They were known for helping through practicality and through lending a strong hand from time to time
• The politics and divisions in a Lodge are known to you, such as the Fellowships of the Mountain, Hearth, and Storm
• You know several stories of Legendary Trolls in their entirety.

Troll Lore 4: What an accomplished Grump gathers in their lifetime:

• You are well schooled in the various interpretations of the Code of Dagda, and can easily discuss the differences between the Seelie and Unseelie opinions.
The Myths and Eddas of old are well versed to you, some trace these to the origins of the Kith.
• The various origin beliefs are known at this point, for instance Traditional, Danaist, Egalitarian, and Athenian.
• A few Lodges are known plus the Thane in charge. The rules and regulations of the halls are known as well.
• Many strategic schemes and maneuvers have been learned, in addition to the Troll Generals who used them.
• Perhaps you remember tales of old or have read the works of great Troll chronicles, like The Chronicles of Leander.
• Most of Troll history is known to you.
• You have a vague understanding of some of the legends that center around Ragnarok

Troll Lore 5: Knowledge that would rival the legendary Skalds of old
Runes passed down by the Gods themselves imbue your mind:

• Detailed legends and proof of the inception of Trolls is known to you, or perhaps your own theory is well proven
• Most of the Lodges and Troll owned mews are known and the Thane in charge. You are well versed in the procedures of Lodges. You could run one without much trouble
• You know the inception of the Escheat and the early wars with the Sidhe. You may even have been at peace proceedings, in a past life
• You know some of the hoary details that may occur during the fabled Ragnarok and Fimbulvetr, the Terrible Winter. Contact the Setting Staff for any specific details.


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

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

Gremayre/Kithain Lore 1: Knowledge of the Mentored:

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

Gremayre/Kithain Lore 2: Knowledge of the Younger Changelings:

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

Gremayre/Kithain Lore 3: Knowledge of the Average Changeling:

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

Gremayre/Kithain Lore 4: Knowledge of a Few Great Secrets:

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

Gremayre/Kithain Lore 5: Knowledge that The Kings and Queens Keep To Themselves:

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

Near Dreaming

Near Dreaming Lore 1:

• You know that the Near Dreaming is also referred
as the Twilight Realm.
• You know that it is almost impossible to map out
the Twilight Realm.
• The most efficient route to enter the Near Dreaming
is through a trod on a freehold.

Near Dreaming Lore 2:

• Trod’s link the freeholds and mark out areas that
are considered “safe” by changelings
• Trod’s are confusing to some as they are the
entrances into the Near Dreaming and the silver path
that you walk along within the Dreaming, but it is
rumored that they are still very dangerous, if certain
conditions are not met.

Near Dreaming Lore 3:

• It is possible to enter the Near Dreaming through
“dream riding” through a mortals mind, provided that
the riders mind is adept to banality. You never know
what they could be dreaming of when you enter their
minds, for there is no silver path to guide you,
through the Near Dreaming.
• Many changelings within the past have been lost
due to “dream riding” and getting lost in realms they
are not aware of.
• The Near Dreaming has been known and profound on
purifying changelings, The Dreaming is the source of
all glamour, and can tend to remove traces of Banality
on its own.

Near Dreaming Lore 4:

• It is found that cantrips can be performed easier
in the Near Dreaming, then within the Flesh Realm.
• Many times the human mind will enter the Near
Dreaming when it is in a coma, becoming observers of
the wonderful realm. They can also have conversations
with passing chimera, many of them do not remember
when they wake from their coma, but many have the
experiences of remembering the ties within your world,
their lives changed and going to hope others making
them feel better and closer to the dreaming.
• Humans who wish to stay in the dreaming must be able
to gather glamour to stay within the enchantment. They
can gather glamour two ways within the dreaming, one
is if the changelings give it to them, and the second
is eating the food within the dreaming.
• Humans who eat to much of the dreaming’s food can
be at risk, for the food is delicacy and will make the
enchantment much longer, and can become food for the
dreaming itself

Near Dreaming Lore 5:

• There is one last way you can enter the Near
Dreaming, it is forgotten by most, many changelings
don’t even know of the method, and often considered
fool heartedly. It is simply desire, if you want it
bad enough, a person, Changeling, or human can enter
into the Near Dreaming. What you want must be a
challenge of the mind, before the Dreaming will even
acknowledge your attempt. It must be something that
can’t physically be possible, but believing in strong
enough is the only way the Dreaming will acknowledge
your attempt.
• As one knows sometimes a human may be able to enter
the dreaming, they can be attacked by chimera or by
changelings themselves. Everything that happens to
affect them physically will transfer over to the Flesh
realm, giving a new meaning that dreams can kill you.
It can also harm the dreaming as well for a source of
its power within the Flesh Realm has been destroyed.
• Places of importance’s in the near dreaming are
• The Great Chasm it is the same place the Grand Canyon
can be found, it is a bottomless crack within the near
• The Rivers of Phantasia cover the continent in the
near dreaming just as Colorado, Mississippi and the
Rio Grande, although only some counties are blessed
with these waters, the waters are pure and sweet and
of the finest dreams. The waters are known for
healing, and curling an hunger or wounds.
• Lake of Sorrows covers the Great Salt Lake that lays
in the kingdom of the burning suns, the lake is
mirrored in the Near Dreaming. Within it is rumored to
have a city of such beauty beneath its waters, it is
so beautiful many changelings that have seen it have
wept of such beauty, that is untouched and it still
remains untouched forever out of reach.
• The Seas of Dreams: The Near Dreaming has oceans just
like the Flesh Realm does. They reflect the placement
of the mundane seas within their beauty there are
secrets within their own, many have talked of Trod’s
that can be seen faintly and can be traveled. It is
also where is it is rumored the lost city of Atlantis
can be found.

Far Dreaming

Far Dreaming Lore 1:

• The dreaming changes the deeper you enter, the
dreaming becomes more in real as Humanity fades away
as the more powerful dreams step forward.
• The Far Dreaming no longer holds any reflection of the
Flesh realm, and surrenders instead of the endless
possibilities of imagination.
• The Far Dreaming is where most of the collective
dreams of mortals go.

Far Dreaming Lore 2:

• The popular chimera of the Far Dreaming is dragons
and manticores, then simple lost loves and bullies
like the Near Dreaming.
• The only way to enter the Far Dreaming is from a
Trod from the Near Dreaming or enters through the Path
of Balor that lies in the Umbra.
• Between the Far Dreaming and the Near Dreaming
lies a realm you most past through called the Vale of
Mists, no matter how you cross into the Far Dreaming
you must always pass through the Vale of Mists.

Far Dreaming Lore 3:

• The Vale of Mists is the Dreaming’s natural
defense and cannot be by passed not even the most
powerful Changelings, or mages.
• Many changelings have found themselves captured by
chimera within the Far Dreaming and have been known as
dinner for the dark dreams that haunt the Far

Far Dreaming Lore 4:

• It is known that chimera within the Far Dreaming
can pass between the Vale of Mists into the Near
Dreaming to lure and capture and bring unwilling
victims to the Far Dreaming to be lost forever.
• Many changelings go through physical and Mental
challenges as they quest within the Far Dreaming, as
they pass farther away from the effects of mortal
• You have a sense what Augmen means and understand how
the Far Dreaming plays a part within it.

Far Dreaming Lore 5:

• Places of Importances in the Far Dreaming are the
Vale of Mists, The spawning fields, The Great Forest,
The forest of lies, The Discordant woods, The resting
place and Arwains Forge, the slumbering oceans, the
sea of sorrow.

Deep Dreaming

Deep Dreaming Lore 1:

• The deep dreaming is the very heart and soul of the
twilight realm, the very center of all Fae magic, the
place of the essence of the glamour.
• There are only two ways for a Kithain to enter the
Deep Dreaming and both require passage through the
Mistweir, the final barrier of the mists of the
forgetfulness, the one that protects the Deep Dreaming
from the waking world’s Banality.
• The first way to enter the Deep Dreaming is to follow
one of the few remaining trods that reach as far as
the Deep Dreaming. Even those changelings with fly on
the chimerical wings must still follow the silver path
in order to find the entrance into the soul of the

Deep Dreaming Lore 2:

• The Second way, which is rare and not known to
must, is to follow a Path of Balor from one of the
paths in the Deep Umbra.
• There is no place where the Kithain are more powerful
or more vulnerable to their own nature. The Deep
Dreaming is the place where all Fae of all lands are
• The rules no longer really apply in quite the same way
when the changeling enters the Deep Dreaming, the
Kithain are used to the ways of the waking world when
they employ cantrips.
• The power of the Deep Dreaming your own nature is open
to all to see
• You have actually been in the Deep Dreaming to
understand the beauty of it.

Deep Dreaming Lore 3:

• The Mists are beneficial and they are not always
kind to Kithain, who already have a connection to the
dreaming. (IE: Remembrance) They can find themselves
rather quickly everything from the past, all at once.
• Glamour in the Deep Dreaming is as pure as glamour can
get. Untainted and flows constantly beneath the
surface of the Mythic Realm, ready for anyone who can
shape it to them.
• Most Changelings that have drank from the streams of
the purest glamour have been known to gorge themselves
and it often promotes bedlam within a changeling, many
of them do not return from the Deep Dreaming.

Deep Dreaming Lore 4:

• You have a complete understanding of your past and
how the Augmen affects you in the Deep dreaming. It is
beyond the significant changes which were done in the
Far Dreaming.
• No Mortal can enter the Deep Dreaming without being
enchanted first.
• Mortal Magic has no effect in the Deep Dreaming.
Whatever they attempt is certain to fail. The Dreaming
tolerates no conscious of mortal influences within its
realm unless they follow the rules set forth within
the heart of Arcadia.

Deep Dreaming Lore 5:

• Places of Importance’s within the Deep Dreaming are
Arcadia, the Mistweir,
• The Waster lands, the Great Engine
• The great castle in the center of the Deep Dreaming of
Fin Bheara is ruled half the year by a dark haired
sidhe who claims she is the rightful heir, to the
Arcadia’s throne, and the other half of the year is
ruled by Bheara himself.
• You know the old long and forgotten traditions that
are ignored by the Kithain of the Flesh Realm.

House Dougal

House Dougal: Lore 1 Forged in fire :
((Known for its practicality, common sense and
no-nonsense attitude, House Dougal values order and
preciseness above the more "flighty" qualities of the
other noble Houses. Architects of Sidhe society, these
nobles seek to expand their domain through wise and
prudent planning rather than through intrigue and
manipulation. ))

• All Changelings within this house must find balance
between their mortal seemings with their fae meings
While most houses argue and fight amongst them selves,
we prefer to work, we build, and we create. We listen
and adapt.
• You understand what they speak of when they say you
must stand after a fall, and bear silently burdens
others cannot.

House Dougal Lore 2:

• You know and can speak and understand the
Dougal’s Code
• You have heard some tales of the History of the
House of Dougal.
• The basic framework of House Dougal society is
the relationship between the student and the teacher.
The house is about work. Status is awarded primary due
to the member’s skill.

House Dougal Lore 3:

• You understand how the Chain of command works for
the House of Dougal.
• You know the workings of House Dougal.
• You have heard of some of the secret societies within
the House Dougal.
• No race is as precious to House Dougal as humans are.
It would be hypocritical to disdain humanity for its
penchant for Banality sense they were the only house
formed on Earth.
• You know and sworn the Dougal’s Oath, this oath is
sworn by the fae who want to join House Dougal. A
master normally administers it after the applicant
serves as an apprenticeship.

House Dougal Lore 4:

• You know of the Catalog of Dreams, and how it was
restarted after Donovan reclaimed the rulership of the
house. The Catalog of Dreams is an encyclopedia of
Talismans of mechanical chimera. It includes pictures
and descriptions of their powers. House Dougal makes
copies of the catalog available for all the monarchs,
as long as they reciprocate by sending submissions to
the house.
• You know the secret societies by name
• You have learned of the Legendary Treasures of House
Dougal. It is good for a young member of our house to
keep these items in mind when he starts to quest for
their art. The art has inspired many within the house
for ages on end.

House Dougal Lore 5:

• You know the History of House Dougal and know how it
was formed.
• You have seen and know what the secret societies are
really there for and how they were formed.
• You know who the prominent members of House Dougal

House Eiluned

House Eiluned Lore 1: Light and Shadow

((House Eiluned has a reputation as the House of
Secrets, and many of its members excel in the faerie
Arts. Masters of intrigue and subtlety, they are
valued for their arcane knowledge, but distrusted for
their secretive behavior. The reputation of their
founder, the sorceress Lady Eiluned, has blackened
that of the house as a whole. ))

• Having learned something of who you are, you always
act to a higher standard of behavior then others and
expect it back in return.
• You have learned the Escheat by heart, as well as the
laws written and unwritten of your Kingdom.
• It is claimed that ties to a band of “sorcerers”
caused the rift between the Arcadians and our
• You know what your house stands for.

House Eiluned Lore 2:

• You know and can speak and understand the
Eiluned’s Code
• You know the oaths for your house and have sworn
• You know it is a great honor to be born of the
noble houses, but it is also a great
responsibility. Certain things are expected of you and
you cannot deny your duties.
• You know the Laws of Light and shadows.

House Eiluned Lore 3:

• You have heard tales of the History of House
• You have heard there are societies within our House.
• You have heard stories of the History of your House.
• You know the Objects of mysteries and power, which
are a few of the objects known to our house hold to
have uses particularly well suited to our talents. In
the hands of someone else that may be useful, but to
someone skilled in the art of seeing through the veils
of deceptions that can by invaluable.

House Eiluned Lore 4:

• Do not take the swearing of an oath lightly, or
just in matters concerning such things. It will
devastate one’s fairy’s soul, and its rumored that
many have went mad soon thereafter due to the Dreaming
utterly destroying all they have been.
• You know why the house returned in “69”, There are
many within and more without the house who will tell
you what they know, but you know the true reason.

House Eiluned Lore 5:

• You know the History of House Eiluned and know
how it was formed.
• You have seen and know what the secret societies
are really there for and how they were formed.
• You know whom the prominent members of House

Vampire (ST Approval)

Vampire Lore 1: No clue

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

Vampire Lore 2: A bit of knowledge

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

Vampire Lore 3: What a successful Hunter might know

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

Vampire Lore 4: What an Arcanium Scholar would know

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

Vampire Lore 5: Sure your not Kindred?

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

Werewolf (ST Approval)

Werewolf Lore 1

  • Werewolves exist, they are akin to the mythical creatures made popular in movies and books.
  • Werewolves may be vulnerable to certain superstitious means of damage - holy water, crosses, silver, faith.
  • Werewolves tend to live in sparsely-populated wilderness, such as forests.
  • They are wild, dangerous, and few have lived to tell of their encounters.

Werewolf Lore 2

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

Werewolf Lore 3

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

Werewolf Lore 4

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

Werewolf Lore 5

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

Ghost (ST Approval)

Ghost Lore x1

  • They haunt a house because they want to be reunited with their love. These haunting are often accompanied by poltergeist phenomena.
  • Some say Restless ghosts are at war among themselves, for various reasons.
  • Information from newer movies (The Haunting, Ghost Ship, Lost Voyage.)
  • A lot of false rumors, myths and folklore mixed in (basically, a lot of false or inaccurate information).
  • They are everywhere!! Watching and waiting

Ghost Lore x2

  • Rapping’s one of the earliest means of spirit communication. Rapping does include thumping, knocking, tapping or bumping.
  • Reports of poltergeist disturbances cite loud noises, lights, smells, physical and sexual assault, and telephones ringing. Poltergeist activity stops as sudden as it starts.
  • It may last anywhere from a few hours to a few years. Activity usually takes place when a particular individual is present.
  • Believes any ghost will possess any power they have ever seen exhibited.
  • Sometimes they are accompanied by smells or give sensations of chills. Most apparitions seem to have a purpose such as communicating a message.

Ghost Lore x3

  • You cannot hear a ghost of the undead that does not wish to be heard
  • Invisibles are ghosts that play with children that only the child can see.
  • Some people believe these ghosts are only a figment of the Childs imagination.

Ghost Lore x4

  • Zombies exist. They are ghosts who have re-animated their corpses to rule the world.
  • The center of a Haunted house is called the Heart which is learned from poltergeist the movie from the 80’s
  • Apparitions can appear and disappear very suddenly. They can move through walls, cast shadows and their reflection can be seen in a mirror.
  • They may appear real or sometimes may appear fuzzy or transparent.
  • Ghosts can possess people, animals, and machines

Ghost Lore x5

  • You know that ghosts are also called Wraiths
  • Rough knowledge of factions between the difference of a good ghost and a bad ghost which is called a specter but do not know what the purpose of a specter is.
  • They normally have a personal connection between a thing and to the person they haunt.
  • Ghosts are not something that should be taken lightly, if ignored to long they can find a way to be heard, or felt.
  • Frequently the most subtle of the Undead, ghosts masquerade as the living, often unaware of the true nature of their own existence. The lesser reveal their deceit by a slight haziness that blurs their image, while the greater bestow no visual clues. They drain energy from the living, often unknowingly, through mere proximity. Only magical weapons can release a ghost from its ties to the earth, if its focus is a person, a weapon, a treasure, a place cannot be located and destroyed or dispersed.

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